ISLES OF DARKNESS: REQUIEM CUSTOM MECHANICS

ISLES OF DARKNESS: REQUIEM
CUSTOM MECHANICS
2010/11/29
CONTENTS
BLOODLINES ...................................................................................................................................................................... 3
Druzhina Grozny .......................................................................................................................................................... 3
Grigori............................................................................................................................................................................... 6
Philologi ........................................................................................................................................................................ 20
Steel Riders.................................................................................................................................................................. 29
Syndicalists.................................................................................................................................................................. 38
Templar Nocturnus .................................................................................................................................................. 42
Wyruldcyninges ........................................................................................................................................................ 45
DEVOTIONS...................................................................................................................................................................... 49
As One - Variant ......................................................................................................................................................... 49
Aqua Accursus............................................................................................................................................................ 49
Dead Letter .................................................................................................................................................................. 50
Death's Cold Grasp ................................................................................................................................................... 50
Depravity...................................................................................................................................................................... 51
Disguise Potency ....................................................................................................................................................... 52
Erode Equilibrium .................................................................................................................................................... 53
Familiar Mob............................................................................................................................................................... 53
Fast Draw ..................................................................................................................................................................... 54
Feel what I Feel .......................................................................................................................................................... 55
Fenrir's Talons ........................................................................................................................................................... 55
Ferrum Ea Tenebrae................................................................................................................................................ 56
Fists Like Anvils......................................................................................................................................................... 57
Flow Within................................................................................................................................................................. 57
Gift of Thoth ................................................................................................................................................................ 58
Great Throw ................................................................................................................................................................ 59
Guardian of the Barque .......................................................................................................................................... 59
The Herald's Sigil ...................................................................................................................................................... 60
Hidden Urges .............................................................................................................................................................. 61
Hit the Ground Running ......................................................................................................................................... 62
Impact ............................................................................................................................................................................ 63
Iron Guard.................................................................................................................................................................... 63
Magician's Exit ........................................................................................................................................................... 64
Mask Object ................................................................................................................................................................. 64
Oathbreaker's Brand ............................................................................................................................................... 65
Olfactory Memoirs .................................................................................................................................................... 66
Pax Lex .......................................................................................................................................................................... 66
Perceive the Web ...................................................................................................................................................... 67
Phenormone Sense................................................................................................................................................... 68
Prince Charming........................................................................................................................................................ 68
Sanguine Stamina ..................................................................................................................................................... 69
Scent of a Woman ..................................................................................................................................................... 69
Self Dominate ............................................................................................................................................................. 70
Shadow Tongue ......................................................................................................................................................... 71
Shield of Steel ............................................................................................................................................................. 71
Sight Beyond Sight ................................................................................................................................................... 72
Sleep Unseen............................................................................................................................................................... 73
Spirit's Link ................................................................................................................................................................. 73
Tenebrific Animus .................................................................................................................................................... 74
Touch of Knowledge ................................................................................................................................................ 75
Trademark ................................................................................................................................................................... 76
Twilight Disguise ...................................................................................................................................................... 76
Vast Strike .................................................................................................................................................................... 77
Ward of Whispers ..................................................................................................................................................... 78
Xi Nao ............................................................................................................................................................................. 78
ITEMS ................................................................................................................................................................................. 79
Botanica Mandragorica .......................................................................................................................................... 79
Necrotic Poison.......................................................................................................................................................... 81
Nepenthe Mandragora ............................................................................................................................................ 81
BLOODLINES
DRUZHINA GROZNY
The Druzhina Grozny is an ancient, scattered bloodline. Though their exact origin has long been
left to time and torpor, those Kindred who specialise in such things have assembled documents
kept by elders that suggest these Kindred split from the main clan well over half a millennia
somewhere along the northernmost edge of Europe or Eastern Europe – Scandinavia, Finland or
perhaps Northern Russia.
Mercenaries for hire, the so-called Scourge of Kindred use their skills ruthlessly to maintain
order and tradition; the Druzhina Grozny consider it their duty to protect their covenant from
the influence of traitors and diablerists. The Druzhina Grozny’s methods of conducting their
craft coincide with their beliefs that vampires, at their core, are hunters. Predators. They believe
that the Druzhina Grozny are the hunters of hunters, the kings of predators, the scourge of the
Damned.
The Druzhina Grozny are select troops in personal service of powerful Kindred, often Princes, to
serve the best interests of the covenant that they are a member of. Long ago, their original
functions included bodyguarding, raising tribute from the conquered territories and serving as
the core of a group of Kindred sworn to defend their covenant.
The Oath of Defence
It has been passed down over time that the duties and purpose of each individual Druzhina
Grozny is to serve as the personal bodyguard of a leader within their covenant, swearing an
Oath of Defence to them, which many circles consider an Invictus practice, but it is a practice
that the Bloodline has inherited from its Invictus founder. Each Druzhinnik who is brought into
the Druzhina Grozny must swear an Oath of Defence to its inceptor before they are shown how
to develop the bloodline.
Ethics and Beliefs
While Druzhina Grozny members accept that vampires have weakness and penchants, qualities
such as compassion and the Beast, they believe that they are akin to an appendix – parts of one’s
self that should atrophy from disuse. Their urges must be suppressed in one’s self and others.
They also strongly believe that vampires who display weakness (not cunning or the ability to
dissemble, but genuine failing) should meet Final Death at the hands of a member of Druzhina
Grozny from their covenant.
Members of Druzhina Grozny believe that those Kindred who have fallen to the Beast are
atavisms and must be eliminated. These undead are threats to Kindred as a whole. They are as
feral and dangerous as any predator, but they are out of control, like rabid dogs and so, they
must be put down for the good of the species.
They also believe that the mark of an ideal predator is its capacity to conduct the perfect hunt
and kill. One’s skills can be honed on the streets, in clubs or in high society, and are always
foremost on the mind of the Scourge.
Quote
"Alive, I will defend you to your last breath;
Dead, there is no point in avenging you.
Our duty still remains."
Parent Clan
Nosferatu
Nickname
Amongst Bloodline members, they refer to each other as Druzhinniks though outside the
Bloodline, the Druzhina Grozny are referred to as The Scourge.
Covenant
As much as the Carthian Movement may hate to admit it, even their number welcome members
of the Druzhina Grozny, as they are invaluable enforcers. The Circle of the Crone and the Lancea
Sanctum, covenants of faith, both use Druzhina Grozny members as Inquisitors and Defenders of
the Faith. The Ordo Dracul put Druzhina Grozny members to good use in the Sworn of the Axe
protecting the covenant from threats within and without. The Invictus claim the greatest
number of Druzhinniks within their ranks as the need to enforce stability and order is a strong
desire for many of the bloodline.
Appearance
A great majority of Druzhinniks are extremely low Humanity on account of the tasks that they
are required to do. They have the same horrible disfigurements and the same disturbing
demeanour. They may be drawn from all walks of life and all cultures. Like the Nosferatu, no
two Druzhinniks are exactly alike, but in this bloodline one feature is common: inhumanly black
eyes.
Havens
Most Druzhinniks dwell in places far from mortals, such as abandoned warehouses, graveyards,
basements and of course, the ever-popular sewers and subway tunnels. That said, some few
Druzhina choose to flout tradition and take their havens in penthouses, fantastic manors – any
place where they can enjoy the luxuries of wealth yet still count on substantial privacy.
Background
Druzhina Grozny choose to embrace only the strong. They do not have to be physically
powerful though most are. There are many noblemen with black hearts and short stature who
continue to command great respect in death. Though Russian in origin, Druzhina Grozny are
not picky about race and through the ages other strong conquering neighbours, Slavs, Tartars,
Varangians, Mongols, Goths, Norsemen and Turks, have also been embraced into the Bloodline.
Character Creation
Members of the Druzhina Grozny tend to favour mental and physical attributes and skills over
social. In keeping with a pleasant public facade, they do not completely ignore social graces, but
tend to simply hold mental and physical as more useful to their goals. Many members of the
Druzhina Grozny tend to concentrate on fighting skills involving weapons more than using their
bare hands given the advantage that those weapons allow.
Organization
The Druzhina Grozny separates into two layers: elder druzhina, also called better druzhina or
fore druzhina, and younger druzhina. The elder druzhina consists of Druzhina Grozny who has
sworn an Oath of Fealty, or Defense to a specific individual (known as their Liege). They
generally hold great positions of esteem within their covenants and have been known to be
advisors to Princes.
In addition to service to their Liege, Druzhinniks of the younger druzhina (called otroki or
gridni) have been to known run errands on behalf of the Druzhina’s liege lord, and local Princes,
including serving as their bodyguards.
Those Druzhina Grozny who know of each other, do enjoy corresponding with one another and
hold gathers and parties for their kind several times a year, traditionally on one of the four
major pagan holidays: Koliada (or the winter solstice), Maslenitsa (the beginning of Lent),
Rusal’naia week (fifty days after Easter) or Ivan Kupalo (the Summer Solstice).
Concepts
Assassin, Judge, Covenant Enforcer, Guardian Angel, La Femme Nikita, Crime Lord, the Veteran,
the Prince’s Hound, the Old Man of the Mountain, the Respected Elder of the Ethnic
Neighbourhood and Paladin.
GRIGORI
"Ignorare letificus, sed ipsa scientia potestas est"
The Grigori were a choir of angels set to watch over humanity by God. However, they lusted
after their charges, married, and lived with the woman of the mortal populace, their union
producing the giants known as the Nephilliam. In response, God bound the Grigori for all
eternity and sent the great flood to clear the Earth, save only for the ark of Noah.
The members of the Grigori bloodline do not view themselves as having descended from these
entities but use their name in recognition of the story’s importance as both allegory and
cautionary tale. While not all members of the line are religious, they recognise the importance
of the tale - that higher beings were bound to a mortal state because of their interaction with
what they observed. The fault of the original Watchers was in becoming too involved with their
charge, and so the bloodline has resolved not to fall into that trap themselves. Instead, they
content themselves with pursuing the goal of transcending the confines of traditional realities,
remaining distant from those that inhabit them.
New recruits to the Ordo Dracul are more often than not taught of the Solitude Paradox, a quasimystical approach to Heisenberg’s Uncertainty Principle which states that “Observation is a fact
of the Requiem” and that all actions are observed by someone; be it other kindred, restless
spirits, or God himself (depending on the beliefs of the mentor). Observation is interaction,
even if the changes are virtually immeasurable. However, the Dragons also maintain that
Nothing Is Permanent and so its members strive to observe without interference and it is on
these concepts that the bloodline is based.
Each member of the Grigori bloodline pursues a greater comprehension of the sublime, both in
their nightly existence and in the underlying truths of the fabric of reality. Traversing the globe,
pushing the frontiers of science, unearthing ancient rites and rituals or breaking the boundaries
of occult or academic understanding all help the Grigori to unlock their material prisons and
seek a higher state of being. They seek ultimate understanding in the patterns they find within
the reality that most perceive, acknowledging that "reality" is merely an expression of a higher
plane of existence, a pale and distorted reflection through water of the world above.
Whether as visionaries or lunatics, these Mekhet have dedicated their lives to delving into the
complex and near infinite connections that occur in the existences of those around them,
seeking an understanding that they believe they will take them on the next step toward their
ultimate destiny.
History:
The bloodline was founded by Doctor Daedalus Finch, a Mekhet of the Ordo Dracul following the
failure of the centuries-long Project ADVENT experiment carried out by his grandfather,
Professor Xavier Ryan Ellison of the Ordo Dracul. Project ADVENT was Professor Ellison's
attempt to catalyse a change in his own vitae to produce a bloodline he called the Shemhazai, a
line that would seek similar goals to the Grigori.
The Shemhazai were the result of centuries of experimentation by the aged Patriarch, and
combined his desires and hopes for greater understanding of the Universe. Those first few who
drank of his vitae or who were close enough of embrace simply to pull the mysteries of the
Shemhazai through the invisible paths of the vitae walked as gods among vampires. Their
unique discipline expanded the range of their senses, unlocked latent skills, and languages,
allowed them to mould the very fabric of truth to their whim, and ultimately to temporarily
transcend their body to gain limited knowledge of the totality of reality.
However, Professor Ellison reached too far under the skein of the world while transcended,
seeking out the knowledge that the Ordo Dracul had long sought, and in his pride he tumbled.
Like the Daedalus of myth, he flew too close to the sun with his waxen wings of vitae and he
burnt the very bloodline out of his blood. So complete was his pride and his fall, that all other
members of the House who had taken upon themselves the bloodline felt their own vitae
between to twist in sympathy, and they too found the powers of the Shemhazai boiling and
evaporating from their grasp.
The House was shaken by the sudden reversal of their fortunes, coming so soon on the heels of
their initial success. It is speculated by some that it is this event that sent the Professor into a
frenzied state of research, claiming that in his last moment of apotheosis he had glimpsed that
which would allow him to forever transcend the world and leave behind the concerns of the
Kindred.
It was in early June 2009 that he called those of his House to come and witness the results of his
latest work. Some made it, some were too late, and others did not heed the call. Those that
arrived on time were never heard of again; those who arrived late found an intact laboratory
but no kindred, and Spirit's Touch revealed only blinding white hot light which caused the
Rötschreck to rise in some; those who ignored the call never doubted for a moment that the
Professor has simply gone crazy with age and diablarised his family before slipping into torpor.
Following this, Doctor Finch retreated to his own research and began to delve into the notion of
entwining his knowledge of Jewish mysticism with the same drive for greater understanding
that had hallmarked the Shemhazai. Concentrating on the core principle of Observing Without
Interfering, he renamed the potential bloodline the Grigori and set about locating those who
would be able to aid him with the experiment he named Project VERITAS.
His newborn childe, Lily, was quickly identified as a perfect candidate to verify if the line would
be transmitted via the bonds of blood inherent in the embrace. Due to his existing research in
understanding higher states of reality, the Ordo Dracul mathematician Nicholas Claridge was
offered the role of the first avus subject in exchange for aid in the initial experimentation and
formation of abilities that would later be called Logos, the bloodline's signature discipline.
Doctor Finch, the oldest of the triad and the most advanced in haematological studies, began the
necessary research to concentrate further the latent powers of his blood to allow the changes he
wished to become a fundamental part of his identity. As he readied himself to undertake the
lesser chrysalis required he prepared to step into a future pregnant with the potential for
greater understanding of the world around him, a step towards the goal of true transcendence.
Clan:
Mekhet
Nickname:
Watchers (Occasionally, by themselves, Platonics)
Covenant:
Regardless of their religiously significant name (or perhaps because of it), the majority of the
Grigori can be found in the more secular, metaphysical covenant of the Ordo Dracul where the
bloodline originated and given the bloodline’s strong bent towards transcending reality and
their near obsessive acquisition of knowledge it is not surprising that most Watchers remain
among the Dragons. Those who tend to join the line from within the Ordo are those whose
studies reach beyond transcending merely the vampiric curse but strive for something greater,
taking the rite of Chasing the Dragon's Tail and the lessons it teaches on unwanted interference
particularly to heart. That is not to say that others among the Covenant do not join the line, but
those that do show a propensity towards pushing boundaries.
Since the Grigori pursue transcendence of reality, rather than the specific Ordo goal of the curse
of undeath, kindred from other covenants do join, although those that do tend to already be
scholars interested in pursuing methods of understanding the world without becoming directly
involved with it.
Crone Watchers are those who understand the fundamental avenues of similarity that run
through the universal-concepts they draw upon for their blood magic, making Semioticians the
primary candidates for inclusion within the Grigori.
The Carthians, like the Dragons, experiment with change and improvement of the kindred state
and some Watchers do find themselves amongst the Movement. However, ultimately, the
Carthian's close interest in mortal affairs ties them too closely to the material world and
Carthian Grigori must eventually choose between pursuing the goals of their bloodline or their
Covenant.
Grigori of the Invictus and Lancea Sanctum are rare. Although some members of the Invictus
join in the pursuit of new avenues of control, the methodology, and goal of the bloodline is often
too abstract to be compatible with traditional avenues of power.
Those Sanctified that join the line see the promise of something greater in the words of
Longinus, pursuing a religious rebirth beyond their current state, but the Lance’s reliance on
dogma and tradition brings conflict between bloodline and faith. In addition, most of the Lancea
Sanctum view the bloodline’s stance of turning its back on kindred society (through the stance
of non-involvement and observation) to be anathema to their teachings.
Appearance:
Watchers are for the most part understated, overlooked, and unremarkable, as concentration on
their transcendent philosophy tends to overshadow interest in their physical appearance, or the
desire to be the centre of attention. The result is generally congruent with those who have been
in academia for many years - an appearance that trends towards bland regularity or eccentric
disinterest. Striking looks are almost unheard of amongst the Grigori, and when they are found,
it is not because the Watcher is attractive, but merely striking.
Haven:
As with appearance, Watcher havens are hidden and forgettable from the outside. Abandoned
buildings in the middle of nowhere suit them fine, although smaller secondary havens close to
where others gather serve well for actual observation.
The nature of their work leads Grigori to lose interest in the physical world. Utility is therefore
more important than comfort and modernisation or repair are often overlooked unless
necessary. Many homes belonging to Watchers develop Haven Occulation over time as their
owners withdraw from reality, and most have some sort of Library attached.
The Grigori’s practicality in terms of home means that they will often abandon a haven or city
without regret when it becomes necessary and some are careful to swap favours and services in
order to learn Haven of Soil, in order that they can sleep wherever their research demands.
Given their aloof nature, it sometimes comes as a surprise to outsiders that the Watchers often
negotiate guest rights among their allies, and treat the concept of Hospitality as being of the
utmost import. Grigori are expected to be exceedingly respectful of the homes and havens
where they stay or visit, to ensure that they are never without a safe place to rest when “out in
the field”. This practice can at times be hard, given the weakness of their blood.
Background:
The stereotypical qualities of the Mekhet are quite prevalent within the Grigori; however, the
members of this bloodline are those with a real thirst for understanding, seeking out the deeper
secrets of reality and existence that go beyond the interests of their fellow clan mates.
Watchers are brought from all occupations and lifestyles, selected not for their formalized
training or academic acumen, but for the ability and the strength of personality to question
reality. Sires care not for the political leanings, gender, age, sexuality, nor profession of their
prospective childe. Regardless of their background, Watchers are always keenly perceptive and
questioning of commonly accepted ideals, structures, and methodologies.
Perhaps because of the strong drives required to question the nature of reality itself, Grigori
tend to be insightful, arrogant, and distant, often showing a surprising lack of consideration for
their personal safety as they pursue their goals. A line from Tennyson's poem defines a
fundamental identity of the Grigori: "To seek, to strive, and not to yield".
Character Creation:
As a rule, Grigori focus almost exclusively on Mental Attributes, with Composure coming in a
close second. For those that take the time to expend effort in their social skills (bearing in mind
the line weakness) Presence tends to be overlooked and low, with Manipulation taking
precedence so that they can spin their webs of intrigue and gain allies for their work. Despite
the drawbacks of Logos, it is a rare Watcher that focuses on the Physical, and such Attributes
tend to be low.
For skills, the Grigori prioritise the Mental skills, in particular Occult, Science, Academics, and
Investigation. Social skills again come second, with Physical trailing in third. Few Watchers can
command the hearts of a crowd or battle the forces of evil, but they can produce tactical plans to
rival the generals of old. For merits, Eidetic Memory and Encyclopaedic Knowledge rank high
during creation, while Dragon Watchers prize the Ordo specific "Mind of the ..." merits.
Occultation also tends to be developed over the years, as the Grigori fades into the background
through continual non-involvement.
For Virtues, the Grigori tend to end up with one of: Faith (belief the universe has an underlying
Plan or Pattern), Prudence (the wisdom and restraint to not get involved when it is
inappropriate), or Temperance (knowledge that that everything has a place in life, and getting
the balance is important).
For Vices, the Grigori gravitate overwhelmingly toward Pride, but also can have either Greed or
Lust generally with an academic or occult focus (so a Lust for knowledge, for example).
Bloodline disciplines:
Auspex, Celerity, Logos, Obfuscate
Weakness:
The Grigori are an offshoot of the Mekhet clan, and therefore suffer the same penalties of that
clan: Grigori more acutely suffer certain banes of vampiric existence than do their fellow
Kindred. Whenever Grigori suffer damage from sunlight or fire, they take an additional point of
aggravated damage from that source (see MET: Requiem p. 243 for more on sunlight and fire
damage).
Additionally, the Grigori are frequently seen as cold, calculating, and unfeeling individuals with
little regard for the emotions and feelings of others. This is due in part to the fact that their
cerebral natures cause them to lose touch with their emotions and partially due to their contact
with a higher state of thought through the discipline of Logos. All Grigori suffer the Double
Trouble system permutation, with regard to mundane test pools based on the Presence
Attributes or the Empathy Skill. For any such dice pool, drawing an ace or two imposes an
automatic failure (MET: World of Darkness, pg. 182).
As they peer beyond the skin of reality, the minds of the Watchers begins to crack as the ‘true’
patterns behind reality become apparent. The character sees patterns all around him, signs of
some greater plan or intelligence guiding his steps. Whether through song lyrics,
advertisements in magazines, lines in films or the state of the weather, the character is sure that
these environmental flashes are messages of importance meant for him. At least once a scene,
the player must roll Resolve + Composure. If that roll fails, the character has to perform some
action that reflects his obsession with these patterns. This effect functions as per the
derangement Magical Ideation (Mekhet: Shadows in the Dark, pg118). If the character already
suffers this derangement, they should take a manifestation of Delusional Obsession (MET:
Requiem, pg270) instead (stacking if they already possess this derangement as well).
Organisation:
At first, Watchers seem driven to compete with each other out of a thirst to discover new
knowledge. However, as their work progresses they begin to lose interest in the physical world
around them and such petty competition inevitably fades. In the long term, they recognise that
the bloodline is more effective if they can pool the vast amounts of data, information, and
resultant knowledge at their disposal. Hoarding it only holds back the transcendence of the
Grigori, so instead they cleave to the principle of "quae non prosunt singula multa iuvant" (what
alone is not useful helps when accumulated).
While they have no inherent structure at this point, they tend quickly to acknowledge those
with greater access to information and data, as well as those who have a greater insight into the
underlying metaphysical properties of existence, creating temporary hierarchies or think tanks
when they meet.
Society and culture:
The Grigori are a line dedicated to the diversity of knowledge. They hail from a variety of
different paths, pursuing clues to a higher level of understanding through diverse techniques
and fields of study. They generally appear as driven and studious members of the Mekhet clan,
but their pursuit of higher understanding causes the development of a distaste for, or
disinterest in social dynamics. This can manifest as an air of refined, superior civility, arrogant
ignorance of the feelings of others, or simply an absent-minded disinterest in people.
Issues of Humanity vary wildly, depending mostly on the individual Watcher's personality and
research areas. Some find the pursuit of higher knowledge leaves them divorced from their
beast as 'earthly' sins lose their appeal, while others lose sight of the 'value' of human morality
and sink towards their beast as they conduct bizarre and strange experiments in search of
forbidden knowledge. Grigori can be terrifyingly insane, or worse, terrifyingly sane, observing
the world with a cold clarity that unnerves...
Ultimately, all the line sees as important is the Watcher's ability to remain capable of reason and
thought. The Watcher who refuses to experiment any more out of perceived moral qualms over
their work is of no greater value than the Watcher that becomes little more than a ravening
beast and must be put down.
Concepts:
Chaos theorist, numerologist, philosophy student, linguist, Qabbalist
Quotes / Thematic:
"Entia non sunt multiplicanda praeter necessitatem" (trans. = entities must not be multiplied
beyond necessity)
"Ignorare letificus, sed ipsa scientia potestas est" (trans. = Ignorance is bliss, but knowledge is
power)
"Ab uno disce omnes" (trans. = From one, learn all)
"Aut viam inveniam aut faciam" (trans. = Either I shall find a way, or I shall make one)
"Sapienti sat" (trans. = Enough for the wise)
"Quid est veritas" (trans. = What is truth?)
"Beatus homo qui invenit sapientiam" (trans. = Blessed is the man who finds wisdom)
"Concordia cum veritate" (trans. = In harmony with truth)
"Condemnant quod non intellegunt" (trans. = They condemn because they do not understand)
"Esse est percipi" (trans. = To be is to be perceived)
"Ex scientia vera" (trans. = From knowledge, truth)
"Nosce te ipsum" (trans. = Know thyself)
“The movement of Heaven is governed by function, not divination. Numbers are the world's
language, not the mad scrawlings of holy men. The Ancients knew this, and yet we imitate them
not with reason, but superstition!” ~ Kyota Meru [http://dresdencodak.com/wpcontent/gallery/art/kyota_tech.jpg]
"It is by will alone I set my mind in motion. It is by the juice of Sapho that thoughts acquire speed,
the lips acquire stains, stains become a warning. It is by will alone I set my mind in motion." ~ Piter
De Vries [Dune (1984)]
"Restate my assumptions: One, Mathematics is the language of nature. Two, Everything around us
can be represented and understood through numbers. Three: If you graph the numbers of any
system, patterns emerge. Therefore, there are patterns everywhere in nature. Evidence: The cycling
of disease epidemics; the wax and wane of caribou populations; sun spot cycles; the rise and fall of
the Nile. So, what about the stock market? The universe of numbers that represents the global
economy. Millions of hands at work, billions of minds. A vast network, screaming with life. An
organism. A natural organism. My hypothesis: Within the stock market, there is a pattern as
well...Right in front of me...hiding behind the numbers. Always has been." ~ Maximillian Cohen [Pi
(1998)]
Logos
A fundamental aspect of many occult models of reality is a belief that the universe is split into a
number of planes of existence. A common hierarchical model for this is that of the Physical,
Mental, and Spiritual (oft called by other names such as the Material, Conceptual, and Divine).
That Which Is To Be is first conceived and set in motion by the Spiritual plane (perhaps by a socalled Divine entity). This is then transmitted down to the Mental plane, where the idea of That
Which Is To Be is called into existence. Finally, it reaches the Material plane where That Which Is
To Be is made manifest in the world in physical form. At each stage, That Which Is To Be
becomes more diluted and less ideal; the concept of a perfect sphere can never be crafted
physically without some imperfection or marring creeping in.
Using this model as a basis, Logos attempts to reach up from the Material plane of the user to
the higher planes of reality, pursuing a greater understanding of the Mental over the Physical
and pushing the Mental towards the Spiritual. It strives for perfection of thought through
understanding of the interconnected nature of the universe, to strive for an understanding and
existence free of the dilution and corruption of the thought-form as it passed into the Physical.
The name of Logos itself derives from the Greek word λόγος and refers to a number of concepts
all at once. The term was first used by Heraclitus (ca. 535–475 BC) to mean both the
fundamental order of the cosmos, and the source. It evolved through use by Aristotle to be
applied to rational discourse and by the Stoic philosopher to identify the divine animating
principle of the universe.
In a non-technical sense, the Greek word λόγος has a further meaning: that of speaking,
“sentence, saying, and oration”. It also has connotations of the intention speech or the thought.
It is also the root of the word “logic” in English, and it’s semantic field extends beyond the usual
translation of “word” to notions such as “thought, speech, account, meaning, reason, proportion,
principle, standard”, or “logic”.
It is suspected that for these reasons that, for all levels of the discipline, many (although not all)
Grigori develop the habit of using a word or a mantra to speak their desires manifest. It does
not appear to matter what is said, just that there is something spoken, a word to match the will.
For example, when using Synaesthesia to replace damaged eyes, an elderly Grigori Latin scholar
who whispers to himself “oculus” (the Latin word for eye) receives the same effect as a young
hipster who cries out for “light”, and the third Grigori who says nothing likewise achieves the
same effect. Most Grigori that speak have a particular ‘pet’ phrase or word they use to activate
the different powers of Logos, or may only find it necessary to speak for a particular power of
the discipline.
The development of Logos marries a lifetimes worth of research into the underlying nature of
the universe as expressed in the Qabbalah with advanced research into fundamental physics,
chaos theory, quantum realities and the nature of thought itself. As a result, Logos attempts to
express fundamental truths of the universe through the dual lens of spirituality and science,
creating reason and order out of perceived chaos.
As the Grigori advance their understanding of Logos, their ability to perceive their place in the
pattern of the cosmos increases, and along with it the knowledge of how to manipulate the
information that exists beyond the physical world. However, it is not easy to push the mind into
the Mental plane as the body remains in the physical and the Grigori find that which utilising
their powers, the physical must be sacrificed, weakening the body or leaving it racked with pain
as the mind pursues higher knowledge.
NOTE: A number of the powers in Logos allow the user to obtain knowledge of things without
learning. None of these powers can be directly used to obtain skills, specialisations, languages,
or similar which would require an approval above Local or the use of the Approvals Database.
In the case of a language, the discipline user gains access to the selected language merit. Skills
specialities and languages are limited to those originating in (or being capable of originating in)
the mortal or kindred mind. Anything based on non-human or other supernaturally affiliated
minds (First Tongue, High Speech, spirits tongue, etc.) cannot be attained or understood with
these powers.
SUGGESTED UNIVERSAL MODIFIERS
Modifier
+1
+1
-3
Situation
Character has 5 minutes to stop and contemplate for using the power
Meditative Mind merit
The character is attempting to activate the power amid a fight or other stressful
circumstance.
• Synaesthesia
"Similia similibus curantur" (trans. = Similar things take care of similar things)
Synaesthesia is defined as a sensation produced by one sense when a stimulus is applied to
another. It is a recognised phenomenon amongst mortals and most commonly found by the
production of colours when hearing sound. Many famous musicians are known to have
suffered, and to have composed some of their finest works based on the interplay of colours.
The idea that one sense can interpret information and provide the mind with sensations linked
to another, entirely separate sense was key in the development of the first stage of Logos. While
even those Kindred with Auspex limit their perceptions by differentiating between stimuli, the
Grigori realize that all data contains points of reference to all other data; that everything is
linked on fundamental level beyond observation. The mere physicality of the senses is not a
bound to their understanding of the true patterns of reality.
If a Watcher is denied data from one sense, they able to interpret the data still present in the
other senses beyond the usual limits. With an effort of will, they forge the underlying links
present in the data received by their remaining senses and can extrapolate the missing
information, creating ‘sight’ from sound, or touch from taste. They are rarely, if ever, denied the
uses of their senses; never left in darkness or silence.
COST: N/A or 1 Willpower (see description)
TEST POOL: N/A or Wits + Investigation + Logos (see description)
ACTION: Reflexive
In normal situations, if a Grigori loses access to one of their senses then Synaesthesia negates
the penalties they would suffer due to lacking the sense. While it does not actually restore the
sense in question, the information gained from sound or the movement of the air against their
skin allows the Grigori to function nearly as normal. Senses compensated for cannot benefit
from using Heightened Senses until they are restored naturally.
However, for every sense currently denied the Grigori suffers a -1 penalty on all dice pools using
Physical Attributes which is not negated by use of Synaesthesia. As a note, this power
immediately fails if all five senses are lost or denied.
If the sense is denied due to use of Heightened Senses (such as an explosion is deafening, or a
bright light is blinding), then Synaesthesia cannot restore the sense. However, the damaged
sense still counts as ‘missing’ for the purposes of penalties on future activations.
Synaesthesia cannot compensate for senses removed through supernatural means (such as
Touch of Deprivation). The Grigori can instead activate Synaesthesia to add their dots in Logos
to their resistance pool.
During combat, or other stressful situations, each round requires a reflexive Wits +
Investigation + Logos draw (with a penalty equal to the number of senses currently denied or
removed) to maintain the subconscious concentration on the power.
DRAW RESULTS
FAILURE: The character fails, and the power stops working until the following turn when the
character may attempt another reflexive action to reactivate it.
SUCCESS: The character succeeds in maintaining Synaesthesia for the round, and negates any
penalties stemming from the loss of senses.
Example: Dr Finch wakes as an assailant removes his eyes with Claws of the Wild. As this is
aggravated damage he can’t heal that quickly, he activates Synaesthesia, and makes a reflexive
Wits + Investigation + Logos draw at a -1 penalty (one sense denied ~ Sight) and succeeds. Using
his other four senses, he extrapolates what is going on in the room and confronts the intruder.
The intruder panics and activates Touch of Deprivation, removing Finch's ability to feel in an
attempt to disorientate the Watcher. Dr Finch adds his dots in Logos to his resistance draw, but
the intruder still gets more successes. Dr Finch's sense of touch fails, but his Synaesthesia sight
remains working. He cannot use Synaesthesia to try to regain his sense of touch.
Having Heightened Senses active, Dr Finch is startled as an alarm goes off and nearly deafens him.
His Synaesthesia cannot restore his hearing, and he follows the intruder, deafened and numb but
still able to use his “sight” (which comes to him via smell and taste…).
SUGGESTED MODIFIERS
Modifier Situation
+2
The character has Heightened Senses active on a sense they still naturally have access
to.
-1
A sense is currently lost (cumulative per sense lost). Power does not work if all five
are lost.
-3
The character is attempting to activate the power amid a fight or other stressful
circumstance.
•• Eureka
"Per ardua ad astra" (trans. = through adversity to the stars)
After realising the interconnected nature of data through Synaesthesia, the Grigori next turn
their attention to improving their ability to understand it. By reaching out with their mind and
blood, the Watcher reaches the interconnected nature of all minds. Much as one who has
grasped Telepathy can read the mind of another, or one who understands the Forgetful Mind
can edit the mind of another, so do the Grigori reach out to make use of the unused capacity for
thought in the minds of others. The connection is tentative at best and while it does hold, the
strain of reaching out to greater understanding wracks the Grigori's body, draining it. For a
while, the mind of the Watcher increases beyond that of their peers as their mind transcends
their limitations and makes use of a higher level of understanding.
COST: 1 Vitae per scene
TEST POOL: Intelligence + Academics + Logos
ACTION: Instant
DRAW RESULTS
FAILURE: Failure results in the brain refusing to acquiesce to the request.
SUCCESS: Eureka increases the character's Intelligence by up to one dot per success and lasts
for a scene/hour, or until dismissed as an Instant action. An equal number of dots of physical
attributes (Strength, Dexterity, or Stamina) in any combination must be reduced while the
power is active to compensate for the increase in intellect. Physical dots cannot be reduced to
below one, and all corresponding derived traits are affected by the dot loss (E.g. Health reduces
if Stamina is reduced; Speed reduces if Strength is reduced). Any successes that cannot be
compensated by reducing a physical attribute are ignored.
Eureka cannot be re-invoked while it is still active. That is, you may not spend a second Vitae
and double the benefits of the power.
Example: Dr Finch is researching his next Coil and finds he is having trouble understanding what
he is reading, so he activates Eureka and gains two successes. For the rest of the scene, his
Intelligence is considered two dots higher, and he sacrifices a dot of dexterity and a dot of stamina
to power this Eureka moment.
••• Insight
"Sine scientia ars nihil est" (trans. = Without knowledge, skill is nothing)
Once the Grigori have understood the interconnected nature of reality, and how to expand their
minds to make use of it, they are able to do more than simply expand their intelligence. Tapping
into the fundamental link between all data first encountered with Synaesthesia, they can
extrapolate the very patterns of reality that give rise to languages, proficiency, and skills
temporarily to acquire them for their own use.
No Watcher has yet found a way to peer beyond the capacity of their own form when it comes to
understanding reality, and as such no computer generated codes, languages of beings beyond
this plane of existence, or from anything considered to be 'divine' or 'infernal' can be learnt.
COST: 1 willpower
TEST POOL: Intelligence + Academics + Logos
ACTION: Instant
DRAW RESULTS
FAILURE: Failure results in the character gaining no access to the desired information.
SUCCESS: For each success achieved, the user can gain a skill dot in a skill selected before the
draw is made. These dots last for a scene/hour, and cannot exceed existing Blood Potency
restrictions on skill dots. If more successes are achieved than can be converted into skill dots
due to Blood Potency restrictions, uses of the skill gain the 9-again rule for a number of draws
equal to the user’s dots in Logos. The affected draws must be declared before the pulls are
made. If the user already benefits from the 9-again rule for some reason, then there is no extra
effect. At the time of activation successes can also be swapped out from dots to learn a
specialisation in the chosen skill, or instead to learn a language.
While Insight is active, for each success used (whether for a skill dot, a language, or a speciality)
an equal number of dots of physical skills (from any of the eight skills, not including
specialisations) must be reduced. If Insight is used to boost a physical skill, however, the Grigori
must sacrifice two dots of a physical skill per success (and cannot choose the skill boosted by
Insight to lose dots from). Skills cannot drop below zero; if the Grigroi cannot lose enough
physical skill dots, then they cannot utilise all of the successes, and must make do with less.
A Watcher may only have one use of Insight active at any one time (one skill, with linked
specialisations, and languages) and cannot use dots gained from its use to boost discipline
draws (including Theban, Cruac, and other such sorcery disciplines).
Example: Dr Finch is studying a document delivered to the court. It is written in code, and he
decides to improve his investigation skill. He achieves three successes and boosts his investigation
to three (an increase of two), using one of the successes to pick up a "Deciphering" speciality. He
deciphers the text quickly, and realises it's written in Coptic.
He reactivates Insight, and achieves four successes this time. He puts three of them into Academics
and uses the last to learn Coptic. As his Academics score cannot rise by three more points (his BP
caps it at six), he instead gains the 9-again quality on three Occult draws in the next scene.
SUGGESTED MODIFIERS
Modifier Situation
-1
For each active derangement the subject possesses (not counting the bloodline's
Weakness).
-1
The character is attempting to acquire a Mental or Social Skill of which he does not
have at least 1 level.
-3
The character is attempting to acquire a Physical Skill of which he does not have at
least 1 level.
-3
The character is attempting to activate power while participating in a fight or other
stressful circumstance.
•••• Cognition
"Ab uno disce omnes" (tans. = From one, learn all)
Further learning to focus their impressive intellects, the Grigori can better extract the specific
knowledge they require. Freed, momentarily, from the restrictions of their blood potency, they
can with painstaking mental effort stretch their skills for the stars.
COST: 1 Willpower
TEST POOL: Intelligence + Academics + Logos
ACTION: Instant
DRAW RESULTS
FAILURE: Failure results in the character gaining no access to the desired information.
SUCCESS: This power extends Insight to remove some of the limitations. For each success
achieved, the user can gain a skill dot in a skill selected before the draw is made. These dots last
for a scene/hour, and can exceed Blood Potency restrictions on skill dots. In addition, the
boosted skill may be used to affect discipline draws. However, unlike with Insight, successes
cannot be swapped out for Languages or Specialisations, and the potential for the 9-again
benefit is removed. A Watcher may only have one use of Insight and one use of Cognition active
at any one time, but cannot affect the same skill with both of them at the same time.
While Cognition is active, for each success used an equal number of dots of physical skills (from
any of the eight skills, not including specialisations) must be reduced. If Cognition is used to
boost a physical skill, however, the Grigori must sacrifice two dots of a physical skill per success
(and cannot choose the skill boosted by Insight to lose dots from). Skills cannot drop below
zero; if the Grigroi cannot lose enough physical skill dots, then they cannot utilise all of the
successes, and must make do with less.
Example: In the Insight example, Dr Finch activated Insight to increase his Academics score. He
then activates Cognition but cannot use it to affect Academics, because Insight already affects it.
Therefore, he instead raises his Occult and gains three successes, so it rises to 7; higher than his
Blood Potency would normally allow.
SUGGESTED MODIFIERS:
Same as with Insight
••••• Apotheosis
"Adequatio intellectus et rei" (trans. = correspondence of the mind and reality)
The final known expression of the Grigori connects them to the higher planes of thought that
exist beyond this world and for a brief time the Watcher can physically become a being of mere
thought. In this state, he can move without care through physical objects and across liquids. In
this state, only the traditional banes of the kindred condition can cause them harm.
COST: 2 Vitae + 1 Willpower
TEST POOL: Intelligence + Occult + Logos
ACTION: Instant
DRAW RESULTS
FAILURE: Nothing happens. The Grigori shimmers slightly, but does not change in solidity.
SUCCESS: The Grigori taps into the higher planes and becomes a being of mere thought. This
requires one turn, during which the Grigori can do nothing else. However, doing so does not
cause her to lose her Defence. The Grigori does not appear to change in appearance unless they
attempt to interact with the physical world, at which point it becomes obvious they are
intangible. If they attempt to keep up a facade of being solid, they should make an opposed
Dexterity + Athletics check against Wits + Investigation (+ Auspex if active) of anyone watching
them.
While intangible, the character cannot be affected by any physical attack with two exceptions:
fire and sunlight (the traditional banes of the Kindred condition) still affect the Kindred as they
normally would (meaning Resilience, Coils, etc still work), and any other being which is also
intangible (such as ghosts) can attack the Grigori as normal. Everything the Grigori wears and
carries also becomes intangible, but the Grigori cannot make anyone else intangible, even if they
pick the person up and carries him (at that point, the other person would fall through her arms).
Items carried which are dropped become tangible again, but the reverse is not the case; a
Grigori cannot pick up anything they were not already carrying when they activated the power.
While intangible, the Grigori can freely walk or stick her head through walls, drawers and all
other objects. She cannot walk on air, though she can walk on still liquids as if it were solid
ground; moving liquid may require a Dexterity + Athletics check to successfully navigate. She
might also be able to leap partly through a ceiling and pull herself up to the next floor.
Becoming tangible again is a Reflexive action. At the end of a scene when the power would end,
the Grigori can spend another 1 Vitae and 1 Willpower and make an Intelligence + Occult +
Logos draw to remain intangible. On a success, the power remains active, and on a failure the
character becomes tangible again. If they cannot spend the cost or do not wish to, then they
become tangible automatically on their turn. If the character becomes tangible while part of her
is embedded in solid or liquid matter, she takes three points of aggravated damage and is
expelled to the nearest open space.
SUGGESTED MODIFIERS:
Modifier Situation
+1
The Grigori is being pursued and is not attempting to fight back.
-3
The Grigori is intent on attacking someone
PHILOLOGI
“Warrior and Scholar. Body and Mind. These things are not seperate, but two halves of a single
whole.”
The Philologi (sing. Philologus) are a Bloodline of Warrior Scholars, who have unlocked the
barrier between mind and body, to allow the control and manipulaton of one's own movement
and momentum.
The Philologi first appeared in Scotland only in recent years, and since that time there have
been several additions to their ranks, although they still seek others of like mind to join them.
The Project
Bertram Belasis and his Sire, James Ruthven, are the founders of a debating society in
Edinburgh, called The Lumen Society. Publicly, this society is a place for mortals to debate
philosophy, history and politics as well as conduct lectures on a wide range of subjects.
Privately, the headquarters of the society, Lumen House, is also the home to a coterie of
scholarly vampires. Originally proto-Carthians Belasis and his Sire over the decades and
centuries began to focus more and more on occult matters, and they have now spent the last
150 years researching torpor dreams and the nature of vampiric blood (especially bloodlines).
The hope was that one of these two lines of enquiry would reveal to them something of the true
nature of the Requiem itself, though actual results have been sketchy at best. However, it is this
research that eventually led Belasis and Ruthven to join the Ordo Dracul, at the invitation of
another coterie mate, Marcus Gunn and with sponsorship from one of Ruthven's lineage,
Emmett Ringwald.
Vague rumours and conflicting stories of how the feat of bloodline creation had previously been
achieved hampered their research, until Belasis’ childe, [[Miss Mina Renfrew]], returned from
one of her journeys to the Continent with news of contact with a scholarly member of an
existing Mekhet bloodline. While this did not provide the secret of bloodline creation, it did give
Bertram direction and a renewed sense of purpose.
From this renewed purpose sprang the seeds of the Philologi. Belasis and his Sire turned their
attentions inwards. Looking at the Disciplines possessed by the Mekhet, and drawing
inspiration from the teaching of the Dragons, they theorised that Celerity isn’t just a matter of
supernaturally fast reactions and speed, but at higher levels of mastery actually breaks the laws
of physics. Likewise, Auspex can be seen to overcome limitations too, allowing the senses to
expand and grow beyond the physical. So they theorised that with a combination of mind and
matter, mind and movement working in harmony might be possible, allowing the legendary
powers of vampiric movement so often attributed to Dracula, but also seen throughout film and
literature. Thus the idea of the Philologi was born.
The Training
Naming the proposed bloodline after the Latin word for ‘learned men’, Bertram - being of
greater potency in his blood, due to his Sire’s repeated experimentation with voluntary torpor
during the initial stages of research – took it upon himself to quest after the Philologi.
Undertaking a regimen of both physical and mental exercise he (with the assistance of his eldest
childe Lady Eliza Balfour) began training his blood towards greater potency, then sought to find
ways to alter his blood, training himself in both Auspex and Celerity, while seeking any insight
from his Sire who was more adept with Auspex than he.
The Catalyst
After many years of training, and feeling the frustration that is born from having your goal
almost within reach but not quite able to grasp it, Bertram finally found the trigger, the catalyst,
that allowed him to change his blood and realise the bloodline. The use of the Spirit's Touch to
read an object with a particularly strong psychic impression on it gave his mind the jolt that was
required to break the barrier between mind and body.
Information
Parent Clan: Mekhet
Nickname: Scientia, Athletae
Covenant: Predominantly to be found amongst the Ordo Dracul the Philologi are not however
to be considered solely a line of Dragons. Both Belasis and Ruthven were Unaligned when the
project began, and were granted admittance into the Ordo Dracul, during the course of the
project as a direct result of their researches into bloodlines. The intention of both Sire and
Childe always was that the Philologi were to be a line for Clan rather than Covenant, and indeed
the Philologi feature membmers from almost all the Covenants.
Appearance: Coming from any race and either sex, the Philologi (like their Mekhet forebears)
are mixed and varied in their appearance. There is a tendency toward the conservative in style,
but this is far from being the rule. However, with the line's focus valuing in equal parts martial
training and academic study, most Philologi appear to be in good physical shape.
Haven: As at home in a marble decorated Georgian mansion as they are in a dust-filled
bookshop or a weapon-lined fencing salle, the Philologi will make their homes anywhere they
feel comfortable.
Background: The Philologi embrace those with backgrounds in either academic or martial
fields, especially prizing those who are able to show talent in both. Athletic ability is also highly
sought after amongst prospective Childer.
Character Creation: Either Mental or Physical Attributes (and Skills) can be primary for a
Philologi, with the other most likely appearing Secondary. The Occult skill is likely to feature
highly amongst any Philologi, with a prerequisite Speciality in either Occult (Torpor Dreams) or
Occult (Bloodline Formation) required in order to be a member of the Bloodline. Some measure
of skill in Academics, Investigation, Athletics, Brawl, and Weaponry is common amongst
members of this line. Finally, with its grounding an Academia, many Philologi also find Language
(Latin) to be useful, even vital, especially when studying the journals written by Belasis and
Ruthven during their researches that led to the creation of the line.
Bloodline Disciplines: Auspex, Celerity, Motus and Obfuscate
Weakness: The Philologi suffer the same weakness as their Mekhet forebears. Whenever the
Scholars suffer damage from sunlight or fire, they take an additional point of aggravated damage
from that source (see page 143 of Mind's Eye Theatre: The Requiem).
Distractions: In addition, the Philologi’s unlocking of the barrier between the mental and
physical leaves the Scholars in a constant state of distraction, as they are consciously and
continuingly aware of both the mental and physical sides of their being. As a result, the 10
Again rules on both Wits and Manipulation draws do not apply. This weakness does not apply
to test draws involving Motus or Composure.
Organisation: The Philologi do not recognise one head, but two. The College of Warriors (led
by the Maestro) and the College of Scholars (led by the Maître) together represent a whole, just
as the body and mind represent two halves of a whole.
Both titles meaning 'Master', the Maestro and Maître share leadership of the Philologi in equal
parts. The Maestro of the Warriors is expected to be skilled in the ways of war, but also an
accomplished researcher. The Maître of the Scholars is likewise expected to excel in his field,
but also be skilled in battle.
Other titles within the Philologi include:
•
•
•
•
Graduand - After formal acceptance by an Avus of the Philologi, the prospective
candidate is referred to as a Graduand, until such time as he is able to change his blood
and exhibit one of the powers of Motus.
Philologus - Following a new member of the line manifesting the most basic abilities of
Motus, he earns the right to call himself Philologus. This title is common across both
Colleges of the Philologi to reinforce the concept that the Colleges are two halves of a
single whole.
Stipatores - Bodyguard
Ultoris - Avenger
While the Philologi bloodline may have been influenced by its founders connection with the
Ordo Dracul, titles within the Philologi tend to be awarded or recognised according to the merits
of an individual, rather than by a strictly hierarchical ranking structure. This means of titling lies
in accordance with the Philologi holding self-reliance and personal growth as virtues.
In this manner, any sort of military, academic, diplomatic, political or religious title could be
found in use amongst members of this bloodline. Whether those titles actually confer any
difference in station between various Philologi is a secret known only to the bloodline.
Concepts: Duellist, Researcher, Scholar, Soldier, Antiquarian, Gymnast, Historian, Traceur.
Observances
There are several nights throughout the year that the Philologi observe as either a time to
celebrate or a time to reflect. Being currently few in number, it is these significant dates in the
calendar that bind the Philologi together, as much as any organisation that exists with their
ranks.
15th-16th May - Mercuralia - The 15th May marks the feast day of the Roman God Mercury to
whom, through the power of Talaris, the Philologi have an obvious connection. This night sees
the start of a two day celebration, for the following night, the 16th May, sees the anniversary of
the first flourishing of the powers of Motus within the blood of the bloodline's founder.
16th August - On August 16th 1906, the philosophy that ultimately led to the creation of the line
was first formulated. A point that has recently given the warrior scholars of the Philologi the
subject for some discussion. Sebastian Cook, a friend of the bloodline brought to attention a
passage from the bible , Daniel Chapter 8 Verse 16, where the Archangel Gabriel is sent to help
Daniel with a vision. This has inspired debate on appropriate symbolism for the Philologi.
Whether the Philologi choose to celebrate with debate as above or by simply throwing a good
party is, as usual with a bloodline who celebrate the duality of mind and body, all dependant on
who is throwing the celebration and what fits the mood at the time. Like everything else with
the Philologi, all things exist in balance.
Motus
In keeping with the scholarly pursuits of the bloodline’s founder, this Discipline - like the
bloodline - was given a Latin name, appropriately meaning "movement", for this is the
Discipline of vampiric movement. Not merely an enhancement of physical potential, though
there is a minor aspect of enhancement to Motus, the Discipline instead uses a limited form of
telekinesis to control and manipulate the movement and momentum of the user.
However, the study required to unlock the potential held in a prospective member's blood
requires the initiate to have an Occult Speciality in either Bloodlines or Torpor Dreams, which the
initiate learns as he strives to break the barrier between mind and body.
One interesting (and potentially dangerous) side effect of Motus is that by breaking the barrier
between the physical and mental aspects of themselves, the Philologi’s use of Motus flares dimly
but visibly in the Twilight with varying effects.
Talaris “Winged Sandals”
To a newly inducted Philologus, this most basic of Motus powers is a valuable lesson in the
philosophy behind the bloodline and the Discipline that reflects those beliefs. The Philologus
opens his mind and body to the potential that lies within Motus, quickening muscles with a
thought, and speeding the vampire’s movement as if he were Mercury himself.
To those beings present in the Twilight, such as ghosts, spirits or those using Twilight
Projection, the expenditure of Vitae by a Philologus in the physical world to activate this power
causes a small pair of misty wings to appear to grow from the Philologus’ ankles.
Cost: 1 Vitae
Test Pool: Stamina + Athletics + Motus
Action: Reflexive
Duration: 1 Turn per Success
This power adds to Running Speed only, not Acting Speed, and unlike Celerity provides no
Defence or Initiative bonuses. Plus this power only remains active as long as either the
Philologus is running, or until the Duration expires.
When activated Talaris gives a x2 modifier to Running Speed, if Celerity is activated as well the
modifier (after dots in Celerity are added to the Running Speed) become x3.
Due to the unsubtle nature of this power the Vampire cannot use any Obfuscate other than Mask
of Tranquility to conceal the Predator’s Taint or Touch of Shadow to conceal personal items,
although their use whilst running will certainly break the Touch of Shadow.
Pentaurum “Spring Board”
Taking its name from a spring board used by ancient acrobats to perform leaps, this power is
the first of those available to the practioner of Motus that clearly shows the manipulation of
momentum that the Philologi practice upon themselves. Like the power of Talaris before it,
Pentaurum is achieved through a small degree of physical enhancement, however it draws more
heavily on the limited self-telekinesis that the Philologi practice, pushing wider the door
between body and mind, and thus allowing the user to enhance his own leaping by pushing his
mental energies downward, thus propelling the vampire in the opposite direction.
From the Twilight the activation of this power can be observed as a rush or blast of misty
energy directed in the opposite direction of the Philologus’ arc of travel.
Cost: 1 Vitae
Test Pool: Strength + Athletics + Motus
Action: Instant
Duration: 1 Scene
Motus affects a character’s ability to jump in the following way. The dice pool to jump, as per
page 74 of the MET World of Darkness rulebook, is Strength + Athletics + any relevant
equipment. When using Motus to augment a jump, the character’s Motus dots are added to the
number of feet leapt per success.
On a vertical leap, a character jumps (Motus + one foot per success).
For a standing broad jump, the character jumps (Motus + one step per success).
On a running jump, the distance jumped is Size + (Motus + four steps per success). In order to
make a running jump the character must be able to run a distance of at least 10 steps. If space is
limited, every two steps (rounding up) short of 10 steps impose a –1 penalty on the test pool.
Before jumping, a character may attempt to gauge the distance and his chances of success
before committing. At the Storyteller’s discretion, the character may draw Intelligence +
Composure or Athletics. If the draw is successful the character learns the number of successes
required to make the jump and decide whether it’s worth the risk. You may also learn the
penalties imposed by having insufficient space to get a proper running start.
Unfortunately for the Philologi, Motus allows for a control over movement and does not provide
an enhanced spatial perception, and so they are no better equipped to make this decision than a
mortal would be when weighing up the risks.
Draw Results
Failure: Failure indicates that the character doesn’t achieve the desired distant, which could
mean he falls.
Success: Success indicates the character is able to cover the desired distance as described above.
Lapsus “Gradual Movement”
Taking its name from a Latin word that can also translate as ‘sliding’ or ‘gliding’ as well as
‘gradual movement’, this power owes much more to sliding than it does gliding. No longer
limited to just directing his momentum, as in the previous two powers, this power allows to
begin to truly control it. This power allows a Philologus to reach out with his mind to push at the
ground during a fall, or mentally grab at passing physical objects, in order to slow and control
his descent.
A Philologus certainly cannot fly, levitate or glide with this power, nor does this power allow the
vampire to grab, hold onto or slow down objects – the limited form of telekinesis displayed by
this Discipline simply isn’t focused enough to attempt that with this power, it merely tugs at an
object the Philologus is passing to slow his descent before letting go - however he can somewhat
mitigate the hold gravity has over him and thus fall relatively short distances with safely,
bending rather than breaking Newton’s Three Laws of Motion.
From the Twilight the activation of this power seems to summon a mass of misty tendrils, that is
a manifestation of the mental energy unleashed by this power. Like wings of whips or threads
spun by a desperate spider, the tendrils lash out towards any passing objects grabbing hold for a
split second – not enough to do any damage or affect it in any way – before detaching and
writhing wildly before finding another object or the ground to latch onto.
Cost: 1 Willpower
Test Pool: Wits + Athletics + Motus
Action: Reflexive
Draw Results
Failure: Failure indicates that the character is unsuccessful in reaching out with his mind and
falls, taking damage as usual.
Success: The user activates this power during a fall. When the user impacts, calculate damage as
normal. Then subtract a number of levels equal to 2 plus successes earned on the power
activation draw. Apply the remaining damage, if any, as normal. This power functions the same
on all falling damage, be it lethal or bashing.
Donum Minervae “Gift of Minerva”
Taking inspiration from the curse placed upon Arachne by the goddess Minerva, with this
power the Philologi are able to crawl up walls like a spider. Using their peculiar brand of
telekinesis to attach them to even the slickest surface, the Philologi can crawl across walls and
even ceilings with ease.
In the Twilight the activation of this power can be seen as if a soft misty glow extending from
the hands and feet of the Philologus, although some unsubstantiated reports of Philologi
seeming to ‘grow’ four additional legs made from the same mental energy have been discounted
as rumor.
Cost: 1 Vitae
Test Pool: Dexterity + Athletics + Motus
Action: Instant
Duration: 1 Scene
While the Philologi can attach themselves to most surfaces with ease – although certain hightech near frictionless surfaces may be too slick to grip even with Motus - the need to crawl on all
fours limits the speed that a Philologi can crawl to half movement. Celerity can be stacked with
this power for an additional boost in speed, although the half movement modifier is applied
before any bonuses from Celerity.
In addition the manner in which Talarsis manifests prevents its use in combination with this
power.
Draw Results
Failure: Failure indicates that the character is not successful in activating this power.<BR>
Success: The character is able to crawl across surfaces as described above.
Speculum Gradus “Mirror Step” aka Through the Looking Glass
In legend mirrors and vampires have always had a close connection, due to the folktale that a
vampire’s reflection cannot be seen or appears to be distorted. Although this is just a legend the
Philologi believe that mirrors and the vampiric soul do have a connection, and due to this
connection they are able to use a mirror (or any reflective surface that shows a stable image) to
project themselves into the Twilight - the reflective surface if large enough acting as both
doorway and boundary between the worlds. Once across the barrier between the physical and
Twilight worlds the Philologi travels almost instantly with Motus powered speed through the
Twilight to emerge from another reflective surface nearby. The Philologus is unable to perceive
or interact with the Twilight in any way as he travels.
For those observing from the Twilight the activation of this power manifests as a rapidly
moving misty blur.
Cost: 1 Vitae
Test Draw: Intelligence + Occult + Motus
Action: Instant
Range: 100 yards per level of Motus
The character must be able to touch the surface he is going to use to teleport with and it must be
able to produce a stable reflection. He also must be aware of the location to be travelled to, and
for there to be a suitable reflective surface present. If there is not room to appear (such as if a
mirror at the exit location had been placed in a box or turned to face the wall) then the power
fails – simply covering the mirror with a cloth is not sufficient however at the cloth will simply
be pulled off as the Philologi emerges.
Speculum Gradus Modifiers
-2 – Attempting to teleport when a reflexive surface the size of a small bathroom mirror is
involved.
-1 – Attempting to teleport when a reflexive surface the size of a large mirror is involved.
Zero Modifier – Attempting to teleport when a reflexive surface the size of a full body mirror is
involved.
Note: The Modifiers to not stack, so if the Philologi was attempting to teleport from a small
mirror to a large mirror the total modifier would be –2 and not –3.
Draw Results
Failure: Failure indicates that the character is not successful in activating this power and has
been unable to enter the desired mirror.
Success: The character enters and exits from the desired mirrors as described above.
STEEL RIDERS
There have been a lot of words written about bikers and what it means to be one – same as
there have been a lot of words written about nomads in the Requiem. Some nomads avoid cities
and civilisation because they’re on the run, or because they can’t abide rules. Others feel the call
of the road and can’t resist sampling it.
For those who do feel the song the road, the thrill of travel and the urge to journey the path can
be hard – established vampires look down on them as oddities or freaks, they exist sometimes
on the edges of society and have to struggle to earn a place within Covenants. Often though the
rewards are worth it – there is a curious freedom in the live of a wanderer, a fierce loyalty to
ones companions and a deep sense of responsibility.
The Steel Riders are a very young bloodline, created by an experienced nomad and shared
amongst their fellows as a bond of mutual survival – those who claim membership, or more
commonly who have membership but don’t make any matter of it, have developed a feel for the
road and for their environment which can extend beyond the skilled into the realms of the
supernatural.
To quote an old Chinese proverb, for the Steel Riders “the journey is the reward”
Parent Clan: Though the creator of the bloodline is of the Daeva one peculiarity of the line is
that Savages, members of the Gangrel clan, can also join should they find the wanderlust which
marks the Steel Riders appealing, along with an Avus.
Nickname: None as yet.
Covenant: The founder of the bloodline is a member of the Invictus and many of those who
choose to join the Steel Riders are of that Covenant, there is no reason why any determined and
moral (by the standard of a vampiric nomad, or biker) traveller of any Covenant shouldn’t be
able to join the bloodline if they wished and were able to impress a member of it enough to
initiate them. Its suspected that the Invictus will be the majority of members, but the Lance and
Crone would be prime grounds for recruitment – Dragons and Carthians less so, but there is no
bar to their joining. The Keepers of the Outland, a minor covenant in some places but with
significant numbers in others, might well hear the call of the road and seek out a Steel Rider to
initiate them into the bloodline. Few unaligned are considered to have the moral fibre to find a
code and stick to it, but an exceptional few might find a home within the bloodline.
Appearance: A young bloodline there is no real single look for members, though as nomads
they tend towards the practical rather than formal, jeans, combat trousers, motorcycling
leathers and other clothes chosen for comfort and protection are more in order than evening
dresses and dinner jackets.
Haven: Nomads rarely have a formal haven, though many do choose to establish a place they
can return to – even if its nothing more than a stash for goods, fuel and cash. Needless to say
there is no real rule for what sort of haven is preferred, some might journey on a luxury ocean
going yacht whilst another has a secure “box” welded to the chassis of their pick-up truck and a
third makes a string of biker bars and pool halls into a number of temporary, though secure,
havens. One thing which is a constant is that as an experienced and skilled nomad most will
have access to some sort of comfortable and safe place to sleep away from the sun – even if it’s
not very big.
Background: There are two types of vampire, the Steel Riders will say, those who have a code
to live by – and those who don’t. People who have their own code choose their own freedom and
their own road. Those who don’t have one become lackeys, thugs, monsters and scum – or so
the members of this sometimes brash bloodline might say.
Generally the code that is chosen is solid and definable – and normally has its roots in some sort
of underground or wandering culture, be it that of a wandering trader, a truck driver, a
coastguard or, commonly, what is sometimes known as the “biker commandments” Often this
code is a reflection of honour where the value of a man is the same as the value of his word,
who’ll stand up for themselves, their friends and allies, refuse to back down when they’re in the
right and hold their hand up when they’re wrong. Those who have this, and who essentially) feel
that connection to the road that Steel Riders simply call “the wanderlust” (see weakness,
below), might find themselves being interviewed as a prospect for the bloodline.
In a similar manner to many motorcycle clubs a prospect is expected to uphold the values of the
club, but isn’t a member, through a trial or probationary period. Unlike most motorcycle clubs a
prospect for the Steel Riders isn’t necessarily aware that they’re being watched and considered
– not till the night comes where they’re offered a place amongst the bloodlines number
(sometimes known as being “offered a patch”). Upon joining the bloodline most new members
swear that they’ll aid their fellows on the road, keep the highways moving, and keep the Steel
Riders honest – sometimes this is formally done as a declaration (occasionally sworn on their
wheels), other times as more of a drunken confession. To members of the bloodline this is
sometimes known as “swearing the pledge”, something that they say makes for a true nomad
rather than just a wandering lick.
Character Creation: As with any nomad there is really no set preference for how a character is
created, though they tend to be more practical than cerebral – for many Resistance comes
before Power in terms of attributes. There is a good spread of social, physical and mental skills
though – some nomads charm their way through life whilst others are more the rugged
outdoorsman. Many nomads (and Steel Riders are no exception) find that using Haven of Soil
(Protean 2) is a useful way of lasting the day when no secure haven is available. Others prefer to
make use of Majesty (and sometimes Dominate) to find someone to host them for a night, and
perhaps to provide a tasty meal whilst they’re at it. No nomad would disregard the physical
threats which crop up from time to time when travelling – though Resilience is a preferred
physical discipline Vigour is a close second. Celerity can be useful, but blood is an often scarce
resource so speed must be called on carefully and rarely. Whilst other disciplines can certainly
be useful, and no nomad is opposed to being multitalented, Steel Riders tend to frown on
becoming too unfocused – or being lost in a search for power, rather than the road – so prefer to
master their own talents before looking elsewhere.
Bloodline Disciplines: Majesty, Resilience, Vigour, and Wayfare. A Gangrel who joins the Steel
Riders will retain Protean rather than gaining access to Majesty.
Weakness: All Steel Riders keep the weakness of their own parent Clan, thus, any time a Daeva
has an opportunity to indulge their Vice but does not do so, they lose two points of Willpower
and a Gangrel does not benefit from the 10-again rule for test pools based on Intelligence or
Wits (other than test pools involving perception or reaction to surprise). Additionally a Steel
Rider takes on something of the weakness of the other clan – there is no mechanical reflection of
this, but a Daeva drawing closer to their beast or a Gangrel becoming more prone to hedonism
should be reflected through their roleplay. Finally, all Steel Riders feel what is known as the
wanderlust as the road calls to their beast and very blood.
Wanderlust: Once the blood has been changed to feel the call of the road more fully that call
cannot be denied, and any attempt to do so is doomed to failure. After the third night spent in
any one place the call starts to become something actually tangible, it’s not heard exactly, but
pervasive and distracting. On the fourth night in the same place (within the same town or city is
enough) the character suffers a -1 penalty to all actions, which increases by 1 each night till
they’re once again on the road (so a -2 on the fifth night, a -3 on the sixth night – until all actions
are taken on a chance die). As soon as they leave the town or city limit (by whatever means) this
penalty fades, vanishing totally. If they return to the same own or city within the next week it
will return in full.
Storytellers should watch for characters going from one place to another, especially
neighbouring cities. The intent of this weakness is to reflect the wanderlust which echoes
through the Beast within – it is expected that a Steel Rider will spend as long travelling as they
do settled anywhere. If there is a place where they are spending a lot of time the Storyteller is
encouraged to apply the weakness without the three nights of grace to maintain the theme of
the bloodline; This feeling of a connection to the road, and to the journey.
Organisation: As a group of nomads the organisation, if it can be called that, of the Steel Riders
is loose at best. It is a common sight to see them sharing a table at a roadside bar or a quiet
airfield, exchanging gossip and information about prime hunting, good roads, and dangers that
might lie ahead.
One thing is for certain; once a nomad has become one of the Steel Riders there is a bond of
sorts. It’s not close, and there is little sharing of secrets, but there is a sense of camaraderie. Part
of that comes from knowing that if you go rogue, lost to madness, hunger or the beast, that there
are those who’ll seek you out to help you back to the path – or put you down like a rabid dog.
The organisation is loose; the sense of responsibility is strong.
The Steel Riders police their own – a nomad gone bad is a threat to everyone who stalks the
night.
Concepts: Wandering storyteller, mercenary pilot, smuggler, biker, hitch-hiker, rock band
groupie, vigilante, freelance boon collector
History: A very recent development, the Steel Riders have only been founded in recent months
so don’t, as yet, have any true history.
Wayfare
Whilst many people talk about hearing the road, or feeling the breeze, for the Steel Riders this
isn’t just a poetic way of talking about travelling hundreds or thousands of miles with only what
you can fit in your saddlebags, through the use of the Wayfare discipline the road does seem to
echo within their soul.
* Wanderers Boon
Different places can have different people, cultures, and languages. For a nomad who is
somewhere that they just don’t fit in these differences can be fatal. They can making hiding
during the day tricky, make hunting at night a difficult proposition and make them stand out for
any Hound who might be sniffing for interlopers.
The Wanderers Boon helps with that, to some extent at least. It grants a feeling for the
environment in which the nomad finds himself – be it a roadside bar in the middle of nowhere, a
truck stop along a busy interstate, a gleaming modern city or a rambling town in Eastern
Europe. It doesn’t allow for true communication but does help the vampire interact with
humans using a mixture of pidgin tongue and gestures – and to be accepted into the crowd
without raising undue attention.
Cost: -
Draw Pool: Presence + Socialise + Wayfare
Action: Instant
Failure: The character is unable to gain a feel for the area, the discipline fails to function.
Success: For the scene, as long as he doesn’t travel too far, the character is able to communicate
with the local population through a mixture of his native tongue, odds of the local language[s]
and gestures. This is enough to be understood and to have a basic conversation but not enough
to exchange high level ideas (no in depth discussions about philosophy or science). At the
storytellers’ discretion a penalty to other rolls (for example Persuasion or Socialise) may be
given. For some reason this discipline does not work on vampires (or other supernatural
creatures) though will function on ghouls normally. It also only works within the largest group –
if in Spain it will only help communicating to a group of German tourists if they are the biggest
group of humans in the area.
Suggested Modifiers:
:+2 The character is experienced with similar cultures or language[s]
:+1 The character naturally seems to fit in with the social grouping
:-1 The character naturally stands apart from the social grouping
:-2 The culture or language is totally unfamiliar to the character
:-3 The culture or language is completely alien to the character
** Sense of the City
Along with a sense of the road Wayfare grants a feeling for the towns and cities where vampires
prefer to make their havens – and keep their herds. Any nomad understands that finding the
powers that be is important when first arriving somewhere, balanced only by not accidentally
treading on someone else’s turf – or feeding on someone else’s prize ghoul. When activated
Sense of the City allows a Steel Rider to feel a hollow echo inside when they see or talk with
someone or something which is claimed by another vampire. It is thought that the Beast of the
nomad has become sensitive to that of others to the extent where, even when its no longer
present, for those people, places and things which are important to one of the Kindred there is
an impression which can be felt and understood. This can be as simple as someone’s car or pet
dog, a haven, Elysium, retainer or staff member, or even a member of someone’s herd. Someone
who has previously been fed from by a vampire will not give a sense of the beast’s reflection,
nor someone who has simply been paid money to do a task, or a hotel room rented for a couple
of nights – there needs to be an amount of time and interest shown by another vampire rather
than just casual contact. Someone or something about which the vampire’s interest is hidden
may be missed even with a successful activation of the Sense of the City, the vampire’s player or
storyteller may make a Resolve + Blood Potency roll to avoid the Steel Rider’s attention.
Cost: 1 Vitae
Draw Pool: Wits + Empathy + Wayfare
Action: Instant or contested, resistance is reflexive
Failure: The city escapes the character, no information is gleaned.
Success: For the scene any human, building or object which a vampire has a sufficiently close
connection to seems to give a residual echo to the character’s beast. Anyone or thing which is
represented by a merit on someone’s sheet (Allies, Contacts, Haven, etc) or which the storyteller
judges is sufficiently used or valued by another vampire (a cities Elysia, a favoured vehicle, a
business owned by a vampire) will give that echo to a character using Sense of the City.
If the item, place or person in question has vampiric interest which is hidden (a haven for
example) the storyteller can allow a reflexive Resolve + Blood Potency draw. A character using
Sense of the City has no other information gained from this power other than vampiric interest
– he may suspect that an art gallery is an Elysium and meeting place, or that a nightclub in the
middle of a busy street is part of the Rack, or that the tough veteran cop is someone’s retainer
but it is a suspicion alone.
Suggested Modifiers:
:+2 The target is well known for its associations within the local vampiric world
:+2 The target is an Elysium
:+1 The target currently contains 2 (or more) vampires
:+1 The character is familiar with the town or city
:-1 The target is physically hidden
:-1 The target has had no vampiric contact for 1 month
:-2 The target has had no vampiric contact for 3 months
*** Byway
Feeling the journey isn’t just an expression to the Steel Riders, once they’re on their path the
road, or the air, seems to give them hints and insight, warning of dangers and obstacles. People
who watch them casually turning onto back roads moments before a major accident or stopping
for a moment and avoiding a police roadblock are sometimes amazed to find they’re not a local –
and are in fact just passing through.
Cost: 1 Willpower
Draw Pool: Wits+ Survival+ Wayfare
Action: Instant
Failure: There is just nothing in the air, the road isn’t talking.
Success: For as long as the character is heading towards their goal (which must be a place,
though it can be as specific as an address or as general as a city or county) the character will
gain flashes of insight, warning them of danger and trouble ahead. The first effect is that it will
be almost impossible for the character to get lost, unless there is a supernatural affect on them
their destination draws them ever onwards. Routes towards their destination seem appealing,
with the fastest roads and paths being the most attractive. Those which lead away seem darker
and almost seem to repulse them.
The successes gained on activating Byway act as a modifier for any mundane actions taken
towards getting towards the destination – be that a Drive check, a Streetwise check to find fuel,
a Persuasion check to get past a policeman or customs agent.. It also has no effect on
supernatural actions. Additionally, the successes from Byway do not add to any combat actions
(though it would add to a Drive check to get away from an ambush or a Spot/Surprise check
when it was sprung) it does add to both Initiative and Defence should the character get into a
spot of bother.
Suggested Modifiers:
:+2 The character is using a familiar route
:+1 The character is going along a route they’ve taken before
:+1 The character is very familiar with the destination
:-1 The character is travelling over 200 miles
:-1 The character is travelling over a national border
:-2 The character is travelling over two or more national borders
:-2 The character will be travelling through an area known to be dangerous
**** Bolthole
On the road there are a lot of problems which can face a nomad, but a place to hide from the
light of the sun is often one of the most pressing and lethal of them. Bolthole allows a character
to quickly find a place where they can spend the day away from prying eyes and the deadly rays
of the sun. Suitable places for a nomad to spend a day are many and varied; Bolthole merely
allows them to quickly locate what should be a good one.
Cost: 1 Willpower
Draw Pool: Resolve+ Streetwise+ Wayfare
Action: Instant
Failure: The city escapes the character, no information is gleaned.
Success: A suitable temporary haven has been found. Divide successes in activating Bolthole
amongst Haven Location, Security and Size. For each additional vampire who will be making use
of this temporary shelter a point of size must be allocated (i.e. if the character has two other
vampires staying with him he needs to score at least two successes on the use of Bolthole and
dedicate them to Size ). It is not possible to have more than one temporary haven found through
the use of Bolthole at any one time – once it has been used any previously found safe resting
places will mysteriously no longer be available for use, perhaps they’ll be developed and
bulldozed or police will decide that would be a good vantage point to watch for streetwalkers.
Suggested Modifiers:
:+1-3 The area in which the character is searching for a haven offers good prospects
:–1-3 The area in which the character is searching for a haven offers poor prospects
***** One with the Road
Finally the Steel Rider’s connection to the journey is complete and it becomes almost impossible
for accidents, dangers, official scrutiny or other threats on the road to affect them as they
somehow become one with the road and the journey itself. This connection allows for fast and
speedy – and secure – travel, for the character and their companions.
Cost: 1 Willpower, 2 Willpower if there are others being affected by the power
Draw Pool: Presence + Socialise + Wayfare
Action: Instant
Failure: The character cannot feel the journey. They may attempt to use One with the Road for
another journey but must have a different starting or ending point, for the purposes of this
power within the same town or city counts as the same point.
Success: The character blends with the journey. Whilst under the effects of this power the
character will not suffer any ill effects from weather, accidents or other mundane threats – they
turn off just before a tractor spills a load across the road, the sniper taking pot-shots at passers
by decides to select another target, the policeman doing random checks leaves them be.
If the character needs to go through a border crossing, through customs or through any other
situation which calls for official scrutiny (or might otherwise cause trouble) the Storyteller
might call for the character to roll for the powers effects again but normally questions are just
not raised and checks which should be done are missed off. The power is subtle enough to just
help a character move on through with the flow of traffic.
One with the Road also allows a character to make a journey faster, sometimes much faster than
would be normal, as traffic lights change to green, lucky slots in an airports take-off schedule or
clear train tracks conspire to speed them to their destination. Each success on activation
reduces the journey time by 5%, to a minimum of 50% of the normal time taken. Note that this
does not reflect a faster speed but is instead a good ride with clear skies and nothing in the way.
This power cannot be used when a character is being closely pursued, but if they have managed
to declare a ‘fair escape’ they will be able to use it to leave the city and head elsewhere. If the
character is being actively sought whilst this power is active they can be followed if more
successes can be scored on a Wits + Survival (tracking) roll, if this is failed then no trace of them
can be found. Once the journey is started this power lasts until it ends, or until the dawn,
whichever comes first. Should the character wish to take anyone else with them, be they
vampires or not, the power costs an additional Willpower point.
Suggested Modifiers:
:+2 The character is using a familiar route
:+1 The character is going along a route they’ve taken before
:+1 The character is very familiar with the destination
:-1 The character is travelling over 200 miles
:-1 The character is travelling over a national border
:-1 There are people looking for the character or someone with them
:-1 The character is accompanied by someone they don’t know well
:-2 The character is travelling over two or more national borders
:-2 The character will be travelling through an area known to be dangerous
:-2 There are officials (police, Sheriff) look for the character or someone with them
:-2 The character is accompanied by people they barely know
SYNDICALISTS
"Brothers the whole world over, our blood is flowing for your freedom; our victory is yours; rise up!
This is the dawn!" - Valles 1871
The Syndicalists are a fairly modern mainly carthian based Gangrel bloodline formed in the
dying years of the 19th century by a Radical Collective Coterie of Gangrel who took to their
hearts the Union movement with its Wildcat Strikes, and striking for a political objective rather
than for more specifically work related aims. The Gangrel set themselves up as protectors of the
Union men and women, as well as their Carthian Comrades, they also saw themselves as part of
a revolutionary vanguard for their slowly birthing covenant.
It’s unclear when the RCC actually crystallized into a bloodline or which of its founder members
was the first to do so what is known however is that it was highly active in France around the
1871 Paris Commune and in the Union movements before and afterwards, had cross channel
connections and was involved in the London Dock Strike of the 1880s as well as being involved
in activities across the Atlantic with support for the IWW. As such it was a highly mobile and
often nomadic bloodline.
The Cause Celebre
Members of the bloodline are well known for their attachment to Celebrated causes of the Left,
anti-war opposition in the run up to WWI, The Sparakist Revolt, The General Strike and the
Jarrow Crusade. However supporting such actions was bound to get the bloodline into trouble
eventually and this was most evident in the Spanish Civil war - many of the group being avowed
Anarcho-Syndicalists meant that they sided with those kindred supporting the FIA-CNT part of
the Republican forces, tensions with their Comrades who supported the PSUC forces eventually
lead to a bloody falling out in which instead of fighting shoulder to shoulder against those who
supported Franco and the Falangists they fell upon each other instead - between the 3rd and 7th
May 1937 the majority of the bloodline was wiped out. The few survivors limped away to
England and France to lick their wounds.
The Post war years
After the blow of the May Days the remaining bloodline members disbanded the RCC and went
their separate ways, some were heavily involved in the Internationalist elements of the group
whilst others were more active on the home front with the Unions of France and the UK. These
branches slowly rebuilt the membership of the bloodline, and lead to it having members in
some rather odd places, across South America, Western Europe and with a smattering in subSaharan Africa and the USA.
Events really started to kick off again for the group when many old members came together
again in the various Union strike actions of the 1970's and early 1980's in Britain.
Yet again however the attraction of the cause celebre was to have within it the seeds of another
disaster for the line, this time the bloodline supported the revolutionary stance of the "Friends
of Kerza" group in Newcastle and the flourishing network of Carthian domains in Northern
England - some members of the line were members of the Friends, others acted as runners
between the domains and the revolutionary vanguard against the remaining Invictus domains
of the North. However timed with the death knell of British Unionism with the Miners Strike, the
Invictus hit back, the Friends were driven out or murdered and all Carthian domains in the
north save York fell to other covenants.
Again some members of the line had the sense to see the end coming and leave, or were able to
crawl away, earth meld or otherwise escape - but the dream was once again shattered.
Bloodline Mission and Position - No Pasaran!
Simply put the Flying Pickets detest concentrated power in any domain system and want an
egalitarian form of government in its place, they jostle for change, scuff up against the collar of
orders or someone being in charge and will shout down or spark out people who get in their
way - in this they can be rude, crude and on the surface somewhat thuggish.
They see themselves as the Vanguard of the Carthian revolution, be that through activism and
example or through bloody struggle - the Syndicalists seek to be a complete being by both
collectively organising opposition peacefully and setting a good example to fellow carthians as
well as being highly skilled and ready to beat someone's head into a pulp.
They also see themselves as the protectors of their Comrades, standing to the last so that they
can escape, or holding the barricades against the enemy, the pickets will be there in a flash.
Whilst this makes them seem like bullies this isn't the case the bloodline members pride
themselves on having a high moral stand point, sensible moral compass and a good reason for
their actions - many of them come from Christian backgrounds, but they also happily accept
atheists and members of other mainstream mortal religious backgrounds - they just maintain
some things are morally repugnant and someone (most often themselves) should do something
about it - Praxis holding being one example, but it could easily also be feeding from children,
murder of innocents, bullying the weak etc.
They also see themselves somewhat as "The Watchmen" of the movement - making sure it
doesn't go soft or start accepting things that compromise its principles.
Traditions and rituals
The Choir - Bloodline members don't have to have a good singing voice but the line picked up
the tradition of singing hymns and unionist songs from its various members, to members of the
line its one of their divergent forms of "The Chain"
The Banner - Members of the line hold the remaining banner of those lost in the May Days in
Barcelona as a sacred artefact, the passing of the banner between members is another variant of
the chain but only tends to be used at actual sit down meetings of the line away from court.
The Satchel - for reasons of utility and pure identifying style members of the line tend to carry
the things most important to them around in a satchel - each one tends to have a unique story
attached to it and are colloquially known as "The Satchel of Socialism" by their fellow carthians.
The May Days - Instead of Independence Day the Syndicalists both celebrate and mourn on May
Bank holiday - Celebrate as it is the day of the Workers but also mourn for their lost comrades.
During this the oldest member of the line present reads out the names of the fallen members of
the line whilst the others salute with a raised fist this is then followed by a 3 minute silence.
Scabs - Black Blockers tend to use union slang words mixed in with moralist concepts - one of
these being the concept of the Scab and the Blackleg - If someone defects from the movement, or
in the eyes of the Syndicalist betrays it to others then they label them a scab and pick them out
for social or physical harassment, until they have left or repented for their crimes in a way the
bloodline feels acceptable (this has often lead to Myrmidon interventions in the past - a concept
which the Pickets perhaps oddly respect.)
Parent clan - Gangrel
Nickname - Flying Pickets, Black Bloc "Friends of..."
Covenant - Pretty much all Flying Pickets are members of the Carthian movement, those that
aren't generally were at some point and have either become disenchanted with it and become
unaligned, or have converted to the Lancea Sanctum through personal moral reasons.
Appearance - Pickets try to dress modern but never dress up - they're proud to be of the lower
orders, proud to be of the movement and proud to fight for what they believe in hence they tend
to wear clothes that are utilitarian, hard wearing, and easy to fight in. Affectations tend to be
badges showing their allegiance to the movement or the line, or causes they support(ed).
The typical "look" if there is one that of a builder, soldier or general member of the working
class often a little rough around the edges but with a heart of gold, with a resolute look in their
eyes.
Haven: Many members are or where nomadic so they tend to take to using haven of soil or
abandoned buildings and other squats, where they do settle down they tend to make something
of a project of their haven making it either something useful for the movement, the domain or
the local mortal populace.
For example, an armoury or library for the covenant, a meeting place or feeding spot of the
domain, a school or social club for the mortals.
Background: The stereotypical member of the Pickets is a unionist, or freedom fighter from the
past or a campaigner for civil liberties etc. in the modern age so anything from Sans Culottes
through to an anti-road protester or a member of the stop the war coalition.
Character Creation: Generally physically adapt, followed by either mental or social attributes,
though it has been known for some members of the line to be great thinkers for Gangrel - they
tend to be the ones that plot the next move of the movement.
Skills tend to involve a focus of combat - often brawl, most also have a smattering of political
education. Merits tend to focus on either rugged survivability (toxin resistance, giant, etc.) quick
reactions (fleet of foot, fast reactions, quick draw, parkour) or fighting styles.
Bloodline disciplines - Celerity, Protean, Resilience, Vigour
Weakness - The syndicalists due in part to heritage and in part due to their moral position tend
not to think deeply when put on the spot and speak their mind and go with instinct "if its wrong
its wrong don't ask me the whys and wherefores" - because of this they like their parent clan
lose the ability to Ten again on certain mental draws.
The Pickets also have another more deep-seated issue in their psyche - they absolutely abhor
authority figures into the pits of their souls - they stand for all that is wrong with the world and
such things are either "to keep the working man down" or are "against God's Natural order" they tend to get abusive, or slip into insults towards such figures be they of other covenants or
even their fellow carthians - if someone is a domain officer and in their domain or speaking as
such then a Picket has a -2 penalty to social draws with them. Additionally if by some very bad
luck the Picket holds a position of power in a domain their conscience eats at them to the point
that they only regain 1 WP from fulfilling their virtues
Organisation - The Syndicalists have what at best could be described as a cell like
organisational structure or at worst none at all - however they do tend to come together for
meetings every-so-often to discuss their direction and things that have been going on - these can
get somewhat heated at times but at others can involve them nodding in silence for a few
minutes before walking off again - the main point however being that they have no leader, no
chairman, and no secretary, but are run on consensus building lines - no decision being made
until they have a position all can agree to - thus they tend to go for long impassioned internal
debates, but also informally rate their own feelings about issues so that consensus can be
formed easily.
TEMPLAR NOCTURNUS
The Bloodline is not generally known by its true name, as the members do not publicise who
they are. They are a group created in darkness, to fight the darkness in the name of innocence.
In more normal terms, they act on behalf of innocent humans against their evil vampiric
antagonists, or more mundane (or weird) evil, should it crop up within their notice. They know
they are damned, which gives their actions more meaning, if anything, as they fight despite it,
not because of it. They descend from a random Gangrel who was on a pilgrimage to the holy
land in the time of the Crusades, and was captured by the Knights Templar. The Founder of the
Bloodline was the vampire Embraced by that nameless Gangrel (since discovered to have been
one of Albinus' get), who has long since lost the fight with the Beast. The eldest remaining
member is Sir Michael of Stratford, only childe of that Founder. Sir Michael has Embraced
sparsely down the ages, choosing few but those with the courage and conviction to keep their
morals after damnation, and to fight on other’s behalf using the damnation.
Parent Clan: Gangrel
Nickname: "Knights".
Bloodline Disciplines: Resilience, Protean, Animalism, and Auspex.
Bloodline Weakness: If a member of the Templar Nocturnus has an opportunity to save a
human from any action being perpetrated upon them by a supernatural creature, for which he
would have to make a degeneration check if he performed that act himself, and fails to do so, he
must either spend 2 Willpower or make a degeneration roll at the relevant level of that sin. The
character can never lose his final point of Morality through this Bloodline Weakness.
Covenant:
Carthians: Interesting idea. Good to see high ideals getting somewhere, but I find myself cynical
when I face how those ideals are executed, and I find myself angry when they are corrupted by
those who espouse them. Besides, this democracy is not without its flaws, either...
Circle of Crone: Nothing sends shivers up my back more often than these pagans. If there is true
evil for evil's sake, it is more often than not something to do with the Circle.
Invictus: The powerful holding on to their power is something that will always exist, 'till
judgement day comes. They are not evil so much as selfish, but that can (and often does) prompt
evil deeds. They are predictable, but that does not mean your watching eye should lapse...
Lancea Sanctum: I’ll admit to some small amount of wilful ignorance where these are concerned.
Their pseudo-faith is disturbing, and I fear they could make a good effort at turning us from our
path should we allow them. Evil is to be fought. That is that, and there is nothing more to say.
Ordo Dracul: I am curious that this "Dracula" has created such a strong following. It is well to
seek to not be so much of a predator as the damned are, but in furtherance of becoming a better
monster? These are not as blatantly dangerous as the Circle, but are more subtly threatening.
Vigilance is always needed.
Appearance: The Bloodline are often seen as ignorantly well-meaning, and people often
mistake their good intentions for weakness when the Knights are perfectly willing to attack evil,
whenever it dwells and wherever it breeds. They are often content to exist in the background,
doing their work, until their work brings them into the limelight once again, when others see a
flurry of wolf claws, and wave of blood, and then a sombre group retreating once more to their
home. They do arouse suspicion though, as anyone with any modicum of intelligence can tell
that more is going on than what little the group is seen to do.
Haven: The former English headquarters of the Knights Templar at the small Midlands town of
Temple Balsall is the site underneath which the Bloodline haven is located, in a network of
tunnels and natural caves that were built and developed over many, many years by ghoul
servitors.
Background: The Bloodline appears to have a preference of Embracing from the Upper and
Middle classes, mainly because those social strata are more often where a person has the leisure
to be of good moral character by choice, as opposed to street-level, where one is more likely to
have to do what is necessary to survive, regardless of cost.
Personality-wise, the Bloodline has a strict line of only Embracing those of good moral
character, with the willingness to help and protect others without thought of cost to themselves
– indeed, the cost is the very damnation of their soul, granting them the power to fight back on
more equal terms. The roots of the Bloodline were in a militant Christian monastic order, so a
solid Christian faith is going to be quite important in a potential childe, too.
Organization: The Bloodline organisational structure is modelled – indeed, based, on the
Knights Templar – military and monastic. However, their numbers have never been large
enough to require a strict military structure, more of a military attitude. The head of the
Bloodline expects obedience as a military general might, and expects a level of discipline equal
to that of pious monks of the Christian faith. The base of the Bloodline is in Temple Balsall, the
location of the headquarters of the Knights Templar in the UK before the order was destroyed in
the early fourteenth century.
Concepts:
* Templar Knight, damned for the power to fight evil and protect the innocent.
* Street Vigilante, granted power to fight evil more effectively at the cost of his own soul.
* Political Activist, Embraced to fight evil on a different arena than violence.
* Innocent Victim, targeted by monsters and tortured/messed with, given the power to fight
back and stop others from becoming victims.
* Monastic Servitor, scholarly and physically weak but dedicated and intelligent.
* Dark Knight, seeking redemption for past evils by devoting himself to service.
* Reluctant Soldier, despairing at modern military horrors and atrocities, wants to dedicate
himself to a better cause.
* Street Kid, innocent, Embraced in passion on the verge of a meaningless death and given a new
life & purpose.
* Modern Priest, who researched Templar history & found out about the Templar Nocturnus,
Embraced on strength of his faith & cause.
* Random Goth, who blagged her way into the Bloodline with angst and despair, now revels in
eternal life & power.
Quote: "Kill? There’s no need to kill him, killing might not be evil but it certainly wouldn’t be
right. Just give him a little talking to, torpor him, shove him in the lake, and we’ll see if his
attitudes have changed after a few decades…"
Society and Culture: Simply put, the Bloodline fights evil. The point of the Bloodline is to
struggle to protect the innocent from the depredations of the evil, while being creatures of evil
themselves and fighting to maintain their humanity in the face of everything they have to do to
fight back, and in the face of all the horrors of being damned vampires. You will have to seek out
innocent victims being threatened and attacked, in all forms, and fight for them, facing down
their assailants. This is more often than not likely to be physical threats, but more interesting
will be psychological terrorism and attacks, as well as the day-to-day evil humanity does as a
part of life.
WYRULDCYNINGES
The Ventrue claim that they are the perfect lords, but they represent only one method of
rulership – the clan's reliance upon intrigue and the discipline of Dominate to control others is
potent, but other kinds of lords, just as potent, exist. Amongst the Gangrel, lords and princes,
rulers, tend to be of a different stripe to the Ventrue's careful manipulation – they are warrior
kings, exultant in battle, inspiring their followers to great deeds and loyalty, and grand and
terrible to behold. In times gone past, such lords were common amongst mortal men too, and
peoples such as the Danes and the Saxons honoured such rulers above all others, prizing them
for their strong arms and glory. Amongst the kine such times are long gone, but they survive in
the kindred, relics of a past age, who are more suited in temperament to battle and conflict, the
dominance by strength over others. Of all of the kindred warrior-kings, some of the greatest are
the Wyruldcyninges, the World Kings, the descends of a near mythical vampire-king called
Godric.
It is said that, in the time after the Romans abandoned Britain, the kindred of that sceptred isle
fell to fighting amongst themselves. With the will of the Camarilla gone, there was no core
organization to build upon, and the covenants of modern nights would not truly rise for another
handful of centuries. In the fourth century a kindred was embraced, a Gangrel by the name of
Godric, a warrior of fearsome prowess. He cut a bloody swathe through the bickering lines and
clans of the north, uniting kindred under his banner, and embracing a line of vampires potent
and deadly. When the Danes came, Godric met the dead who travelled with them (all of whom
were Gangrel, for only that clan could travel such distances in safety), and welcomed them as
kin, uniting them under his authority. When Christianity came, he converted alongside Edwin of
Northumbria, and the living and dead of that region were enlightened by God's word almost
simultaneously. Godric embraced the title of Invictus, and claimed the lands of the north for
that covenant. When the Lancea et Sanctum arrived in the south of his land, Godric welcomed
them with open arms, but ensured they took as much from the culture he had fostered as they
gave. For nigh-on six hundred years he ruled with an iron fist, bloody in battle, generous to his
thanes in times of peace (though they were few), and most eager to win fame – Lofgeornost as
they called it in his native tongue.
When Godric fell in battle, ambushed by dishonourable enemies and torn apart from pagan
vampires he despised, his empire fell – but his line did not. Already there were dozens of his
kin, and they would embrace, until his blood flowed in the veins of many, and hidden within are
the secrets of his dark command, his bloody charisma, the way he exulted those around him to
great feats of strength and arms, the inspiration he served to those who loved him. They call
this power Scyld, after the defence of the line which was his prime duty, and they call
themselves Wyruldcyninges, the World Kings.
If a Wyruldcyninga (the singular) is not a lord themselves, then they generally find a liege lord
to serve, and do so with great loyalty and devotion, protecting them however they can, and
honouring them with their actions and words.
Parent Clan: Gangrel
Nickname: Godricsons
Covenant: The majority of Wyruldcyninges in modern nights join the Invictus as their forebears
did as they are best suited for the traditional roles of leadership, and most are more comfortable
when part of strict social structures, which better mirror their Anglo-Saxon roots. A few find
themselves in the Lancea Sanctum, but the traditional religious teachings of the line are
somewhat at odds with the covenant. More find sanctuary within the Ordo Dracul, where they
favour (when the time comes to choose) the crimson over the other paths, as befits their
warrior heritage. The Carthians are almost universally mocked and derided, and the Crone are
considered pagan scum who deserve to die – only the strong words of a liege lord can stop a
Wyruldcyninges from exacting vengeance on a Crone for the death of Godric.
Appearance:
The majority of Wyruldcyninges are physically imposing, as befits their status as a martial line
above other things – they are usually heavily muscled, and favour imposing clothing and armour
if possible. The Wyruldcyninges are almost universally male, due to the archaic cultural norms
of the elders of the line and their predilections for embrace, but this is slowly changing in
modern nights, much to the disgust and anger of the more traditional members.
Haven: Godricsons favour sparse and simple havens, generally decorated in archaic manners.
Most do not approve of, or even understand, modern conveniences, and their havens are often
basic. Many prefer not to keep any permanent haven of their own, instead relying upon Haven
of Soil, and the provision of their liege lord. Godricsons who rule a domain usually consider it
their duty to maintain large havens where their subjects can rest during the day in safety,
emulating the halls of their ancestors.
Background: Though it might be expected that the Wyruldcyninges embrace primarily from the
armed forces, this is in fact not true – almost no modern childe followed that profession in life.
The reason for this is simple – modern warfare, with its focus on large swathes of men and
coordinated tactics, rather than the glory of the individual, has almost no appeal to the
Godricsons. Most of their targets for embrace are those who distinguish themselves through
personal glory and achievement, but usually in the physical domain – athletes and sportsmen,
fire-fighters and policemen, and other such individuals.
Character Creation: Wyruldcyninges are martial characters, and prize physical abilities above
all others. As such, physical attributes tend to be primary, with skills following suit. Firearms is
rarely valued at all by the elders of the bloodline, so those whose abilities are more in that vein
are more unusual – dexterity is often lower than strength. Most Wyruldcyniges aren't the
sharpest tools in the box – most have mental attributes and skills as their tertiary category,
relying upon their strength of arms and personality to win through.
Bloodline Disciplines: Animalism, Protean, Resilience, and Scyld
Weakness: The Wyruldcyninges suffer the same weakness as their parent clan: on mental
draws, they do not use the ten-again rule.
In addition, they are prone to extreme rages and have difficulty controlling their tempers. As
such they suffer a -3 penalty to all draws to resist anger frenzy.
Organization: The Wyruldcyninges have little overall organization, as they blend almost
seamlessly into the Invictus. Amongst members when they differ in covenant, a strict hierarchy
of kinship to Godric is in place –a grand-childe of the king would have more authority than a
great-great-grand-childe, even if the former vampire was much younger and less experienced.
Blood is everything.
Concepts: Anglo-Saxon warrior abandoned in the modern age, Policeman embracing his
heritage, Soldier who spurns the modern tenants of warfare, loyal defender of the prince, liege
lord of many warriors.
Scyld
Scyld (named for the Anglo-Saxon word for "shield") is a discipline used by the Wyruldcyninges
to defend their lords, their lines, and their people. As warriors, they treasure the ability to fight
until the last, and this defence-based discipline allows them to do so, giving their all before
falling beside their lord or thanes.
Unlike many disciplines, Scyld is not actively rolled, instead giving a static benefit depending on
the Wyruldcyninga's skill with the power (like Vigor or Resilience).
Cost: 1 vitae
Action: Instant
Duration: 1 scene
Target' One touched individual (or the Wyruldcyninga themselves)
Activating the discipline gives the target a number of bonus points of armour equal to the
number of dots the Godricson possesses in Scyld, which stacks with mundane armour (but not
other supernatural effects that harden or strengthen the skin), but is not applied to firearms
attacks (but is against thrown weapons or bows). The character can gift this benefit more than
once, but each additional use counts as if his Scyld rating were one lower – thus only a
maximum of five instances can be used in a scene.
Example: Aethelwulf is preparing him and his allies for battle. He possesses four dots of Scyld.
He claps his ally George on the back and spends a Vitae, giving George four points of Armour
which can only be used against non-firearms attacks. He then spends another Vitae and gifts
himself three points of armour. He gifts his other ally, Prince Sharpe, with two points of armour
for another vitae. If there was another individual he wished to give this benefit to, the vitae
spent would only give one point of additional armour.
DEVOTIONS
(Cruac *****)
AS ONE - VARIANT
UK-UK-LR-0812-101314 – Custom Cruac Ritual
Advantage: In her presence, shadows thicken, flames gutter and waver whilst light bulbs flicker
and dim. All attempts to hide from sight get a +1 bonus and all damage pools from fire get a -1
penalty.
Disadvantage: People cannot catch their breath if her shadow is touching them. Prolonged
exposure won't kill someone, but he pants and feels an icy chill clutch his chest.
(Celerity ***, Motus ***)
AQUA ACCURSUS
As unto a stone skipping over water, this Devotion allows a Philologus the ability to give
increased surface tension to water so that he may run upon it, with each step mirroring the
bounce that a spinning stone will make from the surface of a placid body of water.
Cost: 2 vitae
Test Pool: Stamina + Athletics + Motus
Action: Instant
Duration: Lasts for the distance as determined below.
To use this power, the Philolgus must first activate it before he steps out onto the water. It
should also be noted that waves larger than a swell or a particularly fast current will instantly
break this power as the Philologus loses surface tension under his feet and therefore plunges
into the water below. He must also continue running, if he stops running this power will fail. As
with a skipping stone, the distance a Philologus can cover with this Devotion is limited and is
therefore dependant on the number of successes achieved on the activation draw. Finally as this
Devotion involves Motus, it too is affected by the usual bleed into the Twilight that affects all
other Motus powers. From the Twilight, the use of this Devotion appears like a grey mist that
buoys up the steps of the Philologus, so the Philologus appears to be running upon a sea mist or
haar, which disperses and dissipates a short distance behind him.
Draw Results
Failure: *splash*
Success: The Philologus can run over placid water at normal speed, for the following distance
before losing surface tension beneath his feet. This speed may be enhanced with additional
boosts from Motus 1 (Talaris) or Celerity in the usual manner and with the usual additional
blood expenditure.
1 Success: 100 yards
2 Successes: 300 yards
3 Successes: 1/2 mile
4 Successes: 1 mile
5 Successes: 5 miles
This power costs 18XP to learn.
(Gilded Cage ***)
DEAD LETTER
Write a letter to an unknown but named target (e.g. “Dear Prince of Southwark”), and over the
course of about a week it arrives at their door.
Cost: N/A
Test Pool: Intelligence + Occult + Gilded Cage
Action: Instant
Duration: N/A
Draw Results
Success: Write the letter, it arrives in 8 minus successes in nights.
This can only be able to be used for purely mundane letters with no tracking devices or other
items enclosed. There is no compulsion to reply and the sender does not know if they even
received it. Only works in the same city.
This ritual costs 6XP to learn.
DEATH'S COLD GRASP
(Cruac ***, Vigour **, Rigor Mortis)
From further study of rigor mortis through increased understanding of Cruac as a whole Luka
has discovered a way to augment the effects, though in a more limited fashion and prolong it
through application of his supernatural might.
Cost: 1 vitae
Test Pool: Strength + Occult + Cruac vs. Composure + BP. Resistance is reflexive.
Action: Instant
Duration: Remainder of Scene
Draw Results
Failure: The power fails to activate and the vitae spent is lost.
Success: This devotion is utilized instead of Rigor Mortis by the caster upon their chosen target
as an instant action, and activates once a successful grapple has been initiated with the target.
Once the grapple is initiated, for the remainder of the scene the target suffers a penalty equal to
successes rolled on the ritual casting to all of their strength based rolls directed at the ritualist.
This penalty only applies against the caster.
As with Rigor Mortis only vampires can be affected by this devotion. A vampire cannot be
affected by the effects of more than one “Deaths Cold Grasp” devotion at any one given Time.
The user with the highest Cruac is used.
This power costs 15XP to learn.
(Dominate ***, Majesty **)
DEPRAVITY
By talking to his victim, a Kindred can instil an addiction to a particular sinful act which the
victim has committed in the past. The sin can range from drug use, transgressive or
inappropriate sexual behaviour, to Diablerie. The target must consider the act to be sinful or
shameful.
The target must be engaged in some kind of voluntary social contact with the vampire for this
discipline to be effective. Moreover while activating the power the particular sin in question
must be being discussed.
Cost: 1 vitae
Test Pool: Manipulation + Persuasion + Dominate vs. Resolve + Blood Potency
Action: Contested
Duration: One week per success differential
Draw Results
Failure: The attempt fails.
Success: The target becomes addicted to the sin in question for one week per success
differential.
When the victim has an opportunity to indulge their addiction, they must draw Resolve +
Composure. A single success allows the addict to resist the temptation. The more one gives in,
the harder it is to exercise self-control. Each time the victim gives into his addiction subsequent
attempts to resist temptation suffer a cumulative –1 penalty on the Resolve + Composure draw.
Eventually, the victim's Resolve + Composure test pool drops to zero and a chance draw is all
that's left. At that point, the victim is completely addicted. Not only does he have very little
chance to resist, he doesn't want to.
In some situations the character might pull on greater reserves of self-control - after all, it is
more dangerous to diablerise in the middle of court, than it is in a quiet backroom. The victim
can gain a +1 to +5 bonus (ST call) to their Resolve + Composure, when fulfilling their addiction
would cause the character to put themselves in danger. When the duration of the devotion has
expired, the supernatural addiction ends. However, the victim may still continue indulging in
the sin, particularly if they have incorporated it within their lifestyle. An individual can only be
under the influence of one instance of the devotion at any one time.
This power requires eye contact, as per Dominate.
This power costs 15XP to learn.
(Obfuscate **, Protean *)
DISGUISE POTENCY
Instead of masking the strength of your vitae, this devotion uses the mind-altering power of
Obfuscate to modify it slightly.
Cost: 1 vitae per BP changed
Test Pool: Manipulation + Stealth + Obfuscate
Action: Instant
Duration: One night
Each success on the activation draw allows the character to present a Blood Potency score one
higher or lower than reality. While an increased Blood Potency created by this devotion can
provoke unease as per normal, and may force another kindred into Frenzy.
This power costs 9XP to learn.
(Nightmare ***, Vigour *)
ERODE EQUILIBRIUM
"The ultimate measure of a man is not where he stands in moments of comfort and
conveniences, but where he stands at times of challenge and controversy." -- Dr. Martin Luther
King Jr.
Even the strongest minds have doubts, although over time, they've learned to repress them. In
the direst circumstances, when one's will is pressed the most, a sudden breach can disturb a
calm that's been honed over a lifetime. The Vampire utilizing this Devotion can draw upon their
Strength so that it rattles her opponent so extensively that self-doubt plagues the victim's mind
and she no longer trusts her own abilities.
Cost: 2 vitae
Test Pool: Manipulation + Intimidation + Nightmare vs. Composure + Blood Potency
Action: Instant and contested; resistance is reflexive.
Duration: One round per Strength the employer of Erode Equilibrium possesses.
Draw Results
Failure: This Devotion fails to activate.
Success: Each success, plus one, gained on activation removes one dot of Composure from the
target in challenges of Surprise and Initiative. These are the only Composure related areas that
Erode Equilibrium affects. This Devotion's effects do not stack with each other.
This power takes three months to create, and costs 12XP to learn.
(Dominate **, Obfuscate *****)
FAMILIAR MOB
This power is a combination of Cloak the gathering and Familiar Stranger and allows the
vampire to extend his illusion of familiar stranger over a group of his companions so as to
appear as a group of a specific generic type such as thugs, doctors, rockers, school children etc...
Cost: N/A
Test Pool: Wits + Subterfuge + Obfuscate vs. Resolve + Blood Potency
Action: Contested; Resistance is reflexive
Duration: A scene
Draw Results:
Failure: The group is seen as they truly appear.
Success: The vampire successfully creates the illusion that the group is of the appearance of the
specified generic type.
This power costs 21XP to learn.
(Celerity *, Majesty *)
FAST DRAW
Cost: 1 vitae
Test Pool: Dexterity (original; cannot be manipulated by Blood Augmentation) + Intimidation +
Majesty vs. Composure + Blood Potency.
Action: Contested, resistance is reflexive.
Duration: N/A
Draw Results
Failure: Fast-Draw does not successfully activate.
Success: Successful activation of the devotion will see the character draw, shoot and holster (or
draw and throw) a weapon, making an attack that will un-nerve or distract an opponent. The
character might decide to shoot the targets hat off, to flick the end of his cigar away or some
other similar display of great combat prowess.
The target will bear a negative modifier to all actions involving the character (to attack, use of a
power etc.) equal to the number of successes that were scored on activation. The effects of this
devotion end when the target is able to score a successful hit or otherwise beat the character
(succeed in an intimidation, use of discipline etc.), till the devotion user makes an attack or
successful aggressive action (any attack will break the effects of this devotion, but it requires a
successful use of power or non-attack action) or the scene ends. To use this devotion the
character must be in a position to draw and use a firearm or thrown weapon, if he is restrained
or unable to access a weapon it will not work. Characters may resist this devotion in the same
manner as outlined in the section on resisting Majesty.
This power costs 6XP to learn.
(Majesty *, Nightmare *, Ortam *)
FEEL WHAT I FEEL
Cost:
Test Pool: Manipulation + Subterfuge + Ortam vs. Composure + BP
Action:
Duration:
The user encodes a specific emotion in the scent. The Gullikan can encode: Love, Lust, Greed,
Envy, Anger, and Shame. This emotion is very specific, and lacks finesse. When smelling the
scent the subject makes their resistance roll.
If the user is successful the subject feels the emotion for a number of turns equal to successes.
During this time the subject has a penalty to composure equal to the successes rolled. The
subject may only experience this feeling once per scene if they are unwilling. A willing subject
may experience the emotion without the need for a test and feel this as many times as they wish.
This scent cannot be combined with any other scent.
This power costs 9XP to learn.
(Protean ***, Resilience *)
FENRIR'S TALONS
A devotion created by the Brothers of the Fenrir and their leader Loken. They are unmistakable
in appearance Fenrir's Talons is a symbol of the savage ferocity of the Fenrir, the late rules of
Scandinavia. Physical prowess was greatly respected by the Norse kings including their undead
tribesmen. The simple act of displaying Fenrir's talons demands respect amongst the warriors.
The primary focus of Fenrir's talons is to rend the heavy armour in combat.
Cost: 1 vitae
Test Pool:
Action:
Duration:
Fenrir's Talons provides +2 modifier to combat rolls to represent their size and potency. Like
Claws of the Wild the damage is always aggravated. Armour Piercing 3 against all hard armour
including powers of the blood which grant armour.
This power costs 18XP to learn.
(Obtenebration **, Vigour **)
FERRUM EA TENEBRAE
Leviticus developed this power in response to realising the threats that ghosts, spirits and
darker entities from the depths of twilight and beyond can pose. Fighting to uphold the duty of
the bloodline's heritage he develops his weapons to strike at those entities what would threaten
the balance of twilight and the material. This power allows the crafting of existing shadows to
form weapons and augment existing ones to strike at the Khaibits' enemies.
Cost: 1 vitae
Test Pool: Wits + Intimidation + Obtenebration
Action: Instant
Duration: Remainder of Scene
Draw Results
Failure: This power fails.
Success: The user crafts a weapon from the shadows. The weapon has a damage rating equal to
successes rolled (therefore number of successes rolled can determine what kind of weapon is
crafted), deals lethal damage, and is tangible only to the user. The weapon can only deal damage
to entities with a corpus pool and the weapon exists only in twilight; it cannot harm material
targets besides those with corpus pools however the user need not be in twilight themselves to
wield it.
The power may also be used to augment an existing weapon; in which case the number of
successes rolled is applied to rolls to damage targets with a corpus pool, and may strike targets
in twilight. The intensity of the darkness used by the crafter can lead to a keener or weaker
weapon; this power functions more easily in darker areas, modifiers may be set by the ST at the
time of activation of this power in relation to the presence of darkness or ambient light.
This power costs 12XP to learn.
(Protean ***, Vigour *)
FISTS LIKE ANVILS
Cost: 1 vitae.
Test Pool: This power involves no roll to invoke.
Action: Instant.
Duration: Turns equal to dots in Protean
When this devotion is activated the user's skin flushes as the power of his Vigour discipline fills
his skin, allowing him to deal lethal damage with his hands, feet and head. Each successful
unarmed combat attack may convert an amount of damage dealt from bashing to lethal equal to
the characters dots in Vigour.
This power costs 12XP to learn.
(Celerity ***, Protean ***)
FLOW WITHIN
Cost: 1 willpower (See below)
Test Pool: Stamina + Survival + Protean
Action: Reflexive
This devotion may only be used after successfully activating Haven of Soil. Once activated it
allows the user to move through soil a number of steps equal to his Size each round. Flow
Within's effects expire at the end of the scene although its effects may be extended by spending
a willpower point and making a successful Stamina + Survival + Protean test. When travelling
underground, the user must make a Humanity test in order to distinguish distance and
direction. In game terms, the player announces where he will be going using this devotion. The
player must then make a reflexive Humanity test in order to orient himself correctly. The
character may change his destination at will but each time he does so he must make another
Humanity test to become oriented on the new destination. Should the character become
disoriented, he moves off in a random direction until he rights himself. By concentrating for one
minute the Humanity test for orientation may be attempted again but each time the test is failed
the character is -1 to Humanity tests for purposes of orientation for the remainder of the scene.
Also, the Direction Sense merit adds a +1 modifier to Humanity tests for purposes of becoming
oriented.
If the character using this devotion is able to meld into rock, this devotion allows him to move
through natural rock as well as soil. This devotion may not be used to move through any
substance other than soil and natural rock. The concentration required to use this devotion is
such that it is impossible to activate other disciplines or aggressively engage in combat (the user
may defend as normal). Also, while under the influence of this devotion, it is impossible for the
user to engage in a combat through means of surprise attacks. Once this devotion is used,
avoiding combat becomes the user's top priority.
This power costs 18XP to learn.
(Animalism ****, Auspex *)
GIFT OF THOTH
Possessing beasts provides ample opportunity for spying, but for kindred adept with the
discipline of Auspex the limited senses of common beasts can prove frustrating. This devotion
allows the kindred to enchant his animal vessel to channel their mystic sight, thus overcoming
this limitation.
Cost: 1 vitae + 1 willpower
Test Pool: Wits + Animal Ken + Animalism
Action: Instant
Duration:
The vampire feeds a point of vitae (the activation cost for this devotion) to their prospective
vessel and spends a point of willpower, temporarily creating a ghoul-like effect in the animal.
The host may then be possessed as normal using Subsume the Lesser Spirit. While in possession
of the enchanted animal the kindred may make use of any level of the Auspex discipline up to 3
they possess, as though the animal's body were their own (so, for example, they may use Spirit's
Touch on objects the animal is touching).
This power costs 15XP to learn.
GREAT THROW
(Celerity *, Vigour *)
Cost: 1 vitae per scene
Test Pool: Strength + Brawl + Vigour.
Action: Instant.
Duration:
To use this devotion the character must be in a grapple with the target, his vigour must be active
and he must not be overpowered. After a successful Strength + Brawl + Vigour check the target
is thrown a number of meters equal to the successes in a direction of the characters choice. Any
effects other than being thrown (including loss of actions or damage) are entirely at the STs
discretion, in general to land safely or on ones feet requires a success in a Dexterity + Athletics
roll, an ST may allow a bonus equal to activated Celerity or ask for more than one success
depending on the circumstances involved.
This power should not be used in such a way as to deliver Aggravated damage nor to
circumvent the 'one-shot-kill' ruling; instead it should be used to make for more cinematic
combat.
This power costs 6XP to learn.
(Obtenebration ***, Vigour **)
GUARDIAN OF THE BARQUE
In their roles as spirit hunters, ghost-warriors and guardians of the unknown, many Khaibit are
called upon to force the unknown back through the boundaries which mark the edges of the
known world. No matter if the kindred is humane or closer to the beast, they call upon the
various tried and proven mundane methods of exorcism and abjuration to force their spiritual
foes to flee the mortal realm for a time.
Some Khaibit find that their own resolve and talents are not enough to defeat the spiritual foes
however, and call upon their supernatural talents, channelling their potent energies into the
rotes of protection in a terrifying but potent supernatural display.
When this power is activated, the kindred's eyes seem to be wreathed in swirling shadow, and
the kindred themselves seems to bleed darkness from unseen wounds across their body as the
battle of wills continues.
Cost: 1 vitae per exorcism or abjuration attempt.
Test Pool: Wits + Occult + Obtenebration
Action: Reflexive.
Duration:
When conducting an exorcism or abjuration of an entity in twilight that is affected by the
exorcism or abjuration rules, the kindred gains a bonus equal to their Obtenebration rating to
the Resolve + Composure roll.
This power costs 15XP points to learn.
THE HERALD'S SIGIL
(Auspex *****, Obfuscate *, Status (Mekhet) *)
App number: UK-UK-LR-0810-97759
The Heralds
Originally, the Heralds of Shadow primarily acted as true heralds, conveying messages and
announcements for other Kindred via a Twilight projection relay in return for payment of some
kind. Some say that the Camarilla made regular use of the Heralds of Shadow network to
facilitate their rule. Members also traded for news and information between themselves and on
behalf of customers. In later years as faster means of travel and communication have become
available this information trafficking business has largely taken over from the conveyance of
messages. Still, the messenger service remains available for those who wish it.
Rediscovering a Devotion
Now, three members of the Mekhet Heralds of Shadow Faction (Channing, Tarlach and Creed)
have combined their records, studies and skill in order to 'recover' a Twilight Devotion long
thought lost to the Heralds. While some Mekhet can alter the psychic impressions on the living,
and some modern Carthians can alter the psychic impressions on inanimate objects, the
Twilight Heralds of Shadow had managed to bend psychic impressions to suit their needs within
the Twilight itself.
Devotion: The Herald's Sigil
This devotion only works within Twilight and enables the user to create, destroy, carry or
deposit specific psychic impressions (Sigils). These Sigils (only readable through use of Spirits
Touch within the Twilight) contain a clear message of the creator's choice. For example the
Herald's Sigil could contain a detailed visual of a letter or map, perhaps a scene from the user’s
memory, or a direct vocal message. These Sigils cannot be edited after creation, they cannot be
used as a weapon in any way and the creator cannot hide their own psychic fingerprint on it.
Appearance: The Sigil's natural state cloaked in Twilight by obfuscate, primarily to remain
hidden from ghosts and spirits, but also to Kindred in Twilight Projection who are not
specifically searching for it. For those Twilight Projected Kindred who know specifically where
and what to look for, Sigils appear as an unremarkable ball of darkness about the size of a small
marble.
Cost: 1 willpower if they want to create a permanent impression. There is no cost to create a
temporary Sigil.
Test Pool: Intelligence, Auspex and Occult
Action:
Duration: See below
The creator can determine how many readings can be taken prior to the temporary Sigil
dissolving, up to the number of successes achieved on the activation draw). Note that any
Mekhet with this devotion can destroy a Sigil that they are holding in the Twilight, without any
cost, whether the Sigil was permanent or temporary.
Note that a 'permanent' Sigil degrades each year it is in existence. Degradation causes small
holes or gaps in the information of the Sigil. The presiding ST determines what information is
missing. There have been examples of centuries old sigils discovered which comprise of only a
few cryptic words or fragments, their meaning nearly completely lost.
This power costs 18XP to learn.
(Auspex **, Majesty **)
HIDDEN URGES
A devotion created solely for the use of determining another's character. It is a lot easier to
manipulate another when you know what drives them, what their hidden urges are. Combining
the powers of seeing ones aura with the power to make one reveal their darker side this power
is a useful one for those who wish to manipulate others.
The target of this power must be in line of sight.
Cost: 1 vitae
Test Pool: Intelligence + Empathy + Auspex – Composure
Action:
Duration:
Draw Results
Failure:
Success: The user gets a brief one-line description that will tell him the targets vice. For
example "He longs for the power of others" (Envy) or "He holds himself with high regard"
(Pride).
It is worth noting that if the target is burdening under some other compulsion that temporarily
gives him another vice or two vices the one with the strongest compulsion is the one seen by the
user of this power. If both are considered equal then he receives information on both.
This power costs 12XP to learn.
(Celerity *, Vigour *)
HIT THE GROUND RUNNING
Created by Bertram Belasis of the Philologi bloodline, this devotion allows the user to fall short
distances without harm, and to either land on his feet (quite literally hitting the ground
running) or to be back on his feet almost instantly.
Cost: 1 vitae
Test Pool: Dexterity + Athletics + Celerity
Action: Reflexive
Duration: 1 turn
This devotion allows the user to mitigate a single level of falling damage, and get to his feet as a
Reflexive action. However it's important to note that this power only works for falls at speeds
below terminal velocity. Should the user hit terminal velocity, they are simply travelling too fast
for this power to function.
Draw Results
Failure: Land in a heap, as if had failed an Athletics check for jumping.
Success: Land using the usual mechanics for falling damage (see MET page 245), but mitigate 1
level of that damage. It is suggested from a stylistic point of view that if this results in zero
damage being taken, then the user lands perfectly on his feet. If damage is sustained, then the
user rolls to his feet almost instantly after landing.
This power costs 6XP to learn.
IMPACT
(Resilience *, Vigour *)
Cost: 1 vitae per scene
Test Pool: Stamina + Weaponry + Vigour
Action: Reflexive
Duration:
Draw Results
Failure:
Success: All weaponry attacks which would normally inflict bashing damage instead inflict
lethal damage; this effect is applied before any other modifiers. The Vigour discipline must be
activated prior to this devotion being activated.
This power costs 6XP to learn.
(Resilience ***, Vigour **)
IRON GUARD
Cost: 1 vitae
Test Pool:
Action:
Duration:
Draw Results
Failure:
Success: When this power is activated you need to spend 1 round focusing your blood to
harden your skin in your arms so they can defend against melee weapon as well as fists. If you
are successful on the draw your boxing merit defence will work against melee weapons as well
as brawling attacks.
This power costs 15XP to learn.
MAGICIAN'S EXIT
(Auspex *, Dominate **, Obfuscate ***)
Experiment PAO25778
Cost:
Test Pool: Wits + Subterfuge + Dominate vs. Composure + BP
Action:
Duration:
Draw Results
Failure:
Success: By channelling the mind altering powers of Dominate and the increased awareness of
Auspex through the changes of perception possible with Obfuscate, the Kindred creates a
supernatural 'flash bomb', temporarily blinding his enemies. Rather than the user fading from
view as with Cloak of Night, onlooker's minds are confronted with a mass of overwhelming
white noise, stunning them in a way similar to the 'overwhelmed' flaw of Heightened Senses.
Successes gained by the user are equal to the number of rounds the individual onlooker is
stunned and unable to see or hear clearly, imposing the 'overwhelmed while using heightened
senses' penalty and allowing the user to then hide in Obfuscate or flee the scene more easily.
Characters that are blinded by this power may defend themselves as normal if attacked and are
then free to act without penalties. The limits of this power should be gauged based on the
Obfuscate penalty table – if a person would constitute a penalty to the user being able to enter
Obfuscate, they will be affected by the power.
This power costs 18XP to learn.
(Dominate **, Obfuscate *****)
MASK OBJECT
This power allows the user to change the appearance of an object to that of another object of
similar size.
Cost: None
Test Pool: Intelligence + Stealth + Obfuscate
Action: Instant
Duration: Scene
People with Auspex may attempt to use Clash of Wills to see through the disguise. Once invoked,
Mask Object lasts for a scene or until ended prematurely. Once the character does anything to
reveal the true nature of the item, Mask Object immediately ends.
This power can be used to simulate inanimate items or those with simple mechanisms, e.g. a gun
could have a trigger, but couldn't fire (because there is nothing to simulate the bullet). A mobile
phone would have a 'generic' display, but could not make or receive calls etc. If someone
successfully detects [the true nature of] the item, he can point it out to others. A Wits +
Composure draw is made for each such person, and successes achieved must exceed those
acquired in the Intelligence + Stealth + Obfuscate draw made for the Discipline user. If an
onlooker's successes aren't high enough, he still doesn't recognize the item, even when it's
pointed out. The prop used must be at least roughly similar to the intended illusion — he
cannot conjure a fake badge out of thin air, for example, nor would it allow the vampire to hold
up a small stuffed animal and claim it was a police badge. Likewise, a vampire could pass off a
replica or toy gun as the real thing, but not a banana or a stick.
This power costs 21XP to learn.
OATHBREAKER'S BRAND
(Nightmare ***, Protean ***, Status (Invictus) *)
Cost: 1 vitae + 1 WP
Test Pool: Presence + Intimidation + Nightmare - subject's Resolve
Action: Instant
This power, used by an Unconquered Kindred, is activated once the Invictus Kindred touches its
target and identifies them as one who has broken an Invictus Oath (mystic and/or mundane).
Oathbreaker's Brand has two main effects.
The target of this power gains a mystical blood red brand over his or her heart in the shape of
the Invictus Covenant sigil that all members of the Invictus (with Status (Invictus) 1) can see.
Each success gained on the activation draw causes a level of Lethal damage to the target of
Oathbreaker's Brand that cannot be soaked by Resilience. Secondly, this damage cannot be
healed for a number of weeks equal to the user's Nightmare rating, and will bleed slowly for the
entire duration, quickly seeping through clothing and adornments so that those not of the
Invictus are drawn to it.
This power can only be used on Kindred who have broken an Invictus Oath, and even then, it
can only be used only once per offence.
When it is not obvious as to whether an individual has broken an Invictus Oath, the decision as
to whether Oathbreaker's Brand works on them lies with the Storyteller at the scene. Both
parties must share what they believe the letter and the spirit of the Oath was and how the
individual has broken the Oath, by letter or spirit. The Storyteller will then make a decision as to
whether the individual's actions have broken the letter or the spirit of the Oath.
If the Storyteller decides either is broken, then Oathbreaker's Brand may be used.
This devotion takes three months to develop and costs 18XP to learn.
(Auspex ****, Ortam *)
OLFACTORY MEMOIRS
The user encodes a memory they have experienced in a scent, allowing those smelling the scent
to experience the memory. The user can also encode the memory of any other person if they are
present at the time of "encoding".
Test Pool: Manipulation + Socialize + Ortam vs. Composure + BP
On a success the memory is encoded. When first smelling the scent, the user makes a
Composure + BP roll. If the Ortam user has more successes, the participant experiences the
memory, fully formed, as if they were witnessing it from a third person view. This review takes
only a turn for the viewer, but they experience the full time of the memory. A person can only
experience this once unless they are willing to experience it again. Anyone who wants to
experience the memory may do so, without a test, through smell. While experiencing the smell
the viewer has a -1 penalty to composure.
The Gullikan can encode another person’s memories if the person with the memories is willing.
This cannot be done on an unwilling subject.
This scent cannot be combined with any other scent.
This power cost 15XP to learn.
PAX LEX
(Dominate ***, Majesty ***, Status (Invictus) *)
App number: UK-UK-LR-0710-80521
Character: Randall Channing
Requiem Devotion
Approved 04/11/08 23:05:21
Sometimes, the tradition of Elysium takes on an almost mystical significance of its own, such is
the power that the Damned invest in this notion. Sworn to defend the stability of their Domains,
some dedicated Knights of the Silver Dragons have even managed to ensure such significance,
by mystically enforcing an air of civility over Elysia itself.
Cost: 1 Temporary WP
Duration: 1 hour per success as long as the individual who activated the power remains in
Elysium.
Test Pool: Composure + Expression + Majesty (Targeting an Elysium)
Action: The user publicly clarifies the area as Elysium, and formally orders all Damned to
respect this ancient tradition.
Contested: When a character goes to perform any sort of overtly violent act against another
Vampire. Contested with Resolve + BP
Note: The user does not create an Elysium with this power; they are mystically enforcing an
existing Elysium. If a building or area is not Elysium, it is not affected by this power.
Effect: If the Pax Lex draw is successful, then for the duration of the power any sort of overtly
violent action by a vampire (and/or ghoul) committed against another vampire (and/or ghoul)
within that Elysium requires the would-be assailant to pass a resistance check. If they succeed,
they may continue unaffected. If they fail the contest, the assailant must spend a temporary
willpower point for each and every turn of attack. This does not count toward the normal limit
of one willpower point per turn.
This even applies to characters in frenzy. They might destroy the surrounding area or wreak
their vengeance on nearby mortals, but without spending willpower, they will not focus their
fury on another vampire. Mortals and other supernatural creatures are immune to these effects,
and vampires may likewise attack them freely, and it should be noted that ghouls are still
affected due to the fact of the curse flowing in their veins. Vampires may always defend
themselves and Elysium normally, though if they desire to destroy a vampiric enemy they must
still pay the cost normally.
Should the Silver Dragon leave the boundary of that Elysium, or be torpored/killed the power
immediately fades.
This power costs 18XP to learn.
PERCEIVE THE WEB
(Auspex **, Fontal Rituals Merit, Occult ***, Geomancy Spec, Any Coil of the Dragon *)
Cost: 1 WP and 1 vitae
Duration: 1 scene.
The dragon can perceive the intricate web of Ley Lines and nests. This power activates on the
expenditure of the traits, at which point the dragon can see these phenomena, glowing in a way,
superimposed in his field of view. This slight distraction affords him a -1 penalty on all other
actions. This devotion is taught by a transplant of an eye from the Teacher to the Student.
This power costs 9XP to learn.
(Auspex **, Ortam *)
PHENORMONE SENSE
This devotion is always on, and does not need to be rolled.
The Gullikan with this gift can ascertain the current dominant emotion of any users of their own
perfume. The Gullikan must stand within a number of steps equal their dots in Ortam and
concentrate for 3 turns on the scent. If they are in a place with strong smells the ST may modify
this time requirement and increase the number of turns. The User can then ask the question:
"What is your characters dominant emotion" and receive a truthful answer OOC.
This power can't be used to detect lies or Diablerie.
This power costs 9XP to learn.
(Insomnium **, Majesty **)
PRINCE CHARMING
Cost: 1 vitae
Test Pool: Manipulation + Persuasion + Majesty vs. Composure + Blood Potency
Duration: A number of nights equal to successes.
This power requires the user to have first found the target with the Insomnium power "Dream
of the Many". This power makes the target dream of the user in a romantic manner such that
when they wake they begin to think of the user as their perfect romantic partner. The next time
the target meets the user the user gains a bonus equal to their dots in Insomnium to any attempt
to seduce the target.
This power costs 12XP to learn.
(Resilience ***, Spoiling ***)
SANGUINE STAMINA
Test Pool: Stamina + Athletics +Resilience vs. Stamina + Blood Potency
Cost: 2 vitae
This Blood Solution when drunk adds 3 extra Health boxes to a character for a scene and only
one Sanguine Stamina can be active on a person at any one time. The downside of the solution is
that if the damage in those extra boxes isn't healed by the end of the scene they could possibly
wrap around as the damage is still there when the extra health boxes disappear at the end of the
scene.
This power costs 18XP to learn.
(Auspex ***, Ortam *)
SCENT OF A WOMAN
Test Pool: Intelligence + Empathy + Ortam vs. Composure + BP
The user encodes a specific person in the scent. When smelling the scent the subject has a
strong sense of that person. Not a sense of them being physically or spiritually there, but they
think of that person, and have a sense of them "being there" in some ephemeral way.
If the user is successful the subject feels the emotion for a number of turns equal to successes.
During this time the subject has a penalty to composure equal to the successes rolled. The
subject may only experience this feeling once per scene if they are unwilling. A willing subject
may experience this without the need for a test, and experience this as many times as they wish.
If the subject does not know the person, but later meets them, they can recognise their smell
with a simple Wits + Composure roll.
This scent cannot be combined with any other scent.
This power costs 12XP to learn.
SELF DOMINATE
(Auspex **, Dominate ***; Eidetic Memory or Mind of the Devouring Worm)
(Experiment MSA2247)
Test Pool: Wits + Persuasion + Dominate – OWN Resolve + Blood Potency
Action: Reflexive, instant
Kindred see a great many things, many that they might rather forget. In Nicholas' case, too much
information can be a terrifying thing, regardless of the facts themselves. He makes thousands of
calculations each day and thanks to an Eidetic memory remembers them all, a mass of decades
of information that must be sifted and filtered through to find the knowledge required for the
task at hand.
By turning the strength of will that overcomes the Curse towards their own mind, the Scribe can
control their memories, temporarily blocking, encrypting or editing them at will. This
manipulation allows both a freedom from the weight of an age of memories and a means to
disguise dangerous knowledge from outsiders by turning the powers of the Forgetful Mind
discipline on themselves.
For role-playing purposes, this means that the Scribe can wilfully forget or misremember any
memory at will. The mechanical benefit is as detailed below.
When another Kindred successfully attempts to search through the memories of the Scribe
(either using Forgetful Mind or Telepathy), draw for Self Dominate. For each success gained, one
memory retrieved by the aggressing Kindred is found to be altered or missing. This does not
affect the ability of the aggressing Kindred to implant new memories with Forgetful Mind.
-Self Dominate has no effect on Aura Perception checks for deception (you cannot remove the
memory of blocking memories after all).
-As per the text in Forgetful Mind, Self Dominate cannot detect Dominate effects applied by
other kindred.
-Removing the memory of Sins does not give any bonus to Humanity draws.
-Use of Self Dominate does not 'trigger' the Mind of the Unblinking Serpent merit.
Example: James the Ventrue attempts to use Forgetful Mind to discover what Nicholas was doing
on the night of the Princes assassination. James's player draws 15, enough to over-come the
scribe's resistance and Nicholas enters a trance. Nicholas's player now draws for Self Dominate
and overcomes his own resistance, also gaining a success. Nicholas describes the evening to
James, telling him that he was working in his lab all night, rather than the truth that he was busy
sweeping up the Prince's ashes. James feels that Nicholas would actually make a good witness to
let him screw over his Daeva rival and so implants the memory of Nicholas taking a walk and
spying the Daeva arguing with the Prince on the night he was killed. Upon leaving the trance,
this is the memory Nicholas retains.
n.b. Mind of the Devouring Worm: Ordo Dracul book, merits section - the Dragon gains the
benefits of the Eidetic Memory merit, but this merit can only be purchased after character
creation. Mind of the Unblinking Serpent: Ordo Dracul book, merits section – the Dragon may
make a test to see if his memory has recently been affected by Dominate, Obfuscate etc.
This devotion costs 18XP to learn.
(Celerity *, Obfuscate ***)
SHADOW TONGUE
By talking in rasping words at a speed of knots, the user of this power is able to disguise their
words to all but those who possess this devotion or the heightened senses of the Shadow Clan.
Cost: 1 vitae
Test Pool: Wits + Stealth + Obfuscate (subject to clash of wills)
Action: Extended (once activated can be used at any point during the night until sunrise)
Once activated the user can drop into the Shadow Tongue whenever they choose. Only those
who possess the devotion can understand what is being said. Anyone who possesses Auspex
and has Heightened Senses (hearing) active at the time may test on Clash of Wills to understand
what is being said.
When this power is in effect the user suffers from a –1 penalty on perception checks as
concentrating on fast, complex speech can be somewhat distracting even with supernatural
speed and senses on your side.
The visual effect of such a power is that the users of such are speaking in rasping words barely
above a whisper at great speeds and it would become apparent that all but the most blatant or
supernatural of observation will reveal what is being spoken.
This devotion costs 9XP to learn.
SHIELD OF STEEL
(Auspex *, Celerity ***)
The job of the Thorned Wreath is to protect the members of the First Estate; this Devotion has
come out of that Duty.
Cost: 1 vitae per round
Test Pool: This Power needs no Roll to Invoke
Action: Reflexive
The Thorned Wreath gains its name from the wall of blades it weaves around the Invictus; this
Devotion takes that duty down to a single “Charge”. Wielding two blades, the Knight parries any
Melee attack that threatens their “Charge”. To use this Devotion, the Initiator must first
designate a “Charge” and be standing next to that “Charge”. The Initiator can then give their
“Charge” the bonus' to defence that their Fighting Style: Two Weapon Fighting affords them.
When doing this though the Initiator must be using the Full Defence manoeuvre and no longer
gets the bonus Defence afforded by the Fighting Style as they are given to his “Charge”. On the
“Charges” Part whilst being protected like this they cannot make any Brawl or Melee Attack.
This devotion costs 12XP to learn.
(Auspex ***, Obfuscate *)
SIGHT BEYOND SIGHT
Obfuscate may make a thing invisible and thus show what is beyond it, therefore surely what is
beyond it is within reach of Auspex's vision. This power allows the Shadow to see through an
object, without allowing others that insight.
Cost: 1 vitae
Test Pool: Intelligence + Investigation + Auspex
Action: Instant
If successful the kindred may see through a single inanimate object (walls, floors, van sides, etc.
may all be considered an object for this purpose) that is no thicker than one foot for each
success gained on activation. Only the solid material need be counted for this purpose, any
hollow space may be ignored (so if the above crate were empty they need only count the two
inches or so of wooden sides, and so could see through it with only one success) allowing them
to see through complex objects like vault doors.
This power costs 12XP to learn.
(Dominate **, Obfuscate ****)
SLEEP UNSEEN
This power aids the user in avoiding interruptions to their daily slumber. As they lay down for
the night, they may invoke the third level of Obfuscate, which will stay in effect even after they
pass into slumber.
Cost: 1 willpower per Resolve # of Nights
Test Pool: Intelligence + Stealth + Obfuscate
Action: Instant
This power only needs to be invoked once every number of days equal to the Resolve of the
acting vampire. Thereafter, each day the user sleeps, he or she is protected. If awoken while this
power is in effect, the user suffers a -1 on all tests until they can return to sleep. Note that the
user is unaware of failing the draw for the use of this power, as they are already slumbering
when it would take effect. This power ends immediately upon awakening.
This devotion costs 18XP to learn.
(Auspex ****, Dominate **)
SPIRIT'S LINK
(Experiment PA7729V)
By exerting his will over another's mind, the user supplants the target's perceptions with his
own.
Test Pool: Intelligence + Empathy + Auspex vs. Resolve + BP
Action: Instant
Duration: One scene, or until physical contact is broken.
User looks into the targets eyes. Target enters a trance-like state. To activate this power the
Kindred must have both physical contact with his target and make eye contact (as with
dominate). Once the power is active the Kindred may look away but the connection remains
only as long as physical contact between Kindred and subject is maintained (physical contact
should always been agreed upon by players and be mimed if preferred).
Failure: The character is unable to override the Targets senses, but may try again at their next
opportunity.
Success: The target experiences the world through the senses of the Kindred enacting Spirits
Link, making use of the Kindred's Auspex powers (which must be activated as normal). The
experience of sharing the mind of another being is not an easy one however, and the target also
experiences the emotions, humanity and any derangements the Kindred may possess for the
duration of the link. The target may not direct what they see, except by asking the Kindred
verbally - they are experiencing the Kindred's perceptions, not claiming the Auspex for their
own and are essentially blind to their own senses whilst the link is enacted.
While this may seem a good way to create Mekhet 'sniper scopes' it should be noted that using
your own body whilst seeing through another is a confusing and difficult experience. Any action
taken by the target of spirits link is at a -3 penalty for the duration of the link. The subject may
defend himself normally, and being attacked immediately breaks the spirit link.
This power costs 18XP to learn.
(Obtenebration ***, Vigour **)
TENEBRIFIC ANIMUS
The Khaibit uses his command over shadows to exert his will over his own. The user takes
control of his shadow, strengthening it with his will. The shadow becomes a marionette or
'animus' of shadow which the wield uses to defend themselves against the threats from the
twilight entities and the darker things of this world.
Cost: 1 vitae
Test Pool: Wits + Intimidation + Obtenebration
Action: Instant
Duration: Scene
Failure: Power fails.
Success: A Shadowy manifestation or 'animus' is created and user may command the animus to
defend him, (as a reflexive action) it defends the user in twilight from attacks by twilight entities
or blurs the users outlines in the physical world making it harder to target the them The animus
confers a bonus to the subject's defence equal to the users Obtenebration as it defends them
from twilight entities attacks. Against material opponents it bestows a defence modifier equal to
successes which only functions in poorly lit or darker situations of ambient light.
This devotion functions more easily in darkness; the Storyteller may award modifiers or
penalties based on the presence of darkness or ambient light.
This devotion costs 15XP to learn.
(Auspex ***, Protean **)
TOUCH OF KNOWLEDGE
Developed by those that have gained mastery of both form and perception, used by Kindred
scholars to aid them in understanding of lost and forgotten tomes. This devotion merges the
abilities of personal transformation with an uncanny sense of perception. By means of this
devotion a Kindred may meld his hand with a book, whilst conjoined with the book he may then
gain an understanding of its contents. Any revelations are subject to both the complexity of the
material and the level of understanding dependent upon the scholar.
Cost: 1 vitae
Test Pool: Intelligence + Academics + Auspex
Action: Extended
Failure: Failure indicates that no impression or understanding is gained.
Success: Success yields a sense of understanding of the contents of the book, the degree of
complexity and personal knowledge of the subject matter can affect this understanding. Each
roll represents one minute of melding, the number of successes revealing the level of detail
achieved.
Suggested Modifiers
:+1 Simple content
:+1 Short content
:-1 Complex content
:-1 Long content
:-3 No knowledge of subject matter
:-3 No knowledge of the language
This power costs 15XP points to learn.
(Obfuscate ***, Another discipline **)
TRADEMARK
This power is similar in idea to the iron facade power which uses obfuscate in conjunction with
resilience to give the illusion that a kindred is undamaged. This variant idea however is far more
a vanity piece allowing a trademark stylistic to be added to the discipline it is combined with.
This may vary from blood seeming to drip from protean claws as they are unsheathed to the
shadows of wings becoming visible as sovereignty is activated.
Cost: N/A
Draw: *Discipline specific attribute + skill + Obfuscate
Duration: Special - The trademark will remain in evidence for the same duration as the power it
is activated with.
This devotion gives no mechanical benefits beyond cosmetic effects; the ST may at their
discretion award a circumstantial bonus/penalty to social impress/intimidate rolls dependent
on the suitability of the trademark to a given situation.
The trademark is defined when the devotion is purchased and is not changeable beyond that
point. Should the trademark be investigated it can be perceived as a mental trick with a
standard Clash of Wills check.
Note - the effects of this trademark cannot be used to make a discipline that would normally be
Masquerade sensitive less obvious.
This power costs 15XP to learn, and must be bought once per trademark discipline.
(Auspex *****, Obfuscate ****)
TWILIGHT DISGUISE
As per familiar stranger, but in Twilight, so you can assume a "bland" appearance - for example
"short fat female", "tall skinny male". It would not allow you to take on the appearance of
anyone else.
Cost: 1 willpower per hour/scene active
Test Pool: Wits + Subterfuge
For every hour in the Twilight, spend 1WP or assume normal appearance. If someone sees you
in Twilight, and they have Auspex they can do a Clash of Wills to see through it. All disguises are
humanoid.
As you cannot use Obfuscate in Twilight Projection normally, this devotion is learned by
activating Obfuscate first and then concentrating very hard (spend 1WP) on the assumed form
to make it "stick" before entering Twilight. The Devotion must therefore always be activated
before entering Twilight.
This power costs 27XP to learn.
VAST STRIKE
(Celerity *, Majesty *, Vigour **; Great Throw)
Cost: 1 vitae per scene
Test Pool: Strength + Brawl + Vigour.
Action: Instant.
This devotion is made instead of a normal combat move, and cannot be used in conjunction with
any combat styles or merits (fighting finesse, brawling dodge, fighting style: boxing, etc). The
character cannot be involved in a grapple (other than with the target of the power, though he
does not need to be) or in any other way impeded from acting against them. Additionally, his
vigour must be activated and if Claws of the Wild (or other aggravated damage type powers) are
active they will not be able to be used – the Vast Strike requires all of the characters strength
and concentration.
After a successful Strength + Brawl + Vigour draw (modified by defence and armour as normal)
the target is thrown a number of meters equal to the successes in a direction of the characters
choice. He will also take a number of levels of damage equal to the same successes.
Any effects other than being thrown (including loss of actions or any extra damage) are entirely
at the ST’s discretion. In general to land safely or on ones feet requires a success in a Dexterity +
Athletics roll, an ST may allow a bonus equal to activated Celerity or ask for more than one
success depending on the circumstances involved (this may be assumed to be a reflective
opposed roll against the character who used the devotion on them). This power should not be
used in such a way as to deliver Aggravated damage nor to circumvent the 'one-shot-kill' ruling;
instead it should be used to make for more cinematic combat.
This power costs 12XP to learn.
(Cruac *, Obfuscate *)
WARD OF WHISPERS
Cost: 1 vitae
Resistance: Reflexive as per Clash of Wills
The Kindred using the Ward passes a stone or similar item to each other Kindred to be covered
by the Ward of Whispers. The caster then rolls Manipulation + Occult + Obfuscate and spends a
point of vitae to activate the Ward. A single success is enough to activate the Ward of Whispers.
Should another Kindred try to listen into the conversation using heightened sense a Clash of
Wills occurs. Should the Kindred using Auspex win they can make out the conversation through
the whispering barrier, however, should a draw or fail occur then the conversation is hidden
behind the whispers of the Dead.
The Kindred protected by the ward can speak only in whispers. Should one of those within the
Ward speak above a whisper the Ward is broken.
This power costs 6XP to learn.
(Majesty * or Nightmare *, Dominate ****)
XI NAO
Cost: 1 willpower
Test Pool: Presence + Intimidation + Nightmare vs. Composure + Blood Potency OR Presence +
Persuasion + Majesty vs. Composure + Blood Potency
Action: Instant
Draw Results:
Failure: The user loses or draws the test and the attempt to activate the devotion fails.
Success: The vampire gains their Nightmare or Majesty dots as a bonus to their brainwashing
tests for the duration of the brainwashing process depending on which method of brainwashing
is being used. Once the brainwashing is complete the programmer puts in a mental block so that
the programming is reinforced with the power of Dominate and the victim is more resistant to
deprogramming attempts. The programmer makes an Intelligence + Subterfuge + Dominate test
and the victim records on their character sheet the number of successes achieved. In order to
successfully deprogram the victim the deprogrammer must have Dominate to a level equal to or
greater than the programmer and first make a Wits + Investigation + Dominate test and score
more successes than the programmer scored in his "Mental Block" test. Only one such test is
permitted per individual per month trying to discover the mental block as failure represents the
individual believing the victim's change of heart to be sincere. New checks to detect the
brainwashing must be justified by witnessing new "odd behaviour".
The mechanics of brainwashing are found on pp77 – 78 of "Antagonists". Due to the nature of
dominate, the result of 20 successes or more on the 'extent of brainwashing' chart "Doomsday
or murder cult" has no additional effect – the successes still count for purposes of the mundane
deprogramming, but the extent of the personality change is only as far as the 15 success result.
This power costs 15XP to learn.
#UK-UK-LR-0810-99546
ITEMS
BOTANICA MANDRAGORICA
Ghoul Bees
Though not intrinsically Mandragora, the relationship between flowers and pollinating insects is
highly relevant. Bees are not the easiest of creatures to ghoul but can demonstrate to be
versatile servants. Owners of Ghoul Bees must beware for some might mistake them as being
members of the Melissidae bloodline, who were almost wiped out of existence in the 19th
century. As a consequence ghoul beekeepers have learned to be discrete about their affairs, lest
they be tarred with the same brush.
Ghouling Bees
Like any insect, ghouling bees is not an easy process. One does not ghoul a singular bee, but
instead one ghouls an entire colony. Depending on the nature of the hive, and type of bee, this
can be met with more or less success. Bees can be fairly fragile and certain species are unable to
bear the curse. As a general rule, wild hives are more conducive to ghouling, as well as any
species of bee known for its ferocity. Species like the African 'killer' bee is almost ideal, while
the stingless bumblebee has never been known to take. The process itself is fairly straight
forward, the Kindred in question locations the hive of his choice and once opening to provide
access, proceeds to pour a measure of vitae over the honeycombs. For those Kindred who have
the inclination, it is better to pour the vitae over the larvae or deposits of royal jelly. In doing so,
it triggers the next generation of bees to be turned by the blood. The new queen bee, being
augmented by the blood will easily overpower the current queen and take over the hive. From
this point on a contamination spreads through the hive as the colony in its entirety is subsumed
by the vitae. The process can take anywhere from a week to a month, but the Kindred will know
when the process has taken as the hive itself slowly turns a dull rust-like ochre, its golden comb
suffused with the taint of blood. Some Kindred have likened the process to the ripening of fruit
as they slowly watch the comb change its hue. When the process is complete, the bees own
colouration changes, as their yellow and black striping is also replaced with a dull bloody red.
Their bodies become engorged and distended with the blood as the average bee grows to an
inch. The workers and drones wings beat with a monotonous thrum with a deep resonance that
puts many who hear it on edge. The queen bee herself develops a particular affinity with the
Regnant and it is through her that the Kindred may control and compel the hive as a whole. Like
bees their stings are barbed and will become lodged in their prey when they sting, leaving
behind its venom sac.
Unlike normal bees, ghoul bees do not automatically die when they sting. Instead, the vitae
sustains them for a period of a few days, in which time their sting and venom sacks are restored
through the vitae. Furthermore, the nature of the vitae augments the properties of the venom
making it highly toxic.
The venom in one sack is enough to cause the average mortal to be violently ill; being attacked
by a swarm is almost certainly fatal. Perhaps the most unique transformation bestowed by the
blood, is turning them into predatory creatures. The drive for blood runs thick even in these
little creatures, and while they will still habitually collect honey, but through a change in their
mandibles they are also able to rend a creature's flesh and collect some of the blood that pools.
The blood collected is combined with pollen in their hives to form a strange blood honey. Canny
Kindred can learn to harvest this blood honey and even learn to cultivate it deliberately. Yet the
instinct does not stop with blood predation. Indeed, ghoul bees can go into frenzy similar to that
of Kindred, though they do not have the beast to drive them, they can fall either to anger frenzy
provoked by territorial incursions or through wassail for a need for blood.
The Attributes listed here represent a swarm of ghoul bees. They require 1 vitae a month to
sustain and this must be taken by them directly from a kindred. Pouring vitae into the hive no
longer sustains them once they have reached this stage.
Attributes: Intelligence 0, Wits 1, Resolve 0, Strength 1, Dexterity 2, Stamina 1, Presence 0,
Manipulation 0, Composure 1
Skills: Athletics 1, Brawl 1, Survival (collecting honey) 2
Willpower: 1
Initiative: 2
Defence: 2 (taking the higher of the two due to their swarm nature).
Speed: 8 (species factor 5)
Size: 3 (individual bees are 0)
Disciplines: Celerity 1, Vigour 1
Vitae/per Turn: 2/1 (ghoul bees spend vitae as a swarm, each of them containing a tiny little bit
of vitae, which collectively amasses to one whole measure).
Weapons/Attacks: Type Damage Draw Pool
:Sting 0* 3 (Dex + Brawl)
:Bite 1 (L)** 2 (Str + Brawl)
Health: 4
Note *: Though the attack itself does no damage, it does however leave venom in the body of the
victim. The toxicity of this is 3 + 1 per success.
Note **: Each point of damage represents 1 point of damage from accumulated cuts, and then
every point of damage after than represents a measure of blood taken. The number of health
points taken in this manger cannot be more than the Size of the swarm.
Products of the Hive
Blood Honey: The substance known as blood honey is thick and viscous and the result of bees
incorporating blood into their honey production. Its golden colour is dulled to a red and its taste
is full and rich. Unlike other food, Kindred can in fact consume the blood honey, its simple
structures being absorbed into the undead body. However, Kindred cannot derive any
sustenance and will not yield up vitae. Though for many Kindred, the act of eating alone can be
somewhat invigorating. Mortals share a different experience when eating this honey; upon
consuming it they feel some of the rush of drinking vitae. Though this sensation muted and not
strong enough to tempt a blood addiction, it is stimulating none-the-less. The production of
blood honey requires 1 vitae a month given to the hive for this purpose alone. This will yield up
enough honey to provide four doses.
Vitae Jelly: As normal bees, ghoul bees produce Royal Jelly. However, like all aspects of fertility it
is tainted with the curse of undeath. The vitae Jelly is thick and sticky like a resin, its hue is a
dark black with only a faint touch of red to it, giving it the colour and consistency of tar. The
properties of this substance are slightly narcotic and hallucinogenic. Should a mortal consume
the vitae Jelly they go into a deep catatonic state like torpor: in this state they dream torpid
dreams, causing their memories to become slightly in fugue. They wake up after a number of
days feeling disoriented and confused, unsure of their identity, though this eventually passes
with some time; some cases demonstrate individuals who have lost major aspects of their
identity. When a Kindred consumes it, however, the go into a trance-like state, their memories
brought to the fore. Some developers swear that it allows them to separate true memories from
the false, while others are convinced that it merely only exacerbates the false memories. Yet like
strange epiphanies, the experience is intransigent once there and then gone before it can be
captured. The production of vitae jelly requires 1 vitae a month given to the hive for this
purpose alone. This yields up enough jelly to provide two doses.
NECROTIC POISON
Custom Item - UK-UK-LR-0609-61997
It’s a Level 6 Toxicity poison that affects Vampires (mostly used as blade venom). No actual
custom mechanics but it uses the Poison rules (whatever they are this week)
NEPENTHE MANDRAGORA
The Nepenthe Hamata is a carnivorous pitcher plant, commonly identified by the formation of
spinney 'teeth' around the edges of the pitcher, like some sort of horrible maw. Nepenthe
literally translates to 'without sorrow/grief'. In Greek Mythology Nepenthe was a drug that
would take away all cares. This plant was originally chosen by a PC for its horrific appearance
and gifted to another, both of whom later followed the Call and joined Belial's Brood. The
Nepenthe was then cross-bred with an existing Mandragora and carefully fed with the blood of
Brood Kindred.
The resulting monstrosity is truly a horror to behold. Capable of growing up to 2ft in height, the
bowl of the pitcher is proportionally far larger than its natural counterpart, and coloured a deep
red, with thick dark veins running through its flesh. It has a heady, intoxicating scent to
overpower the stench of rotting meat from the large insects, mice and even birds that are foolish
enough to venture into it where they are dissolved in a viscous, deep red liquid.
It is this liquid, which must be extracted from inside the pitcher, that gives this Mandragora it's
'tears'.
Special Properties
Tears without sorrow
Fed on the Blood of Belial's followers, the plant is stronger and deadlier than its more gentile
counterparts. The tears that are extracted from the pitcher are acidic and must be greatly
diluted to be safely ingested. Anyone foolish enough to come into direct contact with the
Nepenthe tears will suffer one level of lethal damage per round that contact remains (wiping a
hand clean/'ingesting' the tears is sufficient and should not take more than one action). It
should be noted that the Mandragora never produces enough tears that they could be used as an
effective weapon. Any attempt to 'stockpile' the tears will discover that its lethal properties are
lost after 24 hours outside of the plant.
The Beast knows no grief
Wine made from infusing the Nepenthe Mandragora tears with human or animal blood is both
potent and influenced by Belial's Taint. Upon consumption, kindred feel an immediate 'buzz',
which seems to lift away their troubles, assuaging both guilt and grief. For the remainder of the
scene they will have little care for the consequences of their actions as they not only experience
a lack of guilt for actions past, but for actions they are about to take. This does not necessarily
mean they will be reckless towards their own safety, but injuring others while getting what they
want will seem a very small consideration. Obviously this will encourage the character to act out
their vice.
In addition to this guiltless, almost sociopathic attitude, the Kindred gains the following
mechanical changes:
:Composure – The kindred temporarily loses a point of Composure during the drink's effects,
cumulative for each drink consumed within the scene.
:Frenzy – freed from the guilt of the Man, the Kindred becomes closer to his beast's desires and
receives an additional –1 penalty on any frenzy check for the rest of the night, cumulative for the
number of drinks consumed (draw pool becomes Resolve+ modified Composure –1).
:Humanity – thanks to the influence of Belial subduing the Man, the Kindred also gains a +1
draw bonus to any humanity draw for the rest of the night. This bonus is not cumulative. It
should of course be noted, that once the effects of the drink wear off, the Kindred is once again
wracked with guilt for their actions.