Vampire the Requiem · 2018-05-04 · Vampire the Requiem takes a far grittier approach to killing...

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1 Vampire the Requiem A Genesys Rules Conversion

Transcript of Vampire the Requiem · 2018-05-04 · Vampire the Requiem takes a far grittier approach to killing...

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Vampire the RequiemA Genesys Rules Conversion

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ContentsIntroduction 1Part One - New Rules for Genesys 2Strain 2Blood Healing 2Blood Potency 2Frenzy 2Bestial Nature 3Touchstones, Masks, Dirges and Banes 5Blood Bond 5Torpor 6Diablerie 6Blush of Life 6Part Two - Character Creation 7Daeva 7Gangrel 8Mekhet 8Nosferatu 9Ventrue 9Ghouls 10Bloodlines 11Part Three - Skills and Merits 13Merits 13Part Four - Disciplines 14Animalism 14Auspex 15Celerity 15Dominate 16Majesty 17Nightmare 17Obfuscate 18Protean 19Stalwart 19Vigor 20Part Five - Devotions 21Animalism Devotions 21Auspex Devotions 22Dementation Devotions 23Nightmare Devotions 23Obfuscate Devotions 24Obtenebration Devotions 24Stalwart Devotions 25Part Six - Blood Sorceries 26Crúac Rites 27Theban Sorcery 29Vicissitude 31Thaumaturgy 33Part Seven - Equipment 35Part Eight - Bestiary 36

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IntroductionThis book provides all the rules needed to run games of Vampire the Requiem in the Genesys Roleplaying sys-tem produced by Fantasy Flight Games. This book isn’t a standalone product and makes frequent referrals to the Genesys core rulebook, without that you will find very little within the following pages makes sense.

I don’t own Vampire the Requiem or Genesys, each is owned by their respective companies, this is purely a fans work.

What is Vampire the Requiem?You are likely familiar in some form or another with the concept of a Vampire. The Immortal fiends of the night that need to feed on Blood to survive. You’ve likely slain them with a band of Adventurers in a castle while the Kingdom was imperilled. Vampire the Requiem takes those Vampires and moves them to the modern day. Vampires are just as real, but now they live in cities like London, Los Angeles or Rome. For these Vampires, or Kindred as they refer to themselves, Undeath and Im-mortality come at a price. Rarely will you find a Kindred enjoying their awesome powers, for their Immortal Soul is now forfeit and an overwhelming need to hunt and kill haunt their every moment.

Vampire the Requiem takes a far grittier approach to killing and harming others than a traditional RPG where killing the enemy is often the first and most effective solution. Thematically and mechanically, the game dwells on death, physical, mental and emotional trauma while mixing it with sex and drugs. It’s all edgy by intent, and so I apologise now, all edge hereon in is an attempt to be thematically appropriate.

I won’t offer a list of inspirational media for themes. You can use any modern day media, be it a crime TV series or a Thriller film and add Vampires. The harder part I always found with Requiem, was an Aesthetic. We’ve all been conditioned for many years to think Vampires probably wear a cloak, are necromancers and have a small village nearby that are fanatically loyal out of fear. That isn’t nec-essarily the case this time round. Your Vampires now can be corporate businessmen in suits, angry biker-dudes in a bar or weird librarians trying to lure you into the forbid-den section.

To that end, I‘d advise becoming familiar with films like John Wick, where a fantastical society seems to co-exist with our regular world, all bound together by strange notions of honour and mutual respect.

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Part One - New Rules for GenesysRequiem and Genesys are very different games, both in design philosophy and how they play. Bringing Requi-em to Genesys has not been a One for One conversion. Where appropriate I condensed certain Requiem rules for Genesys, and expanded the scope of Genesys rules to fit Requiem. These new rules and applications for said rules are as follows.

StrainStrain in Genesys functions as a pseudo special-bar. You can dip into it to perform special feats that set the PCs apart from everyone else. In this Conversion, I am folding Vampiric Vitae into Strain. That is to say, if you decide to spend ‘Vitae’ to cast a Discipline, it will cost you Strain. If you feed off a mortal, you will recover Strain. Vampires cannot be knocked unconscious by any means, and reach-ing their Strain Threshold will surely lead to Frenzy, cov-ered later. Feeding from a Mortal is a Brawn+Brawl check. You recover 1 Strain per success on any Brawn+Brawl check opposed by Resilience. Each Success causes the Target to suffer 1 Strain. After their Strain threshold is filled, upgrade Strain suffered to Wounds. Regardless of circumstance, feeding off a person is a Physical act. Once a Person is bitten, they succumb to the euphoric sensa-tion of being fed upon. A Discipline check is required to break free of this stupor. Feeding in Combat adds to the Feed check.

Strain cannot be recovered by passing a Cool or Disci-pline check at the end of a combat encounter. Sleep does not recover Strain either, it can only be recovered through use of Talents or feeding. All pre-existing means of spend-ing Strain, for second manoeuvres and activating Talents still apply. The overlap of Strain and Vitae may seem con-fusing, but it was the most intuitive and logical means of applying such a system that felt thematically appropriate and blended with existing systems.

Blood HealingAll Kindred have access to the powers of the Blood, or Vitae as they call it. The most evident and direct display of this power is their ability to reknit broken flesh and bone to heal wounds. All Kindred can suffer 1 Strain to heal 1 wound as an Incidental.

Blood Potency Blood Potency has been condensed from 1 - 10 ranking system to a more thematic 1-3 ranking instead. In doing this, I hope to keep the difference between ranks of Blood Potency mechanically interesting and not just a case of increasing the number of dice you roll.

Blood Potency advances naturally as Kindred age. All Kindred start as Fledgelings, and after 100 years of exis-tence will advance to become Ancilla. Ancilla can exist for 200 years before their Blood thickens and they become an Elder. These changes occur as naturally as possible, no rolls need to be made to advance your Blood Potency, it should develop in tandem with your character as the centuries pass.

FledgelingActivation: PassiveRanked: No Your Character can perform the “Blood Healing” Inci-dental. For each rank of this talent, your character can perform one Discipline Talent during each of their turns. Each rank of Blood Potency increases your strain thresh-old by 1. You can suffer 2 Strain to upgrade 1 die for your next roll.

AncillaYour character must have been a Fledgeling to benefit from this talentActivation: PassiveRanked: No You may select 3 Discipline Powers currently known within tier 1, 2 and 3. Reduce the Strain Cost of these Discipline powers by 1.

ElderYour character must have been Ancillae to benefit from this talentActivation: PassiveRanked: No Further reduce the Strain Cost of all tier 1, 2, 3 and 4 Dis-cipline Powers by 1. This will make your 3 selected powers from Blood Potency 2, cost 2 less Strain. This can make these abilities free to cast.

FrenzyAll Kindred hold within them a ferocious Beast. An echo of primal rage, of what it is to be the Hunter, the apex predator. This savage nature boils close to the surface in every Kindred, and a moment of weakness, or supreme recklessness can bring it to the surface. When this hap-pens, a Kindred is said to enter a Frenzy. An animalistic state, finding little difference between friend and foe and with no regard for love or law. Frenzied Kindred are un-controllable, and extremely dangerous for being so.A Frenzy check is a Discipline check, much as a Fear check is also a Discipline check. There is no set difficul-ty on a Frenzy check. Instead, the difficulty scales with suffered Strain and lost Wounds. Every Quarter, rounded up, of Strain suffered towards your Strain Threshold adds

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1 difficulty to a Frenzy check. Every Quarter, rounded up, of your Wound Threshold filled, upgrades the difficulty of your Frenzy Check by 1. A Vampire can attempt to delib-erately Frenzy at any time by rolling a Frenzy check. Success triggers the Frenzy in this case, instead of Failures. A Frenzy check can be called for under many circum-stances. Examples include; An attack takes you below half of your Wound ThresholdYou are on fireYou are in close proximity of fireYou are exposed to SunlightA Direct, specific threat is made against you.There are a few examples that hopefully convey the type of scenario that you could expect to roll a Frenzy check in.A Kindred enters a Frenzy when they fail a Frenzy check. While Frenzied, you decide what the Beast wants. Does it seek to fight, or to flee? Being injured, or simply being in a fight can be enough to bring forth the Beast, who will surely attempt to assert his dominance over the combat-ants with utmost savagery. But when confronted with Fire or Sunlight, the Beast may seek to flee. You will take any possible action to complete this goal. While Frenzied, upgrade all Brawn and Agility rolls twice, and reduce your Intellect and Willpower by 1. Unarmed attacks deal +2 damage and have a Crit Rating of 2.

You leave your Frenzied state when your Wound Thresh-old is filled, or your Strain Threshold is emptied. You re-cover 1 Strain at the end of each round. Allied Social Rolls can force you to recover Strain, with a difficulty equal to the Frenzied Vampires current Strain, and each success recovering 1 Strain. A Touchstone NPC adds 2 Boost dice to any such Social Roll.

Bestial Nature Not all Kindred are born Monsters, but unlife twists many into one. Vampires have a special trait, Bestial Nature, to reflect this. It tracks how well a Kindred retains their Humanity, moral compass and mortal sensibilities against the temptations of the Beast.

Bestial Nature is related to a Vampires Mask and Dirge. Since no Vampire is truly Human anymore, they must endeavour to maintain a level of control and composure over their desires and emotions. Without this, they will swiftly find their eternal nights consumed by the Beasts desires, and what’s the point in Eternity if you’re not in control? A Vampire being true to the Beast within refers to their Dirge. Their selfishness, cruelty or greed are the aspect through which they relate to the Beast. Though the Beast embodies all Vices, each Kindred finds a particular lens through which they view their own Beast. This is their Dirge.

A Kindreds Mask and Dirge are represented by their Bes-tial Nature. This is not a static attribute, and will change over the course of gameplay. Mask and Dirge will ebb and flow dynamically based upon a Kindred’s conduct and de-cisions. A particularly ruthless series of nights could allow a Kindred’s Dirge to overtake their personality, and their Mask will suffer accordingly. Likewise, suppressing their vile desires and spending their nights as close to a mortals as possible could allow a kindred’s Mask to dominate.

Between the Mask and the Dirge lies security, a place where many Kindred desire to be, where they feel in con-trol and safe from the Beast, but still above mortality. This middle ground is not a static point however, and it can change as a vampires perspective and personality become warped over many years. Eventually, dominating a mor-tals mind to maintain your lifestyle becomes normal, and threats slip from your lips as easily as breath once did.

Your Bestial Nature represents this middle ground. Rated from 1 to 5, a Kindred can expect to move across this spectrum throughout their unlife.

1 represents the Mask Dominant. Your every action and thought are dedicated to emulating that Humanity you once had, and to all but the keenest-eyes and minds, you can pass as a Mortal. You still suffer all Banes, but your appearance and conduct eases those about you. You add 1 Boost die to all positive social interactions with mortals, and downgrade 1 die when resisting Frenzy.

2 is said to be Humane. Though you have both feet plant-ed in the mortal world, you know what you are.

3 on Bestial Nature is to be Balanced. With one foot in unlife and one in humanity. Many Kindred fall into this category, but few remain long. Being Balanced requires a constant effort to maintain, as the Beast clamours to be let in, while you knowingly engage in actions that feed it. At this point, many Kindred wonder if their Mask is worth maintaining.

4 on Bestial Nature points to a Callous vampire. Though not fully in the Beasts thrall, they do whatever they feel is necessary to ensure their continued existence with the safety of others playing second fiddle. They add 1 setback die to any positive interactions with mortals.

Finally, a 5 represents your Dirge dominant. You care little for the thoughts and wellbeing of those about you. You are selfish and craven, little more than a puppet of the Beast. Your flesh is taut and thin and your eyes are black orbs. You upgrade the difficulty of any positive social interac-tion with mortals once, and upgrade 1 die when resisting Frenzy.

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A Frenzy check can be called for under many circum-stances. Examples include; An attack takes you below half of your Wound ThresholdYou are on fireYou are in close proximity of fireYou are exposed to SunlightA Direct, specific threat is made against you.There are a few examples that hopefully convey the type of scenario that you could expect to roll a Frenzy check in. Each point on Bestial Nature carries certain associated ‘sins’, actions that challenge that state of existence. A Callous Vampire will think little of threatening a mortal, while a Humane Kindred might struggle to forcibly feed from an unwilling mortal. Rough guidelines for what sin equates to each point of Bestial Nature are in the table above.

Partaking an action higher than their current Bestial Nature requires a Discipline Check with a Difficulty equal to the rank of Bestial Nature of the relevant action. For example, Murder requires a Discipline check. Kindred do not need to test Discipline for actions on their current Bestial Nature. So a Balanced Kindred does not need to test Discipline after committing an im-passioned crime. Failing a Discipline check adds a mark against your current Bestial Nature. Accruing a 3 marks in any Bestial Nature bar 5 will move you to that level. Dirge Dominant requires only one mark, as the crimes therein are of far more severe scope than any other tiers. Should a player with Dirge Dominant accrue 3 marks within their tier, they are removed from play in a permanent state of Frenzy.

A player can lower their level of Bestial Nature by living a restrained life and not giving into the predations of the Beast. After a session of ‘agreeable’ conduct, a player may make a Willpower + Discipline check. These successes accrue marks similar to failing a Bestial Na-ture check, but are made less frequently to represent the challenges inherent in the task. After accruing 3 marks without compromising their integrity, a player may lower their Bestial Nature to the next tier. They should act in keeping with the thresholds of that tier. To enact the Mask Dominant, a player must accrue 5 marks after becoming Humane. It is intentionally hard to enact the Mask Dom-inant.

Bestial Nature Sins1 – Mask Dominant Vampiric needs override sensibilities, losing control of yourself, Frenzying in any circumstance2 – Humane Forcibly feeding, outliving mortal peers, surviving serious physical trauma3 – Balanced Threats with intent to deliver, crime of passion4 – Callous Murder, Grievous Bodily Harm5 – Dirge Dominant Murdering a Touchstone, Mass murder, heinous acts

Should a player accrue 3 marks and upgrade their Bestial Nature, they may elect to suffer a Bane and not upgrade their rank. Taking this Bane renders them immune from having to check Bestial Nature against the action for which they suffered the Bane, (murder or mass murder typically, knowing player characters), they have an option to take a Bane.

Each point on Bestial Nature carries certain associated ‘sins’, actions that challenge that state of existence. A Callous Vampire will think little of threatening a mortal, while a Humane Kindred might struggle to forcibly feed from an unwilling mortal. Rough guidelines for what sin equates to each point of Bestial Nature are in the table above.

Partaking an action higher than their current Bestial Nature requires a Discipline Check with a Difficulty equal to the rank of Bestial Nature of the relevant action. For example, Murder requires a Discipline check. Kindred do not need to test Discipline for actions on their current Bestial Nature. So a Balanced Kindred does not need to test Discipline after committing an im-passioned crime. Failing a Discipline check adds a mark against your current Bestial Nature. Accruing a 3 marks in any Bestial Nature bar 5 will move you to that level. Dirge Dominant requires only one mark, as the crimes therein are of far more severe scope than any other tiers. Should a player with Dirge Dominant accrue 3 marks within their tier, they are removed from play in a permanent state of Frenzy.

A player can lower their level of Bestial Nature by living a restrained life and not giving into the predations of the Beast. After a session of ‘agreeable’ conduct, a player may make a Willpower + Discipline check. These successes accrue marks similar to failing a Bestial Na-ture check, but are made less frequently to represent the challenges inherent in the task. After accruing 3 marks without compromising their integrity, a player may lower their Bestial Nature to the next tier. They should act in keeping with the thresholds of that tier. To enact the Mask Dominant, a player must accrue 5 marks after becoming Humane.

Mask Dominant Kindred downgrade the difficulty of any Frenzy check made once. Dirge Dominate upgrade any roll to resist Frenzy once, or downgrade any roll to induce their own Frenzy once.

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Should a player accrue 3 marks and upgrade their Bestial Nature, they may elect to suffer a Bane and not upgrade their rank. Taking this Bane renders them immune from having to check Bestial Nature against the action for which they suffered the Bane, (murder or mass murder typically, knowing player characters), they have an option to take a Bane. You may not accrue more than 3 Banes.

Touchstones, Masks, Dirges and Banes A Touchstone is a reminder of a Kindred’s mortal life. It may be a Spouse, family member, child or peer. Their continued existence helps to ground Kindred and give them human perspective. As Vampires age, their original Touchstones may well die naturally. They are encouraged to find another, though they will likely not have as much emotional significance as their first Touchstone. When a Kindred acts in accordance with their Touchstones beliefs, they add a Boost die to any associated actions. Without a Touchstone to guide them, Kindred tend to rapidly suc-cumb to the Beast.

A Touchstone is not entirely necessary for a Kindred to function. Many can find enough purpose in their unlife to live it as they desire. But there are two constants in any Kindreds life, the need for Blood and the passage of Time. Eventually, any Kindred will struggle to find them-selves driven and purposeful. Lethargy kills just as many Kindred as Carelessness. After existing for 100 years, a Kindred will experience a natural craving for Social interaction. Man is a social creature, and the desire to talk or be in the presence of something alive is constant. After existing for a century, a Kindred should obtain a Touch-stone. After one year without a Touchstone, the Vampire must make a Discipline check upon the anni-versary of their last Touchstones final night. Failure forces the Kindred to enter an involuntary Torpor, detailed on the next page. Roll a d100 to ascertain the duration of the Sleep. Success delays the inevitable, and the Kindred must repeat the test on the next New Moon. They will make this test until they obtain a new Touchstone and their languor fades.

A Kindred’s Mask is their outer-self. It’s the person most people see, and something that helps a Vampire define themselves to others. A simple one or two word concept is enough to provide a mask, such as a Politician, Loyal, Unpredictable or even Friendly. A Kindred adds a Boost Die to any skill check that is according to their Mask.A Dirge is the underside of any Kindred. Kindred are rarely selfless beings, and in the dark nights from now to eternity, they have to watch their own backs first and fore-most. A Kindred’s Dirge is how the Beast permeates their nights. Similar to a Mask, one or two words can define a Vampires Dirge, but it cannot be the same as their Mask.

Acting in accordance with your Dirge recovers 4 Strain.

Vampires have many crippling weaknesses. From the Sun, to Fire to Silver to more nuanced things like religious iconography or the sound of bells. These are collectively referred to as ‘Banes’. This is a Supernatural Weakness that presents a severe obstacle when encountered. These can include: weakness to ringing bells, being unable to cross a threshold uninvited, Spider webs, having to count beads or coins, being unable to cross a river. The nature of each flaw has roots in folk tales and superstition, and should not always simply inflict damage.

Sunlight deals 6 Damage a turn with Vicious 2 and Burn 3. Silver Weapons always have a Critical rating of 2 against Vampires. All Bane damage is not reduced by Soak. Vampires may not be inherently weakened by Garlic or Christian Crucifixes, but they still rightly fear a Stake to the Heart. A targeted Brawn + Melee-Light is required to drive a Stake into the Kindred’s heart. Once impaled, a Vampire is immediately paralysed. An Im-possible Resilience Check can allow the Vampire to remove the Stake while Paralysed, but typical-ly it is best left to an assistant or ally.

Kindred are repelled by daylight. Though nothing pre-vents a Vampire from spending its days hidden away from the sunlight, they are lethargic and find their minds and bodies numbed while the Sun shines. All Kindred add

to any rolls made during Daytime.

Blood Bond Vampiric Vitae is addictive. Mortals who sup on a Kin-dred experience a high unlike any other, and there is little they won’t do for another taste. Unfortunately, Kindred are not immune to the allure of their own blood. Feeding on another Vampire carries the risk of addiction. In a per-versely erotic display of symbiosis, Kindred can feed on oneanothers blood and become wholly devoted to their ‘partner’. Tasting Vampiric Vitae can addle ones mind, you crave another taste. During the next 5 days, you might add to dice pools at critical moments, or when acting against the one who feeds you. Continued feeding com-pounds the problem until it is almost impossible to escape your crippling addiction.

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Torpor Torpor is the sleep of the dead. A Kindred can sleep for days, weeks or years on end and be none the wiser for what transpires around them. A Vampire in Torpor has no awareness of what occurs about them, and cannot use Disciplines or interact with the world. Kindred cannot be awoken from Torpor by conventional means, though inflicting damage upon the body will awaken one. This is rarely a good idea. Though a Kindred will awaken with 1 wound, they will also have suffered their Strain Threshold - 4 in Strain. This, compounded with imminent danger, can provoke a lethal Frenzy that is almost impossible to resist.

Due to their incapacitation, the world about the Kindred can have changed a great deal. This can be particularly distressing in some cases, and is best relayed to the Vam-pire from as far away as possible.

A Vampire can enter Torpor one of two ways. The first is to choose to do so. The Kindred determines how long they will sleep, and they do so. They cannot be awoken early without damage being inflicted upon the body. While in Torpor, a Vampires Blood naturally thins. This means their Blood Potency reduces. For every 50 years a Vampire sleeps, their Blood Potency is reduced by 1 rank. This can be beneficial as it can allow a Vampire to feed on mortals again.

A Vampire can be forced into Torpor also, referred to as an Involuntary Torpor. A Critical Hit suffered after a Kin-dred has reached their Wound Threshold forces a

Resilience Check. Failure forces the Kindred to enter Torpor immediately. Success means the Kindred does not enter Torpor this turn. Note the result of the critical hit, and use the 10’s digit (7 of 74 for example). Multiply this by a timeframe detailed below, to determine how long you sleep.

Bestial Nature and Timespans1 - Mask Dominant 2 Years2 - Humane 1 Year3 - Balanced 6 Months4 - Callous 1 Month5 - Dirge Dominant 1 Week

Diablerie Diableria is the utter destruction of another Kindreds very soul. Feeding upon another Kindred is a risky enough activity for some, but the shadow of Diablerie hangs heavy over such an act. It is the act of exsanguinat-ing a fellow Vampire, draining their Vitae and consuming what remains of their Soul in the process. Such an act stains ones own Soul in the process, and the evidence is all-but impossible to conceal. The list of culprits for the exsanguination of a Kindred typically begins and ends with Diablerists, and the presence of such a criminal can whip any Kindred society into a Witch-Hunting frenzy as everyone acts to preserve their own well-being and their own immortal soul. A Diablerist is painfully obvious to anyone with any level of Auspex, it clings to their essence for a century before it can be washed away.

Diablerie allows a Kindred to artificially boost their own Blood Potency. By diablerising a number of Kindred equal to the next tier of Blood Potency (2 or 3 respectively), a Kindred can increase their Blood Potency 1 tier, with all the attached benefits. Such an act is supremely risky, as very few Kindred will willingly allow themselves to be fed from, especially an Elder (let alone 3 consecutive Elders), especially if it’s known a Diablerist is active within the city.

Diablerie occurs when a Vampire feeds from another Vampire. As usual, Strain is inflicted upon the target and recovered. When the targets strain threshold is reached, wounds are inflicted instead. When their wound threshold is reached, you begin to inflict critical hits. Roll a d100 for your initial hit, and then continue. Since feeding techni-cally does not deal damage, you just additively increase your Critical Hit rolls. When the target reaches 150+, they are killed and Diablerised.

Blush of LifeKindred are not alive, and their bodies reflect this. Though they do not change, they do not look any more alive for their efforts. Their flesh is cold and hard and their skin is the complexion of chalk. They cannot eat or drink as mor-tals do, as their digestive systems are atrophied and they do not breathe. Kindred may suffer points of Strain to regain the appearance of living. They effectively gain the cosmetic appearance of being mortal, they can temporari-ly eat and drink, and their cheeks will flush on command, their lungs expand and contract as though breathing and their flesh is warm to the touch. They are still undead and do not function as mortals do in any way, they are still not breathing, they just appear to be doing so. Mask Domi-nant Kindred always exhibit the Blush of Life, such is their self-control. A Humane, Balanced or Callous Kindred must expend 2 Strain to display the Blush of Life, a Dirge Dominant Kindred cannot use Blush of Life.

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Part Two - Character CreationVampire the Requiem has many different types of Vam-pire, all of which can be connected to popular pop-culture aspects of Vampires over the years. These are referred to as Clans, and form a loose collective familial group for many Kindred, though fraternity need not be friendly. Each Clan is represented by an Archetype, playing upon each Clans archetypal strengths and weaknesses. Below you will find a fast and loose guide on what Archetype best represents the Vampire you want to play.

Seductive and sensual Vampires are best represented by the Daeva. They live for the moment, and now they have an eternity to experience the world. So what if a few hearts and minds are broken along the way?

Primal, Savage and Animalistic. The Gangrel are the Clan most in-touch with their Beasts. Rumored to be the oldest Vampire clan in existence, its members are hardened sur-vivors and toe the line between civilized and feral a little too closely for the liking of some.

Unseen Scholars of the Supernatural, the Mekhet Clan are the shadowed backdrop of the mysteries of the world. They are driven to discover and uncover, to plumb the depths of the enigma of the Blood and other curses.

Tightly knit, hideous to behold and in every crevice. The Nosferatu are repugnant, the Vampire Kiss has twisted their bodies in horrific ways. The Nosferatu are surely the most familial Archetype, finding acceptance amongst other outcasts. The Horrors they inflict upon others have no equal.

Someone has to run the Aristocracy of the Night. The Ventrue know this to be their burden. Emboldened with authority, purpose and an attitude befitting, a Ventrue is a natural leader. But do they act on behalf of the communi-ties they represent, or is such power abused for their own ends?

From these outlines, hopefully you can find something that appeals to you. Archetypes are of course, just that. Not all Daeva are seductive, but all Nosferatu are ugly. Whispers amongst the courts of the night tell of other Clans, from distant lands and even times long gone by.

All Clans suffer a unique Bane, an additional curse of the Blood individual to each Clan.

All Kindred gain an additional 30 XP to spend after start-ing Experience is spent. This 30 XP must be spent on Tal-ents, it is advised that you use it to purchase Disciplines.

DaevaThe Artisans of the Night. The Daeva are passionate in all things, driven by their Blood they relish the power they now hold over others. They exploit others and take what they want. It may not hold the same allure to them tomor-row and they will discard it and move on. There’s always another person to break, and something to take.

• Starting Wound Threshold: 9 + Brawn• Starting Strain Threshold: 11 + Willpower• Starting Experience: 100• Starting Skills: A Daeva starts with one rank in Charm during Character Creation. They obtain this before XP is spent and may not increase Charm above 2 during Char-acter Creation.• Effortless Seduction: Once per Session, your character may spend a Story Point before rolling a skill check. The number of Strain-per-success of the next skill check the Daeva rolls is doubled against an opposed NPC.• Clan Disciplines: Celerity, Majesty, Vigor• Clan Bane – AddictiveDaeva lead flighty lives, seldom remaining in one place for long or letting one thing hold their focus, and for good reason. Should a Daeva feed off the same person within a 5 day period, they will become obsessed with them. Their thoughts are unfocussed unless in the vicinity of this person, and they may take reckless actions to hasten their return. During the next 5 days, you might add to dice pools at critical moments to reflect this. Contin-uously feeding from this person increases the severity of this condition, until it is almost impossible to escape your crippling addiction.

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GangrelThe Beast that talks. The Gangrel are lean survivalists. When Man fought to survive, the rule was kill or be killed. When Man reared Cattle to the Slaughter, the rule was that Man was at the top of the food chain. The Gangrel keep these rules practiced. It’s a tough world out there, and the Gangrel will be the kings of its ashes.

• Starting Wound Threshold: 11 + Brawn• Starting Strain Threshold: 10 + Willpower• Starting Experience: 90• Born Survivor: A Gangrel starts with one rank in either Athletics, Streetwise or Survival during Character Cre-ation. They obtain this before XP is spent and may not increase any skill above 2 during Character Creation.• Close to the Surface: Gangrel may delay the negative effects of Frenzy upon entering a Frenzy. They upgrade all Brawn and Agility rolls twice, deal +2 damage while unarmed and have a crit rating of 2. They do not lose con-trol, suffer Intellect or Willpower loss, or recover 1 Strain per turn for a number of turns equal to their Willpower. While Close to the Surface is active, a Gangrel may at-tempt Discipline Rolls to recover Strain, and Allied Social Rolls against him to recover Strain are Average Difficulty.• Clan Disciplines: Animalism, Protean, Resilience• Clan Bane – FeralYou and your beast are thick as thieves. When it whispers to you, it roars. You upgrade the difficulty of any Frenzy check once, or remove 1 difficulty die when triggering your own Frenzy.

MekhetThe Shadows that see all. The Mekhet are silent observ-ers, seeing more than anyone could ever know. Secrets and knowledge what drives these specters through the long nights. Some may be content simply to know, and consider learning their end goal. Mekhet will apply their knowledge, and what they know can ruin your life. Their curiosity brings them many places and across many paths. But you’ve nothing to fear, unless you have something they want.

• Starting Wound Threshold: 10 + Brawn• Starting Strain Threshold: 10 + Willpower• Starting Experience: 75• Shadowed Inclination: A Mekhet starts with one rank in Stealth during Character Creation. They obtain this before XP is spent and may not increase Stealth above 2 during Character Creation.• Supernatural Shade: Once per session, your character may spend a Story Point as an out-of-turn Incidental to perform a Maneuver.• Clan Disciplines: Auspex, Celerity, Obfuscate• Clan Bane - TenebrousAll Mekhet suffer Undeath in quiet, isolated solitude. Their minds wander the darkest parts of the world, and they are closer to all that is wrong with it as a result. All Mekhet start play with a Bane, but no attached immunity to an action.

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Nosferatu Your nightmare, walking and talking. The Nosferatu are hideous to behold, warped flesh and twisted skeletons, perhaps it reflects their ugly souls? They lurk in every shadow, terrifying in their strength and unrelenting as the horror follows you home, skulking and festering in your mind. You’ll never sleep soundly again, and three weeks later they’ll watch as you’re carted away to an Asylum.

• Starting Wound Threshold: 10 + Brawn• Starting Strain Threshold: 10 + Willpower• Starting Experience: 100• Threatening: A Nosferatu starts with one rank in Coer-cion during Character Creation. They obtain this before XP is spent and may not increase Coercion above 2 during Character Creation.• Loathsome: Nosferatu add 1 Boost Die to all Coercion checks, and to any Social Check with other Nosferatu. They add 1 Setback Die to any Charm, Deception, Leader-ship or Negotiation Roll made against any non-Nosferatu.• Clan Disciplines: Nightmare, Obfuscate, Vigor• Clan Bane – RepulsiveThe Nosferatu are doomed to an eternity of rejection and fear. Upgrade the difficulty of every positive Social Inter-action with any Mortal.

VentrueLords of the Night. The Ventrue have proven over the centuries that they alone are capable of leading Kindred through the nights. With iron conviction and absolute authority, the Ventrue steer their people to safety and prosperity. And all they ask in return is your unquestion-ing loyalty and obedience. It’s not an unreasonable deal, or so they claim.

• Starting Wound Threshold: 9 + Brawn• Starting Strain Threshold: 12 + Willpower• Starting Experience: 90• Natural Leader: A Ventrue starts with one rank in De-ception or Leadership during Character Creation. They obtain this before XP is spent and may not increase either skill above 2 during Character Creation.• Arrogant: Ventrue inflict one additional Strain on oppo-nents in Social checks after your roll is resolved.• Clan Disciplines: Animalism, Dominate, Resilience• Clan Bane – Self-assuredVentrue are born to rule. They act in their own best inter-ests and no-one can convince them to act otherwise. The Ventrue do not take any Boost Die from acting in accor-dance with their Touchstones beliefs.

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Ghouls A Ghoul is a Mortal imbued with Vampiric Vitae. As vitae empowers kindred, so to does enhance mortals. Any mortal is eligible to be turned into a Ghoul, though such a process is not permenant and must be renewed a month after the mortal is made into a Ghoul. A Ghoul is still fully mortal, they retain all of their faculties but suffer from a Blood Bond with their master. Vitae is addictive, and the power it offers a mortal is arguably moreso. Be wary of your Ghouls, treat them with care and they will serve you faithfully for years to come. Spurn their needs, and they may turn to another master to satiate their addiction.

The act of turning a mortal into a Ghoul is relatively sim-ple. A mortal must be fed a portion of a vampires own vi-tae, and the decision conciously made to turn this human into a ghoul. A Story Point must be spent at this point. Almost immediately, the Ghoul will feel the benefits of the Vitae, they will feel empowered and revitalised.

A Ghoul gains access to two tier 1 Disciplines that their master possesses. If their master has no Disciplines, the Ghoul does not gain any. A Ghoul gains access to the Blood Healing action, but must spend 2 Strain to recover 1 Wound instead. They may also suffer 3 Strain to upgrade 1 die in their next roll. A Ghoul does not suffer most mor-tal illnesses or diseases, nor do they age while energised by Vitae. Should the Vitae fade from their system and not be renewed, their body and mind will swiftly accelerate to match their current age, as will any notably aggressive diseases (a common cold or ache will not swell after being kept at bay for 6 years for example, but cancers or skeletal deformations will quickly make up for lost time). A Ghoul doesn’t gain any benefit from being fed multiple times per month, beyond enhancing the effects of their Blood Bond with you.

A Ghoul is Blood Bonded with their Master as a part of the process of becoming a Ghoul. They feel a supernatu-ral compassion for their master, a sense of completeness when at their side, and their own concerns or desires seem petty when compared to their Masters own. This perverse submissiveness will continue as long as a Ghoul is constantly fed Vitae, and will intensify if fed too fre-quently until they begin to smother their master with their need and desire, unable to understand why their feelings aren’t being reciprocated.

A slighted Ghoul, one denied their fix of Vitae is a dangerous prospect. They know about Vampires, they’ve likely attended Elysium at some point or another, and they where you sleep at night, or perhaps where other Kindred do. An unfed Ghoul is dangerous for all Kindred, as any-one might be awakened to find their wrists being slit and its contents syringed into a desperate, addiction-wracked Ghoul. While a Ghoul’s first intention is seldom to harm their master or their kin, they desperately need their hit

of Vitae to stay off their accelerated aging and impotent physicality. This dark path can end with Vampire Hunt-ers being informed of your location, in exchange for a promised dose of your Vitae, or your Ghoul may even go public in search of a new Master. Again, treat your Ghoul with care.

These rules ought to allow a player to play as Ghoul if they so desire, but their presence may upset the game dy-namic as by their nature, Ghouls are less than Nocturnal being. Their benefits are being able to enact their masters will in daylight hours, and a majority Vampire table may not be thrilled at the prospect of a sessions-worth of day-light escapades while they slumber until the next night. Ghouls are typically best treated at NPCs. Ghouls cannot be Touchstones.

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Bloodlines All Kindread share a familial bond, languishing in Un-death, some long-lost connection to the first Vampire or whomever cursed their ancestors. Though Clans and pol-itics divide them, the Kindred are one large family, within which many more exist. Over the years, Kindreds Blood can change and alter. Attracting supernatural miasma and spreading its curse to fresh childé. These are some of the ways that Bloodlines are formed. A Bloodline is an off-shoot of the Kindred curse, sometimes inextricably bound to a specific clan, manifesting unique attributes within its members.

A Bloodline is a tier 1 Talent that cannot be bought with XP, and requires the GMs permission to use. A Kindred may only be a member of one Bloodline at a time, and a Vampire seldom leaves their existing Bloodline, and in many cases it is impossible to do so for a number of reasons (loyalty, a binding curse, incurable symptoms and the threat of assassination being a few). Being a member of a Bloodline can grant certain advantages and disad-vantages unique to that Bloodline, a player shouldn’t feel pressured to join a Bloodline, but joining one can change how their character developes. Certain Bloodlines might even grant a skill rank, or access to unique Disciplines or Devotions. While Disciplines are not unique to Blood-lines, a tutor must be found and few Bloodlines will ofree-ly give away their unique powers.

LasombraYour character must be a member of the Mekhet or Ventrue clan to benefit from this talent.Tier: 1Activation: PassiveRanked: No Born of darkness, with a history blacker than their soul, the Lasombra Bloodline casts a long shadow with few members. Adhering to notions of fealty, fiefdom and loy-alty centuries old, a Lasombra is a Lord of the Night. Very few are chosen to join this Bloodline, so high is their cal-ibre of membership. With a history steeped in incestuous murder, diablerie and marraige, few Lasombra publicly advertise their allegiance, what need have the servants to know after all? All Lasombra cast no reflection whatso-ever, the most common way to identify one. Whether it be on a car bonnet, a body of water or a mirror, they are entirely absent.

All Lasombra have a unique handle on Darkness itself. Beyond the pitiful tricks of Obfuscate, Lasombra can coax an inky blackness forth from shadow under their control. Whether this is a projection of the Lasombra’s own soul, or simple manipulation of the absence of light is a matter of quiet debate. A Lasombra can see through shadows they create, and have access to the Obtenebration Disci-pline.

MalkavianYour character can be a member of any clan and benefit from this talent.Tier: 1Activation: PassiveRanked: No Malkavians are a unique Bloodline. Their sense of family is a curse unlike any other, as it manifests uniquely in each of its members. Each Malkavian is afflicted with an insurmountable insanity that fractures their outlook for every night thereafter. Many consider them dangerous for this, while few believe there is value in their whimsi-cal ramblings. There is no limit on the insanity that can plague a Malkavian, it can be a clinical form of insanity, or the hyperacuity of senses that many aren’t even aware they possess. They may have a fear of the open sky or believe in some impeding disaster that only they are aware of and can impede, or they may believe themselves to be an avatar for some concept that only they are aware of. All Malkavians are afflicted with a disease, passed from sire to childé, and through the use of their Dementation devotion.

Malkavians are afflicted with a spiritual malaise, known as Malkavia. This is the cause of each Malkavian’s sudden insanity, and its mere mention can send a court into an overwhelming panic of self-preservation. Malkavians share a fraternal bond that no other Clan or Bloodline can truly appreciate or replicate. Each Malkavian is entirely sympathetic of one-anothers condition, meaning that many Malkavians will stick together in familial units to support one-another. Occassionally, their insanities will find a common cause and the family will act upon it with a logic and method terrifying to others. Malkavians do not see their condition as a curse, believing that they are instead upon the path to transcending the human condi-tion in some way or another. Some may believe that each Malkavian is some facet of this perfect being, and seek to unify the Bloodline. Malkavian’s have been known to have moments of utter clarity granted by their condition, see-ing and experiencing things unknown to others, be they visions of the future or knowledge they couldn’t possibly have obtained by themselves. Scholars of the Malkavian condition hypothesise that some sympathetic link exists between Malkavians, akin to some imprecise form of te-lepathy, through which Malkavians unknowingly project their thoughts and insanities, unknowing of who may be listening.

Many Malkavians seek to educate their Kindred peers, broadening their horizons in ways that only the Malkavi-an can truly appreciate. The given consensus is that these ‘pranks’ are performed on persons whose minds are too ‘closed’ by a Malkavians standards. All Malkavian’s have immediate access to the ‘Total Insanity’ devotion, and suffer no setbacks or upgrades in difficulty for casting its powers.

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TremereYour character must be a member the Gangrel, Daeva, Mekhet or Ventrue clan to benefit from this talent.Tier: 1Activation: PassiveRanked: No The Tremere have always existed, but not as they do now. Once, they were something else entirely, neither human nor vampire. These forefathers made a bargain, becoming the Kindred of the modern night. However, all Bargains are made with a price to be paid, and the Tremere are now being called to pay up. These mysterious origins put the Tremere in a peculiar spot in Kindred society, distrusted by all but with power and means available only to them, it seems natural that they woudl share a kinship with the Nosferatu, but they are reviled by the Haunts. Perhaps the Nosferatu know something of the Tremere’s origins, or the masters of fear see something to fear in the Tremere?

Clan Tremere has developed a unique school of Blood Sorcery, called Thaumaturgy. Highly flexible, and entirely exclusive to Clan Tremere, they share secrets amongst themselves of its uses in cultic havens known as ‘Chan-tries’. These havens are exclusive to the Tremere, those who enter uninvited or unwelcome are never heard from again. Each city may have a singular chantry, in which the Tremere of the city convene frequently to plot, scheme and practise their sorceries. Those outside the bloodline talk of a central Tremere authority, that all of the clan answer to, rumor states them to be based in Italy.

Clan Tremere is strictly organised in a rigid heirarchy known as “The Pyramid”, they are by far the most organ-ised of all Kindred lineages. Each Tremere knows their place and their entitlements, which breeds a healthy paranoia as others seek to climb the Pyramid and take their place.

Being born of singularly unique means, the Tremere suffer a peculiar bane. They require a greater amount of Blood to sustain themselves than any other Kindred. A Tremere Vampire must inflict two points of Strain or Damage to recover 1 Strain.

Tremere alone have access to the ritual magic skill “Thau-maturgy”, any other clan obtaining access to it could be reason enough for political assassination or outright civil war.

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Part Three - Skills and MeritsVampire the Requiem uses many similar skills to Genesys. As such, I’ve seen no need to implement many new skills. However, certain specifications of the Knowledge skill may prove applicable on a case by case basis. A Cam-paign featuring tomb-raiding Kindred plundering ancient Vampire coffins might benefit from Knowledge (Histo-ry), while a more political game may make distinctions between Political allegiances and require Knowledge (Politics).

New Magical Skills are included, replacing Arcane, Di-vine and Primal from Genesys. Few of these Magic skills are intended for use in combat, instead they are intended to be utilised as Rituals. The skills are outlined below.

CrúacPresence + CruacCrúac is a perverse art older than recorded History. It is an ancient practise of Blood Sorcery, granted to the chil-dren of a Crone in a time lost to time, or so legends say. Crúac speaks to the Beast directly through the medium it understands clearest, Blood. A Rite invoking such power is crude, carnal, pagan and wild.

Theban SorceryWillpower + ThebanThe Ritual Discipline of a religious coven of Kindred, legends say an Angel named ‘Amoniel’ led the cult into a cavern deep beneath Thebes in Egypt. There, they discov-ered the means to deliver their vengeance and judgement upon their foes. A Theban Rite is ritualistic, disciplined and demands physical sacrifice.

VicissitudeIntelligence + VicissitudePerverse in the extreme, the art of Vicissitude is illegal worldwide and its practicioners put to Final Death. Such is the power of Vicissitude in the wrong hands, that this necessary. It is the power to warp flesh and bone, to twist a man into something other than himself, and at the whims of its master. A Rite of Vicissitude is precise, sterile and grotesque.

ThaumaturgyIntelligence + Thaumaturgy

The secret sorcery of the Tremere Bloodline. Able to alter blood, mind and body its power is rightfully feared.

MeritsMerits in Vampire the Requiem, and World of Darkness as a whole, represent abstract physical and social practices and rewards. You can buy the respect of your peers with XP, and cannot own a property until you spend XP to do so. Many physical merits within VtR already exist under different names as Talents within Genesys, while others quantify actions that you can already spend advantage to achieve. A few unique ones exist however, and will be detailed below.

Kindred DuellingTier: 2Activation: Active (Action)Ranked: NoDifficulty: - Once per round, after making a successful Melee attack against a Vampire opponent, you can choose to embed your weapon in your Opponent. You lose the Weapon un-til you retrieve it, but while impaled, the Vampire cannot spend Vitae to use the Blood Healing incidental. Remov-ing the weapon requires a Manoeuvre for the attacker, or a full action for the impaled Kindred.

DaywalkerTier: 2Activation: PassiveRanked: YesDifficulty: - Though the Sun holds much fear from you, Daylight does not. Your mind is as sharp as can be, a rival or Hunter hoping to catch you weakened in the day will be sorely surprised. Remove one from any roll made due to being active in daylight hours.

Feeding AgressionTier: 2Activation: PassiveRanked: NoDifficulty: - When feeding in a combat situation, remove one from any roll made to feed on an individual.

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Part Four - DisciplinesAll Vampires are gifted with an inherent ability, they are able to use the power of their blood to bolster their bodies and warp the minds of others. Each Clan has access to unique Disciplines, schools of blood-magic that are fostered and developed by respective clans. Majesty for example, is the domain of the Daeva, who utilize it in their ongoing quest for new sensations and experiences. That isn’t to say that a Vampire cannot learn an out-of-clan Discipline, but it must be taught by someone who already knows it.

Disciplines function as iterative, ranked Talents. Each use of a Discipline costs 2 Strain, suffered after the Disci-pline Roll is fully resolved, unless it is marked as Passive, in which case it is free. Certain Passive Talents have an activated component detailed within the Talent, activating these aspects costs 2 Strain. Passive Talents do not require Discipline Rolls to activate, unless an active component is present. Higher ranks of Disciplines do not replace exist-ing Ranks, you have access to any unlocked Disciplines. If a Discipline states a Strain cost, use that instead of the default 2 strain, but still resolve its effects after casting

AnimalismPresence + AnimalismThe Beast feels a certain kinship with Animals. This Disci-pline exploits that, asserting you as the Apex Predator.

Feral WhispersTier: 1Activation: Active (Manoeuvre)Ranked: NoDifficulty: -Upon a Successful Animalism Roll, you may converse with present Animals. You can give simple instructions and commands, and Animals will do their best to carry out those commands for the rest of the night.

Raise the FamiliarYour character must have purchased Feral Whispers to benefit from this talentTier: 2Activation: Active (Action)Ranked: NoDifficulty: You Feed an Animal your Blood, empowering it for a number of nights equal to your successes rolled. The An-imal increases its Brawn or Agility by 1 and is loyal for as long as it exists. You can lengthen its life-span by feeding it more blood, but its Brawn or Agility will not increase any more.

Summon the HuntYour character must have purchased Raise the Familiar to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: You may summon creatures of a specific type of animal. By calling in their voice (howling, shrilling etc), you sum-mon all Animals within earshot of a matching species.

Feral InfectionYour character must have purchased Summon the Hunt to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineUpon a successful roll, your target is driven into a Fren-zy. If they are Mortal, upgrade Brawn rolls once and do not upgrade unarmed damage or its Crit rating. You may direct their Frenzy for as long as it continues.

Lord of the LandYour character must have purchased Feral Infection to ben-efit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: You mark territory with your blood. This can require multiple casts of the power as dictated by the GM. Once a territory is defined, you become aware of any intruders within it (attempts to hide with Obfuscate are opposed by an Animalism roll), and an Opposed Discipline check is required for anyone to enter. Everyone inside your territo-ry knows that it belongs to you.

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AuspexCunning + AuspexThe Beast is an unknowable predator, catching the scent of prey wherever they are.

Beasts HacklesTier: 1Activation: Active (Incidental)Ranked: NoDifficulty: -You reveal an emotive weakness within present company. This weakness is based on a feeling and is not entirely quantifiable, nor does it clearly identify the person unless you have knowledge that coincides.

Uncanny PerceptionYour character must have purchased Beasts Hackles to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: NoDifficulty: Opposed Discipline You are able to ascertain specific weaknesses and fears of a specific person.

The Spirit’s TouchYour character must have purchased Uncanny Perception to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: You are able to determine the past of an item or place. These don’t necessarily identify persons, but perhaps how they interacted with the item. A Gun may have been fired in anger, or a Room may have seen horrendous torture.

Lay Open the MindYour character must have purchased The Spirit’s Touch to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou are able to read the Victims mind and relive their Memories as they recall them.

Twilight ProjectionYour character must have purchased Lay Open the Mind to benefit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: Your Spirit leaves your body and travels the Unquiet Realms, where Spirits dwell. No Physical Barrier impedes you, but your body must be kept within a number of miles equal to your Willpower. While in this state, you may cast other Auspex powers from your Spirits location, but you cannot physically interact with the world about you. While your Spirit is outside of your body, you may inter-act with Spirits. Your body is helpless while this power is active.

Celerity

By empowering their own body with Vitae, a Vampire can move faster than the eye can see.

NimbleTier: 1Activation: PassiveRanked: NoDifficulty: -After performing 1 move manoeuvre, gain 1 Defence for every additional move manoeuvre, capped by your Celeri-ty rank, until the beginning of your next turn.

QuickenYour character must have purchased Nimble to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: NoDifficulty: -Once per turn, suffer 2 Strain to make an additional manoeuvre. This can be in excess of the 2 manoeuvre per turn limitation.

HastenYour character must have purchased Quicken to benefit from this talentTier: 3Activation: Active (Incidental)Ranked: NoDifficulty: -Once per turn, suffer 2 Strain to make an additional manoeuvre. This can be in excess of the 2 manoeuvre per turn limitation.

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QuickeningYour character must have purchased Hasten to benefit from this talentTier: 4Activation: Active (Incidental)Ranked: NoDifficulty: -Suffer 2 Strain to make an out-of-turn manoeuvre.

CelerityYour character must have purchased Quickening to benefit from this talentTier: 5Activation: Active (Incidental)Ranked: NoDifficulty: -Suffer 2 Strain to make an out-of-turn Action.

DominatePresence + DominateThe Strong are meant to rule, and the Weak should fear them. By any means necessary.

MesmeriseTier: 1Activation: Action (Manoeuvre)Ranked: NoDifficulty: Opposed DisciplineIssue simple commands to your victim. If their safety is directly threatened, they can roll a Discipline check to break free of your control. They will follow your command until the end of the night.

Iron EdictYour character must have purchased Mesmerise to benefit from this talentTier: 2Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou may issue in-depth and specific commands to your victim. They will carry out these commands for a number of nights equal to your Dominate rank.

Entombed CommandYour character must have purchased Iron Edict to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou implant a subconscious command, of any complexity, in your victims mind. They will carry out this command whenever your criteria are met.

The Lying MindYour character must have purchased Entombed Command to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou may alter, remove and create new memories of any scale within your victim. For example, you may force your Victim to believe they are married, change where they live, change their job or their name. The Victim will act according to their new memories and beliefs.

PossessionYour character must have purchased The Lying Mind to benefit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou utterly possess the Victims mind and body. Your body is helpless while possessing another. Your new body changes its Brawn and Agility stats to match the host, all other stats are unchanged. Though the host body shows no signs of possession, people may notice your different mannerisms. You can travel in the day while possessing a body. You may cast Disciplines normally while possessing a body, but once you leave it will suffer the consequences of any superhuman feats such as lifting a car or suffering grievous damage

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MajestyPresence + MajestyWith the power you wield, and the promises you make, who wouldn’t worship the ground you walk on?

AweTier: 1Activation: PassiveRanked: NoDifficulty: -Upgrade your Charm and Deception rolls once.

ConfidantYour character must have purchased Awe to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: NoDifficulty: Opposed CoolYou inspire a fierce loyalty in anyone you charm. They add 1 Boost Die to any skill check they make as a result of your Charming request.

Green EyesYour character must have purchased Confidant to benefit from this talentTier: 3Activation: Active (Incidental)Ranked: NoDifficulty: Opposed CoolSo enthralled with you is your victim, that you can do almost anything and they won’t resist. Downgrade the difficulty of any opposed roll against them by 1.

Siren SongYour character must have purchased Green Eyes to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Your Siren Song allures the weak of mind. With a few warbled words or a sway of your hips, all eyes turn to you. Inflict a number of Strain equal to the number of Success-es on your Discipline roll on a number of people equal to double your Presence.

The BargainYour character must have purchased Siren Song to benefit from this talentTier: 5Activation: Active (Incidental)Ranked: NoDifficulty: A classic Faustian bargain. You offer a mortal three nights of incredible power, after which they become your thrall forever. The bargain must be accepted willingly, meaning you cannot Dominate someone into accepting the terms. The Victim sups on your blood, and for three nights up-grades their Brawn and Agility rolls twice, and gains ac-cess to 2 ranks of either Celerity or Majesty that they cast using their own dice pool. After three nights, the target becomes your willing servant for as long as they live.

NightmareWillpower + NightmareThe Beast thrives on the hunt. And a Terrified Victim tastes all the sweeter.

Dread PresenceTier: 1Activation: PassiveRanked: NoDifficulty: -Upgrade your Coercion rolls once. You may suffer two Strain to conjure minor illusions that unsettle a number of people equal to your Nightmare Rank.

Face of the BeastYour character must have purchased Dread Presence to benefit from this talentTier: 2Activation: Active (Manoeuvre)Ranked: NoDifficulty: Opposed DisciplineYou may not know why this person fears you, why your presence makes them wail and scream. Or maybe you do. Maintaining eye contact, you watch as they scream and writhe. Your use of this power is treated as the target mak-ing an opposed Fear check with the difficulty being equal to your Nightmare dice pool. Every success is a failure for them, and every advantage a disadvantage and vice versa. These results can generate Trauma.

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The Grand DelusionYour character must have purchased Dread Presence to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: Opposed DisciplineYou can snap minds like cutting strings on a puppet. With this power, you alter the targets perceptions of reality through every sense. You do not control the victim however, and they may react in un-predictable ways. Use the examples for dice resolution on pg. 244 of the Genesys Corebook for examples.

Waking NightmareYour character must have purchased The Grand Delusion to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: You conjure illusions that seem real, affecting a number of people equal to double your Nightmare rank. Everybody affected experiences the same illusion.

Mortal TerrorYour character must have purchased Waking Nightmare to benefit from this talentTier: 5Activation: Active (Incidental)Ranked: NoDifficulty: Opposed DisciplineDying from fright isn’t a fairytale. For every success you generate on this roll, the target suffers one wound. Soak and Defence are not applied.

ObfuscateCunning + ObfuscateYou are a Wolf in Sheep’s clothing. They will not know you are there until it is too late.

Face in the Crowd Tier: 1Activation: PassiveRanked: NoDifficulty: -At your will, you fade from peoples perceptions. You are still there, but you’re just a face in the crowd. Unless you act extremely out-of-the-ordinary, say by firing a gun, people will struggle to recall your presence.

Touch of ShadowYour character must have purchased Face in the Crowd to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: NoDifficulty: You may apply the effects of Obfuscate to another person, animal or object. The size of the object or animal cannot exceed a Silhouette equal to half your rank in Obfuscate, rounded up.

Cloak of NightYour character must have purchased Touch of Shadow to benefit from this talentTier: 3Activation: Active (Manoeuvre)Ranked: NoDifficulty: You become truly invisible. Nobody can see you, and cameras will not pick you up nor register interference from your presence. You still make incidental signs of your presence, such as footprints and footsteps.

The Familiar StrangerYour character must have purchased Cloak of Night to ben-efit from this talentTier: 4Activation: Active (Incidental)Ranked: NoDifficulty: You can alter others perceptions of an object or person. This power can make other people see you as a close friend, or view a bear-trap as a doormat.

OublietteYour character must have purchased The Familiar Stranger-to benefit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: You mark territory with your blood. This can require multiple casts of the power as dictated by the GM. Once a territory is defined, intruders may freely enter. But a Dif-ficulty 3 Discipline check is required for the Intruder to make any progress within the territory or escape, as you warp their perceptions and they become utterly lost in the simplest of spaces.

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ProteanBrawn + ProteanAn Apex Predator uses every tool in its arsenal to hunt.

Unmarked GraveTier: 1Activation: Active (Manoeuvre)Ranked: NoDifficulty: -You may freely merge with a body of natural soil. You may sleep here during the day and suffer no consequences. Disturbing the soil will reveal your body.

Predatory AspectYour character must have purchased Unmarked Grave to benefit from this talentTier: 2Activation: Active (Action)Ranked: NoDifficulty: You adopt Bestial facets. You may upgrade either Brawn or Agility rolls twice, or accomplish feats physically impossible for a human such as growing a tail, climbing sheer walls or manifesting Vestigial wings that allow you to glide. These manifestations last as long as you choose, and persist while frenzying. You may cast this power up to three times and choose multiple benefits, but they do not stack. This ability lasts until the end of an encounter or until the end of a scene.

Beasts SkinYour character must have purchased Predatory Aspect to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: You alter your form to resemble that of an Animal you have fully consumed. You may retain as many Animal forms as you have levels in Protean. Upgrade or Down-grade any Brawn or Agility rolls twice while this power is active to better resemble your chosen form. You cannot communicate verbally while in an animal form, but may cast Disciplines as normal. You can pass for an Animal of the species you are shape-shifted into, but other Animals can sense your true form.

Unnatural AspectYour character must have purchased Predatory Aspect to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Your body can twist in truly horrific ways. Its manifesta-tions are at best tangently related to the Animal Kingdom, but resemble something from a body horror film more. You may grow wings that fully enable flight, additional limbs, extra heads or sensory organs, or any other con-ceivable growth with an appropriate mechanical benefit. You may not change your silhouette. Manifesting this power may cause a Fear check. This ability lasts until the end of an encounter or until the end of a scene.

Primeval MiasmaYour character must have purchased Unnatural Aspect to benefit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: You disperse into a cloud of smoke. You can freely move while in this state, and are visible as a localised cloud. You are immune to conventional weapon-damage, but are still flammable and suffer from Banes. Upgrade any attack rolls twice against enemies within your cloud. You can pass through any non-airtight materials while in this state.

StalwartBrawn + Stalwart Vampires don’t die easily.

ResistantTier: 1Activation: Active (Incidental)Ranked: NoDifficulty: -Add to any Resilience check made.

ImplacableYour character must have purchased Stalwart to benefit from this talentTier: 2Activation: PassiveRanked: YesDifficulty: -Gain 1 Soak. Each rank of Implacable grants 1 Soak effec-tive against Banes.

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VigorBrawn + VigorKindred are inhuman and inhumanly strong to boot.

VigorTier: 1Activation: Active (Incidental)Ranked: NoDifficulty: -Upgrade your Brawl and Athletics checks once. You may also lift and throw objects with a Silhouette equal to half your Vigor, rounded up.

VigorousYour character must have purchased Vigor to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: YesDifficulty: -Add per rank of Vigor to the result of any Brawl or Athletics check. These Advantage can be spent to activate qualities like Knockdown, Disorient, Stun or Sunder. The advantages needed to activate these is been reduced from 2 to 1.

On Celerity and VigorCelerity and Vigor are physical Disciplines. They purely augment the body of the Kindred and do not influence those about them in any way. Their applications as listed here are combat-centric, but they can also be used Nar-ratively to make Athletics checks, cover vast distances quickly, punch holes in concrete walls and throw tractors. This will provide some guidelines on how these Disci-plines can be used Narratively. The capabilities of each Discipline are intentionally vague to begin with. Celerity does not accelerate a specific amount or allow you to maintain a target speed, and Vigor does not enable you to cultivate an ideal muscle mass. You move fast enough that it is noticably harder to hit you while moving than it would be to hit a regular person, and you are strong enough to lift a person above your head because they are silhouette 1, and because it’s cool that you’re that strong.

Both Celerity and Vigor can be used in narrative time, in ways that adheres to the core theme of the power but differs from its mechanical implementation as written ear-lier. Celerity is about unnatural bursts of speed, and Vigor is unnatural physical strength. You may make a

Athletics check to utilise these Disciplines nar-ratively. After your roll, you suffer 2 Strain for each tier ‘utilised’. This can be reduced as an Ancilla or Elder as usual. This can mean an Elder may have 3 ‘free’ Narrative uses of Celerity or Vigor, which can be suitably terrifying. You may utilise the “Deus Ex Machina” aspect of spending a Story point to point towards an excessive use of Celerity or Vigor, while suffering no negative repurcussions.

Celerity is an obscene burst of speed that is, by its very nature, unsustainable. In a combat situation, its distance covered is reduced slightly (to complay with range bands) to represent the Vampires focus on the combat situation at hand. A Celerity enhanced move (for clarity, a move is per point of an ability utilised) covers 25 metres a second. A Vampire with ‘Celerity’ can use their level 5 Talent to make an additional move and not just make an Action. This only applies to narrative scenarios and not structured combat. You can move a number of seconds equal to your rank in Celerity without stopping, though you spend the appropriate Strain-cost after resolving an Athletics check to activate Celerity.

Vigor can be utilised as part of an Athletics check using the same guidelines as above (2 strain per level used). This enhanced Strength is not limited to your arms and shoulders. Vigors strength limitations are inherent in the Silhouette of an objet being supported, lifted or thrown. After making an Athletics check, you may choose to uti-lise the Flight rules to jump a distance either horizontally or vertically with your GMs approval. For the purposes of this, your landing will be controlled and you will not suf-fer any fall damage unless your landing suddenly becomes uncontrolled.

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Part Five - Devotions Devotions are a deeper, spontaeneous and instinctive understanding of a Kindred’s own Disciplines. They are a rarity, for they blur the lines between the Discipline schools and as allow their practicioner a great deal of power. Those few Kindred who have developed a Devo-tion of their own keep it a secret, displaying their power or passing on such knowledge when it best suits them.

Devotions are tiered talents similar to Disciplines, but with far stricter pre-requisites. Devotions are intentionally hard to obtain for the power they allow. Each Devotion uses its own, unique dice pool that may differ from its parent Disciplines. However, for convenience, all De-votions have been ordered into their parent Disciplines groupings for ease of reading.

Animalism Devotions

Undying FamiliarYour character must have purchased Raise the Familiar and Implacable to benefit from this talentTier: 2Activation: Active (Action)Ranked: NoDifficulty: Presence + AnimalismUndying Familiar allows a deceased animal to be re-awakened to serve the Vampire. The Animal will awaken, upgrade either it’s Brawn or Agility once, and be utterly loyal to you. The servant lasts a number of weeks equal to successes generated on your Devotion roll, this can be ex-tended by repeating the Devotion but you cannot reapply your Brawn or Agility upgrade.

Reason’s SalonYour character must have purchased Feral Infection to ben-efit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Willpower + AnimalismA Adept of Animalism can goad and coax the Beast forth. A Master can suppress the Beast entirely. A Kindred with this Discipline can mark a territory with his blood, re-quiring multiple rolls as determined by the GM. Track the successes generated on these rolls and note the highest. For a number of nights equal to the Vampires Animalism ranking, any Kindred rolling a Frenzy check downgrade the difficulty of any test by a number equal to the success-es generated on your Devotion roll.

Subsume the lesser BeastYour character must have purchased Summon the Hunt and Iron Edict to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Presence + AnimalismYou possess the body of any predatory animal. Your body is helpless while in this state. Alter your Brawn and Agility to match the host Animal. You may still cast Disciplines in this state. The effect lasts until the end of the night or until cancelled.

VermintideYour character must have purchased Summon the Hunt and Vigorous to benefit from this talentTier: 3Activation: Active (Manoeuvre)Ranked: NoDifficulty: Presence + AnimalismYou summon all manner of Vermin and small animals to a location with the intention of feeding. Every creature in the neighbourhood will swarm over living things, dead meat and every loose item and consume them entirely. This is a plague of biblical proportions to any onlookers, should they be outside of the designated area. Anyone or thing within the area suffers damage equal to your Ani-malism, for a number

RiotYour character must have purchased Feral Infection and Siren Song to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Presence + AnimalismEveryone with a lower Willpower + Presence die pool than the Kindred using the Devotion, within a half mile or a city block, descends into a bloody rage. They will destroy anything within immediate proximity and attack anyone they see. Use of this Devotion is considered a Heinous act.

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Auspex Devotions

Quicken SightYour character must have purchased Beasts Hackles and Quicken to benefit from this talentTier: 1Activation: Active (Incidental)Ranked: NoDifficulty: Cunning + AuspexWhen activated, Quicken Sight lasts for a turn. The Kin-dred can examine the details on fast-moving items and respond to things outside the normal human spectrum. She can read multiple pages of text in seconds and can take the Aim Manoeuvre once per round as an Incidental.

Gargoyle’s VigilYour character must have purchased 1 rank in Implacable and Beasts Hackles to benefit from this talentTier: 2Activation: Active (Action)Ranked: NoDifficulty: Cunning + Auspex After taking 5 minutes to observe their immediate vicin-ity, a Kindred with this Discipline becomes utterly aware of their surrounding area. This extends to any area that could reasonably be considered an extension of their cur-rent position. You have full use of all Auspex powers while immobile. After 5 minutes, you are completely aware of everybody within proximity, as well as those hiding. You add on your initiative and first combat roll against any Intruders. You may suffer an additional Strain to use this Devotion while sleeping.

Shatter the ShroudYour character must have purchased Uncanny Perception and Vigor to benefit from this talentTier: 2Activation: Active (Manoeuvre)Ranked: NoDifficulty: Cunning + Auspex You immediately shatter any concealing powers at play in your vicinity. This immediately cancels any Obfuscate Disciplines in effect, or any other supernatural means of concealing, and reveals the user.

Shared SightYour character must have purchased Lay Open the Mind and Mesmerise to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Cunning + AuspexWhile dominating a target, you may elect to grant your victim a measure of your second sight. Though less effective and unrefined, it can open a mind and broaden horizons. You may grant the victim a number of ranks in Auspex equal to your successes, though they may not exceed your own ranks in Auspex.

Dominate Devotions

ConditioningYour character must have purchased The Lying Mind to benefit from this talentTier: 4Activation: Active (Action)Ranked: NoDifficulty: Opposed Discipline Willpower + Dominate Over a period of weeks, you cripple your victims sense of self. Endlessly repeating mundane tasks, responding to strict commands and general degredation. You down-grade two difficulty die on any test made against your victim.

Chain of CommandYour character must have purchased Vigor and Entombed Command to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: Willpower + Dominate An evolution of Entombed Command, this devotion allows a victim of Entombed Command to be granted one use of Iron Edict, to be used on a target specified at an allocated time. This roll uses the Kindreds Dominate Roll.

SummoningYour character must have purchased The Lying Mind and Siren Song to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Presence + DominateYou call out for your Servant over any distance (though the difficulty may be altered if you you are on a seperate continent), and they will endeavour to come to your side as quickly as possible, by whatever means they deem nec-essary. They will travel for one day and one night before the compulsion leaves them.

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Dementation DevotionsWillpower + DementationMadness isn’t a state of being, it’s a fresh perspective. Unless your character is clinically insane or Malkavian, upgrade the difficulty of any Dementation power twice.

Total InsanityYour character must have purchased Awe and Dread Pres-ence to benefit from this talentTier: 5Activation: Active (Action)Ranked: NoDifficulty: Opposed Discipline Willpower + Majesty Everyone is a little crazy, and you know how to coax it from anybody. After holding a targets undivided attention for one full round, you allow this madness to fully con-sume the target. The GM chooses the manner of derange-ments the target suffers, with the number of Advantages dictating the severity or duration of the effects. The effects can vary from a week to a year, as can the severity of these insanities. can be spent to permenantly infect the targets mind with Malkavia if the target is kindred, or permenant insanity if mortal.

Majesty Devotions

Cross ContaminationYour character must have purchased Awe and Dread Pres-ence to benefit from this talentTier: 2Activation: Active (Manoeuvre)Ranked: NoDifficulty: Cunning + Majesty By blending the elation of Majesty with the unsettling nature of Nightmare, Kindred throw emotions into a flux. Everyone in immediate proximity adds a to any Social checks made until the end of the encounter.

Cult of PersonalityYour character must have purchased Siren Song and 3 ranks of Vigor to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Opposed Discipline Presence + Majesty An overpowering presence flows from you, washing over and drowning others sense of self. A number of people equal to your ranks in Majesty immediately become subservient to you, falling in line and worshipping the ground you walk upon. Each Victim acts as though they have been affected by Green Eyes.

Wet DreamYour character must have purchased Confidant and Face of the Beast to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Cunning + MajestyThe next time the Victim sleeps, their dreams are plagued by perversely erotic scenarios. This can leave the target feeling guilty, disgusted or excited. They may also mur-mur names in their sleep that may implicate them in some wrongdoing.

Nightmare Devotions

Hint of FearYour character must have purchased Quicken and Face of the Beast to benefit from this talentTier: 2Activation: Active (Incidental)Ranked: NoDifficulty: Opposed Discipline Willpower + Nightmare Face of the Beast typically requires extended eye-contact with the victim. Hint of Fear removes this requirement, a mere catch of someones gaze is enough to transmit your supernatural terror.

Touch of DeprivationYour character must have purchased Waking Nightmare and Iron Edict to benefit from this talentTier: 4Activation: Active (Incidental)Ranked: NoDifficulty: Willpower + NightmareUpon touching a victim, you may prevent the target from using one of their five senses for the rest of the scene. This cannot deny a Kindred their ability to use Auspex.

Sun’s Brutal DreamscapeYour character must have purchased Oubliette and Impla-cable to benefit from this talentTier: 5Activation: Active (Manoeuvre)Ranked: NoDifficulty: Opposed Discipline Willpower + NightmareYou may afflict a sleeping target with the same fear of sun-light and fire that plagues all Kindred. You must be able to touch the victim to cast this spell. For a number of nights equal to your successes, the Victim is utterly petrified of the Sun and Fire. They will suffer any damage that you also suffer from Sunlight and Fire.

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Obfuscate Devotions

EnchantmentYour character must have purchased Siren Song and Touch of Shadow to benefit from this talentTier: 3Activation: Active (Incidental)Ranked: NoDifficulty: Cunning + ObfuscateBy guiding the euphoric feeling of Majesty along subtler channels, a you can force a single victim to lavish their affection, loyalty and devotion upon a person or place.

Wraith’s PresenceYour character must have purchased Cloak of Night and Dread Presence to benefit from this talentTier: 3Activation: Active (Manoeuvre)Ranked: NoDifficulty: Willpower + ObfuscateYou summon an illusion of yourself. The Illusion will not move unless you concentrate to animate it, though it will appear to make natural movements such as breathing and mild fidgeting.

Cloak the GatheringYour character must have purchased Oubliette benefit from this talentTier: 5Activation: Active (Incidental)Ranked: NoDifficulty: Cunning + Obfuscate This devotion allows you to spread the effects of Touch of Shadow and Cloak of Night to 5 people in close proximity.

Obtenebration DevotionsPresence + Obtenebration Power over Darkness itself, what more could any Kindred desire?

Shadow PlayYour character must have purchased Touch of Shadow, to benefit from this talentTier: 2Activation: PassiveRanked: NoDifficulty: -You may freely manipulate exisitng shadows. You may move and combine existing shadows, these shadows re-main intangiable but are cold to touch. Cloaking yourself or others in Shadow can provide to Stealth rolls, or aid in Coercion rolls. Opponents harrassed by Shadows might be eligible to suffer to any relevant checks. Mortals who are unconcious in areas of controlled shadow will suffer 1 Strain per turn, converting into wounds when their threshold is filled, as they begin to asphyxiate. These shadows may also call for Fear checks if used appropriately.

Arms of the AbyssYour character must have purchased Shadow Play to benefit from this talentTier: 4Activation: Active (Manoeuvre)Ranked: NoDifficulty: Willpower + Obfuscate Exercising deliberate control over the shadows, you are able to create prehensile tentacles that emerge from patch-es of shadow. These can grasp, restrain and constrict foes. Casting this power summons 2 Tentacles in relative prox-imity to you. Additional Strain may be expended after casting, summoning 1 Tentacle per Strain. These Tentacles function as a Minion Group with the statline below.

Skills (Group only): BrawlTalents: NoneAbilities: NoneEquipment: Tentacle (Brawl, Damage 2, Range; engaged, Ensnare, Knockdown)Tentacles function on their own turn in the initiative roster, but are under the control of the Vampire that sum-moned them, this does not require any leadership check or actions to be made.

2 3 1 1 1 1

2 4 0 1

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Protean Devotions

Foul GraveYour character must have purchased Unmarked Grave and Dread Presence to benefit from this talentTier: 1Activation: Active (Incidental)Ranked: NoDifficulty: Presence + Nightmare While interred in your Unmarked Grave, you maintain a level of alertness that ensures you know if any Mortal or Kindred is in your immediate vicinity. You may choose to exude a Dread Presence that will ward away all but the most intrepid mortals, however its presence may alert Kindred to your unmarked grave.

Force of NatureYour character must have purchased Unnatural Aspect, 3 ranks of Implacable and Vigorous to benefit from this talentTier: 4Activation: Active (Incidental)Ranked: NoDifficulty: Brawn + Protean Force of Nature enhances the power of Unnatural As-pect, allowing you to fluidly alter your body at a moments notice. Upon activating Force of Nature, you gain as many forms and aspects from Predatory Aspect, Beast’s Skin and Unnatural Aspect as you wish without suffering ad-ditional Strain. The efffects of this Devotion lasts until the end of the encounter. Use of Force of Nature will appro-priately call for Fear Checks.

Stalwart Devotions

Body of WillYour character must have purchased Vigor and 3 ranks in Stalwartto benefit from this talentTier: 3Activation: Active (Incidental)Ranked: NoDifficulty: Brawn + ResilienceFor one turn per success, a Kindred may freely activate as many levels in Vigor as they have ranks, for each damage blocked by Soak.

Juggernaut’s GaitYour character must have purchased Implacable 4 and Vig-orours 3 to benefit from this talentTier: 5Activation: Active (Incidental)Ranked: NoDifficulty: - -A Devotion of singular power, a Kindred can temporarily render themselves immune to harm. Their blood flows from their flesh and coats their body to defend them. Even the strongest Kindred struggles to maintain this state for more than a few seconds, but while they do they are a veritable god. This Devotion costs 4 Strain to activate and requires no roll. At the beginning of each turn, the Kindred suffers an additional 4 Strain. Until they cancel the Ability or cannot afford to maintain it, the Kindred is utterly immune to all damage. This ability persits when a Kindred Frenzies.

Stalwart ServantYour character must have purchased Entombed Command and Stalwart to benefit from this talentTier: 3Activation: Active (Action)Ranked: NoDifficulty: Brawn + Stalwart Your servants drink of your blood, granting existing benefits from doing so, as well as one rank of Resilience that they can activate of their own volition. This persists for one night.

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Part Six - Blood Sorceries Kindred across the world utilise their Disciplines. They are intuitive, simple abilities whose power lies in their utilisation rather than immediate effect. A Kindred who has mastered their Disciplines is a worthy opponent for anyone. But above them are Sorcerors of Blood. Ritualists and Occultists who call upon the power behind the Blood, the Beast itself.

Blood Sorcery comes in different schools, and are em-ployed by using the various Blood Magic skills. Crúac, Theban and Vicissitude. Each school of Blood Magic has its own respective benefits and drawbacks, as per the Genesys Corebook Magic lists, but very few of them can be utilised to directly attack a target in a combat encoun-ter. Blood Sorcery is a far more ritualistic affair, demand-ing preparation, sacrifice and time to successfully utilise.

Crúac is the power of the Beast. With it, a Vampire can influence the Beast in other Kindred as well as their own.

Theban Miracles are the result of piety and faith. Its origins lost in time, it has become revered and a matter of rote and repitition without understanding as a con-sequence. While Crúac demands a certain flexibility in order to satiate the Beast, Theban rituals can fail entirely for no discernible reason.

Vicissitude is a Sorcery drenched in blood. Scholars have noted its base similarity with the Protean Discipline, of altering flesh and bone, much to the displeasure of those who utilise Protean. A Vicissitude Ritual demands medi-cal precision, a vivid imagination and patience.

Thaumaturgy is the secret sorcery of the Tremere Blood-line. Incredibly versatile but lethal when it fails, the Bloodline heavily scrutinises its own practicioners for weakness. A Ritual demands concentration, strict adher-ance to procedure and a paradoxical gift of intuitiveness.

Casting a Ritual Casting a Ritual is not something undertaken lightly. Kindred dabble in powers beyond their own, and hope that nothing goes wrong. Rituals typically have a num-ber of Kindred and Acolytes involved in the casting, the exception being Vicissitude. These additional ritualists are there to lend their power to the Ritual Lead, who is fully engaged in the casting of the Ritual. If sacrifices need to be made and chants echoed, these additional ritualists must be ready, lest the Ritual fail and a worse fate befall all than any captive present.

Casting a Ritual is a process that follows a number of steps, these are the same for each school of Blood Sorcery, with variants therein.

Step 1 -Decide effect Rituals can accomplish a wide variety of things. Each school of Blood Sorcery aligns itself with different themes and focusses, and there is little overlap between the three. Decide the ideal result of the Ritual, be it causing a spon-taeneous frenzy in an individual miles away, inflicting Stigmata upon an individual or blending flesh as an artist does paint. These effects are not set-in stone, but set a precedent for what can be accomplished with set difficul-ties. Each effect has an attached Difficulty and, a default number of failures equal to double the Targets most relevant Attribute (Brawn or Agility for a curse affecting the body, Intelligence or Cunning for curses affecting the mind etc)

Step 2 - Make Preparations Rituals are not easy to cast. Mechanically, this is shown with the pre-existant failures and high difficulty for each roll. Preparations allow these obstacles to be diminished somewhat. You can increase the time taken to cast the Ritual to give you more opportunities to roll your magic skill rolls for example, or offering up items in sacrifice may downgrade the difficulty.

Step 3 - Roll the dice Finally, it is time to begin the Ritual. These Rolls cannot be improved by any means other than Story Point expen-diture. All preparation made directly affects the Difficulty of the Ritual, not you the Caster. You decide prior to the first roll how many skill checks you will make, with each check representing approximately 15 minutes. Within the timeframe of the Ritual, you make a number of rolls with which you must attain a number of successes exceeding the failures imposed by the target of the Ritual. Each Dice Roll forces you to suffer 2 Strain after it is resolved.

Step 4 - Resolve the dice The Ritual has succeeded or failed. You will know instinc-tively if you have succeeded or failed, but no details.

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Crúac Rites Crúac is the purest means of communicating with the Beast. You will make your offering and hope it is enough, then the Beast will wreak its havoc as it is desires. Such rituals have simple effects, but all the more devastating for their lack of grace. Crúac influences the Blood of other Kindred, any other effects it has are secondary . You can expect to accomplish results thematically similar to those in the table below, with matching difficulties.

The range of these Rituals is set at a geographical mile from the Ritual to the Target. This is an unavoidable limit of Crúac, the target must be near enough for their Vitae to be manipulated to achieve the desired results. A target of a Ritual is aware upon the Rituals initiation that they are being targetted by a malefic force, though they may not know its precise nature or location.

Augments such as granting yourself claws or elongated fangs can grant you Pierce, Knockdown or Vicious on your unarmed attacks. Multiple traits upgrade the diffi-culty once per trait, as does upgrading traits.

When attempting to inflict Strain or Frenzy upon a target, each uncancelled success ontop of the required successes for the Ritual converted into Strain that the target suf-fers immediately. When inflicting damage upon a target, you may retain each Triumph gained in casting to inflict a Critical Hit at the end of casting, assuming the Ritual succeeds. You do not inflict direct damage by casting any Ritual, only Critical Hits.

Preparations for a Crúac ritual are as base as the Ritual itself. The Beast must be coaxed forth with displays of vi-olence, sex and fear. Offerings of blood are always appre-ciated, as are wanton displays of lust. But these are easily obtained and the Beast knows this. Displays such as these involving fewer than four people downgrade the difficulty of each roll once. Widespread displays of these, with mul-tiple partners copulating, scarring and bleeding onean-other can go even further in downgrading the difficulty. Daubing Blood in archaic and perverse symbols about the Ritual Site can also work to downgrade the difficulty. Human Sacrifice also works wonders, by itself, downgra-din the difficulty twice. The Beast is also sympathetic to Rituals conducted in areas with a bloody history, these can downgrade the difficult, with the amount varying on the infamy of the site itself.

Effect DifficultyMinor self augment such as claws, warding your heart from being staked, poisoning your own blood or improving your sensesTemporary non-lethal but debilitating effects on a specific target, such as a loss of sesnses, paraly-sis, inability to use Vitae or penalties to specific skill checksInflicting potentially fatal damage or intentional Frenzy on a specific target

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Spending Advantage and Triumph on Crúac Rites Spending and on Crúac ritesCost Result Options

or Increase the duration of any self-augments by an hour per Success.

or Convert into

or

Gain a glimpse of your targets current reaction

Reduce the time taken for your current roll, inflict a critical hit on the target at the end of the Ritual

For a number of weeks equal to your blood potency, the target suffers an additional Strain each time they would suffer Strain. Other effects lasting weeks equal to Blood Potency.

Spending Disadvantage and Despair on Crúac Rites Spending and on Crúac ritesCost Result Options

or For the next roll, upgrade one difficulty die

or Suffer 1 Strain

or

Double the time taken for the current turn.The Arrogance of the Beast makes your location known to your Target.

The Beast roars in displeasure, all participants in the Ritual suffer 2 Strain.

The Beast lashes out at you, causing 1 Critical Injury

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Theban Sorcery Theban Sorcery is a jealously guarded secret by those who know it. These enlightened few are a dwindling number, adherents of Christian Faith that styles them as the testers of others faith. The weak must be tested and culled as appropriate, and all are held accountable before the Lord almighty. Their rituals are biblically themed, cen-tered on notions of temptation, guilt and punishment.

Theban Sorcery refers to its rituals as ‘Miracles’, the embodiment of their Faith. Their Miracles do not have a specified range, but are instead bolstered by their own convictions and presence. A Theban Miracle may be channelled through other churches to strike targets im-possibly far away, if their faith and conviction are strong enough. All Miracles affect a single person, who is imme-diately aware of their impending judgement as soon as the Miracle begins, though they know not where the Miracle is being cast. There is no mistaking the hands of a Theban Acolyte behind such a Miracle though, for no other could inspire such holy dread in a Vampire.

Minor Miracles allow a Kindred to weild their conviction and faith as weapons and their piety to serve as a shield. A Blessed weapon by default adds Burn 1 to its qualities. Blessed Armour grants Defensive 1. Adding additional ranks of Burn or Defensive to an itam adds to the difficulty of each roll. A Kindred schooled in Theban Sorcery do not gain Strain when encountering Fire added as a quality by a Miracle to any weapon, but it burns as much as regular fire. The pre-existant failures for blessing an item is 6. You may also store Vitae, drawn from any Kindred present, in a Reliquary, this inflicts Strain per Vitae taken, but restores the same amount when imbibed. This Vitae will keep indefinitely and cannot go stale.

Miracles to pass judgement on another use the targets Willpower, doubled as the base failure attached, instead of an appropriate attribute. Theban Miracles may be main-tained, entrusting another to continue to cast the Miracle to sustain its effect. This may only be done once the Ritual has successfuly been completed Skill checks are still made, but successes are not counted, Strain is inflicted for each roll as usual. Any roll without a success, or any roll with a Despair immediately causes the Miracle to end.The more intensive Miracles are able to inflict testing wounds upon a target, causing damage and strain as appropriate.

Effect DifficultyMinor augments, blessing weapons or armour, temporarily upgrading skills to find heretics, storing VitaePassing Judgement on others, inflicting Stigmata,deafness, muteness, eternal thirst etc, preventing lying Biblical deeds (not Trumpets of Jericho), transmuting water into blood and vice versa, items into snakes

Successes translate 1 for 1 into Wounds or Strain suffered that cannot be healed or recovered while the Miracle endures. These Miracles are used to test the conviction and faith of Kindred, those found wanting will surely be culled.

Theban Sorcery may not be used to kill. God will aid his acolytes in finding the weak, but they must prove their devotion in drawing blood. Using Theban Sorcery to kill immediately cancels the Ritual and forces the Caster to suffer an appropriate judgement such as Stigmata until they have redeemed themselves. The Caster loses access to either 4 Strain, 4 wounds or two of either, in addition to suffering an additional 2 Strain for rolling a Ritual skill check.

Preparations for Theban Mircales are suitably religious in nature. Congregations may be assembled, hymn or prayer sang and due reverence displayed. Conducting your Mira-cle in a sacred place will surely aid your cause as well.

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Spending Advantage and Triumph on Theban Miracles Spending and on Theban MiraclesCost Result Options

or Increase the duration of any of your self-augments or blessed items by an hour per success.

or Convert into Any Blessed Item you create cannot be knocked from your hands or person

or

Gain a glimpse of your targets current reactionYour conviction emboldens you, you add to your next roll.

The Miracle will extend for a night after it finishes casting

Inflict a Mental Trauma on the target of Severity 2

Spending Disadvantage and Despair on Theban Miracles Spending and on Theban MiraclesCost Result Options

or For the next roll, upgrade one difficulty die

or Suffer 1 Strain

or

Double the time taken for the current turn.

Reduce the time taken for your current roll, inflict a critical hit on the target at the end of the Ritual

Tempting Gods wrath, you instead suffer the Ritual Effect.

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Vicissitude Vicissitude is a foul art, unanimously reviled and out-lawed worldwide. The power it grants its user is paid for in agony inflicted upon others. Its grotesque means make mens flesh run like hot-wax and bones as malleable as clay. A practicioner of Vicissitude is a friend to none, and everyone could be the next one to fall under their knife.

Vicissitude Rituals are referred to as ‘Surgeries’, an apt name. These surgeries involve two people. The Surgeon and the victim, who is present for the surgery. Surgeries may be conducted anywhere, but it is beneficial for the Surgeon to work in privacy, with access to their tools and raw materials for grafts, or to supplement blood loss in the victim. The Victim of the ritual is present, and all too aware of what is transpiring. The

Minor Surgery is capable of feats such as cosmetic surgery, or altering a victims physical attributes for time. Physical Attributes must be changed 1 for 1, so removing 1 Agility can grant 1 Brawn. Victims must have at least 1 in either Attribute after the Surgery. Raw materials may be used to supplement muscle mass to grant additional Brawn, but materials must be extensively refined to grant Agility. These alterations are treated as wounds, though damage is not inflicted (at least not if the Surgery suc-ceeds). The alterations remain for a number of days equal to the characters wound threshold, after which any alter-ations made will begin to come apart in a painful fashion. These can inflict wounds of their own accord, as well as Strain, determined by the extent of the alteration and the GMs whim. Kindred can remove alterations by using the Blood Healing action to heal to their wound threshold.

More extensive surgeries can correct illnesses and disease and restore lost limbs or functionality. They can also carry out flesh-grafts and create tools from flesh and bone, these replicate mechanical tools,with moving elements func-tionally replaced by muscles and tendon. Within these limits, a Surgeon can create syringes, hidden compart-ments, melee weapons, crude ballistic weapons and hid-den compartments within the body. These use equipment profiles identical to their source and are in no way better or worse than their manufactered versions.

You may also implant concealed alterations that will man-ifest at a time of your choosing. There is no limit as to the nature of these alterations, however you can only manifest alterations using the flesh the victim has on them. Effect DifficultyCosmetic surgery on yourself or another, reassigning physical attributes, creating sim-ple toolsCuring illness and disease, restoring lost functionality or limbs, creating advanced tools, flesh graftsExtensive flesh grafts, altering silhouette, granting skill levels

These alterations will revert in a number of days equal to the victims wound threshold. Alterations at this level are far more severe, and having them undone is likely enough to kill the victim, especially if limbs are suddenly lost or deadly illnesses flare up again, or their can-opener fingers begin to reform.

At the height of Vicissitude, a Surgeon can twist a man into something utterly inhumane and otherworldly. They may manifest aspects of ‘Unnatural Aspect’ (Protean 4) and maintain them as long as the Surgeon can maintain them. In truly grotesque cases, you can alter your victims silhouette by 1 either way. You may craft elegant solutions that function to improve your victims skill ranks in cer-tain areas. These skill levels are limited to Athletics, Brawl, Perception, Resilience and Stealth. Your grafts will be-come more complex and grotesque as you plumb unheard of depths of pain and perversion.

All alterations are subject only to the amount of flesh the Surgeon has to work with. More flesh can be grafted to a victim, and Vitae infused to ensure the graft keeps (at least for now). For each additional alteration, the Surgeon may infuse his Vitae, ensuring that a specific alteration remains for another week. More alterations require more Vitae to keep functional.

Vicissitude is a traumatic ordeal for any victim, willing or not. Undergoing any procedure forces the victim to take a fear check, these can inflict Trauma’s. For major NPCs or unfortunate PCs consider roleplaying these Traumas. For nameless NPC victims, they are incur-ably insane and lose any capacity for higher thought, they are utterly subservient to the Surgeons will. The Surgeon is able to cast Vicissitude on themselves without neces-sating a fear check. They know they’re in the best hands after-all.

Preparations for Vicissitude Surgeries are different from those before a Crúac Rite or a Theban Miracle. The Surgeon works with only their own skill and the materi-als available to them. They downgrade a number of dice equal to their rank in Medicine. The number of failures pre-existant in any Surgery are 5. You may attempt ad-ditional alterations in each surgery, though these must be planned prior. Each additional alteration adds 2 to the number of pre-existant failures, and adds 1 to all difficulty rolls. You still suffer 2 Strain after each roll is resolved.

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Spending Advantage and Triumph on Vicissitude Surgeries Spending and on Vicissitude SurgeriesCost Result Options

or Grant your target a boost action on their next roll as your servant.

or You make an Alteration permenant. You choose precisely when an Alteration starts to unravel.

or

Convert into . You may remotely trigger a concealed Alteration at any time.

Increase the potency of an Alteration for free

Every one of your Alterations reaches new heights of effectiveness and potency.

Spending Disadvantage and Despair on Vicissitude Surgeries Spending and on Vicissitude SurgeriesCost Result Options

or A minor complication doubles the time of your current roll

or Suffer 1 StrainYour Alteration isn’t as effective as you’d planned, add to any roll utilising that Alteration

or

You utilise too much of your Raw Resources, your Victim adds to any rolls using a chosen Attri-bute.

Unplanned Alterations and complications arise in your Victim that hamper its effectiveness.

One of your Alterations atrophies, upgrading the difficulty of any roll using that Alteration once.

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Thaumaturgy Thaumaturgy is the secret school of Blood Magic known only to the Tremere Bloodline. It grants practicioners power over blood, mind and a wide array of seemingly random effects that leave onlookers balking at the poten-tial of the school.

Thaumaturgic Rituals are only eligible to be cast in Chan-try, as they are best equipped to host their specific needs. Rituals are led by a primary caster and supported by additional Neonates. The target or effect of a ritual must be within the same city as the chantry.

Minor Rituals are capable of feats such as forcibly ex-pending the blood of a target in a manner of the casters choosing, identifying the owner of blood samples, hasten-ing the decay of an inanimate object, conjuring candle-light or hastening the growth of plants. These are incred-ibly varied opportunities, especially compared to other Ritual skills. Though seldom combat oriented, decaying inanimate objects may be utilised to target a sleeping Vampire (though the first use of the power will immedi-ately awaken them, perhaps they will awaken crippled), or conjuring Fire upon a target location can definitely be used to inflict amanner of damage upon a person or number of people. Hastening the decay of an inanimate object can be treated as a Sunder attack (dealing no dam-age) on an inorganic target (such as a vehicle or weapon). Conjuring Fire is a more questionable use of Thauma-turgy, especially given a Vampires relationship with Fire. Blood samples are the root of any blood-manipulation with Thaumaturgy. A sample of the targets blood must be obtained to further manipulate it. This blood sample will never expire and can always be used to locate its host and inflict misery and agony upon them. Every uncan-celled success on a test to manipulate a targets blood can be spent to utilise 1 Strain of the targets strain threshold. This strain cannot be destroyed, it must be used in some way, you cannot activate the targets disciplines or your own by proxy.

More extensive Rituals might allow a Thaumaturge to summon prepared items out of thin air, animate inani-mate objects, increase the casters blood potency tempo-rarily, manipulate water or warp the weather.

Effect DifficultyBlood identification, host location, blood expenditure. Candlelight conjura-tion, small flora growth, decay of inanimate objectsSummoning prepared items, animating objects, increasing the casters blood potency, manipulating the water or weatherAnimating Golems, conjuring greater fires, harming an individual, altering the weather or manipulating greater bodies of water.

+

These Rituals are far more extensive and versatile in their effects. By preparing an item during the ritual, a Kindred may summon that item to their hand at a later date after expending a point of Strain per encumberance of the item. Inanimate objects may also be animated and giv-en a sembelance of life. This ‘puppet’ is clearly not alive, instead responding to pre-set commands and directives and unable to think for itself. A puppet lasts a number of nights equal to uncancelled successes, and has a profile determined by the GM. Increasing Blood Potency is a highly scrutinised Ritual, as it can easily allow a Caster to reach above their position in the Pyramid. You must expend in a ritual to increase your Blood Poten-cy, and the ritual’s sole purpose must be to increase your Blood Potency. A Kindred may also manipulate a small body of water, either conversing with it similar to ‘Feral Whispers’, or guiding water to trap someone or flow in a slightly different direction. The weather may also be al-tered, summoning heavy clouds from seemingly nowhere or a light rain in the middle of summer.

The height of Thaumaturgy is a horror few have beheld, and mercifully so. At this level, living Golems of stone or wood may be animated and bought to life, infer-no’s summoned from nowhere, bodies dehydrated in a second, withered away before ones eyes or their blood replaced with water, noxious acid or fire. The elements are a Thaumaturges plaything at the height of their power, mighty storms or blizzards sweeping in to engulf a city at a moments notice, Rivers temporarily flowing another di-rection, or a small rain-cloud following a person for weeks on end. A Golem will remain animated for a number of weeks equal to uncancelled successes, though this can be boosted to a set time by adding for each year you want the Golem to remain. A Golem is not intelligent. Manip-ulating a body of water can never be performed on a large body of water such as a reservoir or larger. If the water is moving, add to each roll. The scale of these pow-ers is very important to the overall difficulty of the ritual dice roll.

Since Tremere Rituals aren’t always targetting a person, their set number of failures isn’t readily available. For small targets such as conjuring a flame or damaging a small item, start with 5 failures and then multiply this roughly proportionally for scale. Summoning a city-wide blizzard shouldn’t be easy.

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Spending Advantage and Triumph on Thaumatury Rituals Spending and on Thaumaturgy RitualsCost Result Options

or -

or Increase the beneficial aspect of your roll by an hour.Reduce the casting time of a roll.

or

Add to your next roll.

Recover 1 Strain.

The beneficial aspect of your ritual lasts an additional night.Maintain plausible deniability about your clans involvement in the rituals result.Slightly alter public perceptions of the effects of your Ritual (if appropriate), a freak blizzard could be explained by global warming, or it could be a biblical epidemic for example.

Spending Disadvantage and Despair on Thaumaturgy Rituals Spending and on Thaumaturgy RitualsCost Result Options

or Suffer 1 Strain.A minor Complication triples the time of your roll.

or Suffer 3 wounds as the Ritual lashes back.

or

Add an additional to any further rolls as your poor-casting inadvertently kills an attending Neo-nate.

You leave a calling card, clearly marking your Chantry as responsible for the results of your Ritual.

Suffer the effects of the Ritual as though you were the target.

Preparations for a Thaumaturgic Ritual are heavily ritu-alised. Great pains are taken to adhere to tradition and written example, crowds of Neonates are assembled to assist and lend their blood to the Ritual and Elders of the Bloodline Oversee.

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Part Seven - Equipment The world of Vampire the Requiem is almost identical to our own. It is a Heightened Reality, one where Vampires court oneanother in restaurants after hours, and Spirits and Ghosts linger out of sight. There is as much variety in tools and equipment as we have in the real world, with a great majority of items readily available to order via the Internet.

Players however, tend to focus on weapons when they think of tools and equipment. The majority of Equipment that exists will use ‘The right tool for the job’. That is to say, the tool makes the task possible. Communicating with allies miles away on a mobile phone wouldn’t be possible without said phone, a building could not be scaled without climbing gear and a car allows you to travel further than you would be able to on foot. Many of these obstalces can be overcome with clever use of Vampiric Disciplines and Devotions however. For any skill test made possible by the use of an item, you do not upgrade your dice pool in any way, since the tools purpose is to make such a test possible.

Other items might improve your die pool however. Using a map when navigating is a good example. You can still navigate without the map, but the map might grant to a navigation roll while using said map.

When it comes to weapons, modern Kindred are more than willing to use Firearms. They are somewhat less effective against other Kindred than they are against Mor-tals however. Vampires cannot bleed out like a Mortal can, so any damage taken from a Gun is seldom a long-lasting concern. That said, bullets still hurt and they are far more efficient and direct than many sorcerous alternatives. You can freely draw from any of the Weapons presented on Pg. 166 of the Genesys Corebook for modern day weaponry. If your game is set in the past, you can draw from the Fantasy Weapons listings on Pg. 144. Armour can like-wise be drawn from the modern or fantasy armour lists as relevant.

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Part Eight - BestiaryVampires are not the only creatures that haunt the Night. If blood-sucking fiends exist, then surely they cannot be alone after all. And lo and behold, they are not. Not every Vampire game needs to include Werewolves, the Strix or Vampire Hunters but they’re iconic enough that their

inclusion below is a necessary inclusion to this conver-sion. Vampire isn’t intended to be a combat-centric game, so the majority of the profiles in the following chapter will be for Nemesis and Rival tier enemies with attatched personalities, and focus less on faceless Minions to rip and

tear through.

Werewolf (Nemesis) As much Monsters as the Kindred, Werewolves roam the untamed wilds beyond urban cities. While Vampires conceal themselves as a Wolf in Sheeps clothing, the Werewolf knows his place and has no need for disguise or subtlety. All Werewolves are mortal humans, infected by some spiritual malaise. Perhaps their ancestors pledged loyalty to some Totemic God centuries prior, or the Full Moon calls to them in the strangest manner. Or it’s just bad luck. A Werewolf has bitten them, and now they run with the Pack when the mood takes them, or the Moon beckons. Werewolves are inhumanly strong and ferocious, moreso than any Kindred, even one in the depths of the Beasts embrace. A Werewolf is the physical incarnation of a Vampires worst nightmares. A mountain of fangs, claws and muscle, unrelenting in its fury and singular in its hatred of Vampire-kind. You’d best hope he’s alone.

Skills: Athletics , Cool , Co-ordination , Discipline ,Perception , Resilience ,Stealth , Survival ,Vigilance , Brawl Talents: Adversary 2, Co-ordinated Assault 2Abilities: Werewolf bite: A Werewolf bite is infectious in the ex-treme. A Werewolf may spend Triumph on its attack rolls to attempt to turn a Mortal into a Werewolf. Vampires are immune to this bite. A Resilience check is required to resist contracting Lycanthropy. If a Mortal contracts Lycanthropy, at the next full-moon they turn into a Werewolf and use this profile.

Transform: Werewolves are Mortals. As Mortals, they have a different set of characteristics of your choosing, though they will share the same skills. The Mortal will transform whether they choose to or not every full moon, but they can trigger the Transformation themselves with a Discipline check and suffering 2 Strain.Vulnerable: Against Werewolves, Silver weapons (includ-ing bullets and arrows) have a Critical Rating of 2.Equipment: Fangs and Claws (Brawl, Damage 6, Critical 3, Range (Engaged), Pierce 3 Vicious 3 Knockdown

5 3 3 4 3 2

6 25 14 2 1

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Strix (Nemesis) The Strix are the black mirrors of Kindred. Black shadows and distant relatives of Kindred from millennia past, the Strix are shadows that were never Human. In their natural state, a Strix is an owl-like mass of smoke and shadow. Capable of draining life itself without a need for Blood, the Strix see Kindred as pretenders shackled to Humanity and hate them for it. They hate them for their weakness, for their need of Blood, and for having a life the Strix never knew.

Skills: Cool , Discipline ,Perception , Resilience ,Stealth , Vigilance , Brawl Talents: Adversary 2, Swift, Scathing TiradeAbilities:Shadow: A Strix has no solid body. Mundane attacks can-not harm it. Strix are impeded by Banes, though Silver has no effect upon them. Strix can pass through most surfac-es as long as there they are not environmentally sealed, tough the time taken can vary between surfaces.Possession: The Strix may possess bodies, including Kin-dred and corpses. This requires an Opposed Discipline check as an Action. The Strix absolutely possesses the body and their host has no memory of what transpires during their possession. This possession is effective until the next Sunrise. While in a body, Strix use the Hosts Brawn and Agility stats instead of their own. They may use any Disciplines known to the Kindred they possess. The Strix may leave its host body at any time. Should the host body be killed or knocked unconscious, the Strix is unaffected and returns to its regular stat-profile with wounds and strain intact.Solid Shadow: Flip a story point, until the end of the en-counter, the Strix can make Brawl attacks with its shadow claws. (Melee, Damage 5, Critical 3, Range (Engaged), Pierce 4)Shadow Sorceror: Strix may use 75XP’s worth of Vampiric Disciplines, ignoring the needs of the Talent pyramid.Life Thief: Strix do not need Blood to sustain themselves, instead draining the essence of life directly from their victims. Strix can drain life from an engaged target with a Willpower + Discipline roll opposed by Resilience. Each success restores 1 wound to the Strix and inflicts 1 wound on the target.

Vampire Hunter (Nemesis) For as long as Kindred have existed, they have hunted mortals and fed upon them. But now and then, mankind fights back, producing someone of iron convicition, dis-cipline and skill. Though still mortal, they are as cunning and devious as any Vampire, and utterly dedicated to their destruction. Many young Kindred might laugh to think a mortal could threaten them so, they aren’t laughing when they awaken to find their house burning down around them and a Hunter on their lawn with a shotgun.

Skills: Charm , Coercion , Cool Deception , Skulduggery , Stealth ,Streetwise ,Ranged (Light) , Ranged (Heavy) , Melee (Light) , Melee (Heavy) Talents: Adversary 2, Hamstring Shot, Kindred DuellingEquipment: Flamethrower (Ranged (Heavy) Damage 7, Crit 3 Range (Medium), Burn 4, Blast 5, Vicious 2)Shotgun (Ranged (Heavy), Damage 8, Crit 3, Ranged (Short), Blast 4, Knockdown, Vicious 2)Silenced Pistol (Ranged (Light), Damage 5, Crit 4, Range (Short))Stake (Melee (Light), Damage +1, Crit 3, Range (Engaged)Axe (Melee (Light), Damage +3, Crit 3, Range (Engaged), Vicious 1)Various cantrips, vials of holy water, Garlic, Religious Iconography, Beads, burner mobile phones.

1 1 4 4 4 2

4 1820 2 2

3 3 3 4 3 2

3 1414 0 0

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Government Officer - Rival The Aristocracy of the Night is all too entwined with mor-tal beuraucracy. Whether Police Officers are on a first-name basis with Kindred, or the Distric Attorney recieves a payment each month to not process certain reports, the Kindreds machinations are as deeply entwined in Mortal affairs as can be. If using this profile for corrupt Police Officers, consider adding a level or two in Ranged (Light) and Melee or Brawl.

Skills: Charm , Cool , Deception ,Knowledge , Negotiation Talents: -Abilities: Red Tape: When operating in an appropriate circumstance (as a police officer in their area of influence for example) upgrade the difficulty of any check made against them in an appropriate context (a Police Officer would not up-grade their difficulty when discussing finances for exam-ple).Equipment: Various incriminating documents, multiple

mobile phones.

Bodyguard - Rival Security is the name of the game these days. Money and paper trails can be bought, windows can be reinforced and krav maga classes can be attended every Saturday evening. But there’s no substitute for a big, tough bloke following you about closer than your own shadow. They’re hard to buy, and after that harder to be bought. Whether they’re ex-military or the produce of some strange esoter-ic lifestyle in the Tibetan mountains, it’s in everyone’s best interests to not cross the Bodyguard.

Skills: Athletics , Brawl ,Coercion , Melee ,Perception ,Ranged (light) ,Vigilance Talents: -Abilities: Bodyguard - Suffer 2 Strain to make an out-of-turn incidental move to intercept an attack aimed at an ally.Equipment: Silenced Pistol (Ranged (Light), Damage 5, Crit 4, Range (Short))Brass Knuckles (Brawl, Damage +1, Crit 4, Range (En-gaged), Disorient 3)

2 2 3 3 1 2

2 12 - -

4 2 2 3 3 2

5 12 1 -

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Where we’re at so far:What’s done (barring playtesting and subsequent re-balances and corrections:5 playable clans ✓Vampire Rules ✓Vampire Disciplines ✓Vampire Devotions ✓Crúac, Theban, Vicissitude and Thaumaturgy rituals ✓Mini Bestiary ✓Bloodlines ✓

What’s to come:Expanded Talents (playtesting pending) ×Art and formatting pass × (slowly iterating as I go)