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PRillID€:
Co Cf)€ VI(lroR.
Cf)€ SPOILS
Hauknefr (wisted 1115 bh.de roughly, ~md lhe OOdy before him
crumpled 10 the ground. Wilh a flick of the tip (0 his ready stance, he spun
to survey the bloodioo h.mlefidd. It was silent for the moment, barring
the !iOUnd of the waves that crashed al.no:st to his (eel. ThO:lr eternal
rumbling had masked the cries of the guards as they fell.
"That's the last of mme," he grumed. tUOllng to look :tt his
companion. ~Are you fin- MU$t you piay with them!'"
~E\'ery one of them that roo kill is one less than I can question," his
companion said. Paulo had a survivor held in his gate, his will locked
firmly abou t the soldier's mind. His left hand coik'il about the $Old_er's
throat, and his right indcx finger idly twisted a strnnd of his carefully
curled hair. "Tidy up after YOUT5<!lf, if you would be 50 kind."
Cracking hLs knuckles, Hauknefr set about hiding th e corpses he'd
stre ....TI about. A few $parse but hardy bushes doned the ground here-
about, but the cracks between the great rocks afforded suffi Cient
concealment for his purpose. He hoped the sea wQuld .....ash away most of
the new red piX)1s. In )·e31"5 10 come, the bones .....wlJ gnnd away, IhelT
powder sinkmg to mIx WIth the sand far below.
Paulo finally gave an exasperated CUI"$e. "So much III there. Hopes
and dreaffi5 ... but there's no tllne now." Hequidd y 5n:lpped the 5OIdier's
neck between his hands and ~md, "Come.~ G:llhermg 1115 wool cloak
about his waist, he stepped into the tiny hut that clung, limpet_like, to
the sick of the cliff. Wi thin stood a wicker cage. Ropes lind spIndles would
bear the (age aloft with two Sturdy men s..... eating al the winch above.
Hauknefr dispost..J of the last bOOy and WIped hIS ..... ellpon clean
before clambermg m alongside. He walched as Pau lo concenmued,
soning his new memoncs, then strummed II pattem on the Ihlll ropes that
connected the basket to the heIghts aOO\·I:.
passed. They shared II glance. No c lamor c;l m!:.
has done hiS pan in Ihis, al least,~ Haukncfr said. ~No
. Let us hope he has completed the reSt ofhis duties. I
[ I hun."
"It was he who inf'ilrrmed the monastery and uncovered our target's re$ting
place. Think of the glories the prince shall shower upon us when we unravel his
mystery for him ! Now ge t thai over·muscled frame working for all of us. There's a
good hoy."
Hauknefr grunted, t hen rubbed false warmth into his hands. Gripping the
rope Paulo indicated, he then begllO [0 haul them both up into the darkness .

•••

"Silence!" G rigori had hissed in warning as he reached out with his mind [0
cloud them from the minds of others. By this poilU , he was nearl y cursing aloud
himself. TIley had not yet made it across the treacheroos rocks that jun ed like the
broken teeth of a giant out to til\! bhuuoo fang of the monastery's foundation.
Thrice already, Paulo had eried out in faux.panic when his foot slipped or his hand
missed a grip. Thrice, Grib'Ori had admonished h im in lisped whispers (drawing
humorous looks from Hau knefr) of Ihe perils beyond and instructed him in the
need (or extreme caution. Thrice, he had parkntly rewoven the concealment.
Now the Norseman bore his load with ease, the hefty bundledraped across his
shoulders. When they reach ed th ecoverof the forest at last, he dropped his burden
;tnd propped it against a tree.
"Careful!" Grigori snapped .
"What's the problcm r' Hauknefr growled. "He's basically just bones ~ he
doesn't feel a thing."
"Have you ever been in his position! Staked, left to d ry! Do you know what
that feds like! What that can do to a Cainite! Some say it drives you mad being
just helpless. pathetic meat. .. so vulncr.lble. He might beawake ... he might .. . feel
and hatl:! yet!"
"'Indeed he might, so we shall keep him this wlly until we have the infoonation
we \\".mt," Paulo sn eered. "Alright, Hauknefr. What nowr'
H;tuknefr crouched to tl:!st the bindings on the bundle. "I've arranged a site
near the poTi . We'll hide him there for the duration. Remember, once we return,
we must cont inue to go about our nigh tly business, or the others might suspect
H
we're up to something.
"Suspect and try tosteal our glory," Paulo added. "They'll find out eventually,
but not umil we're ready. Oh, I c:tn a lmost taste the accolades.
"You're too focused on yourself, and nm enough on the mission."
"Don't presume that I'n) as blind as you arl:!o Yau s,1lly along on your ignorant
path of self.righ teous 'nobility,' but you're blind! A Cainitc survives on his reputa·
tion. This will make mine. It could make yours as well if you would only let it."
As the twOexchanged plans and barbs, Grigori s,1l to one side, play ing a game
in his mind. He envisioned his place in his world asajunClure on a spider's web and
looked out at the neighboring threads. Straddling each was another Ca inite, some
local, some distant. Each had something to offer him, and each posed a threat.
Sometimes. those th reads thrummed with excitement , and ifhe pOI hisearnearthe
sticky cable he could make OUI those voices. TIlOse voices were the guides he had
heHrd llnd followd since before his Embroce. Solnetimes he even bcm staccato
rhythms in reply. He hoped tha I they could hear him as he heard them. He hoped
ther approved.
Paulo shook his shoulder and broke his troneI'. "We're moving," the Spaniard
insislcd. "It 's slill (our miles hack 10 the city, and the sun's nOI going to stay down
forever."
"Your obs<:rvnt ionnl skills astound me," Grigori S:lid, climbing 10 his (eet.
"Perhllps when we get to the city you cnn astound me once more wilh you r capacity
for silence."

•••

Almost all the vampires in the city had heeded the call of the prince. Hb
ghouls had visited as manyofhissubjects' hHuntsas they knew :md asked those they
met to spread Ihe word that Prince Salv:Jtini hHd mllttcrs to discuss with his
domain, Such a summons had occurred rorely, and scyeTll1 rumors were quick to
form as 10 the reason for such a gathering.
A score o r so were in attendnnce, lmd they milled about for an hour waiting
10 see what the prince considered so imponam. Hushed con\'ets.'!tions took place
in dim corners; louder ones echoed in the gardens hcyond. At least one Cainite
took the opportunity to rough up nnOlher, but few cared to inten'ene in such ..
personal matters. There would be no death - fenr of the wrath of their pTince
ensured their ndherence 10 that rule, and others - but severe beatings we re well
withm the limits of Cainite law. Elsewhere in the gardens, vampires argued
philosophy, compared tales of bllde and tried to m;l1lipulate each o ther to their
own ends.
Eventually, ghoul5 asked each grou p to Join the prince 10 the dining hall, so
they gathered with nervous haste. TI,c room had mClStly been clei!Ted of its
,k'"1;:OTlltu)ns, and PTinee Salvatini stood before;. Hlwoffive simple eh:lirs, his ~ing
cenfral. Tkhind him S:1I his four closestlldvisors, all powerful elders In their ,",wn
right. He waited unul his suhjects had settled before he spoke.
"My val ued friends," he began. "1 have news of great Importance."
Susurrotions rose - young and andent voices alike mixed like sllnd then
sifted llway ,)S Salvatin; f<liS('(t une hand.
"You all know of the untimely demise of my sire at the hands of unkno~'n
a:!oSassins," He paused and noted Ihe heads tlIm nodded :md the heads th ill slwok.
"A loyal cmerie has recemly brought me infuTllllllion thilt oneof thOSeH~<I~in~ Im~
dwelled amongst us for many renrs." lie paused again, noting the shocked looks,
genume and clrcfully feigned alike. He so'!w IllS target out of the corner of hiS ere.
"Come forwllrd, Pauio, Hnukncfr tmdG rigori. Present youre:!>e 10 my people as you
have presented it to me."
The trio made their way forward w their prince's side. Grigori remained aside
(wm his compan iOI'S, seemingly distl"llct ...o and glancing into the dark corners. TI,e
prince STepped back, waving for them to speak. With a gronJ bow, Paulo be/.:an.
~Honored Cainnes," he 5.1id , "Ours lS3 !ale grand in Ihe Idling, of d;mgcrand
d;mng! Such were Ihe mlrlg\le~ and bmdes thai brou~ht us here to where we stand
tomghl,
"CUI II .hort," HauknefT grunll-d, "They'll die of o ld age 311hlS rate!"
Humorl ...ss bughter scanered about th e room, and Pnulo hlaneh«l, his
mOment stolen yet again! H:1Uknefr stepped in (ront of I"m before he started
another tirade, "We hunted down and captured another 0( those responsihle for
lhedemhofLord Damlano,"th ... BnlJahs;!.Ld, "We.llamed from him the knowledge
that th e murderer yet walls muong us,~
All the audience 5.1",' shadows gather behind th e Ch3lrs, a miasma wIlmg 10
Sinko.'. The d;lrkness paused, Wmled.
Pnnce $;11";1( Inl stepped up beside ]'bukncfr and 3dJrcsscJ the uowd, "All of
you know my laws, and they fire Simple ones, If you cannot (lbide by Ihem, )'00 have
the choice: leave o r die," He Ihen lumed back 10 Paulo and ~lIid, ~Make your
accus:.llion Ihat all may hear, QUld::!y."
P3ulo mhaled, w:llteJ a moment tocxtend the "~nSlon, then spoke, "PnmOj,oen
Madelme is ~ullty of the murder of Damiano."
"Madeline has sat al my right hand for many ~'ears as my adViSOr," S"lv;lIim
said like a seasoned actor. "We ;111 conSider her Ihe "cry p;lra!:on ofloyalty 10 our
slate. Whal evide nce can )XlU presem 10 me thaI she \\~IS compllClt m Ihe de;nh of
my Sire:
Paulo looked back 10 where she 5.1t SIUnlll-d and fUflous ;It the I,>all of her
c1anm:lle. "M;tde1l1le,~ he purred. ~I have :I message from your accomplice: Mars
is III SWllll0 ;lnu the moon dOl h shame [he sun !"
AI this, her eyes opened wide, ;lnd blood lears stre;lmed down her cheeks.
"Yes! No". I did nOI know I had! I .. . dear God! I did II! The laSle ... swel'l stlll!~
Sh... broke down sobbmg m confusion .
The shadows solidlfil-d ;lnd struck. They hOisted M;lddine from her chair and
carried her high over the assembly. At thi s cue, Salvatini's ghouls ~lepped 10 the
edl,'t!So{ Ihe h:llI :Ind snuffed torches and candles unlll the room was onl)' barely lit.
The tension amnng Ihel;T{)wd grew apace, Noone nOlll;ed Gngori slll'pmg IOw;lru
Ihe s".lc door,
Madelme now hung (ar aixwe them all, blackness holdmg her crudfied III
IUld-:ur. She attemptl-d 10 conti nue her denl;ll, hut a blob of shadow shlfu-tl 10 flll
her mouth, muffling her cries. Salvatmi's eyes glmed as his Seasl pmhl-d hUll
further toward brutality. He felt the msh overwhel m him, and he went with It.
Paulo turned h is he-dC! IOSalvat ini and sneered, "I believe a confession .hould
be proofenough, m~' prince.~ He could not h elp the smug SI11II .... He waSMlll smilin!:
when Sal\'atmi's sl;lke entered hiS he;lrt.
A second Ihere:I(ler, Hallknefr found he was cl\I;Lngled in the ~me darkneSli
with which Madehne Wli!> held aloft. "What In HellS IhlS!" he roored. The c"pllves
slruggled ;1J!aIllSt the black bonds, hut they would not yield, All Hallk nefr's might
could nOi bre:lk these smmds that pulsed with Ihe pUI~lIlt P()Wer of the pnnce.
"Kalen! BrOlher!"
If Kalen heard his brood mate's cry, he did not anSIO.·cr II . Perhaps he was
absent. Perhaps thcre wcre other reasons.
Salvatini controlled himself long enough to tum on the Norseman. ~Did you
Idlou expect a reward for what ~'ou did~ You're fools! You let one trallor gCI away
In exchange for information about anOther! Origori told me c\'erythmg!~

He then gripped his fist, and the arms aOOur Haulmcfr ughtenl.J, snapping
ribs. The Brujah bellowed, straining harder agai nst the tcntaclcs. Thcy hcgan 10
thin under the strain. Other Cainites, either fervent followers or curriers o((a\,or,
had begun to surround and restrain him. Anothe r stake found ItS t;lrget, and he
struggled no longcr.
Madeline fell from the ceiling, [andmg with a crunch, ;md was swarmed by
Salvatint's ghouls.
~T ake them away! ~ the pnnce cned. ~I n ever see them ag;lIn, you WI II all suffer
their fate! Now come, Grigon, and let us hum the trairor rourcomraJes let free.
Grigori ... !"'
Mind-. J;:1Je 'fl._boer

Alt I;
ADD
, I €~
ClR€D1C$
Written by: Chris Bjork. Matthew Hooper. A lan 1. Krnvi l , Edward Montclair,
Duncan Wyler
Development by: Cynthia Summers
Editing by: Carl Bowen
A rt Direction by: Aaron Voss
Photography by: lalli'll Robles
Front and back Cover: Man Milberger
Layout and typesetting by: Man Milberger

CI ZooJ Whue WoIfPubbsh"Ig,lroc. All


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(l1)JU'(€R On€:
InOOOUCl[lOO .lUlD $€ITlnG
$CORI€$ ARouno (I)€ IlIR€
Once upon a ume, long hcforc television, computeT'S or ('\'CO boob,
prorlesat lIround the firelloo toldsloncsforentenllUllllCnt. Whetherit "~IS
a Ixllladr:i a hero's latest eKrloitsorac.1utlOll:11) wle about dealing wllh the
hidden creatures u( the wo,ld, Sl:0f) tellers wert' \-alucJ by mcircommumtlc:l
as teacher.. and L-rltCI'r.llf1CrS. An..! rnle-tdlmS! w,tO; hardly a passl\'C an - Ihe
st0l)1dle.- rellC\l on hlSaudu~ncc fone;lCllon to hI!> mleas he spoL:e. HeM tlse
,""ouk.! ht 1(fI(~' I( tilt,. were CI1~'H14: the st."" or getting boreJ!
Tllne marched on, and teclu~'lau JewloprnCllIS hegitn toch:\~'e­
even nuerfm> •.mh -IN: .)Iorytdler'san. 1he av:.ul.tbllJt)'r:ibooks{and 1I'Ie
Jc\'elopment r:i gremef literacy among p;'Ofllc) n~mt that someone couki
sunrly 1"I!"O¥.1 II MOl)' whenever he hked, instl-aJ lI huntingdcMll a MOI')'tellcr
tmelln. RttdlOllltd television rem.1lIe the .)IOI)'teller Ulloan illlpas.s.l\'eCl"l!"Oiture
that did Ill){ cncourage aud ....>oce p;InldpmlOn. St:ories were sun loki, aoo Ln
j.tI'C,lI quantny, but they Wl'TC br},.... ly sterile, lUlll\'lng UlIngo;,
Now we come 10 the 19705 aoothc em r:i rolepla)'mg, A b'fOUJ" of
J"laycrs ~llSaround a table IIstenmg lothcLr leOklerdescnbe scenesr:i dank
dungeons and dark ell les, and theycllcxR wh Ich path to lake next. At one
c:I thcsc scssloos, someone gets the iJca tOR::md UJ", mow"and thLnk lIS her
charac ter might. O\'er ume, more rlarersdo the same, creaung wh:1I Wilt
hecof11e kno"'n as ]j\'e-achon ruleJ"laymg (or LARP), In (act. thIS ~new"
emenammcnt IS a return to the oldesl. The leader was the Sl:or,'teller.
mkLng hIS tlStenen;()n a new Journey, and the ILSteners were ~spondLnllll1
kLnd , mkLng()T1 the rolesof thecharactel'li 111 the Story,lelling thLS new tille
to the ~tol)"(ctler, the other player·!tstcner.!i :lI1d to themselvcs,

WIjA( IS mInD'S €V€ (Ij€A(R€?


11\15 !,'llme IS rrobably unlike anythmg you have rlayf'd before. In
many ways, Lt 'S nOt realty a ga me. because It doesn't ha ve a 10l of the
tmrrmgs of ga mcs -such as cards, dice or a ria) mg board. h's also!'a r
more concemtoJ wLlh the stories 10 be told along the way than ~wm­
nmll" It's f.u more Itke the makt·hclie\'e of chIldhood than whp
J"L'Ople tYl'Lcatiy thmk of when they Itnllgll1e "gam~.H Th IS con-
t:linsull the mfo rmatio n you'll nt'Cl! lO~t:.rt J" laymg and teil lAg yourown
~ , YOU ~lIl1: t he action, you choose t he ]1:lIh 10 (ottow, you deckk
what IiW tl) accl'P.;t. We call thiSStylc of /.:amc Mind', E~ Theatre,
Playing Mi nd 's Eye T heatre i5like being in a movie. You and your fflends arc
the charocter5, but there is no 5Cripl. There may be a framework or setting that
determines the paromctcrs of the world, but you and the others around you are
creat ing the Story as you play. The ~director~ of this movie is the Storyteller,
assisted by NarrnlOrs. The Storyteller creates the stage and the minor cha racters
with whom the players internct to tell this Story.
Most scenes in 1I.t ind's Eye T heatre are played out in real-time - an hour in
the make-bel ieve world is60 minu tes long, and it takes up60 minutes in the real
world - and always in character. Players always remain in charocter during the
game unlcss a rules dispute arises.

When you play this game, you take on another persona, most likely that of a
vampire. Your character can be almost anything - from any 'MIlk of life, ab>C, cn."ed,
race or sex. The only limit is your ilnagination. When you create this character, you
decide what she 5<1YS or does. You decide where she goes and whm choices she makes.
During the game, you speak as YOUrCh..1racter, unless you're resolving a roles dispute or
talking to the Storyteller. Because most of what a Mind's Eye Theatre pl~lyer percei\·("S
around him depends on me other players, all players must be vivid and expressive.
While the charocters direc t the plot through their act ions, the plot reacts in
ways tha t direct the charocters. For example, a charocter decides she wants to
create a tavern with space for people to perform, and she invites another vampire
to sing for an evening. Here, the charocters are directing the plot through their
actions. The plot reacts to this direction, howeve r, as the Storyteller tells the
charncters that the perfonnance has aroused some suspicious attention. It seems
that the performing charocter reminds someone o f another famous human si nger,
who also just happened to die at the s:lme time the charncter became a vampire.
Thus is a story built in Mind 's Eye T healre.
Creating a charncter for Failh and Fire is easy, and it takes just a few minutes.
Only a few things become necessary to define the basic capabilities of a charocter,
and when they're done, you can stan playing. There's another phase to creatin g a
character, though. A chamcter is, by and large. like a person, and people aren't just
flat cardboard cutouts with a few numbers to represent what they can do. People
have pasts, likes and dislikes, goals .md dreams - all the intangible thinb'S that
make a person into what other jX.'OpJe see when he walks into a room or talks to
them. It's nOt much different from all [he care that an actor or author lakes when
creatinga charncter. Soas you're creating }'ourch'lracler, think a little about wherc
she comes (rom, what she wants aU[ of her existence, what she'll do to get it, what
she loves and what she hates. Docs you r charoClcr love thunderstorms and walch
them from the window, o r have they frightened her eve r since she was a small child !
Does your character want to build a business to replace onc that was lost several
years ago - one he'll bargain with the Devil himself to get! While cerrain
personality quirks and details will emerge as you play, it's a good idea to have the
basics in placeforthe fi rst time you walk intoa rOOI11 and meet the ot hercharaCle rs.
Charocters are the heart and soul of the story. Wimout them, all the efforts
of the Storyteller would be for nothing, and thert~ would be no stories to tell.
CfjE SCORYC€[[ER
The Storyteller is the one who c rellles the world th rough whIch the phl\'ers
move. She creates a skeletal framework of selt ing and plot. then rums the
characters loose 10 PUI flesh on Its hones. More tha n that, she acuas an imparliHl
judge when the rules llrcqucstioncu, u..:!scribes scenes that can', be smg~-d and even
rla~'s the pa rts of antagonists or other JX'Ople wi th whom the chamclcrs imcmc!.
The Storyteller IS usually assisted by NarratOrs. who play rhelr own characters but
;Ire reau\ 10 answer nale$ quesllons when nl"Cess.1ry.
Storytcllmg isa demanding (and occa;;ionally exhaustmg) task. A Storiteller
mUSt oversee the events lO be certain that pt.'Of'le hll\'C a good lime. that the niles
arc bemg followed and that the SlOry IS runmng smoothly. Someumes she must
create plO{ clements on Ihe spur of t he moment or adjud icate between several
qUllITcling players. In spite of all thiS respons ibility, there is something immensely
$mlsfying about watching the players create something remarkllble with the plot
c1elllents given them. It reall}' Ill\lkes the headuche all worthwhile.
More on the StOryteller's role can be found in Chapte r Si x.
HEGAnCLY $lmPlE
This l;a me was designed to be e:ISY to play and easierto stan . Character creation
takes only a few minutes. The h:lSic niles are simple, and they cover most of the
encoumers Ihut a new player Will enter. Even new players 11'00 ha\'c never played
Faith and Fire or LARP before w,lI find thm thiS boa me takes lillIe e{fOIT to pick up.

fjOUl CO USE CfjlS BOOK


This book gives you all the baSIC rules that you'll need to start playmg or
slllrytelling Faith and Fire.
Cha pter O ne: In!rOOuetion and Sell ing - TIle int roduction 10 Mind's Eye
Theatre, the World of [);ukncss :lOd th e Dark Medieval.
Chapter Two: Clans and Bloodlines -A complete overview of the vampire
datu and bloodlines ava ilable for iliaI'm the Wor ld of Darkness.
Chapter Three: Character C reation - E\'erything that you'll need to crealI'
a character to start playi ng.
C hapter Four: Disciplines - Descriptions of the myste rious powers granted
with the Embrace.
C hapter Five: Rules, Systems and Drama - The chapter starts with the
basic rules you'll need for play, followed systems for combat, derangements, health,
healing and more vampiric issues, such as the blood oath.
C hapter Six: Sto rytelling - This chapter speaks to Storytellers and Naml-
tors, both old and new, containing all the ins and OIltS ofholl' to craft stories and
deal with players.
C hap ter Seven: Allies and Antagonists - This chapter provides a basic
overview of some of the other denizens of the World of IJJrkness, as well as ways
to incorporate them into stories.

CI)€ RUt€$ CI)OU $l)l'.tC fl€V€R BR€I'.K


Thesearethe most imponant and imlllutablerulesofMET, the ones that keep
your game and your players safe from folks who either don't care [hat you're playing
a game, o r who take the game way too seriously. Always adhering to these rules will
also keep your game amenable to law enforcement and other non-player folks.
no (OUQ5lnG. no swnn.
That means nonc whatsoever. It's fa r too cas,' for things tn get out hand in the
heat of the moment. Save the stu nts for your imagination. If you can imagineyou're
a centuries-old vampi re, then you can certainly imagine you're swinging on a
chandelier or leaping across rooftops.
noUlEAPons.
No matter how careful you are. Whether it's to prevent some fool from
skewering himself on your newdaggeror to make sure the police don' t think you're
a th reac weapons of any sort are forbidden. Even fake or toy weapons, trained
attack gerbils or laser pens are not allowed. Use item cards instead.
no DRUGS OR DRinKinG
Well, duh. Drinking and drugs do not mspire peak performance, and plflyers
who are so impaired arc a threat tootherplayers and the game. It's one thing top/ay
a ch<lractcr who is drunk or tripping on hashish, but it's another thing entirely to
actually come to a game under the influence. At beSt it's lastt'less; at worSt it's
illegal. Don't do it.
I('S onLY AGAmE
[f a character dies, if a plm falls apart, if a rival gets the upper hand. it's just a
g,lme. You and the rest of the players are doing t his for fun. Tllking things tOO
seriously, or taking chaTllcter issues into real life, will only spoil everyone's
enjoyment, including yours. Remember, playing agameshould be fun. If you're not
having fun, it's time for a reassessment.
Remember to leave the galne behind when the session'saver. "Sofl" roleplaying
(i.e., conversing in character without challenges) can be fun. and the re's nothing
wrong with talking about the game afterward at the local diner. On the other hllnd,
demanding weekly clan mee tin&'S or try ing to rouse your prince to discuss battle-
plans at th ree in the morning signifies the need for a change in perspective.
NO( C\'CI)Ule around ~'OO l'l pbymi: t~ garne, and It'S in extremely roor taste to try
10 ft'c:-d 0« passers-by. You want to ensure that your game and )'OUr pL~'\'rs are welcomed.
Fn~,'h[ening reople and gelting the 1oca11,lw l.'nforcement called on)'OO l'l1lOt the way
1000 it, cspcciltl\y in the;e tense lunes. This is partkularlytrue if you're pbY1llg In a public
aO:;I, such as a p3rk. It can be a very good tJc.-a tOlllcrt local merchants llnd (XIlke before
)1)U plflY!iO d1.1r they'll be pl\.'JXI.nxI. If )'t)U b'Ct CUTlosiry-5CCKers, try to h;lVc some 1:xlSlnCS5
cards un hand and offer 10 speaK wllh them when you b.1ve more time.
DOUlfjA( UlORK$ ~O R YOU
We at White Wolf often call thIS proviso "the ),,'olden rule." Your game might
have special circumstances Ihm require a fe ..... c)(tra bells and whistles to Ihe rules,
or your troupt: miyht find a way 10 handle something thai works bener for you. As
lony as fI'.'Of!le are having fun, go ahead and rut, wllh il - it's ~'our game.
LIKeWIse, tf you seesomcthing thllt you """lin! in your game that doesn't appea r
with lin MET system, then 511 down and cobble up somethmg th:lt will work for
you. If Mind's Eye Theatre is all about telling stories, then here's the pan where
the Swryleller improvises.
fjAV€ ~un
NO! "Win."No! "Go out and conquer e\'eryone else." JUSI have fun, because
in MET, It'S not about how the g:ulIe ends, but ",hat happens 'Ilong the wfly.

1\ UJORLD W: On[ V BV I!lRE:


The Dark Medicval would seem todiR'er little from the one ~'OI.I can read about In
hIStory books. Peasants toil for Indifl'ercnt lords. knowing only Il\'es~ cokl, hU~'I,..,.and
hard labor, yet hoptng Ib.'l.t obedience to God Will grantiliem salvation. PnCStS exhort
thell flocks tofoilowGod, descnblng the tonnent5 of thedarnned In gruesome detaIl, and
it Sl.'ellls tb.'l.1 salvation isall tOO rare. Across &.trope, feudal lords from knight 10 Kingsurvcy
their cJom.'l.iru;, 5CCing their positions as birthnght m'" privtll'1,'C. AI'" when the sun smks
below the horizon, men ofevery rank retreat to thcirhutsm"'castles, fcaring thccremutc:S
of the nighl - witches, gclJlins, demons :mcJ vampires. In the shadows, thOUboh, UUS IS
a world ofhonors, ....<here the vampltc:S, Witches and demons are indeed real.
( fj€ UlORLO BV DAV ...
It IS the Year of our Lord 1230. The 13th century begins with the badly man.-.ged
Fourth Crusade (1202-1204), Ulrt."<:tl-d ny Venetian IIlterests IOto destroying
C:niGlnunople, which "'as considered the grC'dtCSl ci the Ouisrian ciues. AI home in
Engbnd, KingJohn signs the ~Canaat the "uq:ing" ofhs barons,esrabhshingthe
duties and rcsronsibilities ci a kmg 10 hiS subjects. PO\\·....m.,1 b;uuns fn.'qllcntly cb.'l.llenge
hIS heir, Henry Ill, dntwing his flttcntlOllS from France. In response, King Philip II of
France n"ChlinlS most of the tcrriloril.'S held hy En~land in France. With the Banle of
Bouvincs in ! 214. Philip establishes France a.~one of the century's Ill.'l.JOf powers.
Jn the cast, In Fbndersand Gennan)', Emperor Fn:clcrick II unifies the Holy Roman
Empire but quarrels with Rome mv.l the pope 0""'' ' the question of ChooslOJ( biShop; for
the empire embroil him In intriguc and conflict.>,. To the .'iOlIth, In Iberia, tho.-' kingdoms
of Q IStlle and Aragon encrooch on the Moonsh stronghold ci 011· Andalus 111 a vemure
calk-d me RoconqlUstli, SL't.'king to return me penmsula to itsQ1ristian roots, willingly Of
not. Onecitya{teranotherfalls-lvbjorca in I 229,Cordooo in ID6,SevilL'l in 1248 -
until anlyGranada is leftas the sole Moori5h cicyan the peninsula. It Sffinds until 1492,
but its wealth andscholarship make it oned thecootinent 'streaM,rec,tics. Gheng15 Khan
dies in 1227, but his heirs ride into Europe, overrunnin~ Persia III ID I, southL'm Rus.si~
in 1236 and even reaching Poland :md HUIl/,>ary in 1241.
The century also sees the birth of the papal Inquisition as the Church Jc~\s with
enemies hoth munrume and supem:ltural. TIle Onh;lrs are OIle of its first challenl,'\!S,
resulting in their city's destruction to;1m:!Il. The T elltonic Knight:. march under the
bbck cross into Eastern Europe, b<ltthngplIWIll~;'nd olher Ihreats toOod. Four different
crusades enter the Holy Lands during the ce!Uury, and dL'Spite the lilCk of SIICCes.-., the
popescominlle to make the call to "free" the Holy Lands. The Church procbims that
the si!;,'IlS of the Apocalypse arc everywhere, that demons wilit in the night. and th.'lt
only Mother Qlurch knows whm is right :lIld best for every man .
... Ano llIGIj(
The Dark Medieval is ruled by su perstition. religion and monarchy in equal
measure. The people are well aware that the Devil and his minions lurk in the
shadows, wlliting to tempt !.he faithful into sin and therehr dooming them to
eternal misery. They also know that the re are (hjng~ in the forests. They ha\·e seen
stronge marks made on stones, heard whispers of sweet music on the wind on the
night of the full moon and believe wholehearted I), in ghosts, demons:md vampi res.
The people might proy in <:hurc h b)' day, but then they make offerings to appease
the usurped old gods, beCllUSC the}' know and belic\'e that the old ones still have
power in their fonner havens. C ities arc neated to suggest solfety and freL..d om, but
theiralleysand politics arc just as imprisoning as the i.sohncd Villages in the woods.
And through all this, the \':nnpires walk.

(I)€ Oi\mn€D
Thc nights of the Dark Medieval belong to thc vampires. Thcy believe that
they art. descended from Caine, .son of Adam and killer of Abel, and they
sometimes call themselves Clinires. Thcy rulc witho ut feflr and drift through
morral society lind lives wilhout though t or care. Some «m·e out kingdollls for
themselves in the wild placesof the world, while oth ers hon~r around rhe cities:mJ
roya l <:ourts. They wear guises from priest ly robes to kings' crowns, btl! whatever
they wear [llld wherever they g(), they mu~t acce pt lhe one fact thaI the)' arc
monStl'rs who stalk the nighl ;md cnwe the blood of the living. £.'Ich one is cur~d
10 linge r throughout e ndless n igh ts as " p,naStle on humankind, pursued hy ;1
terrible hunger that drives d\Cm on. Worst of all, by their change. they have lost
the promise o f Heaven and SOll vmion that is preached by the Church.

QIlIfl€
Caine is considered the progeniwr of all vampi res. and he is worshipped as
creatOr and destroye r. In these times, C.'lIne carries three faces- the Dark Fmher.
the Wandere r and Ihe Dark T yrnm. The Christian symbolism is not uniyersal -
Muslim. pag:lll and Jewish each consider Caine th rough their own lenses.
Caine the Dark Father is the one whose sin reaches through the ages to curse
his progeny, but he ISalso their link with God. Cainites look to Caine as proof th:1t
God exist$. [f Cainites are cast into the darkness, it was by the will of G(xl, and
further, there must he light in which God exists.
C1ine the Wrmderer is the mrstic of the trinity. TIle Wanderer helpsCainites
to cope with the loneliness and isolation of their curse. He shows them a path in
the wilderness, one that might lead to redemption.
Cline the Dark Trram mikes fear into even ancien! valnpire~. The Book of
Nod speaks of ~l night when Caine will return and sit in judgment over vampires.
Most will fall to ashes, others will be consumed h)' the hunger of their sires, and
when the ashes $Cllle, Caine will rule for a thousand rears of darkness. Some
Cain ite m)'stics claim that that night is close at hand.

(fj€ €nDL€$$ D€A(fj


Through the Embrace, vampires become alluring, C~lpricious, powerful and
terrifying creatures. All gain gifts, called Disciplines, upon their tmnsforrn~lIion,
which allow them all the powers of legend - t o cloud men's minds, to unhorse a
knight in full armor with a single blow, to command the dead, fade into shadows
or transfonn into wolves, bats or even mist. They can shrug off almost anr injury
that would normally kill a man. But for all their power, they still have weaknesses
that can end their unlives or make thO$C unlives an endless torment

Perhaps the greatest pain of the Cainites' existence is loneliness, and the
!,>reatest cruelty is their ability to force their existence on others. The creation of
another vampire, the Embrace, is considered an act of great hubris and cruelty by
many. All vampncseventuall)' cmve companionship for various reasons -a need
for worthy heirs, a kindred soul who shares their curse and pain - but no reason
could ever JUStify giving the Embrace. And in the end, no matter whr it was done
or how a vampi re tries to ensure otherwise, hischilde will be a hunter and predator
- a bloodthirsty monstcr of the night, just like himself.
The Embmce itselfis morc than a simple bite. A Cainite must gain permission
from the local prince to crcatc a childe, lcst he risk being slain in retaliation.
Furthcr, some high-generation vampires discover tOO late that their blood is tOO
weak [() pass on the curse. Onlr If all is in order may the vampire proceed.
First, the vampire must dnlin the would-be childe of blood to the point of
death. Some childer claim to see visions of angels shulling the door of Heaven as
they die, while others see a rush of memoricsof their old lives. The si re then lets
some of his own blood fall into the childe's mouth. The Embrace takes hold,
allowing the i3east to enter the childe's spirit, twisting it into the new mockery that
he must endure for the rest of his unlife. The childe awakes with a mvening hunger
that desperatc!r needs sMing. Some sires provide a StOre of rodents or a hapless
vicllm or twO, but some mar cache their childer's monal families or friends, the
better to cut off tics from their previous lives. After the first hunger is sated, the
chi Ide emerges from the throes of Embmce one of the If.Imned.
D€$(RUlZ{]On
Vampires aTC nOl as indc~[ructible as they would have others, including
themselves, believe. Final Death, the ultimate destruction of the vampire body
through decapitation, sunligh t or fire, haunts every one of them. No one knows
what happens wone of the Damned when rhey meet Final Death. Somedaim that
those who have sought God's forgiveness and lived righteously will sec their souls
released from Caine's curse and welcomed bnck 10 Heaven. Others insist that only
Saran and the Pit await the Damned.
There are many myths aboot how todestroy vampires, but moot arc just that. A
stake through the hean only parnlVlcs a vampire. Cro;ses, rosaries and other holy items
are of'lirde use on meiroy,'11, but when wielded by (hose of great conviction and failh,
they become devastating weapons. Salt, garlic and roses are only trappings with little
merit. Vampires can injure each other with ease, sometimes unto death, and enough
mundane wounds can send a vampire into the Final Death. More likely, the injured
vampire suffers a deathlike slcepcalltil torpor, which can last for a few nights or a few
centuries. The length of sleep depends on the age of the vampire, which is why the
Antediluvians sleep for cemurk'S o r IOfl&>er. TIle very ancient ones can still communi-
cate with theirchilder in lOrpor, but the majorityof young vampires cannot. Somee\'en
seek the sleep voluntarily when plagued with melancholy.
All Cainites fear fire and sunlight, two of the greatest instruments of
destruction. Even the merest glint of sun ora candle'ssmall fl ame can cause painful
wounds. Some are driven by the pain into a panic ked lerror in the face of certain
death. Others hate and despise fire and sunligh t as the gifts of the Children of Seth
(i.e., mortals). Sunlight only reminds Cainites of what they have lost with their
Embrace, and many find that their last memories of the sun haunt them as a symbol
for everything they've losL

nUnG€R AnD (n€: B€A$(


Vampires crovc the blood of the living. [I is the basis ofCaine.'s curse .lIld one
of the things that drives their exislence. 11le hunger is insatiable, and it can m.. ke
even the most noble and pious into ravening monsters. Cainites must feed -
there's no way around it. However they seek and sate their hungers, though, they
often bring death with them. Many fledglings are shockt"<l by the first few deaths
they cause, but time will inure them to the idea.
For many vampires, feeding grants one of the few physical pleasures a vampire
can experience. The Kiss - the act of bit ing and feeding - induces an e<:smsy in
the victim that makes he r submit to theCainite's feeding, while the Cainite enjoys
the rush of warm blood and pleasure that some h ave described in cllrn~11 terms.
Some vampires, however, have li ved for SO long that human blood no longer
sustains them. These very old vampires usually c rave vampire blood, and some
whisper that the clans arc merely stables of milch kine for the A medilu vians to feed
their hungers, but many younge r vampires scoff nervously at such tales.
The ra venous hunger that leads all vampires and warps their desires is known
as the Beast. It comes with the vampi re's Embrace, but no one is quite sure what
it is intended to be - a refle<:tion of the o riginal curse 0(000, Ot even something
of the O riginal Sin inhe rited from Adam and Eve. Whatever it is, the Beast howls
for blood. loves cruel ty and violence, and represents every base desire, rageful
temper and foul need a vmnpire has. As long as there is a Beast. the vampire is
doomed !O be beyond redemption, for the BeaSt wi ll raim everything she touches.
The Beast pervens Ihe flaws in a vampire'5 personality upon the Embrace. She
who was impatient may become violem with tOO much wai t ing; he who was
righteous becomes blinded by h is set ways until he excuses his own miWt-'eds. 111e
Beast wllnts Call1ites IOsin ill the hope of being released!O follow it<; own blood)'
urges. The weak who give ill become mindless ravening monsters who llre quickly
put down by their fellows. TIle strong survive, turning 10 dllrk faiths and philoso-
phies in an effort to le:lrn controlling techniques.
As troublesome as the Beast is. it provides manyof the closest approxim:ltions
to emotion that vampi res have had since the ir Embraces. Its efforts :Illow them to
live in what should be shllmbli ng. rotting corpses. Without the Beast. Cainites
could not exist as they do.
The Beast also represents the animalistic instincts of a Cainite, including the
primal feon and rage that comes with survival instinct. A vam pire who is crazed
with hunb't'r or mge loses herself to a frenzied blood rage. If she is p'!!licked by fi re
or sunlight, she may fall to the terror of ROtschreck.

D1$~IP[Jfl€$
~'Cnd claims thou Adam's firM wife, Lilith, taught Caine the blood-magic
inherent in his veins - what Cainites later called Disciplines. Lilith is revered as the
DJrk Mother, complete with culrsdevoted to her worsh ip. like the Marian cult<;of the
medieval world. each congreg.ation focuses on a particular aspect of Lilith. Because of
Lilith's power and role asu ine 's reacher, fema le vampires are usua lly treated as equals.
The current patriarchal Christian climate means that some Cainites do not acknowl-
cdg~ the role of a wo man, especially lilith, in teaching Caine his Disciplines.
Tllere are almost a scoreofDisciplines known. granting almost every conceivable
)Xl",cr over mortals. the clemenlS, the wild beasts and even the Cainite body, spirit and
Beast. Some secreti ve clans and odd bloodlines boast unusual powers that they claim
to ru.ve developed themselves, powers that they do not share with outsiders.

(fj€ ROAO$
As terr ible as the C urse of Caine and the threat of the Beast might be. there
is still hope. Vampires are deni(:d Heaven, but ben•• een salvation and damnation,
there arc lhe ro.'lds, mystical bc!licf~ dcvt:iopcd by ulinite scholars to help vampires
rein in and channel the urges of the [}east. Some roads organize thetllselves like
churches. while others are closer to cults in outlook and practice. Roads arc not
interested in denying what a vampire has become or claiming lhat she's something
uther than what she is. Roads leach belief and philosoph y, giving the Cain ite a
means to anchor he rself. understand her curse lind evemu:llly accept herself.
Unlike the Church, then: is no monolithic road thar e\'ery Caimte follows.
The roods change and adapt with the times. In the 13th cemury, there are five
major roads that most C,linites follow .
• The Road of Sin (ocu!>Cs on a Cainitc's darker side, urging the vampi re to
(eed her Be:lst'S malevolent urges, le~t they overwhelm her.
• The Road of Humani ty teaches that vampi res might be cursed, but Ihey were
once human, and human istic thoughts and urges are the me;l1\s to combat the Beast.
• The Roo d of Ihe BeaSI calls on Cainites toe mbrace thei r predatory natures
as the supreme predators.
• The RoadofKi ngs teaches that vampiresareclearlysupcrior to humans, and
because of that, they are destined to rule over hu man ity.
• The Rood of Heaven teaches that while Cainitcs might be cursed, they are
agents of a higher power, wi th a d ivine nat ure and a mission to help fulfill God's plan.

Cf)€ GE:n€R)\CIOn$
Blood is whallies Cainites together. A bel's blood cursed Caine, and Caine's blood
now curses every vampire on the Eanh. This blood, lrlUlSformed by the Embrace, now
bears magiC<l1 qualit ies that b,yam them their inhuman abilities and Disciplines,
Vampires trace their lU"lCeStry 00sed on how fdl" removed they are from Caine, how
manygener<ltions theyaredoo.lll the family tree. Those whoareoflowgeneratioo, removed
twO Of three steps from Caine, are accorded more prestige than thaie who are nine Of 10
times renlOved. Only I J b'Cnemtionsare ~1l in the Dark Medieval, with tho>eofb'!"eater
i;'I..>nCmtion considered mooly k1,'COO:UY. With each gener<lt1on, Caine's blood dilutes in
srrength, so high..gencrotion vampire:; are weaker than 1ow-gt..>nCtation ooes.
• Ca ine-First among vampires, Caine van ished from histOry after the G reat
Flood. Some vampires claim to have met a stmnge wanderer wearing a cloak of
night, and .some mystics fear Ihal this wanderer might be Caine, returning to bring
the judgmem prophesied in Thi! Book of Nod.
• The Second Generation - T hese arc Ihe three childer that Caine
Embroced, the siresof the Anted iluvians. History claims that they either pe rished
in the Great Rood or the upheavals of the Second City,
• The Third Generation - Legend claims d\'1t on ly 13 vampires (the dan
founders) belong to this generation, but only Caine and the Second Genenllion know
for sure. These are the A mediluvian.s, who survived the Biblical flood. Moot slumber
Ihe centuries away in tollXlr, and it is said that their awakening will herald Gehcnna.
• The Fou rth and Fifth G eneration - The Methuselahs are almost as
JXlwerful as their sires, and their Disciplines and age make for a dange rous
combination . Some wh ile away their [imt' by sch eming; others fall prey w the
ennui of the ages and seek to cure thei r boredom by playing games of intrigue.
• The Sixth and Seventh G en eration - Many of these vampires are the
elders of the Dark Medieval, and the oldes t vampires most Cain ites will meet.
W h ile not as powerful as Methuselahs. they are st ill forces to Ix- reckoned with.
Many role vast kingdoms as monarchs.
• The Eigh th and Ninth G eneration - These vam pires are the most vis ible
in the Dark Medieval. They stand on ~ razor's edge. Thei r blood is stronger than thaI
of the you nger generat ions, but the\' have nothingof the age of the lowe r generations.
• The Tenth and Eleventh G eneration - Most va1llpires created in the laSt
few cen turies belong to these genera t ions. Many ha ve on ly recently left thei r sires'
care and come into their own. n)e~' burn with convict ion and passion, nOt yet
dulled by Caine's curse like their elders.
• The T welfth Ge neration and beyond ~ These fledglings are the children
of the present nights. Most werc Embmccd in Tt."CCIU dccades, and while they might
not be asold or po ....erful as the lower genermions, they understand thc world much
better, and even their relative weakness setS them leagues abovc monal men.
Rumor claims that those of thc T hirteenth Gcnermion ;uc SO wCilk-blooded
and far removed from Caine that they arc not even full vampircs. Many fear that
the 13th-generation vampires whosurvi,·c will be the her.'lldsofGehenna, so mOSt
IZth-genemtion ,'ampircs arc forhidden to sire.

(Ij€ $O(lI€(Y Oil (Ij€ nJGIj(


Cainite society is a dicholOmy ~ vampires arc solitary predalOrs without iI
true need for fe llowship, yet they cmve the companionship of their fellow
creatures. like mher predators, the strong lead, lind the wellk hope for their
protection. Few ClIinires me so solitllry that they clln go withou t any form of
companionship of their brethren, lind those who do arc distrusted and eventually
humed down in the belief that something must be wrong with them. While
ClIin iles arc monsters, they arc also refined creatures who enjoy beauty, the arts
and lellming. Their society is strictly go\'emed to pr<.'vent a collllpse into anarchy.
Unlike the society they came from, \'ampires learn that birth station means
nothing ~ only blood and age elevate one above another.
All vampires can nace their lineage to one of 13 dans or a handful of
bloodlines, which arc usulIlly offshoots of one of the dans. While e,lch vampire is
unique, she inherits certain legacies from her dan, such as Disciplines and one of
the strange curses that Caine pronounced ulXJn the Antediluvian founders of the
dans when they displeased him.
[ij€ ijlGij Q[AnS
The High Clans reign suprcme in rhe night. They arc the most likely to be the
nobll ity and princes. Thcy bel icvc that thcir progcnitors wcre the first Embraced, and
that the deeds of the Low C lans in Enoch created suife and eventual destruction.
• Bru;ah ~ This d an is known for fiery tempcThand dcep par.sions. Stunning
defeats and ama.i ng accomplishments checker its past. In these nights, the d an
wars with itself. Elders arc lost in melancholy for the dan's grellt Pllst, while the
youlh seek action ,Illd chafe under their sires' philosoph ical waiting.
• Cappadocian ~ The Cappadocians afe reve red as scholars and mystics.
MlIny ine found in courtS as advisors to princes, but they preferto remain alooffrolll
the schemes of the High Clans in favor of quie t contemplation of their favorite
subject: dClIth.
• Lasomb ra ~ The L'lsombra arc SOllie of thc most skilled m;mipulatoTh, lind
they are convinced of their own superiority. They rule church and crown with
shlldowy hands, and they love power above !Ill clse.
• Toreador ~ Thc T orcador arc the Cainite muses, poetS, anisansand lovCTh
ofocauty. O nl y the foolish believc tha t their love ofbeaulY implies thllt they lire
weak or empty-helldcd. Their crear ion, the Courts ofLo"e, has become a IXJwerful
rnctor in the War of Princes.
• T :imisce - The fiends of the C\rp:uhillns rule O\'er fri~hlened peas;mts as
dread mm:~le!i. Their mhuman cruehy an...! aben Ihoughts make Ihem Ihe 1l'\OSl
dlSlam from mortals.
• Ventrue - TIle Venlrue are TlSIn!,: lochallenge the Lasombl1l's holJ un lhe
mght. While the other High ChUlSare IOllt m lhelro"'n schemes, the Vemrue ,lrC
forgmg ll he3\1 to creatc ne"' empires m Brll,nn and Gcnnll ny anJ to sccur{'" Ihelr
rillce ll) Ihe leaJers and defeml{'"TS of all vampires.
(ij£ LOrn QLAng
TIle L{)w Clans are Jesl'lscd b~' the High C lans. clther for their foreign ....~I~·S
(such as Ihe A$$.'lmltes anJ RavmlS) or for the deplhs of Iheir bloo:.xll Ines' CUN-OS which
make soclail!mg almOSt ImrosSible (M"lk;wi,ms:U'K.I Nosfermu). Despite hcmgshu t
out ~ Ihe ranlu of the proud High C\.'Ins, Ihe Low C lans have been ,,'.'lll1lngl.'J"Ol.Ind,
as Ihey are more In tune with the 11ml~ th.'ln their isoi.'lliorust brethren.
• Assamiles - Vampm~s of tillS pnm clan come from the ~'!JdJle E.""t.
hcllevmg th{'"msc\ves to be JuJ~:es of thc mght and soldiers of Came. Warmm"
m~'SI1C~ :md scholars fil1thetr r:'mb.
• Fol lowers of Set - 1111S clan rcjl'Cls Ihe legend of Caine, daullInl! Il) be
descendents of a dark god from Ancient Egypt. They tllkc pridc In peddlll1!: ~m '1I1d
d,unn;lIi()n, following the Cmsadcs into the new h unting grounds of Europe.
• Gaocr cl - The Gangrc\ reJcct thl' chams of lord and vassal. chuoslllg
mSle,.J tu room the night as hunters rar excellence. The vampire IS a jlred.llor no
more eVil than any other. The only qUestlutl left is whether one 15 a wolf or a dog.
• Malkavians - These madmen .'Ire cursed to see the "-orld as a ~h.'lttcrctl
mosaiC, never quite .'Ible to dlscem the whole picture. Once they were revered as
arneles. hut now they are cast out In fe.lr dl.1t their madness IS comaglous.
• NosfeTal u - Hideously deformed hyCame's curse. NosfernlU are desp i......J
as vls lhle Signs of the ev II W1\ hill every vampire. St Ill. they seek to aceel'l IhClr curse
:mJ repent In hopes of redempt Ion.
• Ravnos - TIleSI' travelers carry a wily Beast Ihat revels in sin and vice. Few
arc lru~lcd in Europe, and th(' smaller number dl.'lt are accejllcd travel ;IS
messengers and spies for the COliTIS, III between their own agenda).
• T remere - Man~' V<\mplrcs refuse 10 ack nowledge the T n.'nlcrc aj <I elan,
Since these Ihlevlllg wi;:anh /o:am~1 their StalUS by genOCide. Thelreldl'Sl I~ S:IIU to
have slam SaulQl:, Ihe AmcJduvian founder of the Saluhn. and committed
dlablene upon him. The cnme was compo!.lOded by the wholes,'Ile hunt and
slaughter of Ihe Salubn. TIll' warlocks command powerful blood-magiC, hili they
arc hesct on all sides by enemies. 51111, as the War of Princes gnnds on. many prmces
pili aSide their distaste in m{'" hope of g.linmg an edge through Ihe T remere's magiC.

(Ij€ (lOURCb OR PRIIl(l€S


Since the First Cit~" vampires knnwn <IS prmces have ruled over dlelT kind.
Prmo;:es do not rule for altruistic reasons - Ihey do so to feed thclr own n('CJ to
oomlllate OIhers and provide for their own secu rit~·. There IS no democracy, only
the strong....-ho rule as prmce. The titles anJ duties of the office have e han~'t"d as
ciyilimtions changed. A "prmce" rn,.~' be kllO,,'n as "king," ~uuke," "archbishop"
anu o thers borrowed from human hISIOry. Women rule as llrmCe, J,'Cnder be
damned, o r the~' may be kno"'n as "qul'Cn" or "duchess."
11 IS lI'f luuionally the eldesl C'lIullte who rules, his age conferrmg the honor.
In Ihc Dark Medie\'al, though, ab'C' JOo.'$ nOl nece5Sanly translate mto power, anJ
onl y the St rong rule. In thl' War of Prmccs, many you nger WllnplTCS arc scmng
domams from complacent eldcrs, anJ the elders a rc choosing to either hcqllcalh
their tilll'~ to the young III thc hopes of luJ ing III the shadows ordefcndlng their
domai ns with talon and fist.
Preu.1IOI"Sare territorial, and dommns me:U1 1'O"'eT. Wimout domatn, a pnnce is not
a ponce. [hm:nn may mea n a UntyefSlIY 10\1011 m EngI<lIldor a suetchof pl..lUlS u, cemr,ll
Europe ruled from a SUOI~. The lal"/.:er the domam IS, the more p0"'CT and Influence
the J"lnce hokb. Uso.ll1y a ponce nIles a city and Cl..lLll1:>Jom..lLll on.'T eWfl"thmg wltlun,
wfuch fon:es other QUnttcs to acqUII.'SCC to hIS rule bo,' fealty or bon e fOKe.

No pnnce ru les compl e t el~' alone. No smgle vampire cou ld enforce IllS Will
across vast stretchl'Sof donmm wuhout yaSS:Ils (0 aCI as his h:mds :Ind eycs. Wise
pnnces court influemia l, ta lented Cainites when making their bids for Ix)wcr,
creating a cabinet of advisors to asl>lst thc m in handling some o r !.Ill of the dUlles
of a fiefdom. 111e following po!>u art! most o ft en seen at courts:
• Sheriff - The shcriffhandlc5 matters of SC(:umy and Jurisdict iOn, kttpmg
the neonates from ral5ing tOO much hell anu keepmg unwanted visitors out. In w~r
lime, sheriffs may become sergeanu for the wanmlliter, assist ing m coordmaung
defenses for the city when the prince anu wannas ter are on the battlefield.
• Wa rmasttr - He is the ~'t.'neral of the pnnce's army, and only to a pnnce
who can muster enough forces to be clllk.J :m lumy. If tht! sh eriff isconcemed with
City secumy, the wannaster is concerned with the domain as a whole.
• Sencschal - The seneschal is the prince's ri gh t hand, the one occupied
with the dry business of governance. It is h e who chooses (With the ri~h t bribe
occasioll:ll1\') which comp blints lI·ill go before (he prince. In some domams,
seneschilis are mere lacke~. In others, they wield consiJcmble powcr lilld aTe
perhars the true po"'eT behind the throne.
• Keeper - The kceper IS the pnnce's spiritual ad\'isor and counselor. Some
5{111 use thc older Malka",.an and N06feratu QnlCles, but most call upun the <lliht!n
pncsu, the leachers and leaderson one of the roaJsof enllghtenme m. Keepers ad\'ise
thclrpnnceson mauerspol mcal and m~'Sl iCll I and may leal.! s:lCramenuof the roads.
• C hamberlain - She is the social hea rt of the prmcc'scourt, organmng the
feasts and fOumeys and wek o mmJ: VISltmg dlgnltanes. She IS a lso II skilleJ gossip
and rumormonger, able fO take the pulse of the subjects and discovt!r det ractors.
• Seou'1;e - 1111.' scourge Hcts as the prince's pri va te exeCutioner, Jlill rolling
the Jomam for unw3ntl,..J Vl~ i tors - O ll1iff, Au t3rkis and m hl'r unueslmbles -
and either brmging them 10 the pnn ce o r dcstroying them outright. The scourJ,'t.'
need not worry about the pol llicHI ramlficm lons of hiS al:ts o r the Slllpmg of a
pnnce'scmlcs, as the shenff often mUSI. 11,e post IS not o ne 10 encourage fnend ly
relauonshlps, and many Q unll l'S fl-ar and distrust the SCOU1\.'C.
There is no universal code of princely conduct. Aside from the Old Ways. a
prince may govern as he sees fit. Still, a prince is measured by the power and influence
he wields over his subjects. Some princes are mere figureheads, JXlwerless to act
without the support of the elders, while others rule like tyrants, destro~'ing any who
dare speak out against them. Most princes lie somewhere between, knowing that only
the threat of violence and censure is enough to keep mOSt in line. but always with a
weather eye for the troublemakers. Princedom grants a prince certain rights and
privileges. but it also demands that certain eKpcctations and duties be followed.
Princes who ignore their responsibilities often find themselves without support.
• Destruction - Only a prince may destroy (or order the destruction 00
another vampire. The power of Final Deadl over vassals is the ultimate proof of a
prince's claim.
• Siring -Only a prince may sire freely, while o ther vampires mUSt gain his
pennission. Those who disobey are destroyed along with their childer.
• Domai n - Any vampire in a prince's domain becomes his vassal. The
prince may beque;uh domain as a reward or offer it as a bribe.
• Feeding - l1leprinceesrnblishes feedinggroundsruld any rulesgo\'t~ming f('t."<iing.
• U pholding the O ld Ways - The T raditionsgrant aprinee thec hartcrw rule,
but only ifhe upholds the Traditions. 01l1y the complacent rule through sheer force.
• P rotection - The prince must be ready to defend his subjects at .my time.
A prince who docs nothing when a vassal is destroyed by a rival or another vassal
risks losing his credibility.
• Shephe rdi ng the fl ock - The prince must make sure that thae arc enough
humans to susmin his vassals. As much as he sets hunting limits and determines
fceding grounds, the prince must also make sure that the monal flock remains
healthy, lest his vassals be at each other's th roats from hunger.

(IjE (RAOlClOn$
A prince's authority is largely derived from the T radi tions orCaine, or the so-
called Old Ways. the largely oral tradition of vampiric codes of law and conduct
based on the Traditions. The Old Ways arc the underpinning ofCainite soc iety
and the only real social compact that the monsters of the flight hold with each
other. Most obey OUt of tradition, with a liule fear of divine retribution. The Old
Ways are the remnants of Caine's rule at Enoch. making them respected but not
always strictly followed. The Old Ways form the compact that princes draw upon
to legitimize theirdaimsand righ ts. Manyeldersdonot considerachi lde a vampire
until his sire recites the Traditions to him. sealing the covenant with C'line.
The First Tradit ion: Covenant
"Th)'blood makes [/tee my brood. crafted in my il1Ulge. Mycurse thine, m)" salt'anon
thine. I sumd before and above we as god_regem . I am [he wa),. m)" T rMiliOl1s CO\IeIl(lnL
Renounce me and rCllOUnce 011 hope."
In this T rodition, C ainites rcrognize Caine as the lord of the night and affirm
thei r lineage to him. For them, the Old Ways and the coven:ml indicate a spiritual
\ink with Caine. Caine is not myth - he is present in the Old Ways. Those who
despise their curse look [0 this T raUlt10n III hope that Caine's ways will lead them
10 salvation. Princes and lord!; use II to legulmi:e their rule, Citing C1lne's
co\·enan t as proof of their ri gh t to lead.
The Second Tradition : Domain
~ As I am rile mastn-ofNed, rh,domain is uune otI:rl concern. Thou an Its lna5ll'f,
alld all u-i/l respect Ihis or suffn- th, wralh . All u·iII present wmsell'l!s u,hen enlmng, and
IhOll shall prOleel Ihem in lI~m. B, right, lholl an a/lou'l!d w hum u<iilun fru,. bounds of
Ihy domam, its blood thine own. Accepi ilS reSpoTlsibi/iries, minister th, domamlllui/IO.Y
olfum t~ same respeCI thou expocl."
The Second Tradition has long been import;!nl 10Cainites, especiall y duri ng
thiS lime offeud;!l relations. Domai lls indicat e influence and prOtl'C tlo n , plus they
se rve liS the holders' feedmg grou nds. A Cainite who holds dom:lin ca n cont inue
10 fttd and ma)' prOlccl it by keepmg OIher vampi res 00 ( .

Domain-holders - pnnce or neon.1te - are boo!ld to offer hospitality to those


whoenter and presel"llthemselvcs. While m the domain under ho!;pitallty, a VISltorClm
expect to be treated with respect, protected from threats a!ld permitted to feed there.
The domain-holder is responsible for h er I,'llcst'ssafety and we ll being. ~ wNlabusc
hospitality can face penalties. When t ensions flare in the War ofPfII"lCcs, some close
their domams ent irely, semencing unwelcome visitor:s of any kind (0 death.
Domam is one of the pilla rs of princely rule. A prince extends her influence
by acquirmg more dom,lin, which she then parcels ou t to loyal vassals, wh ich
furthe r soltd ifics her powe r and ' IUf".KIS more Cam ites to her banner. Sonic Camlte
lords h ave occasionall y claimed domain over mdlvidual vampires anu demanded
that those \'a mpires suppl y them with IIthes of blood and viCflms m return for
patronage or domain.
The Third Tradition: Progeny
"Thou Shull only sire allOlher With !he pemus.wm and blessmg of Ihme elder. To
the protoidence of rhose closest 10 me, far they shall be accountable. Break uus,
(Teale 15
and both rru,.e and rhy progen, shull be slam. ~
Accord ing to rhis Trnditio n, only the eldest can grliot permissio n to make
proge n y, but princes have held t his right (or as long as many can reme mbe r - the
he ller rocontrol the Cai n ite populatiOn in thdrdomams. T oo many vampires can
overtax a domam's resources (especially for feeding) and lhlllt the abllu)' o( a
prince to care for his vassals. It's also a means of keeping rivals from am;JSl;ing
legions of newly created vampires as shock troops, The right to me is often gl\'en
as a gift for IO)'a1 service o r to obtain fa\'or:s from anOl:her Caimt e. Vampi res who
cre,lt e without penn ission (ace the destruClion of their childer and perhaps Ihelr
own. Because It can be impossible to mon itor who is sirin g, many sires send their
chllder away until the t ime is righ t. Princes must deal harshly with those who are
caugh t. lest their subj ecls begin to q uestion thei r authority.
The Fo urth Tradition: A ccounting
"Those thou (Teale are thine OUII1 blood until released from thy charge. Uncil tMt
momelll, wir sim, rheir blood and lheir punishments are chine. "
This T f".xJltion warns CaUl1ICS to choo6e their potential childcr Wi th care and
del",lnds dl.lt sires IxMh educate and prOtect diCl r childer. T o do otherwise bru"J8S a
penal[)' - the sire pays for herch ilde's indiscretions. Thosesires whouse [()o free a hand
with their milder eventually face the wrath of the prince. Some sires seek to avoid this
by forcing theirchilder [() take the blood oath. thusguammceing loyal[),<md obedience.
The Founh Tradition also institutes a custom of presenting the childe to the prince for
approval. The prince dec idcs if the ch ildc is worthy to join the C'1initcs or if she should
be destroyed. Some princes keep their vas.5als in check bygmnting the right of Embrace.
then destroying the childe, citing improper tutelage.
The Fift h Tradition: Des t ru ctio n
"Forbidden an thou to spill the bWod. 0/ another 0/ thy kind who is e/br. This right
belongs only 10 the closest 10 me and none other. It is forbidden for those 0/ weaker blood
to rise again'if their elders. This is m)' fiMI COI.'en!mr."
Princesb"lmrd the Fifth T mdirion jealously, the better to keep their vassals in line
and deal with troublemllkers. This right is the flnlll pilbrof a prince's authority- the
prince mlly punish any offense with the Final Demh. In the Dark Medieval, the prince
may confer this right UJXlIl h is sheriff" or ....¥.Innaster as a gift, the better to enforce the
prince's rule. Princes are generally cautious about desn oying the va>sal of another lord
or prince. While some do not pause, the more careful send the offender back to her own
lord for punishment. If the offender is nO{ dealt with, it could be grounds for war.
The Sixth Tradition : The Silence of t he Blood
"Never shalt thou retied thy trill! MtUft' to thost' not 0/ (he blood. Doing.$/) shall
renounce thy claims to my covenant."
Cainites depend on a certain amount of secrecy and deception to keep their
nocturnal realms secure from the mortals around them. Most mL.Jieval mortals know
that there are things stalking in the nigh t . but they generall)· prefer to avoid them,
mostly out of a lack of knowledgeofhow todeal with them. Should humankind fully
understand the.weaknessesand cusromsofClinites and rea li~e how fully the Cainites
had infiltrated thei r society, a great purge could be possible. Princes enforce the
Silence of the Blood with varying degrees of strength. Some hold it sacrosanct,
especially in large cit ies. In other places, it receives lip service and little else. Some
vampires attend morral courtS and ru le openly through terror. but they do not last
long before the Chu rch arriws. Genemlly, Cainites allow manifestations that keep
the mortals cowed, bu t they ban those that would bring organi:ed resistance.

URlm€ )lno PUnI$ljmmc


Princes rule through the Lcxmlionis, the vampire law set down by Caine and
dcscriix.'(l in the Traditions. It is rooted in Biblic:11 tradition: "An eye for an eye, and
a tooth for a tooth."Those who break the law areslain. With Lcxralionis, a prince may
strip a Cainitc of domain. exile him or order his destruction for the most grievous
offenses. Any Cainite may invoke lextalionis to air a grievance, bot only the prince
can enforce ir. A prince who abuses lexwlionis may find herself victim of her own
punishments, so she must walk a flne line between strict justice and leniency. It is the
pri vilege of the prince todecide how strictly she will interpret the law, what constitutes
an offense, the guilt of the accused. and the style and severi[)' of punishment
The Blood H un t
The blood hunt is a death sentence that few escape. The prince must formally
announce the hunt. and [he accu!;Cd has until midnight to leave the cit)·. Once the
hunt is called, any vampi re may hunt and dest roy the accused, though the sheriff
usually leads the hunt. Some princes offer rewards to the vampire whodeslToys the
offe nder. and choice prizes such as domain can inspire the formation of a lynch
mob. Regardless of her aClual guilt, the accused vampire will find very few to help
her. Anyone caught aiding and abetting the fugitive is considered an accomplice
and will likewise be hunted.
Blood hunts are traditional ly called only in extreme cases, as once called, they
cannot be stopped. Political enemies are the most common ta rgets, but anyone
who crosses the prince may find herself targeted.
Branding
Minor infrnctions (theft or trespassing in domain) are punished with br:.md·
ing. which makes their crimes visible toall. The guilt \, part\' reCl!!ves a mark burned
into the face, arms or somewhere visible, which is then mbbed with So'llt to slow
healing. A severe infraction might see the brand reapplied every few weeks to
pre\'ent it from fully healing.
Exile
Some crimes are not serious enough for the blood hunt, but serious enough to
deny the Cainite the protection of the city and prince. Such vampires, called
Aurarkis, are branded and cast Out of the domain. Without rights or protection,
many Autarkis are conside red fair game for hunting. Others fall prey to Lupines
while trying to survive in the wild. The luckiest find their WlIy to bands of out laws
called the Furores.
O rdeals
In an ordeal - II borrowing from Illortal socict\' - a prince might allow the
offending Caini!e to prove her innocence by enduring (I challenge. Most are
designed 10 be mo re entertaining to the court than fair to the Cainite on trial.
Mortal society believes that those whoare innocent will survive through the grace
and aid of God. Innocence rarelyplaysa part in Cainite ordeals. The most common
types involve [rial by combat (frequently given toprincesand elders), ordeal by fire
(seizing a ring from a bla:dng fire, forced to walk across hot coals) , test o f the Beast
(being hung in a cage and denied sustenance; those who frenzy are desrro\'ed), and
purifying light (forced to endure the rising sun for a.>Ct period).

(I)€ KinGDOmS Oil nJGI)(


C ainite society has found its fu llest feudal flo wering, which vampires call
Feud"l Lextalionis. This is at the heart of the War of Princes. The system is tied
closely to the Ro.ld of Kings, which is concerned with proper distribution and
maintenance of'lUthority. Not all rulers follow the Road of Kings, but they at least
pal' it lip service with the help of kno"'ledgeable advisors. Unlike mortal nobility,
gender is no barrier to power - men and women alike fill every rank. The
occasional foolish male Cainite migh t cling to his mortal conceptions of the
"gent ler" sex, but he USU~I !ly does not last long.
While the High Clans enjoy many benefits of Feudal Lextalionis, the Low
Clans arc not so fort unate. They rarely receive the same treatment that High C lans
are routinely given. It is possible for a low C lan vam pire to risc in the ran ks, but
she must work twiccash.1rd and endure a lot of suspicion andsecond-gucsslOg from
her superiors. The low-blooded are more ILkely to receive a posting at coun lhal
carnes no noble rank. Still, the WarofPnnces has bel-'lIn to blur the hnes bet .....een
Ihe High and Low Clans. Some low-blooded vampires have distmglilshed them-
selves on the battlefields, wlnmng title and domam fOl" themselves.
• Momuchs - Monarchs aTe the regents of Cainite kingdoms that span
across Eu rope and into Outremer. Most arc Methuscl<lhs, and all were once lords
wilogrew powerful in the years between Rome's flllll1nd the end of the Long Nigln.
In the War of Princes, monarchs goad lords and princes into ban Ie, seeking to
expand the ir domains and secure thelT uncertain futures. Some momuchs prefer to
mle III secret, while o thers, such as Hardestadt of Germany, are not shy about
appearing, the bener to insplTe their lords.
• l.ords/Ladies -lords and l<Khes command vast anmes of pnnces, barons and
kmghts and rule territories that run along simi\:tr borders to medIeval kingdoms.
MOSt lords hold their Olio'll courts once or twice a \'ear, Spending the rest of the time
travehng to their "assals' courts, scultng disputes, and anendlng ceremonu. .·s.
• Ponces - "Prince" is a generic IUle for any vampi re with dommn over:1
significantly large and stmteglcalty valuable territory that is tied to the feudal
system. Princes who ruled fiefdo ms before the First Crusade :Ire called counts or
dukes to distinguish them from the younger princes of these nighls.
• Barons/Baronesscs - These are the Cainites of action, usually the officers
of pnnces and lords. Barons and baronesses serve as sheriffs. wanna.sters, chamber-
lains anJ the like, posts that have been gmmed to them due to their talents and
services. With enough good service, a baroness may eventually earn her own
fiefdom and become a prmce.
• Kmghts - The lowest-ranked C:nnnes, but also some of the most Impor-
tant. II is Ihey who fill the armies of night and clash on the battlefields o( the War
of Princes. Many serve as spies OT messengers fo r their lords, or the y might be
granted sma II doma ins to test their wo rth. Knights are usua ny low-ranked vam pires
who have proven thelllscives worthy and sworn fealty to a baron or prince.
Knighthood is still a noble rank and one that puts a vampire in the chain of
vassalage. The knights are the 11105 1 likely to leave only their ashes on the
battlefields, but they ha\'e just as muchopportunitytogaindomamsasspoilsof war.
~(A t (V
Feudal Lextaliollis lsgo\"emed by a network of ooths and alliances Ihal tie Ihe
courtsofEuTOpe to their lords and the monarchs, called fealty. When one vampire
acknowledbocs anothe r as her superio r th rough fealty, she makes a pledge ofloyahy
in return for protection and support . This chain ties the nocturnal nobilllY (rom
the knights to the monarchs.
In swea ring fealty, the vassal - knight. prince or lord - offers loyahy and
surpOrt (political and military) to his lieb't:. He vows never lO attack his liege,
although the War of Princes has seen thiS last vow droppOO occasionally. In rerum.
the [lege may grant the vassal a domain to rule, me site based on his rank. Knights
arc given taverns or neighborhoods, while barons may rule larger estates or b'\.ukls.
The liebIC also vows to proh.'C1 the V'dSS3 1 in coun and on the battlefield. The
Traditions ofCaint: cement the rule of the liege, by allow him to prOtect and offer
domain and gifts to his vassals, as well as give him au thori ty to punish transgression.
Many princes require that a tithe ~ paid as pan o(fealty, such as a percentage of the
income a domain generates, or to raise an army of ghouls or vampir("S in time of war.
Princes are vassals to lords o r monarc hs, but the fealty is not as strict. Princes
often hold fiefdoms that were bequeathed to them, or becau:sc they pay enough
tithe to prevent the lord from invading them. Many princes ally themselves with
a lord to present a united from against a mutual enemy, and rivals consider very
carefully before starting a war whh a prince who is allied with a lord or monarch.

While feudalism domimnes the Dark Medieval n ight , not all vampires rally
under banners and crowns, Cainite society has always had its blood families and
cults who gather vampires secretly in the shadows of princely thrones,
CijE m~o nnu
M~l1)yold, powerful CainitesofRome simph' vanished after its fall. apparently
never hea rd from again. Rumor has it that these vampires lai r beneath the cities,
wlltching their younger brethren. Some attem pt to guide them from afar into
avoiding their mistakes, while others are \'enge(ul and wish on ly for all to suffer as
they did in Rome. Some helieve that the sect was responsible in part for the fall of
Constantinople. If $0, then the sect ha$ changed it$ tactics rece n tly, deciding only
to watch bur not interfere. The lnconnu are also believed to be leading the
preservaTion of old, predous manuscripts as the War of Princes rages. Most princes
publicly discount the Inconnu as Cainite folk legends. Behind dosed doors,
though, they are less boastful.
CijE ORDER O~ a lCCERA$ij£$
Cainites of this order seek the n..'(lemption of God that Caine rejected so long ago.
No one quite knows when the order began, but it has spread through Europe and the
Middle East. The knights believe that it is thei r dut), - a mandate from Christ
HiJll1;Clf - to find and prQ[cct rel ics from falling into the wrong hands, be they Cainite
ormurt'JI. Somt: clai m that the knights ride ghoul smllionsand battle the infernal. while
others tell thm they have dnm k Christ's bloOO and been freed from the l3cast.
Unforrunmc1y, time h.1S not been kind ro the order, and itS power is waning. Much of
itS hr>ldingsarc in minsduc to the Crusades, the Albigensian CntSade, the Reconquisl(l
and Cainac squabbles. ItS headquarters in Scotland Stands fast, but who knows how
long It wi111ast?Man~' knights are ~ingba i ted by princes imofighting thei r wars, lured
by promises of relics. Still. Ihe Ashen kn ights hold fast to their mandate and cominue
to search for and proUXt those worthy of God's T(.'denlption.

CijERURORE$
Wherever there lITe powerful people. there are malcon tents and outlaws. The
Furores are considered rebels and bandits. refUSing to bow to the T raditions of
Caine ~md the rule of the elders. U n life should be a gift, not a shackle of eternal
servitude. they say. Furores comprise vampires of both Low and High Clans who
arc not afm id to get thei r hands di rq · by carving out kingdoms amid artisans,
performers and bborers in the growi ng cities and middle class. Still, as outlaws
undcr Q Unlte rule, the Furores ofu~n face a mghtly struggle !Osurvi\pc, I'.'hether in
colomes outside the cities or In uSing the fNilds ro hIde theIr mo\'emems.
C~E PROmEC~EA n $
This §eel remembers and lon~'Store-c reateCarthageas It was before II fell mto
i nfam~·. Naming themselves for the god who brought I1re to human!! y, these
vampires "r.ml to enlighte n both C:linites :lnd kine in a "new Can lmge."The S<..""Ct
has ildherems from the H igh and Low C lans. who hope that tilrgeling th., lowe r
clas!oCs and the new middle class will bring ocuer results than trying 10 change the
minds of elders. Prornetheans h ave innuence over the crimin:tl clements of the
cilles as well as merchants and guilds.
C~E QAJnICE ~ERE$Y
The Heresy is one of the ...."OfS{ s(lIms upon the Dark Medlev.ll. A stran~ot' breI'.'
ofGll(JSticisrn, earlyCluistlan thought. Caillile beliefs and OUtright lies, the Hl'resy
has usc..! blasphemous teachings, coerciOll and ev;mgelism 10 spread across the
Church and Europe. The cult's moS! influential pncsts, the CnlTUOn Cun:l, lead the
HCR'SY by sening doctrine and attempting to coordinate its mon'ments. The Cu na
mamrains that God's milrk upon C'li ne sh ows that he was God's f,l\'oritc, and Si nce
C1inc was touched byGod, hisdescencb nts should be tre:lted as prophets and an~'t! Is.
The Heresy hasslithered into the Catholic priest hocxl, and even influcnct-d thc Road
of Heawn, sending wou ld-be pious Cainiles into a spi ral of funher dilmnatlon.

The frngile peace of w Long Night crumbles. and CalMes r.ll1y iln)IJOO (he
oonncrsof their lonls and pnnces, vymg for J'Qweror in the name oI"long-held ~'TUdges.
TI"IIs" .... ~lr" ISfil"SfacoofllCt btl>.o,·een a nuulbcrof" "'cry powerful, veryacttVe M~thusclahs.
The prmces, whocomrol discrete don-..ulU. arecOl1Sldered the mo6t vahlble [Xll'.·ns-
they may swearfealry toothers, but thei r OOnminstanstili ~ usurped through force of
llnllS, treac hery or even from wi lhin if a prince can be persua<:lL-d (0 swi tch sid ...'S. As
princes have the most 10 lose or gilln, it has become their war.
WaramongCainites is not ne ....· - the Second Ory, Canha~,'eand Constant Inorle
all b~a r witness. But like those conflicts, the War of Princes has overflowed,
he-commg a general Stale of" unfe. The .....llr has spread across Eurore and mto
Outremer. E"en the most conservative U IiTlItCS must react 01" be swept mto the pyres.

ORIGIfl$
TIle War o( Princes had bc~n bre ..... ing long before II received Its name. Like
all wars. It began ..... ith a SCTlCS of sm:lller events that (anned the flames mto ....·hat
now mges in EuroP<' - a withdra ..... al of support here, a (onfllct there. But many
POlilt to the slaying of Sau lOI ;IS havlIlg perhaps the greatest impac t . Almost
ove rnight, Tremere changed the Cai nil es forever, and even the Antediluvians
shuddef\.-d in their sleep. Neve r before had one of the AnCients fullen. and the
cvent continues to have repercUSSions 11) the Dark Medieval.
The Tlse 01" the T remere was .s oon follo ....·ed by the rising of se\·era I Methusclahs
from tOrpor. WhileSOffie had rcmamt-d ac tIVe through the Long Niglu- Michael
ofConsl:lmmople and Monlanoo(Sicilycould be nOted - e\'en more bes:an 10
rISe. surred by morral eventS. The Velllrue Methuselah MLthms awoke follOWing
the Norman Conquest of 1066. When the Fi rst C rusade took Jerusalem In 1096,
CalIph Jamal of the Assamites called on his clan to push back the European
vampL res who came with the crusaders. Montano exerted Influence over his
ChrLstmn clanmatcs III Iberia (0 e:rtpelthe Moorish vampi res from the penmsula,
begulIlLng a "Shadow Reconquma." High Lord Hardestadt of Germany moved east
lillO Tzimisce lands (0 acquire dom:Lil\S for the Holy Roman Empire. French
Toreador, perhaps in response to Fr.lIlce's position bel ween twO powerful Vent rue
in Engl:Lnd and Gennany, withdrew support (rom the Velllrue prince of Paris.
Some Methuselahs preferred (0 remain in the shadows 10 make Iheir moves. All
crealed new kingdoms from the princely domains Ihat had been pari of Ihe Long
Night. As each bumped against the other. old rivalries were rekindlo..-d and new
om..'! b...'gun. The Fourth Crusade proved Ihe final spark to set thmgs bhmng.
T he sack and destruclion of ConslantLnople by the mortal crusaders was
dC\'astaung enough , serving no mtereSIS be~'ond those of greedy Venet ian traders
and peuy French nobles. Fo r theCainites, things "'ere farworsc-nof.lctioncould
seem to mfluence the crusaders, no matter what measures were rried. The loss of
T oreaclor Methuselah Michael the Archangel and many of his powerful SUbjl'Cts
only deepeneJ the loss and chaos.
T he debacle thur would be called Ihe Bitter Crusade was nOl hing unusual on
its own - empires had risen and f.lllen before. vampires had met Final Death
hcforc - bul the current tensions pul things in a different light. The monal herd
was IlTOwmgangT'J' enough to tum on the vampLres, and that noone wascomple ldy
Slife. Michael. a powerful Methuselah. had been reduced to ash. If a vam pire."
wanted to survive this coming ume, he nc.-edt""d to cement hiS power and move."
against hiS enemies before they could move agamst hLm.

NI€W$ ON BArtL€
TIle froms of t he War of Princes are many :md various - some subtle. som~
obvious. Th~ last 40 years have seen a distinct change in the intensity of confli ct.
Wher~ Camites were once content (0 use mortal C3t'S-paWS, honeyed words :md
pohtLcal intrigues, they now marshal nocturnal armies. The time for the subtlety
of the Long Night has largely passed. The games are now a shadow war of murder
and betrayal.
The term ~vampi re army~ is misleading. though. The large5t vampuic force on
the oonlefield rarely holds mOTe th:m a few dozen Ca inites, but Ihey can brmggre:u
dcslructlon. Add to them thralls, ghouls and mortal cat's-paws. and one has rhe
makingsof a true army. For every prince who leads !Toops in the field, there are five
more who host ambassadors at their couns :md make new alliances every myht.
TIle following are the mOSt llctive fields of conflict:
C~E ~R UgADE g
E.'lch new crusade brings more and more Camites into its grasp, despite its
initial appearance as a mortal concern. The Fourth C rusade marched on
ConsmnlLnople, the Fifth tr.lvels 10 Damiena (Egypt) and the Sixth goes to
Jemsalem. In Europe, the Albigcnsian Crusade hums the Catha rs in France, and
the Li vonia Crusade sends German knights into Prussia and the Baltic to battle the
pagans of the East. SomeCainites attem pt to ride the wave of whatever the crusade
brings. while othe rs use the battles toclaim domai n and hum enemies. which leads
to retaliation.1lle rest must deal wit h armies marc hing across their domains and
shifting borders.
CijE EA$(ERn mARqijE$
Ever since mOrlal magi used T zimisce blood to ch;lnge themselves into the
va mpiric Clan T remere, the wioodace of Eastern Europe has made it thei r mission
to wipe out the usurpers. Called the O men War, their campaign has shown no sign
of surcease, and 200 yearsofflghting has onl y dee pcnl'() the hatreds o n both sides.
The T rcme re seek out allies, using the Fiends' Imditional isolation against them.
and they have found (hat many princes are quite willing to offer covert support in
exchange for a li nle blood mngic.
The Omen War has provided a great deal offuel fonhe fireof (he War of Princes.
T zimisce and T remere envoys across Europe play games of cat -and-mouse while lords
of orher clans try 10 take advantage of the situation. The Ventrue of Germany and
Hunga ry see thinb'S a'i the chance to make greater inroads imo traditional T zimisce
territory in Prussia and Livonia. Rumor even whispers that other mortal wizards are
joining the fight or us ing the chaos to cover their own activities.
CijE InQUI $ICIOn AnDCijE qA lni CE ijERE$Y
The Albigensian C nlsade, aimed primaril y at destroying the Cathar heresy, is
but the first glance ofagreater papal directive to hunt all threats against theChurch.
[n 1230, what will become known a'i the Inquisi tion ha'i not yet fu ll y appeared, but
Cainites are reponing shadow operatives who are apparently the foot soldiers of this
coming wave. Ranging from monks and laity to knigh ts ofholy orders, they seemed
to be anned with faith and some impressive powers and resources.
The C ainite Heresy blends G nostic tradi tio n wi th Cainite aJX>Cry pha. and it
worries about the Church's hunt for heretics. The involvement of the Heresy's
Archbishop Narses in the Fourth Crusade has only further con vinced princes and
ashen priests that the Heresy mUSt be destroyed. Not all do so for benevolent
reasons - many aTe envious of the Heresy's wealth and power. But those who
prepare to move against the Heresy are aware of lhe depth of its influence and
power The C rimson Curia, which leads the Heresy, has become divided by the
Fourth Crusade, and the seCt suffers imernal strife.

AI-Andalus, lhe last Muslim stronghold in Europe, Slands against the com-
bined might of the C hristian kingdoms of Aragon. Castile-Leon, Navarre and
Portug-JI. Cordoba and Seville suffer the brunt of attacks, but Gra nada braces for
its fUm. Despite the troubles, al-Andalus continues to remain a centd of learning
and the domain of many Muslim Cninites. But while the mortal kingdom of Spain
struggles to reunite, the ReconquisUl is learing the Lasombra apa rt . Divided over
which side to su pport, the Moorish and C hrist ian Lasombra fall into undecla red
civil war.
[ij( LOlli qLAn$
Ignored and spat on, the LowClaru are begmnmg to plan their mo\'!! agamst
the :llToglinl High Clans. While prmceslookelsewhere. preoccuPied wllh the War
of Princes. members of the Low C lans grow their own power as oondlt klllgs and
gUlldmaslers. Many 3re members of the Prometheans and Furores, and they
whisper of 3 great revolt lhll! IS apparem ly In the making agai nst the High Clans.

[€XIClOn
Camit es usc a variety of terms w eleOne a spects of their eXistences, especiall y
ones Ihm they could nOi have nnagi neJ as mortals. What follows are some of the
most com mon .
Amaranth, the: The aCI of destroying another Cainite by dri nking his blood
to the point of death and then assimilating something of his spirit.
anti lla: A vampire between 100 and 100 years old; considered an "adoles-
cent," as he is no longer a neonate. but nm yet an elder (pI. (IntiUoe).
Antediluvian: A vampire who SU rviVed the G rea t Rood, one of the Third
Gener:ll ion.
ashen pries t: A va mpire who offers insrruction on one of the Ro.1ds of
Enlightenment, especially one ..... ho teach es o n the Road of Heaven.
Autarkis: A vam pire without stat us in em nite society and barred from all
doma ms.
Beast, the: The IIlsunctual, dcstrucllve drive that creates the most basic
e{(ccuof" \'<lmpirism,such hunger for blood and fear offlre. Man\,Catnttl'S struggle
to control thiS dn ve, considermg II a devil and hmdrance In their mghdy
eX ISIt-n ce.
Ix'(:omi ng, the: The ~ICI of changing into a va mpire.
Billcr C ru sad e, the: The C ain lie struggles that followed the Fourth C rusade
(1202. 1204). The conflicts beg:m the War o f Princes.
blood oath: A supernatural loyalty created when anyone drinks the blood of
a va mpire three separale times. This can be performed on a vampire or mort al.
Book of Nod, The: A collt!CIlon of texts supposedl y deta iling the earllesl
night> ofCainile existence and the story of Ca me. Many consider II to be a son of
Dinne Bible.
C ainile: A vampire, o ne descended from Came, the first murderer.
Caitiff: A v<l mplre wnhout clan affihallo n , due 10 an anonymous Embrace.
b.1nishmenl or very weak blood. They aTC considered 10 be lower than dust in
C 1imte society.
child e: A vampire's created progeny. Also, on e who has not bee n released
from he r si te's responsibility or preSCntl-d to the prince.
da n: O ne of the IJ vampiric ramilies foundcd by an Antediluv ian. C hillS
share ce rta m aspe{.:ts, SllCh as Disc1plmes or weaknesses.
cOIIJanguine<rns: A vamplric lineage. especially Ihal of si re al,d childer.
coterie: A groupof vampm~s who work logether to accomphsh some !"ask, such
as m:linlalnmg a large domain.
Damned, the: Vampires.
diablerie: Another te rm for the Amaranth.
Discipline: A supernatural power that comes with the change to vampirism,
such as great speed or strength, communion with wild beasts or the ability to cloud
others' perceptions.
domain : A fiefdom claimed by a vampire. Tradition holds that the vampire
has the right to feed in his domain and gains other powers of authority.
domitor; A vampire ~'ho feeds blood to a mortal in o rder to ghoul her.
elder: A very powerful vampire at least 300 years old.
Embrace, t he: The act of changi ng a mortal into a vampire by draining her of
all her blood, then feeding some b.1.ck to her at the poin! of death.
Erciyes Fragments, the: A collection of fragments found at the Cappadocian
temple of Erciyes in Anatoki, supposedly ~m apocrypha of The Book of Nod, or
perhaps another version altogether. Caine supposedly penned some of these.
fledgling: A newly created vampire.
Gehenna: The night that the Antl'<:iiluvians will rise and devour their
descendants. The va mpire equivalent of the Biblical apocalypW.
generation: A measure of how far a vampire is re moved from Caine - thus
a nimh.generation vampi re is eight steps removed from Caine. The lower a
vam pire's generation is, the more powerful her blood is and the more powerful she
c:m become.
ghoul: A morral (human or :mimal) who has drunk vam piric blood and been
gmmed a measure of the vampire's power, such as ceasing to age and a !inle hit of
her supernatural abilities.
Golconda: A legendary state in wh ich much of the vampiric curse is allevi·
ated, including the hunger for blood. It is now considered a lie promulgated by
devious pagans.
haven: Where a vampire sleeps or finds shelter.
kine, the; A contemptuous term referring to monals. Irs original meaning is
"cattle."
Kiss, the: A vampire's blood-drinking, which creates an unnatural ecstasy in
mortals. Occasionally used to mean the Embrace.
lex talionis: Vampire law, bast.-d on the T radiI ions (and traditions) ofCtline.
European Lextalionis is feudal in mllme, but it alsoemphasi:es the Biblical concept
of "an eye for an eye, a tooth for a tooth."
lineage: A vampire's fa mil y trec, traced from sire to childc.
long Nigh t, the: Considered the period lasting from the fall of Rome to the
burning of Constantino pic.
lord: A vampire with a vast domain and several princes as vassals. Some are
independent, but most arc vassal themselves to a monarch,
Lupine: A werewolf.
Methuselah: A v:illnpire of the Fourth or Fifth Gencration. Very few are ac tive
on a nightly basis, as [hey frequent ly slip into long periods of torpor,
mona rch: The most powerful vampire in the European feudal system, one who
rules a domain the size of a mortal kingdom, with princes and lords as his vassals.
neona te: A young vampire, usually nOt more than 25 years from her Embmce.
Once she is prcsemd to the prince and released from he r sire, she is considered a
full member of Cainite society in spite of her "youth."
O ld Ways. the: The Traditions of Caine and the body ofCainite law. The
Lexlal ionis.
prince: The lcading vampire in a region, such as a city or country. Prince is the
most common and traditional term, but duke. earl and queen are also used to
convey a particular sense of status.
progenitor: A vampire who foundd a recognil:ed line of vampires; the
Antediluvians are the progenilOrs of their clans.
regnant: A vampire who holds anothe r in the blood o;l{h
revenant : One of a ghoul f.nnily born with vampiric blood in her veins. Clan
Tzimisce breeds revenant families as serVantS and soldiers.
road: A Cainite system of belief and behavior that kC('ps the Beast in check
and allows a vampire 10 exist without devolving into bestial urges. There are five
major roads currently followed by the majority (Road of the Beast, RoadofHeaven,
Road of Humanity, Road of Kings, Road of Sin) and many smaller paths.
Sometimes called a road of enlightenment or a via (pI. viae).
sire: The vampi re who Embrnced anothe r, or the act of Embrncing another.
Thaumaturgy: Literally "the making of mirncles," it is a form of blood-magic
prncticed by the former magi-turned-vampires of Clan T remere. Thaumaturgy's
power and vefS3 tili t y grnnts the small dan a potent weapon.
Third Mortal, the: Caine.
thrall: One who is bound to a vampire by the blood o,·uh.
T raditions of Caine, the: The six laws of Cain itI.' culture that structure their
society. They are Covenant, Domain, Progeny, Accollnting, Destruction and the
Silence of the Blood. Sometimes they are simply the Traditions or the Old Ways.
vessel: A source of blood, especially a human.
vitae: Blood, especially vampire blood.
War of Ages, the: C'llled theJ:yhad in the Middle EaSt, this is the legendary
battle between the Antediluvians, said to be fought through subterfuge and slow
1ll0ves.
War of Princes, the: The war among the Cainite princes of Europe. While
monarchs are lhe ultimate leaders, princes and lords do baulc on many fronts on
a nightly basis.
Four yeOTs earlier, HauJcnefr hadfoond hmudf in a newory and a new court. He
fell dullncd)' Ilncomforwlk IUIhou! his sworda! his side, 1M knewlha! such u.'OIJd haloe
been OIj! of place here. He InUred his boor dagger lI.oould remain ll!Wrccled. He'd spent
tOO long preening for mis evening.
Kalen - his brorher in arms; rhe Caill!le who had in..,iled him to lfus ciry - galle
him an encouraging grin. "Salliluini's no worse riltmany OM prince you mighl hal'!! mel
in JOUr lTaloeis. Hard of mind, hard of behind."
"So jusr we the Lne as usucd, ell!"
"/ndttd. He's as lJberal as rhe neXt pnnce!" They bt:Hh laughed, then Kalen feU mID
rNmgnl for a momtTll .• He' s been pre-occupied smce the dearh ofhu SIre. I heard that others
of his lineage had died in the last cemury also. No wonder he's cautious when choosing those
u.,ho mighr sir near him in atllhoriry. Many of the ochers here could care less aboul (lIlrhoriry
OtoeT rheorherultnpires, burlMre are, as JOU /mow, alu.'{lYs mose who u.,U 10k for posilion.
Mosl are more concerned u.;m theirre/rnrarions or wiT pmonn1 propmies. On the whole,
1/'5 a qWe! C1ry, v.Nch / tnpy. More rime 10 wIk lImh the scholars u.oo lTaI'l'l ml'Ollgll here.
rtUheT rhan WOTryn'8 abour srupm,g unh somt Torcador ...
·You always wert more a mall of words !han of acrion, Kalen."
"Yel J StiU 51I1VWt. do I nOl! Don'r undert~ue verbalsparnng. brarher." Kalen
smiled. "Go. You hallt Ihe prOlwion of rhe prince - a / least un ril you decide rogtl stupid
and discard iL" He u.'Ol'l'd Hauknefr inro rhe hall.
('.(linitts dustt'l'l'd ill small groups, v.'hisptTs and munnurs echomg rhrough rhe
arched SlTUClures of W eslOit or v.ohich me, had gathctd. In an oslemanous show of
v.'talth, the place contamed a numb'tr of ronlt'lnporary paintings from England and
Franc.. . ru uleU as set.~aI exnmpl.es of ancienr eClTrhenv.'lITe from much of the world. As
Hauknefr uoalktd all.'OJ from Kalen, he overheard a mainer asSl4nng his master thai he
«,ould won be in receiPl of more exoric pieces from Ihe erul, some IMt sllpposedl;y dated
back 10 Ihe rime ofChris I. The rtraineT' SmasltT looked liP sharply at Hauknefr and briskly
chased 10 his hetl and OOrked, ~Sir!·
Hauknefr SlOpped shorr and rumed. ·SIT!" he asked. Others had lurned at the
sudden raising of roices.
The v.oeU-heeled dand, of a man u.'I'lS a Spalllard, impeccably garbed III Silk finery·
He looked his taTger 0l'eT. "You're new m toWI'l, aren't you! In Clt'jlitcd ellres, il IS
normall, considered /KNire to greer one's host. ~
"I see. Thank ;you for informing me. Gel him for me, wiU 'au! There'sa good lad."
The Spaniard "js./Xy re5ITained his anger and said rhroughgrilled reeth. "/ am Paulo
Albeno Rodnguer de /a Pei\a, and I, sir, v.oelcome :you to my estare. ~
M And J, sir, amHauknefr. Yoo'Uforzil'l'mylockofalongname. Suchaoneru;yours
would, J fear, beaT me down. 100 much in my lTatoels.·
Somewhere m the shadows jusl OUI of a moruJ's eOTshor , someone appumded softly
and $tInk back infO an alC(lt>e.
-, --
-~
-
-
/
-
--'
- - -
-

ClI).lWmR CUlO:
Cl[Afl$ Jill[) BLOODLtn€$
The Embrace into the Endless Darkness is a traumatic experience.
Becoming a vimlpire ends old t ies to family. friends and, in many cases,
faith. 111ese ties are quickly replaced with the new family of blood and
clan. The Curse of Caine forges bonds Stronger than those of life with
blood literally being thicker tha n water. Blood conveys a history, a
he ritage and an inheritance for the supernatural powers passed down
from the clan founders. Acceptance of the childe into the new family is
vitally im portant, as the clan is the on1), safe place for a new vampire ro
learn and grow during these times. Ench clan confronts the wo rld in a
completely different manne r, suited to the histories and legacies that the
clan has created for itself and continues to fashion in the future.

(I)€ I)IGI) (lLAO$


Through the centuries, C linite societ), has mirrored the evolution of
the mona] civilimtionsaround it,ulbcit more darkly, warping principles as
necessmy to fit its own needs. Like mortal society, Cainite society insists
that some are more fit to rule, indeed destined to rule. Those clans with a
propensity for rulership - through exerting influence, dominating those
around them, or outright enslavement -are known as the High C lans. In
the Dark Medieval, six clans have embraced the feudal system of the era
- Brujah, Cappadocian, Lasombra, T oreador, Tlimisce and Vemrue.
Caini te feudalism is based on the mortal variety - a vassal SWC3rs fealty
to a lord or lady, who swears in turn to protect and care for the vassal and
provide stability and security within the domain. The T radi tionsofCaine
lend themselves to this overall political establishment, but with the
constant intrigues of C1inite society, this stability is even more strained
than that of the mortal city-states around them.
loyallY within the Cainite feudal system is based on a constant re-
evaluation of power and oaths of fealty. Cain ites are willfu 1, independent
monsters who need the conslanl al te n tion and assunmces that the feudal
system has allowed 10 foster o n the surface. The High C lans have
,Jlccepled and inlegrated Ihis feudal StruCture the most, and many hold
""'","Ii of power throughout Europe. These clans are the first 10 suppoTl
and the feudal system, knowing that the legilimate path to power
lies wichin,...d that their rise will eventually come.
&om the gifts
Some
even claim th.1t their clans ",'ere somehow blessed by Caine, desunw 10 be his
successors by [heu legitimate Embmces and great deeds, whereas the Low Clans were
cursed for foul ckeds (such as murdcnng theLr progt'mton, or having mongrel blood).

111e feudal system assumes t hat rulers are su pported by vassals and peasants
who exist to serve and maintain their lords. 111ese are generally gamert."<I from the
remai ning clans. These Low C b ns comprise the Assamites, Followers of 5..!t,
G angrd. Malkavians, Nosferatu, Rav nos and Tre mele. The Low Clans do nOt
wholly fall LntO the role of vassal. buc they eXLSr outside of the feudal system for:1
var iety of reasons. Whatever the reason, It is this lack of acceptance that putS them
towarJ the outside.
The extremes of the Curseo£Calne, which often risk the Silence of the Blood,
contnbute 10 some of the Low Cl-t.ns belllg ll!itraciled from the m3mstream. A
Nll!iferaru's hideous visage prevents e\'cn casualillclusion in general society. The
mad OIJloorsts and disturbing behavLor of th e Malkavians are nCJ( fit for counly II(e.
The Gangrel freely scorn lhe trappings of civilization, and thei r best ial feature~on l y
serve to remind civilized Cainiles uf the Beast that lies beneath their own hearts.
O ther Low Clan vampires an.' seen as foreib'llers and do not permanently belong
wLthin thedolnainsofWestem European society, especially when such foreib'Tlers arc
seen as the causes for crusades and other miseries. The Assamites and their
associa t LOl\S with Muslil1l5 are alien, if not outright heathen, to European Caillites.
The Ravl105, linked with the Roma Gyp;lesof lndia, have noestabli5hcd homeland
and little 10 commend them, except as thieves and c.xeners. The Followe rs o£ Set
claim that they are not e\'en U lIllItCS btl! descendants of adark pagan god, which IS
hefC:S) among Caimtes of many unpes. The T remere are viewed wnh extreme
, listm.'>t due to their questionable origins and comm.:md ofblood magiC. Indeed, many
Cainitcs belie\'e that they should be culled as aberrations.
Even wit h thei r status as p;lriahs, many of these Low Clansseek togai n influence
and advantage JUSt as their "higher" brethren do, but they do so in their 0 ',1'11 ways and
places. Only the )'oung or foolish believe that the divide between high and low LSsel
in stone. Individual achievement hold~ 1I10re swa y than pedigree, and sc\"eml pTLnces
across Eu rope and Outremer are Ounlt es of the Low C lans. In wme places, those
dans who hold the greatest sway are not neccss.·mly the high-bam (as the AshLTT"J
of the Levant would hapIllly point OUt ) , and elders recall u mes In history when some
High C lans werc treated as forclboners and scoundrels.
CfjE gEVenCfj fjlGfj qLAn
Many III the High Clans hark back to IhclT lineab'e in the Second CL ty, and
some recall that a scventh I'hgh C lan once held a position o( respt."Ct and power
there. The Salubri was onc of thc original founded dans, led by thc Antt.'(hluvian
Saul ot. In Tt.'Ccnt times, this dan of fierce warriors and 111~'stic heale rs has al most
completel y vanished. and nooneqUlle seems to know why. Rumors rtlllb>e from the
da n be mg infemalists, to the destruction of their founder :11 the hands of the
lIPSlArt T remere dan. Although thIS last is scoffed at by the young, the swift Tlse
III the T reme re's fonunes has a numbe r of dJers watching them ve ry ca refully.
Theoverall cause ofsucha ruinous fall is unclear, but like all great things, time
will either expose the truth for all to see or bury it completely in legend.

!I0VIUlU.G€$ !I[JO DI$!I0V!I[J[!IG€$


Each clan carries certain particular strengths and weakn~s, gifts (or curses)
(rom C.,inc and their founders. 111ese characterist ics pass from sire to childe. [n
some fll re instances, these characteristics do not manifest fuliy, but a childe
geneflilly holds the same potential as the sire (limited, of courre, by weaker
!:enenltlon).
Bound together by blood, each clan member shares certain predilections.
TI10ugh the Curse of Caine bestows a wide ronye of capabilities, the specialized
powers of vampiTL'S manifest in differe nt propensities among the clans. Thus, each
clan or bloodline has three Disciplines, powers that arc most comlflon among
members of that line and that come more easily than others. Conversely, each clan
also passes on certain weaknesses and frailties to its childer. This effect might
manifest as fllults in personality, tempeTllment or disposition. In others, more
mystical traits or even physical altera tions appear. These weaknesses often tic to
some apocryphal story of the clan's founder, usually some personal fail ing or a curse
bestowed by Caine.
Many Embraces happen because a potential vampire shares certain predilec-
tions of temperament or knowledge with her "'ould-be clan, so therefore, most
vampires of a clan share certain abilities or benefits. As a resull, a vampire's clan
offers particular ad vantages that are common toall members. Even those individu-
als who are Embraced outside of a clan's normal range are instructed or assisted
quickly in developing these benefits. It is always the choice of t he individual
whether or nO[ to follow such direction.
Clan advantages and disadvantages can never be bought off with Experience,
permanelllly altered or negated through Merits or Aa ....'S. Most Cainites would not
dream of tampering with them anyway. T Od050 would be to flout the na[ural order
of things - Cainite socit"ly, Caine. even God.
BRUJAI)
TIle Bru,ah are warriors. but always "~drnors with a
cause The fierce heat of passion bums In thelf cold,
dead breasts, driving [hem [0 champion causes that
w[l1lmprove the world around them. Caine's murder
ofh.s brother lind the subsequent ho"';";:O:'D~;:,:~f~~1
must be corrected. Every Brujah's h
H vision of some cause that shc.seek.! to brh1J:to
worlJ - Justice, cleansing, peace - alld sht."1.1do
wh:ucvcr it takes to bring that cause: lnto bdug.
OdXlIC, manlpuli:ltion or fQrce of nml5 ¥le JUSt
some of the dan's means to lbfoir c:nd.
Such passlOfl wac; IlOl al\\'ays'a Brujali tnrit.
Trotie. the elm f~. was chosen for h18w1.d
reasonmg, \'31ut'd for hi!; :i:lli1ry 10 conslcler-a
problem WlmOUt me taintof emCKion, What,liule.
elllOlIOll he did f'OS!iCSS. Mwocvcr, wi(h~«.>d com~
plctcly as Ihc nights passed. ije performed
"experiments" tq [CSt" h is pet: social theorid and
""hl1m. usingClinircs and monals alike with repulsi\'~~lry.
One of his chiider (his name not passed down by tale-
tellers) had Other plans - he Mlle\'cd that huma~ IU\d
vampires \l'ere not meant to be useJ, that they Q)lJld live \l'ith
an ul'Kkrslarodiog of each other, if not a true peace, He de·
1ll;lI)ded that Troile CtaSe his foul experiments, whICh the elder
Jlsml~ With a SnttT, The en~>ed chllde fell upon him, and
T roilccouldno[withst'.. nd hischilde'srage, aut when thechtkle
l.!SteJT roll~'s blood, he \'(;I S consumed wirh bloodlust and drank!
uncontrollably, until tl1e tluer w;u du.t. He had OOlllmit t....d th ...
first ulablerie. Enr..gcd by the deed, C,ine cursed Ihe ch ild ... to be
forever prey to the rag.;: thnt had drivo.'n him to the act.
111e new Ant....dilu"km assumed his fallen sire's namc-an
sought to re make the clan III a new image, one that ~ t
bet terment of the world through the passiOnateembrace of 8 cal.a!.
The clan responded emhu51aslically, culmmatmg III me creation of Canhage, a
City where v<l mrmes and mattals hvoo alon.!,'SiJe each other in (ull knowledgeof the
()(her. each benefiting the other. For50ffie reason not quill' known, though, T roile
Jcpart(.-d Carthage. Some claim he wasJisapt'lOlmoo by me rage that hisclanm:ul'S
somel imes fell to, which often de.stTO)'ed thei r works. CanhaAc degenerated unu]
the Baall werc welcomed Into its ....'alb, resultini\1l so IlUIny tCLTible :lcts thm finally
the Ctlinites of Rome took i\.upon th ernselves to razc;the dty.
'11 .. failure of Ca rthage cont inues to both goad rhe lea lots into pursui ng Iheir
ClmS<!, (as:! sign of how grearthings might be achlc"ed) and rankle them (as a Sib'"
of lhtir lemble failure, one that Ihe other dans have nOI (orb'Ouen). The dan
wams to do something, but whal th,lI somethmg should be and how 10 go abotn
<lchieving it has been steadily splintering the dan. Elders and younger Cainites
clash, sometimes violently, over the method the dan should follow. Elders prefer
debate and observ.1tion, the better to determine how soc iety falls before acting,
",hile the youth hee<l the passion III their blood and demand action now, often
through force of arms. Some youth, despairing tnat they will ever achieve their
goals, simply throw themselves into endless Wl1l00t, seeing only the latest haule
as their sole passion.
The Brujah oflhe Dark Medievalcome from..acToss mcsuatum of humanity.
Some followed religion qt-pbilosophy, Others soughrlearning and scholarly works,
while still others had skill atamUi. Some never hud the opportunities for these
things, but they had the paSSion and zeal that many BruJ3h $eel as marks ofhiJden
greatnl'SS. Who knows who holds the true spark. the fi nal answer. to at t:1~t sh ape
the world into something worthyl
Ro leplaying Hints: C hange is,/<?ur cause.atnd passion you r strength. You will
do whatever it kes to bring your cause to fruiti on. the better to return the world
to its first state grace. You use whatever skill! are at your disposal in whlltc"cr
arena you are throh":n'lnro. Perhaps you manipula te the courts. perhaps you debate
in the halls of l~ing, or perhaps you simply hope r() beat into the thick skulls of
you r opponents-:\Vhen yQu unite with ~'Our dan over a single cause, no one could
hope to stand in your way. When the {[g.ht is over, though. you rerum to your cause
with the samek,.." no matter who is geuing in your way.
Disciplines: <Ak.'lit~·. Potence. Presence
Ad va nrapc: Many Brujahofren.rerailllies to their former lives,b'fllnting them
two free T;,i of,Allies or Contacts.
Brujah and together more tightly than most dans in light of past defeats. If
a brother 9f sislY is in need and calls for aid. he or she can expect the other Brujah
in the ar~ to~~ve assistance. regardless of personal feelings. Those who refuse risk
the scorn an'd censure of the clan. The one who calls had best have a very gocxl
reason fa d~ £0. lest he risk losing tbe aid of the clan,
Disa vantage: Brujah tempers are renowned for their fury, ready to boil over
at a moment's- nOtice. AlthoUb.n passion is lauded "'ifhin t1~ dan, others find it
difficult to deal "'ith t e Brujah 's emotional instability. Brujah suffer a [wo·T rait
penalty on chall ~nges to resist fremy.
Suggested Viae: Kings, Heaven, Humanity.
For Cappadocians, thelT bloodlmes are bot h phi losophy and
Imeal:e, The vast majority ofCappadocians arc fascinated with
de:nh and undeath - p:micul:lrly with what remHins when the
soulle:l\'es the body, Some were scholars in their monallivcs,
while others were clergy or philO6Ophers, The Eo., ,1.'0'
d"""
not d ull inqULsillve natures, and Cappadocian minds arc
qulle acth'e in considcnnilihe melaphysicalliCCTets of the
mght. The vam.-d paths of their Oitcipline of
Morm reveal the manifestation
TI,e 3rc much on"",, ,h,,.,
others i I ofbaule.
The clan is nOl: ~ some
knowledge and contacts
The scholars among
and catacombs, the better tooontinue their udies.
clan's fell' politically mmiV8le<i m(.'"Inbi.! n acTas royal turo? Of
advisors to prine!:; and kings (mortal and Imrnorm(allke).
Thedan is believed looriginate in AnatoliaOt" Anl'leflia:dan
legends speak of shl(ting~Uld5anJ subterrnnean cities under rolling
plaIns. Its founder, Cil'pOOOCII.l!, asb nothing ofhischllder, ~
that they conllnue lht-qw;t for knowtcdgt. IntO the undead Ole.
H IMOf)' suggests th:ll the clan .....0iIS once more common, but ~e
sf'CCuiate that many Qt.ppedocians are either in torpor or have
immigrated to Oulrcnlef to continue their )tlldies.
The Cappadoci:ms reve re t he acquisition and dissemina-
tion of knowledge, and they often m~t in temples, libr.uies and
Unl\'cTSlIies 10 shaft; what they've learned, froln gossip to scnp-
ture. The clan's spiritual center iSS<lid 10 be the t~mple at Erciyes
m AnalOlia, where the (mgmenrsofTh BookofNod were collected and ",·here the
Erclyes Fragments r"CIiide. Outsiders lue not wcleolnc to Erdyes, wh ich leads som~
to dou bt its txiS[;mce. Cappooocian I1~Ol1ates claim to have heard stories about
even older tem ples, burled unde r sands or housing necropoli o lder than many
European cities.
TheCippadoc.i;lT\s have Embraced a broad variety imolheirclan, the primary
crileria beit;lgao ab idmg Ulte[t:St ifi death and a keen mind. Membel"$ h ave hailed
fTOm Moorish SpaUl. PersIa, tht...~ti t1cmems in Africa, [he COUrtS of the
pasha5 and caliphs. and m.QSt"recmtly across Europe, panicularly In the cilY of
Venice. The dan h!IS been mk ing great interest in a merchant fltmily called Ihe
Giovanni, who have been making great inroads in nigrimallCJ.
MaS! clans sec the Graverobbers as unhealthy and secretive, which is oflen
True. Their research reqUires long, patlem research without imerrupllon and vast
quantities of dead fl esh to ""ork with. Many Cappadocians closel themselves for
years to follow a Single line of inqUiry, leaVing only to find sustenance and
experimental subjects Coften the same thing). Though they are cold and very alien
to many Cainite5, they delve mlo m\'stem-s few have the stomach to follow.
Roleplaying Hints: You have a fascination with death and undeath. Al-
though many S« this morbid curiosity as untrustworthy and unhealthy, you have
found secrets into you r condition that members of the other dans will never find
out. Your appearance and alien thoughts prevent ~'OU from much mteractlon With
mortals, but that does nOl m;mcr since cOrpks and the dyin, yield morc informa-
rion than the living, and con\lc~ation can he quite tireSQIne. You are equally
comfortable working in solitude o r 10 debate with Olhers (0 discllss the different
paths of research and theories.
Clan Oi iplines: Auspex, Fortitude. Mortis
Advan IV?
~1:II~flr'l>t and~, a11 Cappadociarupin ooefTee Trait
ofHeolth, l..t l~ and an <tf)()Ciated Ability d Ai:aderrucs, Mtdacmt
liuJr
OCOroJI. Thei [epJtlulons and\OIar;ofU!;n admit rhem IO JUS( ~ l lIny libmry.
Disadva e: Capradocbtnf Nt' (orever cursed IO IClOk like corpses. with
ghastly pallo ~d emaciated bodle.. no maner how much o,ood they drink. They
can never ind.!ce the a~~nceorlffe IIUhenue~es sqending ~Iood, although
blood may b spent nor~lI y Otherwise. This disadvanlllge grows worse with age
- mlmyeldc r GravcrobbC . lOOk Iiushrunken, unwrapped mummies. llley suffer
11 one-Trait pe It), on SoCial Ch:lllcngCi where their appellr,lnce is visIble.
Suggested V'wze: }ieaV't:n or Sins. TIle mOSt spiritual (and morbid) members
follow the Path of&nes (see la~ the Night ).
or
LA5IOmBRA
11lt, refined C lan of Shadows sees Itself as first
a mon~ equals, a superior bloodline among the
High Clans. Whereas the Low Clans are meant
to bear the burden of Caine's curse, thc High
Clans - led by the highest amo[)g them, of
course - lire the inhe ri tors of hl ~ glory. The
L'lsombracm1xxly Divine Right, and as such,
they nrc thc ~pito me of Dinit c e:<,it;l.Cncc.
While they will admir-thllt each c~ hfts}ts
place tn c..i(llte~ry. ~eir place isV'c.m
to bt 3ho~e t~e rest. Th~ have 1\0 cqu:j.b•.
amon, dIe d ans.
Oan Lasbmbra has ~1W3Y1i Men a$$OCi-
aled with the.lllnds~ the-Mediterranean, whe ~
LasCimbmhi~lrwa$~ybom and!xQught
In WunMC'. Since then, the clan has sprcoo out....'!Ird
mto all the surrounding ( oaslrll bnds. incluuing the
By~anl ine Empire, Italy, Iberia and North Africa. qq
the Isle orSicily is the cenreror rhlsdarlcerqpirc,CruteJ..::-
d'Ombr(l, where their founder [s ~"lId to lie in un~y
torpor. Many Lasombra make P11b'fimage here 10 ~el
wllh the aun lle king o( kUlg:s or hiS rege nt, M ontano.
No matter where a Magista h:uls from or what faim
she (01 10\\'5, she betlrsa tremendous lust (or PO'ol'eT In 5dme
(onn, from Ihecloisters totoyal pal~ Somt; Lasombra
believe lhat this Iusl is an outward sign of theLr ullemal
struggles with Ihe Abyss itself.1l1cir powers ofshadow lind
rhe lr own existences condemn them tQ bu (lutlets (If the
Abyss. but if this is so. then un8cath appean; fO more than
mere hungers. So theyll!ek tomastcr th isoonfl icl , and indqing50. theyofren see k
OUI both spiritual revelation and power in the Qwrr.h, perh~ the greate51 power
of moo ie\'al Europe. The Chureh fr.lCl icllly teethes with the d an and lUi mo rtal
hands at alllC\'el:s, and power in the O llln:h often leads to poW"er " 'ithln the clan.
The spread of ISUII11 duo..lI,'h IbcrlP lui Cr1.';JtN a grear rift among the
Maglsters. Ma n~' M usli m I..a6ombm cI:limed V~( tiomains in al -Andalus, Igniflng
shadow wars I,,.jth Christian clannuu ellllrdtdy in residence. Eve n the clan's S('Cret
rullngcollncl l, theAlIIici Noc(is, could not keep peace , as it was split Internally due
to religiOUS differences. The Roconquisra only added fuel ro the fire. Qmsti,m
ulsombm mounted a "Shadow Reconqwsra" against their Muslim cou nt erpa rts,
and rt'Cent mortal even ts h ave bc~n to tum the tide in their favor. Rumor daims
th,l{ Montano has made secret accords wit h Muslim Lasombra, urging {hem to
"ccept C hristian vic tories and ab.'tndon Muslim all ies in othe r clans in retu rn for
keepmg their domains. [f it's true, th ere are Muslims who reject these deals
outright, no m:lltcr who t hey come from.
Whatever the clan's feelings are on Iberia, they are united in thei r hatred and
crusade against the Cainite Heresy. The beliefs of the Heresy rankle even the mosr
egotistical Lasombra. Lasombrn HeretiC!! comprise the maj ority of the Crimson
Curia that rules the Heresy, and their blood and breeding has made them powerful,
subtle leaders indeed. The Heresy has seen troubled times recen tly, though, and
many pious l3sombra of many faiths are uniting (0 crush it once and for all.
Lasombrn choose those of noble bloqd. ~e mc!t 1ikel y to succeed, the beSt and
brightest. Anything less would dpg the ciao (ntd degrndation, and those who
cannot or wp n w.r::ure up Je e:ccised quick I,. They respect onl y exccllence.
Rolepliying~n : You ~e~ born Of n~lc blood, and xOtl ~ ramil)' lineage is
a numer clPe~1at honor dat~ hack-gencfl\~iul14 and gjviii' rise to you r current
statipn. ',(ou'r Emb ~'on'l' cemCf'lted th -nobility, IAAk~ ~ou a firm. among
equal. &rn lm o wealth d p( 'liege, your mannerisms reflect. your cont(nued
dominancc..~ ~ ~' ur>' riors, Your clnlUnate~ rcs~ ~'ou for your ancestry and
your accompf(\hm ts il$ }'ou ~speCt their nob1e heridge.
CI~ ~iplines: Domirn:ue:Ob~br~, Porence
Advantage.: As first among equals, Lasombra caqy the.mselves with d ignity
that can not be denloo. Because of their ilnperiai bearing and behavior. they gain
a free StlltUS Trait.
Lasombra wefeof~ '11 membcrs of the nobiliryorc1ergy in !,fe, so the~' gain one
free Trait of Chun:h, Veolnting Qr Politico/Influence.
Disadvantage: DI.I~.in part to their assoc iation with shado"'::S' Lasombra cannot
be SL"'Cn in mirTO?,or inomerrdllXt1\'e surfaccs,SUChilSpopls of ~orqukksilver.
Addiriona!f';, th~l.aombra'8conn<.'Ction withshRdowseeffij tonffect thei r ability
to dealwith lightLrhe touch of sunligh\ inflict!; an cxnalevel cfaggravatcJ damage.
Suggested Viae: Heaven, Kings. Some few walk the c\an'sown Road of Night
(see Laws of rhe N igh t).
(QR€}I;OOR

their (NTl ~irs and ~hties, de:pte Lving •


ITV)mll"Cunc~nefn.Br.i1edin8l.temptingrolnedtar:e
the tCflStons ~ CainiLCi !Ir'Id mma1s. mostly be-
C1use he cookl no Iooger~ roorml concerns and
\'Ie\\'S. HlSChi\dewfflnoseekoo:t.llswcrand l't..'fUn)oowith
Ankel. a morm!lnaStef KU~ and ~1. her to crmting
a piece for alU~, ilnC {hm woulel<Wibc the feelings and
siluallOll cJ the nv,nals in &;16ch In (I ,

cluL.k:'sdireakn The \\l;Ir'k \\·... o:wnpIeuxl m \as(, an;!


wao;cI11cJ IOIib! her mumph.
Ankd's won.: v,-as indeed beautiful, but her sub;ecl and her
l\.'fl(.io..'f1ng dlSplt"a5e'd hom Came and his d).ide ~y. II de·
:.cnlx..J God'iome upon Caine. ,he Beast thm rode e\'eryCainite
and It:, hUIlI,"tfS,and howmonalssuiTeredd\el3e-ASt'stouch on their
"')fIll. Neither v:unpin::!OW d\e culmination of the piece. which
~'\OWl-d how Arike! believed rh,u Vllmpires might still ~in
. i ~Its. An Cnt'ilj,'Cd Caine dtstroyed me

dying "'Om,n,
hischllde to Embrace her, thm cUl$lod
by beauty, 10 suff<''f for the art Ul.1t had him.
Ankel did soffer Camc'scuniC ;lIld P;w It ro her childer, bUl
$he remcml,ered her work and passed Its secrets to them - through
the arrfl..'cimIOll ofbe-.lUry, the Toreadorcould stIli undemand the
human condi t ion. Evcrydme an An ism seesan amrumg work of art
Of sornethlllg of ~,'rem beaut,!, (~md ~I !,'Tcm rrum,!, things qualify as
bc:lutlful), he feels a rom
of the o ld emot ions thm the Embrace buried, II reminder of
:III th:lt was$.oood and pleasurable in life. For some, there isnOb'Te'Jter ple'dSUte in unlife.
TIle Anisans continue 10 move :lmong mortals and society. courting the beSt
CrafLStllen,5.'1ges:lnd artists. Such work keeps the Toreador in touch With both what
they were 115 mon:lls, and with the ch:l ngmg mortal world around them. Let other
C'Imlle5dmg totheirpas[S, and sce how muchgood itdoes them when they're sull
wearing IOgas and speaking senawrial Latin ! The T oreador's ties with the mo rtal
world allow them to interact and adapt with the changing times.
The Church has long been a source ofToTc<ldor fascination, p.monage and
childer. Its cominuoxl groMh is both threat and promise (or the clan. Many
Toreador be<:ome involved with the Church at some point during thei r unlives.
Some were Embraced from the ranks of clergy, some patronize the art and
scholarship that the Church preserves, and othe rs see it as a potential source of
redemption. Where they do nO! paIroni ze the C hurch, the Artisa ns follow the
noble courts. both vampiric and m OTtal. The CourtS of Love continue 10 be one of
their greates'['chievemems, p:micubrly sin ce whm beg:m as social g<lthers have
now becom one of the major power-players in ~h e War of Princes,
Yet, fcfal me~OIl forbcauryman , me TOIl'ador arestill vampire!;. Pm:ron,1!.'C
tn,1ywellHe3fi~m,anipublt;ioo,Mdtv.'Oormore:rOrt::ldxmayclai.maretl.Sclaiet)'
tocultivat~. rl)eti~bter who hIVl rru¥:Ie me gt"C'a(cr contribution . Some claim that such
ll\\U1ipuloti kk ~~er insight'inro ~human ro. burthe g<l\lle5 of ~ T0I"\!:ld0r
~ ~t(
SI.'Wl feVer bej"()fl(1 suffering. Elder Torrada- areusuaUy jadOO crea.nrre;
whoc.1n.e~Wp1psureandemo\:iooonlythrough.proxvor":uhasttnishingcnJClties.
The T"eRCtions-of t1 QIDjecill', they claim. are also pan of !he ~Ulnan experience.
RolepbviOg Hints: Yoo were chosen because you stand OUt. whether for yoor
features or yOOrskills. Iljs your Jury-and pleasure to raise the standards for all. to h.'Cp the
world from&'''fIDingasinkholeofignomnceand hardscrabble survival. You seck an and
beauty In aU
its forms, and when you cannot: find it, )'OU create it :IOO\Chow through
patronage, 1-f\
~'OUI" 0\I'fl work, or simply your scintillatny: existence. Monal life
continues torn.qilateyou, and you ~ through your \\mk'and imcracrlon with mortals
that yoo can find and keep some small5fXlrk of what ri)lJ once Wt!fC stil1 burning within.
C lan D isciplines: Auspex, Ce/eiily, Presence
Advan ge:'To rr-aLlor are masters o f some art form, be itpaiming, sculpting
or d evasta t! i:ll connnenmry. Even ir one has no pa rticular talent beyond her
physical beauty. tihe quickly learns how to patroni!c the arts and make witty
comme nts. All l'orclidor begin with two free Trai ts of .ACademics, eraflS, PeT/or·
mtmce or Subwfugt, (any combination or two of one Ability) .
Toreador tend to attract mortals more readi!}' t}un Olher Cai nites - sollie
with their personalitiu;, somc with their abilities, so,mc with their be~uty. Conse·
quently man y T oreador h ave Itt} easier time g;"Iining blood . They may have Hl'Td .
but by expending the alxlVc-mentionooAbHitles, thev mar gain a Bloo.J Trail ("/
w(mld be pkased w see your snulio. monsicIlT .... ~). £.1ch Trai t gaincd requires 15
minutes ou t o( play and expending one level of AbI lity.
DisadvantaGe: Caine's pronounce men t on Arike1 continues to plague the
dan. and al! Toreador confront ed with beauty ri sk distraction. This bea uty may
come in the fomt of a piece o( art, a person. mus ic, n:lture or even an intellectual
idea. Wh enever the vampire encou nters a piece of artistic work created with
Crafl5, Expression or PeT/ormance at th ree levels or greater. or a pe rson who strikes
her (ancy, she f~lIs into a re\·erie of studyin g the work. This reverie can be bro ken
by winning a Self-ConrrolJlll5 tillC[ Challe nge against four Traits. by an attack (the
vampire is considered to be surprised ), or by the object leavi ng her presence.
Suggested Viae : H umanity, Kings.
Noone.seemsto remember a ume when
the Tlilnisce didn't hlir in Eastern Eu-
rope. When the ~:ods of E!''YPt warred
among [hem.seh-cs, the Fiends we re
being worshippeJas~:oJs. When
the Vem ru e of Rome at ·
tcmpted to de m and
h omage from the
east, the Tmmsce
simply took the Ie·
gions and lackeys
that had been
scnt and r~·
turned them
with the roes·
S;I~'CS inscribed 00
their flesh. AI·
WHYS, [hey ruled
unopposed in lhc
night, as dley be-
Ilc\'cd them.se h-es
born wd6.
TI\C dan's lorekeepers and 5Orcer--::;
ers - the.Jwkllln - tell of I-I6w the
TtimiKI> hltmdf left the Scq,nd City
and hiS squabbling siblings behind,
choosing (oc.rc:ate 1m own domin ion In the
mountains 0( the lands thllt 1m childer would
come to 011 h ome. ~y say he made pacu of
blood with tfl e ~kI gods of theearm,ueatinc: kinship with the land andf\l~ lineage.
Th roUgh (hel! ties, the Tlimisce mled Their domai ns and ICm~d Ihe o lCJ gods,
offe ring blood-sacrif'icl'110 renew the earth, even givingat' tbeir own strength. For
centuri es, the T zi misce have ruled unchallell8ed in their 0"1' lands. Until no'-'.
The. Dark Medieval sees thc Tzimi~e attacked from all side, both wimm and
without Ihelr ownc~m'{l6. The nseof the T rcmerellSn vampiricdan-ane\,ent mat
occurred by thc theft .iT:uniice blood and domam - has provoked a war (he likes
I.'i ~'hich has not been seen since Carthage. Th~GenTIan ic Vell\rue take advantage
of the d an 's war with the Treme.re, invadinG ragan enclav~ III Lnhu:lIlia and
Li vonia, and undcrminulg Hungary with commerce. Withlll the clan. petl y power
squabbles and hereditary fcuds s,'1borage att empts It) unify ag~linst either foe, and the
loss of ko/dun to such bickering me-.J.1lS los.s of precious old knowledge.
TIle Ficnds woulJ mtne r be tortutt.-u to mS3ll1ty than adrn n an)' (alllllgs 10
[n06C I\Ot of tnelr blood, :md [hey do not oomll It to themselves e\'cn now. White·
hOi f'nJe blmds them (0 their personal f,l1lmes, mcludmg the fact that the forces
arrayed against them might llclually defeat them this urne. For them, unlife
conlLnues as it alwa~ ha-s - elders rule the childer, chllder scheme and serve to
curry favor, and childer sire morc eh.lder ~'ho will be ruled by them In !Urn and
scheme in the same way. T:imisce values will nO! change. no m:mer what else
might - respect for (and submission (0) elders, personal honor. obeying the
demands of the fam ily, and deep devotion (0 the homeland.
n,e T ~imisce belong to the land like no one or not:hing else ever hils or ever
will. Some call themselvl'S the soul of the land, but tics ofblood and eanh will flO!
suffice in the coming nights.-&!rvival for the Tzimisce will mean yielding personal
arrogance and ambitions bene.,th th e hAnd ,or; Single leaderwho can shape them
as they shape themselves,
Roleplaying H intsl You wen!: raka! on the traditions of the old ways-
honor. respect for the land. hoIpfl'llhty. You grew up understanding (he responsi-
bilities that Wiled y~~h.~ ~ a revenan\ cli'il1 or perhaps ~'our Sire saw
something ill'y~ lhat~thccl:Vl'~ ways. One nij!:ht you were Embraced and
given the sa~red funeral~. creating your bond to me earth. Your ftrength lies
in your hon~ your blood and you~ties to the land; without them. you are nothing.
You ha\'e nO.r61~c left to your hURllUl life. Such things arc for the weak. and the
clan hall i n ~, to an altogether inhuman outlook .
Clan Di8ciplioes: AtfWsm.. Altspex. Vids.rnude
Adva ntage: T'rllisce. :t! lords of the manor, CltIT)' great respecl and are
accustomrJ}O ~i iilies of rank and title. EveI')' Tzttni.icegains eilher a COUT!
or P()lllll:~(n~"'rai [ at,charncter creation. Their dttp ties to thtlT pagan
hemage and tlte a la ways earn tllem a free Ocndt AbUity.
T !Y.!t~e mar keep revenant! jli R.erainc5. Revenant ghouls do not n-qui re
regular mafuteriInce with vitae. bot they may be otherwise treated AS normal
ghouls. See Ot~te 'en for more about the revenalll famil;etO.
Disadvantage: Jhc' tiCS of bkxxl and SPirit to thelt homela.nds ha\'e run very
'r
deep in Ihe rlffilscc .1iOU1. Every T thmsce vampire IllUJIt take htr daily reSt
surrounckd.b~ at [e~t ~'XI ha,ndful5 of soil from the bnd oflhcr birth or hcr I;nl\'l:.
FaUing to dolOUu~ the T zimiscc tosu(fer a two-T rait penalw wall dlallengcs, and
thiS penaltyC<Wlrlnues until the vampire I'C!iU in h",r Mtivesoi Ifor al least tlghl hours.
Suggested Viae: Heavcn. Kings. Some true monsttrsprefcr the cul(llke Road
of Melamorghasis (see laws of the Night).

I
AI theendofal1things will be a mj.'l·u when N.oanmesfuceeach
other with drawn swords, and the Ixmlc m.'lt follows ",-ill detCJmlne
who LSsavoo and who isdamned. Calln Qclll.-nnaor Armageddon,
when 11 comes, the true warrion and knlghu - the Vemrue-
WIll stand ready, willing and \'t:.ry able. These are noI: the empt)'
wordsufBmjah br~ioorsome lowC1:m whelp's posturing.
lbe Vem-rue are Ihe king.makcf!i and etnpi~i ldcrsci Caine,
the noble ....·arriors and knights who are de"Ctn..~1 frolll the first:
chlkle of Enoch, eldest ci tht~Gmclliltjon, ~ ~dcsr:ino..J
toeaIT)' rW!.uden and mamledlc<d.Tship. tDlIllile Camiles and
Stre~ ~ to face wtilil CO'fK'S.
f,. history J" ~'isootalwaY1 a nohIe,e,pk saga. Many
Vennue kJentlfy 'fllh the.lat,e Roman Republ!<: and ea~y Roman
Emplrc, seeing Jultus Qtesat1is:tht: t"Xcmpiar of thc:..wamor .king.
The l~!f' fmp,re. however, saw the Lasombra and Malhv\ans take
over the r~~Sli the Et~11 Git)',and even their combined ViclOl)'
Qyer ,K " fTor dUll C'lrdm....,had become is not quite enough to
rcmqve. II\\, stingj~ i~lt when other clans call the Ventroc
I;~a,u id~ afrer 9-"te inlln.'d Roman nobk caste. 'Jl,1. . LQng
N~lLll)ar' follO\\;Bd rm.sal~ome brought no urge for ~pire·
buRIIlns, ~lOUgh;rmat).")ni remflin«t impon..1nt. Without the
banleftdd, V. . nrrue c~ olher fields of honor, becoming
j,'\uldm3Sltl'S. counlen:md ~h3ts.
The War of pri nces hilS cbal\ged everything, and th
V{'nU1~ fu:l their ~ 1m in an qId, far).lili.ar way. Several
elden !lalher ~Irmies an9.M':e~ 9aim kIngdoms of sh:tdow.
Many Venrrue Sl.'ek.-kniahJhsJOd; a \Ir'l.lu ior. lmd boundbv_
honor an i~b~his In
',thelr;dcal made nlflJ'l ifclitt lbt'
dan even ITtllinlains orders of chivalry. When th.g c'atl
Ihemsdves Warlords, it is no empty boast. But the dan does
not um te under a single !Y,mncr. Many warnors dash with
each Other as often as they do Otll.Sldel'$, either under the
banner of a Venlrue faction or 11'1 personal quarrels. Some
have refused to return to warrior \\~oIys, if they ever were
warriOrs. prefemng to rem;lIn as merchanLS and coortiers.
The Vemrue splimer in 5e\'eml facuom. each wim ILS
own ideals and b'Oals. The Norman Ventrue follow Mithras of
England. and are known as highly orgamzed 'lnd very milimri!>tlc.
Hardcstadt ofOerm:;my seeks to draw power away from Paris and the C()urtSof Lo\'c,
!xlt the CourLS of Love maintain position as a neutral ground where warring f,lct ions
may come to deal. Merchant.princes build empires around systems of coopernuve
I,'llllds and money.lending, to theconstem.1tlOTl of tmdnlonal ciders. Qrh.:r warlords
u'lCluJc (he Arpad brood of Hung'oIry (who have supposedly begun (0 adopt some
T !lIm~ecustonu) and freelanccrs who I'lgh( III Iberia under [he Lasombm hanners.
Regard less of their diffe rences, ce rtain traits are conSllmt among Ventrue. A II
possessa sense of dest iny to unite and pro tect C:lInites from the commg apocaln)5C,
ho nor and a personal nobility of SPirit and bea ring. C hllder arc chostn wllh ca re,
and SIres rake great pnde m groommg t heir off5pring in the ways of war, rulerml p
and power. Most childer are extensions of thei r sires' powe r :md philosoph y after
such tending. Many Ven true are Embraced from the ranks of nobilit y, maill minmg
thei r lineage as carefully as mo rtal nobles might. Others are chose n from powerful
mortals, whatever their profession migh t he - military leade rs, merchants, even
knights of holy orders.
Roleplaying H ints: You are among the elite of Cainiles by dim of blood lmd
dUl Y. It IS both your right and ft..'5pOnsihility to lead the Cainltes in preparat Ion for
the Fira\ Nights and Gehenna. Noorh("f vampires b.a\·e the ralentsorcaTl..1bil it lt.'5
to lead or rule; II is all up to )'00 and the clan. Whether ~'ou have skill of arms,
monetary wimm Of intri8ue and liubrerfuge, you lead in whaLever you do, and
ot hers follow (if they arc wu;e). Never forget that a good 1e."\Jer IClIds be5t by
example, remember that whe.n considering those atound you .
Chm Disdplines: O Qlllrt1(lh', Fortin@:> , Prtsence
Ad~tage: Vel\! rue ha\'e rrumyconnoctions, mosd~ made lifter thei r Embraces
as they learn the ropes of power. All Ventrue gain one T rait of the ResollTces
BaclQ:tqund thatCliin nl",'er be 1061 permanently. Additionallv, all VentnlC gain on e
Trait clCutm Of Political JIlj!t.elIU, indicative of thei r lD=ial ~randing and acumen.
Vcntrue belk~'e in the feodal system quite thoroughly, and they are :lOme of
Its suunchcst supponers. Many Venr rue lire in vassalage to lord'\, or they are " ege
lords thffllSCh·t$.
D lsadvantage: Ventrue ha\'c such ranfled taSte$ that theycxclodc all but one
Iype ar prey from cheir hlJllt[nr:. and they may only feed on rnQftal blood meeting
from lhut dietary rest riction . The prey type ;s chosen l'Il the lime of character
c reatioQ, and might Ix Englishmen , Muslims, women, virgins, the clergy or the
ILkI.'. A V.enuu ·ho f~ from a vi..'SJ('1 that is l\ot part of hi~ exdush'e prey
reflexively regu~gil"!t r~ rheblood, gl'in lng no nourishmen t from it. TIl b dlsadv fm -
t:lge ca n be suppressed long e n OUG h to crea te a childe, and it has no bearing on
ellinite blood.
Suggested Viae : TIlere are Ven lruc o n e,·cry major road, but Ihey most
!trongly Identify With the Road of KUlgs.
The CalOlIes of Europe know them as
Saracens, fanatics. assas51115 and dLablcTistS.
Th~' c.111 themsekes the Cl.ildren 0( Haqlm.
and it is theywhoare the lordsof the night 10 Ihc
Levant kingdoms and Outremer. Willie C1imtcs
have disdained Haqim as a tmiwr whoabandoncd
hissihlings, Assamites recall him as~1 wlIITior-judge
who turned against the squabbles and machinationsof
the rest of the Third GenClllrion in th"S."",dClt,.
Assaffilte5 trace their Persia,
b.nhland, and chum to be 1
empires of.¥,rlo'\> ~ia;md Mt!SClIWffil3. 1.0 those
nights. Haqlm laid oo~etar's Ihat'll,is dll\der mlllOUQ
- horx the eleks! amon~,m,em, p~t IDOnals from the
schemi.ll of other C.init~, judge (an<' pun~h) thos<: w}l:l
are found locking. With mQco1J.apseo( the oI.d kinb.Joml,
the jt~ln ha~,:tSiOCi'iltCd wim the u ijJ.11 pt!Oples of
MiddlclEi t,fU'Ld thToU~h them w'[h lslam~
tl7
M~ eU~ vampires"p the A.<l.nm)tcsMan army
dfthkxs. lslam. however, wamotllIlo~t!tbnv~
4lr1l;leChildrenciHaqtm. aan 1~r.rn<hin{edrhat '
toe 'fIt'o\' F.ifth_viot:ntd the lawt6{Hlqim. bklhe Zf'jlr~,
w&lorn and UIIiry'mat mark&!' the drc:1),-d1irb;w:s
entranced , Assamiles. The clan di..v~ men
frncrUred, "ilh kme miT. Isn.m, Olhers fQllowtn¥
oklo: (aitlJ,~e reflOl!...nctd thejr 1iJi'I!age"tnrirelt in response,trube
strire.l:raqim·~ splintered milder fi~1 t~ II} C(lrnmon C~
against dle Baa.li, II.hoi).'lo m~ advantage r;/tj)e quarrel rP~lime.r
in, iN-ecrul" the mortal h~rds and unll.'aty O llQitd with tn&mal pr.fttkes. A blood\'
protr:.IClOO sMOOW war folloll.'ci:I. but the.clao eniCq,....-d more unified, If only rosafq,'U..1rd
itself and ks botdlfliS against..such fUnt\er In~ursions. Mbstof medan IS now associ..'ltoo
WIth Islam ~tnd tbe Muslim kme. hut mi~ities call du:msehu Chnstian, JewiMl.
Zoroastrian and O(her, more obscure faiths.
Faith LS not the only difference among uu: S:l!'".oicens. The d:m IS broken Into
(hree castes - warriors, sorcer~rs. vfders - each fol lowing H aqLlll'~ laws Ln thcLT
own way. Warriors have not always lx.-cn the dommant caste, but the death of the
Prophct Mohammed has brought the caste to prominence, and many are fiercely
dcvoted lO Islam. Sorcerers practice some of thc oldest fonnsofblo<Xl-maglc (or so
they claim). Many use Iwli/. hashish that has becn watcred with blood which IS
smoked hy mortals and their blood drunk by the sorccrers as a means of focusmg
their consciou~ne$S. Many sorcercrs have Jcn~loped mysucal means of commulll-
cation, allowing the dan 10 remam so tightly organi:ed. Viziers spend a great deal
of lime III other Caimte courts as dirlomat.s and sages. The most succc~ful are
considered WI5(' counselors and objective thLrd parties for Camlte negotiations.
The last crusade left a number of c iue., such as Acre and Jerusalem, In the
hands of Christians, and many Sameen effortS to assist their morta l bre thren :md
drive Ihe Frankish vampi res from their lands have ,,:rown both more pallenl and
more despera te. Some Assam ile princes have Jx.en attempting 10 levcra~:e greater
stability in the regio n. with varymg SUCCl'SS mtes.
Assamiles hono r the eldest among thelll not in torpor a~ tho.' "Old Man of the
MOlintai n ," the leader of the d:m who dwells at Alamut. Unlike Eu rope:lIl
vampi res, who grow pale r as the nights P;Is,s, Assami tesgrowdark cr With age. Thelf
elders arc n oted by th eir lustrous, cbon skin .
Rolepla ying Hints: You .su rvlv~ a longappcemiceship bOlh before :md af, er
the Embrace, and)'OU have been found 10 embody the legacy of Haqim - faith.
dedication and ~'lIlty above all e~. Others misht bavebet'n found want 109, bOl
not ~'OU. Wycrevcr ,00 aresent, you know wLth absolur~ certa"'ly that you act In
the best int~~f Ihe la~orHaq i m and the faith , The games and machmal lol1
of the mfide Lere noc for )'w - the L1 W5 of Haq im are 'four ,"'llide.
aa n Ol5ciplines: Cderir" Ob{!t5CGle, Quiell£5 ("~Lmor ); Auspex, Q W I'IIlS,
TMut11alU~gy (sorce rer); Auspex, CeL.'1iry , QuietUS (vizier)
AdV8[1t;agC: WarrlQT A ss.1miteu ran. with two free Ability T milS of AreN.'T).
I3rawl/~o;P1elee (two of rhe So'\ me, or twodiffcrcntones). So~n:r ASS<.I mitcs
begin ~ithl fiee T mift of Occult al-.J a leveillf Occult Influence. Vi tkr Assamitd
~ y srart pl"y with r....,YfTCf' A9i1ltY Traif5 of AcademICS, £xpreuion. Law or Politics
(two of the SMlVt\~'O different ones).
DisadvanOlg';(WarriOl' NsamIlCS are marked by theU' tradition of ritual
liIablerie. Anl'SllPEma.JtuJ! (t."St fOr diAhkrie confirm5 the "''ll triOf as such, even if
he ha5 nevertaned Ctinile blood. Sorcerer A')S3ffiires are (!a!iil y LJclllifiablc as sucll
to !lUpcrf!,t,uTld means. and any mystical means !O determme maGIC use on or
arbund t~¥ssamite pin a twO-T mit bonus and are considered to be 1....·0 levels
t;.igher shou'ld the sorcerer wish to contest them. VIl,er AssamllCS develop an
Ob.se.uitmlOqrnplIlsiOll d. . mngc ment re.latd to their highcst crcat ive or in tellectual
Abi,lity. S hould their A,bility levels change, the focu s of thei r JC'r.:Ir'll.:ement
chanKes.as re ll.
S uggctOtoo Viae HeavCfl, Hu manity. Kings. Very tmd ll ion;ll Assmmles
folio ..... the Roado(Blood (See La .....s of th e Night ).
1l0LLOUJ€Rl! 011 l!€(
"Rl'Cogm=e Eden by Its serpcm,H rhe Priest tells his flock.
And the serpen15 among me garden of the ni~t are the
FoliolOocrs of Set, a clan orEb'YPllan :md £asH,'m vampires
Nmoft:d to pmctice every ib>T'l OLnlll)' under the mght sky.
These vice merchants truc k in all m:mncr of desire and
f:mq, cult iVai ing a bloom,o f corrupt ion and heresy aq~
theface of thekoo\\'Jl world.by ~ I ini: to thei rcliep~
b~., I,",..,. Thc$etite&, hawevrt. sec thC1Tl5Cln;{ ~
merd), i
fMJ9nu mal have been-scamped out tn a wvrld thar
has 10000i~ way. ~ prefer shaJows because llghrw the
vanguard pfhuhr\., w,M('darkness breeds hunlllllY and
proprt r~pecr (or the ileal Pl)'Su!nes.
TheFl'\lIowersof~c\liun lmeage lOSe! hmlself,
a bood-figure on equal fOOli ng Wllh C line, if nQI God
hUllseli. Ind..'Cd, the FollO'>\'crs dispute any lies to
C une. 'Thty Imec their history Pack duough to the
ancien! nights when the desen s<'lJlds WCIC ~ ill moontairu>.
It "~IS in thlOSC mythic times tha t...the ~I hunter Set tore
InIOGO!b's bo5om Jnd drank of th .... eanh god'sblood, thus
m:Jklng hlm~ l f a god and his child ren the avarars of his
dlvm lry. C"ll nliCS claim that these \\'ere corrupl and
ckbaoched IlmCS, but the Secites remember them as t 100es
of uncensored freedom ... ~I leas, until the war agalnsl
Set'S brother Osiris and nfophew Ho ru~ took lIS ~ll.
AccountS V:lry as lO [he viccor of this plonly feud. with
the Fol1owersclainllng theuppcrhnnd Il.lld rh~ircnemi ..·s
asse rting otherwise. Alas. Egypt ftl l lOa m~.th ?fforcit:,>n
mortal conquerors. forcing the Stti[ellJ.eepu ndergroun d
where they perfected their il"lIl1diolis ways.
C l1anmy struck again in the early IlIgh~ of the
rim CCntW)'i whenSnv:mi!hedfrom h,ss:'I1·C(lrh .. gu~
af1:erplaguinghiselde~Lchilderwlthnropheric:du:ur..
Now, slowly, the.drearm come to (rwIlO~ li"d the
Folio .... ers ofSt-t debat'l" rM dogma rltheir dan -with
a greate r Imerest In the world. Once they limited their activit ies
to the shores of the Nile, but they now \\~lnder the known world, spreaJmg Set's
Wisd om from dark camvan len ts o r in shadowy chambers over wines and hookah.
The Follo\\'ersemhrace misfo rtune, disease, tmgedy and dl S:ISler bcC;lUse such
conditions create those in nl'ed of their se rvices. 111ey cherbh unmiliga ted
freedo m. the chaos of fulfilled desire and the sallsfaction of wam. any .....ant. They
revel in sensa tion and pleasure, t ..... m connl'Ctions with their goJ, but wnes arc
ch;lngmg. The $elltcs spread beyond th~ N1le out of necessity. but they chose to
keep Set'S blood mosdy to Affl c:m s and $.1rdcens, the bene r t o kl-ep their tnl(.!.uons
th riving. O n ly occasionally did the}' Embrace Deshern ("the red ones") or those
Franks wit h the priled red hair {which is believed (O be a mark of Set). Now,
however, some Desheru breed without care and establish nests in Europe, away from
the control of the tradit ional caste of ancient Setite priests known as Hierophants.
These mongrel Setites are an abominat ion to Set 's gift. They ignore tradition and
spend morc effort succumbing to the lTo",n vices th:m cultivating it in others. This
is creating frict ion among traditional Setites and the Desheru, who say thm the
legends ofE~'YPt are fading and that the new Eden is ~rope. Some Hierophants
hav}i respond d cling w~nd oQnh to i n~r'igM~th,6e ~aims and prove
to d\e:r, I': ¥irholy ullditions n~ not be ahandont!d &imply because
thes'Ie '
e t yin . '; ou are the disciple of a dark g , and you must uphold
that fu,({~~ , :.lour ability. Since none outside tht! clan understand Of will
serve Se;. v~ ring~~.e]1l w the truth by ensnatioa them in thc irwc.1knesses.
By plcng'W [ < es 'l.1 t fd.(lthe h ungers of others, I'Q.U can force them to pay to
sup~t-rfi9 eeds - With deeds, with secrets or pef haps.1 blind eye at the right
momenrr,' few favors." A ll must know the dark god, the bette r to make his place
in the~
Cia isci plines: Obfwcme , Presence, Setpentis
Advantage: As peddler!) of "ice, Selites soon become acquainted wi th both the
seedier underside and the secret ha ltsof power. Others pJ:ey on the weaknesses of others
and find \\-'3ys to acquire contacts. Followe~ of Set start with one free T mit ofCourr,
Street or Transportalion Influence and an Ability Tmit of Commerce or Subter{tq:e.
Disadvan tage : Setites' connect ion wi th shadow and dark nes.<;; causes them to
shun the day, the time ruled?y Osirisand H orus. Setitessuffer twice the aggravated
damage when exposed to t?e su n. Even bright lights (torchlight, bonfires) can
affect them. Serpen ts suffer a one·Tr.. it pcn .. lty in all challenges under such
conditions.
Suggested Viae: Beast, K ing~ Sin . The m05t orthodox of them follow the
Road of the Serpent (see Laws a nhe N igh t ).
The nalUral tendency 0( humans 10 create IOwnS
and li\'C together has been a boon to Camncs. Most
choose 10 follow their prey inlO the !Owns and cmes,
where lhe feeding is easier. TI,e Gangrel aTC the excep-
tion to this rule. From the T arlars and T uaregs of the
C,lSI [0 the Bedouins of the south and the barbarian
tribes of the north, the Gangre! m~lke thCIT home}
amon~ the wild people and phlces of the wtJrlJ.
HistOly h.'lS seen cities and civi l lZ.Ltlon.~ rise and tlU, but
the Wilds are always there, and thu;e ~c:uUUl'vivethem
can SUfV\\'e whatevrt fute mrows theIr W'dy. To IDe Gangrel.
cIties are Imps \I'here suong Cainild gKM'wetk and ~'Y' no!:
that Gmgrd l,leileYC thclIlSo.'lVl'S IObedqcenJed fromCaine,
though. In rhtdays before history, bclore the world bec:tme
as IUS now. the gI"t$~ gods chose many to be theirchildren.
A pair frins 'E
a~ go.k bcclInc..bitler rivals. 0.1,
twi,,! EQ~oi.1trdlOlio!....~-, ilihceq, S(T\)~'CSL \\~nTiorsas her
chh~n. fTI.le OlOer, CllurIaI. chr.J,;e. [hc$:. who \\iCre. nlO61
clever 11;'1 ~eplion. The~ warred fur nmn~' rft'JI5, unriI.
Ouk.'l (octted tWO ci Ennoia'~ n'XN tmstL-d children to leave the
br..tlldie~ ara cru:ial ~t. Enraged, Ennoia JecI\'L-d that tht chLidren oOXJth (WI(\';
sbouldl~l\'f ro~on rhebffllclotbtts (or tN:Lr iLvt'S. Theother ~:LpproveJa(
her dtcree, and so ~ ~~ the children ofEnnoi.l, came to be.
The "Animals beljeye rhat their mother WIU call upon them IQ fight (or her
onq: roore 5OEni~. ~ly thL'll, will OIuru and hill minIOns finally su/kt the
fme thai has n due th,¥\ smce the dawn o( mne. It. is tnt duty of the Ga~'fe\
roensure t!fit . Iy tSf.
n~[ .fl(lrdr :lOdskillcd join IheirnurJbers, SO that Ihey may
IriLvnpfl wHen ~e n\t,~:I\flnal confronti.llion comes. 9of, th!,.'fl they w~1 be
welComed b.lck i~o ~i r mothe(,s love.
Q , ,iliz3Iion is [ria.~ a-.uIk3 tOcnsuTC Ih:Lt lho5cw~cLxdvearc benerSUltOO
to the finalconflict tban~who fil:hl. TheG;mgrel rcfur:)i)taIl Lnto the trnrof their
ancient enemy, and i~choo.h~ to TL'Cruit anJhunnwo(lime nomads and wild
peoples of the world, Thechainsof n\aSi:erand slave, of lord and lackey, are anathema
to them, and hierarchical European society TL'flU\.ses them. They s,'t' the ablhry to
survive and prosper under all CoodLUons as the great~ test of an IndlVldu.ll'S \O.'OI"lh.
T1leir condition isalmost a gih, one that constamly remind<; them of their rn.oeJ 10 Ix
the grc:ncst warriors and survivors the world has seen. lhey \'aluc Simple but profound
concepts such as bravery, honor, manHil prowess, survival skills and knowledge of Ihe
bnd. Thev resp•.'ct only stTCngth and deeds, ilL){ empty boasting.
Necessity forces the Gangrd to spend long strClChes of ti111C on their own.
More chan one vampire preying on a PMticular group of humans qUICkly rcJuces
the number available to feed from or rouses suspicions enough that a confromat ion
IS Inevitable. A good humcrknows nOt ro WLpe OUt lhc prey, MallyGallgrelleam
10 SUT\'lve alone simply because It is all they ha\'e ever known. Sires often leave
their childe r to fend for themselves, to see if they have the mettle of true Gangrd.
Solitudecannot last forever, th ough. On a pract ical level, there is value in numbers
if only to form hunti ng packs. But even then, untife is hard away from the c ities.
and Gangrel face constant dangers. Lupines stalk many woods, and few nlral
vampin.-s escape direct confrontations with them. It rt:quires cunning and stealth
to catch human prey without a lerting the whole group to the vampire's presence.
Most Gangrel spend at least some time :unong o ther vampires. Testing
themselves against humans and animals is well and good, but the truest rest comes
from challe nging those like themselves. TIlat mea ns spending at least a little time
in the cities, learning the ways of theot:herd:ms. A fcweven live in cities full time,
lurking in the hidden corners :Uld prowling the n ight when most prey arc locked
up in houses, tfllPped for easy feedinx. T imespent in the cities only reaffirms thei r
fai t h in thei r own viewofunlife. TIle weak, diseAsed, ineffectual humans whodwcll
with manipulative vampires that feed on them breed contempt in the Gangrel. For
most of tht'" clan, unlife is a series of long periods of rural solitudt'" and intt'"rludes of
a few years among the massed herd and [ivai predators.
Roleplayi ngrHnts: You were picked for your strcrv::th and de termination to
survive. Since your ~jrth you have reverted to a more naruralstatc. no longe r
burdened by thifulse"coocepts of civilizsQtJn. Petty polirks and bickering is a wa~tc
of on~'s im mortality. You give your resp«t onl y to th~ who have earned it
through strength and deeds. You ar~ maSte r of t he wilds - you (lre the wild.
C lan D isciplines: Animalism, Forrintde, Protean
Advantab'l':: Gangrel are hardycreatuft."";S, capahlc of su n 'lvipg in just alxlut any
l"erritory. The prc~nce of LupiflCl; makes living in the wild considerably more
dangtTOUli, but GaQborel al'l' well aware of how to tr,Jve! the open mad or hide in the
wild. As wanderers, they ch()O;5e where they go, when mt, go, and care little for
SOCiety's rules. Most princl.~ find it easier TO let them enter and leave as they please
rath\!T than attempt to cnfOn:e a ban on their movements. A Gangrel who's out in
lhe \<·oodsenough C<l(lleam Lupine lore hy ob5c:rving {and evading} theshap~c.hangers.
Lupines are unlikely to be well dispo.",. .d to\\~<l rd a vlilmpire of any kind, but it means
that the Gangrel is more likely to survive her encounters with them.
Gangrel also stscLwirh t woirec A hi! it I' Traits of Anil~ Ken, Brawl or Sun'lml.
TIlI~se [\\'o Traits can be rrom the same Ability or from twO different ones.
Disadvantage: T11e Gangrel's affinity wi th nature and their animalistic side
1mlkes them more suscept ible to the inner Beast. When <l Gangrcl frenzies, the
JIlJ1er BeIlSt invokes a physical change, tflUlsfonn ing her outward features to match
her inner nature. The player dete rmines these animalistic features (catlike eyes,
clawed feet. etc.) al th e time of the (remy. Wolflike (eatures arc COllllllOn, but just
about any creature known can visi t its features upon the vampire.
In 11ddition to the physical change visited on the Gangrel, the chamcter g:lins
a new Neglltive Social Trait of Bestial, Feral or Repugnant to represent this new
alteration. These Traits can never be bought off or removed without some sort of
assis tance (such asObfuscare. or Vicissinule.). No more than fi\'e Negative T rai tscan
be gained with this disadvamage.
Suggested Viae : Beast is the most common , but a few walk every major road.
Medieval folk fear the mad. It 1i llC\'cr clear whether the
mad are touched byGod, the f)e\'IIr,"tplh. Some.say that their
ways are mfectlous o r that t~.,·ve bceQ"toyc¥d br.;!'te Fatr
Folk. In any case, lr-isbesno le.1Vl,\d~ :tlo~.1c.'st \heyc,ur:;,e
any who cross their ~th. ~n C1a Ma)Jmvi;u'I,sUC? bi]flnd
theiT most terrifying expre.Non. f.wte (IUId~Si, P9'cular
insights, ceaseless hungers and tht:-Blood ofCainc com·
bme to make these vampire.HUl\Cf)g die (l'lO$t (ear,« Hn the
[)J.rk Medieval. A few sil1\(lle woros c-.l0 drive 0.1\ elder
maJor reveal frightening ;n~~o(senius.ln momen~
of perfect lucidity, they mialll heat: the l1Iusic of the
spheres that cause the tuminc {lLCre.t1oo. ihe1 see
c\'crything in one w.ildek~~~ ~h ""en rhe-fae '
God Himself. .. butonlyrorthebc:ie~ instaru . ~ the!
truth escapes them, leaving 0Ql)' the mem , that ~cy
o nce had understanding and then !Oiit it. In lheirqut;;5t to
regilln underslanding, they achieve I~r hl~lghts;l(i mpses
of the future, the true nature of the 5Oul, the Gl'lnd schemes of
nations, the portents in the Mars, It all pala in comp'arison to their
gool, but it keeps their ~Ue!lt for perfect, Il\~(~g apotheosis
burnIng in theIr unlivinth~.
C.1iOltes remember the clY"~ rounder ialkav as ~ Ie
and prophet of the Third Generntio\1. Some legends y that
Malkav faIled to ".am Caine of the &'-predationli of the llmd
Generation lIlthe Second City, and an anl,ory Caioc cursed Malkav
and his prOj,... ny wim madness so p!ofqund that they could no longer
share thei r wi:sdom with others. Others claim that Cainels curse was
unintentional, tha . he s hallered his &r;anJchilde's mind t hen CaIne
shared his memories ~~he face of G t he moment Of fi own curse.
While sc hola~ofNod tmde SI latlMahout Malk.,v'slffilct.on, few ask Ihe
Madmen whal they bdie,>~ In [rulli. the dan wc4:om~ ilS so-called lunacy
because. at the very Leaw , madl)ClS is II Vibrant, creative fCl'ce m theIr otherwise
dead and decaying wofId.lt is not'li. block on their insiSh~ but the cause of them.
Even beyond that dynamic.$«d in their breast, maJri~a lso untlcs the cilm III a
....~dy that outsiderscanOOlunderstllnd.lQelT~haredconnection wnh the architec-
ture of C reation creates a common frnmr of reference. and some Madmen life said
tocommunicllte in a secret hmlooge all their own. 'TJ'e problem is Ihat their vision
is tOO great to take in at once, sq,all Malkaviaru; seeclifferent portions of the riclUre
at the S<lme time. That is why they prbe the perception of others, if only \() gam a
sense of Ihe landscllpe bc}'ond thdr k~ .
Malkavians arc social, passionate c reatures. Some say that madneSlo is only
delemlined III company. but the truth is thai Malkavians appreciate Ihe insIght of
others and adore unique perceptIons. Pcrha~ Ihis is why they flock to causes as
easIly llS IhC)' abandon them, o r why they enter seemingly fnut1ess alliances.
Unfortunately, much as the Madmen love companionship, few can <lpprC(:iate
their company for very long. An ambi ti ous lord o r lady might tOlerate an cvt.'ning
with them, gleaning some b'feater tru th to his or her predicament, but it is usually
a very disturbing night'sentertainmcnt. Itilli.uclydcar- usually when it's far 100
[ate - when an individual Mall:\\'ian has crqssed the boundary between stnmge
sage toflendish devil. T ryingtbgu(,.'SHhe mad neS6c;Jf a Madman is like taking Ihme
to diffe rent powders, trying m detc.rmine which is incense lind which is explosive.
What frightens Cainites ITtQSris n Ol lheMallc..lVi3I.1S. own natu re, but that the~'can
share their insanity th rough theiT Di!dpline of Dememarion. Only the couflIgeous
or dcspcrnlc court ~ Malkavian's attention for tong.
The history of the.ctm isra pendulum swinging berwcen rcs(X'<:t and terror,
berween sta tus and disgrace. W hen t hey nrc in the b'f:lees of their brethren,
1
Malkavians are adviSors. seers ,md oraciesofCainitc society. Inevitably, toler-mee
becomes wa riness. lhenfear.,Now the Madmenhavclosrtheir mantle lIsone of the
lead ing clans of I m~tlal Rome. They aTe cursed fQrtaintinJ that great enterprise,
and they are said to be servants of dark rowen;. At best, Cainites m [he lArk
Medieval piTy and offer charity to Ti,csupposcdly i n~ rm clan. At worst, Malkavians
must face persecution, IOrrure and even dcst ructi Ofl.
Roleplaying Hints: Since you wcre brotlght over, your madness has deep.
ened, as have the visions. T ruth of the univecse l~ revealed in the most obscure
locations. When the visions are not blinding you to you r surroundings you flock
to desmJc t ion, ruin, c haos, because in the broken fOluerns one may discern order.
You see wit h a clarity tlpt ~res th05e around you, Of is it your insanity?
C lan Disci pli,nes: AWJ~.r DemenulIion..Qb.fU.Saue
Adva ntage: The Madmen Sttm hl~ with a strnnge insight inlO the secret
workings of the 1'0rld. They follow patterns that few othe rs ever see, whether
through casting a'-mury with human entrails or watching t he ripples of a baptismal
font's water. Once ~session. a Malkavian may allempt" to pull some clue or bit
of wisdom from t ese lpatTems by succ~ing in a Mental Challenge. What the
Malkavian learns s u~ to the Storyteller. Malkav i an~ a lso begin play with fl free
T mit of Occult or ology, which many learn something of to better understand
their visions.
,
D isadva ntage: Caine supposedly offered Malkav th e great tmths of his
existence, ::lnd the answers maddened the Antediluvian 50 thoroughly that his
descendan ts share th t madness. Not every Malbvian is Illad upon Embracc, but
the blood quickly changes that. All Malbvians begin play with one derangement
that call neve r be cu red or overcome.
Suggested Viae : The re arc Malkavians on every major road, but He:wen
remains [he most popular.
Of all the clans, the
Nosfemt u feel em nc 'SC UT$C mOSt
pamfully. Upon their Embrace,
the clan's 1:lInted blood burns
through theIr d~'mg veins, rem~k-
ing each into a hideous, deformed horror.
Once the change is complete - which ca n take :tslong 3S
;1 ..... eek - even the blind coukl no&: ml$wke them for
human. Their t ..... ISted miensdetennine that th t:yarc foul
creatureS, SIn Incarnate, not hmg like. human and con-
demned to live apan from 11.
Some Nosferatu go mad with the ch:vl»-". ming
thelr5ln'S wdesl.loy lhem. T1KN: who SUI:\I1\'t: Rod ways w
cope, hut all are changed bythelrexl"'Tlence. ManYlltwly
Sired Nosfemtu tum theIr ,m~'Cr 00 me vampire lhal
Embraced them - ..... hy would an)"'mc Inn iCI this (errible
fine 011 another? Most neonalCi'l mustspend fiQtnC nOla-
under the wmgs of their sird, but they hurry to C!iCape
tlSqt.llckly as rossible. ThiS hatred is $.1id 10 stretch back
to the vrty fifli( of their line, accon/ing lo I~nd.
The (ounJer of the cia!), Ahsimilliard, "'35
obsess.:d wilh beauly - hisown andOlhers'. Some
S3y lhal he led d\t ~bellion agamst the Second
Generation. Others SfI~' that he srole Ihe affection
of a lu6rtal th:lt Caine had des ired. Whatever the
c:IU~I,l lhe Dark Fat her's ange r was, Absuml hard
was clu-.ed WIth the removal o( that which h e
held mOSt dear. Whkh Wa5 ..... OIU; to hun -ill~
o"'n uglluess, or the rejection of all wh(llUW him,
Includ ing his lover! Enragcd to the !,X'JOI of madness,
AbsimilliMd turned his aOI,'Cr on his chllder, and
some whIsper that he.hunt5 them through his pawns.
Out of neces,my, the Nosfer.uu h:we learnt:<! ....~"}"Stoconceal thetr
CUI'SC. TIley are m~ters ofhldlng, ek:ccplIOll amJ subterfuge, Ixxh surern:nural and
mUlhl;me. Whilesomeof their abllltlcsaUow melTl to :lpPeaT normal fora while, the
p:lln that sufl,'cs through them from their Embroce never enlird~' lea\·cs. It rcmams
a constant remmdcr of what they have become. Camllcs of the Dark ML'llicv,11 sec
these amlctionsas vi5iblesignsu( the evil wllhin every vampire anJ thcirownsc1vcs,
,md they shun the Nosfera tu, lest the~' thmk too long on their own ,i;.mlla(lon .
1he Lere~dcal with their aflhctiun In 1I1:U\Y wa'r~ Some rum to reltglOll, h.llllV-: that
GoJ .....111 forgIve their sins. heal them and want them salvatoo. They qUCM :l'i knights.
sed:.~ moo!,'00.1 dt't.'ds, or thl')' mottify thclrundead flM In penance. ThcCllurch 'soifer
r:i Wlin:rsai foq,vCIlCSS through aM dmv.'S many ~ktng redempuon . Qhers fiNI thill
OIlC r:i the m;my hen-:slcsc6crs a lifestyle and a SCI ci stnctures thai p~ them~.
Others bide (rom society by living among the fallen of human it)' -the leprous,
the diseased -and make theTll5elves useful by banering infonnation that they gather
as they watch, listen and learn from the shadows. As much as the High C lans scorn
these wretches, few would ever admit how much they have come to depend on the
Nosferntu for advantages in the War of the Princes. Tllese Nosfcmtu ofte n gather in
small groups, concealing their numbers from their vampiric ne ighbors.
Members of the last group sec their viS3gcsas an irrefutable sign of dmnnation.
Theirsouls are clearly corrupted qeyond Tl'{lcmption. sowhy should they m:lke any
effort to win the favo r of a God ~~o<:.lear~\' c~ res nothing for them? Instead, they
become monsters seeking revcngeon living and Cainile society ho\\!{'vcr they can.
Roleplaying H in ts: You mi~h~1oOk hideous to ot hers, but you are no less a
person for it. Having lost your human lIi,mge, \'ou shu}lthe tmppings and emotions
of mortality as well. You are.,cQnsidercd crude: bestial and monstrous by your
"fairer" brethren, so who arelvou t'O djsappoint dIem ! Among your clan, you are
brothers in anns, so neat your fellows with civility and grace. After all, without
them, you are even more alone in rhe world.
C lan D isciplines : Animalism, Ob{usa.lre., ('ounce
A dvan tage : Nosfera tu begin the game with one free T raitofSul1'it'al and a free
T mit of Stealm, to reneer their expe rience at ~ding themselves from society and
avoiding unwanted att7,ion. Many become experts in leamingall the byways and
hidden cellars ~nderside o( wherever they dwell.
Disa~\lantage A.II t9-eNosferatu are hideously deformed (rom the momCnT of
their Embrace. No N»5feratll may pos.sess the Social Traits Alluring, Gorgeolt5 or
SeducTive, nd )li"lf!i ns~ be"Negative Social T raiti Repugrwnt x ]. When his true
form is visib , he. ma not initiate any Social Challenge ex<:ept for the purpose of
int imidation~eSe Neg:ltive Traits ma)' never Ix· removed. nor may the Noskratu's
true/{jrm ev be "cured."
S uggested iae: Beast, Hea ve n, Sin.
t~

,
Fo llowers of vice and di~ord, misunderstood members of
\Isockly that cannol grasp the potency of the Beast thai
drwcs them, C lan Ravnos's ~mpulslon to Sin breeds dis-
truSt wherever it O)fmbers t~yel . The), afC ~nown by
many, welcomed bf few and $ted byalm~tnone . Trav-
elers by necessity, they move frolQ cit)' lociry. rarel y taking
the lime to builillf!r:ma.ncm conrv:ciions or settlements.
The origins of tM dan.rcmaln a mystery. even [0 the
Ravn(ls themsel\'cf. Those. who reside In Europe trace their
Irneage to wav~,p(Lm i~uon frCWll t,he~tm lands beyond
Persia, as (ar bad:; Akxandet.. tN:. Grent. blJ[ any earlier
becomes legffld, nr. history. Tl,oee tlcir. Raf~05 Immigronts
broke mto se\'cralj dEl'ICt'~, ur GllStu, I~y SQmcroo
across Europe, AfriCiJ and ttlJr-Mkidle East.'TI)ey cI:lim that
their founder Tests in ~m far-offl:iruJ. rM¥'ps Imh;!, after
he WiiS b;u~i.shcd there following the G~t F1~. In the [
century. a new Wllvc.ofR'avnOJ> has arri.ved from ihOllC samt
lands. ill\<! ~e¥J£li a wry-different-stOry :lbout rh e d~'s
;lncC5try, citll~g tbe'fr
'en
founder wal, at rhe very least,1\grcat
hero, pcrn.'Ipseve a god. But these newer Ra vn05 have
very critical of their more established clanmates ana have
offered no d)Ore information. What is tmth.nd IO.'hat iJ myth:
rellUlmnrnckr like so much sur:roumk-d the R:I\'IlOIi.
The e!Jm;s eakness causes great discom(Orl to the
high-blOoded \brth of E'urope. Each Ravnos i~ addicted to
51R, And mepilie~of the clan are accused Of:~:;:~~7~t,:~~-1
whereveT the. Yet only the fqolish would I
Ravnos's indu~'I!n e of the ur(!lingll of their Beasts as
inability to m~ntain sel(-contro~ A foolbh .
bal\Lsh the Ravn s 8m his lands, but many "·i,h.bl~kdl _',,,, ..
plrt~S pass legends 0 the consequences fuc doi~ so.
J'lunlshmentsonl ' bciog the wrath of (he }:1Ci1m's jali uron the one
pretentious enough to attempt iuch a kat.
The R:woos are general\y a iJlsjolnted clnn. and they distrust one another n .... arly
as much 3Soth ers distRlSt them, perhaps knOWin~ thelll5Ckes too lO.'ell. Eastern and
W este rn Ravn05 oppose each other, lnd tempen: flare when oppoomg phllosorhlcs
clash. Wherever they go, their , eptlmtion for deception precalcs them. Man y
Ra vnoscxcel in chicanery and iegerilem:lin, :md those they deal with mUSt conSider
whether they are st:eing something true or me rely some fanta.tlC trI ckery.
Bonds of family and caste proVide :1 unique St."Curity for C hari:u;ms. Ravn05
leap tode(end members of th .... ir own }(w , and ,he closer the hl<xxl relation is, the
SWifter Ihe response Will be. A common cautionary tale among seneschals and
scoo ri!C! is thai of a Ravnos ..·ho W-dS wronJ,'(ull ypunished bya high -HooJl.J pnnce
(the del:lIls change with the telling). Soon the reafl er, the prmce fou nd hlmsel(
besieged by "requests" (rom the viet 1m's j6li: her sire. her fellow childcT , her progeny
and soon. Ravnoshave no imerest in open warfare, preferring to bri ngacity to ruin
by corrupting it from the inside. Leaders must carefully weigh the risksof a Ravnos
guest against the legends of retr ibut ion.
Because of their reputation, Rav~ oftt.n OdOPI one of twO means for survival
in fe udalism. Man! choose to masquc..-:'.weas a mJmbcr of anorherclan. While such
a con can be frougtu wic:h da nger. the benefits are many. Few clans arc as openly
disuusrcd as ,he-'R:lVn os, and th e guise. of a Ventruc knight-ern-Int or a wandering
Toreador trouba<iour 1e9VL's the Chllrrntan frte to pursue her vices discreetly.
Discovery means certain retribution, so some Ravnos spend decade;; building
networks of people who IiOppon th ei r false claims (usually unknowingly). Others
spurn this approoch, howev(.'f, along \Vith (he idea lha t any Ravnos should be forced
10 hide who he is.fIbey acrOJ?Cfl.ly as tmders messengers, mercen:lries or spies.
r
Roleplaying ~in ts : YOJ.! RJ'e-rhc.messens:er of soodhanna, the bringe r of change
and su rpr ise. Some acc use you vfbt:ing a landless thief or worse, but they do not
know or unde~ta nd your mission. Europe has proved II. sr range place. full of
humorldllmgnrls and Cllinites. You can:y al1 ma n ne r oftri n'kets and sec rets for [he
wort hies IVh~CflQ ijilY your price..- tOO h:ld so fe w of t h~m can't.
C lan D isciplines : Animalism, Chimersrry , Fortilude
Ad vantage: lVv nosare knQwn asd riftersand their arrival intoall area hernlds
a rash of Jecepl i?" and theft. S uch is expected of the m, a,nd most victims genernlly
fed too foolish ~ report when they've been taken . In this manner Ra vnos can often
get away 'rLt~ nding, and in some c~s breaking, the laws of the local lords
withou t ry.uc~ reprisal. This leniency from the local justice is not carte blanche,
and such tra\'tlcrs are expected to move on in ~hon order. As travelers, Ravnos
start with o ne free Trait of Street or T rallsponanoll Influ.."'TIce and an associated
Ability T rair of larceny or Scrozmge.
D isadvan tage: All Ravnns suffer from some com pulsive d isorder related 10 a
vice, chosen at ~aracter creation. Pride, lust, greed, theft, cpnfidence schem('s and
opportu n ities to ust '-'thers .u e all common. A Ravnos presented with an opportu-
nity to sin cannot- refuse, un le~ she makes a Stlf-CantroU [Minee Challenge
(difficulty of three T 111 [1$), and even SUCCcs!i might mean tha t she still heMS the
voice of the Beasr urging he r on. If no oppon un ity presents itself during a game
sc~ion. she must SCt up conditions to anempt it at least once during the nigh!.
S Ul,;gestcd Viae : Rumors say that eve!)' Ravnos follOWii Sin. but many follow
other roads. eSIX'Cially Humanity. Vtry traditional Ravnos follow their own Road
of Parndox (see Laws of the N ight}.
On achill,doudynight In 1022, eight of [he
world's ITlO:St accomplished Hermeuc magi gath.
ered m a hidden room in a hidden castle in
T ransylvama. stumbling and bleary-eyed from
a sleepless wL-ek of preparations, ready to con-
dude a ritual which, they had been told,
would put the Philosopher's Stone -
key 1(1 1rue Immona [icy and limll l ~powcr
- within thelT grasp. llle..promisc was
kepI (after a fashion), but rnqr deed
rlunGCd ,shill houSe ofschoiars.f<n:cver IntO
vilest Infamy, damning them as vampire
thrdugh rb~rpation of [be Blood Qfa.-rne.
E'll'en50_ among that <;un«! eighrwondcr if
the.jr leader... T remere ?imself, realized how
fate wpuld use him <I$ her [001 10 ~l l[cr bOlh
magi ~ d Cai,nilc hislOry. They wondered i(they
would ~ the rest of t!'jel r exi&tcnce$dc~rJtely
tryinfl10 ~pe.the. consequences of I~ one fata l
act. &JLlhen, rushing in where angel~ fear to tread
had always h«'11 the hallmark o( House T remere.
The I"\'~ntur~!;~(e have5ef:n bluerth.OO-
rpins fr9ffi wimm md without . Is magic truly
d'(ms ~ F. 'P()(ld, as T remere and his seven
acolYles'\Wd, or ~id they believe it only because
t heir luSI (or eternal youth and IXlwer oucstnppcd
the 5UI'P,ly1 Did they not know Of Clire what f.lle

IheY /~l~ 'd~th~"~'"'~"'1h'~"~" ~'~~~~~~~


they
",m,

harder they are magi yielded


loa vamplric bloodline-the banished them from thc rolls In 1202,
and the resultant waf doomed their forlorn human remnants 10 Elllbrnce Of
execution. Theu Tzimisce foes, from whom they Sl:ole Ihe Blood but who wavered
for lWit a few prt'(ious years 100 many, have been fought 10 a standstill. Spelb and
Slrall!.oe beasts drive them back from the hean of the infL'Ction they would (aute rl:C.
Although the T remere have ne\'ero{fidaU, admit led that their founder munlered the
Antetliluvian Saulot and COrl5umoo his hean's-blood (thus making T rel11erc's llilC
imo " d :m), few elder Cainiles have faile<l to notice the Salubri's prccipu ou$
plummet in fortune as the ambitious newcomers wax in power.
And now theS(! Usurpom, dcsplte (or because) they are eternally hesleged,
che rish a nC101 ambition: a place :lIlhe Cainlle rable. In this task they face their
steepest odds yet. En~n th05C vampues who don 'I personally hale I he T remcrc lreal
the m as unclean. Their strange powers have gained them little trust. and those
elders who prized the Salubri will have nothing to do with them. Many young
T re mere, suddenly helpless as the Embrace robs thcm of their mortal magk~, has
been discovered and sla ughtered. Still o ther flcdglio!,'S have been dragged hefoTe
princes' thrones to answer for rheir ignorance with their unlives.
The Seven - T remere's seconds and the night-to-night leaders of his howle
- have learned that they must placate their fcllow monsters, must [C:lTIl the rules
of this arcane culmre and at least appear to play by them. Surely the T remere have
much 10 offer. Their new blOCKl-arts of ThauIMImg:y. however effective against
Tzimisce koidun in the D arpa ians, may fall mise rably shon-of the ans they once
wielded as breathing '«jIriock .1fer feel more vulnerable lhan they might have
ever been. But no ) . eV{rp~ know that. Wheedling and maki ng oneself
"useful" rooth e~' ambi t ionSdqil not come eas,ily [0 th~ proud T remere soul. Many
chafe-;t t)avl ~mile while Vemrue lordlings use and abuse rheir gifts with
seeming impunity. et they bear it in the name ofClesperation and emerprise . In
prfvate, ~y scoff. f t~y~bear the Usurper epithet, t hey will earn it.
Unfort unately nei ler the clan's tightening hierarch y nor lhe partial blood
oath each Tremere pl@gestohissuperiorshasbrought the unitytheSevendesire.
In th~ they o~ have tl;iree of their own to blame; Goratrix the Sleepless,
lighnting-rod for m.,e clan$-radical elen,ents; Etri us the Reluctanr. whose faction
plays 'Nan ~rence; and wise Meerlinda, derided as a me re conciliator even as
she ~mblcs herown ase of support. And therl"; exist deeper rin'(ls well; between
th"" woo ~clcomi'.d mmo rtality ;md those who feel betrayed and ensbved,
¥tween audfurit 11m and cMmpions of wiw rdl)· autonomy, and so 0 11 , ad
infinitum. Still) mOSt T tcmere understand that the rcst of the world hrm.."S them far
more th,m t!Jey ,~uld ever bate each other. In the facc of external threat or
scrutiny, even tn't deadliest riVIIls close ranks.
RlJleplaying Hints: Clan Tremcrc picks the m~t imelligent andemerprbing
peopl~ fOI-"'lndw:f into the ~ct. These po..-oplc come from uny of the sources of
inteltecl .in ~al society expounding the idefllaofthc T remere. a bla?:ing intdlce!
with II h~~toi~~~ts and a (recbooting spirit. During these dark l imes. thc
nennectc ~r1f your only friend, you r chlintTy house yOur Qllly home, and you r
tcacninblS'arC your only truth. During your initiate traini ng. yOu were introduced
to the various mystical sccretsof yourOTderand your faith in the Pyramid. You fully
understand your T remere Oath, sworn du ring your Embrace. and you now have a
concept of the dangers th:u face House and Clan Tremere. Enemies pn:ss in from
all sides and you r strength, along with t hat of your clammltes, is the only thing
standing between you and oblivion. You C:Ulnot trust the other Cainite clans, as
you know they will never tmly trust you.
Clan Disciplines: Auspex, Dominare, Thawnmurg:y
Ad van tage: The clan's tight-knit structure is one that encourages obedience
to superiors, but superiors are also encouraged to assist the younger memPcrs.
Members must still perfoml their duties - laggards arc severely punished - but
all can expect instruction and assbtance from their elders. Of course, once Ihe
instruction is finished, the student will be expected 10 perform some dUlY.
T remere stan with o ne fret' T tlll! of Learning or Occult Inf/UfflCt anJ an
aSSOCltlleJ Abllny T fll1! of Academics Ill" Occult, to reflect their maglCaltflllnlng.
I)i~dvantage: The (:uiture wllhm l'lou~ Tremere IS one of tXw.'I.i,e IKe to
one's superiOrs. Every new acolyt e is panially bound 10 the house In blooJ oalh by
,I drmk of the combined Se\'cn's VilaI,'. Therefort.', T remere supertors have an easier
lime t1 ttemprtng 10 Dominate clanrnates of lower rank, gaining a one-Trait Ixmus
on such effons. Finally each Tremere surrenders a VillI of her own vit:le to her
IInmedirue superior, which usually ends up in the High Ch:lntry of Ceoris. With
the knowledge that their vitac could be used against them for mcsof pUlllshmem,
fcw Tremere are wlllmg to dlliobey.
Suggested Viae: Hum:llllty, Sm . Man)' T rcmere are unaware th:1I there are
:myaltematl\·es.

(f)€ BCOOOCIn€$
BAAl)
The origms of the 1}.'1;,ll are unclear, but they aTC as anCient ,IS any clan of
Caine. The Baali are as o ld as the fi rst dark rites, designed to wke control of the
forces at work in the world, rathe r [han be at the ir merq-. An ancient tribe of
humans desired power and.ao mAde-1i pacf with dnrknes!l. ~r time, these dark
fOKesacqul rtd many names and forms-the C hildren, the Lords and other, moch
stranger names. The Lords were called Sa'a! in the iani,'U8ge of the time, and so
IhclT SCTVIlOfS came to be known as 8.'1all, and later, the Shaltan.
The transmuration of these monals. Inro G¥nitea iii an event shrouded tn
mystery. The t"'"O consnmu m the :otariCii olthe.Beali bloodline's acallon are
hubm and fooli5hm.'55. As ,he IIorles hay It ;\ Calnlte toyed whh the &:,I,- for
t
amusement, 10 tea<:h them the e rror ofth,;r ways, or toshow them how pathetlc
their attempts at "evil" wet\!, dqJen4i~ en the [alc. Whether uc1ibt'rately or
accidental1y~ he lOuched l}u,m wit hit ~(ooJ. Those.who "survived the allen-
tions became the founder~ of thls t8tntg1 iim.:.
The 8.1.ali seeexiSlence as ast Ie bctw...'ftl two greatpQwers. For lack ofbctter
definitIon, tht'y call rht:se sidd Pi3 and ~I, or light and druic:. Much greater Ihm1
the pt"ny warsand si ns O(ClllniteJ. th .... pot.1o·ers tru;:~ ane:cisrence. E\·cl)·thmg
and evel)'one is a pan of dtistonflicl . To ~ &tali, the only measure 01 lO.'Orth is
whether you em participate in the ganlC. The i,'!Cat JlQIO.~rshave no nlw ro.-C'1tnlles
- vampires h ave no soul=>, or are alreftdy damned. What th~ power., value are
human souls, and ,m ything of \'alue 10 the i,'!Cat powers is of value 10 the Baall. Over
the yraTS, the Baitll ha\'e split into different sects, each worshiT'Ping III own version
of the dark fOKes; the Children, t.he Lords. insect-demons, ancient gods and more.
The Baali might have come inlO Iheir uwn as 1I clan of power, but the Salubri
long ago took up ann! against them, crus.'1uing to wipe Out the infern,llislS.
Although the 8.'1ali brought down most of the Salubri warriors, the connict gre.nly
rcUoceJ ,heir numbers and power as well. An Assam!!e holy war followed the
Salubri assault, which funher weakened the bloodlme, but here the Baali stru<:k
lx,ck wilh a rituallhat e\'en now works us lO.'ay through the Assam,tes, strlkmg
them with:m irrational thirst for Cainite blood. Despite this curse, the Assamites
possess much more power than the Baali, and they make a formidable enemy.
Now diminished in strength, the Baali suffer further persecUfion by other
Cainites, as well as mortal witc h-hunts. Baali are generally actively distrusted and
officially b.1nned from many domains. A few may court them in hopo.'s of gaini ng
the favorof their infernal masters, but most use them asconvenient scapegoats. For
their part, the Baali try [0 remain inconspicuous. avoiding obvious positions of
power. They operate o utside the normal p:lrameters of the Cainiu: feudal system,
or pass themselves off as members of o ther clans. This low profile gives them
considerable opportu nities [0 perform valuable research for later schemes. They
collect information, wornl their way into posit ions of influence over those in
polO.·er, seduce others and set themselves up for lat.er advances. The major ohstacle
to these plans is the bloodline's current disunity. The disparate Baali sects quarrel
continuously, sometimes using their accumulated influence to strike at each other
rather than at their enemies.
The Embrace. like most Baali rites, is vicious and blood),. Once drained of
blood, the would-be childe receives her blood through a gash in her helm and is
tossed into a pit of corpses, which she must climb out of, the better to winnow the
weak from the strong. A childe is indoctrinated imo her sire's cult upon her
Embrace, and isexpo.'cted [Of01 1ow his dictates. Afterfive to IOyears, she isallowed
to strike out on her own, although she may return to report to her sire, just as each
sire must report back to his sire, and so on b.1ck to the Baali's infernal masters.
Loyalty is valued, but blind loyalty, is the sign of a weak mind.
(Note: In case the previous history didn't make it clear, Baali are often
destroyed on sight if they make their true clan know abroad. Storytellers are urged
to think very carefully before allOWing lhe Shaitans imo their chronicle.)
Roleplaying Hinls: You were brought into the truth because you had already
glimpsed it from afar. Now, like a d:uk messiah. you seek to bring others to that
truth by tempt ing, corrupting, whatever it I<lkes to show them whm you already
know. There is little that pleases you like slowly peeling away someone's illusions,
revealing them for the lies they are, before you reveal the greatest truth of aiL
Disciplines: Daimoinon, Obfuscate, Presence
Advantage: The BMli's Structure allows for one to ask for aid and assistance
from her supe riors, but beware, for the servants of the Lords have no patience for
weaklings or laggards. If a Baali asks for somelhing from he r sire. be assured that he
will demand something in return.
Many Baali are either brought into the dark Tites :lfter their Embrace, or they
learned something of it before. Either way, all Baali begin play with one Ability
Trait of Occult and o ne Influence Trait of Occult.
Disadvan tage: Asservitors of the Pit and the Infernal. the Baali suffereven more
than other C 'Iinitcs when confronted with holy power. True Faith and holy relics
cause them twice the damab't! that a normal vampire suffers. The BaaH are also
particularly vulnerable to re ligious symbols-chamed verses of the Qur'an. crosses.
Stars of David or the symbol of a pagan's True Faith will drive the B.'1ali before them.
SU!;gcsted Viae: Sin, but a wry small minority follows the Road of Kings.
Gargoyk-s - horrifying hyhrids ofNosfcrntu, G;mgrcl and Ttimisce blood-
WCTC c reated by the Tremer!' as an experiment in slavery during the worst nights
uf the T zirnisce's campaign agairur them. The T remere used captured Caini t e~ as
the basis, and imbued their creations with deep harred for their "ancestors." The
Gargoyles ~ ingleJumdedly turned the tide of battle. giving the T remen~ a ch:l!lce
to survive deSpite tne enmity ofth e clans. Since midw:1Y through the 12th century.
Gargoyles h.~ve guarded almost every Tremcff! eh,tnlry.
The comb ination 9f" blood in Gargoyles ~ resulted in a little lea than it
monster. Nbsferatu bloqd gives them a hideous, demonic apPC;If"lUl<!e, while
Gangrcl blood makes them lillie better than beasts. Their T!imiscc blood is
perhaps responsible for t,¥ st ran!,,'CSI of their mmations, such as the huge,
chiropteTlH? wings that ~ro.k.from thcir~, lind the tcndency of the ir skin to
harden imb a stonelike 'sup~ twthey age. In short. they look exactly like
something t~)at crawled down offa massive cathedral.
The Watchdogs gene ~y have liule imelligence, simple needs and few
desires. Thf( prefer th~ company of their own kind :md are f'lC1;'Cel)' lo)'al to each
other. The sleep heaped in plies, mklng comfort in one anotl*~i presence. They
will not harm the wnk or crippled of their own race, minging th em anim.'1ls from
which to ~etd: ~y are also fiercely tttritflriai. Anyone but their crearbrs who
enteri thetr }'atrs IS promptly beset by -a QOi(Je of angry I:iea6ts.
Most C!iargoyles are created from ca~ Cainites rather than Embraced by
other Gargoyles, and me: <:rClIrton process-Is nOt always t.'l1tirel y successful . Some
of these vict~semerge annad.degeneratecrcatures. who will obey their{r remere
masters for only a few months before they must ~ slaim The creation process is
overseen by th :rremere Virstania, who rnkesa motherlx int erest in the Gargoyles.
She has allowed them to create a few nearly mindless ghO\Jls to gw.rd their lairs
du ring the daytime
Rumor has it that e.early Gargoyle e~aped T rernere..conlTol and formed a
colony of free Gargoyles hidden 80mcwhere near ~Igh Chantry ofCeoris. 11)is
legendary figure is called the Rock Lord, and storiL'S ofhis C:SC.1pe have done much
to tum the thoughts of the Gargoyles IOward freedom. Many love thdr crealON-
and they were designed for loyal ty- but some Gargoyle mindsdo wander toward a
desire for libeny sooneror later. For now, the escaped Gargoylesswelltheir ranks with
their freed fellows, as they find it difficult IOcreate more of their own kmd. After all.
a race that cannot reproduce will eventUlllly die out, and even the Gaq,'O)·les realize
this. Theycontinue toexpcriment with Embmcingcaptives. and if they ever produce
sustainable progeny. free Gargoyles could become more than JUSt peStS.
N o one but the T remere IOlerates the presence ofOargoyles. The other dims
see them asenemysoldiersorabominat ions. Any Ga rgoyle seen withO\Jt a T remere
handler is likely to be destroyed. or raken apan piece by piece by CUTIOUS ui nites
like the Ttimisce.
Roleplayi ng H inlS: Serve the masters, love the masICTS, protect the maSters.
Without them. you would not exist. Give captu red prey to Virstania - maybe she
will make you a brother. You have no grealer desire than serving the T remere, but
501llCt1ll1es, you ..... ond er ..... hat It Imght be like to be your own master. Never speak
of thIs to the masters, though.
Disciplines: Fliglu, FormuM, POO'TlC(!" Spo..'Cial (see p. 215)
Advantage: Gargoyles ..... ere meant [0 bej,,'uardiansand pr<xcctors. The)' begm
play with two Traits of Brawl.
Disadvantage: Meant to be staves and :;ervaIl{S, Gargoyles have ..... eak Wills, or
soon will if their T remere masters h;lVe anything to say about it. Gargo),les suffer
a two-Tmit penalty when attc mpting to resist /Jomiruuc o r other mind-control.
Su~es ted Viae : Beast , a lthouj!h a few follow the RO:ld of Heaven to better
understand their twisted lives.

[IIIBOn
European \'3mpires behc\"e that the Laibon were creatl-d by C 'Unttes who
nugr:noo to Africa before the spreading Saham Desert cut off the southern part cl the
continent from the rest: r:A the world. The Laihon believe that they descended from the
splrl l$ ri the land, and the}' ~ illO:il. Cairutc lcgcndsai-pcrvClSlOflSof their ()\\T\ beliefs.
Afri ca is still a wild phlc(!, where the dance of predator and prey is played out
nrcn ly. The bibon rake their lessons from the '1'irits of predmors, such as the big
calS. Study of and kinship "'ith animals h.aj givt'n the Laioon a grellter understand-
mg of and cqIllrol over lheir Beasts, The Beast u n01 a.seporare emity that controls
theIT aClions, bur the, p'drt of them [h..'1t i.s clUSCil- tome animal spirits from wh ich
th~y came. This :;ense of kinship makes the Sphinxes fomllu;lble h unters, Like
many of [h~ great predalOl'S, they abo [.mU 10 have-large ternlOncs and defend
them vibroroosly agamSt Intruders.
Laibon do nO( lOler-'-*Ct much With each othcr. li¥ mosl r redators, o nce a
chl lJe is IUTnc.'<i out 0( the home, !ille IS no more a relalion to her Sirc Ihan anYOlher
membt:r of the species. They may ~nd tT\Cjs~ to one another through Illterm e-
dmnes,I1U[ th ey do no t enter allothll1" s le TTitory without a dellr invitat ion. Most
Lm bo n will not even cOm111unicllle wit h. elK~ other except on matters of impor-
tance 10 the bloodline as a whole,
&.'Causc of the Laibon'.l.arge territories and lheir lack 0( proximity 10 other
C'lUllles and the War of Princes. they ha\'e n)(lre let;ure time than om er va mp ires,
Some 0( the Laibon use this tillte to eng;tge in scholarly puUUIIS, learnlll/.: the
languages" dIStant ploce.andhooing thef'ine .m ofslOTytelling. Most Lll100n know
the creation mYI~of thelT people by heart and pass them 00 to anyCalnlle who asb.
As a TUeof Pass3ic, blbon neonates ua\,e! exterul\,ely before takmg on their
own domains. OccasionallY:1ll older L'IiOOn in need of a change WIll mwcl for a
ume. TIle Sphmxes believe tNit one cannot rule-o ne's domam ",'uhoul S()01e
understandmg of what lies beyond i t . Some of these blbon havc traveled 1010
Europe, paying for hospirality With mles from diS[3nt lands or mnatin/.: d isplays of
gruce and fcrocity.
With [mde routes established into the African kingdoms, IslamiC v(Unplres
have moved into l..3ibon [errilOrics. The African vam pires do not aprrcciate the
intrUSion of (hei r Amblc brethrcn or the srreaJ of rhe foreign faith in thclr lands,
;md Ihey strike SWiftly at any foreij,'tl Catniles they find in their terntorl(!lo. Now
traveling young Laihon carry more than juSt stories. They also carry mess.1ges and
wllrnings. accompanied by violence if it gets the point ac ross. Although Laibon
possess remarkable comrol o\'er t heir Beasts and tempers, they have no compunc-
t ion against striking out against their enemies when necess.1r')·.
Roleplaying Hints: Yau lire brother of the lion, sister of the leopard. kin rothe
beaslS of Africa and a walking part of its soul. You have no imerest in power or
gamc5 of the Damned. After all, what use does a cheetah have for a castle or men
to command! You carry a stock of tales of your many travels, and you art' pleased
to5hare in return for hospitality. But let noone think you are domesticated. Should
someone make that mistake, be pleaso...J to re-educate him in the ways of the wild,
Disciplines: Animalism. Abombwc. FortiuWe
Ad van tage: Laihon are still considered something of a novelty in many paftS
of Europe. uninterested in the power games and squabbles of the War of Princes.
and because of that, they are genernlly allowed free passage without much hassle.
Their appearance occasionally leads them to be mistaken for Baali or Followers of
Set. but such mistakes lire few and generally not made again.
Because of the ir extensive travels, all Laibon come into pl;ly with one SUTvit'lll
Trait ;lnd .1 level of Transpo!'falion Influence.
Disadvanwgc: Control o\'er the Beast comes at a cost - a tithe of the blood a
Laihon consumes and uses. Each time a Laibon uses or COf15umes blood. the &asl
"consumes" a Trait 01 two if the change in blood pool is five T milS or greater in one
scene. Forexample. if a Laihon vampire spends a Trait toboost her PhysicalAttributes,
she actually I~ two. If she drains a monal of 10 Blood Traits, she only gains eighr.
Sugges ted Viae: Beast and He;lven, albeit with cultural variations.

l AmiA
The very first Lamia was the daughter of Li lith. Some of the bloodline's
legends say that Li li th lx:c.amc pIe~~ thrQygh ra{!C after she refused to
service him. Most Lt~la sneer at thiS, insisting that t ilith would never have
opened herself to Adam. "Lamia" beo;:.ametlle- tide of the DarKMother Lil ith 's high
priestess, an inherited position l?a:iSCtfdownJroffi Dwtl)Cr toc\Dughter. Each Lamia
upheld the memory of the Dark ~~e..r, veI~tin~ft:r with vio lent, bloody r;te~.
Each Lamia gathered worthy men toKe}, mstn:ktihg them In the Dark Mother s
secrets and the twi n artS of'iitual 'and-war, but alwaY" !n secret.
One night, Laza~5 orctan 6appltclocian fou nd the temple at which L,mia
performed he r bloody r i~es. He was plea:!ed fnt h~r fe rvor and wisdom, ;lnd
determined to Embrace heT. He ~rt:down.ueon heran'U Embnlced her by force.
Lamia was overcome by darr-v,isions ~th~~t\b,int9-death, Lilith spoke to her
then, instructing her to prepan fur her cbml~. "1 am [\Ieath,r she said in a voice
like the Wind, "and your new I!at~ shall l;le..the ke")' ro my return to the world.
Protect them and see to it thfl[ d ieit Stuqt~ rome to fruition."
When Lamia had completed h tnlnsiqpn.to undeath, Lazarus infonneO her
tha t she would now join the Cappadocians in the .rudy and contemplation of
death. She smiled and whi5percdln h ~ear.lma rus trembled ;lnd fl ed the glade
then. Noone knows wha t Lamia told Lazarus that night, but her descendants have
many theories. Some say that she to ld him a fraction of the revelation that Lilith
had given her that night. Others say that she informed him ofhIS position as III II h'~
P ill',,", showing him just how small he was In the grand scheme of thml,'S.

Lamia joumeyed to the Caw.l<.iocians, where ]apheth, chi!Je ofCapf'"oKioclUS,


mit iated her into the dan. Thereafter , the blooJline remained d ose [0 the
C nppadocia ns. The Llmia shared the Clppadocians' th irst for knowledge, ill-
though the y preferred tofi nclll in sensation and expe rknce, rathe r th an III dry nnd
dusty tomes. They shared the Ca ppadocians' reverence for and fascination \\·Ith
denlh, nlthough they preferred to exult in It mlher thn n study it. They reveled in
va mpi rism lin gifl ffOnl the Dark Muthcr. the fUlluralevolution oihurnam t y. They
fe ll naturally into their new role as pred ators. which was li ttle different from their
previous :ktIVlt~.
The cult had ahr.;,ays empbftsi~ the 3ruof war, so the trMSltlon from cult to
defenders 9f a High Oan W$S II smnll step for them. "O\ey belle\·e Ihat the High
C lan unknowmgly serve! d·~ Dflrk Mother. and they're happy to mamwin that
arrangement. Their en..Itation of the fen"\alc principle bothers many Ca mltes, so
most L."lm ia keep their lqyalty to Lilith private bul.notsecrt!t. Some l amb spread
the ir !,'OSpei under the guise. of culu de"Yot..-d, to t he Virgin Ma ry.
The GorgON are-few, buuhey ar~ d ose- knit and loyal to th eir lI iSlon of the
DJrk Mother's plan. Thtir StAtuS as scrvanlS and guardians of a High C lan leaves
50me QliQites untCrtflin how to treat them, particularly given their hloody and
:ealous rqlUta tioo.,.!1r Lamia usufllly receive rtweet denied to tllOSt othe r
bloodhnesand LowCtant, ifonly OUI of w.ui rw:ss and respect (or the C1ppaJocians,
gIVI ng them a son of ,m;dJle~lass StatuS.
Camen! legend claims chat CaUle MOle his po,,·en from llitth by forcibly
drmking her blocxl ... henane ~CuStd to teach him h t r magics. Most of the Llmia
do nOt beli~e this, c1ailOlng instead that Lilith nwg!:nCaine only II h;m! fraction
of her powe~ 'the legdld <"l{ the theft an:l5e-b«ause Cainites (cspccinl ly males)
could not standtobeli clle theirpowerwasa1yen to (hem bya wO\l1.1 n,or th:1{ O un e
was Lilith's subotdinatc.
Roleplaying Hin u ; You are.achild of the Dark MOt her, a priestess of her Wilt,
and for now, her will is that you prOtl"Ct C lan Ca pl!ado.x'ian. Death is nm somethmg
to be studied from afa r, but to be reveled in as the bringer and creator. Wisdom IS
not found In dusty scrolls ill\d wrnbs, bot in expe rience and sensation. DTlnk the
blood of sensation, revelm the dea th you bTl ng to your enemies, bot n..:\'cr foq..>et
)'oor pul"JXlSC.
Discipli nes; Ft]fflltuk, Morns (POI ), of Four HUlI1OUn), Pounce
Advantage; As warriors and gu:mis for the Cappadocians, alt Lamia begm
With tWOT mitsof the following: Archery, Brau4, Dodge and Melee (the choice may
be (WO of one , or two different ).
Disadvantage: Lamia carry :1viru lent plague that they call the Seed of lil it h.
Anyone the Ll mia feeds upon must SUCCl-cd m aStat ic Physical Chal lenge (ag~ltnst
six T mlts for women, eight for me ll). If the challcn!,-e fails, the lIicti m COIllr-.lCtS a
Black Plague-li ke sickness th:1I kills after se \·eral days. Any \':Implre d un consumes
lamia blood becomes a ca m er of the disease until all the Lamia blood has bo..-en
purged (rom his body. Those princes who know of the SeL>(\ of Lilith eithl'r ban
bmi:) from rheir dom:)ins or restrict thei r preSl'nCe to 1cpl'r villages.
Suggested Viae: Ail [he major roads arl' represented in the bloodline, bm
mnny follow the Cappdocians' Road of Bones (.>ee Laws of the Night).

C51A[Jmm
Most Cainites who know of Lhiannan belien: them to be a subspl'cies of the
Gang rel. After all, they're wild. fey Cfeatures. They dwell al most exclush'ely in
ru ral areas. and they still follow the old pagan traditions. No one knows exactly
when the Lhiannan line started. E\'cn thc bloodlinc's ciders only \mO"' that a
woodland spiril was somehow bound !O the body of a vamp i ~ a[ some rime in the
Jist;ln! past by a sh;.dowy female called the C rone, and the DruIds Imce thei r
he ritage from this.
Fr.lgments of Europe's older cultures ~till survive in isolated villages, and
where they survive, so do the Lhiannllfl. As Christian forces stamp out (or
>I,;"imilate) the old rcligion~ lind superstitions. the llioodline is pushed further and
furthc r from civili::l\ion. The bloodline.isdying for several rea.>ons. Their mystical
nawre marks them indelibly, giving them an aum thareven ordinary humans can
sense. :lIld making them easy t1Irgctll for witch-hunrt:t:S. In addition, tM spirit that
gave them their identity and lnuch of the ir power seell\ll to be fading.
The spiri t that joined with th~ first Lhianrum was highl y te rrhorial and
bloodthirsty, demanding sacrifice. Whe n the fi rst Lhiannnn Embraced the s«ond.
the spirit g(l\'e a bit of itself intO a new spirit and passetl il into the new vampire.
That spirit has given itself many rimes over thecenturit:f;, :md newer Lltiannan are
much weaker than their elders. Each Lhiannan who makes a childe becomes
weake r, and each childe is wealer than ht;r sire. With each Lhi:mnan destroyed.
Ihe pIece of the spirit that is parI of her disappears. Because of this, the Lhiannan
sire rarel)" zealously gua rding the shards- of spirit they still hold. Only when
lonelmess overcomes them do they diminish their power b~' Em bracing.
Lhiannan inherited much from the spim that inhabits them. As fiercely
te rri tori:. 1creatures. they choose:m area and proteCt it jea lously. O nly emergency
can force them ou[. They are strongly tied to the fo~ts - cities make them
uncomfortable. even ill. The Lhianmm also have power over spirits through their
Discipline. They have tried without success to bind a new and powerful spiri t to
their bloodline [0 rencw their su ength .
European Cainires generally view Ihe Lhiannan as S<lvages. The Gangrel.
however, bear them intense hatroo and slay thcm whenever possible. The Animals
give no reasons for their hate, but the elders sometimes mention a "great berm)'al"
when referring to the Lhiannan.
Roleplaying Hints: You arc the soul of the o ld ways, Natu re red in tooth and
claw. T he land is all you have left, your last tie to [hose days, and )'011 arc all thar
the hmd has left. Without each other, you will perish. The outsiders will never
understand. [n these times. the spirit in you is dying. You fear the night that it
finally ceases to answer you. for then you :md the land will be de:.d.
Discip[ines: Allimali.~m, Ogham, Presellce
Advan tage: Mortals ..... ho folIo ..... tilt: p..1gan ..... aysconstitute a Herd from which
lhe may gain one Blood Trail per level OfOI!Mmshe possesscs. Thc Lhiannan must
havc access to her Herd, and each T mit gainL-d rL'quires 15 minutes OU I of play.
Because of their ties to the old ..... ays, Lhiann:1Il begin play ..... ith one Trait each in
Occult and Hearth \'(Iisdom.
Disadvan tage: The Lhiannan :ue part nature spiru,and their inhumanity runs
strong within them. Even normal humans fcd vaguely uncomfortable in their
presence but ..... ill not understand ..... hy. Attempts todetermine a Lhiannan's nature
via A1t.'i//ex, Numina or other supernatural means gains a rwo-T rait bonus.
AdJitionally, Lhimlllan are c,·<,n more tiLxI to their land than the Tlimisce.
A Lhimman who leaves her territory bt.'Cornes uncomfortable oreve n physicall y ill.
She suffers aone-T mit penalty for each week t hat she remains outside her territory.
Once shc returns to her territory. her Traits return to normal within a fell' hours.
SuggestL-u Viae: Beast. A few follow the Roads of Kings or Sin.

$I\WBRI
It is hard to believe, gazing on the tat tered remnants o f Ihe Salubri. that they
we re once a High Clan, considered matchless warriors, compassionate healers and
learned scholars by their peers. No ..... they are haggard and huml'd by till' murJerous
Clan T reme re, which seeks to purge them from the earth to cover their crime of
slaughterinc aulor. 111e healer caste does ils beSt to hide frorn the T remere and
their other enemies. As Cainites, the heale rs are capable of dd·ending themselves,
but mOSt are sch~rly folk unsuited toa humed existence. The warrior caste fights
back where it can, which would mean much more if most of this caste had nOI been
destroyed making war againsL the infemalist & ali.
Fe ..... Salubri are left in thescni~ts, and tobolstertheircampalgn. the T remere
have sought to tum them into the very things the Salubri despjse. Where the
Luminaries I\ave spem centuries (jghting the Baali and infemali5ts, the T remere
now spread lies and innuendo asserting thm the Salubri arc servants of He I!. They
claim thattheSalubri only waged ....·.uagainst the &ali to bolsrer their public image
and place themselves above re proach. The T remere make d ... als with princes and
lords. offering magical favor, in rcturn for aid in hun ting the Salubrj. Wherl' bribes
do not work, they use threats instead, finding way6 (0 put Cainites' most treasured
possessions and companiOn! in jeopardy. Rumor among the Salubri has it that a
fledgling (ll1!ance hassprung up hctwc<:n ,I particularly unsavory Tremere lord and
asect of Baa Ii. The twO trade Information on known n;lllles(lIld locat ionsofSaluhri
and aid each other in eradicat ing their mutual e nemy.
Wilh their high moml mtndards and their willingness to make war against
anything they deem evil. the S:lluhri have made many enemies over the cemuries.
All of these foes are coming out of the &h:ldows. taking advantage of the S:llubri's
plight in the name of re"engc, chief among them the &ali.
Anothe r difficulry the former High Oan faces is the loss of the Code of
Samie!. The code was created by Sam ie!, first of the Salubri warriors. and his
disciples. h laid OUt Ihe proper nightly conduct of a warrior in ..... ar and peacetime
and outlined the procedure for blooding a new Salubri warrior. This ritual was
Initial spamng aside, and u~m the passage of time, Hauknefr Md found the
Toreador Pmllo de Ia Pena to be a uf>Cful supplier of g()55ip, and Paulo fmlnd in me
Brujah a ro/.eram ear and a si~abk dererrenr to his mlies.
The IU'Q Md raken 10 meering in a ral'enl lU'Q meeu foam the POTt. Among
its endearing qualiriel «'(IS lhe naruTal instlnel of Ihe kine co gil'e their table
consuu.'TabIe disrance. Many of the sailors lI'ere brallt, many foo/Mrdy, but few
«'eTe swpid.
'"It's Mrdly a secret," Paulo said 10 his miserably under-informed companion.
'·Prince Salt'tuini scoured the city looking far me murderer. He «'(l5 obsessed. StiU is. H

'· 1 heard IIUlI Others of his line Nwe suffered similar fales," Hauknefr IlOdded.
"But no one knows who·s committing mese arrocities!"
"I mighl ," Ihe Malkavi(m seer IIllmed Grigori Wid, sliding 01110 the bench besitk
Hauknefr. As he s(>ok£, he stared umighl imo lhe single fllllY candle on lhe !able.
Paulo laughed to cotler his slIIprise. He hadn't... seen lhe nOlOriOIl5 Malkavian
amt'e. "Oh, but of course. Perhaps lhe srars «>/1ispered it 10 you."
Grigori held his lOngue a momem. "Perhaps you mighl prefer 10 remain in your
comfartabJy tri ...iaI role, oh patron of po"ery, ar per/wps you will ieam to recognize
opportunity u·hen it sin befare )"ou."
Paulo sneered, but his imeresl was piqued nonetheless. "Very uodl, speak on.
Perhaps there is sOlnedling in your words wonh hearing."
~Someone - a conspirawr int'Olwd in me murder - resu in torpor nearby,"
rh.e Lunatic whispered. "I hal'C been told of it in my way. If ItIC can get hold of him ,
U'l' can find 01/1 who really killed Damiano. Prince Salt'lllini wiU doublle5.! be grClU'fu/."

Sel'Crai thoughu crossed Paulo's mind, btU he sellled on skepticism. "How do


you know all this!"
'·Yorl know what I am capable of. )"el you continue 10 daubl me. I hear things
of which others are ignorant. I see fhings hidden {rom-"
~And dley say Paulo is QIIIT-spoken," grumbled Hauknefr . "Are you going
anywhere u-·ith this. Madman !"
Again. Grigori held back his l'Cnom. "A cMm:e to right a wrong, Hauknefr.
Surely you're ready 10 nuU.:.e your mark in your new home! It can't hurt to be the
hero ",ho brings the criminal to justice."
"So why not deal wilh Ihis yourself!"
'., fear I do not MI'e the prince's ear as much as I used too before his sire was
slain. He blames me far nOI seeing clearly soon enough. Besides, I cannot acl on \l'Mt
I know alone."
Paulo leaned forumd. "Bur me wi/! be reu-mds cq)/enry for each of us if we
acl togewr. I would wager. Tales wi/! long be spoken of our deeds!" His eyes were
alight with an intense need for me recognition of his peers. Chances for elevation in
the eyes of lhe elders were few and far befll'een, and Paulo W(lIIld not miss 011.1 on
his chance to shine.
"So where is Ihis torpid conspirmor?" asked Hauknefr.
·"High aixx'C and yet below, ballered bastion, heart beau slow,'" Grigori said.
""TMf is WMI lhe sraTS whispered to me, if )"ou wi/!. "
"HIgh.. . low... u-'MI!" Hcmkntfr munnurtd.
"Do me, TtaUy say I'm Ot'e'T-spoktn!" Paulo inltmltned.
"Dots thaI 'de 10: PdIa' 5umCllnt rtfer ro wrock becu'ef'll yourtars!" Gnp lussed.
" II can 011.1, lJIt'an one tlulIg. "
"I'UMt't')'OU know mal my Sllmamt refers 10 tk ln0na5lery "·hee J Spelll my ...
Ah, Iml of COllrst !"
"Indeed , ,. Grigori said. "/ueems IMI t t't'n lhe sanectll1 set dearl)"from /Imt 10 /nne .
So, now Ihat we Mt'e OIlT deSInIl1IIQ1l, how should we int'esligatt il!"'
"Somt' of !he brOlherS {rQlll m, SUiy thee U-'tT1! less than demltt. If '0il catch my
In(anrng. Paulccon{idtd. "Brother KllSlO[, [arinswllCt, has a penchalllforyolIIlgmen.
K

I am no longer u-'ticome theTt , buIll sor~Ollt "'tTl.' to find t 'ITIW;' ill his u-'takness ... "
"Yts," Grigon said. "ucu't /110.1 to me."
~ ,- -~ .- _ - .... , '. _. ' "-
-
-- ,-
-- - -
-""'-

.. - ~. -.. ~ -
(lO.lWmR 'COR€€:
(loAAAClrnR (lRfALlon
Defore you can play Faith and Fire, you must creare a charac ter, (or
without characters, there can be no story. Thischapler has all you'l l need
10 do just that.

$C€P On€: In$PIRIlCiOn


Arguably [he m05t imponant Stcp in character creation is the
formation of the basic concept, Every vampire wasoncea no nnal human,
after all, with hopes, fears, dreams and ambitions. Once Embraced, the
character brinl.'5 he r panicular views to her new unlife. These strengths
and weaknesses shape the character's TraiLS, capabilities and Iimilat ions.
The first slep in creating a ch:mlCter 15 10 come up " 'jlh a basic idea
of lhe peno n. This initial concept can usually be summed up in a single
word - scholar, drifter, diletrante, laborer, wha tever. Don't worry about details
now; think more in terms of broad bmshstrokes, C reate the person, before you
<:rcate the vampire.
qLAn$
By far, one of the most impommt steps in this process is the choice of your
chamcter's clan. A reclusive packmt makes a 1ikely Nosferatu; a skilled court herald
could be Embraced as a Ventrue. Breaking stereotypes can be fun, tOO - imagine
these examples being reversed, for instance - but this initial concept shapes a
character's outlook on her own clan.
The choice of clan is a permanent dec ision in a character's life. All sorts of
goals and accomplishments in Cainite society, expectations and stereotypes of her
fellow va mpires, and - to some, most importantly - the Disciplines initially
available to the chamcter should be taken into accou nt when the choice of clan
is made. Note that some clans are not ye t as widespread in these nights as thcy will
become. Not every city has a T remcre presence and a chantry, but may be ollcmm
with C1ppadocians and their libraries.
If no clan strikes your fancy, a character can always be Caitiff-bereft of :my
known clan and possessed of an eclectic assortment of Disciplines. These vampires
are almost uniformly of weak blood, high generation and limited Cainite standing,
however, all of which might seriously hnmper her in the Dark Medieval world.
nAtUR£ AnD D£m£AnOR
To dcfine a character's persorl.1lity, choose a particular Archetype. Each Arche-
type lists an underlying motivation, a reason foracharucterto behave in specific ways.
The Archetypes described here are, by no means, the final list of personalities.
Storytellers can suggest and approve any further numbers of Archet~'JX'S.
A chal'lIcrer'sNm:ure Isher innel'lllC6l persona, the rruc basisol'hcrmotives. ~
m.my people bury their desires Ix'hind focaJc:s, the drives r:J the Nature often shine
through. Since the ch.1.I'HCler's Nature is a result ofhcr upbringing and life experiences.
Narurc changes rarely. h rakes extraorthn:uye\'Cn1S rO c.1USC5Olnt.'OIlC 10chan~'C Natures.
By contrast , the Demeanor is the public face, the one a character shows to
everyone else. Even if It is mdlcl,lly :II odds with the character's Nalure, the
Demeanor provides a COlwenlent mask llgamst Intrusion. Demeanors :Ire SUbJl'Ct
10 c.hani,'C at whim. Some characters mighl change Demeanors like some people
change socks, while othe rs choose a single face to present lO the world. On
OCC:lsion, Nature and Demeanor are the same. but few individuals are so open,
especially in Kindred society.
C~ E ROADS
Every vampire srruggles with the Bc:lst Within, the predatory drive of hunger
that pushes Cainites to acts of fury, despermion and horror. O nly by clin(:i ng to a
moral compass - a philosophical i,'found to stand agaimt the ra vages of amoralIty
- can a vampi re resist the slide Into total depraviry.
Vampires have learned that enlightenment ~md guidance can take many
forms. While some triac are more practiced thnn others, each has its own code of
beha\'ior and offers its own particular goats of achievement.

$C£P CUJO: ACrRIBUC€$


Natural capabilities use Attributes for desc riptions. Every character has
certain innate qualities. AnribUles describe these qunlities, marking a character's
particular areas of intrinsic talem.
~ijoogmG A(rRIBU(Eg
Each chflracrer has areas of excellence and other areas of more modest skil l.
You determine your character's natural talents, selecting whether ~'our character
is to be physical1y adroit, mentall y agile or socially adept. The character's concept
should guide these choices, so a warlord is likely to be physically exceptional while
a monk probably has more mental development than soc ial.
• PhYSical Anributes me~lsure your character's ge neral health, stamina,
agility and power. A character wi th modest Physical A ttributes is probably not very
athlet ie, while a characte r with high Physical Anributes is exceptionally Strong,
dexterous or tough.
• Social Attributesdetennine the forceof acharacter's personality and ability
to inter'dct well with Olhe rs. If your chllraCtcr has few Social T rairs, she may be
awkward, shy or just pillin looking. A socially pOlent characte r is :lm:lctive,
compel1ing or smooth.
• Mental Attributes help in problem-sol\'ing, learning, dedUCt ion and gen-
eralillenness. With limited Ment'lll attributes, a character is not particularly well
educated, quick-thinking or perceptive. A strongly Mental character is conversely
altemive, logical or intuitive.
Choos<! the priority of your character's at tributes_ E.'1ch chflracter is stronger
in some areas than in others, at least at first. Obviously, clan and concept Shflpe
these Attributes to some degree, but only a broad outline is needed in this step.
QfjOO$lnG CRAIC$
Once you've d..'Cided a\ your char-dlC(er's (nhCf(..nl srrengths, you should descnl-e
exactly the sonsof'exceptional chamctcnsucs he ~ In yourpml1<lryart.oaof acmOOlc
c!e"Ckl"l"ll'fll ,chcxliesewfl Trolls; III your~ ,choc:t;cfiw: m )OJnert iaryarea.sck."C1
mn.-c T r:uts. T mits are OOJectl\'es Jcscn~ the char,lCt\!r, JUSllike the dt:scrip6ons In a
no\'clorplay.1hcrefore. a Menml1yfocust,dch,lI'<JCtCf m~1t be more Intuim.'l'll:Ul Rauom/,
ora suoog Ph~'S1Ca1 char:.lIClt.Trould be OT(ft(,1l)' and Toodl but nOl: veryQrllCkor Nill11k.
A complete list ofT rnitsst',msOfl p. 100. PICk T !'lilts that describe your chameler
as if yOll wanted to write down the panlculflrqualulesc:i the mdividual. You can pick
a f1:ilnlcular T nil! multiple limes. If you like. 10 denote 5p..'C«loCular depth In an ar~'a.

$C€PCijR€€: ADVAnCAG€$
No character beguu without education. 111e skills and learnmg acqulToo
through. livmg, and the frumds made among vanous fields, all gift a char-ICier With
resources. FUr(he rmore, vampi ric rowers, called Disciplines, flow from the blood
of all Camlles, granting them superhuman capabilities. Collecli\'e1y, Ihese advan-
tages are learned or developed benefits not mherent to one's raw potential.
Advantages are divided mlo several calegories. Anllilies represent skills or
lraming, allowing characters to perform tasks. B.'K:kgrounds arc connections
among Ihe mortal and Immortal com mUllllles, representing such diveT'lK' facets as
friends, sociu I st;mding or Caini te sponsors. Discip II nes are the powers of t he blooJ,
the finely honed endowments that come With the Curse. Las!!)', VinuL'S represent
a chamcter's strength of moral bcklvlor, defining how well a pameular vampire
comports hu"self and holds to hiS eth ics m the face of the Beast.
QfjOO$lnG ABILICI E$
Select five Abilities that represent you r character's educallon ;md munmg.
Whether he learned them in h iS mortal Jays or honed them after ueHth, Abi lities
SCI your Chlll'llCle r apart by lett ing hm\ anempt tasks that less skilled compa triots
cannot underst-.md or complete. You can chOOS\" an Ability mul t iple rimes, if
desired, toshow greaterexpt'rtlsc. A complete list of Anilit IL'SslartsOIl p. 108. NOl ..
Ihal some Ahilities may be restricted by your Storyleller.
Qijoo$lnG DI$QIPLlnE$
Select three Basic Disciplmes for your vampire charnet!.'r. You mml select
them in the order listed (that is, you mUSt rake the first Bruic level before taking
the second Basic level in any given Discipline), and you can take only the Basic
levels :II this time. These DI.~lplincs must come (rom your clan's specialty
Disciplines. If you arc Cail if(, you may si mply choose any Ihree Basic Disciplines
desireJ, bm ~'ou r SlOryteller may restrict you to the eight most common Disciplmes
- Animalism, Auspex, Celerity, Dornmllle', Fortitude, ObfuscGU', Potence or PU$f'fICt
-unless you have an ex(cptionHl reason for learning a mO«' specialized power.
A complete list of Disciplines starts on p. 152. See lhe preVl0U5 table for a
quick list of your dan's specially Disciplines.
Qijoo$lnG BM KGROUnO$
You may mke fhoe Background Traits for your \·ampire. Each Background
represe nts a t it' to a pankubr agency, organization or resource, whether mortal or
Cainile. You can have up to five T TaltS In any Background. though your Storyteller
may prohibit c(' na in Backgrounds baSed on you r concep t, and most Storytellers
will scruunize :lIly Background above three Traits heavily.
Background descnpllons start on p. 114.

TIle final character T milS come together once your concept, dan. rood,
Anributes and advantages arc chosen. Your last touches Indude Blood Traits,
Willpower Trai ts, Road Traits and Vln ue Traits.
BLooO(RAI($
Each vampire has a cenain number of Blood Trails, or vitae, This blood can
be used for a variety of different tasks, from temporarily improVing one's physical
prowess to healing wounds to powering Disciplines. You can hold a number of
BlooJ T nllts determined by your ~ n e rmion, as shown on p. 117. This number is
m(xlifled by any clan disadvantages or R aws that you may h:1\'(' rel ating to feeding,
and it can be improved by the Herd Background (see p. 116).
IUILLPOIUER ( RAI($
Whe n al l other a\'enues arc exhausted, )'our W illpower measures your IIlnate
dm'e for self.preserv:lllon, )'our sense of mental fortitude and )'our ability to resist
tempt ltlOI\ al\d defeat. You can usc Willpower Traits for a varu.'ty of tasks, such as
redouhllng )'OUf efforts III a task Of resisting coercion.
or
You come into phlY with II number Willpower T n lifS dependent on your
genenlilon. The generation fable on p.117 shows your starling permanent Will-
power. mdlcatinghowmany Willpower Trait<; you have. The m:IXlIIlUIIl Willpower
IlstUlJ: shows the highest rating Ihlll your Willpower can reach. You may choose
to have a card for each Trait o{Willpower you possess, and you must rum the card
over to a Narrator or SlOryteller wh("n you ("x pcnd Willpower.
VIRW€ (RAI($
Every vampire must resist rhe remptfltion presented by the Beast in some
fashion. Virtue Tr.lits He the spiriTual endurance with which a character fights
against the talons of the Beast.
Virtue TrailS come in three CMegories: Conscience/ COIwiction Traits, Self-
Controll instmct Traits and Courage Traits. You get scven Traits to split among
these categories. E..'1ch category must range from one to five total Traits.
Your Cm15cience/ Comicrion is you r degree of adherence to your chosen
morality. If you have many T roits here, you feet remorse for your evil deeds (or you
refuse to be bowed by concern for such), thus preventing t he Beast from eroding
you r morality.
Self-Conrrol/ instinC! T roits represen t the ability to guide or resist fremy. High
Troits in this category help to fight off ber.;erk rage or hunger.
Courage T roits banle against Rotschreck, the Red Fear. With man y Courage
Troits, you can withstand the te rror of fire or su nli ght .
The Virtue Traits that you possess depend on you r chosen morality. You
alway.; start with one free Tmit in Courage. See the quick listing of morolit y for a
summation of the Virtues prh:".'d by each Path. More complete descriptions of the
Virtues and Virtue TestS appear on p. 128.
ROAQ(RAIC$
\'(.!hile your Virrue T mirs represent yourabiliry to hold out against the Beast, your
Road T mits show howcloscly you ,JJhere!O your choscn code of ethics, A high ra t ing
in your Road T I";lits indicates th:u you sel high standards fOf )'ourself, but rou risk losing
grounJ to the Bca~r with even relatively Irivial violat ions of your chosen mom Is. WW
Road Traits Indicate thaI you arc dose (0 losing control to the Beast forever.
Your staning Road T mit (0[ ;11 equals the average of you r Conscience/ Convic-
tion and Sdf-Colllrol/ 1n.'ilinC! Traits, rou nded up. Therefore, you have a RO:ld rating
(rOll1 one to(ke T rnits. Your number of Road T raitsdetennmes how well )'OU (I\'oid
some of the problems associated with Ihe best ial nature of vampires (MICh as sraYLrJI:
awake during the day, rismg from torpor and dealing with mortals), but II abo
Indicates what circumstances call for a test of Virtue.
Dunngcharactercreatlon, you may choose 10 lose one Rood Trait In exchange
for gallllrJI: P,I-X) Fret' Trails. You may do soonly once - Iosmg a Road Trnil coums
aSlaking twONegative TraiLS. Be w~rncd thaI doing so isa dang~rousc(}ursc, A low
Road rnting total practically RU:lr(lIlt~~S ~vcmual disintegration into th e Wassai l.
the final (renzy.
nEGAtiVE CRAICS
Some characters h:we pan icu lar weaknesses or shonc01mngs. Others JUSt ne\'er
developed cenain aspects or suffered InJlITles thm SCt back Olherwlsc Strong :'11-
tnbutes. Such hindrances are fCpTo!SCmed wnh Negative Tr'JIts, Though Negative
T nuts are not requued, mey ('.m represem 11 deficiency or injUry in your character.
Smce few people actuall y "~Ull 10 playa character With h;lndicfll'S and
prohlcms, Negativc T flllts~'Tlml txmuscs In other areas of character creatIOn. E...ch
Nel(auvc Trmt taken is good for one Free Trnil later. You 11I:IY take up to five
Nq,::allve T fllilS, though you ~holii d nol' t:1k e InOTe th:1n three Neg;ulve T rnll~ In
anyone Attribute category.
Unh kt;' orher Attributes, you shou lJ only take Negative T mlts from the list
her .... Although there arc ccmllnly mh ... r aJJectlves [hm would appropriately
JellCnh: a characu:r'sdrawoocks, noboJ) C;ln bcexpccloo togucs.sa Trait that bn't
coverc:J 11\ the rules.
Remember to take Negatl\'c T nuts th;")t you can roleplay accur:udy and well.
The Storyteller may (orce )·ou to "huy uff" Negam'e T nlitS thm you Ignore
conSlstcntly,
A complelc lisllngofNeg.n LYC T ralt~, anJ how they affecl pl:IY, begins on p. Z28.

DEAAnGEmmCS
In adJltion to Ncg:lllvc Tmits, you mlly choose dcnmgcmcms fur YOUT
chafllctcr. A derangemem represents some son of mental ins[ahilll~' or nCUT<)tlc
hchavior. T akingaJerangernent cOUntS:1S two Negative Trails and Ihusgrams),ou
two Free Trails, but you may take only one Jerangement at ch:mlclc r cre:Ltion (or
one extrn, III [he case of Malka\'ians, "·1\0 all sian with one). Be wamt.J that
denmgemenrs cause unprediclable and uncomrollable behavior at times, and a
SlOryieller is juslificd in asking you 10 "buy 0 ((" any derangement thar you do not
roleplayaccurmdy.
Rcmembcrthat playing adel1lngemem is an exercise in advanced roleplaying.
In$;lnity is neither humorous nor 1ighl. In lhe Dark Medieval, lhe insane arc
believed 10 be possessed by demons and arc considerably more misunderslO(xl
(even reviJ...-d) than they arc in modern times. You should always consul, your
Storyteller before deciding to lake a derangement.

Representing specific deficiencies or drawb.1.cks aside from inherent weak-


nesses common to many people, Flaws showcase particu[;u problems. As with
Negative TrailS, Flaws gwnl additional Traits to the user at character creat ion.
Each Flaw is rated in lermsOfitS value, ranging from one toseven Traits. The higher
lhe value is, the more debilitating the Flaw is. A ch<lt:!cter may total up to seven
T rairs of Flaws. Elder vam pires may have more Flaws; after all, age ta kes its tol l ..
Flaws begin on p. 133.
~R€€ [RA I[$
You C:1Il customize your vampire tosomedegree by using Free Traits. Theycan
improve almost all facets of you r charaCler, including Abilities, Advantages and
Backgrounds. A beginning vampire charaCler has five Free Tmits and g;Lim
additional Free Traits for any Negative Traits or derangements that you scleCloo
ellriier. Some improvements COSt more Free Traits than others, though.
• One Free Trait buys an additional Attribute Trait.
• O ne Free Trait buys an addi tional Ability Trait.
• O ne Free Trait converrs to an additional B.1.ckground Trait, subjeCl to
nornul Sroryteller app roval.
• At a COSt of one Free Trait, you ma)' take a specialization in an Ability that
you a Iready have (see p. ! 07 for informat ion about specializations) . Remember that
each Ability may have only one specialization .
• Three Free T tailSconvert to an e)(ITa Willpower Trait, to a ma)(i mum of 10
perm~lIlent Willpower Traits.
· l1uee Free Traits allows you access roan in-dan Basic Discipline, orsi)( Free
T raib to an in-dun Intermediate Discipline with StOryteller approval.
• Two Free T Taits can be used foran e)(tnl Virtue Trail. Raising Virtues in this
fashion docs <lffccl \Olal Road Traits.
• Merits h:we a variable Free Trait COSt, dependent on the individual Merit.
qfjoo~mG m€RI(~
The antithesis of Flaws, Merits represent special bonuses and ca pabilities
beyond the norm. Each Merit is rated in terms of its Trait value. To take a Merit.
you must expend Free Traits equal 10 the Merit's value. You can take no more t han
seven Traits of Merits, IOtal (t hough some o lder vampires may have more).
Merits start on p. 133.

$C€P ~IV€: $PIIRK O~ r.1~€


Yourcharoctcr is more than a summation ofT r..irsanJ numbers. At thissmge.
take the concepts you've emphasized and develop a Slry for your ch aracte r. Look
for explanations as 10 why the charocter learncdcertain things, failed in others and
developed as she did. Think about the sort of person you're playing and the motives
of the indiv idual.
• Background - Think about the mortal life from which your character
came. Where and when we re you born! How were you raised ! What SOrt of
l...Jucation did you have, if any! Did you h:weanyparticularlyspec tacularsuccesses,
failures, rom ances or buslllesses!
• SecrelS- Secrets are major commodit ies in Cainite society. Do you h ave
any secret regrets! Hopes! Amhit ions! Do you know something that you shouldn 'r ?
• Mot ivations - Why does your charocter interact with other Cainites and
deal with vampire society! Do you seek personal gain! Are you hunting someone
or running from persC{:ut ion! Perhaps you wan t 10 impress )'our sire or find a
companion. If you h,lve trouble figuring out why ~'our chamcter would sholl' up in
the !,>ame, ask a Narrator o r Storyteller for a couple of possible motives.
• Appearance - The Embrace often changes the body, whether to imbue it
with the grace and beauty of a predator or to twist into some strange vis.'lge. How
he stands, walks, holds his goblet or dresses " ,ill be one of the th ings that o ther
characteT$ will remembe r him by.
• Equipment - YourcharJch: r's Backgrou ndsof Resources and Influence may
gra nt access tocertain pieces of special ge:u . Whether you have a fine gown, a short
sword or a purse full of sill-cr, talk to your Storyteller to lU.'l ke sure that your
ch.'lTacter's geM is accounted for. You can have .'lcard (or each speci.'ll item th.'lt you
carry. representing the object in quest ion ('speci.'l ily for weapons, armor and other
conspic uous devices that you shouldn't be lugging .'l round in real life).
• Q-Jirks - Everybody h."lSdistinctive bch.1.viors. Anything from a habit of saying
"Great C1.ine!" to fiddling w1lh a pel)cl-im -such m,.'l1lnerisms show off }'our character's
uniqueness. A quirk can even be USI!J to distinf,,'uish you when in diSl,'1lisc Of usin!,!
Disciplines to possess all(xher body -01" you could copy someone dsc's qu irks ..

IIRQJj€CVP€$
Arc hetypes playa fundamental part in sha ping the personality of your
character, creating the foundation for the motivations inspiring ~'ol1r develop-
memo An archetypal Natu re illus[("llles the inherent tendencies in a ch:1racter's
p.:rsonallly, what she is truly like on the Inside. An ;lfchelypal Demeanor IS
expressed as thc out\O,~mi behavior to t hc world, Ihe (;ICC Ihallhe character presents
[0 people around he r. Some chanlClers have Ihe 1>o'1.me N<llu re and Demeanor, hUI

such openm:S5 I~ unU~lIal 111 e n nlte s<x:iel y.


Du r1l1g game play, a character's Nature sc.'r\·cs as a SCI of be haviora l mOlivcs
th," ,Ire nOI easily swayed by inlllllidallOn orolher means, which signifles that you
can c .. ll for a retcsl if cornmamkJ o r bullied 1I1to vlobung }'our Nature. It IS
l'S.'>Cnli:l1 to keep yourch:lr:lCter's Nature a ~re' as II Clm h: used against )·ou III
the .s;Ime fashion:ls a Negatl\'C Tnm might be, compellmg you mto a challen(,"t"".
Example: Halfdan, a Gangrel of thc Black FOrist u,ith !he 13arOOnan Namrt, IS
leading fit\' mher t'l1rnpirts 111 tl raulinJ! lltlTl"j tWl,nst a l'Clmpire lord's domarn. One .of tlu?
lord's mortal guards brandlws a torch al Holfdan, u·1w tcsts for frentJ ond fails.
Halftum's pIa)·er calls for a rClcst, based un Holfdan's Nature - hc's n.ot lewng a soft
morw/ cow him so l'tlSily. The pW)'tT makes a St'c.ond tesf and 1l.'ins. Halfdan pauses for
only 0 moment at the sight of lhe tordl, JUSt b;.oforc lalmchmgrumselfOf the stllnledguard.
Lacer. Halfdan IS rl'counting his exploits a' an al!hlng, u,hen U1l.'e, another
Gmwel, allem/ns til dlscredj( him by danng rum /() row the domam of (llZOLhcr, more ",eU-
defmdcJ lord. Halfdan didn', get 10 be 150 UlIIter5 11). acceptrflR some arrogunI pup's
dare, so ~ refuses. UU'C replies: "" m 100 PerSU.'·I5IVC far y.oU til carnpkftl., r('fu.st'." He
,hen adds: "You're nOi half rhe Oarbarum I thought you u't'Te." UU'l."S player calls for a
Social CltaUenge , ond because he gI«!ssed Halfdan's Nmure carrecdy. Half s player mll5l
bid IU'O TTlllls. The chtillenge is made, and Halfdan wses. He Ihinks black rlwughlS of
Tet'Cnge tlS he slalks out of the camp /Q prepare.
• AUlocral - You thrive when you can take charge and bri ng orde r wchaos.
You InISI your Judgments and hd,evt' thai )'OUhave special IIlsight into Ihe world
and Ib II"(X'$.
• Barbarian - C .... ill:;lIion lind sedentary existence only entangles one or
brings one closer to the gravc. Empt y worJs lUld lIIelm ingless customs mean
nothmg compmed 10 deeds, for only deeds (relll ones, not mere hoostmg) change
the world.
• Caretah:r - Your mOSI Important obligation IS to "He and proVide for
other•. Your effortS are n 'l always arprec iated, but you have no intention to qUll.
• Celebr:.lll1 - Tlleon ly , hlngworl h haVing Isjoy,andonlyt hegreatcsl JOY Will
J..). On ce you've found your JOy and pleasure, you wil l do your utmOSI to defend It.
• Defendcr- Everyt hmg Iha l matters III Ihe world struggles tosurvivt: III the
f.'1.ceof ilscnClllles. You find )·our(ulfillmenl 11\ Jdend ing [he cause rowhic h you\"e
g,,·cn )'our allegmnce.
• Dreamer - You've hUll! II haven for yourself, a llU le world that works the
Wil}' )'011 lI"dnT . lei those who wooid distur b you beware, for you will defend yOll r
world al any C05t.
• G:llIant - You believe tha t slyle IS the only tiling thai matters in the world
- how you look, how you speak, how you behaw. Without 11, you :Ire no ix-ne r
th:tn the masses around you.
• JCSl:cr - You lead therroud 1Il1O nglu bch:lVlOfbydispl:tymg melr foll}"and)"UU
n:llt.'vc fl'3r and to.'05ioll WIth Sfmles. [n a world of woe, what else can one Jo but bugh1
• Judge - Someone must weigh the balance and consider the evidence,
rewarding and punishing as necessary. GF.lIitude is not necessary - obedience is.
• Pedagogue - You nnd the greatest joy in correcting error and removing
ignorance, whether others appreciate your effort~ or not.
• Penitent - In the beginning, there was sin, and in the end, there will be
judgment. In between, there isyourguilt and the world's, for which you must atone.
• Rebel- Authority is your enemy, and you will do whatever it takes to
topple it.
• Survivor - You'll do whatever it takes to last a litr1e while longer. You'll
usc any tool available ,md make whatever hard choices need maki ng.

(Ij€ ROi'\D5I
When the first pulses of vi tac course through a Cainite's body, a powerful,
destructive spirit awakens within. This spirit, the Bc<lst, hungers for savagery <lnd
destruction, gnawing at the soul and mi nd of its haS!. Night after night, the Beast
cajoles the Cainite to perform acts that erode sanity and soul. Cainites must leam
to suppress the Beast, or they will eventually spiral down a long path into self-
destruction. Any vampire that goes too far down this path endangers not only
himself but also the safety of Cainite society. In these times, vampires have
developed a variety of philosophies to counteraCl the nightly depredations of the
Beast. Some of these philosophies ha\'c existed since the fiTS[ vampires walked,
some have ar;.>en in recent times, and still othds haw evolvt.'{) over the long, d<lrk
centuries between. These paths that arc u.>ed to calm the nature of the Be<lst arc
known as roads (or t.'iae in Latin), and they offer hope to the [},l1nnOO.

Cfj€ €$$Wa€ OF ROAD$


Similar to the philosophiC!> of monal m~n, the roads a[[~mpt to answer philo-
sophical questions and give me:lIling 10 one', existence, suggesting a b'l"eater sense of
self and PUIlXlSC. The deeper a Cainite'sdevotion to her road is, the more easily it c.1.n
soothe the urgesof the Beast. Each.o;crb 10 provide wlacc from the Beast in its own way,
be II through redemption and hope of salvation or coming to terms wi th the monster
within by guiding il through its hunl,'Crs. Even within each road, the methods and
me,lns of achieving Ihese ends vary with each disciple. For some, a rood's principles arc
equivalent to religious faith and beliefs. Conviction in tll('SC viewp::!intsoften leads to
Ihe point of argument and ocC1lSionally violence, as any fundamental philosophical
deoote is wont to !,>cnerme. And yel. despite the various unique perspectives found
along a mad, Ihe basic tenelS remain true and constant for each devotee.

afjOO$IflG A ROAD
Shortly after being Embraced, a C'linite sccb out and learns to fo llow the rood
that fits into his nature. [nilial understanding of the philosophy of a given road can
come from a nt.'Onate'ssire, meeting with other membersof the clan, tutelage under
devout followers or a myriad other wa)'s. Regardless of the initial in troduction, a
Cainite starts to conform to thdrchosen path, Their particular Virtues ;lre sh:lped
to those found on their rood.
nle five main rQ.'lds that are followed hy the majority ofCainite society Me
the Road of the Beast (Viti Bwiac), Road ofJ-bll'cn (VitlCacll), Road of Humanity
(Via HurlUlIllUi/i5), Road of Kings (Via Regalis) and Road of Sin (Viti Peeeali). As a
C'linitc progresses along her ro,l,1, she must m:lin tain vigilance ag:lins[ the
tempcationsof the Beast. Offen this becomes:l battle with the road's {enelSOn one
side and the Beast on the athe r. Although it is l10t an easy path, it is the only one
that stands between the Cainite and spiraling madness in these dark times.
Most tnnes, after her initial exposure ;mJ development OntO a panicular TO<ld, a
D inite stays With tMt path th~hou t her enure existence. It has bt.~n known,
however, for a Dinite 10 have a change of hean about her eh:cu:d course and dL"Cide
tofollowanO! her rood. Such a course is both extremdydifficult and r.m:, as the vampi re
hasdec idctl thm her years or centuries of achieving an understanding wi th the Beast
were wastedand~hecasts It ~lSide tosmn all over ~ain. It t:lkcs<ln extraordinary event,
and even more ex tra urdinary effl)rt fur the V1l!npire to make such:1 chanj,,'C. Rarer still
is ,I Cainite thm forgoL'S hl~ road completely, as the Beast - held al bay for so long-
I1Ivagl'S the Olinite completely in an orgy of vicious s.'lvagery.
AURA o~ QOnvlWon
Passionate belief and devotlon to a rood creales the confidence Jnd certainty
in a C:linite's chosen philosophy. This confidence is instinclively projected to
some extcnt as;m A um of Convict ion thm mhers around I he Ca in ill' ca n sense and
unconsciously react to. Thl' gremer tlw rtJ:lll rming is, th e Stronger an aum is
pmJecu.'tl. Similarly, h~'standers pcrcdw the lack of confidence lind uncertainry
Ihm L; hrought ahout from a low road rming. Regardless of the st renglh or frailty
of the AUI1I of Conviction, it affects Social Clwllenges associated with the
vampire's ro.'ld or with Disciplines if they conform 10 the rype of Aura of
Conviction as listed on the following ta ble.

ROJd RJtin g Aur.t Modifier


5 Two Traits up
4 One Trait up
J No modifier
2 One Trnit down
Two T rairs down

nle five core roads arc not the only onl's rilatcxist. Indeed, there exist specific
roads that have been developed by dans 10 embo:ly their own precepts and gools.
Thesc roods arc not outlined here, as they me minor ro.'lds compared 10 the
m;linline philosophies. nle Road of Blood (Via Sanguinis) is followed by members
of the Assamilc Clan. The Road of Bones (Via Ossium) is practiced by the
CapP:.ldocians. The Rood of Mer;Imorphosis (Viti MUla/janis) is a secretive rood
found among the T limisce. The Llsombrn embrace th e RoadofNight (Viti NOCfis),
while Ravllos follow the Road of P;Imdox (Via Pma.:Wxi), lind the Road of the
Serpent (Via Serpenris) is enjoyed by the Followe rs of Sct. Unli ke ,he main roads,
these cbn-spt:eific roads tend to be ingr.lined morc into the beings of the Cainltes
that follow them, with a evcn gre~lIc r degree of stricture that outlines the
accepta ble aCti005 within the basic tenets.
ThO$C who wish thclrc haracters tofollow these viae (with Storytcllerarproval,
of course) should look up Laws o f the N ight for MET systems, supplementing it with
Da rk Ages Storytellers Conl panion for any medieval (Ouches.

ROllO ORt5€ B€IISt


Believed to be the oldest of the philosophies, the R0.1d of the Beast is also the
mOSt innate to the newly Embl'lKed. Viewed by the High Clans as crass and base,
the Via DeSIWe is based upon I'lIW instinct ~Uld impulse. Followers take on feral
personalit ies, regarding themselves ~IS PrL'<:iators withoUi equal. Abandoning soci-
ety, they become ;lOimals in character, reacting only through inSl inct. In acting
instinctively, they slltiate the Beasl "'ithin without becoming lost to it. They
respect only those stronger than themselves and show no mercy to those who
threaten their territory. Like animals, they value their freedom :md wander where
they wam, living by naturalla\\'.
When an anin1:11 is hungry, it hunts. \Vhen It kills, it does not waste time in
regret. When an animal lires, it sleeps, and when it is threatened, it responds
without mercy. This is how a Feral views his unJife. He exists only in the now -
the past is gone and the futu re is not yet wrinen. Planning wastes time, and most
Ferals have no patience for it. O nl y ~Ic ti ()n mfltters - preferably fiction taken
immediately.
Like predators, Ferals genemll}' tmvel alone o r in hunting (Y.1cks (which have
theIr own pecking order). MOlIt rejt..'t:t Calnite society, and some even rejeci the
idea of descent from C aine, helteving themselves to come from ragfln lineages.
They v~ lue thei r fr«"<Iom above all else and a\'oid the blood 0.1th, except as a pledge
of loyalty. When a Feral pledges hIS word, he wil l do what he says- deceil is not
the way of animals. They give t heir hond and trust only to those who have earned
it by proving their strength of mind, bod}' and spiTLt.
Fera ls r..mge from fur-dad barbarians to nflked savages to clever tracken. and
woOOsmen. Very few vampires of the High Clans follow this road, <Jnd tho~e who
do are often quickly exiled from prmcely COUrlS. This rood is most popular wit h the
Low C hins, especially the Gangre1.
The Et hics of the Beast:
• Exist in accord with the ne(.'(b of the Bc<lst.
• Do what you must to survive. N,) more, no less.
• Mercy is for the weak. Only the strong su rvive.
• TIle past is over, the future is not ~' et written. There is only the present.
• Respt:et only the sn ong, and swear fealty to no one.
Au ra of Convict ion: Menac('. Being in the presence o f a true predatOr instIlls
feelings of dread upon lesser cre:nures, Disciples of Via Bestiae emanate this
tre pidMion on others, imposing an aura modifie r that t;lkes effect when terrifying
or cowing an opponent.
Road Virt ues: Conl'ietion, Instinc!
fjlERARafjV OR SinS AGAin$[ (fjE B£JIS(
Score Minimum Wron gd oing
5 Puttmg l'oul"SI.'lf at Tlsk needlessly; nm challengmg a weak
leader
4 Killing for any reason mher than su rvival; avo iding comacl
wilh nature
) Needlcss IOrtu re or cruelty; m~king a sacrifice for someone

, unrelated 10 you
Refusing 10 kill when impe,man! 10 your survival; faLling 10
defend yoo r territory
Showing mercy to a n enem)'; absraining from ft!t'i.lmg when
hungry

ROAD OF 5€AV€n
God has a plan for everyone. includmg those that have been Damnt...J.
Followers of the Via CaJ;'/i know this and accepl Ihe burden that the Lord has laid
upon t hem. E\'en t hough their eXist ence is [l constant tCSt of fa ith, knowmg that
they work for a uI\'me cause IS cnou~h 10 save thei r souls. However, the destinies
that are followed 10 God's name are nOI the same foreveryone; likewise those that
follow ViaCaeL pursue il differentl)'. Some believe thaI they are blessed byGoda nd
that they follow the teachings of Ihe Church. Some use the knowledge that God
has cursed them and become H is ,'cn.,oe:mce on earth. Others believe that they
ha\'e smned and must seek to redeem themsekes in His eyes through penllence.
Regardlessof the personallwist that Ihey place on rheir journe),s on the Via Coell,
all adherents know that God's word is law and that Satan exists.
The Beast is the voice of S.uan and is 10 be spumed. Likewise sin. tempmtion,
infemalism, demons, followers of the I\o:td of Sin and devil-cults ~rc to be rejected as
the)' ~ re tribulations that lead to damn:uion hcyond thm which has already stricken
01l1\lte5o The Faithful continue to alIT)' out the sacraments, and lend to o'l,'anlze
themselves in small congrc~.'ations to wol"hlp, Some suppoft the monal Q\urch, while
others fJlllnroGllOSIic he resies. especialh' those rhat claim that the matenal ~'Orld IS
Hell. Others rum to moreonhodox Westemand Eastemo,urch teaclungs.. All agree
thaI while Heaven is nCJ{ unattainahle for them. l! will take that much more ~'Ork to
achieve as the Damned man they might have g:uoed it as the livtng.
The Faithful are found anywhere Ch rist iani ty springs. but not all follow
OWlch. Some Fmthful follow Islam or Judaism, especially in Outremer. Some e,'en
claim 10 have met pagans on Via CaeU , uSll~lly in the northern lands or in Britain.
The Et hics of H eaven
• G(x1 laid His mark upon Caine and his childer as part of H is i,'Teat plan.
• The word of God is law. Dcfi:mce of God is sin that leads to damnat ion.
• No one IS abo\'l~ God'5 law.
• Love and se rve God III ;111 things.
• Deny the Devil through dem al ofthe Beast and all creatu res of Hell.
A ura of Conviction: Holiness. Thedevout nature of followers of the Via Cael!
inspires those aroun d them an d creates an aura modifier that applies to their
appearance as div ine beings.
Road Vi rt ues: Conscience, Self-Conrrol

fj l €RAR~ fjY O ~ $In$ AGA in$( fj €AVm


Score Minimum W ro ngdoing
5 Violating ;my of lIle Ten Commandments, (or any reason;
failing to speak out aga inst corrupt ion and sin
4 Acting out of pride, avarice, gluttony or some other sinful
impulse; theft, robbery, willful v<mdalism
3 Causing harm toa pious and vinuous person; feeding (rom an
innocent without perm iSS10n
2 Blasphemousor heretical acts; allowing a c rime or major sin to
&'0 unpunished
n,,~ murder of innocentS; aiding a demon or other
supernatural agent of evil

ROI\O OF fjUml\OICY
Opposing the Road of the Beast in thought and form is the Via HUllWnitaris.
Where Via Besriae advocates the change into an mSllncrual animal without
compassion or mercy, followers of Humanity believe that on ly by maintaining
their hold on their hurn:mity can they surv ive against the horrors of the Beast. The
Beast seeks to creale monsters out of Cainites, and through humanity, they
counteract the call that plagues them. This creates a dangerous game of survival,
asCainite society is neither peaceful nor humane. For this reason, followers of this
road often cling to the remnants of human societ)'. They interact with mortals,
they pursue religion with greater fervor than they did in life, and aoove all, they try
to continue in death as they did III life.
Prodigals believe that humanity IS not an accident of birth, or a state created by
a beating hea rt. Humanity is the result of a feeling heart. One is trol)' dead when one's
heart. is COmJPled and blackcned wi th delibcrmc wickedness orcallu;;t.'CI wilh uncaring.
The BeaSt represenlS cvcrything thai Prodigals fight; hunger, crocity, selfishness,
madness. dcpraviry for ilSownsakc. Sofollo\\"crsof the rood hang on to \\"hm uniquely
human behaviors they C~1Il ~1Ild commit Sllmller sins (such as fceding) 1Il an effort to
forestlll ~".e~lter one:>. When they sin, they seek penance and redempt ion.
Via HumaniUlIis comes by instinct to Illany vampires on lheir Em brace. After
all, they were once human, and some attempt to cont inue on as [hey were. Man)'
Brujah follow ,his road, as it embodies m;my of their clfln ideals find suggests a
possibility for living in harmony with mortals. Mmt Prodigals live near or mnong
common folk, and they often seem little diffe rent from Ihe mortals around them.
The Ethics of H umanit y
• A man is measured by his words, hiS d,,'eds and h is heart, nOt his birth or
• Do unto others as you would have them do untO you.
• All men arc brothers.
• Freedom is earned wi th dignity and justice.
Aur.l of Convic tion: Normnlcy. Seeking 10 maintain their sense of humanity,
followers of Via Hwnanitalis don·t project their aura as other roads do so muc h as
suppress the unease that their supernat ural form would nonnall y inspire in others.
Their Aura ofConvicrion, t herefore, works when they arc hiding their supernatu-
ral selves and trying to appear no rmal.
Virtues: Conscience, Self-Conrrol

51 € R~R~ 5V O~ $10$ ~G~m$( 5Um~m(V


Score Min imum Wrongdoi ng
.\ Selfish thoughts; minor selfish acts
4 Injury to another person (deliberate or otherwise); theft and
robbery
J Accidental violation of anorher (e.g., drinking a vessel dry

, from srarvation); wanton destruction


Impassioned violation of another (e.g., killing in fremy);
planned violation of anot her (e.g., murder)
Casual violal ion of another (e.g., wanton killing, feeding past
satiation); the most heinous and demented acts

ROAD O~ KIllG$
God ordained that Man would have dominion over the beasts of the eanh.
Followers of the Road of Kings believe that as much as Man is above animals,
Cainitcs are above humanity and that they have dominion over the herds of
humani t y. Likewise, as God ordains the just rule of human kings over their subjects,
Via Regalis teaches tha! certain Cainites are predestined to rule over their kind. To
rule others, however, one must first rule oneself through inner discipline and self-
mastery, mastery that includes controlli ng the demanding inner voice that is the
Beast. Only then c<m you command the loyalt y of your subjects and be a true king.
Followers of this pluh also honor the fealty of their betters, undersllmding that
those above them are owed the respect that ru lcr:;hip brings.
Many Scions wa r among themsel lies for control of Cain ite lands and domains,
arraying lesser vmnpires and mortals like chess pieces. But they are not all about
war:; and trumpets. They are concerned with rulership, and one must rule t he Beast
within before commanding anothe r. One is either ruler or ruled, and a Scion
cannOt rule ifhe himself is commanded by the Beast. The Beast stands in the way
of a Cainite's destiny - it is all the dark impulses that lead to betrayal and
rebellion. Such impulses must be reined in and channeled in greater anions. A
Scion who wishes to rule must [earn to master the Beast, to defer to his betters, to
command inferiors and to claim the power laid before him.
The Scions appreciate! the bonds of feudal society and have embraced chivalry
wholeheartedly. Caimte orders of kmghthood are sponsored by lords ib Khools to
bomer teach me idealsof the rood. Some Scions, however, are discovering a conflICt
bel\\'eet'I me road and chiV'J lry. Lords see themselves as the ultunalc aUlhonry. and
many chIValrous knights arc holJing fir.;1 to moral codes drawn from IllOrta! ch i\~ !ric
orders Of those handed down by C'line Of the Salubri knight 5.'lnIlCI.
Via Regalis draws m3ny of the High C l3ns, especially the L'ISOmbm, T dmisce
and Vemrue. and many princes are often re\'ealed to be followers of this road.
Scions do not hoard powe r (or i15 own sake - that's for the Beast - hUI they rule
with an eye on statesmanship, makmg Justice (or their subjects and mspiring
loyalty in th ei r vass.'lls. In order to bettcr umlemand how !oy.llty (unctions (ami
what can sour it), many Scions spend lime as court iers, knights. magistrates and
judges III the service of others.
The Ethics of Kings:
• The re are only two ro les In thiS world: that of master and that of servant.
• You are supen or to 1I1onals, made [0 rule.
• T o maSter ot hers, ~'ou must first master yourse lf and the Beast with in.
• Only those who seile power gain It; only those who use power keep it.
• Your word is your bond. Without It. you are nothi ng.
Aura of Conviction: Command. Followers of Via Regalis demand respttt, and
their commands are followed WI thout question. Their Aura of Convict ion modifier
becomes acth'c du ring challenges to command or lead Olhers.
Road Vi rtues: CorwictlOYl, Self-Ctmrrol

ijlERARQijY O~ SinS AGAlnS( KlnGSijlP


Score Minimum Wrongdoillg
5 Neglecting your duty; tre;ning a peer with disrespect
4 Treating an mferior as an t.,<]ual; breaking your word to a peer
J Behavingshamefully before your peers: showing weakness in
front of inferioTS
2 Failing 10 answer a challenge 10 you r honor: treating a
superior wllh dlsrespttt
Breakmg your ~'ord to your superiors; bre,lkmj: a swom oath

ROI\DO~Sm
Follo\\'ersofVia Petell!! are ademe ntL-d lot, angcrt....J th atGod has cursed them.
Denouncing God. they brefl k all rules and indulge in any demc thai STrikes thei r
fancy. Vampires are Cre<1ll1 ro.'S of the Devil, and wickedness and corruption is
Sman's domain. In this bt:lief, and III pursuing the infinite vices o( pleasure, lherc
exislS some protection agamstlhe Beast. By following t:very indulgence down Its
dark path. by grntifying every \xlse deSIre, ~'OU feed your own selflshnt:SS and
strengthen you will. resulting In ego that is so Strong it Will nOl bow before
anything, including the Beast. At the same time. such actions 53te the hunger of
Au ra of Con viction : Seducrion. Knowing how libel1lting the power of self-
S3tisfact ion is on any scale leads to an understanding of what others desi re and
need. Temptation and seduction auemptsallow the followers of this road tocot:rce
their aura modifier upon others.
Road Virt ues: Convicrion, lmfinCf

IICCRIBUC€$ (BIDDinG CRIII($)


Once you havechoscn a dan and a road, it's time to bang out your Auributes.
the meat and bones of your character. Attributes signify how Strong yourchamcter
is. whether she is beautiful or callous, smart or naIve,
The first step is co priorit ize the categories - Physical. Social and Mental-
in o rde r of relevance to your character. It is beSt to refer to your character concept
when pri ori thing, so that yOll don't end up with a dense philosopher or a frail
warrior. Prio rit ize among you r most significant category (primary). above-average
category (secondary) and your average or least significant calegory (tertiary). For
example, a Cappadocian scholar would have Memal Traits primary, while a
Gangrel bandit would more likely have PhYSical Traits as primary.
When you enter into a situat ion in which something important occurs, you
must bid T l1lits applicable to the circumstances. If you are trying to kick someone
in the head, you can b id the PhYSical Trait Quick as you use speed to snap your leg.
You and you r opponent can agree to disregard these limits and bid any Trait,
regardless of applicability, but it looks odd, for example, bidding the Physical Trait
Uthe when attempting to lift a heavy objecr.
When you bida T rait, you risk losing meT raitduringachallenge. Should you lose
a challenge, you temporarily lose access to that Trait without some means of refreshing
it oock into your pool. Somesituations require that you bid an additional Trait. When
you are considered "bids down," you are required to bid an additional Trait.

P5Y$I~II[ mllIC$
Strength-related: Brawny, Ferociow;, Swlwan, Tough. \Viry
Dexterity-related: DexterollS, Graceful. Urh.e, Nimble, Qllkk
Stamina- related: Enduring, Resilient, Robust, Rugged, Tireless
Miscellaneous Physical: Agile, Bnltal, Energeric, Steady, TenaciQIIS, VigorOlis
Agile: You are quite nexible and ca pable of deft movements such as dodging.
jumping, running and turning.
Uses: Acrobatics. ArhLetics. Competitive events. Dodging.
Brawny: Strong, bulky muscle-snength.
Uses: Punching, kicking o r gnlPpling in combat when you r gool is to inflict
damage. Power-liftin g. All fcats of strength.
Brutal: You arc capable of acting bestial and ruthless.
Uses: Fighling an obViously superior enemy.
Dexterous: You possess a naturalcompctencyandskill with your hands or body.
Uses: W eapon-oriented comb.1l (Melee. Archery). Pickpocketing, Punching.
Endu r ing: A persistent hardiness agai nst physical opposition .
L:ses: When yoursurvivailliat swke, th is T rail IS a good one to risk asa second
or successive bid.
Energetic: A powerful force of spirit. A Strong Lnternal drive propels )'ou and,
in physical situations, you can draw on a deep reservoir of emhusiasm and Ical.
Uses: Combat.
Feroc iou s: PossessLon ofbrmal ime nmy and ext reme ph ysical dc tennimnion.
Uses: Any tllnc th~ t you inlend to do seriOUS harm. When In frenzy.
G rnceful : Control and babnce 10 the mot ion and use of the enti re body.
Uses: Combat defense. Dancml!!. W lw n e\'er you might lose your balance.
Lithe: Characlcri:ed by fl exLbility and suppleness.
Uses: Ac robatics. gymnast ics, dodgmg and dancing.
Ni mble: Light and skillful.
Uses: Dodging, JumplIlg, rollmg, acrobatlCS. Hrmd-to- hand combat.
Q uick: Possessed of a fast reaction time.
Uses: Defending agai nst a surprise an ack. Running, dodging, attacking.
Resilient: Ch;Lracte rhed b)' strength of hea lth; able to recover quickly from
bodily harm.
Uses: Resisting a(kerse environmen ts. Defendmg against damage in an attack.
Robusl: Resistant to physical harm and damage.
Uses: Defending agamst damage in an :utack. Endur:mce-rehued act ions that
could !<Ike place over a period of l ime.
Ru gged: Hardy, rough and brutallyhealthy. Able toshrugoff wounds and rain
to contin ue excnion .
Uses: When resisting damage, any cha llenge that yoo enter wh ile injured.
Stalwart: Physically strong and uncom promising agai nst opposition .
Uses: Resistingdamage, or when standing )'our ground against overwhelm ing
odds or a supe rior foe.
Steady: More Ihan simply ph \'sica lly dependable - controlled, unfalte ring
and !xJlanccd. You h ave firm maStery over your effon s.
Uses: Weapon attacks. Fighting in exotic loca ti ons.
T e nacious: Physically dete rmmed through force of will.
Uses: Second or subsequent Physical C hallenge.
Ti reless: You have the stamlna of a marathon ronner -you are les.s taxed by
ph}"Sical efforts !lmn ordm3ry people.
Uses: Any endurance-related challenge, second or subsequent Physical Chal-
lenge wi th the same foe or foes.
T ough: An abraslve, 3Y1lressLve attilude and a rel uctance to submLt.
Uses: Whenever }'ou'rc woun ded.
Vigorous: Possessing robust, vital stren gth .
Uses: Combm and athle tic challenges when you're on Ihe defensive.
Wiry: Corded, m uscu l ~ r strength.
Uses: Punch ing, kickmg or grappling in combat. Acrobatic movements.
C lumsy; Lacking physical coordination, balance and grace. You are pronc to
stumbling and dropping objects.
Cowardl y; In threatening situations, saving your own neck i5 all that is
important. You might e\'cn flee when you have the upper hand, juSt out ofh[lbir.
Decrepit: You move and [lct as if you arc old and infinn. You recovcr from
physical d[lmage slowly, and unable 10 apply full muscular strength. Most efforts
make you tire easily.
Delicate: Frail and weak instnlcture; yOu are damaged easily by physical harm.
Docile; The opposite of the Ferocious and Tenacious T raits. You lack phYSical
persistence, and you tend 10 submit rathe r than fighting long battles.
Flabby; Your muscles arc underdeveloped. You cannot apply your strength
well against resistance.
Lame: You are disabled in one or more li mbs. The handicap can be as obvious
as a missing leg or as subt le as a dysfunctional arm.
Lethargic: Slow and drowsy. You suffer from a serious lac k of energy or
motivation.
Puny: You are inferior in strength. This Trait could refer to diminu ti ve size.
Sickly: Weak and feeble. Your body responds to physical stress as if it were in
the throes of a debilitating illness.
$OOIAL (RAI($
Charisma·relatc..'"(): Charismmic. Channing, Dignified, Eloqucnt. Ex(1ressive. Genial
Manipulation-related: Beguiling, Commanding, Ingratiating, PeTSItroit'('
Appearance-related: AlIllring, Elegant, Gorgeous, Magnetic, Seductil'('
Miscellaneous Social: Diplomatic, Empathetic, Intimidating, Friendly, Witt)"
Alluring: An attractivc and appea ling prcsence that inspires dl'sire in others.
Uses: Seduction. Convincing others.
Beb'Uiling: 111l' skill of dccl'ption and illusion. You can [wist the J>l'rccptions
of others and lead them to your beck and c<lll.
Uses: Tricking others. Lying under duress.
C harismatic: n ,e t<llent of inspirmion and mOtiva tion, the sign of a strong
leader.
Uses: [n a situa[ion involving leadership or the achievement of Icadershir.
C harm ing: Your speech ami actions make you attractive and appealing to
others.
UseS! Convincing. Persuading.
Commanding: Impressive de livery of o rders and suggestions. This Tnllt
implies skill in the control and direction of others.
Uses: When you are seen as a leader.
Dignified: Something about you r posture and body carriage appears honor·
able and aesthetically pleasing. You carry you rself well.
Uses: Defending ag-.Iinsl Social C hallenges.
Diplomatic; Tactful, careful and thoughtful in speech and deed . Few are
\.hsJ"le;lSed wnh what you say or do.
Uses: Very Important 11'1 mtrigue. Lc:ldcI"hlp situatlo ns.
Elegant: Refined ta5teful ncss. E\'cn though you don't need money 10 be
clcg,!nl, you exude an alT o f richness and high society.
Us...'S: High SlXiety or High C lan J(:lthc rmgs. Dcfcndmg ag:!inst Social
C hHllengcs.
Eloquen t: The ability to spcflk m:m mterest ing and convinci ng manner.
Uses: Convincing ot hers. SWflying emot ions. Public speaking,
Empathctic: Able to Identify ami umlerst:md the emOlions Hnd moods of
pct)[lh: With whonl you come In COntact .
Uses: G augmg the feelinl,>S of olhcrs.
Expressi ve: Able toart lcula te )'our thoughts In lIlteresung, meaningful way.!.
Uses: Producmg art of any kmJ. Acting. Performing. Any social snuatio n In
wh ich you want someone to understand you r meaning.
Friendly: Able to fit in wlIh everyone YOli meet. Even after a shorl conversa·
tion, most find It difficult 10 dishk e you.
Uses: Conv incing others.
Genial: Cordial, kindl y, \\',u m and "leasHnL You are pleasmg to be around.
Uses: Mingling at parnes. Generally used In a second or later Social C hallenge
wllh soml"Onc.
Gorgeous: Beautiful o r handsome. YOli were bom with a face and body t h,lt
is gooJ.lookmg to most people you meet .
Uses: Seductio n . Denlmg With T o reador.
Ingratiating: Able 10 gain the (;I\'or of j'N.'ople who know you.
Uses: Dt.'aling with elders In a SlXial Situatio n . DefenJmg ag:llnst Social
Challenges.
Inlimidating: A frightening or awesome prese nce that c:mses ot hers to feel
timid. This Trait is particularly useful when auempting to cow opponents.
Uses: Inspiring common fear. Ordering o thers around.
Magnelic: People feel drawn to )'ou; I hose around you are interested m rour
speech :md actions.
Uses: Seductio n . First Impressions.
Pers uas ive: Able to PTopo5C behe\'able, convinci ng and corn'Ct arguments
and rL'4UeStS. Very useful when someone else isu ndt.'Cided on ;m issue.
USCli: Persuading or convincing othel'.5.
Seduclive: Able to entice :mu telllJ"t . You can use you r gooJ looks and you r
body to ge t wh at you want from ot hers.
UM.'S: Subt erfuge, seducti on .
Win y: C le"erly h umorous. Jokes :md Jests come easily to you, and you are
rercelVoo as a funny pe rson when you "~I m to be.
Uscs: At parties. Ente rtalllmg someone. Goading or insul ung someone.
Bestial: You have staned to resemble the Beast of your vampiric nature.
Maybe you have da \\'like nails, heavy body odor or a feral gleam in your eye.
However your Beast manife5ts, you definitely seem inhuman.
Callous; You are unfeeling, uncari ng and insensit ive tothe suffcringofothers.
Condescending; Whether you mean it or not, mhers perceive in you a
contempt that is i(npossible to hide.
Dull; Those with whom you speak usually fi nd you boring and uninteresting.
Conversalion with you is a chore. You do nOi present yourself well to mhers.
Fera l: The animalistic predator is evident in you. You scra tch yourself, circle
a chair before you sit and otherwise behave in primitive fashion.
Naive; You lack the airof worldliness, sophistication or maturity thn.t most carry.
Obnoxious; You are annoying or unappealing in speech. action or appearance.
Repugnant: You r appearance disgusts everyone around you. You make a
terrible first impression with swmgers. as medieval thought believes that outer
ugliness reflects spiritual deformity.
Shy: You are timid, bashful, reserved and SOCially hesitam.
Tactless; You are unable IOdoor say things that others find appropriate 10 the
social situat ion.
Un trustwo rthy: You are rumored or perceived to be unreliable, whether or
not you reall~' are.
rnWCAC CRAIC$
Perception-related; Artenril'(', Discerning, Insightful, Observant, Vigilanr
Intelligence-related: Cunning, Disciplined, Knowkdg~abk. Rational, Reflecti!'e
Wits-related; Alert, Clet.'er, InUlirit'C, Shrewd, Wily
Miscellaneous Men tal: C rearive. Dedicated. Detennined. jlatiem, \Vise
A lert: Mentally prepared for danger and able to react quickly when it occurs.
Uses: Preventing surprise attacks.
Attentive: You pay attention to everyday occurTCnces around ~·ou. When
something extraordi nary happe ns, you are usually ready for it.
Uses: Preventing surprise ~ltt ocks. Seeing through ObfusC(lre or Chimemry
when you don't expo..>t:t it.
Clever: Quick-witted resourcefulness. You think well on you r feet.
Uses; Using a Mental Challenge against another character.
Creative: Your ide,ls are o rigimll and imaginative, which implies an :Ibil iry to
produce unusual solutions to your difficulties. You can create artistiC piC'Ces. A
requirement for any {rue artist.
Uses: Anything cre:!tive.
Cunning; Crafty and sly, possessing a great deal of ingenuity.
Uses; T ricking other characlers.
Dedicated; You give yourself over lotally to your beliefs. When one of your
causcs is at stake, you Stop at nothing to succeed.
Uses: Useful in any Mental Challengr when ~'our beliefs are at stake.
De termined: When it comes 10 memal endeavors, you are full y committed.
Nothing can dive rt your intentions 10 succeed once you have made up you r mind.
Uses: St<m..-OOwns. Useful m no rmal Mental Challenges.
Discerning: Dtscn mmlllmg, able to picl.: OUt details. subtleties and IdlOSyn-
crasics. You han' clarny of vision.
Uses: Invesugaung and u":lc1.:lng.
Disdplincd: Your mmo IS StruCiureJ and controlled. This rigidity gi ves you an
ed1.'<' In batik'S of will.
Uses: Smredowns. Useful 10 Mentlll Challenges.
Insightful: 1hc powl:roflookingat a situation and gaining an l.lIlderscandulgof it.
Uses: lnvtsngtmOJI (though n<)( a defense against it ).
Intuitive: Knowledge and understandi ng somehow come to you without
conSCIous reasoning. as if by mstlnct.
Uses: Spontaneous deduc llon.
Kn owledgeable: You know copious and detaik-d info rmat ion about a wide
va riety of topics. TIllS T ra it represents "!xlok-leam ing."
Uses: Remembermg informat ion your character might I.:now. Employing
Thaumaturgy.
Observant : Depth o( vision, the power to look at something and notice the
impon ant aspccu of it.
Uses: Pick109 up on subtleties that others might overlook.
Patient: Tolerant, persevermg and steadfast. You can wait out extendl-d
delays With composure.
Uses: Starcdowns or o ther mental battles after anothe r T rait has been bid.
Rat.ional : You belle\'e in logiC. reason, sanity and sobriety. Your abihty to
reduce concepu to a mathematical level helps you analy;:e the world.
Uses: Defendmgagainst emO( loo-oriented me ntal attacb. Defendingagamst
an :!Ur"J reading. Not used as an mitial bid.
Refl ecti ve: Mcdililllve self-recollect ion and deep thought. The T r.ut of the
serious th mker. Ref1«nl't cnables you TO consider all aspecu of the conundrum.
Uses: Ml-dllation. Remembermg information. Defend ing agains! most Men·
tal Challenges.
Shrewd: Astute lmd lInful. able to keep your wits abou t you and accomplish
me ntal feats wLth efficiency Hnd finesse.
Uses: Defending against Me ntal C halle nges.
Vigilant: Watchful. You have the disposition of a guard dog; you r attention
misses lillie.
Uses: De(endl ng agai nSt in ves t iglllion. Seeing t h rough Obfu.scate and
Chimersrry. More appropriate for mental defense [han for attack.
Wil y: Sly and full of !,'llile. Because you are wily, you can trick and dcceiveeasily.
Uses: D ..'cei\'lng OIher ch.'lrOC tcrs. Lying under duress. Glnfu.;ing mental situations.
Wise: An over.llI undcrsllmdmg of the worl.:ings of the world.
Uses: OIVLllg aOI·lce. Otspensmg snippets of wl5dom.
n€GAeIV€ mcneAl CRAle$
Forgetful: You h ave trouble remembering even important things.
Gu llible: Easily deceived, duped o r fooled.
Ignorant: U ncdUC3wd or misinformed, never seeming to know anything.
Im patient: Restless. anx ious and generally intolerant of delays. You want
everything to go you r way - now.
O bliviou s: U naware and unmindful. You'd be lucky if you noticed an
elephant flying through your bedroom.
Predictable: Because you lack originality or intelligence. eve n strangers C<l ll
figure out what you intend 10 do nex!.
Shortsighted: Lacking foresighl. You mel}' look beyond the superficial.
Details of perception are usually lost on you.
Submissive: You relent and su rrender at any COSI rather than smnd up for
yourself.
Violen t: An extreme lack of self-connol. You fly into rages at the slightest
provocation, and frenzy is always close to the surface. This Trait is a Mental one
because it represents mental in stabilit y.
Witless: Lacking the ability to process information quickl),. Foolish and slow
to act when threatened.

ABllI(I€$
Abilities represent particular bilS of knowkJge g:li ned over the )'ears of study
and experience - the tricksof the trade and the wisdom from many, many mistakes.
A character's Ability T mits represent spct:ial tra ining or talem, and as such, the~'
often allow him topertorm tasks that would be impos.sinleotherwise. Even with more
mundane situations, Abilities allow for a much-improved chance of success.
When a character performs a risky or uncertain action, Abilities aid the
outcome. If you attempt a task and fail, you can te mpom rily expend one of your
appropriate Ability TrailS to gain an immediate retest. You te mporarily lose the
risked Ability and the initial T rait h) bid for the tas k (if any) because you lost the
initial test, but you can still overcome rhe challenge. Abilities used th us me
recovered at the next game seS5ion.
A Ch~lrdcte r with multiple levels in a gi\'en Ability is certainly morc experi-
enced and proficient than an individual with JUSt one T wi t. Most characters fall
into one of three levels of Abi lity; greater amounts arc ve ry mre, limited to elders.
The tonlilevel of Ability in a given field corresponds roughl)' to the character's
profeSSional capabilities:
Competent (Able to earn a living)
Professional (Licensed, capable of supervis ion)
Jo urneyma n (Bachelor's degree or instructor)
Expe rt (Master's degree or researc her)
Master ([)(x;torat e or true innovator)
Some tasks are simply too difficult, or they require too much skill, to be
attempted by a char-Icter without the requisite A bilities. The Storyteller may
n.'qUirc the possession or use of an Ability T mil to perform a specific Hlsk. In Ihis
eHse, chamClers w.thoUllhe AbilllY, or who have already used all of their levels of
Ihe Abllny, cannot attempt the t,lsk ,II all.
When an Ability IS used against a .!oCt .>een.uio or object (such as uSing
Invf.."'Sugation to uncover mform,Jlion), the feat usually has a dlffkulty a1>511.'1lOO by
the Storyteller. [n such a SUIIIC Chall..::ng..::, you might be required to risk a T mit (or
a trivial task, or e\'en be asked to bid two or more Tr.lits for a Jlmcult, flSky or
tcdi,)us task.
Some Abilities can be used H~:linSI ~m opponent insleaJ of facilitatmg a
n'I--'tllar undert,king. In this case, the Abilay is expended to g:tln a retest 11\ a
chalkngc "'Ith the oPJ'Ollent.
R<X/U$IOG ABILI(I($
A few Abilities specifically reqUire :1 concentrated area ci Study. One cannot
slmply.Study all Crofts at once, after all. These Abilities are specifically noted in the
descnpllons. When you L'Ike such an Ability, )'OIJ must choose an art.'a cl study, a
specifiC topic that you ruwe cOflCentmtedon. Each area IScOl"lSidered a separate Ability,
so Ungtustics: l..mm is completely separate from I..mgUl.stics: Gaelic, or Instance.
ABIL I(Y $P(qIALIZA(IOn$
Wllhm a given area of expertise, some pmct itioners further hone their
knowledge to a ra:or's edge. By choosmg a speciali!ation in an Abili ty, you fine-
tune vou r skills wllh a particular facet o( that talent.
Ahllny specialtZ<ltions arc a wholly O("!tlonai rule. Remember to ask your
Storyleller before taking a special L:3t LOn. Somet ImC'S they can add even more color
to )·ourcharacter, howeve r keepmg lrack of rla)·eflispecial AbLIIILt'Scan be tedious
(or Storytellers and records-keepers.
Taking a speciali:ation reqUires that you ~pend one Free or Expenence T raLI
o n an Ability that you already pauess. Whenever you perfonn a task with that
speciHlilation - even if you do not expend the Abilit)' - you gain a one-TraLt
bonu~ o n resolvmg challenges as long as you hiJVC at leas t one level of the main
Ability left to spend. You may on ly hHve one '<pecialilation in an)' given Ahility.
You cannot take Melee: GrealStu"wd and Melee: Sword and Shield and expect an
:ummng am:Llgnmate feat. Funhennore, you can never gai n more than o ne Bonus
T mLl (rom S('eCLali:ations, even i( more than one would be apprO("!nate to a gL\'en
challenge. Even if you po6SCSS i...CIw: ComIJlQll i...CIw rind Inl't'Sflgatlon: Research )'ou
only b'Ct the one-Trait bonus 00 a test (or trial preparation, df..'Spile ~"OUr multiple
Speci;lliL'ItiOns.
A specialiZ<ltion is a concentrmcd area of expertise or practice. You ca nnot,
(or example, take a Melee specialil'llion 1!1 "swords," ora Merucine speciali zation of '
"hcaling." Appropri<lte speciaillation s refer lOone fncusof expertise or toone type
of excellent knowledge within the A hilny, such as AcM.emicJ: AllIiqwry orOcculr:
Kindred Lore.
You may wke a speciabmlion " 'lI hm an area of nud)'. As such, you concen-
Imle your research in one particular f"cct o( th.1I sub-speciali:ed AbllllY and thus,
you could h:l\'e CraftJ: Blacksmlthmg wllh a specialiZ<ltion LO Farner.
Note that the Bonus T raiu; from a specialization is not bid or used like othe r
Traits, You sim ply are "one Trait up" on challenges within that specialization.
Example: Frederic is (l proflCien! bard who excels in pocket-picking. He has thi
Ability Legerdemain x 4 u.-ith a spedalitarion: Pickpoc ket. When Frederic is in the
middko/afanUi!itic Mleon me sITetI, hemakessufI' wbumpinwpeopl.eand, with nimble
fingers, swipe acoin from their pockets without a hinro/ malice from his audience. FreiUric
normally uses his eight Physical Traits, but whffi he flexes his Legerdemain skills to pick
pockets, he has nine Physical TraiL! due to his expertise. Aslong as Frederic retains at least
one Legerdemllin Trait he may add the one-Trait bonlLS to his remaining Physical Traits
when initialing challenges 0/ his chosen specialization.
MAO€mIQ$
AC~ldemicsco\'ers the SlandarJ cu rriculum of the Middle Ages: the triv iu m of
gra mmar. rhetoric and logic, and the quadrivium of arithmetic, llStronomy,
geometry and music. Anyone attending university learns the lore of the world
divided into these tWO categories. Any character acquiring Academics within the
lastJOO ~'ears must choose the TriviumorQuadrit!iurn as an initial field of expertise
(and can acquire the other one later). Only vampires created before the rise of
medieval universities or thoroughly self-ta ught individuals escape this reqUire-
ment. Any other categories seem str.lnge at beSt and actively suspicious at " 'orst to
conventionall y educated people.
Your character must know Latin, requiring Unguistics x 1, to acquire the
second dot in Academics.
Al€RLn€$$
Alerrne~s is the ability to norice things going on in one's vicinity, with or
wit hout actively se~rching for them. Most Alenne5s retests pair it with Perception-
related Traits, and it generally applies to physical stimuli rather than matters of
mood, the soul and so on.
AmmAlR€n
You understand the nature of the beast and the temperament of animals. You
admi re and I"C:lpect their wild and untamed ways, allowing you to cmpathiZ(' ~Ifld
communicate with them. It's not so much a cut-and-dried languai,>e, but rather, you can
sometimes deal with them mOTe equitably. Though they TTh1y retain a healthy fear of
me Ikast lurking within you, you know what drives them and how toassuage theirfears.
With Animal Ken, you can train an allim~l (espcci~ll)' with Animalism) into
specific behaviors or attempt to deduce an anima1"s state of being with a Mental
()-mllenb>e. If you work with an animal for lit least a month or so, you may be able to
teach it a simple trick, up to a limit ofone trick foreach Mental Trait the animal possess.

Archery is the abi lity to use bows, the mOSt common ranged weapon of the eta.
Experienced llrchers also know how to maintain imd repair these weapons. and in
some cases how to make them as well, Archery covers crossbows and other related
weapons. Itdoes not coverspearsorother thrown weapons, which require Athletics,
Once you possess the Archery Ability, you may Opt to bid Mental Traits
instead of Physical Traits in the event of ties.
Athletics is aptitude for physical exertion, be it during relatively fonnal sports
or simply in the course of an active life. Athletic feats directly rehlled to combat
are covered by Brawl, Dodge, Melee and other combat abilities, except in the case
of th rown we;lpons. These requi re Athlelics.
Your Athletics Ability is used for retests on most fonns of raw physical activity,
such as ;lcrobatics, running, climbing. jumping, swimming and throwing. You may
also choose [0 focus on something you do especially well.
BRAWl
You roughed up your squire brmhers, wrestled men in tavem brawls and
maybe even killed a lion wi th YOUT bare hands. You might have some milit;lry
training. or maybe you JUSt gre w up wi th a sibling who beat the snOt out of you and
taugh t you how to defend yourself. Whatever the case, you know how to dish out
damage with your fists and feet.
Use the Brawl Ability for retestS in combat when you are using your natural
weaJx:oos (tceth. claws or fists). This Ability is also the province of the martial am,
although you should specify which art when rak ing this Ability.
qOmm€Rq(
Commerce is the Ability to successfu lly bring goods to market, and all that
emai];. It includes the abiliry to evaluate various goods how to best market them
to the populace. knowledge of trade romes and fairs. and skill at negotiating prices.
Your character should specify one class of goods as a field of expertise when you first
purchase it. You can buy additional fields of expertise with Experience or Free
Trails just as with UlIgWsrics and know ledge of various languages. You can apply
Commerce outside you r field of expert ise 10 identify potential markets and experts
in the field. and 10 negotiate and haggle over juS{ about anything. Evaluating an
item or a trade rou te that you have no experience with is beyond your grasp, and
it counts as acting without the required Ability.
In the Dark Medieval. the line betweeo legitimate and illegitimate (J<lde is
fuzzy to non-existent, as Commerce comes into play just as much when buying
chees.! as when hi ring a mercenary, soliciting a counesan or selling black-market
goods. As such, Commcrce conveys a general sense o( the shadier side oft ife - what
modern folk will call "streetwise."
qRA~C$
Crafts isan Ability covering skills of makingand fixing things with your hands
and evaluating such work by others. Skilled craftsmen produce works known (or
their beauty as well as their utility. You must choose a field of expertise when yOIl
first purchase Crafts. and you may buy additional ones with experience or Free
Traits. You can use Crafts outside your ficid{s) of expertise to undertake basic
repairs and evaluate the cJ<lftsmanship and condition of an object, but not to build
anything from scrmch.
In the Dark Medieval. Crafu also covers what will in later centuries become
applied sciences like engineering. ArchireCTure, MetalluT,o and so on are all fields
of expertise under Crafts.
You kIlO"" how toduck a punch when Its aimed your way. You posses.s enough
fighting savvy to avoid physical hann by manipulating your body away from
directed anacks and, 10 a lesser degree. missile attacks. howe\'er you can only use
Dodge agaiml any at tac k Ihat you're consciously aware of. Dodge 1$ used to relest
challenges where you attempt (0 avoid ph YSical hann.
€mPAe5Y
You are sensitive to the moods and emotions of people around you. Whe n you
IISlen to someone. you understand her feelmgs. You can identify With others and
tell when people are lying or holdmg back while [:lIking to you.
With a Social C hallenge you candetermme if the la5t Ihlngthat someone 5,1id
was a lie (although Sljbt~can defend ag:lInst t his expenditure). Allemanvely,
you can attempt to determine the subject's current Demeanor.
€eIQu€ee€
You knowwhen (0 bowor kneel in the prescrlCl;: ofan elderand how to addn:ss them
inot'femive manner. You can hold ~ toast with the best of them, and you h-cp
II\{I ~llte
your cool in any social scenario, from a lurd's b:mqucI (0 a peasant's Wl'<.!J ....g feast.
TIle Etiquette Ab'!iry can be u><''<.\ with Soci~1 T em 10 impress or blend in at
p.1 rt ies.lf you make a social faux pas. you may eXlXnd an Eriquerre Ab.! IIy immloJiately
to nl'gatl' the blunder. (Your ChlUlleler knows better than to make Ihe nllStake.)
€XPR€SSIOO
Words and feelings flo"" freely from )·ou. When the muse smkt.'S. you put pen
to paper and pour OU t a tOTTent of emotion and surring Image!)'. You can convey
message and meaning III your art, from symphoni es 10 poetry, and whatever you
wnte IS roth dear and movmg.
When wri t ing or composing. you can smk true EX/)"J"eJsion 11110 the work.
Works crea ted wilh Ex[JreJJioll x 3 o r more h:lve the potcmml to emrance
Toreador, as per their clan weakness.
5€ARe5 UJlsoom
This Ability compIles old wives tales. as opposed to lhe establ ished fact. It's
onsystetnatic. but in its haphazard way, it covers th e lxldy ofknov"\edgc accumu-
laled by peasams, traders anJ other p!..-ople who do not benefit from servants or lIve
III Isol:ltion. it includes mundane matteT5such as "'hich plants:md ammalsare $o1fe
toe:n III the area. which herbs are good for cook mg and relievmg minor aches and
pauu, SignS of impe ndI ng b.1J (or good) weather. rules of thumb for resolvlllg
domestIc disputes, a5 well as the folk wisdom r..garding the dangers of Ih .. night.
50BBY / PROF€SSIOOAL/ OP€Re ABiLley
In a certain area of expertise not covered by another Abiliry, you have
ach ieved some level of skilL You may have a small grasp of a t rnde due 10 sume work
on the ~id e. or perhaps you'l'o: speCifically studied a topic.
Hdhy/~ExpctAbilrtylSaClltchallcll;:guylOrS\1Chhighlyunusu.1IAbilities
aiCmure Lore, ~and !lOon. Any Ab.Jltyof thi£f)re mUSl be .,...."'C.rlCall~, ~'UI
by the Sror,1eller, and it has Its cr\jXlbilulCS defincJ by the Sror,1eller.
InClmlDAClon
Inrimidation represents ::my of a broad variety of techniques for terrifying
~op lc mto compliance. Such tools include anything from physical size, to a
part ieu lady frightening, toothy gri n, or perhaps an impressive show of supematura 1
strength.
You can usc Imimioorion when trying 10 mum someone with a Social
Challenge. or with certain Discipline powers.
InV£$(IGACIOn
You know how to pick up clues and put IOgcthcr disparate pieces of informa-
tion. By hab it, ITllining and a scrutinizing eye, you can ser a jumbled mass of data
into o rder, discovering idelllities. ffimi\'cs and pallerns in an othem'isc chaotic
scene. You can use Inl'fstigation with 11 Mental Challenge when trying to puzzle out
meaning to a seemingly nmdom scene.
LAlli
Law is the body ofknowl..·dl,'C about justice and its :lpplications to pfOCtical affairs.
In the Dark. Medieval, Law covers twO wildly different stJbjc<:ts: the organic- not to
mention chlloticand COntradictory -accumulation ofcommon law based on case-by-
case rulings, and the rigorous, 1IC1Idemic tradition grounded in Rom.1n law and guided
by logic and theology. The higher a ch..1.racter's social rank is, the more the latter
dominates. C1non law - the religious laws of the Church - draws primarily 011
Roman law for its llSSumptions and principlcsof development, and scholars in canon
law have a signifkant advantab>e in fami liarity when issues ofRoman-hasal secular law
arise. The same awlics to SlXular IcgJlists trying to deal with canon law.
Usc the U:tw Ability in COlIft situations or WIth Social Challenges involving
legal matters. Becausc the legal body is so vast, your Storyteller might require you
to sck'{:t a particular area of study.
L£AD£R$ijiP
When you speak., people listen. A good speaking voice and self-confidence
lend a powerful presence toa leader. TIlt: uodenhip Abi lity represents your ability
IOmotivate people and IOget them IOfollow YOlIrguidance. Even among those who
do not know or respec t you, you can demand attention.
You can use Leade-rshiP with a Social Challenge 10 try to win a minor favor or
task from a character.
L£G£RD£mAIn
legerdemain is facility with feats of manual dexterit y, nmging from picking a
purse from a belt, to juggling and feats o f trickery like palming objects. If
encompasses the stealth llndconcealmem involved in using that dexterity without
being noticed, such as when palming an object or performing a conjuring trick..
You can usc Legerdemain in bOlh Physical C hallenges (such as picking a
pocket), and Social Challenge (such liS performing to captivate an audience).
LlnGUJ$(JQ$
Linguis/ics is the knowledge of languages other than the one mOSf common in
a chamcter's childhood. Every character begim having one language maSTered (or
free. Growing mastery of Unguislics covers the principles underlying lan~,'uages,
their relations and evolulion as well as the contentS of specific tongues.
m € OI ~ In €
Medicine is the lore of the h uman lxxIy. Depending on a character's particular
inclination, it might cover both practical relief of traUffil1 and injury and the
academic tradition based in Greek and Roml1n scholarship, which is often greatly
mis taken about the realities of anatomy and physiology. Medicine also covers the
knowledge of which herbs and plants !Ire useful for remedying ills.
You can use the Medicine Ability TO speed a mortal's hel1ling by one category:
A Wounded mortal would heal as if Bruised, for instance. Medicine may be ust."Cl fo r
other sons of resel1 rch l1 nd lab work with a Menral Challenge. As Medicine
represents such a vast field, you Storyteller may require you to specify your field of
expertise: Leechcrafl, Midwifery, Herbal Medicine, etc.
m€l €€
If you've got something in your hands, you'rea deadl)' fighter. Be it asword, aSlick
ora pair of sheep-shears, you can use it to damagingetlcct. Expend Melee for retests in
hand-to-h.1nd combat when you are using a close combat weapon like a kn ife or
cooking cauldron. Ccmin weapons function best when wielded by a chamter with
Melee. This Ability also includes the knowledge for the upkeep of Melee we:lp0n5.
OO~ Ul (
The hidden world teems with mysterious secrets. By un locking universal keys
and studying the basics of spirituality, you can learn the shadowy paths of the
cosmos. You r Occult Ability serves as a geneml knowledge of the supernatural,
alerting you to the existence of many varied sorts of inhuman c reatures and
pamnormal events.
Some Disciplines rely on the Deadt Ability. Deadt grants some basic (and
sometimes erroneous) knowleds,7(' of the various denizens of the supema[ural world; for
more detailed infonnation, study ExpenAbilil): Lore in a panicularsubjcct ofimerest.

You l1re :l true virt uoso. Whatever your chosen medium is, you have a gift for
artistic endeavors. Be it pbying an instillment or bardic entertainment your skill
allo ....'S you to amuse and even cam money.
Your Per[OT"TTIance Ability can be used to earn a modest income, just like other
artistic trade skills. You must also choose ~I specific art form when yOIl take
Petj"OT"TTIance, such as playing an instrument, singi ng, llcting or dram~ltic readings.
Note [hat Petj"OT"TTIance is gene rally anythi ng done before an audience, while
Expression most often focuses on literary or musical composition, and C rafts
concentrates on the creation of physical objects (such as paintings or sculptures).
POlJ ( J ~$
The world of influence trading and favors is extensive enough among mortals,
and only prevalent among the High Clans. Through observation, intrigue and a bit
offast-talk, you've learned how to handle appearances, what a speech really means
and where the deal-making is going on. In short, it's Politics as usual.
The PoUlin Ability is useful primarily in dealing with mortal society Of
Infl ue nce. You might be llble to manipulate the outcome of baronial activities with
the prope r Influence and some well-timed Social Challenges. Politics is also used
to discern hidden motives and broker deals. It could even be possible, with enough
political clout, to have a con versation with royalty.
Knowledge of Politics incl udes, by e xtension, an understanding of the bureau-
c rat ic levels of power. You know who 10 bribe and how ro get your word across to
important players of govemment,orhowlOobstruct others with it. Bydetermining
who's important in a given strata, you can usually avoid wasting tim e and simply
bl() str:light to the person with the powe r ro do what you want.
R€ PA1R
You possess a working understnnd ing of what ma kes th inb'S tick. With time,
tools and pans, you can fi x o r slightly niter mostof the trappings of medieval society.
This knowledge also allows you to excel at 5.1botage. The Repair Abi lily is widespread
among inventors and hand\'men. Usi ng this Ability usual!), cans for a Mental
Challenge, the difficulty of " 'hich depe nds on such mctors as the item's complexity,
tools and pans available, extent of &Imngc and time spent on the repairs.
You can also ge t a basic se nse for spatial symmetry and alignment. You'll be
the hero of the day by savi ng a rich noble a king's ransom by explaining, in si mple
terms, that building a stone keep on marshla nd is a bad idea.
R10€
Ride is the abili ty to travel ast ride a horse or other ridin~ animal, keeping it
under control in varying ci rcu mstances. Experienced riders can fight from horse-
back, tend horses' common ailments and evaluate the qunlity of their mounts and
related gear.
$ m€ gq ~Al
Seneschal is the abili ty to administer hold ing5, from househo lds [Q kingdoms.
It covers the knowledge of ph ysical assets and their needs, from harves ting crops
to the maintenance of build ings, management of various ta xes and the social sk ills
to coc,rJinate others' labor, and resolve disputes. A skilled seneschal ca n evaluate
the SIJtc of others' holdings based on pe rsonal experience and theoretical knowl-
edge, too.
gq ROUnG€
You'rcexceptionallYb'OOdl1t flndi ngsluf(. Whether it'sa misplaced shield, the
beSt deals on salt pork or the best places 10 strip clothes and goods from the dead,
you're:1 wi:al knowing where togo, who to talk to and how to ge t what you need.
Granted, the things you fi nd are rare ly brand new orexactly right, and they do take
time and favors to acquire. Still such ability is useful when your finances are less
than ,park ling or th eft is Oil! of th e question. Scrounge is very often employed by
the Nosferam and some of the Low C lans, who tend to make a life out of ocher
people's second-hand wares.
Scrounge is typically used in conjunction with Mental T raits (although the
StOryteller may occasiona lly require a Social C hallenge for hagg ling), and can be
useful when looking for particular items or searchi ng a place that is in shambles.
By blending into cover, blurring your lines and moving carefully and quietly,
you can evade not ice or sneak past people. You know how best co rake advantage
of surrounding cover and how to use Iigh t .md shadow. Opportu nities for unnoticed
move1Oel1l are not lost on you, as you understand the uses of timing and diversion.
With an appropr iate Physical Challenge, you can sometimes sneak past the
not ice of guards and searchers (who COOleSt your Abi lity with their Mental Traits
and investigation Ability). You also use Stealth to augment Disciplines such as
Obfuscate and Obllmebration.
$UBCCRFUGC
There are mHny wa)'s to ta l k about subjects, and equa II y many ways to uncover
rhe truth of the matter. Even in idle conversation , people use linle white lies, slip
hints about the ir true motives, try to l.'lJide the course of discussion and give away
their secrets indirectly. The an of Subterfuge is the :lrt of reading these tricks and
usi ng them effortlessly.
When someone confronts )'ou wi th one of your lies, you can use the Subterfuge
Ability in your own defense (if someone uses the Empathy Ability, for insta nce).
By guiding a conversation, you c.m also unearth someone's Negative Traits; if you
manage to steer conversation to a particular topic in play, you can expend a
Subterfuge Ability and make a Social Challenge to dete rmine one of the subject's
Negative Traits related to the top ic.
$URVIVAL
Survit,a/ represents a knowledge of terrain, how to find shelter, where to find
water, techniques in hunting,edible and poisonous plants and fungi andsoon. This
might also represcnt you r will to live, your need to do anything and everything 10
come out on top. It alsoptov ides50me assurances of asafer existence for those who
travel outside the cities.
Hunting and avoiding danger in the wilderness usually relies on a PhY5ic:l1
Challenge. With SUTllil'(Ji, you can substitute your Menta l Traits if you so desire.
CnCOlOGY
T~ology is the lore of the queen of the sciences, rhe study of God's will in all
things. It combines historical scholarship with logic and a measure of art istic
expression. Theology by itself dQt:s not m:lke a character articulate. but it can
proVide the information necessary for effect ive persuasion. and it's crucial in
evaluat ing m<lny social matters. Nothing mortal or physical lies out5ide the scope
of God's commandments, heretics and the orthod ox agree, and the re is a theologi·
cal dimension to political, economic and other disagree ments. Keep in mind that
this is not, for mediev~11 people, a matter of unfounded supposition and personal
COtWictlon, bm of knowab le tnlths susceptible to reilliOned analysis.

Your Backgrounds hel p to flesh out ties with mortal agencies. tole in kindred
society and beneficial resources available. Eac h Background is used different ly. In
gen eml, having mult iple Traits in a given Ihckground allows for better or more
common use of that benefit. Some Backgrounds directly affect your character's
creat ion anJ Jc\·elorment, whileothersare called mroplay laler durmg the game.
ALLI (S
A few fnends or family, either kept from the days before your Embrace or
possibly all through your lifctlme, help you 0\.11 In you r nightly endcavors. You can
send ;1 ffiLSSL\·e or ( WO and cut a few Jeals to get assistance in a wide mnge of
activLtLes. Your Storyteller will proh"hly require yOt.L to define how you keep your
Hllies and their rehuions to you.
Each AUieJ T mit possessed represents one person thar )·ou can call 0 11 for aid.
Unlike Influence, your all ll'S have sp!:ciHI mlents thai make them better than the
avem~e person In town. Although your allies might not be aware of your C .. inile
nature, they ca n be qUIte uscful if directed properly.
In general. your allies do not show up 10 play directly. Instead, you "'In use
them for ce rram services dunng downtimes by nOlifying your Storyteller .
• An al ly ca n be dLrec.ted to follow up on Tl'SCarch or actl\'ItICS that you have
sm ned. If you undertook a specific t,l5k previously, bke tailingsonlcone, research-
109 a project or building a device, your ,lIlies ca n continue the wo rk, doIng SO wnh
one Ability Trait's worth of expertise. As long as thcy work on the project, your
AI/les Trait for the individual IS tlO.·..t up .
• If )·OU neOO a particularly competem all)" you can expend multiple Traits ro
RlIm ,Iccess to a monal wi t h multiple levels o f an Abilit\' or Influence. Each AUits
T mLt you spend after the first T r,m gLVes lin extra level of expertise to your allies.
They may use thisex~ni~ on )"our behalf, though rarely WIth your own skill, and
they o nly help as long as you tic uprour Allies BackgroondTnms 10 thLS manner.
Be \\~,lTy ofcalling on )·oor 1I11les too often . An a lIy might call on you for mutual
aid or refuse to help if pressed mto dangerous or Illegal activities.

QOnrMrS
W ith the righ t coomclS m all walks of life, you clIn get a line on all sorts of
usdul information. Al though havioJ,t an eM to the ground docsn 't necessarily
provide you wilh good help or loyal se rvantS, it does mean that you know who to
ask I\heo looking for the movers and ~hll kers behmd the scenes.
In game terms, ~'OUrratlng m Con/.l1CU represents the mortals who are willing to
share rumors and Information. When you calion you r cooracts, )·oucheck with \·oor
favonte ~ooss.ips and grease a few palms. In return,)'OU get rumors and mformatlOf\ as
If pos.-.csseJ of a ceTlam amoont of /nJlLwnct. Domgso lets)'OU find OOt exactly what's
goi ng on wLl h m a pamcu /;u [irea of Innllcllce. You can get information of a level
equal to however many contacts you use. If yOIl use ConroctS X 3 on Church, for
U"Lstance, you get information as Lf digging up dm wi th Church InJlutnce x 3. The
advantage of the ConfaCL'> Background LS dml conracrs can be switchl-d from place
10 place each game, gelli ng illfonnntion in different areas at your demand.
Using Conlll(t5 for especially cbngerous or secret informat ion might require
rou fOs~nd some money or perform a few (al'ors, al the discretion of a Storyteller.
On occasion, 3ccidems can C:IUSC contacts U"L one area to dry up, such as a plague
thlll affects your Health contacts, or;1 pan lCulfirly devious noble beheads all of your
Political (onwclS.
(Note: Your contacts will not generally funcI ion as aidesor lackeys that would
otherwise encompass the AUies and ReulineTS Backgrounds.)
DOmA in
Domain is the physical territory, almost always within a town oreity, to which
you control access for the purpose offeeding. You can't keep the living inhabitants
from going about their business, but you can keep watch yourself. You can also have
allies or servants specifically look for unf"miliar ~mpires .md alert you when they
find some. Domain refers specifically to the land and properties on it. as opposed
to the people who migh t dwell there (wh ich is the emphasis of Herd). Domain plays
an important part in Cainite society. Vampires who lack significant domain
seldom earn respect, but it isn't an automatic entitlement tostatusamongCainites.
E.1ch level of Domain size reduces the difficulty of feeding checks by one Trait
for you and those you allow in. It also adds to you r starting (not maximum) blood
pool. If you use the Domain security option descri bed here, each Trait of Domain
security raises the difficulty offeeding checks by one Trait for uninvited vampires.
C harac ters in a coterie can share their Domain resources for bener results. Six
toeight pooled T ra itssccure allofasmall town asadomain. Ten to IS pooled Traits
secure an important but not huge trading destination or center of pilgrimage. A city
like Rome (let alone Cairo or Baghdad) would require many hundreds of pooled
Domain Traits.
Storyteller's Option: Your Storyteller may allow you to designate one or more
TrailS in Domain to increase the security of your character's territory rather than its
size. If this option applies in your chronide, each Trait assigned to Domain security
provides a one-Trait penalty on efforts to intrude into the domain by anyone your
character hasn't specifically allowed in and a one-Trait bonus to efforts by your
character to identify and track intruders in the domain. A domain of one T rait'ssize
and two Traits' security, for instance, is small but quite resistant to intrusion. as
oppost.-d the domain of three traits' size but noextraordinary security. Domain security
can be used with pooled Domain Trails as well, at the Storyteller's discretion.
G£n€RAClon
Generation measures the number of vampires in a direct line between the
character and Caine, the First Vampire. Most new vHmpi res in the Dark Medieval
are of the Twelfth Gl,neration, and having a lowe r generation means that an elder
(or a successful diablerist ) chose the charncter as chiMe for reasons of her own.
ij€RD
Hen:! is the deliberately derogatory term among Cainites for mortals who
readily submit their blood to you (and vampires you allow to join in). Motives for
this submission range widely, from believers convinced that the Cainite is a dark
angel granted divine authority over them to ambitious schemers who regard the
humiliation and fatigue as the price o f admission to the vampire's favor for
negotiation and power over rivals. It's hard to give one's herd detailed orders:
they're addictS to the experience of feeding, not much use as allies or COnlacts
(unless you also buy those Backgrounds to refer to the same individuals). They
don't automatically share all their territory and goods, either. Those require
separate purchases of Domain and Resources.
Some common (:1ctor tie s the h(!rU togeth er, whether it's sh:1red membership
in a mo nastery o r ch ivalric o rder, bdng mcmbers ofo ne o r a few e)[tended families,
residence :1long :1 particula r street, the prac tit io ners of a certain trade o r some thing
else. W()rk the details OUI with your Storyteller, since threats to and Ihe (ortunes
rn your herd are great sources for sto ries once playoc-gins.
Each TraIt rn Herd providesan automatic BloodT rait per night yourchamcter
chOOSCli [Q (eed, in addition to the vaganes of regular hum mg.
(Note: Should a Camlteclra ln mo rc tha n fke Blood T rai ts in a Single feedmg
ses.sio n, the submitting Herd Will fall unconscious and. dependmg o n the SlOry-
teller, Will die without proper ca rc. No m o re than three Blood Traits may be 5.1(ely
t:1 ken from a vesse l per night.)
lnFLUmq€
I nfluence measures the degree 10 which you (;at) make you r wishcscounI in mon al
soci(!ty. In most cases, you acqUire Influeoce through multiple means, including
pel',;l~'l>ion, bribery, intimidmion. dm..'Ct rn.'lIupu lat ion of minds and cmonQllS, and
pllMlng he~lf off as mortal when necessary. It mkes time 10 accumulate more tho,n a
dot or twO of Influence in a commull1tyof any si:e, and high Influence IS the realm of
Qunll e5 who spend years or even decades cultivating their positions or who do a 101:
ci danl,'t.'fOUS wheeling and dealing. Influence ISn Ol license to do whate \"('r strikes your
fancy. It's alW'oI}'S easiest to get lnstllulions to do what they 're already mdmed 10.
Const:tbles nl-ed little prodding to arrest suspiciOUS stmngers or bre;lk up Illicit
operationS whose ownershavcn't been P.1ylllg bri bes, but require more Incenti\'c tObOO
out killing allP:lrently innocent byst:mdcrsor trying to arrest the most import ant civic
leaders. Roleplaying therefore supports straightforward declarat ions of Influence use,
and morc 50 as the vampire tw ists the institution's purpose and outlook.
E.-.ch 1eo.'C1 of'lnflucnce reduces the diflkulr,o cf releo.-ant 50Ciai endeavcn by roe T mit.
Kl'-l' UI filM that this awlics 10 the field am area in which )OJ h;l\'e Influence: Influence
aJ'I'Ialg thederg,'df'ro,.'tt'ICt' matters not alanwhen deaI~withthe beerl:lr=.mdVienna.
[n the Mlddl(! Ab'C5, the Church has considerable control O\'er temporn[
society. and Its policies exen conslder-db[c influence over t he d irect ion of roo[ltlCS
and cOlllmunille5. KnOWing the appropriate people allows inSight mto the m:un·
stream f.mhs ofChrisn amty (Cathohclsm). judaism and Islam. When you exercise
CllIlTch InJlunw:t. you can change rehglous policy. affe<:tthe as5lgOmem or clergy
and access a variety of lore and resources. Contacts and allies affected by Chun:h
InJluence would mciuJe mmisters. prtests. bishops, Church-sponsored witch·
humetli, holy orders and V:l riOUS anendees and assIstants.
Cost Effect
I ldenufy I'I\05t secular members of a gl\'en faIth In the local area
Pass as a member of the clergy
Peruse genC'ral chu rch re<:ords (bapusm, ffi3 lT1age. txmal. etc.)
2 Ide nufy higher chu rch members
Track regular ch urch members
Suspend lay me mbers
.3 Open or close a 511lGle c h urc h
Find the aveta.:e church·a5S(x:imcd h unter
DIp Into the collect ion plate (250 coins)
Access pnvate Information and archl\'es of a church
" DiscredIt or suspend h igh -level church me mbers
H ire a ~matl group of lI'cll'lramed hunte rs
5 Borrow or access church reliCS or sacred Ilel115
Access anCient church lore and knowledge
~OURC
Your monall les lead one IOolly or another. by blood, malTl3gc. Coercion. IOo'eahh
or talent to lheditem-erthe unwashed m~ You don't ne<:es.sanly have adlTl~ct
hnk 10 nobIlity. but ..... Ith the Coon Influence you mIght find yourwlf mVlted to
revels ..... here such nobl!'ty can be J"resem.
COSt Effecl
t Learn what IS fashionable (e.g., Far eastern drugs. SPICes)
Learn about celehrnlLOlU far In advance
2 Be known on ~iGhl by the local elite
Borrow ISO COins as Idle cash from n ch contacts
.3 Crush J"ronUSIOI: arranged marriages. spread d\lmni ng go&$lJ"
4 Hohnob well abo\'e your station su rroundmg cities
5 Obmln IIWlI"d i iOns to impoflant and roya l celebr<ltlons
ij€~ LC ij
I le:llthcare in the Medlcv:11 Ages IS pn mi t ive at he!;t. Depend ing on ~'our
rdlglou) or pcrsonal medic;! l prefeTCncc. }'OU miGh t end up IOo'lth Ihe hlack pla~'Ue.
legless from gangrcne or dead ..... Ith leeches draining cold blood out o( your body.
Common types ofh(!:lletli mduJe herb doctors ......Itches. midwJVes and WISt: men/
women. In Western Europe, hea hhcare is largely regulated by the Church. Monks
and nuns regularl y treat the sick and injured, and some treatments or prdctices
(such asau top~y) areootlawed by Church doc trine. In the Levant, northern Africa
and some spots of Moorish Iberia, Jewish and Muslim physicianssrudy and practice
techniques created by the Greeks and Ro mans, by doctors of the ancient world and
occasionally those brought from the Far EaSt by travelers.
Cost Effec t
Easily access the services of midwives and village healers
Access to a single mood Trait
2 Access to healers with a limited capacity to treat mundane ailments
Access 10 1\\"0 Blood T mits
3 Access to a supply of non-fatal poisons
Access to healers wit h a desce nt capnelt \' to treat mundane ailme nts
Access to three Blood Traits
4 Access to a limited supply of fatal poisons
Abuse noble funding (250 coins)
Access to fo ur Blood T mits
5 Access to healers with a great capaci ty to treat mundane ailments
Hllve bodies exhumed withoUl religious condemnation
Have people quara ntined as lepers or plague carriers
Access to fi ve Blood Traits
C£ARnmG
In an age where the quest for learning and knowledge is laking on a new
si!,>Tlificance, those who have access to knowledge a re powerfu l indel.-d. Someone
with this Influence can control the amount of knowledge dispensed to the
peasantry ~ and the percentage of truth dispe nsed. W ithin this sphere of
InflucnCt', one finds the tu tors, scholars, monks, minstrels, archivists, clergy, and
many young ami Impressionable minds.
Cost Eff...-c t
Access to a limited variety of hooks
Control info rmation dispensed to a small audie nce
2 Know a contact or fwO with useful knowledge or skills
Quote lhe classics e xtemporaneously
3 Obwi n access to the historical archives of minor nobility
4 Get cemlin lih."Tllry works banned
Control kno"-'ledge of an individual institution
5 Obtam access to a large variety of books and tomes
WQUC(
The hidJen world of the supernatural teems with secrets, conspi,..."cies and
unusual fac tions. By using Ckcuh Influence, you can dig up information to improve
your knowledge, get inside the occult communit y and find rare componem s for
magical rituals. C ul t leaders, charlata ns, Gypsies, witches, would-be occultists and
a few more u:lIlgerous elements can be found here.
Contacl a make use of comlnon occult groups and Ihelr pr.tCllces
Know sonle of the more vIsIble occul! figures
2 Know and Conlac::t 50me of the more obscure occu!! figures
Access resources (or moot rituals and riles
J Know the geneml vicmllY of cerra in supernalUml enlille~ and
(possibly) contact them
Access viUlI or mre material components
Milk impressionable peasmllS for 250 coins
Access some occu lt tOmes and writings
Research a Basic mual
4 Research an Intermediate ruual
5 Unean h Advanced rlIuals
POL ICIQAL
Bribing influential nobles and attracting "rn\'orable ~ mcrchams are JuSt a few of
the antics that fulls under the purview of Political Influence, We ll·timlod blackmail,
brlbc!),orany sundry tricksar.: stock In trode on bmh sides of this fence. Sollie of the
lIkely contacts and all ies include nobles, sages, l:mdowners and merchants.
Cost Effect
Be in the know as to the policies of state
Identify real plalforms of JXlllticians and parties
2 Ha\'e contacts among Ih05e In JXlweT (e.g., bailiffs, members of the
(OUt[ of the Clty)

Gamer inside information on process, laws and the like


Gain the pnnce's e;lr on a minor issue
J Gain information on and from sec ret mcclings
Spend a wa1Tllnt rewa rd ( 1000 coins)
4 Gain the prince's ear on a m~ljor issue
Sabotage the reputation of another th rough political intrigues
5 Suspend minor law5 temJ'Ol1lrily (e.g., tax on eve!)' thi rd alllmal
brought in tO town)
SCREEC
Ib'T"lOfed and often spat upon on by th eu "beuen;," those III the dark alleys and
slums, where plague and pe5lllence scurries along by the gutler, have crealed theIr
own culture todeal with lIfe and any outsiders who might come calling. When calling
on Screet Influence, you use your connect ions on the underside of the City to find the
lepers, thievcsof all sorts, ruffians, petty criminals, prostitutt'lS, residents of the cheap
side of tOwns, aclOt'S and frmge elemcnu of so-called "dcviant~ cultu res.
Cost Effect
1 Open an ear for [he word on the stree t
Idenlify most cut throau and know their turfs and habits
2 Liye mostly wuhoot fear on the underside of the city
Keep a contact or twO in most ru;pectS of street life
Access sma!\-time weaponry
3 Get insight into other areas of Influence
Arrange some services from street people ruffians
Get knives or other uncommon melee weapons
4 Mobilize groups or peasants
Beg or hold a "collection" (50 coins)
Get hold of a greatsword, broadsword and shield or crossbow
5 Control a single medium-sized gang of thieves and ruffians
Arrange impressive protests by peasant people
CRAO$PORCACIOO
Trall5portation Influence can mean the difference between a major skirmish
and riding through town unmolested. Gett ing access to special supplies and
services can also take a measure ofTransporration. Most all of these things can be
controlled with a bit ofsway over horses, ports. elephants, as well as more mundane
aspects like shipping and travel arrange ments. For many Cainires, Transportation
can mean the difference between arriving safely at one's destination or arriving at
all. T mvel is dangerous and difficult in the Dark Medieval. and this Backl,>Tound
can help a Camire avoid most of the worst perils. such as Lupines.
Cost Effect
Know what goes where, when and why
Travel locally, quickly [Illd freely
2 Track an unwnry target ifhe us ...'!; public transportat ion
Arrnnge passage snfe (or at least concealed) from mundane threats
(robbery, witch-h unters. etc.)
) Seriously hamper an indi\'idual's abili ty to travel
Avoid mOSt supernatural dangers when traveling
4 Shut down one fonn of transportntion tempora rily
Route money your way (200coins)
5 Reroute major modes of t mvel
Smu~le with impunity

mmCOR
Most Cainiles a re pretty well left to their own devices after release by their
sires. Mentor reflects the continuing presence of an older vampi re who mkes an
interest in your character: pro\'iding advice, a id and innuence. depending on the
mentor's interests. TIle mentor is not a cure-all for your charncter's problems, nor
is the mentor at YOUT beck and call, since she presumably has matters of her own
to attend to. She isa good source for letters of introduction, historical perspect ives
on current problems and other rdati"cly discreet, specific assistance.
T he mentor is often your charncter's sire, re taining social ties afte r release. It
can be any other elder you encounter along the way, however. or even a group of
like-minded vampires such as the members of a lOCal Tremerc chantry or the
vampiric denize ns of a nearby warren.
The level of aid that you r mentor can gwe depends on the number ofTrJits
In this Background (and Storyteller allproval, of course):
• For one Trait, you r mentor IS pflVY to a single piece of specialt:ed
information at a level above your own. If you have Expen Ab.II(~; Cainile lore x 2,
for inSlance, your mentor can bccalled on togift you with one piece of information
from E"pert Ab.liry; Camire Lore x 3.
• For twO Trai ts, you can borrow one le\,e] o f ComaclS, Influence or Resources
from your mentor for thedurationof the lpme. If \'ourmentor isvery powerful (four
or f"h'e Traits), you can borTOw two levels,
• Two T mltsHllow your memor to instruct you in a Basic Discipltne (non-
specific) that yoo do not know.
• Forthrl'"C T mits, your mentorcan Instruct YOIl 111 an Intermediate DIsciplIne
(non-specifk) that you do not know.
• Also at acost of thrC1.! Trails, your mentorc!!n mlin you in thewaysol aspccial
oc:cuh Imowledb>e that is oorside your nonnal ken, such as Expert Abdtry: Ghost Lore.
• For four T milS, you r mentor can tmlll you III an Advanced Disciplme (non-
specific) beyond your grasp.
• For five T rairs, your mentor can t min you in the phenomenal powers of the
cide rs. If your deeds and reputation are worthy enough 10 meri t such secrets.
Since mentors can prove unba lancing by providing tOO many different powers
ove r the course of a long game, the Storyteller may lowe r your tora l Mentor T mits
as you call on Ius kno~' ledge. TIllS decrease represents the fael that as \'our
character learns the mentor's secrets, the mentor has less left (0 teach.
R€$OOR~€$
You have aecess to ready coffers, You also have some solid resources that you
can use when times are tight. T hese resources arc always readily avai lab le, and Ihey
come to you aUioma l ically due to your inn'slmcnts, trade and holdll1gs.
Your number of Resource,'; T mits determines the amount of wealth that you
can secure. By expending temporary Resources Tmirs (which relllm at the neXI
game session), you ca n dmw on your regular income, as shown in me accompany-
ing table. If you expend permanent Resources, you can dIvest you rself ofholdll1gs,
allowing access to 10 times the amount shown on the table. The Storyteller always
adjudicateS the limllliof what you can buy, though. T rulypowerful uses of Resources
are best lefl to dOWl1 ll mes and moderation between game sessiOns.
R€(AIn€R
Retamers;lfe servanrsaod compa ni nns wi th personal bonds of loyalty lO you r
character. They may be actua l servanlS, fellow ,'etcrans of a crusade, fellow
members of a monastic sect, ch ildhood friends and the like. They may be ghouls,
bound to you by the ties of blood. Wo rk OUt a description of these retainers and the
nHlu re of their commitmem to you so thai you and your Stotyteller know what 10
expect in play (and what might make in teresting surp rises).
Keep in mind when designing retamers that feudnlism ('\'01\,00 m la rge
measure to limit the powerolthosc in ltut homy. Feudal lords do not have absolute
authorny: They take omhs com nuttmg them to defend the IT vassals and to ;ntend
to their vassals' needs. Retainers ought to matte r to the characters, and if characters
abuse thei r retainers, the Swrytellercan and should make this a matter for scandal
or even legal action by the characters' own lo rds. Untrammeled power is a
nightmare of the medieval paSt, ~mething feared as the ~urce of both physical and
spiritual suffering, and it wou ld be greatly out of charncter for most medieval
masters to feel at liben y to treat thei r retainers any way they migh t want.
Most retainers are ofavernge ability and competence: In game tenns, they have
twO Traits in most Attribute categories, perhaps three in one or tv.·o and relevant
Abilities at no more than th ree T rnits. Approach you r StOryteller if you entertain
ideas of increasing the capacit ies of you r retainers with Experience T rnits.
• A re tainer can be assigned to watch over a particular location. Genernlly,
if someone attempts to break into your home, the retaine r the re will attempt to stop
the intruder.
• A retaine r can be used [Q manage your assetS and perform tasks. Retainers
tied up in this fashion allow you ro manage more Influence thun normal. They add
to the number of Anribute TrailS that you possess for purposes of counting your
torallntluences. Each retainerdirecled in th is fashion adds one to your maximum
Influence Traits. If retainers are later lost or killed, the excess Influence Traits are
lost, starting wi th the highest levels of Influence held.
• Retainers can do most menial tasks, as long as they are not abused. They can
physically come to you r aid in time of need, un like allies or contacts, yet they
requ ire a sim i lar give-and -take relat ionship in order ro secure a good performance.
You may choose to declare that anyone of your retai ners is a ghoul, if you ~
des ire. For each ghoul that you have in your holdings, however, you begin each
session's play one 81ocx1 Trail down from usual, as you must feed and maintain the
servant. Ghouls have the usual benefits of Disciplines and an improved unde r·
standing of vampire society, so they make useful guards, but too many can be
troubl e~me. Jealous ghouls (especially when many are blocxl bound to the same
domiror) can cause no end of troubles.

POOLinG B)!.QKGROUflO$
Some Backgrounds lend themselves to joint ownership. Specifically, the
members of a cmerie may choose to pool their ind ividual Stote5 of AUies, Contacts,
Domain. Herd, Injluel1£e, Resources and RewirteTs. GeneTalion and Mentor are
necessarily individual matters.
Cij€ An~ijOR
You and the other players choose one Background as the anchor that holds the
shared assets together. In most cases, this Background is Domain, with the physical
place the characters claim for hunt ing, which also acts as a mee t ing ground for the
mortals they deal with, a repos itory for t heir wealth and so on. Any of the pooled
Backgrounds can serve in this role, however: Herd might be the key to absolute
survival and so on.
No Background pool can have morc Traits assigned to it than the anchor
Background does. I( it's damaged by events during play or between sessions, other
assets drift away from the characters' conrrol, and it takes effort to win them back.
Any chamcter cOlltributing to the pool may pull his stake OUt at any time. The
dislocations guarantee some damage. The character b>etS back one Trait less than she
put in. Making me. transition more pe;lceably requ ires spend ing fmlf the time it would
take todevelop a new Trait in the relevan t &Kkground for eoch Backgrol.ll1d involved.
Example: The members of the COIme known as thl' Sons of the Vogt'lsang build rheir
Background pool around He rd. They share tM blood of all of the morral t.'essels at rhl'ir
disposal. They pili a IOtal of(il'e Traits inlO He rd. The)· also tkride ro share ill IhI' physical
territory It·here these Herd mOl"/.a.ls wkeresidence, alongti!ith SIImnmdingfannlands l hal
border nobility holdings, 50 the'} pool a towl of three Traits into Domain.
In some instances, ,he pooled Backgrounds will come under aU3ck . resulting
in a lossof total T mi ts. As the ancho r Background score rises3gain, so do the scores
of those anchored w it, and it takes only half the usual ma tu rat ion T raits w restore
these lost associated Backgrounds.
The coterie can also ch ange t he anchor Background. Doingso requires double
the usual maturation Traits to buy the nex t Trait wort h in the new anchor, and the
cap remains in effect: Any other Backgrounds ra ted highe r than the anchor are
lost. \Vhen the loss follows from a change of ancho r Background , there's no cost
break in rebui lding them to their earlier levels.
USinG POOLED BMKGROUnOS
Pooled BackgTOl.lnds are shared resources, essentially the coterie's communal
property. Anyone who contributes to the pool (no matter how much she contr ib·
utes) has equal access to ir. Even if the chamcter dona tes to on ly one of the pool's
associated Backgrounds, she still has eq ual access to it. Not everyone can use the
pool simultaneously, though. A Herd pool of seven Traits can gra m a tOtal of only
seven aucomatic Blood T raits a night 10 the emire coterie. JUSt how those TraitS
are split updependson the circumstances and agreements between the chamcters.
UPP€R LlmlCS
By pooling T mits, a cQlerie can achieve Backgrounds t hat surpass the normal
nve·tmit limit. This ammgemem is normal. and it reflects the advantages of
cooperation. A group can SL'Cure a la rger domain or maintain a larger n etwork of
a llies and contacts than a single Cainite can. There is no absolute upper limit on
the level to which a pooled Background can rise, but things can get down right
ludicrous if you aren't careful. It 's usua lly beSt for t he Storyteller to impose a 10-
T r;lit limit on the anchor Background (and thus on all others). T his limit
representS domain over a imponant trading pon or center of pilgrimage or a herd
that consists of much of that same center's populat ion.

BCOOD
All Cainites have Blood Traits, which fuels almost every aspect of thei r being.
Every vampi re has a reserve of vitae, which is h uman hlood tra nsformed by the
Curse of C'line into the eldritch substance tha t sustains v3mpi ric existence. A
Blood Trait corresponds to about one 10 th of the blood in an average mortal adult,
though human capacity varies. (In addition, the process of feeding is not as
traum'Hic as the loss of a 10th of a person 's blCNJd through open wounds would be.
T he Curse is efficien t in more ways than is evident.)
A vampire's generation deu:nnines her maximum blCMld pool. Vampires
further removed from Caine have reduced capacity for blood, They can'l retain as
much, and Iheycan 'I hum II 0(( asqulckly as their elders can. Cmmle sages foresee
a time whe n high-generauo n vampires become nearly indIstinguishable from
mortals in their strengths, while perhaps just as susceptible to all vampi res' shared
weaknesses. The sma ll but growing ranks of the despised Thirteenth General lon,
Wi th such diminished capacllies, provide fodder for such speculations. In the
meamime, the advantages Ihat are available to low-generat ion vampires make
diahlerie pe rennially attractive to younger, higher-gener:lIion rivals looking for
improve ments thaI aTe OIherwise denied to them.
Your starting Blood Trait rOlal is determined by your generat ion. When you
come into play, make a tcst WIth a NalT"d tor as you pick up you r character sheet. If
you \\"10, you come into play with all r::J your Blood Traits. as derermlned by
,:enerallon, If ~'OU de, you have half your generational limit 0( Blood TrailS,
rounded up. If ~'ou 1000, ~'OU COllie 1010 phi)' with only four Blood TrailS, Cen am
MeT1ls, Raws, dan dlsadvantagesorother circumstances might alter )'our number
of Blood T raits at the beginning of play, and possession of the Hero B.1ckground
al lows you 10 come mto play with more Blood Traits, up 10 your genera t ion limit.
When you h.wc expended a great dell! of blood, you become hungry. A hungry
vmllrire is susceptible to the Beast and 10 frenzy due 10 the ravenous lusl for vitae.
You are considered hungI')' if at five o r fewer Blood TrailS, and you might be
susceptible to frenzyat the Sighl, smell or t~teofblood. If you have tWOOf fewer Blood
T f'lItlS, you are ravenous, and your difficulty [0 resist f'renzyduc to hunger goes up by
one TraIl, making it likely that you'll frenzy at the first opportunity [0 feed.
Fl-edmg is the onh' way 10 replemsh blood. You can take BlooJ TrailS from
mortals. other vampl resorothercreatUres with blood, such as animals or Lupmes.
When you bite someone to drain blood, you invoke the Kiss, in wh ich you r bite
causes a rapturous helplessness in normal mortals, and it is pleasurable en'n to
other creatures. Each Blood TraIt dnllncd tnfl icts a level of lethal damabte on Ihe
vic t im. howe ver. Up to th ree Blood T ra it5 may be drai ned each turn. You can close
the wound by licking it to ~al up tmces of you r feeding. You may only heal such
wounds that were made by your fangs.
You can expend Blood T tatts for a "ariety of functions:
• Waking: Spend one Blood T tall when your character awakens each mght.
It takes a m«hcum of effon JUSI to anm13te cold. dead flesh,
• Healing: Spend one Blood Trait to heal a level ofb.1shingor lethal damage.
Your character usually must rest while this t;tkes place. A slow W'Jlk Of horseback
ride IS usuall y acceptable (though parllcularly serious inj unc! mIght reqUIre tOlal
relaxation ), hut running and fightmg are OUt. If you want your character to heal
wh ile lak mg other actions, make a SUrvllW challenge after spendirlS the blood. If
you mil. th:l[ bkxxl is wasled. N ote that th is is the only way in which vam pires heal
wounds. If your character doesn 't spend blood to cure damage. she'll remain
damaged indefinitely. with the accompanying penalties.
• Physica1 Augmentation: One BIoodT T'"dlt can be spcnttogam an extra PhYSIcal
Trait fonhe durationci a conflict. You can bid thIS Trait like any other (''by the power
of my bIooJ and you can count thIS TraIl In tlCSand overbick You canspenc\ blood thus
H
).
asa reflex ive action at anyt ime, not countmgas y<lUftum, though ~'OU still obey the hmns
o(hb:x.I expenditure according to~,'ener:n ion. Youean raise )'OUT Physical T raitsup [0 the
hmll rl your g\-'fIeration for oneconfllCt, Any additional Traits added wlm blooJ beyond
that rolm rem.1ln onl~' for [he duration of a single challenge.
Blood· hoosl00 A uributes produce pt.'Culiar manifesta tions, depend 109 brgely
on your character's self.conceptlon, Someonc who's nornlally "'cak but suddenly
stronq for supernatural reasons is more likcly IOdevc1opdistcnded bulgmg muscles.
T h ere may be noticcablc changes whcn thc chamner suffers damage, whh tissues
Icaping closed after cuts and fountamsof vimI.' coating burns and scars. SlOrytel lt.'TS
shou ld use this son of compllC;I\IOn as opponunlties for ro leplaying, nOt as more
Y,~I~'S to makecharnctersand pla}'ers regret evcrdrawing on the Ixnefits vampirism
proVides (0 offset Its liablhues.
• FeedingOthers: You can urnm OUt oncormorc Blood T rnl ts from cutsmadc
for the purpose of giving vitae to rnher creatures. Vampires can drmk them m and
add them to their own hlood rools.
• One Blood Trait IS 5uffic lO:~nt 10 Ium a monal into .1 ghoul. TIllS state lasts
for a month, and after tha t tune, the ghoul must be fed more blood, lest he re\'ert
h;lCk to mumllny. A T nll1 of blood measuresapproxllnatdy one PlOt, which makes
It (Mllcult to secrl.'dy ghoul someone by slipping into a drink.

• Masq uerading: Spend a variable number of Blood Tr.. its 10 hide {he
consequences of vampi rism III a blood·borne fervor of activity: warmed skll'l and
brelllh,sof{encd complex ion, snee~mg, coughll'lg and soon. A vampi re in thls flush
of health may pass as human III all phYSIcal ways for the duration of the scene,
Domg 50 reqUires ~ix minus Self-ConrroiT ralts' worth ofblood for characterson the
Rood of Humamty. Char-lClers on other roads must spend an addillonal twOblood
traits (for a total of eight IlllnUS Self-Control T r.llts), since they're fu n her removed
from humanuy and ha\'c made a dc hbemte effort 10 suppress many traces of
mortalu y in themselves. V:nnpucs who have noSelf-Canrroiralingat .11\, folloy,'mg
roods that cu lt ivate Insrinct mstl.'lld,luvc a vcr)' difficult time impersonating living
people. (They must spend eight Traits to invoke this effect.)
• Three Blood TrailS can be spent to heal olle level of aggravated damage.
This dmnage heals over thc da~' , as the vampi re sleeps. Blood Traits spent thiS way
c;m he accumulated. That IS, ~'ou need not spend the three Traits all at once, o r
even <til 10 the same day, You should note that Traits expended in lhlsfashion with
marks next to your level of aggravated damal,'C. Once ~'ou have spent three Blood
T rallSon the mjury, II heals Ihe nc)(t Illlle the sun sets. You can heal onlyone level
of ajUlfavated dam::tgC' per d:IY m thiS fashion, though, un less )'OU also spend .1
Willrower Tran for each extra wound healed m the same reM period.
• Using Disciplines: Spend one o r more Blood Traits to fuel some vampl Tlc
O!sciplinl'S, as descrihed m Chapter Four, Although Discipline use normall y
conSlltUies ~ n Hetion. that docs Include spending the required blood.
WillPOWER
Willpowe r T rdlts measure the strength of you r chamcler's resolve (md sense
of S<!lf. B)' exerting your Willpo"'cr, you can withstand othel"\\'\sc untenable
conJn ions, renew your comnuuncnt {u a course of action.
Willpowe r Traits are not descr ibed with adjectives. Yo u simply have penna-
nent Willpower - your normal limit of Willpower Traits - and temporary
Willpowe r, your expendable Traits. When you ex pend tempomry Willpower
T mits or raise your permanent Willpower, you regain temporary Traits at a rate of
one per b'3me session (though your Storyteller may vary this pace to suit the needs
of her game or to simplify bookkeeping).
Expend ins a Willpower T rait allows for one of any number of effects, generally
to keep self-determination and to empower difficult or complex actions. Using
Willpower is almost always a reflecti ve action, which docs not count as your turn.
• A Willpower Trait can be spent to refresh all of your lost Traits in on
Atuibutecategory - Physical, Social or Mental. You may dosoonce peT category
per game session.
• Expenditure of a Willpower Trait allows you to gain a sing/( retest when
defending against a Mental or Social Challenge. Trait loss works as normal forsuch
retests.
• Spending one Will power Trait enables you to enter a challenge for which
you lack an approprial.e Ability. Therefore, you can make a test even if you would
normally require a specific Ability that you don't have or have used up.
• You can spend a Willpower Trait to try to control yourself briefly while in
frenzy. You are able to act normally for one tum when you spend a Willpower in
this fashion. though you otherwise keep all [he other sti pulations of frenzy -
ignoring wound penalties and so on. You do not actually rega in control so much
as you fight mightily todirect ),ourselffor a few moments in the face of overwhelm-
ing rage or terror; roleplay }'our actions appropriately.
• You can expend a Willpower T mit to ignore all wound penalties, up to and
including Incapacitated, for the duration of a full tum.
• Spending a Willpower T mit lets you su ppress a derangement temporarily.
If you spend enough Willpower Tmits o n suppressing a derangement, you may
overcome it eventually. Malkavians cannot overcome their primary derangement
this way. (See "Demngements" on p. 249-254.)
• Certain Disciplines or JXlwers require the expenditure of Willpower.
VIRCU($
Vi rtues are the foundations of your character's moral viewpoints. The rood you
choose lays out yourcharacter'soverall sense of sin and redemption - what's wrong
with the world. what is considered proper conduct and so on. The Virtues arc the
foundations of the roads, and they govern how your charac ter views particularly
challenging or threatening situ:uions, as well as how she's li kely to respond.
Keep in mind that there ate very few actual paragons of vi rtueamong Cainites,
certainly not as most human beings would see it if they understood the situation.
Even a vampi re who engages in holy works and charitable deeds docs so through
rigid self-denial, and even such a hard-working soul still feeds on the blood o f the
living and necessarily flees fro m living men and women whose faith is strong. The
question is not whether your c haracter is a nice person, bUl how your cha racter
dea ls with the challenges of existence with a mve ningancient curse working inside
her, poisoning hopes and dreams into eternal depression and chaos.
It's much tasier for a vampire lO hew (0 a standard that dea ls with outward
conduct (han some kind of inward conviction. Stoic nobility is within the grasp of
many vampires; overflowing love untainted by blcxxl hunger escapes almost all of
them. The centT3l struggle in Faith and Fire is to hold on to one's inner self in [he
face of constant challenge, to achieve gcxxl in all of its forms despite all fln her than
to bask in the S<ltisfact ion of being a good person already and reforming the world
on that basis.
You have three categories of Virt ue Traits. Each type of Trait is used for a
specific sort of Virtue Test. COllSciencel Conviction is used to hold to your moral
palh, even if you have a lapse of behavior. Self·Conrrol/ Instinct allows you to deny
or direct the terrible urgcs of your hungry and destructive Seas!. COIlrage stands
against. the primal fearof the forces that can destroy you. Your road determines the
SOrt of Virtues that you have; you cannot have both Conscience and COIlt'icticm or
Self-ConlTOl and Instinct - you have only one from each category. Each Vinue
Trait T3ting goes from ::!ero to five Traits, though you do not use adject ives to
descrihc the Traits.

VIRW€ (€$($
When you suffcr from an eth ical dilemma, overpowering rage or great fear, you
may use a Vi rt ue Test to resist succumbing to the Beast. Such a tcst is a Slatic
Challenge. The difficulty va ries wi th the st imulus, as described for each sort of
Virtue Note that you are never required to make a Virtue Test; )"ou may relent and
lose automatically if you so desi re.
If you win a Virtue T est, your morals overcome the Beast, and you hold fllst
against the predator. When you lose a Virtue Test, you suffer a lapse of vinue. You
suffer from a dcbilitating Ncga t ivc Trait or problelll, as described undcr the
appropriatc Virtuc.
You may makc o nc rctcst on a fai led Virtue Test by risking an appropriate
Virmc T mi t; if you succeed in the retcst, you only lose a Virtue T rait tempomrily
(for the rcst of the session, making you more likely to succumb to further failinl,'S
if you afe not careful). If you lose the retest, you gain a temporary derangement
related ro your failure in addition to suffering the normal results of a Virtue Test
loss. Note specifically that you may not overbid on a Virtue Test.
Regaining Virtue Traits requires the e)(penditUTe of E)(perience, as well as
consistent roleplaying for the particular strength that you wish to culrivate.
See the specific Virtue descri ptio ns for e)(amplcs of Vi rtue Tests.

Conscience measures the character's commitmcnt to the moral standards his


society espouses. He accepts the te nets he grew up with, or ones hc's heard
prellchcd [liong the way, and he feels shame and guilt when he dev iates hom those
standllrds. The inner voice of Conscience helps him resist temptations. When he
commits questi(lnable acts, his Conscience rat ing affects how much remorse he
fee ls. Dependingon the particular outlook Y(lu rcharacter holds, "remorse" maynot
be the ac tual response. The numerical rating applies to a wide range of possible
outlooks, not JUSt to ones ",hose anitudcs suit these labels.
Conviaion measures thecharacter'scommitmem tomoral standards as pim of
a reasoned, deliberate choice taken after rejecl ing lhe proffered social norms, He
defines his duty himself. and he cares linle what others think. Sin is a matter of
failing to meet one's chosen goals, with higher Conviction scores making the
character more acutely aW;l rc both of implicat ions in his code and of his own
fallibility in holding to it. High Com~ction makes a "ampirc obviously inhuman
and disconnected from the views of the people b\.' moves among and preys upon.
A Virtue Test of Conscience! COIIvietion is appropria te whenever you violate
you r road, as describcJ on the Hierarchies of Sin. Whenever you commi t a
violmioo that is;1t or below your current ro;.ld rating tolal on the Hierarchy of Sin,
you must make a COlUdence/ COIII~ct;rm Virtue Test. If you have only twO Road
Traits, breachcsofhigherroad rMings :Ire too trivial toCOSt you any further ground,
but if you h;lve four o r five Road Traits, you must be careful to uphold your ethics
with every aClion. TIle difficulty of the challenge is the level of the sin on the
Hierarchy table; if you commit a sin at level four on the Hierarchy of Sins table,
you have a fou r-Trait difficulty to your COlUcience/ COIII'ielion elmllenge.
Losing a Consdenct/ Cant'ietion Vi rrue Test causes you to immediately lose a
Ro,ld Trait.
Example: Chance, a Gangrel on the Rood of Hllmanity and a raring of three, kiUs
a mortal who rhumened 10 expo5e him and his pock (inc/wling a Sa/flbri) 10 the local
T wnere chanrry. The NarralOr decides that thi5 aa is u'O'I'thy of a tu.'O- Trait sin, so
ChallCe's player makes a Conscience te51 againstfollr Traits. Ifhe willS or ties, CMnce
fl'e/5 srunl1i' fOT his actions and does nOl wse a Road Trait. If he wses, he sllfiI'T5 rhe wss
of a Rood Trair, dropping 10 three. ChallCe'5 player makes thl' test and win5- Chanct'
fl'eis some 5Mme flJT killing the man (maybe he C014/d hal'e 5impl)' lied him liP uMe the
pock made il5 escape).
Later, Chance su'a!s some documenl5 from the local church. Since lhat is a four-
Trail sin and he has OIIly three Rood Traits, il ;5 /00 minor a crime 10 CI1!15e him furdrer
ris k of degradation. The pWYI'T need nOI make a test of Consc ience flJT tMI OCliOll.
$€ lR-~OntROl/l n$t l n~t
According to some C<l i nilt~ scholars, Self-Conlrol is a p;lrticularly "'civilized"
rcsponse to the Beast. The charaCler uses her will, backed by observation of
warning signs of growing power on the Beast 's plln :lIld rulcsof internal disci pline,
to fight down the urgc to frenzy. She learns to 5."lcrifice some of her emotions and
even some o(hcr otherwise rC ilsonable plans for cool, restrained conduct to deny
the Beast its spiritual SUStcn:mce. (Note t hill physical hunger limits this virtuous
aim. When your charaClcr's blood pool is lower than her Self-Control Tming, you
arc one Trait down on all tests involving blood. Feeding is a very practical (mutcr.)
InstillCt is the "barb;.ric" Hltemmivc 10 Sei/-COIltroi. The character accepts
fremy and cOlnplcre surrender ro passion as pMt of her nmure. InSlead of aiming
10 hold the frelllY back, she ;lims to retain 11 core of controlled awareness even as
rhe frenzy unfolds, SO that she can choose her course of action moment h\' moment.
Whenevcr the th reat of frenzy anses, she embraces it autom:ltic;llly, unless the
difficulty of the frenzy test is less than her IIlSlincl score, in which case she can
choose whether or not to succumb. Therellfter, each time the character wishes to
choose;1 panicular ;Iction rather than follow the imperatives of fremy, you must
make a frenz y test, against a difficulty of eight Traits. Success :lllows you to specify
one single action that the character takes. She then resumes her unity with the
moment (Le., suffers the usual penalties of fremy) until the frenzy exh:lustS itself.
Among Cainites, this act is called "riding" fremy.
You can never use mOTe Sdf-ConrTol/ Insrinct T mitson Virtue Test resolut ion
than your cu rrent number of BlOCld Traits. If you are hungry, it is h ard to resist the
call offremy. Note that you do n ot fremy ;Iutomaticillly if you run Out of blood.
You're very likely to fremy if you are exposed to il stimulus, however, since you
won't be able to use any Self-Coruroll Instinct Traits in the event of ;l tie.
If you att empt to make a testofSelf-ControlllnstinCI and fail, you automaticall y
!f.t.in the permanent Negative Social Trait: Callous or Condescending (you r chOice),
though it can be bought off nonnally.

Example: Susannah, a sl.ClTVed Maikavio.n onlhe Rood of HeatJell, calcoo sighl of


a morUil meal. AIt1u:lLf.gh she is OUI of blood, she does nol /ren::y immediately, since she
is not yet agitated and Ms IlOl scented blood. As she closes in on her target, the merchant
rums and suggeS15 lilGt she's a prostitute. Now lhat she's been harassed, Susannah must
make aSelf-Control ViTtI«' Tw, wilh a difflCldly afltOO T TaitS. Since she isout ofblood,
she effectively hos no Self-Control. She tem agaill.'it another player (since it's JUSt a Static
Challenge) ana ties. With her lack of blood leaving her with no Self-Control TrailS,
Susannah enten a/reno, allempting wdrain lhe morral. She also gaill.'i a nell! permanent
Negative Trait. ReaJivng that she can't win on ties and that the mOTtal is unlikely ro pose
a problem, Susannah's player decides not w risk any further Traits on a relesl.
Lila, fill! of blood, SU$(ZnnM is at a tat'em lI·hen she is accosted by a Setite. The
Selite allacks her from surprise - a three- Trait prot.'lxatiorz. Susannah's ,!layer makes
a Static Challenge. If she tl'ill.'i, she lrumages 10 conrroi herself, and d«s nOl/renZ)" as the
Setite atracks her. If she ties. her Self-Cont rol of IK'O Traits is insufficient to beSt the
/reno J[imulus. If she loses, she frenzies automatically.
qOURAG€
Courage mea~urcs the imellcctu;ll, moral ;lnd spirimal reserves that allow your
Characler {Ostand fast when his impulse is to flee. (See the section on "Rorschr('Ck",
p. 24;) Characters with high Courage nltings still feel fear, bur they're abl~ to block
the immediate rranslation of that fear into unthinking action. Some vampires
genuinely don't feet fear on the emotional, insti nctual level in the face of fi re,
holiness and other threats. They (X)SSCSS only ,I reasoned awareness of the dll ngers.
O thers discipline the fear through miliUl.ry tr;lining, monastic pnlCtice or some other
sY~l ematiccode. Still others subdue it with as much instinct as in the fe: lr itself They
may not really know why they keep control or be able to e xplain it 10 others.
Courage Traits measure self-posseSSion and the abi lity 10 resist the terror
inflicted by fire, sunlit:ht and True Faith. You must make aC(ruragechallenge when
confronted with such attacks. If you succeL"<i, you manage 10 resist the urge 10 flee
for the duration of the conflict (or for 10 minutes). If you fail, though, YOll enter
Rotschreck. a form of terrified frelllY in which you atte mpt lOescape by any mellns
possible. ~ing a Courage Test also causes you to suffer from the Negative Physical
Trait: Cowardly or the Negatiw Mental T rail: Submissive, pcrm:mcntly, although
such T nlits can he removed hl(er wilh Experience.
Note Ihm yougcncra!1ydo not nCloJ to make aCourage Vir[ue Test against fire
under you r control. If you are lighting your own candle, (or instance, or using the
Thaumalllrg)' path Crco Ignem, you arc in control of Ihe fire and unaffected by fear
of it. If someone uses fire agai nst YOli as a weapon, however, (a hunter threatening
(Q light your hair with that same candle, facing someone brandishing a torch ) you

might need to make a C(rurage Test.

Example: While the coterie is plorting at rhe haven of Mdis5allae d' AlljoU, SO'IlIeOI1e
ShoolS ttl'O flaming arrows imo rhe rhalChed roof, :serring the place abW.ze. Melissande, Kurl
llnd PefJ..>r aTe ail swrtled by the fkunes. The Storyreller caUs far a ViTtue T cst ofCoumf,'C
wirh aU the t'ampires present, W see who SlIcC14mbs 10 R6Ischreck. The Sroryteller thTOU!s
Scissors. Melissande' s pla)"er throws Rock, and thus Melissande remains wUlffecred. KIm
and Perer's players roth rhrow Paper, so rhey're ill LTouble. Uorh players risk a Courage
Trait far a retest, and teSt againsl (he Swryreller again. This lime, Kurr's pIa)"er u·im, so
Ktm manages wconrroi himself, but he loses II Courage Trail far the etoming -he' sshakro
by the experience alld more likely w flee from IllIer threalS. Peter's player, OTllhe other hand,
ties OIl hiS retesl, bur PererOllI)" has lU'oCourage TrailS. He Il)Scs the /CSI. gllima Negaltw
Trail, gaim a temporary demngemem and goes inl/) Rorschreck.
mORII.[JCY CRII.IC$
A:; described previously, yourrood is theparticularcode that YOI.IIf)'toliphold. Your
RO:KI T rnirs measure your dismnce from the Beast and your success in adheTlllg 10 lhat
moral axle. Ranging from lero IOfivc TrailS, Ihese T rnirssimp\y servc as an indicmorof
~'0Uf ethical Sl:rengrn. Yoo do no!: expmd or use Road Traits in any !3sh1Oll. Your rornl
Rood Traitsdo affect yoorcondition, though. A vampire who ~ ckR to being overtaken
by the ~ IS more likely to succumb to vampLnc LIlstincts like 51umber dunng the cla~'
orthe long I<xporo( ~'CS. The amount ofRoad T fa its isdetenninoo by the average 0( yoor
~1I;rnan. and ~'OUr Sdf-Corurolllnsrina. SCOl"I'S.
Road Traits are 1051 when you suffer a lapse in Conscience or Conviction. See
the tahleson p. 95-99 for the HiernrchiesofSin, which determine what comt itutes
a moral violat ion for your beliefs. YOLican only gain RoadT raitsthrough consistent
adherence to ~'our ethics, good roleplaying and the expenditure ofExpcricl1ce with
your Storyteller's approval.
• Whenslet'pingduring meclay, your lotal Road T raitscletennine howdeeplyyou
slumber. Y00 can never bid more th.1n tnple your Rood Traits forany action dunng the
day (so even a .nlght)' elder is susceptible to monals due to such sluggishneSli).
• The length of time that you spend in torpor varies with the strength of you r
road. Cenain circumstances (such as magical h ealing or imbibing a Trait ofblood
from a vampire three generations lower than you) can rescue you from torpor
prematurely. This imposed length of time applies only if you are sent to tOrpor
involunta rily - if you choose 10 take the long sleep, you can rise at any time thaI
you wish. (Sec the section on IOrporon p. 238.)
• You r Road rating determines your Aura of Conviction. The aura indicates
something of the road you fol low and how you appear to mona Is. [t also gT',l.I1tS you
bonus Traits (or penalties) when you attempt an action related to your aura and
road (such as commanding someone if you are on the Road of Kings).
• If you ever run completely OU t of Road Trni[.5, rOUf character falls to the
Wass.111, the final £remy. Your charncter enters a totally uncontrolled state of
btrserk rage and instinctive surviVAl. Such a character cannot be eoaxed from
fremy,cannot con trol himsel( and IS no longer suitable for play. Cain LIes b>eneral1y
put down such unfortunates very quick ly.

m€RI($/I[JO ~L/lW$
Asopnonal T roits tohelp nesh OUt yourcilaracler, Meritsand Aawsaid in specifying
cermin benefits and hindrances that add deplh that is IlOl readily CO\'ered by Amibutl'S,
AbiJ.ties and Bock!,'I'"OUfIIis. All Merits and Aa ....'S are oq,oani=ecl into specific C3tegont'S:
Ph)'Sic:11. Social. Mental and Supemm\lral. Inorder ropurchase Ments, you must spend
Free T rallS. T akmg a Raw, colwersely, adds burden [Q ~'OUf beast but offers extra TraIlS
(0 spend etse....here. Yoo may WI" as many as seven T rairs each in Ment'l and Ra .....s.
Normally you may only purchase MeritS and Ra ....'S during character creation,
but With an appropriate e)(planauon you may purchase a new Me rLl (wl\h
E)(perience at double the C05t ) to overcome an e)(isting Raw (again, with
Ei'lperience at double the C05t).

PfjV$lq/lL m€RI($/I[JO ~L/lW$


AmSIO€XeROU$ (i-cRAie m€RIe)
You have a high degree of off·haoo dexterity, and you can perfOffil tasb with
the "wrong" hand at no penalty. You must sull use the rules for takmg multIple
act ions, but you do nO[ suffer a difficulty pe nHlty if, say, you usc two weapons or arc
forced to use your offhand.
MUC€ $€O$€$ (I -CRA IC m€RIC)
One or more of your s(:nses arc panicularly sharp (must specify one of your five
sc nSL-s). You arc two TrailS up on all challenb'CS involving thb part icular sense. You
may have mul tiple acute se nses, but you must ru rchaSt: this Merit once for tach sense.
~ACLlK€ BAlAn~€ (I-CRAIC m€RIC)
You are sure-footed and almost neve r slip or get di zzy. You r se nsc of balance
is so keen that you ca n travo,)TSe even Ihe n(lTTowest ledges or wires. You are tWO
Traits up in tests whe re your balance is a fac tor.
€AC ~OOO (I-CRAIC m€RIC)
You have the ca paci ty to eill food ;md even savor its taste. While yt)U C<lt1 no{
derive any n ourishment from eating reguhu foods, this llb;!it y is useful for paSSing
as mortal. Of course, you can't digest whfil you cat, and there will be some point
during the evening ..... hen you must force YOllfsclf to hefl\'c i{ blCk up.
BCU$ij O~ ij€AlCij (2-CRAIC m€RIC)
You look mo re hale and healthy in appearance than o the r vampires, allowing
you to blend ..... ith hum;msociety much more easily. You still retain the color of a
living mortal, and your skin feels on ly slightly cool {() the touch. This Merit is
unavailable to Cappadociall5 and Nosfcrntu.
OAR€O€Vll (3 -CRAIC m€RIC)
There is nodan~:ertoob'feat, no challetlge lodifficult for you to conquer, hut ~'0I.1
scared your mother and sireOl.lt of thei r ..... its regularl ~' . Whenever)"ou rake a risky COl.II"SC
of Hction -one with a difficulty of at least eight TrailS ora potent ially hannful outcome
- you b'lli n one bonus Trait on the attempt. This bonus only applies to combat.'i in
..... hich you are b'TCarly oum umbcrcd or p:.linful1y OI.lrdassed, at Narrator's discretion.
€~~I~ l mc DIG€WOn (3-CRA IC m€R IC)
You are able todmw more than the usual amount ofnourishment from blcxxl. When
feeding, you gain an addition,11 T rait toyourhlood pool forcvery twO T rairsofblood you
consume. This Merit does not allow you to exceed your blood pool maximum.
ijUG€ $IZ€ (4-CRAIC m€RIC)
You are abnormally large, possi bl y o \'er seven feet tall and weighing over 300
pounds. You gai n an extra Bruised health level. If you don 'I (it this dcsc Tl pl ion, Try
to wear bulky clOlhes to simu l.1lc your build.
ijARO O~ ij€ARInG (I -CRA IC ~lArn)
Anything below a loud conve rs.ll ion is difficult for you to hea r. You arc two
T raits down in challenges involving hearing.
$ijORC (I -CRAIC ~lArn)
You arc well belo ..... average hei gh t - four feet tall or less. You h<lve diffi culty
reaching or mani pula l ing olljecls designcd for no nnal adult size, and )·our running
speed is o ne-half thaI of a normall y propo rtioned human.
SmE[[ OF C5E GRAVE (I-CRAIC FLAIll)
You exude an odor of dampness and newly turned t:arth, which no amOUllI of
scents or perfumes will cove r. Mortals in your immediate presence becomt:
uncomfortable, so the difficulties of most Soc ial rolls to affect mortals increase by
one. Charocters on the Road of Hum;mity with Ihis Flaw subtract one Trait from
their ,l ura.
BAD SIG5C (3-CRA IC FLAIll)
Large objects !I f I.' still visible albe it fut~y hut smal ler things are IOOOut of focus
(or you to clearly identify. You aTt: two T raitsdown on all challenges where ca reful
eyesight is required.
DISEASED (1- CO 5-CRA IC FLAIll)
You have com meted some disease that affects your nightly unlife. You might
well spread it when you feed, or it might ~Iffect how much blood you can drink.
Storytellers should decide the specific effeCls an d circumstances of the disease.
DISFIGURED (2-CRA IC FLAIll)
Either a birth defect or an in jury during you r lifetime has left you disflgured
in suml! way. SlOrytellers should worK with you 1O create an arpropriate disflgure-
ment. You are down twO Traits in any Social Chall enges save for intimidation.
Disfigurements arc seen as a divine punishment in th e DarK Medieval world.
onE HE (2-CRAIC FLAIll)
Whether you were bom with the defect or injured somehow, you have only
one func tional eye, missing from your head or 'l dead-white orb. You are two T Hlits
down on all challenges involving depth perception. including ranged combat.
Depending on the nature of your hand icap, yOli may choose 1O wear an eye patch,
o r you may simply have one blind eye.
RAGGED BlCE (2-CRAIC FLAIll)
U n li ke mOSI other Cainites, you laCK the <lbili ty 10 liCK the wounds of your
feeding dosed. Instead. you le<lve raw punCture wounds in the flesh of you r prey.
These wounds also have a one-tn-five chance of becoming diseased. The Swry-
teller determines the rrec ise nature of the infection .
LEPER (2- OR 3-CRA IC FLAIll)
Before you were Embroced, you suffered from leprosy or a skin disease that
might bceasilyconfused with lepros~'. Your Appearonce maybe no higher than (0,\"0
T roits. and roshes, rale patches, festering sores, scars and the li kt: mar your flesh.
Your skin disease, wh;ltever it actually is, is obvious 10 any who look UlX'n you.
Mortal authorities refuse you entry 10 any city, and you are treated " 'i th fear and
revulsion. You might bt., compelled to dress in a spt!cific manner and even carry
bells, chippers or oth er devices to announce your coming.
Fo r threl! T roits. ~'ollr condi ti on is still contagious. Although it cannot have
an y fu rther effects on your unliv ing form, you might slill transmit it [0 those you
reed from. This Flaw is worth only one Troit t o Nosfenltu, and then on! ~' i(thei r
disease is contagious.
You suffer from a biological or chemical addiction to drugs (such as opium or
hashish) or alcohol. It is up to the Storyteller to decide the specific effects of this
addict ion, but you must satiate it at least once a night.
monsCRous (3-CRAI( RLAIlJ)
You are hideous and ph ysicall)' displeasing. As a result, you may nor initiate
any Social Challenges other than those concerning Inrimidmion, and you may not
take any Appearance- related Social T raits. such as AUuring or Go-rgeous. In the
Dark Medieval world, you arc usually tre:lled with scorn or terror, as physical
deform ity is believed to indicate spiritual qUlllity.
P€RmAOCO( IlJOUOD (3-(RAI( RLAIlJ )
You suffered injuries duri ng you r Embrace that your transformation somehow
failed to repair. At the beginningofeach night. you rise from sleepat the Wounded
heal th level, although you may heal this nagging damage byspending BloodT raits.
SWIlJ fj€ALInG (3-CRAI( RLAIlJ)
YOIl have difficulry he:!ling wounds. It requires twO Blood Traits to heal one
he:!1th level of b:!shing or lethal dam:!ge, :md \·ou m,IY he:!l one health level of
:!ggravated damage every five nights (plus the usual five Blood Traits and Will-
JXlwe r expenditure).
QfjlLD (4-CRAI( RLAIlJ)
You were a small child (between five and iO years old) at the time of your
Embrace, leaving your PhYSical A ttributes underdeveloped and making it difficult
to interact with some aspectso( mon al society. You may not have more than four
Trails in your Physical At tri bute category. except when raising Physical AUTi butes
with Blood T raits, and you suffer a two-T mit penalty when .lttempting to direct or
lead mortal adults. This Flaw also includes the effcCis of the Shon Flaw. so no
character can havc both.
D€AR (4-(RAI( RLAIlJ)
You cannOl hear. Whil ~ you may ignore some applica t ions of Dommme. you
may nOl hear wamin~.'s. and you have great difficulty in normal communication.
You suffer:! three-T rait ~1l<llt y on all Alerlntss challenges and are considered to
be always surprised during the first round of combat or :m ac ks from behind.
RL€$fj OR (fj€ QORPS€ (5-(RAI( RLAIlJ)
Your flesh does not fully ri'genernte itself once it is damaged . While you are
1Ible to heal yourself to the JXlilll of regaining full funct ionali ty, your skin puckers
and scars where you were wounded. Depending on the nature of the damage, this
Flaw makes social delliings excL'edingly difficult.
mU(€ (5-CRAI( RLAIlJ)
You cannOi speak at all. You must sign or write (O indicate you r feelini,'S.
although both of these are highly difficult in the Dark Medieval. Sign language
does not exist in this time; there is onl)' a form of finger-spelling used by monks
under vows of silence or deaf nobili ty. Many people are illiterate in this time, so
wrltmg might nOl help. ThIs is a vcry dIffic u lt Raw 10 play OUt and should be
di.KussM wuh the Storyteller before choosmg II.
BLmD (6-CRAIC RLAW)
You are robbed of the blessmg of VISIon. You lose aUlLes whe re sight is
Involved (such as manual dexter! ty), and you a Iso automatically lose all ch~L Ilengcs
when' Sight is requi red.

m€n(IIL m€RI($II[!O ~LIIW$


~€L€$CIAL ACCUa€m(Oc (I -CRAIC m€RIe)
You have an innate lmk to the pass.'LI..... of [Ime and the movement o f celesllal
bodIes. You can estImate the tlllle untLi sunrise or sunset withm a Inmutc or 1100'0,
and yuu can follow the phases of the moon m your head. Those wLlh SOIl\e ITammg
III astrology and thiS Menl can even foretell ce"am asuologlcal conJunctions
wlthuut access 10 cham. You can accomplhh any of these feats wIth only a
mmllllum of concemration.
~ommon $(O$€ (I - CRAIC m€RIC)
You have a significant amount of practiw1. everyday wisdom. Whencver the
chafllclcr is about to act in a way contrnry to common sense, the Storyteller can
make suggestions or warnings about the Implications of said actio n. This is a very
useful MeTil for novice plnyers who arc unfamlJt:lr wIth the game.
~on~(oCRACI o a (I-CRAIC m€RIC)
You have the abIlity to focus )'our mmd and shU! out any d1<traclloos o r
annoyances. Characters wllh thiS MeTll <Ire unafft:CteU by any penllliles slemming
from distracting circumstances (e.g., loud noises, hanging upside down).
~OO€ OR fjOnOR (2-CRAIC m€RIC)
A speCific code of honor or chival ry gUides your actions, sepamte from your
road I.'thlo. 111is code is very pc~nal, shaped by your experiences. You should
work with your Storyteller toc reate an :Ippropriate code (one with hindroncesand
rest ricted ac t ivities along with beliefs :md passions). You gam a frce retest in
Men t.L1 and Social Challenges where you would be forced [0 viohul' your code,
regardless as to supem;numl meims or to resist fremy.
€IO€CI ~ memORY (2-CRAIC m€Rle)
You remember what you see and hear wilh perfect detail. Documents, events
and C(If1Vt'l'$3tIOru. can be commllted to memory wnh only mmo r conCentrallon.
LIGfjC $L€€P€R (2 -CRAIC m€RIC)
You can awaken inst ~m t1y at ilny silolll of t rouble or danger, and you can do 50
without any slecpmess or hesitat ion. You may ignore rules regardlllg how Road
mting restricts the numbe r of dice available during the day.
B€R$€RK€R (3-CRAIC m €RIC)
You arc in total control of your Beast. a m ilSter of your pnmal self. You may
enter iremy at Will, uurmg which lIme you do nOl :K.Iffer any wound penalties. but
you must still make fren;y tests when Ihe need anses.
Ahhough many v,1111pi res ha,"e difficulty resist ing fremy, you find it easier to
smy your anger. You me o ne T mit up 10 resist frenzy.
IRon WILL (3- CRAIC m£RI()
You are indomitable of will and a rock of stubborn resoll·e. No Inaner how
charismatic a leader is or mtimidating an elder seems, your dete rmination never
falters. You ma r resist mimi-:llt('ring eff<."Cts by spending a Willpower Trail. This
has no effect on emotion -bascJ ,lHacks (such as Presence).
D££P $L££P£R (I - CRA IC ~LAW)
You 3re difficult to rouse from your slumber. You arc likely to sleep through
times of danger, or, if roused. tOO sl uggish to act with conviction. The difficulty
increases by twO for an y test to awaken during the day.
nlGIjCmAR£$ (I- CRA IC ~LAW)
T "'isted dreams plague you in you r sleep, bleeding over into your night life.
Perhaps you see your danmates roast in the sun, o r you fall from grace in rhe court
in very humiliating fashion. Fo r one reason or another, these nightmares cause you
such unresl that you aren' t sleeping, ,md you cannot ge t t hese images Out of your
head during the waking hours. Make a rcst every game session. If you fail. you are
down TWO Traits on every challenge due to lack of sleep.
PR£Y £XQW $IOO (!-CRAIC ~LAW)
You refw;c to hunt a certain class of prey. You might refuse to fL-ed upon pcas<lnts,
women. priests or poets. If you accidentally feLxI upon such an indiviJual, you
automaTically frenzy find must make a test to preVC nl Road los.s. Witnessing Other
Cainites feeding on the object of your exclusion might also provoke a nemy, at the
Storyteller's discretion. Ve nlme may take this Raw to represent an addi tional, self·
imposed prey limitation beyond that im posed by their clan weakness.
$O~C - Ij £ ARC£O (I - CRA IC ~LAW)
You cannot st;.IIld to watch the suffering of others nor d irectly c:.usc ~uffering:. If
~'Ou arc the cause of any son of suffering, you must bid an extra Trait in all cll;,l1enb'Cl;.
Amn£$IA (2- CRAIC ~LAW)
Your mind is a blank slate, and you recall n o memories of your p:lSt friends.
family o r foes. Storytellers should write up your c harocter's history including the
reasons for your anllle~ia, also k(ocpi ng h idden the character sheet s..Wc for your
Abilities. Disciplines :md Merits and Flaws when you use them. This is diffe rent
from the Amnesia derongemem, and you may not have both.
IjACR£D (2 -CRAIC ~LAW)
There is somcone or something in this world that you JUSt can't stand. [n fact,
you hate it, and nothing would make you happier than (Osce [his object IlIhbed OUI
of existence. JUSt the ment ion of this thing during conl'ersation ffi(lkes you r hair
rise on end. When in the presence of the ohject of your h atred yOIl mUSt spend a
W illpo"'er T ro it or immediately enter Fremy until either you have destroyed this
ohject or it is out of ~'our sighc.
PijOBIA (2-(RAI( RLAW)
You suffer from an irrational fea r of an object, creature or ci rcumstance, and
you do everything in your power to avoid it. When confronted with the object of
your fear, you are two Trails down to resist frenzy. If you do not win this test. you
will remain in a frenzied Slllle until you spend a Willpower T rait or the object of
your phobia is dead or no longe r in line of sight. Work with your Storyteller to
create the obje<:t of your fear.
(€RRICORIAL (2 -CRAI( RLAW)
You aTC extremely territorial, sUlking Out a particular area as your domain and
reacting aggressively to trespassers. If anothe r vampi re enters your territory
uninvited, you mus t make a frenzy tCSt. If yOu fail, you immediately atlack the
imerloperandcontin ue attac ki ng until the intruder isdead or has left YOU T hunting
grounds. You aTC rciuctant to leave your domain except in desperate circum-
stances. It is possible (but not common) to ta ke t his Raw without taking the
Domain Background, in which case other vampires nOt at all recognize your
absolute claim to territory.
V€nG€RUL (2-(RAI( RLAW)
You will not rest well until you have revenged a loved one for the wrongs
commined against them or against you. It is your !ife's quest tofulfil1 the dying wish
of the departed. When the time presen ts itself to reap your vengeance, you mUSt
spend a Willpower Trait in order to ta ke any other act ion for a scene.
R€LIGIOU$ PROijIBI( IOn (2- OR 4-CRAI( FLAW)
You have retained your faith through the Embrm;e, a nd you suffe r because
your beliefs prohi bit drinking the blood you need to survive. You may have lived
as a Muslim or Jew (bot h of wh ich explicitly oon blood-drinking) or even as one
of the strictly vegetarian Cmhar re1ecri. As even ani mal blood is a forbidden
substance to you, your conscience pricks whenever you feed.
For twO Traits, you volunrari ly restrict your fced ing to animals or blood that
has been drained by a ritual butcher (very com mon among Jewish and Muslim
vampires). A t four Traits. you refuse to feed unless it is an immediate necessity
(blood pool is three or less), and even then, you may fall victi m to depression and
self-loathing for several n ights after the forb idden act. Most vampires with this
Raw arc on a version of the Road of Heaven.
$ijOR(-RU$€ (3-(RAI( RLAW)
Irs nOt your fault that evcryone rouses your ire. h's their fault for making you
angry, no matter how hot-blooded you know you are, and if they don't apologize
(or annoying you, then you are going tog ive them something to be sorry about. You
are three Traits down to resist (remy.
RL€$ij €A(€R (4-(RAI( FLAW)
It is not enough for you to draw nourishment from the blood of morta ls, you
believe you must also consume you r victim's heart, liver and other blood-rich
t issue. Of course, this practice n<.-<:essitates the deaths of all of you r victims (unless
you are extremely creative), which might lead to n umerous problems with the herd
and with your own conscience (and road).
additionally purc hase the Em Food Merit.

$()(lIIlL mERIC$ IIIlD RLIIUJ$


QRUSAD€R (I-CRAIC m€RlO
You once donned the crusader'scrus:; and successfully returned from the Holy
Land, having done you r dut~, to God, and those around you know if. You may well
have joined the forces of Richard the Lion-He:lTu..d and Philip AugustuS in the
Third Crusade, those of Andrew of Hunb'll.ry in the Fifth or those of Empe ror
Frederick in the Sixth. This accomplish mem givcs you special standi ng and repute
among those knights, lords and ladies who neveT made the journey 10 Outfelller.
Jongleurs may request that you share stories that they may [Urn into fa nciful tales,
and others might ask your opinion about events in the Latin Kingdoms or Iberia.
nAWRAL L€AD€R (I-CRAIC m€RIO
You were born to lead. Had you been alive during Roman times, you could
have led a legion. Your magnet1sm att racts people, and :Ill rhey want to do is follow
you r example. You are twOBonus Traits up in ch:lllenges involVing leadership. You
must have at least six Social Traits in order to take this Merit.
PR€S(lGIOUS SIR€ (I -CRAIC m€RIC)
Your si re has or had !,'!"Cat smrus in her COUrt or clan, and this has accorded rou a
cemlin :lmount of prest igc. Ahhough yoursire may no IOT1h>er have any de:lIiT1h'S with you,
mesimple fact of ~"Ollrance;tty has marked you forever. Thisprc5til,>e might aid ~"Ollgrearly
in dealings with you relden;ofOlherneorwr es, or it might c"l"J('T\dcr jc~I01lS)' orcontempt.
D€BC ORGRACICUD€ (1- (0 3-CRAIC m€RIC)
An elder owes you gratitude because of something either you or your si re did
for her. The depth of gra titude the elder owes depends on how many poinr:s the
player wishes to spend . One point might mean that the cider owes the char.tcta
\1 favor; three points might mean th:lt she owes rh e character her un life.

€nQijAnCInG VOIQ€ (2- CRAIC m €RIC)


You speak with:l deep resonant voice or with the eloquent tongue of a bard.
With an ench:lnting voice, you are two Bonus Traits up to seduce, cajole or
intimidate with a few choice words or commands.
PICIABL€ (2 -LRAIC m€RIC)
Something about you causes people [0 pity you, perhaps because you look like
~ neonate or a child, or maybe you're just sim ple-minded. You may bid Pitiable
inslelld of a Trait for one ch:lllenge per session. Storytellers must keep tabs o(
Pitiable pbyers to ma ke sure they continue to be pitiable.
DARK S€QR€C (HRAIC RLAIll)
You have somc SOrt of secret th at , if uncovercJ, would be of l1ll!nense
emoorrnssmcnt to you and would make you <I pariah in thc local C,initc commu-
nit y. ntis could be anything from havll1g murdered an cider to being a secret
member of the Cainite Hcresy.
Y,lm Sire was, and perhaps sl111 is, distrusted and dislih.J . by many of the local
u l1n1tes. As a result, )'OU a redistru~tcd and disliked as well. The Stigma follows you
even if you rerudiate your sire. One cannO( escape one's blood.
ml $CAKEn IDEnCICY (I - CRAI C ~[A W)
You look si milar to desc ript ions of rmot her vampire, which causes cases of
mistaken ident ity. This can prompt numerous awkward or even dangerous situ;!·
tions, cspt.'Ci;!l ly if you r "tWill" has a temble reputauon or is wanted for some crime.
$ijY (I -CRAIC ~[AW)
Y...,u suffer a social stigma, and )'OU just dislike the limelight. You do whalever
youc:m donOi be the focus of al1ention. When you arc at the cent erofanemion,
you must bu.l an extra Trail to IfIltHite challenges.
$IRE'$ R€$£nCmEnC (I - CRAIC ~[AW )
You r SITe dislikes you and wishes you ill. Gi\'en the small est opportunity, she
actively seeks to do you harm. Your sire's allies fllsa work agai nst you, and many
elders may resem you.
£n€my (1 - CO S-CRAIC ~[AW)
You ha ve an enemy, or perh;.ps a group of enem ies, who seck to h;lrm you. The
power of the enemy depends upon how m:lIly pomts the pla)'er wishes to spend. (FllIe
pomts Indicate the wrath of a Methuselah, arch.magus orO(her potent supcm:mmll
foe.) The Storyte ller should woO: with you in order to bang out the details of )'OUr
enemy. Although )'OU I enemy nught nO( show up at e\'e1)' game 5(SSion, theu
presence Will always bt' brought up some how to keep it fl1!Sh m your mn\\l.
ijU~C£D (4-CRAIC ~lAW)
The Church is onto you and has sem a wltch·hunter after you. He has the skills
and resources enou!;h to make your unlife "interest ing~ (and to snuff it out, if you aren'l
c;lrcful).;md will kl'epYOlI wll1 chingoveryourshoulder. Your friends, family, allics:md
associates are also in pcrilshould this hunter oc'Cide to turn an eye their way. (1l1Qt;e
who al,1 the Ocvll's minions may be in need of"salvation" to save their souls .... )

m€PC (S-CRAIC ~lAW )


You are IIlcompetent and unskilled. Until)'ou buy off th is R aw, )'00 may not
buy )'our Abllllle5 or Influences above one T mil.

$!JP€RIlJlWRJI[ m€RI($ IIIlD ~[IIW$

m AGle R €$ I $(A~e€ (2-CRAIC m €RIC)


Cen;lin Disciplines and other magical powers do not affect you as th .... y do
Olhers. You gain two Bonus T r:litS when testing agai nst any form of magic, though
tillS oonus applies to both hcncvolcm and harmful effects. You can never learn
TMllmtllUf.O' or Mortis with this Merit.

mEDiUm (2- CRAIC m €RI C)


You do, 111 fact, hear dead people from the SPlllt world. Gham follow you
" 'herever you go and you can fCl!ithClr J"resence at allumes. As long as )·ou arc
willing to baner with them, the re5tle5S dead will communicate wilh you for favors
and information.
RA€RI€ ARRIOI(Y (2 -(RAI( m€RIe)
You are attuned to the w:l ys of the faer ies, :lnd you do not cause them to fear
you while you arc around. In fuct, you attract their attentions and perhaps )'OU are
~Iso more vulnerable to their enchantments.

DAnG€R $(O$€ (3-(RAI( m€RI()


You have a sixth sense for trouble, :U\d you juSt kn ow when somet hing isabour
to happen. If there is a chance thm you WIll be surprised by an ambush, you rna)'
make a Simple T LOSt. O n a win ortie, )'Oll may take an action \<'ithoUl the hindrance
of surprise. The Storyteller determines when this Merit reacts to dange r.
LUQKY (3 -(RA I( m€RIe)
You're JUSt d:lrnned lucky. Maybe you sold you r :>01.11, or your patron 5.1int
didn't abandon you when you were EmbracL'"<I. You get three retests per story for
which you bid <l Lucky Trait. ("Nope, I didn't just trip find fall onto a wood spike
trap because I bid Luck)!") You may call for a second retest in :lny challenge,
though.
(RU€ LOV€ (4- (RAI( m€RIe)
Even with all of the pain and suffering you see on a nightly basis, you have
found a tnle love who gives you strengt h to persevere. W hen the need arises, you
gain an extra Willpower Trait, known as a T nlc Lot'c T raitonce per session. (These
Traits are not cumulative, and they call1lOl be saved (or use at a later date).
mn€ lIV€$ (6 -(RAI( m€RIe)
It's certainly not the Beast in you. but for some rcawn you have nine byes to
live. Your Storyteller should keep a runnmg wily of your lives. Any time tll:l{ a lost
challenge results in you r dem ise, you get a rete5l. You can keep rete5ting, even on
the s;]me ch allenge, until you either pull th rough or fin:llly die trying. Try not to
spend them all in one place.
QUR$€D (1 - ( 0 S-(RA I( RlAUJ)
You are afflicted by a powerful curse. The Ilumbe r of Traits determines the
strength :lnd tenacity of the curse. A one·T rait curse might cause you to nC\'e r win
at gambling; a three-Trait curse could cause anything mechanical or complex to
malfunCtiOn; a five-Trait curse can be powcrful enough to one night prove you r
undOing. The cxact effects, as well as ways lOovc rcornc it, arc up to the Storyteller.
QAnnO( €mBRM€ (2-(RA IC RlAUJ)
Eil her due to your high generm ion or because of some Ot her faelOr, you cannOt
pass on the Curse of Caine to anOlher. No maile r how much of )'our vi tae you feeu
to a freshly drained mort:l1. she will not rise;lS one of the unuying. It's altogether
possible for a charHctcr not to know that she can't Embrace untilthc moment of
tmth, whe n ,I potential chilue lies dead at her feel. Thi5 Flaw is common among
the Twelfth Generation. In f:lct, unul recently, most thought no 12th-generation
vampire could sire. You can st ill create ghouls and blood ooths as normal.
Your sire ,,",rHl tlw T wdfill Cicr)(:r.Jtion, long mouglll un.Wle tosire. lhe fuet thm yoo.1
IUiC from me dcad may h.1\'ccvcncomcasashock to him,and it<;enainh'ccocemsanyek\cr.;
whoi'll! srock in prophecy (in ()(herwonb, mOSt Ii them). You might beaclanles-;Gitiffcr
you may cmyyoursirc'scLm, but Y()lJ nrc likely5C'efl assomething less th.'Ul {lI'(llef runoog the
High Om"lS. Thirtecnth-gcrlCl<ltion vnmpircs mUSfat least take thc!Ornna Embrace Raw.
Ii~UnC€D (3-CR~IC FL~W)
A malicious spirit, possiblY'l felled foe from a lifc many years removed hflS
dl~ ided totu rment you from beyond Ihe gravc. T hough il is usually limited to
ghostly manifcstmions, chilling screams and rhe occasional shove, it Joes its beSt
to make your life difficult. The Storyteller should creatc Ihe spirit and have a
Narrator follow you around to make sure you suffer your Flaw.
O~RK F~C€ (5 -C R~IC FL~W)
Your unlifewillend very l:OOiy,and ~'OUrf.l[e isseak.J. W~ Yl't, YOI.Jhavedre'dJl\Sand
premcnitionsciyourfUruredemisecrerem."tl wrmcm.1he Sror)'tdlcrdctl'l'lllinesa (Wticular
fare, ....him will ine\'irably strike you~, removing ~UJf char;)(tcrfrom play. Furthermore,
in any JX!rticu1ar game session ....here the 5tOfytCllcr ~ apprcpriate, you migllt fl'Ceive a
vision of yrur irnpt-Ming suffering. You mUS( spend a WilllXJ\\~ Trail to shake off the
experience, crelse you are me Trait dC)I\TI on all ch.~1Jl--ngcs from the rest Ii the session. This
Raw shcukl only be taken with Sroryrellcr permission, as it isdifficult to play.

€XP€RI€flCl€
As sentient beings, we collate the information that is presented ((J us in our
daily lives and hopefully become bener people for our experiences. We learn from
the mistakes of yeste rday and preparc for the challe nges of tomOrrow.
Experience in Faith and Firt' is representoo by awarding each character one to
three Experience Traits at the end of each session. The number ofT railS a\\fUrded is
based on how well a ch.~racter perfonlled during the course of the story and how active
the player was in the game. The Storyteller decides how man)' Trails each player
receivt:son completion of the session. All players receive one Trait - this isstandard.
Exceptional roleplaycrs, those who played an exceptionally memorable pan, should
receive [W(). Three T mits should be awarded to th~ characters who perfonned acts
of incredible insight and COUTllj,>c, making me game truly memorable for everyone
involved. On a normal night, each player will receive one Experience T mit.
If you are a S toryteller, you should be consistent and fair in awarding
Experience. Do it in the open, and be prepared to explain the rationale for your
decisions in accorda nce with the roles. If the p l ayersdis.~gree. hear them Out, learn
the whole Story, then award Experience ((J those who have earned it.
Awarding tOO ma ny Experience Traits can make characters too powerful too
quickly and give players lax attitudes toward working for their goals. On the other
hand, awardi ng too few disheartens t he players and damages their sense of
achievement. Awarding Experience Traits, therefore, requ ires a delicate balance
between sal isfying players and maintaining the integrity of the game. If you fo llow
the guidelines listed here, you probably wo n't get into too much trouble.
• Automatic - Each charncter receives one Experience Trait per game.
representing the acquisition of common. everyday knowledge.
• Roleplaying - NMrnto~ should encourage roleplaying. The beSt way todo
so is (Q reward it mngibly with Experience.
• Lcadership - You should award one Trait to each of lhOSt: few pbyers who
had smrring parts in a Story. Someone who gm involved, lmd by her dfons
propelled the plot, de~rves a third Trai t. It should be nmed that if more th<1n one
of thc pblYc~ were intcgral to the progreSSion of the story, each of the players who
showed such leadership should be awarJed a Trait.
U$lnG EXPERlmeE
Experience Tnlits may be ~I)<.;nt 10 purchase new Abilities. Traits and
Disciplines, imprOving a chanlCter and giving the player a sense of S-.1tisfactlon as
he watches h is character grow mOTe polen!. The following chart lists t1w COl)ts for
improving Traits, Abilities and Disciplines.
$I\mpc€ ~fiI\RMC€R ~R€I\CIOn
Chip is tired of rnbletop games and decides that he wants 10 try out a locallivc-
action venue. After picking up 11 copy of Faith and Fire, he searches online for
live-action g;lmcs in his area. He finally settles on a popular chronicle and emails an
inquiry to the Storyteller. She infonnsChip that he can make a character via the onl inc
character-generator locatt.J on their website, As he docsn', have a clC1IT undcrsmnding
of ho'" to make a proper Otinitc chamc tcr, though. she tells him of the next game
s(:ssion where she can help him through the charactcr-b'Cneration process, step by step.
S(EP OnE, ~on~EP(
Juli sits Q)ip down. opens his copy of the rulebook and explains that the first Step
tocreating a character is to think of aconcept: a basic idea of who the character is and
where he fit into Cain ite societ)'. Chip mulls o\'er what the Storyteller has told him,
and dec ides that he liko!Sthe strong, silent type. Soull'One who needn't flex his muscles
in people's bces 10 show that he isa capable person. He is very intercst(.-d in the intrigues
of politiCS and technolO!,'Y of monal society. Taking this a step funher, hed(.'Cides that
his character is ofGennlmic descent. Juli acceptli the characte r concept and approves
it. She then has him choose a Nature and Demeanor. As a quiet individual, Chip
decides to choose Survi\'or for a Nature Hnd Dreamer as a Demeanor, in hopes thar
otherchllracters will view him a~a wise man. Next he must choosea clan, and he'squick
to point at [he T zimisce. Nothing sounds more exciting toChip (han takingon the role
as the master of an old manse, and steeped in age-old traditions of tort ure and cold-
blooded acts. Fin:lllr, Chipch()():SC$lOfollow the Roadof the Beast. The character starts
to take sh3pe, and 01ip names him Frederic \'on Aarlsburgh.

SLEP (WO, A((RIBU(ES


Juli then cxplaim wChip that he has to prioritize Fn:deric'~ Atu ibute cau:gories
in order to determine his strengths and weaknesses. He choa:;cs Me ntal as Frederic's
Primary T mit category, Phrsical as his :\CCondary and Social as tertiary. Chip reasons
that Frederic has exerdso..-d h is brain muscle in libraries. churches and other institut ions
of higher l... aming, and also ;n some occult education (Mental), he maintains a steadr
schedule of fighter pmctice and riding (Physical). but he suffers as the product of
inbreeding between p.1tents who were alreadr tOO closelr re lated (Social), Then Juli
points OUt that Chip mUSt alloca te individual T raits for each Atu ibute category,
beginni ng with seven Men tal Traits. He chooses Alert x Z, Creative, Derermined,
Knowledgeable, RmionaI and Wily. This makes Frederic very-capable of h igher thought
l'roces.-;es and an able snKlem of the occult. Next is Ph ysical with five Traits, and Olip
piCks Bmwn)', Ferocious, Stalwart, T oo.gh and Violem, marking him as llO able-bodied
ruRbn. Finally there is Social. with only thl\.'e T mi(S. Olip takes FriendI)' and
hUimidan'ng x Z - Frederic spent most of his time studying and fighting, leaving li ttle
time for etiquene It':5S0ns. Sometimes he f:,'nmtli wh"'l1 at a loss (or words, and he shies
away from people when presented with a public (eat.
SLEP (~REE, ADVAn(AGES
Now that Chip has Frederic's Attributesall banged ou[,J uli points him to Ihe
section on Abilities. Chip notices many th ings that he would like tota ke, butsticks
with those most fitting to Frederic's swdi ous and cold-blooded background:
Academics x 2 and Unguiuics: Lorm. Then he takes Melee and Occult, represeming
hiS a\'eragt' skill with hand·I()·hand weapons and his mystical knowledge. Since his
choIces are not asdivcrsc as C hip would hope for Frederic ,Juli pointsoullhat this
renects his lack of wisdom and worldliness that wil1come with experleoceand age.
Disciplinesare next, and Chip beams with anticipaJed glee. As a T :Imisce, he
has access to Animalism, At15p.!x and Vicissl/ude. He decides to t:lke the flrst level
of Auspex: Heightened Senses and twO levels of Vici5Sirude: Malleable Visage and
Transmogrify the Mortal Clay. He re:lsons Ihm these choices :lre indICllti\'e of an
introvened soci:ll misflt and public reelu5C.
Juli :lnd Chip note that Frederic's existence as a vampire grants h im flve
B.lckgrounds to spend. He t:lkes extra lime 10 think on his deciSion. C hip believes
that Frederic should boost hiS coffers to reflect his holdings, so he t:lkes two T nuts
of Domain, one Trait of Gmeranon :lnd 1110'0 Traits of Resources. Fredenc has a
comforrable unlife Without too much responsibility. and with these chOices, he can
now back up any elaims 10 the o\'erindulgence of book study.
S( EP ~OUR , ~mI S ~mG (OU ~ ~ES
C h ip musl now n.'Cord his Illoo.:l and Willpower. He checks the chart on page
! 17 ami no t ices that an II th·g(!ner,uio n vampire begins the gilme with a bloo.:l
pool of 12 and:l minimum of fou r Wil lpower Traits. C hip muSt also allocate his
kven Virtue Traits. He checks I he Virtues of his road (Comicrion and Instinct plus
Courage, which belongs 10 every vampire) and considers whal would best reflect
Frederic's personality. He slartS by throwing tWOTraits imoeach category, leaving
him With one more. He thmks a bit aboul what son of person Frederic is. Would
he ride the Beast more easily~Would he run from danger1Chip finally d«ides that
Com1ction would be Frederic's strong SUIt, given that he is qUite convinced ofhis
o\','n superiority. This done, he avera~'Cs his Virtues for his road raling - :l
whOPPing 3. Not bad, but not necessarily the best. either. Frl"<leric Will ha\'e some
tnteresting nights ahead liS he de~ls wllh his Beast.
C hip now has the option to choose Flaws and Negative Traits for his
Ch:ltaCh:'r. Juli explains that for .::very Negative Trait he chooses, he clln llPply
another Free Trait to any aspect of Frl-deric. With that in mind, Chip ch(X)SCS
Calwllnd Condescrndmg. Frederic knows that he issmarterthan most people. and
coupled with a lack of social graces, he acts very blum and snobby. He alsochooscs
Repugnam, [() reflect his mbred looks. Nothing else seems to SOLI him 10 thiS area.
so Chip moves on to the Flaws next, selccllng Disfigured: Malf~d Leg. Chip
reasons that, ahhough his leg works lust fine, his character would h:lve many
problems arising from his inbreed mg. Juti qUickly points out that Chip Will have
10 find 'it way to pull the act of( convincingly, either by limping on a cane or walk 109
very slowly. Chip accepts the Storyteller's requirements, addmg that he doesn't
usual Iy move very fast. anyhow. ("People should wail for me, anywa y.") Now he has
a total of 10 Free Traits to spend anywhere on his character (five Free Traits plus
three Neglllive Traits and [110'0 Flaw TrailS).
First, Chip adds three more Mental Traits: Allentil'e, Cunning and Imullil'e,
upping his total to 10 Traits; now Frederic IS at the top of hiS game, by mortal
standards. Then Chip decides to mke the Merit: lucky for three Trail!. Fmally With
his last (OlJr free TraiLS he adds tWO more Physical Traits: Bmw and another
Braumy, as well as twO more Willpower Traits. Now Frederic has seven Physical
T Tl~its and six Willpower T mits. luli checks over the character sheet ,md affi rms
the correct amount o( Traits Chip has spent. [t is now time for Chip to become
Frederic von Aarlsburgh.
S(EP FIVE, SPARK OF LIFE
A[though Chip has completed the skeleton work of his character, all the
Traits. Abilities, Disciplines and such, he sti[[ lacks the flesh and mushy swff that
will make Frederic von Aarlsburgh a complete persona. He has 10 test out the
waters of the game, so 10 speak, to get a feel for where Frederic. fits SOCially and
physically. Does he have what it takes to survive in these brut;!1 medieval nights
as a Fiend? am the other Cainites overlook his physical disfigurements and
atrocious social etiquette ! Will his T .imisce heritage prejudice other clans away
from him! What type of master will he eventually become if he should create
revenant familics!What sort of clothes will Frederic wear in public! Will his haven
have elaborate traps, or will he hire many henchmen to prOtect his resting corpse?
These aTe all quest ions that Chip will have to an~wer before and during his time
as Frederic. He can also ask help from luli and 'he Narrators for certain basic and
specific quest ions in order to help ki ck-start the background process. After all,
more character background is always a good thing, helping to shape the clay that
will soon mold Frederic. What of his parents, and their immoral love for one
another! Will Frederic allow his Beast get the bener of his judgment and ride the
wave offremy out of spite! Will his memories of childhood, as thatof a devil-child
born of an unholy union, stay with Frederic foretemity, or will his path lead down
a strict adherence to his road !Chip seems happy with his character. 1uli comment5
thai hi5 abiliry to ask so many qut!stions is a sure sign of a playable character.
Grigori owoke as lhe ~un SCI oIel'T Ihree days of lying silently in lhe hidden CMm/xT
beJlfalh lhe pantry of 111£ morwstery where Brother Krislofhad seCTeled him away. Soon,
Paulo ond Houkne/r would be busy below, lhough, 1lIu1 Grigori had yet 10 clear the way
for them.
Brita moment of mediration, {rrst. He focused. ignoring the scrarchingof the inseC15
(hal had found his clolhing 10 meir Mung, ond his IJisiOll returned. Currently Ihe mreads
of webbing ncoreSI him 11£1d 111£ images of his III,() com/'GlliollJ - Ihe Torem in his finery
ond 111£ Bnljah u'ilh his blade. He stlW l11£ir mreads /roying near his jllllclIIre. Grigori had
plucked slTCInd ofler SlTond from l11£ir SIIP/XJfIS as lhe /too had become more and more
inllOit'ed in his plol. II «'OS nearinR lime for rheir Ihrewls to be CUI complelely 50 tharl11£
SlIder could spin aj;oin.
H: slirred {irwlly from his rellOse and !iflcd Ihe rropdoor on his hiding IIlace. He
checked /he kirehen beyond Ihrough Ihe warfled wooden door, sPOIling only Brother
Krisoof stoking !he great QI'Cn IMt baked lhe monaslery's bread. H e erellrllp behind the
monk. kissing him soflly on me bock of lhe neck. BTolher Krisoof sprong oTOwuI wilh
alann. his smoking poker held high. bill he inswntly relaxed when he recognized his lover.
"You 're allW<e!"
"A)'e. and / Mt'C work 1000, BTOlher. HOI'e you rhe key I bode yougoin!"
Krisrofs gaze sank 10 lhe f/oor, giving Gri..,:rri his onswer.
Grigori plucked a weet,jl from his hood ond Ihrew il inoo 111£ Qlret1, where il brief/y
darn::ed , popped ond sizzled. Heglanced brief/yoll11£ now-coolingpoker slill in his Ihro1l's
Mnd 1lIu1 reo1ized how close il had been to his face jusr now,
Threads mrummed, The spider's l'Oice came to him, demanding thaI heget rhar key.
"/ kllow!" hecnedrofrly, hiseyesrollmg Ilpin his head. "/ k1M"! / lIeed il! ll'shere!"
BTOlher KTlSlOf was usd 10 rMse {its, lhese didne visions only his beloved could see.
He placed 0 concerned hand on Grigori's sholiidcr. "My 1o\'C!~
Grigori snapped ow of his ITance ond mlO anger. "Your kwe! \'(!hal of ill YOUT low
hru 'Jello gain me my key! Where is my key!" He /J(Jllnced, drit'ing Brolher Krisoof illlO
the SUPflOTI beom behmd him.
The monk beganlO(Janic, coofused, hUTI, beIToyed ... Grigori COIllillllCd lobeol him
aboUI/he shoukkrs and chesl as he slruggled /0 regoin his breolh. «F(IIher ... F(IIher JU(ln!"
the degenerale monk {irwlly gasped. "II's abolll his neck on (I lealher /hong."
Grigori relaxed and smiled. He released his grip Oil his prey, fussed alul smOOlhed lhe
monk's cassock, purring, «Brother, forgil'e me. Gell/Ie Brolher. Honest , loyo1 BTOlher,
YOZI did )'Ollr bes/. I am lired mul hzmgry. Ma y I sup (II yOUT side once more!"
The monk forga t'e him, and opened his anns. His e)'es closed, and he shook gemly
as Grigori's fongs sem forbidden pleasure Ihrough his bod)"
Once saled, Grigori lefl ro inl'isibly slalk F(IIher Juan, men 10 deal wilh the guards
ot !he winch.
ClI)~R ROOR:
DI$(lIPr..IOE'$
While the schol:uly lmd the pious deoole the nunut ia of Ihe Cllinite
(ondil ion, it IScommonly believed by those who sl udy such matters that
Lilith. the first wife of Admit, t::lught Caine Ihe .secretS of th" power
within h is cur~J blood. inul-cd, Disciplines are often felt (0 be <pecial
manifestations 0(000'5 Curse upon Caine and his pro~cny.
In these dark nights, there ;Ire almost a score of well·known DIsci-
pli nes. Some are kno\\"!l hy almObt any vampire whose Clustcnce has
spanned it century: ochers ;lre closely kepI secretS, hoordcJ by cI;ms that
pcrcel\'C them as unique (;Ieets of Caine's Curse. There arc abo those
powers whose mere (')!:Istenee IS conJecrure to the c\"cryman Qu nltt',
perhaps losl to am iqUlty, perhaps prac tICed byOthers so di ~tam or secretl\'t'
as 10 be bc)'ond the boumlancs of their common mghtly eXISlence.

WIRfllnG D/SQIPW1€S
Any vampire ca n learn the physical Disciplmes - Ceu'fIlY. Forti-
tI.de and Pounce - lmd the t h ree Disciplines fa\·or\.-d by her dan using
only blood-intUitio n and pnlc tl ce (and the expenditure of EXf'CTicnce
Tr:ms). It is "lw;:IYs easier to learn Discipline~ th.1I :lTe mhcrclll to a
vampire's clan. En' n though a Toreador can devdop skill :1( FOTfil!lde
with nooutsiJe assistlloce. he must spenJ extra Experience T r;l1t:s ~ince
II is not a clan Dlsclplme.

The more "reline Dlsclplmes are not so easy to master. Firsl, the
would-be student must IOClllC a willing and capable leacher. S ince most
clans take lin e:nTcmcly propnetllry view of thclr clan Disci plines.
providing ~uch educmion can he quill' risky. [n ;:Iddit io n to findmg 1I
tCllcher. Ihe hopeful sHldenl mu~1 consume o ne Blood Tmu from ~
vampi re 10 whose clan the DiloClplme belongs. Only one suc h draugh t IS
necessary. but It IS:I step toward the blood oalh, so the student w{luld do
well 10 be cautious. The bluoJ Il\.-ed nOi come from the te:K:hcr, or cven
from a vampire who Lnowslhe 5p(.'Cifk Discipline. me rel y a Caume for
whom II IS a clan DISCipline. This means Ih<lt a Nosfer.llu who has
inveigled a Lasombrn mlO teac hing him Obtenebnl\lQll could potentially
teach II to another membe r of his warren Ifhls fflend could " I,." obtalll
some Latombrn vllae. If C lan Lasombm discovered this llllic lIIlIVCf'Slly.
Ih e Nosfenuu inl'o\ved - ~I S well as the LaliOtnhra who proVided the
original rute41ge - would m()) 1 cert:llnly find tilt' wrath of the dan
visited upon them.
Cernlln Disciplines, most notably DemenW{IOn aoo Doimomon, ha\·c additional,
lernhleCQStsassociated with learnmg them. Tho5esrudenlS who have laken uplhelr
){UC.!y have lliscovered to their e\·erlastmg regret that these COSIS are dem:u\lled 0(
I'I.'t'ry vampire who uooenakes them, nm Just of the dans as:>ociated with them.

BCooD $ORQ€RY
ThaumalUTgy and Morris arc the most common (orms of wha t IS called blood
sorcer\,. The study of such Disciplines po&csses a differem st ructure than ordinary
DiSCiplines. Rather than consisting of a Single linear progression of powers,
lIlcreasing In migh t as theCalnite·sskil llmproves. blood sorcery allows lIS disciples
to channel thelT stud ies into different fields called paths. and also 10 learn special
muals, independent of the ir other studlC!!.
PA(ij mAGlq
Each fonn of blood sorcery has IlSownset of paths, each of which concentrates
on a sredaltzed category of occul! power. Whereas Cainites of lower generation
can learn Disciplmes to greater effect t h:ln their younge r brethren, sorcerous paths
only reach the Advanced level. Mastersofhloodsorcel)'can learn addilional paths,
but none have m:maged to extend a path beyond that level.
When H vampire commences study of blood sorcery, she piCks a path from
among those allowed by her dan to he her primary path. Once she has attained
Intermediate expert ise in her pnmary path, she may begin studYing additional
paths. As long as her skill III her pnmary path is Imennediate, she may only learn
the BasiC effects of her additional paths. Once she has raised her understanding of
her pnmal)' r:uh to [he Advanced level. she has mastered that path and now has
the unJeTStandmg to pursue any other paths .he studies to their fullest extent.
RIWALS
Rltu,lls, as theu name implies, are prolon~ed, formulaic occult ceremonies.
Thelrcffects tend tOward grea ter power and dUr:ltlon, but that is only fair, for they
!;Ike :1 j.j(,oo delll of time and effort to enaCt. With the proper rese~rch, discipline
:lIld effort,:1 hl(,oo sorcerer C;ln ac hieve feats with a ritual that are well beyund her
:Ibilllles wllh pHlh mHgic o r the Illore common Disciplines. Some muals cllll (or
multiple knowledgeable partlClpanb and unusual paraphernalia, while others call
for .soillwe and concentrat ion. Each mual is different. Learning one TIIual never
depero.ls upon kno..... ledge of another,
Blood .sorcerers tend to pick upas many muals as they can in the course ci thelT
stlKllcs as ..... ell as occasionall\' embarkmg on dangerous questS for particularly crucial
rHu,11s. Blood sorcerers learn one Basic mllal when they begin their studies. W ith
each additional le\'el leamed, they [e,lm another nrulll of Ihe same level. This means
that I(Yves has mastered Rego Vir.ae and JUSt brought his (raining lI\ Rego TL'T7IpeSUlS
to the Intemu..Ji;lIe level, h e .....ou[d know dght rituals through these studies; two
Basic, tWO Ill1erml.Jiate and one Acivrtnced from his mastel)' of Rego VUol', ;lnd twO
B.'"lSic ar,d one Intermediate from Ius \line ~pe m learning /kgo T tmpe5tl1.!.
Blood sorcerers can also IC:lm rituals through study. InjllU"nCe and MemO'(
T milS are u~ful for acquiring the infonnation necessary to learn new Tltuals, bUI
the Storyteller ma y al .....ays ort to emFt "' story-line that forces the slUdem to do
some diny work before hecan learn the ritual he desires. A Cainite can never learn
a ritual of a higher level than his understanding of his primary path.
Performing a ritual calls for a Static Mental Challenge (difficulty nine T raits).
Unless otherwise noted, it takes 10 minutes to perform a Basic ritual, 20 minutes
for lin Intermediate ritual lind 30 min utes for an AdvllllCl..J ritual.

Clm€
The duration of Disciplines is shaped by man}' variables. Some depend on
celestial eventS like t he sun's rising, mhers last bUl a mome n t. Most DIsciplines last
between half an hou r and an hour. U nless otherwise indicated, any Discipline
described as lasting for a scene ends at the end of the scene or after an hour,
whichever is shorter.

ABomBUJ€
Abombwe, the SI..'Cret Discipline of the African Laibon, addresses the needs of
vampires who spend their nights in far closer communion with thei r Beasts than
European Cainites. Because of th is diffe rence in temperamenl, the Storyteller may
ru le thflt only Cainites follow ing the Road of the Beast can [earn Abomlm'C. or he
mayas5l.""SS an additional Experience Trait penalty per power learned for those more
focused on sin and redemption than the ways of their Beast. (This penalty is in
addition to the one imposed for learning a non-clan-related Discipline.)
Use Sllr\!il'ru for retests of Abombtt'C. TIle blood costs for the powers below
reflect the Laibon elan CUfsc. Should a Cainiteofanother clan learn Abombu.'C, she
would pay one less Blooci T rait for those powers.

B!\$IQ !\BOmBW€
PR€OA(OR'$ ~ommu Oi on
You are so attuned ro your Beast that you can use itS senses ro discern o thers
in your area with sim ilar psyches. Doingsocan be very hel pful in bot h learning who
likewise possesses II Beast, and who ro ll\'oid when necessary.
By expending tWO Blood Traits, you can tell who, within eyesight, possesses
the fe ral narureof the Beast. This is usually autOmatic. bur you need tow;n a Mental
C hallenge to recognize ~I Beast that is disguised by ObfllScare or similar powers. By
expending a Ment~11 T rol;t, you can dete rmine if a person's Beast is stronger than
yours (I.e., which of you has more Road Traits). Predator's Communion alsocletccts
the feral nature of Lupines, ghouls, ghosts. certain feral fac, lind even some
particularly brut ish monals.
(AmInG (fj£ B£A$(
Your closer relationship with you r Beast allows rou to call it forth in a
cont rolled fashion. bringing its strength ro bear in physical actions. It also brings
a commensurate risk ofrre my.
You must concentrnte for a turn and then perform a Static Self-Comrol!
Instinct Test (diffic ulty five Traits). If you win, you can use your Road Traits as
bonus TrailS in Physical C hallenges over the course of the current scene. You can
ul\'iue the T mlLS:1<; ~'ou wish, uSlIlg none. any or all on .. gl\'en cha llenge until you
have used thelll up. If rou fall the test. rou maystlll use ~'our Road T rails, hoi you
also Immediately cnter frenzy .

InC€Rm€OIJ1C€ JlBOmBUJ€
WijlSWnG UP (ijE BEAS(
You know the ancient SOIl,llS duu spo.'ak to the Beast, and you c:ln commune
wllh the Beasts of others so tku t hey :Lro.~ less th remening to you.
You must whistle. Sing or hum lnonall y (or a (ull rum. then enter a Soci:ll
C hallenge with your target. If you succeed. rou r tllf},'Ct must retrea t from you. This
IS:I ",~.ny. cautious TClreal. nO( ouwghl night . Should you r target not be able to
rctrelll. he cmers Rotschred . If rou lose the ch:lllenge, your target IS le(t on edge.
He IS one Trail down on all challen/,,'Cs ag.1i nSI you (or the remainder of the scene.
as well as any les!.s (or frem~' or ROlschrcck. This power only works on c reatures
wnh:1 nomhle Sc:1<;I, as listed unde r Predawr'j Communion.
You can a Iso use this power 10 vo!un tanly emer fremy afler one turn ofsmgmg
or humming.

BEAS(-QijAnnn
Your ability tochanne! thepower o( the Be:1<;1 allows you todirect its influence
11"110 <;r e<:ific pam; of your 1xxI)·.
Expend Ihree Blood Traits anJ Juett the Beasl to manifest In :1ccn am pan
o( you r body. That location becomes encrusted With dried, black vitae. Although
the hands, body, throat and feet are the oot-krlO""n foci for Berur-Channd. It is
bcllcvt.-d Ihal elders know other. more potent forms.
Hands: Your punches now mflict aggravated damage.
B..xJy: Yuu I-(llln six bonus Physlc;!l TrailS of your choice.
Throat: Youcanemlt an uneanhly roarthm (crrifiesall whohearit. Anywhohcar
this r<XlTmuSI makea Cmtmge T CSt "!,'tLlnS! adlfficultyof yourSocialTmils. If Ihey lose.
monal~ must flee and supen\a\uml beinJ,'s arc two TrailS down on all challenb....'S·
Feet: You r kiCks now inflict fl~...I\..lIed dam."lgc.ln addition. you canstompon thc
ground. causing violent tre~ Everyone wlthm 100 (eet of you must win a Physical
Ch'lllef\1.,>e Of be knocked 10 the ground. The [remors last. as long as you stamp.
The effects of BeOSI-Channd last for one scene.

JlOVJI[!Q€o JlBOmBUJ€
(AKInG (ijE SKin
YOlican sicallhe form of anYllre<btor. proVided you kill it yourself amI drench
your body III irs 1"li<xK.!.
First, you lllU5t kill what you "uuld irnlialC. You mayh.aveassistance.but yOU must
be theollc lOacnmlly kill II. Se<:omlly. you must drench yourself in ;ts(rcsh blood. Th IS
llel requires Ihm allcasl one Blood T r..llt rcmmn, so this power cannot accommodate
liny rn.d11 0fS like bats, spectral creatures like gl"I<Ns Of spirits, or creatures completely
dmLlle<1ofblood. Youean maintain theskm of one you ha\"C slain foras longas you WISh.
but once you ha\'c sht..-d It for yotlr 0\\'" form, you cannot regain It.
While you exist in soml"Olle else's form, you gain any Physical Traits that
crellturChad that you do nOt. For example: If you hlld Brawn)' x 3, Bnlta! and RUgR/'d
x 2 and your victim hoo Ihmt'l1)", BnHm, Resilient lind Rugged x 3, you would ha\"('
Brawn)" x 3, BnIUII, Resili<.'fIt and Rugged x 3 while you wore your victllll'S fonn.
Moreover, exchange any Gorge-OILS, /ksfial and Rcpugnal1l T Taits for those your victim
had. You keep thecrearure'sshapto' ancls i:e, ph)'~ica l characteristics and arpearance.
Although you can use rhis r ower agfllnst Lupines, Cunites and other
supernatural creatures, it does not grn n t you any magical powers, shapcchangmg
abilities, Disciplines or knowledl,'C the~' h'l<.1. You ,llso gain any benefits of the
creature whose skin you wear, such as wings, claws and non.magical senses.

€CO€R IIBOmBill€
PR€DACOR'Z ffiAZC€RY
Your command of your Beast enables you 10 extend dominion over the Beasts
of OIhers, forcing them to submit to you, much as wild animals submit toa stronger
creature. This power only works on creatures with a not'lble Beast, as listed in
Predator's CommuniOlI.
Engage your opponent in a Social Challenge. Monalsand ghouls mUM hid an
additional Trait or relent. If you use this power against a creature of greater power
(Storyteller's discretion), you must bid an additional T mit. Should you win, the
target must obey your commands. The re is no :lIni{~' or loyalty III thiS - your
su bject is simply cowed into doing:J5 you command. Similarly, this power grants
no special communicati\·e powers. Your target must be ahle to understand your
commands either through shared language or obvious gestures. This command
lasts as long as you keep your anemion directly on your subject and do not let her
out of your sight. Should the subjl"Ct feel she has an opportunity to escape or attack
you safely, she willlikel), do so.

)\OIm)\LI$m
C1inites are removed from Gex.i"sdecrel-d order of crealion. With Animam:m, the
dominion l,,1f3nted by God to man is perverted into mastery based upon the kinship
between the OOlStsand the Beast. Indeed thoseCainites who call tillS Discipline theirs
,lte renoWllL-d for abandoning ci viliZlU ion in F.1\'or of Inhuman behavior. Perh;)I)5, some
scholars proffer, the humors favoTl't1 by AninuJism .lrc antitheticallO social prO!'Tlery,
and routine use removes the vampi re even further (rom humanity.
Storytellers migh t Wish to keep cards detailing the Traits of ,lIllmals Common
to the story's setting. Use Animal Ken for retests with Animalism.

BIISH. llflImll[(Sm
~ €RA[ ZP€€~5
By meeting an animal's ga:e, you can commun icate with it III whines, h isses
and growls. Animals' capacity for observ:nion and reason is lacking, but if you are
dever, you can accomplish much. Animals greeted in thLs fash ion tend to be
amicable and may follow simple c01TlInands.
You need no test losimplycommumcalc with an anim.1!, hut COlwu"ICing an lUl lmal
10 follow yourcollllllaoo requlres:1Social Challenge. Moo animals rellCt :lS if they have
from SIXto cight T mits for the pul'f.'OSo! of th iSchall~"C, but some, such :lS ffilUlCI.l war·
hor.;es, can functlOn:lS i( they ha\'e as many as 12. Rl'tnembcr that animalsare simple and
ill suited for exccuung complex coml1l.1m, but they lin' qUlle adept at lesscomrkx msls.
nOAij' HALL
\'(l ith Ihis abili ty, )'ou can cry OUI, 5ummon ing a part lcular (orm ofheast to you r
side. You must have spoken with th aI bndof' animal at least onceusmg Feral Speech
so you have an idea of how to issue the call. You may be as specific as you want III
you r su mmons, !Iddressmg, for example, all dogs that can hear ~'ou, only wolf·
hound~, or even the reeve's favori te tem er. Summoned :lI1lmals are at least
f:lvorably disposed toward ~'ou, but they are not unde r your thrall, unless you
employ other Aroma/ism powers upon them once they amve.
Spend one Socia I Trail per animal summoned. Only an im:lls t hal can :Klua Ily
hear your call Will come, and Ihey might t:J ke some t ime to arrive. Once they arc
present, they Wi ll St,. y untH they feel threlltened or the ~ene ends.

In(€Rm€OJA(€ AnimAlism
QOWInG (fj€ B€A$(
The Beast within each Camitc overshadows the mge felt b~' the most furious
nafU r.11 creature. By revealmg th is mge, you can send others fleeing m terror.
Another, more secret, tec hnique allows }'ou to drt\'e llway the mge o f anothe r
crealure, hringmg to II a pretemll tuml cairn. ThiS techmque call be learned over
a week's IC:lch ing, proVided you h:t\'c a tutOr who has alread)'leamed II.
YOt.l must lOt.lch you r mrgel (wilh a successful PhysiCll\ C hallenge if he is
un willing) or meel h is eyes, then make a Social Challenge. If you win, the ta rgel
gllins Ihe Negative T Tall SLtbmissit'f X 1 and may nOI expe nd Willpower T milS for
the resl of the night. Addillonally, t.lnlcss ,'ou h:l\'e learned the pacifying tl'C h ·
nique, th e mrget will att empt to flee for thed\IT:ll lonof the;;ce ne. Muh lpleuseswill
nOt increase Ihe numbe r of Submislll~ T r,u u beyond ty,·o.
YOll musl spenda Willpower T mit firsl if you wish touse thlsabili tyon anolher
vampire. If ).0t.J succeed, you may affeet hun as normal. If you know the pacifymg
technique, you can uS(' Cowing Ihe Beast ro dmw ano ther Cainite out of fremy. If
you usc it in th is ma nner, the target does not ~uffe r the ne~.'ali\'e effects.
RI O( (fj€ WILD minD
You Clln possess an anmml, !..!tree tin).: Its mo,'ements and pcrcelvmg wha t il
percclVes while your own body lies sllll. You must lock eyes with the llnimai and
expend one or more Social T r.uts. The number ofT r:llts you expend dc lenmnes
the degree of rOUT con nect ion 10 the ammal. T illS connection affects t he super·
natural po" 'cr ~'ou can use while controlling the animal.
You can Will the am mal body you occupy !Olio anyth ing 11 "'ould normally be
able to do. You Cllnnot augment its physical abilities With Celrnry, Formutie or
Potence, nor can you spt'llk. You may tra ve l as far and long as you wish withi n the
llllimll1. Daylight no longer hmders you, Ihough }'OU must SI ill figh t tosmy awake.
Should the animal you inhabit die, your soul returns to you r body and you enter
torpor. If you wish to retum to you r own body, ~'OUIllUSt ded:!re your intent at the
beginning of a turn. During that turn, you can still act as normal within the animal;
at the end of that turn, \'OU return to your own body, reg3rdless of dislance.

O ne Trait Simple Possession


Two Traits Can usc AusJ)(.'x
Three Traits C1n also usc Animalism and Presence
Four Traits Can also use iJememmion and Dominal!!
Five T raits C an also usc Chimcr.srry, Mortis and ThaumOIllTIO"

\'(/hen your mind moves into the animal, you lose track of yOUT o\\~l boJy. Any
wounds you wke asafl an im.1lare sympathetically reflected on yOUTO\I'Il boJ)·. If rou are
wounded duri~ the tum you rerum to your lxxIy, you must make a Simple T cst. If you
fail, you enter frenzy upon r<'tuming to your body. Regardless, som<, of your animalistic
behaviors rerum with you from the bo:Iy. Specifically, you suffer one FcmI Negative T mit
for each Social Trait spent on possessing the animal. Tll(!Se FeralT I"llirsolll be bought off
byexpend ing WillpoweronaOlle-per-one basis. While these T rairsare in e«en, you must
rolep L1~' behavior similar to that of the :Ulimal you were rid ing when you b'llined them.
If your bodydies while you are riding an animal, you may stay in the animat'~
body so long as you win or tic a Simple T CSt each day at sunrisc. When you lose the
test, your soul is losf.

i\OVi\nQ€O i\mmi\[I$m
DRArnmG oae e~E BEAn
You can draw out ~'ou r BeaM and planllt inothcrs, driVIng them tofremy. You
must be aboul tofrenzy toemp!oy this ability. Ratherthan performing a Virtue Test
to resist fremy, )"ou can make a Social Challenge against any person you can see.
This challenge does not cost an action; if you win, lhe victim suffers your fremy.
The mrget might also demonSlrate some of ~'our mannerisms , leading sharp
obscn·ers to guess what happened.
The victim must work through your fremy. You cannot fren:~' while this
power is III effect, hUI if the victim dies before the power is concluded, }'our Ik~sl
returns to you and you Tlsk fremy once again.
If the victim leaves your sight wh ile under the effect of this power, you 105C
your Beast. You cannOI spend \Villpower Traits, lUld you gain the Negative T mit
Submissive x 2 until }·ou loca te the vict im flrld lure the l3east back by behaving
monstrously. If the victim dies, you r Beast returns to you.

€W€R i\mmi\[I$m
Qa£[L e~E ~ERD
TIle power of your Beast is such that emire g:ltherings of mortals can be driven
away in terroror cowed imosubmission. Although , hisahilil)' marches the elfcclsof
Cowing the Beast, it operates on group$of morta ls. You mml be able to see the reorle
Invoked loaffecllhem, hul you donOi need 10 lock eyes. You must spend one Social
T ran per tafb>c1 you wish 10 a(fecl. Each taT},'C1 must Immediately nee.
Additionally,
e<lch IS prohIbited from uSing Willpcrn'cr T mib :md recelVI.'$ the Neg:Jtlvc Traits
Sllbmissil'1:' x Z for the rest uf the night. 111is nbllity does not work on vmnplrcs.

I\U$P€X
B)' their "erynature, Cmnllesposses;; unamnysc:rues. Cemlln C lInlles have learned
rode"dop these senses well oc')"OfId e,'en the ~ic level of acuiry. Though tillSDiscipline
IS of obvious use, the pious atI,'lJC thm II encOUTaJ,0e5 Clin ites to dwell upon mlnmi.,"\C and
the sensual \\"OI"ld ramcr than focusing on OoJ's pbn as i( unfolds lIn)1,Jnd them.
Ampex can sometimes pierce supcma tum l illusions such as those ,..'e nermed by
Chimerstry anJ Ob{ttSCall!. If a vampire has Awpex aClive, he may enter [\ Menral
Challenge With the creator of the illusions. C:linlles may add Ihe number of levels
they have in the appropriate Disciplines -one for Bas Ic, tWO for Im ennooia(c, lhrt't';
(or Advanced and four for Elder - ro this test (or the purposes of ovemids and lies.
Use Int'esugD/lOll for ret ests of Ampex.

BIISIQ IIUSP€X
ij(IGijC(o(O $(0$($
You can Improve any and all of you r se nses. Your range of sighl and hearing
doubles, and your Olher .)Cn ses become remarkably acute. You c~m use your se nses
to perceive thmgs ordma!), folks cannot, as ooJu..lIcated by a Nar ....,ltor. As a side
effecl , any sudden assa uh o n )"lxlr se nses, such as a lo ud noise or Sirong odor, Will
numb th t' affccled senses for thc remamdcr of Ihe sccne and leavc you s(Unned for
a turn unless you expend a W ill power Trai t . Addll ionally, you mny receivc visions
of (ut ure or paSt events, but Ihesc are completcly beyond your control .
$OUL$IGijC
W ith concemraoon and focus, you can discern the halo Ihat surrounds all
c reatures and ga m Insight InfO Ihe .stalt' o f thc Ir 5OU1 and emot ions. ThtSahllny may
also be used to pcrcel\'e ghosts and other .plfllUal creatures.
You must look HI your farget and perform a Slatic Mental Challenge whose
difficulty is thc larget'S Mental Traits. If you succeed, you m;IY ask the target any
one of the fo llow mg questions: "What manner o( creat ure are you (morral,
vampire, ghoul, werewolf, CIC.) r' MAre yol.! affecled by any son of magier' ~Have
you comm itted dmblcrle recently! ~ Wh~IIIS your current emOilonal stater' ~ Was
)'our las t utterance a he ! The ta'l.'Cl of lhls power must answer truthfully.
If you 5USpCCt th:1I there may be ghosts Of spmts in the art.'"a, }'OIl may expend a
Mental T mil ~mJ pcno nll ~I Mental Challen{.'C. On a winaf lie, \'OU will sec the ghosts
as p.1Ie, indistinct nu nls - enough to follow, but not enough to idem Ify a spt,'Cific ghosl .

InC€Rm€DIIIC€ IIUSP€X
Cij( $PIRIC'$ COUqij
If you are m phYSical comact wilh an ohJ e<:1 or location , you C;ln perceive
thoughts and emOttOnS tH.-d 10 it. You must m:limain comac! and concemmtion
for a tum and expend a Mental Trolt. You may then ask a Narrotor one of the
following questions; "Who lasr touc hed thLs objectr' " Ha) thLS ohJect been
mvol \'00 10 any stressful sLruatLons (such as murder. IOrtme. passionate IOI'e, elc.) r'
"What strong emotions drove the subject who used this object!" The N,lI'f<nor will
ge nerolly anS"'er with descnpt Lve Lmages and phrases rother Ih;m offermg simple
Lnformallon. This power may he used repc:ltedly to ~'llin greate r imlght into the
situat ion 5urroonding the ohJect or rbce.
The Storyteller Illlly d(.'cidc that IIsmg ,his power on somethmg ,h,Lt has
panicubrly powerful emOlion:11 rCSlmnnce, such as a stolle table used (or scI'erol
human $.1crifices, may force [I derongcmelll upon the OunLl e u5m/,: The Spmt's
Touch for th e remainder of the scene.
S(CAL SCqRC(S
You are capable of peermg 1010 the mmd ofotherbem gs and ILstemllg to the Ir
pnvatc thoughts. or el'en delve 1010 the secrets of their souls. AdJLUonally. you
may pronounce your thoughts III :mother's mind unhea rJ by any Others who may
be nearby. You may usc Steal SecrCI.5 upon only one person al ,I tnne, but :my number
may usc II o n you.
[n o n.l.. r 10 spy upon (I p.:: rson's thoughts. you must be ahl .. 10 SCI' he r and
initiatc a Menta[ C hallenge, If your t,lfget LS a supernat ural crealure, )·ou must
expe nd a Mental Trait before the chn[ lenge; you nel-J nOl doso fl)f a mortal. I ( you
SUCCL't.-J, or if the target relents, you can either scnd [I brief memal meSS[lI,>c, relaYl.J
th rough a NarralOr, Of [lsk the tatget tI qucstion [hat she must answer tl1.Lthfully.
This qucslion can be! any of the (Iucstions included m SoIIWghl, or one of the
follOWing: "What is the n:!llle of Ihat about which \·ou [Ire spc:lkmg?" "What IS the
appearance of that about which )"01.1 [Ire speaking!" "Wh:lt demelll have )·ou
omitted from your answer t{) II coerttl m question?" "What is the rrue :lnswer to the
qu est ion you JUSt ILcd m an~wer ing!" "Wh:l( memorLCS do you h:lVe c()ncernmg a
cerrain currently discus,.,ed IOpic?" If the target IS unwilling, a Menwl Chal1enflC:
must accompany each queslion. [( you are sunply exchanging mforl1llltion, \'OU
need not expend any further effort.
If you have eSlahli~hcd a lmk wLth Ihe target, you may expend a M... ntal T r<ut
to peer more deeply into your target's mind. If you succeed, the wrget must
tl1.llhfully ans,,'er om: of the followmg quesuons: "What IS one of loor Raws or
NegatIVe T raitsr' "What IS one of your derongementsr' Each of the~ 4ue~tions
requLteS the expenditure of [lnother Mental T ta il and success lit a Stauc Mental
C hallenge agalllSt the tllrgel's Menta[ T roLts - the target cannot relent agtlmSI
th is sort ofi n trusion. ThIs [el'd of exammallon mayalso reveal artIficial thoughts,
feelmgs and memories, such as those left by Dementarion and Dommiue if the
Storyteller feels that such would be rev eak.J.

IIOVIIUQ€O IIU$P€X
AmmAWALK
You can free your mmJ aOO "~Ilk the world in spLril , cOnneCIL-d to your bod\'
only by a silver cord. Unhampered by walls and the forces of nature. \'01.1 nmy mam
unseen. exploring all that lies beneath the moon.
Expend a Willpower Trait and leave your body behind in a torpid, state. Your
spirit remains attached via a silver cord. Though you are unaw:ne of your body,
unless you stay when: it is, you can mo,'e your senses an ywhere at the speed of
thought. even enhancing them with you r other Auspex powers. You may sta y in
astral form as long as you desi re and even travel to distant lands where sunlight
shines, but will still pass into slumber when the sun shines where ~'our body rcsts,
Certain powers, such as Soli/sight may de tect your presence, but you are
otherwise intangible to the regular world. You ma~' manifest as an ide:llized image
of yoursclfby expending<l Willpower T rait. W hile so m<lnifestcd, you may use your
Mental or Social Disciplines at the cost of <In additional Mental T nlit, but you arc
~till invulnerable to conventiomll forms of damage - though your physicallxxly
has n(1 such protection.
You may encounter and inter-Jct with other <lst ml presences, in which case
Mental and Soci:ll interaction is handled normall~' . If you wish to attack another
astral presence, severing his silver cord, you must make a Mental Challenge with
damage deducting from his Willpower T r!lltS. An astral presence whose silver cord
is severed will drift In the astral realm, possibly into stranger realms unless he
manages to discovcr a way to reunite with his body.
The realms tT'dvcled by astral presences is not the same as the spIrit-world of
the werewolves or the Shadowlands of ghosts. though it is rumored that there are
means to reach those places.

ElDER I\U$PEX
~AR$IG5(
You can project your senses toany place you have e\'er visi ted or any person you
have ever met. Although Farsighrdoes not have the freedom of Anima Walk, youst"Jy
aware of your body and ilS environment, so it is not as hazardous, either. Many
C1inites prefer to use a scl)'ing llnplement of some sort, but it is not nt.'Cessary,
You mu,t \\Jin a Static Mental Challenb'C (difficulty six TrailS - nine Traits if
you have only encountered your target through Anima Waik),I( you succeed, youcan
perceive both your targt:t and your current locOltion. You may also bring any other
AU5pe.~ powers to bear upon the location of your scrying. Only other C ainites with
Farsighr stand a chance of realizing they are beingspioo on in this fashion. and even
then, they must succeed in a Stmic Mental Challenge against your Willpower,
Cainites who use a crystal b..111 or other scrying implement are twO Trdirs up
on any Mental Challenges thtl( OCCur while using Farsight.

Cl€L€RI(Y
Celerity, one of the core physical Disciplines, allows those Cainites who have
learned its secretS to mo\"c :md re:lct with amazing speed. Even those OUtSide [he
clans that favor Celen'ry can learn it with little difficulty, suggest ing that it is in
some way natural - if such a word can be used - toCai nite existence. Schola rs
propose Ihm Celerity's curse derives from its focusing the Caini!c on the role of
predator, for il enables great (eats of hunting and slaying, while engendering the
hunger that makes such hchavior necess.1ry.
The use ofCe/eriry at levels greater Ih:1O Alacnry is unmedlatel~' recogni~ahle
:ISinhuman , and II also renders the use of Social and Mental Dt5Clplmc~ useless as
the effects transpire too qUickly 10 he effecm'ely processed.
Chameters who are surprised c:mnol u~ Celmryon Ihe first dl.'lllcnb'C .1l'ICy mUSl:
rely on their IlOI'lllaI ~rces unt.1 they hll\'e hoc! a chance loo\,crcom.:- Ihe.r surpri~.
Each use of Celerit)' hlSls one tum. Although each level ofCdenry costs one
Blood T mil per [Urn, no vHmpire is required to use her strongest level in any given
tum. In cases where morc (h(1I\ ont" Cainite with Ceu.'firy :tre attempting to henefit
from Ihe s,'l me aspect ofCdenl), (such as Alacrity's preempt ;thillty). the vampire
with the higher rating in Ce/.erll)' acts fir:.l.
No Ability allows Ce/enry retests, bul actIons performed under th e mfluenc('
of Ce/enry may be retested as usual.

BII$IQ Q€l€RlrY
ALM RICY
Your reflex es are so well de"eloped Ih:1t you can respond to an.lther's 'tC tL()n~
even as he begins to move. WLth the expcnditureof a Blood T mil. you c,m preempt
any ph\,sical actions you (I re aw;trc of that "Ike place in a turn. Shoukla yeoman
Hb ruptly swilch from parhlying with you to ;lttem pting 10 unpale you with hisspcar.
you Ill:ty choose to anack him first. Should the same yeoman attempt to ,hOOl: you
With his longbow with no warmng. this abililY will Hid you not mall.

You CHn move With speed greHter than that of :my mort .. !. With the expen-
duure of a Blood TraLt, 10 additIOn to the benefits of Alocnt)', you ;tre allow....J an
addltlon ..l physical actiOn that tHk ..'S place .. fter all other act Il)ns are completed.

mt€Rm€Dlllt€ Q€l€RlrY
RAPIOICY
Your speed bewilders even other supermllurall y fast creatu res. With the
expenditure of a Blood T rall. III H<.i<.iitlon to the benefits of Su4tntss, you may use
the Bomb in challenges that depend on ,peed or agility. but not on strength. Y(M.l
must warn yourOf'ponent thHt you can use the Bomb, and how It works befure the
challenge. You ma~' - but are not r~ulred 1 0 - usc the Bomb lI\ an~'challen~es
throughoUl the tum.
LEGERICY
You move faster than the eyes of 1llort:tls c:tn follow. WIth the expenditure of
:1 Blooo Trait. in Hddltloll to the ~nefits of RapidifY, you can t,Lke ,I thiN (Iction.
which takes place after:tll actions <)f vH1llpires using SWiftness.

lIovllnQ€D QH€RltV
~LEE mE $$
You are like the wirn.l - :1Od oflen. the wtnd ~'our paSSlflg sm s IS ;11\ , b .. t is
detected of you. With the exrcnJLtllre of;\ Blood Trail, In addItion to the heflefils
of Legeriry, you automatically win all ties involving your speed or agility, regardless
of your relative Traits. Should you use this:lgainst a Cainite using a Discipline with
a similar effect (such as POIence's Puissance), neither vam pire has rht! advantage
and ties are resolved as normal.

€W€R ~n€RI(Y
QUlQKOE$$
T roubadours h~l ve claimed that you o utpace lightning. With the expenditure
of a Blood Trait, in addition to the ~nefits of Fleernes5, you can takt! a fourth
aCl ion, which takes place after the actions of all vampires using Legeril)·.

(lfilm€RS(RY
Only the Ravnos claim a nati ve talent with ChimeTStry, the Discipline of
illusions, and its fabled origins are as s.1cri legio us as its users. Some claim that the
clan founder stole the Devil's nair for deceit, while others whisper that he gaint!d
it by dr inking the blood of a faerie. Since thC$C fables originate with the Ravnos,
few lend them any credence. DeVOut philosophers claim that Chimerstry leads
Cainites further astray by entrapping them in their own illusions.
Chimerstry can add tosomethi ng'sappeamnce but not subtract from it. [t can lay
an illusion over certain features but nOl make it unnoticeable - such is the
provenanceofObfuscdre. Additionally, even tactile illusions cannot support weight
or provide more than the sensmion of resistance, so illusory bars over a dungeon
window could fed sol idly real, but one who threw herself at them would pass through.
Illusions created with Chimersrry arc real 10 the fae, ;md even a longsword
createJ with Ignis Fatuus that would not be fclt by an ordi nary morml can cause
injure faerie creamres.
Players might wish to work with Storytellers in ..dvance to prepare item cards
for the subjects of their illusions. Use S!lbrer{!lge for rctl~Sts of ChimeTsrry.

Bi\gl~ ~l) lm€R g(RY

IGnI$ RALUU$
You can create a brief, unmoving image that affec ts a single sense. You could
maken person smell roses. feel the touch of a breeze, hear the sound of rats scunying
or sec ~I coffer of jewels. These illusions lack substance, and cannot in and of
themselves harm someone. lfit is visible, rou, and you atone. can pick up and move
the illusion. Others merely pass through it, and it has no movement of its own.
Expend a Willpowe r Trait Hnd enb>age your targetS in a Social Challenge. If you
win, yo ur illusion exists as you describe it until you dismiss il (which is instanta·
neous and req uires no action on ~'ou r part), you leave the area or the illusion is
disproved (by having a hand pass through it, for example).
DUJEOmER
You can craft illUSIons that affect all the senses you desire, however, they are
st ill illusions. An illusory d agger may look sharp :md feel sharp if someone tests its
edge, but its slash will not even crease nesh. These illusions do not move under
thei r own power, but others can handle them. The Illusory dllgge r could be tossed
to a ffiend, and il would move as any real J agger. Expend a Willpower T nllt and
a 1ll0ociT rait, an d engage your mrgets in :1 Social C halle nge. If you Wll), the Illusion
exists under the S,'1nle conditions as a creal ion of Ignis FaflntS.

InC€Rm€D1AC€ afjlm€R$CRY
APPARICIOn
You can give motion to illusions erealed with Ignis Fa/ultS or Oweomer. The
motion may besimplt: lisa tree bend ing in the wind orcomplex as a knight III afmor
charging with his bro'idsword re<ldy. It is a hoon if you are familiar wilh lhat which
your illusion imitates, for witnesst.'s who find the mOl ion to be unrealistiC are more
likely to pierce the illusion.
Afte r crafting an illusion through Ignis Fatuus or Dweomer, spend a 1310C1c1
T rai l to grant the illusion a movement. As long as you concemrme on the illusion,
it will move as you direct it. Should your attention be needed clsc~'here, \'ou may
SCI it to repeal a certain motion. Afterward, if you retu rn you r attention to the
illusion, you may d irect it 10 wme new flc n on with no additional effon.
If lhe Stol)·teller feels you would Ilot be familiar with the motion you have
granted your illusion - if you <Ire trying IOcraft the illusion of a masterswonbman
withoU[ the benefit of any swo rd training yourself, for example - the StOl)·tell~r
may allow kn owledgeable witnesses 10 retest the initial Social Challenge using th~
appropria te Abili ty. Should you comma nd an illusion to p;,\ssout of your presence.
it will cease to exist. JUSt as if you departed from It.

Your presence is no longer nec<;,ssary (0 m<lintain ~'our illusions. Once you


have crafted an illusion, you may grant it PemulIIt'ncy by expending a Blood Trail.
The il lusion will persist until you dbmiss it or someone pierces it as described
alxwe. Illusions can hav<;, both AI,/J<lrition and Pennanency added to them, bU! each
COSts a Blood Trait. Pemumency works only on illusions c reated by Chimers try.

ADVJ\lla€D afjlm€R$CRY
IjORRIO REA LI(Y
Your illusions arc no longer li miled to th<;, senses; they can now .,ffL'<t ,I
person's mind directly. Illusory shackles will actually restmin someone: illusory
damage received from an illusory cudgel will cause the victim 10 believe he is
wounded. Additionally, becauS<;' the effeels arc under you r control, ~'OU can craft
alTows that neV<;'T miss, stakes that \\"orm their way into the victim's heart,
Rotsehreck-inducing flames tha t cannOt be doused and oth<;,r terrors.
Horrid Reality works on only one victim:n a time; others in the area pcrcei\'c
nothing. Expend ~ Willpo~'er Trait and engage your target in a Social Challenge.
If you win. the illUSion takes full effect upon your victim. Wounds received remain
umil the vict im can be con vinced lhm they were created by an Illusion or he
con vinces himself that he has heak·d. Cainites "killed" by this powcrenter torpor;
mortals are dTi ven into ,I coma.
€LD€R qfjlm€R$!:RY
mASS ijORROR
You may extend the powers of Horrid Reali!} over small groups. Expend t wo
Willpower TrailS and select H number of victims up to your permanent Wil!(Xjwer
tolal. These people experience a shart:·d Horrid Rt'aliry. Unli ke Horrid Realiry, other
witnl'SSCscan perceive the illusion, but only to the same extent as a moving lJu--eo!1icr.
Mas:; HQITOI" lasts until you no longer conccnmnc on it, whether by choice or nor.

DI\lmomon
The Baali learned this hidcous Discipline from their Mmeless founder, lmd it
is sl ill practiced only by the most degenerate and rep rehensible ofCainites as they
set w corrupting mortal and Cainirc alike 10 the service of their dark maSte rs.
Regardless of the actual power seT,'cd - Satan, some oUier presence, an avatar of
decay o r something else almgclher - when a Baali expends a Wi\!power or Blood
T rait in using Daimoinon, heexperiences~ repugnamly rapmrouscommunion with
his lord as he channels her power. Though there is an dement of bliss in this
reverie, it is never entirely pleasant, and rhe Cainite is always reminded that his
power comes at the behest of his master.
Use Occul! for reu'srs of Daimoinon.

B!I$lq D!llmOmOn
SmS€Cij€S m
Through careful scnl tin y. you can discern the weaknesses, foibles and fatal
flaws that all worldly creatu1'CS have. Although this powe r does not require eye
contact , you must gaze fixedl y at your victim. Doing so may be viewed as suspicious
or even offensive by the target or observe rs, even if they do not know of your
powers.
To usc this power, you must sraTe intently at yourt~ rget for three turns, state
the number of Traits you arc wi lling to bid and engage your vic tim in a Mental
Challenge. The ri sk of one Tm;t may reveal low Willpower, Virtues or perhaps a
Negarivc T mit. Two Mem<ll Traits may reveal a d<lngerous sec ret or perh:1pssome
undetected crime the victim committed. Bidding three Mental Traits may reveal
derange ments. secret diablerie o r other heinous sins the victim h:lS m:maged to
concea l.
The information gained is determined by the Storyteller, and should be
pre>cntcd in metaphorical terms, such as, "Justine rarely stands her ground when
challenged," rather than simply stating "Justine has two Willpower Trails."
~eAR O~ (ije VOID
You can clloke primordial fears that rest withm 1111 beings, be they monal,
undead or supernatural, fanning the instinctive terror of the unknown. You must
speflk to usc this powe r, but you need nO{ usc worus known to yuu r victims. Fear
of rhe Void transcends the com prehensible. In order to tailor your power, you must
S[Ud YYOUT victim in adv;mce. You may use Ihis power against as m:my people as you
wam so long as you have prepared for them using Smsr [hI' Sin.
You must successfully usc Sense the Sin earlier in the same scene on .my person
you wish to usc this power on. You then speak in low syllables and engage all you
wish in a mass Social Challenge. For each Trnit after the first one bid in Sense t/u!
Sin earlier in this scene, the victim mUSt bid ,Ill addit ional Trnit.
Anyone who loses this ch:1llcnge must bid one additional Trait per T mit bid
in Sense the Sin on all challenges for the remainder of the ['cene.

IIlC€Rm€OJIIC€ OlllmOIllOIl
e$$cn~e O~ Cfie neCijeRUJORLO
You can reach beyond what is and grasp the energies of the oU[er darkness 10
unleash upon Creation. These energies erode wood Hnc! stone, twist mewl beyond
recognition and mei t flesh, living or uncle:1d. Although these energies usu:1l1y
manifest as an ehon flame, ce n :1in Baali hurl strange lightning, pulscsof shimmer-
ing force, swarms of alien insects or other terrible forms of destruction. The
servants of each master usu:1l1y manifest only one form of power.
Begincrnfting a mystic projectile in your hands. Each tum, you can expenclone
Blood Trait add power to the missile so thar it inflicts one level of aggravat ed dama{,'C.
Since this powercomcs from beyond, you can only increase it at a rate of one Blood
Trait! one level of lll:ll::ravalcd damage per tum regardless of your generation.
Releasing the missile is a standard ranb'ed attack that can be dodged as usual. Annor
and inanimate objectS without any mystical power are easily destroyed by Essenceof
the Netherworld, and the}' provide onl~· half their usual prmection.
C1inites encountering this power for the first time rarely know enough to
experience RotsChreck, but once they ha\'e suffered damage from a fonn of this
power, they always risk RtitsChrec k when rnes.1me fonn is used on them in thefutun~,
Should you bedimacted or suffer wounds while build ing this missile, you must win
a Simple T eST or the missile explodes in your hands, inflicting its d;lmage upon you,
p$Y~ijOmAQij I A
This power draws its inspiration from the writings of Pruden ti us ,md other
popular I heologians who regularly discourse ahou[ peTSOn ific:lTions of vi rtues, vices
and other religious forces and the banles thq' eng'dge in. You arc capable of
crYMalii!ing you r victim's si ns inlo an allegorical opponent that only he can
perceive, and thus drawing him into a nlOrnliry play all his own.
In order lO use this power on someone, YOli must ha\"l~ successfully IJ.'\C(I Sense the
Sm against him earlier in the SCene. Then, after a full tum of concentratlon and the
expendicure of a Willpower Trait, you must beSt your victim in a Mental Ch,lllenb'C'
If you win, your victim immediately encounters 1m :111egoric:l1 figure ofhl~ greatest
vice- pride, envy, :1nl,,'er, sloth, lwarice, gluttony and lust are the most popubr, but
c~rminly not the only ones. This n~mesis is played by a Narrator and takes the form
of a sib'llific;mt person ftom the vict im's past and isconstrucled of the same number
ofT mm; as the '·;CI I1I1 mmusone T rait for each Road T mi t the victim possesses. No
one other th:m the victim can perceive or affecr this alll1,'Orical opponent. but the
opronent can I~.. rceive the act ions of the affected vict im. Unfortunately. tht: nemesis
is qui te re;,lto the victim. and it can injure him. WOI"l\e, while under the effccts of
Ps),chmnachid . •lIlY der;ulb>cments the vict im may have automatically manifest.
The victim must defeat this opponent, either through antIS or reasoning. nlis
is not e;lsy, for the nemesis is spawnL-d from the victim's sins and knows all ofhis usual
tactics. Should the victim attempt to act against the vampire whouS(.'(\ Psychomachia
upon him, the opponent immediately attacks. This power lasts until the opponent
is defe,l[ed, the Cainite usi ng the power cancels it or loses consciousness, or the
victim is defeated. When Psychonuuhia ends, al l damage fades away - if the victim
was '·sb in," he is merely unconscious or in torpor. If the victim was defeated by th is
nemesis, he may be on his way to developing a new derangement at the Storyteller's
discretion, but a single defeat should not be the sole cause of rh is development.

IIDV!!J1CED DlliffiOmOn
qURS€
Cu rse is perhaps the quintessent ia I manifestation of the power of the Children
ofBa'al. You haveeamedacc~ to this power - no ritual or sacriflce is necessary.
The nature of the curse depends solely upon your t wisted imagination and t he
amount of effon you are willing [0 invest into it.
T ocurse someone, you need o nly speak the termsof the curse, best your victim
in a Mental Challenge, and expend the Mental Traits [0 empower it. A simple
curse, which lasts for a single scene and gra n ts a single Negati ve Trait of your
choice, costs no Mental Traits. For each Mental T ra it spent, you can increase the
d uration by two sessions or increase the potency of the curse. Each Mental Trait
that adds to the power can add another Negati ve T rail or one point of Flaw.
Example: The &ali Dewrah has decided tlwJ Gamk the MapmakeT's bIindnes5 to the
pou.a of her Lord is offt!fl5itJt, wshe says, "If )'OW"eyes deny the truth .lef!hem senoe no ocher
purpw!" Utxm tl'inningthechal1enge, she expends six MeruaiTraits to inflict rheSIX- Trait Flaw
Blind upon him , and IWO more Menwi Traits Sf) therurse lasts far four fiJi sessiuns. Fee/inga
hit amined, Devarah retires w her alxuwir tiM Oarrik artempts w fed IW way w safety.
Those who know Dominate or Vicissitude may atlempt 10 undo the effects of
Cert,lin curses, but t hey can onl y succeed if tlIC)' know the appropriate Disciplinc
to the ~ame levd that the Bailli knows Daimoinon. Finally, t hose who use curses too
libemllyor ineptly often flnd the dar k power bending back and to rmenting them,
a detail StOrytellers may wam to keep in mind.

EWER DlliffiOmOn
ij€LL-BORO InV€SClWR€
You have Improved upon the C urse of Came hy surrendering yourself to one
uft he Lord~ Beyond. In tum, rour Lord has re made you in a form more pleasing to
itself. twisting )'OUr form and granting roo new powers. Those who ha,·~ received
these mvesUlures areoflen nmlaken for de1l1on~, but those Knowledgeable sc holars
who survive witnessing them know thm they arc wmet hmg f;u w~.
E."lCh mvesmure received reqUi res that)'OU al:.o take two Neg;I11\'e Social T nllts
to represent me horror that you have become, and you should expliclllyd~rlhe the
physical appelmmce the investiture mOicls. No UlvestilUre em protect a C,lInlle
from the po\\"erof the su n or as.su3b't: the need for blood. You may purchase thispo\\"er
multiple times, but also aC(lu ire :1I.klltlon:,1 Neg:,nvc Soci:II T r;Jll~.

D€m€Il(I\(I0n
Nowhere IS the accursed nmure of the Disciplines more plamh' eVident man
In DemenulIlon. Unlike other clans. Malkavians seem quite pleased 10 teach
DemelUation 10 others - at least 10 the cx tem that the M~lb\'ians can :lgree on
anything. TI\ere is a price. however. Ot\l' cannOl use DemenWllOIl Without already
being touched b)' madness. Any Cmnite who was sa ne when he beg"n stuJying the
st.'C retsofOcmentatlon Will have 3 dcmnb't:1l1Cnt before he masters even the sLlnplcst
powe r.
Use Empathy for retests of Demelll.(lllon.
BJI$IQ o£m£m:JltIOn
InQUBU$ p~$$I On
You can fun rhe fl ;UllC of anotha's etnQttOI] , or you (:In douse tho.: namcs and
lell\'C her lisdl"'$$. If you win ;1Soc!;!] Challcn,,"'C a~a m51 your ,'knm, YOli can either
,1lJj.!n1t-m orJampen hcrcffiOnollli. lf youaugmcllt them.shegain5thc Nt-·gan ...e Trait
Impatk'l1l and has the dlffkulty of any mn!)' or Self-Conrroll Insnner Oallenj,>es
Im;:Ie'dSl..J by one Trail . If roo dampen them, she /t<llns the Net,oatl\'c Trolt Submusll't'
,Ind I",IS the Jlfficuh)' of any frenzy or Self-Conrrol/ Instmer Ollllleng\.'S (k'Creased by
one T mit. The victim should roleplay the T rail fur tho.' rema inucrof the scene. This
[Xl'\'cr hctrays nocluc as w I t ~ 11"1.>1 if..",ror, bw vflIllpircs fmni Iiar with Malkaviansoften
become suspicious if'iOmeone's moods suddenl y oc'(;ome more or less pronounced.
~~un( (~E SOUL
You can mfllct ~11S'lracting \'il;ions th:1I hover at the edt,oe ~ )'oo r victi m's
peru'J'l Kill. Y<)u Q lnlllll: (~t he content of t hese 1I~>es- they arc drawn from the
r\,.'(:l."SOO..'Sof the VICtim ') lmnJ - but you can lilmt them tocertam r.cf\SCS if you wish.
Expend a BlooJ Trout :InU cngage your victim in a Social C h:lllellge. If you
Will, yo ur victIm b "ftllCled with necti ng iluages spawned from her suOCo nscio u$.
For lhe rest of the night, th e victim suffe rs from, and mu st r0 1eplay, the ucr:lnge-
I11Cnt xhizophrema.

Int£Rm£OIJlt£ o£mmtJltlOn
EY€$ O~ ~~~O$
You ca n sec b.::hlnd the fa\aue o{Gcxl's divine rbn to the fraclLLred, Ins-me
trmh rhat hid es Ix' h md Lt. Eyes ofCluros allow rOU 10 stretch your mi nd arou nd
" 'h;u your conventlon"l senses sho w you and aSSemble portent) a nd understa nd-
m gsof eve nts that nOS:l1le mind could. Thi ~ ability al;;o 31l0 ws )'01.1 10 Tip aside the
false face people preSC!l1 to.see who they reall y arc Inside.
The re are lWO dIfferent uses for E'1cS ofChoos. First, e xpenditure of a Mental
T r:11! and 11 rum o f COltcentmtlon allow )"Oll 10 m;lke a Mental Challenge. If you
win. \'ou can ask the Storytell er to pred iCi the general result of a specific course of
'IU lun (or the scene. Secondly, afte r watching a person') act io ns fo r a full rum, you
111.1\' engage hlLll In;r Mcnt,d Ch"llenge. If yo u win, he IIlU,t tell you hi s Nature.
If you 10)1.' any ehallc!'b'C while uS ing Eyes ofC/wm, you bt.'Come cntranced by
Ihc Interrlll)' of e"e m :Inu r:ruent, effecti vely suffer ing from the T orcad o r C lan
Dt<.td,·,ml<lb'e fur Ihe res! of the scene.
$ Ilm~€ (~€ $~nE minD
ill' ~peak ing, )'011 me c:rpa blc (If dmw m g {onh t he inner de mo ns o f listeners'
mntus such thm they le mpol1lri ly suh merge th e lT s.~ l1ity. Pcrhaps rou recount
fnrbldJcn sc nplUrC$, pe rh aps ),ou pmtde like a ucmo n child, perhaps you have
(>{her re"elations \(lo(fer, rcg<lrdlcss, you c:r n c h~ to affect anI' ltnd all \\'ho can
he:4r )'ou. ExpenJ a mooJ Trout :4nJ speak to you r " Ic tims for a fu ll turn. You may
the n ma ke a Social Ch:rllerv.>e against any who c;m hea r you. Mortals Ott In te rror ,
as If in the throes (l{ R.lI'iChreck. Supe rna[uml crcalU rcs Im"'t make S mile Self-
Control! Instinct Tests (d ifficulty four Traits). Those who fail flee in terror and must
also test for Rotschreck. Unless suppressed by Willpoweror othe r calming powers,
the effects of this power [;15t a turn. Mortals renll:mber nothing of this time.

IIDVllnCl€D DEm€nCII(JOn
~ OUJLmG LUnAQY
You can beStow a panoply of delusions and dementia upon your victim. You
have no control over the form of th is madnffi, but you !Illly n..'St assured that it will
cnteWlin. You (nust hold your victim's towl :Ittcntion for:m entirc tum, in whatcver
manner you fed is most conducive to in:s:mity. 11)cn you mu~t expend;l Blood T rnit
nnd enter a Social Challenge wi th your vict im. If you win, thc victim gai ns flve
dcrnngements, chosen hy the Storyteller. 111cder:mgementssrart out subt ly, bu t they
quickly build and remain in full forcc for t he rest of thc e\·cning. HoU'lingLwUIC)' may
nOt be repented in the same evening to b'l1ln t the victim even more Jernngemenrs.

EWER DEm€flCII(JOn
Kl$$ O ~ C~ € moon
Madness is the ult imate gift of D,..menuuion, and with Kiss of the Moon, you can
lead another away from the clutches of sa n ity permanently. This is one of the most
feared powers of the Malkavians, for it twists the essence of its victim. It IS also
mmorl--d that those who have learned t his power can undo what they have done,
bu t few Malkavia ns of this standing havc any reason to do such a thing.
Converse with your \'ictim for a tum, then expend a Willpower Tmil and
enter a Social Challenge with hi m. If you win. yuu may choose a derangement for
you r victim. This derangeme nt is now a part of the victim'~ mind and will afflict
him for the rest of his existence. As part of the crud irony of Demen(tuion,
derangements grantl-d by Kiss of lhe Moon do not allow a Cainitc to leam
Dememarion; he must derive at least some of his madne5li from some other source.
Wheth er Kiss of lhe Moon can be used to rc move the dcrangements it bestowS
is up rothe Storyteller, but she is well wi thin her right5 to requi re a sufficiently mad
reason for removing :mother's insanity.

DOmlnAC€:
Those who follow the Road ofKingsci.'lim, cammy to the Bible, thm hutrullli t)' V.~IS
never intended to lordoverCreation, that Cainitcsarc the rightful rulers. If this iscorrcct,
then there can be no more fitting Discipline than D:mtinate. [n addition to looking
askance at the second-guessing of Scriprure, theologians posit that l)nninme subtly
furthers the Curse of Caine by replacing the ronds
of affection with simple COntrol.
Unless otherwise noted, Dominate powers requi re eyc contact and {hat thc
ta rget can h ea r and undcrstand the words of thc vampire issuing the commands.
If {he target refuses to mee t the C 'linitc's gaze, this power does not work.
Commands can be issued by Sleal Secrets, but eye contact is still required.
Cainites are immune to Dominate, whe n used upon them by vampi res of
higher generation.
Use Illftlnldauon for rclest~ of Dominale. The target may expend:1 Willpower
T Tml I<l all.:mpl :, ~in1!l.: retest rer challenf.'C.

B!I$IQDOmlll!l(€
OB$€RVA nq€ O~ C5€ $POKm WORD
You ,.m l""ue ~imp le c(lm m,md ~ Ih,lI demand obedience. You mu.t focus your
conl1l1and lUll> a smglc word, hUI Ih.11 word can be embedded in an otherwise
Innocuous ~mcnce if you:'() desi re. The command word must be Simple and easily
undcnwoJ, lmd if it i~ cunceal.:d within ordin ary discussion, it musl be stressed so
Ihal Ihe mrge! player knows "'hm IS happenmg. You musl then best yoor target III
a ~lenml Challenge. If)'oo Win, Ihe target musl carry OUI the command to the beSt
of hiS ahiliues, CommanJ, such as MAce," MStop,~ "S ilence~ and MFollow~ aTe
vlahle. TI\e commanJ cann()( bl,llandy r(!SU1t III the mjury of the target. Com-
manJ, ,hal 11\\ohe a conullumg aCll0n last 10 mmuu~.
mURmUR O ~ C5€ ~AC$€ WICC
You can imphlnl an order in Ihe mmJof anOlher.1t ma\' be a dir(.'{;t command,
m,tTlJ~t um~ fOTHn e\,cmualityor cven an idea that will color hcr bchllvior, bu! thc
farge! Will aCI on 11 to the beSt of hera hi lilY. TIwugh the command CH Il he HS precise
nnd C,"'''{Jlmcd as rOil wish, its execution is dep<!ndcm UJxm the comprehension
of [he tall:C!, so simplicily and damy are imponanr.
YOil must win a t-,Ient:l l C hallengeagams[ yourtaIl,>e1. Yoocan Ihen InStruct her
with:mYCtlmm:lnu,ore\"cn Implant an IJea. Thecommand maybe worded such that
II mk~ pl,lCe immediately ("Brms: me the count'S horse.~), it can be sc! tooccuroo
cue (""Xfben the scncsch:11 amn'S, ~mde ,II hb wife. ) , or it can be an idea that will
n

rest III (he "UhcOl\SCIOOS (~Engll ~h sollklrs arc all li:lrs."). If the command IS Immec!i·
:ltci) ha::lrJotis to [hc t:l~t, hl' net-d not obey It. U nless some subterfuge or
a,killlonal powers are us..-J, the tdrget will remember the placement of the order.
Fmall~', a 1)(:0011 Clm hold only one Mllmurro{ tlu! FalM WiU at a time. Ifhe is given
nell' InSI rUCI Ions before he completes the firsl COlll1nmld, the first command is erased.

1Il(€Rm€DI!I(€ DOmll1!1(€
R€V€C€R'$ memORY
You ha\e the :lhlhty to de\"ouranu el"en rewe-.I\·e ()(hers' memories; yoo can also
detecl the "11.'115 of someone else h;l\'l1~ altered your mrgt::["s memones. Addu Jona[[y,
you can prompl lour mrg.::t to relive her memories, telling them to you.
To toJ!! o r erase SOmt'()I\C'S memOT1CS, you must wm a Mental Challenge
against her. Thb success :lllows yoo [() affect IS minutes of memories. Erasmg the
mcnlOri e~ c.m he Jonc m a [urn. Rewriting them takes lime - the same lime
rL'(11l1red 10 relate whallhe new memories arc to the player. If you need 10 affect a
larger "l'j.:menl of memory, \'Oll mllst lISI.' Re\'CIer's Memory again. A Cai n ite using
this I)(,\>"er may attempt to de[ecl, alter lmu even reverse prior nmnipuialion of the
tar~ct\ memory hy another. I)oing so reljulreS:I Mental Challenge :lgamsi the
num bo.:r of Mem,,1 Tr..IIl'i the '';,mplrc who initially worked With used Rnocler's
Memory ptl&.'-<'i5CU at the tunc hc did tin' work. For this reason, 11 IS mlpomml for
the Storyteller to nOte uses of this power and the number of Mental Traits future
Cainites may han: to beat. You may not use this power on yourself.
T oforce another to relive her memOries and relate them to you, you must win
a Mental Challenge and prompt her with gentle questions. As long as you mainmin
eye contact and the tinget is nOI th re<ltened, you can keep drawing out memories.
lURE O ~ $UBccE UJ~ I $ PER $
You can sculpt [he minds of others, snipping them offree will and cmfting
them into pliant serv;mts. This power takes time - sevenll full nights .11 the least
- to fully mold a person. E.'lch full night you spend working on ~'our subjl"Ct. you
must win a Mental Qlallenge. If you manage to perform this hid.:.'Ous act over as
many nights as your subject has Sel/-Controli lrutinct T r,IiLS (or Willpower T miLS
for beings that bck Virtue Traits), you ha\'e bem the subject to your will.
The subject lacks a\l creativity. drive or moti vation. He cllnnot create artistic
works, leach or expend Experience Trails. You need no lo nger engage in Mental
C h illlenges to use Dominate powers upon the su bject, nor do you need eye contact
to command him. Ot he r C ainites will have more difficulty using Dominate lIgainsr
him; he receives a free retest against an y such attempts.
If the subject spends six full sessions without encountering his master (minus
one session per Willpower T rait spent. toa minimum of one session), he can break
free of the Lure o/Subtle \VhispeT's and return to h is o rdina ry personality. Aherna-
tively, anoth er Cainite may usc LIITe 0/ Sublle Whispers to try to break lhe first
vampire's hold. This is harder than the init ial conditioning since she needs the
same number of successe~. and the subject has {he automatic retest.

!lDV!lIlQ€D DOmIll!ll:€
VE$$Ec
You can force you r soul into the body of a mortal. driving the native soul into
donmmcy while you do what you will. You must establish eye contact for this lICt.
even if you have condi tioned the vessel through LUTeo/Stlblle \Vhispers, forthe eyes
arc the gateway of the soul.
Expend a Willpowe r Trail and engage you r subject in a Mental Chillienge. If
you win. yOll must e xpend one or 1110re Mental Trails. TIle number ofT railS ~'ou
expend determines lhe degree of your con necti on to your su bject lind the
supernatura l powers you can usc while controlling her.

O ne Trait Simple Possessio n


Two Traits Can use Auspex
Three Traits Can also use Dominme and Presence
Four Traits C an also usc Chimerstry. DementmiOll and Animalism
Five Traits Can also use Morlis and Th6l11nalUT,p

You have complete control of the mortal bod~' you occupy. It acts as you will,
and you perceive what it percei\·es. You cannot augmem its physical abili ties with
Celerity. Fortitude or POW1Ce. nor can you speak. You may travel as fa r and long a~ ~'OO
wish, anJ dar light no longer hinde rs yoo, though you must st ill figh t 10 Stay awake.
The ve,;:,cl is mortal, th{}lJgh shou ld it d ie, rOUT ,soul retu nlS to your body and you enter
torpor. If you wish to re[Urn to your own body, you must declare your intent at the
beginning of a tum. During th;lt tum, you can still m;t as normal as the morlal. At
the enJ of that tum, you re[Um to you r own body, regllrdles.!i of di5tance, find the
mortnl regnins control of her body as if nwaken ing from hideous nightmares.
While you are in possession o f yoo r su bject's body, ~'ou lose track of your own
b<xiy. Any wounds your vessel suffers :Ire sympmhet ically reflected on your own
body. If your re:ll body dies while you po~ss a vessel, you m a~' stay in the mortal's
body as long as you continue 10 win or tie 1I Simple Test e.lch J aY;lI su nrise. When
you lo:;e the test, your soul is lost.
Vessels c:mnot be Em hnlced - your own spi rit blocks the tmnsfer of the
Curse. Instelld, the bor.h' dies. Additionally, this power is ineffective agai nst
Camites or other supernatural creatures.

ELDER OOmmIlC€
~£A LCV
You can tru,t any oath vol untar ily sworn toyou, for this power guara ntees that
the gi\ er will not break his word. Once someon e has freely sworn an oat h, vow of
allegiance or similarly bind ing promise, gravely pronounce that you accept the
oath. expend a WillpowerTrair and engage your subjl.'t:t in a Mental Challenge.
If you win, the subject [luwmmicall y loses [l ny challenges that would result in the
bTl'aking of that oath over the course of the next year. All who witness this
exchange :Ire aware that the oath is somehow supcrnatur.tlly enforced.
This power only ensures that the word of the omh will be obeyed. The subject
cannm work against the oath, but he may work against you or your interests in any
fashion not COl'eR-ti hy rhe omh.
Since the oath must be freely give n, you can not Dominare someone into
swearin g an omh to you.

flORCICUO€
F(!rrilllde, onc of the corc physical Disc ipl ines, allows thoS!.'! Cainiccs who have
learned ItssccretS co wichstand incredible punishment. and even those outside the
clans tilHr call FO'rtirude th e ir own have litde trouble lea rn ing it. 11le scholarly
suggest that Fortitude's curse deri ves from lile arrogant overconfidence that swells
thosc who have learm-<l thm they can sh rug off the mighdcst blows.
Usc Survil'(1/ for retests of FO'rtilUde.

BII$le ~ORClWD€
£nDURAnQ£
The blows of swords, arrows and even the sun may damage your body, but they
no longer wcaken it. You suffer no wound penalties fordamage beyond the Bruised
IeI'd, unril you arc driven to torpor or Final Death. No ma ttcr how injured you are.
the worst penalty you reccl\'e is being one T mit down on tied challenges.
m EttLE
Wounds that would hinder others mean nothini: to )'01,1. You Wlin an eXira
health level, which behaves as:m eXIra Healthy Ime on your heahh h;'\'d chart.
This health level is I~I and healed In the Slime manner as yOUT OIhers.

mC€Rm€DI)!'C€ ~ORCICUD€
RESILlmQE
FITe and sunlight still hurn you, but nm with thc hideous intcnsifY with which
they [lffecl other Cainlles. When you suffer :lm,>r.wat\.>d dama).,'e. perform a Simple
Test. If you win, one level of Ihe d .. mdgc 1:lken is considered lethal rather than
~>rn\,:lIed. If you wt~h, you ffi<ly spend'i Slamma·related PhysIcal T mit heforc )'00
make the lest so that )'00 win a lie.
USing Resilience is reflex Ive and does nOt COUnt as an :tetlon. You may on Iy use
Resilience once for a gwen sou rce of damage. If you suffer three levels of dama).,>e
from a mice of the cbwsof a wcrclOo'olf, only Ollt~ IC\'e! converts to letll.ll; the Olher
t~·o lc\e1s remain a/u''TIlvatt-u,

You can shrugo(fbloll's that 1I'0ukl lc:l\'(' a nlOrllll StlI~c rlng, Whcn you suffer
lethal o r bashing damage, make a S unrle Test, If you win, you may remove o ne
le\'c! of damage from that suffered, If you wish, you rn<ly spend a S tamma-rcl:ned
Physical Trait before you make the te~t SQ th<lt rou Win on a tiC.
Usmg Rrsisllmre IS rCflCXL\'C and d oes nm coum as an action. You may use
Re-siSlllJl('(on damage that was reduced lO ll'lhal (rom aggr.watl-U by ReSlhence. You
rna)' o nly usc ResislilllCe once (or a given source of damage.

)!'Dv)!.nlZ€O ~ORCICUD€
~ EGIS
Ollly the most persistent :lnd destructive of forces can hope 10 vanljuish you,
for your body hali thc immutable ,'X)wer 10 resist any :mack. AI any point during a
turn. even aftcr you havc been "bUed," you may declare the use o f Ae,,!. Expend
enher a pennanent Wll1powcr Tr.1II o r three pennanenl Phy~ical Trait" Any
u,'un:lge you ha\'e taken In thaI turn is removed, and )'OU do nO! !.Ike any Jamage
for the rest of the turn. This flOwer must he used hefore a nell' tum N:gII\S, for)'OU
cannot use It to undo prc\'ious Jamal,'e,
The T Taltsspenl toacII\",te AegIS wll1 nO( re l'urn al the end of the ses;;ion, but
they can be purchased ag:1I1l USII\!! Expenence Trails.

€W€R ~ORClCUD€
ImPERViOUSnESS
The blows of SWOM and $ICb'C cngllll'S arc almost as nothmg to you. When you
suffer lethal or bashing (i1m.1!,'t', make one Simple Test for each le\·el of dalTKII,'C rou
h.-we taken, If you win, you 11l.1Y ib'fl()fethat Icvclof \.bm~'t', [f you wish. you m<lYSf'Cnd
a Stamina -related Physical Trait before you n1.1ke the test ~ [h;1I you Will on an)' ties.
U< ing /mpren'iousness is reflexi\'canJ does nOi cou nt asan action, You may use
/m~'K)Usnt$S onJama~ that "~,s rt.Juccd [0 lethal fronl aggravated by Rest/ienet.

Chill Cappadocian keeps a je;llous gu;ud on Morris, and the secretS that that
DISI.;II'ltnc h(l) unlocked. Lore wlIhm thedall sUI!l!{"sts that the pathsofMorlis were
codifu.!d (md handed down b}, Cnppadocius himself. The scholarship from which
Morlis derives teach{"s that upon death, the soul depam th e body Hnd goes to its
re",m/, hut th;[1 somethmg remams behind. This myste rious something - a
ron mil" hody ,IOJ I hc spmtu;11echo that lies wllh m - is the primary focus ofMorfIJ.
Those who pr:.Ktice Morus - be they C,ppadocian or one of the rare others
"·ho hilS m,In:II,,'ed to (erret out some of their lore - lend to develop an unnatural
pn.'OCcupalion wllh t he stales of deat h and unde:uh. These pondenngs h:l\'e led
more than one C'Ip padocian IntO a state of contemplative desp:ur and no few
practitIoners to SUIcide.
There:ue three establIshed paths of Mortis, bulther{" are rumored IOOtothers.
The L1mla hlnodlme possesses LI S own special lore (a path thilt the Gorgons keep
even mOTe secret), and it is also rumored that the elders have hegun Embracing
Venell,m sorcerers who perform;, (onn of m:lglc they call nigrimancy, which :Illows
them to summon :md comm<md the ~)uls of ,hose who have died.
A practLlionerofMOTtis may hegm wLlh ,m}'of the thrcccommon paths as her
primary path.

l:1j€ GRIIV€'$ O€QII'j'


lllL~ !'ath Stems from [he (lh$erv:llion of the effects of time upon all thin!.'S
mortal. Wood mlS. Stone hUlldmgscmmhle !Ilto rum. Corpsesdecay lO!(ruel, then
to dust, then 10 noth mg. Everything In the world is subject 10 the ravages of tllne
&fl VC Calniles, at"l this path teaches how to channel that force.

U~ Medicine for retest., of Gml'e' 5 Decay.

BAgl~ GRAV("g D(~AY


[)estroy the H usk
You can reduce a dead body IIlIO no more than a pile of dusi. Expend one Blood
T nil!, driPPing It OntO the corpse. (ft'er the next (lve minutes, the corpse dissolves
\11(()" hum,m-shaped pile o( rough/)' JO I'ou rnls of Just. Cenam magiCS, IndOOmg

The Spmt '5 T ol.ch may allow anOlher 10 deternllne the origm of the rcmammg dust.
hm no monal agency can do so.
R igor Mo rt is
Your undefSlanJingof the prOCl'SSCS the corpse undergoes allo ws you tofree:e
th e muscles of anOlhcr hclll)l in the !>lUIlC deathly para/)'sis. You must be ~Ihle 10 sce
your t:trget 10 use thb power. Expend a Willpower Trait and engage your wrgc t in
1I Melll;11 Ch'lllenge. Success pamlytes your tarj..'Ct for three t urns as if he had been

Sl aked through the heart.


Afterthe three rumsrn-eovCT .the target run pe1form a Simp le T ~ at the begInning
c:i each tum. lfhe succeeds, he is free ci the l'arah"Sb. 1he talRCt 1l\:IY:'1so allem", to free
himselfona rum mroughsheer forceof wilL T odoso, he mustexpcnd a Willpower Trait
and makea Simple Test. Wimsuccess, hec:m [oo\'eon thm rum, although he isstill held
by m is power and will be immobile agilin on the n.:x( tum. lfh.: loses, he takes a smgle
level ofbashing damage !Torn the stmin on his muscles, and still wnnot move.
mC£Rm£DlAC£ GRAV('$ D£QAV
Wither
YOll can cause the force of age to afflict a portion of your target's lxxiy. limbs
become shriveled and feeble; the face becomes ravaged by I ime; the eyes o r cars lose
sensitivit y, or even fail altoget her.
Spend a Willpower Tr.dil and touch the pan of the bod~' yOll wish withered
(you may no.:ed to win a Physical Ch~lllenge first). The t:Jrgel receives tWO
aggravated wound levels, ~md whateve r wru; toucilloU is c rippled and useless until
both aggravated levels have healed. For mortals, this crippling damage is penna-
Ilent. E.'1ch usc ofWirheTcan affect any single limb or sensory org:J1l (il wou ld take
twO uses to completely blind o r deafen someone). T argels may be considered tWO
TrJilS dO"'11 in any challenges thai would call for Ihe appropriate limb or sense.
Additionall y, players should roleplay these infirmities.
This power cannot be used to wither vital o rgans, as these are 100 (ar inside
the lxxiy.
Corru pt th e U lldead Flesh
You arc capable of infecting a victim with a contagious mystical dIsease that
merges the states of life, death and undeath. Those who suffer from the disease
experience a wide mnge of symptoms, including lethargy, weakness, di::iness, loss
of blood control and loss of coordination. Although mortals can contract this
disease merely by being in the presence of a one already affected, Cainites must
drink the blood of a victim to be infected.
You must be ab le to see you r victim. Spend a Willpower Trail and perform a
challenge of your Mental Traits against your Target's Physical Traits. If you win,
your target is infected.
InfcctL'tI Dinites Ioic ooe-quarterof their Mental and Physical Traits (round up) and
must spend twO BlooJ TrailS instead of one at the h.1,.riImingof each night. Additionally,
Cainites must win a StaticSeIf.QmrrolJ 1l1Sw Qt:llIellb>e (difficulty of mfl.,(' T milS) each
time they feed or vomit back all the blood they just inl,.'CStl'ti witi"IWt gaining any bendit
!Tom it. Infectoo mormls loseone-qu.merof their Menml and Physical T r,lit'; (nJl[nJ up),
mke a level oflethal cL'izrmge each night and c;)nn()( hold dcmTl any focxl.
At su nset each evening. the victim m:1y attempt 10 throw off the disease by
engaging in a Static Physic:ll Challenge (difficulty seven Traits). With the
llcquisition of three successes, the disease h~ls been conquered, amI the chanlCter
rcgains Traits at the rate of o nc per hour. Wounds recover at their usual nlte.
ADVAnQ£D GRAV('$ D£QAV
Dissolve t he Flesh
You can enforce the effects of time and decay upon e\'en the flesh of your
fellow undyingCainites, turningall or part o( your vic tims todust. Moreover, some
sorcerers have discovered uses (or the dust this power produces.
Y(1lI mu,{ CXITlict tll'oof your BloodT rni{snnJspcnd a Wi llpower Traitcharging
thcm wi th lhcpowerofdt'Ca)·.11len YOllmust hringtb at blood imoconta({ with your
lall:lct (which m,{y call for a Ph,'sical C h:1Ilenb'C)' Once the blood touches you r
vi({im, whole poniom of her body trnnsform 10 dust. just as with De5fTOY me
Hu~;k.
I:.,cll round the reafter, the I'ico m must make a Static Physical C hallenge agai nst
your Mental T rnibor ,uffer onc In'd of aggrnvated d;un age as part of her turns IOduSI
lmd falls away. Once h... has achieved as many sllcce~cs as you have \Villpower T raits,
the rower has nm lfSCOUniC, While this di.solution is ta king place, the victi m is twO
Traits down on all chnl1enges due 10 the aJ,,'o ny of the experience,
The effc.:u and lucamJll of this loss is left 10 the Storytelle r to adjudicate.
Individu:lllimbs mny dbuHegrme, or thIs effect ma)' represellt a ge nera l desicca-
tion of the I'ict im. Regener:ltion occurs at the usual rate for aggravated damage.
One who has been reduced wholly to dust via this power meets the Final Deat h.

(fj€ ~ORP g € In (fj€ mOng(€R


Thlspath is:ln oUll!rowth of SHldie.ln the rclnuonship be twee n the dead body
and the ulllle<ld body. There are certai n tmu~s when the tmits of a corpse are useful
for an undead boJy, and th is path ,1110\\,5 for {he transfer of those t ra its in ce rtai n
SItuatIOns.
Ut>\! MediCiI\(' for retests ofCc:n-pse in Ihe Monsler.
BA~ I Q QORP~€ In ( fj € mOn$( €R
Masque of Death
You cnn ,erant ),olJrsel( or another the apJX'~1l''f11lee of an a~:ed corpse. Expend
a Bloo..! T faa. If yml w;~h to pbc€' this effect uron anOl ner, ~'ou mu st lOueh h im
(which mny enll for a Phy~ical Challenl-IC). If the rcdpiem is willi ng, th,II suffices.
If not, you mu,t defeat her in a M ental Chnllengc. O nce the effect begins , flesh
draws {,Jut, ~Hld the hod), ta kes on an !;'mircly corpseli ke appearance and textu re.
Those wenrio,e the Masque of /Jcath arc o ne T ra it down on :111 Social
C hallenges except for intimida t ion purposes - for inri midation challenges, they
are Oil!;' Twit up. Additionally, the Masque of Death stiffens its targt·ts, rendering
thelll one T mI t down on Ph}'sical C hallen!:es hwdvi ng flexibi litV amI speed.
If one wcarin!: the Masque of Dea/h atte m pts to em uhne a corpse, it takes;1
successful Stx:i'll Clmllml!c to see through Ihe d isguise.
111e Masque ofDca/h ordi narily lasts until the next sun set , bu t the caSler may
{ermimlt!;' l{ ellrlier.
Cold of the G ra\'e
The dead feel no p"in, and wi t h this power, you can extend the same numbi ng
chill to you rself. TIle Cold of theGrat'e turns one'sskin cold tOthe tOuch and ma kes
all matters seem unimport ant, even personal inju ry.
Ex pend nne Wi ll power Trait. Your hlxly and mind become unnatu l1l lly cold .
YOli arc unaffectctl hI' wound pe n alties. You also gai n a free ret est against all
att empt" to ma n ipu\atr you r emotions - on the othe r hand , ot hers recei ve a free
re lest on rour :u{cmptS to tlll1 n ipulnte thelremo t ions. Thischill does not reac h the
Bea"!. however - you <;tIl! (ren~y under the s;lIne prol'ocation.
Cold of die GWI'e bSh for one scene.
InC£Rm£D1AC£ QORP$£ In C/j£ mon$C£R
Curse of life
There are many ways in which the living are weaker than the undead, and ellen
if you no longer remember the experiences freshly, your research has enahled you to
inflici one of the m,my of the wOl.fu1 aspects ofHfe upon other Cainites. TIlis may be
as simple as mundane hUllb'CT or thirst, or:1 retum to monal senses or vulncroblJities.
You must be able losee ),ou rtargct 10 inflict t hcCIIT'St'oflifc upon her. Expend
a Willpower TTllit and engage your target in a Mental Challenge. If you win, you
may inflict any of the many frailt ies of the living upon her undead body until the
next sunser. Thedet<1ilsof this curse should be roleplayed, but for the duration, the
charncter is distracted to the point she is three Traits down in all challenges rmd
cannot expend Blood Trails to augment her Ph ysical Trails. The victim Illay
expend a Willpower Trait to ignore the dist ractingaspc<:tsof this powe r forll scene.
but the blood limitation remains in effL'(:t for the duration of the curse.
G ift of th e Corpse
By taking the aspc<:ts of the delld upon yourself. you are able to temporarily
avoid some of the vulnerabilities to which Cainites lire 5ubj(.'(:t. Though some
believe this power to be little more than an extension ofCokI of lli£ Grm .... {)ther
scholarsc1aim tha t the ability tocircumvent the Curse, albeit temponmiy. was part
of a ba rgain between Gppadoci us and an archange l.
Expend a WiIlpowerTmit and perform a S nlt ic Mental C hallenge (agai nst a
difficulty of seve n Traits). If you succeed , yourCainite nmure is submerged for twO
turns, and you aredosertobeinga n animated co rpse tha n a vampire. Holy artifacts
and ground ha ve no effect on ~'ou; you :Ire imm une to Rotsch rcck and frenzy.
Sunlight causes at bashing damage at worst, fire only causes lethal damage. and a
stake in the h eart is no differen t from a stake in the liver. At the beginning of the
th ird tum, make a Simple Test : if you win, the Giftof tk Corpse stays with you for
another tum. Gift of the COTpse does not interfere with the use of any va mp iri c
abilities. Should the effect end wh ile you are exposed to any of the ci rCU Ill5tanCeS
it protects against, they immediately take effect.
Those who possess Soulsight or similar abil it ies may not ice an a I ien appearance
in your halo. Also, since this experience amounts to the rejection of any .>emblance
of life. the Storyteller may rule that it interferes with ceTlain roads.
ADVAnQ£D QORP$£ In C/j£ mon$C£R
Gift of Life
You can approach the living state. experien cing the best that it has TO offcr-
food. drink and the joys of the flesh are once again pleasu res. The sun is not the
enelllY that it once was, the blood hunge r abates. and the Beast is muted. But there
is a terrible price - the Gifl of Ufe almost always costs the life of a mortal, SO great
is its COSt in blood. and when it ends. the Beast returns with a vc ngeunce. Somc fear
that there may be a greater price tha n has yCI becn pe rceived, for flaunting God's
curse on Caine cannot avoid having dire repercussions.
You musr spend I Z Blood Trails as quickly as you ca n - you may drink while
you bum them ir you ca nnot hold enough Blood T milS o n your own - and then
make a Static Physical Challenge (difficulty six Trnils).lf you succeed. the Gifl of
Ufe takes ho ld until the next midnight.
With this tronsfonnation in effect, sunlight and fire cause only lethal dam age,
and your Virtue Traits are considered doubled for the purposes of resisting
ROlSChreck and fremy. You Cll n be active by day without any penalties, and
experience the many finer points nfbeing alive. You .till have access to FOTtiwde
and Auspex, :Olnd, in some cases, other Disciplines (Smryu.'llerdiscretion). Finally,
your blood is ~ctU:llly vimI', nOI mortal blood. On the downside, faith and the ho ly
still affC(;t you, being staked paral~'zes you and the usc of th is power may interfere
with your progress along certain roads.
Fin.111y, when theGi{wfUfefades, your &'aSt iSa<;Cendam. Halveyour Virtue Traits
(round down) for che purposcsof resisting RUtschrL'Ck and frenzy for che next six nights.

~I\DI\V€ROlJ$l\mml\(IOIl
This path is leS5 concemed with duplicat ing ohscr\'ed phenomena than the
imbuing of dead flesh with alien properties. As such, this path is seen as less
respectable than the others. The fact that the unsavory Venetian nigrimo.ncel"s are
rumored to have a clearer understanding of some of these powers furthe r tamishes
it in some Capp~ldoc i an eyes.
Use Occult for rctests of Cadat'erous Aninuuion.
BA g l ~ ~AOAV€~OUg AnimA(Ion
T race of Life
You can STimulate dead flesh to Iwitch or move slowly, thus simulating the
effects of life - or horrifying mortal onlookers. Perform a Mental Challenge.
UnleS5 you fail. you can mll ke the corpse move slightl y, appear to breathe. have a
pulse or even open ils eyes. If the corpse is more than a handful of minutes dead,
however, it is unlikel y that Ihe lifeless orbs will do more than scare witnesses.
You Clln also use this power on torpid Cainites of higher or equal genero tion,
but you must bid two Traits in the challenge ..
Call th e H omuncu lar Servant
You can Cll Use a small piece of a corpse to separate llnd move around under your
blood'spowcr. The hand is the m05t commonly animated piece, but rollingeyeballs
lue popular in certain circles, and it is rumored that some use other, more oulTi
parts. TIlis homunculus has mystic senses, a sort of in telligence - approximately
on lhe order of a tmined hound - and a rude telepathic link with you. It can
interpret and carry ou t simple te lcpm hic or spoken commands. Add itionally, if ~'OU
wish. you can perceive what il perceives.
Expend a Blood T nlit, sprink ling it upon the body part you wish \0 animate,
and perform a Mental Challenge. If you succeed, you have animated the homu n -
culus. Since yO\' are animating it, it is completely loyal, and will follow your orders
to theexclusion of all else. [t has no initiative, so it will keep acting on your mOSI
recent order until you co unte rmand i[. The range of your telepmhic link is
approxi mately one-quart er mile. lind while it is within that range. you can perceive
what il sees. but ~'ou cannO! use any Disciplines through it. The servant stays
anImated for one scene, but you can keep it active into Ihe nexi scene by paymg
an additional Blood Trait and winning another Mental Challenge. The homun-
c ulus need not be in your presence to extend LU life span Ihis way, and Ihls process
may be repeated inddlnllciy.
The homunculus cannot carry anything, but small items, such as jewelry, may
be attoched to it.
inteRmeDiAte ~ADAVeROU $ AnimAtiOn
Raise the Corpse 10 Ser vice
You can ani mate a corpse to a shambling mockery of its previous life and use it
as a servam. It matters nO! whelher the corpse is freshly kilk-d or has moldered away
Imo a skelelon, il will cany out orders to the best of its ability. These servants are
excellent (if noisome) majordomos, but they are only of nuisance value m a fight.
Expend a Blood Trail, drtWlng It Into the body's mouth o\'er the course of three
lurns, and perform a SialIC Physical Challenge against fke TraIts. Success means thaI
you have created an animatl-d corpse capable of performing the funct ions uf a Simple
manscrvam. [t cannot speak. but it can communicate through rudimentHry ~,'esru res.
Also, it continues to decay until alllhat is left is a skeleton. Corpses 50 prcpmed last
three days, and Ihey may be raised llgain after they cease to function.
Call th e Alhall!.lfOS
You can convert a corpse IIlto a monstrous, unliving killer. TIlough you
control the Arhanaws by the force of your will, its true motivation IS never In
question -slayinganythmg thai IS not dead. Legendsdalm Ihat ArMnmoi are nOI
the pa ..... ns of their creators. hut of Death itself. and a CIl"paOOcian who lets her
guard down may not sUr\'lve to regret It. The name Arhanatos dert ves from
Herodotus's term for the Immonal ehte guards of Ihe god-kmgs of anClem Persia.
Europotan Cappadocians sometimes refer to them as nunisleriaUs, Ot serf-knIghts.
Creating an AIMnalOs takes five minutes and two Blood T mlt.s, spread across
the corpse in unholy glyphs. If you wish, you may (ilso ex pend Mental T r.lltS 10
io(Tant the A!Mnaros b>Tealer comnal prowess; for each Mental Trait spent. the
A!MnG/.05 gains t"'O BnICal PhYSical T mits. Additionally, if the corpiIC from which
the Arhana/.Os is prepared possessed io(reater Archery, Brawl. Dodge or Melee Traits
than the def"3ult Arhana/.05, tillS killer will keep these AbIlitIes. Once the TraIts
have been spent and the body prepared. you must win a St,UIC Physical Challenge
(lhfficuity seven T mits). If you succeed. Ihl' body an imates and ImmedIately
auempts 10 kill the nearest thmg- possibly yourself. T odlrect the ArMnalos, )'ou
mUSI defea t il in a Social Challenge. If you wm. 11 Will follow )·ourorders.OIherwise.
II will attack the mosl opporlune targets until It is controlled, defeated or
destroyed. You may allempt loregam comrolonceperlurn, bUI this COntest o f WIlls
docs count as an activl1y. Furthermore, if the AtNJnalOs passes more than l OOyarus
away from you. it becomes free, and reve rts 10 indiscriminate Killin!: uno) you
reassert your will. You must maneuver 10 within a few yards of il to attempt to do
so. Finally, you must succeed in a Social Challenge ro end its rampage.
AnAIMnaros lastsunlll d"yitght, and IS usclessat performmgany activIty that
would not be associated WIth combat. If enough of II SUr\'I\'es. II can he ;mimated
agam.
Muster the Corpse A rm y
You ca n create an ;lfmy of ArhalUlroi. You must spend 10 minmes anointing
as many warriors as YOIl wish " 'ith three of you r Blood Traits. Animating and
cont rolling the army use the same challenges as for a single AthanafOS, but you ;lre
considered one T mit down for each bod",· you are animating beyond the initial one.
Therefore. if you were 10 an imate five corpses with this power, roo would be four
Traits down for the initial challenge 10 animate them and for all challenges to
comrol them. You cannot augmCIlI the abilities of these AlMlIalol, but they gain
the s,'lme benefits as individual AthalUlroi from being created of warrior stock. You r
comral extends over the entire group. and if you lose control of one, you lose
cont rol of theenti re group. In all mhef ways, these Athanatol behllve JUSt like those
created by Call the AlMnatos.
This po"'er may also be used to create multiple scrvanrsas per Raise (he Corpse
10 S('TlIice. The procedure is the same as (or an amlY of AlMl"UIloi, but yoo need nor
assert you t wi 11 {Q control them. Servantscreated LT\ th IS fash ion hm unti Idaybrc~lk.

CI)€ FOUR I)UmOURS


Though the Lamia bloodline shares the Cappadocian's focus on the processes
of death, they possess a special body oflore all thei r own. Thisdistinct understand-
ing ha5led [hem to create the Path of the Four Humours - a scpar;:ltc Mortis path.
The Four Humou rs represent both the fluids of the ph)'Siological body and
philosophicill characteristics th~lt may be ascrllx:a to people. Lamia claim lhal [he
four humours - phlegm, blood, black bile and yellow bile - arc held in stasis in
Cainite bodi ... ~. but that through this path, they can tap lllto the JlO"'crs of each of
the humours r::nhcr than just blood as Jo mo,t vam pires.
All Lamia mUSt choose the Pam of the Four Humours as their primary path. No
CappaJocian can learn this path withotU tutorinJ: from a Lamia who knows it. and
since the bmia believe lhal it might be their sole defense against th eir nominally
parent chin, the)' are loo th to pass on that knowledge.
Use Occult for retests of the P(I/h of Four Humours.
BA$IQPACfj O~ Cfj£ ~OUR fjUmOUR$
Whispers to the SOIlI
Yoo can release a wisp of you r bilious humour into the ear of a victim where it
will whisper nightmares to him as he sit'Cpsand fe~lrful im:lginings when he:: is awake.
While speaking to your victim, whisper hIS name as you know it and engage
him in a Social Challenge. If you succeed, he WIll be distracted :Inti ed!,.'Y and have
the Negative Mental Trait impati('TI( fo r the remllinder of the scene.
Kiss of th e Dark Mother
l3y mixing your hlack bile with you r blood ilnd di recting it to your mooth, you
C:ln concoct a toxic substitute fOT salIva that makes you r bitt' even more deadly.
Once you h(lve channeled the debased blood ro your lips, all bites for th e reSI
of the scene do an additionallevcl of aggrnvated dllmage. T his ca n be used with a
biting attack, if you sllccessfully bite yOUT oppon ent. II HIkes one !Urn todean the
Sluff (rom )'OUf mouth.
intERmEDIAtE PAtij OR tijE ROUR ijUmOUR$
Dark Humours
You are Clpable of directing each of the Four Humoul'5 much as Tet,oular Camlles
direct blood. Once the hu moor IS prepared. If ~"Ol' brmg It Into contact with a victim,
he fu lls under the effect of that humour. As with blood, you can 5I."CI"Cle It toyouT skm
and then delh'er it with a touch (wh ich mayor maynOi rcquirea Physical Challenge,
depending on the circumst:mccs), coat a weapon with it or inuooucc ;1 into food or
drin k. When you release a humour in this fashion, you alter your Ixxly'sown balance,
causi ng you 10 behave in a m:Ulncr contrary to tha t humour. Thus, (or example,
should you secrete phlegm, yOu w,ll feel ener/,,.ct k and active.
You must select a Humou r, cXP'!nd two Blood Traits to tramforffi 11 and then
deliver it 10 a victim. When a viCtIm comt-S intoCOfItact wnh a Dark HwlTlQUT, he
must Win a Static Physical Challenge agalml yoor Physical T r3l1sor fall under [he
SW:ly of the humour unlL l the ne)[1 sunrise. Should he Win Ihe challenge, [he
humour becomes inen.
Phlegm: The viclim becomes lethargic and must biJ an additional Trolil on
all Physical Challenges.
Blood: The victim becomes prone 10 excessive lJ lt.'eding, and takes an
additional levd of dmnage every time he receives letl1111 or aggravated damage.
Blood prepared in th is fash ion no longer funCliom as viral'. It ca nnOt be used to
nourish Gini tes, create ghouls, Embrace childer or lead to the blood oath.
Black Bile: Black bile causes a level of aggrava ted damage to anyone other
than yourself who comes into conlact with 1(. The turn afler comacl mg Ihe black
bI le, the victim must "'ina Static Physical Challenge (difficultyflve T r:ms),or take
a 5e(;ond level of aggravated u.1mage.
Yellow Bile: The viCfLm is plagued with melllncholy visions and loses a
Willpower Trail. He may nOI spend Willpower while lIffected.
Cl ut ching the Shroud
By focusing on the transformati on of living blood to dead blood to Cainite
vimI', yOLLcml panakeofcenain of Ihe bc nefh sofbeing dead. You are more difficuh
to injure, you can see and spea k wi lh gh05ts, and you Clln tracc Ihe pllttemsof death
m Ihc people around you, telling who Isdose IOdeath - and who is already there.
You musl drin k fke Blood T nuts from a lxxIy Ihllt has been dead for al least
onc day, but less than three. As soon lIS you ha\·e drunk them, you must c)[pend all
five fO activate this power. Wh.le th iS po"'er is in effect, you gam one additional
health level olannor wllh no Neg.1I I VI' T raLts, you can see lind con verse With ghosts
who are m the area, and ~'ou can usc Ihe Valeren power &nse Ufe. An unfonu n31e
side-effect of this power leaves you more vulnerable to the powers of ghosts - you
lire twO Traits down in 1111 ch;llienges against them while usmg it . This power b5ts
for one scene.
ADVAnQ£D PAtij OR t~E ROUR ijUmOUR$
Black Breath
You can awaken the melancholy black bile Ihat festers m t he core of your
bemgand c)[pel il with your breath as a miasmic black cloud that ch okes e\'cl)'one
around ~'ou with mallllse and depreSSion.
Expend a Willpower Trail and a UI()()(I Trail [0 rrepare the bile and then
exhllle:n roor targets. The Blllde Brtau. affects cveryone ..... lthm (lve )H,u ds of),ou
In the dlrl'Cllon you are facmG, though th05e caught ..... lt hln may attempt a SI,i(IC
Ph)"'Slcal Chal1enJ,oe (difficulty o( fl\'e T ralld 10 dodge OUt of the (elOt unless they
are complelely hemmed In or OIherwlsc lrapped. Those who come 1n({J COnlaCl
with the Block Bremh musl make a Mental (..na llenJol(' aga msl your Menta l TrailS.
TIlOse who (,III thlli chlllle nGe are SC I:C:O by an o\'erwhdmmg depn::ss lon for Ihe
rernalmler of Ihe scene. Thei r W,llpowcr T roltS are conside red hal\'l'{l - round
do"'n [0 a min imum of one - fur T ral I compafllion pllrp0se5, and [hey cannOl bum
blood to mcrease !'h)·sical T milS. Some may contemplatc or even attemrl sLLlcide
should Ihe Of'ponUnLfy present Il5elf, and InO"t will experience occasional,
SIOl1lel1 er'rrompted rccu n ences ove r the next couple of nigh IS. Monals Wi ll
!;Cnem lly anempl meanmgful suicide (hangmg. drOWning, elc.), unless prcvenled.
Camll('S "'Ill slIp 1n10 100000r and remain lorpid as per then Road mllng.
Camltes who use dus ('Owcr feel exhtlanned, and almost cheerful for the
rcmam,der of Ihe Kene, havmg expelled the ir melancholy to their enemIes.

mORelS RIWlllS
Mo n is Rilu<l ls (Ire e\'en more ra re and mOTe carefully hoarded Ih:m Ihose of
ThtLUmtUlIrg)'. Many Cappadodmu know only one or two.

BA$ I ~ mORD$ RIWAL$


Final ighl
Bv rcmo\'mgand proccssmgacol'pSe'st)·c, )·oucan~ Ihe laSI $lallC Ima~ the
pt'1"1()(1 5.'"' hcfore he dll-u. The e)·c IS consumed III thiS process, so it can bt

pc:rformc-J 31 mOSI IWICt: for a gwen corrS('. Spend fln' minutes prer:!rlnJ: Ihe e}·es
and a Mental Challenge. If you succCftI, you perceIve the vision as dePICted. If the
person's e~·es ""ere dosed when he dlloJ, you St.""C Ihe last thing he ~I", before he
closed h iS eyes.
RcvivUy th e C o ld Vi laI.'
BI,x,u Stops belllg fl l for Qlimle COlUtimption soon afler the de:nh of rhe
vessel. ¥uu can prepare the blood of co~uo thal li can proVide sustenance. Most
vampllesflnd thls reVI\'lflt>d blood repugnalll, but a few conside r II a delicacy. If rou
succeed III a S ialIC Menta l Otallenge (d ifficuhy fh,C' T mIlS) you can cOIlvcn up to
half the blood m it corpse into "'Il"ae. The corpse must possess a l,'ood ly amount of
flesh,and thiS nltJal nuns Iheecorpsesforan)'£Urute use byMoms 1"O"'CI"5. Thecold
blood 'Iar~ fresh for one sccnc.
E}'es o f the GroHle
You can VISit \' i5io n$ and lernfp~ inSights of pn-orJalncd doom uron )·our
1;l r~'Ct.
These expcncnces li Te dl~tracl1nl( and tcrn fying, see nlingly forc lel1mg Ihe
demise of th e rCClpient. Those wilh the presence of mind (() analr-" such th m J.'!i
n(){e Ih:n Ihe visions are often cont m(hcrory. perhllp!i bearin g more rel:ulonshi p to
the t3'1:C I'! ("ars than Ihe 3cII411 dom!:,'s of f:ilt:.
You mUliI possess some Item lhat is symp;lIheucal1y Itnktd to Ihe vlcttm, and
muall)' J.cMWY It o\'~r the course of IWI) full hours "hlle chamtng incamatLOru. J(
)"OU Wish the expenence 10 be more u·rrtfytng, you may expenJ one o r more Social
Tr:ms durmg the inc.1nt.1tion. Each night, over the course of ,he next week the
tafl:,'t!t will experience one harrowing vision, and one mOTe for each T r;1I( spent
durmg the casting. The Storyteller will determine the time and content of these
VISIOns, but each time a character receives such a vision, he must make a Courage
Test (difficulty five TrailS) or be mcaracLtaled with teITOr for thrce turns.
ADVAnQ£D mORCIS RIWAL
Walk Through the Shroud
You can step beyond the world of morlals 10 the place where Ihe souls of those
who arc still tied to the Earth and have not moved on to their finlll reward (or
pUl\Ishmem) dwell. The ghosts you encoumer may be able to provide information
or some eldritch service, oot many ghosts do no t view Cainites kindl)' and may
altempt to do you harm. This TIIual W'.l5 developed by the Venetian nignmancers,
5() Lt IS new to the clan and LS \'lewcJ wanly by many CappaJocians.

You mUSt surround yourself With grave dust and perform chanting mcanta·
tions from dusk 10 midnight, and then perform a Mental Challenge. Success frees
your SOlII in a manner sLmLlar to Anmltl \V(lLk, but sending itllCross the shroud that
seraratt.."S living souls from the dead and into the dismlll world of last SOlIls. While
you [Lre there, you have access to Mental and Social Disciplines, Hnd you can be
nffected by the ghostly inhabitanlS ns if you we re one of their own. As with Allill1a
Wtllk, yuu arc unaware of your corporeal lxxIy. Your stay laslS until dawn or unul
)'011 decide to return. When you return, you can bring nothing back save your
memo ries.
1111.' Storyteller may Wish toconsult Oblivio n for ideas about how to delallih IS
world and lIS mhabimnlS, or she may reson to her own devLces.

OBI!Wb<l)l.(€
111e Children of Came are:l bhglu on God's creation; Ihis Discipline allows
them 10 conceal their accursed sdves from God's children. Obfusctlll! does nOl offer
tnlC invisibility, rathe r it encourages those around the vampi re 10 see h im as
something else or ignore him altogether, Ih ll5 its effects extend even to the blind
or those relying on other senses. Smne claim that Obfuscatt points 10 the accursed
nature ofCamiles, for it fosters isolation from humanity. Otherssugj,'t!"S1 ,h:11 Caine
t :lU~hl it to the Nosferatu Antedilu\'ian In hopes that he would conceal the visai,'t!s
of himself and his chi]Jer. The mfidel Assamites contest IXllh notiOns, cla1ming
that Ob{WCtlU represents a natural honing of their hunting prowess.
Se.. Auspex (p. 157) for dev.uls on how that Disciplme can penetrate
Obfwcme's concealment.
Use Stealth for retests of Ob{wcate.

[n order 10 indicate your concealed status, cross your arms in front of


your chest, displaying a number of fingers on each h and correspondmg to
your highest le\·d o{Obfwcmt (one fOT Basic, twO for Interme<hate, three (or
Advanced and four (or Elder).
BJ\$Hl OBFU$QJ\(€
QLOAKO ~ SijAOOUJS
Yuu can conceal yourself $ long as you remain silent. immobile and out from
UllOertoot. As long as you 00 IlO( move Of proJuce noise and stay in shaclcM'S Of behmd
CO'o'('f, you are immune to all but magICal scrutiny. :lIld you may use the cro55e(l-arms pose.

unS€€n PR€ S €n~€


YOll need no longer consign yourself 10 immobility in the shadows when you
wish to be concealed. You mOlY mo,'c liboul as long as you do nothing lOattraCl the
anemion of others. You may use the crossed-arms pose so long as you do \lvoid
mll~ractmg with )'oor environment. You can look lind walk. bot talking. drorping
a Vl.iSC. touching ;m01 her person or ;luacking someone ends you r concealment. You
may use IT\06t Disciplines, bul the use of certam onl'S - such as Presence -
automat lcally end \'ourcamouflage. You cannOI act Ivate this power while someone
is observing you.

1fl(€RID€OIJ\(€ OBFU$QJ\(€
mASK O~ ACijOUSAnD ~M€S
You e:m take on the appcaronce of so meone else, t<lking the role of a
forgettable c",eryman, impersonating <I real individual or creating a new appefl r-
ance fr<.lm your Imagination . Your botI~· does not cha nge, rather those who see you
Will percel\'C )'00 accordmg 10 )'our J esi res. You can aUlOmatically mute your
features.so tha i noone who sees you will TeCOJ,'ni:e )'OU (or even be able 10 idem lfy
)"0\.1 as Nosferatu, should that be of concem).lf you expenda Mental TraIl, you can
rake on any appearance you wIsh, :md since thIS effect lies in Ihe mInds of your
witnesses, this effect fools all senses.
Mruk ofIl Thousand Foces does not aUlOmatically augment your Social Traits,
50 your imimtion of th e gorgemls :md gracious rn:lrquise may seem strangely
disturbing. You ca n e xpend BIOCKI TrailS to increase your Social Traits o n a one-
for-one haSlS. You cannOI augment your Social Trait total beyond generational
limItS WIth this power.
VAnJSij ~ROm Cij€ minD'S €V€
You can disappear from plain Sight and even speak to people without their
bemg able to locate you. You ha ve all the benefttsofUrueCl Presence, but you need
nOi be oul of sight to activate II. T" vanIsh, declare you r intent and engage all
OIllookers who wIsh to keep track of you to a mob-style Mental Challenge. You
must bId one Mental Trail per person challenged, and throw one symbol against
all of them. You fade from the sight of those you beat, and you may retry against
those who soil see you on subseq uent rums. Using th is Disci pline does not cou nt
as an ac t ion. bUi its effects only take hold at the end of the turn. Ampex does not
aid ag:linSt the initial disappearance. bu t it may locate you afterward.
You can alsospeak aloud while USIng th is Vanishfrom the Mind' J Eye. and Sllil remain
hidden. Speak ~'rurpieceand perform the m:w Mental Omllenge a>; forvanMlng. Those
you defl'at bt.= )'OlIr di5embodlcd VOICe; the rest ~ through your CJbj'usaue.
Any more overt activity, such as attacking or using Presence, autom~tically
revea ls you, though you may alwa ys fade away again.

ilOVilnlZ€D OB~U$lZiI(€
~LOAK (fjE GA(fjERInG
With effort, you can extt:nd you r concealing powers to others, hiding them
from observation or evcn gmnting them disguises.
Expend one Mental Trait for cach person (other tklll yourself) you wish to
affect. You can th en manifest any si ngle Ob{uscCllc powe r upon them. You can grant
c~ch a differen t disguise, ma ke them all vanish or simply convey them unseen
through the hamlet. You use the mechanicsof whatever power you intend tospread
among }'our compatriots and perform any challenges once as if you were affecting
onl y yourself, but the results apply to [he whole group.
If one cI the people you are shielding breaks the conditions of concealment or is
detected by Attspex, only she becomes visible. If YOll break the conditionsor arc detected,
the entire group becomes visible. The concealment does not affect members within the
group. so if you have cloaked flve people with Unseen Presence, you need not fear meir
bumping imocaeh ot:her. It is ~ible f()fone cI those you concealed to use Obfuscate on
herself, though, in which case, you would not: necessarily be able to see her.

€W€R OB~U$lZiI(€
$OmmA$K
Your deceptive powers are so great they can e \'en alter )"our halo. Those who use
SOIdsig/trsee what you want them tosee. By e)[pending BlocxIT raits, you can al ter the
appearance of your halo. telling a false story to creatures with Soulsighl or similar
abilities. One Trait allows you to lie about whether you are telling the tnlth and whal
your emotional state is. Two T raitsallow you toclaim to be a ghoul. a mortal o r even
a l upine. Three Traits allow you to lie about whether you are under the influence
of magic or have committed diablerie: you can also hide your halo entirel y. TIlis
power cannot conceal the A.s;;amite clan weakne50S. This power lasts one liCene.
Only Cainites who knoll' Elder-level Auspex may even at tempt to see through
t h isdeception. If you have no levelsof Ausflt'X)"ourself, rou cannol change ~'our halo's
appearJnce: you hICk the umleTlitanding to do anyth ing more than suppress it.

OB(€fl€BR)!;(fOn
Obtenebration. as H DiliCi pline. belongs to the LHsombnl, ltnd ltny others who
would leH rn it hHd best exercise great discretion. The LllsombTlllike to keep their
shadowy power to themselves.
There Hre mH n y theories concerning the sou rce of the darkness thHt
Obrenebralioo invokes. Some believe that it is the darkness upon the face of the
deep that was spoken of in G enesis. O thers feel it comes from the deepest corner
of Hell. This darkness is most commonly referred to as Ahriman - the dark half
of Zoroastrian dualism. Whate ve r it is, the darkness seems to have a will of itsown,
and it haunts and devours those who fail to master it.
Cerrain Ihl..'Ologi<ms propose that these shadows are God's CUT5e upon Caine
made man ifest, :md th~1I th is Discipline pulls it>; users even fu rther from the eyes
of God.
Use Occult for most reteSt>; of Oblenebrarion, but Brawl or Melee may be used
for more pugilistic applica tions of this Disdplm('.

BA$IQ OB(€[J€BRA(IOn
$ ~A OOUl PLAY
You c:ln exen minor influence on ~h<1dows, da rk('n ing them or m.. king them
move un natu ra lly. Expend a Blood Tra it and choose how you wish to deploy yo ur
shlldows. By tw ist ing them in your iminedi:l!e are,l. you Clin use them to aid your
concealment. granting one extra T m it for cha Il('nges of stea!th and ranged combat.
You can al50 use them to make yourself appe(l r more menacing. granting you an
additional T fllit for intimid<1tion·rel:ued challenges.
Altemat ivc!y. you can have the shadows dog and un nerve 5Omeone else.
While under the shadows' infl uence. the ta rget gains the Negative T mit ClwflS),.
Wellk mortals may he overcome by these shadows. If a mormi has three or fewer
curren! Physical T mits, he begins to suffocate, losing one Physical Trait per turn.
then one health level per tum until the shadows smother him.
Shadow Pia)' lasts for one scene.
nOOLU Rn€
You can summon forth a great cloud of inky, smOlhering darkness that muffles
sound and slows movement. Expend a Blood T mit, and an approximatel y IO-foot
diameterc10ud will form ~mywhere rOll wish within SO feet. If you concentrate, you
can force ,h('doud 10 move at a walking pace. NoclUme lasts for one scene or until
you displ'l it.
Anyone inside the cloud gains the Negative Tmil Clums)'. Furthermore,
anyone wi thin the cloud - othe r than the caster. or SOO1('one with an ability [Q
see through Obrenebrarion - is twO Trai ts down in any challenges and must
unde rgo automatic retests if they succeed at anything. Heightened Senses and
Witnm of Darkness are affected, but each removes one of the penalty Trails. The
aU[Qm;J t ic re test is not removed.
Mortals with five or fewer CUTTen! Physical T railS may be smothered as
described in Shadow Play.

1n(€Rm€OIA(€ OB(€n€BRA(IOn
ARm$ OR A ~RI mAn
You can call forth ten tacles of darkness from the shadows and bid them to
grasp people, strike them or perfonn tasks of dexte rit y.
Expend a single Blood Trait to awaken the shadows, and one Social Trai t per
temacle you wish to create. T entades i5Sue {rom any nearby source of shadow and
havea reach of six feet. Each temacle possesses three Physical T raitsand three hea lth
levels. For each additional Bltxxl Trait you expend. you can increase the length of
asingle tentacle six feet orgrant a single tentacle one extra Ph ysical T mit. T entades
can bedamaged normally, and are injured by fire and sunlight - the tentacles benefit
from any FOrtItude you have. A lternatively, ~·ou can add your Potence powers to any
tcntacles. oot doing so TenlO\'CS their benefits fronl Foruudc. nle Arms of AMman
1~lst for one scene, until you lose con5(:iousnl'SS. or umll you dis{X'1 them.

nl G~t$~A DE$
You can cmft illUSions of inky shadow. Such illusions would ~ patenlly
unrea listic by the light of day, but the)' can be quite convincing in dark settings.
This power can also be used as a more potent version of S/w/ow Play.
YOIl can create a human·si:l-d Illusion with lillie effort. If you wish to e\'oke
something largeT. you may ex{X'nd one or Inore Social T mits. dc{X'ndmg on your
skill at Obrenebration - up 10 twO for Inte rmediate. (hree for Advanced and four
for Elder. E..'lCh Tmit spent a llows you to double the si~e of the IllUSion. Such
illusions affect only Sight. but [he subde mclusion of the Arms of Ahnman can add
to the effect. In the darkneS/i, witnesses may ane mpt a MemOli Challen~,'e to
determine dIal what they are seeing is not real. By bright light. the effect is usuall)'
only convincing in the dimlllce. If you want subtlety. you can use this ability to
grant three exu"lI T mits in situaltons Involving dodging, inlt mid~l lion or stealth.
Finally. you can create an area of w\u rl ingshadowynightmare. Those who are
affec ted gain the Negallve T mit ClullUY and are three Traits down In :lny
ch;lllenges. Auspex IS of no aSSistance in this TOllmg chaos. Weak mortals may be
overcome by these shadows. If a mortal has seven or fewer current PhYSIcal T mlt.s,
he begins to suffocate, losing one Physical Trait per turn, thc::none health level per
rum unti l lbe sbadows smother him,
The Nighrshotks last for o ne scene or until you di~pelthem .

IIO\'IIIlIZEO OBC€IlEBRII{]OIl
tEnEBROUS AVAtAR
You can become a crearure of pure darknfiS - a huml\llOld formed of liquid
shadow. Expend three Blood T railS and spend three full turns In concentration to
complete the tmnsfonnation. As a sh.ado ..... , )"ou are immune [() phYSiCHI atracks,
though you still takedamal,'t' from fire, magic and sunlight. You cannot mteract with
the .....o rld of monals. for you have no substance, but )"00 can attack people by
enveloping them - as a cha 11en~'C of )'our Ment ... l Traits \·ersus the victim's Physical
Trmts.lf you succeed. th e vict nn IS affected as with Nocturne:. You can glidealongany
su rface or through an y crack, see through totill da rkness, and evt:n use most mennll
Disciplines (though not Dommare since you have no eyes). YOlITblood is transformoo
into the same shadow, so it is even immune to the effects of Thauma.tWD.
Unfortunately, sunlIght and fire are extremely painful for )"00. You suffer a
one·T rai t penalty III Courage T ests when facing them.

ELDER OBC€IlEBRIICIOIl
IllALKC~E ABY$$
You can traverse that place where all isshadow, stepping into one shadow and
emerging from another - or reach through a shadow to someone ncar another
shadow. E:<pend (W0 Mental TrailS an d step InIO a sh adow large enough (0 hold
you. YOli c<ln non' e:<it from an y other shado~'o( the ~ppropriMesize within SO feet.
If necessary, this ~ct i on can coun t as a Fair Esc<lpe.
You can also re<leh throu gh a shadow and grab someone 10 bring her through
to ~'our side. or even att<le k her. Pulling someone through involves a Physical
C hallenge. Other forms of armck also coum as Physical Challenges. hm the t<lrgel
gets a free rete~t because you do not have the time 10 grnpple and feel where your
target is.

OGfj}\m
{)gham is only found :lmong the fading Lhi<ll\n<ln bloodline, :lnd they claim
that one who docs not shflre the ir curse cannot learn it. Since Ogham dr.lw$ from
the powero( the dark forest spirit that !Ouches each of them, it isquile possible thar
they are correct. The Lhiann:ln knowthm Ihe spirit that empowers them is waning,
growing weaker by [he decade, but for now, at least, the powe r of the blood
compensates.
Usi ngOgho.m is a very personal experience, for the SplTIt that shapes the magic
lies at the core of the Lhiannan. No Lhiannan uses Oghmn Casu;llly. Another
limitation of this power is Ihm :l Lhiannan's use ofit is lin ked 10 her home demesne.
Those who pass more than SO miles from their territory mUSt bid an additional Trait
on all Ogham-re\ated challenges.
Use Sun'waJ for retests of Ogho.m.

B!\$IQ QGIj!\ffi
~On$€ ~RA(€ (fi€ GROV€
You c<l n use you r blood to awaken Ihe forests to defend you by piercing your
sk in and sprinkl ing (he blood in a widdershms (counterclockwise) spiral. The
fo liage in the area YOll conSl'(:TlIte will act in your defense, flailing <It and tripping
intruders.
E)lpend from one 10 three Blood T mi ts, ta king one tum per T raitlOanoim the
forest as described. One Trait covers an area 10 feet in di;nneter, and each
subsequent Trait doubles the diameter. For the remainder of the !)Cene, an )' person
within the consecrated area who acts against you must bid an additional Trait in
an y challenge lO counteract the thrashing vegetation. Add itionally, should you
USI' ConstCT(ll<: the G TOt!(' in heavy woods, )'our enemies must win a Physical
Challenge or take one level of bashing damage per [urn.
~Rlm$On WOAD
By tracing ancie nt nines in blood across your body, you can invite spiri ts ro
gird you physic:llly andspLrituall y for battle. Bound by an ancient pact, these spiritS
guide your Beast and fortify your mind :.lIld guide )'our hand in battle.
Spend one scene paLnting the runeSun your body with one Blood Trait, then
e:<pend from one 10 three Mental Traits. While under this power, you suffer no
penalties for being Bruised, and (or each Mental Trait expended, you gain one
bonus Trait for all Courage Tests and Mental or Social C hallenges. Once per use
of Crimson wood. you can cal l upon the spirits to direct your attack. mflictmg one
additional level of damage per Mental Trait spent.
Crimson Wood lasts for one scene or until rou take four levels of dama~,'e. m
~'hlch case, the runes are consIdered WIped away and the spirits freed.

IOC€Rm€Dl1IC€ OGlj1lm
InS~RIBE CijE ~URSE
By painting the name of an enemy in anciem run es in blood on your lxxIy, you
can bind spirits that will enact a curse upon your enemy when she sees It. You can
shape the form of the curse bypladng the name indifferent localionson you r ixxly.
Expend three Blood TraILS, and write the name of your enemy upon the
approrriate pan of your body wnh them. The name must be palllted III a visible
location, but the enemy need nOt be able to comprehend it. As soon as she sees II,
the enemy must win a Stallc Mental Challenge (difficulty seven TraIts) Of be
affected by the curse. The curse laSts untIl the name is rubbed off or defaced If you
suffer four o r more levels of damage.
Body: Written on the arms. legs or torso, this is the curse of weakness. Mortals
must bid an extra Trait in all Physic:l1 C hallenges, and Cainite$ cannot usc blood
in any way other thiln the single T rait necessary to stay active.
Mind: Painted across the forehead. this curse disjoints the enemy's mind. In :my
Mental Cliallenge. Ihe enemy must expend a Willrower T rait Of automatically relent.
Voice: Painted on Ihe Ihro.1l . the enemy loses the power of speech. She rna)'
I.'nlnt, but she cannot form words.
Soul: Written direcdy alx)\'e the heart. the enemy is overwhelmed by primal
feclmgs. Mortals must flee your domain and Cainites are IWOTraits down on tests
10 rC'StSt frenzy.

moon AnD sun


You enn paint lmdent glyphs of the celestial bodies upon yourself lO II\lIoke
the aid of their spirits. LUIlM spirits provide special gifts, while solar spims ward off
the WOf$t effccts of 51lnlight and flre.
It takes three BloodT rai tsand I S minutes to inscribe oneof tht!SC glyphs. The
~lyphs must be exposed, and they can be Inscribed on any willing subject. A single
JlCT$On can benefit from both ~Iyphs at the ~me time, bot the power fades if the
glyph IS rubbed off o r defaced by the bearer taking (our o r more b 'els of damage.
If you wear the sun glyph, )'ou can expend a Willpower TraIl any time you are
eXJxlSt.:d 10 fire or sunlight, converting one level of dam..ge from aggra vated to lethal.
If you wear the moon glyph. you are one Trait down in all tests roavoid frenzy.
but you gain two bonus Trolls o n all other challenges.

1IOV1IUQ€O OGlj1lm
DRinK DRY CijE EARCij
You can identify sites of power - cromlechs, faerie rings, drab'On tracks and
the like - and draw spiritual energy from them. Doing so can be dangerous. for
wi:arus, faeries and Lupmes also use these sites. Additionally. taking too much
energy frmn these s!tes can leave them barren and hfek"Sll. iIS if you have drnmed
the lifeblood from the eanh.
Yuu must Win a Smuc Mentill C bal1engl' - d!ffi culry to be determined by the
SlOryteJler - to discern whether a location clln provide power. Once a suitable
location has been dIscovered, you must cxpend II Btood Trai, to mark the site and
:.ltune yourwlf to II. Thereafter. unl~ someone interferes with youra llullemem,
you can drain the slte's mystical energy to yourself wbellever you visit it. gaining
twO bonus T nms for every Road TraIl rou jXlSSt:ss. These bonus T r'Jits last until
dawn, and they can be used in an y chaUenges.

€LD€R OGfjllm
m$QRIBE (IjE RORGO( ( En nAmE$
TIuough }'our rel:m omhlp with the spim shard, you c:m learn the names of
ancient bcin!o1s of power. thus gaming tbe abI lIt y 10 summon and commune with
them. Dr:'I.'()ns, delllonS. perha ps even the clan Methus.elahs can be Invokl'(l with
thiS poWff. but Since no control is granled. you hlld best ha\'t' sotn et),ing [Oofff!
them before )'OU call.
You must expend three Blood T rall~, allowmg them 10 bleed into the ground
over h:llf an h our 10 appease the spim shard's thlls!. At the end. you must lI'in a
S ialiC Menial Challenge. difficulty determined by the Storyteller based on what
you Wi5h to summon - perhaps n...Juced bya Trait if you have summon~ 1\ before,
The mythic beast you have called WIll arnve hefore the end of the scene. The
Storyteller ma y assIgn whatever statlSIlCS and needs she deems appropriate to t he
creature, .md most Will want to be satiated 10 50me fash ion before they are willing
In listen to )'our concerns. C rearu res summo ned in Ihis fashion remain umil they
are slan1 or deign to leave.

PO(€OIZ€
Much as every Cam;te has the inbtinClUat ab1lilY to augment her strength
through her blood, Potence, the DisciplIne of unearthly strength. IS o ne of the
Disclphnes that comes easil v TO all Camire:; (though It does come more easily to
>ome than others). A Camhe skilll-d m PO!el1Ce can lift a horw, crush bones with
her hare hands or even break Jown a castle's heavy wooden door, The curse of
POleJlCt' COllies (r011\lts stripping of the vampire's abilityto bcgcntle. (or who needs
tenderness when one can take bV force!
The use of POIenct be)'ond the B.uic levels IS dearly inhuman, N o Abili ty
allm.'S Potence retests. but act ions performed unJerlhe infl uence ofPorenct may be
retC5ted as usu"l.
PROW€~~
Your strength is great even for a Cai n ite, and you r blows stagge r any oppon ent.
You can choose 10 inflict lethal damage rather than bashing on (lny unarmed
attacks or at tacks using blunt weapons. Additionally, o nce per night, you can
recover you r strength - regai n any expended Brawn)" Ferocious, Sea/wan, Tough
and \Viry Traits. These Traits must all be restort:d at the same time. [f you have
unexpended Trails at the time you decide to recover your strength, you cannot
restore them late r in rhis fashion. Using Prowess does nm require an action, and it
may be done any time, even when unconscious.
m1G5(
Your strength is obviously greater than any mere mortal's, and even other
vampires consider it daunting. You may make a Single rctest on any challenge
involving sheer physical strength, such as breaking statuary, grappling wi th
peas:mts and lift ing poncullises. Once you use Might for a retest, other retests are
nor allowed. This power works for situarions where you r opponent 3nempts to use
finesse orSfaminll rat her than strength. (Your strength allo ws even glancing blows
to do damage. ) Might docs nOt help in situations where agi lity is more useful, such
as th rowing boulders.

m1:€Rill€DlII1:€ r01:€Ilq€
VIGOR
You r unnatural strength allows you weasily lift hundreds of pounds and crush
bones with bur a single hlow. You may use rhe Bomb in challenges of sn ength. You
do nOt Mt't to use it, but you must W'dm you r opponent that you can use it and how
it works. Your opponent may useagilityor finesse ag-dinst your strength, but as long
as your strategy depends upon personal might, you may use the Bomb.

Your might is unflagging, and underall but the mOM strenuous circumstances,
you can use your phenomenal strength without rest. You can use Potence as your
bid T mit in any challenges of strength. Even if you lose the challenge, you do not
lose this Trait, so you may use it repeatedly. This Potence Trait does nOt count in
any other way, though. It cannot help in ties or overbid situat ions. You may not
bid Potence twice in theevent that you muSI bid more than onc T rllit. In those cases,
your othcr bid T rairs are at risk. Sh ould you lose all of your Physical Traits, you
cannot use Intensity, or enter into any more Physical Challenges, for that matter.

lIovllnqm r01:€Ilq€
PU I ~~!\nq£
The strength of your undead limbs is unmatched in nature. Your unarmed and
melee attacks inflict an additional level of da mage, though this punishment may
be hard on weaporus that are not designed to withstand your abuse. Funhermore,
you automatically wi n all ties in tests of strength. Should you encounter a situation
where your opronent has a Similar ab ilit y (such as Celm!is Fleemtll). lies are
resolved llOI11lally bl' companng T nms.

EW€R POC€IlIl€
FOR~(
Yoor sm:ngth is the stuff of legend~: you :lre:l ....lIlbng su~ge engine. [n .my
c hallenge Involvmj( strength, you mllst he defeated in tw·o lests In order to lose. If
rou Will dther tcst. you wm thechallenj.;e. Should )'ou fight anOl her creature with
thiS level of powe r. mw you each Win olle of the tests. roo bo!:h rake full dalmlb'e.

Prt'SlTICe IS Ihe discipline of unnatural ch .msma. Irs pracl1110nelll command


Ihe attention of those lIround Ihem. dra .... prey 10 their sides ....·Ith no more than a
beckonmgglance. anJdrawOlJl all VlmelYof passions from theusubJtcts. Whe reas
iJommo.l( bends the Will of its victims 10 Ihat of the Calnlle, Pre5nlCe sways their
emOllons, This can be a b'f't'al hoon If the vampire prefers having lackeys wlIh
initiatIVe lind ""'1[S, but II can also result In ullpleas.,m §urprisesase:lch follower has
h iS own \'islon of whm the C:limte really w:nus. Also. unlike DOll1l1u,Ue. Presence
docs not reqUire eye conl ilCt. PhilOi5Ophers hrpothesl:e that Prescnce's curse
m:lmfcstS by replacing true communion With others Wi t h artlficia[ illlilllllCy.
drh' lng the C.'unlle Into greater Isolation.
U~ LeaJersJup for retests o( Presence.

BASIIl PR€S€IlIl€
AW(
YlIurwordsand ocnonscommand the regard of wltnCSSt'S.and )'OOrargument5
arc heeded more often than nOl.
You may expend one Socml T 11111 dUTlng any Socl:ll Ch:ll1enge to JemanJ lin
autOm,IIIC rele'it. You may use thiS ahilllY III mllSS Social Challenges, but you must
expe nJ nne &)(:1;11Trail per Opponent .
OR(AOGAZ(
With II hiSS anJ baring offulli,'S, yOl.J C1ln uraw Ihe emot10na[ fOfCeof the Beast
10 the ~urface, msul1mg a pretematul1llterror III )'our \'Kt11lU.
Perform a Socia IChallenge uron )'ollr victim. If you wm, she ISovercome WI1 h
terror ,IOU n\ll~t flee from )'OU :md ,WOld you for the rest of the Kene. ShoolJ you
subscquem[r comer her. she ca n flght hack herself, but ..... 111 do her beSltOt'scape.
In such cHks. the vicllmdefenus nonnally. but must risk an extra Trait if 5hc "'ish~
to take 1m offcnsl\'e aCIiOll, JUSt as ,f she w'crc ....·ouooed.

mC€Rm€OIAC€ PR€S€nll€
m(RAn~(mm(
TIu}SC ~'ou focus your auenllon upon flnd )'oor chann IrTeSllilible nnJ their
OJ'1Il1Oll of )·ou Imrronng. Perform a Sowll Challenl,'C against a \'!C um, If )'00
succeed, he becomes more fa\'orably disposed to you. Hostile people are civil , and
they refrain from attacking or abusing you. Neutral people seck toaid and befriend
you. Should )·ou perform a hosllie acllon agairnt an entranced person, the spell is
hroken , and Lt cannot be used on him again for the duration of the scene.
summon
You can draw people to your side. You need not see or know the location of
the person wh ose atlendance you demand. As long as she is known to yOLl, she will
make al l effortS to come to you. Victims do not necess:uil y know the source of this
compulsion, and they might nO! even recognize t heir destination um il they arri ve.
Thiscompulsion lasts ul1lll the vic t im reaches you and makes her presence known.
Summo n ing calls for the aSSIStance of a Narrator. Inform the Narratorof your
target , the number of Social T r.1I!~ you ha\'e and whether you wish to use LtadersJup
fo r a retest if ne(:essary. The NarrnlOr will then hunt down you r vic t im and perfonn
the challe nge as your proxy. If the challenge succeeds, the vic t im must seek )'ou OU t.
Should Lt fa il, the victim may goabout her business. The N:uro tor does not Infonn
you of the successor failu re of the challenge, othe r than to let you know if you must
mark l£adership as expended.
You c:m only use Sllm mon upon someone With whom you have at least a
passing acquaintance - a few mmuto.'S of conv ersation o r being the suhlect of a
prior use of Presence from you suffices. Should another Cainite attem pt to use
Summon on the same person, she I.'OCS fi rst to the Camiteof the lowest ge neration.
Should )'our opponeOl be of the same b'Cnermion, she goes to whoexer first
summoned her. Should \'00 have summoned h er at the same t ime, you must
perform a Social Challenge, and she goes to the winner. If you attempt to summon
a false iden tity (perhap:s crafted through Maslc 0/ t1 Thousand FlICl.'s) the person who
wore the false identity issum moncd. In the unlikely evell( that mul[]ple people use
this fal~ iclenmy, you summo n whoever is currentl y closest, even if you ha ve nOt
actually met her.

ADVAnC€D PR€$€OC€
mAJESty
Your personality causes all 10 pay heed and bow before you. None can raise a
sword 1O challenge to you or ac t to incur rour ire.
Expend a Willpower Trait. For the duration of Ihe scene, )'00 are under the
effcctsofMaJeslY. Thiseffe(:t may be lOdicated by holding you r anns OU t front )'OU r
side, or wllh a special ribbon or card. While MaJesty is in effe(:t , none ma)' lOsult
o r attack you as long as they are Within 10 feet of you and can ~ )'ou.
SubjeclS must expend a WLllpowerTrait and win a Social Challenge against
you if they wish to breach your aum of command and at[ack you. Should they fail,
they may spend anoth er Willpower T roit for a retest. TI\ose who fall such attempts
may not try again for the dUflltion of the scene.
You may use Mental and Social Disciplines while usingMajtSf)', but an y Overt
attack or hosllle action causes the effcct to fade, possibly leaving you su rrounded
by enraged and shocked subJccu.
PASSion
Youcan f"illlhc hcansof you r suhJcclS with wild, violent emotion thll! drowns
th eiT mll,J~ In howling fervor. You can opt 10 be Ihe obJect o f Ihl$cmotl0n or leave
It unfocussed. You cannot designate some thmg or someone else as the re<:ipiem of
whtltcvcr passions you unlc llsh. Since this powe r can only inflame ove rwhelm ing
feelings, nm numb Of deaden (eelings, the results are inva riably stimulating.
You lIlu~t f'in.! communicate with the ViCIl1llS in some Irulnncr, even if only
through a m:m....J glance. Expend one Social T mit fort.>ach pe~n you wish to affct: t.
You mayOJ'! fOslmpiy affect thO§C dosest to you, smgle out certain people or choose
Just one penon. Perfonn a mass Social Challenge upon )'OOT victims. Those who lose
are overwhelmed by the emOHon you select fo r dle remainder of the scene.
The effccb of the <,motions uwoked can rake myriad forms. but the m06t
com mon ones are:
• Love: S ubJe<:tsare madl y 1.0 love. If thiS is not directed at you, then they will
find somt'One else. This particular brand of love is \'ery si mil~lr to the blood oalh
With romanti c overtones.
• Fear: Subjects are gripJX--d by Rolsch rt.'C k if they are Cainitesoroverwh cl m·
ing terror If they are mortal. The effL'ClS me the sa me as for Dread Gaze.
• Rab"::: SubjL'Cts fccllhe UIJ,'C to stnke out at " 'h..'ltever irks them - orat you, if
you choose. Cm nncs are subject to fren:y as If they had been humiliated, and mortals
must make Self-ConmJ Tests (dlfficulty five T mHs), a- begm an all·out llttlld:.

PRO(€An
For millennia, the secret of Ihe OOrb.m(ln CI:m Gangrel, Protean IS becommg
known by civili::L-u Cainiles. Though 1\ seems Ideally suited tounlife away from the
comforlSof populous environs, its uses even in the crowded cil ies are obvious. TIle
Cu rse IS m:ffi lfcst in PrOlcan ilS il leads the vampire :Iway from the dvili!ing
pr('scnce of her natural, human form.
Use SUll'it'al for retests of Protean.

BII$lq PROC€IIO
tulcn£SS OF DARKn£ss
You can see In pitch darkness as your eyes take on a dim red glow. Declare your
use of \Vitness of Omlmel'S. At the end of the tum, )'OU can see wll hout pomalty In
complete darkness, Though the supem :nural shadow of Obrenebralion can still
mterfere with )'oor vision, its effects are lessened (see Obtenebration p. 184).
Witnesses mlly believe that infcmal forces are at work uponsccing yourillowingeyes,
(Aeons OF (ij£ B£AS(
You ca n grow claws th,lI cause uevllsllllingdamage. Expend a Blood Troll; lhe
claws grow forth al the end of lhe current turn. These claws mflict aggravated
damage and offer the bonus Troll Sharp m comoot and cllmbmg challenges. They
relmct when )'00 desire or lose consciousness.
InCERRED In (/j€ €AR(/j
You can call [hc eanh ro gram you refuge from the sun or your enemies in its
shelter, leaving nothing behind bll! a parch of gemly distu rlxxl soil.
Expend a Blood Trail. II takes a ful l tum [osink into the grou nd. During this
lime, you can do nmhing else. You take yourdothes and small itcms- nothing
larger than a dagger- with you. You musl be 10000ching eanh to uSC this Discir1ine,
so stone, wooden floors and the li ke block LIS use. While yOu arc interred, you aTC
fully pn>te<:tcd from and unaware of sun light and whatever else happens on the
surface. You can slay conscious, though the usual penalties exist during thc day,
and you may u SC Disciplines that do not call for a physical presence, such asAuspex.
Thispower merges you with thec,m h,soyou no longer possess a truecorporeal
form and cannOi be d ug up. You are aware should someone dig where you arc
interred, but you cannot discern anything about them. You may choose 10 arise
when this happens. fl inging dirt in aU directions, o r rise later. eIther from whe re you
first descended or from some of the excavated dirt, dependi ng upon the Storytel1er's
decision. You are able to act on the turn you arise.
~ORm O~ (/j€ B€A$(
YOll can tr:msform your body into that of a wolf or bat. It is rumored that
vampires from distam lands can transfoml into different animals, but most are
limited tothese twO forms. W h ile you are in animal form. your mind stays your own,
but you have the physical abilities and limitations of the animal.
Ex pend a Blood Trait. Over the next three turns, you transfonn into a hat or
a wolf. You can reduce the time of the transfomlation by one tum for each
additional Blood Trait you expend to a minimum o( one tum. YOll can re ta in your
(orm until the next dawn or end it when you will. Clothing and small personal
items transform with you. You can use nonnal Disciplines other t han Serpentis,
Vicissiuu/e and (orms of blood sorcery.
The animal (orms arc physicaU y ident ical to ordinary animals, but they are
undead. Asa wolf. you gain the bonus T raitsAlert and Attentj~'tas well as thee((ects
of Talons of the Beast and running speed greater than that of anyone not using
Celerity. As a bat, you can fly and possess the Merit: Acute Senses (Hearing), but you
arc reduced to th ree Physical Traits (your choice) while in that form.

IIOVllfllZ€O PROC€lIfl
BODV O~ $PIRI(
You can abandon ~'our human form, dissolving into a cloud of mist. Your
senses 3re unaffected, bm you can go wherever a mist can emer, seeping along at
a walking pace. You are immu ne to physical, danger but you could be driven out
of your way by strong wi nds.
Expend a Blood Trait. Over the next three [urns, you transform imo a small
cloud of mist. You can reduce the time of the transformation by one tum for each
additional Blood Trait you expend to a minimum of one [Urn. In add ition to
physical immunity, you take one levellessd111nage from sunlight and fi re. You can
still Ix- affccted by mystical attacks, but you have no vitae per se, defendmg ~'ou
fromcenain fonnsofThaumamrR), You can useany Disciplines tha t do not require
:1 phrsical presence. This power lasu until \'00 dispel it or lose conscioosness.

ELDER PRO(€Jln
BL IZZ ~UL ZtumB€R
You Clln cmplo\' a more potent foml of the Bod, ofSpiril in which rou reSI above
Ihe b'fOtmd rnther than entombed benenth it. While you enjoy Blissful SIUIllM, you
cannot be affected b\' any physic.11 :m:lcks, includingsunligh[ and fire, but you could
still be mO\'edaOOul by the wind. You nu~ht want touse [his if \uudoll()( oc-sireot her
emllileS 10 know where you will be when }'Oll " ....<lken with me next sundown.
E.'(~nda BloodTrait. Overthe next fi\'e tums,)UU uansfOfm lOlOasmall cloud
of mist (Ihe effect ualmost unll()(iceablc If you arealready weanng Ihe lJodJofSpml)
and munedlalely emer slumber unul lhe neXt sunsel. The Storyteller dClenni nes
where Ihe w10d has mo\,ed yoo "" hen you awaken, and, upon a ....<lkening, )'00 take
\'OI.lr Il!)I'mal fonn unless yOli expend anOther Blood Trait 10 move inloBodyofSpirif.

QlJIews
T11C BaIlU Haqilll, known to European Olinllcs as Ass.'l.mitesor 5.Jmcens, (Ire the
cllSto:k1Os 0( this Discipline. lOough Ihe warrior cane's uses r:i this power IS more
f:lmlhar, the 1CS5 familiar 50rCerer :Ind vIZIer castes use it as well in thei r pursuits.
Acconl1Og todan lore, Haqlm hm\SClf dc\'elopcdQuietus after prolOtlboed Illl'Clitmion
and sclf-cont.... mpl1lion. lromcally, the blood poisoning Ihis Discipltne leaches may be
In pan to blame for [he dan's 5USCepubillty 10 bloo.:l curses. Though the indl\'idual
Sameen is no more susceptible, it appears that such things pass through the dan as a
whole far more readily than with other elms. Beyond this hypot:hcs1s, European
scholan.hipOOes not have much tosayabout QuietuS. for information about 1t 1.Ssomr.....
QUlelUS powers are not opposed ,so they do not receive retests, lhol1gh the situations
thm dcl lver the power ofQujetuS may allow for AlMeria, /3mwi or Melee retests.
Z ILm~€ O ~ ~I€RY BLOOD
Y (llI cancrealeunnaruml silence 10 acertainarea. WarriOl'5 tend lOuse this ability
to J'f'CWnt any sound from emaruning from near them. Sorcerers and viziers moreoften
usc 1t 10 keep all sound away from a I'OCtIll, whether onginaling within or withoul.
Expendone BloodT rail. For Ihescene,oruntll youcancelthe effect, n05()Und
can originate from within IOfeelof 1'00, though you can hea r soundslhat OTlg1Oate
oUISlJc the =one. Alternatively, expend IWO Blood Trails and concentrate for five
turns TO completely silence the room you occupy. This effecl works for rooms up
1050 fl'(!l sqUilre. You can have onl\' one instance ofSiknce of Fiery Blood ac tive at
any li me. If you Stilrt another. the firs t one fades lIway,
Z~OR P l o n ' z WU ~ 5
YOll can transmute your blood into a deadly weakening poison. You can
del1ve r this poison by spining II at you r foes, coating sonle object they 10001Ch,
brmg10g 11 10 the surface of roor skill and touching them or even m1Xlllg It with
their food - or if someone auempu to diableri:e roo.
Transmuting you r blood is instamaneous, and it convens one Blood Trait to
poison . Anyone who comes imo comact with this poison loses a Physical Trait
(which returns next session as usual) . Mortals who lose all Physical Tmits to this
poison become deal hly ill.
Yo u can spit this poison al an~'one within iO feel, bring it to Ihe surface of
a hand, foot or any other body part you bring inlO comact with an opponent, or
coat a weapon o r object with it. Spitti ng involves a Physical Challenge (rather
than actually spitt ing on another player), as may any other form of physical
conlact, depending upon the circumstances. Since altering your blood does nOt
require an act ion, you can perform an una rmed attack and Ihen declare the use
of Scorpion' 5 Touch.
Although there is no limit 10 how many T raitscan be lost in a rum, e(lch attack
can deliver only one Blood Trail of poison. Multiple attacks are required toddiver
multiple TraiLS. Even if you coat a weapon with mulliple Trails, only one comes
offinanystrike. The remaining T raitswait for future strikes. Blood poison prepared
in this way lasts a number of nigh ts equal to your Willpower Traits.

1n(€Rm€D1Il.(€ QUJ€LU$
OAGOn"$ qALL
With a simple touch, you can infect anothe r wi th your blood, later causing
that blood to revolt within, au acking t he victim from the inside.
You must touch your victim. At any poim in the scene, you can expend one
or more Willpower Traits and let a Narra tor know you have issued Dagon's Call.
letting him know the number of Physical T mitsyou have and how many Willpower
Traits you have spent. Each Willpower T tait spem forces the target to undergo a
Static Physical Challenge whose difficulty is your Physical T miLS. Each failed test
results in the target taking a level of lethal damage as his blood rebels against him.
You cannot reuse this power on the same victim umil you touc h him again.
BAAL"$ qAR£$$
You can tra nsmute your blood huo an ichor Ihat is potem enough to eat
through any living or undead flesh. This poison works only from the inside out, so
yOll mllst apply illO some sort of edged weapon.
Spend a turn in concentration 10 transmute a Blood Trait into the causlic
ichor, then place the k hor on you r weapon. E.1ch prepared Blood Trait placed on
such a weapon converts the damage done by a strike with that weapon into
n!U.'f"Jvatecl damage. Th usplacing two prepared BloodT raits upon a scimitar would
make the next (wo successful strikes innic! aggravated damage. Blood poison
prcpnrcd in this wny lnsts a number of nights equal (0 your Willpower Traits.

Il.OVll.na€o QUI€W$
BLOOD £$$ £nQ£
Yau can drdin the vitae of a vampire such that hisentireessence iscontainecl within
a hean-sized conraincr. This heart's-blood hasJXllent effects, both for blood sorcery and
on itsown. Not the least of these effects is that anyone whosubscquemlydrinks the blood
R'Ceivcs the benefits - and dr:lwbacks - ofhaving diablerized the O linite from wholll
it ...."<ISpn;!pared. Thisheart's-hlco:l isoaditionally taken htck mAlamut where it isa kt.:y
component to many of the rites of the Road of BIOCld, but the rise of blood addiction
among the waniorcasu.' has begun to interfere with this tradition.
Theprocessofpreparing the BIoOO Essence isquitesimilar tOdiablerie. You must
first dmin all of your victim's blood and health levels by any means 'Ivailablc. Then
drain the heart's-blood, focusing the blood through QuietUS, which requires a
Willpower Challenge with the victim three T I"(lits up.lhsactchanne1s the victim's
essence into a heart-sized mass of blood (usuall y kept in a ceremonial vessel). This
blood stays liquid for a number of nights equal to YOllr Willpower Traits.

€LD€R QUI€W$
RIPPL€$ O~ (Ii€ 1i€~R(
You have learned how to in(use the blood o( mortals from whom you have
supped with concealed passions that affect the. next Cainit e to drink from them.
Drink a minimuill of one Blood T mit ffom the mortal, then SjX'nd a minute in
physical cunmct wi th the vessel cOI"lCentr"Jting on the emotion you wish (0 instill in his
hlood. Pertonn a Static Mental Olallcngc (difficulry five Traits). If you succ<:ed, the
cmOl:ion h.'lS been iru;tlllcd IntO the blood of the mort11, when;! il will lie in W'dit for the
next month. Attempt<; to instill addition.1[ emotions into a mort.ll's blood fail until the
effect wears off. MortlJis affected by this Discipline should roleplay being sligh!!y
predisposed to theemofionsecretOO in th~ir blood. mere is no mechanical effect on them.
AnyC.1Ioit~ drinking the blolXi of 3n aff~ctcd vessel mllst ffi3k.t: a Sdf-ConcrolJ
Instinct Challenge against the morral's Willpower T rnirs. If she fails, the effects of
th~ latent cmotion take hold ~s with the PreSCIlce power Passion. This effect lasts
for twice as m:lI1y houTS as Blood T I"(lits consume<1 by the Cainite.

Despite argume nts from European vampires, the Followersof Set see Serpenlis
as a gift of th ~ gcxl Sel- not part of a curse 3t alt. As such, their religion prC(:ludes
the teaching of SerpeUlis's :tbilitics to other ui n ites, u{\less those C.1ini tes arc
ini t iates of the Setite cult.
Use Subterfuge for retests of Serpenlis.

Bi\$IQ $€RP€nCl$
(Ii€ €V€$ O~ (Ii€ $€RP£n(
Your eyes hold the hypnotic powers of lh~ serpent, holdi ng your prey
immobile. Meet your vic tim's eyes and make a Social C hallenge. If you win, your
victim g3!es into your ~ycs ent T'dnced umil rou no longer hold his gall' (or he is
attackt'() or injured).
WnGU€ O~ (Ii€ ~$P
You can mmsform rour longue into the split shape of a snake's and use it to
attack and cven drink. Changing your tongue requi res no effort. Your longue
aWlcb for aile level of aggrovated drunage, provided you win the nect'ss;u),
Physical Challenge for any attack. Adduionally, once you have attacked with it,
~'OU can use your lOngue to dram blood from you r victim. In this case, the tongue
acts much like the Kiss of any vampire as soon as the Seme begms 10 dnnk.
Finally, you can use the longue toa u~,'ment )'oursenses, reducing the penalties
from da rkness by one Tmit .

mC€Rm€DlAC€ $€RPmCI$
SKin OHijE ~DDER
You can take on a portion of the fonn of Set, uansfonning imo a scaled snake-
like humanoid monstrosity. Expend a Blood T mit and a WillpOl',er T mit. At thccnd
of the tum, your rransform:nion mkes place, covering you with mottled Ka les and
:Klding serpentine agility (0 ~'our limbs. WJuie in rnis fonn, you &,lIn the bonus
Ph)'SicaIT Taltsuwaoo Tough and the NegativeSocial T raitsBesdal and Repupont.
Your mourn also distends like a snake's, allowmg you to cause an OOdltlonalle\'el of
aggravuted damage 10 bites if you Win (nor tId a Simple Test after the bite. You can
COnlOrt yourself to slither through any opemng large enough to fit your head.
This form lasls until dawn or ~'ou decid e to discard il.
~O Rm O~ (ijE qOBR~
You can complele the trtlnsfon nation begun by Skin of !he Adder, becoming a
giant black and gold cobra. Expend a Blood Trait - it mk es th ree futl tu rns 10
transform inlo a cobra. AS:I cobra, you hal:e all of the advantages o f the Skm of!he
AddeT. )'ou can fit through even tighter spaces, and you gel a free retest in all
grappling challenges. Finally, )'our bIte is poisonous 10 morta ls. cauSing $even
levels of aggravated damage.
ThIs form lasts unol dawn or you dt.'Cide to discard it. It mkes three tums to
return to human shape.

AOVAna€O $€RPmCl$
qijE~( (ijE Sq~LE O~ AnUBIS
Upon the scale of Anubis, the hearts of thedead are weighed against a feather
to Judge the sin of me owner. You can remove your hearl from you r body to chea!
the effects thiS withered 0'1:<111 Sill) has UJXln yoor unlife.
B)' the dark of night - nOt en'n the moon may he visible in the sky - you
must spend sevcml hours ritu.llIy removing your heart from you r body and placing
It 111 a prope rly prep:lred canoplc jar. From th is time on, rou arc immune to hemg
staked through the heart, and yougalnanextm T mit in Virtue Tests toresisl fren:y.
On the nega t ive side, th e loss of the seat of emot ion also removes all EmpGlh,
Ability Troits and any Social TraIts that focus on \\'3rm interaction (such as
Frlendl,. Empathefic or Genial).
Although your bod, is immune 10 being staked, should someone locate rour
heart and stake il. you are immedmtcly paralyzed. Additionally, should you r heart
mke evcn one level of d<lma.!,'e from fire or sunlight, you erupt Into flames and die.
Therefore, wise Setites go to great effon to prevent their h eart from being located
anJ used against them. Usmg this Dtsclpltne on mortals or ghouls kIlls them.
€LD€R $€RP€DCIlI
BR £At ~£ t~£ SAnDStORm
By c;llling upon Sct's ancielll mastery of sky and SlOrm, rou can exhale a
scorchmg s;mdstorm, sca rr ing find erodmg an)·thmg III il'l path. Expend a Blood
T 11111 amI exhale III the diTL'1;t ion yO\! wish w direcllhe sandnonn. Anyone wlthm
si)!; feet in th:lt dire<;llon who can nOl dodge OU t of the way (with a Physical
Challenge) ta kes three HggnWlltcd Ic\'cls of damage. The blast also erodes about an
inch of slone and wood and pits metal. Smaller Items arc broken or destroyed.

(1)IIUmIlWRGY
Ahhough 1\ IS the youngest DIscipline, T haumruurgy has one of the larjtest
repenoiresof powers. This iscomplt'u: I)' due to the assiuuity-anJdCliperatl00-
of the monal wl!ard, "'ho gave up thetTSOuls for Immonality,only IOdiscQver that
mosl of their old magics no ionb't!Tfunclloned. Yet ccnain ro" 'crs - those Imked
10 ancient pag~n hlood sacrifke - did funCllon, and through the study of Ihose
powers, ,hiS neweSI, mOSt ngorous form of blood sorcery was born.
Mosl Tremer ... begin their studi es wlih Rego ViUle, though there arc always
,hose whose scho];u ship leads in 1I differem direClion.
E:1Ch use ofThaulIuIIurgy c(llls for the expendllure of a Blood T r,m In addition
10 whatev~r other expendlture~ II m(IY r"'qUlre.
Use Ocrull for retCSb of TMWT\IlUlrg:y.

The T remere anJ U lrradocians :ITe not the only clans wllh blCKXI
sorcery. A~ ml'es, $elites and T :lnll$Ce each have their own strom. For
snnphclty'~ "'''Ike, Ireal the$C magiCS as Thlmmamrg:y. Setile sorce rers must
chllOSe Rego Ttmpesras as their r rllnary pmh, and Ttimisce /wldUIl must
choos(! Rego Elememum. Ass.1ml1eS m,.y heMIIl with any prima ry path.
Sorcery from different cu hure! docs not mix well. Altempn to learn
sorcery from another clan's lore ma y rl'quire extensive Mentlll C hallenges
or he enmely imJlO$Sible. dependmg on th e plans of the Storyteller.

R€GO V)U.€
nliS rath was Ihe first de\'lscd b}' rho.' y..arlocb. and is, III fact, the keYSlOne
to their system of blood sorcery. for II pomts the WlI~' to unlockmilthc different
powers h .dden in \'itae. The tools and ImplemenlS of thIS path - vials ofblood
from mYTIad sources. as well as th e tools for drawmgand an alyzing this blood -are
to be found in almost any Tremerc laooratory,
BASlq R£GO VitAE
A Taste for Blood
T ;lstmg 1I small sample reveals man}' st.'C rcrs to you about the person (rom
whom It C:lllle. By inge$llng 3 smgl!.' 81O(X1 T TfUt . you can uncover how much \'Itae
the subJecl current I), holds (m Blood TrailS) and how recently she h:lS frd. If the
subject isClinite, you can also detenni ne generat ion and whether the subject has
commirted diablerie (within the usual time lim its).
Caution is advised wLth this power, for it can lead you closer to the blood oath
and may expose you to infcctL-d blood.
Blood Rage
You can excite [he blood of another vampire, forcing him to spend it in any
fashion you wish. You mUSt [Ouch you r subject (which may require a Physical
Challenge). With this comact, you can force him to use his blood to augment
Physical Traits. to heal damage. even to sweat blood from his pores.
In(ERmEDlA(E REGO VI(AE
Blood of Potenc y
You can concentrme the blood within your body, making it more JXltent than
usual. For every twO Mental TTllits ~'OU expend, ~'QU anif]cially lower yourself one
generntion - to a maximum of three gencrntions or six Traits - for purposcsof storing
and expending Blood T mits and increa;;ing the power of DorninaJe. Should you be
diablerizcd or Emhrocechiklcr, your true generation is used w determine effects. This
anificial b>enemtion stays in effect for the scene, after which any Blood T rnits in your
system I:x:yond your Wiuallimitdilutes into U5ClessnCliS, leaving you at your nonnallimit.
Theft of Vitae
You can pull blcxxl from a vict im. so that it bursts from her rx:>res, flies through
the air and mystically elUers your body.
You must he able to see you r victim, be within SO feet of her and have no
intervening barriers. Expend from one to th ree Mental Traits and ~rf()rm a
challenge of you r Mental T ra its against he r Physical Tmits. If you win, for each
Mental T mit you originally expended, you ingest a Bkx:xI T mit from the victim.
Blood stolen in this fashion has all the effeus of blood drunk by n0T1n~1 means.
AOVAnQEO REGO VI(AE
Cauldron of Blood
You can bring the blood within an)' creature to boil with a simple touch. Red
mist rises from the victim's body as the vitae boils from his skin. Touch you r victim
(which may require a Physical Challenge) and expend one to three Mental T rnits.
For e~ch Mental T mit spent, one Blood Trait boils from the victim. For elKh Blood
T rnit lost in this fashion. the victim :.Iso reCelvcs one level of aggravated d~mage.

QR€O IGn€m
TIleirnbiliry tosummOll fonh unholy supemarural fire isoneof the more obvious
reasons many Cainitcs fear the T remere. Although the fires summom.J . :Ire sm~ll and
controll:lble at first, they follow their own course once they leave the summoner's hand.
As long as the fl ame still rests in the sorcerer's hand, it neither bums her nor
incites ROtschreck. Once it le:I\'e$ her h~nd, it is juSt like any other fire.
BA$IQ QREO IGnEm
Hand of Flame
You can summon a flaming nimbus around your hand or h~ nds. The flame
does not h~rm you or yourdothes, e\'en if you arc wearing gIO\·es. until it is spread
to some flammable substance. It takes o ne action's concentr.nion to summon the
flame, after which your punches mfl ic t aggravllled damage and can set mflam-
mabIe OO,o.:cl5 alight. This flame lastS until you banish it.
RamI' Bolt
YOll can caSt a ooil of fi re from )'our hand 10 any target you can see within Z5
fect with a gestu re and a few words o( power. This boh can wound people and set
fhlmmableobjecl5 (n ot clothing) on fire. To hit a person, you must win II challenge
of your Men tal T roilSagainst YOUT wrge t's Ph ysicnl T mits. A Flame Ball causes one
level of am:ravatcd damage and takes an actio n to in voke.
IOl:ERmEDlAl:E ~REO IGnEm
Wall of Fire
At your command, a b.1rnerofname eropts at any location you cansee wlthm
50 (~t, burnmg all that con tact It with an unnatu ...1energy.
Spend an action gesturmg to the Site you d~l re the wall to occupy and speaKing
wordsof power. The wall is approximately SIX (eet wide and six fet't mIl, and It causes
a level of aggravated damage 10 anyone who passes th rough or comes in to contact
with It. Rammableob;ects that COme mtocoOlact with it might catch fire. The wall
lasts until you dism iss it, lose consciousness or mo\'e more than 50f('('1 away from it.
If you wish 10 form the fire under someone, yOll must win a C hallell!!:e of your
Mental Troits versus her Physical T roits.
Engulf
You can cause a target 10 burst mto flames by staring intently at him and
speakmg words of power. Once started, these flames begin consum ing the targe t
until either heor the flames are extinguished. Involmg the power of this spell takes
an act ion lind requires winning a ch.1l1enge of your Mental Trai ts against his
Physical Traits. When a person is en~'I.df...-d, he immediately suffers twO levels of
agj,'I1l vatoo damage. At the end of each sucCe5Si\"e tum ~ or umilthe viClim takes
a (ull act ion IOsmotherthe flame ~ he suffers another level o(aggravated damage.
You may invoke Engulfon rhe s.1me victim multiple limes, and each time, he will
suffer the initial t"'O le\'cls of aggravated damage, but he will still on ly suffer one
level o( damage at the end o( subsequent [Urns.
Naturally ,should me victim come imocontact wim flammable items, he m."ly 1I,'11ite
them. Also, should the victim strike anod"lCr pmon, he causes aggravated dam.~oe.
ADVAn~ED ~REO IGnEm
Fireslonn
At your command, a room-SIzed area bc:coml'S awash with a hall of flame,
searing all within. h takes a complete aCllon's worth of gestures and Incendiary
syllables loca ll down this doom. You can invoke Fireslorm on an y locatio n you can
see withm 50feet, and it affects a ZO-foot d hmlcterdrde. Perform a mob challenge
o( you r Menial Troits aga inst the Ph ysical Troits o( anyone within the lLn.'a. The
Narr:llor may ru le that ce rtain people are inca pable of dodging out of the afea of
effect, due to blocked escape routes. physical interference or oth er factors. ThOS('
who lose are tropped within the Slorm, end uring twO levels of agj,'I"3\'a red damage.
Thereafter, each tum anyone spends wuhln the Storm, she takes a le"e1 of
aggravated damage. Flammables wlth m and adjacent [Othe areaof effect lu e set 00
/lre, but monals and vampires neemg Its clutches do nOi necessanly remain ht.
The /lrestl)fTn lasts until you d ispel It, mO\'e more tha n 50 feet from It or lose
consciousness.

R€GOmOCU$
The ability to cause objects to move without ac tually lOuchmg them IS of
obVIOUS utility toall warlocks. Not onlyJocs it allow for one IOsummon a talisman
from ac ross the room in an ot herwise desper-Ite situat ion , hut it can be ust.·~:l 1()
propel oneself from the duke's castle to the ch:IIHrY without troubli ng the duke's
retamers. None of the powers of Rrgo MontS allow the thaunmturge to feel the
objt'ClS she manipula tes. For exam ple, the sword she summons [0 her hand could
be seanng hot, ac id-coa ted or conSlnlned of wax, and sht' would not know unt il
she grasped it.
BA$lq REGO mOW$
FOl'Ce Bolt
You can emit a sudden impulse of motion that can mo\"e or knock overohJccts
or disoriem people. ObJccts wciJlhi ng 100 pounds or less can be shoved abou t five
fee l in any direaion. Should you wish to jOStlCll pcrson or knock something from
Ius grasp, you must defeat him in a challen!,,'c of ~'Ot.I r Men tal TraiLS ~amst his
Physical Traits. A person shoved by Ihispowcrm ust move o ne step in anydirect ion
)'01.1 choose and must spend his nex t acl ion orienting himself.
Manipulate
By focusing you r attention upon some object wuhm qeslght" you can
manipulate it as if you were holdmg It. Objects mm"ed through Ihis power dIsplay
only the skill and speed of the th:1Umaturge. If )'OU are skIlled at playin~ the tabor
or wIelding a dagger, howeve r, you c:m play or wield them from a Jlstance" WIth
only a slight increase in dl(flcuity for doing It remotely. You can on ly manipulate
objeCls that you could lift with one hand.
You must walch and concentl1lte on the object ~'ou arc nmnipul:ning for the
entire duration of your cont rol. Should you be distracteJ or lOSt' si~h t of the objeci
- or should you dec ide 10 end your control- it immediately falls to the ground
Ofceases moving. You must bid an add itional Trait in any challenge Ih:1I Il\\"ol"es
remote ma n ipulation.
In(ERmEDlA(E REGO mOCU$
Flight
You can raise a whole person Into the alror shove la rge objecl5 around on Ihe
ground. You can use t his power 10 slam doors, tOSS chests or sweep lapt:!St ne5 Jown
the hall. Any objeci that weighs 200 pounds or less is fodder for Ihis p<)wer, and
:llt hough you can threaten pcople in this way, you cannol lIl11ke the objects mo\"c
faste r tha n a brisk walk or perform quick maneuvers.
More dramal ically, ~'ou can nmke yourself fly al a brisk wlllbng: speed as high
as you d<l re. or merely skimmmg along Ihe ground. You can hoist another person
If ~'ou wi n ac hallengeof )"our Mental T r:nbal.'311l5t her Physical Trails. While Ihis
power cannot direct Iy ha rm someone - it is too slow to proper! y slam such a viC! im
into something - it can be USl>d to place people in precarious situmions.
This power laStS until you Stop concentrating on whate\'er you arc conrrolling
or it passes out of your line of sight.
Repulse
With a quick gesture and a word offorce, you can fling nearby objects or people
,lway from you. Unlike Flight or Mani/m/a/e, this is an insnmtancous power. Once
yoo Repulse something, you cannot Repulse it ag,lin withou t :mOlher use of this
power. T o affect people. perform a Illass challenge of your Memai Traits against
their Physicnl Traits. Those who losenre flung back unt il they are 20feet away from
yoo, and they must spend their neXt action reoriemillg themselves. You can use
Repulse on anyone within 10 feet of you, even if they are gmpplingor biting you.
Using this power on nn object allows you to move it with enough force to inflict
a level oflt:thal damage to whonle\'er it hits. You must succeed in ,I challenge of your
Mental T mitsagainst your target's Physical T mits in order to hit \'our target. Otherwise.
the projectile misses. You cannot use this power to move somt!thing IOward you.
AOVAn~€O R€GO mO(U$
Control
Throuf!h a supreme act of con cent nit ion. you can control any objector person
as if it were you r puppet. You must gestu re and chant, so witnesses may figure out
what is going on.
You can 1lI0ve and manipulate ,my creature or thing weighing a ton or less
with the sallie precision you could bring to be~r with your own twO hands. SUiking
someone with an object you control th us requires winning a challenge of yout
Mental T faits against his Physical T mits and inflicts one level of le thal dam~lge.
ShoulJ you wish to wield a weapon in th is manner, you must bid an extm T mit for
each challenge to accom modate the difficulty of remote manipu lat ion.
Gaining control of a person reqtlires the same challenge to hold thelll
immobile. If you wish todo anything else with rour victim on sub:oequent tu rns -
such as m~ke him dance or slam him into <I pillar - you must win the same
challenge. People held by Control can do nothing with their physical bodies. but
they can speak, shout or usc Disciplines.
Exercising Control over one creature or objL'Ct c~llIs (or completc concenrmt ion.
Control ends as soon as you tum your attention elsewhere or lost." sight of your puppet.

R€GO C€ffiP€$CII$
TI\C ability to bend the weather to one's will is phenomenal1\· potent In any
society that depends upon thc earth for sustcnance or must face eXpU>ure to the
clements during tml'els from town to tOwn. On smaller scales, the powers of
weather can both aid and hinde r the Cainitc in he r pursuits.
BA$ I ~ R€GO c€mp€$CA$
C loak of Fog
You can crcate a chick fogb.1nk outdoors that reduces vision. Chant for ~ tum.
Within 15 minutes, fog will rise frolll the grou nd and cover an outdoor area
approxltn..'ltelvJOOfeet In diameter. Visual challenges withm the fog arc one Trail
down, but Heightened Senses removes that penaltv, The fog lastS a scene or an hour,
but II may be dispersed earlier b)' windV conditions.
[)Qwn pour
You can call forth rich rain-bearing clouds to drench an area near you. After
three turns of chanting, clouds begin to appea r and thicken unlll, approxunalely
15 minutes laler, they release a lorrenthtl dOIl'npour on an outdoor arell ;Ipproxi-
mately 100 fee t in diame ter. Within the l""<.I in. all Phvsicai C hallenges require the
risk of an additional T rai t , and ransed :Iuacks aTe limited to 20 feCI or less. Natural
fires wilhin the rain are extinguished. The downpour lastS one hou r. but )'ou may
extend 11 :m additional hour bV expendmg a Mental Tnl.lt.
1O(€ Rm£DIA(€ R€GO ( € mp€$(A$
T empes t
The power of the storm arises al your command. By m\'oIcmg the powers of
wind and min for one mmute. you can Initiate the process of calling In the Storm
of youTcholce. Guslingwinds, lorrentml mm and clamorous thunder and lightning
are all possible, but yOu cannOt call for the winds 10 blow a ce rtain dircction or m:lke
lighln ing strike when an(l where you wish , TIle slOnn covers an area l.Ipprox imatc\~'
half:1 mile in diamete r and has effects si milar 10C/oak o/Fogor /)oUln/)()ur. It takes
15 minutes to build and lasts for an hour, though you can extend itS dumlion
anmher hour by expending a Mental Trait.
Hide the Burnin g Sun
Youean call forth cloudsda rk enough 10 panially protect \'00 from the sun's wrath,
You mUSt chant for five mmUies. dunng whICh time cloud!; form and thicken over an
area approximately half a mile Indlameter. At the cod of an hour, or the bcgmningd"
the next scene, the ckluds Will be heavy enough that Cainites tm\'ehngHbroad by day
suffer only lethal damab"C from the sunlight. At the discretion ri the StOl)·teller.
panicularly holy plac~ may resist this shrouding, remaining bathed in sunhght.
These clouds laSt one hour and proVide no protection from limitations on
daytime act ion due to sluggishness.
AOVAnQ€D R€GO (€mp€$(A$
Call Light ning
With a gesturepomtillgout your tHrget Hnda word of command . you can bnng
firl;: from the slv in the form o f a hghtnmg bolt that strikes where you command.
You and your target must be outd()()n. and the weather must be at least overcast
or min)'. Enter a challenge pilling )'our Mental T mltsag3inst 'lour target's Physical
Traits. If you win, your target suffers three levels of aggravlllcd d:lln.'lge.

R£GO £L£m£nCUm
Thaumaturgic comm:md of Ihe elemenlS- earth air, fire and watc r - isa far
cry from the potent and vers.'l t ile wimrdries of living hcnnetic magi, but they arc
sti ll potCnt enough to evole wonder and concern from C ainites lI·h o see this path
III actIOn, T mn isce ko/dun begin with thiSas thell primary path, a manifestat ion of
their ancient ties to their homeland.
Earth.Bo rn Strength
You can imbue you rself wi th the strength of the earth without depleting your
Slore of blood. As long as you are at ground l~ve1 or below, a quick gesture grams
you three additional $trength-re1atL-d Physical T raitsof you r choice. These Traits
last for as many turns as you have powers in Rego Elementum, but you may expend
a Willpower Trait to add one mo re turn to that. You cannot use this power again
until the initial use has expired, but it can be ac tivated the same tum you attac k.
Wooden T ongues
You can compel inanimate objects to speak to you. imparting what informa-
tion their limited undemanding can offer. For each use, you may ask a Narrator,
speaking as the object. one of the following questions: "Describe who last passed
byor tOuched you.""What is the most imerestingthing lo happen royou recently!"
"Where did you come fromt "What is your purpose:' TIle Narrator will answer
wi th descriptive images refl ecting the personality of t he object. This power may be
used repeated ly to gain greater inSight into the simation surrounding the object or
place.
mr€Rm€DIAr€ R€GO H€m€nWm
Animate the Unmoving
You can awaken the spirit of an object tolhe point that it will move under your
command. Such motion is limited to the nature of the object you ani mate. Doors
are adept at slamming on intruders, and beds (an (arry their occupants down
hallways, but not vke versa. You must expend a Willpower Trait in addition to the
Blood Trait and speak the wo rds of an ancie nt pan to the object you wish
animated. Then, perform a Stat k Mental C hallenge against a number of Trail')
dependent upon the size of the target - generally one Trait for every 50 pounds,
though the Storyteller may declare tha t certain objects are more or less resistant
to animation. Objects stay ani mated for the scene.
A thaumaturge ( an animate as many objccts as his Willpower and blood
al1ow, however the difficulty of the challenge to animate each objcct increases by
one Trait for each other object that is currently animated.
Elemental Form
You can transform your lxxIy into any of the primary elements other than fire,
from a patch of air or fog 10 a pool of water 10 a human-sited boulder or clod of earth.
It takes but a quic k gesture to invoke this power, but you must also expend a
Will power Trait if you wish to be able to use your senses and Disciplines in this
form. This material is not shaped or processed at formation, and it is inanimate. It
occupies approximately the same volume as your lxxIy, but it (an weigh far more
or less, depending upon the mate rial you choose. Should the form unde rgo
disruption (from heavy wind, in [he case of a patch of fog, ro chiseling in the case
of a boulder), )'ou take one level of unsoakable bashing damage per turn.
If you have maste red Creo Ignem, you (an also take the form of a patch of cold
fire, but you cast only wan light and cannot induce ROlSCh reck or ignite flammables.
This power lasls until sunrise or until you terminate it.
Summon Elemen!al
You can summon and command any of the trndinonal elementals - sylph (:ur).
salamander (fire). undine (water) and gnome (earth). You must be near a quamlry
of the element appropriate to the elemental )'OU inh.'nJ to summon. and the
elemental will emerge from th:u location. Summoning calls for five minu tes of
conjurntion and the expenditure: o(from one to five Menwl T r:ms. d... pcnJing upon
the power of the elemental you summon. As a I,'e neral rule, demen mls h:we at least
six Mental and six Physical T mits. though some may have far mor.... TIle Storyteller
should decide what amwers you based on the environment of the summoning.
Once you have summoned the elemental. )'ou must assen control over It In
a challenge of your Social T nl1ts against Its Rage T ralu. If you mdude an
appropriate offering. the Storyteller may gmnt ~'ou bonus T r;ut.s on thiSchallenge.
Should you win, it will perform one duty for you; should you lose. It Will doas It wills.
possibly attacking }·OU. Elementals Will not put their spLrllualllves at risk for you.
and they leave one day after they have been summoned.

Or5€R p)\r5$
Despite ThaumamTg)'s relative youth as a Discipline. there are m:lIly other
paths-some completed and secreted :IWllY by paranoid wmlocks. o ther:; carefully
transillted from other forms of blood sorcery. others sti ll being developed. The
quest for th is hidden and lost lore has kept many Tremere bwy In their unllfe.

While t he paths allow the educated thaumaturge to call upon a diverse array
of quick magical poweT"S. Il has been suggested tha t there IS II thaumaturgic mUlll
to accomplish almost anything a uini te could desire. ThIs versatility comes III a
price, {hough, aseven the simplest rilllal mkes a quanerof an hour to perform, and
some are reported to {like YC:Ifl;. Anotherurawback is that these riHwls may cllil for
ingredien ts Ihal life rare, e~pcnslve. difficult 10 obtain, and somel lmes dangerous.
W h ile COntacts and InJllleTlU could suffice to obtain some of these mgredients.
SOllle migh t require great effort on the pari of the aspiring thaullllltu rge. More
thaumalurgic rituals lire located on p. 219, in the section on Gargoyle POWCT"S.
BAS lq CijAUffiAWRGlq RIWALS
Communicate with Sire
You have bul to meditate for half an hour with some obJcct th:1I belon~,..J to
you r Sire toenter into a mental convers;u Ion Wit h hcr. wherever she may be. This
conversation lasts fOT 10 minuII..'"5 or until ~'ou or your sire termma teS il.
Defense of Ihe Sacred Haven
By devot ing a Blood T rait and an hour to inscribe of mystic siglls over c~ch
door and window in a room. you c~ n 1l1yslically pre\'t~nt sun light from emering it.
Deflection of Wooden Doom
By holding a tiny sphmerof wood under you r tongue, you can prOleet yourself
from a stake being drh'en through your heart. The fi~t stake 10 ImJY.lle }'our heart
crumblcs to dust upon contact. The snake has to actually begin to penerrmc your
hear! for this ritual to take cffect. This rilUallasts umit the next dawn or dusk.
Dcvil's T ouch
By giving he r a mystically prepared penny (pfennig, SOil, etc.) at the conclu-
sion of the rilUal. you can mystically mark a mortal so that she receives thc
Ncga! ive Social Trail'! RefmgMnt and ObnOxi0U5 until the ncxt dawn.
Wake with Evening's Freshness
By ritually spreading ashes of bumr fea thers over you r sleeping place, you can
guarn m ce thill should your slumber be interrupted durmg the da\', you will nor
suffer any penalt ies from acting during t he day. This ritual in no way protects from
the damage of sunlight. though.
Revdation of the Blood Lineage
By serying for ,m hou r over a Ca inite's 81000 Trait, you can discover the
C'Iinite's sire, learn ing her name and gaining an image of her visage. If you
continue scrying on thc same bloOO and win another Static Ri tual T eSI, you can
delve back one more generation. You may repeat thLS process, journeying up the
C'Iinite's lineage until you fuil the 5t:!tic Challenge (or run out of night). At tha t
poim, you can get nOlhing more from the blood (including sustenance).
Donning th e Mask of Shadows
You can render your.;clf translucen t , smoky and the sounds you make become
mumI'd. Though it does not confer true inviSibility orsilence, this ritual does ffi<tke
you h"rde r to detect by sight or sound. You are one Trait up on any challenges
in volvi ng stealth or h iding as long as sight an d hea ring are the primary senses·
Principal Focus of Vitae Infusion
By invoking the rower ci your blood, \UI can infiase your bIoo.l into ,I small objc.'Ct.
Anything l:x!tween thesizeciacoin anda pol helmcan be infused witha BkoJ Trait. ClJta;ts
containing blo:xl in this fashion!XlSSCSS a reddish hue and fccl slick to the tooch. Lmer, by
tooehillg the objoct and is9.ting a mental CQlumand , you can draw the bloW btck OOl..
You can also craft this ritual so that another person can release the blood,
provided he is present whe n it is tlrst infused. Since this ri tual only ,,·arks with the
caster's blood, anyone partaking of it risks moving toward the bloOO oath.
Ward Vers us Ghouls
By repeat ing a warding invocation while ritually inscribing a glyph on an
object using a Blood T rai t, you can ma ke it so that ally ghoul touching the object
is injured. Any ghoul that [Ouches the object suffers one level of let hal damage, in
addition to any O£her damage that may be involvt."d, should the object ca use
damage in and of itself. Thisdamage occurs each tum the ghoul [Ouches t heobject
and the warding effect lasts until dawn.
You can crafl this ward to exclude certain ghou ls, prOVided they arc present
at the. casting and contribute a Blood Trait.
IO(ERmEOI~(E (ij~Um~(uRG l q R I (u~L$
R es h of Fiery T ouch
You can treat yourself so that any who touch you are burnt upon contact. You
must spend an hour preparing:1small lump of charco:!l that you then ignite and
swallow(takinga level of aggrav;ued damage in the proc,,"ss). U ntLI the next sunset,
anyone who intentionally lOuches you receives an automatic level of aggravated
damage. Broshing against you by accident O£ ge uing struck by yoo does nOt act Lvate
thLS effect.
A side effect of this mual is that your skin takes on adark, coppery hue. SlmLlar
to the tan of one who works LO the sun, but subd y different .
Incorporea l Passage
You can render yoursclfincorporeal by looking intoa fragment o f a mi"orand
chantmg. Ph ys ical attacks and barriers do not affect you in flny way. You clln only
move forward or stand in place while thi5ritual is in effeCi. t hough. You cannot tum
or back up. This riruallastS for the scene, or until you tum aside or Stop chan ti ng.
Shaft of Belated Q uiescence
You can prepare a stake wLth a simple elemental spim so that Lt becomes a
vicious \\"eapon against CamLtes. When the stake strikes someone. the lip breaks
off and begins working itS way to the heart of the victim. II takes four hours ro
perform this ritual, which calls for a stake (or spear or arrow, etc.) crafted from
ro wan wood, coated in three Traits of the caster's blood and blacke nt:d in an oak-
wood fire.
Once the stake is prep<ued, the first tLme it strikes a person 10 do at least one
le vel of damage, the tip breaksoffnml bcginswending its way to theCainite's h eart.
At themiddle of every scene (or h our ) the reafu' r, the Srorytellerperforms a Simple
T est ~;tinst the victim. Should he lose. thesplimer manages ro mc h closer to hiS
heart. When the sphnter has accumulated as mnny successes as the " icum has
PhYSLcal T r.titS, the t lp has reached his hean, and he is paraly!ed. Should the v ict Lm
be fI mortal or a ghoul, he dies.
It IS PQ5Sible to try ro mtercept the splmter by carving it out. but thesphmer
will try to evade these attem ptS. This at tem pt may be made once per hour. Each
attempt to imercept the 5plimer cnuSt's (I n unsoobble level oClethal damage to the
ta rget and calls for a Smtlc Mental Challenge (difficulty of seven TrflLt.s). The
person an elopt ing 10 carve the tip out may bid up to three extrn Traits on an ~'
challenge. These Traits count as extra successes should she win the ch;lllenboe. If
the person anem pting tocarve out the tip can accumulate as many successes as the
tIP has achIeved, she extracts the ILl'. and the enchantment fades.
ThLSis also the o nl y way to remove the splinter once it has reached the hean,
though attemptS at that poml are easier smce the u p is no longer moving. The
challenge's difficulty is only three TrailS at that poim .
H earl of Stone
You can hnrden your heart t ostone, rendering yourself immune tosmking, but
losing touch with your emotions. You must place a candle on you r hflre chest and
allow it to burn allth ... wa y down, inflictm~ one level of aggr.lvated damage. W ith
the extinguishing of the flame, you r heaT! turns to stone, an d you are immune 10
staking (i ncluding from the Shaff ofBe/.a.tedQuieKence). At the same time, while
under the effL"ClSof this ritual, you lose all but one Conscience (orCOTlL!iclion) Trait
and yoo r opponems gain an nUlomatic fn-e tetcst on any Social Olallengcs except
those IIlvolving intimidation. Hew! of Stone lasts until you dispel It.
You can enchant:ln obje<:t so th:lt it injures Cainites who touch it. This ritual
is identical in effect to \\i'llro Vt'TSW Ghouls, e xcept it affects Cainites and requires
one of your BICNXI Traits. You are immune to your own ward unless you specify
otherwise.
ADVAOq€Q C ~AUmACURGl q RlCUAL$
Enac t the Blood Contract
You can craft a contract in your own blood that mystically binds yourself and
one other signatory to the letter of its condirions. It £likes three nights and o ne
Blood Trait to write the contract and o ne more Blood Trai t for bOth signatu res.
Once the contract is signed, should either party break it,she will immediately suffer
sufflcient agg ravated damage levels to fall into torpor - this damage cannot be
resisted in an y way.
There are only tWO WllYS of tenninating the contraCt: by fulfilling the terms Of
physically burning it. Both parries immediately know should the comr<ICt be termin.'lu.-d.
Escape to a T r ue Friend
You can bum a three-foot mystic circle on the noor that will transport you
near a highly Husted friend, or at least the closest thing you have [Q one. It takes
six hours a nigh t for three consecuti ve nights to create the circle, and each night
you must dedicate three Blood Traits to th is ritual. With the completion of the
ritual, you must dedicate the circle to a friend. Thereafter, you need but step into
the circle and speak your friend's name, and you will be transported near your friend
- within a few minu tes' walk, o ut of sight. This ritual only works to bring you to
one you feel no ill wi II toward, and you must speak this friend's name. Thaumamrges
who attempt to use this ritual to reach :In enemy o r do nOt use a real name find
themselves somewhere else (StOryteller's discretion). You may bring one other
person or your own weight in gear when you use the cirde. Furthermore, this circle
may be used indefinitely as long as it is not damaged.
Wa rd Ve rsus Spirits
You can enchant an obje<:t so that it injures spirits who touch it, whether in
the nat ural world or the spi rit world. This ritual is identical in effect to WardVt'Tsus
Ghouls, except it affects elementals, nature spirits and the like. Ward Versus Spirits
uses sea So'lh rather than blood.
There are similar Adva nced rituals for protection 3gllinst demons and
prote<:tion against ghosts. WaTJ Vt'TSljS Ghosts uses crushed limestone from a
tombstone, and \\i'ard Vt'TS ltS Demons requires holy water. None of these wards c~m
be attuned to aCCept ccrrain spirits, demons o r ghos ts.

VlI.L€REn
Cainite scholarship suggestS that some (:feature other t han Saulot, the Salubri
Antediluvian, originally created the Salubri Discipline. There are even apocry-
phal fragments of the Book of Nod detailing Saulot's quest to find it.
Valeren is divided into two paths, that of the Warrior and that of the Hea ler.
Though it is possible to learn powers from both paths, it is not easy. When a
vam pIre 11m studies Vakren, she must dec lare which path she im enJ s to pursue.
Experience cons for learn Ing powers on th is path are normal. Experie nce costs for
powers from the other path, howe\'er, are treated as if the powe r beUl~ purchaSl...J
W'dS one level higher. (Basic powers reqUIre the Experience T !"illt cost ofl nterme·
di:lI e 1Xl"'ers, and soon.) A C 'I1I1it e's knowledge of her 5eCond.uy path may ne\'er
exceed he r understand ing of herprt mary path. The Salubri uscd 10 freely teac h the
Path of rk HeakT, but wnh the coming of the Usu rpers, many usc this power as a
bargain ing ch ip wit h local Cainites, offe rin~ thei r abilities In exchange for
prOleCflon.
Alt hough most Cainites belIeve the thIrd eye is a pa rt of the clan's curse, It IS
really aside effect of learning VakTen. The e\'c forms in the forehead of any Cain Ire
who learns Gift 0( Sleep or Morpheal1 Blow. Thereafter, It opens whene\'er the
Calnn e uses thoscorany highe r VakTen powers. Vampi res whow.sh IOconeeal the
Ih ml e\'e while using their po"'ers ma\' do so, btl! they must b.d an extra T mn In
any challenges involVIng VakTen powers other t han Sense life and Sense Demh.
Usc: Medicine for retests of Vakren.

PII(5 O~ (5€ 5€lIl€R


BA$lq PACIj O~ CIj€ Ij€AC€R
Sense Life
You can sense the ebb and slow of the vital forces, dete rmmlng how much
Me someone has wit h in them. You must wuc h your p:lticnt and expend a
number of Mental TraLlS [Q use thIS pollin. For one T faIt, you may de termine
whethe r the patient is mortal, ghoul, Calnue or somel hlng else. Two T r,lIts
reyeal how much da .nage he h as suffered. Three T T<l1tsallow you todetermme
how much blood is wit h in the pallent's system, Four Traits mfo rm you of any
diseases the patient carr ies. Each leyel of information mc1udes a11the informa-
tion of the levels bt low It.
You can also use Sense life to di agnosc ailme nts and afflictions, dbco\"en ng
lhe source and nature of injuries and unnatural mental states. Eae h piece of
information requires the expenditu re of a Men tal Trail , for example, lea rn mg that
a wound was caused by a poisoned dagger would cost two Mental T rait~ - the fi rst
to idell1ify the da~>er, the second the poison.
If you know Sense Death as well, you needspcnd one less Mental T mit for each
diagnOSIS,
Gi h of Sleep
With a touch, you can free a living being from pain and lead monals mto a
healing sleep. Freeing another from pain r('{luiTes a touch ,md the expenditure of
a Blood T mi t. Your patient fecls no p:lin and expe riences no wound penalt ies for
the next tum . If you also ex pend a Willpower T mit, the rl'splre lasts for t he scene.
T h is powe r works only on will mg suhJcctil.
Alte rnatively, you may p lace your pat ien t into a deep, healing sleep, frec of
nightmares and demngements. Though she can be wakened normally. the pal ient
will rest for eight hours if left und'SlUrbt."d, and find her Annbute T r.IIIS refreshed
li nd one Willpower Trail restored upon awakening. This too costs a Blood Trait.
H loali ng T ouch
You can channel [he healing powers o( your own vime to others. You must
touch t he area near the wound, which nmy r~4U1re a Physical Challenge, $hould
Ihe PiUlent be unwilling. Expending one Blood T nut can heal each level o(lethal
damage. Expendmg twO Blood T roilS can he;11 each level o( aggravated damage.
You need not heal emire wounds in a single turn, bill you may spread the heal ing
t ime 10 allow for the speed at which you c:m use vitae. S imila rl y, you arc not
required 10 heal a patient com ple tely, and you may, at a later time, continue work
on someone you have panially hell led.
Shepherd's Watch
You can erect a m~·stlcal barrier betwccn those under your care and those who
wookl harm them. Erecting the barrier reqUires a full ac tion and the expenduure
of 11'10 Willpo",er Traits. This barner extends around you a t II range of 10 feet and
moves With )·ou. Those inside Ihe barrier when you erect it maycomeanJgoasthey
wish, but those outside must wait one turn and best you in a Mental Challenge to
enter. Of CO\lrsc, if you mist them, you can relem and grant Ihem the prot&.lIon
of the harrieras we ll . This harrier o nly Stops people and what they carry. It provides
no protection from arrows or other missile well pons.
ADVAn~€D PA(ij OF (ij€ ij€At€R
The Ailing Spirit
You can bnng the tr',mqtu lllYof you r focus lothe mmdsof those afflICted with
dchnumaml t hedemonsof madness. SJ"M.'nJ 10 minutes Inqulet conversatlOO with
yoorr:lllent,expend two BlooJTrallsarul perform a Static Mental C hallenio>e wlIh
a lllfficuh y ofhis Mental T ruiu - mOfe comrlex minds are more difficult tocure.
W it h success, you can remove one of you r Piltlent's derangemenu. For most
cre:nures, this blessing is permanent, but Malbv ians - and mher practil ionerso(
Demt'lltaliOfl - (:I n never be cu red of their core de ran gement. For those unfortu·
nares, Ihe reSpite lasts hut the scene.
You cannot cure your own derangements with this power.
€tD€R PA(ij O~ (ij€ ij€At€R
Warding the Beast
Your empathic p:)wers aTe so great tha t ~"OO candrall' the verySCMJI of a Cumte
uuo )'OUr own self for ministration, and though you cannot alleviate the Curse
entirely, )"00 can heal the mOon damagll"\8 splTltual tmuma.
This power works onlyon a willing patient, and )·00 must maintain eye COlltact
wh ile you dmw her 501.11 into yours. To drnw the soul in, make a Sr:UIC Ph YSical
C h:lllenge wilh a difficulty of IWO TraitS per RnaJ Trait that the patient Ill'S below
six. (For eX;lmple, if the p;ltient has IWO Ro;ld T mi ts, the difficulty is eighl T mits.)
TIlis powercmmm help those who are on the Ro;ld o(Sin or have lost all of Iheir Ro.ad
Traits. While you have the SCMJlln your~rc, you can expend penn....ment Willpower
Traits to restore Road Traits on a one·fOl"-one basis. You can restore up to I he nonnal
maxllnum offi\·e TrailS. Should the soul wish to return to her body al any point, she
may Inltmte a Mental Dlallenge agamst you to try to break free. Confining a SCMJI
against her will is a vile act, and most Salubri will relent in this case. Should yOlI
decide to prevent he r release, she may try ~Igain once a nighL
While you have possession of a soul, the sou l's original body is an em pty shell,
devoid ofconsciousness. This means that the body is immune to Mental and Social
Disciplines, but it also means that 11 is an appealing host for ghosts, spirits and
demons. Unles.~ possessed in this manner, the bOOy follows you r simple verbal
commands like an automaton for as long liS you hold its soul. Unless commanded,
the bOOy rests passively.
Should you fail to properly care for the bOOy of the soul in your care orattempt
to hold the soul longer than it wishes, you fisk regressing on your road - make a
Conscience/ CQJwicrion T est (difficulty fou r Traits) to avoid losing the appropriate
Trait. You cannot usc Warding me Beast to restore your own Rood Traits.

P!lt:5 O~ t:5€: UJ!lRRIOR


BA$ I ~ PACfj OR Cfj€ WARRIOR
Sense Deat h
You can trace the flow of death and determine how closely and in what
manner a person approaches that terminus. In practice, th is poweractsexacrly like
Sense Lfe, expending the same number of Mental T m its for the same queSt ions, but
it is the philosophical antithesis, for its pmctitioners tmce cancer and weakneSli
ratherthan the brigh t pulscsoflife. As with Sense Lfe, those who know both powers
pay one less Mentlli Trait to ask their questions.
Morph ean Blow
YOll clln send a mortal to sleep. ThOllgh this sleep is not as restful as that
gramed by Gift of Sleep, you can use this power on an unwilling subjecL All you
need to do is tOuch him (which may fequire a Physical Challenge) and expend a
Blood TraiL The subject will fall imo a deep slumber and will not awaken umil
disturbed or a full eight hours have passed.
InC€Rm€DlAC€ PACfj O ~ Cfj€ WARRIOR
Bu rning T ouch
Your understanding of the secrets of the bOOy allow you to generate intense
pain with but a touch. Expend one Blood Trnit and touch your opponent (which
may require a Physical Challenge). While us ing this power, your eyes flicker with
a dull fL-ddish glow. Though the pain may take on any flavor you wish, this power
does no actual damage. Instead, the victim experiences penalties as if she were in
the Wounded state for the next full tum.lfshe is already Wounded, she must defeat
you in a Me ntal Challenge or beaffected as ifin the Incapacitated state for the neXI
full turn.
When used in interrogation-and tortu re- related challenges, this power allows
for one free retest per use.
Armor of Caine 's Fury
You can use the power of your blood to create armor that prOll'"Cts yOll from
physical harm and the terror of battle. While wearing this lIrmor, you appe:lr to be
wrealhed in a halo that resembles crimson mail.
Expend a Blood Trait and hom one to five Mental Traits. Each Mental Trait
expended grants you one additional health level of armor with no Negative Traits.
Fun hennore, for every twO Mental Traits expended (round down), the difficulry
of all Courage Tests to resist Rotschreck on the bmtlefield decreases by one. This
power has no effect on Rotschreck ftom fire or sunligh t.
ADVAn~€O PAC5 O~ C5€ WARRIOR
Vengeance of Samiel
Your blood calls back to the spirit of the nlightiest warrior of the Salubri,
focusing your attention and power into one suprem ely potent attack. Your third
eye opens, emitting a blood-red glare and guid ing your hand such that you need not
keep your regular eyes open.
For the attack, expend three Blood TraiTS and use both your Mental and
Physical Traits added together for the attack challenge (including bidding,
overbidding and tie resolution). Your opponent may not use the Dodge Abili ty to
call for a retest. If the att~ck succeeds, you inflie! tWO addition:lllevelsof whatever
type of damage you r anack inflic[5. Vengeance ofSamiel may be used only when you
have devoted an entire tum to making an attack with your bare hands or a melee
weapon. You may not usc this attack to as a ve h icle for another Discipline's power,
such as Dagon's Call, but you may augment it with any other Discipline, such as
Talons of the Berur, so long as that power does not generate an artack in and of itself.
€LO€R PAC5 O~ C5€ WARR IOR
Fiery Agony
Your touch can delive r agony so potent that the Burning Touch's pain palcs in
comparison - pain so I'xcruciating that Cainites may fremy and mortals may
perish. Expend one Blood Trait and touch your op(Xlnent (which may requi re a
Physical Cha llenge). You must then engage your vic tim in a Mental Challenge. If
you succeed, the sufferer experiences penalties as if he were Wounded for the
duration of the scene. lfhe is already Wounded or becomes so, he is considered
Incapacitated for that duration.
You can make the p(lin so intense that it inflicts leth(ll damage u(Xln the vict im
at the rate of one level per turn. You must maintain contact with the vict im and
expend one additional Blood Trait per turn. A Cainite may make a Simple T est for
each level of damage inflicted in this fashion. Ifhl' succeeds, he negates that level
of damage. Should the Cainite take more levels of damage than he has Will(Xlwer
T raits, he must make a COIlrage Test against a difficulty of your Mental Traits to
avoid R6tsch reck. For Cainites, damage received from this power va n ishes with
the next sunset. For mortals, this damage heals normally.

VHZ!$$IWO€
Of the vampi ric Disciplines, only Vicissitude competes with Demenrarion for
instil1mg fear among Cainites, for as Demenrarion warps the m ind, Vicissitude
reshapes the body, be it living or unliving. Christian scholaT$ see in Vici55irude a
perversion of God's ability to create, wherein the user fut ilely twists life to no
lasting purpose.
All uses c£Vicissitude req",IIn: pnrSica! contoct as the user fears alll,l n:;ur.U'll.0e5 his
subject'S flesh. In cases where the VICtim may flee O£ resISt, usmg thIS Dasclphne n.''l{uu-es
a Physical Challenge. For monals, ghouls and Camncs olb.ghergcncrat 100, d..... ch:1I'II."l'S
wrought by VicWirudtcan only he undone by:lJlOth<.'r practitioner. Vampires of equal O£
lower generation may heal back each SCIlr as If It were an aggruvmed wound. Sadlr,
attempts to Improve the appearance of NosfenllU :md other such cursed hloodllllt.'S
in\~lriably vanish whenever the beautified Q limte mUSl heal his own wounds.
Use Crafl5; Body Crafts for retests of Viciss it 11M. Crafts: BodyCrafu is a spccifll
Ab ility available to Dinites who have learned at least Malleable Visa.ge. This
Ab ility also covers less drast ic alterations of the flesh, such as pierc ing, ttllfoomg
and scarification.

B}\$)q V)q)$$)WO€
mAtWIBt€ VISAG€
You can scuipi your own flesh ellher to Imitate anOlher (orm or to reshape
yourse lf toward some personal aesthe t ic ideal. You mUSt expend a Blood Trail and
physically mold your fea tures imo the form you dcs ire. If you Wish to duphca te
:mother's appearance, you must win a Stat ic Me ntal Challe nge whose dtfficult\, is
the subj<.'Ct's Social T ra its. Yet eve n though thispowcr may grant you your subjec t's
appearance, you still operate with you r own Social TrailS in any challenges.
Alternatively, you can give \'o\lrself a hideous coumenflnce, taking on up to three
ReplIgrumr NeWldve T raits.
(AAnsmOGRIIlY (ij€ mOR(At qtAV
You ca n reshape the flesh :md org;msoi anycn..>ature you can touch, stretching
and sculpung it as you will. By cxpcndmg a Blood T rmt and plying anothe r's flesh,
you can perform aiterationS 5imllHrtO the Malleable Visage upon them. Addttion-
ally, b\, rearranging tissue and viscera, you can exchange one (and only one)
Ph YSical T rn it (or an extra Hcahhy healdl len'l or vice \"e r~a.

mr€Rm€D1l1r€ V)q)$$)WO€
R£nO Cij€ OSS€OUS ~RAm€
Bone is now as malleable as fl ..."Sh under your mtnislralLons, and you can
completely reshape any bemg, yourself mcluded, mto whatever form \·,ltl desire,
aJdmghelgh t, OOnespursanJ olher(:mcics. You mustcxpend a BloodTmit and t"'ISt
your victim as you desire. If youdo50 Without snnulraneollsly cxerci5inl( T raruroogrih
W M(1rUl/ Clay, each use c;lusesOlle le\'cl oflethal damage. U!ied In COlljUl"\Ct lOLl with
TTW1.SITItWiJY the Mortal Clay, you can rebuild yOUt victims as you will.
Should you craft prorrudlll!( bone spurs mto someone's (orm, he ca n use them
w inflict le t hal damage on unarmed :lttad:<.
AUJAK£n Cij€ ZUtOSijAP€
You ca n adopt the tradition:l! wll r-form of fhe T;imisce t'Olt"Otl.eS, the zula:
eight feet tall wi th agmy-gr~'Cn slime.exudmgscalycarnpace, lo n!( black talons and
spmes protruding from the vertehm. This tr,lOs(ormation requtres the expenditure
of two Blood T r,ILIS and mfl lcrs Ihe NC!!<lm'c Social Trails /ksruJ, FeTal omu
ReplIgrllI.1I upon you. In return, )·ou ~ain Ihe adJLtional Physica l TraIlS Brawn"
Ot'xlenJm, Endunllg, Ferocious, QuICk and Sralu.mt. You inflict lethal dam~e m
unanneJ combat and one exu~ level of d:.mage m a ll unarmed attacks. You may
only initIate Social Chal1t:n~:es for Int.mldmion purposes, and all whaare unaccus-
tomed 10 seeing suc h crea tures mUSt wm a Courag<! T eSI or flee.
You ma~' maintain the zulo form for us long as you desire.

!\ov!\n~€o VI~I$$ICUO€

A$emOAneV O ~ C5€ $AnGUm€ 5UmOUR


Wilh a moment's concentration. )'OU can tnmsform any limbs. or )'our entire
boJy mto a mass of vitae under your conlrol, E,j(h limb «"''0anns. 1....'0 legs and a
head) transforms intoa single Blcxxl TraIt; )·ol.lr torso trnnsfonns .ntO your remammg
BlooJ TrailS. This blood can move under your control al the spero of a slow walk.
oo::e over objects and through cracks. Blood In thIS form can also do wh.1Ie\·er )'our
bloodc:m oormallydo (sustain Calmtes. creale ghouls. etc.). II cannor be rh)'slcally
injured. hut 11 can he hurt by fire or sunlilo!hl. If you have transformed enurcly 1010
blood, you can use menial Disclplmes, provided they do not require eye comact.
Should a part of you that was transformed into blood be drunk or destroyed,
you can reform that part by expendmg a Blood T mit. Similarly, should such blood
relUTIl ( 0 you, you can refoml it mto the pan II was before. Should roo reform the
rart before regaming the blood in question, the hlood bt.'Comes inert. Should all of
you be drunk or destro)'ed while In thIS fOl'm. you meet Final Death.

eweR VIQI$$ILUO€
e5IROPC€RAn mARAUO€R
You can transform into a horror even more terrifying than fhe tulo. The
Chn'Opwran Marauder is an enormoos bipedal OOt with veined, leathery wmgs 1Lnd
an enormous, fanged maw. AS5uming th ... Chrro/lteran Marauderform reqlllresthr...e
Blood Traits. This form offers all of the fCllluresand drawbacks of the Vllo form, but
allows night at the speed of a sprint, Inflicts twO ('xua levels of damage in unarmed
attacks and allows an automatic retest III any hearing-based challe nges.

GJl:RGOYL€$
Gafl,~'1es ha\"C supernatural powers quite unlike 01:00 Calmtes bectuse they
lhemsch-esare qune unlike otherC·llmte5. [n fOC.t. 11 has been lXJ6ited th:n they are more
m:JgICaI COf\5[ructs than the cursed Dllldren cJC'l.ine. R.'tther than ocquinng DiscIplines
by study and learning from other vampn'es., they denve their powers (rom the arcane
conSUl\lIion cJ their blood and special nlllais performed by their Tremere m'lStcrs.
Naturnlly, the powers granted toG argoyles :lre well suited to th e purposes for
whIch the Warlocks have brewed them, particularl y in their battle against the
TZl1nist:e. As is appropriate to their servile 101 m unliCe. Garl,'Oyle powers are built
mostly around Physical Trai ts and occasionally perception, for their role as
\\"ilchdogs. Whereas most DisciplinesUo nOlleave physical traces upon t hose who
practIce Ihem. Gargoyles are usually phYSically ahered by their powers.
In add ition to their clan Disciplines - Flight, Fortitude and Potence -
G argoyles may possessor grow certain other special characteristics. These charac-
teristics are purchased as Disciplines, but do not allow (or a prO!,'Tession. They are
simply changes in the body of the Gargoyle. [n time, this set of powers will become
the Disciplin e ofVisctTGlilw, but that is a different century.
Use Suroivai for retests of all Gargoyle powers e)(cept Fortitude and Flight.

GARGOYLE rOiliER ~O$($


Power Discipline COSI Free TraitCost Experience T ra il Cost
Embrace J 5 9
EMnl Arms 2 4 6
Foulness J J
Gargoyle Rituals
(Basic) J J
Gargoyle Rituals
{lmennediate} 2 4 6
Gargoyle Rituals
(Advanced) J 5 9
Heightened Senses 2 4 6
Horror
Huge Si~e ,J 5
4
9
6
Talons or Claws 2 4 6
Terrifying Visage J J

GIIRGOYCE POWERS
EmBRME
Unlike most Gargoyles, you can si rechilder. Yourchilde experiences the same
stress of anyotherG:l rgoyle m creation and isone gener-llion higher than you. This
power may be taken only al character creation.
EXCRAARm$
You possess twO <lddition al <Inns, jutting Out just below yOU T regular arms.
These anns do everyt hing your regular arms do and gnlnt you a free releSI in <111
chflllenges involving unflnned and melee combat.

Your vis.1ge and stench are so vile t hat everyone within five fee t of you must
bid an extra Trait for eflch chfll1enge they enter.
GARGOVLE RIWAL $
You have been the subject of one of the Gargoyle rituals listed on p. 2 [9. You may
hllVe the benefit of multiple rituab, but each mUSt be purch.1Sed separately. Add ition·
ally, you must know a T remere who is able and willing 10 penonn these rituals.
Your sen5t.'5 are keene r than any monal's. This power func t ions as the Aus~:x
po~'erHelghrened Senses (p. 157).
~ORROR
Yourarrearonce isso frigh tfulth:lt mort als and CainitC$ alike are driven back
in le"or un less you conceal it. No person with less than five Wi ll powe r T milS can
even nr rroach you. Those with six or more Willpowe r T ra ils mUSt maKe a SHu ic
COl/rage Test (difficulty , hree T r.tits) to ~Ipp rooch. Should someone possess the
couroge toapprooch you, the HOTTOI'of your ~Ippearancedoes nol trouble her for the
remainder of the night.
~UG( SIZ(
You are a bo!hemOlh, st:lndlllg over 10 feet tall. You gain three Bruised health
levels and a free retest on any intimid:ltlon·basedchal1enges, but you must bid tWO
elltra T rlllts (my time rou attempt to dodge.
(AWnS
You possess lon g, sharp, non· retrac table d3WS on each of you r elltremities.
These claws inflict aggravated damage and offer the Bonus Trait Sharp in combat
:lIId climbing challenges.
(( RRI ~YmG VISAG(
Your countenance is so te" ifymg Ihat all who look upon you quail in shock.
ThIs power functions as the Presence jXlwer Dread Gaze (p. 191).

~lIGIjC
All Gargoyles - save those created wIthout them in tentIOnally - possess
mdl1nenrary wings, but yours arc large r and strong enough wallow you limited
fl igl\!. As you improve ~'ourproficiency at Fligh!, your wi ngsconrinue w~'fow. T1lis
power can be developed like a Disci pline, hut, though no other clan can use it, you
must pay Experience Trails as if it were an oUl ·o(·clan Discipline.
Celerity CllnnOI be used 10 inc rease the sreed of FUgFn, though il mlly be used
to perform more complex maneuvers or get 3irbome in one tum when )'Oll need a
runnmg take-off.
Use Flymg for retestS of FUgln. Flymg is a special Ability Ib.'!t is only available
to Gargoyles who have learned al least Glide or other creatures that possess
(um;;lioning wings.
To mdicate tb.'!! you are flying, hold you r arms straight OUt 31 Ihe side. I( this
rrO\'es 100 Ilring, speak with )'our Storyteller aoou! adopting a different prolOCOI.
BAS IQ~ LlG ~ (
G lide
T hough you cannot aC(ulllly gain al tit ude, you can conuol you r fa ll. and if you
c:m locme:1II updraft, you can mllinram level fl ighl. Since you can manage no more
than 15 miles pe r hour, you are at the mercy of strong winds. You can carry only
clOthes and personal effects, bul you need never worry about tllkmg d:unage (rom
fallln,l:.
You are no longer limited to leapi ng from parape ts to get airborne. With a
runningstart -one action's wOTlh -you can take to the air from the ground. You
can carry 20 pounds or so, and fly at 30 miles pe r hour. Strong or magically
controlled winds and complex maneuvers may call for a Static Physical Challenge.
mC£Rm£ DlAC£ ~L I GijC
Swoop
You can now take off withoot a IlIlUl ing st:lrr if ~·ou are canying noming or from a
running start carrying up to;o pounds. Your maximum speed is now 4S miles p..>r hour.
Strongor ITla~,'ical1y conrrol1e.:1windsandcomrlex maneuvers maycal1 fora &atic Physical
Oull1enge. Y00 cand...""C1are FairE.scape whencn~ryouareoutdoorsornearnnorx.'J"I window.
S""
You can take off whilecrtrrying SOpoundsor from a run wi th up lO 100 pounds.
Your maximum speed is 60 mi les per hour.
ADVAnQ£D ~LlGijC
Flight of Ihe Eagle
You can take off \'ertically while carrying up 10 ZOO pounds-enough toc;lrry
most Cainites, or prey. Only the most potent stormSC;ln affect you , and you flY;lt
75 miles per hour.
£LD£R ~L I GijC
One with th e Wind
You can take off while carrying up [0 500 pounds. You fly at 90 miles per hour
and barely notice the weather. Anyone anempting to hil you while you are flying
must bid an addit ional Physical Tmit.
~LlGijC m An£UV£R$
There arc certain combat nmneuveT5 that fligh t allows, including the following:
Pounce
You leap a grt'at dismnce OntO you r prey, usi ng you r wings to guide and power
your flight. In areas with enough room for you to spread you r wings, you can leap
six feet per le\·eI of Flight ~'ou possess, reac h ing rm opponent who would ot herwise
be out of your reach.
Plunge
You swoop down from the sk~' , addi ng your flying momentum to a strike upon
an opponent and the n flying om of his re:lch before he can attack. You cannot use
this maneuver indoors (u nless you are inside a cathedral or some similarly large
space) or againsl targets who lIre under cover.
T o Plunge, you must bid an e)(.t m Ph~'sical T mi t - o r two extra Traits if your
target isactively trying to evade you - and perfonn your normal attack. If you win,
you r attack innicts o ne addi tionalle\'d of damage.
Cainites with Celeril)· may auack yOll before you fly off again: once for
Intermediate Celerity. twice for Advanced Celerity or bener. Because of the speed
of this attack . vampi res do not gain the preempti\'eadvantage of Al.acrit)". You must
know Fl)" or better to perform a Plunge.
You swoop down from the sky and ram into your target, crushing them with
your Gargoyle body. Y0\.1 cannot use th is maneuver indoors (unless you are inside
a cathedral or some similarly large sp..1ce) or ag;linst mrgers who are under cover.
To Oiw, you must bid an extra Physical Trait - or twO extra Traits if your
target is act ively trying toevade you - and perform you r normal attack. If you win.
your llttnck inflicts th ree levels of rulshing d:unage - or four levels if you know
Flight 0/ the Eagle. However, since you are using your body as a weapon. you also
suffer <l level of bashing damage unless ~·ou possess at least Basic Fortitude or have
been protecttod by the ritwI I Transform the Skin 10 Stone. Because of the speed of this
attnck, vampiresdo not gni n the preempt ive ad vantage of Alacrity. You must know
Fly or better to perform a Di~'I!. You cannot use melee weapons with this attack.
After this attack. you ;ITe on rhe ground muil you takeoff again. If you succeed
in the attack. your target is knocked TO the grou nd and must bid twO extra Physical
Traits on his next ac t ion if he wa ms to get upTigh t.

G!lRGOYC€ (1)!lUm!lWRGICl RICU!lC$


The T reme re have developed various rituals 10 strengthen their Gargoyle
servants. The Tremereemploy these rituals wfit their needs, nO[ thewhimsof their
servants, and there is almost alwa~'s a price associated with having a ritual cast on
you, whether it's being assigned more strenuO\.ls working condit ions or being sent
on a dangerous mission.
Most of these rituals' effects are pennanem, but they are based upon the
magical process that creates Gargoyles, so they cannot be used on othercreamres.
Characters who start the game with one or more of them in place, should buy them
as additional Disciplines.
[ntemlediate rituals can only be used on Gargoylesof II th b'Cl1emt ion or lower.
Advanced rituals can only be used on Gargo~'les of eighth generation or lower.
BA$ I ~ GARGOYLE RIWAL$
Feather-Stone
Sometimes Gargoyles may be callt-d upon to land on weak or frogile places,
which can be troublesome if the new perch collapses under their weight. This
ritual, which involves rhe coating of a chunk oflightweight Stone, such as pum ice
or talc. with one Blood Trait and then c mshing it in the Gargoyle's jaws, allows a
Gargo~'le toreduce her weight toone quarter without reducing he r Physical Traits.
An addi t ional benefit of this effect is that this weight can now be added to her
carrying capacity while flying.
To activa te the effects o(thi$ ritual, you muSt expend II Blood Trait. Your
weight will be reduced for one scene.
Know the Un natu ra l Beast
As Gargoyles must often work against Gangrel. Nosferatu and Tzim isce, all of
which can become animals. the T remere have created lhis ritual to gift irs subjects
with the llbiliry to recognize supernatural c re:l(ures in the guise of animals.
Although th is rirual is fairly simple. it calls for blood from a natural animal as well
as from vampires of the three aforementioned clans.
Once this ritual is cast upon you, you can attempt to determine if an animal
is a natu ral animal or under some mystical influence. Doing so calls for a Static
Mental Test agai nst the level of the power being u~d: one for Basic powers, three
for Intermediate powers and five for Advanced or higher powers. Add two Traits
to the difficulty if the animal has a natural body bur a supernatural mind, and add
anot her two Traits to the difficulty if the supernatural creature is not a Cainite.
Skin of the C hameleon
[t is often desirable for guard ian Gargoyles to be able to camouflage themselves
as a part of the building that they are set to guard. This ritual calls for expensive
rare pigments mixed with a Blood Trait from a Trcmere to be painted upon the
Gargoyle over the course of half an hour. Since t he Gargoyle must be perfecdy still
for this ritual, some T remere simply stake them to ensure they are nOt disturbed.
You need only stand still agai nst a wall for three turns for it to activate. Once
anive, this power worh like Cloak of Shadows: You can use the crossed arms pose
until you move.
In(€Rm€DlA(€ GARGOYL€ RICUA[$
Defender of the Haven
This ritual, also used on gua rdian Ga'l,'Oyles, gr.mts t hem the ability toattune
themselves to a building. Once attu ned to the building, a Gargoyle can [rack
people moving within the building. This ritu al calls for the T remere to spend an
hour preparing a glyph-lade n brick that the Gargoyle then ritua lly destroys wi th
his hands.
Once this is cast upon you, you can attu ne yourself to any building. Doing so
takes one night and requires you to win a Simple Test. O nce you are attuned to the
building, whenever you are in physical contact with it, you can spend a Willpower
Trail to determine who is inside and where they arc for o ne scene. You can tTack
as many people as you have Mental Traits, and can even use your senses against
Obfuscare as if you had lntemlediateAuspex, but these powers only work within the
building ~·ou are 1Iltuned to.
Rite of Sorcerous Shield
Tremere often need thei r servan ts to do baltic against other sorcerers. This
ritual a 110ws a T reme re to protect a Ga rgoyle from other {oons of blood sorcery, and
even morral wrccry, unt il the next new moon. Fo r this rite. the Warlock transfers
mystical ene'l,'Y toasilver torc that he then places around the neck of the G argoyle.
AT remere can only prOtect a single Ga rgoyle at a time using this ri t ual, and when
the ritual wears off, the torc dissolves into an acrid mist.
While this riTual is in effect, you receive an automatic retest against all uses
of koklunic sorcery, Assamile and Setite blood sorcery, mortal magic and the like.
It does not prOtect you in any way from the secondary effects of magic, though. You
might be protected from a sorcerous lightning strike, but \'OU are not protected from
the fire a sorcerous lightning strike may cause.
Infusion of Earth
A t times, G argoyles are sent more than a night's journey from their lair.
Inasmuch as their appea ra nce precludes seeking shelter among mortals, the
T relllere have developed this ritual to grant Gargoyles a method for weathering the
day outdoors. The T remere must prepare a day mask molded from the Ga rgoyle's
own face, infuse it with her own blood, bake it over nigh t and shatter it exactly at
dawn. If the mask is damaged before the shattering, the ritual is ruined and mUSt
be started again on the next night.
Once this ritual is cast upon you, you can e)[pend a Blood Trait and meld with
rock or earth. Other than the ability to meld with stone, this power functions like
ImeTud in !he Earth.
AOVA n~€D GARGOYLE RltUAL$
Transform the Skin to Stone
The T remere know that it never hurts to have soldiers who are unhurt by
mortal weapons. This ritual hardens the already-tough Gargoyle skin to a rocky
consistency, protecting the subject from physical da mage. This rile requires 10
Blood Traits taken from three different Gangrel, none of who may share a sire,
brewed over three days in an enchanted cauld ron. At the end, the subject must
drink the near-boiling mass in under a minure.
Your skin hardens into one additional health level of annor with no Negative
T mits. Additionally, you suffer only half damage from fire. The negative side to this
pollier is that you lose some sensitivity to your skin and must bid an additional T mit on
any challenges that involve the sense of touch. It provides no protection from sunlight.
Heart of Gra nite
As it is good to have soldiers that are as impervious as JX)SSible. [he T remere
have developed a method for using the Heart of Stone ritual on Gargoyles. Since
the heart must be removed from the Gargoyle's body for this ritual, it is remarkably
unpleasant for its subjects. O therwise , it functions exactly like the Hearl ofSIOlle
ritual. This ri tual only works on Gargoyles of the Seventh Generation or lower.
Gift of the Immobile Fonn
A remarkable triumph ofT remere knowledge-or hubris- t his ritual allows
Gargoyles to temporarily circuml'em the C urse of Caine and stay out in the
sunlight a5 long as they do nOt move. The T remere must inscribe a perfect circle
of blood on the crown of the head of the G argoyle and invoke the power of the skies.
Afterward. the Gargoyle mUSt stand perfectly still in the sunlight for a full hour, in
the face of Rotschreck, to bind the vi tae into him.
The Tremere must spend a Willpower T rait and a Blood Trait, along with
making the usual Willpower Challenge to invoke this ritual. Unfortunately, it's
nOt always evident when this part of the ritual has failed, until the Gargoyle
attempts to stand in the sunlighc Then the fai lures are usually spectacular.
Standing perfectly still fora minute requires a Physical C hallenge (retest with
AthIeIICs). After that, Willpower Challenges arc needed, especially for standing
still for long ptriods of time. Once the Ga rgoyle succeeds in standing OUt for an
hour, he may thereafter stand in the sun and suffer neither damage nor Rotschreck
so long as he keeps still. Should he move and suffer damage from sunlight, he
becomes vulnerable to Rl>tschreck again. If Fortitude allows him to endu re the
damage. he may make a Physical C hallenge to resume standing still. If he suffer.;
from any sunlight damage, he may not use t he blessing of this ritual until the
following day. The ritual's effects are considered permanent.
After their visit to the I1\OfUl5tery, the three had aml'cd without mishap at the porrside
/ocarion Wit Haukne{r had SCI ruide. They dodged dry guards and ruriow peasanrs wim
erue, mostly rhanks to Grigori's concealingpou:ers, until they had made it here tothis run-
down shcdfar remcwedjrom light and life. Paulo shook out his clook and hung ir off a nail
near the door. "Make a Iight.1 ut's take a closer look ar this wretch."
Haukncfr found !he candles !hey had concealed earlier and set about illuminating me
CTamped room. Warped planks and ntSred tools suggested the shack's use, many years
past. Expansioll5 ncar !he port han seen rhe carpenter whooncc made his h~ng here shift
tOWard a more prosperous locale.
Grigori dragged rhe wrapped body up onto a bench, 10 which great me!al rings held
iron chains aM manacles at rhe comers. He geml)' unwrapped rhe Cainire wirhin, by
rums securing irs wrisrs 11M I1nkles. None of fhem had seen a t'tlmpire a r rhis stage of
degeneration. The bones were clearly delinemed benemh rhe shrunken skin, rhe eye
sockers hollow, rhe nbdomen strerched nearly fO rM spine. Pmllo shuddered.
They drip-fed if slowly Ot'Cf!he nexi Ihree nighrs, Ilsing a funnel to Iransporr their
commingled viroe fO irs lips. Doubly ell5uring fhat Ihe manacles were secure, they
cl1utioltSly wirhdrew the srake from irs hearr on !he fOlinh night. Harumefr's hand made
sure /hal ir remained within a fracrion ofan inch of /ha r viral organ, ready 10 slam it back
into place (II a sign that rhe efea/UTe tl'QUld Ureak loose.
They faced a rawning Berur «,hen ir flm aUX/ke, and were ir nor for Hauknefr's
superior slTength and speed il mighl Illwe been llpon and rhrough rhem in momenrs. With
cold me!al Clllting ima irs joinrs, ir Ihrusl itself ar lhem, screeching in agony. Irs sunken
eyes blazed wilh hunger, halTed, desperation and desire.
GrWm hod Ixerr holding the funnel, and he feU OOckward tu this ~riabIe OUnire's
convulsiom. Paulo rerrearcd before itS red glare. Hauknefr simfXy curled his lip inro a marl and
pOllnded the wrerchiku withaPlmdr Iikahammer blow. The rIring rulrchedandoo&psed,)'I'1
srillg/ared ar!hern with ~ lnenoce. uTry thaI. again," Hauknefr his.sed, "and I"U eXITact
six oolars ofdungfrom )'OltTlI'ithered hide, eWTl if I haw to trackdou.'n ale~ to pur ir there firsr!"
Grigori pI/lied himself ro his feel and $Ofdy applauded.
Now, Hauknefr srood steady (l5 a rock, althOligh Grigori c01i1d I1UIke Ollr lhe rrace~
of b/oodsweat on his brow in the half-light. Grigtni had uryed with the idea of venluring
into the mind of this creature - this vampire !hal had once been called Gabriel- himself,
btll the spider's mice han forbidden such inrrnsion. \Vhile his hunger for rhe vital
informatwn that would adl'(lllCe his per$Onol agenda SlTained againsl his loyalty to Ihe
spider, he was committed 10 t~ CUTTeTlt plan. Patience.
So insread. Pmllo cleared his mind and mentally reached rward the wretch across
the room . Slit'CTS of !hought began to ret'eaithemselt.'es 10 his inner eye, predominantly
hunger, pain, {rnsrration, strong sparks of terror. Roiling beneath rhe husk's conscious-
ness, Paulo could sense its Berut straining against irs will. Flashes of strong emorion.
Ux'e! No ... Something deeper ... had their blood oath taken hold!
And tdun of the mllrder! There U'a5 no answer - etlCTl in rhis Stale, the wrerch
resisled somehow.
"TeU Inc," PIl1&, whispered. "Tell me what I want to know. We may yet spare your
unlifc If you cooperate."
Ar !hal, svmelhing in the wrelCh's mind uncoiled, and Paulo smiled.
.- . /
/
-. . -"
- - -
~

-. - , -- -

<l5.lW(€R RIV€:
RUf£$, SY$rnm$
rulD OIWID\
Rules (Ire an integral pan of any game, as they define whm
charactcr5 can and C(lnnor do. Rules are necessary only 10 govern the
OUtcome of a confronta tion, [hough, when ont: does occur. The primary
focus of thls game is to [ell a good SlOry - the rules lust facilItate thai
focus. They give yoo a framework to make sure that everyone is treated
fairly. The Storyteller and NamuofS are responsible for makmg any fiTh'tl
decisions In regards to dISputes 0\'1.'1' the rules.

From l ime to time, twO or more players will engage in a conflict that
cannot be resolved through rolep layi ng alone. This SOrt of face-off is
called a challen~,'c. and the systems detailed in this chapler show the
quick and efficient resolution of such conflicts. In most cases, a NarrnlOr
does nO[ even need 10 be present when a challenge is played.
Roleplaying does not necessarily have to end when a challenge
begin.s..ln fact, roleplaYing becomes more imponant than ever if players
mtend to enjoy a confrontation and avoid oot-of-game disputes. Experi-
enced playerscan integrate a challenb>e into £heir roleplaYing soseamlessly
that oul5iders don't even know that anything unusual is goln~ 00.
In order forthlS5YStem 10 work, players need to work together. They
have 10 educate each oth er on the rules (md agree wh(n T milS can be used
in a challenge. Compromise and coope ration arc the b~'words of this
boame. Arguments over whether or not aT rait is appropria te wreck both
the momentum and th e mood of the game.

{J$lnG(RiI(($
Before )'OU can begm (0 learn how challenges work, you must flrst
understand what dcf'ines a ch.1.rllCter'scapabilities. Each ch.1.1<ICter Iscmted
With a number r:i ad}CCtlVes that descnbe and ddlrlC th"lt rc:rson as an
Individual. These adjectives are al lied TrailS (Ability Traits, Attribute
Tratts, Traits, etc.), and they are described fully m Ch:lpter Three.
Playas their Attnoote Trait;; to declare ch:lllel'!.'CS ab'iunSt other
characms OC 3b'lliOSt StatIC fofCI..'S represented by a Namltor. Occasionally
the rules rnlIMa::al1 for other Trait areas to be used. Th challt.-nges still.
in e.mce, worIr. die' me
InICIAl BID
A challenge begins with [I player bidding one of her Attribu te Traits against
her opponent. At the same time, she must declare what the victory conditions of
her chal lenge are, such as firing an arrow, diving for cove r or persuading someone
else of her point of view. The other player must then decide how h is character will
respond. He can either relent immediately (see below) or bid one of his own Traits
in defense.
When players bid T mits aga inst one another, they may only use those Trails
that could sensibly be applied to that situatio n. A player can genernlly use only
those Traits from the same category his opponent used. Most challenges arc
categorized as Physical, Social or Mental Challenges, as per the Attribu te catego-
ries, and all Trairs used in a challenge must come from the same category.
Exceptions are noted when they ;lrise in thcse rules. Expericnced players may offer
each other more creative leeway, but only by mutual agreement.
R£l€llCInG
At any time before an actua l test is performed, a player may choose to admit
defeat. Characters who relent lose the challenge automatically, but do not lose any
T milS, even if they bid one before relenting. Rclenting tochallengesalso helps me
game flow along more smoothly than extended Roc k-Paper-Scissors matches do.

C€$CInG
Once both parties involved in a challenge have bid a Trait, they engage in a
test immediately. The tes t itself is not what you may think - the outcomc is
random, bm the players use no cards or dice. The two players face off against one
another by playing Rock-Paper-Scissors. TIle test works like the moment in poker
when you [Urn o\'cr your cards and declare a winner. The test produces one of two
possible omcomes - either one player is the victor or the result is a tie.
Example: Miguel. a Toreador musician, is auempting to impress rlu! local prinee
lI'ilh his laresl composirion. The Brujah prince, howet'ef, is known for his concem onl)'
u'i!h skill a1 anns. Luckil)" Migll.el's piece is martial in MWr.e. He bids a Trait that
hope!/I!!)' wiU tug at the Brujah's emOlian:; ("The Empathetic nalUr.e 0/ m)' music should
impress )"011 of m'} Strength. "), and the BOIiah responds in kind ("M)' Intimidating
demeanor mUSt surel), weaken ),our performance."). Th.e two perform rlu! rest - borA
shoot Paper, a tie . Now the'} Mt'e todeclar.e their tor.al number a/Traits to r.esol~'C the tie.
Miguel knows that rAis encounter is important, so he bids all nine Traits that h.e has
amilable. The Im'nee has onl)' .eight Traiu currentl)', SO he loses the challenge and the
Intimidating Trait that he bid, and agrees that Miguel's Stirring anthem is wonh)' o/his
respect. I! [he [wo had called the same number 0/ Traits, then rlze prince would have
remained Imimprcsud, although oo[h lou their bid Traits.
CI €~
In [he case of a rie, the players mus[ then re\'eal the number ofT raits [ha[ [hey
curremly have available in the Amibme category (rom wh ich their bid was made.
The player with the most Trails wins the test, and thus the challenge. Note that
the number of Traits you've lost in prior challenges, or lost or expended for any
other reason, reduces the maximum number of T mits that you can claim in ties.
You may lie about the numhcr uf T mits that you cu rrent ly po5Sess, but only by
declaring fewer Traits than ~'ou actually ha\'e, Bluffing in [his way allows rou to
keep the actual numbe r ofT rai ts you possessasccret, but doingsomay be risky. The
challenger is always the first to deda re hernumbcrofT roiLs, Ifboth players decla re
the same n umber of T raits in ;) tic, the n the challenge is a draw.

Cenain weapons, specialiwt ions and special powers grant a ch aracter Bonus
Traits during a challenge. You may add these eXIra Trai ts towards a charocter's
tOlal when determining a t ie involving that weapon or special Ability.
Conversely, Trait penalties (from darknessor the speed of a ranged target, for
example) reduce the Trait total that iscalculated for ties, effectively increasing the
difficulty of the challenge.
UPl:RAltunO oOllln tRA lt$
In :some circumstances, a character is solid to be "down X Traits." In these cases,
me pla)'er is required to bid X additional T mits in ordeno be able to initiate a challenge.
Example: (;.:,ru,'I'n, wuleratrack, iscummuy Wounded, renderinghim07lt' Trait aOIiTl
in any challenges. Alto.'I1lpring to dissuade his assailant, he cries. "Hall! How can you arrack
someone so Friendly as myself! Surely my Ingratiating I1IlIIlnt"l" shouM win you!" heart and
stay YOlfr hand!~ He has bid ru:o Social TraitS in order to initiate M Social Chalknge.
Conversely, a character that is "up X Tmits" can add X to his total for the
purpor.e o( ties and overbids. In addition, if they arc required to bid multiple T mits
(or some reason, they can count these T raitsfor the purposcsof that total. Theyean
be used to bid in defense of a challenge, but never to mitiate one. Thesc T mits
cannot be u>ed to require someone else to bid extra Traits when challenging )'OlL.
Example: Despite his pleas, Coru'in is aboL/I 10 become a triClim of diablerie. His
assailan t hru drained Corwin in/o IOTpor, and is nOtI!(lltempring todrain his SOli!. The final
challenge for diablerie specifICally places COI"U'in mree Trairs liP, ~ meaning ril(ll allhough
U

Corwin might Mt't' no remaining Physical Traits, he can 5tiU bid one of his "liP" TrailS
in defense (and hru tWO more left to coon/er Negatit'e Trait bids if need be), and hru at
least three to call in the case of a tie.

R€$OCU((Ofl
The loser of the test loses not only [he challenge but the T mit he bid as well.
He has essemiillly become tired or lost some confidence in the capability the T rait
represented, and he can't calIon it effect ivel y unt il he regains some confidence and
ener!:,'y. The T mit is lost for the remainder of the game session unless the player
refreshes it, with Willpower expenditure for example.
If the challenge is adm\\', both players lose the T raitsthey bid.lfbot:h panicipants
are attempting to affect each other, such asa contest of wills, the outcome is that both
fflil. If only one side is attempting to affect the other-say, a punch versus a dodge-
then the defender wins, negating the effect the attaCker desired.

If rou have a question or argumem aoou t the rules or the conditions of a


challenge, you need to fi nd a N;LffiLtOr to make a judgment. Try to remain in
character while )'Oll look for a N;trr.ltur. Any interruption in the progress of the
swry should be avoided if at all possible, so work problems Out with other players
if you can. If you do nO( know the correCt application of a cerrain ru le, it 's usually
better w wing it rathe r than interrupt the flow of the g:Lme, as long as all players
involved are in agreement.
r5€ FIV€ mmUr€ RUL€
It should be noted that a challenger who failson a Social or Mental Challenge
must wait at least five real-time minutes (and nO( spend rhem argu ing over rhe
results of rh e previous challenge - you "m't protest a ruling with a Narrator for
four minutes flnd 58 seconds, the n drop your argument and say, "Oh, look, time's
up.") before repeating the failed challe nge. This rule includes supematu rnl powers
that use Mental or Social Challenges unless they specify oth erwise - a charncter
c:mnot continue attempting one Sor4isighr after anoth er until he finally succeeds.
Retests and overbids occur before the five-minute time limit starts.

A challenge can become more complicated in a n umber of ways. The


preceding basic rules are enough toresolve most disputes, but the follOWing sect ion
adds a few bells and whistles.
OEGACIVE CRAICS
Many ch.1.racters h.·we Nel;,'ativc TraiLS that an 0J"P0fIC1lI can use agaiJ'lSl. them.
D..uing the initial bid r:i anychallcngc, aftcr eoch player has bid (){Ie T mit butlx..fore the
test: is thrown, a p\ayeT can call OUt a Negative Trail mat he belie\'es his optXlOcnt
~ If the playerdoes indeed puw!SS duu Negative T mit, he mUSl bKianadelitional
T mit inordertocootinue thcchallenge (a\rho.lgh thepla}'efwho!,'UCSS«! the Negative
T mit does not have to incre:\5e hisoWJl bid). If the p\ayerdoes 1'10( pu>SI.'SS the Negative
Trait his oppooent called OUI, hI;; opponent must hi mself n.sk an additional T I"Jl t . You
maycallout as many Negative T mitsf15 yoo wishduringthe Initial bidphascof'ach.1.11enge,
as long as you can pay the price for being wrong. You should abo h.'we ~I valkl, In-game
reason 10 lISt an opronent'sNeg.uivc T mil", In thefiM place. It islame to mttleoff' a long
liSt ci JU'Il'ilble Negative T miLS r.mdomly Just tosee which ~:uC'sses stIC1L
If you figure OU I more of yooropponent's Negative Tr:ms In a challenge than
he has regular T milS to cover, then he loses the challenge automatically. TIIC S<l1nc
works in reverse, ho wev er, if you dQ no t h:we addlliQnal Traits remamin!! to m:ltch
Incorrect guesses.
Exam ple: KhaTkru the Gaflgre! is alfocklllg AnSlTUth, a Tulllt.'l'e. He begillS wilh
hIS mifllu bid (~ I make a Ferocious alrack 'nth m)' claws!") Ilhlk ArulTUlh atwnp[S 10
dodgt (~M)' Lithe frarrw! i5 elsewhere than in)'OUT grasp."). Kharkas !hrn sUAAl!s[S thaI
Afl5lTUlhpoS5eS5eS lhe Negtlll l'j! Trait C lumsy (~AU lhose hours behmdade5k MI,(!~
Imle to hone ),our reflext5 , oil Clumsy one.~) If ArulTUth did indeed Ml"" Clumsy on hiS
sheet, he u.m.l1d Mile 10 bid em additiOluzi Trail 10 COIltlllue the chalknge. The Trerncre
does nO! possess IMI Negatwe Trarl , !Mugh ("Melhlllks)'ou miSjudge mt, -" and now
KMrkas - Mung uru.lerestimatl'd hIS prey - is the one v:1Io musl bid em txrra Trait if
he wishes 10 corumue lO maul his memJ.
It can be risky to bid Negative Traits, bUI if you're sure about what you're
doing, you can raise the stakes for your orponenl, possibly to the point where he
relents rath er than risking additional Trims. Any Traits bid, whether initiall}, or
du e to Negative Trait calls, aTe lost if the player loses the challenge.
RECE$CS
Ge nain Traits allow a ch arac ter to ret est a challenge he has lost. A retest
allowsa player to ignore the ~ Itsof the fin;1 test (mcludl ng the loss ofT ralts) and
test again for a new result. Mult iple re teSlS arc posllLble on a Si ngle challenge. bUi
each retest must come from a different source - Abilities, Willpower, Ments or
supernatural powers. A character who IS try mg toscrike somrone with a sword may
retClit h ts Physical Challenge once using a level of Melee. but he may not gam
another recest using the Melee Ability on the same challenge, even if he has
multiple levels £If the Ability. He may, howeve r, usc a ret est from the Lucky Meri t.
A character who 15 capable of matchmg the condi tions of th e reteSt may
"block" an opponen t's refest. For example, if a playe r uses Brawl to retest a failed
Physical C hallenge to punch hLs foe, his foc may expend a level £If Dodge to block
the retest and force the attacker to accept the results o f the origmal test. The
exception 10 this rule is Willpower.
Exa mple: Baker, a Bru.;ah. i5 ruumpnng 10 wrescle Tuy/or, a Gangrt>/, Inwa
subrmssion hold. The rebel mes lO bear·hug huopponenl ("There 15 noescape from my WiT)'
embrace, Animal.!") while me snarlingGangrel sreps bock, rrying to gain distance (U I' 111 far
too Nimbleferr your fllmbling paws to reach me. H) The:t perform a lesl, and Taylor wins.
HoU't'I'er, Boker is (111 t'xperienced pil·fighter ("My skiU giws me l 'ietory in lhis Brnw]. H),
(lnd he caIls for a reresl. Taylor states: "YOIl CITe no. me only one skilled in Brnwling," and
blocks .he reICS. (lIlemPl. Taylor dances ou. of me reach of the filming Bmjah.
In desperalion, Boker dil'€s forward. alwnpling a raclde ("My Stalwart <Inns will
CJ1tSh the fig/II 0141 of you, ") . Taylor lries 10 resis! with a classic mow (U Pardon my Brutal
knee 10 JOUT groin, ") and mey perfonn anomtT challenge. Baker /oses and immediatel)'
calls far a Telesl ("/'/1 oudasl you in allY Brawl." ) Taylor has Tim out of Brnwl TrailS,
so he COlll101 block. The;y lesl ag<Iin and Baker is successful. Taylor squirms in Baker's
grip 10 no alloil, ond groons as his ribs CT"eok painfully.
OV€RBIOOInG
Overbidding is (he system by which powerful elders may prevail in a chal-
lenge. even if they lose the ini l ial test.Ja nos the elder with 13 Men tal T raitSshould
be able to outwit Darian the neonate who has only three. TIlis system is designed
to make th31 possible.
Once a test has been made, the loser has the optio n of calling for an "overbid."
In ordcrtocal l .m O\"t~ rbid, you !fiUSt ri5k a new Trait, as the original one has already
ocen lost. The mher p1a~'er, as the CUTTent winner of the challenge. does not need
to bid a Trait. At this point. the two players must reveal the numbe r of applicable
Trails they currently possess in the app ropriate categor,', starting with the player
who called for the overbid. If that player calls double (or more) the numocr of
Traits his opponent has in that category, he may atte mpt another test. which is not
subject to fun her retests. As in a tie. either player may state a numbe r ofT raits less
th an the actual number they have in order to keep their true power scrret.
Overbidding can be dangerous unless you are confident in you r estimation of your
opponent'S abilities. You can call for only one overbid in a given challenge.
Exa mple: Pierro is auempling to seduce morral prty. He begins with his looks
("Surely you would prefer to be seen wilh a Gorgeous man 011 )'Ollr ann this evening?")
bill she resists ("One as Elegant as myself needs no man /0 SU pporl her.~). They leSt,
and me morwlll'ins, bill Pietro is detennined 10 feed. Gtllnbling IMI his social aplitWe
is superior 10 lhe mortal' s. he bids an addirU:mal Trait , Telying now 011 his penona/ilY ("Bill
one as Magne t ic as I ((111 on/y be a bonus to s!lCh a Strong woman! ") and colis far an
OIIerbid. The mortal. as the defender, does 1101 need to risk an additional Trait. Pietro
<l1II10lmCes all 11 of his C!llTellf Social Traits (Ml'ing 1051 one in 1M inilia/lese), while lhe
mortal meekly nows her fi l'e. They lest again. and this time Pietro is lIicrorious. The mortal
/oses her Elegant Trait due 10 Ml"ing /ost the Ot'efa/I challenge, and PietrO has lost his
Gorgeous Trail earlier in the cMllenge. He has won the cMllenge, hou,'et'tT, as well as
o /JOlenliallore supper.
SCAC lq qijALLmG€$
Sometimes characters have m undergo challenges against a Narraror rather
t han another characte r. Fo r example. a scholar may need to make a Static Mental
Challenge wid) the Occult Abili ty todig up an obscure bit of lore in a vast library.
In such circumstances, the player bids an appropriate Trait and performs a test with
dle Narrator.
Sometimes N:lI'nnors leave nOl:es on objects, such as boolo, doors or magical
nems that indicate the rype of challenges that must be won to achIeve a specific
effect with that object {such asdedpheTing the tOme or breaking down the door).
Before the test. the Narrator decides on the difficult~· of the task III terms of
a number of T milS that WIll nC1.od 10 be beaten in the case of a ue. ]n the absence
o( extenuating circumstances, a difficulty o( six T !tILts IS tYP ical. and IS :1 b'O()(]
starling point from which N:ITrutors can extrapolate the final difficuhy takIng into
ilccount the modifiers they know of.
The test proceedsas wuh a nonnal chnllenl,,>C, lmd Ability retcsun nd overbids may
be called as usual. The N(ltr.llor tll:ty also opt to overbid using the diRkulry d me
ch.11lenge, which should rl.'f'll..':SCnl thediftkulryanddanger tnherent in thedl:tllengt:.
$lmPLE (E$($
Simple T estsdetennine whether you can dosornethmgsucceS5fully when ~'ou
face no real opposition. Simple Tests :lre often used when using DiSCtplmes. Most
Simple Tests do not rl'qUire you to bid TraIts, though some m(lY,
When a Simple Test iscalkd. a test (R,x:k.Paper·Scissors) is performotd :tb>:llllSt
a Narrator. In most cases. the pl:lyer succeeds on a win ora tie, although it might he
nCCCS5.1 ry for an outright win to give the plnyer a successful outcome in some cnses.

ORD€R OF Qijl\lW1G€$
T )'pically, all challenges aClLv:tle simultaneously in a tum, I( you :lbsolUldy
must have an order o ( precedcnce. the Simplest method IS for a Namlfor fO pick a
characler at randorn and Ihen proceed clockwise around the group, ar"' lU~flng
each successful challcnge.
QijALLEnGE $PEED$ (OP(IOIlAL RULE)
This rule works only if you truSt )'our plllyers not to misuse the Infonnllllon
reveliled from Trait IOta[s for speed m the subsequent challenl.'C5 of each rum.
Since multiple challenges ca n occur simultaneously during any !liven fight,
the Narrator occasionally m:oos some means of detem\ining who acts fi rst \md who
acts last. Each person involved in:1 glvcn turn should check thc current number
ofT ralts that are appropriate to thc aCtIOn he wishes toattempt. Whoever has the
hi!lhest number of appropriate Tl"'dllS gefs to go first. A characfer punching
someonc would count hiS PhY~lcal Traits, while a character usmg Demenuuwn
would count her Soctal TrailS.
Bonus Trai ts from weapons anJ any apphcable penalties (lre not counted III
this total, just the T rairs III the ch;ITacu:r's Attrtbute category. Bonus T rolltS from
MeTLts, blood, Discipltnes and spec ialt~at i()nS may be pennLlted at the "lscrclLon
of the Narl"'Jtor. Adjustments may need to be made in the case of ccnain weapons
thm allnw you to atl<lck before slower weapons. Such cases are speCific..! m the
Comh:lt sect ion.
If an action does not require any SOrt ofT rail challenge or Trait eKrendilLlre.
II comes last in thechallenl.'C sequence. If the action requires a simple eKpendlturc
of Willp:l\"er or blood, it takes place accnrdmg to the currcnt Trait lc\'el of that
catq:ory. An)· Discipline effect thai has specific TrailS attnbutable to it (c.g .. Anns
of AhnlJUln) uses tho5e specific Traits (or theIr COUnt III thIS order.
As wllh o\<erbidding< you may d eclare fewer Traits than you posse5S if you
wish. C haracters with equal T rom numhc!rs perfonn their actions sunultanKlUSly-
the Narrator can simpl y choose one to:te1 firsl for resolution purposes.
Sometimes a character wllh a high number of Traits will anock a Char:lcler
wllh (ewer T faits, who Will then dl"CiJe 10 Sirike back. In thiS case, the charncter
wllh fewer T faits resolves hiS action m The same challenge as the fustcrcharnc ler,
thus us ing his (lclion for the turn.
T h is rule can occasionally Cf.IUse us much confusion as it's trying to solve, and
the N:mator may choose to apply it o n Iy when there is a debate or other critical
need to establish who's going firs!.

(fjE qfjALL£nGE SEQUmqE


Declaration Challenger declares his OCllon and bids a Trail. Defender
either relents, Of declares her response and bids a Trail
Test Players resolve th e challenge usmg Rock·Paper-ScIS!Ors.
Compare T r:lIts to rewlvc ties.
R ete~ts Resolve any rcte~t.sd rawn from Abilities, Merits, WiI1!X1wer or
supcmaturol powers
Lose T r:liu Thecharactercurrcntly in the losing position loses the T f'<lit{s)
they initially bid (in Ihe case o( a draw, both lose thei r bid
TrailS)
Ovt'rblJ The loser of the leSI can attempIIOO\'erbid, dependmg on the
chamclers' relal I\'e Trails
Resolulion Detdmine the resoluof Ihe challenge

It's a ("el o(li(e thaI a la1"!!e group of charocters will decide to Illix il up sooner
or later. Groupchl111engcsean seem in! imidatmg even toexperienced NMrmorsund
Storytellers. TI1CSC niles are dcsil.'Ilcd to Streamline the resolulion process, mther
th:ln lenmg Ihe SLluation devolve IntO enJless mmches of Rock-Paper.Scissors.
FITSI of ull, find OU t who IS chal1enJ!ing whom. The easiest way 10 do IhlS IS to
count 10 Ihree anJ have everyone pomt to Ihe person they wish 10 large! Ihal tum.
If no one is being chal1enJ!ed b)' more than one person, then the chal1engl'Scan be
resollll..J nonnally.
If se\'ef:l[ chaf:lcterschal1enge on e targel, resolve it in Ihe following manner.
FirSt, deal with the I,>TOUPS m the order o( largest to smallest. Just for ease o( play.
Each attacker must bid an appropria te T f:lit as normal for the challenge. For the
s..-.ke oflogis! ics, no more than five chanlCtcrscan !IImck another character at once.
Nexl, the lone c harac ler must IliJ enough T rnits to counler every o pponent
in the group. [fhe does not have enough T r:UIS, he mUSI relent w th~ opponents
whose bids he cannot meet. He may choose which opponents he relents 10. Resolve
those rc1entl-d challenges first, beCluse the defender may succumb before the rest
of Ihe group can aCl.
After the bidding and relent ing phase, the defender and his attacker.; engab'C in
one simultaneous test. The defender compares his sign to each of the attacker.;' signs
and applies the appropriate results. If medL{ender throws Scissorsand his four attackers
throw Rock. Scissors, Paper and Paper, me defender loses to the hr.;t challenger, ties
wim me second (which is resolved as with anyomertie) and wins against the last two.
The defender.; and attacker.; 10Sl' any Traits they have bid in a lost test. If the defender
in lhe previous example had bid one T ra it a~,'ainst every attacker, he would have lost
one T mil to the first attacker and another if he lost the tic as welL
Once t he tests have been made, you resolve them in the standard order of
actions and iniliative (if using the optional rule). If none of the attackers lose, the
defendersimplysuffers the resuhsof theiracrions. It is possible for adefendeT to lose
Traits to lile first attackers :md then lose a tic 10 an attacker later in the same mob
challenge because of those T mi ts he lost.
U nl~ the defender has a special power that allows him ro make multiple actions,
however, he may attempt to injure only one of his attackers, and it must be one who
lost the challenge against him. If the defender does h ave extra act ions, he can sacrifice
forthcoming actions from that [Urn 10 hann additional attockerson a onc·for-one basis.
When the defender in a mob challenge uses Abilities or other powers to gain
reteSTS, treat each attacker's challenge as a separate test. The refore, a defender
would need [Ospend fiveMeke T raits in order [0 retest against five att ackers in one
melee combat challenge if he initially lost agai nst all of them.
ALOnE AGAIn$( (ijE WORlD
If a character wishes to call a challenge against multiple ta rgets, sllch as making
a mass Socia IChallenge for perfOnllanCe art orattempting toobfuscate before a group
of people, then he muSl still undemke a mob challenge. He bids Traits for each of
the defender.;, up to a maximum of five T ra irs, no matter the number of defenders.
Each defender bids a Trail in defense, unless they relent to the challenge. Traits are
lost as nornlal, but since the attacker has risked no more than hve Trails, he can lose
no more than five Traits, no matter how Inany tests he loses.

[I mE:
Time in Mind's Eye Theatre works as it docs in real life. It moves forward
inexorably, relentlessly.
For the most part, every act ion plays out in real time, and players arc expected
to s!ay "in chllrncler" unless they ha\'e a rules question. A player should never drop
out of character when interacting with other players. Doing so ruins the all1l0-
sphere for everyone involved. Players may !alk through challenges, but a char:.lCler
is always considered to be active in the game. If a player n eeds to take a break, he
should inform a NarratOr. That player should not interact with any of the other
players while he is out of character.
The only other exception to this "in-characternJlc" is when ~I Narratorc~l lls for
a timeout. T1liscall ma~' be [\(.'CCSS:lry to resolve a dispute or ch~lllge the scene if the
story calh; for it. When "Timeout!" is called, all players within hearingdistdnce mUSt
Stop whatever they are doing until the NllrmlOr calls out "Resume!" or "Lay on!"
Timeouts should be kepI to a minimum, since they interrupt thc flow of thc story.
Mind's Eye 1heatre tilTll! brcaks.1,"'l Intoll"e maj(X"allotments chroolClcs, stones,
sessKlI\S, seenes and turns. A chroolClc IS a SCIlC5 ci 5m..1.Uer stOries dl,1.1 arc aU connected
sauehow,and which !night tnXeOlomhsorcven Y~locompk..e. E.1.Chcomplcle plot lme
",thU1 the chronICle is calloJ a >!:or'(. A sessoo IS one acnru ni~.'ht cl pL1Y, ahhcxt:h
St0l)1ellers ITL1.y define a >ession Mone flight d ~me mne if the actiorl ends in ,nedia res at
the end ri the prwiousga~. (Since 11l,1.n\' characters fl.1,>:Iin srem TrailS lJt:f\I\.'Cn scssioru,
rh isdislioclioncan be imrotUlI,) Fitl,111y, lIseene isthe ti~ It mkeslOresol\IC the action
in one location. Once thechamcters ~lift locations, the scene is ended. [f asosion will be
r:.tking pL1.CC entirely at one location, a scene can h: d!.fLned as roughly one hour.

CURn$
Turnsare thedi.screte blocksof ume Ih:1I make upconflicuand scenes. When
players start throwing challenges around or altempt ingcomplex actions, " is time
to stan using turns to measure !f.llne time. T unlS last approximately thrt.'C seconds,
but this measure may vary from ch:lllenge to challenge at the Storyteller's
discretion. In any gh'en tum a character m:t.y take one action (although some
supc mallH'll1 powers may aliow ex tra lIc tions in:1 tum). Some actions mke plllce
ove r rnuillpic turns, such :IS picking a complex lock. Other actions, such as
spellkmg lIshon semence,do nOI take upllchllrncter'saction al :1][. Onceeveryone
Involved In a turn has r:lken an action, that rum ends and the next hll'n begins.
In some mstances, a character I1l1ght be Interrupted before he ca n mke hiS
OCt Ion, or Ix- forced to rl"Spond 10 eventS de\'elopmg around him. In such insrances,
a character may alwa'fli defend himself, although doing so use; up hiS available
:tCUOfl for the next [urn.

oouJOClm€
Many aspectsof' a character's unllfe:lrecrit Ical toherconrinUl.'dexlstence, yet they
do not make for dramatic rolepbYlll~, or theY:;Ire too intricate to take time dUring
sessions to perfoml. Storytellers are encoumgL'\.1 10 usc "downtime" between sessions to
al10wchamcters {Omaimain their hokltnf.,'s, leam Disciplinesandsce tootherfuceuof
their eXI>!:ence. Other actions and intemctions rmy rake place dunng thiS lime, With
Storyteller supervision. ru
long as pL1.\'e1'li rJon'l abuse downtime pnvllej,"CS. the time
between 5CSIil00s can be a rewardmg roleplaymg expeneoce m Itself.

Fj€AWj
EolCh ch,nacter, Camite and olhern'ISt', has lhfferem health ktoe/s Ihat Tepre·
sent the amount of injury Ihe ch;u".tCter can endure. A normal character's health
levels are: Healthy, Healthy. Bnnscd, Bruised. Bruised, WoundL.J. Wounded,
Incapaciuued, Torpor andl or Final DcBlh. MoTtnls replace T orpor with Mortally
Woun(k.J. If a fully uninjured chllracter loses two health levels, she becomes
BruiSt..J. If she loses three more he'llth levels, she becomes Wounded, and so on.
Cenam mems or supernatural powers may al t er Ihis Iypical health tf:ld:.
As a character's condition worsens, It becomes harder to carry Otlt various
aCllons. Vamrues are more resilient than monals, but they c<ln stili be injured or
even killed with enough damage. 11le following penalties apply to the character
depending on the level of hea lth at which he current Iy sits. Note tha t the challenge
penalt ies apply to all types of challenges.
H ealthy - When a character is healthy, he is virtually o r completely
uninjured. He suffers no penalty aside from possibly being scraped o r rumpled.
Bruised - A Bruised character is more seriously roughed up, and his injuries have
st"Jrtoo to impair his viability. He receives a onc·T rail penalty on all tied challell1,'CS.
Wounded - When a character is Wounded, he is $Criously injured in one or
more locations. To reflect th is level of injury, he is one Trait down on all
challenges, and hisopJX.lnelllwins all t ics, regardlcssof who hlls more T i"'Jits. If the
injured chllTlKter h(IS a power that normally (1I1o\\'$ him to win lies appropriate to
rhe challenge, ties arc resolvl'<i through comparing Traits instead. Note: il charac·
ter may always lIttempt to overbid.
lncapacilated - When a character is incapncitaTL-d. he is completely out of pb}'
for lit least 10 minutes. After thm time, and again awake. the chanlCter is still efft.'Ct ively
immobile, although he ma)' whisper painl'<i scntenCl'S. He cannot initiate any
challenges until he has healed at least on e helilth leve\. He is lit the mercy of ocher
characters, lind he maydo nothing mOTe than hcal h imself. He will rt·quire assistance
to move. Mortals injur...-d beyond this JX.lilllllI"C Mortally Wounded.
Torpor -Caini tes inju red beyond IncapaClmted by bashingOT lcthaldamage
fall illlo a deathlike sleep known as torpor.
Mortally Wounded - A mortal injur...-d beyond inC:lp(lCimtion has linle time left.
Hedocs nOt regliinconsciousnCSinormallYlind losesa Physical T rni t evcry IOminutes.
As soon as he nms our of Physical T mits, he di es. If he mkes any d."lmagc, rnlShing OT
lethal, during this time. he dies insL"lntly. Few thingsclln rescue a mOTml at this poim.
Final Death -Cainitcs injured beyond Incapacitated by lIggravlIted damage
do not enter or remain in torpor - they are permanently destroyed. At the
Storyteller's discretion, signiflcllm quant it ies of bashing or lethal damage (suffi.
cient to disme mber or destroy the corpse) may a lso ClIUS(' Final Oemh.

DilmilG€ CYP€$
C haracters Can suffer injury from a broad mnge of sources. A chllmcter's
physical nature det ermines his vulnerabil ity 10 injury and rhe degree to which he
is affected. A Cainite can shrug off injury that wou ld cripple a mortal. yet susrain
damage from sources that a human wou ldn'l consider a risk at all. The Narrator is
the final arbiter of which C<llegory of dmmlge a specific event causes.
BAS5lnGDAmAG€
Bashing dam~oe is unlikely 10 kill, and even tnOfrolsheal it swiftly. Bruises. spnlins and
minor injuries such as those from fulls, (lUflChes orclubs arc includl..J. C "linites HTC largely
lmaffocred by such minor injuriesdue tothe h::k ofblood in their bcJy tissues, so they suffer
only half (round down. minimum of one level) the indicated damage from such C."ll&'S.
While bashing damage is rarel y fatal, it does soften the victim lip for worse 10
come. If a Cainite is reduced to Incapacitated by bashing damage. subsequent
aggravated damage will cause Final Death. Addi t ional bashing or lethal damHge
wi!! simply place them in torpor.
Fnr Incapacll:lted mon als, any :.JJuional bash ing damage Ctln vcn J currem
lust health le\'e!s hom bashmg infO leI h:.1 d:lmage as bones break and oq:anscfUsh.
If they t;lke any le\'cI of actu;llleth;ll ,1,1Il1aRe, they become Mona lly Wounded, as
they \0.111 die If MliJsequem b.u hmg dam'I".... PU)hl"S them past IncapacltatcJ :lg. lln.
Example: JoYIUll has been beaten.sen.se/e.u b, mllgs, and he lies /ncapociuued m the
Francis. Ius nmJ/onhe hand of alad'j, Ulkes the0fltl0ITIIIU[)' wp/an/ aboolinJosIu~'s
5tr('t'/.
ribs. This act causes (.I'Ile letocl of OOshing ~ nDmlIilly. hut I( COIl\·ocrts Joshua's fITStlost
Healthy letocl mwa letha/loss. Joshua nulSt now nurse tI broken rib, raUw.'f thatl JUSt/ending
10 Ius brwses. II Francis had ins/coo stablxod Ius ml1i wnh a dogger ,Joshlw. would be dying ..

lECijAl DAmAGE
As the name MI(U,'Clits. lethlll damaj!e is fll r more serious, anrJ It has the rotemlal
to kill or m:um. especially if the viCtim IS monal. MOSt bladed weapons mfllCt lethal
dam~, as might 5OI1le blunt weapons (O()(ed in their IIldividual descnruoos).
U nl Ike bashmg damage, leth al da mage has a mu ch more immediate effect on
mortals. Any mortal reduced below Incapaci t:uoo by le[hal damage IS dYlllg. A
Camlle in a similar jX)Sition is simply dnven mto torpor, but he does not reach
Final Death as a resulL Such injuries stili make Ihe vllmpi re vu lneroble to Final
[)calh through subsequent aggr:wau.>d damage, though.
AGGRAVACED DAmAGE
Although Cainiles are far mure res ilient in ge neral than mortllls, some forms
of mJUI)' are dire even to them. ulr~cly clememlll or supernatural in origin (e,g.,
fire, sunlight, lhe teelh and claws of other vampIres, or any other source the
NarrnlOr r.K.'Cms Mlffident due to CircumStances), these sources of injUry are hard
IU resi,t and equally hard to heal.
Mortals suffer lethlll danl..'!.,\, {TOm thuse rhill/.'S that WQuid 0It15C a C llnue to take
a~'T"•.a\~ilcd danmgt' (except sunlight, of course), There are 5OI1le specIfic msmnces In
which a monal may receive a{q,'nwatoo JlIml1b'\', howe\'er, and Ihey t)'fliCllll)' rt."tjUITe
supematural mellTlS to he'Jllhem. These arc expialllt'(\ on a casc-by-case basis.
Sunli!;ht
E~p()surc tnsun light is e~ {reillcly painful for \'a mplres. Indlrl'(;r ~unllglu, such
.. ~ lhrough thick cu rtains or heavy cloud co\'er cau~s one llutomauc aggravated
w(lund per turn of eXjX)Su re, while dutet sunllglll causes [hree levels per lum and
rroh,lhly causes the vampire to burstlillO f1:une . E,'en g'.!.!ing lilt() a sunlit area may
cause telllpofaT)' blindness as the reflect ed mys hum the \'am plre's eyes. Heavy
clothlllg prov lJes some rrQtl'"CIiOfl, reducmp: damage or the mtc lit \o."hlch It IS
ouffcTl-u, at the Storyteller's discretion. Vamrlresconfrontcd by sunlight must also
m:lke a COIlTagt" T b [ for R6rschreck.
Fire
C,lInltes feil r and loathe fire, and II~ slighrcsllOuch causes them grelll :I~,'{)ny.
Must \, unplres lITC ullcomfoTlal,lc nround open fl:lI1\e, si ncc it can destroy them
permanent I)'. Sufficient ly l:1 rge sources of flame Inc\'imhiy pro\'okc Courage Tests
In Ca ll1ites to a,·oid R6tschrcck.

In game lenns, allllOm"la\ andSllrem.'lllral fircsClusc 3f!WJv,ueJdun;~'I! mC1mltC5.


Rre also CIIC\UTI\'ents pnJIective armor. Rrc Will cmr;c a b-cl d rull.."l-'I! rebtlVe to the
\llmrIlC'sex['OilIn' to n. A t.:tth wIlIl)T'lCallyCluscoJlC level d ~\~lIcJ Jam.V With
a successful strikc, while imrflen;ion in a bonfire will C3use three or more lcvels in a single
tum. The Narratorwill dctennine the ruse
dan~ of any given fire_ Continued exposure
to fire over multiple tumscauses the same 00se dam,'lb'C at the ~>inning of each rum.
A chaTOlcter whose clOlhes are on fire must spend o ne action dousing the
flames and win a Simple Test. Failure mea ns the fire continues and the character
will take da mage again ne xt tu rn.
Firetends todisfigure Ihosewho've felt its touch. A t StoT)'tcllerdiscretion, Ihe
character could lose some or all of his Appeara nce-related Social T raits (lnd suffer
Trait penalties on Social Challenges where appe<l roncc counts. For va mpires, this
disfigurement lasts until the wounds (I re he'lled . For mortHls, this IS permanent,
short of miraculO\Js supe rnatu r:l l healing.

APPC ¥lnG DAmAG€


TIlt" three types of damage (bashing, lethal and aggravHted) are cumulative,
and the gravest level at whic h lhecharacterfinds herself indicates her health status
and the penalties she suffers. Diffe rent wound types heal a t diffe rent roles, so the
di rest types of damage are considerl'"l:l to sit at the top end of a character's health
trock. The worst wounds are healed last, as healing al\\'a\'s takes place from the last
level of the health trock to the first until the character is completely Healthy agam.
Example: A lone hunrer a/{ocb Marie , a Malkallian . The fight is SOInetI'Mr one-SIded.
During the SCu.ffIe, howetoer, the hlmrermanaged 10 inflict SI.'t'l..'Tal blows 011 Marie , speciftailly
Itmm\'.lTd blom, rhree separille pommel strikes and II nasI) bum from IInear/ry Clmdle' $ flame,
in fhm orde-r. While nonnally this u'Ould seem 10 ~ recorded as ltm lerhallet-els. three bashing
hels and olle a.ggrll irued hoe/. 011 Marie's sMet ir should be recorded as her first Health)' being
kJSlIO a.ggral'illed damage, fhe second Healrh)·/et.....J and the forst Bruised letoel as lethal, and
the remaining Bnliscd lewis alld rhe firsr \'{!ounded let oel as MWng.

1j€IILlflG
qA lnlC€ 5€ACInG
Vampi res heal through ,h... simple expenditu re of blood. Such an action IS
reflexi ve and takes no actions to accomplish, although the Caini!e isstill restr icted
to the limics of his blood expenditure as per h is gencrntion. Hea ling a level of
bashing or lethal damage takes the expcnJiturt' of Ollt' Blood Trait.
Example: If Mllfi'e expends f0\l.1 Blood TrailS ot'cr the next few rums fO heal, she
IviU be Bruised,lm! she is stm suffering a lethal wOlll1d and /111 aggrlll'l1fed wound (laking
the place of her IU>(.J Healthy Jet.e/s). Latl'1 lIuII nighl, after feeding, 5he then heals me
1emailling Ie!hal wound u'ith one mOTe Blood Trail.
In order 10 heal one level ofaggravm...-d damage, theCainite must spend three
Blood Trails. The damage he<lls over the following day as the vampi re sleeps. TIlis
blood can bt:: expended over a pefi~ of several days of rest - simply keep a note
on the characler sheel of how much blood ha5 been expended for the health level
being healed. If the vampire wishes to attempt to heal more than one level of
aggravated damage in one da~', she must expend a Willpower T rai t for each
additional aggravated health levd healed in t he :>.1me reSt peri~ (in addition to
the three Blood Trails per aggravated health b·eI).
mORCAL ij€ALInG
Mortals arc much more fragile and take longer to heal than vampires. T he
medical expcniseof the Dark Medieval isalsoqui[eprimitivc compared to Inooem
medicine, and [he (ollowing odes wke [his il1lo account, The follOWing table
indicates the length of l ime a mortal must spend recovering from injury, Each
health level must be healed individually, so <I mortal who has reach ...-d Incapad-
rated from bashingdaillage mUSI spend one week recovering [0 the Wounded level,
and a further three days rcco\'ering to Bruised.

mORCAL ij€ALCij L€V€L R€QOV€RY Clm€


Health Level Bas hing Lethal
Bruised one hour/level one day/level
Wounded one d~I}'l1e\'e1 one week!1c \'cI
IncapacilatcJ one week one month
Mortally Wounded T \\'0 months ( <I I le,lst)

&.!shing d<lmage is largely superficial, and i[ will heal without trea tment. The
main factor is [ime, ,llthough medioll ancn!ion may ;lCcelerale t he process.
Lethal damage is fa r more serious, and i[ can result in complications such as
mfec[ion. Scars arc commonplace. Characters injured with le[hal damage to the
Bruised level who do nOI receive medical attem ion automatically lose an add i-
t ional heal[h level each day to reflect infe<t ion and hlood loss. After inil ial medical
attention, fU Tl her treatlllent IS nOt required, so long as the characte r is ahovc
Wounded. Incapm;:itatt'd charnclcrs require constant medical attention and are
probably delirious or unconscious,
Whenever a ch~lraCte r nn em pts to he;11 a lethal health level, HI the cnd of the
time stated h(' re, she must succeed in a Smtic Physical C hallenge against a
difficul t y cqualw the number of wound levels she has currently marked off he r
sheet. On a win, she heals the level. On a tie, no change is made and she must rest
for the same amount of time again before tesling for healing. O n a loss, she makes
an llddi [ional Simple Test. If this secondary tcst is lost, the ch:lracter loses an
additional lethal wnund, possibly d\'ing if this takes her below Incapacitated.
$P€~ I !l l D!l m!lG€ ~O nDI C I O n $
V;unplIl:s have several ph ysical adV[lnt[ljlCS o,'cr mortals - they arc o(ten
tougher. st ronger or faster - hut there are limital ions 10 thelr"l1mnort:l1ity."T1llS
seClion Jiscus.scs,hrn<lge :mJ injury co nditions specific to the vampiric cond uion.
(ORPOR
The Dinite st:lleo( torpor is akm toa coma. A lOrpid vampire IS In ade:nhllkc
sleep - apparently dead 10 nOI1-Calll llcs - ami she is oblivious to events in the
outside world. Torpid vampires ignore the nightly need for blood; they arc
effectively In hibem:Jtion for the time they remain In that smlc.
There aTC three primary methods for CntCTl1lg torpor - vo1umanl\" due to
inJul")' and due IOdctcriorntion. Enterl1lg torpor voluntarily is simple. The Caimle
simply wills it so, which takes btl! a few seconds, \1ml no challenge IS In volved.
Ente ri ng torpor through mjury is self-exl'lanillory. C "lUlltes WllhOlH ilcce).S [0
blood gradually wlIher :15 their t issues be-c.ome desiccated, grO\\'lnll more corpsdlh·
ul1l11 Ihey collapse mlO IOrpor. This proces~ of delenOratiOn LS desc ril'Cd In mo~
dCL:ullatcr In this section.
The Cilinitc remainS torpId for a period delcrm m....J by her Rood T rallS, Juring
whIch she is nO! rt'(luired to spend Blood T raibeach night. Characters wLth lower
Rood Traits sleep Jeepc r and longer than those with hi~her 1""J1inl.'S. Those who
emered their torpor volu ntaril y may attempT 10 a"'lIkcn after onl y half Ihe
imILcatt'(l lLme.
FollOWIng this penoJof rest, the pbyer may srcnd a Blood Trail and make a
Srmic Mentill Challengeagamq three T raLts. lf she fill Is, the chilr:tCter ma y nO! n.)C
thaI mght but may make anmhermtemplthe followmg n i,L::ht (cxpendmganother
Blood T roil) until she succeeds or runs out of blood. If she has no blood, <;he may
not fiSC until somo;' L5 glvc n to her.
A Camite who ent ers torpor because ofblood loss may not attcmpt to fiSC unt II
she IS fed at least one Blood Troll . Unlt!5s fed, she remains III thi s stilte mdefinltely,
bUI she may attempt 10 fiSC as soon as she consumes new vitae, irrespecll\"e of her
Rood Traits. Such ~carly revivification" only works for Cainites who emer torpor
be.::ause of blood loss. Those who eme r voluntanly or because of Injury mUST ~Ieep
for the period Lnc:!IC:lIec:! on the accompanying chart . Exceptional circumswnccs
(lit I he StorYlelle r's d isc ret ion) may C lreum I·cnt this lilllllat ion, such as c(jnsulll"'~
lhe I' it;;tc of a 1'1!mpire of sigmficantiy lowe r generation, or due to ma~lcal
UUerl'entlon.
A v;llllpire who emered lorpor \"ol umanly rer:un s her pre-lOrpor health lel·cls
unless she is injured by eXlerl1l1l forces. If she loses so m:my hl'Uhh levels thflt she
would be placed III IOrpor due 10 mJU!")', her torpor noll' fal ls under thm C<ll ...,.'Ory,
although the lime Ihm she has reS-IOO tloesCount for purposes ofdeterminlll!( when
shc ma )' rlSC. A ch;Lr:lCtcr who entered torpor becausc of mJury or blooJ loss LS
conSidered ro be at her last WounJL..J ICI·d when ~hc riSC$.
A va mpire who awakcns from torpor with 1<.'55 thilll three Blood T 1"l.1Ih rnu,t
check fOT fremy. One who lIwakens from IOrpor after dCterlordllOn enlers fren:y
autonuu;caU,.
DURAClon O~ CORPOR
Road Trdits Duration
5 Two days
4 One week
3 One yellT
2 One decade
I One cencury
o Millennium

$CAKInG
A stake through rhe heart totally paralyzes;! \'ampire, making it impossible for
him lomove, spend blood oract il'ate Disciplin es. He rCm<lin5COnsciousand aware
of her surroundings. His senses still work, bur they might be impaired by his
immobility, such as ifhis eyes WCTC closed when he was staked. The Cain ite is still
required tospend hlocxJ to~Jw"kell each n ight. which might result indeterioration.
TI1is forced im mohilit y isone of the most feared positions in whi ch'1 vampire
migh t find himself, due to its in herent helplessness. Such is the terror inspiml by
being staked that the viclim must make a Self-CQIlrroll lnsrillCl Challenge to avoid
frenz~' when the stake is removed. The difficu lt y of this ch:lllenge is typically two
Traits, possibly highe r for long perioos of immobility or if events have threatened
hi5 un tife du ri ng that ~riod.
Plllcing II 5take directly through the heart is tricky. It requires twOsuccessful
(wi n or tie) Simple Tests following a successful au ack with the stake. As an
optional rule, if the vampire is mobile and defending h imself. the llt tacker ma}' be
TC<luired to win both tests outright, due to the difficul ty in hiHing such a small
movi ng ta rget accu rately.
D€C€RlORACIOn
Cainites require blood to mainwin their very existence. While this requ ire·
ment is obvious in the need to feed to powe r Disciplines and keep the Beastat bay,
nowhere is it Illore clearly and visibly demonst rated tha n in the case of a vampire
who is kept from blood for an extended period.
Dcteriomtioll IllOSt often occurs in staked vampires who cannot feed bu t must
st ill expend blood to awa ken each night. It can also occur if a Cainite is mhcrwise
prevented from feeding. A vampire trapped in a chamber with no blood supply will
evennmlly succumb to detcriorat ion, and long joumeys with out hunting opportu·
n it ies arc not 10 be undertaken lighdy.
In addition to the risksofhunger frenzies, a Cainite who is starved 10 the point
at whi ch she has no Blood T mits is subject 10 further dete riorat ion of her physical
condition . The Beasl continues IOcr-we blood, and it draws the remaining vestig.::s
of vitae and moistu re from her body. The vampire withers very uncomforta bly
wh ile he r own substance attempts to consume it.'iClf. The pain contin ues to grow,
and the vampire muSI suffer in si lence i( Slaked.
For cach situation in which a vampire must but cannot expend a Blood Trait
(such as rising each night), she takes a level o f lethal damage and loses one
appearance-related Social Trait until she reac hes torpor. If she has no more
applicable Social Traits, shc gains the Negative Social Trait Withered with each
health level loss. When she reac hes Incapacitated, she is little mure [han an agony·
wracked husk. Further deterionl{ion leads to torpor.
Once in tOrpor, she is freed from the pain. It is, however, much moredifficuh
for her to rise again. Rising involves being fed blood in some manner. Any blood
placed into her mouth is immediately consumed, and her body will use it IIsquickly
as possible (depending on the vampire's generation) ro heal lost health levels.
Upon reaching Incapacinued, she insramly falls to the Beast. fren:ying, attacking
and drinking from the nearest sou rce.
If a deteriQrnting Cainile can gain access to blood, she can heal these l06t IK'lllth
levels as nonnal, shedding b'::tined \Vi!hered T mirs and recovering lost Social Traits as her
health levels rocover. It is possible to keep a Staked Cainite hovering JUSt above
Incapacitated with judicious applications ofblood, keeping her in silent agony indefi·
nitely. Those suffering prolonged exposure to this totture often gain derangements.

OCIj€R $OURq€$ OF inJURY


DI$€A$ €
Disease is a major factor in the lives of medieval mortals. Although Cainites
are largely spared its direct effects, they can serve as a vector for contagion.
spreading it among their herd. A vampire carrying a blood·borne disease passes it
to his victims until he can purge the infected blood from his system. Mortals fed
upon by an infected vllmpire must make a Static Physical Challenge against five
Traits to avoid catching the disease. The difficulty increases by one Trait each
subsequent time the vessel is fed upon by that vampire.
The following are sample diseases and thei r usual effects on mortals and vampires
alike. Game effects on mortals are up to the discretion of the Narrator, although most
will at the least grant Negative Physical T taits like Deliccue, Lcrhargic and Skid), and
more serious diseasescan result in the 1065 (possibly permanent) ofhealth levels. A little
historic.11 research c.1n help yOu exp:md on this list for your own game.
• D ysen tery (the Oux) - Contaminatcd water and poor hygiene can result
in gastrointcstinal problcms. including bleeding, oowc\ pains, fevcr and dehydra·
tion. Often fatal to mortals, it has nod ircct effect on a Cainitc. She can transmit
it by the KISS, however. Mor[:lls affected gradually lose PhYSical Traits and are
considered to have two fewer Blood Traits than normal.
• Ergo tism - A result of fungal poisoning from bad rye, this illness causes
agonizing muscle pain, convulsions and hallucinations. Mon:lls can eventually
lose limbs from gangrene, but Cainites arc largeh' unaffected. Drinkmg hlood
infected with ergot ca uses a sensation li ke pins and needlcs in the vampirc's limb.>.
This will last umil the infected blood is pllTge<1 from his system.
• Idropesie (dropsy) - Weak hcans pump blood incfficiemly. resulting in
ove rall weariness and lethargy. Whi le this disease has no effect on a C1inite, a
vcssel suffe ring from dropsy has two fewer Blood Traits than a normal mortal.
• uprosy - One of the most siglllftCam diseases of the Dark Medle\'al,
leprosy is a degenerallon of the nen'es, rC\lucml;: fct'img and exposmg the viCllm
to a host of Si.'eondnry mfectlons (often fr\)m unnoticed ab rasi(ms or brulSi.'s) that
elm harm the skin ,md \bmagc hones, lending to d isfigurement lind death. While
r.udy fatal. this cond itiun usually results III the affi icted beinJ! CllSt out of society,
furceJ 10 wea r ,listln ctlve dOlhmg and made [() curry a bell to warn Othersof their
approach. Those suffermg t his disease Will nOt normally noticedamat:e laken until
they arc Wounded, and any b."lshmg wounds can become letlto'll If unattended
ImmeJllIte1y, Heallllg limes afe typically doubled. Camlres lire Immune I(j thiS
dlSi.'lISl.'. hut they can carry It.
• Plab'U!.' - Various plagues (buboniC. pnculnonic and sepl icemlc) permeate
t he Dark Medieval, becoming mass epidemics in the 14th century. devastating the
popu lat Ion of Europe. The morrallty nlle of pl:lj,'IIC is 50-80 percenr, with t he pericxl
of 111nesscharactcmed by fever and dellT1um. C 'unlte5 are Immune to buboniC and
pneumonic plagues. but they can tnmsmu U 10 Ihelr "ictims, Va mpires, however,
are )uscepnble tosepllcemic plab'UC, wh ich makes them feci sick and usuallyc3USi.'S
Ihem III vomit "Iood. t)u rml!:m lll t:lck (asdctermme by the Namllor), Ihe Caimte
Will ,'omlt for one to three (Urns (Simple C hllllenge: win equals one turn, t 1(' equals
two turns. loss equals three turns) and will spew forth one to three Blood Trails
each tum (same system). Such blood losscan lead to fremy. deterioration o r torpor.
The vampIre must rnake a StatIC Physicill Challenge ag;linsl SIX TraIts to hold the
hloOO down each lilile he feeds. Filllllre means that the hlood IS ImmeJmtely
thrown back up. After such a fallur .... kl$lng a funher SImple Test result~ III the
vampIre immediately suffermg a nlght's worth of deterioration .
• Syphilis -Spread by S(!xu:ll ime rcOll~ (onhe mmsmlSSlon of blood). dm
disease initi:llly surfaces as a fever and minor aches and pains. Evem ually ulcers and
bad skin form. although the worst dam:lge is internal. wasBng bones. muscle und
the brain (the latter resuldng III mS:lnIlY). Vampires who contract Syplldls suffer
one level of bashing damage ;11 the begmnmg of each game session .
• Tuberculosis - The ~. reatest kIller of the Dark Medle\'al. thIS dIsease can
affect any pilrt of the body. ill though the lunb'S are the most common organs Ml
afflIcted. Fewr and sweating, foll~'ed by emaci;nion and liS/lue destructIon, gl\'e
Ihe dlscase Its alternate name - consumpt ion. This disease has no effect on
Camltes. but It reduces th ... hlood capacity of uffected vessels by tWO TrailS.
DRUG$ AnD POI$on$
Mort:lls usc a v:lriety of substances and herbs ro heal. haml or alter I'ercel'tion~.
Most cannot be used directly by C1l1lites, though they may he imbih..'<1 indil\.'Ctiy
through the blood of unwittingor victimsor willing \·essels. Rather than d... tailing Ihe
effect of every drug and poison, the following are the most common and typical effects:
A\coho\ - A vampire dTlflkmg blood that contains alcohol suffers some of
[he effects of being drunk. For e\'el)' (\\"0 drinks consumed by lhe viwm, lhc
Camue gains the Negam'e Physical T rall Clunuy and the Negall\'e Memal T rnll
OblrI1QtU. Thiseffeet diSSIpates :lllhe rateof OIle Negattve Trail per hour or scene.
Bloodroot (Sanb'lJina ria ) - The rare and deadly bloodroot 15 onc of thc fe"'
poiS005 that isdiree!!y harmful toCainites. Consuming It (forcxample. mixed with
blood) causes three health levels of aggrnvatcd damage. whllc IIsmg it :I~;I COl1laCI
poisoll (such as on a blade) inflicts two health levels of aggravatcd dmllnge in
addition to any injury caused by the we~pon. TIle poison ~ttacks vampi ric vitae.
turning it into an ashlike black dust.
Food Po isoning (Salmonella) - Blood ramte<! with s."1l monella causes nausea
and a level o f bashing damab'e per Blood Trait cOllsumed to the feedmg ,·ampuc.
Add1l10nally, she has difficulty drmkmg blood until purged of the bad blood (as
under ~DiseasesM). but she ma y force herself to drink (see the feL-dmg ruk'S under
"Plague The effects of food poiMlnmg we:lf off after about a day.
M
).

Hashish - In common use in the Middle East. hashish has a calmmg effect, but
il also affects the imbiber'saltenl1veness. A vampi re drinking hashish -mmted blood
g~ i 05 the Negative Mental T rmt Obliviolls. Hashish also reduces thc difficuhy of
resiSting (remy by onc T mit. TIlt~se effects last for approximately one hour.
Hallucinogens - Hallucinogenic dnlgs such as cowbane, henb<lne and
deadly nightshade (bell:Klonna) are used as both painkillcrs and poisons 10 the
Dark MedievaL A vampire dT1llking blood Ih;!t contains small quant Ilies of such
herbs iSCOIlsidercd one to three T rnllsdown (depenclmgon the amount consumed
by the victim and vamplTe) In any chlillenges because of Impa1f(.:d concenumlon.
Th~ character also suffers effects eqUl\'alenr to HUlin! the Soul. Other effccl:5 occur
:It the Storyteller'sdlscretlon, but they may includegamlnga tempol1lf)' Basic le\'el
of Auspcoxor losmga Trail ofCouragt. ThecffC(:uofhallucmogens la5t fora number
of hours. J'i'llSS ibl\' unulthe end of the g:lme sessIon, but they may dear if Ihere IS
a sij.'11lficanr time lapse bet~'e-en two scenl'S in\'oh'mg the character.
Painkillers - As wuh hallucmogcns, he rhs such as hemlock, mandrake :lOd
monkshood are used as both painkil1ersand pOIson$. [n small doses, they reduce the
d isabling effecLS of injury, droppmg the wound penalty for lost health levels.
Bruised characters have no pcrMllles, Wounded characters suffer Bruised pe nal.
t ies, Incapacitated ch.lracters suffer Wounded penal! ies. All other health le\'els are
un:lffected. The effects last as for hallucinogens.
Poison - Larger doses of hallucI~ns Of painkillers. or e:m3cts such a5
arsenic, strychnme or cyanide, can pf'(we f.nallO mortals and hamlful 10 Camnes.
While a monal migh t suffer an agonmngJeath, aCamlte is down one IOlhree T I"lllb
in all challenb't'S and takes between one and three health levels of lethal Uamab'C,
depend ing on t he strength of the poIson and the amount of tll ime.! blocxl he's drunk.
Poisons c;mnot kill C'linlles or dfJve them 111to torpor, bu t they C'lIl tempora n ly
incapacn:lle them until the b.,J hlood can be purged and the effects healed.

$(i\(($ OR minD
A chamcter'smcntalst<1 te isa. imponanr ;uherphysical health, and It is much
less controll,ll1le in many cases. A vampire can use hlood points to heal a ph\'sica[
wound, oot menral injuries and slat ...'5 are more difficult to deal wllh.

In man\' \.\laysan ultimate illustration of the "fight-oT.flight" reflex, the Be-Ml lurks
beneath the surface of all vampires anJ m:mifests as a vicious fOllll of m,'lJness when
hroullht fonh. Most Cainites resLit the Bcl~~t d(':l;perately, straining to kl'Cp;t under
control. When theyfuil, the resultingol}.'Yofinstincmal violence can level fi-iendsand
foes Hilke - the Beast does nOt discriminate. The Immpire feels no pain and acts on
imtinet, using his bare hands and fangs to rip apan anything around hUll. Usu.'llly the
first tal},'Ct IS the creature that triggered the (renlY, oranythingand anyone berwl'Cn him
:md hIS tflq,>et. OtherwISe, the dosest obJcct or CTl."alUre to hand will suffer.
The tnAAers of the Beast 3re often highly pcrsonali:ed, but triggers common
lOall \"amplTCl; are blood hunger. extreme paSSion. frustration, defeat, humlkUlon
;11 the hands of a rival or threaLS to:1 valllpire's friends or 10\'00 ones. Pl:lyers must
be consistent With what causes a frem)' in thei r characters; a pla)'er cannOt 1i,'11ore
50mething that would normally tn~er a (remy Simply because it isn't convenient
(or him to frenzy at this t ime. The Beast doesn't ca re. Discretion is advis....J.
however; [lchnf3cter in constant fremy is nofun 10 bcmound and willllkel)'be "put
down" hy other vampires.
Succumhing to the Bc<15t is conslJ ero..-d shameful and debased ;1I11011g many
C1l1lites, ;md It might resu ll in Ihe chaT"Jcter losmg Status. Vampires Will be held
responsihle (or their frenzied aCIiOllS by O(her V;lmp.res. The social repercussions
11\<1)' IX" worse than the SltuanOll that brought fonh the Bca5t III the first rlacc.
A characte r may expend a Willpower Trait to fend off fren:y for 10 minutes.
If the tr igge r is still present at the end of that t ime, howeve r, the vampire must
check llgain for (rem)' immedimelr or spend anot he r Willpower Trait for another
10 minutes.
Fighting th e Beast
To sec if a char:lCte r resists em ering fremy, the player performs a Sdj-ColllToi
T est . Essentially, th is is a Stat ic Self-ColIlTol Challenge versus ~I difficulty b:1sed on
the st im ulus, although the loss of suc h a test will sti ll resu lt in the ChaTlKter gaining
Negative T mi rs. If th e vampire succeeds in the test, he manages to push aside his
feral instincts and is immune tofurrherchallenges against t he same stimulus for the
rest of tha! scene or confl ict. Failure, or relenti ng to the test, indicates that the
Beast takes hold. Once in fremy, the ch:u acte r may expend a Willpower Trait to
attem pt an addi t ional Sd[-Comrol Test to regain h is SlUlity. ending the fremy.
Riding th e Beast
A character with the Ins tinct Virt ue will olll'aYs enter frenzy, unless sh e has
more Instinct Trnits than double the rati ng of the stimulus. In this case, she may
choose wheth er or not to fremy.
Example : COIherine has all Inst inct Virtue of four Traits. If SOII\eone effectit'C/y
!aIIIllSher (a tWO- Trait trigger) . suITing the Beast. she will fn:nt)·. If she had firc Traits
in Inst inct, she would hat'C the oPtioll to Iwld her Beast in rcin.
Once in {remy, she can opt to make an lllS/inct Test (as with Self-Control,
above) to control her actions for one turn. If she wins this test, she manages to
direct her fren:y for the turn, although she still suffers all the usual conditions of
fremy (see the box that fol1owsl.lf she loses, her fremy proceeds as normal. In the
event of a tie, she compares he r Instinct Traits to the provocation rat ing to
de termine the outcome.
Example: Catherine, ripping into her IOnnenteT, decilks that she need.1 to han· a
word with the unforlllllare. She makes a teSt with a Nan-ar(1f 10 control her frenn, Idth
a difficulty of tWO Traits (the ratinR of the tri.gger). She ties, OOt compares ~'T Traits with
the diffrculty, easily overcominR the challenge (four T raits to two). Her fist drawn back,
she whispers carefully chosen words in his ear ... and the Beast rOOTS back on the nextlllnl,
spurring her hand fortt'ard ....
Coming Down
Once the [rigger is removed (or dest royed ordead ). the character gets one free
Self-ControlJ Instinct Test al,>:linst the s,'l me provocation difficulty to come out of
frenzy. Otherwise. the fremy bums ou t on ifS own \0 minutes later. leaving the
C'linitc lucid at last to deal with the mess.
Humiliat ion
During the course of roleplHying. it should become deHr if a Cain ite is bcin~
humilia ted to [he point of fremy. Delibernte [aunts c~m stir the Be~!.St quite quickly.
If roleplaying cannot Tl..'SOlve the situat ion. then a player can call for a Social
Olallenge to resolve the mane r. lf the taunt ing player wins, then the defende r must
check for frenzy. If the defender wins, nothing happens. A successful defen de r is
immune to further taunts from the s,'lme charncter for the remai nder of the session.
ROCSqijR€qK
RchliloJ 10-001 in many ....-a~'!idlamctrica lty opposed 10- fTtmy. Rtll-'Chn.'d::,
the Red Fear, IS a pTilmt;\"j,' tcmx respon!oC. II n:prc!tCnts the need for the Beast to
flee: thO$l'e1cmentsmost harmful to iISCOmlnued~xislence. \VhileCainu~:trc rar
harJler than mona Is. there Me demental forces that test C\'cn thelT su pernatural
resilience, and the Beast loves tn llvc. Fire and sunlight 3rc the primary Iriggcrs,
although othcrsiluations (for example. thc presence ofT rue Faith or the Cninite's
rcrsontll fears) may hkcwi~ trigger the lli!;ln reflex at the Narrator's d iscretion.
R6tschreck is as mindless as fremy, hUl it pushes the Cainilc todespcrme Ilttempts
to flee from the trlll!,,,,r, utlli!ing violence ;md IXl""Crs to speed his pfOt1;fCSS.
All vampI res have some level of con trol o\'cr this response, and the trigger
needs 10 present :I dear and lrnmc(llate danger to (he vampire In order for it 10
rri~r R6tschreck - useful, considering th:n the nights of the Dark Medieval
world are lit with naked fl ames. While the presence of these light sources will
definitely put the vampire on edge, they will o nl y initiate Rotschrcrk if thrust
towards the Cainite. Large fi res nearby will always shake the confidence of a
vampire, and any attemptSto resist frenzy if there isasmall campfire o r greater sized
source of flame ne(lrby will make the test one Tmit more difficult than usual.
To avoid Rotsehreck, the va mpire must make it Static Courage Challenge
(Courage versus the Narrator'sdifficulty, noT raits risked). Systemically, Rotsehreck
is identical to frenzy fo r the purposes of determining dur:nion, except th:tt COIlrage
is used rather than SeI{-Colllrol. You cannot usc the rules for riding the Beast in lhe
case of Rotschreck, however. All va mpires must fight the Beast or flee in frenzy.
A vampire entering Rotschreck flees the object of her fear as directly and
rapidly as she can, blindly aflacking any obstacles or peopl{' that g{'t in her way. If
flight proves impossible, she will attempt rodesn oy the object of ller fear then flee.
If such options are not available, she curls up in abject terror for the duration of the
ROtsehreck. Note that th is fear does not override her self-preservation instincts-
she will nOt leap from a rower's height to avoid a candle - but any path that is not
obviously suicidal becomes an option.
Without hope, many Cainites would give themselves to the Beast and revel
in their monstrous nature. Various paths of control are available to vampi res to
quell thei r Beast, and a number of philosophies have been suggested as to how to
finally bind the Beast ina position of total su bmission. Cainite mythology C5pouses
the state of Golconda, a legendary state of transcendence that reflects mastery over
the Beast. Rumors ex ist of those who have achieved such a glorious goal, but they
usually take. the fonn of "a friend of a friend," with no direct witnesses.
Many vampires on the Road of Heave n have sought Golconda, following a
loose process known as the Biner Journey, but few, if any, have attained it. With
the growth of the presence of devout Christian, Muslim and Jewish vam pires,
G olconda is becoming condemned as a pagan practice, at odd5 wi th [he concept
of God's redem ption . Indeed, more fanatical Dinites have been known to hunt
down and slay here t ics rumored to be undertaking the Bitter Journey.
WhemerGolconda exists and is achievable is up [0 individual Storytellers. There
are no fixed systems for Golconda due to its inherently ephemcrnl nature. Each C"linite
must discover her own path to enlightenment -and Storytellers are encouroged to be
extremely dem.1nding when it comes to Golconda quests. TIllSjoumey can easily take
up years of play and constant progress through multiple stories. The only solid rule is
that the D initc must mainrain a Road rat ing and COllscience rating of at least four
TrailS toremain on the path toGolconda. Slipping below that level will &rc:nerally cause
mentors on the path to desen t he C1inite until he atones for his degeneration.
The following philosophies offer guidelines for such a quest to be part of a
chronicle. One or more of these effects may be granted to a character who has
dea rly indicated through excellence in ro leplay over the course of his quest that
he has achieved control in that area.
Acceptance: Those who have attained Golconda accept themselves for what
they are. TIley do not rail on about their "damned" status, nor do they suffer
jealousy of mortal life. TIley are simply part of existence.
Calm: Those who amlin Golconda are reputro to h"\'e mastered the ir Beast
:md never fcar ~uccumblllil 10 fren :y or Rntschreck, mc1udmJl munUlltt)' to
DI;,ciplinc5 Ihm C;llISC stich effecl~.
Hunge r: A 11hoILgh the y are slll1 lieU to I h e requirements ofblooo, a Cainile
who has <lI mim.'1.! Golconda needs 10 fe('{1 much less often (perhaps onl y requ ired
to ~pend one blooJ p()Lm per " 'eek, mlher Ihm' per da y).
Slrenl;th: A C;11I111e \\ho has aHam ..'1.! Golconda is nOf fully bounJ by the
shackles of gcnemt lon , so she m<LY le:tm DISCiplines In excess of h ... r usuallimiu.
All OIhcr ge nerallonalllnlLts remams unaffec ted.
Monality: Pcrhilps Ihe most seductive oft h e legends associated wil h Golconda
i~ thilt, through enligl"enmell{, a vampirc ma~' throw off Camc's curse and return
to morraltry. How such a transfonnation mi~ht be effected is spoken of onl y in
whi~rcfS, bU( self·sacritlcc, tnle 10\'1.' and devot ion are r('(:urrmJl themes. Even
I hose who believe in Golconda usually reJlard these ston es of transformatIOn as
fanCiful, but as allO."a~'s, the truth of the maile r is in the hands of the SlOryteller.

(/j€ SWOD Ol\(/j


One of the str:lllgcSt propenies of Ollnllc vllae is its abl ln y 10 forge;1 link
hetween the vamplTC and th e drinker. This rower is used to cr... ate 1110f\<ll 'Se rvants,
hut it c;ln al50 he uSo.'{1 to bind other vilm pires 10 the Cainite's will. The strength
of thIS bond dercnd~{ln the number of IUlles the victun has drunk the blood of the
~ame Camlle, but after tlm.'C such SIps, the dnnktr IS almost Irrevocably bound.
The person (Iivmg or unll"mg) who comes un der thiS bond, called rhe blotxl oaUt,
15 knolO.'!l as rhe !hrDU, wh ile the Utmlte hold ing power O\'cr them is Ihe regnant.
A fully bound thmllls ut terly de voted to her regnant and c;tnnot t<lke ;!ction
a)::ainsr her. In many cascs, this feeling IS like a mo rtal addiction or obsession. The
rh m]] may not necess.'lrily love his regnant (t h ough many do), and he may e\'en
acti\'ely despise her, hut he follows heroruefS nOTletheleM. even lfhe is donlimned
nr IllheTwisc manipulated by oUl5lde agencies. M.my Camites have deSCribed the
1~lIh as a C0l11rcllmg force, but It IS nOi ncc~lTIly a compulsion to do exacth' as
Ihe reJ,,'Il;mt So:l yS. Ra ther the thra ll is honor·bound to demo nstrate IO~'alty, fOobcy
o rdcTS and the express wishes of the regnant. ThIs distinction hetween compelled
obeJlcnce and I,)yalty IS a fine line, but II H ll ()W~ the thmll to demonstrate some
flexihi lity. Invariably, however, the thrall follows his master's wishes, the W<ly of
o,nh·hound 10'fJliy in the Dark M ..'1.!lev a l for mormls and C'lLnl tes HI lke. Going
,IJI, lil'St the maSler's Wishes IS si mpl ~' unconsc ionable.
The power of the oath IS nOl dependent on the regnant's generation. The
hlood of a 12Ih·!-,<,n ... rJ ILOn noonm(' can hmd an cider as readil y as the elder bl1'lds
mh('fS 10 her Will. TIlls is Ihe only mnate C'Il nLle p<lwe r th<l t does nOi appea r to
dCJlr:lue with gen ... rat ion. A a llllitc ma y he fll Ill' oothbollnd 10 onl y one regnant,
hut she may h<l \' c scvcral thralls ,md lesser bonds (those 111\'1)lv ing one or two
unnks) herself.
CAKinG C5€ OAC5
The most commOTl W<LY to unJer~,'o the fu ll oalh or even the sLOgle drmk is in
a ceremony of (MJlTIJlht fealt)'. This ceremony In\'olves a I'tatherin~ of a CaLOlte
court, at which point the throll drinks from the regnant'S slit wrist and swears
loyalty to her lord. The lord also swears to proteCt h is new \-assal as if she wen: uf
his own blcxxl. It is from this pract ice that the omh getS its name.
Most of the Damned arc simply 100 willful to surrender t hem.elvcs so
permanently and utterly 10 ano ther, so very few C1in ites ever cOlne under the full
effect of the blood oolh. Nevertheless, t here are vampires who were ghouls bl.'fore
their Embrace (a nd th us carry o n thei r blood oath), .md the chains of C a initc
feudalism can be strengthened by the power of the omh.
There are three steps in the process, corresponding to the three drinks (which
must be at least a night ap:m) the vic tim has taken fro m another c haracter.
First Drink: At this stage. the dri nker fi nds h erself drawn 10 thc othcr C ain ite
and has strong flashes of emotion regarding her regn:mt. She might daydream
,Ibout the vampi re, ur her subco nscious might seek out "coincidental" encoumers·
There ,lTe no game effeCl~ at this lXlim, but il sh ould be roleplayed .
Second Drink: She now d efinitely considers the vampire to be a centrnl figure
in her existence, begins to rake delibernte act ions in her regnant's favor, and she
actively seeks Out funher encoumers. While not bound to the regnant, she finds
it difficult to act agai nst him ( win or tie a Simple Test 10 take an anion directly
harmful to the regnant), and she may be commanded easily by the regnant (one
Trait down to resist the regnant'S Social Challenges against her).
Third Drink: T he third drink concludes the oath, tying the th rall 10 the
regnant_ The intense passion of the weaker bonds fades, replaced by a strong sense
of loyalty and belonging. She h as a sense that she is in harmony wilh her own lord
and vassals. Like and dislike is irrelevant; respect and loyalty are the heart of her
existence. All others become secondary to her regnant. An oathbound th rall can
be influenced with Dominate by her regnant without the need of eye contact ~
hea ring her mastl.'r's \"oic~ is enoogh, and the dual! is tWO Traits down to resist the
cha ll~ngc_ (Generation still applies to DomilUlle attempts, however.)

OACijBR£AR InG
A thrall may resist tIlt! blJl1d tempomTil y by spe nding a Willpowcr T mit. Thc
bond may be resisted for one whole scene if the action taken is relatively indirect,
while one Willpower Trait is required pet" /Urn if the thrall wishes to physically
<tuack her regnanL
1111' blood oath nlH y lapse or be broken with time, but doing so rL"quir\!S a long
period of" sep.1mtion bctw<.'Cn I"I.'/,,'nant :lIld thrall and considerable will power. As a
rough /,'u ide, if the thmll abstains fromaUcoru.act with her regnant for a period of mont hs
equal to 12 minus her penn,lnent Willpowcr Traits, the bind ing power of the ooth
weilkens by one levcl. If the thrall was b'fossly mistreated by the regnant, this tim{'
requirement may decrease m the Storyteller'S Jiscretion. During this ti me, the
chamcter mt~st roleplay the p;linful process ofsepmmion as well as spendi ng Willpower
T nlits to battle the "addiCtion" she has to her regn am (Narrator's discretion).
11le blood ooth also ends if the regn.1nl
. dies, though thccffL'Ct of this breaking \1lries
from thrall to thrall. Sotne claim to f<.-.:l a sense of great elation and joy when the bond
breaks, whileothcrs (cd psychosom.1tic . pain. Such matters arc solely at the di;;crction of
the Storyteller. Reg•.uuless, the TCj.!Ilam feels no such effecls if the thmll dil""S.
At the SWI)'teller'sdiscrenon , a character who possesses the Merit: True L()u! to
someooe()(her than her regnant may be able fO break the hond with the JX)wer of her
love, but doln(: so I't-quircs arduous, m-depth roleplaYing and SIOT)'Ielier arrrovlI l,

Mental trauma, horcdom due to centurn:s of tedium o r continual loss - all


these faclOrs and many more c~n lead to (he twisting of a Camite's perception of
realllY. Madness Ilia VCI)' real part of (he Dark M(·die\llll, and those who suffer from
It are variously seen as curseJ or blessed, A Storyteller may decide !llll! a
derangement is in order after an}' experience that generates especially mlense and
unpleasant emotions, or ",hleh severely vlolales the chanlcte r's beliefs or et hics.
While much of this sec tion is wrim:n about Cainites, mortals can likewise
suffer der.mgements, thou!!h the Storyteller may need to al ter aspects of the rules
provided. FOfexample, marta Is cannot ente r fremy, bUll hey can "ttHck wildly WII h
complete disregard for their acllOns and the wcll·hcmg of those around them.
All dernngcmeOis carry "triggers~ - circumstances that ca use the effects of
the derangement w surface. These tng&oers should be assigned appropmlte 10 the
experience thm ClI US(.-d the derangement. or they might be dependant on the
nature of thedeTangemem Itself O nce triggered, thedenmgemelll becomes acti\'e
for the durallon of th e scene, and the player must m<xitfy her character's TrailS,
llttll udes and be ha viors In accor{bnce with the dcmngcmcm's descnpuon.
Der:ulj,oemems may he rt'5ISl00 by the expendmlTC d a WillJX>wcr T r:ut. Such a
suspension lastsfO'"only thedurat iond thcsccnc, however,and if the tri~""'f lSstlll rrescnt
at the end of that I1nlC, thechmtCtermustexpcndanorher WIIII"QI-I'Cr T mit OI"suffer the
cfl"ects d the derangement. Narrators m;1~' rule (hat addillon.11 Willrower Traits or
W 11l[XM"CrOmllenges (DT'.u as a nonnal challenge, nsking Wll1lX'"'ef T !"lIlts rather than
AttnbtJIe:s) may be required toooll w;lh panicubrly intense mt.'flml snesses.
The quest to cure derangements is fuel for long. intense stories, and the
resolution of suc h Storlt's re$1S solely III the hands of (ht' Storyteller. Mooern
psychotherapeutic methoos are hardl y accessible in (he Dark Medieval, and
numerou s bi:arre and tort uous methods we re conceived to rid the insane of their
hedevilmeill. lndt.'t.-d, m:my insane people were considered to be possessed by the
supernatural, and ovenly J:lt1gerolls lunat iCS $(lInetlmesd~w unwanted attenti on
from the Chu rch. Malkav;ans may never cu re the oTi ginal derangement( s) brought
all by the clan dISlIJ\'antage, but they lfilly work III sheddi ng o thers that have
otherwise spnm): (rom their experie nces.
'·Ien.: lSa hncflist of derangements llnd thelrcfl"octsonchamcters. SuxYlcllers might
wish tonllow (J(hl'f cleranj.'emenl5 mto play, but they are advised to clevekIP rules such as
these to avooconfusion over illClr In"gamct'fft'CIli In the future. Often fmuycan be the
resul! of acrual tealllY "''1ning the JctarJged charJCter, and 1I Sdf-CuntrrJ/ JrumlCl T CS( IS
required, with a diffkulty decided by the Narmtor hised on the circumstances.
Note: There tsnothmgfunnyor amllmry about the Wllya "cra::y" rcTSUn :lCIS. To
him, hiS beh;wior is perfectly noomll, find he is simply reacting to the stimuli that he
pcrccivcslO be real. PlayersshoulJ ne\,erforget the Mind's Eye Theatre rulesof'safety
when roleplayingdcmngemem.s. PllIymgdcrangemenlS involves a(h-;lIlced roleplaying
skill and I> lx-ttcr SUited 10 experienced players. Addll1on~lIy, r.lt. rangemenl5 arc
nonnal1y disadvant<lgeQus in generA l W <I ch<lracter. If a player is "using" a demnt,:ement
orfailing 10 play thedernngement approprione!y. m e SlOryteller is well wi thin her rij(11IS
10 ask the player lOadjusr his beh:lVior back into li ne with the story and thecharacter.
TIlis is one good reason 10 thoroughly discuss and docu ment the effects of the
der::m!;:ement with the player prior to the chamcter emering the g<lme.
A mnesia
[n high ly traumatic situations, the character somet imes forgets who or even
what he is. This typically occurs when he comes f:lCe-lO·face wit h his vampi ric
condit ion. The character migh t simply forget the memory of a single situation. or
he might forge t everything about his ident ity, including h is true nature. He may
even forge t Abili t ies or Disciplines and be surprised to discover t hat he can do
things he thought wcre beyond his caplIbil it ies. When cvents and situations that
might remind h im of h is lost memories presem themselves, those memories llIay
rerum. sometimes doing so violen dy and sending the character into a frenzy.
Bulimia
Bulimic characters s.1lve their guilt and inst...curity by over-indulging in
activi t ies that comfort them - in this instance. consuming food (or blood, for
va mpires). Characters with th is affl iction will gorge themselvesas much as possible
when under stress. then purge their system th rough drastic means (burning for
Traits, Disciplines or regurgitati ng blood as described in "St:lrve a Cold") and
consume more. C haracters wi th th is de ra nge ment must ma ke a Static Conscience/
ConvinWn C hallenge when feeding. Failure means that the vampire feeds until his
has reached h isffiax imuffi Blood T rai t c:lpacity, whethe r or not he needs lhe b[ooJ.
If forCibly kept from feeding. he must resist fremy.
C rimson Rage
A characte r lI.'ith th is derangemell1 is prone to expe riencing fits of <Inger wirh
li tt le provocat ion. While the two bear a cerlai n resembla nce, this state is quite
different from fremy. Frenzy is the inst incts of the vampir ic Beast. while Crimson
Rage is the vampire's own ft.:elinl,,'s of helplessness and inadequacy. He is not
prorCCtL"{\ from being pushed over the edge inlO fremy whde in the grip of {his
derangeme nt. however. W henever th is dera ngeme nt is :lctive. the ch:lracter g:lins
the Neg<ll ive Menta l T raits: Violent x Z and Impatient.
Fantasy/Delusio n
Some chnnlcters cannOt accept the real wo rld. so lhey tnltlSPOse themselves
into an illusory world inSle:ld. As this is someth ing of a "catch -all" derangement.
the scope and degree o f thiS fa m asy \'a ries considerably, and deta ils sh ould be sorted
ou t with the SlOrytel ler. Whi le the ch:lracte r inter:.lcts with people and i nstitllti{)n~
of the Dark Medieva[ in an almost nonnal m:lIl ner. her perception of events is
skewed by h er fa n tasy. Something happening to sh<lucr the ill usions the character
has crafted about herself can cast her into fremy.
Fugue
Ch.1nlCtCrs suffering this alfliction react to SIres; by ~Jdopt.ing a ~ific Sd of
behaviors. [n the process, they suffL'T "blackOl.lts" or pt.'Tiods of memory loss. \:Vhcne,'er
the character is con fTonted by extreme stress, the player must win a Static Willpower
Owllengc against a difficulry detemlined by the Narrator depending on the dL'b'l't"t' of
stress. Failure mc:ms that the chmatter blacks OI.I t and the player must ro[cpl.'lY the
chilmctds trancelike $late. Otherwise, control of Ihe ch.-Imcler passes to a Narrator for
the scene, whodicL'ltcs the actions Ihe character takes in order tOf{"ffiove the stress. At
theend of the Nb'Ue, thech..1.mcter "rcgninsconsciousnesi" with no melllOfy ofhis actions.
H yste ri a
Hysterical characters arc unable to control their emot ions, and they suffer
from ~vere mood swings :lnd Ilts of intense vio lence. A hysterical Cainite will
fremy more easily than otheT vampires (increase the difficulty of his ScI{COIlrroll
Insrincr Test by one T roit), particularl y when faced with great stress. In addition,
any time the vampire fails in a pilnlcularly stressful or prominem situation
(Narrator's call) the character will automarically emer frenzy, with no check.
Immortal T error
This m"dne~ stems from the vampire's inability to deal with the [file scope
of his Immortality. T errilled by the rc,ll implications of lh'ingfOfever, the vampire
copes by developing a strong unconscious ~de"th wish." Whenever he is con-
fronted by direct evidence of his immortality - such as attending a (uneml or
watching a mortal all)' die - the Chamcler must make il Sratic Willpower
Challenge (against four Trait.~) (0 avoid immediately taking actions that might
result In his destruction. Such anions can be as indirect as breaking the Silence of
the Blood by confessing to <l priest, as long as the act carries potemially deadly
consequences. Note thm the vampire is not con5Ciously aware that h~ seeks his
own destruction. and he resists attempts to persuade him otherwise.
Lunacy
TIllS m~ldl\ess colnes and goes. linked 10 the cycle of the moon. When the
moon is full, the chamcter is manic and delirious, while at the time of the new
moon, h~ may be reserved and mebncholic. At intervening times, he may appear
normal and unaffectl'd. Wh ile in the grip of this derangement, his ability to resist
fremy and Ro[schreck varies according!)', increasing or decreasing by a T mit to
reflect his mood depending on his link to the lunar cycle.
Manic_Depression
A C.linite with thiS derangement experiences wild mood swings. She fre-
quent!)' slips into deep depression, losing imerest in her normal activities and
becoming withdrawn. A Itematel y, she is gripped hy bursts offervem energy. When
suffering from depression, the "ampire's Willpower Traits are greatly reduced (h[llf,
round up, the normal value - when the phase ends, Willpower Traits return to
their previous le,·d. minus any spent during that period). These depressive periods
often follow faIlure of a particular action, though they may also result from hunger
(a blood pool of one-quarter or less) orpsrch ological factors. Hyperactivirywil lsee
rhe vampire working for hours or even into tho.' day on her projects, resisting the
need to sleep as she bums up bl<XXi and Willpower on her schemes. She is also one
T rair down to resist fremy during this manic time. Should someone ilaempt tostir
il depressive or thwart a manic "mnpire, the vampire may fremy.
Megalomania
Characters wirh th is derangement believe that they are destined to lead, and
they seek roaccumulate power, irrespective of their skill and the ;attitudeof others.
They belie"e that those who dismiss their claims are jealous, se~king to hold OntO
power and de ny them their dues. Megalomaniacs believe that these opponents
should be deStroyed. politically or physically. Challenges 10 thelrcle .. r superiorlly
can trigger frenzy. Due to their supreme confidence. they are considered one Trait
up on an Social Challenges while their derangement is 3Ct h'e, oot they must also
m.. ke a St.. tic Willpower Challenge ag'.unst six TrailS to reSlSI any opportunity to
commit di .. blerie during that time.
Mu ltiple Personalities
Something tmumatic in Ihcchamcter's pasl hascaused h is personalily IOfrngment
into a I\umberof distinct selves, each with its own T mits, outlooks and agendas, E.'lCh
personaliry is re levant to the tmuma Ihat caused its creation. The number and mllUTe
of these personalities should he agTCCd upon by the player and Storyteller, as should
matters such as the trlgger 10 SWitch p!.'f500alitics (often emouonal stress) and the
knowledge each possesses. In Cainites, these pcl'S()rul11tlcs lTlay exhibit dlfferenl
Virtues, Traits and Disciplines, and they could c\'Cn bchcve themselves to be of
different clans. Only the Storyteller can dec.dc If the skilL; exhibited by a personality
are real ordelusions, ~'C\'Cr, lind all re-.lI Abilities and so forth net'd 10 be rooch:lsed
nonllally. (The character may subconsciously expend Willpower to mimiCan Abihty
th:1t he does not have, though.) Once trig),'Cred, a personality rem:unsJonlln;1Il1 until
II changes due to a funher trigger, Ihe Inilial trig&>er has been removed or the player
expends a Willpower T rOlit 10 TCven to the "hase" pe rsona,
Obsession/Compu lsion
O~sslve characters become fixated on a particular activity, person or thmg.
They might seek to ensure Ihat all objects in their possession are cate~:omed and
sorled by type, or they might SHive to keep their hands spotk'SSh' dean and thus
be constantly washing them. They may bl.'i:ome fixated on feed Ing from a part Icular
group of mortals, or in a particular manner, or they may 5Cek to \'i511 all the shnnes
o( II panlCular saint. \Vhatever the nature of thaI obsession IS, the wrgel IS the
center of the character's eXistence, Obsessi\'e charocters arc one T nut up to resist
any attempt toDominaleor coerce Ihem to forgothcir sct behaviors, butlhey (ren:y
automatically i( they arc forcibly prevented (rom adhering to their derangenlent.
O vercompensat ion
An overcompensating c h ~lract e r attempts to make up (or a t1aw in her
characte r (real or percel\'l-o) by stressing another aspect of her personality. This
limits her ac t iOns and skews her pe rceptions of the world. She may 1:lke a "holier
than thou~ auitude toward \)Ihers. Iccturlllg them about wiT 5hon comm~'5,
const;lIltly attempting to take the moml high ground. If the char.u:.ter's own flaws
arc revealed, the embarraso;ment would be acute and her reaction unpreJlctable
(check for frenzy),
Paranoia
The, are jealous or a(mid o( you. They wam 10 do you in and end your unltfe!
Par.moid charac ters believe that they arc the vic t ims of persecution, either by an
ind ividual or a group. Theyare very wary of !IOCi:! 1 internct ions (one Trait down on
all Social Challenges while the derangement is acti\'t~) and fl'arfulth:n others are
in ICllgue with their tormenters. Even the slightest Ihing can trlgj.!e r a pamnold
episode, prompt ing Ihe chamc;ter \{J wlthdrJw into himself, flet' or even stnke om
In (ea r {check (or (remy or ROuch reck as decided by the NarralOr). Of C()UI'5C, JUSI
because a character is paranOid doesn't mean there aren't people out to get h im ....
PerfeCllomsrs seek (0 comrol e\'cry aspec t of thl'u Iln llVe5, often (ollowlOg a
T1~U.l ~ t of rules intended to.::nsure Ih:1I t·\'cl)·t hmg ~runs (0 plan. ~ All thelrefforu
.lfe Jm.'Ctt.-u (0 ensunng thai thin.,'S happen as Intended. :md if they don't, the
pc:rft.'Ctionists become agitated. posslhly even emering fremy.
"Possession" (Sanguinary Animism)
1hs umqucly Cunnc dcrnni,'C1TIem [eaJs" sufferer to believe tI"'lt she dnnks the
soulsofher vicl imsa~ \\-'CII as Iheir blood. She hI!! leves IIml her vic{U\1Scomrnunicmc Wllh
her:u voico In ht.'f ht.-ad or memories seepit1j; nU ll ht.'f consciousness. [n some c.'lSC.'S. the
suffert'r hbmes her actions on the;e VOICes. cL'lllning Ihm they are all effon to pacify her
IOl1nemen. Whenever the vampire fC«b from a mortal, ;;he must make a Smllc
Willpower Otallen~:c. Success means tNU she IS J1Slrncted by VOICes and IS Of\(' T mn
down on all crull~'e5 for the o.-'malllderof the scene. F..i1ure means thm the Crull'.tCtCf
~uns [I second angry, repfOOChrul personality ~1l1 on driving her 10 ruin. 1hc char-ICier
incurs;! 00('. Tmit pen.'llty to all aclions (or lhe JUr:ltion of the moollC!>S (I~..hich bscs Ililt tI
the next (bwn). and the pL'l)'CT must rok'pby the Inller coolher IIlvoln.J.
Regression
Chnmc tcrs suffering from regression al,;o have difficulty accertl11~ tht' real
world. Rmher than retreating into a (,Inlasy environment, though. they relreat
1010 a more simplistic mentality. often thm of a child or )'oung teenager. Such
ch;lfficters are usually heavily dependent on o thers. both for tasks lmd d...'Cision-
m:tkmJt. They al\\"ays seek to put a more powerfullllJllliJu:t1 between t hem and
\\'hme\'cr IS plaguing Utem. Thcy arc (rC<.Jllent ly naYve, whIch may be;1 boon or a
curse r.k~nJmj.: on [he ClTCumst'lf1ces. 1l1is refuge 0( youth may be pcnn,mctll, or
"may kick in due IOstress. Somechm-acters relre .. t e\·en fun her when placed under
greal rre~ure, their mental faculties comr letel)· ~hUl tmg do ..... n .. nJ leavlllg them
to opel"ate on InstmCt alone. These ernsodes Tt'suh III hbckouts .. nd J'{'TIC)(is of
meUlory los,,, that may he rolcphl)'eJ, ..... Ith the c haracters acting on mstmct subject
to a predetenmned set of gliidelines, or abstmcted, wi th the character comllll: to
their senses with no recollection of the last few mmUies/ hou rsl days. Characters
arc two T r:lits down on all Ment"l Challenges ..... hile this demngement tS ..clive.
Saint Vitus's Dance
Tt'Chrucallya JlSealt'of the oc·rVOlISS)"'t...'1ll (knoI",T1 In the 21 $I cemur)'asS)'dt.·nh.1ln's
chore';!) md'K:r th'ln a deral'lj,'\:mem. the eff...'Ct:Hi&mu VItUS' s L:\1nce are ca\S.Jcrcd a k.nn
of m.-..fncss bot' the IIlhabt."Ult:i of the Out.: MeJlC\'lI1 ...or,.l.I, causes 1Il\'OIunory ~of ,he
!Xc ;ull.i 11Inn.. re$Jlung III J.:mcclike lllO\1.'1ncntS that retSlSllOrdJ)'SOf I''''.-ci:s anJ then
UIS.\f'I'e:Il', sometimes pennanernly Wt often real"peanng after months or years. Often a
ru;L11'ti rheum;uic feller ,Sanu VI/liS'S L:\1nceCl11 spread throughout a gtOllp. lcOO1I1gto m.'lS\S
outbn'aks ct the Hmadness.HUnlike IIlQ\l mortal (.lis.eascs. C1imtl'S can suffer fmm Samr
Vrtu,s's IAlnce, whkh theycofllr.lct Ilia infected blooJ. IXpt.'Oding on tile level of srress, tile
dlllraclcr 5Oifenllj:,' this rn;v.l1l('S'j isconskkn..J ol1e to 1111'1.'(' T milS Jo:mllll1 any ch.1l1en~'l'S.
1h;: exoct J'L'fll1ll'{ is lip to the Natr.1tor d'_1'ICrw.lillj:,' on the circUfl15tll1CC5 and m.1y awly to
only one or two auriwtes, r;lthcr th."Ul all Ii them.
Schizophrenia
InJl\'.Ju... ls ..... ith Utis dt'rangel11ell! ruwe had theIr JlS\'che tT:.lCtureJ by ternble,
Irresolmble Inner conflicts. MOst people Ctln(CI...e of ,hL5 type of disorder whcn they
envision insanity. Victims might imagine maimed an imals flooting a1'Olind them or
swear that thei r dead father is telling them to mu rder the ir uncle. nlis disorder IS far
from arbitrary ~ the player should work with the St011'tellcr todetermme a general ~t
of behaviors relevant to the original tn,ulna. Olini tl.'5 with thiS dcmn~,'ement are
unprl..J icrable and dal'll.'CTOUS. [n si tuations where their inner conflict flan..>:;; up, they
must 1I11lont.1ticall), retl.'5t any successful challenge to resist fremy, and they must
expcnddoublc the ,Imount of W illpower toach icw any nonnal result with that T roit.
Vision s
TIl is de rangement leads sufferers IObelieve th,1l they arc granted ,Ill
insigh t into
the d ivine through visions, trances and other ccsr.1l ic Slutes. Du ring these spells, the)'
may be cMalOn ic. in a tr.mcelike state or rave uncontrollab ly. 111eir ability to recall
details of the visions is similarly varied. somet imes recalling precise details while
having only vague rl.'Collections of others. Some details might nOt resurface until
many nights after the revelation . emaging In response to some ex ternal ,timulus.
TI,ese vision s could be products of an overactive imagination . or they could, at the
Storyteller's d isc ret ion and very rarely. reflect a real inSight into thc unknown.

(Ij€ IImllRlln(1j (DlIIB[€RI€)


The Curse ofGiine is diluted through the thinning of vicle within the l.'raduml..J
generations from the progenitor, solhe blood of elder vampires is more poeent than thm
of their ch ilder. This power can be stolen. thoul!h, by consuming the bko.l and soul of
the elder. TIlis act - the Amaronth (which vampires refer (0 as "diahleric") ~ is
considered akin tocannibalism among mort:.lls. and it is one of the n-.u;t hcinousc rimes
a vampire can commit. Although the Ass;.mitesof the Le vant practice the ritual diablerie
of meir enemiesor the l asombro may sanction theAmaranth ofsire bychilde (wim the
approval of theirelJers), and SOI11e sa)' the T remereare precli5jXl.'>Cd tosoul-drinking, most
other vnmpires balk at the thought of committing such an unforgivable sin.
QommlrrlnGAmARAOr fj
N ote: You can no t diableri~e lIn)·thing mil another I'lImpir!.'. While )'0\1 can drain
almoslan), OIher CTwlllreojbiood and e\.'lm kill it . w Amman/h is smctl)' aCaini!!.' delicacy.
The process of Amllrnmh is div ided into fou r distinct stages. Cderil)' cannot
be used to h asten this foul deed aftcr the first stage.
Firs!, the diablt'rist must incapacitate his turget. Only ,Ifter the target is
physically immobilited may d i"bleric commence.
TIle diHblerist th('n drains his vict im of viral', automa tically rnking one Blood
T mit per tum. Yes, th is is slower than nonnal feedi ng. It's a d ifferent process. after :111.
Now the true Amarnmh begins. T he d iablc rist then continues to drnin the
vitality of h is target, in a similar manner {(l how the lleast degenerates tll(' boJy of
a hungry vampire, sucking the last of his juices and st ri pping away any remaining
health levels ~ an action calk'd "drin k ing the heart's blood." To do so. the t:lrget
is engaged in a series of Physical Challenf:,'Cs. agai nst which she may bid only
Stami na- related T ra its (a nd may not injure the diablc rist as a result of the
challengt:), and the cI;abler;st may bid only Strength-rehllcd T ra its. Note; PotenCt.'
does nOt apply for these challenges, nor aTe any A bility reteStSappl icable. Negat ;\'e
Trai ts and overbids are always applicable.
Each successful challenl,ot' caUSt"s o ne level of ,Iggntv:ned damage, and that
damage can not be reduced wllh FOI1lUw. The: larget is still mobile and conscIOus
If he IS above IncaraClwted bm locked uno th e Amaranth. If the diab ierisl ever
loses a draining challenge, then h .. fall s away from the Ixxly and fails the attempt.
Du rtng Ihis phase, no Ment al or Soci~l C hal le n)..'Cs can target thediahlerist, bm he
~ISOC3.nnOl defend hUllsdf rh\·slcally. Any eXlernal alteml)ts 100ltlack him orpull
hIm away succeed aumma tlcally.
Once the VIctim IS draIned dry of blood and reduced [0 tOfJ"Or, Ihe final
slmggle begins, as th e diabierisl tries 10 ensnare Ihe vlctim'S.'iOO1 before it escapes.
This effort is a Physic:,l Challenge, al\d the victlm is up Ihr« Tr-,l1ts 01"\ each
challenge (non-curnu!:.livc). The dinbl crtSt Illily COnlinue trying until h e clm no
longer match Ihe victim's Physical T milS. S uccess means the di ablerisl has won.
The victim's hody imrnl.'{iimeiy begins to decay as ItJ> essence merb'C$ Wi th that of
th ... dla blemt. FaIlure mea ns lhat the nlf~et 's srint flees into Final Death.
A character may hi1\"e mher characters ass iSt hIm in incapaCI ..llmg his target
and eve n in dramlll ~ the target of Btood Trall~ and heahh levels, bul only o ne
Camue can l,'llUl the ultimate benefits of t he Amaranth. The S(.'{ luc tlon of the
process IS very Stron~, thou~h. A character who wishes to halt dlablerie after
entering the third si age must spend ~ Willpow(!r Trnit and succeed in:1 Stat ic
M ent~1 Challenge agai nst three T mirs, or she will attempt 10 cominue.

SUmmARY O~ OIABLERIE SCAGES


Stage Dcscriplion Method
Slage I: Incap;lcltale T nrgel Be:lr 'em, stake 'em, ell'.
Siage 2: Dr.UIl B1000 AutomatiC one Blood Trail dr-lined/tum
Stage 3: Dram Heilhh Levels Physical Challenge again~1 viet tin:
vic tIm ca nnot harm dlablerist, bul
dmbl eTlSI cannot defend agalllst
ooulde ;1!tacks
Stage 4: Dram Essence Ph ysical C hallenge; v;curn IS up
three: T r.uts.

5ALCJnG OIltBL€RIE
Before Stage 3 No ch:lllcnge requm...J
.
Stage J or 4 Spend a Willpower Tnllt Rnd succeed In StatiC Mental
Challenge agamst a 1.J.(ficuity of thr« Traits.

C5€ ~LO!JJER
In the imm ... diale aft ermath of the Amamnth, the diableriSI is filled with an
orgasmic sense of joy and power, and he must make a Self-Conrrollln.'lfinct T est 10
avoid a (remy of exu!t;ni on in the experience of draining another's soul. When a
Camile diableri:es a vR mpire of equal or hi gher generation, this '·rush" is the only
effect of the Amar;lmh, a sens::nion IO which some Cainiles become addIcted. The
tTlle power of the ac t comes from the dlabler ie of:1Cainite oflo", ... r gener;l{ loo (for
example, an Illh-generation vampirl' drinking the blood and soul of a membe r of
the Nimh Generation). In such :1 C:15e, the Jiablerist effectively permanentl)'
lowers his genermion by one (i.e., gain a T r<lit in the Generation Background).
If the vict illl was of much greater power (five or more genel':n ions), [he diableriSI
may gain more than one generation, though this decision is ultimately up to the
Storyteller. Alternatively oradJitionally, if the victim was sufficiemly powerful, the
Jiahleri5t may experience a hrief surgc in his Disciplines (one or twO levels in one or
tWO Discipl incs,genemll),). Any Discipline surges are granted solely at the Storyteller's
discretion, and in no event do these bonuses lallt for more than one scene.

Many young vampires believe diablerie to he the perfect crime. The body is
destroyed in the process, mllking it difficult to secure enough evidence 10 support
~m accus:uion of murde r. DiableTists quickly learn, however, lhalthere are ways of
identifying those who have committed this heinous sin. SlOrytellers arc encour-
aged to remember the hOrrIfic magniluJe of the crime and ensure lhal diablerie
never becomes a casual crime.
• First, and most importantly, a chamcteron the Via Hwnaniwris always loses
at lenst one Humanity Trait permanemly for committing this act, and he might lose
even more if the deed was especially foul- no test, no appeal. Even characters
following an()[her road sta nd to lose a Rood T rail for such a horrible crime, lI nle~
thei r road specifically condones it.
• A C.1inite using the Auspex po wer of Soulsighl may detect diablerie in a
vampire's aura for up 10 three months after Ihe diablerie was committed. Evidence
of this crime reveals itself as black veins running through the offender's aura.
• Likewise, a vampire using the ThaUlMUa'g)' power ofA T rut.e. for Blood maydetect
diablerie the character has commitll.-d, TCgardless of the celHuries since the act.
• The Amaranth is usually a breach of the Trndition of Destruction, which
prohibit5 the young fwm destroying the old. Evidence of diablerie might provoke
reprisals from Olher Cainites, although the exact reaction will depend on the
individual. Lextalion is may be called if the matter becomes too public, lilt hough
craftier Cainites simply file the information for later usc when they desire H honn
from the soul-sucker. TIle only Ctrcumstance under which Amaranrh is sometimes
permitted is during a blood hunt.
• Certain legends speak of diable rists displaying some of the mannerisms of
thclT \'ictims, especially if thcir victim was espccililly strong- willed or of a
Significantly lower generation than the diablerist. Naturally, clever Swrytellers
wil l be quick !O exploit this tmitwhen dell ling with habitual diablerists.

CRU€ IlAICfj
The beSt defense the mOTl.11 world has againST the Cainites is nOl fire or su.-d,
but rmher faith. True Fatlh is a special powerdri\'en by the belief in a power, ent Ity,
consciousness - sometim(-s eyen a purpose - that is greater than the bearer, and
as such, it is not limited I() any particular religion. It ;s something that must be
constantly fed by habit Hnd PT1lClic('{1 ever)' day. True Faith is possessed b)' (ew, and
most morrals who have it <l ren't very consciousofir because they fOCllS()n the good
ofmhers instead of thegood in themselves. T n.le Faith isself1ess, hopeful, dedicated
and above all, mre. St ill, in a t ime when the Church is both a spiritual and a
temporal power, there are enough true believers and hoh' people in the world 10
make True Fmth a palpable th rent 10 Cainites everywhere.
For must Europeans, Ihis faith is in Jesus Ch rist, but other faiths are equally
powedul. Jews, Muslims, pagans llOd even heretics can have as much faith (or
more) than Chri51ians. The mnh of rhl' belief is not as imponant as the strength
of the faithful's convict ion.
Most C"linitcs will only come across True Faith when they do battle with the
InquiSItion or ot:her witch-hunters. Only monals may possess Troe Faith - the
Embrace strips a vampire of the purity required for it. Those vampires on the Road
of Heaven who de\"outly believe may occa!;ionall), tQUch what surround, the blessed.
During the course of a Story, a char-dcter may be able to develop T roe Faith,
although this should be the basis (or an ongoinlI major subplot for the chamcter.
Chamcters may improve their faith only with excepti onal roleplaying and Story-
teller llpproval. The game uses for True Faith li re covered exhaustivc!y in Laws of
the Hun t (characters with the Merit: True Faith (rom that game are considered to
have one Trait of Fflith). Some basic rules for faith are included here, though.
B), brandishing his hoi)' symbol, the bearer gains the Social T fl.li!: intimidating
when repelling the undcnd and warding off supernatural powers. If it is used to
strike (I supemmunll crellture, a holy symbol grants the extra Physical TraitS
Burning and Searing, and it innicrs one level of aggravated damage.
A ch,lf<lCter with True Faith may artempt to repel vampires by brand ishing his
holy symbol, invokinghisbelief(~llIdwnwl1eof_ _ , I comlJ1(lndyou roDeple!") and
calling for a Social Challenge. Success means that the vampire must Illl.Ike a tcst for
R&schreck orlll'e the area immediately. Failure means the v~mpi rc must still back off
a few fl'Ct and cower before taking action, and the vampire may nOl initiale any attacks
during the next mm, although she may still defend herself normally. A vampire may
resist this use of Faith only by attempting lO overbid with Willpower. If she currently
~at least twiceas many Willpower T milS as thc 0p1X)Singcharactcr,she remains
Unllf{l"Cted. A chamctermay .. tlempl to repel mutt ipk vampires with a groupchallenge.
It is much easier to lose Faith than gain it. Any time a character fails a test in
which True Faith was involved, he has a crisiS of faith. During such a t inle, he is
one T rnit down on all Social Challenges for the remninderof theseene and unable
to invoke his Faith again umil his Faith has been restored (Narrator's discret ion).

C~€ GIRC$ OR RA I C~
T roc Faith grants more than strength of spirit and the ability to repel the
undead. The faithful are often TC\'e re<i for the touch of the holy upon them. What
follows arc a few potential ef{(.'Cts - the Storyteller may dccide [Q gram more as
the characters' faith grows.
• A chafllcter's Tnle Faith mting may slrcngthen him against attempts to
influence his heart. mind or soul withsupcmatural powers, including Dominate and
Presence. This nlling may either be added to the difficulty of a Static Challenge or
be considered Traits up for the character. He may also add his Faith rat ing to his
Conscience rating when making a Conscience Challenge.
• Camites cannOl dnnk the blood of the faithful wIthout great difficulty. A
vamrlrt must drmK a number of addlt10nal Blood Traits equal 10 the character's
Fallh raung JUSt 10 gam one Blood T raJ[ (so a vamrire drinkmg from a nun with
Tnit' Fculh x 2 must drink three Trails 10 gain one Blood TraIt for his pool). Those
of True Failh x J Of grealer have blood that is considered harmful to Camites. A
C.'1imte suffers a level of aggravatlod dmnage for each Blood Trail he drinks, and he
~ill ns no benefits from the blood.
• The 61ithful can Cllst out malign influences from a person or place. suc h as
in cases of ghosdy or demonic possession. The chllracter makes a Stat ic Social
Challcnge (adding his Faith rating) aglllllst adifficulty listed on the accom panying
tahle. Thisassumes thai the characler hlls Ihe necess.1ry lrllppings (salt, crucifixes,
holy water. etc.). Withoutlhem. he is one Trait down in his challenge.

Task Difficulty
Force a ghcat to flce Ghost's Willpower
Permanently expel a ghost G host's WIllpower + 2
For(c a minOT demon 10 fl ee Six Traits
For(e a major demon to fl ee Eight Traits
Pe rmanently expel a demon 10 Traits
Ward agamst Dommare
and Prl!.St'lIct (addmg Faith
mung tochallenges) Six Traits
Banish effects of
Dom;nau o r Presence Vampire's Willpower
Sever a blood oath lOTraits
Inflict (Faith raung) levels
of aggravated damage to a
demon, ghosl or vampire Eigh t TrailS

• The faithful may cu re injury and sickn ess simply by their touch. The blessing
grants a number of health levels (or healing purposes only. For example, a patient
who has suffered lethal wounds to hisfirsl Wounded le\'c! and recei vcd the healing
touch of a priest with True Frulh x), the patient is granted heahh levels unul he
IS consIdered Bruised (or the purposes o( healing lime and maiong his SUllic
Ph~·slcal C hallenge [0 recover. (In this case, the patient need only rest (or a day,
as ifhe were Bruised, and hl5 difficulty is three Traits.) If [he granted levels cause
the pal1cnt's health levels 10 rise above Bruised, he heals in a (ew hours. Higher
IhHnlhat, and the patient he;tls insmntly. These effects illS! only unul the patient
Htu:m pts [0 recover a he;tlth level (make the Slatic Physical ChallenGe). This
power cannot mise the dead, but it can save the d~'ing, and it works with illness or
poison as well as physical inj ury.
• Some of the faithful are sensiuw to the presence of evil. With a successful
Mental C hallenge. the character may sense the presence of a vampIre, ghost or
demon. ThIs challen&~ is 001 affecled by Ob{uscaU!, ObunebrafiOll, the SU!alth
Ahlllt~, or other means of conce;llmenl. Thiseffect is nOl conscious, so the faithful
rna)' sense evi l any time he is at peace, such as praying, reading, medimting or even
sleepin,e. He may not sense evil presences whi le he is distrocted (in a crowded
market or a feasting hall during a revel) or while oc(:upied (in debate or combat ).
The character does not kno w exacdy what is n ear him, beyond somethi ng unhol)'.
At Storyteller disc retion , another Mental C h alle nge may provide insight.
~Oty lC€mg
The Fai thful Clm bless items by undergoing religious ceremonies im'olving
those items. These scenes should Ix: roleplayed out. if a player's character is
im·ol\'ed. One item can be blessed ove r half an hour. Onlyone blessing per session
can occur (rom a given charocter, and any given ilem ca n hold o nly one blessing
at a time. Blessed items have an additional Bonus Trait (Burning, Searing, Blinding,
BraruImg, Purging, Cleansing or Purifying) which may be bid in a Physical C h:lllenge
involving the item rJlld in opposition 10 a supemmural creature. If the challenge
is lost, this Trait isgone,and the item loses its blessing. If the challenge is successful.
the item touches the creature, causing one level of aggravated da mage (ratherthan
its normal d~mage). Bidding a no rm:l! Trait me:lllS thrtt the item is being used as
norm:l!. and It causes normal d<lmage (if any).
Holy wa ter wilt likewise cause aggravmed d amage - one level for a brief
splash, or one le"el per tu rn of immersion, altho ugh it does not gain any !Xmus
Traits. SUJkrnaturdl crearures h andling such objects fur extt:nded periods of time
may cause them to lose their blessing.
T h is powt:r is nOi completely li mited IOch nmcte rs with True Faith. A devout,
honest priest hasa lesscr"ersionof this abilit), ",hieh al lows him to bless holy ",liter
o r the ",inc and waf~rs of communion.
RWqg
Spt.'Cial holy items, relics of antiquity, hold further special powers, such as heal ing
or blessing. These items are extremely rare, imbued with the faith of the tna5SCS over
the cenruries, and Ihe SlOrywl1ermust "I'prot'e lheiT entry inoo Ihe g<1tne, as well as designate
their special abilities. TIley are usuatty kept within special protective cases callt.xI
retiqullril'S. Many medieval churches ruNe at least one relic (some times of dubious
origin). Their pawer level varies according 10 the Faith surrounding du~m. The fin!,>t':r
bone of a little-knO\\11 saint will ho ld less power than a splimcrof the True Cross, for
example. Some chllrlatans peddle fake relics, such as ani mal bones for saims' bones,
mgs for the mantle of the Virgin or splinters claimed to be frngmen[S of the manger.
Strangely C1lough, hO\H,,·er. these false relics may develop their O\\l1 Faith rating and
som" mo::asure of holy power over time and with enough r~,'erence of the f.,ithfui.
Not every rdi c is necessa.rily ml ancient artifact. Holy water, the sacramen tal
wine and bread an d rhe badges of pilgrims can h,we Faith ratings an d act as rel ics.
Not every relic net'd be Christian - pagans, Jews and Muslims all ha\'c sacred
objects that arc precious to them and their fai thfu l. The exact effecrsof their relics
arc up 10 tho:: Swryteller.
The touch of a relic int1icts aggravated damage on supernatural creatures and
causes t hem to t1 ee if they fail a Courage T est against the level of damage t hey ta ke.
This level is determined by the Storyteller, although a maximum of four levels is
recommendLxI. Other powers th:][ [he faithful may call upon from the reli<; should
represe m theaunootesforwh ich the uemorsaint wasrevered. A sip from th e Holy
Gnul will cu rl' all illnesses, while a feather from the wing of Archangel Gabriel
ll\1ght lOStl11 agreat Lendcrslup AhllilYon the ol'mer. U nles.s desecrated, a relic will
not lose us holy power.
50LYGROUnO
Churches lmd Other sImilar areas of f.mh (mosques, shrines, monilStenes) may
h,lve H strong bockground offaithful resonance. Supernatural creaturesare w;Jry ofsuch
regions. Vampires mUSI make a succl'SIiful Cowage check to enter such areas (the
difficuhyof whIch should beSCI by the Storytdlerbasedon the level of Faith he deems
the Prorerty to hold). While they arc In Ihe area, they are considered one T mit down
on all challenges. Characters wnh T nM: Fourh are considered 10 have one Bonus Trait
on any challenge they make while on holy ground that is consecrnted basal on their
reilb'lOUS beliefs. All blood expendlf1.1TCS double whi le on holy ground, and perception-
aff"'''Cllng Disclplmes (such iIS A I~x and Chrmen:rry) soffer a two-T mIl penalty.
The ashen priests of the Rood of Hea\'en supposedly know rites that allow
devout vam pires to e nter holy grOl.l nd wi thOl.lt d iscomfort, but they do not share
these WIth the unfaithful.

Snuus is the ce ntral foc us of m:my Cainitcs' existence. It represents the


amount of power and social prestIge a character has within va mpIre SOCiety. Those
of lower stams are expected 10 respec t th05C of higher status, A s o ne's status
mcreascs, one is granted more respec t and deference by other Q llnitcs - and one
may become mOle of a larb'!'t as well. Within a city, the prince typically (allhOl.lgh
nOI always) has the mOSI Status. N"''Oflates ge nerally have li tt le status, while
ana rchs and most D itiff have n OStalus, In between afe the power-hunb'fY ancilla!
and elders whocominuall y jockey for posItiOns in hopes of increasing their status.
TIle socio-political manipuhltlOn o f va mpires by ot her vampi res is gove rned,
10 /o!eneral, by a set of unwritten rul es that have been developed over centuries. The
weight Qf the anc ien ts often ho lds the system in place as it is to thei r advantage to
ensure thcir holdove r ot hers is secure. Censure aga inst those who buck the system
can be harsh, sometimes fata ll y 50.
A Chal"'.KICf'S Slams is represented by a IlSl of TrailS. These Srnms T mlts are
awanted lothe vampire for meritoriousdeedsorare indications of the value placed 00
that \':lm rlre bot' the ()(her Dmlte!; of lhe city. Such a....-ards (or the kX55 of regard) are
t)'PlCally a matter of publIC knowledge and the av.-ard ing Ol strippingofStatus is usually
quick ly spread through rumor or via ruhlic announcement at a gathering ofCaiOltcs.
Sample StatuS T rai ts include: Acknou:kdged, Admired, Adored, Cherished,
ESleeTm!d, Exalted, FamOllS, Fauhles5, Feared , Honorable , Influential, JUSt, Praised,
Renoumed, Respected, Retrered and Tr1lSItOOTthy.
While the StruCture of Smtus has a rllther codified set of ru les, the dynamics of
the system should be rolerlayed. StatuS is a social convention. Vampircs don't
ilerually keep a .....ritten list of which wonhy holds such -and-such Status. RHther, a
character's Sl'lltUS T rai rs hold roleplaying keys for how a character is perceived,
s['Oken of, and, to some degree, expected to behave, A Faultlw Chlu-acter should
remain perceived as such, or no longer be worthy of rhe appellation. The gain and
loss ofSrams is generally grist for the rumor mill, and any adjustment of someone's
Stmus should be spread, along wi th nJnlOfS as ro the reason for the chanb'C, so rhat
all can share in their glory or humiliation. This is not to say that every little change
o r expenditure of tempor..lry Traits needs to be broadcast, but any vampire with the
Poorics Ability can gillige the reputatiOn (pemmnem Stams TraitS) of another
Caini!e based on observing the overall reac tion of orhersaround her and the rumors
he mal' hillle heard of her. Consider it downtime sm~1I talk, if you will. A player can
expect a truthful answer when inquiring abom a Cainite's StatuS in such a manner.

GIIIIlIllG linD [QSIIlG SCIIWS


In smaller games, the Storyteller is generally responsible for tracking the
Statlls of Cainitcs and dec iding who is worthy of reward or scorn. Larger games
usually allow the Storyteller to step bilCk Imd allow the players to supervise such
mat ters, however, while maintaining an arbitration position in the case of deba tes.
Once released from the strict supervision of he r sire and "accepted·' by a prince,
in accordance with the T rodition of Accounti ng, th e new neonate acquires a single
Status Trait (usua lly Ackf1QW!edged, alt hough her behavior during the period of
Accooming may merit a different Trait). Chilr.lCters nonnally begin play with this
single Status T mit. Ouring the course of the chron icle, the vampire gains or loses
StiltuS according to her actions and the views of the other vampires around her.
SWtuS is typically gained less frequemly than it is l05t. In order to gain status,
the C.1inite must demomtrate to the other local vampires that he is wonhy of
increased respect. In other words, it is often a mauer of going beyond the "cal1 of
duty." Simply obeying the Traditions and laws of the local prince is not enough-
ever)' Cainite is expected todoas much. In addition to maintaining the reputat ion
tha t he lll rcady has (for example, remaining faultless and JUSt, if he is considered
Fauilbs andJu~r), he must furthe r demonstrate that he is worth additional regard.
The ch;lracter must b'O beyond hinuelf in the c)'es of everyone.
St:HUS can be lost for a multitude of reasons, such as making an enemy of an
elder, Ignoring a boon or refUSing to rec~>Tli;:e another's status. Cainites can al50
lose it because of breaking any of the T mditions or committing diablerie - if they
are caught and are still ilTOund, that is. Obviously, if you are going to comm it any
of these actions, it is beSt 10 do so sans witne~s.
Note that a char:Kter may never gain more than one permanent Stat us T rait
per story. The re is only one exception to this ru le: if the prince awards or sanctions
an addi t ional T ran. A character elm lose any amoun t of Status T rnits at any time
- the bigg<'r they are, the harder they can fa ll.

USinG SCIIC{J$
The re arc twO types of Status T mi t: temporary and pe rmanent.
Permanent Status is recorded on the character sh eet, and a loss orga inof such
is recorded directly on the sheet. It represents actual standing in Cainitc society.
No ma ll cr hoI\' much temporary Status has been used du ring the course of a Story,
it has no effcct on the permanent total. A Cainite can use all of her temporal")'
SWfUS Traits and sti ll be considered to hold all of her standing.
Pennanent StatUS is a measure of a charnCter's cre<lIbl Ilty. In any situ.1t101l wheTC
there IS an open delxlle between Calnlle$ (one Cainite's word against another),
StatUS is used as a detenninu\S: factor. The Silmc is true in the case of accusmg anO(her
of a cnme for which there is no concTCte evidence. In all such cases, the character
wllh the mosl St:iNS is the one whose word ISaccepted. If there IS a lie In this case,
thell Ihe chanleler holding Ihe mOSltcmporary Status TrailS ho lds the advantage.
A nYOlle of higher Status may remove permanent Stat us from those lower than
herself at a CO$l of one permanent Status Trait per Trai t remov<.-d.
A group oflower ·SWtuSC ainitcs may strip pcnnancnt Status from one of I heir
chm th:lt h:ls higher StatuS by expending a group IOtal of permanent Status equal
10 their t'<lll:et's permanent St<lluS.
Temporary Status T r:uts are directly rd<lted to permanent StatuSTrails and
ca rry the S<lme Trail names. They may be represented by St:1tuscards to keep track
of them more easily. Em;h card should record the St<ltus T rnit and which character
It helongs 10. The 10S5 or uS(' of temporary Status Traits usually lasts only for the
duration of the SlOr)", and the player can rei,':l1ll the uS(' of all ofhlscaros when the
next Story begins.
IftheC11nile isstrippcdof permanent StatuS, then the temporary Snuus Trait
directly re\:lted to it is removed (rom play, nomatterwhn holds the Tralt:lt present.
If f11\other vampi re currently possesses Ihal T rnit, the borrower must approach the
v,unplre for a replacement T mit.
Example: Kharkas is commed try Cainite society ro be Acknow ledg<.-d, Feared
and T rustwonhy. These aY? his pennanelll SUIfUS T raus and art rtrorded {Jj such on hIS
sheet. At w w
beginnmg of game, the pUryer holds mue fCtI1porary Swus cards, tach
\nm 1M name of Kharkas and IN namt of w Trait. El"rn if KMrkas exfH'"!"lili or bms
allaY aU of h,s cards, he IS soU ccmsuieud 10 hal'e mree pm!1anem SlafUS TraItS. If he is
loo:ered In slCInding (T TUstwonhy is smpped for him breaking his K'OTd 10 the pril1CeJ,
mell the corresponding temporary Status card is also Iosl.
Following are cxamrles of the usc ofStalu s Traits in the course of rll1Y. The
expenditure o r usc of a temporary StatuS Trait means that the c!m raCfer can no
longer use the ca rd in pl:lY and should h:md it to a N:lrr:lIor.
A temporary Status Trnlt may be bid in a Social Challen b.... , in the place of a
Social Trait, i( the si tuation is applicable. T empornr)' StatuS T mits ca n also be
exrended to gam a Bonus Trait m a Social Challenge. If the Trail has been bid In
the challelli,oe. It ca nnot also he used as a Bonus Trail. An)· number of ICmporary
T rails can be expended in this wa)', as lo ng as they are applICable to the challenge.
(Note: Temporary Staws T mits cannot normally be used in challenges related 10
Dlsclplmes. unless all plarers arc agrce;tblc !Osuch a usc. If there is any dOllbl. the
N,ITr:nor makes the call.)
An)'one with morc tempor:Il)' Status Traits than another mlty remove
temporal)' Status from timt va mp irc at a COSt of one temporary St:nus Trait per
tempomry Trait rcmo\·ed.
If a character has more than double the amount of pennanent St:IIUS Traits
than another member of her clan, she mlty award a permanent StatuSTr:tit to her
clanm:lft' at the cost of one tempor<lry Staws Trait.
The princeof a city m:ly :I"':lrd permanent Status T nl11S toany vampire:1( the
COSI of one temporary Status Troll per permanent T I'1.llt :lW:lrdcd. If he wishes to
awarJ more than three permanent Status Traits to a si ngle C~lInlle III a Single story,
the fourth and subsequem Trails will coot the prince permanent Status TrailS
mSlead. He C:II\ also remove perm:lIlcnt Status from any other vampire for evenLS
lhat occu rTl-d in hiS dom:l1n for the same cost.
A Caillilc ca n show her favor or support of another vampire by loanlllg him
a lemporary Status Trait, although t he n..'Cl picnt mUSt return Ihe Trail immed lalel y
upon the asking. While he carries that T mit, he may uSC: it :IS one ofhis own, after
whIch 11 is gone for Ihe dumtion of the story, returning 10 the benefactor at Ihe
beginning of the next story. A vampire may 10.111 only one Tmil to any given
vampire In Ihls fashion, although she Clm make one-Trait loans to multiple
different vampu es. TIllS is the only way a ch:u1!.ctcr's temporary Status ca n n se
above her pemmnent Status rating, baITIng Presration.
A vampire mUSt possess 3t leasl one Trait of Status (permanent (Jr tempo mry,
e\'cn if Ihe lempomry Trait has been loaned by someone else, or is due to holding
a boon) 10 petition the prince for any reason. such as ask ing for feedlllg grounds or
accusmg somL'(me of a crime.
IGnORInG $r~(U $
A vampire can chOO5C to ignore another vampire's Smlus III general or a
specific uscofStatuSllgalllsl her. For example, a player may refuse lOaccept the bid
of a Status T mit III a challenge where Status would normally be acceptabl", asa bid,
or he could refuse LO allow T milS to be added from hlsopponent's temporary Slatus
T Tllits in the case of a tie, By !ok)lng so, however, she rISks Ihe wrath of societ}'.
The StructureofStalUS ha5 been followed for so long, J[ has become a precious
social convention, and by ignoring the Srntusof a si ngle vampire, she symbolicall y
I~nores the Stalusof all \'ampires. Thlscan ,e~ull in tho:: loss of her own permanent
standing if rumor of Ihe offense spreads, especially if the offe nded Cainite is of
higher Status [hml she. Should she bedisrespcctingthestandingof a l~rCainite,
Ihe loss of her standing ma), only be tcmpomry (thai is, the I~ of a temporary
Status TTllIl for the dural ion of Ihe s[Ory).
ou rq~$r$ ~ nD $(~ ru $
It would seem, on Ihe surface, that the Autarkis and Furores have little [0
WOIl)' about. Given thai theydo nOI fol loll' the mainstream socielY and have little
r{'gard for these social sYSI{'ms, th{'y have no Status to lose. Some outsid{'f groups
do ha,'c their own versions (If Snl(us, often vari~tions on Ihe mainst ream, bul
equally 11kd ~' toslmply be a pecking order. Having no Sratusoften hurts more than
II heirs, though.
EIJersalmost nevergmm favors IOOULSiders, rarely give them the benefit of the
douhl: lilld are much more hkelytovent Iheufull wrath on the m. It isso much simpler
(and more SOCially accepmble) [0 pick on those who have no poli t ical backillg.
Additlonlilly. II IS nOI uncommon for a prince 10 tum a blmd eye 10 Ihe murder
of a Camile with IlOstanding, even If such a murder is done in breach of the Second
T tadifion. A Call1lle who has sh1lnned the nonnal proteclionsofsocial conve ntion
ha~clt'arly decided that he can survive WIthout the benefits of CIVII1:'11Ion, whel her
hLS removal (rom the respected citL:enry was due to his own decision or the deciSIon
of the populace (i.e., theCaLnlte w:tSSlnpped of all SlaM for his behavior). The more
~pecra"le vampires deserve pnorLt)' attennOll over the mbble.
Altho..Lgh paying III' servLce 10 the elders hru; its price and hinds young
vampm':-5 Lnto a twisted dynamic structure of debt and unpredictable social valm:.
the benefits arc usually worth wh lie. Cainites can expect the peace of II pri nee's role
unde r the Tmditions, can ask protection of the ir elders, gain the bene(;t o f the
douht lind be granted favors. Therefore, it is considered prodem to havc;Jtleast one
permanent Trait of StatuS and 10 respecl the Status of other vampires.

PR€W\(JOIl
Presta lion is the an of cumng a deal, :m im'aluable resource for Ihose who
know ~, 10 use il. Consequentl y, those II,.'llOranl of its applications should
be"-are. Technically. prestalion LS defined as the sYSlem Ihrough which one
Calnlle becomes officially indebteJ to :Inother for services rendered. In actuality,
illS soLllelhing much more compllCaled - ;Jnd deadly.
Rc~pcci isgi\'en toa vampire who can hold many others in his debt, and many
pnnces rule hy virtue of Ihe number ofCainites that they have in thei r pocket!;.
Such a C"linite has many frlVors to call upon, and is treated with some degree of
soci;11 deference, which IS reflected in the roles of this game hy adept vmn pires
gaming the ability to usc the lemporary Status of others ru; If it were their own. For
those who are in deb l, the socilll stigm;1 attached to their admissions of weakness
IS rcflectt-d in how they h:l\'e less temporary Status Traits wnh which they can
m:mipulate others.
A( ( ij£CAB[(
When striking a deal, the players should make clear who is dOlOe the favor
(Ihe "hestower~) and who is receivmg it (the ~receiver"). Excepi in (he case of
mutual favors. 5uch is always the case. TIle receiver owes a boon to the beSfOwer.
Hncl dUll boon mUSt be crn ... gor i~ed at a level of debt. The agreement must be
amenahle to all Cainites invol\·ed in the deal. M05t deals arc accompanied by the
bcSlOwer's requirement: "You may not take any physical action against me for the
duratIOn of this boon." Wise C'l.iniles get agreementS in writing.
A deal does not have to be II formal, pre-arranged contract. Man)' Cainites
gam prestation over other \'ampncs by hemg 10 the righl place at the right time and
hemg able to pull the potential receLver OUt of the (;rc, even if they have SCt up the
SLluatlon themseh'es. U nderh:mded! Perhaps, but vampires aren't sweemcss and
light , remember. As longru; the rest of SOCiety recognizes that the besto\\"erhasgone
01.1 1 of his way to help another C"lmite, that poor sod remllins m his debt to some
degree. Therefore, the level of deht Issoned OUt after the favor, rather Ih;Jn before.
Boon (RAI(S
Each level of boon has a corresponding Trait level, one through (;ve TrailS
rcspt'Ct1\"ely. A favor is conSidered :15 v~lluable as the number ofTrails assigned to
It. A mmor boon (twO T raits) and a major boon (three Traits) lire fur compensa-
tion for a life boon (five TraIts), for example. To illustrate the rdam'e value of
these boons, refer to the followmg examples:
T ri vi",1(one Trail) boons are o ne-time favors, such as protecting someone
for Ihe evening. ~iding $Omeone by using a Discipline or supporting another's
po litlc:ll move.
Minor (two Trail) boons can cover more than an e\'cning and usually entail
some sort of Inconvenience, such as allowing safe passage through a hosilic c ity,
re\'ealing crucial Informat ion or disposing o f a minot threat.
Major (three Tr:llt) boons usually entail a great expenditure of time ami
resources on the bestowcr's Pllrt. The effects of the f;lVor usually last for man y game
.sessions. An example of such :1 boon is teaching the receiver a new Discipline Of
ritual, o r purchas lllg a mvem Of inn 10 serve 35 his new haven.
Blood (four Trait) boons occur when the beslOwcr places herself in a
potenti:llly Ilfe·threatening situation in order 10 help the rccewer. Hence the
n ame "blood boon~: The bestOwer is willing 10 shed her blood (or her receive r.
life (fke Trait) Ixxms invoke the bestower actively risking her immortal
existence for the receive r lhat the receiver m,IY live.
[I is alwa~'s possible that a concrete dea l can be c ut between two vHmpires on
specific terms, such as loaning a Trail of Status in return for loomng :1 Trait of
Influence. In such cases, prest;)[ion need not be applied. J(, however, there are
discrepancies in the ability of one side to pa~' up part or all of such a deal. the
presta tion may be made applicable. An example migh t be a O unite who can
current l~' afford to lend only rwo T rnirsof Injluena, bUi needs 10 borrow five T mits
from another vamp m.'. In Ihls casc, the deblOr is going to be three Trans (the
equivalent of a major lxxm) in the hole. Debming the rdative merit of other Iypt'lo
of favors is all a p..1 r1 of roleplaying pre5latio n.
The player of the receIVer then hands the playe r of the Ix-stower a numbe r of
hiS charllCter's h' mpumry StlltuS T mits equal 10 the level of Ihe boon. Unlike a
norm:llioon of temporary Srmus T rairs, Ihis numbc r can exceed one Trait, and the
"Boon T raits~ remain wnh the ootower until some ot llll of the debt IS repaid. The
receive r may not ask thaI Traits be ret urned unulthe boon is settled.
The beslower mlly contmue to use the Boon Traits just as she would any of his
o \\'n temporal)' Slams TrailS, IIlclu<illlg using them ascollateml for other boons or
rcraying boonsofherown. A Boon Trait rna)' change hands many times before It
IS returned to liS owner, and it behooves a receiver to keep track of who currendy
holds hISdebt. WhIle normllllOllnoo T r;uts would relurn 10 the o ne who loam-d
them (at the bcginnlllg of the next SlOry), ho wever, Boon T raits relurn 10 [he
bestO"'er who held thcm al the end of the current story, not Ihe receIver.
[f Ihe receiver does nOl have enough temporary Status T mits to be able to back
up his boon, he cannot expect the {;wor 10 be granted. Boons over othe r vampires
i,'t:1Il1 social power and prestige alld are treasured. The "emply" words of an overly
IIlJcblt'd vampire, oran anmch of no standing are unlikely to persuade li n cider to
go out of her w;.ty 10 offer aid. Omverscly, ;l vlullpire who delihemtcly places
another indebt loa 11.'\'1'1 that she cannOI back With temporary Status isconSldcred
foolish by hiSIlCt'ts. He might face :1 loss ofStatus h imsclf (tempomry or pt:rrmment,
depending on how humiliating the sltuallon was) and find the whole deal
considered null and void by his ree rs. Choose your c humps wisel y.
PAVinG (ijE PIPER
The only normal way for a receiver to rid himself permanently of a boon is til
repay or Ignore the favor. Repayment is usually resolved through rolcpia)'ing.
Typically, vampires repay their debts by performing equivalent favors. If the
bcstower is in sufflcic11I trouble, however. the receiver may be able to bargain for
a greater level of repayment, possibly even turning the tables. Everything depends
Ull skill:lt barrering.
By ignoring a favor. the receiver nO( only iosesSmIUs (if anyone flndsoul about
it), but ~ lso risks the beslOwer's ire. If the besrower is a minor Cainite, the receiver
may only risk the loss of temporary Stams. If the besrower has considcmblc social
influence, however, word of the receiver's offense could spread. c:msing the loss of
pcnn anenr Status. Ignoring a major (or grearer) boon can result in the loss of more
than one TraiL Breaking boons is considered a major slighr among vampires.
It is possible thm the rece iver will attempt 10 rid the world of his bestower
rather than repay rhe (a\'or, The beswwer ca n use her requ irement of non-action
as prottttion from harm - such a breilch of conventi on is considered the height
of rudeness and a seriouschallenge tothe stawssystem. Also, the receive r certainly
faces the wrath of the prince if the bestower is killed in breach of the Second
Tradition. Receivers are often the first vampires investigated in the case of the
death of elders. If a bestower is killed, any Boon Traits she holds return to her
receivers (at the beginning of the next story),
If a receiver is killed, any temporary Status Traits that come from that
char<lcter are removed from pla y. likewise, the removal of permanent Status from
a receiver for bad behavior also results in the removal of [emporary Status T mits
from play. This can cause a cascade effect of credit and debt in some cases as
Camites SCr<lmble fO ensure that thei r structu re of social power remains intact.
Those who held a murdered Cainitc indebt will wam to know who was responsible
for their loss of power. If the receiver is still alivc, a bestower will want to know if
he can Stillurhold h is deb! (with another !empomry Status Trait), and if not, just
what docs he intend to do about rcsolving Ihe issue.

(lOmB!l:C
Combm is the usual intent behind Physica l C hallenges. Esscnti~l l1y. combat
Involves tWO chamctcrs in physical conflict. The pl:lyers agree what the outcome
of the challenge will be should c:lCh win, each pla ye r bids an appropriate T mi t, and
a resr is performed to determine the actua l outcome.
The ~Igreed outcome is often that ohhe loser being injured. This is not the
only possible result, however. The tWO parties can agree to nearly anything, from
tripping an oppone nt (0 throwing him from Ihe parapet. or a morral victim
escaping (rom the fremied C:linite :I{(cmpting to feed on her.

ffiOV€ffi€fl( - (Ij€ (IjR€€-$(€P RUL€


Anyone in or jusl elllering combat is subject to the T hree-Step Rule. You may
!:.Ike up to three steps du ring any comb;1t ac t ion and still at!:lck. Moving one step
is considered walking C:lllt iousl~', two sleps is moving directly and three steps is
nlnning. A Discipline that allows for an additional action (as opposed to juS[ an
additional at tack lIsing that Discipline for resolution) allows you to take three
additional steps in that act ion, and so on. If a character takes more than one step
in a given tum, he is one Trail down in 1111 Physical Challenges tha t tum.

R€QUlR€D JlBlllLl€$
In some sections hereafter, it is mentioned thaI in order to receive a bonus or
use ,In llbility, rou need to h(lVe11 certain leveloh n Ability. Thissimply me11ns th111
your character needs to have thai level of Ability on his sheet al the b.::ginning of
the session. For example, if you need to have three T milS of Melee, then as long as
you r character has three T fa its of the Melee Abi lit y before expend ing any of them,
then he can use Ihm effect regardless orhis current level of tha t Ability.

Com est5 of will are an ancient tradition in Cainite society. Thli'occur when two
vampires lock eyes to intimidate each other, with the idea to force the otherlO bock cJo..ll
before a conflict acmally comes to blows. Success in acontest of wills isdetennined inone
of tWOWll)"O. First, it is h ighly recommended that thisoclion be rok-played Olit mther than
resorting [0 rules. In this case, if one of the players relents while roleplaying this action,
his opponent wins. If a quick result is needed, aSoci;Jl 01311enge is used toderermine the
victor IflStead, with the loser breaking eye contact and losing thecontcst. The outcome
of this challenge, with one Cainite leaving with hi;; tail between his legs, holds more
weight in many vampires' eyes lrun actual physical combat.

$URPRI$€
If a player does not respond within threesecondsofa Physical Challenge being
declared to him, the character is considered to be surprised. Sometimes a player is
busy "'ith another activity or is playing a chamcter who is nOI prepared for an
attack. It's highly imprope r to sneak around whispering challenges in the hope of
catching someone by surprise.
Surprise gh'es the challenge r an initial advantage. If the surprised defender
wins the challenge, the challenger cannot be harmed by the defender's action.
Furthermore, if the challenger loses the te5l, he may risk an additional T mit togain
(I ~ond challenge in which he may not be harmed. After this second challenge,

regular challenge rules resume. Overbidding is permitted for both challenger and
challenged in surprise situations.

FJlIR €$QJlP€
Fair Escape is a simple rule that allows characters to escape from potentially
dangerous situations without their player.; act ually having to bound over furniture
or dive Ollt windows. This rule also ~llows player.; to avoid combat without going
Ihrough cumbersome challenges to see if they om get away.
\Vhen you use this nile, you can call "Fair Escape!" any time you see another
player approaching with whom you do not wish to imeract. Once you call "Fair
Escape," you may leave the area without being pursut'd. $cveral gu idelines must be
follo ..... ed when using this rule, however:
• You may not use the Fair Escape rule if the person approaching IS nearby
(Wilh1l1 COn\'ers:n ional dismoce). In such cases, you must 1I11(Iate a challenge in
ord er (0 fltt. Use common sense in pllices where there IS a greal deal of nOl:;e and
conversational distance is reduced 10 a mmimum (e.g. a c rowded marketplace).
• Situations that 111\'01\-1.' an ambush (all exits blocked or the rarget IS
surrou nded) or range..! we:lpons can sometimes negate the u:;e of F~lr Escape.
A(:flln, use common sense.
• A ch3racteT uSl1lg Unseen Presence or similar powers may employ (I Fair
Escape at any lime before achullenge h:lSbeen initiated, unless someone with some
(orm of Heightened Sensei Counteh hUll.
• Charucters with supemfnuml speed such aset/enl)' may gam a Fall" Escape
hy activa ting their speed hefore a challe n~'C IS iniuated. If several charaClers arc
usmg supernatural speed, whoc\'er uses the highest level of speed wins (all t ies go
wt he fleem/;! rmrty). Therefore, a character usi ng BasicCeLem)l cannot Fall" Escape
from a character using Ad\'anccU Celenl)'.
These rules are meant to hasten play, nOI complicate it. AIW:IYs try 10 employ
common sense when usmg F:nr Esc:lpe. As a rule of thumb, if it takes several
minut •..'s to exp lain "'hy a Em Escape would he justified, it prob..1bly is not.

UJ€.IIpon$
For obvious reasons, no rcal we:lpons are ever allowed m Mind's Eye Theatre
games. Even non·functional prOf'S rue forbidden if they can be mistaken for
we<lpons. This system does not use prop<; of any kind, nor arc players reqUIred (or
allowed) 10 strike one :mother.
Ins{toad, players shoulJ use wcapon cards. which contmn me StatiStICS of a JmllCular
wearon:md allawotherplayers IOsee d1.1t you actually pos.se5Sa wcapon.. When you have
a wcaron eml in your hand, you arc considered 10 be holding the wcapon.
A weapon gives II~ widder extra Traits (or comlxu or other appropriate
ch:lllenges. Each weapon has one or more extra Tnlits t hat may be used in :lny
challen!:e III which the weapon is employed. These TrJits Cflnnor he used as an
IIllt i:11bid . Instead, they add to Ihe user's Traits in thecaseof a tiC. In addition, some
weapons have special abililies that m;IY be used, such as causing extra levels of
d,lmage or <lff~'CllIlg more Ihan one lar~,'et.
Some weapons ha\'e Neg:Ulve TraIts thai can be used by Ihe Wielder's
opponent III preciscly the smue "'ay as regular Nel,'at1\'e T TalIS. Additionally, any
wC:lpon wllh Ihe Negam-e Tr.lI! of Fragile wil1 usually hreak when used In
conJ uncl ion with Potence fllxwe the Intennedlalc le\'el.
Concealabilit}'
Each weapon has a Concealabllity raung. If the weapon cannot be conceal-
ah le or you do not h:we the proper costume to cover the weapon. II should be
cl rricd in your h:lIld, or Ihe card displayed on the our:side of yourcmlumc. perhaps
pmned near the hip to 5110100' th:1I you have a S" 'oro sl ung at your wab!.
Any charac ler wllh the Im'f5ugation Ability may initiate a Mental Olallenge
to nOlice If someone is concealmf.! a weapon o r other Items. The defender may
retest wllh Srea]rJ. If he IS aware of the 5Crurmy and IS acllvely concealing the
presence of the Items. A physical search of fhe character normally reveals hidden
we:lpons llulomalicall y without a te5t .
Availability
Possession and ownership In the Dark Medle\'al are privileges, not righlS, and
ones reserved for thoscof status. The a\'allabil ity of weaponry is often restricted to
those fe"' who have either access 10 equipment through a mentor or belonging to
:1 st:mding army, or those who ha\'c ReSOllrces of their own.
T h e AV<lllabili[y rating of a weapon shows the average minimums required to
ob"lin a typical e xample of the weapon listed, as well as the comparative mrity of
the Item. Even if the character has the resourccs, it does not follow that the item
IS nt.'CL"SS..1rily freely a\!3i1able to hUll.
As e\'er, the StOl)'teller is the final arbiter as 10 the COSt and aV.l ilability of an~'
lIem In the I,>ame. The Storyteller may rule that sub-standard weaponry is available
morc re:.Jlly and at a cheaper price, but thiSsecond-hand, battlc-worn rubbish WIll
t},picilly rul\'e onc or two fewer Bonus T ran.s and/ oronc or two more NCglItLve Trans
(e.g. FrClRlI£ or CluIIl5Y). Ammunition for ranged weapons brought ~on the cheap" is
usually inaccuratc, and it places thcarcher one wrwo T l1litsdown for the challen~ ,
Such should he noted on the item Cllrd for the specific weapon or mnmunition.
Bidd ing Different Traits
During a normal hand-IQ-hand fight, characters bid Physical Traits against
their opponent's Physical Traits. If a character is using ranged weaponry, and she
has the Archery Ability, hO"'ever, she c:m opt to bid Mental Traits instead. If the
oPf'OIleOl b:Utempl ing tododb'C the rangt.'tI weapon, she bids Physical T mits. This
umanc... IS one of the few in which T r:uts from different Anribule categories may
be usN a~oa mst one anomer.
$PEqIAL UJEAPOn qAPABILI CIE$
Some weapons have special abllil1cs, allowing an attacke r to inflict extra
dmmlJ,tC, ignore cerrain rype of protection or st rike multiple opponents. Such
powcrs arc indicflled unde r the we:tpons' individual descri ptions.
A rmor.Piercing
Although they do not inflict extra d:tmage, armor-piercing weapons ignore
any defense from armor.
Destroy Sh ield
A weapon clpablc of OcStTO)'lng a shield penetrates it autom:ltically and renders
It uselt'S$ after three successful blows, reg:trdless of the sire or snenl,'1h of the shielJ.
!1lI.:endia ry
Some weapons bum the target, causing aggravated damage 10 C 'Imite5 and
lethal d,lInage to mortals when igOllcd. Incendiaryde\'ices may cause ongoing fires
(Storyte ller's disc retion), but they rypically extinguish afte r one successful suike
lind thus one turn ofbuming damnge. Fire circumvenlS all protective armor. See
the Health section for morc details.
Mo un ted
The weapon must be used from horseback in order to gain its full effects,
Otherwise, treat the weapon as a spear.
In close combat with someone whose weapon has a Negative T mit of Slow,
HellIry or Cltlms:y, you gain one additional Bonus T mit, provided you have at least
one level of the Melee Ability.
Spray
The weapon am strike up to three closely b'fOUped t:l1"\,'Cts m once, lIS long as they
,Ire more than five fect from the att·.x:ker. Mah'one test against ill! targetssimulmnt'OUSly,
Each tal"\,'Ct th.1t fails the test takes the wl'apon'sdamagc. The attackerrisksone T mit for
each t:l1'j,'Ct ill the group. :md loses one T mit for each t:l'l.'Ct who avoidt.od the (bmagc.
Slllking
St:lking we:lpons pamly:e vampires when a successful blow penetmtes one's
heart. The attacker must wi n or tic two Simple Tests (Q successfully stake [he
vampi re. See "Staking" under the Health sect ion for more details.
Two-Hand Requirement
Characters must employ two·handed weapons with both hands re!,'ardlesso( thei r
strength. me:.ming that they cannot also Tn.1ke usc of a shield or a second weapon.
mH€€ UJ€APOng
All melee weapons usc th e Melee Ability for retests. Unless you have at least
one levelof the Melee Ability, ),ou cann01 claim any Bonus Traits from the weapon,
a lthough all other Traits of the weapon are app licable.
Broken Bottle
Bonus T milS:
Negative Traits: Fragile, Short
ConcealabililY: Pocket
Damage: One lei ha l health level
A vailahililY: Any
Knife/Dagger
Bonus T mils: 1
Negative T mi lS: Slwn
Concealabilil)': Slee\'e
Damage: O ne lethal health level
Availability; Resollrces 2. Common
Woode n Stake
Bonus Traits: 1
Negative T raits: ShoH
Conce:tlability: Jacket
D:tm:tge: One let hal health level
Availability: Aoy
Special Abilities: Sraking
Club
Bon us T mits: 1
Negative Traits: Clzml$J
An y
Torc h
Bonus T ra lt$: 2
Ncgau\"c Trails: CllllnsJ
Conccalahlluy: C lo., k , unullu.
Damage: One bashing health level
Availahl lllY: Any
Special AbIlity: Incendll1l1'. when Iii
Mace
Bonus T mll$: 2
Ncgau\"c T rmts: Clumsy
Concealablilty: Long do.1 k
Damag... : One Nishi ng he alth le vel
AvailabI lity: Resources x 3, U ncommon
Small A~ ...
Bonus T r:. ils: 2
Negallvc Traits: Cl umsy
Conceab blltty: Long c10l1L:
l}.lInagc: One IcthHI health level
Availability: Re50Urces x 2, u)mmon
Special AbIlItIes: DeStroy Shield
Shorl sword
BonllS T mil!: 2
Negalt\"e T I1IIIS: S"",,
Conce,lbhllll Y: Jacket
Dam,lg"': One lelhal health level
AvaihlhllllY: Rewurces x J, U ncommon
Special AbIlity: Speed
Fencing Blade
Bonus T '-:1115: J
Negative T I":II!.S: Fragile
Concea bbilll Y: Long dOllk
Damage: One leIhal hea h h level
AvailabIlIty: Resollrces x 3, U ncommon
Spccifll Ahilllies: Speed
Mo rning St,lr
Bonus T r:lIlS: J
Negat ive T r.t ils: Clumsy
Concealabllity: Long dook
l}.lma~: Two bashing health levels
Avaibbiluy: Resources x J , U ncommon
Any smke that mIsses reqUIres the wielder 10 make a
Simple Test. If this test fails. the weapon strikes the
wie\Je r, C:lusmg full damagt.
Spear/S t:off/Pilchfo rk
Bonus T roms: J
Negallve Tr:llu: Heavy
Conceabhllny: Non,
Damage: Two leth.'ll health le\'els (ba5hlng for a staff)
Av<lIl ~hllny: Resollrm x I (NjA IfSmff), Common
Special Ability: Staking (if woOOen-tipped and sharpened),
Two-Hand Rl'quirement
Broads ....ordlLongs....ord
Bonus T rml.S: 3
NCJ:allvc T rmu: Hea...,
ConcealabllllY: Long do.1k
Damage: Two IClh:ll health levels
Amlbhi!ity: Rewurcl's x 3, Uncommon
Baltle-Axe
Bonus Trans: J
Nei!:lti\'e T r:llts: CIIIm5J, Heatry
Concealabillty: None
I).lmagc: T ""0 lelhal health levels
AmibhllllY: Re.sources x 3, Uncommon
Spt."Cia l Ahility: Destroy Shield, Two-Hand Re<luiremcnl
Lance
Bonus Trails: J
Negatl\'e Tr:ms: Heatry. Slow
ConcealahllllY: Nonl'
D:lmage: Three lethal health levels (bashing ifblunled)
AV;lilahillty: Resources x 2, Uncommon
Special Abi!iIY: Moumed, Speed (if ch~'rging), Slaking (if
wooden-lipped and sharpenl'<l)
Greatsword/Polearm/&:Ylhe
Bonus Tr.ms: '*
Nef:allve TraILS: ClullUJ. Heatry
Conceal~hlIIlY: None
Damag.:-: Two lelh~11 he~lhh levels
Avaibbllity: Rewllrces x 4/3/ 1 respectively,
Rare{Uncommon/Common respectively
Two-i-land Requirement
(ijROWmG W£APOnS
These weapons use th e Athletics Ability (or combat rctests. Unlt55 you have
a t least one le vel of [he Arhlellcs Ability, you cannot claim any Bonus T nms from
Ihe weapon. although all mhe r Traits of the weapon are applicable.
Thrown Rock
Bonus Trai ts; o
Nega t ive Traits: ClulIlsy
ConcealabililY: Pocket
D:l1uage; One b;lsh ing he:.lth level (presu mi ng
a fist-sized rock)
Availability: Any
Thrown Dagger/Knife!etc.
Bonus Trails; I
Ncg:lIlvc Traits: Clums,
Concealability: Pocket
l}.,ma~:c: One lethal health level
AV:lilabi lil)': Resources x 2, Common
Greek Fi re Flask
(includes any medieval Varklnl of lhe Mo lmov Cocktail)
Bonus Tmi t:.: 2
NeJ.>;lU\·c T milS: Frogik
Concealahllll Y: Jacket (untl" u)
I).Image: One :I~"ffi\'atcd heahh level
Av'1I1abllIlY: Resources x 4. Ra re
Special Ability: Ince ndiary. Spmy, Two-Hand Requirement
Thrown Small Axe
I3onusTmits: 2
Ncgall\'c T roi ls: ClumsJ, Hemry
O m cealabillty: Jac ket
Dam:.~,'e: One lethal health b'd
Avmlnbilit}" Resources x 2, Common
Thrown Spear
Bonus T r.lit:s: 3
Negative TmllS: Clumsy, Heatry
Concealability: N~<
Damage: One lethal health level
Aval l abil it~·: ReSOllTees x I . Common
Special Abilit y: Swking (if wooden-tipped)
RAnG£D W£APOns
nlls category covers non-thrown projectile ~'eapons other than siege weap-
onry. They use the Archery Ah,lity for retestS in combat . U nless you have at least
one level of thc Archery Ahi llty, you canno! claim any Bonus TrailS from the
weapon, although all other Traits of the ..·capon arc applicable.
Crossbow
Bonus Trai ts: I
Negative Tmi ts: Healry, Slow
Concealahiliry: N one
[}.umlgc: Two lethal health levels
Al'lukl bility: ReSOIITces )( ), U ncommon
Ammunition: Bolts (umen) - Resources )( J, Uncom mon
Rille: One shO! per aCllon, one action to rei o:au .
SP'.'Cial Abilities: Destroy Shield. Armor·Piercing, Staking ( if
" 'ooOcn- l ippeJ). Two- Hand ReqUirement
Shorl OOw
Bonus Trail',: I
Negauve TrailS: Fragile
Clncealabiliry: Lonl: clo.1k
Damage: O ne letha l health level
Availability: Resources x 2, Uncommon
Ammunition: Arrows (dOlen ) - ReS(mTCeS)( 2, Uncommon
Rate: O n e shor per action
Specia l Ability: Armor-Plercm/:. Staking (if ,,·ooden -Ilppe.:! ),
T ..'O-!-I;md ReqUirement
Longbow
Bonus T Talt.5: J
NegaTIve T Talt.5: Fro,gde, Heatry
Concealability: None
[}.unage; Two lethal health levels
Av ai lability: Rt50urces )( 2, U ncommon
AmmunIT ion: Arrows (dozen) - ReSQllrces )[ 2, Uncom mon
Rat e: One shO! per action
Spt.'Ci:li Abllny: Destroy Shield, Armor.Piercmg, Smkmg (If
wooden-tipped), Two-Hand ReqUlremem

ARmOR
Since It stops incoming d1 ~>C, annOl'" effectively grants a cha racter ackhllon.1l
he~lth levels. These health levels :ITC lost bo..fore the dll.lmcter hmlsclf suffe .... :U1)'
oc.es
d;lUIa!,'C in combat. Of courst.', anTlor dot..-s Il(){ soak a1\attacKs. A sultofchain rn.1il
lillie goo..! for 11 character who6e blood is being boiled by ThazIIMIUT/O'. for instance.
Diffen:m typesof armor ca n absorb d ifferem amountsof pun ishmcnt htforc being
rcnJercJ eff...'C tivdy useless. It should be noted that annor that has lost all its health
levels is not necessarllydcslroy.::J -1I is more t.kc1~· that it is just in pit.'CcsanJ reqUires
rcP;l1f. Of course, some atmcks render an1lOl' be)-ond repair. fiXing annor reqUires the
prorer tools. time and aSIatic Physic.11 Challenge with the Crafu AhtllfY.
A nlKlT h:L'i se\'cr.al dlfferem T r.lits for game purposes. Heahh levels mdicme how
many levels of damage the armor-can absoro before nceding repair. Neg:ul\'e Traits
are tho' Jr.lwb-.tcks a wearer gollns for donn log a paT! icular type of annor. A vailabil ity
and CtmcealabllllYapply as for weaponry. Multiple annor types cann{)( be layered.
ARmORCVP€$
TIle Dark Medieval world encomp:ISSC5 a vasl range of armor and pr{)(ective
eqUipment. We have simplified these mto thre~ basic categories;
Light Armor
This is the mOSt common arlllOf, worn by City guards and the liKe. It typically
com prises plecesofle;!ther, sometimes hardened by bolling, at other timesquihed.
The pfldding under other flnnor types coums as Light Annor when worn alone.
Heillth Levels; I
Negruive T mils: None
Concealabillty: Can be concealeJ If specifically made to lOOK like
normal clothing (requires ResoltTCes x 3), otherwise a
long cloak is n~-ed~-d.
Availability; Resources xl, Common
Composite A rm or
This slightly heavier armor comprises piecemeal leather reinforced with
mewl rings ami! or studs, or perhaps tight ch:tin mail. Foot soldiers, brigands or
soldiers of fortune mosllikely wear this armor.
Health Levek 2
Negative Trails: Heatry
Concealabillty: Long do.'lk
AV:libbility: Resources x 2, Uncommon
H eavy/Knicht'S A rmor
So..--aSQncd troops may be privileged enough [Q be issued heavy annor, comprising
meml (usually ring or chain m;!il, with occasional plate protection) over quilted
paJdmg. It also mcludes hl-ad protection, probably in the form of a chaIn coif. This
is nOl the traditional "plate.mail~ (which e\'olves several centuries later).
Health Levels: 3
Negative Twits: Clumsy, HC(ltry
Ct mcealabilit~': Long cloak to None.
Availability: Resources x 3, Rare
$ijl€LO$
Shields gl\'e their user one or 1I10fC extra Boml5 T r.tits in hand' lo-hand comlxn,
which can add 10 the T ...uts that come from a mdee weapon. In order to receive these
Bonus TrailS, tho' WIelder must have al least one level of the Melee Ability.
A shield cannot defend against an lIwlck from the re;!r. Using a shidd
precludes the use of a second weapon or any weapon with the Two-Hand
Requlro'ment. If a shield IS used to bash an opponenl, il is considered 10 have one
Bonus T mil, its normal Negari\'e T raitsand the ability toea use one bashing health
le\·d of damage.
Shields are not concealahle.
Small Shield
Small shields (or bucklers) prOtect against meltt and unanned :macls only.
Bonus TrailS: I
Negat ive TraIts: None
A\'allabillty: ReSOllrceJ x I, Common
La rge Sh ield
Large shields protect llgainst melee and unarmed attacks, as well as ranged and
thrown weapons.
Bonus Traits: 2
Negative T railS: Htm"
A\'allabilit},; ResourctJ x 3, Uncommon
Bod)' Shield
Body shields protect agamst Illek't' and una rmed :lUacls, as well as rallged and
thrown weapons.
Bonus TrailS: J
Negative Traits: C lwmy, Heavy
Availa bility: ReSOllrceJ x 3, Ullcommon
C:wal ry Shields
Cavalry shields, worn on horseback normally, prOtect against melee and
unarmed attacks, as well as ranged and thrown weapons. They only COUnt against
,ntacls coming from the Side of the shoulder over which they arc slung (typically
the left). If used dismounted, the follOWing adjustments apply.
Bonus TrailS: 3 (2 If used dIsmounted)
NL'ganve TrailS: C ltmuy (x 2 if dismounted), Htatry
A\'allabiliry: Rt501lrce5 x J, Rare

£ClQU£((£ O~ ARm$ AnD ARmOR


Willie a Cainite might wish to be :ISwell·anned and armored as possible
at :Ill limes, there are cerlain problems with tramping around covered in
mChil :lnd waving pointy Db/eelS. For o ne thmg, annor is heavy. uncomfOrl '
ahle, lmd, ullless the len IS c\canL-d regularly. it C3n get rather smelly. For
anOlher, It IS considered extremel y ruJe to wear armo r mdoors, unk'SS the
character specific<llly nceds to We:lT annor to fulfill hiSdutlCS. Carrymg large
weapons into cenain qU.1rters ISalso considered inStilimg, lmd may well ge t
you III mo rc troub le than havmg your macc at hand could possibly be worth,

m€L€€ linD BRIIWLIfIG


Melee fighting C3n only occur when two parues arc within weapon's re,lCh o( each
other. O\:lracters using meltt we;lponsoften h.we access to sped:11libillllcs i( they also
possess the Melee Ability. For example. a tmllled character USlng:l fencmg blade can
take oovantage of his weapon's speed when fighting a character USing a oottle-axe.
Br......111~ can only occur ....hcn tWO ch.V.JCICfS are withlfl ann's length ri e:lCh other,
ClwacI~Igl.J inbrawlil1;mayllSeln1m.dcomi:ol: tecMique:soot"aChOOlt.-r,lnclooJJll
~ kicks. prnchcs. ....tt'.5lling hokknnd mro....'S. Rt.~les6ri d..~lOOSri the actions,
all br.1\\~mg te5tS re9Jlt in one hcruth level d'l:nshmg ~ W1Q the ch:1rnC1tt
hov..'\.'\'\.1',
~!UTlC sur.ematural power cr other abtJlry mat .sr«&aJJy alla.l'S fOr cxtnl darn.~oe,

ZP(QIALIZ£D RIG5CmGZCYL(Z
Buying a spec ia l i~ed fighting style under the Melee or Brllwl Abilities allows
you to desc ribe how you r chamCler "loves to 11l1ow releslS and perm ilS a cenain fl:m
fur rOU T anacks imd defenses, hut it d~s not allow you to inflict extra d:unage or
~peci fic mjuries, You do gain one Bonus Trail when using rOUT specified style or
weapon, as described in the Abililie5 sect ion,
CUJO-UJ(APOn QOmBlnACIOnZ
II IS JXlIiSlble touse more than one weapon:ll a lime in combat, but doing 5{) ISCiulle
lI'lcky, ;u)(i thecruroctcr must h:l.\'e ~ial traimng toac.hie\'e the bend'its thereof',JUSt
perfonningll t:15k wilh the wrong h:md IS suffkicnt topcnalLooe rourchance I:i success;
compounding IlIllHers bydoing somethuJ.g dSl.' with the other hand doesn't hclpany,
A chameter must have fouT levels in the Melee Ability toattcmpt two-weapon combm,
TI\!' pal red-weaponscom bin(u ion is considered to aid in parrying and derense.
HiwUlg II second active weapon in the chamcter's off-hand adds one Ilonus T Yalt
10 the ch;ll1Ictey's Physical Tmu towl, ill addition (() the Bonus Traits from the
weapon III hiS dommam hand,
TlIC Negative T l1Iits ofboth ..... eapons are st,lI arrlkablc, The combatant m<ly
chOl.lSl.' "'Iilch of the twO weapons c:tuSo.'5 damage ill the case of a successful
c hallell~'C to strike. If the Special Ablluy of a .....eapon IS used (e.g .. Ihe Speed of a
d:lg{.'Cr), that ..... eaponcauses lheda'n:ll,'C. ifboth ..... eapons ha\'e the Special Ability,
then tlie option is again open.
EXlImple: Sumi5/a1.l il using the classic longsuVTd-ooggt"l" combinallCll, A longsuord
grants three Bonus Traits, lind II daggeT normall)' grllnts two. Theref01'e, SutnlSkll.l has
four Bolllis Trmts 10 his challenge (not fiw - he Clln Olily claim a maximum of one /QI"
the .'1"). He ma), chOO$/' which of Ihe tWO U't!lIporu srrikes his oppcment .
If the charactcr Is spec~'lIi2ed in tho;) (WI.)-""CaJ'Ofl COInbinmion being U'iCd (aspeci;ll-
i::auon cI the Melee Ability), an addi tion.'ll Bonus T mil tSadded as normal. Nore thm the
re
'{'eC1.'lll!alm mIN speci/lc to mccombmmiOIl hc,rtg used, e,g. "1ong;.....oro anddi~'l'r,~
~t"\\~ aJleS" cr ~axe and (bgg..:r." While: the character may use other oombin.'ltJOnS. the
specl.'lll!atim bonus appIic:sonly ....-hen the chosen ClXllbullltm is useJ,
For the purposes of simrliclty, It 15 eaSiest to assume tho'll a character's
dominant hand.s the same as the rlayer's, unless the Merit AmbidextTOIc.S is taken.
Furthermore, these rules do not apply to common uses of both hands, such as
pillying II music:11 instrument or .....orking a cmft.

$UP€RnilLURilL BRilUJLJnG
Qunll" fangs are deadly weapons when used to rend and tear. T oefft'Ct i\!elyuse
his fangs as weapons, the \'l\mpire must first m<lke a successful grapple, wrap h is vict im
inloa bear hug or tackle him. He can then cause one le\"eI of al::l,'mvated dfitnai,'COIl
a successful ~{(ock in h iS next OCtlon, Werewolf fangs have a similar efrocl.
Note that this use of the fangs is d ifferenl from normnl feeding . The Kiss is
enacted in a similar way. but it inflicts no health levels of damage init ially. Instead.
the Cainite may drain the victim's blood at a normal rate, during which time the
victim is helpless to resist. A vampire may also instamly heal minor damage from
her own feeding with a lick o f her tongue. The combat bite does not cause the
ecstasy of the Kiss. or more properly. the t:CStasy vanishes when the pain kicks in.
Licking the gash of the fang altack JUSt leaves you with a red chin.
Vllmpires with Talons of the Beasl. those who construct bone spurs with Reru:1
the Osseous Frame or other supemarura I creatures with comparable powers. may use
a claw attack against their opponents. Such attacks inflict aggravated damage
(Ta/om of the Beasl. werewolf talons) or lethal damage (bone spurs).

RI\OG€O QOmBI\C
Many weapons allow a character to stand at a distance from a ta rget and
engage him in combat. In such situations. the player muSt still go over w his target
(after shouting "Twang!" o r whateve r) and engage in a challenge. Surprise rules
may apply. and if the defender has no ranged weapon or supe rnatural power with
which to return fire. he could be in trouble. While he may still dodge, run for cover
or close the distance between himself and his attacker, he cannOl damage the
attacker in the intervening challenges.
Characters using the Athletics Ability to throw projectiles like knives or axes
fall under the rules for regular ranged combat, including cover. Questions of range
should not b<i! a problem. but if it becomes an issue use common sense. and do not
forget to allow for factors such as the Potence DiSCipline.
qOV£R
Fighting with r.mf,1(,0 weapons allows comoomnrs tostand some distance apan;
panicipants can therefore dh<e for cover. This cover can take the form of whatever
obstacles are around and within reach. JUSt don't actually dive for them. A Narrator
might be requin.:d todcscribe what cover is avai lable. Typically, a covered combatant
can claim one Trait of COver to add to his total number ofT mits. These cover T rnits
cannot be used for bidding, but they do add to a player's total ifT mi ts are compared.
If cover is extensh<e, it may be worth more than one Trait. The number ofTraits
avaibble for cover is left for the challengers to agree on, or for a Narrator to decree.
Hiding behind a boulder, forexmnple. might be wonlt two T I<lil5. while hiding behind
a thin wooden fence shOllld counf as nn lyonc. If one combatant goescomplctely under
cover (he cannot be seen at alland is thoroughly prmccted), he is consider<.0 impo:ssible
to hit. TIlt' attacker must change his position to get a clear shot.

mOUOC€D QOmBI\(
While mounted combat is unlikely to occur during a game. especial1~' if the
characters are indoors. the following rules cover the differences in combat when
one or more combatants are on horseback.
Qon(ROnmG $(££0$
Horses. like any other linimlll, are afra id of vampires. They are distinctly
nervOus and likely IOshy. Assuch, any Physical Challenge foran action tllken from
horsd""ck pillces the charoc(erdown one Trait in the cascof lies. If the Cainite has
Fenu Spetch or twO T rolts In Animal Ken, this penalty is ignored. Alternatively, if
the horse is ghouled to the CaIOUC, the penalty is ignored.
lncomba(,comrollingtheslee<i is more difficult. The penalty increa5CS to twO
Traits, of which only one may be negated. The second penalty Trait may ~ ignored
if the chamcter has more than three T mlts in Ride, or if the steed is ghouled. If the
steed takes lethal damage from an atmck. II will shy. The mounted character must
make a Physical Challenge againSI the horse to bring it back under control, using
Ride as a retest. Doing so ta kes an action to perform. Failure to control the animal
results in it bolting or possibl y throwing its rider. and further Ride challenges must
be made to keep the character in the saddle and bring the horse back undercontrol.
Only one such :lIIcmpt may be made per turn, and it is the only act ion available
to the character, OIher than leaping from the saddle.

The height advamage gramt."<I by a mount gives any atmd:e r on th e ground


using Melee or BrGu~a two-Trait penallY when attempting 10Slrike the rider, unlo..'SS
the attacker is usmg a long weapon such as a spear.
An efTCi:t LVe knight or other mounu."<I character must be both a skilled fighter
and a skLllC(1equestr ian. Therefore, the number of Ability T mlts that he am call
ulxm from a single Ability in a smgle COlli bat sequence is limited to the number of
Ride Abihty Traits he currently po5Sesses.
Example: A laughwrll'mjxing 10 use a slOOTd from horseback has Melee x 4 and Ride
x I. DIlring rile COUl'Sl' of /he combtu, he may only use (I ma,vmum of one Melee Trait to
fere.SI. Should he dismorml, he mLl)' ltse rile Tell orhu Mek'e T milS III hand-urho:nd combar.
Characters "'M stiffer damage while mounted 1TI1Ist make a Simpl ... T est to
remam on horseback. Failure means they are knocked off and subject to two levels
of b.uhmg J .llliage.
~ ~A RG mG
A ITIOUnted charge adds twO levels of damal,>e to a successful strike. but the
au m;ke r mkes a one-Trait penalty to strike his target. C h.uges should also be
resolved first in a combat tum. A charge requires a rea50nable distance to he
covered at speed. The N'lrr:.l tor determines whether a charge LS appropriate.
LA n~€$
A charge is required to use these weapons appropriatel y; resolve as if a spear
was used, otherwise. A character must have a mmimum o( Ride x 3 and Melee x 3
in order 10 use these weapons. otherwise he wLll take a level ofbashmg damage for
each level oflethal damage that he mflicts. Note [hat thisdam~ge mayrcsult in the
char:lcter hemg unhorsed. If an unskilled rider attempts to use a lance, then to
remam seated after each charging strike, he muSt make a Static PhY5icai C hallenge
against the number ofheah h levels of damage he caused.

Accur:tCy while moving is \'ery difficult, and eve n the slighte>t error in timing
results In arrows miSSing the tafRCt by yards. Unless the charneter has the Archery
With rhe specializ;ni on Mounted, J\lS shots a re conSidered twO T T3lts down in the
ca..-.e of a tie, four if t he horse IS movmg faster than a rrOi. Characters With thiS
spt.'Cial1!atlon must have a I.'()()() reason to have learned this skill , as warnOTS from
on ly a few mu ions (such as the Mongols Of Pe rsians) had any de~ree of s1:.111 In
mounted archery.
CRAmPLInG
A trained war-horse can be CoaXl-d to trample an opponent in from of It or to
kick an opponent behmd It. Such :utacksGluse two levelsofleth:ll damage. It rakes
a character one action to cause the horse to altack, and the ;ntack takes place at
the end of t he combat (urn. A normal c hallcn~c is performed between the horse
:Ult! thedefender. "'homaydod~e ifhe IS aware of the incoming at tack. Sh ields will
nOl block thts form of attack. Should the horse'sattack fail. both the horse and the
nder are considered down t"'O Tmtts for the following tum.

These modifien reOect situations and maneU\'ers that can OCCu r m v;uious
ty~5 of combat.
Blind Fighting: Darkness or fighttllg with impaired vision (hllndness, dirt in
q'cs) imposes a two-Trait penalty on all atlacks. SoUle Discipline powers. such as
HCIRfJtened Senses or ~Vimeu ofDlITkness partly or fully negale this penalty. Rflllged
HtHicks (using thrown Weapl1n~ or archery. for example) made wh ile one IS thus
visually impaired wi ll miss. Powers th;lt Tl'<luire a clear line of sig h t fin! likewise
IInposslblc. [n the case of abso lute dilrknessor hlindness. th e chanteter IIIUSt retest
an)' successful challenge (once pe r challenl.'e) unless his opponem IS likewise
IInp;met.l.
Im mobili:ed Targets: If a [;ITI;CIIS Immobi[l:ed but slillstruggltnjt. he must bid
an additional Trait to enter a Ph)'sical C hallenge. If the target IS completel)·
1I11mobilited ~ staked, unconscious, eiC. ~attac ks against him htt aurom;nicillly
and can cause an additional health Ic\'cI of da mage if the attacke r desires.
Range: Ranged we~pons incur a two-T mi t penalty for any shot taken al a
target beyond about 100 ~ards. For thrown weapons, consider the penalty to cou nt
beyond the number of curre nt Physical T !"llits of the cha raCler 11\ yards.
Weather: Wind reduces the accuracy of all mnge ormrown weapons and rna)'
Impose a one-or more Tmll penalty. [I Will also limit the mnge of weapons 10 the
5fr1CturesglVen In the Range paragraph abovc. DtmorfoggyconJlllons w,lllmpose
a tWO-T mil penalty anJ effect ively half Ihc range of the weapon.
T arget Speed: If a tall.'Cl IS runnmg (moving three or more sleps per tum).
then ranged weapons incurfl one-T mit penalty to hit them. If the t:lr},'Ct ISnloumed
:md moving ill a trot (or [mermedl,tle Celent:y), the penalty rises to two Trails. At
;1 jtallop (or Advanced Ce/eom:y). Ihe pen:llty reaches three T mils.
l'renee SaI~'(Irini was slim ned. Shockedal hinuelf, lhar fu! hnd leI an enemy come so
close - ~ who had kiUed his 5lTe, no lt1S -and net'ef suspecred! The darkness of !he
ga~ebo lipon wluch fu! had chosen w hold Ihu stem audience deepened .
II slmpl, could nm be Uw Madelme U'tlS mvolved as the lunallc donned. AU his
subJocrs had been questioned closel, after w foul diablent. Most hod been SUI~' tt'tlSil!('
-and it "'tlS C('Trainl, educarional as to u:ho could wonn theiT "'a), OUI of ansu'Cring diTecr
qllesriolU - bill nothing had ret.'Caled an, such COIl.!pirllCJ agaZll5! his srre . Now Gnp,
who had failed him so wrdy once befare, though! he finaII)' had proof!
"The clan of seers has led rne astra, befare , Grigori . You especiaU)'. What ass11ranee
do lluwi! now of the truth in )'our words! ~
~ It teUs me things, dear prince. They all/eU me things. The spider' 5 ~ooices hat~ ,el
w lead me astra, on !lr.i.s joumtry. I nolict the shadows as me,
dance .... It IS nor w be
dented . After m)' long and poinful silence, can :you rruJ, bear w ignore me 11OW! ~
The prmCt' httlt'ed a pain-WTocked sigh and hung his head. ~ I cannor. Madeline mUSI
be a traitar, as )'OU sa)'. Bur teU me agam how:you found:your proof."
"\Vt !Tacked down the rogue Gabriel who left this coun befClre ,our sire's murder.
The others - Hauknefr and Paulo - biedfar him, and the blood "rugit'trl III measured
doses, lIodollbt 00 bind him 1mder the oarh. The, insiSl<~d 011 m)' blood also! I hmi no choice
rn Ill(' "Ulller. Maligned! In time Gabrie/regained consciousness, as we do, and !he, drew
from him lhar which the)' u'ill leU us alllOlTU.lTT"OU! lIight."
~ And vAlGlmore can ,ou teU me of Ill, enem,!"
-NOIhing more , Ill)' prince.-
~ And 11.'ht:re is Gabriel now! Where did)'ou unprison ,lum !~
-All, Wu: is W I"IlO$I shamefi.J part! l"fle odIen - Hauknefr and Paulo - leI hrmgo!
~I Ill)' it"'"proteswion, me, promised 10 release hrm in ~ for Ius It'SIJm(Jn),
~Madelme. HeisatlaJxe, I hat>e lOadmil , andhe nodottbr5etks)lOllT\>erypersorr . That
isun,I insisted an speaking 10)'011 in pril'llCe, m, prince. 1 tried 10 stop them, bUl--
Halfbimded Iry a growing r,* . Salt'(lrini happened w nOOce roo figures G/>/JfOOChmg ,
and fu! silenced Grip u~th one s"-ifrgesnm. "Hide ),ourself, ~ hecommandcd. "Hl'Tf corne
miT conspira{()Ts now." Grigori Il1I.'I!ed into che shadows nearlry as rhe:Y approached.
"Good, suoeet prirY:e!~ lilted Paulo. "A 1l1QI11t1"lI, if)'Oll will , perchance a momentous
rllOlll('l\l!" He qu.ickenedhis snide, leatm, Hauknefr a stepbehind. "\%ere'sGrw:m!~ He then
5fJOltedrht Malkatm~ ancxherentmnce, shufflingTr«lJ:y wumd them . Ah! \Ve M

1IeI.\'f seem 10 know UMe you are. HI4!ry! We ~'t the prince's ear. l..er'5 nor umk' It ... Paulo
rumtd hrk to !he prrnre, his face sornb?r, )'tf his t)'eS~. -M, lord, uvnderfiJ 1lI'tI'S. \Ve
hclt1/! disoowroo rht idenlily rf rht beau um so crneIJy rnsted !he hearubIood rf -yrur SI1'r!"
Salt'tlllnl exprnl)' expressed surprrse. "1J thar so! TeU me more!-

"Aye. m, lord. The vile serpent restS in , our garden, senor! Her memories of rhe
et'ellt haUl been hidden within her by an expert, bill we are sure that she U'tlS responsibie
aud (ICted wilh intem."
"Spare me ),our praflle, and It'll me who!"
"/c is with hea..., heart !hat I rewal the murderer. It i.s Madeline, of my own da n."
-A),e, and her (X(.1l 1TIOU!lr. shoJ1 dedde her {are ," seated Hauknefr. -M
, pnner ,
presenl OUT cas.!, and ....'t ......u prompt the skaJd to reU her oum tale. ~
Mlndnd, " said rile prince. -Her words shall be pi~"()ral far us aU."
-"

--
_ • • ./

-
- .' : >

, /
-

'
' ..

~-
•• ~."
~-

While the res! of t his Ixx>Ic; d eals wim the syste ms required w run th is game.
this chapt er e)(pbins the most complex aspt.'{;I- how to run m(' game. All Ihe
rules knowledge in the world will av~t1 you naught in your journey through the
Dark Mt-dicV'JI without a compelCnt SlOrYlcUer at the reins, and here we
discover someof the secrets bchindsreering yourchronide in the right direct ion.
M~my m.."'OphY1C SWI)'(cllcfS arequickl~'ovel'\Oo'helmed with the amount of
"'OTk required to run a ~,'amc of this kind, cspcdally if they h~ve Ii\! Ie forek now!-
~oe of whal is requin..J behind the scenes. They miglu have "'"alched pre'-;OllS
Storytellers and Narrators in ac tion at a game, decided to have 11 go ill il and
suddenly uncovered a plethora of other heretofore h idden tasks. FOreW;lnled is
forearmed, of COUI'SC, and th is chaptcrshould give you alil he basic we~,ponry you
need. Experienced SlOrylcllers m ight also benefit from discussionsof "ltem~(i " e
~tting concepts and research, costum ing, props ,md SlOry ideas.

YOU, t:1j€ $t:ORYt:€LL€R


While the players Oil' t h rough the rulebook, creme Ch~r:ICters and
devdop [hose ch'lTllcH:rs' bac kgrm ll,ds, someone h~s 10 take up Ihe 1l11mdc
of leadership and supervise the gllme ,IS a whole. Th~t wonhy is you , Ihe
StOryteller. You ~rt' rt;!Spon sible (ortheorgan im tion of the chronicle in terms
of logistics, plots, sening and ch aracters. YCH..I a re in charge of :1.11 events
occurring in the game. You keep t rack of the subplots of do~ens of chamcters
and the repercussions that the sctting ho lds for those actiOlls. lt's the b iggesl
job in the game. It's tough. It takes time, energy and enthusiasm. It's a lso ver,'
rewarding in thc long run.
Whil e players as5emble once a month or so (depending on Ihe sched -
ulingof your game), you willlikcly need 10deal with some aspecto( the game
on a far more regu lar basis. As t he centrol authOrity figure in the c hrnnicl<!.
you arc faced with questions from plal'elS du r ing downtime, a nd you lmve to
deal wilh ensuring t hm the logistics of the ch ronicle a re handk-d well in
advance of the hordes massing for tllt:i r regu lar night of revelry and rivalry.
Your STOryteller d ut ies can take U]1 a fair pori ion of your tim e if yo\l allow
them t o. Even without the downtime act ivi ties your job requires, you " ,ill
fllldthat, rome thedayof the game , you will be rushed with such prep<l ralOry
r:asb .. the game site, dealing wi t h your players' qut;!Stions,
i I' I
run mu&I\5hod over them in
AdJlllonally, )·OUI mind will remain awake to the possiblli lies of )'our game. Y01.1'11
dl5l;0\'cr the game Inlrudin/;: on your thOOj:hts at any rime. Plot element ideas nllght
§pt'lng upon yOl.l at the least promlX 109, demanding to be recorded for future use. Dinner
b'CLS cold while you franucally log your latest bralnstonn. YOI.I might find )'OUrself
InsplreJ by films, bools, museum exhibit! o r music, perhaps even potenllal props In a
sccondh;lnd 510re. It could be hand y 10 IIlveSI In a notebook o r a PDA.
btlllSa lot of work/Yes. It's !lnng, it can be tedious, and it can be intrusive o n your
real life. 1$ it manageable! Yes. With tllne and txperience, you willieam to Juggle the
clements of Story telling. develop ski1lslO cope wilh Ihe uneltpectl'<i and p(lce yourse lf
so Ihm [he game does not dominate your every " "Jkmg moment. Is It worth it! Hell,
yeah! The poSItIVe feedback you'll get fro m the si mpll' expression of joy and sat Isfa<: uon
o n the players' faces after the game and their evident enthusiasm to continue 10 play
III youl game can be more rewarding In many ways than your regular paycheck.

S(QRY (lOnS(RUCl(lOn
E\'ery Storyteller has her own style when il COffiCli to crafting stones. Some are
comfortable with basic thumbnml-style plots thai spur the characters Into action,
allowmg the players IOdictate the events of the game. Others prefer a morc st ructured
control on'Tlhe game in termsof mood and theme, comi ng up with ex tensive plolS and
ensuring tlmt characters are highly detailed. Whill' tither extreme is pcrfe<:tly aCCept-
able, the,,! is noslngledefinitive "'!Iy IOtell stories. You just have to find your own style
and VOLce in time.
Storytellers who are more famLliar wLih ta.,letop roleplaymg will nouce m:lIly
sLgruHcam dlfferenct$ bet ween tabletop and Ilvl'-act Ion games. Apart from the obvIOUS
rult$ (lLffercnccs, Ihe Slyle of narration and the Lnteractlon With players IS a marked
departure fmm any of the tablNOJI Storyteller-sYSlem games. You no longer have the
luxury of omrul'rescnce. You do not have as much dlrcci m\'ol"ement Ln every 3$pect
of the ~Ion. (Players are often ho ldmg scent$ in another pan of the budding whIle
you arc overseemg a rul es di5l;rep.lncy on the porch.) Rather than describing detaLled
sc(' n('. and sctt ings, you arc forced to rel y on simple props, a few well-chO$Cn ""ntences
and the unaginmion of the pla~ers. In brger live-action games, the focus of action dc-
cl.'ntrnlL:es. Rather Ihan a small Kroupo( protagonists, you have a 'Own of Citizens. The
unwersc becomes a collective construction of you and your players. and you fr.mtLCally
hope Ih:1{ you can keep track of it all.
Fonullately, the pla)'ers Will take much of the onw; of running ,he ~me uron
,hemsch'es, uSing the key 1Il1o'l'edlenlS and creaung theIr own stones. The InteOslry of
:>Cling OUI roles is often stronger than what might aTlSl' m a tabletop 5CSSlon hy \' Iflue
of the acuon bemg In'e and Immediate. The 5Um total of the eltpcnence L~ the g.lme,
and the aim of the game IS to ha"e fun.

Every Story has a few core properties. and you'll nced to addreS$ each of them to
some degree in order to structure a rewarding story for you r players.

(ij€ m€
The theme IS the org:lIli:mg pnnciple of your story. It I! the unify,"g idea, the
description of you r laic al lIS 11'1051 basiC le\·eI. You convey )'OUr story and LIS message$
lmd moral§ through themes. Themes pervade the entirety of your SfOry'S structure, but
they should remain subtle. Blatant revelation of the story's theme forces pla~'ers into
uncomfonable conformity and pushes stories fOward predictability. TIle players will
gradually recognize your stories' themes, but they should do so at their own pace,
through their interaction with your story elements.
Th('mes can be as visceral as the struggle for freedom, as intcll('ctual as the
revdation of lost knowledge oras moral as the elemal war be rwt:en b'OOd and evil. You
don't have to restrict yourself 10 one theme ei ther. Multiple themes can work wdl in
larger games, as long as ~'ou can handle juggling the elements. Subplots might also
d('mand different themes depending on the nature of the characters im'olv('d,
Some examples of themes that you might hke to explore indude:
Hope: Da rk Medieval Eu rope is a phlCe of wnr and misery, but that does not mean
that all hope is dead. Whether it is the optimism of the Bnljnh for a new Cmhage or
the salvation th9t might be granted by Golconda, hope truly springs eternal.
Salvation: Are the C.init~ truly separated from God by their curse! MRny
vampires bdieve many different th ings about religion and their undead state, leading
to the creation of heresy or the hope for redemption.
Corruption: Vampires aTe unnatural creatures, and the Curse of Caine marks all of
his descendants. Everything they touch becomes corrupted at some point. Perhaps the
Cainile's influence corruptS the innocence of the monals nearby, or th(' acts to wh ich he
is driven to survive comlpt tht! vampire's very soul along With thOM: around him.
Religion: A core mortal struggle in this era is th<lt between Christianity and islam.
Many Cai nites )lil1 hold fast to the religious convictions of their mortal lives, and such
beliefs drive their opinions and actions. TIle Cru>ades3re fought on many levels - the
b. lttlefields, castle politiCS ~nd theological deb,ltes jllst (or starters - and alltypcs of
ch:lmcters cfln be i1\,·olved at ~ n y level.
Morality, explor-,uion, love, hate, betmyal. revenge, rebellion, chaos, order - all
of these words can inspire Ihemes that you might wish to cxplore in your stOTl(,S.

mOOD
Mood i~ the underlying emotiona l Sl' ntlmcm and general tone of a chronicle. It
Isoneof the mOSt difficult Story elements tocapturc, yet it is all the more rewarding fOf
Its elusive natu re. While players nl,ed not know th(' actual mood of the chronicle, they
should feel it in every aspeCt of thf." Story.
], your story optimistic and upbeat or pessimistic and oppressIVe! Angry orcalm!
Confident or despairing! Roses or thorns! Conttmt your theme with your mood, or
choose one that complements It. E.lch combination has its own opportunities for
dynamic Storytelling. Again, different subplots might demand different moods, and il
is likely that a long-running game will e'·olve through a sequence of multiple moods in
irs lifetime. You should be aware of the predominant mood that you WIsh to portray
through the story and quietly direct thesto1)' elemenrs in that direction, but be flexihle
enough to alter the mood should situations require it.
Fea r: Clearly, the supernatural creatures of the Dark Medieval IIlSIi11 fear III
morwls, but being one of those CfealllfeS is also seaT)'. From Jealous 1Ivals, to witch-
hunters or ins:mc eld(' rs, the night is fr:"'ghl with peril even for the undead.
Para noia . Constant Ix:trayal and reversal can overload a game, but when plal'ed
gently, this mood can Ix: very effective. When even one's al1ies are doubtful, "paranoid
c h;lr.t(:lo;or .5 1'101 so much afraid ofh i!iencm.es, btu ce rtain th;lt there a rc other enemies
oul there of whICh he IS not yCl aware.
Isola tion: Despite surround ln~ themseh'cs wllh re l:1lOers and ~llles, "~lOrm~s are
ultimately ~llone. They are pulled 10 o ne d,rCCllo n hy the.r nttd for compan y and
anOfhe r hy then fear of Ihen fello"'5. And ternhle repercussions (such as ins;mll y.
belr.IY;11 1Uld death) hefall .hO!;C who withdraw frOIl1 !K)Ciety or step outsuJe IU hounds.
V iol ~ nce : Oli nitcs arc killers. Derwmg fro m a tenuous gTip on th e Beast. a love
of the hunt. the thrill of challeng mg de rl1h o r res idual emotions from a violent mo rwl
life. thl ~ mood focuses o n the tru lh ~ o f C1 inlle existence. Violence might Mise
frctlucntly III ~'OUr game. but make sure th;.. lIS llftennath IS t1lus trated. G rieving
relall"es, mmed plans and feuds that solve nCllhmg should make the c harac lel"ll
'1ucstlon "'ht'"lhcr "lOlence IS a valId solutI()!\ to their problems.

S€W OG
Outside you r immediate story is the Te$t oflhe world. me great e r stage on ",hlch
your drama IS sel. De"eloping the !!ClIlnG IS a meable challenge. e<.pecially when
develormg your Dark Medieval b.1ckdrop. Modem g.1mes allow fam1113nt)' to desc ribe
much o f the senm~ to )'our players. SendUlg )'our players back Int Othe dun und dI SI:1O'
paSI mvolves considerably more imagin:" Inn.
Se tllng describes the overall scheme of the game world, incorpor:lIl1lg the mr10y
le" d s of vampiric exbtence, as well as the dally (and nighl1y) existence u( th e nlUn al s
nearby. Much of ~'our selling can be drawn from the background mformallon fo r the
[},lTlr;. Ml-diev:lI world a nd the World ofDarkn~asgl,"en in this tx.ok and other related
proJUCI!i from Whil e Wo lf. Where these rrod uc ts IlI,"e ~"ou a {rnmework In ..,hlch to
hUll.! yuur ston cs. there IS no thlOg StOflpmg )'ou {rom exploTing )'OUr SlorlCS in a worW
all ~'our own creatIOn. h 's your ~ fe:l llI )', H so do wllh 11 as you 1'.'111.
Chooslllg the locale, or the phYSical place 10 ..·hlc h to set you r chrulllc\e, IS the
next step towam m mpleting you rch mnicle'screm lo n. Obv iotJsly. your locH le must be
5Ct In a loca t.on LO the medlc val world, and 11 is often eaSlcst to choose a Clly of "'hich
you have $Ome kno wledge. Otherw ise, you can c hoose a location in "'hl ch you Im\'e
SQme mterest and wh ich you wo uld like to le3rn more a bolll. Ci ties, towns, monllsric
communlr ies and Isola ted cast les Me $Ome poss ibilities, bUl there IITC many mo re. C heck
out booKstorcs aml librories and research hi sto rical infonnalion - we can', proVide it
1111 for you in the confincs of th is sma II a book. For man y real locati(H1.S, the re eXist act ual
m,1~or deSCflP(lonsof Iheir conditIo n d UTlng the medieval era. U!!C your Imagmatlon
to ex trapolHle these r laces Into the Darle. Medieval penod. If you choo5e to create you r
o wn Iocallo n, rely (H1. hooks to guide ~"Ot1 1 n the$OrtS of Ihlngs thaI shou lJ be found Ihere.
This al1 rakes a great degree of Imagmalion, bul Ihe more time )·ou spend dC"dormg
the delalls of your locatIon, the nc he r the chron icle 1'.'111 be.
At the ,"ery least, you need to have :I boood Ide3 of [he Im ml"tll ate loca le's
inh'lbitlmr s and sociely. Whd e you need not rush OUI and create a com ple te.' .societ y
{rum ,<raldl, you will need to be ab le to presen t It In a realistic and conSiStent manner
w thm the piayeNcan believe in It . The S<'ulng necOs to live a nd breathe, lind it will
likel y Chllnge to some degree due to rhe [IC l ionsof the characters m your game. Define
the sett mg a lu tle more with each slOry, out don't Give awaye"erythmg:11unce. As the
c h ronicle ptogr«<;cS, add delatls of gt.'OgTaphy. custom and plot. Piclr;. you r own p.1ce for
thiS, ~nd he prepared for any pl a~'et$' I.IUCSllons.
Y{)\] can ext11lpolate much of the mortal world (rom your own re~arch, pulling from
Jx-Jks and films to create a Dark Medie\'al "feeL~ Add the C'linitc part of the equa tion
next, coruidering t he lIist(1)' of your location and detennining wh~lt types of CainilCS arc
likely to reside in or pass through your locale, You need to consltic r where your prince
residcs, what sites (if :my) of mystic power or faith may eX ist nearby, wh:'II other
supematurn l forces may be in th" vic ini ty and so forth, Bear in mind the theme and mood
of your chronicle, and ensure that they are reflt'CU."tI in the design of rour setting.

PlOeg
The cent11l1 plol to your story is whal brings your chamcters together and gives
them a reason to internet. It should, therefore, be broad-based in lIS impact, affccting
all charncters insorne way. Whileeve1)'c har.«: terneed not participate in the lOam plOl,
all of them should (:It the very least) be aware o(il and consider ils potenti al to ch~m)..'I'
their etwirollmem and circu illstances.
Take, for example, a plot thaI concerns Ihe slow aW:lkeni ng of an cide r from torpor
and her effect on the cha11lcters' locale. The main plot afft'Cts some charnctcrs as the\'
discover and clash with the elder's minions who are scurrying about to complete
preparntions for her Imminent return. Other characters aren 't affected until the elder
aer uall )' wakes from lorpor and begins establishing her power base in the area. Some
cha mctcrs WOn't be directly affL'Cted, but the y may find that the rising elder and the
aite11ltion of evelllS, individuals and Ihe environmem has some influence over their
own plans. Occasionall y a pla)'er will dcliber:nely remain ignorant of the mam plot's
existence, refusing to acknowledge it even if it bites him on the rear. This player
de!;er\'es no special dispensation, and he should suffer the consequences of hiS
inte nt ional aloofneros.
It can be difficult to come up with plolS for a new, or e\'en an existing, chronicle,
so \\'e've included a few story ideas for )'ou later in this charter. They're free to a good
home and should inspire you to corne up wllh your own vari ations.
Su bplots
Smal1crchron ic Ie!; need to be tightly focused, and, in general, smal l games wi II find
most char.«:ters involved primarily in the resolution of the mam plot. Larger games
need complex plolS that all ow players [Q internct with each other without the aid of a
Narraror at every elbow. Many of the!;e smaller plolS (subplots) that have little
relevance to the mai n plot(s) spring from the minds of the pla rers themselves as they
bring their characters to life on the Stal.'l! you have set. savi ng rou a 101 of work,
Subplots arc nearly as vil.ll to the success of ~'our Story as the m(lin plot Itself. They
:Ire tales of minor events and activi ties, Iriumphs and tra~,.C(l i ...'S, th~lt fill the vampires'
nightly existence. TI,ey can be as small as one Cainite'$ ""arch for sustenance and the
c\'t'nts that spring forth from th at searcb, T1,ey can be as large as tbe whole City scrnmbling
to cover up an acc idental breach of tbc Silence of the Blood. It's not necesSMY 10 write
up subplots for all the chamcters in the game. Oftcn the plarers will de\'elop their O\\'n
subplots b..'lSCd on their chmoc ters' histories aron eVents 1I'l.1t occurdunng the course of
the ch ronicle, p.1nicularly ,f Ihey are en thusiastic and motivated about the game.
Somecharncters just won't be interested in thc main plot, since their b,(~1Is "re tOO
far removed from the main aCiion or their motivations do nor aUow Ihe", to be
sidetracked by what everyone d~ is doing. TI" S single foc us may seem like a problem,
but it's aClUaUy an opportu nity. Character goals and motivations can be the very
essence of great subplots. and they can lead to broader, more encompassing stories.
They are aoo prove ('ff«:II,"e means of dropplllg;\ new charncler Into the chronicle. If
\'00 el\"e the new character a conneclion wllh ('xisllng chal"""JoC ten, he will grnl'ltate
towa rd the r iots in which those ch al""",Icters a~ Involved. Remember, conni ct IS yom
friend. It makes for Ihe best subp lots, and it is relmlvely easy toeswbhsh.
Be alen for ~ubplots th~t threaten todom ll1Ure the chronicle. though. Sometimesa
subplo t will exrlode. engulfing many charactcrs and dominatingent Ire game SCS-'\Iuns. An
O;'xamplc may be the !k"olullofl of a O unite Into W 3$&ul. becoming a crcatllreof rage and
J...'StNCt ion, reqUiring much of the resourcesoi the otht'rcharncu:rsanJClIlISlIlg them to
be distracted !Tom the mam plot. Whi le weh riots may not der:ul '(OUr own Siory, lhey
ClIn distract from It. They can bet:ome g=at opportunities foryou as a Storytelle r, shOWing
you openings to imen more plot devices, relieving yoo of some of the burden of fced ing
the plot. You ca n often delay your main r iO! wh ile t lIese subplots are rC50lnod, but in somc
Cnse$, such as rIots with definite umeiines, doing so can he tricky. In theeltd, you Will need
10 bring the {ocus back. Hopefully, these explO!iI\'e subplots will ~"'e quickly and add
10 your overall Story r.lther than overwhelm It. If you're a cle,"ey-St0f)1eller, )"00 can make
" look ILkI,' you mt(ll1l (QI" the subplot to harren.

PMJnG
The value of pacmg bccoml.'S clear when you occepl the S torytcller's axiom that
nolhing goeselwclly aspllmnl.'(L C haractel"$ will m iss vital clues for no:'ppnrem reason
~nd I hen spend Ihc rO;'mainder of the evcnlllg scronchmg their heads as the SCS-'Ilon drngs
on . Charactel"$ will abo coopcmte with one anot her In a frighTeningly efficient manner
fWI1I time to ume, !IOlvlng all the pudes t h~1 you thoughl ..... ould lake them the entire
night 10 unraH:1. More occasionally, the rlayers w III feel complctc1yoverwhelmed """h
mfonnatlon and iO uncenain of whal to do nex t th~1 Ihe\' will cease: Ulkmg an ac ti"e
mle In The Story altOj.,'('ther.
You can mininme IIle im p.1cl of the.se evcnTuallties by giving cotuideration 10 the
pacing of \"our story. Before Ihe game begins, determine the mte of Ihe Story's
progression_ Fast-paced games .....iIl thro w nelll si l uat ion~ and Informalion al the
characlers throughout the night, keeping them bus)' and concealmg much of the bigger
picture unul the climax IS ~acheJ" $ IO"'cr gam~ lend themselves to extended
communiCalLOns bet ..... een characters, not to mcnlLon more suhtle Intdgue and plOb.
You mlghl Wish to vary the tempo of thc game between, or el"en dutlng, <;e$$ions"
Pacing bccomcseaSlet With experience and lb ~0Il learn how to narmte on the fly.
While ~0lI should be ""ell prepa red for thc game session, that doesn't mean yOll can't
be flO;'xlbleduring the game. Y0I.l will often be callecl on to address a character's (Iuest ions
{or .... hic h yOll have nothmg prepared. bul "·hlch nonetheless reqUire ans .... t'1"$ 10 keep
th" actIOn flowing. Try to gil'c ans .... el"$ that $;Ilisfy these quc5tiom II'lIh m{ormalLoo
.hal "" II advance the plot. If yOll " 'Ish to slnw Ihe f'3Cc of thc game, throwing red
hernngs into the matter may be appropnatc, hut they should ;0 150 have their ()\'."!l
mternal consistency. An unupected lull In the game could be thc opponumty you
need to m troduce a new plol o r fun her a plot th~1 has been 10..... prome th us fur. Don'l
f(,r!,'Ct 10 note what you threw 311he players, espccinlly if you wme up Wi th somelh mg
off the c uff. It can be emb:u rassing 10 h31"e 3 phlyer pursue a red herring you threw OUI
months ago and you ha ve no idea II'hal yOU $;lId aixlln the thmg LO question.
WhIle off·the-cuff stOl)'telling is essential to a succes5ful game, there IS no
su\)sutute focpreparJtion. Improvisal1Of1 w,lI keep you moving, but planmng will keep
you m Ihc right direction. Planning ..... ill also help \"00 rec::ogn':e when the pace is
slippi ng and give you clues as to how to adjust it. If you are forced to choose between
movinga story too fast and t00510w, bend toward fast. Slowing the pace wi thou t reason
will lead to pla)'cr boredom and frustration. Keep 3 couple of plot threads in rcscrve to
th row in wh en the pace slacb off unacceptably. If you're rea!!y in a pinch, ask the
players what their characters want todo next. Liste n to them and think about how thiS
will work in your Story. Doing so wi!! give you a litde breathing room, and (mori:
importantl y) it gives you a se nse of why the action has fallen off.

$calc is the relative sile of your ch ronicle - the number of regular players. You
can ru n stori es for asfcw U$ twoplaycrsoras many as 200, but stories for 20 t030 players
3re more common. TIle sea! e of you r Story is USUfl!!y determmed by the number of pby.::rs
IIlVo!ved when the game begins, but that number wil! change;!S pla)'ers bring others in
or drop Out for their own reasons. You can control the rate of chang.::. Actively
recru iting p!a)'ers wi!! swell you r numbers. Placi ng a player ca p (the maximum number
of players you're prepa red 10 dea l wilh) will hal! gro"'lh fit you r comfonab!e level.
Sca!e can get ou t of hand if you aTe the only Storyteller :md the number of phlY'::rs
gro"'s tOO rapidly or becomes too large. When you see Stich a thing coming, get some
help. If you don't, )'our if"me :md players wil! suffer as you overload with work. Ask for
some volu nteers frum your players and make them you r Narr.ltoTS. Some very lar!,,'e
groups h:ove muhiple Storyte!!ers, each in charge of a di fferent aspect of the game.
Remember, the large r you r game is, the more broad and encompassing your plots shrnlld
be in order w a!!o"' every player to become involved.
!f you are planning a long-term chronicle,),oo will have 10 give some thought as
to how scn!e wi!! affeCllhe plots before )'ou stan them. Sudden or dr~m,ltic changes in
scale can wreak havoc on !ong-tenn p!Ot~, requiring you to do some fancy storytelling
footwork to keep evel)·thing on tTack. S tories for extend",d chronicles must be Illore
nexible in order to withswnd the Chanb>e5 10 sc.. !e Ih:" are 10herent in !ong-teml
chronicles. Planning <I fe"' escape routes for these plots "·ill help you handle scale
changes in stride.

$~O P€
Your Story's scope describes the range of possi bility for character ac tion and impnc(
-esscnti~l!y, lI'swhat'sm stak e in yourstory. Whether it'sa !ow-kcychronicledealing
with the personal age ndas of a handful of characters or a broad Story encompassmg Qn
entire city, the sta kes can be as bigOT sm"ll :IS you wam. Your scale will mo(\tfy your
scope, naturally. It's easier to tel! the story of a whole ci ty if )'ou have enough players
to r<:pre.sen t all the vampin.'S present. Varying the scope of your ga me will give the
stories you (I'll more variel}', as well as a :semI' that the characters exist in an aCtive
scning. Subp!uts will likewise benefit from alterat ions in scope. Saving the castle evel)'
month becomes tiresome, as does 11 continual batde for the princedom, as docs
conti nued personal int rospection, so changing the scope rel ie"c$ stagnation.

PLIIY€RInPUC
One of the Simplest steps you can take to pr<:pare (or a new story is 10 ask your
players whalthey want. Donot unde restimate the value that their mpu l can add toyour
story! What st:ems interesting and excit ing to you might not be what the players arc
looking for. Key qu.:st ions inelude:
• What son o( S[OI')' would you like 10 play m! Do you prefer political intrigue or
comhm Imd mayhem~
• What son of plou would you Ilk.. [0 ~ In the Story!
• What power le ... el should the story ha ... eFShould alllhe plilyers he 0( ro,,):hly Ihe
same power le ...d, or should Ihe power le ... els vary!
• Wh1u should take pre<:edence - the s[Ory, Ihe charncu:rs or Ihe rules !
• Wh~t wru of characters woulJ you like 10 see In the game!

qijARMC£RS
lhcch.1I'Xters h'IC\'ullhly ohape the: OUlcon-.e r:I fOUr story and gh'e you addttioll.:ll story
hooks to wod: with. All characters I1;.l\'e boclq,'IOUIlds, and bringing elements of these
bock{:rounds Inlome 5OOI')'noI onlymsure;lhccharnclCTS' in\-okemem In the plot, butallows
the chamclers mechance to resolve pas! t\Slle5 and r.tke meCCOICfst:lgc fora lIt.lle. No! evcl')'
chmocter IS gOlllg 10 he In\-oked in such subp1oc:s, but many might jmn in. Eockground riots
an: useful (or those mon-.eors when you have run dl')' on .deas for riot threads,
The relationshIps between chamelers can also create good storIes. Arter all, the
game can't happen If thecharactersdon'llIlter.tCt with one another. It is u5e(ul tom,lke
sure dm! a CharllCler background ties t he characler Into the story m some mann .. r, .....en
if that connection IS something as loose 11Sa casllal acquainta nce WIth allOth .. r chameter
or a reason to come to the place )'ou're USIIl!! as scmng, G,Ving characters h ints and
rumors about some of the Other.!; also givcs them some level of preconception :thoutt he
arena mlO which they shall shortly stride. Whether those rulllOrs are poIil1l\'e or
negallve, or e\'en tNC 111 the first place, can be the baSIS fouubplot. Another common
fool is 10 gh'e the characters a common cause or a common enemy. Chamc:ICll should
be at least mildly lnterdepend~n t. A tOlally 5OIitlll')' character will eventually become
bormg for Ihe !,layer and for the ~~me.

(lR€A(InG (Ij€ DARK mEDIEVAL


A Storyteller rullnlllg a Dark Medie ... al game faces different chlillenges than onc
SUperviSlllg most of the other Mind's Eye The,;at re gamcs. While lllany sumbnlles
exlSl. pusslhl)' the blfU,'CSt challenge lies In the seil ing of )'our chronicle. Your game is
dlspl:tced III (llne and probably in space as well. Other Mind's E,'C Theatre gama arc
sct In the modem era, but here you will be transposi ng your plllyen into the 131h
centul')'. Lct'~ address thoM: special SCl1lOg ISSUes p;lT1lcular 10 this g~me.

(fi€ €R!I
Much of thlSsubject has been dISCussed in e;.dier chapters, but it 1$ lI"OIthwmmllrizing
a few aspecuof the setting. The Darlc Medieval era ~ a time from the end of the 12th
CL"111ury t,~ lhe middle of the 131h. with chronicles IYPlcallycommencing around AD \230.
This ISa llllle of greal chal1h>e fOl' monals and Cainitcs altke. It 1$ well worth )'OUr whIle Ifl
spend sorn.. time In the IlbrnryOOlllgsome hlsic TC:!earch on your 10calcas wel l as the, ItffSlyle
of people Ihl'll', Of course, this is a fantasy game. 50 you can talc some libcnies wnh real-
...-OOd hIStory and culmfe If n wi1llfk1ke your stOI')' n~ effective.

PRID€ Ano PR€JUmq€


Wh.le " IS in no way OUT imenll(lll 10 rnsult OT beliuk any person due to race, sex,
CTetd, rt1iRIcm OT color, this gClmt contains man'j demnlu of such discriminoucm due 10
rhe basis of its selling. The inclusion of such elements is basl'd on rhe hiswrical aspt"'cts of
rhe S1.'lfing. To deny rheir presence OOck in me 13rh cenrury is to deny rhe progress !har
we MW made 0Vt'T rhe inrenlt'ning cemuries.
In stark comnlst to modem Westem civilization's ideaLs offreedom and personal
righ ts, the D,.rk Medieval is rife wi th prejudice. Much of the Oa\'or of Dark Medieval,
however, arises due to JUSt such principles. The po..-ople of that era work under a lot of
presumption, much of it Jmssed down through religious doctrine as dictated by the
Chu rch, or through laws as m<lndated by the loc<lllords. People simply accepted tku
11 was right 10 be ami-Semitic or that the ki ng ru led by Divine Right. Questioningsuch
things made the indiv idual a target of ridicule as well as punishmem. It's also true th:.t
Olmites CMT)' over many of their prejud ices from thei r morul]jves.
It's probable th:lt your ph,yers wdl have somc difficulty dealing With such
alternative philosophies. Sit down with ~·our players outside of the game and discuS)
these issues, e)(amini ng their fec1illb'S toward such thi ngs as miSOb,)'ny, class systems and
fixed stations in life. These ideas are all intrinsic facts of]ife in the time pe riod that this
game fe-creates, :md they lire issues that you as a Stor),tellcr can prese n t in the course
of the game. If problemS:lre going to arise with these themes, then you may WIsh to warn
concemed pla~·ers, or even avoid those topics as overt themes. A t the same time. this
game is not all aboUi making players comforlable. (Comfort denies conniet in most
ca!;('S.) If you are going to bring such ma tters into the st0T)', then you will also need to
make sure that your players have the ma turi ty to handle it.
If a charnCler wishes to pla ~· a Muslim Cainite, then he will have to deal with the
prejudice inheren t against him in Dark Medieval Europe. Depending on wh~re your
chronicle is set. otherCainites may shun h im as a "heathen," even ifhe is obedient to the
Traditions. A female Caimte might find herself considered Ie;;.<; than equal !O he r male
counterparts by mortal lords, even if she is powerful a nd respected by her vampi ric peers.
Such attitudes are inherent ly wrong!O man)' of us today, and there IS a strong
temptation 10 avoid examining such topics in wha t is supposed to be a fun game. Such
attitudes were 5trongly e n trenc hed in the people o( the Dark Medieval, however. and
e:<amining them through roleplay can e nrich your chronicle and teach your players
lessons in Ihe contrasts between then and now. Pay the topics the respect they deserve
and give your playe~ the respect they deserve in tum.

mORrALg AnD roE gUPERnACURAL


Mt:dievallife revolvesaround the rising and sett ing of the 5un. People are accustomed
10 rising ilt dawn ;l11d retiring at dusk. 111e onset of night is not just a signal that the d1y'S
work b done, though. It is the llarbinb~r of a dark <lnd hostile time. Today we hUmllllS are
more inclined to d isbelieve in the supcm aturnl without proof of its e~istence or din..'Ct
experience ofit. In the [mrk Med ;ev~l, the reverse is troe. Une)(plained eventsare ilrbitmnly
attnbuted to the Dev il. vampm.':S, ghoulies and ghosties ruw long-legged be~ti<'S ....
C1initC5 become active ilt dusk. Theirexposure ro nonrutl 11\0n:llli(e is limned to their
hours of operation, and this simple distancing, along wnh theIr basic hab lls ofhunung and
fl-cding, funhcr alienates the undead from the Hving. While vampires may (reely "'<Ilk the
night without much ft.-ar of drulgc:r, monals feci otherwise. TIley are unlikely to be easily
re~ua(kd to ]c:a\'e the s,1fety of their hoUlt'S 10 (ace the denizens of the d an:.
This basic (earo( the dark collides with the Cainites, II.'; mortals ll re more li kely to
be around places of light. In the Da rk Medieval, this means fi re. As a result, neilher
mortals nor vampi res should feel comforlablc in each OIhe rs' environment.
The Dlllrch holds consllkrable ~wa}' O\'er the opinions of Ihe a\ .. ra~'C ["t'n;on In
thiS era. Even IhO!;e who U:je(:1 th .. lexhlngsof thc Church ruwe their opln1on$colored
by those tcach11lgs,;IS they alter the eonTonmCnt. The social order ISlllcmlt:d~' Ih. .
Dlmch. based on an .... \·oluuon of aUlhorlly from Goo down through H I~ agent5. frOIll
Ihe pOI'C In kin~'S 10 barons to localloros 10 Ihe peas.l01S.

U[ERAQV
The a.,emge person cannot read or "'rile. Th is is I m.... al:lO (or ITlOIiI of the characr. . rs
In your game. Llter.:IC)' is 3 precious commoolty reserved pTimanly for the nobility and
the c1 . . rlfl·. An Illner.lte peasant can make a useful messenger for secret documenu,
llssumlng he's nO( actually an edUC;lled spy. HaVing morlal pawns "'00 c;m read and
wrue I) a hUl.'C ~I for a Dmlle.

KnlGij[S AnO QRUSAOCS


An)' tlm:;:u 10 the faith of me people is a lhretl 10 the JXl"'Cf of the Church. and dll1s
religIOUS 1!l101er.lIlCe has a SlI'lJ08 mfIl)<.'fIC('on the poliucsci the [).uk Medl .......!.l. Naruml1y.
IheGurch h.'!:> adesln.: ton.'InO\·eordllmnate suc:h lhrettS- hellCt: meCrw..'KIcs. And it's
nO! J'r>t lhe Ii\'ll~ woo exhibit MlCh (e1'\u. Many C.1inltcsstill hold beliefs (rumtll('lrmOnlll
da)'$ thlt dT1\'e them 10 be.;omc JXln of the "~u'Hi The GUTCh. Wh . . ther mmdlllilihe mOl"wls
.II hume, ~'rutmng me stollUS quo ci Ih.... ('u,1.11 sysft:m or actively canymg Ih . . CI'Oi$\O bO(b
dIStant. QUotICS' mvolv. . ment m such mauersaffects mcenvilOOment. Due 10 Ihe number
of IrJvding vamp'res. mecompamtl\'e stability d nlOi>l dor-n.:rim has bct-n >haken.
Ahhough more tolerant of tnelr fellow ahI-al-kllab (" People of tne BocM.n, the
Mu~hm \lurid IS stmllarly Iniluenced by relIgious authorities. and these authonue5
move as 'lUlCI.:i), as tne C nurcn 10 crusn challenges to tnelT miluc1lCc. A meellng
between an Eastern and a Western G llnnc "'III be colored more by Inelt the050phical
dlff. . rences than hy thelT undei'd commonality,

mOOERn m€OI €VA Lml SQijlU


Keep a "'e:,thcr eye Out for pl o~'""rs who au cmpl to bring aspects of modern
roUt ics or philosophies into Ihe mt'<lICI'H l.ser rmg. especially ide:u like democracy
or rchellion, A cnallenge to the feuda l ~ySlcm IS as likely to dm"" Ire (rom the
Q nnltC!l as II is from Ihe mortab - ~cn a thing IS a challenge 10 00.1', order.
Nalurnllj·. rcbdlionoccurs, hUI It umoreofu.·n directed at an md"·IJu.,1 h h. . retlC
pnC!lt Of blooJ.h,rsry baron) .hon at Ihe system itsclf.
Lli.:ewlsc, "'men for those pla)'('~ whoatleml" loapply modem scicnce 10 ~XltII'
.seiling. MOIllIOl')'our "tech IC\'el" 10 ensure tha t the T Temcre aren'l mixing C-'lln
.hell ch;mtTlCSor the like. Whdc~'Unpowder \t'c hnology may well exist in the Darl.:
Medl('\·al. (or InSlance, II is a tcchnol~'Y ~'Cncmlly onl)' found in the far Onem. In
Europe. smoke pov.'dersand rockets "'oold proh., hly he considered wolsof the DeVIl.

l!€((JnG (5€ $()\G€


Unlike a modem 5t.'ttlng. Ihis game IS gomg to in\'olveconSiderably mor(' work to
re-cre:nc Ihe atmosphere Ihat ",dl Irnnspon y<>ur characters back In lime. We ar . .
cons(;mtly .sufToIJlldcd wllh rcml1lders of our (Une - cars drll'mg JXl51, a radiu plaYIng
in th(' distanc(' or simply a Jogger in tmin('rs running by. Your powers of narration ar('
go ing to be str('[ched to th(' mmost as you adjust you r sc('nery 10 sui l your story. You need
to be flexible enough to deal with any numlx'r of differ('.nI scenes and locations. Abbeys,
castles, huts, streets and alleys, a military encampment ~ anywhere aClLon may take
pbce in your c h ronicle needs to be represented to the d('gree that II minimizes
distmction from your Story. Be prep~red to put some work Imodoing so, and dmft your
players in to help as well !

vmu€
Perhaps the mOSt difficult task will be finding an ~ppropr iate place to rlay. If you
have access to a castle in the wilderness, thcn you can probably skip thisseclLon. If not,
you'll wam to SUIrt huming for some place where the real world will slny nway for il
while. It's ~ given that some suspe nsion of dlslx-lief is required for thiS SOrt of game, hm
you wam 10 mnximite lhesuspension as beSt I'OU can. It's nearly imposoable 10 maintain
an atmosphere of medieval (un)life in the middl e of an ap.1Tlmem complex or In an
industrial warehouse ~ e"en more so in a rented ballroom o r hotcl. Quiet parks or
subu rban homes MC probably easier to work with. A farm is almost ideal. if you have
access IOthe buildings and there (lien 'I tOO many traclars in the shed. The marc modem
the venue is, the marc you ",ill have to work to foster the illusion o f your sening.

$€mnG PROP€R( I€$


There is a delicate balance bet"'een too much SCI-dressing and too Unit"". Such
th if\l,'S will comt": with experit":nce. You don't net:d IOcompletdy de<:k out the garJge in
tapestries, "'capons and standing su its of amlor to suggest a castle aunosphl·re. Bear III
mind also that \'OU might have to usc your one location to rt""prcscnt mort"" than one
locale in the game. If the action swi tch~ from a tavern to a dock, you will need to be
able to quickly adjust the props you han: at hand to suggCSt the new locale.
Simple prop:> arc tht"" most effL,<tive. As long as they eT\b'<'nder the mood of the locale,
they oon't have robedaoorate. Learn ro be abstract in your iIIustralion. GrJydropdoths
pa intt:d with large stone pa[{('rru; can makt"" df~'Ctive castle walb (interior or exterior).
The othe.r side of those cloths might 5how Ut-es or ho,·ds, so a qUIck Tt'versal of thl' cloths
call indicate a change of scene. They can('ven be hung from the ceiling to indicate walls
or obstacles, depending on I'our need. Foldmg tables with ,'ariOll.> types of cloth and
scattered with simple props could be ind icative of a slr\:ct-markct or a feasting h"lI,
dependmgon how yO\l dress them. Cotton throws wovcn with Cdt icsymbolsor mcdiev,,)
pictures can make fine rnpesrries for a noble's chamber. C1 rdboord boxescao be paintt:d
to represenl chests, C!"lltCS, buildingSlOn~'S, roch,statucs, trec-SllIlIlPli, whatever you mx'£l.
nnJ they can be foldLod down for case of transport.
It'sama:i ng the difference between plush, comfortable scnting and hard, unyield.
ing .({.lols can make when varying the mood of a SC I. If you d on't want the characters
to becomfortab[c in your selli ng, don't let the players get comformble. Crowding Ihcm
wi lh close walls will engender unease. lIIuslratc open hInd with .ubdy placed fans
blowing br~tes across Ihe rool\).
With [he right (:OIlt":Clio n o f basic prop5, \'Otl should be able to ea,ily switch
belwt":cn a cottage in te rior OInd the sueel oUls ide, or ~hifl the aClIon 10 the docks or a
dungL'<ln as net:dt:d. [I JUSt r~kes ~ linle imagination.
Before you invesl huge amounts of time intoue3ting props. conside r how you will
deal with their storage at ho me and their transportation to your game site. You might
b<: ;,bk toarrang;:- to have them stof\:d at your game site, if you use it regula rly and you
meet the site's safety and cleanlint!SS requi rements. Consider also dividing II", respon -
sibili ty for props among }"our player.;.

L1GijClnG
The Dark Medieval st'tting is cluttered with shadows and flickering flame, dark
comers and unlit forests. Castles and hovel~ alike rely on ti re for their wanmh and
lightingOUlside Iheda ylight hour.;. Sure, t he temptation is there toscauercandk'S and
torches about Ihe place, but if you're going 10 do so, do so with eX/Te!11e caution. Your
g~rne site might not penni! the use of fir.., with good reason.
You can replicate firelight to some degree with electric candl es or by masking
regular light bulbs with colored plastic sc reens kalk-d gels). If the bulbs are on a
dimmer, YOUCfl n lower them lOa more appropriate level , or you could replace the bulbs
With lower wattage ones (if you have pennission to do so, nMurally). Phosphorescent
glow-st icks might make adt'<\uate props (or IOrches. Avoid bright, direct lighting. Sce
if you can drape dark clOThs over direct lights to reduce their immediacy, making sure
you don't crea te a fi re hamrd. You might coil a few strings of \'ellow and red Christ mas
lighlS III 'jour fireplace (if you have one) (0 simulate the glow of firelight.
Whl'n thinking about you r lighting and colors, consider the moods ynu wish to
convey in your scene. Brighter, morl' g~rish colors bring immediacy ~nd focus, while
darker, cooler colors engender a slnwer pace and diffuse mood. Remember to have
enough light.';O the pbyers can reoo their ehar.leler sheets!

Music can convey emotion as "'1'11 as any se tt ing or lighti ng. Scour ynu r local CD
stores or visi t your library to find classical music or mO\'ie soundtracks that suit the
moods that you wish toconvey in your Story, Some New Age music Il'ight be SUitable,
as wcl\. Avoid the modem stuff - it will drnw away from your ambiance. If you have
access to a CD burner, you can mix your o wn CDs - perhaps one for ,he mood of the
prince's audience chamber and another for , he deep of the forests. Keep the \"olume at
3 b.1ckl-'I"ound level (unless it is int rinsic 10 the scene, such a b.111) soas not to compete
with the characters' conversations. Don't let the music overpower your setting. Let II
suggest, rather thlm insist. Vary the content, so thm you're not listen ing to the same
music all nighl. If someone wishes to si ng or play an instrument, let her. Such a
performance will add incredible atmosphere, since that sort of thing was often one of
the only means of entertainment available. Just make su re thaI she won't be embarrass-
log herself when she opens her mnuth or takes out her instrument.
Consider also the imp;!et of srccial effens. There are ~ number of effects CDs
a\'allable that you can cue up and usc at the right time. The creaking of chains III {he
dungeon, thc lapping of waves against the dock or the rumble of a storm ove rhead can
all add to the ambiance of your 5Cene,

AI a hare minimum, it is recommend~-d thlll players be appropriately garbed for


theirch\l,.."cters. Wh ile some modem v\llllpires hark back to the time of theil creati on
III terms of th!.'ir preference (or cloaks and torcs, no medieval Cainite would be caught

dead in a two-pil.'C!.' denim nmfit. A vinyl opera cape and jeans will nn longer cut it.
Oetting the costumes tighl !,'OCS a long way toward (reMing the look of the ern. Sinc~
the char-Kters are the things on which all the pl~)'ers ""'III be focusing visually
throughout mQl;[ of the game, they dl'serve more a[WnliOn In terms of dreS5l1lg.
Snnple medieval garb can be wlllpped up al home on the scwlllg machme for 1I few
bucks and a fe",,' hoors' work. There arc lI\Ilumt'rable sites on the Inteml't with
mfonnation and panenu for histoTical clothing thm can be dro""'n uron for reference.
A basic costume can be put together ""'lIh a simple tunic, a pair of swem pnnts or an
ankle· length skit!, a belt, pl:.in leathershoesor bootsanda few accessori es likell pOlich
and a tankard. A very long tumc can become a lady's gown or a monk's robe. Varymg
the COolUme IS a matter of adJUS[m8 the sleeves. trun or length of the tunic. and with
the nght varlely. you C;lIl re·use many o( your ba~IC costume ekments for a number of
characters. If )'00 don't have the time o r skill 10 create you r own medIeval clothIng,
thl'TI' are plenty of folks who can do the work for you, usually for a price. The lncal
Renllissance f;me IS II nne place to Start, bul there are also many ml'rchnnlS on thl'
Internet ",,·ho spetlallll' III mloJiewll garb and can even customl;e your order.
Western Europea n characters can be easily attired L1\ the basIC costume descnbed
thus far, (Somcllmes, on1 \' the nchllCS$of the fabric and tnm dlffl'rentiatl'd the poor from
the nch.) Fora charneter whocomes from funher abroad, soch as thc Holy Lands, the basiC
costume becomcs a long robe, a long VCS t or 1006e coat o'.er Ih:lt, rlmn leather boots or
tapestry bedroom sltppcn, a head-coveTing aod a long sash, plusacceS50tles ilke a gohlel
orscroll case. You might even investigate l(Xal ethnic clothing $hop:sor Intemct Sites for
extra touches like Ileiis, Jewelry, men's heaJscarYe$ or embroidered shoes.
Penonal props, such as cloaks, goblets, brooches, h:.ts, staffs and Jewelry clln share
anJ accentuate the costume, penonaltzing the ch~,racter funher. Scan your local
secondhand shops for suitable props to gl vc )'our charneter a d,Slmctl\'e look, You IIllght
e~'en orag your players OUt on a scaveoger hunt around you r locili surplus storo every
110 often to build up their collections as well as )'our own. Remember to aVOid IIny
dangerous props - wC'apons of any kUld all' strictly forbidden. As cool and period-
appTopr;:lIe as that dag!:Cr would look on you r hiP, 1\ doesn't belong at the ~;u"e.

C€!J.InG C5€ LlU.€


You've got SOIllC players, a place to play, a rIot and SOffit! ""'Ickcd cool prop5- you're
Il'".ady toplay, Tight! NO! YCl- Here's some of Ihe TCSI: 0( the sheh;mg you'll ha'·c deal wllh,

BOOKKEEPinG
KeepcarcfUll"l.'COlds thn"lll¢"IOlIt thccoun;eo/" )"Ollr)tOf)'. Y~."ll be Iempled to blow rhos(if,
but ~ 'I. Y~111 need lObe able to 1o:Jk OOckon the progrc:ssci!hcchromck 10~lIlS\\,""':U1Yplayl.'T
quesllOIlS, deal wuh dtsptl{cso.,erwhat 1Il.'lyor maynot ha\'eoccum-.:l so.'ver..u mcmhs Ul the P;lSI
or 51mp1yched tosee: tf:onoone ~ been ch~-au~ ceo hlSchar..tcter sheet. Y()lJ'U have is!;ues tf
yrudon't have the I"CCOI"Iisceo hand. [f ~Xltl h:l\'c 0CCClS toa computer, trike oo.."3IlUlJ,:Cci some
ci the ""tlIlderful 1"t."CQnI-~ng and COI\t:acHnan:~'eIIlI..'Ilt software a\"atlabk te-Jay. lhc~ are
uU lltlOl'\l;ulable (citen lOr fn."'I'!) that can help you ag:.U1L<:C yrur ~ and kc.:p tr..t(;k,J the
prowl..'o;slOO ci YOurch::lmctl.'I'SllT\c! pIors. RernembertO h ....'P" backupci yoord'lll, :IT\d m ilt smff
out so thai youll have it If ~"OI.lr h.'lnidn..,., ever ~ bclty.up!

QoARJlq((R $0((($
Jo.hmnun a hard copy 0( every chllrncter sheet 10 the g;"lme, cven if you aTe uSlOg
adambasefor the informa tion. [nslsl lhal rlaycrshaod to theirsht't'tsatlhcC'ndof every
game Kllh<ll you can updale your own copy. I)e"elop the habit of revu:wmg the sheelS
regultuly. perhaps a day or two before the game, so that pAl arc famIlIar with the
c haractl't1i anJ thell current capablhtlcs. and .50 you don't forget to nOlI' or add
somelhlng you need 10. No major shfi't alterations should be ta kInG place WIthout your
approva l In anycast'. Establish that,desplte what maybeon the sheet hddby the player.
the SlOryll:l!er's copy mkQ prC(;edcncc.

€XP€R I€nQ€
TlIke a look o\'e r the Experience rules in C hapter Three. and decide ho w you wdl
:Iward Expertence TrailS Ix-fore launchmg your ~ [Qry. Advise each player of hi' awanl
as iIOOn as po5Sible. and be sure 10 nOlI' ,he award on hiS sheet. Be fall when awaNing
Expenence. You want to satISfy your playen "·hile mamlalnmg gamc balance. If you
wan! slow growth fo r your chromcle. aw,'N less &periern:c or adjust Ihe emu of
c har.tCtcr growth upward. Fhp the lX/uMion for fasler advancement.
E\'ery player should earn at leas! one Experience Trail automatically forp.lmcl pat.
Ing In a b'3mc SOSIOll. Additional one·Tr.m 3W'drds can he made for exceptional
roleplaying (nlLsmg thc bareoch lime) and forchamcterachlcvemems. Have your players
h~t char:!ct.::r booois m their backgrounds or dUTlng play so you can measure their pfOl,>Tt!SS.

If you pennit your playcn to use their InJluence during downtime. you mu;;t kecp
I'ery earefultrack of what each T raLl is hemg used (o r. Otherwise II IS IncvIUtble thm
twO c haracten' InJluence TrailS will c1.a.sh as they attempt to complctl' opposing lasb.
and you must Mbllrnte such collISions. AilhouGn they are aimed nlOrl' :1I mooe rn-ciay
IfJmcs, the systems oul1ined III [},ark Epic5 (appropriately tweaked to reflect Ihe urnI'
pcnod) WIll gIVe you some gUlIklmt'$ as to \lhat c namelers may achu::ve beyornllhe
basic syuem$ docnbed In Chapter Thin:.

Keep a log or journal of the progression of Ihe Story. A(te r each game. find some
time to jot down a few notes about what happened. Rel'iewmg tnese no tes will rc(rcsh
your memo ry bcfore the next game. Gathe ring similar journals and notes frum players
will give you more o( thc big pictu re, so you can maintam an ol'crview and plan fo r
possible pl<x development and growth.

Work as clO!\Cly as p!Mlble "'L1h )'OU r players during IhelrchamclercrcauOfI.1ne


time you Inn'st In thiS project WIll help Ihe pla~'erscrea,e inte~ung. VIvid c naractcn
,hat WIll Interact well and enrich ~'OU I story. Characters should ha" e clear mOl IvauOlU,
pltms. hopes, d reams and goals, o r clse Ihey arc JUSI a COl1ecllOfL ofTraLls on a sheet .
Being able lorneet wLlh eacn player separately is valuable. bur not alwa~ po5Slbll'.
You Ollghl lLke to plan acrealionSCS/iion.so tnat allthcplayerscan bmLll!itorm concepts
~nd imermmglt: hislOrie;; for Ih eircteatlons. Be clear about what you Will, and will nut.
allo w tn enter your ~'ory. I( you intend to chanGe any of the rules in ,his book. now is
the time toannounce thO$e altemtlons so that the players are aware of them. and so that
they can clcate theIr c namcters under your b'Uldclincs. lf you hal'e a Narml or learn, they
may well be able 10 shoulder some of the burden of assisung <xher players 10 create thelt
cnaraclcrs. JUSt Ill3ke .sure that they are also aware of your changes.
Regardless of how you organize chamcter creat ion, make time to review the sheets
before they enter the game. Many Storytellers will not tolem te char3cte rs being made
from scr.!!ch JUSt befure a If-lme begins, ~ it may not be sui t .. ble for their story. H"ving
the time to review the sht:ets ensures th,,, a qu:,lity character enters the If"me.
As the Story prol,'fCSSCS, wlk with the players from time to time to discuss the
development of their ch"racters in tenllS of the story ,lOd get a sense of their perceptions
of the g:nne, the story and their characters' toles in both. With such input. you c:m
further fine-tunc your game to everyone's mutual ~tisfaction.

Sljownm€
Here we go - game time! Make su re you have time to sleep and cat before the
game. You'll need all you r energy.

PRE-GAmE PREPARAClon
IX prl'JXIred to writc off most of yoor afternoon prior to the game. It'll be full of
pfl'JXIr:ltion and organi:za.tion a'i you print OUt charactersha-ts, d ress the venuc, tweak plots,
et ceten •. M:lke sure that you are one of thc first to the site so thm~"OU have plenty of time
todress yoursct(s). Chc<k all of yourprops fo r safety. PlayefScan assist in this proJcct a'i well.
You will need to have character shcetson h:lnd, and:ls your players chcc k in, deal
with any last-minute issues they rna)' havc, such as Experience expenditure, Influl'1lCe
results :lnd rumors. It's a hec t ic time, so look to hand off some of the work to your
Narrators or othcr Storytellers, if you have a large gamc.
Once players have had a few minutes to mingle and chanl,'C intocastume. be ready
to kick things into gear. Galhe r the players and make any announcements you mIght
need to make prior to the commcncemem of play. Designate your "reality room," where
players ca n relax out-of-charncter, if need be. When all qucst io ns are answered and you
are ready, inform the players of the expected game dura t ion, dim the lights and
announce the start of the game.

DURinG (ijE GAmE


If you aren't acth-dy portrn\'ing a character or a nswering :l player's quc$tions, you
might find ),otU"self wa ndering. H ow you occupy yourself dependsl,'rcallyon your style of
stotytell ing. You could pTl""fer to JUSt stay in thc background 8nd wander from conversatIon
to cOlwer"$:mOll. observing Ihe flow of the Story, o r perhaps you prefer to remllln in one
plflce so players call find you easily. Be prepared to answer questions, adjudicate rules
queries and resolve plO! complicallons at any momcm. You'll be kept busy enoush.

WRAPPinG I( UP
Announce Ihe end of the l,'lIme quietly a'i yotl pass atO\md the room - allow the
players to finish Ihe scene thallhey are in - and :l5k them all 10 I,'ather t~'t'ther_ T11t~y
will likely st ill he hyped on the inrel"\$ityof thdr roleplaying, and it's good to let them re-
enter reality t~>ether. Have a chal with the pbrers about the game in which ~-ou ask about
favorite scenes and lowest moments. Did everyone have fun1 If not, why no!1 Arc I.h ere
any questions a1x>ut the night's evenrs1 (Be careful no t !Ogi\"e away too much of the plot
when answering this Olle.) Make any necCS&'lry wmp-up announcements at this point.
Pack and check your game venue. Get your players to help. Make sure it's ele,1Il and
tidy, or you may find you don't have use of it nex! t imc. Be o ne of the las! to leave and
give the site a final once-o\-cr to ensu re rhat nOlh ing"'aS left behind or is out of place.
Many pla)"ers willhite togather foran after-b'llme coffee or snac k. Jo in them, if you
can. Rebx. The game is done. Don't feel obligated to carry o n Storytelling, but you
might like to deal wi lh a few mUlor point~ if everyone's h~.ppy with that. By the end of
the nlgh(, Ihe g~me 150ver, and e"cryone's h~ppy, looking forward to the next sessi()n.

DOUJor lm€
Even after the session, the game may continue (if you allow it). Downtime play
includes any chameter activilLes, aClLons and exchanges th111 occur between the game
~ssion5. The characters cononue to ex ist in the limbo Ixtwecn sessions, and your
pIRI'er~ will remind you or tha(.lf youdon' l w111lt to allo wdown t ime play, makesure that
they are llware of It. If you do, IX' preparM to deal with [he work involved.
The biggest inconvenience to downtime pia)' is That you mal' not be able to
supervise all of it. Th.: Ixst means of dealing wi th this is to require all your players to
submit dowmimc reports to you "'ellixfore the next ga me. Such reports will keep you
ahreast of lmy ariSing situations and yield asurprising numberof SlOry opportunities fo r
you. Dowmi rne Information should at least include the following' hunting beha"ior,
Inf/ul'1lCe man IpuialLon, character mcctmgs, training (for new Abilities or Disciplines),
and any other m:'Jor actions the characler wishes to take.
If you have access lOa computer and (he Internet, cnnside! creating a websIte and
runnIng an email syotem for your g;lme so (hat players can submi( downtime informa-
tion directly (0 you (perha ps V;3 a fonn on till' site), and you can keep traclt of
in-charactct exchan!,'Cs.

Wh Ile you m"y Ix able to halldle the rest of Ihe roles in your SlOry, the story will
ultimalely rcvolve aroo.lIld the a<;tioru; perfonn~-d by your players' charact ers. Each gamc
troupe will h;we ;(sown diSlirn:1 group dynamics, and dealing with an Ihe challCTlh>t:S (hat
arise from every group is well bel'ond the scope of th is book. Suffice tosa~', as with any socia!
group, you will need to ha"c a commo n grou nd and treat each other with tc5p<:C( in order
for your game to SUN;V': and remain fun. The S!TUCrure of your !,>TOUp will change with lillie,
and e"cl)'OIle invoked will nct'd to be flexible in order to occom rno:late those changes.

n€lli P[!\Y€R$
Pl:oyers who are ne,,·to (he g3me WIll re'lUITC special ;l11ention . TIley will netod to
!cam the rules and how to roleplay (if they've never been involved in the hobby Ixfore).
They need tutelage, :md (he easiest way TO help them along (hcir learning CUTve is to
tcam (hem up with an exrcrienced player (asaghoul, childe or colleagoe. for example).
EncourJ.b'l' new plal'ers 10 IX'come invnlve<L but don't push too hard too fast, lest I'OU
overlo,1d them ~nd drIVe them away if they're Illllumlly shy. TIle Story will help guide
them illlo the actton. It·s also likely that they will dropout of character more often than
II regular playe r, but this should case off wilh t ime.

Some older playeT5 mlg ll1 view ne""comer5 as "fresh me" t" and take advantage of
their rebtlve inexperience. StOP this before it smrts. Some ga mes encourage a ~gmce
penod," where the ne"'biel! have " chance (0 imerJCT, but o ther char.lcters are asked
10 refrain from dOIng anything drastic «(orc ing a blood oa th , or simply rollmg them)
during tlmt period. Doing so allows the pl~)'ers a chance 10 become familiar WI th the
game, while still allowing them (0 be p11n of the action.
Ellperi.mced players who are new to your g~me ",·iIl need 10 learn the wrlllen (and
unwrllten) rulaofyour troupe. It may b.! chat you usc d,fferent house rules lhan Ihe nnes
they are used to. They might be used 103 different style of game or Storytdler.l,\';cwiSC,
the troupe w.1l1eam about the ' 'lell' plaYl'rs, and hope(ully new (ri cnJshlf'$ wIll (orm.
PIa)'ers who arc new 10 an ongomg chromcle might find 11 dIfficult 10 become
In\'oln:d m plots tbat arc al read y dommat.-d by establtshed characters. Be prepared
wllh some mmor subplol:5 (prefcrably related to their c haracters' bac\.;!.'Tl)11lld) and
goals) (or them to ,",,'Or\.; wlIh, or gh'e ,hem §Ome TUllIon regardmg the plou thaI other
chame ters might be LnleTl"Stw ILl uncovering.
As SlorYleller, you will need to be anentLve to the quest Ions and commentsof new
players. If they h.we a complaint, neat 11 with appropnate gmv.ty. I( they have
sUgf,'l'stions, l:.1ke them on boord, You WL 11 help to bw ld ,helT confld('nce, §O Ihll! the~'
feel more lLke a part of Ihe troupe.

flARR!I(QR$
AsyO\.r game'ssi:e grows, YO\. w,1I need 10 re<:rui t help 10 keep u'J ck of everyth.ng
Ihat IS h;ll'l"'ning. You can't be e\'('rywhere a[ once, and )'00 c-,m't always play e\'cry
Storyteller charne te r. Unless you 113\'e an ellceptionally sl1l3llgame, you're gomg to
need some Narmton. Narraton should be pLc ked (rom )'ou r mOSI ellpenencw ami
f:urcst players. They WI ll bec.. lk-d upon by the mhetpl:I)'crs for rules calls, and the}' wLIl
need to'-'eable [oma ke unbIased de<:ISlons,l1leyare alsoentrustW wtlh the plot POIntS
)'0\1 wish to share wllh them, and may well be playmg charac ters for Y(lU to dLre<:1 the
Slory fun her.
There'~ no !:Ivell r::atio for Narrtllors in a If<Ime. Theore[ Ically, all the pbyers should
be able to ha ndle mosl of Ihe rule) iS5tICS among themsclvt'S. ArroLIl\Ulg a number of
penultLma te nrbllrators, however, WIll ease Ihe bu rden o n )'ou to make Ihe uhulllue
rulesde<: isions when you're busy trying 10 portray a vis,ung elder. A TOt.gh r:lIIOO( one
Narr.1I0t per 10 players wtll no rm all)' suffice. The more Nanmon }'OU have, Ihe more
work you can delegate OUt, Encourage the players to s(."ek NanalOrs, rather th:m
Sloryldlen, when Ihere are rules L"Ues to be discuS5ed, and eml'o"'er them 10 m:1ke
fina l decisions L( need be. Narurally, then, N~rrators need to be (ully farml lar wn h the
rules Ln this book and :my bouse ru les }"ou ma}' ha\'e in place.

CRO{JBt€$IiOOCIIlG
Sooner o r la[er, you'll he (aced Wllh a numbe r of common problems that seem to
an$(' LIl this style of g"J me. Let's diKu" a few of ,hem.'
Pla}'er Boredom: "The re's nothing to do in t his game!"
If you h:1\'e an actIve and bus~' slory, youshould n'\ heat ,his toooflen.][ does an$('
now and then , however, so don 'I panLC. The onus of enlertain ment does not fall , til your
shoulders alone. All phwers 3re rc:>ponsible (Of the cntenammcnt of each uther and
Ih('lt'1sclvl'$. T ry 10 help Ihe pl,'yer ident ifY Ihe 50U rce o( the prohlem:
• [s the pla)'er pu TMlLng her g<).11s ac tl\'elyr
• Is Ihe player hoardl1lg Lnformation she shou ld be 5hann!:~
• Is Ihe player refusing 10 inter...:t wLlh the other players dUTlng gaml'$~
• Did the player miss une or more \, ,1:11 dues~
• Did the pla)'er creale:1 (ull characte r b:lCIq.'TOlJOd!
• Is dIe pace of the game too slow for Ihe rlayer~
• Is the pla~-er achieving her character goals too easily!
• Is there something In particular the pla}'er dislikes or doesn't understllnd abottt
the 'tory!
SomewnC5 even thiS won't c ure the problem. Make sure that you have a few
subplot Ideas hidden away that you can introduce to the Story qUICkly and that "'On't
Interfere directly wLlh the plolS IIlread~' III progress.
The more players you have, the mOTe likely one o r mort' of them will d:u1l1 to be
bort'<i. Encour:.lge players to creare their own constructive subplots hased on their
char:.teters' backgrounili and goals, and encoura~e them 10 imerael with and invoh'e
Ot her chamcters in such plots. Wh ile .some players might naturally be shy o r paSS1\'e, ask
that they internet with at lerut o ne other player. Otherwise they probably won't enjoy
the game, and there's little more that you'll be able to 00 10 rdlO~ve their boredom ,
Too Muc h Violence: "Not anothe r mass combat!"
ConnlCt Isendernlc In CaLl'l Lle SOCiety, but not:lll connicl needs tode\'oh'e to the
vlolem level. Combat iS:I part of the game, sure, but It shouldn't be the focus of each
and e\'ery Slory. Contcstsof Will are perfectly acceptable :lltcmal1ves 10 combat m the
eyes of o ther vampires. Every player should be :lSklng hunself whether o r flO! combat
IS absolute ll' neceuary before he calls the flrst PhYSIcal Challenge, [5 thiS really part of
his charncter's Nature, or is he JUSt at the game to kic k the SOOt out of the ot her
chamctcrs! If c,"cry game is devolving int():1 sequence of mob comb~ts :md Physical
Olallenges, thc n you have II problem.
Tr'l' moving the locale toa place where thecharncterswillthink twkeahout boo ing
ocrserk, weh :IS a gallery o r museum, If characters continue to waste their ""'I' IICroM
the lanWcllpe, then let loose wLlh the full repercLWions of their ItClions. The SLience
of Inc Blood might be endangered, and the pnoce and hIS emOUrAge may m.,ke an
IIppearnnce IOputlhings right. Eldel'5who have a vested Inferest tn the peacefol ":IIUTe
of the.r Ioca.le w.1l ac t qUIckly to quell v.olent reslsmnce.
If It's ~ $lIlgle player who appears to only enJoy the game .f he's ~'lltl1ng ot her
charnctcl'5, don't lei them ruin the g,nne for everyone else. [)ealwi(h him qUIetly, but
fi rmly, and state that ifhe <:an't relll in his behavior Ihal he will be asked \() leave. If
he's still a prohlem, make good on your promise.
Mc taj,r.l ming: " H ey, yo ur cha rac te r ca n' , poss ibly k now tha t'"
If a player hasa problem dealing with the dIfference beN,cen in-character lind out-
of-chal'llcter info rmation , advise her to adopt II means of determilllng whether a
conversation or other commUIl1CIIIIo n is occurnng ouuide the cOlltex t of the game.
Pla)'ers shou ld remain In c haracter throughoul the course of the sess ion, If they need
to drop OUt of theu role, adjourn to the Mrealiry room~ or, if II'S JUSt for a qUICk query,
t hey should make :I M(ime OUt ~ symbol WIth their hands that am be dearl'l' seell b'l' those
arou nd them. A good gUldeline fOf playel'5: If you're unsure "'hemer you know
SOmething In characler, presume Ihat 'I'OU don't,
Argumen llltive Players: "You can' t do that to my characte r! That's not how that
system workl, And besides. in 125 7 the ma in export in th is area \\'a$ grai n. not eoal."
Don'\ allo w pi:l)'Crs 10 argue WIth yoo.l, partic ularly when doing so wi II spoil the flow
o f the g:lIne. listen ro the pla~'er's grievance, and if it really can't wait, then make a
rultng and stic k to it. Once you make you r deci~ion, 1I'S final - otherwise)'OU might
as well Slop makingdecislOIls nght flOW. This indudes dealmg wllh "rules la"'Yers~ and
M~'('nTe buff$~ who think that they know your game Of setllng hetter than 'I'ou do.
If your rules lawyers are that good, perhaps they should be Namllors, and your
genre buffs could cerL'linl\' help you wi th cleaning up the details of your chronicle.
Inviting them to contribute to the chronicle should reduce thei r need to interrupt the
slOry, as long as they realize that you are the ultinHlIe decision-maker.
A 110w players to disagree politel\', and address their complainu after the scene (OT
preferably, the session ) is over. Discuss nHltters in a c~lhn manner and give theIr issues
serious consideration . R~pe<:t thei r righ t to disab'l"ee, (lnd m;tke fai r rulings - the
pl(lyers will respec t you in tum.
Character death is another issue that can bring Similar conflict between you ~md
a player. Thiscan be a \'ery emot ionlll time for a pillyer, particularly lfhe's beell phiYlng
his characler for quite 1I while. Help the player deal wilh the situation maturd~' ~U1d
rationally. Don't give in loguilt or tantrums. Don't allow irrationality lospoil the game
for otherpbyers.lt may hclpthe player 10 take a break from the game if the)' arc h:1Ving
real issues dealing "'ith the death of the ir characler.
lnter.plarerdispu tes arise from time to time, even ilbout non-game matters. If it's
nOt rebted to your game. bu t is disrupting it in some form, politely ask the players 10
deal with the mattl:r outside of the game environs, so that the rest of the players can
enjo\' their eveni ng. If it's about game matters, then use rour authorilY to resol"e thl'
matter as quickly and as finally as you can. Stop the situmion before it rises !O thl'
shouting siage. If the players ca n 't resolve the matter mmu relr, thl'n ask Ihem to leave
and offer to help them son it out b ter.
Pla yer C heating: " Hey, you didn't have that Discipli,"",: a few minUles ago!"
Ofcourse, you have yOI.lTOWll copiesof everyone'scharactersheets, and ~ny alterallons
10 their sheet have been over.;een by }'OU, righ[! You can minimi;e the opportunities for
cheating Iry insisting on Trail expenditures being lll<trked on their sheet, or by relying on
Blood and Willpower tokens mat must be handed to a Narrator when expended.
If there arc merely allegations of cheating, then try to get to the bonom of the
problem as quic kly as possible before the acc usations fester. If someone has been
wielding the "magic pencil,~ then take her aside and bri ng her back to reality. ]( you
have an actualcheate r on your hands, )'ou hllve two options-give heranotherch:mce
ur remove her from the g<lme.
Cheating spoils the game for everyone. Please don't encourage cheaters.
Favoritism: " You' re onl y lelli ng hi m pla y an elde r because he's your be~ 1 fri end!
Significant oth er! spouse!"
The best way 10 3void accusations offa\'oritism is to refuse 10 practice it. Strive to
m~ kc rour d<.'Cisions as impania( and objectlve as you can "'ithoUl injunnll the slOry.
If you fed you can't make:m impaniill decision in a given Sil\l3l ion, ask one of your
Narrotors to review the situation with you, m;tking a joint dec ision. If you are going to
pblce limitat ionson certain character typc$or powers, rotate these clements so thai all
the players get a fair shol at them.
Unfonun~tely, accus.'ltions will arise ftom lime to ume. Dca! with accus.'l!ions
direcdy. Take the ~ccuser aside and discuss why he feels he is the \'ictim offavorillsm
or why he feels that f:lVorttism was a[ work in Ihe decision he has iSSlies w;th. Don't
overlook the possibility that he may actually be right. Sometimes it's possible to
practice favoritism wit hout consciously realrzing we're doing so. If the accusation is
deserved, amend you r behilvior appropriatdy.lfit's wrong, explain, as best you can, the
basis for your dec ision and lead them into undersw.ndi ng ",hy you made that call.
Failed Stories: "This gamc sucks."
K~p an car OUt fOf thc rumblmp of dlSCOntcnt (rom rour pia)'CT'5. Nonc of us are
perfect, iIond ~'OU are no excepuon. Don't dism iss all complaints as Idle bllcnlng, even
if )<ou're used to tuning OU t the r~lar whlllCrs, since sometimes )'OUr players have a
genume beef. Encourage them to brmg real issues to the fore so that you can dealw"h
them and adjust the game (and roo r stvle) 11110 someth ing they wdl enjoy.
Eventually, ~'ou'll run a StOT)' that does suck. Maybe Ihe players aren't enthuSHlSl lC
about lhe plot, or you miSC;llculatcd the powe r level of the story and overbalanced the
game. Don't panic. Learn from you r milures and admit to them. Apply the knowledge
to your future endeavors. You'll become a better Storyteller for it.
Storyteller Burnout: " I can't think of any more stories."
YOll ha\'e a JifeoulSideof thelf.une. lf the game becomes a burden or an unpleasam
chore, get some help or arra nge to hand the StOf)'telllng role to another unt il you f~l
like ret urn ing to Ihe role. Try playmg for a whi le, Of c"en switch gamn. Take a break
- you deserve It ! Recharge, and come Imck when you feel cmhumlstlc about il ag'lI n.
The game should be fun fofyou as well as for Ihe players. If it's not. then don't drag t he
others down w"h you. Lack of focus (rom you will spoil the game (or the players.

$l:ORY $€€D$
If you've never run a Illl.JicvaJ game before, you r first story ide,os c;m be hard 10
den'lor. The traditional sword-and-iIOr<::el)' plou from mntasy gamo:$ don't qUi te work,
but ne:tther do m.1nyof tne plou)'OU ml/dll usc: In a modem ~iasqueradc gamc, There are
man)' possible Dark Medieval plou, thoo..tnh- You JUSt h:l\'e ( 0 lei your nnaglll:llion loose.
Start wLlh hlSlory. Look 10 ~ what conflicts wert' going on lIl)'O\l r game's ~lImg
In Ihe year youdlOO'ie (or your game. then coruKler how C lLllLtes ..'Crt' IIlvolved In " 'hat
happened_Altemall\·cly.comeupwllhitstory.Jc:l.choosealoc.allon for II and study the
history of the land to decKle how II mtght be changed by Ihe events of your chrolllcle.
Here LSaqulCk Its( of SlOf)' ideas tosparl.: }'OUrllll.'lgu'Ill\ion. Someof thcseoould be gIVen
to players as idea!; for subplots for thei r ch.1l'aoClers. Take whatever dcmenu Of aspects ri
th~ concepts appeal to you, bl~ ........ 11 and ~pread over [he dUl'3lion of your chronicle.
T emtorial OiSPUICS- While matenal poMCSSlOIUCOmeaOO go, conlrol over L,nd is
far more unpon-am, as it grants wealth and case of feeding. Whether thc dispute isdue 10
Ihe am\'alof a newelder,,·ho$ttks tome the current pnnce'sp06ilion, theSlruggle bctWl'Cn
t....,o l(':$5('rCamlles m'er a cit)' district or the uUluence of a mort:Illand gmbon the n:$OUrcn
ci the resodent vampire$, the;.: 5tories can form the basIS (or many Otha ilUbplou.
Resources - In Ihe Dark Mcalcval, mmerol or natural weahh IS stili relali\'ely
untapped. A newly discovered 5ilver mine: could send the local nobles, mon-J.I and
Cam"e alike, scrabbling for con no l of Ihe Tlches of the land, Alternall\'e!y, abuse of
local resoureescould lead toaneconomicdo\\'01l1m Ihat lowers thequalityoflife in lhe
aTea, leading to inter-Camitc dISpu tes over dWl ndlmg food supplies and lu~uri es.
Have Fun Storming the Castle - TIle peasants are revolting! The llUl fisl h.u b..'Cn
overlylightened, the taxes are 100 much,or the living mndilions have become sobad tl1.11 the
mbble have had enough. TIle torch<arrying mob now prepares IOstrike btc:k. Aitemal1veiy,
the an:uchists might rum against the reso:m eklcrs, 3ttCITLJXing tOOUSl lhc cum:m ~mc.
Conquest! - The "'llTS of man can Im pact Calnlle existence Ina number of W-~)'$.
Whether the vampires tra vel w"h a Ioc:.I ann)' to expand thell own ICrrltolles or are
operatmg be h ind the scenes to fund and direct milimry campaigns in distant lands.
thcre arc many stories waiting to be told. Perhaps a Cainite hcars of an cnemy's supply
tmin that will be passing ncar hcr town. That train could be plundcrcd for resources,
thus disrupting her opponent. Maybe the local mortal lord overe xtends h is resources to
assist his king and bc.::omes open to assistance from the shadows. The d ynamic nature
of a chronicle with a mili tary background is ripe with opportuni ty.
Noblesse Oblige - With power eomes responsibility, and a vampire who has set
himself up as the leader of a mortal community has many rL>sponsibili ties. Fulfilling
them during the day has its obvious problems. Even lIlore difficult " 'ouIJ be ~ call from
the morml ruler of the rel!ion for his barons to joi n him on crusade.
Church ve rsus Crown - Exam ine medieval politiCS and you' ll find the Church
at 11lany le,·ds. The plays for cont rol overthe populace between llIonalscan jar heavily
on th e s,1me plots by C.1.inites. with the added danger of the growi ng Inquisition . Overt
mal11pulation of the C hurch or state may bring unwanted and deadly aTtention.
C hanging of the Guard - Mort al politiCS can mire the best-laid plan of al\y
v:unpire. A weddu\g between fiefJoens, the death of the local b.'lron or the birth of an
heir allers the dynamics of the morml polit iCS. It mal' even be as si mple as a tOWII guard
(a ghoul) s,1yi ng the wrong thing al the wrong time in front of the wTOng noble, losing
his position and thus reducing his value to his master.
Epidemic - Without the advances in medical science that we enjoy today.
disease IS more prevalent among mortals. The impact of disease on a population is
devastating, and deal ing with a diminishing feeding base is a challenge to even the most
resourceful vampire. Additi onally. mortal scrv.mts might be vulnerable to sollle of the
illnesses that plague the Da rk Medieval. and even some Cainites might fall victim to
the invisible menace of disease. Watching you r empire cnnn ble, as you lie !o!rippcd by
ague, cannot be encouraging to an immonal.
Silent No Longe r - Re vea lmg the actual presence of vampires brings thc threat
of hunter.;. Whether these hunters arc mortals who seek re venge for lost fam.ly.
d~""<licatcd witch-hunters, those who seek etemallife or members of thc Church, each
has her own method~ of stalking, capturing and destroying her prey.
Rampage - The wanderings of wights, those vampires who have fallen tothe Beast
and are in Wassail, might bring them imooontact with " iIlagesorcities. The threat such
creatu res pose w the Silence of the Blood c:m mobi lize all Cainites in pursuit.
Strangcrs - Visitors ~I w~ ys add an interC5ting twist away from the comforwble
norm. A wandering ba rd orskald is in theare~ tdl ingstoriesand seeking lore. tmveling
the:,ter troupes. musicians - al l offer story opportunities ;15 they bring news of events
in other places and sow seeds for more SlOries. A number ofCainit es travel frcquentl\' .
and their presence offers the opportunity for vampires to pass messages to allies in other
cities. Wandering sorcerers or mages might influence the residents 10 the ir own ends,
perhaps deciding to Slay if II is to their ad vantage.
The Eyes of a Child -Children, the perpetual symbols of innocence. arc oftcn
more in tunc with thesupcma tuml Ihan aduhs.lt may be that children can sec through
the careful dL'(:ept ion that va mpires spin 10 h ide thclr presence or t rue nature. Chi ldren
as story clements havc innumerable possibilities. Tales suc h as "Beauty and lhe Beas!"'
might have sprung from the bond between a child and a Nosfe mtu or Gangrd.
Mispbced love in the purity of a child can make a beautiful counterpoint againSt lhe
d~'rknC$> of t he Beast. And somet ' mes, a wish to keep the child "pure ~ or Minnocent" can
r('Sult in the most terrible deeds ..
Prophecies -Some people are capableofforeset'ing the future, and their cryptic
VISIOns can shape the behavior of those who believe in thei r ramblings. Are these
prophecies real, or JUSt nonsense brought OIl after someone overindulb...-d wi th a
hook~h ~ Other sources for "pTOpheck'S" h,cludc spiritual entities manipulating medi-
ums or mortal seers (who are usually dodging dlt Church) advising the local baron.
A Discovery of the l.o5 t - Ancient lore, fragments of the Book of Nod, anifacts
or rdics - the dlscovcry of such lost ueasuf(.'$ can hnng aoo...n 11 .scramble for conrrol
of said objects. Knowllodge ill power, and exclusive access to knowledge places a Cainite
in a powerful position Indeed. Anif'actsmay be magical or mundane in nature, granting
powcrand prest 1ge. Relics bring with them the fau h tha t they hold and the faith of those
who believe in them. Such hems can create drnnUl evcn by the rumor of their presence.
It has all fallen so nicely inw place.
My lut'l'ly Angelina ... now 11I·ail< Ihedark woods, tlIuicipaling herapprrJl.'iTll: smile.
\Virh ane mOl'!', I hal"<' raken proof of OUT Imentions Ilgamst Sall'Grini from ~Il~ath his
nose and replaced it tl~d1 (III agem followlllg OIIT agenda, simulta!l('ollsly lou'crlng his lisl
of alli!!s .
Mad.>line's "m!!maries" of murdering thaI bastard Damiallohadbecn deeply buried.
Angelina Spellt many hOlm fanllllialing them, and 'mixed her ,I;llidance u'ith my own
memories .. . my fangs locked 10 Damiano's throot ... the crimson TUsh ... as I plamed them
in her brain JUSt /rut night. I lockEd rhem au'a)' and only Angelina - SU'eet Angelina!-
and I knew lhe key U!oTd~ tU release !hem. Of coune, I gat'f lire key w lhose 111'0 Ulims
in "exchange" for my freedom - (In exchange I suggested to them mYSl'If. And mat
Mmptm5 Sj:)(miaTJ rhr)l(ght it 11'(1$ hIS OWII idea.
11I'lIS confrdem lhal Sait'atini' 5 passion and confliC! in having w execute his Madeline
and !It'O Pllppets, and knowing that there is anotheT loose Out there, responsible for the
death of his sire, would ()toeTCOl!l(' his reason. Quick w ride tire Beast, he'd dealt juslice
swifdy mtheT than SUTely.
It was indeed a pity IOSilClifice rk other tlllO- poJemials Imwpped - bill I had no
time to culrimre aTrificialloyaltics in them also. Besides, I /otoe them now, despite It'hat
rky Imt me rhrough. The ir betrayal was an unpleasam necessity, bl(! a necessity
nonerhe/ess. Ttlio less loyal citizens IQ worry about , in any case. The Brnjah lI'ould lult"e
srood and fought any foe an ally d,tbbcd evil, and the Tareador .. less fhan Ilseless,
alrhou~h / wiU admir his l(!.lfe in pottery 11m fair.
Gngari. of course. has no idea who his "spider" is_ The tJOice to which he 50 avidly
listells, he considers his guide, his muse. Where he gers such idell5. / care nOI. mu/ rhe
sources of some of rhe Qlher !'<lices / hear in his mind, / know nor. His adherence to rhelr
wishes has prOi'ed of lISe, howet·eT. Once his miTu/ was mine, it ~came a simple InaW'T
to guide him III his /JCTwnai nlshfar pou.'f'T. STiCh limiled 115pirariom make him a I·aluab/.e
1001, prOiided his dreams are clll<'Ted fO of an occasion. And it was fhat .same spidi..'T tMC
had Kristof feed him of my blood as he lay asleep .
Now again I walk free. OlherS carry my blame and are W!oofor iI, and I can further
war agamst the lineage thaI has broughl my angel such pain ooer rhe cenmries.
I can'l help feeling flun somerhing is missing, houoet'f'T.
W/uztet'eT it might he, /'11 deal tuilh ir wlle!l I Tell/n!.
F()I" now, ro my love! Angelina, YOllr l~al Gabriel comes III Jas t!
(lI)APmR $€Vm:
J\LLI€$ MD MLAGOnI$t:$
In ,his Jark (line, many vam piresconsiJer I hemscl ves sole masters
of the night. Th ey could not be more wrong, for ;l host of su pernmum1
creatures shares thiSfire-lit world with them. O nl y the foolish Cainilc
thinks he rul es withou t challenge - (l nd the foolish C ainitc will not
long survive.
This chapter JC:lls with se\'era l of the most conlmon allies.
enemies and observers of the C1LnI[es.
GI)OUL$: (1)0$£ 1Il1)0 $£RV£
In this day and <1!.'C, ghouls are absolutely indispensable for a Cainitc's survival.
The nlooi(>v;![ world shuts down almost completely during me night, Except for a few
fcasts and revels, most people lock their doon; and 1.'0 to bed at dusk. Busint'SS and navel
is largely conducted during the daylight hours. A Cainite needs to have a monal pair
of hands and eyes in the world ifhe is going to internet with monal sociery at all.
Long .lgO, Cainites discovered thm when mortals ingested their blood, the
mortals received a tiny measure of vampiric power. They gained dark appetites and
unusual strengt h, hut they continued to live and could end ure sunligh t. Vampires
ha ve created these ghouls for centuries, resul ting in servants bound to t heir
vampirk masters - or domitors - by the blood oath. The vitae in the ir syst.. ms
wTeah strange changes in ghouls, howeve r. They develop hot passions and
powerful croviJ\gs for the vitae, sometimes to the point of violence, which is
indicati ve of the touch of the Beast.
ConSidering how uscful ghouls are to a C "linite, most vampi res work hard to
cre:lteand maintain theirscrvitors. Ashuman families are genemlly dose-knit, it's
nOt lJI1 U5ua[ for a vampi re to ghou l an entire rami [y into his service. The T zimisce
have taken this idea to its furthest extreme, emhrolling generot ion upon ge nera-
tion of a few mortal families, umil the curse becomes so ingroined into them t hat
they are born with Cainite blood flowing through their veins. O ther vam pires
choose tocreate "families" by ghouling groups such as the breth ren of a monastery
or a troupe. of ",ctors.
Many Cainites consider ghouling to be an intermediate step tOwa rd the
Embroce. Princes ro reiy require permission forghoulingas they dofor the Embroce,
allowing a Cainitc to prcscn'c a worthy potential childe umil he can gain the
necessary permission. Some domitors dangle the promise of the Embrace before
their ghouls to ensure their loyalty, bu t the likelihood might wel[ be small. Afla
a1\, m;my ghouls are worth far more as daylight servants tha n childer.
G~OUL ~BlLI(I£$
All ghouls gain the following abi lit ies:
• A mortal becomes a ghoul when he ingests one Trait of virue. Mortals
generally have 10 BloodT raits in their systems. E:memeh' oldghou[s might bcable
to store an additional Trait per cemury of tlge. They may spend only one Blood
Trait per tum.
• Ghouls do not flge as long as they hilVe Cainite blood in their bodies. Once
aghoul hasptlssed his normal lifespan, he must always have at least one BloodT rait
in his body, or he will quickly llge un to dellth. For mOSt, th is process takCl> days, but
very old ghou ls can ..... ithertodust in hoursorcven mi n utes. This isone of the su rest
means llf keeping a ghoul m a dOlnimr's side.
• Ghouls m~y also use the vitae toheal thelllsclves and to boost their Physical
Traits just tike vampires. Those ..... ho do not use blood to heal will recover like
normal mortals.
• G houls may regenerate los t or injured limbs by spend ing a Willpower Trait,
Blood T mill; (one for an eye or finger, t .....o for a forearm or (oot, th ree for a limb)
and makln~ a Physical C h:lllenJ.,oc. If the ch:lllenge is failed, the ghoul makes two
Simple Tests. Ifhe fails one, the IIInh may neve r be re-grown.
• All ghouls gain the Prowess level of'the POlence Dlsciplme wlthm minutes
of their first 135le of blood. Add ition;ll Dlsciplmes m:l~' be learned, hut:ll 3 SIt.'"Cp
COSIo Each Basic Disclplinecosfsslx Expe rience T raits:lnd C:l1l only be learnl-d wllh
the md of:I mentor (genera lly, the ghoul's domitor.) A ~houl cre:lled bya Caini!e
of the T emh Geneml ion or lower may len rn lmermccli:lle Disciplines at a cmt of
12 Expe rience T ra its, whi le:l gho ul creilled bY;l domitorof Ihe NInth Generation
may learn Advanced Disciplines at [\ COSt of [8 Expert ence TrnIlS.
• Vitae carries the touch of' the Beast . G houls can (ren:y IlkI' V'Impm.'S, but
the}' gam twO T rai ts 10 reSISt hec:luse the curse is not 35 Siron!!.
- Ghouls whodri nk fh'eor more T rl1lt:$of qlmpire bloo..l gam theI r domltor'sdan
weakness, umi l they have le:ssthan five Bko.! T rnirsol vampIre blood In thelrSYMemS.
• Ghou ls lO.'ho go withoul feeding (rom theu oomltors (or 3 momh develop a
r:lj,(ing hunl,'t'r for the b lood. Whene\'er they can acqulTe blood fronl (lny \'aml'lTI.',
they must make a Sel{-Conrrol Challenb't! to res in. After the first month wl1hout
feed mg, the ghoul must omke a Self-Control Challe nge to handle his crnvll\~s for
human flesh ,md blood , TIle ghoul may spend II Willpower T mit to subsume thcse
cmvings, blll if he fai ls hIS Self-ContToi Challcngc, hc is so ove rcomc hy them that
he fcels the nel-d 10 s;lt i~te Ihe m immedi~tely. Ghouls who I,lst un,,1 they have
purged ~Il the vampiricblood from thelrsystclTlsare no longer ghouls, :Ind they lose
all SlJpcmatuml advan tab>es.
• Ghouls 'Irc bound b~' the blood 0..1th, but they cannot gIve It to others,
Ghouls are geneml1y oothhound to theIr original oomitors, bUl thiS bond can crooe.
While many Cai n itcs Icnd 10 treat their ghouls as chanel, the rCbtUl"T fceJmb~
off.)('t any cmsion of loyallY.
If a vampi rc chamctercrea tes and mamtams a ghoul, her player must rurchase
the Ref(Ur\eTS Background <IS soon as possible - one level of &ckl.'TOund for evcry
ilhoul in service. [n addit ion, ch;' ffiClers wi th gh0uls staT! each seSSIon one Blood
Trail down for every ghoullhey posses - servants must be fed, afler all. Pla),ers <Ire
slrongly encouraged to dewil theIr thralls' n<tlnes, Abilit ies, Natures and Demeanors.
The exac t number of T nms and AbilIties a ghoul IX>SSCSSCS should remain In the
handsof' theSroryt.eller.l n b't'nernl, they should not exceed the stat lstlC50f the ghoul
templates gIven here. More powerful ghou ls may be a\-aibble for purchase throul!h
the usc of multiple Ref(U1leT Bac/q..,'TOlJlld T mirs, at the SlOrytdler's dlscrel1on.
Cij€ R€V€IlJIOCS
Clan T : imisce m<llnm lns severnl ghoul "families,~ encoumglns; the creation
of new serv<lnts by simple ma rmlJ,'t' and breedi ng. Re\'enants, as they are called,
oCten hil\"e 11 long record of service to the clan, and thei r closeness with rheir
m<lStcrs resu lts in changes to mllld il1ld Ixxly.
Perhaps the most pol'.·crful of these chanb'CS is the ll\Ct that re\'cnanrs are so light 1'1'
hound totheir \"3mpiric Tn."lSters that the chIldren are born with vampIre blood in their
veI ns. Furthermore, they elm bocncrate ,helrown vitae WIthou t needing to feed from a
vampire, srnmng around the age of 13. Only the offspnng of two re\'cn<tl"LtS h."IS the
greatest chance of'being born a Te,'cn"nI, Rcvenants regatn one Blood T mit per .11)',
so the}' rnrcly need to feed from a vampire. Their blood does not slow aging (for that
they need true vitae), but it will power all other ghoul benefits. Each family has iISown
Disciplinl'S but also pos.ses.ses weaknesses similar to the dan disadvamages.
• The Brntovitchcs are the foot-soWers and huntsmen for the Ttimisce. They are
considered thc lowest of the families, and their habits and manners tend to be coarse
and cmde. St ill, their loyalty is unquestioned. Theirfamily Disciplines areAnimaIism,
PotenCe and Vicissitude, but they suffer from frenzy just as Brujah vampires do.
• The Grimaldi are the T zimisce's eyes and eMS in the mortal world. They are
merchants, tlflkers, naders and the like, working quietly to influence dedsions or
learn gossip. TI,ei r family Disciplines arc Celerity, Domirulle and Fortitude (thcy
cannot use their Duminare on Cainites, but it will work on ghouls and mortals).
They arc fairly recem creations, and their blood is somewhat thinner. They have
only eight Blood Traits instead of 10.
• The Krevcheski are scholars, always on the lookout for ancie nt lore or new
inventions. They h;lve creMed elaborate siege engim.'S and clockworks for the
T zimisce, but the clan has good reason not to trust them. The family is fascinated
with th e T remere. and it has begun to make secret overtures to Ihe Usurpers,
perhaps to switch sides. Their family Disciplines arc Au.spex and Dominate (again,
they arc not trusted), and they suffer a one-Trait penalty on Soci<ll Challenges in
T:imisce g;ltherings or where their reputations arc known.
• TI,e Obcrrus make up the revenant wingofa Tzimisce monastic order of the
same name. They were original1y monks and nuns who practiced ritual sex for
reproduction, and they have spread from Conmmlinople to Western Europe and
the Fiends' homelands over the last century. They are the scholars, clerical staff
and libmrians - the reposiloriesof $trange lore for the T zi misce. Even if they don't
know something offhand, they ..... ill know where wfind it. Their family Disciplines
are Auspex, Obfusc(l(c and Vicissitl4de, and they all suffer either the Obsessirm/
Compulsion or Perfectionism derangements hheir focus may ch,mge over time).
• The Szantovich are beautiful spies and inflltrators who m~ny into noble
society and set about pullingstri,\gs and reporting to their masters. They occ;lSionally
slide IIUO hedonism and vice, however, and ifone is not pulling her weight, the Fiends
may choose to prune the famil y tree. TIleir family Disciplines are Ampex, Presence
II[1d Vicissitude. Should a Sz.1ntovich fll1d a particularly pleasurnble experience, the
player must succt."t--d in a Willpower Challenge or become addicted to the vice.
• The Vlaszy are the Fiends' c~valiers- descended from a long line of Magyar
warriors and skilled as horsemen, soldiers ;Ind st;lIesmen. Rumor has it that they
willingly emered the Fiends' scrvice to repay a debt. Their fami ly Disciplines arc
Animtllism, Potence ;lOll r,.esence. Every Vlaszy, upon reaching adolescence, must
Take the blood ooth with a Tzimisce as a sign of obedience.
These are only the most well known revenants. Rumors persiST thar some
T!imisce lords make their own lines of monstrous others. Worse, there are whispers
that the Saali breed their o ..... n ghoul fllmilies.
AOi mAL GijOUL$
Any bcaStcan be fed vi tae and made aghoul,gil iningall th eabilitiesof aghoul
and hound in IOYllity to ilS master as long as it's fed. Hellhounds -ghouled dogs
or wolves - are among the most common, along with war·horses, who ~.'am
unnatura l strength and speaI as well as a tolerance for Camne riders. Other clans
ghoul nit.'!, serpents or bats, while the TZlmlsce have some animals ghouls that arc
50 altered that their original speclCS LS Inst.
AnLmal ghouls gain all ,he abLlltlcsofhuman ghouls. In addLtion, thedom ilOr
gams a bonus Trail when usin~ Ammalism with his animal ghools.
1-1 Ulll im-s i ~ed animals (such as war-horses> can hold up to lOT ralts of vuae.
Smillier animals have proronional am ounts of bllXld. A dog elm h~lve 5i)( Blooo
Traits, a cat can have four and a nil or ba[ can hold two.

(I)€ IZI)URIZI): mO(I)€R OIlIlAI(1)


The Ch urch IS the most powerful OIl.'lImUItlOfl In the Dark Medieval w()fld, as
well as the cem er of faith. Founded on the ministry of Jesus and hLs diSCiplines, It
delivers me:ssa~,'e:sofhope and bnn/o:S the sal vat LOfl of sacraments to the faithful. It also
enJO)'S vast wealth and polilical power, !(tlmled 10 il by the faithful who entrust their
fates ill'lli fortunes to 11 ,somet Imcs unwill mg ly. The s,'lcrmnents frame mortal life from
bllpt 1.'1111 to marriage to last rit es, and lOSing the sacraments m e,IllS lOSing s,'ll vllt ion-
onc of the greatest fears of trll'<lLcvIII fM..'orle. Without salvall0n, one falls prey to
5.1tan. Thc C hurch'sofflcers are nOI abo\'c wielding the threat of e)(communication
a~1mst rl'Calcilranl nobles or even ag:llnst ,I populace to 1.'O:ld a noble into better
beh.'ll'ior. Mother Olurch takes no threat lightly. Ilot ('\'o.'n frool a killg.
bun IS the language of the Church. lu documen ts are scnbed in 11. us pnClll'l
usc Lt In Mass, and it istheofficial "coun·'language. TheJX:>Pe in Rome IS thesupremc
he;kl of the Church. wLth hiS cardinals and biShops ranked below hUll, along wnh
monasllc orders and priClltl>. Monast ic orders ranb'e from the conte mplall\'e
Benedictines tomore milttant orders such as the T emplars. Recent events have also
consplrcU to bring about a new branch In the Church called the InqulSLtion.
NoGlini teC;ln ever fully escape the Church's influence on the Dark Medieval.
It Informs tOO much of monal behavior. and eve n C 'linites who might h:lVedisliked
it in life might still feel the occasional twinge when faced with ule lossof' sacraments.
Some use It for its temporal power, whether as princes who mU$t barter with bLshops
or from the Inside as bishops and abbots. To others, the Church is a Slorehouse of
knowledge and perhaps the leading patron of the arts in the Dark Medieval. For some,
III'1fOvKIcs refuge from their less kindly brethren. or perhaps COlwenlem hunting
1.'I'Ollnds. Caimto.' interaction with the Church IS noI al 1OIa)'S as 511111'10.' or secret as they
bellc\'e, thouJ!h. VamPire al'f'Oi,':UlCe and ilctiVlIICS can and have roused suspicion
:lmong the more astuteclergy, and thOliC Vilmplres "'ho behe\,ed th.'ll they could make
{he Church d.lnce to their tunc may he the fil"t to learn Q(hcrwisc.
( fj£ ( £ mPLARS
The Templan; - more properl y ca lled the Poor Knights of Christ and the
! ioly T e111pleofSoIomon -arc the Church 'sgrcatest mi lil:lnt order, dedicated 10
reclmnlll1g the Holy bnd for Omstilmity. Foundl-d In 1114 and officially
recogni:ed by the Church 111 1128, the)' answer only 10 the pope. Their while
surco.1{S decked with red crusader's c r~ Hre Lnstantl)' rccognl!able across the
comment and mlOOulremer.
The upper ranks of the Tempbb :Ire Slid ro inc lude wi~arJs who took ~t uJy
In th(·lloly Land. see king the wisd')1ll of mighty Kin~ Solomon, who was 5:ud 10
h:1\'ccommanded spmtsamlhaJ thcahilllY lospcak With animals. These men have
\'cry(lld mail icsat hand, and thcy suPPoSl.·J ly summon spirits. Their ch'lpler hou,;cs
arc saiJ to he troves of occult lore, reli cs and lTeasUfCS. Their focus In freelllg the
Holy LnnJ I' re\'ems them from bemg too great a threat to Camires. Theu wealth,
f.llth and occult knowledJ,,>e would make them formldahle enemies mdeeJ. As It IS,
Inc T emphU'l, " ,ill dell] wnh Ollllltl'S If It serves their pu!'J'llbC, ~nd some Qllnllcs
el'en nde \\I t h them.
C~( InQUISIClon
AD lBO is a tmle of great confU Sion and fear for the o,urch. Heresy III
malllfcst forms IS spreading Ihrough the flock . The Scriptures are Jiluted or
corrupted, and now the Cmhart. the BogOlmis lind othe r ~roups threaten to lead
Innocent souls into temptation. [n thc Pallt. the Church has reacted to thre;lIs of
here~I' - fI bishop wO\I1J de:'!l wllh an accusa tion of heresy as iI arose- hut for the
first lime, the pope and ca rdinals are seeking to organi:e a response th:iI Slops
heresy hefore II can <rread further. They Wi ll ,;cek out heresy at lIS f()o'Jt.:>. at [he
behl'S[ of Ihe pope. This new bronch. called the Holy Officeof [he Inqu isition, hOlS
not ret fully formed, hut already the Dominican leaders ~re field'leslmil ,he idea
~1~:lInSI Ihe C'uhar heresy In Ihc Lan}!Ul-doc re~lon of Fwnce.
NO! e"el)'ol1e I.~ SlJlely inlel'l'llteJ In heresy, :llthnoboh I[ is the primary reason for
the Inquisition's founding. Some helieve tlIm hCre5Y IS only a symptO\ll of a hrJ.,'t'"r
,hseasc III the ('lmrch hod y. They have dl.'iCOwf(.'ti through anl'Cdotal evidencc or
JI11;,'ct encounter th:lllT\Of\Stcrs and fiends ~mlk the night, pre)'lng otlthe heirless and
C''IIT\11'1111g Ihe f.mhfi.Ji. Some of these mon,st(!rs h:lI'e even dared 10 111\':11.10.' Ihe010rch
anJ tempi her k-aders. The Devil can quole ScrlptUTC for hIS p!.l1'f'OSeS, and these wary
churchmen wonder fearfully how 11Igh the corrupllon has gone. For the past few
..K.-cKb. '1st.'CTCt hunt ru.licommued within the O1urch ,111.1 ~mong the flock.'i,cllml-d
on hy pnCSfS fllld holy \\~lrTiors- SlIl'plJSI.-dly 'lClUlj;! on papal authonty. M,)/>t ,Ire
cdUGltl-U, nearly all carry faith, and they bum with Ihe righteous fury of Ihe Lord.

01:5€R RA)1:5S
While Christianll)' scm.!!, a~ the u(lmimllll f:liI h of Eo rope, It is by no me:ltlS
the tln lyonl'. Not a fe\\ 'Va mpires mainl ,lln the faith of th eir breathmgdilYs, at le<lsl
III raSl>mg. and a communlty'~ dominanl f:llth shapes its O\Jt1ook and aspo.."Cts.
u,mmUI1I \I('S of Jews arc scattereJ Ihmugh Europe and Outremer. The
RectmqlllllD of U')CfI:t has meanl difficult limes for them, as many :Ire forcibl),
con I'crtcd to Christian Ity, and those who refuse are executed as heretiCS. Christian
:Iulh( )nt ICS limit their frcedom, their choices of occupation, their living Sp:1ce and
wh:u !lley mal' hold. In mosl iarb>e cities, Jews arc coofi ned 10 walled gheltocs,
where they mUSI tJbM:rve fl cu rfew and WeilT Sllme iJenufymg badge. Jews (lften
milke h.mJy SC:Ipq:O;lb (or allliOrb o( nlisforlUne~, anJ Christian iluthoTllies do
n(J{hmg W I'fOtl'Ct tht'msnou]J a mob come lookmg for blood. Ea~[eranJ P<lSSO"er
are p.1nlculariy difficult limes. Church Jocume proclaims that Jews arc to blame
for OlTiSI'scrucifixion. and urhan Icgendsclaim that the blotxl ofChris{ian lxlhi!.·s
is uS(,-d to make Pas\()ver m;lI:o hre:ld. TIleS(" sWTlC50ften leaJ (() riots, followed by
bloody rampages through the jewish quarters. jewish communities are tradition-
all~' insular, which fans mistrust (",hat could they be doing in there?), and many
jews are limited in their trades by orders of C hristian authorities. As the Church
considers usury a sin, money-lending and merchanting are two of the few trodes
open to jews, and not a few riots have started because some Christian peasants
believed they were being cheated by the jews. Only in Outremerand the Holy bnd
do jews find some measure of peace, provide<l a C ruS3de isn't roari ng through.
The old (Yolglln w,lysstillli\"e in m,Ul\' pbces. Peas.'lnt folk often mix celebrations
of the old ways alonl,,'side S:Iints' days and C hristhul holidays, such as E.'lster. TIle
Church hlr~,,'d\' permits Ihis, lind has even borrow(..J a few pagan f~liva1s and flgures
wholesale, the better to lead the COllntry folk !,>enti y to Christianity. While Europe
is lafb'Cly Christian at this point, a few places remain staunchly pag;m. Lithuania
continues lorenmin a pagan kin",>dom, and parts of the British Ist<.>s keep the old WllyS
alive. Still, it is pract itionersof the old ways who are mool often accused of witchcraft.
Islam is the dominant faith of the Holy Land, especially tho:' Arabi,1Il
peninsula. For many years, the Muslims controlled large parts of Iberia, living
peacefully alongside Jewish and C hristian neighbors until the Reconqllis!.(l forced
them back to the southern province of Granada. Muslims clashed with Christian
armies during the Crusades. The T emphlrssupposedly learned a great many occult
secrets from Muslims in the Holy Land, and Muslimlibmriesart~ repositories of old
wiwom from ancient times.
Rome is not the only center of Christian belief, just the most visible.
Divergent sc<: [ S of Christ ianity - which some call heresies - dot southern and
50ut heastern Europe, as well as the Holy Land. The Languedoc region continues
to ho.t one of the most viSible - the Cathars. In E.'lstem Europe and the ruins of
the Byzantine Empire, the Orthodox C hurch cominucs [0 hold sway. Around the
Fertile Crescem, sects of Armenian, Amiochan and Coptic C hristian churches
reign, each with their own rituab and ideals.

(I)€ IOIl€RML: l!€RVI(ORl! Oil (I)€ PI(


Every Christian knows that Lucifer was once an angel who led a host of angels
in rebellion against God. The war with Heaven e nded with Lucifer (now Satan)
and his crew being cast Out of Heaven :1I1d into the burning pits of Hell, never to
return. Every Christian knows that it W:IS Sat:ln in the form of the serpent who
tempted Eve to cat of the Tree of Knowledge, c:lusing mankind's fall from grace.
Even now, every Olrist ian kno"'s that Samn and his minions seck to corrupt and
tempt men and women, eventually luring their souls to Hell. Demons and devils
arc qui te real 10 the peasants of the Dark Medieval, who fear rhe presence o( the
unholy and blame it (or illness, curses, Ill:ldness :1I1d many other troubles.
Demons and devils arc malcvolent spirits that seek out human souls to
corrupt. They do not usually work directly, as the children of the Father of Lics,
their prcfcrred mcans arc morc subtle. It is said that demons cannot force another
to sin against his will, 50 they mislead, tempt and manipulate with honeyed words
and empty promises, all leading their vicl im to sin and sin willingly. Some say that
demons find the pure, the pious, the innocent particularly appealing, and should
onc ofthcse fall, it means jubilation in Hell.
AsCainitesare already dunned by their very existence, they hold linle interest for
demons as victims. Their arrival may bike time, but it will come. Instead, demons fmd
vampires useful as .servitors and ag.mts, usually promising powe r in exchange for service.
Mo.t V'.tmpi res wisely refuse the bargain, eitherrnx wishing tofurtherdamn them.selves
or because they prefer to be their own m:l!Stel"$, nO{ servants. Still, some do accept. Some
are dmwn by the lure of power (and demonic investments are said to be qu ite alluring)
or by the opportunity to corrupt the virtuous. MOSI: Cainite infemalists seek each other
(JUl, the better to share knowledge and prOl:eclion, as vampire sodery rejects infcmalists
and will hunt lhemdown on the slightest rumor. An entire bloodline, the & .. Ii,serve the
Loo:lsof the Pit and havedonesosince theirmortal days asa dcvikult in the river-valleys
in the time of the &'COfld City. Having been nearly driven to extinction once by the
combinlxf might of the clans, the &ali are not eager to give them a second chance.
The C hu rch generall y conside~ all spirit· beings to be "demons," alt hough there
arc many spi rits who have nothingtodo with HelL They are spirits of the wild places,
of nature, of animals and plants, related 10 the faeries or the pagan folk who w01"5hip
them. Most poople see no such distinction when confronted with them, though .
Sorcere1"5 and wi:ards are said lO call up demons to do their bidding or 10
bargain with them in exchange for magical power (a charge th e C hurch main·
tains). Such deals arc not usually to th e \I.'imrd's benefit, though. Demons are
nothing if not pati ent, and they have plenty of time 10 give a wi2.ard enough rope
10 hang himself with. nle most powerful wimrdsare said 10 be abl e 10 bind demons
into service, a! which point the Cainite must ask himself who is the greater threat
- the wim rd who can do so, or the demon in thrall, who is likel y to rip apart the
arrogant wizard the minute he Clln slip his chain !
D€mOm ~ CRAIC$
Demons ami spirits have many powers, and as spi rit-beings, they have very
different Traits and abilit ies. They appear in physical form rarely, and when t hey
do, it is always memorable and terrible. Demons and spirits have four Traits:
Willpower, Rage, Gnosis and Essence. Spirit Traits generally range from I to 10,
although the mighticst dukes of the infernal host may have more.
• Will powe r:This Trait allows a demon to take ~ctiOns, such as movi ng through
the spirit world or attacking, in the s,"lme wa y that physical th ings use Physical
Attribu tes. When twO spiri ts enter combat, they use Willpower Challenges.
• Rage: This is a spi rit 's passion and inner will [0 survive. Sprits use Rage [0
attack and wound others. Rage also measu res a spirit's toughness.
• Gnosis: This Trait measures a spirit'Sawa reness and thought, and it is used
in Social or Ment al Challenges, as wel l as performing Charms.
• Esse nce: This is the combined total of tbe other three T faits, giving the
spirit a pool of power to draw upon 10 use Charms.
~ ijARm $
Demons and spirits have a number of unique powe1"5 at their command called
Charms. Here are SOllie of the most commonl y seen ones:
• Corruptio n: With th is power, demons can lure and tempt mOrtals. It works
like the Dominate power Lure of Subtle Whispers. The demon uses Gnosis to work
this Chaml.
• Disciplines; IA!mons tn.1y use rowers Similar to Qllnite Disciplines. Wnce fuels
them mther th.1n blood, and GIlC6I!l IS USo.>d for the Ch.111en&'I.!. Cornmc..111 o.<ciplmes
ulClude AIlII71ahsm, DemrnUl/lOn, Monu, Ob{u.!mt£, ObIenebranon:tn<.1 Presenct.
- Immunity to Fire: Demonsarecre:nuresof the fierYPlIsofHeli and Immune
to fire.
• Materialize: When a demon chooses to physic..1lly materialize, It shoulJ be a
rare fmd memorable event for all cOllcemed. Assume that 115 Ral,'!e and Willpower
detclllline its Physical Anrihutcs (Ind its Gno:;is detennines j15 Social ~nd Menml
Au rlbutcs. Most demons have as many he<llth levels as vampires, but more pCII"'crful
demons have more, and manyc:m rCl:cnermea one level ofbashmgor lethal d<lma/.'C
per rum. Killinga dcmon'sph)'Slc:11 for11llemporan ly banishes 11 back to Hell, "here
II has plenty of time to reco\'er and brood and walt fO£ ItS Ilcxt orportumty.
• Possession: Some demons can possess monals by making a Static G nQSI ~
Ch.. llenl:e against the victi m's Willpowl'r. With success, the demon Clmlrols the
victim for as long as it likes, or unullt is txorciSt.-d. Demonic hostS u:.u,lily gaLil
Immunity to fire, and the demon mi~ht he able to USt' other Ch,lrms thmugh the
host (at Storyteller discre t ion).

Though ~Skd of flre:u power, demons still h;lVe Iheir wcak spors. As
infernal creatures, they are vu lnernble to T rue F.. ith <lnd the powers of the huly,
which have double the effect. As arrogant creaTures who rebelled aflamst rheir
C re ator, demons arc also vain and Incautious about their eWJS. A "'iSt' ~rson can
trick Ihem by flattering their egos or lOOking for weak spots in rhelr de,lls.
D€ALInG WICij Cij€ D€VIL, InV€$cmmC$
One does not get somethmg for nothmg. Demons know that very few monals
orCalnlte5slmply Inrow('vcrylhmg awayfur the tnerechance toserve Hell . H ell's
minions know that wi lliogservitors arc rhe best ones, and wlllmg Sl;!fvitors are beSI
made when they ger paid. Good intentions only ~:osofar. Most (Urn to the inferll:J1
when life (or unlife) has nothmg more to offer them for despero!e silUatlons, or
when neithe r can or will give them what tlwy wam most.
Magu;:al power IS a frequent mvestment. The Tlwllllulfurgy or Morris paths are
:111 viable options for a demomcally mvestl'<l vampue to have, especially for one
who has ne\'er studied magiC. A crafty St oryteller might wish to m:lke USt' ofDmk
ThtUlmantrg:y palhs, such as the Parh ofCorrupfion or the Pmh of lJaTk Rt\'CklUons,
wllhOlit mfornllng Ihe player that hiS chamele r IS pracliclng such, merd y gIVLIl)!
the Illayer the necessary mStruCllOns for each ne"' level when he advances. After
all, those maglC5 had to come from somewhere .... Otrrk TlwulIUllllr.o systems m:JY
he found in The Sabbat G uide.
Other investments mll:ht mimic Disciplinepowers,:Jnd (Inyof the DI!iClplmes
(with the possible excelltion of the HC:Jler's p:Jth ofVokren) would llIake excellem
gifts. A vampire who suddenly dlsplays;1 few new tric ksar a cri tical moment mlflht
he ,USt the surprise necessary to drive his target into a tmp. If the StOrYlell.:r wi<hC$
to make It dear that these are not true Dlsciplmes, he may demand that the rl:l\"er
spend extra Blood or TrollS to aC(LVate them, that the charncter mu,t rerfonn;m
extra step to invoke them or that s(Jmethmj;!does not appear nght ,Ihour the effect.
Generally, assume that most demons can grant the Basic levels of any Discipline,
while the more powerful ones might grant up to Advanced levels.
Some investments are simpler in nature. A homely girl might wish to be
beautiful andgract·ful (a matterofa few new SocialT mill;), or perhaps a lame youth
wishes to be able to mn and walk again {buying off (I Flaw o r Negative Traits). Not
every such change is instantaneous. Some demons like (0 toy with their pawns,
givi ng them just enough to encourage them along. Most dem ons can grant twO
Attribute T mill;, lmd powerful demons can grail! three or more.
As stated earlier, nothing comes for free. Demons expect something in return
for their "gifts," be it service or a cup of blood at every ful l moon. Storytellers are
encouraged to play rough with players whose characters make a few casual infernal
bargains just to stock up on nifty powers. The infernal is not something to treat
lightly, and demons don't like to find out they're being taken for a ride. Someone
who does not keep up her end of the bargain may find her extm Social Traits
starting to slip away or her powers failing her at a crucial moment. The character
might need to "'ork a litde harder than usual to regain what she's lost, and even
then, the demon might not let her forget about the slip, yanking the investment
out from under her just to remind her who's really in charge.

LUPIn€$: (Ii€ IiOUR Of! (Ii€ UlOLf!


JUSt as the common folk believe that vampires are corpses cursed to rise and prey
on the living for blood, they believe that some folk are cursed by unfortunate
circumstances toch.,ns.oe into wolves, preying on men and canle by the full moon, only
to return to their normal shape and senses with daylight. Some people are believed to
Willingly seek OUt this terrible trnnsformation by making pacll; with Satan, wearing a
wolf skin or enacting terrible ritt'S. C,initcs, themselvcs the subject of myth, know full
well that the peasant storicsarc noq,,'ossip. There are wolfshapeshiftersout there, which
C'Iinites call Lupines, and the Lupines lIre tOO dan~,'croos to dismiss as fantaSy.
TIle Lupines rule the dark and wi ld places, the woods that surround the
villages and towns. Cainites hold sway in the cities, but most know better than to
challenge a Lupine on his ground. The wolves protect their homes savagely, and
wjse vampires do not travel alone through wilderness; even the Gangrcl walk
warily through know!\ Lupine territory. While somc Lupines will parlay with
vampires j( it suits them, they do so with utter contempt for Cainites, and most
would rather attac k. The twO sides are almost alwHYs opposed to each other, and
th ey prefer to avoid dealing with each other.
Wercwolves, though savage, appear to have a socieryof their own, which they
keep as secret as the Cainites maintain theirs. They seem to organize themsel\'es
in tribes, much like vampires have clans. They do not seem to have princes, but
('ach mbe governs itself and its territory as it sees fl!. C,inites have managed to
learn a linle regarding werewolf society, at peril of their unlives:
• Lupine nobles are known li S "Silver Fangs" or "Shadow Lords." Title is either
granted or inherited. TIley rule the tribes ,md hand down laws. While proud and
arrogant, Ihese nobles are the most likely to neg<ltiate with Cainites if necessary.
W ise Cainites gr,ltlt these wolf·loros the same respect of princes and mortal ki ngs,
lest II Lupine'shonor beoffended ll nd his rage ~tirred. Some T zimisce ooil'()(/eS speHk
of tense encoumers dellling with the ShHdow Lords reg'.lruing comcs1t.'d territory
in Eastern Eu rope.
• The werewolves apparcntly have their own wiz<lrus, but they <lre nothing
like the T re mere orother blood magicillns. Thqcommunc with ;md command the
natural world - animals, planrs, the elemenL~ and spiritso( these. Thq' follow an
older, pag;m order (occasionally bringing them imo conflict "'ith the Lhiannan),
and advise their nobles. Ru mor has it they can make themselves invisible.
• The Lupines have a fighting order called the "Ahtoun," which is known as
the "Fenrir» in the Holy RomHn Empire and places north llnd the "Fi:uma" in
Britain. They can tear a man (or vampire) literall~' limb from limb, ;md when in
battle, their savagery and joy of combm is unmatched, even by Cllinite frenzy.
Lupine warriors may carry weapons, but whe n in their great bmtle-form, they
certainly have no need of them.
• The werewolves <lppear to have their own gtollp of outcasts, much like the
Nosferatu - deformed in wolf and human forms, and spat on by their kin. TIley
arc often desperately eager to prove themselves worthy, which can make I hcm both
reckle10S and very dangetous. Some vampires believe that, like the Nosfe mtu. thcy
hide among lepers and beggars, the better to spy. Rumor has it the two gtoUpS
occasionally share informat ion.
LUpm€ ~BIL I (I€g
Laws of the Wild is the defini t ive source (or werewolves in a live-action
seHing. If that resource isn't available, Storytel lers Clln use these rules to simulate
the Lupines in a Cainile chron icle:
• Lupines can chanb'C shape between three fonns- a nonnlll human, a nonnal
wolf and an enormous, nine-foot-tall wolf-headed shape they "'ear in battle. When II
werewolf entc~ this hybrid form, her PhYSical Traits llre doubled, she dea ls aggravated
damage with her fangs and claws, llnd she is considered to have the equivalent of Might
simply due 10 her raw strenb<th. Any mortal who seCSll werewolf in this fonn faUs Into
<I maddent'<lstateof panic. (Treat such mort:llslls h:lvlngentered Rorschreek, with the

addt.'d at1eet that they forget ever havinll seen the werewolf when they fi nally recover.)
The Lupine atnnot use her Social AuributL'l> or Abili ties except with beasts or orher
Lupineswhile in th is fonn. Lupines mayalsomketheshapeof a true wolf ~t will. When
they do so, they gain the smne bonuses for being in wolf shape as Otinites do; refer to
the I-'Tor.ean power Fann of me /3ea.sr, for demils.
• MllllY werewolves can detect Cainites wit h low TOlld ratings, or if they have
struck bindmgdeals with the Infernal. Such Cainites arc usually attacked on sight.
Gangrcl or those uli n ites on the ROlld of Beast, howeve r, are only ra rely mracked.
• Lupines he111al l normaldamagem the mteofone level every turn. Fire, silver
".'eapons and the teelh and dnws of other supem:ltura l creatures (induding
vampires) deal aggT"'dVml-d da mage to Lupines, which they cannot heal in lIlis
fashion. All othe r damage is treated:ls normal.
• Every Lupine has:l speciHI T mit called Rag-e that may be used to hellld:lmllge
or to gain extra ac t ions. A wcrewolf may spend Rage togain extrn actions in a rum,
just like Celerity,:lt'l COSt of one R:lge T roil pe r :lct ion. Wcrcwokes may also he:ll
on ... h ..."Ith level instllntly l1y srcnumg " Rag ... Trait once they become lncarmei.
"lied, AJ!I"r,wateJ dam~gc omy nO! be hellled this ....'3y. Each we rewolf has
anywhere from tWO to four Rab'C T milS ru mlilimum, and rndY rcgain a Trait
whcoeve r he IS 1I1Jlued or hUlfil klh .J. .
• Many LUllmes have powel1l llval1able to [hem that re..eml1le Oisciplmes.
Most of thelT powers can be sl111ulilleu with Ammalism, AIUpeX, Celenl1, Obfuscate
and ProU(lIi. Some 0111 even 1I0 1lat.:: the sundry powers ofThaIlIlUlIW(Y. Instead of
BlooJ, Lupmes may fuel th'::lroccull abili t ics With a umqU<.! spi ritual encrgy called
GnOSIS. A s a rule of thumh, most were",,'olvcs have anywhe re from dnee to flve
Gnosis T ralls at mlllllll\JllI l1\'lIilable 10 them p.:: r game session. They Teg~in their
Gnosis through rest, IllL-ditlltion lind comilluning wi th spmts.
• Werewokesare subject to (ren~ICS ascasll yas the BTU!,lh, and they suffer the
same pcn:lities when testin~, They suffer no wound pcnH1tH.'s during fremy.
• Werewolves can enter the spiri t world, becoming invisible and intangible
toIhe phy~ical world. Like the Auspex power Animtl Walk, they can usc this as a
means of travel (cspccinllyforan attack), hut I heydonOl lean' their Ixldies behind.

OC5€R Z5AP€Z5mC€RZ
Rumors rerslSI of men and women ....,ho can <hift shape Inloothcr forms besides
wolves. The Llthon mlk of ~rcat catS who stall: the suh-5;lhamn grassland~ on IWO
le~'S, or of mighty crocodiles on the banks of the rivers that leave human trocks.
Vam pires from the north tell stories of Odin's ravens, Hugin and Munin, mking
human shape, or of men donning bellrskins and ~oming bears. Occasionlllly,
NosfcTmu in wry hlrgt· cities come tearing into cOUrt. 1mbbling about \"--'"1")' hlrge ratS.
Most uinites are nOl likely to encounter othe r shapeshifrers. It would seem
there has been some great shllke-up in the world of the shifters, encouraging these
rare specimens to llvoid much nOlice. 1l105e Lupines who deign [Q speak with
vampires either mllintllin II sullen silence on the matte r or show a curiously eager
interest in the whereabouts of this unuS\lal spt.'Cimen.

UJIZ.ARD$: (fj€ $fj.AP€R$ OR (fj€ UJORLD


Of course magic is real. and many folk will be happy to tell you so. There lire
those people with knowledge of the secret ans, which they use for both good and
ill. The Church takes a dim view ofsuch things,claiming that all magic comes from
the Devil, and those who hold such powers did so through bartering with him.
Further, they point to scripture: 'Thou shalt not suffer a witch to live." 111llT sllid,
most peasants (and :1 few of higher stllnding) visit with village wise-women for
remedies and charms, and scholars still seck out lind practice the rites hidden inold
w mes of L1tin and G reek.
Vampires generally mistrust mllgic, and with ve ry good rellson. The T remere
wete mortal wizards before they dragged the secret of immortlillife from Cainites
and used it to change themselves. Blood magic continues to remain a mys tery,
whether it is the T remere's ever-evolving 1l1aumaturgy. or the secret, bloody rites
ascril:x."d to the Assamite sorcerers, Setite priests or T zimisce kolduns.
Most Cainites and common folk know of three sorts of magic-users:
• Wise women and folk magici3JUiare the most common sort. practicingsimple
craft - fortune-telling, herbalism, charm-crafting - which they learned at the
knees of their elders. Moot combine the ways of their ancestors with thcir own belief
in Christianity. but not a few are devoutly pagan. Theircommunities come [Q them
for assistance with domestic problemsoradvice. and some work as midwives. While
they consider their crafts to be hamlless and healing, the Church condemns them as
Saran's followers. The Church cbims IIl11 t theycavon nllked in the woods underthe
full moon, p..1rtkipating in camal ritb with their infernal master. and that they are
attended by minor demons who Ilike the form of animal familiars, such ascats. Such
claims are only fueled by jealous neighbors who seek scape~'O.1ts for their own
troubles. Most people thus accused are unleuert:d peas.1nt women.
• Mages are most often (but not always) scholarly men, who study the secret
artS, often for their entire lives. The greatest are said to command truly :Iwesome
abilities, but they do so rarely lind gua rd their knowledge fiercely. They often
gather in secret groups for protection and sharing knowledge, one of the largest
being the O ruer of Hennes, a collect ion of small mystical houses. The T remere
supposedly belonged [Q lhis oruer, hiding their unliving Stale, umil they were
d iscovered and cast out to a man. The Order considers the Tremere to be
abominations and fights them at every tum in a secret shadow war that not even
many Cainites sec.
• ThcChurch bellcvesqultc flrmlythat those who harness any son of magical
powcr arc servi tors of the Devil who have exchanged their souls for theiT gifts. In
fncl, there are some. known as mferna lists. who actually do 50. Manyother wi~ards
and witches refuse to truck with them. but anfemaliSls are quite usffi to feM in lieu
of ulle rC5pccl. They perform lasks for their dcmonic masters, which range from
(OmJption 10 murder to blasphemy, and they rcvel in thcir powcrs. Infcmalists
often find that Cainites make vcry useful pawns.
• Rumor has It that the C hurch. while it condemns magic and wizards, has
both within its ranks. Most C 1initcsbelieve that such wizards arc sim plyespecially
bles.sOO by God.
$ORQ£ROU$ ABILI(I£$
Magic is the An. according to those who practice it. Mo re than si mply
mumb ling a fcw incantations and waving a wand, it com bines incane knowledgc,
mner t~llent and iron will into spells and rituals 10 bring the magician's will into
bemg.
Magic is dividt.-d into "paths~ or ~spheres of influence." Knowledge of a path
and its assorh.-J rituals determines ho"' much powe r a wizard has. Storytellers who
wish to mcl uue monal magicians in their chroniclcs will find more regarding
sorcerous paths in Laws of the H un t . TIlese rules offer a wide variety of POWCTli for
moTtal mcn to wicld without becoming truly unbahmcing. If that resource is nOt
available. most of thc paths ofThaulTlj]turg:y or Mortis arc readily adaptable to thc
cause. Wizards may also mcansof seryi ng (similar 10 Auspex), as well as rituals thm
duplicate OIher Discipline powers.
Magic requm::s ume [Q conduct the ritual o r spell (sometimes a few mmutes,
.sometimes ho urs). special ill,l,'fedicnts (hems, candles. a lock of [he tar~,'e!'s hair),
ruual books and scrolls, and other sorcerous implements. Very skilled wimrds need
fewer props and less time as they grow mOle powerful. To use powcrs in a game .setting,
the plarcrspendsll Willpower Trait and makes the samc challenge for ThaUITlj]/U!ID.
Somc magi practicc arcane arts thm too<:h the vcry heart ofGod'SCre3l1on. This
"truc l1lagic~ Isonly limited by the deSlTesof il Widder and the risks she is Willing to take
when shc impu;es her will upon the world. Such practitioners tend to have meirown
~ls and ambitions. They might gather in CO\'ens for protection. but they are just as
likely lObe an isolated rune-casterorwllch who answers tonoone but themsekesand
whatever powers they §crve. TIlOSC Call1ltCS who encounter these ptaC[itioncrsspeak
of seeing gre3t wonders when the spell succeeds. hut equally gre3t horrors whcn the
working goes awry. It would seem that ocC:lSlon;llIyGod smi tes those who t".unper too
Inuch with C remion or as a reminder thm hubru IS llOl tolernted.
Laws of the A sce nsion gives a guide 10 pumng thc will-workers in a live-
actlon sen mg.

GIj05lC5I: CIjE UIlQUIEC GRIWE


It seems that some rare spi rit s do not receive their appointed reward upon
death. Rather than moving on to Heaven o r Hell, the)' wait in limbo, watch ing the
hvmg world with envious eyes. Some 8re tied by chains of passion - seeking
Venb>eanCe on enem ies. rCm:llnmg close to 10\·00 ones - while at hersseek to finish
tOlsh left undone before death COlme. Even burial in con$Ccmted ground or Fln01I
Rites by Ol priest doe5 not guamntee a quie t gr.lve. If the spirit is restless.
Few Cainites deal with ghQsts, and most arc happy to ic;lVe it at that. The
Carp~dociOlns have made 11 great stud)· of death and its aftcr-effects. Of 0111 thc
Cainites, they know the m05t O1bom these unquiet spirits, more from rl'siJual
encounters, as their in terests In death lic in this world. Despite their Jl'ep
knowledge. IheC.'1ppadoci,ms ha\'c had little luck in de01ling with those Oc;lth has
left behind. They occasionally curry ghostly favor by Olssisting them in the living
world in exchOlnge for other favors and know ledge. Some of their >crvant~.
especially a young family by the name of Giovanni, have made great progress m
studying ,l:hom. The T remere are SOlid to truck wirh spirits. including gh05IS.
Ghosts are nOI lIsually interested in v<unpires, unless their paths happo.:n to
conflict. V:nnpires tell of being haunted hy former victims, or of;1 vengeful ~pirit
who protecH.x1 a loved one from a Clinite's predation.
For most Diniles. lhe restless dead arc more of Oln nnnoyance thun a true
threat. Unq uiet spirits can do ve ry linle affect the materi,ll world, and Caimtcs in
tum can have little effect on the restless dead. Ghosts migh t not be able to act in
the ma terial world, but they COln watch what happens. and sh:.ue that information
with those who will Olid the m. Indeed, an enslaved gh05t would make the pt'rfL'Ct
spy -one of the reasons that the Giovmmi's researc h has srarked such interest In
certain quarters.
The unquiet dead gain the name for a reason. Those who WOlIlt 10 torment the
living (or unliving) for whatever reason COln goon a ra mpage, causing hlocJ to dflp
down walls, filling Ol room with a terrible stench. hurlmg knives, even !oOmcrimcs
striking one of the living, among other nightmarish deeds. An outrilgcJ h:mn(
quickly loses momentum when he reaches inlO the mOrlal world. but the damage
he can create in his brief t ime upon the world is immense.
Folk beliefs claim that a gh05t can be laid to rest by helping it complete the
task that keeps it from rest. such as givi ng a non·baptized inf1lnt a Chrisri[l1l name,
SOlving something important to the ghost (a piece of jewelry. a milp). m seeing a
murde rer brought to Justice. Occasionally, if the ghost is particuh,rly trouhlesome
or violent, the Church may be called in 10 exorcise it.
Goon IIBILlCI€$
Ghosts Hrc invisible and intilOglhle to the mortal world unless t hey choose 10
make themselves visible and tangible. Generally, they hllve little effect on the
living world. Consider them 10 ha\'e the smne Traits as demons and other spirits,
but they have a few unique abili t ies:
• Ghosts lend to hilum placesofde:lthsuch as battlefields, the sites of murder,
gmvcY<1rds. old ruins and the li ke. Their powers are SlTongcst herc hecauS<! the veil
between the worlds of the living and the dead is very thin .
• Ghosts are tied 10 the mortal world through a series of anchors lind their
p01ssions for these items. These items can be anything from a chens-hed tuy 10 a
beloved wife. If all of a ghost's anchors are destroyed, he will be condemned to
everlasting tormcnt and can never rerum to bot her the living world. if they arc
somehow brought to resolution, the wraith has a chance for redemption and \kaee.
• Ghostsare almost completely undetectable in the mortal realms. A Cainite
with Soulsight might be able [0 detect a ghost, but a ghost's au ra is very faint and
difficult to see. Detecting the ghost requires a successful Mental Challenge. The
ghost TI.'ceives a three-Trait bonus to this challenge for the purposes of breaking
ties. Even if the ghos['s aura is detected, the character must have at least three level
of (he Occult Ability, or one level of Lore: GhostS, in order to understand what she
is seeing.
• Ghosts have their own arcane powers. Their most common powers are
similanoAuspex, Chimerstry, Dominate, Obren.ebration, Presence and the ThaulTUllurg)'
path Rega Motus. Some may also possess the equivalent of demonic charms. They
power abilities using Essence.
• It is extremely difficult topreven t a ghost from traveling wherever it wishes.
Barring certain occult rituals specifically designed to keep ghosts at bay, a ghost
Inay go anywhere it desires in the mortal realms.

flAERIEj\: UJIj€O LEG€OD$ LIVE


The Good Family, the Still Ones, the Ever- Young, the Fair Folk - all names
that the country folk respectfully use to refer ro the faeries. Thepeasanr.srreat them
respectfully indeed, knowing that the Eve r-Young are quick to anger and likely to
cu ~ those who offend them with madness or bad luck. They hold strongest sway
in the wild places, where the old ways still hold powe r, and coufltry folk know many
rituals to placate them or rum their anger elsewhere. Respect and proper man ners
are perhaps the grea test defense when encountering the Still O nes.
There are places whe re only the mad or foolish wander, whe re the faeries are
s,1id 10 rule - old mounds in the middle of the fields, rings of standing stones,
mushroom circles. The faeries are said to kidnap mortals for servams in thei r
realms, or they may chase them through the wood for sport, running them down
wilh howling packs of goblins and redc:lps who stain their caps "'ith human blood.
In general, faeries are like a force of nature, beSt left alone by mortals and Cainites.
TIle most commonly known faeries are those of the wilderness, those who love
the mountains, (he glens, the deep forest, Ihe riveTS and lakes. They are said 10 frolic
in (he "faerie rings" of mushrooms or forest glades. These are the satyrs, Ihe dryads,
the wate r nymphs, who love to take mortals to share their revels or who charm
them for fun. They do not suffer trespassers in their domains.
Household faer ies - gnomes, nissen, brownies, bwca - perform chores for a
house in exchange for food left out. They prefer the homes of coumry folk, where
the people were raised 10 respect them. They can tum malicious if offended, and
imrudersotoffensive visitors in their domains will find th em very offended indeed.
The noble rulers of Faerie are said to beofsuch terrible beauty, such grace, that
even the Toreador would weep. Many Toreador t ell tales of how these great ones
h:l\'e "'alked among mortH Is and Cain ites, of their great skill at anns and magic, and
of their tremendous capacity for cruelt y or generosity. Like mortal or Cainite
nobles, they are best treated with great respect.
There Me said to be two groups or "courts" of fae, who uadidonally hold sway
;It diffe rent timeso( theyear. Duringthespring and summer, the5eelie reign. Some
hunt m,)rtals for ~rort or phty tr icks on them. hut they are nOI a~ boll nd l c,,~ly cruel
as thelfeou!>lllS. the Un.edie. ",hontle the au tumn lind \\lnler. TIlesc lilt' the must
monSlfOO .. ,If the be - trolls, O!!rI:$, ~'tlhllll ). Im~ ,IOU recka~. Their n"hlcsare as
h.:;lUuful ,IS the Sedlc's, bUI Ihe !-c,lIny nnly ludes their wlekl.J he; lrts. The
Un!>C'Chc Jell!!hl III tonure and murder, vlewmg Ihe lil' mg world as but a I·eryla rj::\'
'IIlJ Imerhllng 10}' box,
Country folk guard their infams with care, fearing lhal lhey will be snatched
from their cradles and replaced WI th changelings, faeries made in the infant's image
todlstractlhe mother. These changelmgs may live for )'ears among mortals, never
hinting at their true nature. Stones offaenes hiding among mortals under a ve il of
LllUSlon that shields their nanm.'s from ot her eyes contmue 10 circulate, ilnd not
C\'cry changeling is an infant.
~A E R I E ABILI(IES
The fae of the Oilrk Ages are not the changelings of modem urnes. The
Shattering has not yet come. TIley do not nL-ed to cloak themse lves in mortal tlesh
to hide from Banality, nor do they feel the touch of Autumn upon their souls,
Consequentl)'. The S hi ning H ost provides only sligh t assistance in introducing
the fae mto you r game. Thest" guidelines, howe\'er, might provide some starung
poLnts on inlroducing such creatures 10 the unlucky or unwise;
• Most faeries have powers much lIke c~try. and they are masters of
illusion and deception. Other powers mclude Animalism, Auspex. CtlerilJ,
DemenUUIOll, Dominate (particularly Reveler's Memory), Obfuscar.... Oblenebradon.
Presence and Protean. Faeriessuch aSQb'fesand Irolls may have FOfritudeand POlerlCe
as well. Nob le faeries arc likely 10 have variations ofThaumarurgy p,lIhs, especially
Creo Ignem and Rego TempesUlS. ll1csc abilities are fueled by a Trnil unique to
fae ries called Glamour. A tYPical faerie possesses anywhere from Ihree to five
Glamour T rnits per session.
• Faeries heal bllshing and let hal damage like mortals do, but man)' of them
know healing magic. conSllJembly redUCing the necessary lime to heal. Faenes
suffe r aggravated d..'lmage (rom fire and weapons made of cold Iwn. Even touching
cold Iron causes a true fae extraorUmary pam.andshemustspenda WilljX1wer T roit
every round she grasps cold ITOn.
• Noble fae are terrifymgl y beaUtiful or nightmarishly frightening, depending
on their mood. Anyone who WIshes to attack a noble in her court must beSt her in
a Social Challenge before they may ralSt a hand against her.
S;lWlIII"t

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