Loresheets

Explore the lineages and organizations that shape the World of Darkness.

Contents

Descendant of Al-Ashrad

Bloodline: Banu Haqim Only

Al-Ashrad was a renowned mortal mage who allied with Haqim and his progeny, Ur-Shulgi. However, many of Haqim's childer grew envious of the presence of a mortal among them and plotted to kill him. Despite their efforts, Al-Ashrad proved to be a formidable opponent. He successfully defeated multiple attackers, including one of Haqim's direct childer. This angered Haqim, who believed Al-Ashrad killed his childe to usurp their position. A heated argument between Haqim and Al-Ashrad ensued, but Ur-Shulgi ultimately diffused it. The Ur-Shulgi intervened and resolved Haqim and Al-Ashrad's differences. In compensation for his childe's loss, Haqim took Al-Ashrad's left arm and eye, then ordered Ur-Shulgi to save him through the Embrace. Al-Ashrad went on to serve as the Amr, head sorcerer, of Alamut for several centuries, contributing to the defense of the secret mountain fortress. During this time, he researched ways to lift the Blood Curse imposed on the Clan by the Tremere. Al-Ashrad's studies resulted in the creation of talismans and alchemical potions capable of simulating diablerie. However, when Ur-Shulgi awoke, he easily broke the Curse levied on the clan. Despite this great feat, Al-Ashrad disagreed with his sire regarding the Clan's future. Ur-Shulgi demanded that the clan follow the old ways, the Laws of Haqim, forsaking all other beliefs. Al-Ashrad led a group of Banu Haqim from Alamut and into the arms of the Camarilla, before choosing to go into hiding himself. Since the schism, Al-Ashrad has only emerged publicly once: to attend the Vermillion Wedding between Tegyrius and the Toreador, Victoria Ash. The Vermillion Wedding sealed the addition of the Banu Haqim as a member clan of the Camarilla.

Sight Beyond Sight

After Haqim tore out al-Ashrad's eye and Ur-Shulgi Embraced him, al-Ashrad replaced his missing eye with an enchanted diamond. It was rumored to give him visions of worlds beyond. As a member of his line, you have gained a fraction of this power. You may activate one of the Auspex powers, "Heightened Senses" or "Sense the Unseen", for one hour once per game, even if you don't possess the power. You must still pay all activation costs. In addition, twice per game, you may activate one of your non-amalgam Auspex powers without Rousing the Blood.

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Book Smart

Like al-Ashrad, you are a renowned researcher and academic. Gain a two-dot Haven. You also gain four bonus dots of Haven Advantages that can be spent on the Laboratory, Library, Luxury, or Workshop advantages.

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Malevolence

Al-Ashrad's hatred for malevolent spirits is legendary. You have learned to channel his hatred through your own sorcery. Your Blood Sorcery powers and rituals may affect spirits even if they do not manifest, as long as you can see them. This also allows you to strike spirits and wraiths with weapons affected by Scorpion's Touch and Baal's Caress. This is an exception to the rule that says wraiths and other spirits cannot be attacked unless they manifest into solid form, or if the attacker is in the dead lands. In addition, you may target wraiths or spirits with Blood Sorcery powers and rituals as if they were a vampire. Powers that cause Hunger in wraith or spirit targets instead cause one normal damage per Hunger that would have been gained. This is in addition to the other normal effects of the power used. For example: You may target a wraith with Theft of Vitae to Slake two Hunger. Instead of gaining two Hunger, the wraith takes 2 normal damage. Cauldron of Blood does two aggravated damage and causes 1 Hunger, normally, but when targeting a wraith or spirit, they would take two aggravated damage and 1 normal damage.

Descendant of Durga Syn

Bloodline: Ravnos Only

Durga Syn, born Synovea, is a Ravnos elder renowned for her prophetic insight and her long tradition of mentoring neonates and coteries, often while disguised as a mortal or a ghoul. Once a shaman of a Mother Goddess cult in the ancient world, she was cursed by a powerful witch, leaving her aged and frail in appearance after she rejected an offer of immortality in exchange for servitude. As magic faded and Christian missionaries arrived to convert her people by force, she was fatally wounded in battle; a wandering tribe of Ravnos intervened with a grand illusion to rescue her, ultimately Embracing her against her will. Her prophetic gifts soon made her a figure of renown among Kindred, allowing her to navigate the nights with an authority that belied her appearance. Over the centuries, Durga Syn advised numerous coteries throughout Europe and Asia and even counseled Vlad Dracula. She attended the Convention of Thorns alongside other prominent Kindred and urged a "third way," rejecting both elder tyranny and Camarilla manipulation in favor of leaving mortals to their own devices. In the years that followed, she Embraced a strange youth named Zlato in 1752 and continued acting as a mentor, prophet, and stabilizing influence across regions touched by her clan. Durga Syn survived the chaos that shook her clan during the Week of Nightmares, though her own childe was forced to stake her temporarily to prevent harm during the worst of the madness. She has long suspected connections between the destruction of the Ravnos progenitor, the resurgence of ancient terrors, and the strange behaviors of creatures spoken of in Ravnos prophecy. Now one of the few surviving Ravnos elders — and among the lowest-generation Ravnos still active — Durga Syn remains a subtle but potent force in the Final Nights.

Prophet of the Mother Goddess

Like Durga Syn, you have the powers of prophecy. Once a game session you may ask the Storyteller for insight into a scene, if the Storyteller deems it appropriate, they may ask if you wish to Rouse the Blood. If you choose to and succeed on the Rouse Check, the Storyteller will give you a hint to aid you in some way. This could be a clue to progress a plot, a warning about your proposed plan, or something similar. This hint manifests as a sudden vision in your mind. In addition, you gain the first three dots of Insight for free.

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The Unseen Hand

Possessing a sliver of Durga Syn's prophetic insight allows you to move mortals like pieces on a board, arranging events so subtly that no one ever sees your hand at work. You may choose five dots from the Allies and/or Contacts Backgrounds or their associated Advantages. Once per session, you may direct one of your Contacts or Allies to perform a secret action on your behalf. When acting under this effect, their involvement cannot be traced back to you by non-supernatural means. Clues simply fail to link, witnesses misremember, and paper trails refuse to converge. This advantage emphasizes subtle manipulation, quiet orchestration, and the prophetic foresight for which Durga Syn is known, allowing you to influence the world without ever appearing in the story.

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Undeniable

Durga is actually a name commonly used in India, not Russia. In Sanskrit, it means "inaccessible place" and refers to immortal or unstoppable aspects of certain gods and goddesses, including Durga, a powerful protector goddess. Physical attacks do not prevent a character with this advantage from declaring Fair Escape, unless the Ravnos is Grappled. Characters who are physically restrained or imprisoned, but not Grappled, may study their surroundings (using 1 simple action) after which they find a way to escape their bonds, even if there is no explainable way they could escape. In addition, once per night, a character with this benefit may enter any enclosed building or room without tripping any mundane surveillance, and while bypassing any mundane security, as long as they are not observed. The character may do this without a test and without a definitive explanation as to how they entered.

Descendant of Ilyes

Bloodline: Brujah Only

The Brujah Antediluvian, known as Ilyes, is the grandchilde of Caine and the founder of the Brujah clan. He Embraced a spirited individual named Troile, who is described variably as male or female. Over time, they formed a strong bond, and Brujah placed great trust in Troile, possibly even loved them. However, his action of embracing Troile broke a fundamental rule set by Caine. Misunderstanding Illyes's intentions, Troile instigated a revolt among the fourth-generation progeny, killed Ilyes, and took leadership of Clan Brujah. Few details, even the aforementioned generalities of the clan Brujah's history, are known in the modern nights outside the descendants of Ilyes. Descendants of Ilyes gain respect not from combat, but through victory in debate and scholarly works. They value the mind over the body, viewing the former as the superior tool. Although the Embrace enhances physical abilities, it has little impact on mental growth. Achieving mental excellence is more challenging and requires access to a diverse range of knowledge across various subjects, including philosophy and science. This lineage seeks knowledge for its own sake and aspires to master their fields. The descendants of Ilys are known to struggle during times of crisis. They are not used to strong emotions, making shocking events disorienting for them.

Stunted Emotions

The descendants of Ilyes are said to be dispassionate and cold, even to the point where they find displaying or understanding emotions to be difficult. When making a Remorse check, should you fail, you may attempt the Remorse check a second time.

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Renaissance Mindset

As a dedicated scholar, you understand that learning is a lifelong process without beginning or end. Knowledge is a living body, constantly growing and evolving. Gain the Phenom Merit for free and apply it to the Academics skill. In addition, gain the first two dots of the Linguistics Merit and the Loremaster Merit for free.

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Borrowed Time

Once a night during a combat scenario, you can take your turn at any point in the initiative order instead of at your normal initiative. If you have not taken any actions in the current turn, you may choose to interrupt another person's turn after their actions have been declared. If you do, your actions are processed first. Then, the interrupted actions proceed as originally declared unless they are no longer possible. If a previously declared interrupted action is no longer possible, then the interrupted action is lost. Example: Titus has declared his action to take 3 steps towards you and strike you with a fire axe. You declare the use of Borrowed Time. You have not taken either of your actions and choose to spend your Simple and Standard Actions to take six steps around a corner, breaking line of sight. Titus must then take his 3 steps, and since you are no longer in range of the declared strike, Titus loses his standard action.

Descendant of Kemintiri

Bloodline: Ministry Only

Kemintiri was born during Egypt's 19th dynasty, under the reign of Seti I. Seti I promised to build a temple for the "Red God" in exchange for a long reign for his son, Pharaoh Ramesses. Kemintiri was a priestess, and she quickly rose through the ranks of priestesses in the temple of the "Red God," gaining favor with Set. However, she became captivated by Horus, a mummy resurrected by the Spell of Life, and in her fervor, she betrayed Set. Set wanted the Spell of Life for himself, so he sent Keminti to infiltrate the Cult of Isis, a cult founded by the deceased mother of Horus. In her time as part of the cult, she learned many of their secret rituals. Eventually, she earned access to the Spell of Life. Unfortunately for Set, Kemintiri became a true follower of Horus. Outraged by Kemintiri's betrayal, Set sent other followers to capture her. During her time in the Cult of Isis, she had learned not only to become immune to the powers of Dominate but also the Blood Bond. All of Set's attempts to get Kemintiri to reveal the Spell of Life failed. He Embraced Kemintiri out of revenge, forever preventing her from becoming a mummy. For years, she refused to succumb to Set's torturous ways. She never revealed the secret of the Spell of Life. Kemintiri eventually escaped and wandered for centuries, her Humanity slowly slipping away. Khetamon, the last son of Osiris, rescued Kemintiri from her Beastly, taking her to his cult in India, where his followers worked to restore her Humanity. The magic used slowly brought back her awareness, but she suffered from amnesia. This state hid her true identity and the knowledge of the Spell of Life. Kemintiri stayed with the Khetamon's cult until she fell to wassail, causing her to frenzy and kill the cult's mortal priests. This act forced her to flee. Years later, she returned to Egypt, only to find the Cult of Isis destroyed. Kemintiri has since spent her unlife trying to recreate the magic she once knew as the Spell of Life. She cares very little for mortals. Everything that is not undead is an affront to her. She also hates her own clan with a passion, seeking to destroy them as contrition to Horus. In search of the Spell of Life, she organized Egyptian archaeological digs and infiltrated influential coteries of the Ventrue Clan. In 1932, she destroyed the Ventrue Justicar, assuming his identity for 10 years until the Tremere discovered her. She escaped with significant wealth. If she is still active, Kemintiri's sanity has likely declined due to her lengthy role as a pawn in the conflicts between Set and Horus, and the lingering effects of her cured wassail. Presuming she hasn't been Beckoned, she still maintains numerous identities. Kemintiri would quickly eliminate anyone who would reveal her true nature. As time progresses and her identities fail or are found out, her mind would become overwhelmed with fragmented memories, at best making her more susceptible to the Beckoning at worst a threat to those around her.

Unbondable

You may not even know your true heritage and who you descend from. You have not yet chosen to betray your clan (or have you?). Your true ambitions have yet to take form in your mind, or are still very much a secret to anyone else. Regardless, the blood of Kemintiri flows through you. Gain the Unbondable Merit for free.

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Uncompromising Spirit

Kemintiri is one of the most notorious and nefarious vampires in all of history. Her relentless nature and indomitable will are often forgotten or ignored in favor of the crimes she has committed. You have fully embraced your lineage. You share all of Kemintiri's goals and beliefs. That has gifted you with a small factor of her supernatural resiliency. You may choose one of the following benefits each night: • Once per night, when you are targeted by a Dominate power, it fails. You cannot be targeted by the same Dominate power for 15 minutes. • Once per night when you Frenzy, you may Ride the Wave for the remainder of that Frenzy without spending Willpower. Once you have benefited from one of these effects in a night, you may not benefit from the other.

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Deep Cover

Your lineage provides you with remarkable knowledge of missing, dead, and Beckoned Kindred. Between this information and your skill in the Obfuscate Discipline, you are an exceptional infiltrator. Gain the first three dots of the Subterfuge skill. Uses of Sense the Unseen against your Mask of a Thousand Faces fail if you have more dots in the Obfuscate Discipline than the user has in Auspex. Your Mask of a Thousand Faces also continues to function even when you are in torpor or asleep.

Descendant of Michael

Toreador Only

Millennia ago, the Toreador methuselah Michael fell to the delusion that he was an archangel. He lived many different lives, such as Mi-ka-el the scribe and Beshter the wanderer. In each of his "lives," he built a vast cult of devoted followers and lovers who worshipped him, hanging on his every word and ready to die for his fickle whims. It is said that Michael's blood was able to confer beauty beyond compare, which was enticing to many mortals and Kindred alike. Still, it came with a risk of a blood bond so thoroughly encompassing that, once it took hold, the bond was extremely hard to defy. Some measure of Michael's power has passed to his descendants. They are known for their grand dreams, inspiring others to follow them on idealistic crusades and foolish endeavours. Many Michaelites are central figures in the Nephilim, a cult that seeks to continue Michael's Dream by rebuilding Constantinople to its former glory. Other descendants of Michael have been known to be fervent members of the Bahari and even potent manipulators in the Church of Set. Where there are vampires who crave a leader and a purpose, there is often a Michaelite seeking to lead them. Some rumors suggest that Michaelites are among the ranks of the surviving fanatics of the Sabbat as well.

Yearning

Your blood bond is exceptionally potent. When their thralls attempt to defy the aims and desires of their Regnant when you are not present, they must make a Defiance test as if they are in their Regnant's presence.

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Assemble the Angelic Host

Michaelites build power bases of fervent followers, and you are no exception. You may select five dots worth of Allies, Contacts, Resources, Backgrounds, and their associated Advantages.

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Angelic Draught

Your Blood is truly blessed by Michael. You may have twice the number of vampiric thralls as your Blood Potency allows. As well, your Thralls universally become more beautiful by consuming your blood. Their hair becomes lustrous; their skin perfect; their blemishes gone. Your ghouls gain the ability to use the power Awe without having to spend experience to learn it. Vampire thralls are less ravished by the loss of Humanity. A vampire who is Blood Bound to you only suffers half the usual penalties for low Humanity, rounded down. Nosferatu can even benefit from being bound to you. Their Clan Bane penalty on mundane social challenges is also halved as Michael's blessings reduce the weight of their hideousness. Note that a person suddenly changing in appearance by this blessing ought to take care, as their sudden shift in appearance may breach the Masquerade.

The Integrum

A silent current beneath the turbulent tides of Kindred society, the Integrum is a cabal of scholars, occultists, prophets and predators who believe that Gehenna is real, it is coming, and that it must not be hastened or prevented. Descended from Bahari practices, they believe that come what may, the world must either burn or be reborn by its own pattern. Interference is heresy. While many organizations seek loyalty, might, or power, agents of the Integrum are chosen for their perspective above all. Some are drawn to find the order by dreams and omens. Others stumble across forbidden knowledge and cannot unlearn what they have seen. Others yet are born to it, the childer of former agents or bloodlines seeded generations before. Operating alone or in secretive circles and embedded within the Sects, the Integrum does not seek to control events. Rather, members of this network use their positions in Kindred society to observe, catalogue, and when necessary, correct events that would disrupt the natural rhythm of Gehenna's coming. Knowledge is currency, and they make a strong trade in information, gathering Prestation and resources to aid them in their order's mission. Members do not always agree on what is best, and they fight among themselves as often as they fight external threats. However, they are bound together by a primal, ancient power older than Caine himself: the living memory of the world, which the Integrum knows as the Wyrd.

Signs of the Hidden Path

You have been taught to recognise the unseen markers of the Integrum. When you are paying close attention, you can sense the signs of supernatural manipulation. Once per game session, you may ask the Storyteller if a person, place or event is being observed, manipulated or influenced by supernatural means. The answer will be "yes" or "no". This power does not identify who or what is responsible, only that something unnatural is at play.

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Warden of the Keystone

You have been entrusted with the defense of a leyline node, a place of power tied to global magical equilibrium. You have formed a Chapterhouse there: a touchpoint for Integrum activity where members of the Integrum network might reside and work. You gain three dots of the Haven Background with two free Haven Advantages representing your Chapterhouse. Once per game, you may call upon the magics of the leyline node to provide a supernatural sanctuary effect: anyone who performs Blood Sorcery, Oblivion, or supernatural effects involving summoning or crossing the Veil within your Haven without your permission suffers a -2 penalty to their test pools.

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The Inner Ring

Your access within the Integrum is deeper than most, and you are permitted access to secrets from the Wyrd that are too dangerous for most. Once per game session, you may ask the Storyteller a lore-based question about Kindred history, Antedeluvians, Bahari, Gehenna, leyline activity or supernatural locations. You will receive a factual, helpful answer to your question. This power does not reveal secrets, but Agents of the Integrum at this level find this power very helpful for revealing historical or occult information that has been lost to time that would be otherwise very difficult for modern vampires to know. The Storyteller has discretion as to what information is available.

Follower of Nerissa Blackwater

Caitiff Only

There are legends of a powerful and ancient Caitiff that defy the modern beliefs about the clanless. These legends are spread by Nerissa Blackwater, who believes herself to be this ancient Caitiff. Nerissa believes she is six millennia old. Once an Indigenous woman living in the lands that would eventually become Michigan, she knew only pain, waiting for an ancient entity she knew only as the Ancestor to bring her a path forward and a purpose. She has yet to divulge the nature of this Ancestor being and says only that he eventually came to her to speak the sacred truths of her people and this land. She spent centuries in slumber with the Ancestor beneath the lake, arising only when her mortal descendants needed her or were threatened. Over the past five centuries, the descendants of Eemamoowia (Caine), who call themselves Kindred, claimed ownership over the Ancestor's land and her people. Nerissa and her people work silently to choke out these invaders and have a healthy dislike for vampires of any clan, regardless of their proximity to Michigan. Whether they are her direct Caitiff descendants or simply a convert vampire who has forsaken their clan, all Followers of Nerissa Blackwater believe that vampires are a stain on the world and should be thwarted, destroyed, or controlled until the Ancestor can return.

Caress of Lilith

Having bathed in the light of the moon, you have joined the heresy of Caitiffs, either as a descendant of Nerissa Blackwater, a convert, or a true believer. All powers that attempt to determine your creature type reveal you to be human and not vampire. You are also instinctively aware of other characters that possess this benefit when you are within 5 steps of them. You must discretely ask your Storyteller for this information.

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The Garden Within

You have tasted the blood of Nerissa's lineage or are her direct descendant, and a seed of her garden grows within your soul. Regardless of your Humanity rating, you have a heartbeat when you wish to, can eat food, and even fight the need to sleep during the day. Gain the Eat Food, Light Sleeper, and the ability to Blush of Life three times a night without Rousing and regardless of their current Humanity.

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Reclaimed Power

You have learned how to temporarily emulate some modicum of power from another vampire by drinking their Blood. Once a night after feeding from a non-Caitiff vampire, you gain the ability to use a level 1, 2, or 3 dot Discipline power from one of their in-Clan Disciplines once. You suffer the Clan Bane of the vampire whose power you stole until the end of the night. The vampire does not need to know the power for you to use it. This does not allow you to use a Ritual, Ceremony, or thin-blood Alchemy formula. However, you may choose an amalgam power only if you possess the prerequisite second Discipline on your character sheet. The ability to use their power fades at the end of the night from when you drank from them.

Descendant of Samiel

Bloodline: Salubri Only

Not all Salubri are healers, empaths, or scholars. Among the remaining healers, some remember them as soothsayers, martyrs, and seekers of enlightenment who prioritize spiritual growth over ambition. They can heal both body and mind, which most Kindred believe defines the Salubri. However, in earlier centuries, many Salubri engaged in a fierce conflict with the Tremere. They turned away from healing to pursue vengeance against the Warlocks who destroyed their clan, eventually even aligning with other bloodthirsty forces, including the Sabbat. The story of the Warrior Salubri is closely linked to their most notable figure, Samiel. He was a fierce and devoted warrior who wrote the Code of Samiel, which outlined the principles of Via Vindica or the Path of Retribution. When Samiel died and the Tremere escalated their pogrom against Clan Salubri, the Code of Samiel fell apart. By 1230, only Qawiyya el-Ghaduba, Samiel's childe, had a complete written copy of the code. Today, remnants of the warrior tradition persist among the Salubri, many of whom are former Sabbat altered by years of suffering and war. Those who identify as Warrior Salubri no longer resemble the noble knights they once were, but descendants of Samiel still hold onto a legacy of purpose and hope for redemption, even amid loss.

Code of Samiel

You no longer follow the Healer path. Your empathy has been destroyed by years of betrayal. Replace your clan Compulsion with the following: Righteous Wrath: When a Salubri suffers a Compulsion, the Kindred becomes consumed by an unshakable need to confront a perceived injustice in their presence. The Salubri must take decisive action to address or avenge the wrong. Any action not directly aimed at alleviating this injustice suffers a -2 penalty. The Compulsion lasts until the wrong is righted, a greater crisis demands attention, or the scene ends.

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Bitter Resolve

Your lineage is defined by the conflict with Clan Tremere. You have learned to defend yourself from their powers. Once per game session, when you are called upon to resist a challenge involving a Dominate or Blood Sorcery power, you may choose to gain one Hunger to win the challenge automatically.

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The Unblinded Eye

The history of the Salubri clan is rife with stories of strife and betrayal from duplicitous warlocks and bloodthirsty Sabbat. The voracity of these ancient stories is hard to prove, but they drive the descendants of Samiel. Once a night, you may trigger your Clan Bane on purpose to automatically succeed in a test to pierce a power such as Obfuscate that obscures the visual truth from your eyes. This includes other supernatural powers similar to Obfuscate. When your eye opens from the use of this benefit, it cannot be hidden by any means; even mundane coverings are burned away when your eye opens.

Descendant of Szechenyi Jolán

Bloodline: Tzimisce Only

Jolán is a loyal defender of the Tzimisce clan, driven by her shame for coming from the rebellious Vlaszy revenant family. She aims to prove herself to the Sabbat, and her clan. With a deep knowledge of Tzimisce history, she is known as the "Mother of Horrors." During the height of Sabbat activity before the Beckoning, Jolán supervised the breeding of revenants, blood-hounds, and szlachta near Mexico City. Most civilized Kindred revile her practices. However, she was fiercely protective of the rituals needed to create these creatures, and few outside her lineage know them. The strongest become her ghoul bodyguards, or are even Embraced. She even had aspirations of breeding a shapeshifter into her flock to unlock the secret of perfect mutability. That dream will likely never come to fruition. Since the Beckoning, she has not been seen. Despite her obvious Sabbat loyalty, her lineage survives in the modern day in other sects as well.

Kindred's Best Friend

Gain a three-dot Familiar of the animal of your choosing. You may train it to be a blood-hound, allowing it to track and identify other Kindred. By spending a simple action to sniff, then, using their Awareness pool (which is a 6), a blood-hound can identify any Kindred within 5 steps by successfully making a challenge versus a difficulty of 3. If the target is mundanely hiding, the challenge is contested versus the vampire's Composure + Stealth.

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Building a Bloodier Tomorrow

Your lineage taught you the fundamentals of flesh-shaping, specimen handling, and the careful maintenance of bio-occult laboratories. Jolán herself oversaw your early instruction, ensuring you learned not only the theory of revenant husbandry but also the precise environmental conditions required for cultivating mutable flesh. Gain a 2 dot Haven with one free dot in the Cell, Laboratory, Surgical Ward and Walk-in Freezer advantages.

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Szlachta

You have learned the forgotten rituals used to create a superior war ghoul known as a szlachta. The term szlachta is a Polish word meaning noble, as szlachta are considered superior to other ghouls. You may choose one of the following benefits for any Retainer or Familiar you purchase or gain. • Loyalty: Your Retainer, or Familiar, is immune to any level 2 or lower powers of Dominate. • Cold Blooded: Your Retainer, or Familiar, is immune to any level 2 or lower powers of Presence. • Tyrant: In addition to any other Discipline powers, your Retainer or Familiar can employ Feral Weapons. Szlachta are more powerful than regular ghouls, but the process of making them renders them hideously deformed and obviously supernatural in nature.

Gehenna Cults

Gehenna, the impending destruction of vampires, is a matter of dispute. While some consider it a hoax, others fear it is already happening. Vampires, torn between disbelief and apprehension, dwell in decaying ruins as chaos unfolds. A contagious apocalyptic fervor grips numerous Kindred, giving rise to blood cults and heresies. These factions vary in their ideals of hatred, anxiety, and desire. Spreading their doctrine like dark wings, they create divisions among the Kindred, fracturing the vampire world further. Tracking these subversive elements demands astuteness and strong nerves, as horrifying practices emerge within Gehenna cults.

Codex of Night-Faiths

There are countless permutations of Kindred faith. While not all evolve into cults or religions, you have cataloged many of them for future reference. Gain two dots of the Haven Background, and three dots of the Library advantage, representing the countless files you have curated studying vampiric cults and religions.

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Faithful Bloodhound

You have proven your worth as an investigator. You have exposed a cult, possibly even helped destroy some of its members. Gain the first two dots of the Occult skill and the first two dots of the Investigation Skill for free. In addition, when you correctly suspect the work of a vampire cult you've never investigated before, your Storyteller will provide a small clue.

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Red Truth

Observing and hunting vampire cultists has put you in a unique position of seeing their faith at work. You can't deny that vile and self-serving cultist beliefs can produce a number of unique phenomena. You have decided to utilize your extensive knowledge and claim some of the misguided power for yourself. Once every three months, after extensively studying a vampire cultist or successfully vanquishing them, you may choose to append this Loresheet benefit with one benefit from that cult's Loresheet. You may only ever have one Cult Loresheet benefit at a time. If you choose to take a new one, you lose the previous one.

Plagues of Gehenna

Vampires have long been associated with disease and the spread of sickness. Throughout history, cults embracing this connection have emerged; however, in modern times, there has been a rise in such plaguebringers. Some cults believe vampires are the bringers of plague upon humanity and actively spread sickness to bring about the end times. More sophisticated groups develop complex justifications, linking disease to the Beckoning or corrupting the herd to afflict Kindred themselves. Regardless of the reasoning, the result is always the same: piles of decaying bodies, vampires vomiting tainted blood, and swarms of flies. As a result, most sect-aligned Kindred quickly eradicate these cults.

Autoclave

You fear becoming a disease vector, and have taken great measures to limit this possibility. You gain a three-dot Herd that is immune to disease, as long as you never allow another character to utilize it. You may choose to purchase an additional Herd that you can share normally. This is an exception to the rule preventing you from purchasing Herd more than once. In addition, whenever you succeed in a Medicine roll pertaining to a mortal, living or dead, you can discern any vampiric diseases that may have been carried, even if they displayed no symptoms.

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Firebreak

Throughout your extensive study of vampire and mortal disease, you have kept tabs on mortals who lead their field in disease pathology. You have kept them from discovering the true nature of some of the diseases they have encountered, preserving the Masquerade and possibly even advancing their careers for their silence in such matters. You gain a free three-dot Contact and a 3 dot Ally in the Health Sphere of Influence.

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Disease Sample

You would never admit it, and you keep it guarded and hidden, but you have managed to secure yourself a sample of a FIRSTLIGHT-designed disease or parasite. Once every six months, you can attain or synthesize one dose of BGMA, C. Hydeii, EV-H07, KOL-05 or Necrophage Cocktail. You understand how to maintain this sample safely and how to use it as a weapon.

Sangre Pura Vida Wineries

Whispers of the winery known as Sangre Pura Vida travel on the tongues of Kindred with discriminating palates, spoken in the same breath as Elysium gossip and Camarilla trade secrets. Led by the Grand Sommelier, Camila A. de Saavedra, a Lasombra with a taste for elegance, control, and the finest blood vintages in the Southwest. Sangre Pura Vida prides itself on exquisite precision, pedigree, and power. Access isn't bought; it's earned, bartered, or owed. Trained at the master winery near the McDowell Mountains, each blood sommelier learns etiquette, knowledge of Blood Resonance, and the fine art of presentation. A top standard is expected. After all, to be associated with Sangre Pura Vida is to be recognized as a connoisseur of the sanguine arts.

Blood Wine Sommelier

Through your connections with the winery, you have learned how to uniquely infuse blood with flavor and longevity and form it into blood wine. You may package your wine effectively for transport and consumption. The blood wine does not slake Hunger, or hold Resonance or Dyscrasias, but its shelf life is considerable, and any Kindred can consume it without difficulty. Your Storyteller has the final say in how much of this product you can create at one time. In addition, your sommelier training has taught you about the principles of Blood Resonance, Dyscrasias, and public presentation. You gain the first two dots of the Occult and Etiquette skills.

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Bottle Service

Known for its exquisite vintages and deep ties to the blood trade, the winery bottles both blood from the finest mortal vessels and Kindred Vitae alike. You have access to this network. Gain four points of the Herd Background and its associated Advantages. In addition, once per game, you may arrange for a bottle of blood wine created from mortal blood or Kindred vitae to be delivered by a representative of the winery.

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Franchisee

You have been recognized as a talented enough sommelier to be allowed to run your own winery affiliated with the Sangre Pura Vida brand and its extensive network in the blood trade. You may select five dots of Allies, Haven, Resources, or the associated Advantages. In addition, once per month, you may securely transport goods or a torpid vampire from one franchise to another without risk to the Masquerade and without having the shipment discovered or tracked.

The Waters Foundation

Founded by Sophia Waters, a powerful Ventrue with notable skill in subterfuge, acting, and networking, the Waters Foundation is dedicated to preserving the safety of vampires from hunter organizations worldwide. Embracing a decentralized structure for security, the Foundation's members dedicate their time and resources to protecting vampires, providing shelter, strategic guidance, and support to ensure the safety of Kindred. While Sophia oversees the Foundation's operations from her base in Duluth, the society's principles and methods can be replicated in other cities, allowing other vampires to form their own branches. Each branch functions independently but is united under the common goal of preserving their kind and resisting the threat of hunters. You are involved in the operation of one of these branches.

Foundational Security

As a member of the Waters Foundation, you have a solid understanding of how to avoid being discovered by hunters. Once per game session, you may ask your Storyteller how to most effectively avoid breaching the Masquerade, how to cover up a Masquerade breach, or for a piece of information about Hunter Organizations that may be relevant to an active story in your domain.

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Lockdown

Sometimes, a Masquerade breach is imminent, and a safe alternative gathering site must be secured. Once a game session, you can secure an area the size of a large warehouse or a small office building. For the remainder of the night, the location gains three dots of the Location and Security traits as if it were your Haven. Any characters you invite specifically, do not trigger these traits.

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Witness Protection

Solving a Masquerade breach is one thing, but preventing them altogether is even better. Members of the Foundation are adept at erasing themselves from the prying eyes of Humanity and disappearing other vampires who may have drawn too much attention to themselves. Gain a three-dot Mask, the Zeroed Merit, and the Cobbler Merit. In addition, when spending downtime actions to improve or create a Mask for another character, you spend 1 fewer downtime action.