GameRef: Z-Splats

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Welcome To Wanton Wicked’s

House Rules


Z-Splats

(Bloodlines/Lodges)

The following rules apply to gaining “Z Splats” on Wanton Wicked:

  • Pre-approved and published Bloodlines and Lodges can be taken at character creation or anytime afterward, so long as prerequisites are met (if any).
    • Published Entitlements are first come, first served, but similar custom ones can be made to those in the books. Dauphines are not currently available. Entitlements may not be taken at creation.
  • A character must be sanctioned at least a month before submitting a Z-Splat that requires any amount of customization.
  • 1st Edition official Z-Splats may be sent in to the Rulesmaster (as Custom Item/Power) with an attempt to convert them to fit the 2nd edition differences. Once the mechanics are worked out, the Storymasters will approve if they feel it makes sense for the current setting. Once approved, they may be joined like official 2nd edition Z-Splats, as if they already exist.
  • Completely custom Z-Splats may be sent to the Rulesmaster and then Storymasters above, and will receive more scrutiny. You MUST meet the prerequisites to create an entirely custom Z-Splat IC, post-creation, per the rules given in the respective books, as your character is creating it themself. There will be NO exceptions to this.
    • Creating a custom Z-splat uses up your custom power creation for the month, and may not be submitted alongside other custom things. If the Z-Splat has custom powers of some kind, you’ll need a Justification for each dot of said powers, but these can be spread out over the course of you buying them.
    • Lodges specifically need at least 2 founding members, as there’s no way to attract a powerful enough Totem (Rank 2+) without at least that many people.
    • New Entitlements use the system for restoring a wild title, as described on page 32 of Oak, Ash, and Thorn; these quests can be bluebooks or player-driven scenes with narrator approval (submit a request to the Changeling group). It’s heavily encouraged that players wanting similar Entitlements forge a legion entitlement that can be shared, or to talk with someone with an existing Title about turning it into such an Entitlement.

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Bloodlines

The following bloodlines from Onyx Path blogs are available:

Adrestoi

“Where is a man’s ambition? In his heart? What if his heart be still? In his blood? What if that blood is clotted and stolen?”

The Children of Midas are dead men who suck ambition from the blood and marrow of the living. Like the gods of the Aztecs, they can turn blood to gold and gold to blood.The Adrestoi are creatures of the city, but more than that, creatures of its elite. They become one with its monoliths, command kine and beast alike. In death, they retain the vigor of life, but their will to power is dependent on the power of their blood. Fed well, an Adrestos is an irresistible force of command and conquest. Should he fail at the hunt, though, he becomes weak and easily swayed.

Background:

The Adrestoi are a young bloodline, the product of their progenitor’s fierce will and the mutations that ancestor wrought in his own Blood. He spawned his brood and line young, and they have evolved together. In the Detroit of the 1980s, Paul Gordon was a man with a mission. Amid the decay of the great automotive firms and the fires that swept regularly through the neighborhoods where he grew up, Paul learned to impose will over fear. He traded his father’s blue collar for white, and he went off to law school. When he returned, a lawyer with a Georgetown degree, he started to make friends. The kind of friends who appreciated a white collar speckled with a little blood. The vampire wasn’t far behind.

He was looking for a servant, a cover, but Paul wore the monster down, manipulated and fought against him until the vampire Embraced him less by choice than force. Paul’s sire was young to begin with, an Ancilla too used to having mortal crutches. Once the attorney became the vampire, he made short and bloody work of his sire. Their merged blood changed fast, and altered in Paul’s image. Invigorated, alive with cannibalized and mutated Vitae, he experienced an urge unusual among young Damned. He wanted to share. So he changed his name to Adrestos, the son of the legendary King Midas, and he Embraced the first of his line, the Adrestoi.

Clan
Ventrue
Interactions with the Danse

The Children of Midas are known for results, but also for obsession. Many Ventrue look at the hunt as a disgraceful necessity, something untidy and to be kept private. The Adrestoi hunt in packs, instead, and those who have joined the Lancea Sanctum are often perceived as zealots as a consequence. Those with no such allegiance are often suspected of affliction with Malkavia or simply to have become too monstrous too fast. Where they are recognized as a bloodline, they are sometimes pitied. When encountered alone, they are often feared. Pitied or feared, Adrestoi are also well-liked. After all, they have a lot to offer. If they hunt frequently and almost openly… well, that habit is no less distasteful than the predilections of some of the other lines. Their tenacity, seemingly wired in the blood, makes them effective allies even when very young; for just as their weakness drains Vitae, it conserves their inner strength. They can turn anything to gold, given their fill of blood’

Nickname
Children of Midas
Bloodline Bane
Use of discipline aspects with No Cost or that utilize Willpower add 1 point of Vitae to their cost.
Bloodline Disciplines
Dominate, Animalism, Majesty, Resilience

Bloodline Gift: Scientia est Potentia (*-*****)

Description
Scientia is a Style Merit focused on Feeding and Hunting. As such, it grants the following benefits. When joining the bloodline, gain the first dot of Scientia for free.
  • Taste of Blood- When feeding from a target, you are drinking more than just blood. For each point of vitae taken, you learn 1 aspiration, desire, or secret about your target.
    • In The Blood - Roll Presence + Manipulation + Scientia vs Resolve + Supernatural Tolerance when feeding on someone. For each success you learn the name of someone the target shares a Connection with (IE: Blood sympathy, supernal sympathy, blood ties like family, etc)
      • I Have What You Need - Roll Manipulation + Persuasion + Scientia vs Composure + Supernatural Tolerance. On a success, when feeding, you learn the subject’s Vice. Furthermore, choose a temporary secondary vice for the target related to the current situation (Example: Gambler, Junkie, Wrathful, etc) that lasts for the scene. If the target indulges in this vice, they gain the Leveraged Condition towards you. On an Exceptional Success, they also temporarily gain Vice-Ridden with the vice you chose until the Leveraged Condition is resolved.
        • Feed The Beast - Spend 1 WP when hunting a target (person or object). You gain Inspired (Target), Informed (Target) OR Prepared (Target) - Choose at the time of activating this aspect. If activated again, a new target must be chosen. \\Drawback: If you frenzy at any time before finding the target, you gain the Obsessed (Target) condition for the duration of the frenzy and the frenzy does not end until one of the following condition is met: Your WP is reduced to 0, Your Vitae is reduced to 1, or your Obsession is resolved.
          • Blood Is Power - A good Adrestos knows that you can gain more from blood than just sustenance. When feeding from a target you may choose to do one of the following:
  • Spend 1 WP for every point of Vitae taken in and convert that vitae into a temporary skill dot of your choosing that aligns with skills your target possesses at a 3+.
  • Spend 2 WP for every point of Vitae taken in and convert that vitae into a temporary attribute dot of your choosing that aligns with what your target possesses at 3+.

The chosen aspect affects lasts for 24 hours. \\Drawback: This ability takes it strong toll on the user. You are unable to regain WP for a number of days equal to the WP spent except by fulfilling your Dirge.

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Amara Havana

The Amara Havana are a curious sort to those outside of the Indian Subcontinent. In fact they are very rarely seen outside of their homeland. They are warriors though, without peer. By and large they seem to have some sort of history as such and hold to it with great fervor. Still, to those Kindred of the West they are a sight that are not often seen. But those elders that do exist who remember the times of British Colonialism have old memories of warriors in the night with weapons of blood who would cut through their martial servants with a deady precision.

Background:

The Amara Havana say that they are of one of the most ancient bloodlines. At the dawn of time when the gods still walked the earth is when they were first made. Some of them would even say that the Daeva, not the Amara Havana, are the offshoot from the true clan. They were born when the Goddess Durga became locked in combat with the demon Mahihasura. There was a great battle and blood was spilled on both sides. It mixed and the humans that fell were granted powers by both the gods and the Demons. Thus were the Amara Havana born.

True or not, the Amara Havana have been around as long as any other kindred in the Indian subcontinant. They were of the Warrior Caste, and indeed were counted as the greatest among them. Even while the attitudes of the other Kindred changed and calmed over the years, The Amara Havana stuck to their traditions and honed their craft. It wasn’t until expansion of the British Empire that their power flagged. Got in a civil war with the other powerful bloodlines of India, and assaulted by the Invictus and Lancea the Amara Havan crumbled and their power was dashed. But they survived. They made alliances with their fellows and slowly sent out groups to reclaim their land from the westerners. Once done, they sent out groups to attack the Western Kindred in their homes. Time heals all wounds they say. For now they kindred of India remain to themselves. But there have always been those Amara Havana who have departed to the west to never return. In this global village even more spread out. Perhaps they are curious. Surely such an ancient grudge would survive this long?

Requirements
Interest in Martial power. Some level of belief or creed. Preferably of Indian descent.
Clan
Daeva
Interactions with the Danse
They are not found in large numbers in Wester society. Those that are tend to be found with The Circle, due to their own beliefs of divine parentage from the Mother Goddess. Some few likely find homes in the Invictus with their ancient and proud nobility. Those more prone to embrace western culture may also find a home with the Carthians. Even fewer join The Ordo Dracul, for science and research do not suit their demeanor. However none can be found amongst the Lancea.
Nickname
Guardians
Bloodline Bane
The Amara Havana are forever stained with blood, although it’s more a taint of spirit than taint of flesh. Whenever they benefit from The Lost Visage, any reflection, photograph, or other medium that would normally find it difficult to capture them remains unable to do so properly; however, there will always be some telltale mark of blood; often on their hands, but perhaps on their lips or collar depending on what’s visible in the image. While their identity is protected by such, the Masquerade is not, and so they often need to leave themselves exposed or face attention from the Invictus’.
Bloodline Disciplines
Majesty, Protean, Vigor, Resilience

Bloodline Gift: Sakti Pata

Description
A gift from Durga to her chosen, Sakti Pata allows the Amara Havana to use their very blood itself as a weapon, armor, and metaphysical toolkit for survival in the violent world they operate within. This is represented as a series of Devotions; all gain Halahala for free, and may purchase the others as desired if they meet the prerequisites.
  • Halahala: By reflexively spending a point of Willpower, the Guardian lets the demon-taint of his lineage infect his blood, poisoning it. For the rest of the scene, it becomes a poison with a Toxicity equal to his Blood Potency +3 (maximum of 10). This can also affect Kindred and others immune to poison (if through a supernatural power, it may require a Clash of Wills; the Guardian rolls Blood Potency + Stamina), although the Toxicity is only equal to Blood Potency against them. The poisonous blood may be bled onto weapons, into syringes, or otherwise used outside of the Kindred’s body for the duration; to do its damage, it must be ingested or make contact with the target’s blood.
  • Gift of Indra (Protean **, Vigor *+, Resilience *+): The Kindred’s blood is able to be forged into semi-solid weapons and armor. 1L damage is taken (an external source that pierces the skin is fine), an instant action used, and a point of Vitae is spent. The spilled blood then can be formed into any non-mechanical/electronic weapon or any ‘archaic’ armor of no Availability greater than the Kindred’s Vigor (for weapons) or Resilience (for Armor or shields), which lasts for the scene before ‘dissolving’. This power costs 2 Experiences.
  • Rudra’s Blessing (Resilience ***, Vigor *): Also called the Blessing of Fire, this Devotion allows the Kindred to reflexively spend a point of Willpower to become able to spend 1 more Vitae than normally allowed per turn, for the sake of healing only, for the rest of the scene. This power costs 2 Experiences.
  • Durga’s Peace (Resilience ****, Majesty *): Blessed with their goddess’ otherworldly focus, the Guardians are able to resist unnatural powers that would break their will. By spending a point of Vitae and a point of Willpower when targeted by a supernatural power that would alter their mind in a way that would set them away from a current aspiration, make them go against (or alter) their Mask or Dirge, drain their willpower, or that would cause them to work against their own immediate well-being, they may roll a Clash of Wills to shake off the effect; if successful, they’re immune to that same power for the rest of the Night. Used in a frenzy, this will also clash any power that would ‘redirect’ their Beast’s desire. This power costs 2 Experiences.
  • Yama’s Benefice (Protean *****, Resilience *****): The Kindred becomes able to exist solely as the poisoned blood that animates their form. When starving, but not lacking Vitae entirely, or when her health track has lethal or aggravated damage in one of its final 3 boxes (even the final one), this power can be used as a last resort to escape their demise. A point of Willpower and 3 Vitae (or whatever they have left) is reflexively spent, and the Kindred then takes the form of a misty cloud of blood; this is equivalent to Mist Form, mechanically, except they may not leave the form, and they may not heal (if their health track is full, the rightmost box ‘clears’ upon activating the ability, though). They then have until the end of the night to ‘Embrace’ a mortal by exsanguinating them normally and expending a dot of Humanity, but instead of a typical embrace, they inhabit the corpse themselves, slowly altering it over the course of the next week to match the Kindred’s physical statistics; the final product looks like an odd amalgam of the victim and the Kindred’s old body. This may also be done to a corpse that would be susceptible to a Post-Mortem embrace. If the Kindred fails to find a new body by sunrise, the puddle dries up and they meet Final Death. This power costs 5 Experiences to learn.
  • Dance of Kali (Protean *****, Vigor *****, Majesty *, Gift of Indra): This power remains one of the fiercest martial abilities of the Guardians. Rather than taking on the form of Mist when using the final level of Protean, a point of Willpower and an additional Vitae may be spent to turn them into a whirling storm of semi-solidified, bloody projectiles and weapons. This has all of the normal benefits of Primeval Miasma, but in addition, they gain the benefits of the Swarm Form merit, despite being in the form of whirling weaponry, treating their base physical attributes as the ‘animal’s’ stats, becoming able to directly attack any within the ‘cloud’ of bloody death. However, they use Mist Form’s rules for being damaged, not Swarm Form’s. This power costs 6 Experiences.

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Anvari

Like their Daeva parents, the Anvari are very sensual in nature, but unlike the Succubi, they do not compensate for their lost passions by manipulating others. Rather, the Anvari have turned to the use of opium and other narcotics to try to recapture their dead emotions. Over the centuries, the Anvari have come to view narcotics not only as a way to ease the torments of unlife, but as a way to ascend to a higher state. The bloodline also relies on the addictive effects of narcotics to tie others to its members. Building herds of pliant kine is not only acceptable to the Anvari, but necessary.

Background:

The Anvari claim to be one of the oldest bloodlines walking tonight. According to their legends, their founder was Sepehr Anvari, an opium-dealer in the last years of the Persian Empire.

Requirements
What does it take to get into this bloodline?
Clan
Daeva
Interactions with the Danse
Other Kindred tend to view the Anvari with distaste at best, and as a constant threat to exposure among mortals at worst. The rest of the Daeva view Pushers as substandard members of the clan who are

incapable of seducing prey through beauty and talent alone. More Anvari are drawn to the Circle of the Crone than any other covenant. The myths of Sumeria and Persia both have a strong female presence, leading many of the bloodline ‘particularly its elders ‘ to be comfortable with the Acolytes’ general philosophy. Furthermore, as some rituals of the old ways employ psychotropic substances, the Anvari are able to barter influence readily among the cultists. The Carthians are probably the most common choice for young Anvari, if for no other reason than members are slightly less hidebound in their viewpoints than more staid covenants. The Invictus enjoys its share of Pushers as well, whether they are established elders with a secure power base or up-and-coming dealers building fortunes in the drug trade. The Ordo Draculmay interest the occasional Anvari who seeks to escape the Curse or addiction through covenant strictures,but by and large its rites and practices require more self-discipline than most Pushers are willing to devote. It is the rare Anvari indeed who heeds the call of the Lancea Sanctum, as the very nature of the bloodline’s relationship with narcotics is offensive to many orthodox followers of that group.

Nickname
Pushers
Bloodline Bane
Anvari have become reliant upon the narcotics that they’re so closely tied to. When feeding upon mortals that have no opiates or opium-derived drugs in their system, they must spend a point of willpower, as if feeding from blood unsuitable for their blood potency rating. This does stack with that requirement, in the case of an elder, however, requiring two points of willpower to be spent (this breaks the normal rule allowing only one willpower per action). In addition, they are susceptible to becoming addicted to those same substances when ingested through the blood of those individuals, using the normal system for addiction.
Bloodline Disciplines
Auspex, Celerity, Majesty, Resilience

Bloodline Gift: Nepenthe

Description
Nepenthe is the capability of the Anvari to sense, control, and emulate the effects of narcotics, especially opiates. Their bloodline gift is what has helped them to garner the nickname of Pushers, and helps them both feed and manipulate their herd.

The gift is represented by a series of Devotions, though all Anvari start off with Fragrance of Hal’gil as an innate capability.

  • Fragrance of Hal’gil: The Anvari becomes able to sense the presence of narcotics, both in raw form and within the blood of living beings, the same way they’re able to sense blood, using their Kindred Senses, with the extent dependent on Blood Potency as normal. They might be able to smell opium-laden blood (and can tell the difference between it and ‘clean’ blood), or hear the languid heartbeat of someone under the influence of narcotics. They can tell the difference between opiates and other narcotics, as well as between pure drugs, cut drugs, and outright fakes by sight, even if it would be just about impossible to tell normally without using it.

Inflict the Empty Soul (Majesty **, Resilience *): With an instant action and one Vitae, the Kindred may roll Manipulation + Medicine + Majesty, versus the target’s Stamina + Blood Potency (if unwilling). If they gain the most successes (or at least one if uncontested), they can remove the effects of any narcotic from a target, which can include themself, although this does nothing to alleviate addiction, and in fact repeated usage may cause the Deprived condition in someone with the Addicted condition relating to narcotics. However, this can be a good way to punish an addict or to regain one’s senses in an emergency.

This devotion costs 2 Experiences to learn.

  • Crave the Caress (Majesty ***): The Kindred creates an incredible urge for a chosen drug in a target, by spending 1 Vitae and rolling Manipulation + Persuasion + Majesty versus the target’s Composure + Blood Potency. If the Anvari rolls more successes, the target gains the Addicted and Deprived condition with regards to the drug, which will resolve naturally when the night ends. Providing the drug allows the Kindred to force a door during social maneuvering, counting as hard leverage that forced a breaking point (even if it didn’t), but not requiring any roll.

This devotion costs 2 Experiences to learn.

  • Blessed Kiss of Hal’gil (Majesty **** or Auspex ****, Resilience **): This devotion allows the Anvari to create the sensation of taking a narcotic within a subject, dulling pain, relaxing them, and perhaps worsening addictions. The Kindred spends 1 Vitae and rolls Presence + Medicine + Majesty or Auspex against the target’s Stamina + Blood Potency. If they roll more successes, the subject is affected as if by a narcotic with a potency/toxicity equal to the Kindred’s dots in Majesty or Auspex (whichever is higher). The Kindred decides if it works normally or as if through an overdose. In the former case, all wound penalties are removed for the next scene, although they also take a −3 penalty to all physical dice pools for the same amount of time, and continued use of this devotion may cause the Addiction condition in a target. However, it will also end the Deprived condition with regards to narcotics. If treated as an overdose, the target rolls to avoid damage immediately, and then once per hour for a number of hours equal to six minus their stamina.

This devotion costs 3 Experiences to learn.

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Bruja

They are the militant rebels, the violent offenders. Their numbers are in 1 Percenters and Antifa. They are the violent and unstopable force of change. Or maybe, they just like sticking it to the man.

Background:

Carlos Saavedra was a dirty punk in the late 40s. Feeling rejected from the powers that be due to his heritage, he often fought against their institutions. This was not out of any feeling of a higher calling, so much as an angry impotent rage. Despite how many of his friends would eventually be caught or imprisoned, hurt or killed, he always got away by pure luck. Because of his mile long luck streak he became nicknamed ‘Hijo de Bruja’ or the ‘Witch’s Boy.’ The nickname eventually was shortened to ‘Bruja.’

Eventually he was drafted into the war. His luck in the states stayed true in the sense that he never was shot or hit by shrapnel, but eventually he was caught for being too damn drunk. He was kicked out of the army in disgrace. When he got back to the states he joined a biker gang known as The Booze Fighters.

A Carthian Gangrel found Carlos, and was convinced that he could become the weapon the vampire needed to take down the Prince of the nearby City. Stories differ on the name of the city, some say he wanted to take down the Prince of LA, others Mexico City. Some fools even think it was somewhere up in Kansas. No one but Carlos is really sure.

Carlos however wanted none of that. His goal after being turned was to get back to his gang and give them all a new gift. They split off away from the Booze Fighters and formed the Filhos des Bruja. When the sire tried to come back and convince Carlos to come back, the vampire arrived with a force of his own. Carlos and his new gang jumped him and diablerized the whole coterie.

What started as a small group of seven troublemakers has been slowly expanding and grown worse. This has spread their usual pastimes of assault and vandalism to murder for hire and drug dealing. By this point, some Princes worry about a wide and glaring breach into the Masquerade due to their violent interactions with the FBI and other authorities.

Carlos became disturbed with his own gang. For a while he attempted to get them to calm down, keep their blood potency low, and feed in low impact ways. It made sense, because causing too much of a ruckus made it more difficult to have fun. He has gone missing, however, and no one is absolutely sure why. Some think he left out of disgust. others think that some neonate diablerized him to get him to shut up. A few think he joined the Ordo Dracul in order to find a way to transcend his past.

Requirements
None past clan
Clan
Gangrel
Interactions with the Danse
Most forward thinking a respectable members of the Danse are horrified or disgusted by the Witches. Their tendency to be anti-establishment does not put them in good light with most Kindred. Though a certain level of respect is shown from the Carthians or Crones that find their members a part of the Rabble.
Nickname
Rabble (Insult), Brujas (Bloodline)
Bloodline Bane
The Beast of a Bruja, like that of many predators, prefers to stuff itself as soon as the opportunity presents itself when hungry enough, rather than simply maintaining a basic level of minimal satiety night to night. Because of this, Bruja may not spend willpower to put off or gain a bonus to resisting frenzy when the Beast’s desires or agenda have anything to do with obtaining blood or other sustenance.
Bloodline Disciplines
Animalism, Protean, Resilience, Vigor

Bloodline Gift: Bruja’s Liberation

Description
The Bruja are well known for their scorn of the traditions and the chaos caused by when they roll into town. What’s less known, perhaps, is why they’re so good at getting away with it; the gift Bruja himself passed down, an innate capability for throwing off the attempts of others to apprehend, control, or otherwise stop the Rabble, allowing them to slip bonds and keep out of authority’s hands. This provides the following benefits:
  • All supernatural powers meant to stop a Bruja from performing an action being undertaken in line with their Dirge, with the bloodline’s goals, or that would break either a tradition or local law (whether supernatural or mortal in origin), as well as any that would paralyze, restrain, or trap them in general may be contested by the Bruja with a Clash of Wills (the Bruja rolls Blood Potency + Presence). This doesn’t apply to indirect powers; a power that simply does damage, for instance, would not be affected, but a use of Dominate commanding the Bruja to obey the law or accompany the local sheriff to a cell would be.
  • On any mundane roll made to attempt to escape bonds, bypass locks, or otherwise retain their freedom, the Bruja treats it as a rote action. This includes rolls made for grappling, but only if the Bruja is attempting to end the hold.
  • Any means of tracking or locating the Bruja suffers a −3 penalty, whether mundane or supernatural, and failures are treated as dramatic failures.

Childer of the Morrigan

It’s easy to stereotype Gangrel as passionate creatures, hissing and snarling at every offense. But there are some who prefer to brood in their dens, wallowing in the painful memories of their failures and the crushing weight of nihilism. The Childer of the Morrigan are an example of this strain of morose Gangrel. This ancient bloodline of Savages from the British Isles have always struggled to resist their despair at their own shortcomings. Nowanight, they struggle against growing fears of irrelevancy: in a night where the Danse Macabre is more often won with political cunning and social acumen then martial skill and tactical brilliance, a bloodline of depressive warriors and generals struggles to find purpose.

Background:

The Childer of the Morrigan orginated among the Celts of the British Isles. Of all the Kindred on Britan and Ireland, the Stormcrows were unanimously regarded as the generals and warriors of the Kindred. The Morrigan, the Gaelic goddess of war, death and prophecy was the uniting factor of the various broods and covenants that formed, thrived, and vanished on the Tin Islands. It was not uncommon for an entire coterie of Stormcrows to oversee the protection of their domains, or even make up the entire fighting force of a domain. By the Middle Ages, ‘Stormcrow’ was no longer synonymous with ‘Gangrel’ in all but the most isolated and provincial of domains. Their role shifted from warriors to generals and advisors, poets and historians, always counselling Princes and Hierarchs in all matters of war and conflict.

But that was a long time ago. In the modern nights, Morrigans are respected but no longer hold the positions of prominance and status that they once did- for every celebrated duelist or political leader, there is one renegade vigilante or forgotten relic. The Morrigan blame the modern era’s focus on superior firepower over highly trained warriors for their decline, as well as the All-Night Society’s preference for political intrigue over direct confrontation.

When the Circle of the Crone formed out of the many disparate cults and dying covenants that predated it, the Stormcrows were the leaders of those first Scottish, Welsh, and and Irish Acolytes rebelling against the excesses of the Sanctified. Their role in overseeing the birth of the new covenant won them back a bit of their old respect: at least among the Circles, the words of a Morrigan urging or discouraging war carries great weight.

Requirements
Throughout their history, Morrigans were mostly women of European descent, especially those whose ancestors were native to the British Isles, and who were middle-aged or older in age; however, Morrigans are by no means exclusionary in their membership. Few Morrigans Embrace childer directly into the bloodline, prefering to adopt ancillae or elders: Stormcrows favor members who had years of experience as both a human and a vampire. While it would be easy to stereotype Morrigans as all being either former soldiers and law enforcement officers, they come from a wide variety of backgrounds: one of the roles of a war advisor is to know when to prevent war and counsel peace, after all. Some Gangrel who came from more peaceful backgrounds like stay-at-home parents, scholars, musicians, and writers may turn to the bloodline as a way to satisfy a longing for action without joining a more savage bloodline.
Clan
Gangrel
Interactions with the Danse
Childer of the Morrigan almost always act as advisors to Hierophants and Princes in matters of conflict and warfare. Most Stormcrows live alone, without the benefit of companionship from their brothers and sisters; pairs or trios of Morrigans in a single domain are rare, anything more is unheard of. Some have turned to the role of Sheriff to pass the time, but others have resigned themselves to sitting in their Havens alone, waiting for the night that some brave young warrior will seek them out for training. Most Morrigans are members of the Circle of the Crone, though a large number are unaligned for one reason or another, with the more politically interested serving as enforcers or knights.
Nickname
Stormcrows, Morrigans
Bloodline Bane
The Morrigan is a dark and brooding goddess, and this leads to her childer being depressive souls. If a Childe of Morrigan ever loses all dots of Covenant Status, fails a roll that she spent Willpower on, or if she takes part in a battle where her side loses, she immediately acquires the Broken (Persistent) Condition, but if she acquires the Condition from one of her bloodline triggers, she can only resolve it by performing the opposite of the trigger (i.e., regaining a dot of Covenant Status, succeeding on a roll she spent Willpower on, or is on the victorious side of a battle).
Bloodline Disciplines
Animalism, Protean, Resilience, Vigor

Bloodline Gift: Favor of the Morrigan

Description
Stormcrows normally eschew learning Cr’ac, labelling it the domain of witches rather than warriors. However, the Childer of the Morrigan are an ancient bloodline who served the ancient cults that predated the Circle of the Crone, and this gives them an innate understanding of their covenant’s blood sorcery. Every time a Daughter of the Morrigan gains a 1st, 3rd, 5th, 7th or 9th dot of Blood Potency, she automatically learns one Cruac ritual whose dots equal to half her total Blood Potency (round up), even if she does not possess any dots in Cruac. The dice pool for these rituals is only made up of an Attribute and Skill, but she may include her dots in Cruac in the dice pool if she ever takes dots in it.

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The Cocksomb Society

“They say that life is hell. Good thing we’re not alive then, right?”

The Nosferatu of the Cockscomb Society do not wallow in their pitiful visages or grotesque leanings, nor do they celebrate them. They think of these things as a bit of a handicap, perhaps, but not insurmountable. It’s a curse. Why welcome it? They endeavor then to reject the trappings of Nosferatu tribalism: They don’t live underground, don’t revel in being reviled, and most certainly do not accept a low rung on society’s ladder simply by dint of unfortunate breeding. Part of this involves keeping connected with the human world — they may have monstrous blood and a hissing Beast, but they were once mortals, by god. They have a human side that shan’t be repressed.

Some might say, though, that they get it wrong. They equate “humanity” not with a spiritual quality but instead associate with human society: The acquisition of assets (money, property, items of status), the attendance of mortal events (dinners, dances, parties, balls), the mimicry of all things human (emotion, relationships, manners, body language, slang). That’s not to say they don’t connect with the culture of the Damned — in fact, they strive for power in that way, as well, accepting that such a goal is still human even if it’s performed amidst unliving fiends.

Background:

This “Society” got its start with Potter Woolsthorpe Wycombe in the late 19th century. Wycombe, a Nosferatu, was one of the few vampric members of a local hellfire club called “the Abbey.” He helped supply these taboo-smashing humans secure “assets” for their little soirees and “erotic gardens.” He brought them other vampires. The humans feasted and fucked. They used the captive Damned as toys and toilet paper, teaching the monsters that they did not know what it meant to be a monster. Wycombe did not involve himself in such activity except when it pleased him: He did it for money, and to destroy his enemies, not for any perverse thrill.

Then came the night that Wycombe came to realize what he had done, what he had become. Why the revelation, few know. He won’t say (and Wycombe is still out there, make no mistake of that). Some whisper he saw an angel. Other stranger stories tell of a night where Wycombe sat at a nook table across from his Beast. They supped cups of blood. And the Beast tried to get him to sell his soul to, well, the Devil. Wycombe apparently refused and resolved to put himself on a path to… not righteousness, not really, but a path to humanity.

It didn’t work as perfectly as he had planned, though he and most members of the Cockscomb Society seem oblivious to that fact. First, their mimicry of humanity is not actually an embrace of the human experience, it’s a hollow quest to appear human. Second, Wycombe’s origins in the hellfire club seem to haunt his brood: As noted, they cannot help but give in to languor, answering boredom with sin. Secret sin, of course: They do not publicize their deviations. That could ruin them.

Requirements
Clan
Nosferatu
Interactions with the Danse
Honestly, they have a pretty good reputation. Yes, they’re Nosferatu, but they seemed so well-mannered, so clean, so articulate. They aren’t brutes and oddities, not for the most part. Nicely tamed, they talk the talk, walk the walk. That doesn’t stop the sinister whispers, but few believe them. Stories of the Cockscomb Gents and Gals out there given over to potent ennui and thus giving in to great debauchery… well, it can’t be true, can it? All that blood and nudity? The gorging and regurgitating? The gross usury and rampant avarice? They seem so refined for Nosferatu. It’s probably just rumor.

Most Gents and Gals find themselves part of the Invictus, finding the trappings of wealth, power and access a way to satisfy their more debase needs. Some find themselves among the Carthians, using the guise of revolution and community to feel more connected to the human herd. The doctrine of the Sanctified and Circle keeps most Gents away, though a few have used them to create their own personal cults of personality and revelry as they study the more carnal side of human spirituality. The Dragons hold several Gals among their ranks, though their work often mimics that of great sociological or biological experiments as they push their unfortunate subjects to their breaking points.

Nickname
Gals and Gents as in “Oh, I could tell you were a Cocksomb Gent by the black rooster on your lapel.”
Bloodline Bane
In addition to the Lonely Curse all Nosferatu suffer, the Cocksomb Society finds that pretending to be someone they’re not just isn’t fulfilling. Members of their bloodline cannot gain willpower from satisfying their Mask.
Bloodline Disciplines
Majesty, Nightmare, Obfuscate, Vigor

Bloodline Gift: The Cocksomb Charm

Description
Cocksomb Gents and Gals are still subject to the Lonely Curse, however they have learned ways to work around that particular… inconvenience.
  • Once per scene, a Cocksomb Gal or Gent may spend one vitae to reflexively roll Manipulation + Socialize - Resolve to keep an impression from dropping to Hostile.
  • Playing the Part (Majesty 2, Obfuscate 2, Nightmare 2) It works a little something like this: Majesty represents the Man, Nightmare represents the Beast, Obfuscate hides the Beast. With this devotion, the Cocksomb Gal can add her Humanity when defending with Predatory Aura by spending a vitae. If successful, she may not apply a Condition, but gains the bonuses (as if human.) 3XP
  • Sterling Reputation (Majesty 2, Obfuscate 1, Vigor 1) With this devotion, the Gal or Gent can spend a vitae to gain a Perfect Impression on a target for a specific goal. The Gent must roll Presence + Socialize vs Resolve+ Blood Potency. Changing the goal requires a new roll and vitae spend. Should the request require a breaking point, the effect immediately ends and their impression drops one below what it was originally as the person feels like they were being conned. 2XP

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Duchagne

Depraved even by the standards and examples set by other Kindred, the Duchagne bloodline originated in 18th century France, and those belonging to it are obsessed with sensation, decadence and other pleasures of the flesh - all fleeting, and easily discarded for fresh and new amusements when they come along.

Background:

The Duchagne originate in the escapades the Vicomte Albaric and Vicomtesse Eglatina du Chagne in France. When not playing hosts to debauchery, the du Chagnes toyed with the affections of na’ve youths in the Court, tempting them with deviant pleasures and empty promises of power and wealth. Their lifestyle attracted a Daeva, who thought that the pair would make lovely Kindred. Indeed, the du Chagnes prospered in the Danse Macabre, learning new ways to toy with emotion and losing themselves in their won self-gratification.

When the Revolution came, Albaric du Chagne and his sire were destroyed by the sun and Eglatina only barely managed to save herself by entering Torpor. When she rose again, her heart was consumed with grief over the loss of her husband. She took in several mortal retainers, hoping to use them to satisfy her debased appetites and to salve her grief. Strangely, the old methods failed to elicit any joy in her dead heart. Even more bizarrely, the loss of the Vicomte and her sire twisted her ministrations, forcing the prot’g’es (as she preferred to call her subjects) to share her sadness and regret, feeling it as their own. Most broke under the mixture of physical and psychological torment, but a small handful flourished. No matter what she levied against their flesh and minds, these servants begged for more. Impressed, she eventually Embraced them, traning them in the ways of the Vitae as she had been trained.

Modern Duchagne find themselves ostracized by more careful Kindred. Rumors abound about just what the Bacchantes are capable of doing, and few wish to find out from personal experience. Indeed, the grand balls held by the bloodline on special occasions are often more than most care to see. These gatherings are used by members to parade their latest proteges, or to display particularly clever uses of the bloodline’s ability to manipulate the senses.

Requirements
Clan
Daeva
Interactions with the Danse
The bloodline’s place among the various covenants and Kindred Society
Nickname
Bacchantes
Bloodline Bane
Duchagne Kindred are prone to ennui and boredom to an extent that far surpasses that of other Kindred. They may never buy the Patient merit, and the maximum number of Extended rolls they can make for a mundane action are capped at their Humanity if it’s lower than their base dice pool. As well, they always suffer repeated action penalties for any action re-attempted in the same Night, even if not in stressful situations, due to boredom as much as frustration or mounting difficulties.
Bloodline Disciplines
Celerity, Majesty, Nightmare, Vigor

Bloodline Gift: Licencieux

Description
To some, Licencieux is the greatest achievement of Eglatina du Chagne’s focused grief; to others, Licencieux is the stolen secret of les arts licencieux shared by the Vicomtesse’s unnamed sire. No matter where its true origins lay, Licencieux is the Duchagne’s most prized

possession. With it, the vampire warps the senses of her prey, manipulating others toward her own perverse goals.

Mechanically Licencieux is a series of Devotions combining the effects of Majesty and Nightmare in a way unique to the bloodline; many of them also learn more common Devotions along these lines, such as Cross-Contamination and Wet Dream. All Duchagne learn Intime for free upon joining the Bloodline. The others may be purchased in any order, and cost Experiences equal to their level.

Intime

With an instant action, the Bacchante is able to conjure up a sort of Nostalgic aura around themselves. This causes those nearby them to experience momentary flashes of memory, good or bad (at the Duchagne’s discretion), relating to the situation at hand. This causes a sort of positive or negative association with an action or circumstance, granting the Suchagne a bonus equal to the higher of their Majesty or Nightmare (minimum 1) to Manipulation rolls on anyone affected by the aura, so long as it has something to do with correlation formed in their mind (positive or negative, they don’t need to know the exact memory inspired). Kindred (and others with an appropriate Aura) may lash out against the Duchagne when this effect is active; if they’re successful, it has no effect on them. This may not be active at the same time as Awe or Dread Presence, though the Kindred may switch between them.

La Touche Illusoire

With this ability, the unsettling, near-terrifying illusions inspired by Dread Presence can be altered slightly. When utilizing Dread Presence, this Devotion may be activated reflexively to cause more positive, enjoyable, but still limited and fleeting illusions that may work alongside the less pleasant ones. These more enjoyable sensations may shift the effects of the Kindred’s aura slightly, removing the inability to spend Willpower against them and instead lowering their effective Composure by 1 with regards to the Duchagne’s Social rolls or Powers against them. An instant action is needed to switch between the two effects. Prerequisites: Majesty 1, Nightmare 1

Douleur Agr’able

By applying waves of pleasure or pain onto a subject, the Bacchante is able to more fully sculpt their behavior and personality, correlating pain with those things they discourage and pleasure with those they want the subject to partake in more often. Roll Intelligence + Empathy + (Lower of Majesty and Nightmare) as an instant action vs the subject’s Composure + Blood Potency. If the Duchagne wins, they inflict the Insensate Tilt for a turn, representing extreme pain or pleasure, and then the Swooning or Scarred condition, for pleasure or pain respectively. On an exceptional success, inflict Wanton or Bestial too, even if the target’s already had it within the last month. Repeated (successful) uses of this on the same sort of action for the same subject (more than the target’s Composure in a Story) can cause the Phobia or Obsession condition relating to the action or circumstance, as appropriate. Prerequisites: Majesty 2, Nightmare 2

  • New Condition: Phobia (Persistent)

You’ve grown a deep seated fear or someone or something, and find it difficult to remain in its presence, or otherwise confront it. When forced to do so, roll Resolve + Composure; on a failure, you suffer the effects of the Frightened condition relating to your Phobia.

Resolution: Spend time and effort working to overcome your fear. Gain a dot of Integrity, or lose one due to this Phobia.

Beat: Per Frightened’s Resolution.

Insensate

By removing sensation instead of stimulating it, the Kindred can gain far more direct control over a subject, torture them, or simply cripple them entirely. Spend 1 Vitae and roll Manipulation + Subterfuge + Nightmare vs the target’s Resolve + Blood Potency, as an instant action. If the opponent’s roll is beaten, they lose a sense chosen by the Kindred for the scene, applying the appropriate Tilt if applicable (Blind, Deaf, etc). Prerequisites: Majesty 3, Nightmare 3

Jardin d’Agr’ment

The emotional intensity of Majesty is allowed to seep into the illusionary projections of Nightmare to create a fully realized fiction or narrative to a targeted subject. Spend an additional Vitae and a Willpower when activating Waking Nightmare to utilize this Devotion; if successful, the victim (or victims) will find the illusion alters and shifts to fit an emotion defined by the Duchagne. They take a mundane condition related to the emotion (which can include the competitive, wanton, and bestial conditions, even if already experienced this month), and for so long as they’re under the effects of the illusion, they take a penalty equal to the higher of the Bacchante’s Majesty or Nightmare rating to any actions the emotion would inhibit or run counter to. If desired, the emotion can be made rather specific; hatred of a specific person, for instance, but then the penalty becomes similarly narrowed. Prerequisites: Majesty 4, Nightmare 4

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Geheim

Risen from the twisted households of the Austrian aristocracy, the Geheim seem to outsiders equal parts depraved extended family, bizarre esoteric society and cunning aristocrats. Never particularly trusted or popular, the Geheim suffered a public relations fiasco in the 20th century when it (its detractors claim) became involved in the Nazi Party. Tonight the family retains positions of prominence throughout Central Europe, spreading beyond the borders of former Habsburg holdings and bringing their syncretic combination of hedonism and alchemy to the rest of the world.

Background:

Scattered throughout the ruling class of the Holy Roman Empire, the rise and fall of the lineage’s fortunes have largely mirrored those of the Habsburg family. Dilettantes claim that the founder of their bloodline, a Kindred known to his contemporaries as Count Geheim of Graz, was Embraced from among the sprawling Habsburg family. While the assertion has proven difficult for members of the line to substantiate, there’s little doubt that Geheim of Graz moved in the same social circles as the Habsburgs, as early as 1480. Personal correspondences among the Habsburgs across the centuries often mention a shadowy teacher or similar figure who matches the accepted description of Geheim. (The fact that these letters and diaries occasionally fawn over Geheim has been interpreted as evidence that he kept some of the writers under the bonds of Vinculum.) In a ceremony documented by Invictus, Sanctified and Ordo Dracul records of 1577, Geheim and two childer, Cecilia and Volker, formally announced the formation of their bloodline, making a number of claims of entitlement regarding domains within Vienna and Switzerland ‘ claims which they were apparently able to back up, despite the difficulty of travel during the period.

Tonight the bloodline still reels from its greatest political blunder, which occurred only recently as some European Kindred reckon history. Its three founding figures have all entered torpor, (though members of the line seem to be preparing to ease the return of Count Geheim himself in the near future) leaving the lineage to flounder listlessly without direction. While many of the eldest cleave to the ideals of the bloodline’s past, continuing studies into the unknown and infiltrating and manipulating the highest strata of mortal society, the youth of the line indulge themselves with an almost apocalyptic fervor. The fall of the traditional aristocracy has resulted in the bloodline becoming more closely associated with organized crime and corporate culture, and some of the line’s newest recruits have been garnered from the ranks of those groups.

Requirements
Ventrue
Clan
Ventrue
Interactions with the Danse
As their sobriquet suggests, the Geheim have garnered a reputation for failing to fully devote their unlives to any cause. The lineage contains its fair share of spoiled, wealthy Ventrue, many of whom take the bloodline’s philosophy as an excuse to wallow in whatever excesses can hold their attention. The lineage’s deep connections to the aristocracy of Europe garner them only slight esteem and no small amount of derision; the Carthians object to such outdated social structures on principle (plus there’s the whole Nazi thing), while many Invictus feel that the Geheim simply don’t take full advantage of the benefits they are handed. Their love affair with organized crime infuriates the Sanctified (not to mention their study of alchemy, which the Lancea Sanctum generally labels as witchcraft). Even the Ordo Dracul, the bloodline’s chosen patrons, keep the lineage at arm’s length, viewing their discoveries with no small amount of skepticism. Thus far no one outside of the bloodline has been able to precisely reproduce the Geheim’s results. Most Dragons consider that evidence that the Geheim’s procedures reflect some strange quirk of their blood rather than verifiable scientific or occult principles
Nickname
Dilettantes
Bloodline Bane
Dilettantes are obsessed with the properties and effects of VItae, and find it nearly impossible to ignore a new opportunity to indulge or study it. They suffer a −2 penalty on any rolls to resist Vitae Addiction, and a −1 penalty on any rolls made to resist the Blood Bond. As well, they suffer an additional −2 penalty to any roll to resist Frenzy when Hungry or Starving.
Bloodline Disciplines
Animalism, Auspex, Dominate, Resilience

Bloodline Gift: Blut Alchemie

Description
The unique take on Kindred Occultism practiced by the Geheim, Blut Alchemie is considered as much a science as a sorcery, with many scholars both within and without the bloodline claiming it’s simply an esoteric science born of the applications of Kindred Vitae. Certain Scales and other ‘scientific’ methodologies sometimes can create similar results to the studies of Blut Alchemie, but they’re never quite identical to the results achieved by the Dilettantes themselves.

Mechanically, Blut Alchemie is a unique form of Blood Sorcery, using the base systems for its rolls, but having certain unique requirements and effects. It’s purchased the same way as such Sorceries, costing 4 Experiences for the base Discipline, and 2 Experiences per additional ritual (beyond the free one gained each level).

Unreliant on the tenants of Humanity, Blut Alchemie is not limited by it; instead, performing it requires access to a Laboratory, generally requiring complexity needing a Safe Place or Nest of a rating at least equal to the rating of the ritual (which they call Formulae) to be performed. Alternatively, they can ‘make due’ with a less secure mundane lab with an equipment bonus at least equal to the level of the ritual, but they take a −2 penalty to tactuallyoll (which does not actual gain the lab’s equipment bonus) due to the unspecialized tools they’re working with.

See the new merit ‘Dilettante’s Lab’ below for more specialized equipment that assists with the bloodline’s unique sorcery.

Dice Pool
Intelligence + Science + Blut Alchemie
  • On an exceptional success, they have the option of taking the Informed (Vitae) condition, and on a dramatic failure they take the Confused condition.
Cost
Vitae equal to the ritual level, or pints of ‘donor’ blood equal to twice the ritual level.
  • Note that substances created directly from Kindred Vitae have no ability to sustain life properly; water is oddly foul, food rotted, and air borderline toxic. However, it’s rumored that Elder Geheim are unique among sorcery practitioners in that they may have an ability that allows their Formulae to bypass this limitation with a form of ‘purification’. This will similarly allow valuable materials to be created properly with rituals like Vitae Transmutation. (Mechanically, to do this, an Elder Geheim casts a ritual with twice the cost and twice the successes needed)

Blut Alchemie Formulae

Sanguine Analysis (*)
Target Number of Successes
2

Through extended study using questionably odd techniques, the Dilettante becomes able to discern certain properties of blood or Vitae that’s studied. Using this formulae renders the blood useless for consumption. For each point of Potency, one of the following pieces of information is gained. The questions are asked in order, from top to bottom, but successive castings on the same sample will ‘start off’ after the last answer discerned:

  • Any information that could be garnered with a Taste of Blood success.
  • Any information that could be garnered with a Taste of Blood exceptional success.
  • The amount of blood that was in a subject’s system at the time the sample was taken.
  • The age of the character (if mortal) or time since the character’s Embrace or last torpor, whichever was most recent (if Kindred).
  • Whether the subject is blood bound to someone (if so, another point of Potency can discern who if you’ve studied a sample of their blood before)
  • The clan of a ghoul’s regnant, the bloodline of a Kindred, the ‘subdivision’ of a type of supernatural (such as a Werewolf’s Auspice), or a similar ‘detailed’ bit of information about a creature’s type, to the extent the Geheim knows to categorize them (otherwise he simply knows sample X and Y are different).
    • An advanced version of this ritual exists, at 3 dots, that allows the player to ask the above or other relevant questions per point of Potency, rather than receiving the information in ‘order’.
Vitae Distillation (*)
Target Number of Successes
4 + target
  • Through strange procedures involving the alteration of the Kindred’s own Vitae (or an appropriately processed sample from elsewhere), the Vampire becomes able to ‘create’ liquids from it with this formulae.

The exact volume created depends on the additional ‘target successes’ added, according to the following chart:

VolumeAddition Target Successes
1 Liters1
2 Liters2
5 Liters3
10 Liters5
  • In the case of an appropriate equipment bonus or Toxicity (such as for a poisonous substance), the amount is equal to the Potency of the ritual. Damage ratings of unstable substances are capped at the practitioner’s Blut Alchemie rating, as well, and any failure on a formulae roll creating such a substance causes it to immediately ‘go off’, with appropriately disastrous results.

Substances thus created break down after about a Month, unless upheld by a Dilettante’s Laboratory (see the merit below).

Vitae Sublimation (**)
Target Number of Successes
5 + target
  • An extension of Vitae Distillation, which most Geheim will always learn first, this more complex ritual allows the Kindred to transform their blood into gaseous states. Obviously, doing so without proper containment is of limited usefulness.

The volume created similarly depends on the successes added to the target for the formulae:

VolumeAddition Target Successes
1 Cubic Yard/Meter0
5 Cubic Yard/Meters1
10 Cubic Yard/Meters2
20 Cubic Yard/Meters Liters3
40 Cubic Yard/Meters Liters4
  • In the case of an appropriate equipment bonus or Toxicity (such as for a poisonous substance), the amount is equal to the Potency of the ritual. Damage ratings of unstable substances are capped at the practitioner’s Blut Alchemie rating, as well, and any failure on a formulae roll creating such a substance causes it to immediately ‘go off’, with appropriately disastrous results.

Substances thus created break down after about a Month, unless upheld by a Dilettante’s Laboratory (see the merit below).

Vitae Transmutation (***)
Target Number of Successes
6 + target
  • A further application of Vitae Sublimation, the Kindred becomes capable of creating homogeneous solid substances from their blood (which can be shaped into appropriate equipment in the process).

The size of the created object or substance is dependant on the additional successes added to the formulae’s target:

SizeAddition Target Successes
Up to 10
Up to 31
Up to 52
Up to 103
Up to 154
  • This can be made into any simple (read: non mechanical or electronic) equipment as part of the creation process, so long as it’s made out of a single substance (homogeneous mixtures, alloys, and similar count towards this, it doesn’t need to be a single molecule, just recognizable as ‘one thing’), with a bonus, damage, or other equipment value total equal to the lesser of the practitioner’s Blut Alchemie rating and the formulae’s Potency.

Substances thus created break down after about a Month, unless upheld by a Dilettante’s Laboratory (see the merit below).

Advanced Vitae Transmutation (****)
Target Number of Successes
7 + target
  • By further refining and altering studied blood, the Kindred can create complex substances and equipment beyond what can be done with the lesser version of this ritual.

The size of the created object or substance is dependant on the additional successes added to the formulae’s target:

SizeAddition Target Successes
Up to 10
Up to 31
Up to 52
Up to 103
Up to 154

Substances thus created break down after about a Month, unless upheld by a Dilettante’s Laboratory (see the merit below).

Internal Athanor (*****)
Target Number of Successes
12
Contested by
Stamina + Blood Potency, if target unwilling

By specially preparing and then consuming the blood utilized in this Formulae (which must be Vitae in this case), the Kindred subject becomes capable of unlocking the potential held within a given Kindred’s blood. The substance created needn’t be consumed immediately, but goes inert at the end of the night, whether consumed or not. Once it is consumed, the Kindred (which can be the Gheim themself) who’s consumed it has their effective Blood Potency increased by an amount equal to the ritual’s Potency, capped by the Geheim’s rating in Blut Alchemie. This applies to all dice pools, derived traits, Banes, and other effects, except for anything lasting, such as the result of being Diablerized. However, the predatory aura, supernatural tolerance, clash of wills, kindred senses, frenzy bonuses, sunlight damage, feeding restrictions, and anything similar are all affected. The bonus fades on the next sunrise.

Bloody Bezoar (*****)
Target Successes
14+Extra Potency

This complicated ritual creates a sanguine stone capable of curing the few remedies and maladies capable of harming Kindred. To start with, the Kindred must break down the blood used in its sacrifice, which MUST be Vitae in this case, into a special substance, which is then fed to a non-human Mammal of some sort. Over the course of the ritual’s casting, the animal becomes poisoned and dies a fairly painful death, at the end of which its stomach may be cut open to retrieve the stone inside. The Kindred may purposely raise the target number to add the additional successes to the stone’s Potency, in addition to the usual means of determining a formulae’s Potency.

After creation, the stone will last for the next month (or longer if held by a Dilettante’s Laboratory, below). If consumed during that time period by a Kindred or other Undead being, its curative properties immediately take effect.

Its Potency is split between any or all of the following effects, as desired:

  • Nullification of Toxicity (whether through disease or poison) equal to the Potency applied; supernatural toxins likely require a Clash of Wills to defeat. If the toxicity is lowered to 0 or less, the toxin or diseased is considered entirely gone, and the Kindred may not be reinfected by the same one for the night.
  • Allowing Vitae to be spent (at normal cost) to heal a point of aggravated damage per Potency immediately, instead of needing to sleep for the night.
  • Curing a Physical Condition or Tilt that would require a number of Vitae equal to Potency to remove normally, or a flat 3 Potency for any other Physical Condition or Tilt.
  • Heal a number of Bashing damage equal to applied Potency without requiring Vitae.
New Merit: Dilettante’s Laboratory (* to *****)
Prerequisites
Safe Place or Nest Guardian (if Ordo) at same level. Blut Alchemie *

Your character maintains a specialized, blood-centric laboratory explicitly designed for the sake of upkeeping and assisting in the experiments the Geheim are best known for, and the applications of Blut Alchemie.

Effect
The Laboratory’s rating indicates its approximate size or complexity, which must be contained within an appropriately designed Safe Place or appropriately powerful Wyrm’s Nest. Its most basic ability is its allowance of highly complex ‘formulae kits’, that is, small collections of specialized tools and equipment that will allow the Geheim to perform Blut Alchemie without direct presence within the Lab, by expending the contents of such a kit. The merit’s dots indicate the total ‘rating’ of formulae that may be portably cast this way per chapter (so a 4 dot Lab might allow a casting of a 3 dot and a 1 dot Formulae, or two 2 dots, etc).

In addition, the unique tools within make the performance of Blut Alchemie that much more reliable. When using the lab (and the Kindred’s actually inside it), the merit’s rating is added to any Formulae activation rolls, and a number of Formulae cast there that would last at least a scene may be ‘hung’ on the lab, being upkept indefinitely until another replaces it (the Dilettante chooses when replacements occur, it’s not automatic).

Upkeeping the resonance of such a lab requires a bit of living energy; at least one pint of blood or point of Vitae must be ‘fed into’ the strange systems per month per dot of the rating. Although the typical runoff of it produces about the same amount of blood, although with only the purity of animal blood.

Finally, Geheim are incredibly territorial and mystically connected to their Labs; if such a lab is attacked, it’s treated as an attack on the Geheim themself for the purposes of provoking Frenzy.

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Les Gens Libre

Those of Les Gens Libres bloodline believe in freedom above all else. Members of the bloodline are Embraced from those who were subject to a cruel or unjust exercise of authority or power. Among their ranks might be a former slave, an ex-criminal, a prisoner of war, a man who has suffered a life of poverty in the hands of a corrupt government, or a battered woman trapped in an abusive relationship. In death, those chosen to become a part of Les Gens Libres finally find freedom. The Gens Libres are a rebellious lot, and they revel in their vampiric powers, seeing their abilities as tools that can be utilized to turn the tables on their oppressors and liberate those who are still oppressed.

Background:

Bloodline historians have never been able to pinpoint who exactly was the founder of the bloodline, but it is widely believed that the line is relatively recent in the grand scheme of things. The bloodline clearly originated in Saint Domingue (modern-day Haiti), sometime shortly before or during the Haitian Revolution at the end of the 18th century. Originally, members of the bloodline were Kindred turned from Haitian slaves, still burning with unforgotten hatred remaining from their mortal lives held in bondage. As the years passed, the bloodline grew to encompass a much wider range of cultural backgrounds ‘ any of those among the masses who have been oppressed, and who believe in freedom above all else.

Requirements
Gangrel
Clan
Gangrel
Interactions with the Danse
In small numbers, Kindred with more traditional ideals generally see Les Gens Libres as nothing more than a loud and annoying nuisance. When their numbers swell, however, their strength becomes formidable, and not many are more adept at garnering support for their cause than are the Freedmen. As such, the bloodline tends to be closely monitored to ensure they remain contained and easily controlled. For the most part, Les Gens Libres are on relatively friendly terms with the Carthians. Though their motives and methods may differ, the two groups both share a similar progressive attitude. The groups may occasionally find common ground and work together to achieve a mutual goal.
Nickname
Freedmen
Bloodline Bane
Les Gens Libres are incapable of forming a blood bond, and vampires who drink the blood of a Freedman are never subject to the Vinculum. This suits members of the bloodline perfectly well, however, as the majority of Freedmen view the Vinculum as simply another unjust form of slavery. Members of the bloodline believe that this weakness is not a detriment at all; rather, it is a proudly-worn badge of their continued commitment to the proliferation of Freedom.
Bloodline Disciplines
Obfuscate, Auspex, Resilience, Celerity

Bloodline Gift: Briser les Cha’nes (Break Chains)

Description
Les Gens Libres have developed a fair number of tricks unique to their bloodline, specialized Devotions and abilities allowing them to network more easily with each other, and cast away enslavement in its various forms, especially among Kindred society in particular. All Freedmen gain the Blood Compass devotion immediately upon joining the Bloodline, and may learn additional ones for 2 Experiences each.
Blood Compass

Those within Les Gens Libres learn a technique to create what they call a ‘Blood Compass’, a small artifact of sorts that allows the user to detect other members of the Bloodline, who are otherwise often difficult to find. An old cloth is used, which must be stained and ragged from actual work and use, and a point of Vitae is spilled onto it. The Kindred then rolls Blood Potency + any Blood Sympathy they have to the nearest member of the Bloodline, modified as below for distance; on a success, the blood will ‘point’ in the direction of that member at all times until the cloth is destroyed, the member meets final death, or the member is met up with.

DistanceBonus Penalty
Same Building+1
Same Block0
Same Neighborhood−1
Same District−2
Same City−3
Same Country−4
Further−5
Break Vinculum (Resilience ***, Auspex *)

The Gens Libres believe the blood bond is nothing more than another form of slavery. Sadly, the Vinculum is widely used among Kindred to force others into submission. By laying their hands upon a thrall, a Freedman is able to break him free of his bond. 1 Vitae is spent, and the target is touched by the Kindred, at which point a roll of Blood Potency is made as if the Freedmen themself was attempting to fend off the Vinculum when drinking Vitae, with a −1 penalty per step the target’s Bound, and contested by the target’s Blood Potency if unwilling to have their Bond broken. If successful, the bond is reduced a step as if it had been successfully resisted during that initial drink. This may be repeated until it’s broken entirely.

Liberated Mind (Auspex *, Obfuscate ***)

Over the years, Les Gens Libres developed a technique that, when utilized, makes them less susceptible to being dominated by others. Liberated Mind creates a false mind that shields the true psyche of the Freedman from domination, and makes his would-be controller falsely believe the attempt at control was successful. By spending a point of Vitae, for the remainder of the Night, they may make a Clash of Wills against any supernatural power meant to force them into doing something they don’t want to do; if they win, the power fails, but seems to have been successful, unless its failure to be followed would be immediately obvious (Not sitting when ordered by Dominate to ‘Sit down’, for instance). Against the Dominate Discipline specifically, the Clash roll gains the 8-again benefit.

Telepathic Network (Auspex ****, Obfuscate ***)

Experienced Freedmen are capable of creating a mental network of telepathic communication between groups of Kindred. Once the network has been opened, any Subjects affected by Telepathic Network can send out a silent, mental message to the entire group such as, ‘I am being attacked, come help me!’ or, ‘I’m currently breaking into the back of the building. Where are the rest of you?’ This Devotion cannot be used on an unwilling or unaware subject.

Cost
1 Vitae
Dice Pool
Intelligence + Stealth + Auspex - # of individuals linked
Action
Instant

Upon activation, Telepathic Network creates a temporary telepathic bond between multiple willing people. The number of vampires (or otherwise) that can be included within the network penalizes the activation roll, which automatically fails if attempted on an unwilling individual. Those within the network may send out a mental message to the entire group, but may not send out a private message to a specific individual. The network is unaffected by distance once activated (although all who wish to be a part of the network must be present for activation). Telepathic Network lasts for the duration of a Night, unless the character responsible for activating the Devotion chooses to end it earlier.
Additionally, Telepathic Network masks the Beasts of those within the network. While those within the network still instinctively know other vampires by sight, those outside the group will not be able to sense their Aura (even if not the Predatory Aura of a Kindred), and any supernatural attempt to determine their nature reveals them as mortal unless they defeat the Devotion activator in a Clash of Wills.

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Lygos

Light is noise. Darkness is the absence of that noise. At least, that’s how the Nosferatu of the Lygos lineage see it. To them, the darkness is pure. It envelops them. For lack of a better term, it embraces them. They are the pillbugs and maggots underneath a darkened log. They are ribbons of shadow deeper than the shades of night itself. Light is garish. It does not reveal: it only confuses. When light shines upon a vampire of the Lygos, he hisses and spits and retreats from the luminous intrusion.

That part isn’t all that hard to understand, really. The Nosferatu are aberrant either physically or spiritually (for some, it’s both), and the darkness is a place of hiding, of safety, and of advantage. Plus, they’re vampires. Light is anathema to all the Damned, at least to a degree.

But the Lygos? They worship the darkness. It is a living thing, to them. It has no name, and it has no face (for darkness is all-consuming, and one could not see its face regardless), but it is a real thing, an encompassing entity deserving of veneration. A Nosferatu of the Lygos whispers prayers and entreaties to the darkness to keep them safe if not sane. He begs the darkness to swallow his enemies. He might even leave little treats and baubles behind as gifts for the shadows, and none are surprised when those trifles go missing by moonrise the next night.

Background
The Lygos won’t admit to this story, not ever. And it might not even be true (even though they fear that it is): once in the lands of Egypt there lurked a powerful Mekhet known as Nebt-Het Asenath. Asenath was said to be a childe of Longinus, the Dark Father, and was rebelling against him and hoping to stir awake old gods who might come to spite her sire. And so she walked to Ethiopia where there waited an old church buried beneath the ground, covered up because it had been made home to fallen gods, the Lord’s touch erased from the stone. In uncovering the church she discovered a nest of torpid vampires: wretched, pale Nosferatu who had dwelled too long in the dark. They awoke when she troubled their grave, and they swarmed her. It is said that it wasn’t one who performed the diablerie, but all of them together in grim simultaneity. In consuming the Vitae and soul of this potent Shadow, this clutch of Worms suffered what some say was a terrible corruption and what others (those of the bloodline) claim to have been a powerful revelation. They became the Lygos, servants of the darkness, adherents of shadow.
Requirements
Nothing beyond Clan
Clan
Nosferatu
Interactions with the Danse
For the most part, the Lygos in modern nights stay far the hell away from the tempests and incests of the Damned, preferring instead to remain in the darkest places the city presents, a hissing nest of monsters. They usually do ‘elect’ a representative, though, a bridge between the world of the rest of the Damned and the darkness of the Lygos. This go-between communes with both sides, and ushers favors and requests where appropriate.

It might seem natural for these Nosferatu to belong to the Circle of the Crone, and this is true for some. But to most, the darkness is well-beyond the bloody fundamentals espoused by the cults of the Crone. Darkness predates everything. Before the world was drawn up out of beautiful chaos, there lingered only impenetrable darkness’the Crone might be a granddaughter of that darkness, but that doesn’t automatically make her the deified matron of the Lygos.

Nickname
Creeps, Shades
Bloodline Bane
The light really messes with a Lygos’ senses. In any amount of light where a mortal would take no penalty to perception rolls, a Lygos suffers a −2 penalty to perception and ranged attacks, on top of any from range. In incredibly bright light, like a summer sun at noon, they suffer from the Blinded and Deafened Conditions/Tilts (both ears/eyes).
Bloodline Disciplines
Auspex, Celerity, Nightmare, Obfuscate

Bloodline Gift: Atramentuous

Description
In the darkness, the Lygos is king. It sharpens their bodies, minds, and their very soul, empowering them. They gain the Acute Senses merit for free, although it fails when the Bloodline’s Bane applies.

In addition, they may purchase up to (Blood Potency x 2) different ‘Atramentous’ attributes, skills, and disciplines, which cost half as much XP as normal (rounded up), so long as the character has at least one dot to start with. However, these trait bonuses only apply when the character is in an area dark enough for the bloodline bane not to apply, and they do not bring the trait above its normal maximum; if it later would (such as by buying the actual trait up), refund the Atramentous trait. These can be used to meet prerequisites, but anything relying on an Atramentous trait as a prerequisite is similarly inaccessible when the bane applies.

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Malkovian

“The definition of a Lunatic is someone who is mentally ill. Think about that for a moment; those of us that see beyond the veil, see the truth of things, we are called ‘ill’ because we refuse to be as ignorant as the collective masses. But don’t worry, in a moment you’ll see firsthand just how naive your viewpoint really is..”

The Malkovians are madness incarnate, Kindred not only detached from humanity, but so distant in their mannerisms and behavior that many wonder if they’re the result of some disease of the blood rather than the machinations of an Elder. At least, most are’ Or rather, that’s the assumption made throughout Kindred society (Those that know of them, at least). Many, though, are so subtle in their delusion that they can pass as any other Kindred, until the moment when their complex machinations are unveiled in a bloody revelation that’s been known to bring a city’s Praxis to its knees.

Background:

Compared to the more commonly known bloodlines, the Malkovians are fairly young, born of the machinations of a doctor only decades ago that took a bit too much interest in a criminally insane patient in the Asylum they worked in. A mutual interest, it appeared, when one night the doctor found himself stumbling home, hungering for blood. The specific details are said to be lost to history, but it’s well known that his wife and kids were killed shortly thereafter, and ever since then that lineage has begun a slow trickle of expansion.

The Malkovians have since remained a well kept secret within the Ventrue, a rarity of the blood that most seek to eradicate but that never seems to entirely go away. Part of their success lies in the fact that it can occasionally be difficult to tell the difference between a badly detached, inhuman Ventrue and a Malkovian, leading to the occasional ‘witch hunt’ within the clan itself. Some say that the Malkovians aren’t truly children of a specially designed lineage, so much as the victims of a blood-born pathogen or supernatural illness that permanently seem to rewrite how the Kindred mind sees things, and that is easily passed between sire and childe. Those believing this theory are known to apply the term ‘Malkavia’ to the condition itself, when not speaking of the Vampires themselves. In recent nights, the bloodline has jumped from something that was only found in Ventrues to other clans. This is not looked on by any as a good thing.

Clan
Any
Interactions with the Danse

Malkovians often fall into two categories, depending on their specific delusion (see below); they tend towards either playing the game of control like any other Ventrue, working their own beliefs into the enterprises they build, retainers they build up, and targets they seek out to eliminate or absorb, or they tend to find themselves lurking in the shadows, out of the way of the ‘public’ eye of their clan and perhaps Kindred society itself. In either case, the Malkovian bloodline is said to be more ‘insightful’ than your average Ventrue, seeing things before they happen, or plucking secrets from places nobody could know they even existed within, and either putting that information to their own use or passing it along to someone they figure will do the work for them. Malkovians are most often found within the Invictus, where they can act as any other Ventrue would within, within the Carthians where they can disappear amongst the ‘rabble’ in the eyes of others, or within the Circle, where their insightful ‘gifts’ are more likely to be appreciated.

Nickname
Malkovians
Bloodline Bane
The Malkovians are permanently under the influence of a personal delusion, as described in the Delusional persistent condition, and so long as their Humanity is low enough, they can never ‘disprove’ or otherwise be rid of it; even if they seem to temporarily, it’s not long at all before they’ve found new ‘evidence’ that proves what they’ve been saying all along. With Storyteller permission, their Delusion might change over time, but not completely, and is never negated entirely.
Bloodline Disciplines
The Disciplines of those infected with Malkavia function slightly differently to most bloodline powers. Whatever your clan, you keep your clan’s 3 in-clans. However, you may choose either Nightmare or Dominate as your fourth in-clan.

Bloodline Gift: Dementation

Description
The Malkovian ‘gift’, known as Dementation, is one of insight, revelation, and truth; or madness, delusion, and chaos, depending on who you ask. Every Malkovian has access to the gift, and some of the similarities to Auspex are why comparisons to the Mekhet have been occasionally drawn. However, unlike Auspex, where the user asks a question and then receives an answer, Dementation gives you the answers to questions you didn’t know existed in the first place.
System
The character may gain one piece of insight for ‘free’ in a scene with a reflexive action, but thereafter must pay a point of Vitae for each additional piece of information gleaned. The nature of this information is entirely up to the Storyteller; some common possibilities include allowing a Clash of Wills against an invisible character (Use the character’s Wits instead of a discipline rating), revealing the true form of a supernatural being, displaying ephemeral entities to the character’s vision, learning of danger in the area, discovering the object in the room most relevant to the current task, learning a mortal’s Virtue or Vice, or learning what to say to improve an Impression in social conflict. For the character, the information should always be conveyed as some alteration of their senses, or momentary vision; seeing a changeling’s mien, feeling sudden anger towards a threat, the smell of sweat on an easily intimidated individual, an object seeming to sparkle a little brighter, and similar.

However, the Malkovian has no say in what information is gleaned; this is left entirely to the Storyteller. Alternatively, if the Storyteller wishes to leave it to chance, they may roll on the chart below (but shouldn’t feel limited by these options otherwise). In the case of a revelation not being applicable, roll again.

Dementation Chart
(Roll a d10 and gain the insight listed below).

1 - The character learns of the most imminent threat, whether that’s physical or otherwise.

2 - The character learns of the presence of a supernatural entity; invisible, ephemeral, or otherwise (May require a Clash of Wills). Alternatively, if none are present, they might learn of other supernatural phenomena, like a supernatural location or relic, weakened barrier between realms, or anything similar.

3 - The character learns how to immediately (but perhaps temporarily) improve the Impression of an NPC by one step.

4 - The character learns the general emotional ‘mood’ of the room, even if it’s veiled or hidden by the majority of inhabitants; for instance, they could tell when a riot might be about to start, or if a party’s going badly despite pleasantries.

5 - The character sees past some type of illusion, whether innate to a template, created by supernatural powers, or somehow ‘natural’ in the world. This may require a Clash of Wills.

6 - The character gains the ability to communicate with somebody or something they normally couldn’t; understanding and temporarily speaking a foreign language, understanding the strange words of spirits, speaking to animals, learning who or what has gone by a building recently in a flash of insight, or anything similar.

7 - The character is lead to those suffering some sort of madness or mental illness; low Integrity, the Insane Tilt, the Delusional Or Madness conditions or certain other mental conditions, and anything similar might apply. This of course reveals other Malkovians.

8 - The character learns of a Bane or similar weakness of another individual (For mortals, this may simply be a severely impeding Condition or low Attribute score).

9 - The character learns of either mundane or supernatural control over someone, whether through blackmail, memory alterations, threats of violence, disciplines like Dominate or Majesty, the blood Bond, the powers of other Supernaturals, or whatever else might apply.

10 - The character discovers some inner secret of another character in the scene, or of the current location, whether mundane or supernatural.

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Melissidae

“Hush, now you shouldn’t struggle so. This is for your own good.”

The Melissidae force their herds to be insects and believe, in the creation of a perfect community formed in imitation of nature, that they are acting in the interest of the common good. At some point, most Melissidae develop the power to erase individual thought from a mortal’s brain, forcing him to share consciousness with the Queen Bee’s other mortal thralls. The Melissidae believe that mortals must exist like this. The mortals, as drones, occupy their proper place while the vampire occupies hers, and this is harmony. If the kine need to learn to accept this ‘ and they generally do ‘ then the Melissid has a duty to ensure that they take up their rightful place. It’s all for their own good.

Background:

A handful of Kindred still exist tonight who, during the late 19th century, participated in the destruction of the Melissidae.

Those who witnessed the pogrom still talk about the Melissidae, even tonight, and the stories grow in the telling. The Melissidae, they say, could vomit swarms of wasps. They say that Melissidae had a sting, imparted with no more than a brush of the lips, which could send you into an ecstasy of pain. They swear that the Melissidae behaved like the ‘Queen Bees’ of ersatz hives that were populated by mortals who had been twisted into near-mindless drones and forced to submit to a hivemind by a unique power of the blood. The one thing these elders agree on, however, is that the Queen Bees’ blood was sweeter than anything any of them will ever taste again. It tasted like honey. Yes, they still talk about their fallen foes. However, when asked exactly why the Melissidae were destroyed, these elders become somewhat vague. The Queen Bees must have done something. After all, Kindred from five clans and many covenants and nations each, entirely independently, pursued the Queen Bees’ destruction. Charges or no charges, rival Kindred enthusiastically pursued the Melissidae, who soon vanished, gone but not forgotten. Now they’re a cautionary tale for the Kindred, a fount of wild tales about insects and drone-people and blood like honey.

Requirements
Be crazy enough to find out who they are and get inducted into a hivemind
Clan
Ventrue
Interactions with the Danse
A secretive bloodline that enjoys structure and order. They find a natural fit in the Invictus but they’re willing to hide amongst any covenant while they work on thier little utopias.
Nickname
Queen Bees
Bloodline Bane
After a night away from their Hive (outside of the presence of another melissid linked to their hive-mind or a drone) a melissid suffers the Deprived condition until they return.
Bloodline Disciplines
Animalism, Auspex, Dominate, Resilience

Bloodline Gift: Hivemind Awakening

Description
A hivemind is born in the heart of ever Melissid upon being awakened into the bloodline. Without a hive to distribute this awareness into it rapidly overwhelms the Melissid who simply can’t contain the buzzing inside of themselves. Once Melissid learn to induct drones this problem is largely resolved but younger Melissid have to join the hives of more advanced Melissidae in order to survive. Childer find themselves automatically joined into their Sire’s hive until they are able to fully form their own, but any Melissid can be inducted into another’s hive by spending a night in communion with the Queen Melissid and her hive. Any Melissidae that exist together within a hive are considered to have Blood Sympathy once removed from each other.

Melissidae Devotions

Sting (Dominate **, Auspex **)

With a brush of her lips, or a kiss or a lick, a Queen Bee stings her victim, causing him to experience a brief epiphany of pain so intense he’s unable to do anything other than writhe and gasp.

Cost
1 Vitae
Dice Pool
Wits + Brawl + Dominate versus victim’s Resolve + Blood Potency
Action
Contested; resistance is reflexive.

To activate this power, a Melissid must first be in a position in which she can touch her victim with her mouth. Successful activation of the power causes the victim to suffer the Insensate tilt.

This power costs 1 Experience to learn.

Body Colony (Animalism ***, Dominate ***)

The Kindred implants a queen within the victim and the insect lays its eggs. Larvae hatch and feed on the victim, protected from physical damage by this power’s magic, their presence hidden from the victim with sophisticated hypnotic barriers. The larvae stay there for weeks, until such time as they metamorphose into adult insects and erupt from the victim’s body. The result is shock and fear for those around, massive injury to the victim (if mortal) and a swarm of insects, ripe for control by the Melissid.

Cost
1 Vitae, 1 Willpower
Dice Pool
Presence + Animal Ken + Dominate versus the victim’s Composure + Blood Potency
Action
Contested; resistance is reflexive.

Failure on the activation roll simply results in the queen dying. Success indicates that the victim suffers one point of lethal damage per day ‘ without feeling any pain ‘ until all he has no Health points remaining. At this point, the insects erupt from his body. Note that a normal mortal will heal a single Health point of lethal damage every other day. This remains true even while he’s afflicted by the Body Colony. Effectively, this just means it takes a little bit longer for the internal hive to do its grisly work. Medical attention will reverse the effects of this power, as any competent doctor will certainly notice the nest of insects festering in his patient’s body with suitable scrutiny.

This power costs 2 Experiences to learn.

Honeycomb Heart (Animalism ***, Resilience **)

The stories about Melissidae vomiting insect swarms are only partly true. In fact, a Melissid can learn how to use her useless lungs and digestive apparatus as a beehive or a wasps’ nest. Under the auspices of this Devotion, a swarm lives inside her. She can coax the swarm out at any time through her mouth and nose.

Cost
2 Vitae
Dice Pool
Strength + Survival + Animalism
Action
Instant

Success on this power’s activation roll allows the Melissid to call into herself a swarm of flying insects, usually wasps or bees. The insects nest in the Melissid as long as she wishes them to do so, and can be made to fly out of her body at any time. When released, they can be controlled as usual, using Animalism. The insects, once released, can be recalled if their host wishes, if called back within a scene. Otherwise, the Melissid must activate the Devotion again. Activating Blush while this devotion is in effect requires twice as much vitae.

This power costs 2 Experiences.

Swarm Communion (Animalism ****, Dominate ***)

The nascent hive-mind inside every Melissid’s head is insistent. The hive-mind demands to grow. Melissidae who master Animalism can intuitively extend the hive-mind to a group of mortals or Kindred, creating a ‘Swarm Communion.’ The victims find themselves sharing their perception and they become vulnerable to the Queen Bee’s other powers. Successful creation of the Swarm Communion allows a Melissid to use psychic Disciplines (Dominate, Majesty, Auspex, Nightmare) as if they affected a single individual, however the linked individuals find it easier to cooperate with their intuitive understanding of each other.

Cost
1 Vitae, 1 Willpower
Dice Pool
Presence + Manipulation + Animalism versus the highest Composure + Blood Potency in the target group (if resisted)
Action
Contested
Roll Results
Dramatic Failure
The Melissid’s perceptions are flooded with fragments of thought, memory and sensory input (inflicting a ‘1 penalty to all dice pools) for the rest of the scene.
Failure
Nothing happens. The character doesn’t realize this immediately, but may try again next turn.
Success
The target group are all connected by a rudimentary hive-mind. All psychic Discipline powers used on them work as if on one individual, using the lowest available trait or dice pool for resistance if one is applicable. However, teamwork rolls by the linked individuals gain the 8-again quality and they are able to communicate by thought for the rest of the scene.
Exceptional Success
The target group are so under the sway of the hive-mind that the Melissid gains 8-again on psychic discipline uses against the victims.

Suggested Modifiers
Modifier Situation
’0 Character attempts to affect two victims.
’1 Character attempts to affect three to five people.
’3 Character attempts to affect six to 10 people.
’5 Character attempts to affect 11 to 20 people.

This power costs 2 Experiences to learn.

Hive Induction (Animalism ****, Dominate ****, Conditioning)

The Melissidae are known among the Kindred for the ability to imbue Conditioned thralls with their own hive-mind. Like insects, Melissid slaves know what the others know, think what the others think and work as more than a simple team. This power’s effects go far beyond simple Conditioning, the subjects of the power becoming unable to function as individual human beings. Individuals’ personalities submit to a group-mind under the control of their Kindred queen.

Cost
5 Vitae and 3 Willpower to create the initial ‘hive-mind’ of three members; 2 Vitae and 1 Willpower for each subsequent member introduced to the hive-mind.
Dice Pool
None
Action
None

Once a Melissid successfully inflicts the enslaved condition upon three thralls she may activate this devotion. The victims, their memories and individual personalities more or less erased by the process, share one mind, becoming drones under their Melissid queen’s direction. Further members may be inducted by inflicting the Enslaved condition on them and activating this discipline again. He is overwhelmed by this Devotion’s use and behavioral cues, the new member loses his own individuality to the hive.
Drones, when in peril, can raise a telepathic alarm signal. Any other drones, their Melissid sire or any other Melissidae associated with the hive can perceive the alarm. If such an alarm is made during the day, when the hive-queen sleeps, the queen’s player may roll Humanity to awaken.
The Melissid, as queen of the hive, has the power to contact any member of the hive telepathically and can use Possession on any member of the hive-mind without making eye contact as long as one member of the hive is within the Melissid’s line of sight.
Social and Mental Skills for hive drones are reduced to zero; Social and Mental attributes are reduced to 1. Any mortal or Kindred can see that a drone is plainly, terribly wrong with a successful Wits + Empathy roll. It is possible to break the hive-mind’s hold. If isolated by more than a mile from the rest of the hive for more than one week, the individual’s telepathic link fades. At this point, the victim can attempt to remove the Enslaved condition.
To turn a mortal into a mindless drone is monstrous: Kindred with Humanity 3 or above will face a breaking point every time they use this power.
A Melissid can maintain a hive with a number of drones equal to the square of her Blood Potency, plus 1. Only mortals and ghouls are subject to Hive Induction. This Devotion will not work on other Kindred at all.

This power costs 3 experiences.

Mock Mind (Auspex ****, Dominate ***)

Since the Melissadae’s re-awakening, they have taken care to hide themselves, and their hives. Some Melissidae have learned how to create a false ‘mask’ personality, which they can bestow upon their diligent drones.

Cost
2 Vitae
Dice Pool
Intelligence + Empathy + Dominate
Action
Instant

Successful activation of this power enables the Melissid to imbue a drone with an entirely fake but wholly convincing personality, constructed from lingering fragments of identity subsumed by the hive-mind.
Dramatic failure causes the personality created to take hold of the drone so strongly that, on the moment of its first activation, the personality becomes the drone’s real personality. If this happens, the drone, believing himself always to have been this new person, gains the Delusional and False Memories conditions.
This false personality can, once installed, be activated or de-activated with a telepathic cue from the drone’s queen or from another Melissid with this power attached to the hive (such as one of the queen’s childer). When activated, the drone’s Social and Mental Attributes and Skills return to the levels they held before his induction into the hive-mind.
The mask personality fools mortals, but has no aura; attempts at telepathic scanning using Auspex or similar powers find that beneath the surface, there there is literally nothing.

This power costs 2 experiences.

Noctuku

In every culture and region in the world there are stories of cannibalism. Horror stories of survival on the edge of starvation and monsters that hunt and eat the flesh of men. The Kindred have cannibal tales of their own: whispered rumors of the dread Noctuku, Nosferatu who take pleasure in hunting their Kindred cousins and eating the dead flesh that hangs from their bones. These stories are passed along with the same excitement and fear as an urban legend or a ghost story ‘ tales told of Noctuku dwelling on the edges of a city, waiting for Kindred to stray too far from the shelter of the Prince’s law. Kindred in larger domains scoff at mentions of the Noctuku, taking them to be rumors fueled by fearful neonates or worse, a competitor’s attempts to hide her crimes behind an old ghost story. Those who reside closer to the hidden haven of a Noctuku live in fear of the dark, for the Noctuku are very real.

Background:

Myth and rumor surround the Noctuku. It is believed that they may have existed long before the advent of the covenants, and that they may not be a bloodline at all; tales are told of Nosferatu who have spontaneously exhibited the hunger of the Noctuku following the diablerie of another. What is known is that many Nosferatu fear that they, too, will feel the pull of the Noctuku within their veins.

Requirements

Only the most debased petition to join the line, and those that are tricked or embraced directly into it must have the mental fortitude to survive the rigors of their new hunger. An alternative route into the bloodline exists: Amaranth. A Nosferatu that commits diablerie may spontaneously manifest the bloodline regardless of her current Blood Potency. This does not grant the normal rewards of diablerie; access to the bloodline is the “reward”. Nosferatu that join this way assume their diablerie attempt failed, only to wake up the next evening with a new gnawing hunger.

Clan

Nosferatu

Interactions with the Danse

Modern nights find the Noctuku relegated to urban legend in most domains, which is exactly what the surviving members of the line prefer. Now, as the majority of Kindred relate stories of the bloodline in abstract terms, believing they are simple myths meant to discourage diablerie, the vampires of the Noctuku hunt and feed, vicious and skillful as ever.

For the most part, the Noctuku do their best to keep their nature hidden from Kindred society. Elders of the line can be surprisingly strict when it comes to the Traditions and frown on a flagrant disregard of their wisdom, usually because it usually encourages other vampires to rise up and destroy the bloodline. Most discover that it is better to remain just shy of breaking the laws of Kindred, using the veneer of lawful obedience to protect them from wholesale persecution . . . so long as they can manage it. These Noctuku observe a kind of double Masquerade with their Kindred cousins for the very same reasons the Kindred do with mortals: it is better to hunt an unsuspecting prey than one who knows the truth.

Nickname

Bogeymen

Bloodline Bane

Blood alone cannot sate a Noctuku’s hunger. A Noctuku must consume flesh at least once a week, otherwise his mental capacity begins to suffer, and the penalties to Social actions based on Humanity apply to Mental actions as well. His Humanity is treated as two dots lower for the purpose of determining these penalties, and Intelligence and Wits failures become dramatic failures. This does not apply to Perception rolls. His mental faculties return to normal once he devours flesh.

Bloodline Disciplines

Nightmare, Obfuscate, Resilience, Vigor

Bloodline Gift:

Phagia

Description

Phagia is an expression of the Noctuku’s true nature as apex predators in the world of Kindred. It allows them to more efficiently take Vitae from their victims, preserve corpses for later consumption, and make use of the remains. All Noctuku gain Gnashing Maw at no cost upon joining the bloodline.

  • Gnashing Maw

A Noctuku is brutally efficient at mauling prey. The vampire’s fangs are treated as 2L weapons, as he becomes capable of tearing through flesh with greater ferocity.

When committing diablerie, the Noctuku can drain Vitae from his victim by devouring flesh instead of drinking normally. This is a purely narrative effect, and changes nothing mechanically.

  • Rasping Flesh

Prerequisite: Vigor 2

The vampire’s flesh changes to a rasping, rough surface covered in microscopic ridges that allow him to ingest blood through any point on his body as long as there is skin-to-skin contact. Because of the great increase in available intake area for feeding, the Noctuku has access to the Feed move in a grapple without needing to perform the Bite move first.

  • Bloody Cache

Prerequisite: Obfuscate 2

Cost: 1 Vitae

Dice Pool: None

Action: Instant

Requirement: The Noctuku must shed his own Vitae on the corpse (included in cost) and rend it into Size 1 chunks.

The Noctuku preserves the remains of his victims, saving their flesh for later consumption. This power must be used within one hour of death, and lasts for a number of chapters equal to the vampire’s Blood Potency.

  • Mortal Balm

Prerequisite: Nightmare 3, Resilience 3

Cost: 1 Willpower + 1 Vitae + 1 additional Vitae

Dice Pool: Intelligence + Crafts + Resilience

Action: Instant

The Noctuku removes the skin of a victim, preparing it like an animal hide, and it grants him an unnatural level of protection against both mundane and mystical sources. The process of preparing the hide takes an entire night as the skin must be removed from the victim, scraped, dried, stitched together, and imbued with Vitae. One victim is enough to create a hide large enough to cover the torso and head. Two can be made into a hide that covers the arms or legs as well. Three victims are required to make a hide that covers the entire body.

Dramatic Failure
The vampire messes up at a critical moment. The hide is ruined.
Failure
The vampire faces a setback, but may try again at a cumulative −1 penalty.
Success
The hide is complete. For each additional Vitae spent, the hide grants the wearer one active effect of Resilience, at a rating equal to half the Noctuku’s own Resilience level, rounded up. Only parts of the body covered by the hide are protected.
Exceptional Success
The hide is so well made the vampire may spend one more Vitae to grant it the ability to protect the wearer from sunlight. Half the Noctuku’s Resilience (rounded up) is added to the wearer’s Humanity for determining the severity of the damage received, and subtracted from Blood Potency for the frequency of the damage. Only parts of the body protected by the hide are shielded.

The hide lasts for one night per dot of the vampire’s Resilience, but disintegrates at the end of the night it protects the wearer from damage regardless of how many nights it has remaining.

The vampire may create a hide with no supernatural properties whatsoever, in which case it will never disintegrate. Noctuku typically use such hides for bedding, or to decorate their havens.

  • Blood Compulsion
Prerequisite
Nightmare 4, Vigor 2
Cost
Vitae 2
Dice Pool
Strength + Survival + Vigor versus Stamina + Blood Potency
Action
Instant

The vampire radiates an aura that attracts blood in the surrounding area to him. For a number of turns equal to Blood Potency, blood will attempt to move a number of yards equal to successes each turn. Blood in containers will push up against the side closest to the vampire, attempting to find cracks to pass through. Unrestricted blood will flow around barriers and even run counter to gravity to reach him. On an exceptional success, the blood is pulled with enough force to move any containers it may be trapped in. Blood bags fall off their racks, vials jump off shelves, and even corpses twitch and slide an inch or two across the ground if enough blood is still in them.

Living victims that fail to resist suffer the Noctuku’s Nightmare dots as a penalty to all physical actions as the blood in their bodies pulls away from their limbs and vital organs. If they have any open wounds, they take 1 point of lethal damage each turn Blood Compulsion lasts, as blood flows from the injury toward the vampire. On an exceptional success, the victim suffers the Insensate tilt for the duration of the power.

Kindred victims don’t need blood to oxygenate their muscles and organs, and thus don’t suffer a penalty. Their Vitae still rebels, however, and all Vitae costs increase by one. They also lose 1 Vitae each turn Blood Compulsion lasts if they have any open wounds, and this lost Vitae attempts to reach the Noctuku.

Toreador

Bloodline Disciplines
Celerity, Dominate, Majesty, Vigor
Bloodline Weakness
Toreador all share a peculiar fixation with fine or otherwise interesting art. Upon activating the bloodline, the Toreador’s player should choose a style or type of art that they’re particularly interested in. Whenever the Toreador sees a well made piece of art that fits that style, they gain the Obsession condition with regards to it, and keep it until they’re able to acquire the piece for themself, or in the case of more fleeting art forms (like a song or play), until the end of that performance. The conditions will resolve naturally at the end of the scene, but no beat is gained in that case.
Bloodline Gift
Artistic Vision

The Toreador all share an innate love for or capability with artistic endeavors, particularly that of higher society. Toreador gain the rote quality to any roll to study, interpret, or create any sort of art, so long as that art is primarily for the purpose of appreciation (while one might consider building a car an artform, for instance, a car provides its own mechanical benefit).

In addition, by discussing a piece of art made or studied with a roll that gained this benefit with somebody, the Toreador gains a bonus equal to their blood potency on any social rolls with that individual, and their impression is treated as one higher during social maneuvering. By spending a point of vitae, the Toreador may use the discussed or created piece as a gift for the target (assuming they can indeed offer it as one), automatically opening a door during social maneuvering without a roll, or otherwise automatically succeeding on a mundane social roll.

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Lodges

Lodge of the Chronicle

‘We’re all stories, in the end.’ - Steven Moffat

The lodge seeks to preserve the history and knowledge of the Uratha as a whole, and members display perfect recall and a dazzling understanding of history and lore. They do, however, have an unfortunate tendency to become lost in interesting stories and are therefore easily manipulated.

Background:

The tale goes that a young Cahalith was caught up in a Sacred Hunt that ranged across a continent, and involved chasing down a disease-spirit (possibly an idigam, though the lodge denies this) powerful enough to bring whole human populations to heel. It spawned Claimed, Hosts, hundreds of minor spirits, and even traitor Uratha who would rather live deformed than die sick. By the time the hunt was complete and the battle was won, dozens of werewolves had died, and the lore and history of two generations of Uratha was gone.

The lodge’s founder, horrified, determined that this should never happen again, and formed the Lodge of the Chronicle.

Requirements
Must be a Cahalith
Totem
Crying Owl, a wise spirit with a long, piercing song, agreed to act as patron to the lodge, and its numbers grew over time.
Interactions with the People
Adherents of the Lodge are often well received by an area, as they often have stories to tell that can help local packs. From news of distant shores, to stories of spirits that have moved into the area. Their stories are often bartered for, if even only for a meal or a couple drinks at a local dive bar. There are those who think them soft, because they only see them dealing with the stories themselves, and often don’t see them on the hunt. This is where their nickname from outsiders comes from. They are called the ‘Librarians’ because most Uratha think they sit in their storehouses of information and read, when in reality, they are the ones going out, finding, sifting, creating stories to pass along. They fight, story to story, to rebuild the history of the People.
Nickname
Librarians (Outsiders), Chroniclers (Internal)
Lodge Bonds
Bond explained here
  • Blessing: Perfect Recall- A member of the Lodge, as an adherent of Crying Owl, is able to imprint a story of the Uratha to any medium, at the cost of a point of essence. Any information saved in this way seems more potent, more rugged, and will last through the ages. Books smolder, instead of burn, files saved to a USB drive are incorruptible and use no memory, nor can they be erased. This does protect against supernatural attacks if the offender doesn’t win on a Clash of Wills.
  • Aspiration: Learn a story of the Uratha
  • Ban: Members cannot turn down an opportunity to learn a new story of the People.
The Sacred Hunt
With their bias towards the collection of knowledge, when a hunt is called by a member of the Lodge, they are able to hear whispers of stories of the prey’s progress, as if hearing a narration of the hunt itself. It is vague enough that it does not give away the exact location of the prey, but it does aid in the search for the creatures that they often hunt. This allows the Adherant to track without a scent, as the narrative of the hunted creature tells stories and portents of where they will be. (Allows either a Wits+Occult or a Wits+Streetwise roll to track without a scent)

Tools

Members of the Lodge may purchase the following:

  • Lodge Lorehouse- Being Chroniclers, there is quite the repository of knowledge that can be referenced by any member who’s taken the time to make the connections to those who hold the information.
  • Lodge Stronghold- As a way to safeguard the knowledge that is stored, the Lodge has set up strongholds that act more as grandiose fortified libraries than anything else, and is guarded as if it were a life or death matter.
  • Lodge Armory- Sometimes a story must be taken by force, and as such, members of the Lodge are able to request gear from those who guard the storehouses, to guarantee that the Lore is brought back to the Lodge.

Lodge of Crows

Werewolves of the Lodge of Crows often refer to the three strongest tribal lodges as ‘the three pillars of the storm’ ‘ the three philosophies and methods for a Storm Lord to achieve power and influence enough to make a difference. The Lodge of Crows is the subtlest of these three pillars, enough so that most werewolves aren’t even aware that there are three pillars in the first place. The Lodge of Crows’ members are sworn not to admit their loyalties, and, indeed, there aren’t many werewolves outside the Iminir who even know of the Lodge of Crows’ existence. Subtlety and cunning are the hallmarks of the Crows, and the manipulation of power and influence from behind the scenes is their shadowy path to dominance.

Crows don’t care about glory or recognition for their deeds. Such rewards are for those who need affirmation more than results. In fact, the Crows are much happier being uncredited for their work. It brings so much more freedom. With all eyes on the alpha, the unbothered Crow can get away with much more. Openly confessing to being of the Lodge of Crows is a major violation of the lodge’s oath of secrecy, enough to mark one for removal. The greatest problem facing the lodge is the lodge members’ lack of scruples; the Crows aren’t afraid to do dirty work. Some wonder if they enjoy it too much.

Background:

Little is known, and less is shared, about the historicity of the Lodge of Crows. Not how long they’ve been around, though oral tradition and written record puts that estimate near a millennia, and not where they started or how far their wings spread. Perhaps the mystery is part of the allure.

Requirements
Storm Lord
Totem
The Crow

The Lodge of Crows naturally takes its name from its patron spirit, and individual members call themselves Crows with that homage at least partly in mind. But the truth is that the spirit calling itself Crow is probably not Crow itself, the epitome of all crows, or even all corvids, as the spirit sometimes claims. A few Ithaeur within the lodge are quietly working to discover their patron’s actual name and nature, just in case.

Interactions with the People

The foremost benefit of joining the Lodge of Crows is that members look after their own. They demonstrate a loyalty to each other fueled not so much by camaraderie as by a possessive bond. If someone injures a Crow, any others who hear about it are sure to take some measure of retribution. However, in accordance with the purpose of the lodge, the Crows strike secretly rather than overtly. Their attentions might be disguised as a fluke accident or take the form of a third party sent against the offenders on some trumped-up excuse. In addition to the benefits of protective brethren, Crows learn a few common code phrases and symbols that they can use to leave one another messages.

Nickname
Crows, Raptors, Ghosts
Lodge Bonds

Blessing: The Crow may spend a point of Essence to gain the rote quality to investigate or study a target suspected of a moral, criminal, or supernatural transgression. If the Crow finds evidence of such a transgression, any action they take to coerce, blackmail, or intimidate them achieves an exceptional success on three successes instead of five.

Aspiration: To gain power through subtlety and cunning, manipulating and influencing from behind the scenes.

Ban: A Crow’s loyalties to and membership in the Lodge must be kept secret.

The Sacred Hunt
Death from Above. Crow teaches its children how to strike fast, robbing the Sacred prey of its metaphorical eyes. The first antagonistic action against the target of the hunt cannot be contested or resisted: this may be a surprise attack, or the use of influences to strip a particularly influential Claimed of its temporal resources, for example. If the target has supernatural protections against the nature of the attack, this provokes a Clash of Wills.

Tools

Lodge Connections, Lodge Sorcery with a choice of the following two Influences (Authority, Electricity), and the Lodge Style Merit, Circling the Prey.

Circling the Prey (* to *****; Style)
Prerequisites
Manipulation 3, Presence 3, Politics 2
Silk Curtain (*)
When the Crow spends 1 point of Essence, their target’s attempts for the duration of the scene to discover or uncover the Crow’s true intentions lose the 10-again quality (or, 8-again becomes 9-again, 9-again becomes 10-again.)
Lower Your Guard (**)
The Crow may spend 1 point of Essence when attempting to influence or misdirect a target. Until the attempt succeeds or fails, for no longer than the duration of the scene, the target suffers the Crow’s Spirit Rank as a dice penalty to resist manipulation or persuasion.
Best Served Cold (***)
When the Crow builds something for the purposes of pursuing their prey, they may spend 1 point of Essence to add +2 dice, or if extended, to make two additional rolls.
They’re Everywhere (****)
After studying their prey for one turn, and with a successful Manipulation + Subterfuge - target Composure roll, the Crow may spend 1 point of Essence to inflict the Paranoid Condition if in Hishu; in any other form, inflict Shadow Paranoid.
Scared and Alone (*****)
A successful Manipulation + Socialize roll, contested by Composure + Primal Urge, allows the Crow to impose the Ostracized Condition.
Ostracized (Condition)

The Crow flays away external Social merit dots equal to their successes on the roll for Scared and Alone. The selected dots are inaccessible to the target for the next week, but they may choose to resolve the Condition for a beat by replacing the dots via Sanctity of Merits for something similar, eg. if Scared and Alone removes Allies (Police), the returned Merit dots may not purchase Allies (Police) to resolve the Condition, but could potentially purchase Allies (Criminal) due to a shift in fate, or Contacts (Police) as old alliances turn strained. If not, the Condition goes away after one week, and normal access resumes.

Resolution
Replace the targeted merit for another similar or adjacent Social merit and take a Beat. Otherwise, the Condition wears off after one week, and normal access to the target merit resumes, and in this instance the player does not take a Beat.

Lodge of Death

Those of the Lodge of Death feel that the greatest mystery lies not in the howls of the Cahalith or some pocket of the Shadow, but in the inevitability of the grave. What lies beyond the veil of death is a question that humans and werewolves alike have tried to answer ‘ unsuccessfully ‘ for thousands of years. All humans have to go on is faith in a few dubious stories of tunnels of light, but the Uratha have the testimony of the spirits. This doesn’t help as much as they’d like, however.

The Lodge of Death hunt ghosts, the undead, and those who would live beyond their allotted time. All things must die, adherents say, and those who cannot (or will not) pass on inevitably bring imbalance should they linger too long. Barghests therefore take it upon themselves to track down such restless shades and send them off to what lies beyond.

Many adherents flock to the Lodge out of sheer morbid curiosity. They want to know death, to better understand their own time among the living and make the most of it, and to know what their own funerals might look like. Others have lost relatives and wish to know that they have passed safely on, or wish to pick their brains for knowledge thought gone forever. Some even join after they lost family, lovers or friends. They wish to find them and ensure that they are safe, or are otherwise put to rest. Still, others regard death as the ultimate test of mettle and courage ‘ a werewolf who does not fear her own death is a truly dangerous foe.

Not all members of the Lodge of Death entered its ranks with benign goals, however. Ghosts cannot, as far as most werewolves know, be bound into fetishes or affected by most rites. What’s more, human ghosts exist in a state of Twilight, similar to a spirit that has crossed the Gauntlet and found a source of Essence to sustain itself. Werewolves of the Lodge of Death wonder how such ghosts maintain themselves, since they don’t seem to gain Essence the same way natural spirits do, and wonder if Uratha could learn to take spiritual sustenance in the same way.

Members of the Lodge of Death approach their work in different ways. Some spend their time conversing with ghosts, searching out haunts and trying to find ways to follow ghosts into whatever rewards await. Other members search the Hisil for places associated with death, speaking with conceptual-spirits of murder, starvation, disease and other methods of demise. A few take a darker course, though. Death is regarded as pivotal, even sacred, and they would seek to observe (or even bring it about) whenever the opportunity presents itself. Hence, there have been many instances of one dying with a Pale Hound as a witness, whose eyes are the last thing he sees as they look for answers in his last breath.

Background:

  • Everything has its time, and not even Urfarah was exempt from this. It is hardly surprising, then, that the Pale Hounds view the Anshega Cult of Bones with contempt. The Gravediggers’ goal of reviving Wolf is sacrilegious to the Pale Hounds’ teachings, and their hunting of the Forsaken’s ancestral spirits further incites their fury. That the Cult has found and allegedly experimented with the corpses of ancients best left alone is another nail in their coffin, and the Lodge of Death routinely declares Siskur-Dah to purge such atrocities.
  • It is often rumored that the Lodge of Death has carved out a place for itself in the Underworld, where adherents spend much time hunting obscure prey or learning strange occult lore. Most of these werewolves are lone pilgrims, making the perilous journey to the Lodge’s domain in the wake of a great loss. Others sojourn to the Great Below after their last ties to the world of the living finally passed on.
  • Upon initiation, a Barghest is told in hushed whispers the details of her own death by the Lodge’s Totem. Most understand from then on they are powerless to stop it, but there have been many who sought to flee or fight against their fates. A few even dare to break the Ban itself, though they almost always meet their end as Hithelal-Us incinerates them in clouds of black fire and ash.
  • The Lodge of Death collects bottled ghosts, assembling echoing vaults of incarcerated dead for questioning or experimentation. These whisper galleries are hidden and guarded in the most remote places, with the largest ones secluded deep in the Shadow. And many of the ghosts enshrined within are hundred of years old, with some warped from either imbibing the waters of cthonic rivers or taking up masks which embody a given aspect of death.
Requirements
Simply the desire and fortitude to face Death
Totem
HITHELAL-US, THE ASHES OF THE DEAD

This spirit is invisible most of the time, though it always appears through the smoke of a funeral pyre. When revealed, it is a black smoldering figure shrouded from head to toe by a thick cloud of ash and soot. Its eyes burn fiercely, pulsing like hot coals in a dying fire.

Hithelal-Us is an ancient death spirit. In fact, it is thought to be one of several such spirits formed when Father Wolf died. While many of its fellows howled and raged at their existence, the spirit that would come to be patron of the Ash Wolves was quiet and full of wonder. After all, it awoke to a world newly changed. It witnessed the time of great sorrow that befell the People, and it also watched as an ancient culture that had looked to circles of wise souls for guidance gradually erode in those dark years.

However, the spirit would see such losses as more than an end. It saw how they were one half to a crucial cycle in the worlds, and understood that Urfarah’s demise was perhaps a necessary one for them world to grow further. It saw old tales and lost secrets fading slowly from memory, waiting to be borne once more to impart the lessons they bear.

Hithelal-Us doesn’t speak to its adherents often, but it typically appears whenever one dies and is cremated. In such events, the spirit manifests from within the pyre to remind the surviving werewolves of their mission: to understand the mysteries of death in order to comprehend the true meaning of life. Sometimes, it has been known to commune with a dead adherent’s pack members to offer some parting words on their behalf.

Interactions with the People
As a Tribal Pillar of the Bone Shadows, it is no surprise that the bulk of the Lodge is comprised of Hirfarhra Hissu. Many Iron Masters can be found in a number of schisms, though, as they inevitably face ghosts, vampires, and other forms of walking dead while mingling with the human herd. One schism recruits from the Suthar Anzuth, training its members on how to fight those of their kind that have been twisted by the power of death. Ghost-Claimed Su’ur and the fabled Styx Hounds are the prey these Blood Talons favor the most.
Nickname
ASH WOLVES, BARGHESTS, PALE HOUNDS
Lodge Bonds
Bond explained here
  • Blessing: Members of the Lodge of Death know the times and circumstances of their deaths. Therefore, lodge members do not fear an untimely end. Members of the lodge do not fear for their own lives (though they might feel afraid for loved ones), and are immune to supernatural attempts to instill fear. Also, members’ Harmony ratings are treated as two steps closer to 5 when considering triggers for Death Rage.
  • Aspiration: To understand death
  • Ban: The Lodge member cannot reveal how and when she is meant to die.
The Sacred Hunt
The Lodge Sacred Hunt allows your character to strike ghosts with natural weapons and apply the benefits of Honorary Rank towards ghosts.

Tools

Lodge members may purchase the Lodge Armory, Lodge Lorehouse, and Lodge Sorcery Merits, and may choose Sorcery Influences from Death, Smoke, and Ashes.

Fetish: Pain Poppet(**)

This fetish resembles a small, human-shaped doll sewn together from scrap fabric and stuffed with sand, straw or gravel (though some more extravagant werewolves use chips of bone). The werewolf can attune this doll to a target and then squeeze or claw the doll to inflict pain upon the victim. The fetish works on living and unliving targets, including other werewolves, changelings, and vampires, but it does not work on spirits.

Effect
The user focuses on a target in his line of sight and growls softly. If the fetish is successfully activated, it is attuned to that target and remains so until the werewolf releases it or until the next sunset. Whenever the werewolf ‘hurts’ the Pain Poppet (squeezing it, sticking it with a pin or a claw, etc.), the target suffers a ‘2 to all rolls and to Defense, just as if he were suffering wound penalties.

Lodge of Wendigo

The Lodge of Wendigo was established to cull the weak, and spiritually corrupt from The People, like maggots are used to clear dead flesh so the body can heal, the Lodge of Wendigo acts in a similar fashion, removing cancerous wolves who’ve fallen to the temptation of the Maeljin, have irrevocably succumbed to their base desires and have been altered beyond all hope of redemption by the Idigam and other powerful entities.

Background:

Once Fenris-Ur hunted on the edge of the Shadow and chanced upon an entity that balanced itself between the worlds of spirit and flesh. The spirit appeared in the shape of an ancient human, withered, hunched and crooked of tooth. This being devoured its most recent kill with relish, sucking the skin from the bones of a slain mortal and licking the blood from its fingers. When Fenris threatened to crunch the spirit in his jaws, the wizened creature cackled and invited the wolf to share in the feast. It told the Firstborn how all blood held tastier secrets beyond mere flavor, and that he, Wendigo, was the only being that knew how to find them. Fenris stayed his wrath as the creature spoke, curious as to the spirit’s meaning. The mighty wolf shared the kill, and, with Wendigo’s help, Fenris learned the secrets within the blood. These were secrets of the dead man’s birth and death and the many joys and sorrows between. All this knowledge came to the great wolf-spiriti in a mere taste of blood. This inspired the totem of the Blood Talons. The secrets of all prey, all enemies, could be learned by getting within their minds. He dreamed of his children unleashing their fury from within the midst of enemy packs, emerging from the shadows to strike their foes. It could work ‘ it would work ‘ if the werewolves had the power to know what secrets lay in the hearts of their enemies. When Fenris asked if all blood held such secrets, the creature smiled a small smile. When Fenris asked if the power could be used to hunt and know an enemy’s heart, the creature’s face split into a wide grin. When Fenris asked if the spirit would teach his Blood Talon children of the power in blood, Wendigo cackled with glee. And so the Lodge of Wendigo came to be, not a lodge founded in principles of fire and fury, but forged by the truth that defeating an enemy can come from knowing his secrets

Requirements
Suthar Anzuth werewolves who show a willingness to engage in stealthy, hit-and-run tactics in the defence of their hunting grounds are in the minority of their tribe, but certainly not rare. Wendigo ignores most of these Uratha. He takes special interest in those Uratha who go beyond the obvious and easy ambushes, infiltrating deep into enemy territory (sometimes leading their packs with them) and remaining unseen for lengthy durations, long enough to learn much of their foes’ lairs, habits and personalities. Werewolves protecting their territories by such methods are likely to receive ‘ in some form or another’ a visit from Wendigo.

When the spirit manifests before a likely candidate, Wendigo the cannibal-spirit is most often in the shape of the elderly, wizened man with bloodstained lips and chin. If the Uratha has a specific cultural notion of what a cannibal-spirit might look like, then Wendigo will occasionally shape his appearance to match the werewolf’s thought. Whatever the cannibal-spirit’s outward appearance, once it has discovered a Blood Talon that seems suitable for the lodge, Wendigo appears to the werewolf each time the Uratha is on a silent stalk through the Shadow and isolated from his packmates. Sometimes teasing, sometimes gravely serious, the spirit offers to teach the Blood Talon new ways of knowing his enemies’ secrets and conquering his foes by guile and strength. If the werewolf rebukes the spirit several times and clearly shows no temptation, then Wendigo will never reveal himself to the Blood Talon again. However, if the Uratha shows interest or accepts the offer outright, Wendigo will explain a little more; hinting at the hidden costs of gaining a foe’s strength and learning the secrets of the enemy. All the while, the spirit teases and insists that werewolves of little courage or conviction are unable to master the techniques, and that secrecy is paramount.

If, finally, the werewolf still accepts the offers, Wendigo tells him that the first secrets to be revealed are found within the spirit’s own blood. The totem offers the werewolf a few drips of his Essence-rich ichor. Those Uratha who accept this offer find themselves spiritually refreshed (back to maximum Essence) and dizzied by revelations as they realize Wendigo has offered them a place as one of its children. Those who refuse at any point of this last stage will never see Wendigo again, and never learn the lodge’s real secrets.

Totem
Wendigo, The Cannibal Spirit
Interactions with the People
The lodge members see their aims very clearly. While all Blood Talons must always be prepared for battle, these werewolves see great advantages in learning all they can of their foes before striking. When lodge members do finally attack, they attack from a position of surprise and infiltration, with the Blood Talon’s assault often serving as the signal for the rest of his pack to attack while the enemy is engaged and off-guard. The Uratha of this lodge spend hours, even days, scouting out an opponent’s territory. Though the bonds of pack are just as strong for these werewolves, they are ready to leave their friends behind for some time in order to achieve their ends.

There is a darkness within the Uratha of the Lodge of Wendigo, something that can make extended contact with them uncomfortable. Though they are as outwardly loyal to their packs as any werewolf, lodge members hold secrets that are never shared with other Forsaken. No werewolf is forbidden from telling of his allegiance to Wendigo, but some of the suspicions of outsiders are in fact justified. Some of the lodge members practice secret rituals taught to them by Wendigo, rituals that hinge on the forbidden consumption of human flesh and blood

Nickname
Hypocrites by those who know the Lodge’s dirty secrets and forbidden practices. The Lodge itself tends to refer to itself collectively as The Cure.
Lodge Bonds
  • Blessing: The Lodge of Wendigo adherents spend days, if not weeks stalking their prey, lurking in enemy territory, learning habits, locations, friends and allies of their targets before using surprise and terror to bring their prey down. Wendigo gives his adherents the ability to infiltrate and insinuate themselves into their target’s hunting grounds by helping them to blend in. Lodge members gain +1 to Socialize, Subterfuge and Streetwise rolls when outside their own territories.
  • Aspiration: To Keep the People Spiritually Strong by removing the weak and corrupted.
  • Ban: Members of this Lodge can only take the life of another Uratha by Tooth and Claw. The Tools of Man are meant for fighting, not killing.
The Sacred Hunt
On the Sacred Hunt, the Wendigo member must be able to strike hard, fast and leave no doubt while being so far removed from their packs. The lodge member does not sacrifice defense when making an all out attack against the target of the hunt or those standing in the way of the Sacred Hunt. The Lodge member may also sacrifice their defense to double the bonus from an all-out attack.

Tools

Lodge members gain access to Lodge Connections and Lodge Sorcery (Darkness, Hunger, Fear)

RITE OF FORBIDDEN FLESH (**)

The Lodge of Wendigo is well aware of the secrets and the strength within blood, flesh and bone. By taking into themselves parts of their enemies, those werewolves with particular loyalty to the cannibal-spirit also take in their enemies’ power ‘ be it knowledge or physical might. This spiritual magic is clearly unacceptable within the greater body of Forsaken culture. Any werewolf ever caught teaching the Rite of Forbidden Flesh to an outsider is signing his death sentence. Wendigo himself senses the use of these rituals, and will appear in wrathful form should his lodge be betrayed.

Symbols
Blood, bones, rage, death
Performing the Rite
The ritualist must eat and swallow at least a meals worth of human, wolf or werewolf flesh within an hour to perform this rite. If he has done so, the werewolf can enhance his own strength, drawing on the favor of his totem and its cannibalistic power. The ritemaster meditates upon the act of cannibalizing another living creature as he beseeches the lodge totem for health and strength. Some werewolves believe that the ritual unlocks the supernaturally potent aspects of cannibalism, though some are certain it is a way to literally contact the totem with a show of dedication.
Dice Pool
(Resolve+Survival)
Action
Extended (10 Successes) Each roll equals 10 minutes of feasting
Roll Results
Success
The cannibalistic act has infused the werewolf with healing energy and strength. For the next 24 hours, he gains one additional Health point, +1 Strength, and +2 General Armor as the forbidden act strengthens his body for the grueling hunt to come. (bonuses are cumulative with shapeshifting modifiers).

(All Uses of this rite face a breaking point toward Spirit and must be rolled upon completion. Failure rolls with no additional modifiers. Success and Exceptional Success may add +1 to the harmony roll.)

Lodge of the Fury Choir

Full moon spirits are the Greatest Warrior in Luna’s army. The Ralunim are both spirits of mythical light and might and unsurprisingly, Rahu sometimes fall into Hero worship and try to emulate the way these spirits do battle against Luna’s enemies. Ralunim are in many ways More Rahu than Rahus, because they never were humans. To some Full Moon, this is a good thing. Those Full Moon are called Ralurnim.

Background:

The Lodge’s history is recorded in tragic tales of sacrifices, act of service to Luna and bloody battles that echoes in the words of many a Ralunim. It’s unclear when the Lodge was formed, but the way the Ralunim and Ralurnim speak about the stories from the lodge, it’s been around for millenias, for as long as Auspices have touched the People.

Requirements
Purity 3, Harmony of 6 or Lower (Joining the lodge is a breaking point toward Spirit −5), 5 dots between Brawl, Weaponry and Firearms
Totem
Ralunims serves as a totem-like entity without being one, instead each of them landing a portion of their powers to the People who join the lodge.
Interactions with the People
The Lodge is treated with the respect and fear that Zealot would receive. There will be discomfort and awkward conversation and moment, but ultimately the Ralurnim are on the Forsaken’s Side.
Nickname
Ralurnim
Lodge Bonds
  • Blessing: The Ralurnim may call upon the Fury Choir to empower them to fight viciously. for 1 essence they may extend their time in the Gauru form by their Purity renown. During the Full Moon Additional turns may be purchased for an increased cost (2 essence, then 3 essence). Calling on this blessing is a breaking point toward spirit
  • Aspiration: To become more like a Ralunim
  • Ban: Feel the light of the moon at least once when she’s in the sky.
The Sacred Hunt
When the Ralurnim goes on a hunt, it is with the blessing of the Ralunim. by spending 1 essence they gain exceptional success on their Auspice skills rolls (that pertains to the hunt or prey) with 3 successes instead of 5.

Tools

Members of the Fury Choir may take Lodge Armory and Lodge Sorcery (Light, Rage), as well as a custom Fighting Style, which is assumed to have the same Style Tag as the Tactical Shifting style (using Hurt Locker rules).

  • Fighting Style: Fury Choir
Prerequisite
Werewolf, Member of the Lodge of the Fury Choir

This fighting Style is gain through the Ralunim and Ralurnim fighting and by the blessing of the Lodge, it is impossible for a non-member to gain the benefit of this style without supernatural assistance.

  • Shapeshifting Advantage (*): Whenever the Ralurnim fights an opponent who lacks the ability to change their shape in a meaningful fashion (enough to alter traits), they increase their defense against such opponent by half of their Primal Urge (rounded down)
  • Savage Ambush (**): By shifting form reflexively before an attack, the Ralurnim uses the surprise from the sudden shift to overcome the defense easily, lowering their defenses by their Purity renown
  • Moonlit Revelation (***): As long as moonlight is touching the Ralurnim, their defenses apply in its totality against all attacks not lowering for multiple attacks, including firearms. Moonlight count as: Light from the Moon, Generated by a Lune or by the Light aspect sorcery of the Lodge.
Additional Lodge Mechanic
If a Ralurnim’s Harmony reaches 0, they roll for a spirit breaking point. A Dramatic failure on the roll means the Ralurnim becomes fully Spirit and becomes a Lune, affiliated with the Fury Choir with the Spirit Rank they possessed when they were still Uratha. The Character is no longer in control of the player and becomes an NPC. Such an occurrence is rare but the lodge reveres those Lunes with particular references.

Lodge of Hallowed Halls

Werewolves are physical creatures first and foremost. Their preferred method of sensation is scent, and even the Bone Shadows find their way among spirits by intuition and visceral understanding rather than cerebral problem-solving and dry research. But the Change comes upon learned people - doctors, scientists, professors and others who are trained in academia. The Bone Shadows claim a good number of these folks (the Iron Masters do also, of course), and some wind up joining the Lodge of the Hallowed Halls.

Whatever the case, the lodge has spread across the world over the centuries, and one might find a member in any university or place of learning, including teaching hospitals and museums. The members of the lodge call themselves Inimzu-Ur, from a First Tongue phrase meaning “wolves who speak with words” and they pride themselves on being capable Uratha and learned individuals. The main goal of the lodge is not just the acquisition of knowledge but the reclamation of knowledge from the libraries and warehouses of humanity. It amazes the fetishes, descriptions of rites, warnings about dangerous spirits, maps to loci and other artifacts from the culture of the People wind up museums and private collections. Some members of the lodge make a distinction between an artifact that the People created but has no immediate value or danger and thus is -fair game- for any owner, even a human one, and an object that has real and direct value to the Uratha and must return to their possession immediately. Most members of the lodge do make this distinction, and feel that humanity shouldn’t be allowed to study, say, First Tongue, for fear that they start to learn it. What would humanity do with the knowledge of the spirits’ language? How might humans change the Shadow by this information? Best not to find out.

Background

The Lodge of the Hallowed Halls has a venerable history stretching back to the 12th century. A young man enrolled at Oxford University underwent the First Change, and when a pack of Bone Shadows arrived to collect him, he refused to go with them, saying that he wanted to stay and finish his education. Lodge lore has it that the spirit of Oxford itself intervened on his behalf, promising to watch over him until he had completed his time at the school, but in modern times this is considered apocryphal at best (for what it’s worth, attempts ask the spirit of Oxford for the truth have led nowhere; the spirit doesn’t seem know the truth of the matter). Another story has it that Thomas fled into the school grounds and the Bone Shadows, upon following him, became fascinated with the collection of knowledge present there

Requirements
Academics 2, Wisdom 2, Cunning 1, Subterfuge 1, First Tongue
Totem
The Archivist — A Spirit of Knowledge and Secrets. As befits the Archivist, they typically only appear in the Lodge’s home library of Oxford. They support that some knowledge should be protected, archived away for those for which it is meant. The spirit lends it’s influence and desires to the Lodge, but does not see fit to interfere in daily affairs.
Interactions with the People
The Lodge is open to all members, but feels most connection for Bone Shadows and Iron Masters.
Nickname
Inimzu-Ur
Lodge Bonds
  • Blessing: When willpower is used on Academic, Medicine, or Science rolls during the hunt for knowledge, gaine the Rote Quality.
  • Aspiration: To reclaim Knowledge from The Herd
  • Ban: As an extension of the Herd Must Not Know, adherents to the Lodge must destroy any evidence of supernatural goings-ons that could be a breach of the Oath, in possession of the Herd.
The Sacred Hunt
The Lodge of the Hallowed Halls allows for a clash of wills against a concealing power on the hunt’s target, if they’re within your Wolf’s Sense’s Range for Sight.

Tools

Lore of the Lodge: Members are able to access the Lodge Lorehouse and Lodge Connections, and Lodge Sorcery (Secrets) as those who walk through Hallowed Halls share information with each other, even if they hide it from others.

Lodge of the Shadow Throne

There are some among the Uratha who believe the stories of Mother Wolf are not accurate. Some say she was actually the spirit-king of Pangea, who ruled with purity, honor, wisdom, cunning, and glory. These people believe that it wasn’t just weakness that caused her spawn to turn on her, but a coup for power over the spirit courts she ruled. They say the Shadow has never been the same because the true heirs to the shadow throne, the Uratha, haven’t claimed it.

Background:

The lodge first appeared in the Congo, during the late 1300s, led by a Uratha named Zongwe Kelenga. Though Zongwe was the Beta of his pack of Ithaeur, he was a charismatic man who had managed to guide his pack into the domination of the spirit courts in their territory. The unity of the Shadow allowed Zongwe’s pack to easily defend themselves from a Pure incursion, gaining them notoriety throughout Western Africa. It took about twenty years, but finally Zongwe managed to find enough potential adherents to court the enigmatic spirit known as King Solomon.

Now official, the lodge boomed slowly gaining popularity outside of the continent. However, human society changes as do The People who grow up in it. First the destruction of various monarchies around the world and then the Renaissance and Industrial Revolutions decimated the Lodge membership. New strange spirit courts rose seemingly out of nowhere and many a Lodge member and their pack was killed defending their fiefs to the last breath. Others were displaced and bitter. Membership and interest dropped significantly outside of small enclaves.

But the lodge is beginning to gain a resurgence. New ideas of governance have begun to merge with the need to have a central power running the local Hisil. A ‘king’ today can be as much a mob boss or CEO as a president or comandante. For the rare pack of Courtiers, members may find themselves serving as representatives for various spirit courts. There are some who never manage to ascend to the throne, but find power in steering the ruling spirits as advisors. The important thing is that a Uratha is holding the reigns because the shadow will always be better for it.

Requirements
Ithauer
Totem
A spirit of sovereignty, Chief Adimu claims to actually have served as the advisor of Father Wolf during the time of Pangea. Adimu is wise and shrewd, measured and regal. He manifests himself as a large, nude man made of obsidian and draped in a sash of spun gold. His throne is made of chiseled ivory and on his head sits a crown of laurels with the symbols representing the territories his members and their packs lay claim to.
Interactions with the People
The lodge’s place among the various tribes and Uratha society varies from territory to territory. Effective rule of the Shadow can create pristine conditions on both sides of the gauntlet, but for those Courtiers who fail, the results can be spectacular, leaving a mess for other packs to clean up for years. Furthermore, Courtiers are much more likely to lose their Harmony towards spirit quickly and several packs have had to hunt and then bury a Courtier lost to Kuruth in the Hisil. More than one pack has also had to deal with overly ambitious Courtiers attempting to annex their own territories. Still, a wise and well-supported Courtier can bring powerful allies to the table, which is a benefit many packs are loathe to ignore.
Nickname
Courtiers, internally. Shadow Kings, externally.
Lodge Bonds
Bond explained here
  • Blessing: An offering of gathra from the Courtier automatically removes one Door in social maneuvering. This can only be used once per month per spirit or spirit court.
  • Aspiration: Rule the Hisil.
  • Ban: Do not betray those who show you loyalty.
  • Sacred Hunt: The Courtier’s own sovereignty is brought to bear. The prey’s loses the 10-again bonus when interacting with the Uratha.

Tools

  • Courtiers of the Lodge of the Shadow Throne have access to the lodge sorcery with a choice of the following three influences (Sovereignty, War, Wisdom.)

Shadow Politics (*to***** Style)

Prerequisites
Manipulation 3, Presence 3
Effect
Your character has earned a place among the spirit courts. Drawing on the Ithaeur’s instinctual understanding of spirits, the style was developed to give Courtiers a legitimate claim to the thrones they seek. Because of this, each level of Shadow Politics requires the user to make a breaking point check towards spirit upon purchase.

Worthiness (*): Whenever the character makes a breaking point towards spirit, the character gains the [Connected] Condition for a spirit court in their territory; these Connections to spirit courts are the Connections referenced below.

Pull the Strings (**): The Courtier may use her connections as leverage, though she may not access a connection’s influence beyond her own dots in Shadow Politics. Using a court’s influence results in a resolution of the Connected condition.

Always Vigiliant (***): The Courtier may use up to five Connections to replace their skill in Politics, Investigation, or Subterfuge rolls to uncover a target’s agenda.

Burning Bridges (****): If the Courtier resolves the [Connected] condition, they may roll a chance die. On a success they regain their connection during the next crescent moon without the need to roll a breaking point.

Indomitable (*****): At this level the Courtier may add their number of connections, up to a maximum of 5, to resist social maneuvers.

Valkyrja Mot - Choosers of the Slain

Every culture has their stories of brave warriors who fought in spite of their fears, whose very courage made them seem fearless. Few stories match that of the Valkyrja, brave women sent not only to fight in battles, but to determine the flow of battle and to carry the bravest souls to their Gods for a greater more vital battle than one that could be found on earth. Even among the Uratha, the Valkyrja are known, fierce Uratha women who fight to stem the tide of Idigam and send the greatest of all Uratha on to prepare for one last greater battle at the side of the All-Father.

Background:

Our proud name and legend is tainted by human myth and fancy. They would have you believe our grandmothers were flying about on the backs of grass-eating horses garbed in chrome breastplates and winged helmets. They know nothing of us - most even mistake the fact that the Old Norse for “valkyrie horse” was a play on words for wolf. This much they got right - when the wolves and ravens came to feed among the battle dead, we were not far behind.

Odin, humanity’s All Father, did not die. Long before the Uratha were cast out from God’s grace by killing Angerboda, Mother of Wolves, he journeyed to the base of the World Tree at the heart of the Shadow and found the Well of Prophecy. Only sacrifice could stir its waters, so he dug out his right eye so that he could see the future of the universe. There, painted in blood, he saw a last battle far in the future, when the fetters that hold back the Idigams would be sundered and the fate of the world would depend upon one apocalyptic battle. He knew what he must do. He did not flinch from his painful sacrifice, neither do we. He then went to Mani, our own father, and talked like both parents, concerned with fate of all Nine Realms.

To us, Odin’s adopted daughters, he gave the task of finding the best for him. Thus, we are called Summis-urdu, the Choosers of the Slain. That is our sacred duty, to send the greatest warriors to join his hall. At the death of a mighty warrior, we come to perform the Funeral Rite and speed them to the All-Father, preparing for the Final Battle. Of course, we, too, will join with the All-Fathers army when the time comes to slay Idigams and their lot, and, for that reason, we must master the arts of war as well.

Sometimes, only when in great need, our elders may call us to fight together for some cause. For this reason, we often train together, to learn our own special arts of war. Know this: when the Valkyries go to war, we go to victory, or to the hall of the father of us all.

Mot of Valkyrie is a sisterhood that had its beginnings in ancient Scandinavia, when stories of Norse people only take first shape. The Great prophecy of Odin was a tale that started to gather female Uratha and Wolf-Blooded warriors shield maidens that wanted to prepare their kind for the Ragnarok, the Final Battle. They commune with Odin by the ancient spirit called Valkyrja, which is said to be first of their kind.

Adherents are women driven by duty and understanding that All Fathers army will let to stop armies of Idigams in future apocalypse. For this, they search great and renowned heroes, to collect their souls for this last stand to come and send them to join forces of Odin. They also become paragons of female Uratha on the North, sacred order of the sisters that fight with dead itself.

Mot is dedicated to seeking souls of heroes and traditional burial practices, so it’s not a surprise they are in large part composed of Bone Shadows members, taking roles for ‘Angels of Death’ and following Odin and Kamduis-Ur examples in their practice. Others among the group hail from Storm Lords, cultivating proud traditions of their ancestors and always looking for hidden Claimed posing as recently fallen dead heroes - phenomena known as Draugr. Many point to the group’s similarities with Lodge of Arms as Pillar of Iron Masters, but Valkyrie answers they are under guidance of Odin, not man, so they follow their own traditions. But no Tribe is without representation among the many numbers that make up the Valkryja Mot.

Requirements
A female Uratha who suitably impressed a Valkyrie in skill of arms, Renown and her keen discernment may be asked to join. It is improper to solicit this mot for membership. While skill at arms is a given for potential Valkyries, they look for more than Rahu to fill their ranks. Valkyries value all of the auspices, though Rahu, Cahalith and Ithaeur are the most common. The Cahaliths’ natural ability for prophecy is well regarded. The Valkyries’ dependency on rites and their constant need for new fetishes makes Ithaeur a prime choice as well.

Renown and is performed in secret. Simply put, a Valkyrie must approve of the applicant and pass the name on to an Elder who likewise approves. The Valkyrie’s sponsor writes the applicant’s name into the ledger of the Valkyrja mot; even if the initiate fails, she becomes a likely candidate for their Funeral Rites.

Then comes the second test, a test of discernment. This test is also secret. The applicant is put into a situation in which she is asked to evaluate the character and skill of two warriors. If she is correct, she passes. To do this, the Valkyrie proctor will often go to some Uratha who has authority over the initiate, perhaps her alpha or a tribal elder, to enlist their cooperation in actually phrasing the question so that the Valkyrie may hear the applicant’s answer.

It is only at this point that most applicants learn that they are being tested - which forewarns them of what is coming, the test of combat. Within the next month, the applicant will be called out by a Valkyrie, and the applicant must answer the challenge if she wants to join. The challenger places three ritual objects before the initiate: a knife, a wolf’s canine and a drinking horn. Choosing the drinking horn means that the challenge is refused politely. There is no overt shame in this, but the applicant must provide the challenger with a feast to thank her for the honor the Valkyrie has given her. The Valkyrie rarely inquires as to why this invitation was declined. During the feast, the initiate may give a reason for her refusal and seek to be tested again, but most are not offered a second chance to join the Summis-urdu.

If she chooses the tooth, her Valkyrie proctor will immediately shapeshift and bite the applicant, and a hunt begins. The candidate gains a one-hour lead, and she must try to remain uncaught and unconquered by the Summis-urdu for 24 hours. The initiate cannot use human transportation or tools to evade the Valkyrie. If they meet, they will fight in wolf form. If the applicant shows her neck during the ordeal, she is disqualified. If she is judged to fight valiantly enough or successfully evades her pursuer, she wins.

Choosing the knife means ritual combat. The proctor is testing skill and control and, therefore, often fights defensively. Nevertheless, the fight is always a bloody affair, with archaic weapons - knife, sword, axe or spear provided by Valkyrie, if not owned by the applicant - or hand to hand combat. The initiate must score an impressive wound (causing 3 or more Health levels) against her proctor while remaining on her feet and not shifting into Gauru - thus showing her skill at arms and her restraint.

The initiation is likewise secretive, involving the applicant’s adoption by the All-Father, and is always performed under the northern lights in specially prepared circles of stone. The initiations proceedings are never spoken about, but the initiation has a stunning effect, as it turns the applicant’s wolf-coat snow-white. The Valkyries also have their own version of the Funeral Rite. Valkyries only preside over the funerals of those the Valkyries feel will help the All-Father. The body is ritually burned with its weapons, and blood is spilled, normally that of domestic animals but sometimes raven or eagles to honor the greatest warriors. The rite is in every way similar to the normal Funeral Rite, unless the Valkyrie achieves an exceptional success. When this happens, one of the blessed Vettier, the ancestor-spirits of the Valkyries, appears, leading a pack of midnight-black wolves. They then bear the werewolfs body and spirit into the ancestor realm of Asgard.

Totem

Skuld is neither the best known of the Valkyries nor the best known of the Norns, the beauty of Skuld is that she is on the only Valkyrie to be a Norn and the only Norn to be a Valkyrie. Skuld, the youngest of the Norns, sets the length of life for every person in the world, and it was she who was there the day that Father Wolf came to the World Tree seeking answers. Some she gave, those her sisters would allow, then she stole off to watch him at the well. There she saw what he did and there she took pity on him. She sat for days with the All-Father, and together they made a plan. A world of daughters helping him for the battle that must come, the sacrifice he must make. It is said that she was the one who cut All-Father’s thread, and she knew before he did what he would have to do. But she had faith that he would come here for answers, and she showed him the daughters he would need.

Skuld appears as she always has, as she did that day she found Father Wolf at her and her sister’s tree, as a Norn dressed for battle. A silvery blonde haired woman, her hair styled some in braids and some left loose. Her skin pale and glittering like snow catching sunlight, while strange markings in dark blood decorate her face. Her eyes are narrowed on her goal, seeing the outcomes as they play out. Of all the Norns, she is the least likely to share her visions - but to her children, to those she and Father Wolf picked out - to these she shares some things.

Skuld is dedicated to war and death, obsessed with battlefields and ‘decent death’. The spirit looks over the passing of souls to their proper afterlife in Valhalla, if they lead a good life. She is also far removed from her adherents, leaving a considerable distance for the work of gathering souls, contacting directly only in most dire situations. Mot see their Totem on great battlefields and in silence they do their duties. Most of communication between Valkyrie and Skuld is done by several ancestor-spirits that serve as this lesser messengers, usually given the customary names of Brynhildr, Freja, Goll, Gondul, Gudr, Gunn, Herfjotur, Hildr, Hladgudr Svanhvit, Hlokk, Hrist, Sigrdrifa, Sigrun and Svafa. The Valkyrie regard the aurora borealis as a portent of their ancestor-spirits’ approval. But the Valkyrie also often study flocks of ravens regarding the habits of local wolves, if present, looking for signs of their benefactors’ approval and desires. Many Valkyrie care for ravens and feed them to keep them nearby.

Mot fulfill their duties to Valkyrie by making sure that virtues (by Norse standards, i.e. Renowns) people and werewolves will join Odin’s army. Lodges Totem cannot be everywhere - only on greatest battlefields - and it’s the adherents duty to collect as many great warriors as they can. They look for souls most closely associated by their life with Renowns and collect their souls in the moment of death by making their Rite of Funeral.

Influences of Skuld Totem: Death 4, War 3, Wolves 2, Ravens 2

Interactions with the People
Among the mots, this is one of the most prestigious lodges. Valkyrie is the most common name for them in the New World, though Valkyrja and Waelcyrge are more common in the Old. Their counsel bears great weight among the mots, and their mere presence on a battlefield dominated by volk, especially fighting on one chosen side, can cause the other to relent. Even those who don’t believe all the lore surrounding the Summis-urdu may fall back, fearing the wrath of Father Wolf. For these reasons, the Summis-urdu are slow to form allegiances, slow to choose sides in an argument between Uratha. The Summis-urdu do their best never to insinuate themselves in politics, though they know they are fools to ignore it entirely.

Summis-urdu rarely lead packs, for their duties to their lodge often pull them away to seek the slain and fill the halls of their lord. They are most often second in command, or battle leaders - their icy demeanor and fearlessness of death make them ideal for this role.

Nickname
Summis-urdu (Choosers of the Slain), Valkyrja, Valkyrie, Battle-Maidens
Lodge Bonds
  • Blessing: Valkyrie Mot are guardians of boundaries between life and death. Because of this they count as always having Renown 1 if they’d have 0 for buying Death Gifts, this way they can interact with the dead, no matter what renown they have.
  • Aspiration: To find and send souls of those high in Renowns – i.e. Uratha with Renown 3+ and humans, Wolf-Blooded, or other supernaturals that could be marked by the deeds if they were Uratha.
  • Ban: A Lodge member must at least once per month send the soul of one high in Renown.
The Sacred Hunt
The Lodge Sacred Hunt grants your character the ability to detect nearby dying character(s) close to Renown 3+ within a number of miles equal to half his Primal Urge, rounded up.

Tools

Skuld’s Children may purchase the Lodge Armory, Lodge Connections and Lodge Stronghold merits.

  • Funeral Rites

Heart and soul of Mot’s duties is performing service for dying or dead warriors, sending their souls to Valhalla to join the Odin’s army. They do this by invoking Funeral Rites, the last soul’s anointing before going to the second world. They are also done to free the corpses from any spiritual influence. There are two versions of Rite - one is of Wolf kind, for battle situations. Another is Pack one, where the whole pack comes to send a fallen hero on his last journey.

  • Funeral Wolf Rite (*)

A gift of living to the dead, rite assures that souls move to the afterlife and body is cleansed of other influences. Symbols: Death, journey, deeds Sample Rite: On the battlefield, Valkyrie kneels beside the target of Rite, takes his head in her hands and recites his Renowns, calling Odin All Father to claim his soul. (Presence + Expression) Modifiers: Renown that target earn in live and invoked in recitation +1 Action: Instant (3 successes; roll represents 1 turn of recitation) Success: Soul of the dead is sent to Afterlife. If there is an Ephemeral Entity taking power over the body, it’s Manifestations are ended and Entity linger in the Twilight near the body. The Ephemeral Being rolls her Rank to the contested roll of Ritemaster. If he wins, Entity loses its ties to body and linger near to it in Twilight.

  • Funeral Pack Rite (*)

This Funeral Rite is performed when there is a time to make a proper funeral ceremony. This version of Rite is much more powerful, but it also lets the target lay at least a few hours, suspended between life and death. It’s also more effective in banishing bad forces from it. Symbols: Death, journey, deeds Sample Rite: Running of the Rite is a local culture funeral ceremony, led by the Ritemaster. In Norse culture, it’s typical ‘Viking funeral’ scenes. (Presence + Expression) Modifiers: Renown that target earned in life and invoked in recitation +1 Action: Extended (10 successes; each roll represents 15 minutes) Success: Soul of the dead is sent to Afterlife. If there is an Ephemeral Entity taking power over the body, it’s Manifestations are ended and Entity linger in the Twilight near the body. The Ephemeral Being rolls her Rank to the contested roll of Ritemaster. If he wins, Entity loses its ties to body and linger near to it in Twilight. Additionally, all participants are cleansed from foreign influence of Ephemerals also – treat all Pack members taking part in ceremony as the targets of above power.

  • Fetish - Valkyrie’s Helmet (*)

Famous winged helmets of Valkyries not only protect them from harm to the head - they also convey knowledge of Renown closest deeds of the seen person, as they are made of Knowledge spirits. Effects: Activations of the helmet let’s to ‘hear’ the deeds of an observed person in the head of Valkyrie for the whole scene. Item also works as proper helmet that not confers typical penalty to Perception roles and having those traits: Rating 2/1, Strength 2, Defense −1, Speed 0, Coverage: Head

Name of Lodge here

Fill out the introduction with what the Lodge is about and their goals and driving force. Basically, what makes them tick.

Background:

The story and history, how did the come to be, where did they start out, who was the founder of the Lodge.

Requirements
What does it take to get into this Lodge?
Totem
What totem does this Lodge link with?
Interactions with the People
The Lodge’s place among the various tribes and Uratha Society
Nickname
What do others call them? What do they call themselves?
Lodge Bonds
Bond explained here
  • Blessing: Here
  • Aspiration: Here
  • Ban: Here
The Sacred Hunt
The special bonus they get on the sacred hunt

Tools

Any Special Things? What do they do?
  • Info Here
  • Info Here
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The Storytelling System, Beast the Primordial, Changeling the Lost, Chronicles of Darkness, Demon the Descent, Mage the Awakening, Vampire the Requiem, and Werewolf the Forsaken ‘2014–2022 White Wolf and published by Onyx Path Publishing. Produced by Jeff Vandenberg. Layout and Design by Jill Arden ‘2016