Hecata

Hecata Bloodlines

Introduction

The following Bloodline Loresheets represent the various families that make up Clan Hecata. Each Bloodline Loresheet lists an optional Discipline spread. With Storyteller permission, these three Disciplines replace the standard three in-clan Disciplines that a Hecata character would normally have. If you choose to use the optional Discipline spread, the Loresheet must be selected at character creation. You may choose to unlock your heritage after character creation, but this does not give you access to the new in-clan Disciplines, nor the innate ability to learn them as if they were in-clan.

Contents

La Famiglia Giovanni

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

The Giovanni Family has long been associated with the Clan of Death. They are known for their expertise in manipulating Kindred affairs. Their vampire and mortal origins trace back to ancient times, and they have established a reputation as the "Devil Kindred," striking a balance between fear and respect among their rivals and kin. Although the Giovanni Family and the Giovanni vampires are distinct, this misconception served a purpose for centuries. However, with the recent restructuring of the Clan following the Family Reunion, the original family refuses to be left behind. Despite some cousins wanting them gone, the true Giovanni are determined to preserve their long-standing family history and dominance. They are willing to go to extreme lengths, even resorting to murder, to maintain their position as the top dogs. In the end, no one fights like family.

Petty Cash

The mortal Giovanni Family began as merchants, and even in modern times, knows the power of cold hard cash. You have access to a substantial bank account. Gain four free dots to spend on the Resources Background or its associated Advantages.

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A Cousin's Ear

You've got a nose for business and a knack for networking. Gain five free dots to spend on the Contact or Ally Background or their associated Advantages.

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Soul Expertise

The Giovanni Family excels at many things, but they particularly excel at bringing spirits of the dead to heel. Your loyal Wraith can be any of the four types of Wraiths described in Chapter 10 of Laws of the Night: Specter, Poltergeist, Spook, or Phantasm (see page 329). It possesses all the listed characteristics of a Wraith. Choose one attribute category (Physical, Mental, or Social). Your Wraith has a 7 for all pools involving that attribute, and a 4 for pools involving the other two. They have six health levels, four Willpower, and two level-one Discipline powers of your choosing. If your wraith perishes or you lose its fetter, you do not immediately regain a new servant and must spend one downtime action to bring a new one to heel.

Harbingers of Ashur

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

The Cappadocians, once known as the Clan of Death, have been in a long-standing feud with the Giovanni. Believed to be destroyed, some Cappadocians became the "Harbingers of Skulls" who joined the Sabbat and actively opposed the Giovanni. For years, many thought the conflict between the Harbingers and the Giovanni could not be stopped. The Family Reunion marked the first steps towards reconciliation. The surviving Cappadocians and the Harbingers of Skulls have chosen a new moniker, the Harbingers of Ashur. Some Harbingers of Ashur still wear masks harkening back to their Harbinger of Skulls days. Each mask represents a different theme. A wooden ashen mask represents the study of death rather than status, glory, or revenge. A golden mask might represent the balance between life and death. Regardless, modern Harbingers now respond to both names, blending the two identities. The past has died, paving the way for something new to emerge.

The Ashen Mask

If a Touchstone of yours dies, you may study their corpse and the scene, doing so allows you to transfer their Conviction to another mortal. The change requires a Humanity test at Difficulty 4, and the Storyteller is satisfied that your character has gained knowledge from the Touchstone's death. If anyone interferes with your study, you must test against Fury Frenzy at Difficulty 6. This benefit can only be used as long as the previous Touchstone's corpse hasn't decomposed beyond recognition. In addition, you only gain 1 Stain for the death of any of your Touchstones. Finally, gain the first three dots of the Medicine skill.

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The Golden Mask

You are an expert at covering your actions when studying death. With five minutes of uninterrupted actions, you can disguise the actual cause of a mortal's death, leaving any story or explanation you wish. If another mundane power can automatically make forensic tests, such as the Murder Most Foul Loresheet Advantage, they must defeat you in an Intelligence + Medicine opposed challenge to discover the true nature of the body's death. Supernatural powers, such as Sense the Unseen or Spirit's Touch, can see through your ruse as normal. In addition, you gain a two-dot contact with the two-dot diversity advantage. Your contact is part of the Health, Police, and Underworld Spheres of Influence.

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The Lazarene Mask

In the city of Kaymakli, your ancestors stood before your Antediluvian with your elder brothers and sisters. While many others were denied sanctuary from the coming pogrom, those who were spared were chosen for their natural intelligence and academic acumen. You have never forgotten these stories, and since that time, you have dedicated yourself to study and research. Gain five dots in the Academic Skill, then gain the Phenom Merit for free and apply it to the Academics Skill. In addition, gain the Loremaster Merit for free.

Samedi (Nation of Blood)

Bloodline

Optional Discipline spread: Fortitude, Obfuscate, Oblivion

The descendants of Baron Samedi are known for being mysterious and prefer it that way. Before the Family Reunion, they had frightening appearances that made them look like Nosferatu, and their talent for necromancy linked them to the Cappadocians. They had mixed views about The Baron, sometimes describing him as a loa and other times as a vampire. Now, with the Hecata as a united family, the Samedi have somehow regained their looks, though their skin exhibits signs of decay which appear when they feed. These Kindred are deeply involved in vodou and hoodoo, which many Samedi practiced during their mortal lives. They believe that nothing is free, and they enjoy life until they must pay the price.

Whispers from Beyond

You enjoy a unique spiritual connection to Loa, powerful Vodoun spirits that can offer you aid. Once per game session, you can ask for their assistance. As you call upon the Loa, they seize control of your body, and they guide your actions. For one turn, you may choose one skill and increase its value to five dots. This ability may be used at any time, even before your turn in the initiative order, but not once a challenge that you are participating in has been declared.

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Exquisite Corpse

At one time, the Samedi looked like walking corpses, but the Family Reunion gave them new faces. You can return to looking like a corpse (even without the use of Obfuscate), a pile of ash, or you may take on the appearance of a corpse you've touched in the last month. Noticing this ruse requires the use of a supernatural power such as Sense the Unseen. You gain a +2 bonus to your Wits + Stealth pool versus such powers. While a corpse or a pile of ash, you cannot move voluntarily, or the power ends; however, you remain aware of your surroundings and still take damage from fire and sunlight.

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Hollow Inside

Sure, you and the Baron's children don't look dead anymore, but some of you still have benefits from being dead. Like the fact that dead people can't feel much anymore. You suffer no ill effects from drugs, alcohol, or mundane poisons when consuming blood tainted with these substances. When you suffer the Impaired condition, your test pools are only reduced by 1. Finally, twice a night, if you suffer the Weakened Condition, you may spend a Willpower to end it immediately.

Gorgons (Lamiae)

Bloodline

Optional Discipline spread: Fortitude, Potence, Oblivion

The Lamiae were a bloodline of Kindred believed to be descended from Lilith as well as Caine. Their founder, Lamia, claimed to be the daughter of Lilith, the Dark Mother, herself. They were dedicated warriors who protected the Cappadocian Clan and guarded sacred temples until the clan's alleged destruction by the Giovanni. The last known Lamia was believed to have been destroyed in 1718. However, the Lamiae lived on as the Gorgons, spreading the word of Lilith and the Bahari faith while uncovering the fate of the Cappadocians and undermining the Giovanni. In the wake of the Family Reunion, the Gorgons now stand proudly as part of the clan which Embraced them, and are known to have little tolerance for those who criticize their faith or insult their martial skills.

Not On My Watch

Lamia had a staunch tradition of serving as bodyguards and fierce protectors for their Cappadocian counterparts. You carry a powerful sense of purpose, and you are capable of delivering swift punishment to any who would harm those under your protection. Whenever you attempt to defend another character via the Assist Defender maneuver, they cannot refuse. In addition, you may move up to six steps (instead of three) towards the character you are defending. If the attack you are defending against fails, you may opt to make an immediate Physical attack against the attacker as long as you have not taken a Standard Action this turn. This takes the place of your normal Standard Action for the turn. If you use Not On My Watch to make a counterattack, that attack does not trigger another instance of Not on My Watch, or a similar power, if your target also possesses it. This advantage cannot be used in conjunction with any other powers or advantages that modify Assist Defender.

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Hunger of Death

You draw power from the energy of death. The Bahari have developed obscure blood rituals, which may come from the gifts bestowed upon your bloodline by being descended from the Dark Mother herself. Once a scene where a sentient creature (mortal or supernatural) dies within your line of sight, you may immediately lose 1 Hunger to the lowest allowed by your Blood Potency. The death of non-sentient beings, such as animals, zombies, etc, does not provide this benefit.

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Medusa's Gaze

The Lamiae were known as the "Gorgons" due to their terrifying nature and supposed disease-carrying blood. However, members with deep knowledge of the bloodline possess a hidden power relating to their epithet. Once a night, a Lamia may attempt an opposed challenge against a target with whom it holds Gaze and Focus. The Lamia uses their Charisma + Intimidation versus the target's Resolve + Composure. If the Lamia wins, the target cannot move or speak for 5 minutes unless threatened or harmed.

Nagaraja (Flesheaters)

Bloodline

Optional Discipline spread: Auspex, Dominate, Oblivion

The Nagaraja are a unique group of vampires who consider themselves the original necromancers. They take pride in their mysterious ancestry, which lacks ties to any known Antediluvians. The Flesheaters believe they once ruled the land of the dead, having ritually altered their Blood to exist there. As part of that Ceremony, they may even have eaten flesh instead of drinking blood. Many Nagaraja choose to still consume human flesh in addition to drinking blood to this day. As feared beings even among Kindred, the Nagaraja are few and promote the disturbing act of capturing mortals, removing their flesh and blood while keeping them alive with medical care and vitae. They lack a strong societal bond but share a connection to ghosts, often mastering the Discipline of Oblivion first. They believe that inflicting pain on the body and spirit helps others understand life, death, and undeath. Some Nagaraja attended the Family Reunion, claiming a disaster forced them out of their home in the Shadowlands.

Viscus

You may Slake Hunger by eating human flesh and organs instead of drinking blood. Only major organs, such as the majority of the epidermis, heart, liver, lungs, and spleen, are rich enough in blood, and each of these organs Slake 1 Hunger. You may also feed from a corpse in the same way, provided the corpse has been dead for no longer than eight hours.

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Murder Most Foul

Modern Nagaraja are experts at studying murder scenes and tracking down the perpetrators of the crimes they investigate. By spending three standard actions studying a murder scene, you may auto succeed at any Investigation, Science, Medicine or Awareness challenges related to the scene. This applies only to evidence still present, though challenges to notice missing evidence still gain this benefit. In addition, you gain a free two-dot Mask that allows you to portray yourself as a police officer, forensic scientist, or similar profession.

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Monstrous Bite

When ready to attack or feed, your teeth extend to lengthy, splayed, and vicious dagger-like fangs that protrude from your mouth. You may bite a target without first establishing a grapple. In addition, your successful bite attacks inflict the Weakened Condition. Your victims automatically resolve the Weakened Condition after they have taken actions for two turns.

Bankers of Dunsirn

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

In the 18th century, the Giovanni Family sought to establish itself in the New World markets. However, their efforts were continuously thwarted by a Scottish banking family that also controlled shipping ventures. Recognizing their financial prowess, the Giovanni considered bringing them into their ranks. The deal was sealed when it was discovered that the Dunsirn Family, in addition to being financiers, were also cannibals. This combination of wealth, depravity, and the ability to keep secrets proved enticing. Over the centuries, the Dunsirns became the money-makers while the Giovanni spent lavishly. Although the mortal Dunsirns still practice cannibalism occasionally, the vampire Kindred in their family show little interest in necromantic pursuits. They resisted attempts to force them into learning Oblivion, and now they are content to continue their trade of exploiting people. Importantly, they no longer answer to the Giovanni.

Money, Money, Money

While outsiders sometimes think the term banker, when referring to the Dunsirn, is a colloquialism, you are, in fact, a banker. Whether it's security or the intricacies of global financial markets, you know everything there is to know about banks. Choose either the Larceny or Finance skill and gain five dots in it.

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Money Talks

The Dunsirn can find information anywhere. All it takes is a little money to get people talking. Gain five dots of Contacts or Allies, or their Advantages in the Finance, Legal, or High Society Spheres of Influence.

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Kingpin

You are the financial king or queen of your city. You have the most money and countless ways to access it. Gain six dots to spend on the Resources Background or its associated Advantages. In addition, if any downtime actions are taken in the Finance Sphere of Influence within your local area, your Storyteller will alert you before the game. You do not know who made them, only what was done.

Pisanob (Children of Tenochtitlan)

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

During the 16th century, Spanish explorers encountered the Aztec civilization. In Tenochtitlán (which is now modern-day Mexico City), they discovered a necromantic tradition known as "Pisanob," a Mayan term that translates to "ghosts of the dead that walk the Earth." The Giovanni killed and enslaved the Aztecs, unaware that among them were vampires who already had a legacy, their own beliefs, and a leader named Pochtli. Despite this tragic beginning, Pochtli remained head of the Pisanob Family up until the Family Reunion. Still, their numbers dwindled due to attacks by the Sabbat, particularly, at the time, the Harbingers of Skulls Pochtli offered his own life to the Harbingers in exchange for peace. With only a few remaining Kindred, the descendants of Tenochtitlan are deciding on a new leader while planning their revenge.

Necromantic Prodigy

The secrets of Oblivion are yours to control through study, your ancient bloodline, or knowledge gained from relatives. Your affinity for Oblivion is unmatched. Once a night, if you fail a Rouse Check to use Oblivion, you do not gain a Stain.

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Hiding from the Wolf

The remaining Pisanob survived because they are exceptional at staying hidden. Even some of their ancestral temples in the Mexican hinterlands remain secure. You have learned how to avoid being followed expertly. It is impossible to track you without using supernatural powers. In addition, once per game session you can declare fair escape from a non-combat scenario.

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Tezcatlipoca's Mirror

Named for the chief Aztec god Tezcatlipoca, you have learned a specialized ritual allowing you to enchant and to use an obsidian mirror to gain dark insight into the world around you. By gazing into the mirror's ebony depths, you and anyone else you allow can see wraiths in the surrounding area, even if they have not manifested. In addition, you (only you) can see the stain of death on the living. You can determine a mortal's current number of Health levels, the location and severity of any injuries, diseases, or maladies, or the presence of drugs and poisons in their system. You may possess only one such mirror, which is designed specifically for you. If your mirror is broken, it takes 1 downtime to replace.

Puttanesca

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

The Giovanni clan was once renowned for its reputation as a vampire mob. However, some savvy Hecata ancillae in the Camarilla Elysia dismiss these stereotypes as rumors fueled by excessive viewings of The Godfather. When given the opportunity, they contact their cousins, the Puttanesca Family, to discuss the latest trouble caused by Giovanni. Originally hailing from Sicily, the Puttanesca Family was brought in as skilled street hustlers, handling the dirty work that the wealthier Giovanni couldn't be bothered with. They Embraced the mafioso persona over time, understanding that if you make a living breaking legs, you might as well Embrace the role. Following the Family Reunion, any remaining ties to organized crime fell into the hands of the Puttanesca Family, seen by some as a reward for their loyal service, but known by the Puttanesca themselves as a tactic to consolidate the Hecata clan's embarrassing assets.

Forget About It

Not every argument has to end with a punch to the face or a baseball bat to the knees. Once per game session, you can automatically succeed on a Frenzy test caused by being insulted, embarrassed, or humiliated. You also gain the first two dots of the Streetwise and Subterfuge Skills.

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The Don

Against all odds, you've fought hard and achieved respect, wealth, and influence. Other Hecata may even stop insulting you directly. You gain five dots to spend on Allies, Contacts, Mask, Resources, or their advantages.

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Mooks

Not every Puttanesca likes getting their hands dirty. Once every three months, you may call for aid, and two loyal neonate mooks will answer. Two neonate NPCs with the statistic block for Hecata Mook will do your bidding, as long as they don't act against local Hecata interests. Attempting to use these vampires for improper purposes, such as to seize personal power, will fail, and the mooks will leave.

Rossellini (The Little Siblings)

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

The Rossellini and Giovanni were rivals in necromancy. Rossellini had more talent, while Giovanni had more ambition, leading to Giovanni becoming the Clan of Death and Rossellini becoming a minor bloodline. They share traits, except for the ability to manipulate ghosts. The Giovanni coax and cajole wraiths while Rossellini dominate and threaten them. The Rossellini take pleasure in using Oblivion. As a Rossellini, the Shadowlands are your playground. The enslaved wraiths, once human like you, are now pitiful remains, and you must give purpose to their unlives. One day, you'll join them, but for now, you show your cousins the depths of Oblivion.

Necromantic Expertise

Your siblings in the Giovanni view Oblivion as a tool. You understand that Oblivion is a beautiful art, rewarding those who are patient and ruthless in exploring it. Three times per game session, if you fail a Rouse Check to activate an Oblivion power, you may make another static challenge. If you win or tie this challenge, you do not gain a Stain, but still suffer the other effects of a failed Rouse Check.

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Stolen Will

Ghosts are emotions trapped in a form. Some Hecata feed on ghosts, but you have a better way to use them. You have the ability, similar to a Ceremony but not as powerful, to attune yourself to a ghost's fetter. This process takes only a minute; then, you immediately sink your fangs into the fetter, releasing the ectoplasm from within and destroying it. Eating this substance allows you to regain 2 lost Willpower or reduce your Hunger by 1 (to your Blood Potency Minimum). Unfortunately, if this is the ghost's last fetter, the ghost is destroyed.

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Purge

You can shred corpus, the substance which ghosts are made of, with ease. Any attack on a ghost causes Aggravated damage, even outside the Shadowlands. You can also strike them when they are intangible so long as you can perceive them.

Milliners (Grudge Masters)

Bloodline

Optional Discipline spread: Dominate, Fortitude, Oblivion

In the 1950s, the Milliner Family joined Clan Giovanni out of spite against their rivals, the Kennedy family. Despite their limited skill in Oblivion, their connections helped the clan survive changes in organized crime and the rise of the Second Inquisition. However, their reward was more work and stricter regulations on feeding and the Embrace, which the Family Reunion failed to address. The Milliners have many responsibilities but receive little respect. While not as well-known a family name as some others, being a Milliner catches the attention of the right people. You harbor a deep grudge against the Giovanni for not recognizing your contributions.

Sit Down

The reputation of the Milliner's ability to hold grudges is very well known. To such an extent that most rivals are willing to sit down and work things out instead of acting out of turn. You can request an informal "off the record" meeting with another local NPC of reasonable repute (and likely unscrupulous) figure. Provided you and anyone you bring to the meeting conduct themselves properly, you can reasonably expect to leave the meeting intact. If you attack or are caught using powers against the other party during the meeting, you lose access to this benefit for 2 months while you repair your reputation.

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You Owe Me

The Milliners always get their due, even at the worst possible times. You have a network of cronies to make sure you get what you are owed. Gain 5 of the Contacts or Allies Backgrounds, or their associated advantages.

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Friends in High Places

The Milliners maintain law enforcement connections, which grant them proximity to potential vampire hunters. You have access to a faction in the Second Inquisition, such as FIRSTLIGHT or the Entity, or even a local intelligence agency. You have a mole on the inside who you have manipulated into reporting back to you at key moments. Discuss with your Storyteller whether your control over this "friend" takes the form of supernatural coercion, blackmail, threats, or bribery. The mole alerts you if your chosen faction is coming after you, and, once every three months, they will commit an act of minor sabotage (destroying evidence, screwing up an operation, etc.) on your orders. This mole does not count as a Contact or Ally.