An Introduction to the World, Combat, and Other
Miscellaneous rules of Carpe Noctem, a Vampire
LARP at the University of Illinois at Urbana-
NOTE: This document is currently undergoing revision. Text in red is draft text and may
not reflect the final version of the rules.
IF YOU READ NOTHING ELSE, READ THIS
This game relies on a heavily modified set of the rules outlined in the Laws of the Night
(Revised Edition) for Vampire: the Masquerade. This document and its companion, LARP 101,
are the primary reference for the rules of this game. This document is not intended to challenge
the copyrights or other intellectual property rights of White Wolf Game Studio.
There are many, many books in White Wolf’s old World of Darkness. However, those books
contain a great deal of material we don’t use. Our house rules take precedence over anything
in the published books. We’ve also made many changes to the canon setting. Information from
the most central sources of the original game (the main rulebook and the Storytellers’, Players’
Camarilla, Sabbat, and Anarch Guides) is most likely to be compatible with our game. Don’t
assume that we use any material from the clanbooks, city books, or other supplements. We are
unlikely to accept anything from books predating Revised edition. When in doubt, ask.
We have weekly Storyteller meetings, typically 5:30-7:30 Monday evenings at the Foreign
Languages Building. We are open to meeting with players during the second half of our time
(6:30-7:30 PM) if you have concerns or ideas you'd like to discuss with us. We appreciate
advance notice if you’d like to join us so that we can arrange our own discussions accordingly.
However, on the rare occasions when we are playing two Fridays in a row, we don't have time
for such conversations with players at the intervening Monday meeting.
Table of Contents:
A Gazetteer of [Our] World of Darkness
Places to Know
Map of Metatropolis
People to Know in Metatropolis
The Rest of the World
People to Know Outside Metatropolis
Who (or What) Else Is Out There?
The Walking Dead
Weird Asian Vampires
Lore vs Occult vs Mundane: What You Know
White Wolf Metaplot, and What We Ignore
Combat Turns and Initiative
Using Blood in Combat
Entering (and Leaving) Combat
Types of Damage and Healing Damage
Recording your Damage
Example: Taking Damage
Unconsciousness, Torpor, or Final Death?
Weapon Merits and Flaws
Potence and Weapons
Statistics of Common Weapons
Other Weapon/Offense Rules
Strength in Numbers
Weapons on Fire
Two-Weapon Fighting Styles
Weapons and Legality
Armor and Defense
Passive Defense: Wearing Armor
Active Defense: Dodge and Block
Statistics of Common Shields
Paths of Enlightenment
Changing to a Path
Paths and Interacting with Mortals
Instinct and Frenzy
The Path of Blood
The Path of Bones
The Path of Caine
The Path of Cathari
The Path of Death and the Soul
The Path of Entelechy
The Path of Feral Heart
The Path of Harmony
The Path of Honorable Accord
The Path of Metamorphosis
The Path of Night
The Path of Power and the Inner Voice
The Path of Scorched Heart
The Path of Self-Focus
The Path of Typhon
Paths of Enlightenment and Diablerie
Blood Bonds and the Tremere
Taking Influence Actions
Enhancing Influence Actions
Reallocating Influence Actions
Contacts, Fame, and Resources
Reach of Influences
Influences and the city
Necromancy (additional Paths)
Break the Inner Ghost
The Path of Dead Flesh
Path of the Grave
Thaumaturgy (additional Paths)
Hands of Destruction
The Hearth Path
The Taking of the Spirit
Path of Technomancy
The Path of Transmutation
The Way of the Winds
Researching Non-Discipline-Based Rituals
Camarilla status and positions
Sabbat status and positions
Anarch positions and status
Independent positions and status
The results (desirable and less so)
A Gazetteer of [Our] World of Darkness
In the broadest sense, Carpe Noctem is set in the old World of Darkness (™, ®, etc. White Wolf
Game Studios.) This means the setting is superficially like our world, but there are and always
have been supernatural creatures, dark conspiracies, and the like, competing behind the scenes
to reshape the world to their own ends. However, as we hope we have made abundantly clear
by now, there are significant differences between the canonical oWoD and our version.
Our game is set in Metatropolis, Illinois, a fictional city best described as a larger version of
Champaign-Urbana. We haven't set exact boundaries, population size, or anything like that;
assume it's smaller than Chicago but larger than anything else in Illinois. (We don't abide by
the recommended vampire/human population ratios from the books, or else Metatropolis would
probably be at least as big as New York.) Urbana and Champaign are the major boroughs of
Metatropolis, so they can be used as locational references. (In the game history, the two cities
did exist independently until they merged in 1959.) The other biggest change to the map is that
the Boneyard Creek (represented by an east-west line on the map on the following page) is now
a sizable river, and only a small section of it runs underground
In addition, it can be assumed that surrounding smaller cities and towns are part of the greater
Metatropolis area, including (but not limited to) Rantoul, Philo, Savoy, and Bondville. Given the
present divided state of the city, there is no generally agreed-upon set of boundaries. (Different
Camarilla princes defined the boundaries of the domain differently. At its greatest extent, the
limits of the domain were set as follows: as far east as Ogden, as far west as Mahomet, as far
north as Rantoul, and as far south as Tolono, an area of approximately 575 square miles. Other
princes confined their claims to the city of Metatropolis itself.)
In general, if a building, business, or other location exists here in the real world, it―or
something like it―probably exists in our game. Even though they have yet to come up in game,
it's safe to assume that you can find a tire store, synagogue, or public pool if you want one.
If you're unsure, or if you want to include something large that hasn't been there before (like
a professional sports team or a racetrack), talk to a Storyteller. The main newspaper is the
Metatropolis Sun. We produce a mini-edition of it before most games.
Places to Know
(Letter codes refer to the labeled areas on the bubble map, below)
Beneath Metatropolis is an immense maze of sewers, disused freight tunnels, forgotten
basements, natural caves, and other locations. Explorers are advised to be cautious.
Blue Note: This southwest Champaign establishment is a restaurant by day and a private club
by night. It is run by Elishya Artifice, who maintains the back room as a neutral meeting place for
the city’s Kindred.
Busey Woods [G]: This is a larger, wilder forest preserve than in the real world.
Community Arts Center [A]: A home for gallery shows, performances, and arts education.
Government buildings: City Hall, the main criminal court building, and a number of other city
offices are located in a small area bounded by A-E. The main civil court is in downtown Urbana
Greed: A casino outside city limits.
Kagal Hall [B]: A dramatic, architecturally avant garde performance hall, home of the
Metatropolis Lyric Opera. It is raised on four arcing pillars above a beautifully landscaped
Kirschner Zoo [south of G]: A modest-sized zoological park, located on the site of the old
cemetery near Busey Woods.
Neighborhoods: Like any city, Metatropolis is a patchwork of areas defined by history,
present use, economics, and ethnicity. Among the neighborhoods you should know are “Little
Bohemia” [C] (a district of artist’s lofts, funky galleries, coffee shops, and trendy nightspots),
a poor Latino neighborhood [F], and Asiatown [I]. The government district (City Hall, the
county courthouse, etc.) is located slightly west of the center of town, near the UIM campus.
Downtown Urbana [H] continues to exist as an “arts district” of galleries, shops, clubs, and
restaurants. Downtown Champaign [A] used to be similar, but has recently blossomed as a
business district, sometimes called “Moselyville.” The Row [B] was once full of poverty and
crime, but these days the beautifully restored apartment buildings house urban professionals
and the storefronts hold restaurants and antique shops. Its centerpiece is Kagal Hall. Savoy, to
the south, is the poorest part of the city, marked by crumbling infrastructure and petty crime. All
around the edges of town are residential areas of varied mood and socioeconomic status: cozy
middle-class neighborhoods, exclusive developments, and trailer parks.
The Sunspire: A 35-story office tower just north of Little Carthage (see Neighborhoods). It
incorporates a number of innovative green technologies, including solar panels and a rooftop
The University of Illinois at Metatropolis [E] should look very familiar. It's largely the same as
UIUC, though the administrators, faculty, and students who appear in the game are fictional.
Map of Metatropolis
People to Know in Metatropolis
Current player characters can be found on the roster on the Carpe Noctem website, including
Chin Ho Dahn: A lieutenant in the Metatropolis Police and member of Metatropolis Eye.
Elishya Artifice: The proprietor of the Blue Note. A Brujah who is on friendly terms with the
local Camarilla, but has not pledged herself to it.
Joseph Spires: Mayor of Metatropolis.
Metatropolis Eye: Community safety organization founded by Mayor Joseph Spires.
Metatropolis Sun staff: Editor: Bill Washington. Reporters: Pat Foremann, Steve Nakamura,
Geoff Goodman, Seth Kerber, Marge Wilson, Rosanna Yeh, Erica Martinez, Alan Webb, and
Rick Mulholland (sports).
The Rest of the World
Superficially, the rest of the map looks like the real world. We haven't invented other major
cities or moved national boundaries. The most important thing to know is what faction controls
what area. (Note that we haven't defined all the map, because the focus of the game is on
Metatropolis. The farther one goes from the Midwest, the less relevant the area is to our game.
So if you ask us whether Boise, say, is Sabbat or Camarilla, we may not have an answer for
you.) The princes of the nearest major Camarilla cities are defined, as are a few other Kindred
in some of the cities. If you think you'd be in a position to know them, talk to us.
Roughly speaking, the Camarilla controls Illinois, Indiana, Michigan, Ohio, and Kentucky, and
the Sabbat controls Missouri, Iowa, Minnesota, and Wisconsin. St. Louis is the most noteworthy
Sabbat stronghold in the Midwest. For a long time, the Quad Cities of Iowa and Illinois were
divided by the Mississippi River―Davenport and Bettendorf were Sabbat, and Moline, East
Moline, and Rock Island were Camarilla. However, a prolonged period of covert warfare and
quiet political maneuvering have led to a technical win by the Camarilla.
From Halloween 2007 to early May 2008, Milwaukee and Chicago were controlled by Brenden
Smith and his followers. They called themselves “Sabbat” but were generally rejected by the
main sect. Smith and company were defeated by Camarilla. (Kindred from Metatropolis played
a key role in that fight.) Chicago has been solidly Camarilla since, under the leadership of a
Nosferatu prince named Michael Daley, and Milwaukee has returned to the Sabbat.
On a deeper level, there are a number of differences between our game world and the
canonical old World of Darkness. (For a list of some of them, see The Metaplot and What We
Ignore, below.) One of the biggest differences is in the structure of the Camarilla. It is less
centralized, hierarchical, and elder-dominated. Rather than a single, shadowy Inner Circle
directing the entire sect, there are two, representing North America and Europe.
Each Inner Circle is composed of justicars, one representing each Camarilla clan. Some
justicars are well-known, at least to their clanmates, while others are more mysterious. Each
justicar is served by one or more archons, roving operatives who are chosen for their personal
prowess, skills, and/or connections. Most justicars choose archons from outside as well as
within their own clans.
There are a few justicars (no other complete circles) scattered around the rest of the world,
but as Camarilla influence is significantly less powerful in Latin America, Asia, and Africa most
matters there are handled by archons of the European or North American justicars. There is
a certain amount of friction between the older, more conservative European Inner Circle and
the “upstarts” on this side of the Atlantic, with the former often asserting rights and demanding
deference that the latter is unwilling to grant.
People to Know Outside Metatropolis
Ander von Dourne: The Malkavian Justicar for North America. Among his archons is Paavo
Lord Devon: The Toreador Justicar for North America.
Dorothy John: The Tremere Justicar for North America.
Candace Drake: The former Gangrel Justicar for North America.
Ethan Richards: The late Toreador Justicar for North America (and former prince of
Metatropolis). Apparently died some time in the spring of 2010.
Isabella Estrada: The former Brujah Justicar for North America.
Janice Strange: The Brujah Justicar for North America
Ridley Simmons: The Ventrue Justicar for North America.
Alexander Lee: Regent of the Sabbat
On a more metaphysical level, the world that PCs see and regularly interact with is only part of
the cosmos. The Astral Plane is concurrent with and in a sense “alongside” our world. Astrally
projected beings and ghosts travel there, usually invisible and intangible but able to perceive
the material world. Some beings in the material world, such as vampires making a special
effort with Aura Perception can perceive entities on the Astral Plane. The afterlife is an entirely
different “place” (or set of places), where the dead go to their final reward or punishment.
Occasionally one hears rumors of other planes or states of being.
Who (or What) Else Is Out There?
Though our game is focused on vampires, there are many other supernatural beings.
Everything from were-spiders to ghosts that possess mortal hosts can be found in the books of
the old World of Darkness. Does that mean they're around in our game? Not necessarily.
And even if they are around, they may not work exactly as they do in canon. This goes for
player assumptions as well as character knowledge. If you happen to notice that the mortal
dude who is in town to give a lecture on Neo-Primitivism has a sparkly aura, don't immediately
jump to “Mage. Almost certainly Verbena, probably Moon-Seeker. That means he can…”
Really. Don't. We make stuff up to suit ourselves and the needs of our game. Without an
appropriate Lore Background or, in some cases, Occult Ability specialization, you're pretty much
limited to what's below and anything you learn in game. Without the Occult Ability, even what
is mentioned below isn’t certain. You won't know, for example, whether silver or wolfsbane
have an effect on werewolves, or whether you can drive away fairies by turning your clothes
inside-out. If your character has a Lore Background, check the packet we give you and ask us
questions rather than making assumptions.
There may be stuff out there that we don't tell you about, or that we tell you inaccurate
information about. That may be because it's really obscure and your character has no way of
knowing of it, or because we just now decided to include it. Also, you are free to conclude that
your character doesn't believe in a particular thing—even if he or she has heard of it. It doesn't
pay to believe everything you hear, after all.
That said, here's an overview of how our game handles some of the most prominent
supernaturals in the World of Darkness.
These creatures of European legend range from elegant nobles with magics that can sway
mortal hearts to strange, twisted creatures that can only pass for human by the use of powerful
glamours. They seem to avoid vampires for the most part.
They are bad, bad things, whether they correspond to Judeo-Christian ideas of agents of Hell or
not. They can be very powerful. According to the stories, some (the intelligent ones) offer people
power in exchange for services and/or souls, and others seem to be little more than ravening
beasts. Whatever else is true, it seems clear that they don't have your best interests at heart.
(For a bit more information from a player perspective, see the Infernalist Merit in LARP 101.)
Under some circumstances, mortals (and perhaps other things as well) can leave some wisp of
themselves behind when they die. Most of the time they are invisible and intangible. Sometimes
they haunt a location or a person, though most seem to hang out in “another place” unless
called to this plane. Some vampires can communicate with them, whether through the Medium
Merit or certain Paths or rituals of the Discipline Necromancy. Some occultists say there are
also ghost-like entities that do not seem to be the remnants of once-living beings. (Players
familiar with Wraith: The Oblivion please note: Ghosts in our game are nowhere near as
powerful as wraiths, and we do not use any of that game's setting or backstory.)
In the sense of “humans who hunt vampires and/or other supernatural beings,” they certainly
exist. Some have advantages that make them dangerous: skills, knowledge, or True Faith.
Hunters with greater powers are rarer, and poorly understood by vampires.
Some mortals can cast spells and/or imbue objects with magic. Beyond that, not much is
known. Certainly the Tremere would like to have a monopoly on magic, so it's possible that the
clan suppresses knowledge of these people and/or hunts them down to offer them a choice
between the Embrace and destruction. Strange rumors exist of mages who live out in space, but
that sounds awfully silly, doesn't it?
The Walking Dead
Some vampires (and perhaps others) can raise zombies, mindless shambling servants. And
of course vampires themselves are once-living beings. Some ghosts are apparently able to
possess the flesh of corpses, their own or others, becoming creatures known as Risen.
Weird Asian Vampires
Some say they exist, but others say the continent is simply occupied by vampires of familiar
clans operating under unfamiliar cultural rules.
These creatures, also called Lupines, are known of and feared by vampires. They can look like
humans, wolves, or huge hairy beast-men. For the most part, they are found in the wilderness
rather than urban areas. They seem to collectively loathe vampires (and are often good at
picking them out of a crowd.) It is sometimes possible for individual vampires to get along with
individual werewolves, and urban werewolves seem to be more tolerant than their more feral
cousins. All have powerful and unpredictable tempers, however. Rumors exist of other sorts of
shapeshifters, but they are unconfirmed.
Lore vs Occult vs Mundane: What You Know
Within the game there are varying degrees of knowledge, rumor and total guesses regarding
what goes bump in the night. We represent these levels of knowledge with Lore and Occult.
If you have an appropriate Lore then you have reliable knowledge about a specific area. This
level of knowledge represents extended study of a subject with sources that are able to provide
accurate information. The information you know is based on truth at the worst and accurate
most of the time. Refer to the Lore packet for what you know about a subject for which you have
Lore. In addition, feel free to ask if you know any additional details relevant to a situation.
If you have invested in the Occult Ability, then you are a student of the bizarre. You’ve heard
lots of rumors and know where to find even more of them about additional subjects. Your
knowledge is more accurate than the average horror film viewer, but that isn’t saying a whole
lot. You are armed with a wealth of information that is mostly wrong, but has a few tidbits that
With Lore you know that vampires can be killed with fire, sunlight or decapitation. With Occult
you’ve read that a stake through the heart, followed by stuffing their mouth with holy wafers
and garlic, followed by decapitation, followed by burning the body at a crossroads, followed by
leaving the ashes to smolder for a full day followed by burying the ashes on holy ground will
kill a vampire, perhaps with the last rites included. Sure, that will kill a vampire, but I’m not sure
there is anything in our game that wouldn’t kill.
Of course, without Lore or Occult you react to the need to kill vampire with “WTF?!? There are
vampires?!? I hope they sparkle!” Without Lore or Occult you are left with the worst of television
and popular culture to base your mystical knowledge on. Basically, you don’t have a clue.
White Wolf Metaplot, and What We Ignore
As we said earlier, there are large chunks of the V:tM metaplot and background that we do not
use. This list is not intended to be comprehensive, but covers matters we have been specifically
asked about which are not covered elsewhere in 101 or 201.
● We are not defining much about major cities outside the Midwest. However, we are
agreeing with canon in that the Sabbat took Atlanta and the Camarilla retook New York
City from the Sabbat, both about ten years ago. Do not make any assumptions based on
setting books like Chicago by Night. Our Chicago is entirely different, and none of the
other such books are relevant to our game.
● Baba Yaga did not arise, cut Russia off behind a metaphysical curtain for ten years, and
then fall at the hands of Vasilisa. While she may feature in some Nosferatu lore, most
vampires know of her (if at all) only as a character in Russian folktales.
● The “Great Trick” whereby most Malkavians set aside Dementation in favor of Dominate
did happen. Most of those unchanged defected to the Sabbat. In 1998, Dementation
began to resurface in the Camarilla. Please note: most of the affected Malkavians, even
those that were present at the inception of the Great Trick and who have since switched
back to Dementation, remain unaware that any of this ever happened.
● The Gangrel Justicar did leave the North American Inner Circle in 1998. (The reason,
though the subject of much speculation, has not been made public.) At that time, the
clan officially left the Camarilla, though many individuals remained. Some cities still have
a Gangrel on the Primogen Council, while others do not. The last Gangrel Justicar was
Candace Drake. Her current whereabouts are unknown.
● The Red Star has not been seen in the sky. None of the other Gehenna/Time of
Judgment events have occurred, except as outlined here. There are rumors and
prophecies that the end is near, but there have of course been such rumors for at least a
● The West Coast has never been invaded by Kuei-jin. If they even exist in our world,
they have never been reliably reported in North America.
● Thin-blooded vampires of the fourteenth and even fifteenth generation do exist (and
are allowed as player characters), but they are extremely rare and not everyone believes
in them. Reports of them began to surface around the middle of the last century. Prior to
that time, vampires of the thirteenth generation were believed to be incapable of siring
childer. Some also speak of Dhampirs, the offspring of thin-blooded vampires and
humans. They are said to have strange powers.
Combat is an important part of the game but one that can be largely avoided with care and
good roleplaying. It’s also one of the more complex parts of the rules system as it involves
all of the information from the section on Challenges in LARP 101, most of the Disciplines, a
variety of Merits and Flaws, and many Abilities. Mashing all of those rules together means that
there’s a heap of stuff to be aware of when you get into combat. The STs do their best to try and
streamline things, but the best way to keep things under control is to be sure of how to use your
capabilities to their fullest extent so that you’re prepared when your turn arrives.
These rules cover most situations. However, there will be times when the Storytellers will
need to make spot rulings. Please understand that we need to keep both fairness and scene
momentum in mind. If you want to raise concerns with one of these rulings, we ask that you wait
at least until after the scene. We prefer that you bring up these concerns in a message to us on
the boards or at one of our Storyteller meetings. (See the beginning of this document for more
information about our meetings.)
Combat Turns and Initiative
A combat turn is divided into four phases: preemptive, normal, and two phases at the bottom of
the round. The preemptive phase and both bottom of the round phases are the domain of the
Celerity Discipline so if your character does not have it you probably only have to worry about
acting during the normal phase. However, you might be involved in the other three if someone
else engages you in a challenge during them. If the ST is able to move through all phases of the
turn, then a new one starts over and the process repeats.
Your initiative during any given phase is based on two things: what type of action you wish to
perform and how many Traits you have in the appropriate Attribute for that action. Every action
in combat is linked to one of the Attributes. Punching, kicking, and using a sword (for example),
would all be Physical actions, and these are the most common actions taken in combat.
However, many Disciplines are linked to the Mental or Social Attribute and it’s also appropriate
to take other actions linked to these in combat (e.g., assessing the situation, a mental action, or
trying to convince someone to join the fight, a social one).
When a combat turn begins, the ST running it will give everyone a moment to determine their
actions. Once you know what you’re going to do, check the number of Traits that you currently
have in the appropriate Attribute. That number is your initiative score. The ST will begin calling
out numbers starting at 13 and moving down from there. When he or she arrives at your
initiative score, you get to act.
For larger combats, when there are many people acting on the same initiative score, Mental
actions go before Social ones which precede Physical ones. If two people are performing the
same type of action on the same initiative score, the actions are considered to be simultaneous
even though we’ll have handle them one after another mechanically.
One thing to note: some weapons have the Quick Merit. For these weapons the bonus Traits
that you gain for using them can also be applied to your initiative score. In other words, if your
weapon is Quick and gives you 2 additional Traits, your initiative score is also increased by 2.
This may mean that your initiative score exceeds 13. If so, just tell the ST running the scene and
we’ll adjust. For more information, see the section on weapons below.
Using Blood in Combat
Using blood in combat happens for a variety of reasons. You can use it to heal or to increase
your Physical Traits (the so-called blood buff) or even to fuel certain Disciplines (e.g.,
Thaumaturgy, Celerity). Many uses of blood have a clear moment in which they take place.
Thaumaturgy, for example, can only be used on your action and, therefore, the blood is spent
on your action.
But, you can also spend blood at the top of a combat turn. For Celerity, especially if you might
want to use the level one power to pre-emptively attack, you usually spend your blood at the
top of the round. This is also where most healing and blood buffing takes place. Extra Physical
Traits gained by blood buffing to no more than your Physical Trait cap (13 for characters of
generations 8-13) last until the end of the scene. Extra Physical Traits gained by blood buffing
above that cap only last until the end of the round.
Entering (and Leaving) Combat
The fact of the matter is this: combat takes a long time to figure out. There are a lot of details
and there might be a lot of characters involved. The complexity can become daunting very
quickly. Therefore, it’s unlikely that your character will have a chance to enter combat if you’re
not there when it breaks out. Mechanically, this helps keep things less complex and, thus, more
under control. Thematically, since each combat turn is merely a few seconds long from the
characters’ perspective, unless you are extremely close to the combat you are unlikely to have
the time to get involved.
To help deal with this discontinuity between regular play time and combat time, we have two
rules. First, you cannot make a phone call and summon help right before you are attacked. We
understand that it makes sense for your character to do this, but if you call a buddy and ask for
their help, it ties up another player who won’t be able to get into combat but does feel as if they
need to respond to your pleas. Secondly, if you are trying to phone call or message someone
who is in combat, please write your message on an index card (they can almost always be
found in the OOC room) and hand it to the recipient. They’ll be able to read and act upon it after
combat, assuming they can still read and act!
While that covers entering or involving yourself in combat, there’s also another factor: getting
out of combat. We cover Fair Escape rules under Defense below, but it’s fairly easy to avoid
combat right as it begins. Before we start dealing with initiative scores and combat turns, we will
usually allow anyone who would not be involved in the combat to leave the scene if it’s feasible
for them to do so.
Since we can't actually have players duking it out when their characters are in combat, we have
to represent that damage taken by a character during a confrontation in some other way. This is
handled using the so-called Damage Track which can be seen below.
Don't worry if you don't quite understand this all right away; after you do it in-game a few times,
it becomes second nature.
This is the basic damage track for a character. When a character takes damage, it is
represented by placing a specific mark in a box on the track. As a character is hurt, they find
themselves in one of six wound levels, five of which have penalties which affect subsequent
H Healthy None
B Bruised -1 Trait when you tie on symbols
W Wounded You must bid an additional Trait and you lose ties on symbols
I Incapacitated Your character drops prone and cannot move for 10 minutes
U Unconscious Your character is unconscious for 1 hour
T Torpor Your character suffers from torpor of varying length
In addition to the above wound levels, there is one more state: Final Death (FD). When this
happens, your character is lost and you will have to make a new one to continue playing. But,
as long as you haven't reached Final Death, your character may heal and return to play.
It's important to note that the time spans in the table above are in-character time. It's likely that
far less than that amount of time might take place out-of-character. No one wants to actually sit
alone in a room for an hour when their character has become unconscious, for example.
To help you remember what each wound level means, there are notations on the right and left
of the damage track. On the left it tells you how many additional traits you have to bid as you
take damage. The right hand side of the track shows you how many traits you’re down on ties
or, when you’re Wounded, that you lose on ties regardless of how many traits you have at the
Types of Damage and Healing Damage
There are three types of damage, each of which is healed by a different number of Blood Traits.
Damage Type Explanation Blood to Heal
Bashing Damage Bashing damage happens when someone 1 Blood Trait heals
is hit with a blunt object like a club or fist. 2 boxes of bashing
Vampires who are shot also suffer bashing damage.
Lethal Damage This occurs when someone is injured 1 Blood Trait heals 1 box
with a bladed or cutting tool like a sword of lethal damage.
or chainsaw. Mortals who are shot suffer
Aggravated Damage Vampires who are burned or remain in See below
sunlight suffer this. There are also some
Disciplines and other supernatural powers
which cause aggravated damage.
Healing aggravated damage is non-trivial. The wounds from fire and sunlight are so serious
that it requires three Blood Traits to do so. Further, this healing only occurs over the course
of a vampire’s dormancy during the day. However, you can spend three Blood Traits and a
Willpower Trait to force the body to heal one level of aggravated damage during a game session
should you need to do so. (This may only be done once per night.)
Recording your Damage
A character starts a game session with a clean damage track; the downtime between gaming
sessions is more than enough time to heal all wounds suffered during the previous session.
There are some Flaws that might mean you start the night with some damage, and it’s possible
that other circumstances might mean the same.
As a character suffers damage, a mark is placed in a box on the damage track starting from
the top and working down. Each type of damage has a specific mark. Bashing damage is
represented as a slash (/), lethal damage as an "X", and aggravated damage as an asterisk (*).
In other words, Bashing is a single line, lethal is two, and aggravated is three lines in the same
box. When a character suffers different types of damage over the course of an evening, the
more problematic the damage, the higher on the damage track it's recorded.
Some disciplines or other circumstances may mean that you halve the damage that you’re
taking. If this would result in you taking ½ of a box of damage, you keep track of that half-a-box
until you take another one. When you do, you record it on your sheet as described above. If you
take two different types of damage (e.g., you take ½ box of bashing and ½ box of lethal) the
more serious type of damage is what you add to your track. (In this example, you’d take lethal).
Recording damage is a hard thing to understand so here’s an example:
Example: Taking Damage
Alice and Bob are engaged in combat. Both start with empty damage tracks; it's the beginning
of the night and neither of them have been injured yet. Alice is a much better fighter, and
throughout the combat (and this example) she takes no damage at all! Bob, on the other hand
isn't so lucky. Early in the fight, Alice is unarmed and after punching Bob a few times, he is
suffering from three bashing. This means he's now Bruised (since the first box labeled "B" is
filled in) and he suffers a -1 penalty if both he and Alice throw the same symbol on subsequent
Bob takes three bashing.
But, at this point, Alice draws a dagger and continues to attack Bob, inflicting two boxes of lethal
damage. Notice, that in the second damage track pictured below, we've added the lethal boxes
to the top. We do this simply by adding a backslash in the top two boxes marking them as lethal
and then making sure that the damage track continues to include the three bashing taken earlier
by adding them to the bottom. This is what we meant when we said that more problematic
damage sits higher on the damage track.
Bob takes an additional two lethal.
Now, to make matters even worse, Alice has the Discipline of Thaumaturgy which can let you
conjure fire. She uses a basic power of that Discipline to ignite her hand and grip Bob. This
causes him an aggravated damage. We add this to the top of Bob's damage track pictured
below and, just like before, make sure that we still have two lethal and three bashing damage
under the new aggravated one.
Bob takes one aggravated.
Unconsciousness, Torpor, or Final Death?
The process described above continues until the row with three boxes is filled in. Exactly how
it is filled in is determined by the type of damage taken or "pushed" into that row when more
egregious damage is added to the top of the track. If a box of bashing damage is the first
to be placed in that row, then the character becomes Unconscious. Lethal damage will skip
Unconsciousness and move directly to Torpor and, as you may suspect, aggravated damage
will skip both Unconsciousness and Torpor and lead directly to Final Death.
Once a person is unconscious, doing further bashing to them will—after some time—put
them into torpor. This is handled by adding a backslash to represent new lethal damage to
every box of bashing damage on the track until we reach the bottom and Torpor. However,
no amount of bashing damage will cause someone to reach Final Death in combat. Similarly,
once a character is put into torpor, further lethal damage will cause aggravated wounds until a
character is finally killed.
When a character enters torpor, the duration is based on their current Morality. Your character
remains in torpor for (6−Morality) weeks. You can also be awakened earlier by being fed the
blood of someone at least two Generations lower than yourself. This does create (or enhance)
a blood bond between the two of you as normal. There is an exception to this time frame in
the form of weapons with the Staking Merit. For more information, see the information about
Even vampires with super strength and speed sometimes need a little edge over their equally
strong and fast opponents. Weapons can be that edge. In our game, weapons follow the same
rules for durability (and attractiveness) that all items have. These rules can be found below
under Item Crafting.
In addition to item durability and attractiveness, weapons have other statistics: bonus Traits,
damage value, and Weapon Merits and Flaws.
Weapons give you bonus Traits which you add to your current number of Traits when you tie on
symbols. In this way, wielding a weapon may give you an edge over an opponent with whom
you are equally matched. These Traits do not increase your initiative score unless the weapon
has the Quick Merit.
Each weapon has a damage value. This replaces the base damage that your character could
do with his or her fists. Without the Potence Discipline, the average character does bashing
damage when unarmed; with Potence you can choose to do lethal if you prefer. Most weapons
will either provide you a way to do multiple boxes of damage or do damage of a more serious
Weapon Merits and Flaws
Weapon Merits and Flaws are characteristics of a weapon that provide enhancements to your
combat capabilities or make it more difficulty for you to succeed in your goals (i.e., killing your
Weapon Flaws can sometimes be counteracted, though you might not always have the means
to do so at all times. For example, a weapon that has the Clumsy Flaw might require two Traits
of the Melee Ability to wield effectively. If you do not have two Traits of Melee at the time you’re
using your weapon, then you must bid an additional Physical Trait while you’re using it. If you do
not have enough Traits (counting Physical Traits) to bid to use a particular weapon, you may not
The normal operation of a weapon does not damage it; simply shooting a gun or bashing
someone with a club will not reduce its durability. However, if an opponent specifically targets
your weapon in order to damage it and successfully hits it, then it may be damaged or
destroyed. For more information, see the Item Crafting section below.
Potence and Weapons
The Potence power Puissance adds an extra level of damage to attacks. If this power is used
with a weapon (it is not required, as the character may choose to pull their punches), it will
cause a single level of damage to the weapon as well. An exception may be made if the target
is too soft to possibly damage the material, such as a hypothetical demonic construct made
entirely of marshmallow.
Statistics of Common Weapons
This table lists the common statistics for most weapons in our game. The Merits and Flaws
listed in this table are described below it. The damage values are for those without the Potence
Discipline; those with Potence can choose to do lethal damage instead of bashing with unarmed
or clubbing attacks.
The table is in alphabetical order.
Weapon Traits Damage Merits Flaws
Axe 3 2 lethal Destroy Shield Clumsy (3),
Brass Knuckles 1 Same as the user’s punch
Club 2 1 bashing Clumsy (2)
Crossbow 2 2 lethal Armor Piercing, Slow (3)
Knife/Dagger 2 1 lethal Quick Short
Long Bow 2 1 lethal Armor Piercing, Slow (2)
Pistol 2 Vs. mortals: 2 lethal Recoil (1)
Vs. vampires: 2 bashing
Pistol 2 Vs. mortals: 2 lethal High Caliber Recoil (2)
(High Caliber) Vs. vampires: 2 bashing
Rifle 3 Vs. mortals: 2 lethal Recoil (1),
Vs. vampires: 2 bashing Unconcealable
Rifle 3 Vs. mortals: 2 lethal High Caliber Recoil (2),
(High Caliber) Vs. vampires: 2 bashing Unconcealable
Short Bow 2 1 lethal Armor Piercing, Slow (2)
Shotgun 3 Vs. mortals: 2 lethal Mass Trauma Recoil (2)
Vs. vampires: 2 bashing OR Spray Unconcealable
Shotgun 2 Vs. mortals: 2 lethal Mass Trauma Recoil (2)
(Sawed-Off) Vs. vampires: 2 bashing OR Spray
Stake 2 1 lethal Staking Short
Stake 2 1 lethal Staking Fragile, Short
Sub-Machine 2 Vs. mortals: 2 lethal Fully Automatic, Recoil (3)
Gun Vs. vampires: 2 bashing Spray
Sword 2 1 lethal Unconcealable
Sword 2 1 lethal Quick
One thing you might have noticed is that there are no ammunition counts for firearms. Frankly,
we just don’t care. The only time that you have to reload is if you’re using a Fully Automatic
weapon (see the information on this Merit for more information) or if you are using a bow or
crossbow since these are single-shot weapons. In these cases, reloading costs an action.
Note that shotguns may use slugs (which give the Merit Mass Trauma) or shot (which give
the Merit Spray). You must declare which type of ammunition you have loaded at the start of
combat. Changing from one to the other during combat takes two actions.
● Armor Piercing - If used on a target that is wearing armor, the extra health levels
provided by the armor’s Durability (see below) are ignored.
● Destroy Shield - If a shield is used to successfully block an attack by a weapon with this
Merit, the shield’s Durability is damaged as if it had been the intended target. (See the
Item Crafting rules.)
● Fully Automatic - If you empty the entire clip into a target, you deal an additional health
level of the appropriate damage. You do not have to use your weapon in fully automatic
● High Caliber - These weapons may do more damage. After you successfully wound
your opponent, make a Simple Test with them. If you win on symbols, you do an
additional health level of damage.
● Mass Trauma - These weapons may do more damage. After you successfully wound
your opponent, make a Simple Test with them. If you win on symbols, you do an
additional health level of damage.
● Quick - Quick weapons add their bonus traits not only if you tie on symbols but also to
your initiative score.
● Spray - These weapons can hit up to three targets as long as they are within three steps
of each other and more than six steps away from you.
● Staking - If you put a wooden weapon with this Merit through the heart of a vampire,
they enter torpor regardless of how much damage they’ve taken. This torpor lasts until
the stake is removed from the heart. To determine if you’ve struck the heart, you make
up to three Simple Tests with your opponent after successfully wounding them. For
staking with melee weapons, you must win 2 of 3 tests in order to stake them; at range,
you must win all three. A staked vampire is not aware of their surroundings in any way.
Weapon Flaws, as we said above, represent difficulties you might have when using a weapon.
In the table above you’ll sometimes see a notation like Flaw (X). In this case, X represents the
number of Ability Traits you must have in the abilities listed below to completely counteract
If you do not have enough Ability Traits to counteract these flaws, then you bid an additional trait
per flaw you have not counteracted.
● Clumsy - Clumsy weapons are hard to control in combat. You offset the Clumsy flaw
with traits of the Melee Ability; i.e., the better you know how to handle a weapon, the
better you are at handling a clumsy one.
● Fragile - Fragile weapons break the first time you use them in a failed challenge. There
is no way to counteract this flaw.
● Recoil - The recoil on firearms make them harder to use and control. You offset Recoil
with traits of the Firearms Ability.
● Short - Short weapons require you to be within one step of your opponent, which is
roughly arm’s reach.
● Slow - Slow weapons are harder to reload. It takes one action to reload the weapon and
another to fire it. You counteract this flaw with the Firearms Ability.
● Unconcealable - Long or large weapons are too obvious to conceal. Even hiding them
under a long coat only tells observers that you have something hidden under your coat.
With respect to the Unconcealable Flaw, those weapons without the Flaw can be fairly easily
concealed, though doing so may make it difficult to ready them for combat. A short bow, for
example, could be unstrung and then you have “concealed” it by making it look like a thin,
bendy staff. But, to use it in combat, you would have to re-string the weapon. A pistol could be
hidden in a jacket pocket, holster, or the waistband of your pants, but then you would have to
draw it before you could fire it (or at least before you could do so and wound your opponent).
Other Weapon/Offense Rules
The following rules all have to do with combat but do not necessarily fit anywhere above.
Therefore, we have gathered them here for your reference and to try and group things as
logically as possible.
Strength in Numbers
Only four people can attack someone in melee combat before the target is considered
surrounded. While surrounded, no additional melee attackers can join the combat unless one of
those already engaged bows out or is removed in some way (e.g., thrown aside with potence).
There are no benefits for “friends in melee” as there are in some other games. Getting to beat
up the target four times as fast is a benefit in and of itself.
Firing a ranged weapon at a melee of this nature does not impose any penalties; the RPS
system is not granular enough for that.
There are a two ways to get the drop on your opponent:
● Attacking while using the Obfuscate Discipline.
● When an ST says so.
If you have surprised your foe, then you do not have to bid a Trait for your challenge. To defend
themselves, they will still have to bid one of theirs. Thus, if you lose your surprise challenge, you
do not lose an Attribute trait. You may only get a surprise challenge against a given opponent
once in a given scene, even if you vanish a second time in the course of the scene.
Weapons on Fire
Considering the severity of aggravated damage, weapons that deal it are desirable when facing
vampires. Considering the fact that Rötschreck can easily remove someone from combat
potentially at little to no risk to yourself, fire is also a very useful tool in your arsenal. And fire
deals aggravated damage, so it’s a two-for-one deal!
But, while fire is dangerous, it’s not too hard to extinguish under normal situations. Thus,
weapons like flares (either fired from guns or wielded as a melee weapon), burning arrows, or
inflamed crossbow bolts, are guaranteed to do a single aggravated wound when they strike
the target. However, since that target is unlikely to stand there while burning, they can quickly
move to deal with the problem. The STs will determine whether they have to stop-drop-and-roll
or simply remove the burning projectile and toss it aside. If the character struck with such an
weapon enters Rötschreck, they will extinguish the flames immediately rather than run around
Burning arrows or crossbow bolts require an additional action to fire. Thus, in addition to the
normal loading and firing actions (which can be combined with the appropriate traits of the
Firearms Ability) you will also have to take an action to ignite the projectile before firing it.
One further thing to keep in mind: Many flaming weapons, especially improvised ones, pose
a threat to the wielder as well as their opponent. Accelerants may drip and splash, potentially
setting things on fire that you didn’t intend. While fire under your control does not force you to
test for Rötschreck, that is not true of such incidental fires.
There are no called shots in our game. However, you can make a strategic attack which will not
damage your opponent but instead achieve a situational change. These attacks are retested
with an appropriate combat ability (usually Brawl, Melee, or Firearms) or sometimes with a
physical ability like Athletics.
There are far too many possible strategic attacks to list here, but the most common is probably
an attempt to disarm your opponent. Such an attack, as noted above, will not damage your
opponent, but if you win the challenge then you will have successfully executed a disarming
Grappling your opponent is a type of strategic attack (see above) but it has a little bit more
nuance than other ones. To grapple an opponent, declare your intent and make a Physical
Challenge. If you win, you have effectively grabbed your target and restricted their movement.
While grappled, your captive cannot move, attack, or defend normally. Your movement is
not restricted; you can try to drag your captive around if you want to but you will suffer the
movement penalty on your challenges. Some Disciplines, like Vicissitude, can be used while
you hold someone in combat and, further, you can also bite your captive either to drink or to do
damage (not both). Drinking from your captive transfers one Blood Trait per action from their
Blood Pool to yours.
To break free, your captive must simply win a Physical Challenge with intent to do so. From
a certain point of view, this is another type of strategic attack. Your captive can also choose
to attack you for damage up to and including biting you back if the situation permits it. Under
most circumstances, your captive cannot attack others, but at ST discretion they may be able
to do so. They cannot use Block or Dodge to defend against incoming attacks, but they can use
A captive can only be grappled by one other person at a time. While held, a captive’s Potence
may be brought to bear against their captor. Their Celerity is also unaffected; a captive gets as
many actions as they would have normally had.
Two-Weapon Fighting Styles
In our game, there are no off-hand actions and, thus, using a two-weapon fighting style doesn’t
give you an extra attack. But, it can give you the ability to use the Block Ability (see below for
details). You can also specialize in two-weapon fighting styles to give yourself the +1 bonus on
ties while wielding your weapons if you choose to do so.
Weapons and Legality
All of the weapons listed in the table above are illegal with the exception of knives. Further,
Metatropolis has had a long history of violence and, as a result, the current climate in the city
is fairly authoritarian. Walking around outside with an exposed weapon is likely to draw the
attention of the public and, eventually, the police.
It is possible to get a permit for pistols, rifles, and shotguns, though not sawed-off shotguns.
These can be acquired through legal means if your character has some sort of legal identity
and wishes to risk the exposure of a background check. Some Influences may also be able to
provide you with a forged permit. Even with such a document, acting inappropriately with your
weapon will get it confiscated. Sure, it may be returned after the legal proceedings, but can you
really trust a weapon that’s been so thoroughly examined by the authorities?
Armor and Defense
We have it from our ancestors, and they from theirs, that getting pointy things shoved or shot
into your squishy bits makes for a bad day. This might be less true for vampires, but it’s still
worth avoiding. Therefore, we’ve developed a variety of ways to try and make sure our squishy
bits don’t turn into bleeding bits and ruin the upholstery.
The first and usually safest way to make sure to not get hit is to not be there when the fists start
flying. As was mentioned above under Entering and Leaving Combat, before the first combat
turn, the STs will give those who would simply leave rather than get involved the chance to do
so. It might be, however, that you cannot leave then or that you want to escape after combat
In order to declare a Fair Escape, you just have to announce your intent to leave the combat
scene. As long as no one objects (including an ST), you are pretty much free to go. Combat is a
chaotic and confusing situation, and not everyone can keep their eyes on everyone else all the
time. Thus, if you see your chance to escape and you take it, as long as no one else chases you
down, you have left the area.
Note that the rules for calling for help and tying up other players hoping to penetrate the fog
of war surrounding the combat applies here. Escaping and then calling for reinforcements is a
wonderful idea in theory, but in reality it only makes other players sad when they are called to
help with a combat that the ST won’t let them get involved in because of the timing difference
between travelling across town (effectively walking from one room to another in our gaming
location) and the reality that combat turns take a lot more time out-of-character than they do in-
If someone does object to your escaping, it might be that they are doing so because they intend
to chase you down. There’s no way to represent the speed at which someone runs in our
games, so under most circumstances, we assume that everyone runs at about the same speed.
A Static Physical Challenge with a difficulty based on the terrain across which you’re running
can be made to try and speed up (retested with Athletics). Also, Flaws like Child or Short mean
that you can’t move quite as fast as a result of your smaller stature.
The long and short of running away is this: the ST running the scene will determine who’s
able to run faster taking into account things like Physical Challenges, Flaws, Disciplines (e.g.,
Celerity) etc. and figure out whether the fox or the hound is the faster party. This, then, will
determine the results of your attempt to run away. If you can’t escape your pursuer, usually you
are either forced to remain in the same combat scene or, sometimes, you lead them on a merry
chase and end up in a new combat scene nearby.
Passive Defense: Wearing Armor
Of course, sometimes you don’t want to get away from your opponents but you also don’t
want them to damage you too much. That’s where armor comes in. In the modern day, we’ve
got Kevlar and other high-tech protection measures but a lot of vampires might still feel more
comfortable with chain mail.
Regardless of what type of armor you’re wearing, the mechanics behind armor are simple:
your opponent has to reduce the Durability of the armor you’re wearing to zero before you start
taking damage yourself. More information on item Durability can be found under Item Crafting
below but the short version is this: bashing and lethal damage reduce an item’s Durability by
one while aggravated damage reduces it by two. From a certain point of view, this Durability
acts like extra Health Levels that must be filled in before you start to take damage.
We recognize that modern armor differs greatly from ancient armor in the way that it protects
the wearer. But, combat is already complicated enough when you factor in all of the variables of
weapons, Disciplines, Abilities, offense, and defense. Thus, while it stretches disbelief to think
that Kevlar and plate mail will defend against the same sorts of attacks, this is the easiest way
to represent armor without adding complicated rules regarding the types of attacks that damage
each different type of armor.
While you can try to conceal armor to the best of your ability, even modern body armor is visible
to the trained eye. While you might hide your armor from John Q. Public, Sally Q. Police-Officer
is likely to notice it and keep an eye on you as a result.
Active Defense: Dodge and Block
Dodge and Block are two Abilities that are very useful to have. Dodge is the more versatile
of the options because it is less restricted, but blocking an incoming attack with a shield or
with your weapon has quite a bit of style. Plus, by learning both Abilities, you maximize your
Dodging is simple: if you’ve lost a challenge in combat and you’re about to take damage, you
can call for a retest by spending a trait of Dodge. Alternatively, if you’ve won the challenge and
your opponent retests—usually with Brawl or Melee—you can spend Dodge to block their retest.
The Block Ability works in the same way mechanically with respect to calling for retests or
blocking them, but you can only use it if you meet either of these two criteria:
● You have a shield in your off hand or are wearing forearm guards, or
● You have the Ambidexterity Merit and a weapon in your off hand.
For convenience, when we refer to shields below, forearm guards, weapons, parry daggers, and
other personal defenses work the same.
When blocking—both with a shield and with a weapon—the item you use to block with takes no
damage unless your attacker has Puissance (Potence 5), its weapon has the Destroy Shield
Merit, or it chooses to strategically attack your shield/weapon instead of doing damage to you.
Attackers with Puissance can do a single point of damage to your blocking item when you use
it in defense. For the other two options, attacks reduce your item’s Durability. For more on
Durability, see the Item Crafting rules below.
Shields can be used to block incoming thrown weapons or arrows shot from bows. [I don’t think
there’s that much difference between an arrow and a bolt, and contend that catching/blocking
arrows under combat conditions is pretty iffy. --K] [Do you content, then, that forearm guards
cannot be used to block thrown weapons and arrows? -Dash] Crossbow bolts and bullets are
too fast to block.
We know that in the Real World, forearm guards would be considered armor. However, for our
purposes they are not. They are simply devices that keep your arms from getting all cut up and
bruised when you block incoming attacks with them. Keep in mind that if you don’t meet the
criteria to use the Block Ability, you can always fall back on Dodge.
Statistics of Common Shields
The following table lists common types of shields and other defensive items. The Traits column
specifies the modifier to your traits when attempting to use the Block Ability during a challenge.
These modifiers only come into play if you must chop following the use of Block on a retest.
Item/Shield Traits Examples
Forearm Guards -1 Martial arts equipment, mostly
Small Shields 0 Bucklers, pot lids, large tomes, frying pans
Medium Shields 1 Heater shields, manhole covers, car doors
Large Shields 2 Kite/tower shields, doors, table tops
Paths of Enlightenment
While many, if not most, vampires cling to the remaining vestiges of their mortal moralities
as represented by the Path of Humanity described in LARP 101, others cast off these ethics
and adopt a different way of acting. These alternatives are collectively referred to as Paths of
Enlightenment. Several have been developed throughout Kindred history, and while others may
still be found, it is outside the scope of our game to create your own Path.
Because these paths represent alien worldviews and systems of morality sometimes far
different from what most functioning societies would allow, we suggest that most first-time
players avoid them. Only characters of clans with a long tradition of a single Path may begin
play on anything other than Humanity. (These Paths are listed in the clan writeups in LARP
101.) Other characters may attempt to change to a Path in the course of play (see below). In
general, members of the Sabbat or of the Independent bloodlines are far more likely to walk one
of these Paths, but you can find some among the Camarilla and Anarchs who do as well.
Changing to a Path
Adopting an entirely new and inhuman moral system is not something that can be done lightly.
A character clinging to their Humanity cannot make such a change; only someone teetering at
the edge of Wassail (in other words, at Humanity 1) is desperate enough for a way to stave off
the Beast to make the necessary adjustment in worldview.
Paths cannot be learned from books or “absorbed” from mystical principles; a guide is
necessary. That guide must be another vampire who is a faithful (Morality 3+) adherent of that
Path. Another player character who has the requisite Path rating may teach it. If you wish to
find an NPC to teach your character a particular Path, you must make a Simple Test. (The
Storytellers will determine if you win on ties. As a rule, Sabbat characters win on ties and so do
characters seeking a teacher for a Path strongly linked to their clan.) If you lose, no mentor for
that Path is available. You may ask another character to find a mentor for you, but you cannot
look again for a period of time determined by the Storytellers.
Before you may actually switch to your new Path, you must purchase that teacher as a three-
Trait Mentor. (This requirement is waived when the teacher is a PC.) There will probably be
roleplaying requirements as well. The Storytellers will tell you how long this process will take.
Paths and Interacting with Mortals
Mortals instinctively sense that there is something wrong, something disturbing and predatory,
about a vampire that follows Path of Enlightenment other than Humanity. This is a matter of
subtle behavioral cues (or miscues) and is not something you can consciously control. A Path
follower is at a 5 Trait penalty on all Social Challenges with mortals, except for intimidation.
(We tend to overlook this for the purpose of feeding scenes.) Also, vampires on Paths appear
unnaturally pale and cold (unless they have the Blush of Health Merit) and cannot spend blood
to make themselves look human.
The Virtues of Conscience and Self-Control were covered in LARP 101. There, it was
mentioned that there are two additional Virtues: Conviction and Instinct. The Paths of
Enlightenment below will sometimes use one or both of these Virtues in lieu of the others.
Regardless, the difficulties of tests involving Conviction and Instinct are the same as for their
counterparts and can be found in LARP 101.
Vampires who hold Conviction to be a Virtue do not suffer the pangs of guilt for sinning in the
same way as those who continue to abide by their Conscience. Instead, Conviction informs
how a vampire should-have acted and their redouble their efforts to avoid a sin again in the
future. Their moral quandary is not so much about the results of their action (e.g., the sadness
over having killed someone) but rather simply that they lost control and actually performed
the act. Vampires with Conviction do not have to role play guilt or sadness when succeeding
a Conviction Test. Instead they should evidence the fact that they regret their action and will
endeavor to avoid it in the future.
Instinctual vampires see no reason to avoid frenzy. They understand that it is a natural and
powerful part of the vampiric existence. Instead, they seek to control themselves while frenzied
in ways that those who value Self-Control would not be able to do even if they were interested in
doing so. If your character has the Instinct Virtue, ignore the rules in LARP 101 relating to how
Self-Control is used to avoid a frenzy. Instead, use the following rules.
Instinct and Frenzy
When an Instinctual vampire encounters a frenzy trigger, they can spend a Willpower Trait
to stave off that frenzy for ten minutes should they choose to do so. However, if they do not,
they enter frenzy immediately. At the top of every turn of your frenzy you make an Instinct Test
using the difficulties described in the Self-Control section of LARP 101. Until you succeed in this
challenge, your frenzy is exactly the same as one by any other vampire. But, when you succeed
in your challenge, you are suddenly in control and can direct (i.e. choose the target of) your
anger while continuing to Frenzy.
Many Paths which value Instinct over Self-Control consider it a sin to fail to control your frenzy.
In this case, “failure” would be defined as the inability to succeed at your Instinct Test prior to
the ending of a frenzy. [More details on Instinct and frenzy are forthcoming.]
As mentioned above, there are other Paths in the world and some Paths that continue to be
developed. But not all of these Paths are available to player characters. The following ones
are. Each of these Paths come with their own Hierarchy of Sins. This, and the Virtues that they
hold, are included below. Further, some of these Paths are most common among specific clans
or bloodlines. As necessary, these will be specified as well. Some games indicate a separate
name that is used to describe members of a given path (e.g., those on the Path of Bones may
be called Gravediggers) but our game does not use these terms.
The Path of Blood
The Path of Blood is one followed primarily—almost solely—by Assamites. Its history tells
followers that the precepts were set down by Haqim, the legendary father of the Assamites.
It teaches that vampires are a curse, a blight, upon the world and will one day be eradicated.
This eradication will be facilitated by followers of the Path of Blood. However, it is understood
that the numbers of those who walk the path are far less than the sum of all those who do not;
the Assamites have already tried to war against the other so-called “lower” clans and failed,
resulting in the Blood Curse placed upon them by the Tremere. Such overt methods have
proven to be too dangerous in the past. This does not preclude overt action, but it does stress
the need for careful deliberation and planning before such an undertaking is attempted.
Instead, members of this path have turned themselves toward the protection of mortals. In
essence, by protecting mortals from other vampires, they can slowly over many years create a
situation where the lower clans—those which feed on mortals—will eventually be starved to the
point where they fall upon each other and bring about the sought-after eradication without the
obvious involvement of the Assamites. In fact, the most devout followers of this Path eschew
even the consumption of mortal blood, considering it to be beneath them. Plus, by taking the
blood of other vampires, it furthers their destruction.
Members of this path are extremely loyal to one another. It is unlikely that you can pick a fight
with one of them and not end up on the wrong side of the rest. Further, it is understood that their
covert war against the other clans is furthered by becoming as powerful as possible before any
overt actions are taken. Thus, the Path of Blood considers diablerie an acceptable act.
The Path of Blood uses the Virtues of Conviction and Self-Control.
Path of Blood: Hierarchy of Sins
Morality Traits Violations
Five Feeding on a mortal; failing to pursue lesser blood for others on the path.
Four Breaking your word to a mortal; placing personal desires or ambition above
Three Breaking your word to another on the path; killing a mortal, for blood or
Two Failing to assist another on the path; revealing Assamite/Path secrets to an
One Failing to take a chance to lower your generation1; acting against another
another on the path.
1. This doesn’t mean your character must try to diablerize low-generation vampires at
great risk to themselves. But, if you happen to be in the room with the torpid body of an
The Path of Bones
Those on the Path of Bones see themselves and other vampires as a unique opportunity to
study life, death, decay, and all that these processes encompass. This path is found primarily
among the Giovanni and some of the Samedi and drives its followers to try and unravel the
mysteries of death, to understand why and how it occurs, and to figure out how vampires exist
outside of this normal cycle.
In keeping with their scholarly pursuits, most of those on this Path study Necromancy in some
way. Many have other supernatural capabilities that allow them to traffic with the dead or use
their necromantic might to speak with ghosts. While these vampires might be quite scholarly in
their own right, their area of study often results in a separation between them and the others
around them that they study, mortal and vampire alike. In their quest for understanding, they
step outside the normal rules of society, quell their very emotions in order to remain objective,
and do their best to observe and record without influencing the events around them.
Diablerie, for those on this Path, remains a sin. The study of death requires the study of the
remains left behind when mortals and vampires expire. Diablerie, which destroys the remains of
its victims, is thus orthogonal to their scholarly goals.
The Path of Bones uses the Virtues of Conviction and Self-Control.
Path of Bones: Hierarchy of Sins
Morality Traits Violations
Five Showing fear of death; failing to study death1
Four Accidentally killing; failing to feed when hungry.
Three Succumbing to frenzy; refusing to kill.
Two Heeding emotion2; showing compassion;
One Preventing the occurrence of death
1. It is not a sin to fail to study a death that your character did not witness.
2. A sin when heeding emotion does not preclude emotions themselves, only that they
cannot be the basis for your character’s actions.
The Path of Caine
Most vampires have encountered the mythology that Caine was the first of the Kindred and
the progenitor of all other vampires. However, some take this mythology a step further and
cross over into reverence for their shared patriarch. Followers of the Path of Caine believe that
Caine was not only first but that he was perfect. All weakness and flaws evidenced by later
generations of Kindred are as a result of their distance from the potency of Caine’s blood. Thus,
followers have two primary goals: to learn all they can about Caine and to use that knowledge
to push themselves past the bounds of normal human limitations in order to achieve vampiric
In their quest for perfection, scholarly efforts and research can only take them so far. There is
something else, however, that they can utilize to expand their understanding of the vampiric
condition: diablerie. During the moment of diablerie, one vampire consumes the essence of
another and briefly has the opportunity to achieve full understanding of what that other knows
and understands. You can see their memories, feel their thoughts, and know what they learned.
While these understandings fade quickly, followers of this path ritualize the act of diablerie and
include a record of what they see as a part of that ritual. These records are then closely and
carefully guarded for the information that they contain.
There are not many within the Camarilla who can stomach this path. The acceptance of
diablerie is something so alien to the strictures of that sect and the disdain for mortals and
mortality that these vampires show become something that few can overcome. At any given
time, there are few followers of this path and, in these nights, they have often abandoned the life
of the scholar to lead war parties and explore the world all better to understand Caine’s life as
warrior, leader, and wanderer.
Followers of the Path of Caine use the Virtues of Conviction and Instinct.
Path of Caine: Hierarchy of Sins
Morality Traits Violations
Five Failing to engage in study (academic or active) each night; failing to instruct
others in the Path of Caine
Four Befriending or associating with mortals; showing disrespect to others on the
Three Resisting frenzy rather than controlling it; succumbing to Rötschreck.
Two Failing to diablerize “humane” vampires; failing to test one’s limits
One Neglecting to follow a lead about vampirism; denying vampiric needs.
The Path of Cathari
Followers of this Path hold that there are two gods: one purely good and the other purely
evil. This philosophy crops up throughout mortal history in the teachings of Zoroaster and
Manicheus. who both preached that these gods were equal and opposite. But, Christian and
Jewish scholars later held that the darkness would eventually lose to the light. By the 12th and
13th Centuries in Europe, this philosophy was held and shared by the Cathars in southern
France. When the Albigensian Crusade destroyed the Cathar heresy, some of its followers
accepted the Embrace from local vampires.
These new vampires—those who didn’t give themselves to the sun—went about defining their
new existence within their religious worldview. Clearly, vampires were the perfect servant of
the darkness. And, as such, it was their duty to test those who followed the light and reveal
their weaknesses. To do so, Cathari indulge in every form of vice and entice others to do so
as well. But, they do not do so capriciously; there is a purpose to their indulgence. Anyone—
even vampires—that can be corrupted has been shown to be weak or uncommitted to the light.
These must then be destroyed so that when the light and the darkness are finally pitted directly
against one another, only the strongest and the most pure will remain on either side.
Despite this, Cathari do not kill lightly. Death (and diablerie) interrupts the process of a soul’s
corruption and precludes further corruption. As it is their purpose to determine the fitness of
others’ souls, destroying them is antithetical to their practices. Thus, Cathari practice mastery
over their own emotions and their frenzy to avoid strengthening the forces of the light with their
untimely demise. When a follower of this path does determine that another has to die to further
the cause of this cosmic battle, they do so deliberately and coolly, deriving as little pleasure
from the act as possible. It is, after all, better to corrupt than to destroy.
Cathari hold the Virtues of Conviction and Instinct.
Path of Cathari: Hierarchy of Sins
Morality Traits Violations
Five Self-destructive behavior1; showing trust.
Four Withholding the Embrace from passionately wicked or virtuous mortals;
Three Acting against another Cathari; Killing with passion.
Two Refraining from indulging in an interesting vice with others.
One Arbitrary killing; encouraging others to restrain their impulses2.
1. Self-destructive behavior is a sin because the Cathari believe their actions in the service
of the darkness are imperative to strengthen both sides of their cosmic war. If they are
all destroyed, no one may be left to temper the forces on both sides for their eventual
and final confrontation.
2. While it’s a sin to encourage restraint in others, this does not imply that you need to
force them to indulge or to sin. It is far better to let them corrupt themselves; a forced
indulgence can be forgiven but a choice to fall from the light can never be undone.
The Path of Death and the Soul
According to those on this Path, the heart is the anchor of the soul in its body. Under normal
circumstances, the soul extends beyond the heart in order to keep functioning the normal
bodily processes of respiration, digestion, circulation, etc. But, at the moment of the Embrace,
a vampire’s soul contracts within the heart and is purified therein by the simple fact that it need
no longer spend its energy on these processes. This philosophy explains, at least for followers,
while a simple stake in the heart incapacitates a vampire: it pierces their very soul.
Followers seek to isolate the manifestations of their soul—of their heart—by making them
pure and intense. There is no moderation; rage must be all-consuming, love should be never-
ending, reason should be without any influence of emotion or intuition, and pain should be
incomprehensible. Followers usually devote themselves to the obsessive study of one facet of
these extremities at the expense of everything else before moving on to the next. As a result,
they usually exist on the fringes of vampiric society unless concerned with a more social facet
like leadership or torture. Unless experimenting on themselves to understand pain and emotion,
most blanket themselves in the security of rationality and detachment in order to more fully
study their chosen field.
This Path is most attractive to the Tzimisce; the histories of the path indicate that this clan
invented the Path thousands of years ago. It also calls to members of the Malkavian and
Toreador antitribu as well as Necromancers of all stripes. It is found more often among the
Sabbat and Independent bloodlines where an anti-social personality is less damaging.
Followers hold the Virtues of Conviction and Self-Control.
Path of Death and the Soul: Hierarchy of Sins
Morality Traits Violations
Five Showing fear of Final Death; maintaining attachments to the mortal world.
Four Succumbing to the frenzy; being guided by emotions other than the ones
you currently study.
Three Failing to kill when it would be useful; forsaking the pursuit of enlightenment
for other satisfactions.
Two Showing an aversion to death in any form; showing compassion.
One Needlessly preventing a death; killing without studying the death and its
The Path of Entelechy
The origins of this path are in much dispute. Some claim that it is very old while others
believe that it is quite new. Regardless, European Brujah seem to have either developed or
rediscovered it in recent nights. This philosopher’s path promotes the protection of one’s fragile
humanity in the decay of morality found throughout the world in mortal and immortal society
alike. It holds that the soul is eternal and that vampirism holds it hostage in base matter after the
death of the Embrace. But, some good can be performed as a vampire. Some believe that God
has a plan for them; others without such faith simply recognize the knowledge that vampires can
hold and share with others. Regardless, followers act with a purpose: to expand their intellectual
understanding of their world and to refine and distill that understanding for others. In this way,
vampires are uniquely suited as repositories for that knowledge and understanding.
This path is very similar to the Path of Humanity; however, followers of Entelechy believe that
Humanity is too passive. Simply avoiding sin is not enough. Instead, one must actively strive
against the Beast with purpose and forethought. To this end, followers have three essential
concepts on which they base their philosophy: enkrateia (inner strength), reie (courage), and
saphrosyne (self-control). These concepts are essential to followers and path Elders often
bemoan the state of new followers who have so much left to learn.
Followers of this Path hold Conviction and Self-Control as Virtues.
Path of Entelechy: Hierarchy of Sins
Morality Traits Violations
Five Ill-defined or idle thoughts1; allowing others to frenzy
Four Acting on impulse2; theft, robbery or vandalism
Three Causing deliberate harm to a mortal; feeding from an innocent by force
Two Succumbing to Frenzy or Rötschreck; allowing a crime to go unpunished
One The murder of innocents; aiding a monstrous act3
1. The sin of ill-defined or idle thoughts is meant to keep followers of this Path active. To
simply day-dream or debate about inconsequential things is useless and one’s time
should be spent otherwise.
2. Impulsiveness is also a problem. While someone is active, if that activity does not have
purpose then it is wasted effort. At least a basic understanding of the current state of
affairs and a defined goal is necessary in order for right action.
3. A monstrous act should include pretty much anything that mortal society would deem so.
If you’d face life in prison and/or the death penalty for your actions in a mortal court, then
aiding others in such an act would be considered a problem.
The Path of Feral Heart
So many other paths focus on the control of the Beast. They teach that the Beast must be
subsumed beneath logic, reason, scholarly activity, and an understanding of the vampiric
condition. To those on this Path, however, the Beast is the vampiric condition and it should not
be controlled but rather savored.
Vampires are the ultimate predators and, therefore, stand outside mere mortal concerns like
morality and civilization. These are the tropes of the weak and those who need the support of
others. Vampires should respond to the needs of their form and hunt when hungry from those
who sustain them. The Beast can tell a vampire when to act and when to remain calm. It is
not the mindless uncontrolled rage that others seem to feel it is. Instead, it is the very soul of a
But, to foolishly risk one’s safety is stupid. Even the rudest of predators understands the need
for caution and a careful stalking of one’s prey. As sentient predators, vampires should be held
to an even higher standard. A hunt can be made more exciting and its inevitable conclusion
more satisfying with planning and forethought, after all.
This path rejects the trappings of civilization, including technology. Vampires have all the
technology they need at their very fingertips encapsulated within their most powerful form.
Relying on tools invented by their prey makes a predator even more dependent on them, makes
them more like prey, and makes them more prone to failure.
This path is most common among the Gangrel but can also be found among the Nosferatu and
Ravnos antitribu. Other clans who value structure and hierarchy find it difficult to walk this path
so totally focused on the self.
The Path of the Feral Heart holds Conviction and Instinct as Virtues.
Path of the Feral Heart: Hierarchy of Sins
Morality Traits Violations
Five Hunting with anything other than your own capabilities; engaging in politics
Four Remaining near fire or sunlight except to finish a job; acting with
Three Failing to hunt when hungry; failing to support your allies2.
Two Refusing to follow one’s instincts; killing without need.
One Refusing to kill to survive; killing for any reason other than survival.
1. A predator isn’t cruel. It kills dispassionately out of need rather than in anger.
2. In the Sabbat, this is likely restricted to one’s own Pack but elsewhere it can be a
temporary coterie or even a less formal group of allies to whom one is loyal.
The Path of Harmony
Everything has a destiny, even vampires. To meet that destiny, a vampire has to carefully
navigate the between the similarities that they have with mortal humans and the Beast. The
Path of Harmony teaches that it is best to remain true to one’s human side while not neglecting
the needs of the Beast. To move to the extreme in either direction is to court disaster. On the
one hand, to be too humane is to neglect the beast and to fall prey to the Frenzy when hungry.
But, on the other, to indulge the Beast is to become a monster that everyone—even mortal
humans—will seek to destroy.
But, it is not enough to seek self-harmony. Those who walk this Path feel it is their duty—feel it
is a part of their purpose—to help others reach the same balance that they seek. To that end,
followers proselytize their beliefs to others and actively seek to prevent extreme acts by those
around them. Further, killing, and by extension diablerie, are both considered sins on this path.
If an individual dies before finding their purpose and completing that which they are required to
do, then an irrevocable loss is the result.
As a result, this Path is far more likely to be found among those clans whose social make up
promotes working well with others. Toreador, Ventrue, and the Tremere make up the majority
of the Path, though you can also find the odd Malkavian seeking to make peace with their
insanity. The activities of the more extreme members of the Sabbat make this Path hard to walk
within that Sect. Often, followers of this the Path of Harmony are seen as a nuisance within the
Sabbat for their sanctimonious beliefs that everyone will eventually agree with their views and
eventually join them on their Path.
The Path of Harmony supports Conscience and Self-Control as Virtues.
Path of Harmony: Hierarchy of Sins
Morality Traits Violations
Five Killing an animal for any reason other than survival; feeling guilty about
something you needed to do1
Four Acting in an overly cruel manner; showing mercy to an enemy2
Three Killing a mortal for any reason other than survival; succumbing to frenzy
Two Allowing yourself to act too human or too bestial; failing to provide safety for
your loved ones and comrades
One Refusing to kill when it's important for your survival; allowing an ally to
complete an extreme action3
1. If an act was truly necessary, then to feel guilty about it is pointless. For example, if you
kill a mortal who is hunting you, there’s no need to feel guilty about that death. It was
your survival or theirs and you know your purpose; to allow yourself to die would not
have served it.
2. These two seem contradictory, but remember this path is about balance. Being too
merciful endangers you, as does being too cruel.
3. An extreme action is anything that would be considered too unbalancing. Essentially,
if it’s a sin elsewhere on this hierarchy, then it’s likely too extreme to allow others to
perform. Clearly, it’s only a sin if you’re present. If someone commits murder and you’re
not there at the time, it’s not exactly something you could have prevented.
The Path of Honorable Accord
The knights of the Path of Honorable Accord seek to reduce their personal ambition and
individualism as much as possible. It is their belief—and it may not be that far off the mark—
that left unrestrained, vampires would destroy each other given enough time. Alternatively,
immoderate action would expose vampires to the wider and now globally connected mortal
society and result in the destruction of all Kindred. Regardless, the needs of the self need to be
weighed against the needs of the many.
To restrain themselves, followers allow no room for sentiment or mercy. Instead, honor is
held sacrosanct and pursued with calculated rationality both because it can hold the Beast in
check but also because it acts as a limiting force against one’s other, baser instincts. Followers
generally lose interest in friendship and society and instead focus on allies and regular
associates; trust plays no part in rational, honorable choice.
The Path of Honorable Accord breeds reliable Sabbat leaders as long as their superiors
administer oaths carefully. Followers serve with less treachery that almost anyone else in the
sect because to do otherwise is to promote individuals’ wants over the sect’s. However, if
oaths are not carefully worded—if they offer too much wiggle room—followers will not restrain
themselves from working around them rationalizing their treachery as providing negative
examples regarding the importance of carefully defining what honorable society truly means.
However, most followers stop short of killing (or diablerizing) their opponents. After all, if you
kill someone, they can’t learn from their mistakes and revenge, after all, is a fairly personal
While primarily a Sabbat path, in recent nights, members within the Camarilla—especially within
the more rigidly hierarchical clans like Ventrue and Tremere—have begun to walk this path.
Followers practice Conscience and Self-Control. Keep in mind, however, that this Path’s
version of Conscience does not include remorse, only concern for one’s integrity.
Path of Honorable Accord: Hierarchy of Sins
Morality Traits Violations
Five Failing to uphold the precepts of your sect; failing to show hospitality to your
Four Associating with dishonorable individuals; failing to participate in the rituals
of your sect1
Three Disobeying your leader2; failing to protect your allies
Two Placing personal concerns above duty; showing cowardice
One Breaking your word; killing without justification.
1. For the Sabbat, sect rituals are fairly well defined. But for the Camarilla it could include
Elysium, Primogen meetings, etc.
2. Your leader is the person to whom you have sworn allegiance. This person can
change—especially if your original leader is slain—but it must be rigidly defined at all
The Path of Metamorphosis
Just as vampires are superior to humans, Metamorphosists believe that there is a state superior
to vampires that they can reach through a process of personal change and evolution. As
a result, this path focuses on the needs of the individual and the process that one follower
undertakes to find this enlightenment may be very different from another’s.
The only thing that most if not all followers have in common is Vicissitude. The flesh-altering
capabilities of this discipline provides the toolbox used by Metamorphosists to reach their
enlightenment. Additions to the body and subtractions from it act to create something new
and different with challenges different from those posed by other forms. Overcoming these
challenges teach followers about themselves and help them evolve toward their sought-after
This focus on the self often makes followers divisive within the more rigidly defined sects.
Tzimisce followers in the Sabbat, however, are often too useful for the creative ways that
they deal with their opposition to be expunged. Among the Camarilla, followers are extremely
rare and usually quickly identified and dealt with. Oddly, while this path sees few adherents
among the family-oriented Independents, the form-altering powers of the Gangrel and
and the malleable philosophical beliefs of the Anarchs have provided fertile ground for the
precepts of this Path. However, like the Camarilla, others within even these organizations find
Metamorphosists to be a thorn in their sides.
Path of Metamorphosis: Hierarchy of Sins
Morality Traits Violations
Five Postponing feeding; indulging in vices
Four Asking for or sharing knowledge with another
Three Refusing to kill for knowledge; failing to control a Frenzy
Two Considering others; failing to experiment
One Neglecting to practice alteration and evolution; showing compassion
The Path of Night
In some ways, this Path is similar to that of the Cathari described above. However, while the
Cathari feel that their agency for the powers of darkness and chaos that they believe in is
justified in order to strengthen the forces of the light, followers of this path seek only to tear
down and destroy. As such, these vampires tend to be some of the most depraved and Beast-
ridden members of Kindred societies.
It is almost unheard of for members of this Path to be found within the Camarilla. In the Sabbat,
most of its followers are among clan Lasombra. Within that clan, the most fervent adherents
of the Path of Night are sometimes referred to as “Abyss Mystics.” They believe that their
discipline, Obtenebration, allows them to reach beyond the normal boundaries of space and
time into a different dimension composed entirely of shadow and chaos. They maintain that
this plane, this Abyss, predates the creation of this universe by God; it was into the Abyss that
God created light. Thus, these mystics believe that by using Obtenebration—by tapping into this
plane—they actually wield a force more ancient than creation itself.
Regardless of whether or not this is true, the mysticism creates within its followers a sense that
they control a primordial might that makes them more awesome and terrible than even other
vampires can claim to be. As a result, most followers of the Path of Night have more than a little
bit of a superiority complex.
Because of its anti-social focus, this Path was dwindling until the modern nights as physical
theories of dark matter and black holes began to mesh well with the Abyss mysticism of this
path’s core followers, Sabbat Lasombra. As these individuals twisted modern scientific thought
to meet their own ends, more and more neonates have been enticed by not only the teachings
of the path but also the nihilistic indulgence of the baser nature of vampirism.
Followers hold the Virtues of Conviction and Instinct dear.
Path of Night: Hierarchy of Sins
Morality Traits Violations
Five Killing a mortal for food; acting altruistically
Four Failing to devise new and shocking forms of evil; asking for assistance1
Three Accidentally killing; following another vampire’s will2
Two Intentionally killing rather than prolonging suffering; showing compassion
One Accepting another’s authority3; repenting your evil
1. Just because you can’t ask for assistance doesn’t mean you won’t accept it if it arrives.
Followers of this Path still want to live, they just want to do so on their own terms.
2. Following another’s will implies that they are somehow superior to you. Since that can’t
possibly be the case, their will doesn’t really actually matter. This doesn’t mean that you
won’t do what another vampire wants, only that if you do so it better also be what you
wanted in the first place.
3. This sin is similar to the “following another vampire’s will” sin at level three. However,
there is a subtle difference between that and accepting another as an authority figure.
In other words, followers of this Path do not think that they should lower themselves
beneath any other person. To do so would allow them to control you and your actions.
The Path of Power and the Inner Voice
If there ever was a soul, it is lost along with the need to breathe. Usually, when one stops
breathing, one is also dead, but for vampires this is not the case. Therefore, all abstract pursuits
of humanity like nobility, honor, friendship, compassion, and love are discarded in favor of a
single all encompassing goal: power. Vampires, after all, exist to rule the world, but until then
they’ll rule whatever they can control.
The ability to give orders and have them obeyed is what matters to followers on this path. They
aim to control everything around them from politics to social norms to spiritual authority. While
this megalomaniacal focus would seem to preclude followers from working well with others, the
opposite is actually true. What use is giving a command if there’s no one around to follow it?
Instead, followers seek to understand the motivations of others and to twist those motivations to
their own benefit.
Followers receive a great deal of respect from members of the Sabbat, but even more so, fear.
Each successful follower of this Path represents someone who has accumulated enough power
to become nigh untouchable and has shown that he or she is willing to go to any lengths to
maintain that power. They don’t suffer fools and failure is not acceptable from those which they
command. Further, they constantly work to supplant their superiors and control ever greater
spheres of influence. This impulse means that multiple followers of this Path will usually end up
in conflict with each other when their spheres touch.
Novices usually focus on control through fear and punishment. The truly terrifying followers are
those whose leadership precludes the possibility of treachery. Willing subordinates, after all, are
far more effective and will perform tasks not suitable for slaves and prisoners.
The Path of Power and the Inner Voice holds the Virtues of Conviction and Instinct to be of
Path of Power and the Inner Voice: Hierarchy of Sins
Morality Traits Violations
Five Denying responsibility for your actions; treating loyal underlings badly.
Four Failing to respect your superiors (except when they err)1.
Three Accepting defeat2; failing to kill when it’s in your interests.
Two Submitting yourself to others’ errors; not using every effective tool of control
One Tolerating failure; declining an opportunity for power.
1. You can respect your superiors at the same time that you work against them. After all,
an opponent you can respect represents potentially the greatest danger to your control.
And all dangers must be overcome in order to consolidate your control.
2. Accepting defeat doesn’t mean that you cannot ever be defeated. Only that if you do
fail in some endeavor that you must try again to succeed or you will have accepted that
defeat and, thus, sinned.
The Path of Scorched Heart
The Path of the Scorched Heart seeks to reject the Beast in all its forms and thus transcend the
vampiric condition. Rumors indicate that this path was practice in ancient times by Brujah, but
in these nights, the path is followed only by an extremely small number.That said, it rejects the
ideologies of the various sects and has found a few followers within the Independents and within
the more independently-minded clans.
Emotions are the fuel that the Beast requires in order to survive. In order to transcend the
Beast, followers believe that they must transcend this emotion and by doing so starve the Beast
of what it needs to survive. To do so requires that followers be willing to separate themselves
from those around them in order to avoid irrational attachments which temp the Beast. Hence,
the name of the path—to separate oneself from all others is to scorch one’s own heart.
Without these attachments, however, there must be something else out there which anchors
followers to this world. That anchor is the search for the unvarnished and definable Truth.
Ambiguity is, after all, the result of emotional constructs and wishful thinking. Thus, if these can
be avoided, ambiguity can be resolved which makes the Truth ultimately discoverable.
A criticism of followers of this path is that lacking an emotional, sympathetic connection to those
around them indicates that they lack any social morality that could be of benefit to society. Not
so, followers argue. Those of the Scorched Heart act when necessary based on their search
for Truth but otherwise they understand that careful investigation and a clear assessment of the
situation at hand will show them the appropriate action to take.
This path values Conviction and Self-Control.
Path of Scortched Heart: Hierarchy of Sins
Morality Traits Violations
Five Making assumptions of any kind; relying on others
Four Acting rashly; passing up an opportunity to learn a new skill or Discipline
Three Failure to kill a destructive mortal1; failure to end an overt supernatural
threat (if possible without undue risk)
Two Killing a non-destructive mortal2; falling to frenzy or Rötschreck
One Emotional outburst; feeling strong emotion
1. It is perhaps clear why others might want to kill a destructive mortal, but for followers of
this path, such individuals are destroyed because they have succumbed to their basest
of natures and act in extreme ways toward others. Their emotions—hate, anger, etc.—
may tempt others around them, including vampires, to act similarly. This tempts the
2. Similarly, others might see non-destructive mortals (e.g., Gandhi) as truly good and
worth of praise. However, to be non-destructive means that one has given in to
emotional attachments like love, empathy, and compassion to a degree that is equally
dangerous to those around them when one considers the possibilities of the Beast being
tempted to emulate the social success of these individuals.
The Path of Self-Focus
The Path of Self-Focus owes quite a bit of its development to Eastern thought and practice. The
Taoist concepts described by the philosopher Laozi as “conscious inaction” or “non-doing” are
the core of its teachings. To the Western mind, the phrase “you cannot change the world, you
can only change yourself” is, perhaps, the closest equivalent.
To followers, the Universe is working toward a specific goal or purpose. Individuals must either
go with its flow or that flow is impeded in some way. Working in harmony with the Universe is to
avoid conflict with it. Personal goals are illusory if they are not in congruence with the Universe,
and the only way to find that congruence is to wander without purpose and see what one learns
during the journey rather than focusing entirely on the end of it.
The path also teaches that to interfere with others is to interrupt their wanderings. This, too,
creates conflict. This does not mean that followers will never assist, only that they need to
be asked first. Once asked, it is right to provide the assistance that one can because the
wanderings of these two (or more) vampires have now merged, even if only temporarily.
Followers know that there is no future. What will be, will be and we have little control over that.
Further, the past is dead and gone never to be seen again. Events may be similar but they are
never the same. Thus, the only way to live is to focus on each moment and live for that moment
in a way that is in harmony with the Universe.
To do this, followers seek all answers within. To know yourself, as the Greeks charged, is
to understand everything about the world that you can possibly know since we can only
experience the Universe through the filter of our own senses. This requires a self-awareness
that many other vampires would shun; in other words, followers frequently court the Beast
as a friend and companion along their wanderings rather than an entity to be shunned and
The Path of Self-Focus uses the Virtues of Conviction and Instinct.
Path of Self-Focus: Hierarchy of Sins
Morality Traits Violations
Five Overconfidence; laziness of mind or body
Four Failure to treat others as you would be treated; relying on others
Three Manipulating or controlling others (through Disciplines or the blood bond);
struggling to overcome a weakness rather than turning it into a strength
Two Restraining the Beast unnecessarily; failing to spend some time each night
One Allowing outside forces to goad you into frenzy; being a willing slave
The Path of Typhon
NOTE: This Path is almost a religion to the Followers of Set. Its mysteries are a closely guarded
secret and while we describe it here for your information, understand that it’s extremely unlikely
that your character has any information regarding this path if they aren’t among the Followers of
Set and, even if they are, if they don’t follow the Path they probably don’t know specifics.
Followers of the Path of Typhon are mistrusted by almost all others, and with good reason. All
Settites keep their motives carefully hidden to use the resources of others toward their own
goals. But followers of this Path are masters of subtle control and the corruption of others.
To this end, they carefully learn the weaknesses of others and exploit them while holding
themselves aloof from petty indulgence at the same time they promote the reckless actions of
Other Paths share with their followers methods to control or subsume the Beast. This one
holds that this is a fool’s errand. Considering the limitless lifespan of a vampire—barring forced
destruction at the hands of the self or another—it is a guarantee that at some point the rational
mind will slip up and allow the Beast its time in the spotlight either temporarily or permanently in
Wassail. Therefore, this Path teaches a twofold dogma: an understanding of the weaknesses of
the self so that you can delay this inevitable fall, and an understanding of the the weaknesses of
those around you so that you can help them to fall first.
There are other paths which promote monstrous acts (Night) or the temptation of others
(Cathari). But even these stop short of the willful manipulation of others to bring about their own
eventual destruction at the hands of their colleagues. This Path holds no such limitations. To
use a metaphor, the worldview of this Path indicates that all vampires are in a drinking contest
and the Beast is their alcohol. Abstaining from all alcohol only means that your tolerance for it
is weak and that your eventual drunken binge will be that much worse. Followers of this Path
believe that it is better to drink a little here and there to build your tolerance while also getting
others to drink with you. And then, you drink them under the table.
Settites hold that the Egyptian god Set tricked Caine into Embracing him. Set was an immortal
being even before the Embrace but afterwards was even more powerful. After the Embrace,
he went about working with vampires to reshape all existence in his image and under his
control. It is a tenet of his mysteries that when the Age of the Sun ends and the Sun-God Ra
is overthrown, that as his eldest sibling, Set should rule over the rest of eternity in the Endless
Night to come. However, before this goal could be reached, other immortal beings of the time
plotted to destroy Set to avoid his rule. This story was passed down to us in mythology not only
of the Egyptians but also by the Greeks in the story of how the Olympians banded together to
destroy the thousand headed serpent king, Typhon. It is from this tale that the Path gets its
name, and the eventual resurrection of Set and the continuance of his plans for all creation is
the primary goal of all followers of it.
It is their belief that when Set rises again, he will judge those who are worthy and use them to
reshape the world into a dark paradise for those who are not culled. To return to the drinking
metaphor, the more Kindred that the a Setite can drink under the table, the better his or her
odds are of being judged worthy by Set to live in this paradise.
Settites on the Path of Typhon value Conviction and Self-Control.
Path of Typhon: Hierarchy of Sins
Morality Traits Violations
Five Pursuing your own vices; failing to aid another on the path.
Four Failing to destroy a vampire in Golconda; failure to observe a Setite ritual
Three Failing to undermine the social order in favor of the Setites; failing to do
what is necessary to bring another to ruin
Two Failing to pursue occult knowledge; hindering another Setite
One Failing to take advantage of another; refusing to aid in raising Set
Paths of Enlightenment and Diablerie
Each Path of Enlightenment, including Humanity, has an interesting relationship with death, life,
unlife, and through these, with diablerie. Some view this act as completely without justification
while others can see the value as long as it allows you to grow in power. And a very limited few
don’t see anything wrong with the forceful consumption of another’s soul for the betterment of
your own corporeal existence. The table below lists all of the Paths which are available to player
characters in this came along with how they view diablerie.
[In light of the chop for a level 1 sin unless it would be a sin to not-diablerize ruling, is this table
A Sin to
Path Always a Sin Never a Sin Generations
Death and the Soul X
Honorable Accord X
Power & the Inner Voice X
Scorched Heart X
Blood bonds are mystical connections between two vampires based on the drinking of blood. In
most cases there are three levels of the bond. (Mortals who drink vampiric vitae are also subject
to the bond, but become ghouls at the same time.) The person who is bonded is referred to as
the thrall while the bonding party is the regnant. To create a bond, the prospective thrall must
drink a Trait—roughly a pint—of the soon-to-be-regnant’s blood. You can only drink once per
night to form a bond. This drink need not be voluntary. You can force someone to drink or they
could forcibly drink from you. Either way, a bond is formed.
Level One You think favorably of your regnant. You might day dream about them
or find ways to cross their path during a night. There’s no mechanical
limitation on your actions at this point, but you should roleplay your bond
Level Two While you aren’t quite your regnant’s slave, they are definitely a person of
supreme importance to you. You can do what you like, but must win or tie a
Simple Test to take actions that would harm them. Further, you are down a
Social Trait in any such challenges with them.
Level Three At this point, you are basically a slave to the will of your regnant. Your other
friends and associate can burn in the sun for all the time you would spend
to save them if your regnant was in danger. You can be Dominated by them
without eye contact and are down two Traits to resist their Dominate. To act
against your bond, you can spend a Willpower Trait per scene that you wish
to control your own destiny If you wish to attack your regnant, a Willpower
Trait must be spent per turn.
A Blood Bond can be broken in one of two ways:
1. For every period of 12 - Willpower Dots months that a thrall spends separated from their
regnant the Bond’s strength is reduced by one level.
2. A thrall is released from the bond if their regnant dies.
3. A character can only be bound at the third level to one regnant at a time. Being thusly
bound breaks any former bonds to others. This means that you can only have one level
three bond at a time. However, you can have a third level bond and multiple smaller
bonds as long as those others are formed after your level three bond. This rule does not
apply to Sabbat Vaulderies.
In their efforts to throw off the perceived shackles that the ancient creators of the individual
Clans have on their descendants, the Sabbat has created a ritual to manipulate Blood Bonds
called the Vaulderie. Little is known about the specifics of the Vaulderie outside of the Sabbat,
and even within the sect, only the Priests have all the details. The Vaulderie breaks all former
bonds—even those created by former Vaulderies—and creates new ones within each pack that
participates. And, frankly, it is expected that all packs participate or it’s very likely that the others
will hunt you down as infiltrators and spies!
The bonds created by the Vaulderie (called Vinculi, singular Vinculum) are exactly the same as
the ones listed above except where noted. But, the Vaulderie has two additional levels:
Level Zero Sometimes, the Vaulderie just doesn’t seem to work for someone during
a night. Their former Vinculi break, but new ones don’t form. Priests are
reluctant to admit this weakness within what is the cornerstone rite of the
Sabbat; some will violently deny such a thing can occur. Regardless, it has
been rumored to happen.
Level Four And, sometimes the Vaulderie works too well. The Sabbat is not interested
in slaves. Well, to be more accurate, the Sabbat doesn’t want everyone to
be a slave. But, sometimes the Vaulderie works too well on a person. In
this case, you have all the weaknesses of a Level Three Vinculum to your
regnant but you cannot spend Willpower to resist your Vinculum in any way.
When the Vaulderie is performed for a Sabbat pack by its priest, the Vinculi within the pack are
reshaped and somewhat random. In our game, a Vaulderie is performed prior to every night of a
game and those Vinculi last until the next game when it is performed once more. The ceremony
performed by the priest requires all members included in the Vaulderie to put two to four Traits
of their blood into a ritual chalice that has been blessed by the Priest. This blessing removes
impurities, including cleansing the blood of diseases and drugs. Then, at the conclusion of the
ritual, each member takes back the same number of Traits to cement the pack bonds.
The level of your Vinculum can be different from member to member of your pack. For example,
if you’re in a pack with Alice, Bob, and Eve you could have a Level Three Vinculum with Alice, a
Level Two with Bob, and a Level Zero with Eve. Further, the Vinculum need not be equivalent.
Your Level Three Vinculum with Alice might be returned as a Level Four bond from her to you!
While this is fairly confusing, the good news is that the computer figures all of this out and the
results will be on your character sheet when they are printed for the game.
[Clarifications of Vaulderie discussions on the boards will be along shortly.]
The effects of the Vaulderie protect participants from the formation of new blood bonds outside
it as well, which means an outsider cannot force you to betray your packmates because of
a new artificial loyalty to them. It might seem there is little to hold one pack to another, since
one cannot be bound to multiple packs. However, there is an additional form of Vaulderie that
binds all Sabbat priests to each other without interfering with the Vinculi each one has to their
packmates. The details of this are not well known; indeed, non-priests may not even be aware
of it at all.
Because packs spend so much time together and participate in the Vaulderie so frequently,
it’s very unlikely that members will be separated long enough for the Vinculi to fade. But packs
have fallen apart when the Vaulderie fails for one or more of their members. Not all packmates
are your friends and some might, frankly, really piss you off. Sometimes, when a pack member
finds out that they feel no real attachment to a different member after a Vaulderie, they take that
opportunity to do away with him or her. It has also been rumored that destroying the chalice
used by the priest to perform your Vaulderie will break all the Vinculi that were cemented using
it, but to do so is considered a heinous crime.
Blood Bonds and the Tremere
For reasons that are likely lost to time (or known only by the eldest of the clan), the Tremere
suffer a vulnerability to Blood Bonds that others do not. For Tremere, there is no Level One
bond. The first drink moves a Tremere directly to a Level Two bond and the second results in a
Level Three. For Tremere antitribu in the Sabbat, their Vaulderie bonds only stretch from Level
Two to Level Four.
As it says in LARP 101, ghouls are mortals (human or animal) who are empowered by the
consumption of vampiric vitae. The effect begins with the first drink; thereafter they must be
fed more vitae once per month. This ingestion also creates a blood bond. (Note that becoming
a ghoul is an automatic effect of ingesting vitae; a mortal cannot be blood bound without also
becoming a ghoul.) A domitor (one who has a ghoul) who wishes to have their new ghoul fully
bonded as quickly as possible need not wait two more months to give the second and third
Once fully bonded, ghouls are deeply devoted. In fact, the blood bond can take the form of
passionate obsession. In addition, they are addicted to the rush and power they gain from vitae,
whether or not they understand where it is coming from. It can be dangerous to come between
a ghoul and their love object/fix. A ghoul deprived of their regular vitae may search out a new
source, whether that means offering their services to a known associate of their former domitor,
or hunting vampires to drain them by force.
The Camarilla often considers ghouls "within the Masquerade" and thus permitted to know of
vampires and of their own nature. Not all regnants choose to tell their ghouls the truth; many
feel that lies or half-truths are safer. On the whole, the Sabbat scorns the use of ghouls as they
do other mortal tools, though the Tzimisce are an exception. They have access to revenants,
mortals who come from bloodlines that have been ghouled for so many generations that the
condition is now hereditary. Relatively few Anarchs keep ghouls, though there are exceptions. It
is impossible to generalize about the Independent clans' attitudes toward ghouls.
Each separate instance of the Ghouls Background (whether it represents one ghoul or a group
of them) costs you one Blood Trait per month. (Tzimisce characters do not have to pay this
cost.) These Traits are automatically removed from your starting blood when your character
is printed by the Storytellers. If you have too many ghouls, you may begin the game with a
negative pool and, if so, you will be forced to feed prior to attending the Elysium gathering. You
can feed from your ghouls, but doing so frequently or egregiously may permanently injure your
ghoul represented by reducing the Dots of that ghoul.
Mechanically, a ghoul provides you with all the benefits of a Retainer. Beyond that, their
capabilities are somewhat augmented by their supernatural status. As long as they receive
their regular vitae, they do not age. (If a ghoul is not fed they lose their supernatural qualities,
which may be fatal if they have exceeded a normal mortal lifespan.) They heal more readily
than normal mortals and may have access to Basic Disciplines at the STs’ discretion. However,
rather than having sheets with fixed stats they are handled in an extremely nebulous manner.
They do not have character sheets. A ghoul has a number of Traits equal to twice the number
of dots in the Background. Each test they make requires them to bid a Trait. When they have no
more Traits, they are exhausted and can attempt no more tests for the rest of the night. Ghouls'
Traits refresh between sessions.
Because ghouls do not get full sheets, they’re not meant as combat troops. If they are involved
in combat, they will be more effective than normal humans, but not nearly as effective as
vampires. The dots of Ghoul Background serve as the ghoul's health levels. If a five-dot
ghoul suffers one health level of damage, they now function as a four-dot ghoul and can bid a
maximum of eight Traits. If the ghoul is injured but not killed, they will heal back to full capacity
during the downtime following that session.
Any vertebrate that is capable of ingesting vitae may be transformed into a ghoul (although the
process is generally more effective with birds or mammals above a certain body mass). The
process for an animal to become a ghoul is the same as that for a human; the animal must
ingest the vampire's blood at least once a lunar month, and gains a small degree of vampiric
abilities and an addiction to vitae. It will not age and will heal more readily than a normal animal.
It may become more intelligent, though not greatly beyond the normal limits of its species. It
may, at the STs' discretion, gain limited access to Basic physical Disciplines. It is rare (~5%
chance) for an animal ghoul not created from a spawning pool to grow to gigantic size, although
it is more common among those fed from Nosferatu or Tzimisce vitae. (Spawning pools are
sites where Nosferatu use vitae to partially ghoul large numbers of animals. The resulting
creatures are warped as well as powerful. The secret of creating such pools is jealously
A single instance of the Ghouls background can represent a single animal or a limited swarm
or flock of small ones. Like human ghouls, animal ghouls have has a number of Traits equal to
twice the number of dots in the Background. Each test they make requires them to bid a Trait. (It
is up to the STs what sort of tests an animal ghoul can reasonably attempt.) When they have no
more Traits, they are exhausted and can attempt no more tests for the rest of the night. Ghouls'
Traits refresh between sessions.
A vampire that does not possess the Inoffensive to Animals Merit will find the process of
creating an animal ghoul difficult until enough vitae is ingested to form a blood bond. (In other
words, three drinks on three separate nights.) Even so, if the regnant does not possess at
least Intermediate level Animalism, the ghoul's feral nature will assert itself and it will turn on its
master or flee.
These rules represent non-Influence actions taken by your character between sessions, with
or without assistance from his or her Retainers and Ghouls. Influence Actions are completely
separate from this mechanic.
During each downtime every character gets a total of five Downtime Action points. If your
character has Ghouls or Retainers, you can add an additional point for every two dots in those
Backgrounds, up to a maximum total of ten Downtime Action points.
The actions you can take are separated into three categories: Basic, Intermediate, and
Advanced. Basic actions cost a single point while Intermediate ones are worth two. Advanced
actions require three points. Any number of actions can be performed during the downtime
provided that the sum of your points spent does not exceed the points available to your
character. Note that the level of an action is based in part on the amount of work required for
the Storytellers, not solely the difficulty or amount of time it takes the character. Saying “I spend
every night of the downtime reading Wikipedia” is a Basic action because it doesn’t require
adjudication, even though it takes up a good deal of the character’s time. Conversely, “I phone
the Seneschal of Vancouver and get a list of all the Brujah in Canada” might take your character
no more than five minutes, but could require a great deal of work on the Storytellers’ part.
Most of the time, actions requiring the use of your character’s Abilities will succeed
automatically because you are assumed to have enough time to make multiple attempts if
necessary. However, if the action is one where a failure could make further attempts impossible
(such as repairing a particularly delicate item), we may require a chop.
Sometimes a complex Downtime Action will require playing out an actual scene with a
Storyteller. Given the complexity of scheduling such scenes, we don’t do them often. We
especially try to avoid running scenes before the start of game on a Friday, as they can interfere
with the rest of the game. Downtime Scenes run on the boards or over IM are a standard
alternative to face-to-face.
The Storytellers don't enforce a hard deadline for submitting Downtime Actions. However,
please keep in mind that we to need work out what happens in response to them, notify other
players as appropriate, and so on. We may not have time to do this for actions submitted late in
the week of a game. Whenever possible, try to get them to us before the Monday evening of a
game week, so that we can discuss everything at our ST meeting. If you don’t get your actions
to us before midnight on Wednesday the week of game, we may not allow them to happen
(especially if they are complex).
The following lists provide examples of Basic, Intermediate, and Advanced Downtime Actions:
Basic Downtime Actions
● Purchasing goods or services within the means of the character (based on Resource
● Visiting with an NPC not requiring a scene with ST support
● Any use of a character’s abilities requiring neither a scene with ST support nor ST
approval, though the staff must still be notified of the action. This includes crafting items
that you already know how to make (i.e., don’t require consultation with the STs)
● Mundane research
Intermediate Downtime Actions
● Traveling outside the city to a destination less than 200 miles away
● Any use of a character’s abilities requiring ST approval though not requiring a full
● Researching a new Ritual or planning for a “complex” use of a person’s abilities (e.g.,
designing a weapon or authoring a paper)
● Purchasing goods or services outside the means of the character (based on spending
● Acquiring Lore abilities (1-3 Dots)
● Committing diablerie on a captive taken during game or a previous downtime scene
Advanced Downtime Actions
● Traveling outside a 200 mile radius
● Any action requiring a scene with ST support (subject to ST availability.)
● Use of a person’s Ability representing a long-term investment of time (e.g., crafting a
weapon, creating a new Ritual, designing an Elder or combo Discipline, etc.)
● Purchasing goods or services for which a loan must be secured (i.e., exceeding all Resource capab
● Acquiring Lore abilities (4-5 Dots)
Making weapons or other items with an appropriate Craft Ability is a common type of Downtime
Action. Each item is a separate Basic action (within reason; sets of small, simple items may be
considered a single unit for these purposes). The total craft level may not be higher than your
level in that Ability. For example, if you have Weaponsmith 4 you can make four Craft 1 swords,
two Craft 2 swords, a Craft 4 sword, or a Craft 3 sword plus a Craft 1 sword in a given downtime
(paying the 4, 2, 1, or 2 Downtime Action points as appropriate) but you could not make both a
Craft 3 sword and a Craft 2 sword in that same time. If you do make items during a Downtime,
remind an ST at the start of the next game and we will give you item cards for them. Without the
item cards, they don’t exist in game.
Items have two attributes that must be assigned when they are created: Appearance and
Durability. These may be assigned in any combination totalling the Craft used to create
them. Appearance determines how attractive the item is (for purposes such as the Toreador
clan weakness), while Durability determines how many health levels it has. If you use Craft:
Weaponsmith 4 to create a sword, it may be a Durability 4, Appearance 0 item, which means
it’s highly functional but ugly, or Durability 0, Appearance 4, which would be pretty but nearly
useless as a weapon, or any combination in between. You may spend a second downtime
further increasing these attributes, up to the limits of your Craft ability (in the example above, up
to a Durability 4, Appearance 4 sword).
Weapon Durability determines how many health levels an item has (if the weapon is attacked
directly or used with the Puissance ability, for example). The Storyteller will write the health
boxes on the item when creating the card. Bashing and lethal damage do one box of damage
to items. Aggravated damage does two boxes, though common sense does apply; while the bite
of a vampire can do aggravated damage to other fleshy beings, biting most items doesn’t do
much to them at all.
Damaged items may be restored with the Repair ability (although this may require a chop)
or rebuilt with Craft. This requires a Mental Challenge with a difficulty equal to the sum of the
Durability and Appearance of the item. If you fail this challenge, the item is damaged beyond
Sometimes you want your item to do something special. Maybe you’ve crafted an extremely
durable container but you also want to make sure that it has an obscure or difficult to manipulate
locking mechanism. Or, you’ve recently been reminded of Blade’s katana which was beautiful to
behold, nigh unbreakable in combat, and had a trap that would damage your hand if you didn’t
know how to disable it.
These sorts of additional bonuses that you may wish to add to your item are collectively referred
to as Gimmicks. In addition to creative ideas like the examples above, you can also use
Gimmicks to add Weapon Merits. Weapon Flaws cannot be removed.
When adding a Gimmick to an item, it reduces the maximum Durability of that item by one for
each Gimmick you wish to create. For example, Blade’s katana as described above would have
a maximum Durability of 4 assuming it was crafted by someone with 5 traits of the appropriate
There are limits to what a player character can produce with crafting. Modern armors, for
example, often require specialized equipment and materials outside the ability for any one
person—even a vampire—to acquire. Other substances are also outside the scope of our game.
While you can get radioactive caesium by sabotaging x-ray equipment, we’re not going to let
you build a suitcase nuke in your spare time.
Similarly, some Gimmicks are just not going to be allowed. Swords made of crystal that refract
light into laser beams that cause aggravated damage at range, for example, might find a home
in other games or other settings, but not ours.
Influence can be thought of as an abstract measure of the strings that a character can pull to
make changes in the mortal world. If you've got enough Politics Influence, you can probably
change the outcome of a small election or make sure that legislation that favors your interests
gets passed in city council, for example. The so-called "Influence Game" is mostly (though not
entirely) played out during the downtime between sessions. Please be aware that Influence
Actions are separate from other types of Downtime Actions.
Also, there is now a mechanism to track the “health” of each Influence field in the city. This will
limit what can be done at a given point in time. It can be affected by PCs (both through Influence
Actions and other activities).
As with other Backgrounds, Influence Traits range from zero to five for most characters. Each
Trait within a field represents two Influence Points that you can spend on your actions. Influence
Actions are as follows:
● Action - Points spent on an action are in use and cannot be re-used until the beginning
of next session.
● Watch - Watches allow you to reveal Concealed actions of another person.
You can never have more Influence Traits than the sum of your Attributes. Retainers raise this
maximum by one, as do ghouls (as Backgrounds).
Taking Influence Actions
Examples of possible actions are described at the end of this section. Each of those actions is
associated with a point value. The value of any given action is subtracted from the total number
of points you have in the field of the action. And, you cannot perform an action with a higher
point value than the number of Influence Dots your character has. You must have at least
one Influence Point in a given field in order to take an action within that field. In other words,
you cannot spend Politics Influence to take an action in the Bureaucracy field no matter how
connected the two fields may be.
For example, let's say you have 3 Dots in the Church Influence field. That means you would
have a total of 6 Action Points. But, since you only have 3 Dots in the Church field, you can only
perform actions that have value of 3 or less. The remaining points can be spent to enhance the
action (e.g., with Conceal or Push) or spent on a different one.
Influence actions take a nebulous amount of time at the discretion of the STs. Calling around
to get some information might be fairly quick but getting obscure ritual materials from across
the globe isn’t going to happen any faster than shipping will allow for. In the past, you could
increase or decrease the speed at which an action was completed; these options have been
removed from the system.
The Storytellers don't enforce a hard deadline for submitting Influence Actions. However, please
keep in mind that we also need time to work out what happens in response to them, notify
other players as appropriate, and so on. We may not be able to do this for actions submitted
late in the week of a game. Whenever possible, try to get your actions to us before the Monday
evening of a game week, so that we can discuss everything at our ST meeting. If you don’t get
your actions to us before midnight on the Wednesday before game, we may not allow them to
happen (especially if they are complex).
Watch actions work a little differently: you spend your Influence Points to watch the entire
Influence Field. Thus, you can spend 3 points of Transportation Influence to watch the field
of Transportation. This will give you information about what other Influence Actions are taking
place in that field. You can enhance a Watch action as described in the following section.
Simply by having points in an Influence field, you gain a kind of “passive Watch” over that field
that sometimes lets you know of noteworthy events and trends. This information can be found in
the relevant Influence forum on the website.
Points refresh at the start of each session. In other words, you get back all points spent during
the previous session and downtime. Points spent during a session are not available during
the following downtime. Influence Actions do not carry over between sessions. If you want to
have a regular allocation, please resubmit your actions every downtime. Also note that you
cannot “bank” money gained through Influence Actions from downtime to downtime.
Enhancing Influence Actions
You can add the following enhancements onto any action: Conceal and Push. Concealing an
action hides it from other people. You should be aware that if you do not conceal your actions,
they will be known to all characters who have any Dots in the field. Pushing an action makes
sure that it is more difficult for other people to stop it from happening.
Unlike taking actions, you can enhance an action with out-of-field points. Thus, Politics Influence
points can be spent to Push a Bureaucracy action. If you apply out-of-field points to an action,
there is a 50% penalty. Thus, three out-of-field points spent on a Push means the result is a
Push of 1.5 total points. If you add enhancements with points from more than one field, the total
points are added together to find the total value of the enhancement.
You can also enhance other people's actions. If a clan mate or any other member of the city
needs your help with Influence, you can spend your points to enhance their action just as you
would do for your own.
There is one enhancement that you can perform on actions performed by others without their
consent: Block. A Block will attempt to ensure that the other person's event is halted before it
can be completed.
You have probably realized that there are two sets of options described above: Push and
Block, and Conceal and Watch. When points are spent within these sets, the negative points
(Block and Watch) are subtracted from the positive ones (Push and Conceal). If the result is still
positive (or zero), the action isn't affected by the negative enhancement. Thus, if an action has
a Conceal of 4 and someone is Watching for 3, then the action remains concealed from that
person. If there's a Push of 2 and a Block of 3, then the action is prevented.
If there's a tie, then nothing changes—the action continues as if not enhanced. The exception
to this is Watch and Conceals: if these tie, then the person watching will know what's going on
but not who is performing the action. If they need more information, they'll have to spend more
Now, you may be wondering how you find out if someone has blocked your action. Easy: you
watch for it. The Block action as described in Example 2 above is not concealed in any way. If
Alice is watching Finance with even 1 point, then she'll find out that Bob is trying to mess with
her plans. She could then attempt to Push her action if she wanted to. If she did so with her
three remaining Finance points, she'd have a Push of 3 to Bob’s Block of 2.5 and she'd win; the
business would be hers. The other way to find out about a Block is when the STs will tell you
that your action fell through. The problem here is that you won’t know who did it until you have
the chance to begin an investigation.
Investigations into past Influence Actions are actions in their own right; that is, you must spend
Influence Points to perform an investigation. If you spend more points than the Conceal on
the original action, then you’ve succeeded in your search. However, since this is an Influence
Action, others can try to Block it, too.
Reallocating Influence Actions
If you find yourself short on points, you can reallocate them. However, there is a reallocation
penalty of 50%. If you reallocate out-of-field points, then both penalties apply and each point
spent ends up only worth .25 points after the penalties. You cannot reallocate points more than
once. If you reallocate points away from an action, that action ceases. If you reallocate points
spent to enhance other actions, those enhancements are removed.
Contacts, Fame, and Resources
The Backgrounds of Contacts, Fame, and Resources interact heavily with Influence Actions.
These cannot be used to take an action, but they can be used to enhance ones that you’ve
started as described above.
Contacts and Influence
Contacts represent nebulous informants and confidants that you can lean on to get things
accomplished. Each dot of Contacts grants you a single Action Point to spend on an
enhancement to an Influence Action. Further, as you spend Contacts on an action, it becomes
more difficult for those using a Watch to reveal activity to identify the source of an action.
When using contacts, a character using Watch to break another's Conceal must not only
exceed the concealment of an action but they must exceed the sum of the Conceal and the
number of Contacts dots spent. This creates four options:
1. Watch < Conceal: The watcher learns nothing.
2. Watch = Conceal: The watcher learns that an action has taken place, but not who's
3. Watch <= (Conceal + Contacts): Same as #2.
4. Watch > (Conceal + Contacts): The watcher has full knowledge of the action and the
Fame and Influence
Fame allows you to not only take an action, but advertise that fact. If you’re famous, you have
access to various media outlets and advertising venues that others do not. If you spend Fame
on an Influence Action you can specify the way by which your Fame will disseminate information
about the action. You could use this to reveal dangerous actions by others or to advertise a
charity ball, auction, or other event that you’re arranging. Spending additional Dots makes your
announcement travel that much further. Exact distances are up the the STs. Actions enhanced
by Fame cannot be Concealed. If you spend Fame to enhance others’ actions, keep in mind
that this lets the cat out of their bag. And, since you can’t Conceal an action when you use
Fame, they’re going to know who did it.
Resources and Influence
Greasing palms never hurts. You can spend a Trait of Resources to gain an additional Influence
point to use for any enhancement.
Reach of Influences
In most cases, Influence is considered to be limited to local use only. Unless the specific level
of the Influence states otherwise, they refer to use in the character’s locale (Metatropolis) only;
the characters aren’t considered able to maintain the level of involvement necessary to, say,
fire a police officer in another city. The principal exception is Transportation Influence, which by
its nature governs interactions between different locations. It may be possible to carry out long-
distance actions with the aid of NPCs, however.
Influences and the city
Each Influence field has two qualities that track how “well” it is doing: Power and Corruptibility.
Power represents the strength and capabilities of the field (how well it is funded, how many
people it can help, how rapidly it responds, etc.) Corruptibility represents how willing the people
in that field are to be controlled by the players. If a field has high Power and low Corruptibility,
it will be very effective, but not controllable by players. If a field has low Power and high
Corruptibility, it is very easy for the players to control, but that control can’t accomplish much.
Power and Corruptibility can be manipulated by player actions at game, player Downtime
Actions, and player Influence Actions. NPCs, other events, and consequences in game may
also manipulate the Power/Corruptibility of the various Influence fields. It usually takes several
actions to increase or decrease the Power/Corruptibility in a field.
People cannot purchase Influence higher than the LOWEST of the Power/Corruptibility for that
field (called the Cap). The cap does not limit the number of players who have Influence, just the
maximum Influence any single player may have. If actions cause the Cap to lower, players will
not lose their dots in that field, but dots in excess of the Cap cannot be used until the Cap has
been raised again. When several people work together to make a combined Influence action,
the maximum level of that action is equal to twice the Cap.
At the beginning of each game, all the Power/Corruptibility scores for the fields will be publicly
posted. All changes to the Power/Corruptibility will occur at this time, and will be immediately
effective. We will also note a “+” or “-“ next to a field to indicate that the Power/Corruptibility
seem to be increasing/decreasing.
The Bureaucracy Field has a Power 3, Corruptibility 2. This represents a large governmental
structure with strict regulations, miles of paperwork and documentation, and the power to
change lives. But this also has a decent checks and balances system and a vigorous internal
affairs department. The lowest of 3 and 2 is 2, so the Cap for purchasing Bureaucracy Influence
is 2. Bob purchased 2 Influence a while ago, working hard to find those few people in the
various departments who had gambling debts, drug addictions, etc., and getting them under his
He wants to buy more Influence, so he arranges an in-game action. He and several allies
break into the Department of Motor Vehicles Internal Affairs office and mix all the ground coffee
half with decaf grounds. At the following game, he and the allies break in again, lace all the
coffee grounds with depressants, and increase the ratio of decaf grounds again. After two
games of devoted actions to create depression and lethargy at the Internal Affairs department,
there has been a noticeable decrease in their efficacy. They no longer respond to all the
complaints, people take more sick days, etc. At the start of the next game, the STs announce
that Bureaucracy Corruptibility is now at 3, and Bob knows he can purchase a 3rd dot of
Bureaucracy Influence after game.
Adam, a vampire with considerable Politics Influence, doesn’t like that Bob has 3 dots of
Bureaucracy Influence. Adam arranges a Politics Influence action to push a “government
austerity” measure through the city council. It takes a few weeks to get all the council members
on board (several Influence actions over several weeks), but the measure is approved, and
major budget cuts roll through the departments. This reduces the size and efficacy of the
departments, so at the start of the following game, we note that Bureaucracy Power is now
reduced to 2.
This was a sneaky maneuver, because the departments weren’t hurt before the bill passed, and
thus there was no “-“ next to Power at the previous game (though there was an article in the
newspaper about it). Bob notices this, and crosses off his third dot of Bureaucracy Influence. It’s
not removed from his sheet, but until that Power increases again, he effectively only has 2 dots.
He read about the austerity measures in the newspaper last week, but didn’t realize what effect
it would have. But he DOES know he has a bone to pick with someone.
You can manage various government agencies and bureaus. By dealing with social programs
and public servants, you can spin red tape, bypass rules and regulations or twist bureaucratic
regimentation to your advantage. Bureaucracy is useful in operating or shutting down
businesses, faking or acquiring permits and identification papers and manipulating public
utilities and facilities. Government clerks at the city and county level, utility workers, road crews,
surveyors and other civil servants are potential contacts or allies.
1 Trace utility bills
2 Fake a birth certificate or driver’s license
Disconnect a single small residence’s utilities
Close a small road or park
Get public aid ($250)
3 Fake a death certificate, passport or green card
Close a public school for a single day
Shut down a minor business on a violation
4 Initiate a phone tap
Fake land deeds
Initiate a department-wide investigation
5 Start, stop or alter a city-wide program or policy
Shut down a big business on a violation
Obliterate records of a person on a city or county level
Though the modem church has arguably less control over temporal society than it did in the
Middle Ages, its policies still exert considerable influence over the direction of politics and
communities. Knowing the appropriate people allows insight into many mainstream religions,
such as Christianity, Judaism, Islam, Hinduism, Shinto or Buddhism (fringe or alternative
groups, such as Scientology, are considered Occult). When you exercise Church Influence, you
can change religious policy, affect the assignment of clergy and access a variety of lore and
resources. Contacts and allies affected by Church Influence would include ministers, priests,
bishops, Church- sponsored witch-hunters, holy orders and various attendees and assistants.
1 Identify most secular members of a given faith in the local area
Pass as a member of the clergy
Peruse general church records (baptism, marriage, burial, etc.)
2 Identify higher church members
Track regular church members
Suspend lay members
3 Open or close a single church
Find the average church-associated hunter
Dip into the collection plate ($250)
Access private information and archives of a church
4 Discredit or suspend high-level church members
Manipulate regional branches of the church
5 Organize major protests
Access ancient church lore and knowledge
Manipulating markets, stock reports and investments is a hobby of many Cainites, especially
those who use their knowledge to keep hidden wealth. Though Finance your actual available
money is a function of your Resources, you can use Influence to start or smother businesses,
crush or support banking institutions and alter credit records. Clearly, such power over money
is not to be trifled with—fortunes are made and destroyed with this sort of pull. CEOs, bankers,
stockbrokers, bank tellers, yes-men, financiers and loan agents are found among such work.
1 Learn about major transactions and financial events
Raise capital ($1,000)
Learn about general economic trends
Learn real motivations for my financial actions of others
2 Trace an unsecured small account
Raise capital to purchase a small business (single, small store)
3 Purchase a large business (a few small branches or a single large store or service)
4 Manipulate local banking (delay deposits, some credit rating alterations)
Ruin a small business
5 Control an aspect of city-wide banking (shut off ATMs, arrange a bank “holiday”)
Ruin a large business
Purchase a major company
Some vampires rely on connections in the medical community to acquire blood. Necromancers
and practitioners of arcane arts may also require body parts or medical data to further their
studies. Furthermore, maintaining the Masquerade often calls for alteration of medical records
or faking of particular diseases; some Cainites even specialize in the study of blood-borne
ailments. All of these sorts of research and development fall under the purview of Health
Influence. Coroners, doctors, lab workers, therapists, pharmacists and specialists are just a few
of the folks found in this field.
1 Access a person’s health records
Fake vaccination records and the like
Use public functions of health centers at your leisure
Get a single Blood Trait of mortal blood
2 Access some medical research records
Have minor lab work done
Get a copy of a coroner’s report
Instigate minor quarantines or inspections
Get two Blood Traits of mortal blood
3 Corrupt results of tests
Alter medical records
Get three Blood Traits of mortal blood
4 Acquire a body
Completely rewrite medical records
Abuse grants for personal use ($250)
Have minor medical research performed on a subject
Institute large-scale quarantines
Shut down businesses for “health code violations”
Get four Blood Traits of mortal blood
5 Have special research projects performed
Have people institutionalized or released
Get five Blood Traits of mortal blood
The glitterati at the top of society move in circles of wealth and elegance, Many Kindred find
such positions alluring, and they indulge in the passions of the famous and wealthy. Access to
famous actors, celebrities and the idle rich grants a certain sway over fashion trends. Combined
with Fame, a modicum of High Society Influence turns a vampire into a debonair darling of the
most exclusive social circles. Among these circles, one finds dilettantes, artists of almost any
stripe, old money families, models, rock stars, sports figures and jetsetters.
1 Learn what is trendy
Obtain hard-to-get tickets for shows
Learn about concerts, shows or plays well before they are made public
2 Track most celebrities and luminaries
Be a local voice in the entertainment field
“Borrow” idle cash from rich friends ($1,000)
3 Crush promising careers
Hobnob well above your station
4 Minor celebrity status
5 Get a brief appearance on a talk show that’s not about to be canceled
Ruin a new club, gallery, festival or other posh gathering
The grinding wheels of labor fuel the economies and markets of the world. Machines, factories
and blue-collar workers line up in endless drudgery, churning out the staples of everyday living.
Control over Industry Influence sways the formation of unions, the movements of work projects,
locations for factories and the product of manufacturing concerns. Union workers, foremen,
engineers, construction workers, manual laborers and all manner of blue-collar workers exist
among these ranks.
1 Learn about industrial projects and movements
2 Have minor projects performed
Dip into union funds or embezzle petty cash ($500)
Arrange small accidents or sabotage
3 Organize minor strikes
Appropriate machinery for a short time
4 Close down a small plant
Revitalize a small plant
5 Manipulate large local industry
Since many of the operations that Cainites undertake are at least marginally illegal, a good
amount of sway over judges and lawyers is indispensable. Those Kindred who dabble in law
often pull strings in the courts to make sure that the questionable practices of Cainite society
go unnoticed and unpunished. Of course, a little Legal Influence is also excellent for harassing
an enemy’s assets, too. Such Influence ranges from law schools and firms, to lawyers, judges,
DAs, clerks and public defenders.
1 Get free representation for minor cases
2 Avoid bail for some charge
Have minor charges dropped
3 Manipulate legal procedures (minor wills and contracts, court dates)
Access public or court funds ($250)
Get representation in most court cases
4 Issue subpoenas
Tie up court cases
Have most legal charges dropped
Cancel or arrange parole
5 Close down all but the most serious investigations
Have deportation proceedings held against someone
Directing media attention away from vampire activities is a key component of the Masquerade.
Putting specific emphasis on certain events can place an enemy in an uncomfortable spotlight
or discredit a rival. With Media, you can crush or alter news stories, control the operations of
news stations and reporters and sway public opinion, with DJs, editors of all varieties, reporters,
cameramen, photographers and broadcasters at your disposal. At Storyteller discretion, Media
Influence may also allow access to the more technical areas of television, radio or movies.
1 Learn about breaking stories early
Submit small articles (within reason)
2 Suppress (but not stop) small articles or reports
Get hold of investigative reporting information
3 Initiate news investigations and re orts
Get project funding and waste it ($250)
Ground stories and projects
5 Broadcast fake stories (local only)
Kill small local articles or reports completely
Just because people don't have power through "official" channels doesn't mean they have no
power at all. People look out for those they consider their peers, whether through street gangs,
book clubs, activist groups, or loose networks of the homeless. When calling on Neighborhood
Influence, you use your connections to "the little people," both criminal and upstanding.
1 Open an ear for the word on the street
Identify most gangs and community groups and know their areas of influence and habits
2 Live mostly without fear on the underside of society
Fit into middle-class neighborhoods without raising eyebrows
Keep a contact or two in most aspects of community life
Access small-time contraband
3 Get insight into other areas of Influence
Arrange some services from street people, gangs, or community organizations
Get pistols or uncommon melee weapons (from gangs or the neighborhood watch)
4 Mobilize the residents of an area
Panhandle or hold a “charity collection” ($250)
Have a word in almost all aspects of some community group's operations
5 Control a single medium-sized community group or gang
Arrange impressive protests
The hidden world of the supernatural teems with secrets, conspiracies and unusual factions.
Obviously, a vampire is aware that there are strange things out there by dint of his very
existence (after all, if vampires exist...), but hard knowledge of such things is a function of
Abilities. By using Occult Influence, you can dig up information to improve your knowledge, get
inside the occult community and find rare components for magical rituals. Even parts of the
elusive Book of Nod are available to those with the right connections. Cult leaders, alternative
religious groups, charlatans, occultists, New Agers and a few more dangerous elements can be
1 Contact and make use of common occult groups and their practices
Know some of the more visible occult figures
2 Know and contact some of the more obscure occult figures
Access resources for most rituals and rites
Locate an Occult based ritual (by name)
3 Know the general vicinity of certain supernatural entities and (possibly) contact them
Access vital or rare material components
Milk impressionable wannabes for bucks ($250)
Access occult tomes and writings
Research a Basic ritual from your sect
Locate an Occult ritual (by effect)
4 Research an Intermediate ritual from your sect
Locate an Occult ritual (look for trouble)
5 Access minor magic items
Unearth an Advanced ritual from your sect
“To protect and serve” is the motto of the police, but these days, Kindred and kine alike may
have cause to wonder who is being protected and served. That said, Police Influence can be
very handy to assist with the Masquerade, to protect one’s holdings or to raid the assets of
another. After all, attitude won’t save the Anarchs whose haven is the target of a daylight raid.
Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such
as SWAT or homicide) and local highway patrol make up these ranks.
1 Learn police procedures
Hear police information and rumors
Avoid traffic tickets
2 Have license plates checked
Avoid minor violations (first conviction)
Get “inside information”
3 Get copies of an investigation report
Have police hassle, detain or harass someone
Find bureau secrets
4 Access confiscated weapons or contraband
Have some serious charges dropped
Start an investigation
Get money, either from the evidence room or as an appropriation ($1,000)
5 Institute major investigations
Instigate bureau investigations
Have officers fired
Deal-making is second nature to most vampires, so they can get along very well with other
bloodsuckers—that is, politicians. Altering party platforms, controlling local elections, changing
appointed offices and calling in favors all falls under the purview of Politics Influence. Well-
timed blackmail, bribery, spin doctoring, and similar tricks are stock in trade on both sides of
this fence. Some of the likely contacts and allies include pollsters, lobbyists, activists, party
members, spin doctors and politicians from rural zoning committees to the mayors of major
cities or Congressional representatives.
1 Minor lobbying of politicians and parties
Identify real platforms
Be in the know
2 Meet small-time politicians and the like
Gamer inside information on processes, laws
Use a slush fund or fund-raiser ($1,000)
3 Sway or alter political projects (local parks, renovations, small construction)
4 Enact minor legislation
Dash careers of minor politicians
5 Get your candidate in a minor office
Enact encompassing legislature
Most Cainites make their havens in defensible parts of cities. Traveling across the wilderness
is difficult, with the problems of daylight and marauding Lupines. Without this Influence, the
vampiric world shrinks into islands of “civilization” with dangerous wastelands in between.
Getting access to special supplies and services can also take a measure of Transportation. All
these things can be controlled with a bit of sway over truckers, harbors, railroads, airports, taxis,
border guards, pilots and untold hundreds, as well as more mundane aspects like shipping and
1 Know what goes where, when and why
Travel locally quickly and freely
2 Track an unwary target if he uses public transportation
Arrange passage safe (or at least concealed) from mundane threats (robbery,
terrorism, sunlight, etc.)
3 Seriously hamper an individual’s ability to travel
Avoid most supernatural dangers when traveling (such as Lupines)
4 Shut down one form of transportation (bus lines, ships, planes, trains, etc.) temporarily
Route money your way ($500)
5 Reroute major modes of travel
Smuggle with impunity
The world of crime offers lucrative possibilities to strong-willed or subtle leaders. Guns, money,
drugs and vice—such delicious pastimes can be led by anyone talented or simply vicious
enough to take them. Underworld Influence lets you call on such favors for all manner of illegal
dealings, and its ranks are filled by the Mafia, La Cosa Nostra, drug dealers, bookies, Yakuza,
Tongs, hitmen, fences and criminal gangs.
1 Locate minor contraband (knives, small-time drugs, petty gambling, scalped tickets)
2 Obtain pistols, serious drugs, stolen cars
Hire muscle to rough someone up
Fence stolen loot
Prove that crime pays (and score $1,000)
3 Obtain a rifle, shotgun or SMG
Arrange a minor “hit”
Meet someone in “the Family”
4 Make white-collar crime connections
5 Arrange gangland assassinations
Hire a demolition man or firebug
Supply local drug needs
Institutions of learning and research are the purview of the University Influence. Access to
the halls of learning can help you with any number of resources, from ancient languages to
research assistance to many impressionable young minds. School boards, students from
kindergarten through college, graduate students, professors, teachers, deans, Greek orders and
a variety of staff fill the ivy-covered halls.
1 Know layout and policy of local schools
Have access to low-level university resources
Get records up to the high school level
2 Know a contact or two with useful knowledge or Abilities
Have minor access to facilities
Fake high school records
Obtain college records
3 Call in faculty favors
Cancel a class
Discredit a student
4 Organize student protests and rallies
Discredit faculty members
5 Falsify an undergraduate degree
Necromancy (additional Paths)
Break the Inner Ghost
The Giovanni, realizing that Necromancy lacks the variety that Thaumaturgy possesses,
have worked to develop it in new directions. One area that proved fruitful was in channeling
their necromantic energies against other vampires, enabling their legbreakers to attack in
unexpected ways. The powers of Break the Inner Ghost can only be used against corporeal
undead except where otherwise noted below. The Path is only practiced by the Giovanni.
Sever the Anchors
Spending a Blood Trait and wining a Mental Challenge with a target, the Necromancer twists
and bends the mystical connection that binds a soul to its body. This attack causes lethal
damage to both mortals and vampires and can be performed in melee or at range.
Grip of the Reaper
Spending a Blood Trait and winning a Mental Challenge with a target, the Necromancer seems
to reach out and grab hold of the very strength within her target's limbs. For the remainder of
the scene or an hour, that target must retest all Physical Challenges that it wins. These retests
do not cost traits and cannot be blocked; in other words, chops must be thrown, but in all other
ways, this retest is handled the same as any other.
Chill of the Grave
Spending a Blood Trait enhances your defensive prowess and causes the Necromantic energy
that you control to injure those who injure you. While you are using this power, all damage dealt
to you is reflected upon the damager-dealer though at a reduced potency. In other words, if
you suffer aggravated damage then the one who did it to you suffers lethal. Lethal is reduced
to bashing damage and bashing damage does not reflect at all. This enchantment lasts for a
scene or an hour or until the Necromancer loses consciousness or releases the spell. If the
Necromancer has and uses Fortitude to reduce the damage that she takes, the damage taken
by her opponent is reduced in a similar manner. (For example, if the Necromancer successfully
reduces an aggravated level to lethal, their opponent takes bashing.)
Thicken the Blood
Spending a Blood Trait and winning a Mental Challenge with a target causes that target's blood
to thicken and flow more slowly throughout their body. This does not do damage to the target
but, instead, slows them and causes a sense of lethargy even in those whose blood is not
necessary to oxygenate their muscles. Those affected by this power lose an action per turn in
combat for the remainder of a scene or an hour. (This attack will not reduce a target to zero
actions per turn.) If the target already has only one action, they go at the bottom of the initiative
order in combat (but before the bonus Celerity actions of others), regardless of whether they
have activated Celerity.
Spending a Blood Trait and winning a Mental Challenge with a target causes that character
to lose on ties as if they were suffering from the Wounded penalty. If the target has either
Potence 5 or Celerity 5, which cause you to win on ties, then traits are compared between the
challengers as they would be in a normal challenge. The target suffers from this curse for a
scene or an hour.
Normally, ghosts that manifest to mortals are weak, feeble remnants of themselves, with
ghosts of true power limited to a relatively few strong-willed individuals. With this path, the
Necromancer can strengthen a ghost, lending them powers they do not normally possess.
Note that this path does not grant the ability to perceive ghosts. The necromancer must use
Soulsight, Summon Soul or Shroudsight to see a ghost before it can be granted powers, unless
the ghost is able to manifest under its own power.
This Path is taught by Giovanni and Samedi.
You may empower a ghost as a spectral messenger, taking advantage of its ability to travel
unimpeded by mortal obstacles. Spend a Mental Trait to implant your message and the identity
of your target (who must be known to you) in the ghost's mind. The ghost will be unconsciously
drawn toward the target, traveling as quickly as possible until they are reached. (It will not
know the target’s location consciously, and can’t be followed except in the Shadowlands.) It
will manifest visibly and audibly long enough to deliver the message, which should be no more
than two or three sentences, then fade out again. The ghost will be perceptible to everyone in its
If the target is unconscious or otherwise unable to receive a message when the ghost arrives, it
will wait until the next sunrise or sunset, whereupon the spell will be broken.
A ghost empowered with this ability will serve as a guardian of a location. To use this power,
spend two Mental Traits and give it one of two basic roles: defender or messenger. The ghost
will remain at the location to watch for unapproved intruders. When intruders appear, a defender
will be able to manifest visibly and audibly to them, attempting to frighten them off; the ghost
is considered to have seven Social Traits for this purpose. A messenger will be drawn to your
current location; when it reaches you, it will manifest only to you long enough to warn you of the
Ghosts' ability to determine if visitors are unwelcome is not perfect. They can be given
descriptions of those on the approved list, a password for friends to use, or told to watch
for specific individuals if given a description, but they cannot discriminate enough to follow
instructions like "Vampires may enter, but no mortals" or "Anyone of my clan is welcome".
More than one ghost may be designated guardian of a given location. This power ends at the
You may give a ghost the ability to affect the physical world in a limited manner. Spend two
Mental Traits to empower a ghost for a scene; if the ghost leaves your room, this effect fades
after two rounds.
The ghost may carry and lift objects of up to a few pounds. It may break fragile objects by
dropping them, but cannot give them enough force to directly damage a living (or undead)
target. Its precision is limited; if it attempts to deliver a dangerous object (such as a live
grenade), it is considered to have three Physical Traits for the purpose of challenges. Fine
manipulation of objects such as the tumblers of a lock is likewise beyond a ghost's capacity.
However, they can use a writing implement or type, if imprecisely.
You may give a ghost the ability to attack a physical being directly. Spending a Willpower Trait
empowers a ghost for one scene. The ghost is considered to have five Physical Traits but does
not lose Traits on lost challenges. It may retest, but this expends the necromancer’s Abilities.
It deals one bashing damage on a successful attack. This effect ends when the necromancer
loses consciousness or leaves the vicinity of the ghost.
An extension of Rattling Chains, a ghost enhanced with this ability can throw objects with
enough force to cause injury. One Willpower Trait grants this ability to a ghost for the night; for
an additional Willpower Trait, you may give the same ghost Spiritual Assault for the remainder
of the night as well. This effect ends when the necromancer loses consciousness or leaves the
vicinity of the ghost. Only two ghosts per night may be empowered by a given necromancer.
Objects of up to ten pounds can be thrown with force but not much precision. The ghost
is considered to have three Physical Traits when throwing, but does not lose Traits on lost
challenges. The ghost may retest, but this expends the necromancer’s Abilities. Thrown
objects do one lethal damage on impact; as is standard, burning objects deal one aggravated
damage but stop burning on impact. Stakes cannot be hurled with enough precision to pierce a
The Path of Dead Flesh
This Path gives the necromancer control over the bodies of the dead. At higher levels, this
extends to the undead as well. This power is practiced by the Harbingers of Skulls.
You can animate part of a human corpse, or the corpse of a small animal (no larger than a
mouse or small bird). The hand is the most commonly animated body part. The servant has
animal-like intelligence and can carry out your commands to the best of its ability. Apply a
Trait of your blood to the thing you wish to animate and make a Static Mental Challenge with a
difficulty of four Traits. If successful, the servant is animated until the next dawn.
Homuncular Servants have one Physical and Mental Trait, no Social Traits, and one health
Raise to Service
You can animate an entire human or human-sized animal to your service. The corpse will be
capable of following your commands to the best of its ability, but will not be capable of effective
combat. It cannot speak, but can make rudimentary gestures. The age of the corpse has no
effect on its capabilities, as the magic animating it will bind it together (although missing body
parts will not be restored).
Place one of your Blood Traits in the mouth of the corpse you wish to animate and make
a Static Mental Challenge against a difficulty of six Traits. If successful, the corpse will be
animated for three days (it can be reanimated again after it ceases functioning). The corpse will
continue to decay, but this will not reduce its capabilities. The corpse will have three Physical
Traits, two Mental Traits and no Social Traits, and three health levels.
With this power, you can raise a squad of human corpses to serve you. Spend a Willpower
Trait and two Mental Traits to animate up to five human or human-sized animal corpses with
reasonably intact skeletons. The corpses can fight at roughly the level of a level three ghoul.
They may remain in your presence or be left to guard an area, but cannot follow commands
beyond "Guard this" or "Attack that". The corpses will remain animated until the next dawn.
You may send your soul to possess a human corpse. Spend a Willpower Trait to send your
soul into a corpse in the same room (that doesn't already have a soul in it; this power does not
affect vampires or Risen). Your willpower animates the corpse; the condition of the corpse does
not greatly affect its physical or sensory capabilities. It has Physical Traits equal to the number
possessed in life minus one. You use your own Mental and Social Traits, but you will suffer a
penalty to Social Traits in non-Intimidation challenges ranging from one (fresh corpse) to no
effective traits (shambling pile of bones). The corpse will have four health levels, but will not be
affected by wound penalties.
You cannot use Disciplines, including Necromancy, while possessing a corpse. You may take
an action to return to your body at any time; if the corpse is destroyed, your soul returns to your
body automatically, and you are stunned for one round. Your soul automatically returns to your
body at dawn.
Dead flesh is yours to control with this power. You may animate a corpse, or attempt to control a
vampire's body by manipulating its dead muscles.
Using this ability on an ordinary corpse costs two Mental Traits. You may manipulate the corpse
as long as it remains within your line of sight. Treat it as having three Physical Traits. This does
not give you the ability to use the senses of the corpse, so fine manipulation at a distance may
be beyond your capacity. You may take other actions while controlling the corpse, but will be at
-3 Traits due to distraction.
To control an inhabited corpse (animated corpse, Risen, or vampire), spend a Willpower Trait
and a Mental Trait and engage them in a Mental Challenge. If you win, you control their body
for their next action(s) that round. Since their body resists your control, you may only bid half
their current Physical Traits on offensive actions and move them two steps. You can only use
physical Disciplines that do not require spending blood or Traits (so you can't use Celerity
unless the target has activated it themselves; you can use most Potence abilities, you can use
passive Fortitude but not spend a Physical Traits for a retest; you can use Feral Claws if they've
been activated; etc.).
Since you are controlling their body remotely, not their mind, you do not have full control
over their actions. Any action which would lead directly to their deaths (such as jumping into
a furnace or off a sufficiently great height) will fail, causing them to take no action. You also
cannot prevent them from defending against attacks; they defend at full Traits and may use any
At the beginning of every turn, you must make another Mental Challenge to control them that
round. If they win the challenge, they may spend a Willpower Trait to block you from controlling
them again for the remainder of that scene. You must maintain concentration or your control is
This power may not be used on a staked or non-conscious vampire.
Path of the Grave
Descended from a medieval precursor to Necromancy, this path deals with the physical aspects
of death and decay. This Path is practiced by the Harbingers of Skulls.
Shroud of Death
You can give a vampire the appearance of a decayed corpse. The body resembles a long-
dessicated corpse, with dried, shriveled and discolored flesh. To activate this power, spend a
Blood Trait; affecting another requires touching them, which may require a Physical Challenge.
Targets are down one Social Trait on all challenges except for intimidation, where they are up
one Trait. They are also down one Trait on Physical Challenges due to stiffness. They are up
two Traits on challenges to remain stationary; if the target imitates a corpse, it requires a Social
Challenge to penetrate the disguise.
This effect ends automatically at the next sunset. The caster can end the effect at any time;
otherwise, a vampire can spend two Blood Traits to remove the effect.
This power does affect vampires that already resemble corpses, such as the Samedi or
Harbingers of Skulls (and may cause them to look like a different corpse, depending on the
nature of their curse).
By spending a Willpower Trait, you may take on the unfeeling nature of a corpse. While this
effect is active, you suffer no wound penalties. You gain a free retest on attempts to manipulate
your emotions, but others get a free retest on your attempts to manipulate their emotions. (This
does not apply to frenzy). This power lasts for one scene.
This power inflicts the ravages of age, both physical and mental, upon its victims. Spend a
Blood Trait and engage your target in a Challenge of your Mentals versus their Physicals. If
successful, they must bid one extra Trait in Physical Challenges and are down one Mental
Trait for the remainder of the evening. They undergo a physical transformation as well, aging
as much as fifty years in an instant. A mortal affected by this power is at risk of a heart attack;
after every turn they engage in strenuous physical activity, they must make a Static Physical
Challenge with a difficulty of five or suffer cardiac arrest.
Resume the Coil
This power allows you to raise yourself or another vampire from torpor, and is one of the few
vampiric powers that can be used while in torpor. This effect is similar to shocking the heart of a
mortal to restart it, as necromantic energy floods the subject’s system.
To use this power, spend a Willpower Trait. If using this power on yourself, you must spend
an additional Willpower Trait; if on another, you must touch them and make a Static Mental
Challenge with a difficulty of ten minus the target’s Morality. If the subject went into torpor due
to lack of blood, they awaken with one Blood Trait and will not frenzy due to hunger for the next
Gift of the Corpse
By accepting the effects of death into yourself, you paradoxically protect yourself from the
weaknesses of the vampiric condition. When you activate this power, you become something
akin to an animated corpse.
Spend a Willpower Trait and make a Static Mental Challenge against a difficulty of seven. If
successful, for the next five rounds you take on the following effects:
● Holy ground, artifacts, and True Faith have no effect on you.
● You are immune to Rötschreck and frenzy.
● You take bashing damage from sunlight on your exposed flesh and lethal damage from
● A stake in the heart has no special effect on you beyond the damage it inflicts.
You may still use all vampiric abilities while in this state. If the effect of this power ends while
any of the above effects are ongoing, they take effect immediately.
Find the Soul's Anchor
This Ritual allows the user to determine whether an object is an item of importance to a ghost.
Place a drop of your blood in each eye, then focus on the item for thirty seconds and make
a Static Mental Challenge against a difficulty of seven. If successful, you will have a general
impression of the ghost (or ghosts) tied to the object.
By applying a Blood Trait to an object and destroying it, you create a working version of it that
exists in the Shadowlands. The object does not need to be completely obliterated, but must be
damaged beyond easy repair; thus, an object made of paper could be burned, while a glass
object could be smashed with a hammer or a metal object cut to small pieces with shears. The
copy in the Shadowlands will be in the same state it was when the Blood Trait was applied; it
cannot be brought into the real world by any means. This power can be used to give an object
to a ghost, or to make it available to a user in the Shadowlands.
You may preserve a part of the body up to the size of a limb, whether from a mortal or a
vampire. The body part will not decay, but it will not contain any consumable blood. If it began
to crumble into ash when removed from a vampire, it will be returned to its unliving state. The
Ritual can be performed on multiple body parts at once, but they must be detached from each
other. This Ritual costs one Mental Trait per body part preserved.
The Soul's Pulse
By holding a personal item belonging to an individual and making a Static Mental Challenge
against a difficulty of 7, the necromancer can determine if the individual is "alive". Since
this ritual was designed to work on vampires as well as mortals, it actually determines if the
individual's soul is on the plane of the living and in its original body; hence, a vampire or Risen
(in its own body) will register as "alive" for this purpose. If this is the case, the item will vibrate
briefly. Any other result (including the target being physically on another plane of existence, or
the soul being in a body other than the original) will register an inconclusive result. The exact
location or state of the soul is not revealed by this ritual, so it will not reveal whether someone is
dead, diablerized, or travelling interdimensionally.
This ritual requires an item of worth to a specific spirit and two coins. It binds a spirit to observe
and defend a location for one lunar cycle (roughly 28 days or, by our calendar, two gaming
sessions). The average person is considered to have 4 to 8 items that would be appropriate for
Summoning that spirit uses the basic Giovanni Path power Summon Soul with the by-the-
handbook difficulty of 5 during that ritual. The item of worth is destroyed during the ritual and
the coins are enchanted with 1 Blood Trait from the Necromancer. One coin dissolves and
bonds with the spirit during the ritual while the other remains physical and can remain with
the Necromancer, or anyone the Necromancer deems worthy. If the bound spirit discovers a
problem, it can send a warning by vibrating its matched coin.
This ritual does not negate a Surprise attack; while a spirit might warn the person holding its
a coin that about danger, it doesn't provide them knowledge of exactly when that danger may
materialize or from what direction it will come. As these spirits are dragged closer to the material
plane in order to observe it for problems, they lose the ability to detect Astral threats. However,
they can still perceive and interact with other spirits.
By enchanting two skulls, a Necromancer can produce a tool allowing her to communicate over
long distance. Only Necromancers can engage the skulls and begin a conversation, but anyone
can use one after it has been engaged. Frequently used to communicate with ghouls, any skull
will do though small mammals are the most common as they are far more sturdy than bird
skulls. A paired set of skulls can be enchanted during each use of this ritual.
Attune the Goods
You may apply a Blood Trait to an object to bring it with you the next time you use the Dead
Hands ability. The object will coexist in the real world and the Shadowlands as you do; if you
extend the Dead Hands ability past its original duration, you must spend an additional Blood
Trait to keep your objects attuned as well (one Trait for all attuned objects). When Dead Hands
ends, the attunement ends as well.
This power is most often used on a melee weapon. It can be used on firearms or missile
weapons, but each bullet or arrow must be attuned as well. As firearms do not work in the
Shadowlands, an attuned firearm is unreliable; before firing, you must make a Simple Test. A
failure means the gun fails to fire.
The most vile of Necromancers have determined a way by which to gain sustenance from
corpses, human and otherwise. By performing this ritual on a corpse and—at its conclusion—
draining the blood from it, Necromancers can sustain themselves as if feeding.
Blood acquired in this manner is weaker than that from from living bodies and only corpses that
are less than seven days old are appropriate for consumption. Corpses must be kept free of
decay or the blood drunk in this manner has no potency. Freezing or other means to reduce or
remove the threat of decay will preserve the blood, though a body must be completely thawed
prior to using the ritual.
Blood drunk from such a corpse during this ritual is turned into vampiric vitae at a 2 to 1 ratio; for
every 2 Traits of blood drunk from a corpse the vampire gains 1 Trait of blood. At the end of the
ritual, the corpse is mummified and drained of fluids.
By attuning yourself to the underworld, you can sense when a new ghost is formed. This ritual,
once cast, lasts for the entire evening. The Storytellers will inform you when a new ghost comes
into existence within roughly a one mile radius. (Note that few vampires and not all mortals
become ghosts upon death.)
The Mortician's Art
This Ritual allows the necromancer to restore the ashes of a corpse (vampiric, mortal, or
other) to the physical state it was at its death. This requires the necromancer to spend two
Mental Traits and squeeze a Blood Trait from their body onto the ashes. As long as the ashes
represent at least 50% of the substance of the body, they reshape themselves into a whole
body, in the exact physical condition at the moment of death. This does not restore clothing or
personal possessions, and if the individual burned to death and was subsequently reduced to
ash, the restored corpse will still be burned.
This ritual can be used to verify a dead vampire's identity, examine their body forensically
(including with Insight), or provide a physical corpse for a memorial service. The vitae remains
in the system, and can be drunk (causing the body to collapse back into ash), but remains that
of the necromancer and retains its original properties. The restored body falls into a pile of fine
dust at dawn, and cannot be restored again by this power.
This ritual has no effect on a vampire using the Ashes to Ashes ability of Thanatosis, but it can
restore a corpse destroyed by Destroy the Husk. Note that, in our setting, vampires destroyed
by diablerie leave no ashes.
Under normal circumstances, mummification requires the draining of fluids from a corpse, the
removal of its internal organs, and the forced drying of the remaining body, usually in salts.
Necromancers, however, have developed this ritual to allow them to quickly mummify a corpse
without all the intermediate steps. Any corpse—human, animal, even plants—can be preserved
using this ritual.
This ritual takes an hour and, in addition to the corpse, a pound of salt and a jar of formaldehyde
are necessary. The salt must be poured into a circle surrounding the Necromancer and the
corpse prior to beginning the ritual. Meditating and drawing on the black energies of death,
at the end of the hour, the Necromancer pours formaldehyde onto the corpse and the salt is
consumed in a flash of lightless energy.
The enchanted corpse will no longer decay. In all other ways, it remains a "normal" corpse,
even providing sustenance for Necromancers who wish to combine this ritual with Cadaverous
Meal or who wish to preserve bodies for later Necromantic purposes.
This power requires an object a ghost is tied to, an object you wish to protect, and a copy of
the object (the more exact the copy, the better). The ghost's fetter must be attached to the
protected object in some way. The object and the copy are each marked with a Blood Trait,
and the copy is destroyed. Doing this ties the ghost to the original object, and gives the ghost a
ghostly version of the copy. If the original object would be damaged or destroyed, the damage
is applied to the ghostly copy instead, leaving the original untouched. The ghost can restore the
copy using its own ghostly substance, which regenerates slowly; thus, an object that is subject
to repeated damage will eventually cause the destruction of its ghostly guardian, rendering it
vulnerable to damage as normal.
Using a corpse, a Necromancer can temporarily transfer her visage to the corpse and take the
corpse's for herself. This does not alter the Necromancer's Attributes or Abilities and the change
lasts for a scene or an hour. During the ritual, two pennies are placed over the eyes of the
corpse and two Traits of the Necromancer's blood are used to coat them. The pennies absorb
the blood over the course of the ritual; at the end, the pennies do not appear to be supernatural.
At any time prior to the following sunrise, the Necromancer can place the pennies over her
own eyes and begin to look like the corpse. At the same time, the corpse takes on the look of
the Necromancer. The alteration is illusory but, unlike Obfuscate, will confuse technology after
the ritual ends. At the end of the scene or an hour, the transformation ends, the Necromancer
returns to normal, and the remaining flesh on the corpse rots away leaving only the skeleton
Thaumaturgy (additional Paths)
Thaumaturgy is one of the most carefully guarded of the disciplines because of its flexibility.
There are numerous Paths of Thaumaturgy which the Tremere, and others, have developed. In
LARP 101, we detailed a number of these paths. But there are others which are viable for use
within our game. Those paths are detailed below. They are more difficult to learn and thus must
be purchased at out-of-clan costs even by Tremere. (Learning them does not require a Mentor,
Elemental Mastery gives you the control over the inanimate things which surround you. This
allows you to alter your own basic elemental structure or to learn from those things which
surround you at any given time. At its highest levels, Elemental Mastery gives you the ability to
communicate with the very spirits of the four classical elements.
Drawing on the solidity of the solid matter around you, you can enhance your own physical
characteristics. The use of this power allows you to gain three Physical Traits for the same
number of turns as powers you have within this path. Thus, if you have the first Intermediate
power (for a total of three powers) these Traits may be maintained for only three turns. A
Willpower Trait can be spent to gain an additional turn. You may activate this power and attack
in the same turn. These Traits cannot be bid in a challenge. This power cannot be stacked; the
first use of this power must be expended before a second can be applied.
Using this power gives you the ability to communicate in a limited way with the spirit of the
inanimate objects around you. These spirits are simple in nature and largely unconcerned with
the world around them. In fact, many who do not follow this path do not believe in them at all.
You, however, know different and understand that even the most basic of objects are imbued at
an elemental level with at least some spirit, some energy, that experiences the world around it.
In order to activate this power, smear the blood Trait on the object in order to draw out its spirit,
which you can then speak to. Once activated, you may ask this spirit a question. To do so,
make a Mental Challenge with it. The difficulty of this challenge is relative to the complexity of
the object inhabited by this spirit:
Traits Types of Object
1-3 Items of made of a single classical element. The smaller the object—i.e. the
smaller the spirit—the fewer Traits it has. A candle’s flame may have only 1
while a campfire may have 3.
4-6 Items of multiple classical elements. A computer, for example, could be said
to be earth, air, and fire—it’s physically made of plastic and metal (earth), its
purpose is to share information (air), and is powered by electricity (fire). Like
the previous category, the size of the spirit you deal with may slightly alter the
number of Traits it has.
7-9 Spirits of larger size and complexity (or both) have are truly frightening in their
own way and understand more than we expect them to. Conversely, they are
less willing to give up their secrets. This includes large ponds, bonfires, adult
trees, buildings, cars, display cases, etc.
10+ At the ST’s discretion, truly massive targets (e.g., mountains or college dorms)
or exceptionally complex ones (e.g., airplanes or supercomputers) can have 10
or more Traits.
The questions you ask of a spirit must be physical in nature. They could confirm that someone
else was in the room before you or that they were recently handled by someone before being
placed where you found them. However, concepts of time and motivations are beyond them. A
pair of scissors may know that they were used to cut, but why it was used or on what is beyond
the interest of its spirit. The ST will determine if your question is of interest to the spirit at the
time of the asking and you must make a Mental Challenge with it regardless of its interest.
Animate the Unmoving
This power allows you to control objects in the same room within your line of sight. If you are
outside, the STs will determine the appropriate area which constitutes a “room.” When you
activate this power, a Willpower Trait is spent to control the object. You may control a number of
objects equal to the number of levels of Elemental Mastery you know, minus two (so when you
first learn this ability you will be able to control only one object). These objects cannot move or
perform actions that are outside their normal capacity. Thus a car can be directed to roll forward
or a chair to “walk” across a room but a table could not be made to play a clarinet. Once you
command an object to perform an action it will do so until it moves beyond your line of sight
(regardless of distance), until you command it to stop, or you are rendered unconscious, in
torpor, or killed.
This power allows you to alter your very makeup to become an object of roughly similar mass
to your own. Thus, you could become a large table or small bed, but to become a handgun or
car would be outside your capabilities. Upon activation, you become the object you wish but
you must spend a Willpower Trait to retain your normal senses while in this form. You retain
your own Physical, Mental, and Social Attributes as well as all Abilities which are appropriate to
your new form. You cannot, however, use any Disciplines. The object which you become can
operate in any normal way. Thus, if you take the form of a television, that TV could be plugged
in, turned on, used to watch a show, etc. If you take damage in your altered state, that damage
is maintained when you return to your normal form, which can be done at your whim or when
you are rendered unconscious, put into torpor, or killed.
In addition to the weaker spirits which imbue the objects around you, you know that there are
greater spirits of large quantities of the classical elements (earth, air, fire, and water) with which
you can communicate. This power allows you to do so. Some thaumaturges report finding other
elemental spirits, like Blood, Electricity, or Glass, but these reports are generally assumed to be
fabrications. To summon an elemental, you must be near some quantity of its element. A bonfire
is necessary to summon a Fire Elemental, for example, while a lake or river may be necessary
to bring forth a Spirit of the Waters.
You can attempt to bring forth an elemental with a number of Traits between 1 and 10. For
simplicity, elementals have the same number of Traits in all Attributes. To do so, a Willpower
Trait must be spent and you must engage the elemental in three Static Mental Mental
Challenges. You must win at least one of these challenges in order to command the elemental,
but all three challenges must be made regardless of which one that you win. For each challenge
that you lose, you suffer one level of damage. If the elemental you summon has Traits less
than or equal to your current Mentals, this damage is lethal. Otherwise, it is aggravated. For
each challenge that you win—including the first —you can give the spirit a command that it must
follow. If you tie (on symbols and on Traits) then perform the challenge again. There is no retest
for either the spirit or for the thaumaturge on these challenges.
Once you control an elemental, it must follow your commands. You can only control one
elemental at a time, though it can be placed “on standby” and summoned without the above
effort at a later time to follow your commands. An item card will be provided for you listing the
number of commands you can give to your elemental. When you’re out of commands, that card
will be confiscated by an ST. An elemental has limited control over its own element. Thus an
earth elemental can displace the ground to dig a hole or tunnel and a fire elemental can control
other fires as weapons or extinguish them. Truly herculean efforts may “use up” more than one
command at the discretion of an ST. Elementals are spiritual in nature and have no corporeal
form (even those “made of” earth). As such, they cannot directly attack others nor can they
be injured by them. They can, however, use their capabilities to attack, confuse, capture, or
otherwise mess with others. The exact effects of these capabilities on others is up to the ST.
Hands of Destruction
This Path was originally the purview of the Sabbat but Camarilla agents uncovered its secrets
and now it can be found within both sects. Focused entirely on offensive might, many of its
powers can be combined with a physical attack of some sort as part of one turn. In other words,
if you must both cast a spell and strike your target, you don’t need two actions in order to do so.
Touching an object allows you to age it a full year for each turn you maintain contact. This
power can reduce organic matter to a rotting sludge and it can weaken metal and crack plastics
with enough time. The added age is permanent, but the aging effect ceases when you cease to
touch your target. Aging a vampire has no effect. This power does not require a test.
Simply glancing at up to fifty pounds of wood can cause it to become a gnarled, useless mass of
knots. You can gnarl multiple targets at once as long as you can see them and their sum of their
weights does not exceed fifty pounds. If using this power on an object held by someone else,
you must win a Mental Challenge with them or they notice the effect and can hide the wood
from your sight.
This power allows you to exude your very blood out of any portion of your body, though the
hands are the most common. This blood is thick, black, and extremely acidic. Each application
of Acidic Touch inflicts an aggravated level of damage to a target. The power itself does not
require a test, though striking someone may require a Physical challenge. You cannot throw
the acid at a target. Your own acidic blood does not harm you, though you have no special
protection against another thaumaturge using this power.
With a simple touch, this power allows you to render an arm or a leg useless. Each limb
atrophied in this way requires your target to bid an additional Trait in Physical Challenges. Other
secondary effects can apply as well. For example, a target with two atrophied arms cannot wield
a weapon or grapple an opponent, and a victim without functional legs may be largely immobile.
This effect is permanent on mortals; vampires heal it as if it were aggravated damage.
Turn to Dust
Gripping your opponent, you can cause ten years of aging per Physical Trait that you expend on
this power. Mortals aged more than fifty years die instantly while vampires must bid additional
Social Traits during challenges for every fifty years of advanced age. The vampiric curse will
restore them to their original state at the start of the next night. This power only works on living
or undead targets.
The Hearth Path
The Tremere have long had mystical ways to defend their holdings and Chantries. Popular
among regents and others who control or defend such investments, the Hearth Path was
designed to protect the thaumaturge by enchanting his or her demesne either to confuse
invaders, to harm them if they do not leave, or to provide a quick means of escape when
The Basic powers on this Path can be used like any other Path of Thaumaturgy, i.e. without
spending the time to enchant a building. The remaining powers require such an enchantment.
Familiarity with a building means that a thaumaturge has an easier time enchanting the
premises; this path works instantaneously on the user’s Haven. It can be used to enchant
another building with a brief 10 minute ritual. The first time that you would like to enchant an
area, you must move through all rooms within it.
The 10 minute ritual to enchant a building, haven or otherwise, requires that a fireplace-sized,
non-magical fire must be built somewhere in it and a trait of Blood must be spilled into the fire.
If this fire is extinguished, the magical effects of the Path wear off. They also wear off at dawn.
The room in which the fire is built is referred to as the Hearth or the Hearth Room.
The effects of this path, unless otherwise specified, can affect a building of roughly 6 stories or
less. If the building is larger than this, then only a portion of it can be effected. The use of Aura
Perception (Auspex 2) in the enchanted area can determine the existence of the enchantments
but not the exact nature of them. Obfuscate does not defend against this Path.
This power is used to enchant a specific door or other entryway (e.g., a window or skylight).
Whenever someone passes through this portal, an audio or visual effect will alert the
thaumaturge. The signal can be anything; a bell or warning light are common,. The signal
cannot be changed unless this enchantment is repeated. Others do experience this warning.
The thaumaturge must actually be present in the building in which this enchanted portal exists
to receive this warning.
By using this enchantment within a room, the user gains a mystical knowledge of the items
contained within it. In addition to the Blood Trait required by all Thaumaturgy, this power
requires the expenditure of a Mental Trait. Following this expenditure, the user must win or tie
a Simple Test and to determine if an item they seek is within the room. This doesn’t reveal the
location of living (or unliving) things. Seeking additional items requires additional Mental Traits
but not additional Blood.
This power begins a set of three mystical defenses that can be applied on a building as
described above. Each of these defenses requires the expenditure of a Blood Trait to enact.
Personal Labyrinth is used to confuse intruders causing them to leave the enchanted area.
When someone enters the enchanted area, they must perform a Static Mental Challenge with a
difficulty of 6, or 8 for the rooms closest to the Hearth Room. The Hearth Room itself is exempt
from this effect. If the intruder fails this test, then the enchantment takes hold and he or she
becomes confused and will leave.Once they leave, however, the enchantment wears off. They
are aware of the manipulation and can choose whether nor not to return to the enchanted area
thereafter. The thaumaturge can choose to allow individuals to pass into the enchanted area
without requiring a chop if they are within it and can choose to revoke this invitation at their
Within the enchanted area, this allows the thaumaturge to quickly evade those who have
penetrated the other defenses. When passing through a door, he or she may spent a Blood
Trait to exit from any other door in the enchanted area. Others who follow are unaffected—even
allies of the thaumaturge will pass through the door normally. This power cannot be used to
completely exit the enchanted area, but it can be used to maneuver into a room at the edge of
it. In other words, if an entire building is enchanted, this cannot be used exit it via the front door,
but it could be used to enter the foyer allowing easy access to to the outside.
At the highest levels of this Path, the thaumaturge can actually enchant a building in such a
way that it will defend itself. Like Personal Labyrinth, the thaumaturge can choose to allow
others to enter the enchanted area without suffering the effects of this power assuming that
they are present within it and revoke their invitation if they so desire. The invitation to enter
the enchanted area for both this power and Personal Labyrinth are linked; if the thaumaturge
invites a person into the area, neither enchantment functions for the invitee until that invitation is
Each room within the enchanted area will defend itself, forcing a Physical Challenge with a
difficulty of 6. If this challenge is lost, then the intruder suffers one box of lethal damage. The
area immediately adjacent to the Hearth Room has a difficulty of 8. The Hearth Room itself has
no traps. These defenses take the form of accidents, poltergeist-like activities, or even overtly
hostile movements. Once a trap is sprung, it also resets and damage to the building as a result
of the traps or displacement of items within the building disappears. The STs will determine the
exact nature of traps in an area. Regardless of of how the building defends itself, the damage
Passing through a room again requires additional chops. For the purposes of this power, a
room is defined as a single, enclosed space within the building. Thus, a living room, bathroom,
staircase, closet, or garage all constitute a room. The STs will determine if other spaces within
a building require a chop. There is an Ability retest for these traps; usually Occult, Athletics, or
Awareness are appropriate.
For those thaumaturges who make their dwelling by bodies of water, Neptune’s Might
is a uniquely powerful path, but for landlocked areas, it’s been of less interest. Regardless,
the manipulation of liquids and waters can remain a extremely useful capability in the modern
world where water pipes, faucets, spigots, hydrants, etc. can be found with relative ease. These
powers all require a source of liquid or water to use. The greater the amount of water available
to be used the better, but users of this Path have taken to carrying water with them in canteens
or other containers to be used when necessary.
This power cannot be used on ambient humidity in the area.
Eyes of the Deep
Looking deep into a standing body of water (e.g., a lake, pond, toilet bowl, full sink, or cup), the
user of this power can see events that transpired in or around it from the water’s perspective.
You can easily see up to one day in the past. For every additional day you wish to see, you
must win or tie a Simple Test. The events of the past replay very quickly allowing the user to
hone in on events that are of importance. This power does not work on flowing water, nor does
it work on water that wasn’t present during the time frame. For example, if a sink is filled by
the thaumaturge, then this power could only be used to see back to the point at which it was
filled. Similarly, a glass of water must have been present during the event someone wishes to
investigate in order to be useful.
Prison of Water
Use of this power allows the thaumaturge to trap others using water as a restraint. The more
water present, the easier it is to restrain the target. To entrap a target, bands of water spring
forth from the source and move quickly to entangle him or her. The target must make a Physical
Challenge with a difficulty based on the size of the body of water used as the source of this
Difficulty Body of Water Used
5 Contained water in a canteen or thermos, puddles, rain runoff, running faucets
7 Small ponds, creeks, flooded roads, bathtubs, broken water pipes
9 Larger ponds, rivers, pools, small lakes, cracked water mains, flowing hydrants
11 Large rivers, lakes, major canals, Olympic pools
13 Great lakes, seas, oceans
If this Physical Challenge is lost, the target is entangled. To break free, another challenge must
be made but it must also be delayed by ten minutes similar to the cool-down period for mental
and social tests. This is to avoid spamming challenges until one is won largely invalidating this
A line of sight must be maintained between the water source and the entangled target. If
this line of sight is lost then the entanglement ends. It also ends if the thaumaturge falls
unconscious, enters torpor, meets his or her Final Death, or chooses to release the target.
This power allows you to change other liquids into water. This can effect the blood in a living
target, but to do so, you must touch the target possibly requiring a Physical Challenge. To use
this power, every Mental Trait spent converts the a single Trait’s worth of an alternate liquid into
water. This conversion is easily represented for Blood; for other liquids, it’s roughly one pint.
Water converted by this power can be used to fuel the other powers of this Path.
Converting the Blood of a mortal is almost invariably lethal in minutes without a transfusion. For
vampires, they suffer wound penalties as if wounded while the water remains in their system.
These wounds do not actually exist; the penalties only represent the converted blood. While the
water remains in their system, vampires cannot replace it with blood; you can’t fill a tank past
full, after all. This leads some vampires to bleed themselves when they suffer under the effects
of this enchantment.
This power creates a wall of water that obscures vision and impedes passage. The amount
of water available controls the size of the wall, though the power of this enchantment allows
the thaumaturge to create a wall even with small amounts of water. The amount contained in
canteen or thermos, for example, can create a wall to fill a doorway. Greater amounts of water
can be used to create larger walls at the discretion of the STs.
To pass through the wall, you must win three Static Physical Challenges with a difficulty equal
to the thaumaturge’s mental traits at the time of the casting. If you cannot succeed in these
challenges, you cannot pass through. Thrown objects or fired projectiles cannot pass either.
This barrier also effects those moving through it on other planes (e.g., those using Astral
Projection) but these characters make Static Mental Challenges instead of Physical ones.
The wall lasts until the the thaumaturge releases it, is made unconscious, enters torpor, meets
Final Death, or dawn whichever comes first.
This power allows you to evaporate water—even the water in mortal and supernatural targets.
Mortal victims of this power leave behind mummified corpses. This power can also be used for
less hostile purposes and also to evaporate water before other practitioners can use it.
To affect a living target, you must win a Mental vs. Physical Challenge. If successful, you inflict
three boxes of Lethal damage on a mortal subject while Vampires loose three Blood Traits. If
they have less than three Blood Traits in their system, they take lethal wounds. Victims who
take damage must make a Static Willpower test with a difficulty of twice the amount of damage
taken or be overcome with agony for that turn and unable to act.
The Taking of the Spirit
The Tremere jealously guard their secrets and, to do so they have developed a variety of ways
to try and defend themselves against rogue thaumaturges within their own ranks. The Astors,
the Tremere Internal Affairs department, use this path to weaken others and reduce their
potential when they are forced to do battle with them.
This allows you to temporarily affect a target’s mental prowess. Your target doesn’t know what
has caused their fatigue but will recognize the effect. To use the power, make a Static Mental
Challenge against a difficulty of the target’s Mental Traits. If you win, your subject must bid an
additional Trait on all Mental Challenges for the rest of the scene or an hour. You can only use
Mind Leech once on a specific target per scene. However, you can affect additional targets, and
other thaumaturges can affect the same ones as you.
Similar to Mind Leech, this power affects your target and confuses their ability to relate to
others. They don’t know the source of this malaise, but they can recognize that they are under
its effects. Making a Static Mental Challenge against a difficulty of your target’s Mental Traits. If
you win, you will force your target to bid an additional Trait on all Social Challenges for the rest
of the scene or an hour. This power has the same targeting restrictions as Mind Leech.
Upon reaching this level of mastery within this Path you have the ability to restrict your target’s
ability to refresh their Mental Traits during the night. The psychological effects of the use of this
power is similar to a deep-depression and, as with the previous powers, has no discernable
This power must be used after you successfully use Mind Leech against your target within the
last five minutes. You must make a Mental Challenge against your target and if you win, your
target must spend three Willpower Traits to refresh their Mental Traits. This power wears off at
With this power you strike at the very heart of your target’s will and strip away their very sense
of themselves. Unlike the lesser powers on this Path, the source of this attack is obvious to your
victim. Winning a Mental Challenge with a target in which you bid three Traits to their one, you
can force them to lose a Willpower Trait. This power cannot be used more than three times in a
night on a specific target regardless of who uses it.
At the highest level of mastery, this Path allows you to absorb the mental prowess of a target.
Make a Mental Challenge against your target bidding two Traits to their one. If you win, you
drain a Mental Trait from them and add it to your own. You cannot exceed your maximum
amount of Mental Traits using this power. If you drain additional Traits than your maximum,
these Traits are simple lost to your target. Because your target loses a challenge with you, this
power effectively robs them of two Mental Traits—one lost to the challenge and the second
absorbed by you.
Path of Technomancy
In May 2009, the Path of Technomancy was radically altered. The specifics of events
surrounding this alteration and those who investigated it have not been made public and finding
a technomancer who is willing to speak of them is rare. Regardless, the Path of Technomancy
is a newly developed path in these nights which allows a certain level of control over modern
technology via Thaumaturgy.
Touching a device and winning a Static Mental Challenge per turn of analysis yields information
about the operation of that device. This information is temporary and is forgotten at the end of
a scene (or an hour) unless a Mental Trait is spent for each successful turn of the analysis; in
this case, the information gleaned is remembered as normal. Failure doesn't indicate that the
analysis ceases, only that no information was learned during that turn. The analysis is complete
when the technomancer ends it or after three successful turns.
The difficulty of the Mental Challenge increases with the complexity of the device:
Difficulty Example Devices Health
1-3 Simple machines (pulley systems) or mechanical devices (hand tools) 1
4-6 Machines powered by explosives or internal combustion (handguns, 2
7-9 Complex and/or electrical devices (computers, cell phones, cameras, 3
luxury cars, aircraft, security equipment)
10+ Military, R&D, and/or unique devices (fighter jets, satellites, one-of-a- 4
The first successful turn of the analysis yields information about the operation of the device
and its purpose. Touching a cell phone, for example, would give you information about
turning it on and off in addition to the fact that it's a device that facilitates long-distance, vocal
communication. During the second turn, more information about the device's operation is
learned like the fact that the cell phone uses the electromagnetic spectrum to wirelessly transmit
information utilizing a voluntary connection. Finally, the third successful turn provides the
technomancer a complete picture of its operation including hidden or obscure capabilities.
Thus, gaming, camera functionality, Internet browsing, and text messaging capabilities might be
identified on a cell phone.
Two things should be made clear. Firstly, this is the only power within the Path of Technomancy
that interacts with mechanical devices. All other powers of this path can only manipulate
electronics. Secondly, the analysis yields information about the devices operation, not
any information that's stored on the device. Thus, analyzing a cell phone doesn't give you
information about what contacts the owner has or what pictures have been taken, but it will
assist the technomancer in using the cell phone to access that information manually.
By touching a device and winning a Mental Challenge using the difficulties presented above,
the technomancer can cause the device to take a level of damage. Devices have a number of
health levels as specified above. To destroy a device beyond the ability to repair, this power
must be used repeatedly until no health levels remain or additional Mental Traits can be spent
to cause more damage in a single use of the power. These additional Traits are spent after
the initial Mental Challenge, not bid as a part of it. Thus, they are not spent unless the power
is successful. Complex devices with redundant fail-safe measures may not cease operation
if they suffer a limited amount of damage, but other simpler devices may cease to function
appropriately under the strain of only a few—or one—level of damage.
The technomancer must touch the device to utilize this power. Further, at least one successful
round of Analyze Device must take place prior to an attempt to burn it.
At this level or proficiency, a technomancer can utilize the two previous powers on devices
within the same room and within line of sight. Thus, a fire-alarm hung out of reach could be
analyzed but a laptop inside a locked desk drawer could not. When analyzing a device with this
power, which is required to subsequently use Burnout as well, the Mental Trait expenditure is
doubled and is required. If the technomancer wants the knowledge gained by remote analysis to
be permanent, a Willpower Trait must be spent in addition to the Mental Traits.
This power allows a technomancer to operate a device in the same room and in the line of
sight after at least two successful rounds of analysis have been performed upon it (remote
or otherwise). This only allows the operation of a device within the capabilities of that device;
a computer cannot be made to fly, nor could a remote controlled car move at Mach 1. A
Willpower Trait is spent to engage the remote control of a device, but that control lasts until the
technomancer decides to release it. Use of this power requires that the device remain within the
same room and within line of sight and takes the full concentration of the technomancer.
Ghost in the Machine
At the pinnacle of technomantic capabilities, you can manipulate devices as long as they are
within sight regardless of their distance from you. Analyze Device can be used at any time,
with the same costs as when using Wireless Access, while Burnout and Remote Control can
only be used after a full three turns of analysis takes place. Like Remote Control, a Willpower
Trait is expended to engage this power. However, for devices at extreme ranges (e.g., aircraft,
satellites, devices viewed through a telescope), a Willpower Dot is spent in lieu of the Trait.
The Path of Transmutation
Magical means to convert the very matter of existence has long been sought after by mortal
magicians and alchemists, but it is the blood magicians of the Kindred world who have perfected
it. These powers can be used only on matter within line of sight and only on inanimate matter.
For the purposes of this Path, vampires are animate matter. This means that the blood in
a vampire, while a liquid, cannot be transmuted. Also, there is a limit to which “line of sight”
extends. You can effect objects in your same general area with this power, but trying to drop
satellites out of the sky or affect a building from across town is outside the scope of this Path.
The effect of these powers last for a scene or an hour. The user can also choose to end their
effects at any time of their choosing. They also end should the thaumaturge be knocked
unconscious, enter torpor, or meet Final Death.
Fortify the Solid Form
This power allows the user to enhance the strength of an item turning what would be otherwise
a fragile thing into something stronger. When used on an otherwise mundane item, it decreases
their fragility and makes them viable as weapons in combat. Used on armor, it allows it to
provide an additional Health Level of damage. In addition to the Blood required to use this
power, you must also spend a Mental Trait.
Crystallize the Liquid Form
This power transforms one Blood Trait worth of liquid (about one pint) into a solid. The
substance itself does not change, nor does it’s temperature or other physical properties change.
Thus, solidified acid will still corrode and solidifying molten iron will still burn. At the conclusion
this power the crystallized liquid return to its original state. This power also costs a Mental Trait.
Liquefy the Solid Form
This power melts solids after the thaumaturge spends a number of Mental Traits relative to the
size of the object being melted. Small, handheld objects may cost only a single Mental Trait
but larger objects will cost more at the discretion of the STs. Targets of extremely large size
(buildings, airplanes, etc.) cannot be melted at all.
When the effects wear off, the puddle will return to its original state unless it is thoroughly
scattered. Also, smaller portions of larger objects cannot be targeted specifically. In other words,
you can melt a car but you can’t melt a car’s tire. Similarly, you can’t use this power to melt the
supporting columns of a building and cause a collapse.
Solidify the Gaseous Form
At this level of mastery, a thaumaturge can solidify the very air and other gasses to form hazy,
semi-transparent walls. These walls must be anchored to existing features; they cannot be
created completely in space. They are also stationary and cannot be moved once created.
Creating a wall requires the expenditure of Mental Traits in proportion to the size of the wall.
Creating a wall to seal a door would cost a single Trait, for example. The larger the space
sealed off, the greater the number of Traits necessary to seal the area at the discretion of the
STs. Extremely large openings may not be possible to seal; putting a cap on the Grand Canyon
or trying to close off an airplane hanger is outside the capabilities of even the most powerful
The walls are considered to have a number of Physical Traits equal to the Mental Traits of the
thaumaturge at the time of the casting. If someone wishes to punch through a wall, they must
win a Physical Challenge against it to do so with a -2 penalty on ties. Once a wall is penetrated,
it is destroyed. It takes a personal interaction to destroy such a wall; shooting one or driving a
car into it will not work.
Sublimate the Solid Form
This power represents the greatest control over the states of matter that can be achieved with
this Path. It allows the thaumaturge to cause a solid area to become as a gas to those who wish
to pass through it. Oddly, though, while anyone can pass through the targeted area, it retains
other physical properties. Walls continue to support buildings, phosphorus still fizzles in water,
and a boat will still float and displace water. Further, it takes intent to pass through the area to
do so; a person cannot accidentally fall through or into such a space but they can be forced
against their will.
It costs a Mental Trait to enchant an area roughly equal to the volume of a single person. To
make a larger area, additional Mental Traits proportional to the additional volume (in person-
sizes) must be spent. Objects can be carried through by a person but will otherwise be unable
This power can be used to create pits or holding cells into which someone can be thrown. If
a person is trapped in an enchanted area when this power’s effects end or are dropped, that
person takes two boxes of Lethal Damage and is forced out into the most appropriate open
area. Keeping an area in this state requires concentration. Other uses of Thaumaturgy cannot
be performed while this power is being used.
The Way of the Winds
This Path grants the user control over the surrounding air itself. It is the newest Path of
Thaumaturgy available in our game. It was created within the chantry of Metatropolis only a few
years ago and has only recently been available to the wider clan.
Breath of Whispers
Using small tendrils of air, the thaumaturge speaks to his allies at great distances and can hear
their response. As long as air can connect the user and his target, they can speak. Auspex 1,
Heightened Senses, can be used to overhear this conversation with a Static Mental Challenge
with a difficulty of 8. Perception Merits (e.g., Heightened Senses: Hearing) do not allow one to
Using the biting edge of the wind, you can slice your enemies at range. Using a targeted,
focused blast of air and pitting your Mentals vs. their Physicals (Potence does not apply), you
can lacerate your victims causing 1 lethal damage. This power cannot knock over your target,
nor does it disturb other objects in your target's vicinity.
This allows the user to precisely control the concentration of air in his vicinity over a short period
of time. This power can be used across multiple turns—each turn costing a single Blood Trait—
to either increase or decrease the density of air in an area 20 feet around the thaumaturge
(roughly six steps).
Increasing the density of air will slow those moving through the area by one step per turn of
casting. Further, thrown weapons, arrows, crossbow bolts, and other small projectiles cannot
easily reach their target, whether the thaumaturge or someone else in the region. Such targets
gain a free retest when dodging such attacks. Reducing the local density provides a +1 to
stealthy movements per turn of casting and—after the first turn—removes the ability to speak
for lack of air. This can also extinguish flame in the area of reduced oxygen after the first casting
Mortals caught by this power will begin to suffocate after the first turn of casting regardless of
whether the density is increased (too much pressure) or decreased (not enough air to breathe).
They take two bashing per turn until they leave the area or the spell is cancelled. The spell lasts
the user cancels the effect, their concentration is broken, they are put into torpor, or they are
killed. When the spell is lost, a rush of air moves into or out of the area as appropriate. This may
disturb small objects (paper, leaves, etc.) but has no other effect.
Despite the defense against fire that this power can provide, vampires protected by it must still
test for Rötschreck when encountering flames. This power cannot effect magical flames (e.g.,
those created with Thamaturgy) but can extinguish the normal, mundane flames ignited through
the use of such magic.
Your control over the air has increased to the extent that you can send a blast of intense
pressure toward a group of enemies. Choosing a direction and a group of targets that can have
no more than two steps between them and winning a Mental vs. Physical Challenge (Potence
does not apply) you knock your targets to the ground and they must spend their next action
rising to their feet should they choose to do so. No damage is taken unless they fall on some
dangerous surface. This power can disturb other lightweight objects in the path like paper,
Encasing yourself in a shell of quickly moving air, you defend yourself against incoming attacks.
Thrown weapons, arrows, crossbow bolts, and small projecties are completely blocked and
can neither enter nor leave the shield. Firearms become less effective as the thaumaturge
gets a free retest when attempting to dodge gunfire though he can use them just fine. Melee
attacks, both the thaumaturge's and opponent's are also less effective; both parts receive a -
2 on ties when attempting to attack through the wind shield; brawling attacks are not affected.
This power, once activated, lasts 10 minutes, until the end of the scene, or until you're knocked
unconscious, put into torpor, or destroyed. You may cancel it at any other time of your choosing.
The wind shield completely extinguishes all forms of flaming projectile (e.g., flares or ignited
arrows) though the projectile may still strike after being extinguished. However, the Beast
retains its instinctual fear of flames and a test for Rötshreck must be made regardless of this
fact. If Rötschreck can be avoided, this power can be maintained but should you succumb, the
effects of this power cease. Like Diffusion above, this power does not stop magical flames (e.g.,
those created by Thaumaturgy).
Long have tales been told of those who can control the weather. The ability to call forth a storm
or befriend the mists represents truly a great accomplishment for any thaumaturge. The area
affected by this power is relatively small on a meteorological scale and is usually about three or
four miles in diameter.
To use these powers, you must first choose how you wish to change the weather. Then, you
must spend a Willpower Trait in addition to the Blood spent for Thaumaturgy. You can also
spend Mental Traits to speed the process of the weather’s change. If you do not spend any,
then the weather changes in a day. The changes can be sped up based on the following table:
Traits Weather change duration
1 Six hours
2 Three hours
3 One hour
4 Ten minutes
5 Almost instantly
Note that extremely fast shifts in the weather are considered a breach of the Masquerade,
should that matter to you, and often involve inquiries by mortal scientists wishing to understand
the strange weather patterns
This power allows you to fill an area with thick fog. Vision is impaired and all characters
engaging in challenges to spot anything must bid two Traits unless they have basic Auspex or
better. It can also allow you to summon a gentle wind and produce other weather effects of a
similarly mild nature at the discretion of the STs. Finally, you can alter the temperature by 10
degrees Fahrenheit in either direction.
Rain or Snow
With this power you can create a small, localized rain or snow storm based on the ambient
temperature. Like Fog, this power impairs visibility requiring three traits to spot things without
Auspex and two traits with it. Other problems due to the weather (difficulty driving, for example)
happen at the discretion of the STs.
Controlling winds around 30 miles per hour come with this level of mastery within this Path. All
characters making ranged attacks in the area must bid two Traits to do so; bows and thrown
weapons require three.
This power can be used to knock people down by winning a Mental vs. Physical Challenge
as long as they’re in your line of sight and you’re in an area where high winds are possible.
This attack does not do damage in its own right but could be used in conjunction with other
hazardous environments to create a more dangerous situation.
Finally, at this stage, you can alter local temperature by up to 20 degrees Fahrenheit.
This power allows you to combine Rain or Snow and High Winds at the same time.
Striking a target with lightning causes two boxes of Lethal Damage by winning a Mental vs.
Physical challenges where your opponent must bid two traits to your one; lighting strikes
fairly quickly, after all. Unlike other powers within this Path, you do not spend Mental Traits
to determine the speed at which this one takes to manifest. However, unless there are storm
clouds overhead, you must spend three Mental Traits to pull lightning out of clear skies. Striking
a target with lightning can also fry electronic devices that they are holding. If directed to strike an
electronic device, the lightning will almost invariably destroy it.
A thaumaturgical ritual is a ceremony that allow a thaumaturge to produce some specific
magical effect outside those produced by any Path of Thaumaturgy. Rituals are not bound to
specific Paths. Rituals are categorized as Basic, Intermediate, or Advanced. Characters who
have Thaumaturgy get one free Basic ritual at character creation. (Tremere get an additional
free ritual, the Rite of Introduction.) A character cannot learn rituals of a level higher than their
highest level of Thaumaturgy.
Casting a ritual requires the elements and activities (if any) listed in the ritual's description, and
a Static Mental Challenge on the part of the caster. The difficulty of this challenge is five Traits
for a Basic ritual, seven Traits for an Intermediate, and nine Traits for an Advanced.
Unless otherwise stated, Basic rituals take 10 minutes to cast, Intermediate rituals take 20,
and Advanced rituals take 30. We allow each character to cast 40 minutes' worth of rituals
before coming into game on a given night. At check-in, tell a Storyteller what rituals you want to
perform upon arising and make the appropriate chops with them to determine if you succeed.
If you wish to cast a ritual later in the night, you will have to sit out of game for a time and chop
with a Storyteller. (Depending on in-game circumstances, you may or may not have to sit out
the full duration in real time.)
Please note: The inclusion of a ritual in this document does not mean it is automatically
available for purchase by player characters. Also, we have not reviewed every single one in light
of other changes we have made to the game, so if you bring a given ritual to our attention we
may decide to change it or remove it entirely.
Banish Big Brother
Until the next sunrise, those affected by this ritual automatically feel a buzzing sensation any
time they are taped or monitored by surveillance devices, as well as sensing the general nature
and approximate location of the machine. Once a Kindred is aware of attempted surveillance,
he may spend a Mental Trait to temporarily disable the devices involved, complex systems may
also require a Mental Test (retest Security), at the Storyteller's discretion.
The ritual allows the caster to automatically succeed on the next test she makes against the
target if she possesses a trait of the target's blood. The ritual only works if the caster would be
able to normally succeed on the test. The ritual expires at sunrise if unused during the game.
Blood Mead (Vine of Dionysus)
By invoking Dionysus' blessing on a concoction of mead and two Blood Traits, the ritualist gains
an extra Healthy health level, but also becomes one Trait down on all challenges involving
dexterity or intelligence due to intoxication. This ritual lasts for one night.
With this ritual, the caster experiences all of the pleasure of feeding and gains one free retest to
avoid frenzying over hunger, the smell or sight of blood. It lasts until the next sunset.
Brand of the Paramour
After gathering two Traits of blood from a pair of twins, the ritualist and a ghoul each ingest one
trait. Following the ritual, the vampire will feel a phantom pain when their ghoul is hurt. The ritual
lasts until the ghoul is Embraced or killed.
Communicate with Kindred Sire
By meditating for half an hour on an object which once belonged to their sire, the ritualist can
establish a telepathic link to their sire anywhere in the world. The link lasts for ten minutes.
By imbuing a stone with three traits of blood, the ritualist can track its distance and direction
from the stone's location. The ritual takes five minutes each night for three nights. The
appearance of the stone is not altered. You cannot have more bloodstones than your maximum
Dedicate the Chantry
By walking around a single building and anointing it with water, the caster creates a space in
which any subsequent enchantment cast on the area is at one-trait bonus to completion. Areas
larger than a single building may require multiple castings of this ritual.
Defense of the Sacred Haven
After spending an hour inscribing mystic sigils on the walls of a room using one Blood Trait, all
sunlight is mystically prevented from entering the room as long as the ritualist is within.
Deflection of Wooden Doom
After sitting in a circle of wood for an hour, the ritualist places a splinter under their tongue. Until
the splinter is removed or the next dawn or dusk passes, the first stake entering the caster’s
body turns to dust.
Deny the Intruder
Generally cast on chantries, this ritual is cast by sending a page of mystical symbols through the
mail. For the next year, all Influence Actions to address the chantry require double the normal
By placing an enchanted penny on a mortal, the caster curses them to lose two Social Traits for
the rest of the night.
Domino of Life
Domino of Life allows the caster to assume one physical characteristic of mortality such as a
heart beat, flesh tone or respiration until one hour before dawn and requires the caster carries
a vial of mortal blood with them. The ritual may be cast multiple times for various features of
Enchanting the Curse
Used almost exclusively to punish or torment ghouls, the ritualist draws the blood of the ghoul
and speaks the words of a curse. For the following month, the ghoul suffers aggravated damage
from exposure to sunlight at a rate of one health level per two turns.
As a message is written in blood, the caster speaks the name of the person who will be able
to read it. Once the message is finished, only the ritualist and the addressee can read it. To
anyone spying, the message appears to be random scribbles.
By intoning the ritual, pinching out a candle flame, and spitting on the floor, the ritualist may at
any time for the rest of the evening speak a magical syllable that will extinguish one flame up to
the size of a small bonfire. It lasts for one night.
Eyes of the Night Hawk
Through this ritual, the caster's perceptions are transferred into the body of a predatory bird until
dawn or he chooses to end the ritual. Auspex maybe used while inhabiting the raptor. To end
the ritual, the caster touches the bird. He must also blind the bird within one minute of ending
the ritual or suffer temporary blindness for three nights. This may requite a Humanity test.
After incantations, ritual gestures and placing a small dead insect or animal someplace in the
subject's home, the ritual causes a mortal to exhibit no secondary characteristics of being alive.
A heart monitor will show the flat line and if wounded, the mortal's blood will not flow (though
the damage inflicted does not change). This power lasts until the sunrise after the night it is cast
and has no effect on supernatural beings.
Illuminate Trail of Prey
This ritual allows the caster to perceive the path of his target as a series of silver footprints and
gain three free retests on attempts to track. The trail will end at the first body of water the target
passes through. The caster must know his target's true face and burn a length of white ribbon
wrapped around a predatory mammal's bone. The ritual ends if the caster removes his attention
from the hunt.
Lasting until sunrise, the ritualist can travel through even the densest woods without betraying
any sign of passage aside from a faint scent (detectable by supernatural sensory abilities only)
by carrying an owl feather seeped in Kindred vitae or the ashes of burnt toad legs.
By performing this ritual and then placing a sprig of dried mint in his right shoe or pocket, the
caster gains two Appearance-related Social Traits for the evening which may not be bid, but
may be counted in ties and overbids,. Multiple castings of this ritual may not be "stacked" for an
The ritual allows the caster to create a written version of a basic ritual for use by another
individual who need not know Thaumaturgy. The ritual must be written out in one Trait of the
ritualists blood and then given to the user. Once used, the paper upon which the ritual was
inscribed turns to ash.
For every 10 minutes spent performing this ritual, one level of aggravated damage sustained
within the next hour is converted to lethal damage instead. You can spend a maximum of 40
minutes performing this ritual. For example, a character who performed this ritual for 30 minutes
would be under its protection for three hours. This ritual must be performed during in-game time.
The ritual's subject must also carry a spent shell casing with him while this ritual is in use.
By sacrificing some one trait of the victim's blood, the thaumaturge afflicts a Cainite with bad
luck for one scene. It won't do direct damage to the victim, but should definitely make the Jinxed
person's evening more interesting.
Learning the Mind Enslumbered
The ritualist can determine the cause of a Kindred's torpor or demise by placing a penny or
other small coin on the vampire's eye. The Kindred's spirit recites the cause of its current state,
but will not answer questions. The ritual takes a full half-hour to perform and only works on
To inflict Machine Blitz, the caster spends one minute tracing incorrect mathematical equations
on the surface of the target device using a pencil-sized bone wand. The machine instantly stops
working through what appears to be a normal system failure. A skilled repairman can restore the
target to function with a Static Mental Challenge against a difficulty of the caster's Mental Traits.
Mourning the Life Curse
Usable only on mortals, the ritualist smears a paste of copal oil, ground eyebright and dates
onto the eyelids of the victim. The mortal then begins to cry uncontrollably tears of blood at a
rate of one blood trait every five minutes. The processes is painless and lasts until the vampire
stops concentrating on the victim.
Principle Focus of Vitae Infusion
This ritual allows the caster to infuse one small object (often generically referred to as a “blood
bead”) with a single Blood Trait available later for extraction and use by the caster or another
person who is present during the ritual. The blood used, however, must be the caster’s, and will
create or reinforce blood bonds as normal if used by such an other person.
A caster may make as many items in a night as time and available blood permit. The infused
items last until dawn. (In other words, they do not carry over between sessions.) Activating
a blood bead requires an action, during which it is held in the hand. This does not count any
action(s) required to remove it from a container or hiding place.
Purge the Inner Demon
By pushing a pin through her own hand, the caster causes pulls another vampire's Beast out of
frenzy by this ritual. In this state, the other vampire cannot be made to frenzy by anything non-
supernatural for the night.
Purify the Blood
The ritual allows the caster to purify one Trait of blood of any diseases or drugs prior to
consumption. It does not work on vampire blood or blood within a living being.
Rebirth of Mortal Vanity
This ritual allows a vampire to effectively "grow" hair. For every inch of hair he wishes, the
recipient of the ritual must pluck a hair from the head of a living human child. It lasts until the
hair is cut shorter then the vampires "normal" length.
Recure of the Homeland
By mixing one handful of earth from the area of the subject's mortal birth with two of their Blood
Traits, the ritualist creates a paste that instantly heals one level of their aggravated damage
per night. Though she make any amount of this paste, it can be used to heal one health level.
The paste lasts forever but must ferment for one night prior to it becoming useful and cannot be
used in combat.
Rite of Introduction
Traditionally used to announce the presence of a new Tremere in the city, the caster boils a
mixture of mystical ingredients in a pot of rainwater, recites an incantation into the vapors and
speaks a brief (30 second) message of introduction for the regent of the city. The regent may
reply telepathically for up to five minutes. This ability to telepathically respond is only available
By cutting off the tip of his nose and crushing it into a bloody paste which is then smeared all
over his face, the ritualist becomes aware of whether the next ritual he cast succeeded or failed.
Over two days, the caster enchants a vessel to hold a quantity of blood without spoiling until the
container is opened. The blood will then rot normally unless the container is broken, in which
case the blood will turn to dust. The jugs may not be reused.
Scent of the Lupine’s Passing
With a mixture of herbs, the caster can smell out werewolves for a full scene or hour, but must
be within five feet of the target and win a Mental Challenge.
Sense the Mystical
The caster chants non-stop for five minutes to invoke this power, then carries a lit candle. When
the candlelight finds an object or effect touched by any kind of blood-related magic, the item
glitters. The ritual does not distinguish between different types of magic. By winning a Simple
Test, you can also identify other types of magic.
The Imp’s Affliction
This ritual only works on mortals, and infects them with an uncomfortable and embarrassing
illness. It lasts for one scene and requires the ritualist to write the target's name on a scrap of
paper and then burn it.
The Open Passage
Tracing a pattern with one Trait of blood, the ritualist makes a barrier insubstantial for one full
turn allowing themselves and allies to pass through walls or locked doors. Anything touching the
wall becomes similarly insubstantial. This ritual requires 10 minute to draw the pattern and 50
additional minutes for the blood to set and seep through the solid area to create the passage.
Thereafter, the passage is only open for a single turn. In other words: this ritual cannot be used
to enter or leave combat without some extremely careful planning and timing.
With this ritual, the caster’s spoken words are mystically transcribed into a written document.
The ritual may also be cast on another. The power lasts for one scene, or until the caster
chooses to end it.
Trima (Vine of Dionysus)
The caster uses a Trait of their vitae to create a spiced wine which causes mortals drinking it to
become lethargic and their memories of the evening indistinct. The ritual burns away any power
the Vitae had to blood bond vampires drinking from mortals who have consumed the beverage.
It lasts until sunrise.
Wake with Evening’s Freshness
Before sleeping, the ritualist spreads burnt feathers over their sleeping place and performs this
ritual. They will awaken instantly to any danger and be unhindered by acting in the day for two
full turns. The ritual must be recast each night.
Ward Versus Ghouls
Spending ten minutes repeating an incantation and pouring one Trait of blood over an object,
the caster creates a mystical glyph which causes an automatic level of lethal damage to any
ghoul touching it. The ritual activates the night after it is cast and can be done on any object,
including weapons used in combat. If the object on which the glyph is inscribed is destroyed,
then the ward collapses.
Whispers of the Ghost
This ritual, combined with the Auspex power of Psychic Projection, enables the ritualist to speak
in a whisper and be heard in the physical world. The caster must carry the ear of a still living
creature during the duration of the ritual. It lasts for one scene from the first word spoken by the
By constructing a small ceremonial doll of the target (which must resemble her), the caster
inflicts a -2 on ties in Mental Challenges for the rest of the night on her. The caster may re-
use the doll, though it falls apart after the second time he fails in casting the ritual. If the doll is
destroyed, the effect ends.
A Touch Of Nightshade
The caster anoints his hands with deadly nightshade and anyone the caster touches bare-
handed will become poisoned until sunrise. This inflicts one health level of bashing damage (not
halved) per hour to Kindred and one health level of lethal damage to mortals. The poison may
not be treated by medical or mystical means.
By mixing a trait of their target’s blood with dead rose petals and speaking the incantation, the
caster forces the victim Kindred to expel all but three Blood Traits from their system. The ritual
lasts an entire evening, but cannot be cast on vampires of lower generation then the caster.
This ritual allows two Tremere to use two Blood Traits per turn while in ritual mystical combat
with each other. The ritual's effects only work within the ritualized circle which can also only be
constructed within the Chantry.
Bone of Lies
The ritualist can enchant a bone to detect lies. The bone must be at least 200 years old and
then steeped in ten Traits of blood. Each lie told by the person holding the bone uses one Trait,
causing the bone to become useless and blackened after ten lies.
Cleanse the Flesh
The ritualist may cleanse non-supernatural diseases or addictions from their blood by spending
an entire night in a bathtub of water bleeding themselves dry. The ritual takes an entire evening
and may be done on other Kindred, but when completed the subject has only one blood trait
Clinging of the Insect
After spending five minutes performing stretching exercises, the caster places a live spider
under her tongue. She may then move on walls and ceilings at half her normal walking speed
until the spider dies or the scene ends. While keeping a live spider pinned under her tongue,
she is down three Traits on any Social Challenge that requires her to speak well.
Craft Dream Catcher (Oneiromancy)
The ritualist creates a dream catcher made of the target’s hair, spittle and blood. The talisman
provides a two Trait bonus if the oneiromancer wishes affect the target and a two Trait penalty
to any ghost or other oneiromancer. The effect lasts until the talisman is lost or destroyed.
Detect the Hidden Observer
To enact this ritual, the caster drains a Blood Trait and casts it into a fire of personal documents
or recordings and anoints her forehead, eyes and ears with the ashes. Until the next sunrise,
the ritual recipient feels a sharp pain in her eyes, ears or forehead whenever another individual
uses supernatural powers of perception to actively spy on her.
To enact Firewalker, the caster cuts off one of his big toes, inflicting one level of lethal damage,
burns it and smears the ashes on his feet and palms. For the next hour, he may make a Simple
Test for each level of aggravated fire damage. If he wins or ties, that damage becomes lethal.
This ritual may be cast on as many subjects as the caster's Mental Traits.
Burning someone's personal item for 30 minutes when enacting this ritual forces that person
to immediately succumb to Rötschreck which can be controlled with the usual Willpower or
Courage/Self-Control tests. If the target fails the test, he is seized by supernatural panic, but
calms down immediately once away from the scene.
By holding a piece of mirror and intoning a chant, the caster becomes completely incorporeal.
Objects and attacks pass straight through their form. However, they can only move forward
or stand still; they may not turn or back up. The ritual lasts for a scene or until the caster turns
away from the fragment of mirror.
The ritual deprives a Kindred of the ability to spend blood to close wounds. The caster imbibes
blood laced with laudanum and then must smear blood onto the victim's skin. The target may
spend a Willpower Trait to negate this effect for one turn. The ritual lasts one night or for as
long as the laudanum remains in the ritualist’s system, during which time he must spend an
additional trait in Mental Challenges.
Used to help newly embraced Tremere learn the arts of Thaumaturgy, in this ritual the subject
is chained to the wall and then stabbed with seven red-hot gold needles. This brutal process
inflicts five health levels of damage on the subject and causes them to burn all but one trait of
their blood, but allows them to learn Thaumaturgy if successful.
Major Creation (Path of Conjuring)
The caster severs their thumb, costing a Willpower Trait. After this ritual is cast, the
thaumaturge may now spend either two or three temporary Mental Traits to make a item
summoned through conjuration either double or triple the size she can normally conjure.
Mark of Amaranth
After destroying another kindred while carrying an object formerly possessed by the target,
the caster can invoke this ritual to cause the target to appear to be a diablerist to all forms of
detection until sunrise.
Mirror of Second Sight
Mirror of Second Sight creates a permanently enchanted circular mirror which reveals
supernatural creatures for what they are, but does not pierce concealment such as Obfuscate or
reveal ghouls. Enchanting the mirror requires the caster bathe it in two Traits of their own blood
and carve it with mystical sigils; carving a mirror in this way requires a downtime action.
Pavis of Foul Presence
[The mechanics of this ritual are currently being reviewed.]
Tying a blue silken cord around her neck, the caster, and no one else, is not affected by Basic
and Intermediate Presence powers and such powers are projected back to the vampire who
used them. The ritual works once per cord and they last until the sunrise after casting if unused.
The blue silk cord must be visible. If multiple cords are used they must be distinct; braiding three
cords together causes them to count as effectively one cord for the purposes of Pavis.
Power of the Pyramid
To combine magical power, the ritual allows a group of casters to lend Willpower to one another
for further rituals, trait refreshes or other uses. Only one caster may leave the circle at any time
to perform other activities. All of the casters must know the ritual and one must pierce his flesh
with a bone pin.
Return of the Heart (Path of the Blood's Curse)
By mixing a Trait of the victim's blood with the tears of an infant, the thaumaturge forces
the victim to reflect upon her past actions through the eyes of an innocent and become
overwhelmed with guilt. While this does not affect a Path rating, the Cainite behaves for the rest
of the evening as if she had a Morality rating of 5 and is governed by the Path of Humanity.
After casting this ritual, the caster cuts of their hand and places their own eyeball on top of it
suffering five levels of aggravated damage in the process. The hand becomes an animated
servant for use by the creator. The creation must be fed a Trait of blood each week and can be
destroyed by one level of damage. The caster’s eyes and hands regenerate normally. A card is
needed for each servant created.
The ritual causes a body of water to become a scrying pool after mixing it with owl's blood. The
caster may view a known location he has visited or a person, but must possess an object of
significance to the target. The ritual lasts ten minutes although viewing time may be lengthened
by the expenditure of one temporary Mental Trait for each additional 10 minutes.
Soul of Homunculi
Taking an entire month of out of game time to cast, the ritualist creates a servant who acts as a
spy and an aide. Utterly loyal, homunculi posses three physical traits and two health levels, but
cannot fight. A vampire may only have one homunculus at a time.
By making a small incision on her body and carrying a thistle steeped in vampiric vitae, the
ritualist seals the self-inflicted wound into an undetectable mouth-like sucker which can steal
one Blood Trait every other turn during contact. Victims will not be immediately aware of their
blood loss (although they will suffer the usual health effects). The "mouth" will last until sunrise.
By entering a meditative state, any television the thaumaturge has touched in the last week
may now be used as both an "eye" into the room. The caster may also control the images the
device projects. The power lasts for 10 minutes from the completion of the ritual and it may be
prolonged for an extra 10 minutes per temporary Mental Trait spent. Breaking the meditative
state ends the ritual.
The Curse Belated
By losing one permanent Blood Trait and infusing it into a ghoul, the ritualist insures the instant
the ghoul dies the infused vitae will revive her as a Kindred within 10 minutes. The ghoul cannot
use the blood trait given in any way and is marked with a sigil.
By uttering mystical syllables and spilling a Trait of her vitae upon the ground where
Thaumaturgy has been done within the past 24 hours, the caster tracks the path the magus took
after leaving the area where the magic was used. Does not distinguish between Tremere and
non-Tremere users of Thaumaturgy.
Transubstantiation of the Seven
[This ritual is currently being reviewed.]
This ritual is known to all regents and used during the Oath Swearing of newly embraced
Tremere. The caster sacrifices three blood Traits into a chalice and speaks the words of the
rite over it. The newly embraced Tremere then drinks the blood and they transform within the
subject into the blood of the Council of Seven creating the first level blood bond which binds all
This ritual allows the caster to prematurely end any ritual with a duration that may be affecting
him. The caster need only identify the ritual, gather the components and make a Mental
Challenge against the original caster. The original caster does not know the ritual has ended.
Ward Versus Fae
Spending ten minutes repeating a warding incantation and then pouring cold iron filings over an
object, the caster creates a mystical glyph which causes an automatic level of lethal damage to
any fae touching it. The ritual activated the night after it is cast and can be done on any object,
including weapons used in combat, but is largely unknown.
Ward Versus Vitae
After anointing an object with a sigil drawn in the user's own blood while chanting mystical
words, the ritual wards against lower generation Cainites causing one Trait of lethal damage
to any Kindred of lower generation than the caster who violates the ward. It lasts until the night
after inscribing it.
Abandon the Fetters
Extremely powerful and extremely rare, this ritual allows the caster to sever a blood bond. The
ritual requires a trait of blood from the each of the vampires in the blood bond and the caster
of the ritual. The subject is chained and tortured for an entire night and takes four levels of
aggravated damage and loses one permanent Willpower while the caster takes one level of
The caster writes a contract capable of forging an unbreakable bond between the caster and the
signatory. The contract takes three nights and must be written in the caster's blood taking one
Trait of blood and then must be signed by both using another Trait of blood.
After combining one Trait of her blood with a brew of toxic herbs and snake venom, the caster
ingests the elixir taking a level of unsoakable aggravated damage. For one full month, the
thaumaturge's blood turns to a deadly poison, inflicting one level aggravated damage per Trait
to anyone ingesting it.
Court of Hallowed Truth
By placing a pair of crossed bones before every entry into a room (including windows), the
caster assures no falsehood may be spoken within and direct questions from the presiding
judge must be answered completely candidly. The power lasts only for a single night.
Nectar of the Bitter Rose
This ritual allows up to five vampires to gain the fruits of diablerie, though none of them may
lower their generation. The ritual requires each participant to make a Simple Test for it to be
successful. Just knowing this ritual is cause for destruction in the Camarilla.
Night of the Red Heart
Cast over the course of an entire night, the ritual requires a trait of the victims blood and a
carving of her likeness. Once the ritual has begun, the victim feels and overwhelming sense of
dread and knows the caster is trying to kill her. If the victim goes out of range of the ritual (30-35
miles from the caster) or anything interrupts the ritual, it immediately fails, otherwise the victim is
killed upon completion of the ritual.
The ritualist sketches the target's face using a Trait of her own blood and then writes the target's
full birth name across the image, before cutting the sketch with a silver dagger. The target is
then stripped of 1/3 of their Physical Traits (round up).
Use of this powerful rite requires an entire night of preparation and prevents a Kindred's
severed appendage from healing normally ensuring that the Kindred becomes permanently
maimed. The appendage may not be regenerated by any means short of supernatural healing
(such as Obeah).
Stone of True Form
By coating a small pebble in one Trait of her vitae, the thaumaturge creates a talisman capable
of forcing those touched by it (usually requiring a Physical Challenge) to assume their "natural"
shape for a scene. Werewolves revert to human form, Protean claws are eliminated or
Vicissitude reversed. The false visage produced by Mask of a Thousand Faces disappears.
Other Obfuscate powers can be broken, but the stone cannot be used to target someone
invisible to the user. In other words, one cannot detect hidden observers by tossing a stone
around the room, but if one has successfully used Auspex to spot such an individual, one may
then use the stone to reveal them to everyone else present.
Each pebble can be used only once.
The caster smears her body with blood and stands completely still in an open area, facing east,
turning to stone as the sun's rays strike her. While stone, the Kindred is not aware and will wake
10 minutes after the next sunset, burning an additional Trait of blood.
To enter the Umbra, a spirit plane, the caster sacrifices a living sentient being for each vampire
who wishes to enter the Umbra. The ritual lasts until the caster chooses to re-enter the regular
A combo Discipline is a way of using two powers at the exact same time to produce an effect
that is different from the use of those two powers individually.
A combo Discipline is considered to be at a level of its highest constituent power. In other
words, if you use Melpominee 2 and Presence 4 to create a power that would entrance people
and distract them from their other business, the combination Discipline would be considered an
Intermediate Discipline. Also, if you have a power that has an effect based upon the number
of powers you have within that Discipline, such as Dementation or Quietus 5, a combination
Discipline doesn’t count toward that total.
The first step to creating a combo Discipline is to speak with the STs about your concept. In
character, this could be representative of a discussion with a mentor, other clan mates, or
even a sire. Regardless, this is an Intermediate Downtime Action, costing you two points (see
Downtime Actions). During this time, you and the STs work together to design a power that you
find cool and we find balanced. It should be understood that our goals, as the staff for the game,
is to provide variety through these combination Disciplines, not more, better, and faster ways to
hurt something, and we will be comparing your proposed combo Disciplines against things like
the Elder powers listed in the Camarilla and Sabbat Guides to try and ensure that combinations
do not become too powerful.
Once both sides agree to a power, it takes two, four, or six weeks of study and practice to effect
the combo Discipline. The exact time is determined based on the level of the combo Discipline:
Basic, Intermediate, or Advanced (respectively). Usually, this time is spent haggling with the
STs over the exact write-up of the discipline if necessary.
You can create a combination Discipline of any two or three powers that you have (with
ST approval, of course) with the exception of Thaumaturgy,Thaumaturgical Countermagic,
and Necromancy. Those Disciplines give you access to rituals, which can be created by the
character (see Ritual Design) and which are sometimes demonstrably more powerful than any
power or combo Discipline. Also, combination Disciplines cannot themselves be components of
The base cost of a Combo Discipline is the sum of the costs of the powers that you use to
create it. However, the STs frequently alter this cost based on other factors like the level of
danger it poses to others, if it’s only viable in certain specific situations, etc.
The Disciplines of Thaumaturgy, Necromancy, and Countermagic allow their users to learn
rituals which provide a variety of additional capabilities. (For rituals others can learn, see
Researching Non-Thaumaturgy Rituals.) There are many established rituals in the game, but
players are encouraged to design rituals tailored to the specific needs of your character. Ritual
Design is a Downtime Action, though scenes during a game session may be performed if the
character requires some esoteric piece of knowledge or hard-to-find ingredient.
There are two steps to ritual design: planning the ritual and perfecting it. Planning a ritual is an
Intermediate Downtime Action requiring the Occult Ability. During the planning phase you and
the STs will need to work together to design the ritual and make it balanced against other rituals
in the game. It is during this time where the power level (i.e., Basic, Intermediate, or Advanced)
of the Ritual will be determined.
Perfecting the ritual requires more time and is considered an Advanced Downtime Action.
Further, it takes time, energy, and practice to get the ritual to the point at which your character
thinks it might actually function. Basic rituals require two weeks of study, contemplation, and
practice. Intermediate ones need four and Advanced rituals take six weeks. In other words, a
Basic ritual can be designed and perfected in one downtime session, Intermediates take two,
and Advanced take three.
At the end of this time span, a Simple Test is made with an ST. An Occult Ability can be used
for a retest. If the player wins this challenge, the ritual is created exactly as they originally
intended. If the challenge is a tie, then the ritual works but may have an interesting side-effect
or require an additional, exotic ingredient when performed. If this challenge fails, then the ritual
doesn’t work as planned and the character will have to spend more time working on their ritual.
When the ritual has been completed, when the challenge is won or tied, the character must
spend experience to actually add the ritual to their sheet. Just like rituals from the books,
custom rituals cost two, four, or six Experience Traits based on power level.
Researching Non-Discipline-Based Rituals
Not all rituals require Thaumaturgy, Necromancy, or Countermagic. There are many traditions of
non-vampiric magic practiced by mortal occultists. Characters with the Occult ability are able to
locate and learn these rituals.
In order to learn a ritual, a character must first locate a copy of it. This can be done via an
Occult Influence action or discovery of the ritual in play. When using the Occult Influence, a
researcher can look for a specific ritual, a desired effect, or look for trouble.
The STs will make a secret chop (Mental) to determine the result of each Occult Influence ritual
research attempt. On a win, the character finds the ritual. On a loss, the character does not find
the ritual. The ritual being sought out will determine the difficulty of the test and the player must
declare retests with the Occult ability in advance.
If the character is “looking for trouble” they will test against a random existing ritual of the level
sought. Once a copy of a ritual or a teacher has been acquired, the player will be given a card
to represent the unlearned ritual with the ritual name, requirements and difficulty listed. Only
existing rituals can be found and new rituals will periodically become available.
Rituals can be learned via an unknown number of DT actions, against with a Mental test against
the listed difficulty. Once learned, the known effects of the ritual will be added to the card and
the ritual can be performed with a Mental test against the listed difficulty. It is well known that
many rituals have unknown effects that only become apparent once cast, if ever.
Alternatively, a ritual can be cast without learning it. To do this a character must follow the
instructions listed on the card, spend an Occult ability and make a Mental test against the ritual.
This blind performance of a ritual is dangerous as the result is unknown and a failed test results
in an undesired effect determined by the ST running the scene.
All discovered rituals, both learned and unlearned, must be tracked via item cards. If the player
loses the card, the ritual is forgotten and the tome is misplaced as well. Players are free to leave
their item cards with the STs at the end of game if they choose.
In the past, feeding scenes have been very inconsistent. No two STs ran them the same
way and, in general, there were few consequences of injuring people during a scene. To that
end, we have designed a system that will help us keep feeding scenes more standardized.
Everything can be run with two chops (three if the feeding character is hungry) and one Trait is
always risked during a scene. Here's the house rule:
● The player of the feeding character chooses a Trait to bid representing their method* of
separating a victim from said victim's associates. This Trait can be from any Attribute
category and this challenge can be retested if desired. The difficulty of this challenge is 8
● If the challenge to separate the victim succeeds, the character begins to feed.
Characters can take an amount of blood from a victim equal to 8 minus Humanity.
Drinking more than that may require a Conscience/Conviction test depending on the
hierarchy of sins for the character's Path.
● A hungry character (Blood ≤ 4) must succeed in a Self-Control/Instinct test to cease
feeding. Failure to cease feeding forces the character to drink 2 more blood and chop
again. The difficulty of this test is 5 minus the amount of blood in the vampire's system
prior to the most recent drinking. Example 2 below should make this more clear.
● The player makes a challenge against a difficulty of 5 (7 if the victim was killed) to
determine the outcome of the feeding scene. This challenge can be Physical, Mental, or
Social but the player does not bid a Trait. The type of the challenge is simply to mediate
in the case of a tie and to determine the method by which the feeding could be covered
up.** Success on this test indicates that the feeding went largely unnoticed, while failure
indicates that there may have been witnesses to the scene. The specific outcome is
up to the discretion of the STs and the type of challenge should be considered when
determining the outcome.
* By "method of separating a victim" we mean that using a Physical Trait may mean that you
pop out of an alley, grab a passerby, and drag him out of sight. A social method might be to
approach someone and ask for their help in changing a flat tire, just around this corner, and so
** By "method of covering up" we mean that a Physical Challenge means that you hide the
feeding by physical means. For example, if your victim is woozy and light headed after feeding,
a physical means of hiding that feeding might be to drag him out behind a bar and drop him
there. A mental way of hiding it might be to more cleverly hide the victim but pour vodka all over
him. Socially hiding a feeding might mean you find a police officer nearby and convince the
cop that this person is a wino and needs the cop's help. As we said above, this test is more to
mediate between ties. You will probably want to bid in your strong category, which also makes
sense in-game as a character would work within their strengths.
Please note that individual scenes and the actions within them will be different but the initial and
final chops will always take place. The Self-Control chops only matter if a character is hungry,
so to be safe, feed when you're low, but not too low, on blood.
Status defines a character's Standing in the city. Those with more Status have greater Standing
and are, thus, worthy of respect, while those with little or no Status are frequently looked down
upon by the more powerful elites. Status is granted by higher level members of the city, usually
as a means of recognizing a job well done.
The exact means of handling status varies between sects. Rather than have a set of rules for
each sect, we will give one set of rules that applies to all sects, then clarify the culture of status-
giving for each specific sect.
Status is automatically granted to holders of sect titles. The exact amount will be covered under
the specific sect and position below. This Status cannot be permanently removed as long as the
individual holds that position.
An individual can grant Status to others, up to the amount they have available. If this comes
from someone in a leadership position, this is considered a permanent gain and is recorded on
the character sheet. This does not reduce their available Status. A general member of the sect
can temporarily loan another a Status as a vote of confidence, lowering the giver’s available
Status. No one can gain more than one Status from a given source on one night.
Anyone with higher Status can strip a Status from another. If this is from a leader acting
within their sphere (a Camarilla officer acting in their sphere of authority, or a ductus stripping
from within their pack), this is rarely questioned. Other attempts to strip Status will be closely
Status may be added to your Social Traits in non-Discipline Challenges at a rate of 2:1 (round
up). It is possible to ignore this, but at a cost. The Camarilla consider ignoring status to be a
tremendous breach of etiquette, and possibly grounds for stripping Status. The Sabbat consider
it a challenge to authority, and possibly grounds for a duel. Anarchs also see it as a challenge
to authority, but less a cause for violence than a parting of the ways. Independent clans have
their own individual ways of handling challenges. Note that this only applies within your own
sect; although it is wise for an Anarch to show respect to a Sabbat archbishop, the rules of their
society do not require them to.
Note that Status rules are not hard and fast, as they represent a social contract that requires
its participants to acknowledge it to work. If an individual gives twice as much Status as they
possess to one individual and can convince everyone in their sect to accept the gift, then it is
considered to stand. (However, there will be traditionalists in every sect who follow the rules as
written, and they are unlikely to accept Status granted by questionable means.)
Rather than a list of numbers, Status is given as named Traits. These provide flavor and a guide
to the individual’s nature, as an individual with Feared x5 is clearly very different from one with
Just x2 and Wise x3. These terms differ by sect:
Each sect has a basic level of Status that is granted when a member joins the sect. The
Camarilla grants Acknowledged when a Kindred is accepted as independent from their sire
and presented to the Prince. The Sabbat grant Initiated when a Cainite passes their Creation
Rites and becomes a full member of the sect. An Anarch who is considered part of the cause is
voted Committed by their peers. These Status Traits can only be taken away by a high-ranking
member of the sect; stripping them means the subject is no longer considered a member of the
sect. Note that we have removed Tolerated as a Camarilla status. Characters will be granted
the relevant sect Status upon creation.
Camarilla terms: Admired, Adored, Capable, Cherished, Esteemed, Exalted, Famous, Faultless,
Sabbat terms: Battle-Scarred, Blessed, Blooded, Confirmed, Devoted, Enlightened, Enriched,
Feared, Hunted, Infamous, Loyal, Ominous, Proven, Respected, Undefeated
Anarch terms: Advocate, Believer, Bond/Bond Girl, Champion, Connected, Hardcore, Hook-up,
Lifer, Loaded, Marked, Preacher, Soldier, Tested, True Believer, Veteran, Visionary, Warrior
These lists represent standard terminology, but do not represent the limits of what is available.
Other sects’ terms may be used if appropriate (particularly Anarchs using Camarilla terms),
and other terms may be invented if appropriate. (However, traditionalists may not accept non-
Camarilla status and positions
The Camarilla are the most concerned with formal status of all the sects, treating it as a key
element of their hierarchy. The Status system among the Camarilla is considered an important
means of holding together the social order, although those who fall outside it may see it as a
way for the haves to keep the have-nots in their place.
Positions in the Camarilla generally include assistants. These individuals do not gain any Status
with the position, but are generally empowered to act in the stead of their superior.
A smaller Camarilla city may not have the complete power structure represented in its ranks.
Almost all cities will have a prince. The prince will assign positions as needed (seneschal,
sheriff and keeper being the most important, in roughly that order). If the city is large enough, a
Primogen Council will form to advise/keep an eye on the prince. Smaller cities are more likely to
have a Council consisting of prominent individuals rather than leaders of the clans.
Justicar. The representative of a clan on the Justicar Council, the ruling body of the Camarilla
in North America or Europe. Justicars are considered to have as much Status as they need.
Archon. Traveling agents of the justicars. Archons are considered to have Status on loan from
their justicar as needed.
Prince. Status: Exalted, Well-Known, Famous. Assistant: Seneschal.
The prince is the ruling Kindred in a Camarilla city (the term is considered gender-neutral). They
are the ultimate arbiters of Camarilla law, as the Traditions put them in charge of all territory,
feeding and Embraces in the city.
Seneschal. Status: Cherished, Esteemed.
While the seneschal is the prince’s assistant, the position is important enough to carry Status
in its own right. The seneschal acts as the prince’s proxy while they are away from the city or
unable to attend to a situation.
Primogen. Status: Revered. Assistant: Whip
The Kindred of the city are represented by a council of the primogen, in theory selected
from the most powerful or outstanding individuals in the city. While larger cities may have a
primogen representing each clan, this is not required, and smaller populations may not have
enough individuals to make this practical in any event. The Primogen Council varies widely in
power between cities, from the true power ruling through a puppet prince to a rubber stamp for
the prince’s decision. They also select the harpy.
Harpy. Status: Influential. Assistant: Investigator
The harpies represent the arbiters of social status in the city, with their leader being selected
by the Primogen Council. In addition to the positional Status, they are given one temporary
Status by each Primogen. They are responsible for recording Status in the city, and can remove
permanent Status from an individual by declaring that they have been the focus of a scandal or
broken a boon.
Sheriff. Status: Feared. Assistant: Deputy.
The sheriff represents the prince on matters of law and order. They may demand that an
individual accompany them for questioning, and can strip a permanent status from those who
fail to comply. They are immune to the powers of the keeper of Elysium (but must still follow the
Keeper of Elysium. Status: Honorable. Assistant: Guard
The keeper controls the rules of Elysium, and may declare the conditions under which it is held
(they may outlaw carrying weapons, using Disciplines, or the like). They may strip a permanent
status from any individual they catch breaking the Masquerade.
Scourge. Status: Feared. Assistant: Ranger
The scourge guards the city against intrusions from unapproved Kindred, and thus uphold the
traditions of Hospitality, Domain and Progeny. They may destroy any unauthorized individual
they fine within the domain, whether they were Embraced without permission or entered without
presenting themselves to the prince. They may strip a permanent Status from anyone abetting
these individuals. Scourge is an older position that has been recently revived, and is considered
a sign of how difficult modern nights have become rather than a position of honor.
Sabbat status and positions
Sabbat treat Status less as a means of social control and more a matter of determining their
pecking order. Their approach to status is thus less determined by seniority and position and
more by deeds and actions.
Sabbat positions do not have assistants, as Camarilla positions do. Status Traits for positions
above the city level are not listed.
The organization of the Sabbat is more bottom-up than the Camarilla, and does not have the
variety of enforcement positions the Camarilla does. A Sabbat city will consist of several packs,
each containing a ductus and a pack priest. They will be overseen by a bishop or small group of
bishops (for smaller cities) or an archbishop (for larger cities).
Regent. The head of the Sabbat, although they are dependent on their subordinates for
carrying out their orders. They are responsible for appointing cardinals.
Cardinal. The overseer of a region (such as a U.S. or Mexican state or a small country). They
are responsible for appointing archbishops.
Archbishop. Status: Feared, Proven, Relentless. The overseer and spiritual authority of
a larger city (roughly equivalent to the prince of a Camarilla city). They are responsible for
creating bishops and lower-level positions in their city, as well as templars. They may declare
Cainites in their territory Hunted, and strip pack priests of status for improperly performing their
Priscus. (Plural: prisci) An advisor to sect leaders at the archbishop level or higher. Often
responsible for coordinating military crusades.
Bishop. Status: Feared, Proven. Bishops oversee packs in smaller cities or regions that do not
have an archbishop. A region may be overseen by a council of bishops answering directly to a
cardinal. Bishops may appoint pack priests, ducti, and templars. They may conduct ritae and
lead packs in their area into combat. They can remove Initiated status from an individual, and
set the terms by which nomad packs enter their region.
Templar. Status: Respected, Ominous. Templars are bodyguards and traveling enforcers for
higher level Sabbat officials (roughly equivalent to archons). In the line of duty, they are allowed
to ignore orders from those ranked lower than the official who appointed them to their position.
Ductus. Status: Feared. The ductus (plural: ducti) is the leader of an individual pack. They are
usually the most powerful, experienced, or skilled individual in the pack. They are considered
a member of the pack, not above it, as they still take part in Vaulderie with the rest of the pack.
They may appoint the pack priest, and remove status from members of the pack.
Pack priest. Status: Enlightened. Pack priests conduct ritae, including the Vaulderie, and
oversee the spiritual development of their pack members. They may grant the Status of
Blessed, Devoted or Enlightened to pack members to represent their spiritual growth.
Abbot. Status: Loyal. Not every pack has an abbot. They are responsible for maintaining a
pack’s haven and food supply. They may ignore one Status held by a pack member whose
actions directly threaten the pack haven.
Anarch positions and status
Anarchs do not use Status per se; their system is one of reputation instead. (It is managed as
Status in the system for simplicity.) Anarch Status is gained through deeds alone, and does not
carry the weight of status in the more organized sects; there is no direct penalty for ignoring it.
As Anarch society is not very hierarchical, anyone may propose Status gains and losses, which
will take effect if the majority of Anarchs accept them.
Anarch positions, such as they are, do not carry automatic Status, although a higher-Status
individual is more likely to be in a position to rise to prominence.
Baron. The “first among equals” of Anarchs in a city, responsible for arbitrating disputes among
the gangs. While their word carries some weight, they hold their position at the sufferance of
those around them, and will find themselves removed if they push too hard.
Councilor. An Anarch city that cannot agree on a baron may be ruled by a council instead, its
members known as councilors. The council generally consists of representatives from gangs
or neighborhoods; it is sometimes considered more even-handed than a baron would be, but is
also more likely to reach deadlock over difficult issues, and has no direct power to enforce its
Independent positions and status
Independent clans arrange their affairs in their own way, as befits their clan organization. (The
Giovanni and Assamites are much more organized than the Gangrel or Ravnos.) Details are
listed in each clan’s writeup. Status may be assigned within the clan, again depending on its
Sects are under no obligation to recognize other sects’ Status, and generally do not. There
are no official penalties for ignoring the Status of a member of another sect (although if the
individual is personally powerful it may be unwise to offend them in any event).
Officially, Status cannot be granted between sects. However, as with all matters of Status,
this depends on what individuals can be convinced to accept. The very act of attempting to
give Status to or accept Status from a member of another Sect may be considered offensive
to traditionalists. Regardless, characters will only have one Status pool, even if they somehow
obtain Status from another sect.
Someone who switches sects will lose all their existing Status, and start fresh as a new member
of their new sect.
Prestation is the system of favors, called boons, that ties Camarilla society together. Other
vampires do trade favors, but do not have such a codified system. While it’s not inconceivable
that a Camarilla Kindred might speak of having a “boon” to someone outside the sect, it would
not truly be a part of the system of prestation because it is a social contract within the sect.
There are two circumstances in which a boon may be incurred. First, two parties may agree
that Party A will do thing X immediately for Party B, and Party B will then owe party A a boon
of Y level. This is a straightforward trade of a favor for a favor-to-be-named-later. On the other
hand, Party A may do something for Party B without a prior agreement, either because of time
limitations or guile, and then attempt to force Party B to agree that they owe a boon for the thing
already done. This can get tricky, and may well require the harpy to adjudicate. Either party can
wind up looking very bad as a result, either for demanding too much or for being too reluctant to
make fair repayment.
There are five levels of boons: trivial, minor, major, blood, and life.
● Trivial boons are one-time favors, such as protecting someone for the evening, aiding
someone with a Discipline or supporting another’s political move.
● Minor boons can last more than one evening, and they usually entail some sort of
inconvenience, such as allowing safe passage through a hostile city, revealing crucial
information or disposing of a threat.
● Major boons usually entail a great expenditure of time or resources on the bestower’s
part. The effects of the favor usually last for many game sessions. An example of such a
boon would be teaching the receiver a new Discipline, or purchasing a nightclub to serve
as the receiver’s haven.
● Blood boons occur when the bestower places herself in a potentially life-threatening
situation in order to help the receiver. Thus the name “blood boon”: The bestower is
willing to shed her blood for the receiver.
● Life boons involve the bestower actively risking her immortal life for the receiver so that
the receiver may live.
It is the job of the harpy to keep track of boons. Obviously, this requires those involved to bring
this to the harpy’s attention. Depending on the harpy, they may simply take note that Kindred
A owes Kindred B a blood boon, or they may demand to know the circumstances. (In the latter
case, if the other two want to keep secrets they will have to decide whether they have enough
status to risk the harpy’s displeasure.) Some Camarilla Kindred do make informal deals without
involving the harpy, but this is not “prestation” and does involve a couple of risks. First, without
an official record one cannot use the power of status and the threat of the harpy calling a
scandal to force a reluctant debtor to pay up. Second, if the matter comes to light the harpy
may take it as a personal insult that they were excluded from the very thing with which they are
supposed to be most heavily involved.
Diablerie is the drinking of the soul of another vampire. The Camarilla considers it one of the
most heinous crimes a vampire can commit, and it is taboo in many other parts of vampiric
society as well. It's also the only way for a vampire to lower their generation, so the temptation is
clear. It is a major sin on Humanity and most Paths of Enlightenment.
Diablerie can only be performed on a vampire that has been drained of all their blood. The
perpetrator continues drinking to metaphorically “consume the heart’s blood”, which initiates a
struggle over the victim’s soul. This is resolved with a series of three Simple Tests. The attacker
wins on ties. The results are as follows:
Attacker wins... Result
Three chops Diablerie successful, no additional side effects
Two chops Diablerie successful, possible minor side effects
One chop Diablerie successful, major side effect as determined by the STs
No chops Diablerie unsuccessful; victim dies but soul escapes
When diablerie takes place between games, it is an Intermediate (2 point) Downtime Action
(since it requires some Storyteller attention but not a full scene.)
The results (desirable and less so)
Drinking a soul is quite a rush. As soon as the act is complete, the diablerist must make an
immediate check against Frenzy. Even if the check is successful, the diablerist is in a euphoric
state. If this takes place during game time, this state should be roleplayed.
If the diablerist is of higher generation than the victim, the diablerist's generation is lowered
by 1. If the difference in generations is 5 or more, the diablerist's may, at the Storytellers'
discretion, be lowered by 2. Exceptionally powerful souls may leave behind fragments of
personality, again at Storytellers' discretion. Regardless of relative generation, the diablerist
gains 2 Experience Traits. This benefit can only be gained once in a calendar month, no matter
how many times the act is committed in that time.
There is no benefit to diablerizing vampires that were Embraced less than a year ago.
A diablerist on Humanity automatically loses one level of Morality for doing something so
horrible. A diablerist on a path must chop for a Difficulty 1 Sin (Conscience/Conviction) unless
their level and path dictate that not committing that particular diablerie would be a sin.
Diablerie leaves black veins in the perpetrator's aura that can be detected through through the
Auspex power Aura Perception for a period of three months. The Auspex user can choose to
look for veins or may accidentally see them while looking for something else. If she wins her test
on symbols the first time (not with a retest or winning on Traits), she will see the black veins (if
present) in addition to whatever else she was looking for. The Thaumaturgy power A Taste for
Blood can detect diablerie without a time limit, though it cannot tell when the act was committed.
Neither power reveals whose soul was eaten or how many times the perpetrator has done the