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Published by William OConnor, 2022-03-20 01:36:13

Vampire The Masquerade V1-Storytellers Hand book

Vampire The Masquerade V1-Storytellers Handbook

have to describe it differently. The yacht could have exotic which Vampiresmightbe found. Thissettingisjust asexotic
railings and a beautiful wooden deck. Or perhaps there is as the mansion or the yacht with the advantage that it is
about to be a party and the deck is covered in streamers, probably neutral ground for the Vampires who are to meet
balloons and sweet treats for the guests. here (forwhateverreason). Hugechandeliersglitterfromthe
ceilingand crystalfountainsbubblecoloredwaterdowninto
On larger ships you can include swimming pools, bars their marble basins. The decadence of these places can be
and a whole host of luxuries. Indeed, a cruise could make a quite extraordinary.
very interesting place for Vampires to have an adventure.
Cabinsinsidethe hull might not have windows,so Vampires Expensiverestaurants always work well as a good setting
could hide safely in the day and only come out for the great for aVampireadventure. Vampirescannotkeepfooddown,
night life. You could even include old sailingvessels. The and this can pose some very unusual problemsfor Vampires
U.S.S.Constimion still lies in Boston harbor and sails often whoareexpectedto eat (watchasthe charactersdumpdrinks
into plants and hide food in their pockets). SomeVampires
enoughto keep it commissionedin the U.S.Navy. Thereare who can actually keep the food down for a while will agree
many other ancient ships still around from the last few to meet otherVampiresat restaurants. The Vampirecapable
of eating is much less likely to be embarrassed and thereby
centuriesthat couldwell havebeenbought by someVampire gains an advantage in any social transaction.
who wished to remember his old days.
Restaurants do not make good places for open fights,but
Some Vampires still hold positions in corporations and they are greatfor subtlebattles where silencedguns arefired
may want to meet your characters in one of the corporate under tables when the cymbals are hit in the band’s perfor-
towers that dot many cities. These tall glass and steel mance or when champagne bottles are being opened. This
buildingsmake very dark and grim settingsatnight. Most of can make for a very tense scene as each Vampireknows that
the lights are off and the elevatorsopen up on dark and silent murderistakingplacebutis unableto do anythingthatwould
carpetedhallways. There might be security cameras to be risk the Masquerade.
dodged as well as the odd guard or two that must be subdued
or avoided. If you play up the silence and darkness of this Bars are a very commonplace foradventuresto takeplace
enormousbuilding, the effect can be quite creepy. in Vampire as well as many other games. So common, in

Many Elders belong to social clubs. While most of these fact, that all bars in games may look alike to your players-
clubs center around daytime activities like golf and tennis,
there are often parties and other events going on at night at happily,an avoidablephenomenon. Vampiresspend lots of
time in bars because they don’t have to drink, and bars are
greatplaces to get vessels. Make eachbar different. Have a
smallband play reggae, hard rock,jazz or punk. Or have the
bar decorated in particularly strange theme. One favorite is
“Arabian Nights,” decorated with murals of the desert and
with silkyclothhungoverthe ceilinglikea hugePersiantent.
The music tends to be softer than in many places, and it is
known as a goodplace to bring a date. Giveeachbar its own
style and it will come alive; describe itjust as “a bar” and it
will remain dead and uninteresting.

The Elysium, as it is called in Chicago and many other
cities, is the area where the Primogen meet to argue, debate
and vote on various subjects. The Elysium offers many
setting possibilities. Art museums can be used for several
different kinds of encounters. Many of the museums are
closedat night, leavingtheirrooms freefromthepryingeyes
of the mortals. Furthermore,thesebeautifulhallsfilled with
the greatest works of art from history are often occupiedby
Elders who gather here for meetings or for their own plea-
sure. The works of art themselves can reflect the action
taking place in your adventure. For instance,an Elder might
be looking at a Greek statue of a fallen warrior while he
threatens an Anarch player with death. The art can thus
become symbolic of the action that is taking place in the
story.

Thisworksequallywell withplays(if notbetter). Theplay
thattheVampireshave goneto seecanmirrorthe actioninthe
story itself, except perhaps with a twist. It can be used to

50 The Storytellers Handbook

1

4

foreshadowdoomanddeathto aparticularVampirewhosees Twilight Zone episodes took place in a carnival. Carnivals
himself as one of the characters in the play. Look at seem overlygaudy and extremelyfake. The cheapones look
Shakespeareforgoodplots thatmay well mirrorplotsof your tattered and worn down. There is something chilling about
own (especially Hamlet, Macbeth, Othello, and Romeo and those wild rides, flashing lights,almost grotesque Harlequin
Juliet). These plays have the advantage that their plots are facesand the strangeshows. Themortalsare often lost souls
likely to be known by your troupe and you will not have to whohave nofamilyand no homebecausethey areconstantly
read them the play for them to get the point. on the move. A strange, gaudy, flashy, tattered old place
filled with lost souls and glaring, laughing clown masks can
Movies can work even better to convey this effect. While be extremely horrid.
moviehousesarenotoftenpartof theElysium,they canmake
great places to use this parallel plot effect. Movies your If your city has a television industry (like L.A. or New
troupe has seen can be used to great effect. Many citieshave York),it canbe funtohave yourVampiresfightacrossmovie
out-of-the-waylittlemoviehousesthat showold moviesthat sets. One encounterbetween Vampires and a contactbegan
were either “cult”or artistic. While these places might lack with a meeting inside a television studio, turned into an
the deadly intrigue of the Elysium, your troupe may well be ambush,and the Vampiressoonfoundthemselvesdefending
more aware of the plots of movies than those of many plays themselvesinsidethesoundstageof apopularsitcom. Allthe
and so they are useful for your symbolicpurposes. A movie players had seen the show, so it was easy to imagine the
or aplay can evengivea hintasto what is actuallyhappening scene. I would not recommenddoingthis morethan once. It
in the adventure. If the Vampirescannot understand what is makesfor a very strange,somewhatcomicalbattle. You can
also set battles in more interesting (and darker) places than
wrong with aparticular Vampire-why he seemsso strange the set for a sitcom. How abouta set fromHook,Robin Hood
andupsetperhaps-when they seeHamletthey might guess orAliens 3 ? Obviouslythe movie will have to have been out
recently to justify the set still being up, but this shows you
that the disappearance of their friend’s Sire may not have how wild you can get when you let your imagination go.
been an accident.
Parks are typical places to meet if you don’t trust the
Sporting events often take place at night and are a great person you’remeeting. They areopen and it is harder to hide
place to fiid vessels. SomeKindredfollow sportsteamslike an ambush. You want to make your parks as distinctive as
mortalsdojust to add a littleexcitementintotheirlives. Here possible. Remember to include swingsets and jungle gyms
in the flash of the artificiallightingand amidst the roar of the in someandbotanical gardensand outdoortheatersin others.
crowd, the Kindred can conduct their business, whatever it Somewill have memorialsto war heroes with statuesorlong
may be. The movement and shouting of so many excited lists of names engravedon stonewalls. Parks aregood spots
mortals is like a drug to the Cainites. To be closeto so much tohidefromthepoliceandmanyparksarevery dangerousfor
excited vitre stimulates their senses and gets their adrenalin mortals if not for Kindred (Central Park in New York has
pumping. Those who have little self-control should avoid become infamous).
such places, though this can allow the Storyteller to cause
interesting problems. Everymajorcityin Americahas a zoo. Almostallthezoos
close at sunset, so Kindred will have to sneak in after dark.
Shopping malls can always be found in today’s world. Social situations in front of the lions can add a little back-
Most shoppingmalls close at around nine at night, so Vam- ground to an otherwise ordinary scene, and a battle in the
pires may often find themselves having to break in. A mall snakehouse isonetoremember. Dancingamongtigersinthe
late at night can be a sad, eerie place. The halls that should middle of a gunfight always adds a little thrill as well.
be filled with people are empty for the Vampires and the
mannequinsstarevacantly through their cold windows. All There are also several places that deal in illegal goods
the shops are closed up with cages for doorways and all the which could make for a very interestingsetting. How about
fountains are off. If the Kindred have taken over the mall , a brothel? Every city has at least a few of these. Kindred
they could arrange to have the fountains on and they might might go to one to get easy vessels. There might even be a
even be able to get keys to the doors of the stores. With the house that deals specifically with Kindred and their needs.
music on and the fountains going, it could actually be quite Whorehouses can either bcvery slimy, horrible places that
fun, having the whole place to yourself with items there for use runaway teenagers for their bodies, or they can be slick,
the taking. Soyou see, a mall can be a rather creepy place or clean establishments that keep their girls well cared for and
a lot of fun, depending on how you describe it. charge big bucks from their wealthy clientele.

Another great place to go for fun is an amusement park. Many cities outlaw gambling, and the crimelords may
Many cites have at least one of these to visit. In the Gothic- have set up private gambling clubs for those who cannot do
Punk world, Kindred can come to these places for vessels or without. Only the very rich and decadent would be found in
to relax. They could also be meeting somebody here to such a place and the money that could correspondingly be
negotiate some sort of political deal or even for violence. made would be enormous. No doubt the whole interior
Depending on the park, you may want to describe how would have plush rugs andebright lights,just like a Vegas
artificial everything looks. Carnivals are especially great casino. SinceVampiresare oftenthe richest membersof the
places to give Vampires the creeps. Just look at how many

Chapter Three: The Setting 51 I‘

4

community,they would likely havebeen invited to enjoy the centuries,and thereis no reasonwhy you shouldn’tuse them
festivities. as well. These are only here to help you get started. Ulti-
mately we can never teach you how to describea scene; you
The wealthy social places in the city are all very good if must learn the knack for it. It is somethingthat is done at an
you want your Vampires to make deals or get information, intuitivelevelthrough a combinationof a hundred thousand
but if you want a little more action you’re going to have to places and things that you have seen. Inventing and clearly
find someplaces a bit more out-of-the-way. Therearelots of describing new, imaginary places isn’t easy and it takes
really great places scattered throughout every ordinary city experience and talent to do it well. Use thesemethodsto get
that make great action scene locations. One favorite is the you started or to expand your abilities if you are already an
cemetery. These are located randomly across every major experienced Storyteller.
city in Americatoday. At night they are very creepy,and the
gravestonesmakeforinterestingcoverand tacticalpossibili- Individuals experience much of the world through their
ties. Thegraveyardis also a reminder of death and can make eyes,soyou mustlearntodescribetheworld in termsof color
a fight all the more fearful. and shape. “His ashen face glares at you, with the fangs
protruding from beneath the upper lip are as sharpas knives,
A slaughterhouseiswonderfulfor afight orachase. In the andhiseyesgleamlike twobright coals.” Thisis anexample
first place, it is smells horrible. The stench makes the scene of a use of color and shape. Here we have only two colors,
uniquely grotesque. Second,the greatslabsof meat hanging grey and red. However, realize how boring the description
from hooks from the ceiling make for disgusting cover in a wouldreadif you said“Hisfaceisgrey-whiteandhiseyesare
fmfight. Your players will not likelyforgeta fight they had red.” Be specific. If his face is grey, what shadeof grey? If
in an abattoir, and it will seem different from all the other his eyes arered, what kind of red? Be as specificas possible
battles they have had, even if in many ways it was the same. and give as much detail as you can on important people or
things.
These arejust a few ideas for dramatic places where you
can set scenesin your Chronicle. Use them in an emergency Hearing is usually the second most important sense used
when you can think of nothing else, or let them spark your in settinga scene. Soundsmake your sceneseemmuch more
imaginationfor your own scenes and locations with in your real. Whenever you can, listento sounds and try to describe
city. them. We usuallytake soundforgranted,but as a Storyteller
you cannot. You must be able to describe the sound of a
Describing Scenes gunshot, an explosion,scratchingon a door, a wolf howling,
a beautiful voice or a car accident (was there a minor thunk
Once you have the scenein your head, you must describe signifyinga fenderbender, or was there a tremendouscrash
it to your troupe. This is much easier said than done. followed by an explosion?). Make soundeffectsif you can.
Ultimately all you can do is practice and eventually it will To add to our description of the ashen-faced Vampire we
come to you. There is no substitute for experience in this might say “His silk suit rustles as he moves and his voice is
matter and it is one of the things that separates a good harsh and raspy, like a heavy smoker’s.”
Storytellerfrom an inexperiencedone. Still, there are some
techniques that writers use and some techniques that other Now we have to add smell. Smells really do it for a
Storytellershave used that may be of some use to you. descriptionof a place in a game. We identify so many things
with smell that we don’t even realize it. Pay attention to the
When describing a scene, you must first decide on the smells in your life; they will come in handy as a Storyteller.
mood you wish to set. While you will often simply describe Think about the smell of rain, cars, alcohol, sweat, food,
the scenein a very utilitarian way, you will often want to set exhaust,dust, stale air,somethingdead, garbage, the ocean,
a tone or mood for the scene to come. This can be creepy, the subwayand blood. Every sceneyou describewill include
dangerous, peaceful, safe or whatever else you want. For smells,even if it is onlythe smellof mortalvitae. Tocontinue
example: “When you open your eyes you realize that you our description of the Vampire with the ashen face we will
might as well have left them closed. The darkness com- add a little smell, such as “His soft clothes are soaked in a
pletelysurroundsyou. You can seenothing,hearnothingand thick, sweet perfume that smells of chemes.”
feelnothing exceptthecoldconcretefloorunder your back.”
Herethe darknessis an unknown that couldvery well hide an Touch can be used to great effect in the description of a
enemy or somethingworse. On the other hand: “When you scene, but it is not essentialto every one (the same goes for
open your eyes you see that you are shrouded in darkness. taste). Do not leave touch out though. Whenever the
There is a peaceful silenceand the floor beneath you is cool Vampires make a special point of picking something up,
on your skin”. Here the darkness is peaceful. It offers describehow itfeels. For instancewhen a Vampiredrawshis
protectionfromyourenemiesandpeaceto those whorequire
it. gun, you could say “Youfumble insideyourjacket until you

Once you have chosen your tone, you must choose your find it; it seems to slip into your hand and the icy metal fits
snugly into your grip.” This helps the player experiencethe
methods-the toolsyou can use to createan image. Writers Gothic-F3mk world to its fullest.

and poets have been using many of these methods for

52 The Storytellers Handbook

Now if we put our ashen Vampire together we get: “His it canmake ordinaryobjectstake on a characterof their own.
ashen face glares at you, with the fangs protruding from Conservativemetaphors make a description more vivid and
beneath the upper lip are as sharp as knives, and his eyes do not confusethe listener with a strange comparison.
gleamlike two bright coals.His silk suit rustles as he moves
and hisvoiceis harshandraspy,likeaheavy smoker’s;allthe A cousin to metaphor is personification. To personify
while his soft clothes are soaked in a thick, sweet perfume somethingis to turna conceptor objectinto a person. To say
that smellsof chemes.” This is a completedescriptionof the that “death knocked on the door” is to personify death,
Vampire,includingall of the essential elements,but it lacks implying that death is a person who can ring a doorbell. In
technique. It lacks littlemethodsthatcanbring a sceneto life Vampire you can say things like “the moon stares down at
and make it that much more real to the players. you like a lidless eye” or “the shadows seem to dancewildly
about as you lightthe fire” or“the stormshoutsand thunders
Two of the greatest methods we have to help us paint a as it hurls its rain at the uncaring city streets.” Giving an
scene are metaphor and simile. For instance,in the descrip- unthinkingobjectthought or emotioncan add a great deal to
tion of the Vampire we might say “his eyes gleam like two your setting. It adds life and dimensionto otherwise bland
bright coals, as though his face were a dying fire.” This and flat objects.
impliesthat the Vampireis old and burnt out. We might also
changethe descriptionof his voiceto read “hisvoice is harsh There are many other tools that you can use to improve
and raspy, like broken glass.” your scenes but we will leave these for you to discover on
your own. If you want new ideas, just read a good book.
Metaphorslike those above can be used to add flavor but Writers and poets have spent literally thousands of years
they can also be used for many other things. Use metaphors trying to find differentways to say things, so you shouldnot
to give an inanimateobject action. Don’t say “the old house overlook them as a valuable resource.
sitsonthehill” but rather“theoldhouse squatson thehill like
anenormoustoad.” Don’t say“thelightis incrediblybright.” Tools of the Trade
Instead, “the light sears your eyes like the afternoon sun.”
Sometimes you want your metaphors to be wild (like com- Not only are there many ways to create settingwith your
paring a house to a toad) and sometimes they will be very voice, but there are also methods to create setting with
conservative(saying a light is like the sun),but you want to lighting,music and other specialeffects that can add a great
use both kinds. Wild metaphorsmake your troupethink and deal to your Chronicle as a whole. You may find some of

Chapter Three: The Setting 53 <

these devices to be useful and some not to your taste, so use You don’t want to be suddenly surprised when the music
only what you think is necessary to create the mood and set changes from a battle song to a love theme. You may also
the scene for your Chronicle. Also be aware that the tech- wish to consult with your playersbefore choosingmusic for
niques you use on one night to create a mood may not be an eveningof play. Musical taste is very personalandoneof
appropriateon another night when the mood of the Story for your players may loathe the music you have planned, dis-
that evening is totally different. These tools are designed to tracting her from the game.
help your troupe “get into it” and have been used by other
gamers for years for just that purpose. Lights are also a great creator of mood. Vampirealmost
always takes place at night. It is best to begin just as the sun
Music is perhaps your most powerful tool in making a sets if you can, as this is the first thing a Vampire would see
setting and indeed, a whole game come alive. Choose your whenhe awakensand it canbe the firstthingyourplayers see
musiccarefully. CompactDisksare best if you can get them as they get into a game. Also, there is somethingbeautiful
because you can easily select the kind of music you want by and lonely in a sunsetthat makesus pensive. By forcingyour
track. This allows you to quickly skip over music that does players to think what it would mean to their lives if the first
not fit the current mood of the Chronicle. The ultimate is a thing they saw upon arisingfrom sleep was a sunset,you get
five CD changerthat allowsyou to skip from CD to CD with them into the mood of Vampireand they are remindedwhat
a remote control. This keeps the hassles of being a DJ to a the world looks like when it is dark. Candles and colored
minimumand does not require you to stopthe gameto get up lights (especially red) are very useful for Vampire.
and fix the music.
It is the practice of some theater directors to gather their
Music withoutwordsis frequentlythe best becauseit does actors togetherbefore a performance, turn out the lights and
not distracttheplayerswith lyrics. As aresult classicalmusic give a little pep talk to allow time for the actors to get into
and movie themes are frequently the best for your purposes. character. Oncethe lightscomeback on,the actorshave left
Make sure you review your music carefully before a game. their own selves behind and there is only the character left.
This techniquehas proven very useful for roleplaying. The
most destructiveelements to a game are the digressions the
players are prone to (the latest movie, a party on Saturdayor
whatever).

If you canget theplayers to stayin characteruntil you turn
the lights off again at the end of the Story and “reenter” the
real world, your game will run more smoothly and your

troupe will have fuller, more developed characters. By
turningthe lightsoff at thebeginningof the sessionyou make
the darkness a kind of doorway into the imaginary world of
Vampire and your players will only leave the Gothic-Punk
world when you open the door (turnoff the lights)to letthem
back into our real world.

You can say anything you want when you turnthe lights
out. For Vampire you may have a theme song you listen to,
and playingit is a signalthat it is time for the playersto leave
this world behind and forget all that would distract them in
the game. You can also say nothing at all and just let your
troupemeditateonthe darknessorthemusic. Bothwork well
for Vampire.

Lighting,music and other theatrical techniques can have
a great influence on how well your troupe sees the Gothic-
Punk world. A well-constructed atmosphere for the game
willmakeyourtroupemore open-mindedinpicturingin their
minds the world in which you describe, so use these tech-
niques to enhance the descriptions of the places that your
Vampires experience and your gameswill reach new levels
of reality and imagination.

54 The Storytellers Handbook

City: Mortal Population: Vampire Population:

Mood: Theme:

Describeyour City’s “Look”:

prince: Clan: Haven(s):

Primogen Role:
Names and Clans:

Anarch Overlord (if any):
Gangsand their Leaders:

Sabbat Presence:
Notable Neutrals:

Mayor: Magi: Controlled by:
Police Chief: Controlledby:
Precinct Captains: Controlled by:
ProminentUniformed Cops: Controlledby:
Internal Affairs Detectives: Controlledby:
Newspaper: Controlledby:
Newspaper: Controlled by:
TV StationlNetwork Controlledby:
TV Station /Network Controlled by:
Radio Station: Controlled by:
Radio Station: Controlled by:
Lupines:
Ghosts:

VampireTown Hall: Elysium: The Rack:

OtherHunting Grounds:

Chapter Three: The Setting 55



Cbe m o t i v e

Softly to swim inside your veins
Softly in ripping cellophane
tofloat and glide in time
to the rushing in your brain
I wanted your lips. yes I wanted your kiss

Siouxsie& the Banshees, Soflly

hy do your charactersdo thosecrazy things These sections on politics, Golconda, rebirth, Diablerie
they have become so known for? It would and the others are suitablefor creatingan entire Chronicle,or
seem the easiest thing for a Vampire to do canbe mixed together. Either way createsa satisfyingstring
would be disappear into hiding, far from the wars of the of Stones for all participants.
Jyhad, feeding on obscure visitors or secret herds. In fact,
some Kindred follow this path, disappearing for decades Politics of the Camarilla
from the sight of others. What a dull gamethat would make.
Peace, commerce and honestfiiendship with all nations
Thankfully,yourcharacters(andtheirplayers)are special. -entangling alliances with none.
Not for them these unlives of quiet desperation. Set up a
seriesof odd eventsfor them to investigate,and they fallover -Thomas Jefferson, First Inaugural Address
each other seeing who can get into the most trouble. Imply
that the west side of town has become a dangerous place to This section describes the formal conventions,polite lies
hang out, and your characters rush out there, guns ablaze,to and harsh realities of Camarilla politics. The punishing
prove you right. demandsof the Vampiricexistenceand the exactingrequire-
ments of the Masqueradehave created a society of deceitful
Bringingcharactersinto Stones like this, with some event minds and sterile hearts. Whereas the family of man is
ortale sparkingtheirinterestinthe scenarioyou havecreated, groundedin thenurturingties of empathyand abundance,the
is often the easiest and most effective way to get the ball family of Caine is grounded in fear, suspicion,and scarcity.
rolling. However, it is not always the best. In the mortal world, deception, duplicity and betrayal are
aberrations. In Vampiric society they are the unwritten law
The following sections involve motivations which are that undergirds the Masquerade. They are the heart of
both Storyteller-and player-driven. Stories involving these Vampirepolitics. This sectionbuilds on the Statusrules laid
plots only rarely begin with the Storyteller presenting a out in The PlayersGuide to aid Storytellersin establishing
situationto the players and having them go through planned Chroniclesbased on Camarilla politics.
events. Instead,the Storytellercreatesthe greaterframework
(who the antagonists are, where major events occur, what The Prince motioned the five Anarchs forward, saying
unforeseenOccurrences throw well-laidplans off kilter,etc.)
and the characters work to fulfill their goals within it. “You may present yourselves for audience.” His words

dripped withfalse charm,but he scowled at the sight of them.

Chapter Four: The Motive

Dark thoughts settled onto his mind like a billowing black Theleader of the coterie steppedforward. Closerthanshe
hadpermissionto,the Prince noted,but toofar awayfor him
shroud as the quintet approached him. They brashly strode to complain without seeming petty infront of his court. The
across the softermine rugs of his court, indifferent to the soil damnable court. The worm-tongued Harpies.
andfilth on their battered boots that soiled everything they
passed. They walked with the very sort of studied insouci- TheAnarch pausedfor a moment,her lips slightly parted,
ance that the Prince despised. Their cockiness was utterly as ifshe were about to speak. But she didn’t speak. Instead
unwarranted, and yet it had to stand. For now. shepaused,sizing him up. ThePrince waited impatientlyfor
her to start. He wanted to prompt her to begin, but knew it
Enduring thevisitfrom thesedisrespectfulhoodlumsfilled would be unseemlyfor him to speakfirst. It would make him
the Prince’s mind with despair. He fought back the bleak look too eager, bringing him down to her level. He would
melancholia,and with an effort, succeeded in replacing it seem lessimperialbefore hiscourt. And she knew that,soshe
with a wine-red rage. Rather thanfeeling oppressed by the prolonged the pause, going sofar as to imitate the drawing
brazen whelps,hefelt searing anger. He longed to tear into of breath to speak.
the children, to rip out their hearts and feast on theirfresh,
young, virile juices. His son Lyle had told him they were The Prince yearned to scorch her with his tongue, to
formidable fighters, but they would be no match for the reprimand her in a voice like thunder. But he knew that ifhe
Prince infull bloom of anger. Hefelt himselfrapidly losing opened his mouth to chastise her, she would beginspeaking
control of his rage,and struggled to rein in thepassions that at once, and make his reprimand lookfoolish andpetty. So
now welled up in him. Only by reminding himselfof all the the Prince waited,struggling toconceal hisagitation. In that
status he stood to lose by such an unseemly display could he achingly long moment, he noted that the Anarch leader was
overcome his fury. He knew the Harpies were eagerly very beautiful,exactly the sort of woman that oncedelighted
awaitingjust such a moment. Waitingfor him tolose control, him, so many worlds ago. She knew she was beautiful, and
justfor an instant. Tosuccumb to the Beast. Theirwagging yet she dressed in insolent defiance of her beauty: all torn
tongues would tear him downfaster than they could slip a denimand ripped leather that exposed inappropriateflashes
stake in his heart. So he kept his honest emotionsfirmly in of sop,pale skin. Her dress, her demeanor, her very
check. And still hefelt closer to the Beast. existence were an afiont to all the Traditions.

As the first flickers of annoyance finally showed on the
Prince’sface, she began. Perfect timing, he noted darkly.

“My lord Prince, regent of all the city, muster of all
Kindred,” she began. She knew herflattery too. Pe@ect to
the letter, and as insincere as a harlot’s kiss.

“Wepresent ourpetitionfor pardon. Weask that Clifton
Derrik of the Brujah bepardonedfor violation of the Second
Tradition,for hunting in your city without permission. For
hunting on the Strip south of the Knightsbridge.”

The Prince indulged in a slight smile of satisfaction. He
felt his red-hot anger turn to a warm glow of satisfaction.
“Alas,the area in contest has been ceded to Selene, and she
has sufferedmaterial lossfrom the Brujah’s rashact,and so
he must be punished. I cannot intervene there.” The girl
looked cresgallen. ThePrince added oflandedly, “Though
he has the forgiveness of the Prince.” There! Now the
damnable Brujah could not accuse him of alwaysseeking to
punish their members more than those of other Clans.

The Anarch leader brightened considerably and said,
“Thegenerous,forgiving Prince will berelieved toknow that
Mistress Selene has granted complete clemency.” She pro-
duced a sheet of crisp parchment. “Here’sher mark.”

ThePrince’s rage returned infullforce astheHarpiesthat
milled in the room murmured to themselves. What vicious
double dealing had this crew been up to? Werethey Selene’s
pawns?

“Very well,” he said. ‘Punishment repealed. Now
begone. And cleave to the Traditions.”

58 The Storytellers Handbook

“Yes,myPrince,” she said. “Oh,onemore matter. I crave Competitionfor status,glory andpower areno abstraction
a boon.” to the Vampiric community. They are nothing less than
issues of life and death. A Vampire with low status must
ThePrincepondered this. Whydidshe wish toput herself contenthimselfwith second-ratehuntinggrounds. Offspring
intohisdebt? Wasshethatfoolish? Orwasshe looking toend are the key to Vampiric survival,but a Vampire who has no
her Anarch ways and bend the knee to her betters? statusisnot allowedto sireGet. A Vampirewithno offspring
is unprotected from witch-hunters, Diabolists, Lupine at-
“Werequest the right to hunt on the Stripfrom the north tacks, and internalpoliticalmaneuveringwithinhis Clan and
of Knightsbridge to the pier.” the Camarilla. And if he ageswithout offspring,he will have
no Kindred to tap for vitie when his own blood thins.
“Suchimpertinence!” thePrince snarled. “Never.”They
were fools to think he would let them into prime land he So, statusis the key to survival,and the formulais simple.
reservedfor hisprogeny andfavored courtiers. They would Political power means continued existence. Loss of power
loseface just for asking such afoolish thing. “Whatcould means extinction.
you possibly dofor me that could be worth that?”
Intrigue and Combat
“Done,”she said. “Wehave alreadyservedyourprogeny
with a Life Boon. To secure clemencyfrom Selene, we had Ah, political intrigue. Breathes there a soul so dead she
toprovideprotective services toherguests at her most recent does not thrive on the idea of subtly maneuveringto gain the
party, where we defended her household from a Lupine upper hand through her own high cunning and low guile?
attack. In the course of theparty, we defendedyour offspring Who does not respond to the allure of learning someone
Lyle, and saved his life.” else’s rules, mastering them, and using them to triumph?
From films to novels to the daily newspaper, political in-
“Ridiculous!Even i f such a thing were true, the debt was trigue is a form of conflict rich with dramatic possibilities.
paid. You were to defend her guests!” And yet it rarely crops up in roleplaying games, where the
main staple of conflict is that old reliable standby, physical
“It grieves me to dispute the word of the Prince,” she violence.
repliedwithfeigned sincerity, “butintruth,Lyle had notbeen
invited to the party, and hence was not a guest. When we Combatis simpleand straightforward.Twocreaturestear
saved him,he incurred a debt. But since the Strip northof the at each other till one is incapable of continuing the fight.
bridge are not available, we’ll have to return when we have Skills, spells and Disciplines may jazz it up, but the basic
another request.” premise is always the same: crush ‘em into the dirt.

“Wait! No! Ask now!” he demanded. Frantically, he Obliterating an opponent in a roleplaying game may
considered actually giving up the Strip to them. It would satisfyourprimitiveneed forconquest,but it is anunsatisfac-
cause great disruptions among thepoweful members of the tory mirror for our own experiences. Our lives are less like
city,but it might be worth it. Having hisprogeny owe a Life a rapid game of Rock-Paper-Scissorsthan an ongoing game
Boon to such scum was unacceptable. It would let them get of chess. Rather than singular,clear-cut battles that end in
away with nearly anything! utter triumph or loss, we make moves and countermoves,
achieve victories and suffer setbacks. Because of the thin
“Yourlordship is too kind,” the leader replied. “ButI veneer of civilizationthat overlaysour actions,we must find
must decline. Should weformulate a suitable arrangement, approachesthat accomplishourgoals without wiping out the
we’ll tell you. Until them, our humble thanks for lifting enemy or being eliminated ourselves. Cooperation and
Derrik’s punishment.” She bowed low, her false humility competitionlock in a perpetual dance.
barely masking her derision.
Political intriguecan be an immensely satisfying form of
She had trumped him and she knew it. He held his ageless gaming. While it does not always provide the same low
face in a stoic mask of composure,but inside he was scream- investmenthigh payoff blast of instant gratificationcombat
ing great oaths tothe gods that had longago abandoned him. does, it has a subtle charm of its own. And its seductive
appealoften lasts long after the jubilant glow of combat has
ThePrince’sfiery rage turnedtoblack despaironcemore. faded.
He choked down the tasteof bitter bile. They had bested him.
These upstart children had actually beaten him at his own Because roleplaying games excel at scenes involving
game! Was this some silly child‘s pastime to them? A mere verbalsparringandcleverdialogue,they areanidealmedium
game?How dare they?Didn’t theyknow thestakesinvolved? for scenarios rich with scheming, double-dealingand con-
spiracy. Vampire is an especially rich settingfor political
Suddenly hefelt too hemmed in: too cramped. It was as intrigue. With pressure to resolve generational conflicts,
i f he were again entombed beneath the imprisoning ground, inter-and intra-clanrivalriesand personal vendettasthrough
in his dank,fetid womb of earth. civilized means, the Kindred of the Camarilla have become
expert political manipulators.
He was so careful!He was sopowe$ul! How could it have
come to this? How could these mere infants make afool of
him like this?How would he live itdown? Theywouldpayfor
the indignity.

Chapter Four: The Motive 59

A Civilization of Vampires: To each mortal, the world is full to overflowing with
resources for her and her progeny. While each human may
The Politics of Scarcity feel an animalistic, competitive need to zealously prevent
othersfrom gainingaccessto vital resources,her intellectand
Civilizationis nothing else but the attempt to reduceforce herhearttellherthereremainsplentyfor all. People’shighest
to being the last resort. faculties of rationality and empathy meet to produce the
civilizing skills of cooperation,harmony and belonging.
-Jose Ortega y Gasser,The Revolt of the Masses
To Kindred,the world is acold,hostile,frighteningplace.
Humanitybuilds civilizationsfor many reasons, including They suffer under the unforgiving curse of Caine, and have
safety,strengthand theexaltationandperfectionof itself and no welcoming place on Earth. Their higher faculties of
its ideals. The Kindred build civilizations for all these reason assure them that there is a scarcity of vital resources,
reasons but one: they are not out to exalt their ideals. They and that any attempt at unrestrainedbreedingwill extinguish
haveno illusionsaboutthe possibility of perfection. Though the race.
someholdthe goal of Golcondaasan attainableperfect state,
reachingthat stateof blissis not a goalof Vampire societyin They do not call the mortals in theirhunting groundstheir
general. herds withoutreason. The metaphoris very real. They think
of the whole world’s human population as hunting grounds,
Instead, the main purpose of the Camarilla is to keep grazing pastures and farmlands. They see themselves as
themselveshiddenfromtheworld of humanity,theirprimary caretakers of rich, abundant fields of a seemingly endless
food source,and to carefullyhusband their scarceresources. foodsourcethatmust alwaysremain greatlyunderharvested.
If Vampires bred and fed with the reckless abandon of
humans, the world’s sources of fresh vita: would quickly So while humans have a consciousness organically in-
become depleted. A planet of Vampireswould destroy itself formedby a senseof belongingandabundance,Kindredhave
in a few short generations, with genocidal internecine war- a consciousnessinformed by alienation and lack. Scarcity
fare wiping out the entire undead species before starvation and fear of loss pervade every action Vampires make, and
could claim them all. colors their dealing with one another and with the mortal
world. Because their political and psychological influence
All Kindredare acutely awareof this, and if any renegade on the institutions of the world of man is so subtle and so
builds his own Vampiric family without permission, the profound, the Vampires have infused the mortal population
Justicars swiftly remind him of the Masquerade Tradition with a similar sense of scarcity.
forbidding it. Few survivethe reminder.
This scarcity consciousness has infected the thinking of
However,it is still possible for an ambitious Kindred to leadersof the mortalworld,whoarein themost directcontact
circumventthe Masquerade,and secretlyproduce an armyof with the Vampiric manipulators, and it filters down to the
Blood Bound undead. The only thing preventing this major general population from there. Because it appeals to the
threat to the Camarillais the politicalpressure forbidding it. animalistic part of man that wants to hoard resources and
The Masquerade is successful mainly because it is self- keep them from others, it has spawnedwar, persecution and
enforcing. JealousKindredwouldneverletanotherVampire genocide. This attitudecan be characterizedas starvationin
engage in unrestrained breeding, even though that Kindred the midst of plenty, and gorging while others die from lack.
may behatethesamedraconianlawsthatalsoforbidher from This is an artificial condition in humans, and the degree to
breeding. whichmortalsfollow it is the degreeto which they have been
influenced by Vampiric thinking.
Forthegoodof therace,mostVampiresmustbe prevented
frombreeding. As long aseachVampirethinks she may one This scarcityconsciousnessis strongestinthe oldest,most
day earnthe rightto breed, she willhelp to keep everyoneelse powerfulVampireswhohavethemosttolose. Unlikehuman
in line,just as everyone else helps keep her in line. leaders,who have the potential to become more generousas
they gain more power, Kindred leaders invariably become
This is the fundamentaldifferencebetween Kindred and less generous and more avaricious. As they rise in power,
kine, and is a prime source of political friction. For most of they become responsible for preventing more and more
human existence, we have lived in a world of virtually Kindred from siring offspring. As their blood thins, their
limitless resources that can sustain as many children as needs geometricallyincrease. Insteadof requiringten Vam-
people have cared to have, while Vampires simply do not pires to suffer to meet their ravenous needs, they must now
have the resources to produce Progeny indiscriminately. take a hundred. They need more and more Kindredblood to
live, and see no end in sight. SomeKindred scholarshave
A World of Abundance and suggested that the Vampire’s natural immortality should
a World of Scarcity give him a natural outlook of infiniteabundance,but a closer
examinationreveals that as Cainitesage, they become more
To understand this phenomena, we must see the world and more aware of the Thinning of the Blood. If each
through the eyes of kine and through the eyes of Kindred.

60 The Storytellers Handbook

successivegenerationis weakerthan the last, the whole race This fear and suspicionis the true face of the Beast. With
could be doomed. so little they can rely on, is it any wonder that so many
Vampires fall prey to it?
This is the real reason status is so important to the Vam-
pires of the Camarilla. Lacking natural empathy and com- Politics of Scarcity in the Game
passion,and withthehot fearof extinctionloomingovertheir
lineandtheirentirerace,they hadtocodify strongerandmore As a Storyteller,you can add to the natural pathos and
rigid social conventions to keep their young in line. tragedyof the Vampiricexistenceby keepingthis distinction
stronglyin mind when runningVampireNPCs. Thoughonly
Their solution was to use the powerful Prestation system. a fewElder Vampirescholarsreally understandthephenom-
If other Vampires,especiallythe young,are obligatedto feel enaof scarcityconsciousness,allVampiresacton it. It colors
indebted to the one who provides them with some basic every decision Vampiric leaders make, and has been at the
requirements,then the young will be less likely to break the heart of virtually every bad decision in Cainite history.
Traditions. It makes the young eager to make and keep Magnanimousgestures often turn out to be a cynical sham.
promises, since that obligatesothers to them. By the time a Vampiresgivenothing away withoutregard to what they get
Vampirehas accruedenoughpower to become a threat,he is inretum. Theykeeptrackofboonsowedthem withamiser’s
held f i i l y in place by the bonds of debtto those abovehim. zeal, and remember boons they owe with a smoldering
And those Vampireswho do not play the game well enough loathing. Most political deals are made this way, and many
to gain great status remain pitted against one another at the strong allianceshave been sundered because of an undying
bottomof the vitaefood chain,fightingwith one anotherover fear of lack. In the end, scarcity consciousnesskeeps the
scraps. Vampiriccommunityweak, divided,and more suspiciousof
oneanotherthanthey areof outsidethreats. Thisscarcityand
Because of the innate scarcity consciousness woven into alienationis onefaceof the Beastthat growsas the Vampires
the very fabric of the Vampiric existence, the race suffers lose their humanity. It is also the basis of all Camarilla
from a tremendousshortageof the key human sentimentsof politics.
understanding,trust,sympathy,andcompassion. As aresult,
their lives are undergirded by suspicion,fear, paranoia and Mortal and Kindred societiesimpose restrictionson vio-
betrayal,all veiled behind an ill-fittingmask of high-minded lence and death. Attacks and killing may only occur when
integrity and honor. sponsored by the formal leaders of the civilization. All
unauthorized violence is punished harshly and swiftly.

Stripped of the freedom to skirmish like animals for
territory, sustenance and progeny, civilized beings create
official channels for controllingthe flow of resources. But
that doesn’t stop both groups from seeking to subvert the
official channels for a greater stake of territory, sustenance
and progeny. Political intrigue is sublimatedviolence, and
conspiracy is sublimated war.

In mortal society political systems often remain strong
because the people who live under them have faith in them,
and believe in the fairness the systems impart. Among
Vampires, these political systems and alliances exist to be
subverted. The Kindredknow they may not lash out and kill
their enemies, but they can gain power and status through
duplicity,double-dealingand betrayal.

TheVampiricsocialorderis goodatrecognizing,prevent-
ing and punishing outrightviolence, but is in difficult waters
when ittriesto stoppoliticalintrigue. Thehand of corruption
is upon every Kindred, and is not easily lifted.

Disloyalty is so common in the history of Vampires that
the Camarilla leaders created a system that places a high
premium on oaths and oathkeeping. The leaders strictly
enforceoaths, but are far more guilty of outrageousdishon-
esty than the petty deceptions of the lower-status Kindred.

This is the main source of political tension among Vam-
pires. Because the Elders have the power not only to make
rules, but to often break them with impunity, the young

Chapter Four: The Motive 61

Vampires often feel little respect or reverence for their will worship you always. OK, maybe not worship, but they
leaders. TheStatusrulesheavilyfavortheold,andleavelittle will greatly appreciatethe effortyou put into the game. You
room for the young to compete. When Anarchs do gain the can give them the experience of learning to play the
upper hand, the Elders try to shift the rules. Anarchs rarely manipulator’sgame: exaltingwhen theirplans work out, and
gain uncontested victories,but have done so more and more paying the price when their plots fail.
often in the last few centuries. Young Vampires have more
opportunityfor power now than at any time in the past. So the question is, how do you provide a consistent,
workable political framework for the players? It must clear
These generational conflicts continue to tear at the enoughthat the players canfind a way in, but not sotranspar-
Camarilla, and there is no peace in sight. ent that there are no surprises. It must be flexibleenough to
allow real manipulation,but not so flimsy that the players
Political Intrigue in the Game: gain completecontrol over it and always get their way.
The Art of the Deal
The secret is in agreements: small deals and large com-
All this angry contention and internecine strife is fertile pacts. Dealmakingis the heartand soulof political systems,
fodder for your games. Players love to get their hands dirty and Vampires are no exception.
with political machinations and score hard-won triumphs
over crusty Elders. Well-fleshedout political systems are as The Map
fun to adventure through as ancient crypts crawling with
monstrous dangers, and are often just as laden with traps, To make a frameworkfor Camarilladealmaking,map out
treasure and surprises. the main politicalpower flow in the city, completewith major
alliances, rivalries, feuds, and temporary non-aggression
Storytellerscan keep all the political machinations in the pacts. You need to work out the goals of the Clans and the
background, and keep the players from having any real goals of their leaders, which may not be the same.
impact on their Clan and race, bdt many playersjump at the
chance to do some real political string pulling. You need to know who is superior to whom, who owes
whom, and who is plotting against whom. The By Night
If you give your players fleshed-out, working models of sourcebookscontain a wealth of informationon the relation-
political systemsand let them manipulate those systems, they ships between major Vampires in that area, and the Clan
connections. Use those books as a starting place to get a

62 The Storytellers Handbook

handle on the political landscape. Then chart the Status of Immediate Goal
each of the mainfiguresin the city. This information should
be generallyavailableto the players,or at least accessibleto The Immediate Goal is the current objective in the
inquiry. Vampire’s plan of attack. It is what she plans to do next. It
may be a simplething, like winning an invitation to a closed
As the gameprogresses,determinewhichNPC’s schemes meeting of her superiors or learning some damaging gossip
succeedand whichfail. Charttheresultingbalanceof power, about a rival. It could be an important achievement, like
and let the players know about it. Their characters can hear gaining recognition from the Prince for superior loyalty,or
about the changes in status in meetings with their Clan, or winning a boon from an important Clan leader.
through rumors at interclan gatherings.
Learning the Immediate Goal is of prime importance to
It is importantthat players see the systemas a fluidmodel players. In the short term, it is far more important than
capable of change over time. This will make them more learning the Ultimate Goal. When the player knows the
confidentthat their schemesandplans can affecttheirfellow Immediate Goal, he can find a way to meet it. Knowing
Cainites. another’s needs and maneuvering into a position to meet
them builds a very strong negotiating position.
Thebesttimesto reporttheseshiftingchangesaretheClan
meetings outlined in The Players Guide. These are all No foe has to slavishly stick by their Immediate Goal.
perfect opportunities for intrigue. Sane Vampires will seriouslyconsider any offer that builds
power and is in line with the Vampire’s Ultimate Goal.
Player Plots
False Goal
Once you have the overview of the political situation
mappedout andproperly capableof changingovertime,you NoteveryonehasaFalseGoal. Themorepowerfulandthe
are ready to add the most crucial ingredient: player interac- more paranoidhave them. Lesser Vampireshave nothing to
tion. To open the incestuous inner world of Camarilla lose by being open with their needs, and will reveal them to
politics to the ambitions and tinkering of the players, you anyone. But morepowerful (and more ambitious)Vampires
need the potential for dealmaking. Develop some goals, oftenhave goals which threaten rivals (or friends)in and out
needs,resourcesand motivatingfactorsfor thekey individu- of their Clan. They need to use misdirection to keep their
als. enemies from knowing their true designs. So they create
fraudulentImmediateGoals,and sometimesfraudulentUlti-
This means you must know what the major NPCs need, mate Goals.
what they want, what they say they want, what they’ll do to
get it, and who they already owe. Here is the format: Resources

UltimateGoal:(Whatthey need,orbelievetheyneed.) Under Resources,record the assets availableto the NF’C.
This includes the important things he has access to and can
Immediate Goal: (What they want.) trade for what he wants. It includes physical things like
weapons,sourcesof blood andhuntinggrounds;serviceslike
False Goal (if any: What they say they want.) protection, Auspex or intercession with a superior; and
intangibles like contacts and information. It can include
Resources: (What they have to offer for it.) anything he has or has access to, even if it is not something
he will immediately offer.
Debts: (Who they already owe, and who owes them.)
Rank theVampire’sresourcesin the orderof theirvalueto
Ultimate Goal her, from lowest to highest. She will offer the least of her
resources in a bargain, and only consider parting with the
The Ultimate Goal is the character’s main, driving need, importantmaterial under extreme circumstances. However,
andisoftenanobsession.It iswhatdrivesherundead passion the two Kindred locked in negotiations may not know each
and fires her immortal heart. It may be a focused goal, like other’s real values, and may insult the other by offering far
the destructionof a hated rival,rulership of his city’sbranch too little,orriskmaking abad arrangementby offeringfartoo
of his Clan,permission to found a family,or conquestof the much.
Princehood. Thegoal may be unfocused,likethe destruction
of all enemies or acquisition of all available power, but Thisinformationcancomestraightfromthe Traits section
Vampiresalwayshave anUltimateGoal. Eventhemad ones. of the Rulebook. The BackgroundTraits are the most useful
for fleshing out this information. Allies, Contacts, Fame,
The player will not likely be in a position to offer others Herd,Influence,Mentor,Resources,Retainers and Statusall
their UltimateGoals,but if his charactercan learn theirmain directly apply, and can be parlayed directly into deals.
goals, he can make intelligent offers. Those who want to
make a careerout of behind-the-scenesmaneuversorknowl-
edge brokering can profit from knowing Ultimate Goals.

Chapter Four: The Motive

Debts Example:

Most Vampires are already ensnared in a web of boons For example, Toreador Arlan Minor may consider the
owingand owed. Makeanote of theimportantones,because cacheof automaticmachine guns brought in by his ghoulsto
they will sometimeschange the complexionof new political be of trivial value, and his collection of Ralph Steadman
deals. sketches to be of supreme value, second only to his life.
Brujah gang leader Ygrainne may prize her control over the
A large debt will generally preclude the Vampire taking local Chief of Police very highly, but consider her skills in
actionagainst the Kindred she owes. Because of the power brawling cheap, and offer them casually.
of &station, the debtor sees herself as slightly lower in
statusthan the Vampire she owes a boon to, even though he In making an arrangementbetween the two, Ygrainnemay
may be below her in real status. want the guns very badly. If Arlan offers her the guns in
return for her attackinghis oppressors,shemay considerthat
Thisprohibitionisentirely self-motivated,asthe Vampire a great bargain. On the other hand, if he asks her to pull
is not actually prevented from betraying someone he is strings to get the police to nose out of his art smuggling
business, she may consider that less of a deal, though Arlan
indebtedto. Still, it is good policy, since the Vampire owed may not see the difference. If he needs to get the police off
the debt may strikeback by callingthe boon due in a manner his back immediately, he may offer the sketches, thinking
that ispainfulordifficultto achieve. In addition,theJusticars that she'll understandhow much he values her services. She
frown on killing as a matter of policy, but they loathe may consider the sketches to be trash, and may even be
Vampireswhokill fortrivialreasonslikegettingrid of adebt. offended to be offered them. A negotiator's lack of clarity
They rarely show any leniency in such cases. into the other may damage the negotiations. Knowing a lot
about the other may allow him to win great bargains.
Debts due the Vampire are less influentialto his actions,
but are still important. These function like resources, since Transferring Boons
they can be called upon or traded away (see below).
Though it is not commonly known, boons are transfer-
Ranking Boons rable. A Vampire may transfer a boon owed to another,
simply by informing the Vampire who owes him the boon.
Theplayers Guide explains thatboons canvary in size ("he
For example, after negotiations broke down, the cruel
Scope of the Debt), but doesnot explain how to manage it. Brujah Ygrainne has been building her own Clan Statusby
tormenting and ridiculing effete Toreador Arlan Minor at
There are actually five levels of boons, ranging from the every possible occasion. Arlan has very little status among
trivialboon to the lifeboon. Thelifeboon is givenonlywhen his fellowToreador,whodisdainhisPoseur ways. They also
oneKindred savesthe life of another. This debtis very rare, do not wish to anger the contentious Brujah for one so
andverypotent. Vampireswhoowea lifeboonareoftenvery insignificant, so they refuse to assist him. Unable to get
subservient,if grudginglyso. There is a boon rumored to be assistancefrom his own Clan or obtain satisfactionfrom the
greater than the life boon. This legendary debt is one owed Prince, Arlan investigates other avenues of recompense.
to a Kindred who helps one attain the state of Golconda, a
state reputedly more precious than life itself. To the main He learns Ygrainne owes a boon to the hideously de-
Vampirecommunity,thatboonisasmuchamythasGolconda formed Nosferatu, Malchizadek, who once came to the
itself. Brujah's aid during a difficult battle with a savage Lupine.
Ygrainnewas not near deathat the time,soshedoesnot own
The ranking of the boon is very subjective, since the the Nosferatu a Life Boon, but she does owe him a potent
Camarilladoesnotconvenientlycatalogthemonaone tofive boon nonetheless, and she takes her debts very seriously.
scale as the Vampire game does. It remains up to the two Ygrainne alwaysdefersto Malchizadek,and treatshim with
Vampires trying to make a deal to understand the level of greatrespectwhile she waits forthe day he callsthe debt due.
assistancerequested and rendered, and come to some agree-
ment about it all. Generally,a Vampire may ask for a boon In a private bargaining session, the Nosferatu asks Arlan
equivalentto the favor granted. Here are somerough guide- for valuable inside informationabout the local Toreadorsand
lines for equivalents. theirplans,andofferstoexpendtheboon tocompelYgrainne
to stop the harassment. Arlan does not wish to see the
1 Trivialboon: Delivery,helping with a plan. Unsolic- valuable boon spent for so little return, and holds out for a
ited information. completetransfer of the unspentboon. Malchizadekups the
ante by asking for an eternal pipeline to inside information
2 Helpingcarry out a plan. Importantadvice. Solicited from the Toreadorclan. Arlan accepts.
information.

3 Aiding in battle. Helping the other out of trouble.

4 Direct intervention in a very dangerous situation.
Savingthe life of the Vampire's immediatekin.

5 Life Boon: Saving the life of the other Kindred.

64 The Storytellers Handbook

Results of Transferred Boons

In return for betraying his own Clan, Arlan gets the
powerful boon intact. Malchizadek calls Ygrainne and her
pack to a conference,tells them that he owes Arlan a boon,
and says he is repaying it by transferring Ygrainne’sboon to
Arlan. The Brujah fumes, but can do nothing about it. Her
own brood knows that she now owes Arlan a debt, and that
Arlan has risen in status above her as a result. She cannot
harass or even insulthim withoutanirrevocablelossof status
with her gang, Clan and all the Camarilla.

Arlancancallthe debtdueat anytimeby havingYgrainne
perform any act short of dying for him. Unless his life were
in jeopardy, it is likely that Arlan will never call it due
anytimesoon. Ygrainne could easily go back to tormenting
him if he did.

Enforcement of Transferred Boons

Malchizadekis reasonably assuredthat Arlan will remain
loyalto him despitethe difficulty of the Toreador’streacher-
ous position, because if Arlan refuses to divulge valuable
information, he has broken his oath. Malchizadek can then
exact private revenge by going to Ygrainne, telling her that
the transferal of the boon is complete, and announcing that
she is free to act as she pleases,includingharassing Arlan in
full.

Arlan has gotten relief from torment, and won greater
status among the Brujah and his own people, who see the
powerful, untamable Ygrainne defer to him. Ironically,he
won this elevationamongthe Toreador in return for the utter
betrayal of his own Clan. This will inevitably weaken his
people, as Malchizadekputs the inside information to good
use, but that’s the price the Toreador unknowingly pay for
their strictadherenceto the scarcitygame. Had they stoodup
for him early on, it never would have happened.

Public Enforcement,
Private Enforcement

At its heart. the wholepoliticalsystemof favorand boons
is mostly self-enforcing. It is supposedto be maintainedby
the good intentionsof the entire Vampirecommunity. More
often than not, it is propped up by fear of retaliation.

The enforcementof boons has causedmorerifts in loyalty
in the Camarillathan any other source. The entireCamarilla
has been forced to take sides in privateconflictssooftenthat
many Kindredare in the uncomfortableposition of having to
fallin linebehindbothpartiesin a conflict. Tokeeptheentire
communityof Vampiresfrombeingtom apartby thisinfight-
ing, the Elders recommend that Kindred enforce their own
boons, and only come before the Camarilla when they have
tried all options.

Chapter Four: The Motive

Personal Revenge Campaign of Reprisal

A Vampire who tires of a deal he has made could just If the aggrievedparty cannot get satisfactionon his own,
ignore it. If he does so, he will face the wrath of the other he may petition the entireCamarillafor redress,and attempt
party in the deal. Oathbreakingis enforcedthe sameway as to direct the wrath of all Kindredtoward the offender. If the
status infractions. The offended party may sabotage the offense is great enough, the Camarilla will respond with a
offender’s plans, destroy holdings and poison his name coordinated Campaign of Reprisal. This is rare, since it can
without fear of reprisal from the Camarilla. cause great splits between factions loyal to each party, and
dangerously divide the Camarilla.
In addition,breakingoathscanresult in an immediateloss
of status (as described in The Players Guide). For a low- What usually happens is that a few old enemies use the
statusAnarch,this may not seem important,since he has no Campaign of Reprisal as an chance to settle old scores, and
status to lose. But the Harpies who confer status (all the a few opportunists take advantageof the Campaign of Re-
Camarilla except the Anarchs) may withhold status even prisal to collectvaluable goods,temtory or servicesbelong-
whentheAnarchhasearnedit, asapunishmentfor his earlier ing to the offender.
actions.
If a Campaign of Reprisal seems inevitable,the offender
SomeKindred have specializedforms of revenge. Some often backs down, and yields to the wishes of the aggrieved
Nosferatu taint the information they provide, to make the party. If he does not feel he was at fault, he can still opt for
offender look far more treacherous than he is. Certain a mediated solution. This has the disadvantageof allowing
Gangrel make pacts with Lupines or other elemental forces the gossipsof the Camarillato probeintoprivate affairs,and
to attack the offender. The Malkavians have been rumored maybe worsethanyieldingoutrighttothe offendedKindred.
to be capable of transforming the life of the offender into a
psychotichell. SomeVentrue use theirconnectionswith the Factions: Boons and Betrayals
mortalworldtoharasstheoffender. (Thisis avery dangerous
practice, as it can put forces in motion that can adversely Once you know how to createthe goals,resources,previ-
affect the Masquerade. The ultimatebetrayal is the turning ous debts,and modes of enforcement,you canput them allto
over of a fellow Kindred to a witch-hunter, because it work in the game. Theseconnectionsformthe frameworkof
jeopardizesthe safety of all.) Vampire politics. A myriad of political factionsexist at all
levels of Vampire society, propped up by debts owed and
debts collected.

The boon system has created a race of beings who owe
loyaltyto leadersthey do not respect and would oftengladly
tear down. Because most members of the Camarillachafe
under the loyaltiesthey are forced to uphold, treachery and
political backbitingare rampantbetweenand within factions.

Unlikehuman politicalfactions,which are oftendesigned
to promote inspirational leadership based on trust, Cainite
political systems promote treacherous leadership based on
fear. Betrayalsarecommonin theCamarilla,asarereprisals
for betrayal. One reprisal leads to another, which brings on
yet another, and drags in more and more Kindred into the
complex web of loyalty. This createsrivalries, feuds, inqui-
sitions, wars and, some say, the Jyhad. Many current con-
flictshave originsthat were forgottencenturiesago. All that
remains arethe reprisals. Whentwo Elderstell the historyof
a disagreement,they are often so divergentthat they seldom
sound like the sameincident. This madness inevitablyspills
over into the mortal world, where the petty feuds of two
squabbling Cainites can cause the suffering and deaths of
thousands.

Theolderandmorepowerfula Vampiregets,themoreshe
becomes ensnared in political alliances and inevitable be-
trayals. The more allies she makes, the more enemies she
gets. Sometimes it is impossible to appease one Kindred
without betraying or at least slighting another.

66 The Storytellers Handbook

But the Vampires must all line up behind one political The Prince
faction or another. To do otherwise is to be alone and
friendless in an increasingly dangerous world. When the Since men love as they please but fear when the Prince
player’sVampireallieswith a faction,he agreestotakeon all pleases,a wiseprince should rely onwhat he controls,not on
their causes,be bound up by conflicting loyalties,and agree what he cannot control. He must only endeavor to escape
to attack Kindred with whom he has no quarrel. To stay being hated.
outside factionsis to be vulnerable, and risk attack by those
who are bound to a faction. -Machiavelli

Anarchic Abstinence Most political intrigue in a city is initiated by the Prince.
SincePrinces have no clear hereditary title, and no claim to
Thisdamned-if-you-do-and-damned-if-you-don’tsystem power other than the fact that they won the right to rule by
is crippling to Neonates, and breaks their stubborn will. undeAining another Prince, they are often isolated, para-
Some swallow their pride and accept it, hoping to one day noid and overburdened with the thankless task of maintain-
master it, or at least use it to their advantage. But other ing the Masquerade. As a result, Princes are prone to
Anarchsreject it outright. They refuse to be bound by it, and overreacting in the name of preserving their rule. They see
refusetofeelthe stingof low status. Theybecomesteadfastly threats where there are none, and lash out with undue force
self-reliant,and takecareof themselveswithoutthe aidof the againstallpotentialchallengers. Princeshave often acciden-
Camarilla. tally galvanized resistance against themselves by persecut-
ing popular figures and launching unprovoked preemptive
Their dealings with one another become surprisingly strikesagainstany whomight onedaypose a threat. Thishas
democratic,with Anarchscomingtothe aidof otherAnarchs turned neutral Kindred into enemies, and real challengers
not out of debt, but out of a sense of camaraderie and into martyrs.
fellowship.
It’s difficult to be a Prince, and few carry it off with
They do not ignore the status system,because they know equanimity. The older a Prince becomes, the more paranoid
the rest of the Camarillais bound by it. The youths can use and insulatedhe grows,until he loses touch and ceases to be
the status systemto manipulatethe Elders who are bound up effective as an admirable leader to the people he rules.
within it. They must be carefulnot to overuse the system of
boons, because they too risk being caught up within it. As a direct result, Princes often spin webs of intrigue
Instead, they must walk a fine line between the two. throughouttheir domains. They hire spies,seek out Kindred
willing to betray others, and fight to keep their community
By staying outside the system, Anarchs are in a unique divided and arrayed against itself. This createsdisunity and
position to do great damage to it. Because their actions weakens the Kindred to outside attacks.
cannot be easily manipulated by the Elders, the Anarchs are
wild cards. They can deliver great shocks to the Camarilla If you have not already done so, make a determination
factions, and even have the potential to tear it all down. aboutjust how popular the localprince is, and how paranoid.
How threatened does he feel? Are his fears justified by a
The centralwar in the Vampirecommunityis the battle of strongopposition againsthim, or is he creatingan opposition
generations. The Elders are well-fed, and thus content to by unfairly persecuting others? How credibleare the threats
leavethings as they are. Theypreserve and defendthe status to his rule? Is any one potential challenger rapidly gaining
quo. The malnourishedAnarchs are not willing to let things ground?
remain static,insistingthat they are out to create a new order
from the ashes of the old. Does the Prince wisely wait till a threat is proven before
striking?Or is the Princeblindlylashingout?Or is he timidly
Those who benefit from the status quo see all attempts to afraid to make a stand against potential usurpers? Some
establisha new statusquo as mad ravings,nothing more than Princes have a strongblind spot, and zealously make moves
the attempteddestruction of the established order. and countermovesagainstKindredwho pose no real danger,
while ignoring a genuine threat? These two are not mutually
Factions exclusive. A Prince may well be repressing Anarchs who
lookliketheyhatehim,but havenopowerto use againsthim.
A prince is always compelled to injure those who have At the same time he may be turning a blind eye to, and
made him the new ruler. unwittingly nurturing, some real rivals while they plot his
overthrow.
-Niccolo Machiavelli

The main sourcesof intriguewithin the Camarillaare the
many factions which vie with one another and their own
members for strength, ego and dominance. These factions
include the Prince, the Harpies, the Elders, the Clans, the
Anarchs, the Mortal World and the Jyhad.

Chapter Four: The Motive 67

The Harpies Powerful Elders are among the most intractable foes on
Earth, and Ancillaewarn theirprogeny againstrash political
Thefirst opinion that isformed of a ruler’s intelligenceis attackson the agedVampires. TheEldershave thehard-won
based on the quality of men he has around him. lessons of many centuries of domination at their fingertips.
They aremastersattheir game. However,sometimesastheir
-Machiavelli Blood fades, their resolve fades as well, and takes with it
passion, patience, ambition and even lucid thought. When
The Anarchsconsiderany Kindredwho has any degree of their weaknesses show, the younger generations can strike
status within the Camarillato be a Harpy. This includesthe and win.
Prince’scourt,Eldersof the city and powerful whoregularly
adviseand petitionthe Prince. Princesuse the term Harpy to This is the most direct extensionof the Jyhad intothe day-
refer to anyone they believe is gossiping about them. to-day life of the Camarilla.

The official role of the Harpies is to help the Prince set The Clans
policy by acting as his eyes and ears in the Cainite commu-
nity. Theunofficial(butcrucial)role of the Harpiesistokeep A Prince can never make himself safe against a hostile
the elaborate Status system in place by reaching a broad people: there are too many of them.
consensus about who has gained status and who has lost it.
They enforce the Status system by treating other Kindred in -Machiavelli.
accordancewith theirperceivedstatus. Usuallytherest of the
Camarillafollowstheir lead, and even youthfulAnarchsjoin The most direct political organizations in the Camarilla
in by honoring (or resenting) those elevated to high status, are the Clans. Of all groupsof Kindred,they are the focus of
and by disregardingthose brought low. the most group identity. They exert the most direct control
over the lives of individual Cainites. The Clans have ad-
As a result of their shared power, the Harpies are hardly vanced structuresfor linking members together through ties
neutral enforcers of oathbreaking. Instead, each individual of obligations. The most debts owed and boons owing in a
has opportunities to undermine their personal enemies and Vampire’s life are to and from other members of his Clan.
buildup theiralliesthroughwhisperingcampaigns. Theonly
stipulationisthat they not maketheir favoritismtoo obvious, In addition, the Clans plot the most detailed day-to-day
as that would hold them up to scorn. strategies. They have regular plotting sessions on many
levels,and execute plans that affect all the members of their
The Elders ranks, as well as many other non-Clan members. When the
Clans work in concert,they have the power to topple Elders
Men must either be pampered or crushed, because they and Princes. When they are divided, they can scarcely
can get revenge for small injustices, but not for grievous control their own members.
ones.
Outside their Clan, they try to present a unified front,
-Machiavelli defending all their members. Inside the Clan they are
treacherous and backbiting, as high status members resist
The Elders are a very potent source of Camarilla policy, power encroachment by rising stars.
and are at the heart of the political life of the Kindred. They
issuethe strongestdirectives,controlthe most followersand The Anarchs
conduct the strongest reprisals. Most of their actions take
place in the background,as opposed to Clan actions, which Liberty isthefreedom ofoperationwithoutintercessionby
are often open and obvious. a higher authority.

Most of the power the Elders wield comes from a single -John Stuart Mill, On Liberty
source. They are unified around the central issue of control
overtheirprogeny. This givesthem unprecedentedpower to Anarchsarethe victimsof politicalintriguefar moreoften
act in concert and present a unified front. They would be an than they arethe authorsof it. As a disorganized,unrulymob
unstoppableforce were it not for one issue: Clan loyalties. with no focused agenda, they are often manipulated in the
power games of the Elders.
Because Elders establish their power and build ranks of
loyalretainersthrough their Clans,they must remainfaithful These rebels do have some measure of power unique to
to their people. This means the Elders will part companyon their group, since they can opt out of the crippling Status
crucial issues if their Clan is threatened in any way by the system that hamstrings all but the most powerful Ancillae
decision. Giventhe choicebetweenhaving all Eldersbenefit and Elders. By rejecting the socialpressureto conform,the
and having just the Clan benefit, most Elders choose to more daring Anarchs know a freedom and political liberty
support their Clan. This big exception to generational war- that is the secret envy of their superiors.
farehas kept many an irreverentAnarch in existenceto fight
another day. There can be great power in refusing to play the gamesof
thepowerful. ThepoliticallyconnectedElders stackthedeck
against the young, and use the ambitious but powerless

68 The Storytellers Handbook

Ancillae to keep the wayward Neonates in check. All importantthathe will alwaysback them. A Vampirewith the
Anarchs suffer under this political disenfranchisement,but Moralistic Derangement can be manipulated by players
some refuse to be humbled. They make all their deals as a claiming to champion his morality. Convincing a Vampire
one for one swap,with no boons owing or debtsuncollected. obsessed by the VengeanceDerangementthat your enemies
By owingno one,they donothaveto laterpass up betterdeals wronged him can trick him into an all-out assault.
or desist from actions that could be lucrative.
Rebirth
The Mortal World
In the long run we are all dead.
A cityused tofreedom can be more easilyruled through its
own citizens,provided you do not wish to destroy it. -John Maynard Keynes, Tract on Monetary Reform

-Machiavelli As noted in Vampire, returning to human existence is
never easy. Realizethat, as with Golconda, a player whose
Most Vampires see the world of mortals as a place to find character seeks to regain her humanity will usually (but not
sustenance,but some are adept at making pawns which can always) be retiring from your campaign. The player whose
topple kings. Because mortals are so controllable by the character achieves mortality (and survives) may wish to
force of Kindred vitae, and so susceptibleto power games in continuerunningthe character. However, it is unlikely to be
general,links tothe mortalworldareessentialfor anywould- much fun unless you give that character certain abilities to
be political manipulator. compensate for the loss of their vampiric powers.

The institutions of the kine offer ripe opportunities for A better option is to retirethe human character,and let the
controlanddomination. By pittingtheresourcesof humanity playerstartanewcharacter. Astheneedarises,youcanallow
against enemies, a Vampire can divide and conquer both. theplayertorun theoldcharacter. Of course,thereis adanger
This is a tricky proposition, since it risks compromisingthe that other Kindred may view the NPC as a threat to the
Masquerade. Masquerade. After all, what reason does the character have
to remain secret about what he knows of the Kindred?
To avoid this, most Kindred are contentto use the outside Loyaltyis afleeting thing, and not to be trusted. It is unlikely
world for information gathering and acquiring temporal that the now-human individual will be able to assume a
power. Theyusethiswealthagainsttheirfoesonlywith great
care. If an angry Vampirepits human institutionsagainstthe
players,the Anarchsmay be ableto retaliateby accusinghim
of threatening the Masquerade.

Building Politically

Manipulable Characters

The best way to createworkable political charactersis to
use all the pre-existing design material you have. This will
not only make yourjob easier,it will make the new political
factorsintegratewith the gameand yourplayers’perceptions
of the world.

The data in the character templates is your starting place
fordesigningpolitical systemsandpoliticalintrigue. There’s

a wealth of information on each NPC that can be turned

directly into political material. What drives the character?
What arehis blind spots? The more powerful Vampirestend
to be closer to madness.

Use the Madness, Rage and Terror Derangements to
determineblind spots. Is he Delusional? Does he Procrasti-
nate? Does he show too much restraint?Play these personal-
ity quirks up as much as possible. Accent them at every
occasion. Theprocess of figuring out which derangementis
in action is a lot of fun.

Once the characters figure out or find out the NPC’s
derangements,they can begin to manipulate him. They can
feed his Delusions of Grandeur, and make him feel so

Chapter Four: The Motive

r- normal life, much less be of assistance to his still-Vampiric
comrades.

There are four known ways for a characterto regain one’s
humanity. Note that the charactershouldactivelyseek,or at
least desire, these methods for them to work.

Death of the Sire

If a Vampire kills the one who Sired her, then she can
regain her mortality. Sometimes. As is noted in Vampire,
sometimesthe Vampiremay have to kill her Sire’sSire. And
her Sire’s Sire’s Sire. And so on.

The Storyteller is free to determine exactly how many
Generations back the Kindred seeking humanity must go.
She should perhaps not even decide until the character kills
her Sire. Was it an easy kill? Did the Vampire seeking
humanity simply gather 10 comrades and open fire with
Uzis? If the kill was easy, then require the would-be mortal
to proceed down the bloodline.

There do appear to be two constants, however. The first
is the generation of one’s Sire,while the secondis whethera
Blood Bond or strong Domination exists. Both of these
factors tie into the difficulty of the killing. Obviously, if a
Vampire is Blood Bound or Dominated, it will be much
harder to kill her Sire. And if the master is of an older
generation,then the victimhas enoughpowersat his disposal
to make a murder more difficult as well.

A character who regains her humanity in this fashion
becomes fully mortal, but rarely keeps any Vampiric abili-
ties. The characteralways loses the abilityto regenerateand
spendBloodPoints. Occasionallythecharacterkeepsapoint
of Celerity, Fortitude,or Potency, but no other Disciplines.
Thaumaturgy is also kept, but only if the Kindred was of
Tremereblood. However,sincethe Tremerecommandtheir
ClanmembersthroughtheBloodBond,and arescrupulously
careful about picking out Neonates, Tremererarely choose to
regain mortality,and the Path of Blood is never retained.

If thehuman charactermaintainsVampiricabilities,Will-
power is substituted for Blood when a cost must be paid.

vooc ‘92 Character Sacrifice

If a character sacrifices herself for another person, or for
some great cause, then her death may be that of a mortal. If
the sacrificeisfor anindividual,thentheindividualshouldbe
deserving of the Vampire’s sacrifice. Sacrificingone’s life
to savea Prince,just sothe other charactersin the group (and
the soon-to-arrivenew charactercontrolledby the sacrificing
player) can be in his good graces,would not count. Sacrific-
ing one’s life to save a priest who seeks to help the Kindred
would.

The cause should be one of great good, not just among
Kindred,but amongthe world as a whole. Sacrificingone’s
life to prevent a magical rift into the land of Faerie would

70 The Storytellers Handbook

count; sacrificing one’s life to kill the Prince of Chicago they need. It will also provide them with a vague idea of
would not. Vampire hierarchy is so strongly organizedthat where to begin looking for the order and/or the Magus.
anotherKindredwouldtake theposition,and secretlycontrol
the kine as effectively. In general, only individualKindred The Storytellershoulddesign at least one Story involving
will benefit from a Prince’s death. this search. Sincethe relationshipbetween the Magi and the
Kindred is usually strained, the character will receive very
Sucha means of restoring mortalityshouldonly be used if little encouragement and will undoubtedly have to contend
the player has expressed such a desire, or you feel that it with strong opposition. It will be very hard for the character
wouldbe in characterforthat particularKindredtoregainher to convince the Magus of her sincerity. Undoubtedly,other
mortality upon dying. If the player has not expressed an Kindred will hear of the character’squest. Somemay try to
interest in regaining his humanity, his reaction to the manipulate her to gain some power over the Magus.
character’s deathbed conversion will be, “Ho-hum, I died a
human. Can I create a new character now?” For all the Once the characterhas contacted the appropriateorder or
dramaticimpactthis reaction has,you, the Storyteller,might specific Magi, and convincedthem of her sincerity,she will
as well not have bothered. havetobargain. Kindredrarelyhave anythingthe Magineed.
Thecharactermay haveto completesomemissionto win her
Always make sure that the dying character gets a final transformation. The Magus may desire the destruction of a
speech. If the player desired such a final redemption, such particularly despotic Prince who interferes with his opera-
speeches can be high dramatic moments for all involved. tions in a given city. He may require the theft of a Tremere
Needlessto say,this form of transformationis theend for the ritual.
character. They don’t become a Magus, they don’t retire.
They might becomea Ghost,but that is left to the Storyteller. Worst of all,they may require somefuture service. Often,
the Magileavethemselvesa loopholewherethey canreverse
Mystic Rituals thetransformationif theirfuturerequestisnothonored. Such
reversals are invariably fatal.
This is probably the (relatively) easiest and most surviv-
able means of regaining one’s mortality. It is known that Finally, the ritual is performed. No Magus guarantees
several factions of Magi, including the practitionersof the success. Much like the quest for Golconda, the character
Kabbalah, have access to rituals which can transform Kin- mustproveher worthinesstoregain her mortality. Often,the
dredto kine. Suchritualsusually require a willing victim, so character will have to confront her greatest fears, or tests
wary Vampiresdonot havetoworryabouttransformingback which force her to make moral choices. These tests are part
to human form in the middle of a fight. of the ritual, and the Magus has no control over them. The
Magus still expects payment even if the character fails her
These rituals seem to be an outgrowth of the Magi’s personal tests.
research into life-extending spells. Of course, only the most
powerful of sorcerers can perform these spells. A character who regains her humanity in this fashion
becomes fully mortal, and almost always retains some
If a Vampirewishes to deal with the Magi and regain his Vampiric abilities. Sometimes, however, they may be re-
humanity, the Storyteller should begin an entire Chronicle duced somewhat in strength. The ability to regenerate and
dealing with the quest for humanity. This should be treated spend Blood Points is always lost.
in somewayslikethequestforGolconda. Firstthecharacters
will have to search to determine if such a thing is possible. If the human charactermaintainsVampiricabilities,Will-
Second, they must seek the Magus who can perform the power is substituted for Blood Points when a cost must be
ritual,and win her favor. Third,they must undergothe ritual paid.
itself, which usually involves a great deal of soul-searching
and anguish. One exampleof such a transformation,and what abilities
the Kindred retains in human form, can be seen in A World
The first thing a seeker of lost mortality must do is of Darkness, in the chapter dealing with Jordan and the
determineif suchrituals exist. At leastfour levels of Magus Valley of Petra.
Lore, or five of Occult Lore, will be necessary before a
charactercan even begin to perform the necessary research. A characterwho becomesmortal through this method has
The charactercan perform researkh using the rules in Vam- the best chance of continuing in the Chronicle.She still has
pire. TheDifficultyis almostalways9or 10. In addition,the Disciplines allowing her to survive the Jyhad. However, as
researchshouldbeplayed out. TheVampirewillhaveto deal noted above, other Kindred will undoubtedly view the now-
withbooksellers,occultists,Elders,Princesor anynumberof human characteras a threat. Shecan easily reveal the secrets
individualsto get access to enoughmaterial to allow them a of the Kindred with no danger to herself. Elders, being a
die roll for a given period of time. suspiciouslot themselves, will believe the character to be as
scheming and fundamentally disloyal as themselves. The
This research will provide the character with an occult now-human character will have new threats to plague her
order,andpossiblya specificMagus,thathasthe information existence.

Chapter Four: The Motive 71

Achieving Golconda First, remind the player that her character is probably
unaware of Golconda, even if the player has read Vampire.
Some Kindred believe that when one completes the final Few Sires tell their Childer of this state of being. Heating
stage of Golconda, the candidate may choose to become word of Golconda may take months of roleplaying before
humaninsteadof gainingcontrolof theirBeast. Whetherthis someone volunteers the information. Any character brash
option is available is left to the discretion of the Storyteller. enough to come out and ask other Kindred would either get
In somecasesthis cangivethe characterchoosingthepath of a hostile stare for breaching social etiquette, or brusque
Golconda a new option, and a last chance to reconsider his dismissals.
fate.
If you believe a player is going to have his character
If a characterregains his humanity through Golconda,he immediately seek Golconda, make sure the Embrace is as
can maintain all Vampiric disciplines, although he cannot painful as possible. The character’sSirewill have plenty of
spend Blood Points. As noted above, any Disciplineswhich kine on handforthe Childe’sfirstfeeding. Thesekine should
require Blood use Willpower instead. Also, he is likely to be closely affiliated with the character.
meet with the same suspicion as magically transformed
humans from common Kindred. However, the I ~ C O MwUill If a player informs you of his character’s intent to seek
accept him as one of its own, whether they are kine or Golcondaafterhisinitialcreation,but beforetheyhavefallen
Kindred. The human character is now subject to all the prey to the Frenzies that drive the Kindred, put them in a
restrictions of the Inconnu, but will also receive its protec- situationwherethey end up submittingto Frenzy. Otherwise
tion. such a character will probably take great steps to avoid
Frenzy situations.
For commentson a post-Golconda campaignwith a char-
acterwhohasreachedthat stage,seethe sectiononGolconda, The ultimatepoint of all this is: make sure the characters
below. have plenty to show remorse for when they seek Golconda.
SomeVampiresmay be contentto feedon animalblood,and
Other Means avoid the conflicts of Kindred society. The characters,
however, will inevitably be drawn into conflict, feeding on
As Storyteller, you may of course come up with other humanswhen they must sustaintheirpowers on shortnotice.
means of returning a character’smortality. Mystic potions, Oncethey have crossed that line, you will not find it difficult
extendedquests,radioactivebombardment,the bite of Caine to give them more and more to repent for.
oralienvaccinesmay all dothetrickif you sodesire. Realize
thatwhen thecharactersregaintheirhumanity,andtheplayer Golconda Chronicles
continues to use that character, the tone of your Campaign
will be significantlychanged. Characters who have achievedGolconda will change the
face of your Chronicle. In some cases, a character seeking
Golconda Golconda means that the player has grown tired of their
character,and wants to retire her after one last “great adven-
With one wish we wake the will ture.” Others may wish to continueplaying their characters
within wisdom. after Golconda has been achieved.
With one will we wish the wisdom
within waking. If a player seeksto retire her character,then you can deal
withthe resultsof the questforGolcondawithrelativelylittle
-Dead Can Dance, Song ofSophia difficulty. The character (or characters) can eventually
completethe quest,with theaidof associateswhodonot seek
You may not see many characters achieving Golconda in Golconda. The associates may be interested in learning the
your Chronicles. The primary reason for this is that many steps necessary for their own future use, which is why they
playershave no interestin achievingthis exalted state. After choose to help. Remember, however, that ultimately the
all, if they wanted to play peaceful individuals who avoid burden for achieving Golconda will fall directly on the
interactionwithhumanity and mostVampires,theyprobably shouldersof the characterwho wishes to achieve it.
would not be playing Vampire in the first place.
Oncethe character@)reaches Golconda,she retires. New
Therefore,thefirstthing todoismakesureyou donothave characters are brought in, and a new Chroniclebegins. You
the rare player that immediatelyseeksGolconda upon com- willalmostcertainlyuse adifferentroutetoGolcondaifsome
pleting their Embrace. C-olconda is something characters of the associates make a later try. They may have learned
with well-developedgoals and desiresshould seek. Charac- muchfromwatchingtheircomrade,but it shouldnot become
ters should not be seekkg Golconda until they have been automaticfor them. Also, the characterswho followwill not
around quite a while. However, there is always the player be at the Golcondacharacter’sSuspire,although the players
that wants to be different. may participate (see below).

72 The Storytellers Handbook

If a player wishes her character to remain active after A Chronicle can be done this way, but it will require
achieving Golconda,or you intend to write a new Chronicle patience on everyone’s part. The Golconda characters will
revolvingaroundcharacterswhohave all reachedGolconda, have to become much more subtle, usually remaining
realizefirstthat you have a difficulttask. As has been noted, uninvolvedduring the gaming session once they have given
the quest for Golconda is not somethingfor a large group. It ordersto theiragents. The Storytellerwill haveto findthings
is apersonalquest. As such,itisunlikelythateverycharacter for them to do.
in your Chronicle will reach it simultaneously.
Thenon-GolcondaPlayerswill have to get used to accept-
If one or two charactersreach Golconda,they should not ing the role of agents for a greater power. This is not
be ableto act astourguidesto leadthe otherplayercharacters uncommon in Vampire. What makes it harder is that they
tothatexalted state. Theroutethatthe charactersuseto reach will have to accept other players as that greater power. The
Golconda should not be repeatable. The characters in Golconda players will have to be careful not to become too
Golconda can provide suggestions, aid and comfort. How- commanding, lest your Chronicle fragment as the players
ever, the characterswho followthem will have to struggleto draw into factions.
find their own route.
Also, such a Chronicle is dangerous in the extreme. As
One option is to split your Chronicle in half. The charac- noted, the Inconnu forbid their members from participating
terswhoachieveGolcondawillhaveto dealwiththeInconnu in the Jyhad. Such a Chronicle will involve the player
and its behind-the-scenesmanipulation. While the Inconnu characters violating this edict, giving them a whole new set
is made up mostly of Fourth- and Fifth-GenerationKindred, of enemies. Needless to say,you should onlyemploysuch a
they will accept Kindred of any Generation who reach Chronicle if the players are willing have become extremely
Golconda. The problem is that they almost always expect powerful.
one who has reached Golconda to join the Inconnu, and
forbid their members from interfering in the Jyhad. Undoubtedly,youcanthinkof otherwaystorunachronicle
once characters achieve Golconda. Unfortunately, most of
The other characters,those who did not reach Golconda, them lead to characters becoming NPCs. If players wish to
can act as unofficial assistants for the Golconda characters. participate in a Golconda-orientedChronicle, you will have
To them will fall the duty of acting as their comrades’eyes, your work cut out for you.
ears, and hands in the outside world.

Chapter Four: The Motive 73

Achieving Golconda Elders of the Inconnu that are even remotely willing to
provide this information are rare. They dwell in seclusion,
So you have characters looking for Golconda. The first and are difficult to track down. Players can spend entire
thing you will have to realize is that players must volunteer Chapters travelling the globe finding such an Elder. Of
to look for it. You can drophints through other Kindred that course, characters may also have to deal with Elders who
it exists. However, never create a Chronicle that sends the would thwart them, or the Kindred,Lupines or Magi ruling
characters off looking for Golconda if the players do not over the areas they must search for their mentor.
request it.
When an Elder is found, the characters will have to
Golcondaisapersonalquest,and shouldneverbe required convince her of their sincerity. The Elder will almost
to complete an unrelated Story. You should never create a certainly require the charactersto repent for every evil deed
Chroniclewhere the objective is, “One of our number must they have ever committed,every life they have ever taken.
reach Golcondato defeat the Tremere’sevil scheme.” The Elder’s knowledge of the characters’ pasts may well
appear omniscient. This is when the Storytellerwill have to
You can, however, use many of the same quest elements review his notes and discussions with the players seeking
involvedin Golconda for such a story. The artifactthat can Golconda.
defeat the Tremereritual may be sealed in an Indian cavern
where the characters will have to face their innermost fears Of course,theseactsofrepentancemay takemonths,years
and desires, much as they do during Golconda. Just make or even decades. You may feel a temptation to rush these
sure that, if you’re going to use these quest elements, you situations,but don’t. You will, however, want to work up
leave something for the future. If a character meets his Stonesderivingfromthevariousactsof repentance. Perhaps
greatest fear during such a quest, you will lose much of the the mother of a victim is being bothered by police under the
impact if you confront him with the same fear during the influence of a Prince, or the father of a Magus needs spell
quest for Golconda. componentsthat the charactershave to obtain. Other situa-
tions may be staged by the Mentor to test the character’s
Ideally,as Storytelleryou should keep track of the major commitment. Will the character resort to violence when
personal stories of each character in your Chronicle. Deter- pushed and pushed and pushed? Which threats to which
mine which victims they prey on, who they kill, what per- Virtues are likely to send the character into Frenzy? If you
sonal tragedies they face. This information will prove haven’t already,realizenow that the quest for Golconda is a
necessary if a player later seeks Golconda. Even if your long-termcommitmentonboth thecharacters’parts andyour
playersnever seekGolconda,you can use this informationto own.
play upon their sense of personal horror at a later time.
When repentancehas finally been made, the character(s)
If a player or players inform you they are going to seek must return to the Elder. It is at this, the third and final stage,
Golconda,you shouldimmediatelygo to thesenotes. If you that the Elder will help the character begin the Suspire. All
haven’t kept notes, try to remember specific actions of the who seek Golconda and have successfullyrepented must go
charactersin question. You shouldask theplayers whatthey into seclusion. The mentor will begin them on the way to
feelthe characters’mostpersonalmomentsare. It is betterif their “visionquest,” as they must relive their lives, facing
you can surprisethemwiththefamilymemberwhosebrother their worst fears and fondest desires.
either the character or the player have forgotten killing, but
not absolutely necessary. It is unlikely all characters will be seeking Golconda.
They may either have been playing in a separateChronicle,
If characters do not express an interest, but you intend to or accompanying the seekers for the thrill of adventure.
convince them of Golconda’s allure, you have come to the These characters will not go into Suspire. However, the
first stageof the quest for Golconda,described in Vampire. players should be involved. As Storyteller, use them to
Acharactermay growtiredof fightingtheBeast,ormay have populate the dreams of the characters in Suspire.
reached a stage where he wishes to remove himself from
Kindred society,and believe Golcondais the solution. You Although actual combat rarely takes place in these
can use these elements by emphasizing them to characters visionquests,the Golcondacharactersmust overcomemoral
who are alreadybeginningto feel this way. This is the time dilemmaswhich appear. The other players can take the role
to determine if the players truly are not interested in having of Princesofferingthempower,Magiofferingthemartifacts,
theircharacters seekGolconda,before you begin that line of or Lupines forcingthem to choose between their own exist-
Stones. ence and the lives of their friends,innocents, or most effec-
tively,theirenemies. Many players enjoythe chanceto step
The second stage of Golconda is seeking someone who out of character and play a one-shot role where they can be
can put them on the path. The more commonlyencountered evil, seductive,andcharismaticwithoutworryingabout later
Eldersrarelyhavean interestin providingcluestoGolconda. consequences.
After all, if a character retires into solitude,that is one less
pawn for the Jyhad. Also, remember the three criteria that are required of
anyone seeking Golconda. The character’sHumanity must
remain at 7or greater,his Conscienceat 4 or greater,and he

74 The Storytellers Handbook

must avoid all Frenzies by the use of Willpower, spendingat Ritual of the Bitter Rose (from Awakening: Diablerie
least 15points in so doing. Mexico) so all can benefit. Of course, if the latter is the
option, then the characters can only hunt those of Fifth
If a Golconda seekerever fails a single challenge during Generation or earlier.
the Suspire,then the visionquesthasfailed. For the character
to ever again seek Golconda, he must go to great, even Take great care in plotting out havens. After all, the
legendarysteps. Almostnoneof thosewhohave stumbledon sought-afterEldersare powers in their own right, and expect
the path to Golconda ever regain their footing. Most die any who comeafterthem to be either as powerfulor more so.
grappling with their worst fears. A lucky few end up in Thus theyplan accordingly. Mortaland immortaldefenders,
permanent Frenzy, with the Beast in complete and total scientific and mystical traps, and the Elder herself should
control. Mentors usually take it upon themselves to destroy prove effectivefoes for the characters.
such failures. Additionally,word of the character’s failure
will spread among the Inconnu, and none will accept her. Should the characters prove successful in their hunting
expeditions,they risk becomingoutcastswith apriceontheir
A storyof one whofailedtoreach Golconda,but survived, heads. Diablerie can be detected,though most of those who
relates a visionquest involving disgrace and exile, with the notice it will probably hope to use that information to their
quester seeking throughout the astral plane for some way to own advantagerather than announce it for all to hear. Soon
redeemhimself. Thevisionquesteventuallyled the seekerto the characterswill findthemselveshuntedby thosewhowish
stand guardover a hiddencave in the astral plane, where she to see their destruction and those who want to use them in
was defeated by a great monster and returned to Earth. personal Jyhads.

It is up to you, the Storyteller,to determinewhat form the Additionally, what happens when one of the characters
visionquesttakes and whether a characterwho has ascended reachesan earliergenerationthan the others? Do they begin
to Golconda may choose to become human. Again, if a to stalk their comrade? No end of intra-party conflict can
characterchoosesthisoption,he will almostcertainlyhaveto stem from this situation.
be retired by the player.
In any event, with this sort of Chronicle the Storyteller
As noted aboveunder GolcondaChronicles,the Inconnu never has to think of ways to keep the characters occupied.
will expect the character to join the sect. If the character They will find more than ample opportunity to get into
wishes to retire,fine. If he choosesto remain active,perhaps trouble, and the Storytellerneed but chuckleto herself as she
using his comrades as assistants, he will be violating the thinks up new traps for them to trip.
tenetsof the Inconnu and gainpowerful enemies. Make sure
that the characters realize what they are doing before they
take this possibly lethal step.

Diablerie

The forbidden act of Diablerie,a violent part of so many
Stones, can be equally effective as the basis for an entire
Chronicle. Itmost commonlytakestheformof thecharacters
hunting down powerful Elders for their blood. However, it
also takes the form of Elders who can no longer feed on
humans hunting down Neonates or Neonates hunting down
the characters if they are of a low enough Generation to
increase the Neonates’ power.

Characters as Cannibals

Most commonlyit is the characterswho become the dread
diabolists, tracking down Elders for their vitre. Although
usually only comprising part of a Chronicle, some few
Kindred (perhaps your characters) spend their entire exist-
ences going from victim to victim, continuing only for the
rush such potent blood provides.

If this is the sort of Chronicleyou hope to run, you need to
take great care planning the defenses of the Elders. The
characterswill haveto work closelytogether,meaningeither
they alternatedrinkingthe final draught,or they discoverthe

ChapterFour: The Motive 75

Characters as Dinner The finalform of thesekinds of DiablerieStoriesinvolves
the secret feeder. Some well-established Cainite has been
The characters face three types of Vampires who would quietly feeding off Neonates for decades. Somehow the
like to suck them dry. First, and most infamous, are those
Elderswho need Kindredvi- in orderto survive. When one characters get wind of this situation-perhapsthey arenext
of these becomes active in your city, no Vampire is safe. on his list-and must decidewhetherto use the information
There is no set time when a Kindred must begin feeding of for their own gain,announceit to everybodyor whatever. In
others of his kind, but generally those older than 500 years,
with a Humanity under 5, had better look out. SomeCainites any case, they are likely to make a powerful enemy.
say those who have already been diabolists are at risk,
especiallythose who slew someonewithin their own Clan or Sincethe enemiesin these sortof Stones are sopowerful,
lineage. the characters should have some sort of blatant warningthat
something is wrong. Perhaps Kindred across the city are
The easiest way to handle this sort of Story is to have a startingto disappear,orjust ones from certain areas. Maybe
Fifth-Generation terror rise from torpor and start offing they come across a drained body, or interrupt a mysterious
Licks, with the exposedcharacters next in line. This gener- figure ambushing another Kindred. In any case, don’t just
ally turns into a high-power firefight (i.e. Aliens) with the send them intocombatwith someancientpower- the game
characters trying to use their greater familiarity with the won’t last very long.
present day and its weapons to counteract the Elder’s im-
mense Disciplines and powers. -

More devious, and with more potential Stories, is the Characters as Power
secretdrinker. SomeoldKindred,preferablyonethe charac-
ters have come to trust (a Sire?), begins to find the blood of Alsogreatlyfeared arethe individualor band of diabolists
mortals does little to slake his thirst. He could breed and who hopes to rise in generation by slaying the characters.
createnew victims,but that wouldrequireusing up whatlittle After all, if characters do it, why wouldn’t others? This sort
vi- remains in his system,as well as risking an all-destroy- of Story should be handled with care, because the diabolists
ing frenzy. Time to invite one or more of those trusting pick their target@)carefully,hoping to get the blood with as
characters for a tea party. littlerisk aspossible. Nothing will upset the charactersmore
than feeling they had no chance to avoid having some punk
Neonate suck them dry.

The Storytellers Handbook

Still,somecluesshouldbe available. Perhaps someElder Using Diablerie Effectively
knows the diabolists are in town, and offers the characters
this informationin exchangefor a favor. Maybe the charac- Diablerie Stories and Chronicles rank among the most
ters notice themselvesbeing followed,or see someonestak- symbolicof Vampiretales. Survival,the lust for power and
ing out their havens. This kind of Story can work well when addictionmake upjust thetip of the iceberg. Storytellerscan
it forces the player to think more about her character’s filleverySceneof sucha storywith moremetaphorsthanyou
can shake a stake at. Simultaneously,these are also among
environment-how is her haven protected, where does she the most violent Vampire stories.

go most nights, who is aware of her plans, etc.? However,goingtoofar witheitheraspectrisks makingthe
storytrite and predictable. Establishbefore the Storybegins
Eventually, however, the character(s) have to protect just how much of both you will include and stick with it.
themselves. The diabolists have spent time planning their Avoid the temptationto break from your original game plan
attack. They know at least some of their target’s strengths unlessit becomes obvioustheplayers want more or less. Till
and weaknesses. They are desperate(not as desperateas the then, make your game plan and keep to it.
character will soon be) and willing to do what it takes to
accomplish their goals. While they will avoid killing the The Battle for Immortality
character in any way but by Diablerie, they will use every
method availableto immobilizeher. Only slightly less violent (and symbolic) than Diablerie
storiesarethoseof thestruggletosurvive. InmostChronicles,
This sortof Storyis best used when charactershave either the characters’night-to-nightlives proceed with littlethreat,
been flaunting all those points spent on Generationor have and thosetimesthey arethreatenedbecomethe Stories.Inthe
committedDiableriethemselves. Not onlyisthepunishment Battle for Immortality, the characters’ every move is a
a fitting reminder of the risks of their existence, you can struggle,and everythingthey dois part of a fightfor survival.
blame the attacks on the players (“Well, if you hadn’t let it
become known about your Generation,the diabolistswould This kind of Chronicle generally involves the characters
never have attacked you!”). Additionally, it will give the on the run for some real or imagined misdeed. Perhaps a
characters a whole new appreciation for those Caitiffs they Justicar has declared a world-wide Blood Hunt on them to
have been picking on. coverup his own treacheries. Maybetheir Sirehuntsthem to
keep them from revealing dark secrets to the world. Even a
Characters as Pleasure skilledhunter,dedicatedto the characters’destruction,could
send them packing.
Finally, and most insidious, are those Kindred of about
equalpower to the characterswho have developeda taste for With no established havens or feeding grounds, cut off
Kindred blood and the Rebirth (the moment the victim of from the civilized lands of the undead, hounded by Elder,
Diablerie reaches final death). They do not care about the Anarch and Lupine alike, the charactersfind every moment
power involved, and they do not need the vi- for survival. dangerous, and see foes behind every tree.
Instead, they just love the thrill.
These sorts of Chronicles tend to be extremely high on
This is the only Diablerie Story which does not usually excitement,asthe charactersfindadventureeverywherethey
involve a great deal of violence. Since the victim and the go, and the Storytellercan send any sort of foe she can think
diabolists are of approximately equal power, the attacker’s up againstthem. However,theseStoriesalsorisk burningout
bestweaponsaretrustandbetrayal. Hemustgetthecharacter theplayers. After all,they have little input in the shapeof the
into a position where she cannot escape and then sink his Chronicle. They stay too busy reacting to ever become an
fangs into her. active force.

Subterfuge and seduction are two ways to go about this. For this kind of Story,the Storytellermust be carefulto let
Getting the character to trust any NPC may be difficult, the characters’ actions have an effect on how the Chronicle
especiallyif she resides in a city like Chicago,but all the old shapes up. Obviously they should be working to again
tricks still fit. The diabolists can pretend to be forming a become part of Kindred society, perhaps by clearing their
Blood Bond with the character,and then drain her when she names or slaying their Sire, but it should not be easy. They
least suspects it. Or perhaps romance (fueled by drinking must be able to see the lightat the end of the tunnel,however.
alcohol-enriched mortal blood) flares up between the two.

Then ... WHAM! Time for the character to struggle.

Chapter Four: The Motive 77



=be €iemy

His dominion shall also befrom one sea to the other: and
from thejlood unto the world‘send. They that dwell in the
wilderness shall kneel before him: his enemies shall lick the
dust.

-1662 Prayer Book

hat’s a good Story without a good enemy? Such conceptwork can follow any form you desire,but the
M o w had hisHolmes,Draculahis Van
HelsingandAhabhis Moby Dick.Whilethe following is one method. First,come up with the villain’s
charactersinyour Cbniclemayhaveliulecausetogohead-@head goal. Is it the accumulationof power? How aboutvengeance
withagreatwhitewhale,anyoneelseisfairgame.Evenlittlechildren
canbe e€feuivefoes for Vampks (especiallyif they are iolnocent on a long-hated target? Makingacertainsomeonefallin love
enoughtohaveTmeFaith,areneutrals,andhavethePrinceofthecity with her? Looking through the lists of demeanors and
foran ancestor). archetypescan be one good way to come up with their goal.

Still,just having an adversaryto pound on is not enough. Now determine the antagonist’s role in the Story or
For a Storyto get the most it can outof the villains, they must
be fleshed out, livened up and made believable. With such Chronicle. Is she the main villain, the one everything
three-dimensional foes, you and your players will remember revolves around? Is he some bit player, having little effect
your Storiesas completetales -something more than just a other than being an annoyance? Or is her role something
chance to practice brawling and weapon skills. which the players will determine through their characters’
actions? If they treat her with cdmpassion and understand-
Creating a Good Bad Guy ing, might shebecome an ally, instead of the undying foe she
is sure to be if they lash out at her?
Enemy creation begins the same place character, Story,
Next, decide what place this foe has in society. Whether
Chronicle and setting creation do -the concept. Do you Prince, outcast or mortal hunter, the opponent’s position in
the world plays a great role in determining how much and in
need a mighty Amazon, capableof mopping up the floor with what ways he can effect the Story or Chronicle.
an entire troupe of characters? How about a seductive
manipulator,who useshis wily charmsto settroupemembers The fourth stage of this process involves deciding what
atoddswith each,makingthem fulfillhis own devious goals? weapons and tools the foe can use. Is she a master of martial
Or what aboutthe upstanding, highly moralElderwhoseone
main goal is ensuring no wet-nosed Neonates (like the arts, using a long Japanese spear to stake her foes? Does he
characters) violate the Masquerade? have billions in assetsand armies of followersto do his every
bidding? Are her Disciplines so advanced she can slay the

characters with but a wink of her eye? Or are his only
weapons his wits and determination-a combinationwhich
may well prove too much for many characters?

Chapter Five: Antagonists 79

Determining the villain’s own allies and enemies comes stalksthe characterswheneverthey leavethe city, good foes
next. Her allies do more than just come to her aid when she make good stories.
is in danger (though they may not do that). They feed her
informationthey hear on the streets,take her side in political However,good enemies won’tjust play themselves. The
maneuvering, and put pressure on her foes to do what she handling of opponents can be both easier and harder than
wants. Ontheotherhand,her enemiesmay be the characters’ handling a character in continuous play. While the Story-
solehopetodefeather. Imaginetheirsurprisewhen theyhear teller has as many points to play with as desired and usually
a Justicaris investigatingthat member of the Primogen who has a role, purpose and personality already in mind, it is
has been screamingfor their heads. Think how happy they impossibletoput the samekind of workand timeintomaking
will be when they find out a number of Anarchshave a score them whole as players put into their characters.
to pick with that Brujah gang leader. Of course, there is
alwaysthe problem of eliminating the evil you know for the Thus the Storytellerneeds to figure out what will happen
one you do not. to the antagonist over time. The characters interaction with
this figureis not the only aspect of his existence,and the fact
The antagonist’s history should be determined at this that other things go on should be reflected. Thus, let the
point. After all,a Gangrelwho has traveledacrossthe world charactershearabouttheirimmortalenemyshowingup atthe
willbe significantlydifferentfromonewhohas neverleftthe Toreadorball. Have othersspeakkindly aboutthe Primogen
member they suspectis a Diabolist. And, most importantly,
wilderness where her Sire Embraced her. Was that Caitiff have the antagonist grow through experience just as the
characters do.
loth generation when created or have there been a few
episodesof Diableriealong the way? What kind of a human The Storytelleris lucky in this regard as many Vampires
was he beforethe Embrace? Perhapsmost importantly,who fall easily into a rut, staying almost exactly the same for
Sired her and why? decades at a time. Only the greatest of events shake them
from the rigidity of their existences, and they almost never
An antagonist’shistory can help a great deal when under- learn anything new. Few Vampires created before World
standing his motivations, the next stage in the creation War I ever learned to drive cars. And don’t dare talk
process. Does he lust for power? Hope to create a Vampire computers to any but the most recently made.
dynastywhich will dohis everybidding? Seekto overthrow
thoseKindrednow in powerand createanegalitarianutopia? Still,the characters’ enemies shouldbe exceptions to this
The antagonist’snature can help a great deal in figuring out rule. While they should not develop as quickly as the
his motivations,but these motivations should be more spe- characters (if you find they need to be more powerful, then
cific. just give them the points), they shouldnot stay static. Think
of the players’ surprise when their characters’ greatest foe
Now that the Storytellerhas allthisinformationdown,she suddenlyshowshecanpossessthemfromafar. Imaginetheir
can easily put numbers down on paper. Vampire gives shock when the enemy gang leader demonstratesan emerg-
guidelinesforhow manypoints certain foes shouldhave, but ing knowledge of Thaumaturgy. And anticipate your own
there is no reason to stickrigidly to these. Feel free to create enjoymentof how they are goingto have to scurryto change
extremelypowerfulNeonateswho walk down the streets as all their plans.
if they own them,or weak Elderswho huddle in theirhavens
when the Neonates do swagger. Of course,the antagonistsdonotjust developnew powers.
Their personalities, like everyone else’s, change with the
The final stage in the antagonist creation process comes passage of time. The hunter, once so set on the path of
when you decide how to roleplay the enemy. Is she a vengeance,becomes sidetracked. Maybe a closebrush with
confirmed romantic, a swaggering brute or an introverted death makes her want to savor life instead of risking it (or
wallflower? What kind of odd personal habits doeshe have even make her want to become immortal). Perhaps an
encounterwith the Sabbathas convincedher to only hunt the
-a nervous tic, a penchant for pinstripes or an endearing Camarilla, and in her fixation she has begun to lose her grip
on sanity, becoming a babbling, raving murderess.
smile? This is the most likely aspect of the antagonist to
evolve throughout the length of the Story as you figure out The same can happen to the Undead, though it may take
what works and what doesn’t, but if you begin with some longer. The Prince,who for solonghas caredfornothingbut
notes in mind, then at least you have a direction in which to keeping an iron hand on his city,falls in love. The Primogen
Councillor,who has fought the charactersat everyturn, falls
go* underthe swayof oneof theforcesintheJyhad,and suddenly
becomes the characters’ secret ally. Or an Anarch leader,
Caring for the Enemy after years of battling the establishment, sells out and joins
the Camarilla,quickly becoming a power in its politics.
Whileitiseasyenoughto senda streamof opponentsat the
characters for them to kill, detailed,interestingfoes remain Vampiresrank amongthe most staticof creatures,chang-
the heartof the Storytellersystem. From the policedetective ing less and less as the decadespass, but that is no reason to
who alwaysseemsto be there during feedingsto the Primogen
Elder with a permanent grudge or the werewolf pack which

80 The StorytellersHandbook

allow the antagonists in your Chronicle to become stale. Paranoid Prince
Everyone changes, everyone develops for better or worse,
and reflecting this in your Stories can keep them fresh and Quote: “I have made my judgement. You shall not
exciting. question it.”

The Kindred Concept: How doesonebecomePrince in the firstplace?
It certainly doesnot follow any patternsof birth or marriage
The most obvious and common foes in a Vampire asit doesamongthekine. Onlyrarely (veryrarely)isaPrince
Chronicle are the other Vampires. The Jyhad may be the elected. Thus most Neonates seem to feel becoming Prince
most dramatic manifestation of Vampiric desires, but not requires power and strength,and lots of both.
everythinghas to tie intothis great war (actually,it all ties in,
but players should not realize that. But then again, players The ParanoidPrincehas thesequalities,but he knows that
can read this book and find that out. So, ipso facto, that is not why he got the job. He saw the behind-the-scenes
statement must be false. Or is it?). maneuverings of powerful Elders. He felt the influence of
unseenforces,but hasyettodeterminewhy they broughthim
In any case, the Damned want for many things. Power, to reign. Untilhe findsout,then everyoneis suspect. Should
respect, prime feeding grounds, material goods, followers, he find out, then everyone is condemned.
fun, Golconda, learning, art or even just wanting to be left
alonecanleadto innumerableconflictswiththe charactersas TheParanoidPrince doeshave some trusted advisors,but
desires clash. he watcheseven these with hawk’s eyes. His allies are those
Elders who side with him on important matters, and his
The Camarilla retainersareVampiresand Ghoulshe has createdto helphim
rule the city. Should any of these get out of hand, however,
In most Chronicles,the Camarillamakesup the dominant one can be sure they will soon disappear.
organizationof Vampires. It controlsthelocal communityof
Vampireswith a combination of Traditions and intemaIand Roleplaying Hints: Your paranoia remains slightly be-
externalagents. Just aspeoplewhofudgeontheirincometax low the surfaceof your emotions,only rarely bubbling over
respond with recrimination when someone else breaks the the top. Usually you look at everyone with a piercing gaze
law,sodo Vampireswhoquietlybendthe Traditionsrespond you hope will keep themfrom questioningyou. Shouldyour
to those who get caught (and don’t have the power to quiet it suspicionsaboutsomeone(youhave suspicionsaboutevery-
UP). one)provevalid,youbecomemerciless. However,if you can
use this victim to discoverwhois the true power behind your
Thus you have the basic conflict of Anarchs against throne, then that will be his misfortune.
Elders. The Neonates want to get away with the samethings
membersof thePrimogencan. However,thisisonlythe most Nature: Fanatic
basic battle. Every Camarilla Vampire has her own agenda
to fulfill, and,withjust a littleimagination,it is easy to make Demeanor: Director
the characters come into conflict with it.
Generation: 7th
For instance,roguechildermay startstalkingthe streetsof
your city, seeking the vitae of those characterswhose Back- Physical: Strength4, Dexterity 3, Stamina 5
grounds include a few points of Generation. Various ma-
nipulators want the characters to do their bidding. They Social: Charisma 4, Manipulation 6, Appearance 5
maneuverthe characters into aiding them in increasingtheir
power,dealingwith theirenemiesor evenjust forthe sakeof Mental: Perception 4, Intelligence5, Wits 5
manipulatingthem. Temtorial disputescropupwithCainites
the characters would have preferred not to mess with, and
unless they sooth some ruffled feathers quickly they should
seek out some place to go into torpor.

The very fact that the Camarilla is an umbrella organiza-
tion, providing a place for all Kindred who might hope to
join, meanstherecanbe no end to thediversityof antagonists
available. Any figurefrom myth,fictionor yourimagination
can showup in its cities,providingthecharacterswith no end
of surprises. The following templates are just some of the
possible enemies the characters can make within this great
assemblage.

ChapterFive: Antagonists 81 8

Talents: Alertness 3, Brawl 4, Dodge 4, Empathy 1, Roleplaying Hints: You listen carefully and you watch
Intimidation 4, Leadership4, Subterfuge 3 carefully. Make sure the charactersfeel they can trust you.
Never commit yourself to any courseof action,and position
Skills:Etiquette 6, Firearms 2, Melee 4 yourself so you can take the credit if it works or pass the
blame if it fails.
Knowledges: Bureaucracy4,Finance3, Law 2, Linguis-
tics 2, Politics 6, City Secrets 5, Kindred Lore 5 Nature: Conformist

Disciplines: Auspex 4, Dominate 6, Foxtitude 4, Potence 1, Demeanor: Confidant
Presence 5
Generation: 8th
Backgrounds: Allies 3, Contacts 5, Influence 3, Re-
sources 4, Retainers 5, Status 5 Physical: Strength 3, Dexterity 3, Stamina 4

Virtues: Conscience 1, Self-Control3, Courage 3 Social: Charisma 4, Manipulation 5, Appearance 4
Mental: Perception 4, Intelligence5, Wits 4
Humanity: 4
Talents: Acting 2, Alertness 2, Brawl 2, Dodge 3, Empa-
Willpower: 8 thy 3, Leadership 2, Subterfuge3

Blood Pool Max/Per Turn 20/5 Skills:Drive 1,Etiquette5,Firearms2, Melee 3, Music 2

Primogen Councilor Knowledges:Bureaucracy 5, Finance 2, Investigation3,
Linguistics 2, Occult 3, Politics 4,City Secrets 4, Kindred
Quote: “You may do as you like, but I will not be Lore 4
responsiblefor the consequences”
Disciplines: Auspex 5, Dominate 4,Fdtude 1, presetlce 2,
Concept: SomePrimogensserveasthePrince’sadvisors. ’rhaumaturgy 5 (Movementof Mind 5,Lun:of Flames4,Tasteof
Others are defacto rulers of the city with the Prince serving Blood 3,Conjuring2)
as theirmain enforcer. The PrimogenCouncilorserveswith
acoterie of Elderswho are amixtureof both. ThePrincemay Backgrounds: Allies 2, Contacts 4, Influence 2, Mentor 5,
be the singlemost powerfulKindred any Neonate of the city Rasources4,Retainers3, Status4
islikelyto see,but aunitedPrimogencaneasilycountermand
her orders. Thus all the Elders carry out a careful dance of Virtues: Conscience2, Self-Control4, Courage 1
politics,taking carenot to stepon another’stoes and making
no move to take responsibility for something unless it will Humanity: 5
work.
Willpower: 8
Thusthe PrimogenCouncilordoeshis best to keep every-
one on friendly terms, making sure Eldersand Neonates alike Blood Pool M d e r Turn 15/3
feel they can confide in him. However, he is more than
willing to turn on anyone at a moment’s notice should that Brujah Bully
prove advantageous. His two allies are fellow members of
thePrimogen,whilehis mentoris a verypowerfulmemberof Quote: “OK,soyou’renota shit-faced,rat-sucking,butt-
his Clan. kissing,Justicar-toyBloodDol1.I’mstillgonna kickyourass
up between your teeth.”

Concept: The Brujah Bully fits all the vilest stereotypes
of the Clan. Violent, sadisticand thickheaded,many have a
hard time distinguishingtheir regular frenzies from normal
behavior. Even other Anarchs hate having to deal with this

82 The Storytellers Handbook

one, but they know exclusion from their plans and meetings leavetheirhavens,and the Gangrelbringsthem deadanimals 4
will only mean another fight with the Bully. to feed from.
4
Thereisnothingsubtleaboutthe Bully. Combat-centered, Roleplaying Hints: You know your course of action is
few Elders would be willing to take this one on in a straight right, andnothingcan swayyoufromit. You wouldgiveyour
fight. Additionally, the Bully never runs alone. The allies existencefor what it is you guard, and will not listen to those
and retainers are members of a gang committed to brutality who question your commitmentor attempt to turn you from
in all its forms. If the Bully does not want to wastetime with your duty. The only trace remaining of those who have tried
you, expect the entire heavily-armed gang to jump in. to violate your wards are the animal features which resulted
from the frenzies when you slew them.
Roleplaying Hints: You livefor onething, and onething
Nature: Fanatic
only-breakingheads. Still,you pretend to be a committed
Demeanor: Caregiver
Anarch, using their movement as a cover for your own
sadism. Goalongwithplans to fighttheElders,butbust them Generation: loth
up as soon asyou canover someimaginedslight,and then go
at it with whomever you like. Physical: Strength4,Dexterity 5, Stamina 5

Nature: Deviant Social: Charisma 2, Manipulation 1, Appearance 2
Mental: Perception 5, Intelligence 1,Wits 4
Demeanor: Rebel Talents: Alertness 5, Athletics 4, Brawl 5, Dodge 4,
Intimidation 3
Generation: 10th Skills: Animal Ken 5, Stealth 4,Survival4

Physical: Strength 5, Dexterity 5, Stamina4 Knowledges: Medicine 3, Area Knowledge 5
Disciplines: Anunalism4, Celerity2, Fovtitude4,Protean 5
Social: Charisma 1, Manipulation 3, Appearance 2
Backgrounds: Herd 2, Mentor 2, Status 1
Mental: Perception 3, Intelligence 2, Wits 3 Virtues: Conscience4, Self-control 1, Courage 5

Talents: Alertness 2, Athletics 3, Brawl 5, Dodge 3, Humanity: 7
Intimidation 5 , Streetwise3 Willpower: 7

Skills: Drive 4, Firearms 3, Melee 4,Music 1, Security 2 Blood Pool MadPer Turn 13/1

Knowledges: Investigation2, Law 1, Area Knowledge3, ~~~~ ~
City Secrets 2
Malkavian Psychotic
Disciplines: Celerity 4,Potence 5, Presence 3
Quote: “It is a beautiful night todie. Butthen, aren’t they
Backgrounds: Allies 2, Contacts2,Resources 1,Status 1 all?”

Virtues: Conscience 1, Self-Control 1, Courage 4 Concept: That wild look in the eyes,the hair flyingout in
all directions, the graveyarddirt under the fingernails-all
Humanity: 3 these point to the truth of the Malkavian Psychotic’s exist-
ence. Who knows the truth of our existence? Who could
Willpower: 5 possiblyunderstandthe depthsof the agony? Whocanknow

Blood Pool MadPer Turn 13/1

Gangrel Protector

Quote: “Ifyou insist (growl) in continuing your present
course (snort),I shall have no option (growl)but to destroy

you.”

Concept: TheGangrelProtectorcaresfor something,and
cares for it as deeply as any being possibly can. Whether it
be animals,acertainplace,childrenor anythingelse,you can
be sureanyonewho threatens this treasurewill meet death in
all its fury.

A combatmonster,the GangrelProtectorwill takeno pity
on a foe, but will go to the ends of the Earth to protect what
it believes it must. Characters might stumble across the
objectsguardedby accident,but claimsof ignorancewill not
savethem. Or,if youprefera lessviolentstory,thecharacters
might become what the Gangrel protects. While this may
appear an advantageat first glance, soon the Gangrel might
be protectingthem to the point where they are not allowedto

Chapter Five: Antagonists

the purpose behind this immortality? Well, the Malkavian Nosferatu Sewer Rat
Psychotic does, and the purpose is to extinguish the charac-
ters. Quote: “...”

Violenceisnot the Psychotic’smain, or even most effec- Concept: A member of a Clan notorious for its silence,
tive, weapon. After all, beingpsychoticdoesnot necessarily the Nosferatu Sewer Rat is legendary for her taciturnity.
mean one wants to be at risk. Maneuveringothersto do your Always watching from the shadows,making no noise which
dirty work can be more pleasurable,especially when it puts would drawattention,shelearnsmuch,even aboutthosewho
themandtheirtargetatrisk. Theonlyconstantinthisinsanity do not believe she exists. In combat she can be an effective
is the Psychotic’s desire to have a personal hand in the foe, but that is not her main role as an antagonist.
culminationof your plots, even if it only means hovering by
in astral form. She is a spy of unparalleledability. With the advantageof
Obfuscate,shecan both watch in secretand escapewithease.
RoleplayingHints: You liveforthe tormentsyou canput Battlingher is frustratingat best, as one can only react to her
others through. Torture and brutalization are old hat with invisible attacks and hope for the best.
you. You take any means availableto fulfill your fiendish
desiresand,whileyou may appearfriendlyenoughwhen first Overthelongrun,shecan be anespeciallyeffectivefoefor
met, very quicklyunnerve others with your mad appearance instilling extreme paranoia in the characters. Most obvi-
and crazed laughter. ously, one can never be sure when she is spyingon you and
when she isn’t. Additionally, her contacts,led by her ghoul
Nature: Deviant
retainer, are streetpeople -the kind many Vampires would
Demeanor: Bon Vivant
never give a second glance. Finally, her powers over the
Generation: 10th animalsmeanthe characterscanneverbe sureif that blackcat
in the alley is just licking its paw or watching them for its
Physical: Strength 2, Dexterity 4, Stamina3 mistress.

Social: Charisma4, Manipulation 5, Appearance 4 Roleplaying Hints: You watch and you wait, staying as
quiet as a church mouse (even if you are as ugly as a sewer
Mental: Perception 3, Intelligence 4, Wits 2 rat). You feel uncomfortable dealingwith othersbecause of
your appearance, so you stay in hiding and are extremely
Talents: Acting 3, Dodge 2, Empathy 2, Subterfuge 5 reticent to deal even with those you consider your friends.
Your enemies, however, get the full brunt of your pent-up
Skills: Etiquette 5, Firearms4, Melee 1, Stealth 1 frustrations.

Knowledges: Bureaucracy 2, Investigation 3, Linguistics 2, Nature: Loner

Occult 2, City senets2 Demeanor: Curmudgeon

Disciplines: Auspex 5, Dominate 4, Obfuscate 4 Generation: 10th

Backgrounds: Resources 4, Retainers 1 Physical: Strength 3, Dexterity 4, Stamina 5

Virtues: Conscience0, Self-Control 3, Courage 2 Social: Charisma 2, Manipulation 3, Appearance 0

Humanity: 2 Mental: Perception 5, Intelligence 2, Wits 4

Willpower: 9

Blood Pool Max/Per Turn 13/1

84 The Storytellers Handbook

Talents: Alertness 5, Athletics 3, Brawl 2, Dodge 4,
Streetwise4, Subterfuge2

Skills: Animal Ken 3, Melee 1, Security 3, Stealth 5,
Survival 2

Knowledges: Investigation 3, Linguistics 1,AreaKnowl-
edge 4, City Secrets4

Disciplines: Animalism 3, Auspex 2, Celerity 1, Obfus-
cate 5 , Potence 2

Backgrounds: Contacts 2, Retainers 1

Virtues: Conscience 2, Self-Control3, Courage 1

Humanity: 5

Willpower: 6

Blood Pool MaxlPer Turn 13/1

Toreador Degenerate Talents: Acting 4, Alertness 2, Dodge 1, Intimidation 4,
Subterfuge4
Quote: “Ohplease. Whydon’t you seek out a dark cofin
somewhere i f you are so intent on embarrassing yourself Skills:Etiquette5,Firearms2, Melee 1,Music4,Painting
further? ” 4

Concept: No one is as good as the ToreadorDegenerate. Knowledges: Linguistics 4, Occult 1, Politics 3, Art
Sheis far more intelligent,sophisticated,attractive, cultured History 5, City Secrets 3, Literature 5
and urbane than anyone (at least in her own mind). It should
take no time at all for her to make enemies of the characters, Disciplines: Auspex 4, Celerity 2, Dominate 2, Presence
commentingsnidely on their dress,habits, personalities and 5
anything else you can think of. Attempts to deal with this
overbearing,highly obnoxious person violently will be met Backgrounds: Allies 4, Contacts4, Fame I, Influence 1,
with disdain and snide commentsfrom all comers. Resources 5 , Retainers 5 , Status 3

The Toreador Degenerate’s main strength lies in her Virtues: Conscience 2, Self-Control 3, Courage 1
friendsand allies. While these friendsand alliesmay not like
her, they desperately want her to like them. They believe Humanity: 4
strongly in her myth of superiority and will do anything to
stay on her good side. Most of these allies are Ancillz, but Willpower: 8
there may well be one or two Elders (or even the Prince)
among them. Blood Pool MadPer Turn 13/1

Her secondmain weapon is gossip. A master at spreading Tremere Warlock
lies and rumors, she can tum any Kindred from a respected
member of societyto a despisedenemy of all. And if you do Quote: “Isit power you want? You know not what that
seek revenge,beware her well-armed ghoul attendants. word means. Shouldyou openyourselfto but afraction ofthe
mightI command,you would be snuffedfrom this dimension
RoleplayingHints: You are far superior to those others like a taper in a tornado.”
of your type, and you know it well. None can measure up to
your standards,and you let them know it. Put down all the Concept: The Tremere Warlock serves his Clan with
characters’accomplishmentsinthemostdemeaningof ways,
informing them that what they devoted tears and blood to fanatical devotion, offering it his heart and soul. He has
deserves nothing more than your laughter.
struggled for ages to get to his place within the Tremere
Nature: Bravo structure,and will struggle for ages more just to move one
inch higher. But struggle he will.
Demeanor: Bon Vivant
Just because the Tremere Warlock is Blood Bound to his
Generation: 10th Clan does not mean he has abandonedhis own schemes. In
his effortsto climbthe eternalClan ladderof success,he will
Physical: Strength 2, Dexterity 3, Stamina2 use anyoneand go to any extremes. If the charactershappen
to come between him and what he wants, or can be used as a
Social: Charisma 3, Manipulation 5, Appearance 5 vehicle to fulfillinghis desires, so much the worse for them.

Mental: Perception 2, Intelligence3, Wits 3 Roleplaying Hints: You strive to keep others from
realizing the extent of your devotionto the Clan, but will not
deny that you serve its will. However, you do your best to

Chapter Five: Antagonists 85 4

ensureothersthatdoingyourmasters’biddingdoesnot mean Ventrue Manipulator
you have to hurt them. When it does, oh well.
Quote: “Listen.Ihave what you want and you have what
Nature: Plotter I want. I see no reason why we cannot come tosome mutually
agreeable solution.”
Demeanor: Architect
Concept: The Ventrue Manipulatorhas become a com-
Generation: 10th mon feature in many Chronicles-so familiar,in fact, that
few characters trust them anymore. However, this manipu-
Physical: Strength 2, Dexterity 2, Stamina 2 latorhas a few key differences. Firstof all,friendlinessisthe
main weapon in her arsenal. There is no reason why the
Social: Charisma 3, Manipulation 4, Appearance 3 characters should have to do something against their will
when the manipulatorcan convincethem it is what they want
Mental: Perception 4, Intelligence 5, Wits 4 to do.

Talents: Alertness 3, Brawl 1, Dodge 2, Intimidation 2, Second, this Ventrue deals with the Anarchs and the
Subterfuge 3 Establishmentequally. It may even take the charactersa few
encounterswith the Manipulator to realize she is a Ventrue
Skills:Etiquette 3, Melee 1, Security 1 due to her friends outside the establishment. Finally, she is
completely capable in combat and if the characters become
Knowledges: Investigation 4,Linguistics4, Medicine 3, ahindrancetoherplansforpower,theymay wellpay thefinal
Occult 5 , Politics 3, City Secrets 3, Kindred Lore 2, Magus price.
Lore 2
RoleplayingHints: Yourfriendlinessisnotjust an act-
Disciplines: Auspex 5, Dominate 3, Necromancy 1,
Thaumaturgy4 (Taste of Blood 4, Weather Control 4, Lure you prefer to like others and have them like you. However,
Of names 3) power is your main goal, and nothing can be allowed to get
in your way. Were you Prince, your rule would be an iron
Backgrounds: Allies 2, Contacts 2, Resources 3,Retain- hand in a velvetglove;until then,makethecharactersbelieve
ers 2, Status 2 your rulership would be paradise itself.

Virtues: Conscience 1, Self-Control4, Courage 3 Nature: Autocrat

Humanity: 4 Demeanor: Architect

Willpower: 9 Generation: 10th

Blood Pool Max/Per Turn 13/1

Rituals: Devil’sTouch,CommunicatewithKindredSire,
Deflectionof Wooden Doom, PfincipleFocus of Vita:Infu-
sion, MourningLife Curse,Pavis of Foul Presence, Splinter
Servant

86 The Storytellers Handbook

-

Physical: Strength4, Dexterity 3, Stamina5 Knowledges:Computer3,Investigation2, Occult 1,Area
Knowledge 3, City Secrets2, Kindred Lore 1
Social: Charisma 4, Manipulation 5, Appearance 4
Disciplines: Animalism 3, Auspex 2, Celerity 2, Domi-
Mental: Perception 3, Intelligence 4, Wits 3 nate 2, Fortitude 3, Obfuscate 2, Potence 3, Presence 2,
Protean 2, Thaumaturgy 2 (Taste of Blood 1)
Talents: Acting2, Alertness 3, Brawl 4, Dodge 3, Empa-
thy 2, Subterfuge 1 Backgrounds: Ally 1, Contacts 2, Resources 2

Skills: Drive 2, Etiquette3, Firearms3, Melee 3, Security Virtues: Conscience 1, Self-Control 5 , Courage 3
3
Humanity: 4
Knowledges: Bureaucracy 3, Computer 2, Finance 1,
Investigation4,Law 2,Linguistics3,Politics4, AreaKnowl- Willpower: 6
edge 3, City Secrets4, Kindred Lore 3
Blood Pool MaxrPer Turn 11/1
Disciplines: Dominate5, Fortitude3, Presence4, Protean
2 The Sabbat

Backgrounds: Allies 2, Contacts 4, Influence 1, Re- Feared beyond reason by CamarillaNeonates,the Sabbat
sources 3, Status 2 gladly plays the role of the evil bogeyman, with no horror
being too vile for it to perpetrate. Prime enemies for the
Virtues: Conscience3, Self-Control 3, Courage 3 characters,thesemonsterslackallhumanityandrevel in their
inhumannature.Theyburstintofrenzieswithbut amoment’s
Humanity: 7 notice, seeming not to care what havoc they wreak.

Willpower: 7 Of course, to the Sabbat, its way is the right one, and
everyoneelsefollowsthefool’spath. Membersof the Sabbat
Blood Pool Max/Per Turn 13/1 crave absolutefreedom above everythingelse, striving with
all their might to prove they can do anything they desire. At
Caitiff Diabolist the sametime,they possess a supernaturallystrongloyaltyto
one another,and to CamarillaVampires it appearsasif every
Quote: “Youthought because I was of the Clanless that member of a Pack has been Blood Bound to each other.
I was nothing, or less than nothing. But now we both know
the truth. Preparefor your end.” It is this supernatural tie which keeps the Sabbat from
eruptingin writhing spasms of violent anarchy. Not only do
Concept: The Caitiff Diabolist has been beaten on, individual packs have their internal connections, but indi-
ignored and abused. Other Kindredhave taken advantageof vidualmemberswill have theirownbondswithother Sabbat.
the precarious existenceof the Clanless,and the Diabolist is Thus the entire Sect has one giant web of loyalty spun
no strangerto pain and suffering. But now the Caitiffwill be throughout it, keeping its members from destroying each
the giver, not the receiver. other out of hand.

Through all the abuse the Diabolist has taken, some good The Sabbatappears set onthe destructionof the Camarilla
has come (good for the Diabolist, anyway). The Caitiff has and, once that goal has been fulfilled, enslavingthe human
access to far more Disciplinesthan other Kindred of equiva-
lent age, and there seems to be no end to his bag of tricks.
Additionally, mercy is a foreign quality, so the victims
should expect nothing more than their deaths.

Roleplaying Hints: You have experienced the Rebirth
once, and will do anything to enjoy it again. Any other
Vampire is fair game, for all have taken advantageof you in
thepast. Now you have the abilitytomakethempay, andthat
is what you shall do.

Nature: Conniver
Demeanor: Martyr

Generation: 12th

Physical: Strength 3, Dexterity 3, Stamina 3

Social: Charisma 2, Manipulation4, Appearance 3

Mental: Perception 3, Intelligence 4, Wits 2

Talents: Alertness 2, Brawl 1, Dodge 2, Subterfuge3

Skills: Animal Ken 2, Firearms 4, Melee 2, Security 2,
Stealth 3

Chapter Five: Antagonists 87 ,

race. Even Anarchsfear its brand of freedom, andjoin with Sabbat should be given the chance to prove themselves.
the hated Elders in battling this hated scourge. Everything Remember, the good of the Sect comes first.
about the Sabbat, from its wild abandon, grotesque love of
combat to its horrendous, flesh-rending Disciplines, only Nature: Architect
serves to strengthen this revulsion.
Demeanor: Gallant
However, members of the Sabbat seem capable of their
own kind of virtues. They possess an intense loyalty to one Generation: 9th
another. Indeed, among more knowledgeable members of
the Camarilla, rumors fly regarding Sabbat mystics, who Physical: Strength 5, Dexterity 4, Stamina5
spend their unlives in quests after knowledge about the
history of the Kindred. Others talk about honorable Sabbat Social: Charisma 5, Manipulation2, Appearance 5
leaders who strive desperately to keep the Vampiric world
from going up in smoke. Some members of the Camarilla Mental: Perception 4, Intelligence 3, Wits 4
even whisper that greatest of heresies -that there may be
much the Camarillacan learn from its eternal enemies. Talents:Acting 2, Alertness4, Brawl 5, Dodge4, Intimi-
dation 4, Leadership 5 , Streetwise 1, Subterfuge 3
Sabbat Pack Leader
Skills: Drive4, Firearms4, Melee4, Security2, Stealth4,
Quote: “You have your choice. Join us ...or die.” Survival 4

Concept: The SabbatPack Leader was created years ago Knowledges: Occult 3, Sabbat Lore 4
duringthe Sabbattakeoverof a city. Mostof the membersof
her originalpack met their FinalDeathsduringthose battles, Disciplines: Celerity2, Fortitude3,Presence4,Protean3,
but shejoined a new group. As the years past and the pack Vicissitude 3
suffered normal (for the Sabbat) attrition, she decided the
time had come to seize control. This she did, slaying the Backgrounds: Allies 5, Status 3
previous pack leader in the process.
Virtues: Conscience0, Self-control 0, Courage 5
Now she and her pack have become nomads, travelling
between Sabbat-controlledcitiesand makingfrequentexcur- Humanity: 0
sions into Camarilla territory. She herself has become an
extremely capable fighter, but is also highly skilled in the Willpower: 8
diplomaticarenaaswell asvariousdisciplines. Her alliesare
fellow members of her pack, all almost as capable as she in Blood Pool MaxlPer Turn 1412
combat.
Notes: The Disciplineof Vicissitudeallowsa Vampireto
RoleplayingHints: Youexistsolelyforthe freedomyour shape and change the body’s form, though the changes are
Vampiricformoffers. Thosewhogetin yourway orinterfere not limited to the Vicissitude practitioner alone. The first
with this freedom deserve nothing short of homble deaths. level allows the Vampire to actually change aspects of her
However, those who would make good members of the appearance, which is the way this character developed a 5
Appearance. The second level allowsthe character to shape
her or another’s skin in any way she likes. The third level
allows the Vampire to mold bones in the same way.

The Inconnu

The characters who have the Inconnu as their enemies
might as well hang it up. Ticking off someone powerful
enough to remain out of the direct maneuveringsJyhad has
neverbeen a wiseidea. However,just becausethecharacters
haven’t a chancedoes not mean you shouldavoid usingthese
ancient powers as their enemies.

Firstof all,onlyrarelydomembersof theInconnubecome
directlyinvolvedin conflict. Doingsonot onlyexposesthem
to danger but also means they risk comingunder the sway of
one faction in the great war. After all, taking action against
the Prince means they aid those who want her out of power,
who are,in turn, no doubtunder the controlof someoneelse.
The onlytruly safecourselies in doingnothing,the very tack
so many of the Inconnu take.

However, even these Monitors, who watch over certain
areasororganizations,haveweaponsattheirdisposal. Should
you interfere with a Monitor’s activities, or slay a favored
memberof the kine, be preparedfor the worst. First the little
things begin going against you. Then your other foes begin
to gainnear-supernaturalknowledgeof your activities. Next

88 The Storytellers Handbook

those you once called your allies begin to turn against you. membersof the Inconnu. Of course, theseisno reasonothers
Finallyyou wakeuponenight to discovera Sixth-Generation would not be spies in either the Sabbat or the Camarilla,
Hittite named Magog hovering over your bed, flamingstake Lupines, Magi or even Mummies.
in hand.
RoleplayingHints: Yourmain goalistoremain awareof
For all their power, members of the Inconnu should be
used sparinglyin a Chronicle,and even more sparinglyas an potentially threatening events and individuals under your
enemy. Only the rarest of events could cause one of these jurisdiction. To this end you will go to any extreme,includ-
Cainitesto take a personalinterestin any Neonate or Coterie ing sneaking into meeting places, Dominating Licks into
of Neonates. Even when the characters do upset such a telling all and them making them forget the meeting, and
creature, they should have ample chances to make amends anything else you deem as necessary.
for their crimes.
While normally quiet and removed, should something
For instance, an irritated Monitor might give them an become a direct threat to you, you will spare no effort in
assignment,suchas gatheringinformationon sometargetthe ensuringitssuppression. Additionally,despitehavingreined
Inconnu cannot approach. Perhaps she has them begin the your passions in to a great degree, you have yet to achieve
journey to Golconda, setting them up in situations which Golconda. Thus you remain capable of frenzies, and if
cause them to feel remorse (and if they do not feel remorse, aggravatedbeyond your tolerance,will respond with all the
she slays them out of hand). Or maybe she puts some powers at your command.
restriction upon them, like forbidding them to feed on the
innocent. Nature: Judge

Using a member of the Inconnuasan enemy can be a great Demeanor: Traditionalist
opportunityforroleplaying,ascharacterswho try to fighther
will find themselvesin truly dire straits. However, by using Generation: 6th
their wits and whatever may be left of their Humanity, they
may still come out alright. Physical: Strength7, Dexterity 5, Stamina 6

Inconnu Monitor Social: Charisma4, Manipulation 6, Appearance 4

Quote: “Goaway.” Mental: Perception 7, Intelligence 6, Wits 5

Concept: The Inconnu Monitor,commonly found wher- Talents: Alertness 6, BrawI 5, Dodge 4, Empathy 3;
ever the Kindred play their games, should be an enigmatic Intimidation 5, Subterfuge3
figure at best, and an invisible terror at worst. While most
Inconnu maintain a non-interventionistposture, acting only Skills: Animal Ken 3, Etiquette 5, Firearms 2, Melee 4,
when threatened, some become involved in affairs on a
regular, if covert, basis. -Music 3
Knowledges: Investigation7,Law 3,Linguistics6,Medi-
Thus the Inconnu Monitorhas developedsubstantial abili- cine 5, Occult 6, Politics 6, Science 4, Area Knowledge 5,
ties of observation and deduction, but also has more than City Secrets 6, Kindred Lore 6
enough experience in combat and other stress-filled situa- Disciplines: 3, Auspex 7, celerity4, Dominate 6,
tions. Allies and contacts have come to his aid through the
passage of time, and no few of these rank among the other Fdtude 4, Obeah4, Potence 3, Presence6,protean3

Backgrounds: Allies4,Contacts7,Resources3, Status5

Virtues: Conscience 5, Self-Control4, Courage 5

Humanity: 9

Willpower: 10

Blood Pool M d e r Turn 30/6

Independents

Not all Vampire Clans belong to one of the three Sects.
While most do fall under their aegis, others carry out their
existenceswithout alliances,goingthrougheachnightunen-
cumberedby their wars of theirKindred (or sothey believe).
Thus Ravnos wander the wilds of the planet in search of
pleasure, Giovannis do the same in the wilds of the board-
rooms, and Setites and Assamites carry out their own plots
and schemes.

Sojust when the charactersthinkthemselvessafefromthe

manipulations of the Camarilla and the Sabbat - Boom

Baby! -there’s a whole new ball game to play. Suddenly

the world twists and turns as a Ravnos warps the very fabric

Chapter Five: Antagonists 89

of reality. The characters’ minds scream with pain as the Just be ready when they take offenseto your innocent games
Setites lead them quickly into temptation. Their very souls (especially when you steal their havens while they sleep).
wail as the Giovannipry them from their bodies. And in the
dark, an Assamite waits to strike. Nature: Jester

These Clans, as well as the Bloodlines which follow, are Demeanor: Rebel
the wild cards in Vampire. Never predictable, always
mysterious,theirobjects and actionsoften seemto follow no Generation: loth
reason or pattern. That Assamite trailing you might have
been hired by thePrince, an Anarchgang,an Elder,orjust be Physical: Strength 3, Dexterity 5, Stamina 4
watching you in case she someday is hired to kill you.
Social: Charisma 4, Manipulation 5, Appearance4
These independentscan create a greatchangeof pace in a
Story,allowingcharactersto developa greater senseof what Mental: Perception 3, Intelligence 2, Wits 4
goes on in your Gothic-Punk world. The fact that a Setite
even operates out of a Camarilla-controlled city means Talents: Acting 4, Alertness 4, Athletics 3, Brawl 2,
something-maybethe Prince has become lax,been bribed Dodge 4, Empathy 4, Streetwise5, Subterfuge 5
or even corrupted by the Followers of Set. Whatever the
reason an Independenthas come to town, you can be sure it S k i k AnimalKen 3, Drive 2, Etiquette 2, Melee 2, Music 3,
means bad news for the characters. Security2, Stealth4, Sleightof Hand 4, Survival2

~ Knowledges: Investigation 3, Law 2, Linguistics 3, Oc-
cult 3
Ravnos Con Artist
Disciplines: Animalism 4, Auspex 2, Celerity 1,
Quote: “Ihavejust what you need. It’s in this alley right Chimerstry 4, Fortitude 3, Presence 1
over here.”
Backgrounds:Allies 2, Resources2, Retainers 4
Concept: The Ravnos con artist lives for the scam. If
given an opportunityto steal a baby’s glass eye, you can be Virtues: Conscience2, Self-Control 3, Courage 4
sure the opportunity (and the glass eye) will be seized.
However,the best cons come from trickery, especiallywhen Humanity: 6
someone’sgreed can be used in the game.
Willpower: 8
Thus the con artist has become a student of Vampiric
motivations, watching carefully what people do and why Blood Pool MadPer Turn 13/1
they do it. ThisRavnos may not be the best fighter,but allies
are always around (your own family) and you can escape Minor Bloodlines
most problems with the help of your wits, Chimerstry and
speed. Althoughthe 13majorClanscomprisethevastmajorityof
Kindred society, there are other families of Vampires scat-
Roleplaying Hints: Watch the characters carefully. See teredthroughouttheworld. Unabletorival theClansineither
what it is they want,and then offer it to them. Once they are numbers or raw power, these families-or ‘bloodlines’ as
ready to take it, pull the switch and get away while your they are referred to - remain formidable forces to be
laughter yet rings in their ears. reckoned with.

You generally prefer to pull scams against the pompous Usually a branch of an established Clan, their major
and overinflated,but if they arenot available,anyonewill do. differences come from their Disciplines and weaknesses.
Many boast Disciplines wholly uniqueto themselves,while
othersstresstheir specialoutlookon existence. For instance,
some Kindred speak longingly of a bloodline dedicated
solelyto the practice of love in all its forms. Otherstalkwith
awe and loathingof a now-extinct bloodlinewhich set itself
up as the protectors of the human race.

Bloodlines have formed from many sources -begun by

one powerful Kindred who then Sired and passed on the
changes,created by cabals of wizards or established by one
Cainite who has never passed on the Gift. Lacking an
Antediluvianfounder,the membersof thesebloodlinesoften
believe themselvesabovethe Jyhad,much to the amusement
of other Vampires.

90 The Storytellers Handbook

Gargoyles Haven: Gargoylesgreatly prefer interioror underground
areas with lots of stoneand earth to manipulate. Abandoned
In the early days of the Middle Ages, the newly founded buildings(particularlytall ones, where they can sit at night),
Tremerelinewas in gravedanger. Houndedfromall sidesby warehouses, sewers, caves and the like are ideal.
agents of the Inconnu,even the power of therecently created
Circle of Seven did not seem enough to save the line from Background: Gargoyles reproduce rarely, and only for
extinction. Though they were individually mighty, they their owntwistedreasons. As Gargoylesarea compositeand
simplydidnothavethehordesof lessershocktroopsthat they artificialrace, onceavictim ischosen,hisownmind becomes
needed to fend off their enemies. sublimated in the wash of magic and memories already
ingrained in the Sire’s vi&, and he almost forgets his prior
It is rumored to have been the Clan founder himself who life. Gargoyles can come from any background.
thoughtof a solution. Capturing severalother Vampiresand
mystic creatures, including a Gangrel and a Nosferatu, CharacterCreation: Gargoylesare not really suitablefor
Tremere and his Circle used their extensive alchemical playing, but make ideal sentries, guards and mercenaries.
knowledgeto synthesizearace of new Vampires,oneswhich Physical Attributes and Talents are primary.
wouldservetheTremere. Deepbeneaththe Carpathians,the
firstGargoylerosefromthe steamingichorof their cauldron. Weaknesses: Gargoyles have an appearance of zero,
In a mocking parody of the Bible, they commanded it, “Go much like the Nosferatu from whence they are partially
forth and multiply.” derived. Also, as a race createdto be slaves,their Willpower
is treated as two lower when resisting Domination or Magi
And go forth it did, rapidly creating swarms of Progeny mind-control spells.
from the terrified peasantry and leading them against the
Inconnu. It was largely due to the terrible strength of the Disciplines: Fortitude, Potence, Visceratika
Gargoylesthat the line of Tremere survived their first great
battles. Quote: “Youintrude on master’sproperty. I count to 10

Forcenturiesthe Gargoylesservedthe Tremerewith great -youleaveorIfeedtheearth withyourentrails. One...IO.”
loyalty,despitethe numerousabusesheapedonthem by their
masters. Finally, the ill-treatment grew too great for even Visceratika
theirdull spiritsto tolerate. Duringthe lateMiddle Ages,the
Gargoylesbroke away from the Tremere; some scatteredinto Level One:
the wilds of Europe,some flocked to the great cities such as
Paris, while others offeredtheir services as mercenariesand Whispers of the Chamber: By making a Perception +
sentinelsto any Kindred or Maguswho couldpay their price
in gold and v i t z Alertnessroll againsta difficultyof 6,the Gargoyleis ableto
detect others within an enclosed area of about the size of a
Appearance: Gargoyles are grotesque and repulsive, large apartment, even if the intruders are out of sight, in
much like Nosferatu, and generally have a “demonic” ap- darkness or protected by Obfuscate. If the target is actively
pearance. They begin with smallbat-like wingswhich grow seeking to avoid being detected,she gets an opposed roll of
asthey advancein the Disciplineof Visceratika. Each level
they have gained in that Discipline allows them to fly at an Self-Control + Stealth with a 6 difficulty.
additional five mph. Also, as they age, their skin becomes
morerocklikeand variousstrangeprotrusionsappearon their Level Two:
bodies.
Skin of the Chameleon: By spending a blood point, the
Gargoyle’sskintakesonthetextureand colorof its surround-
ings, adding five to the dice pool for Stealth as long as it
moves slowly (half speed or less).

Level Three:

Voices of the Castle: As Whispers of the Chamber,
above, but affecting an entirebuilding or physical structure.

Level Four:

Bond With Terra: Similar to the Protean power Meld
with Earth, this power also allows the character to melt into
stone,brick or asphalt. However,this power does not allow
the character to actually sink deep into the protective sur-
roundings. Instead, the character seepsjust below the sur-
face,and a faint outlineof her form can be seen abovewhere
she rests.

Level Five:

Stonestrength: TheGargoyle’sfleshhardens and pain is
deadened,giving the character one extra Staminapoint for

Chapter Five: Antagonists 91
4

the purposes of resisting wounds, subtracting one from all Background: Blood Brothers are chosenby the Tremere
woundpenalties,and halvingthe damagereceived from fire. and Tzimiscesfor their tough-mindednessand skill at keep-
ing themselves alive. Individuality is not a prized quality.
Level Six: Many Blood Brotherscome from military or criminal back-
grounds,and membersof streetgangsseemespeciallypreva-
Rockheart: The Gargoyle’s innards become rocklike. lent.
Any weapons which pierce the body (including bullets) do
half damage,and stakingis effectivelyimpossibleunless the Character Conception: Most Blood Brotherscomefrom
criminalor gang concepts. Physical Attributes and Talents
attacker’s Strength + Potence is at least 7. are primary.

Dark Statue: By remaining completely still, the charac- Organization: BloodBrothersarebound intightly-formed
ter can avoid the effectsof direct sunlight. However,should packs, or “circles,”of between three and seven individuals.
the character move or even twitch for any reason, the full Usually all are equal, but the Brother with the highest
effects of sunlight begin. Not moving for a day requires a generationis the nominal leader;they arevirtuallya commu-
nal being anyway, so questions of leadership are nearly
Stamina+ Fortitude against a difficulty of 9. Note that the irrelevant.

charactermust have Fortitudeto make this roll and must still Disciplines: Celerity,Potence, Sanguinus
roll to avoid frenzying at the sight of the sun.
Weaknesses: AllBloodBrothersfeeleachothers’pain. If
Level Seven: one is damaged, all the rest take the same wound penalty to
theiractionsfor the next round (only). If more than oneishit,
CrawlingChamber: By spendingthreeblood points,the the highest penalty is taken. They are also all Blood Bound
Gargoylemay animateapproximatelya 1 0by 1 0volumeof to each other.
stone, giving it a base sentience and allowing it to ooze,
reshape itself and even attack foes. Statuesand the like may Quote: (in unison) “DIE!”

be animated as well. The Gargoyle rolls its Manipulation+ Sanguinus

Empathy against a difficulty of 8 to achieve this end. Level One:

Levels Eight through Ten: Brother’s Blood: By spendinga blood point, any Blood
Brothercanheal a woundlevelof anyoneinhiscirclewithout
There are no known Gargoylesbeyond the Sixth Genera- actuallyhavingtoallowthetargettodrinkhisblood. Thiscan
tion. be done at a distance, but only one level can be healed in a
turn.
Blood Brothers
Level Two:
The Sabbatcontinually seeksnew ways to overthrow the
Camarilla, and many of their efforts involve the creation of Borrow Organs: The donor and recipient must each
Vampiric shock troops. The Sabbat is also renownedfor its spendabloodpointand thedonormustconcentrate. Thenext
creative uses of the Blood Bond. Recently, a conclave of round,one of the donor’sexteriororgans-eyes, arms,ears,
Sabbat Tremere and Tzimisces gathered in a certain un-
named stronghold in Eastern Europe for a bizarre experi- legs,whatever-will vanishfromthedonorandreappearon
ment. Their devilishplan: to refine the Blood Bond to new
heights, thus creating a pack of Vampiric warriors who the recipient’sbody,allowingforincreasedsenses,extradice
wouldforallpracticalpurposesthink and actasone. Withthe for multiple attacks, or anything else appropriate. Internal
TremereusingtheirBlood magic and the Tzimiscesemploy-
ing theirflesh-alteringpowers, they would create an army of
invincible servants.

A bandof capturedcaitiffs provided the first test subjects.
And the second. And so on. Finally, after a number of
grotesque failures, a pack of fanaticallyloyal soldiers, with
their own unique abilities related to their bond, crouched
before them. This was the origin of the Sabbat’s special
weapon,the bloodlineknown ironically as the Blood Broth-
ers.

Appearance: Blood Brothersusuallylook a littlestrange,
as their reshapings and blood exchangesoften leave them a
bit misshapen. They generally shave their heads and prefer
to wear simpleT-shirts,jeans and boots.

Haven: Blood Brothers often live in Sabbat communal
havens or in secret bases under the cities of the Camarilla,
where they can venture out to wreak havoc.

92 The Storytellers Handbook

organs-the brain, the heart, etc. -cannot be donated, nor younger. If this would take the Blood Brother below 13th
canDisciplinesbe given away. Onlythe donormusthavethis generation,shecanonlyspenda BloodPointeveryotherturn
power for it to be used. and can only have nine blood points in her pool. The
generation can be given back later.
Level Three:
Level Five:
Coordinate Attacks: By spendinga blood point each,all
the Brothers in the circle can enter into a group mind link, Coagulate Entity: With this grotesque power, all the
allowingthem to functionas one entity. This allowsthem to BloodBrothersmayunite,physicallyaswellasmentally. All
share perceptions,tactics and even knowledgefor as long as the Brothers spendthree blood points andjoin hands, spend-
they maintain the bond. There are several aspects to this ing a round in concentration. On the next round, they will
power: meld together into a compositeentity, an enormous blob of
flesh, entrails and stringymuscle tissue covered in eyes and
Powers such as Dominate, etc. attack against the mouths. The Generation of the creature will be that of the
highest Willpower of the entire circle, and must score one earliest Generation,reduced by one for every Brother who
additional success for every member of the circle. If the forms the entity. The creaturewill have a Strength,Stamina
power succeedsanyway,amental ‘circuitbreaker’ activates, and Perceptionequalto the highestratingin the circle,+I for
severing the targeted Brother from the link, so only she is evermember,and all otherattributeswill be equalto thoseof
Dominated, etc. the Blood Brother with the highest rating. All physical
actions will receive one extradie in their dice pool for every
A dicepool of oneextradie per person is setup; any of Blood Brother in the circle, usually used to take multiple
the Brothers can draw on this pool per round, although each actions (extra limbs, extra fangs,etc.). Only one Brother in
die used by an individual subtractsfrom the total in the pool the circle needs to have the disciplineat this level, but any
forthatround (i.e.,if therearefiveBrothersinthecircle,there Brothers who don’t have Level 5 will be automatically
are five total extra dice availablein the pool per round, not subordinatedtothe will of the BrotherswhodopossessLevel
five per Vampire per round). 5 while in this form.

Surprise attacks, etc. almost never work while in the Levels Six through Ten:
bond; assumethat if ANY of the Brotherscould see an attack
coming, all in the circle will know. Otherwise, reduce all There are no Blood Brothers abovethe Eighth Generation.
Perception difficulties by three.
This line of Vampires originatedin Mesopotamia; it was
By stayingout of combatand concentrating,a Brother once much more extensiveand powerful, but was decimated
cangivean Abilityto another. Thus,a woundedBrotherwith by a coalition of several other Clans who found the Baali’s
Brawl 5 could rest while at the same time concentrating on rituals vile even by Kindred standards. Since then, the line
her circle-matewho is fightingwith Brawl2; while the other has existed in anonymity for millennia; most other Kindred
Brother is concentrating,the Vampire in combatfights with believethemtobe a legend,andBaaliusuallypose asCaitiffs
Brawl 5. aroundotherKindred. Theyhave slowlyspreadoverEurope
and into the Americas, and some have joined the Sabbat.
Any other logical advantagesof being linked, such as
tactical advantages and the like, may be given to the circle. Baali are devil-worshippers. They are more committedto
Group acrobatics, etc. are quite common. utter evilthen themostpsychoticMalkavianorbrutalSabbat
Bishop. They firmly believe in the eventual ascension of
A Brotherdoes not have to have Sanguinusat this level to utter darknessand that Vampires are the chosen minions of
enter into the bond as long as someone in his circle does. the Powers that Wait on earth. They do not wish to maintain
However,if the doesnot have at leasta three Sanguinus,then
he will be subordinate in the link to others of his circle. He a Masqueradefrom their chosen prey, or even for Vampiric
will subtract one from all advantages listed (if five dice are
available in a pool, the charactercould only use a maximum supremacy like the Sabbat - they wish to summon their
of four,Perceptiondifficultiesreducedby onlytwo,etc.); the
Brotherswho controlthe bond are goingto divertallthe most great lords back into the world, to turn the planet into a
useful sensory information to themselves. Additionally, demon-riddenhell.
becausethe characteris not attunedto the levelof interaction
involved,he loses one die in his own pool to compensatefor Appearance: Baali are almost studiously nondescript,
the competing sensory input. but those with high Presence seemto give off an aura of evil.
They can be of any race and either sex.
Level Four:
Haven: Baali usually maintain Havens far away from
Concentrate Generation: With this power, the Blood
Brother may draw upon the vitae of her circle to increase her Kindredorkine, such asin abandonedhouses or farms-the
own generation. She may take one generation level from
each member of her circle to add to her own. The ‘donating’ better to practice their rites.
Brothermust be willingorthispower fails. Additionally,the
donating Blood Brother effectivelybecomes one generation Background: BaalionlychoosetoEmbracehumanswho
are intelligent,driven and completelycallous. Most of their

Chapter Five: Antagonists 93

Progeny are interestedin the occult even in life,and all Baali Baali must roll Dexterity + Occult, with a difficulty depen-
practice it once Embraced.
dent on range, to hit.
Character Conception: Most Baali are between 25 and
45 when Embraced, although some are Chosen at a much Level Four:
older age. Many come from a Dilettante or Professor back-
ground. All Baali have an Occult score of at least 1; Mental Psychomachia: The Baali is ableto summonthe Beast in
Attributes and Talents are primary. an individual. After using Sense the Sin (above) to discern
weakness, the Baali can actually coax the Beast to the
Organization:Baaliusuallyformsmall,coven-likegroups surface. The victim must roll againsthis greatest weakness
(‘flocks’) of between three and six Vampires. The most (i.e. lowest Virtue) with a difficulty of 8 or fly into a frenzy;
powerfulsorcererof theflockistheleader,rulingwith aniron any Derangements possessed by the victim will be in evi-
fist. dence.

Weakness: Baali are affected by religious symbols,just Level Five:
like the traditional movie Vampire, and take double damage
from Faith. Curse: By making an Intelligence + Occult roll against

Quote: “Yourstruggles arefutile. What is to be will be. the target’s Willpower, the Baali may cast a curse on the
Accept your place in thefires eternal.” target. One of the target’s Traits, chosen by the Baali, will
drop to zero for a duration depending on the number of
Disciplines: Obfuscate,Presence, Daimoinon successes:

Daimoinon One Success One night

Level One: Two Successes One week

Sense the Sin: By making a Perception + Empathy roll Three Successes One month
against a difficultyof the target’s Self-Control+4, the Baali
Four Successes One year
can sensethe subject’sgreatestcharacterflaw -be it a low
Five Successes Permanent
Virtue, a weak Will, a Derangement, or whatever.
Level Six:
Level Two:
Ignore the Searing Flames: Fire no longer affects the
Fear of the Void Below: The Baali must first use Sense character.
the Sin (above) to discern the tragic flaw of the target. She
must then speak to the target, telling him of his inevitable Level Seven:
damnationand lack of any hope for redemption. If the Baali
Summonthe Heraldof Hell: Thispowerrequiresa one-
makes a Wits +Intimidationresistedroll against the target’s hour ritual, three blood points’ expenditure and a human
Courage + 4,the victim will fly into a Terror frenzy; if the sacrifice. The Baali may then summon a lesser demon from
Hell to do her bidding. Demonsvary greatly in abilitiesand
Baali scoresthree or more successes,the target will collapse form, but will usually be built on somethingapproximating
in a useless panic. the following statistics: Attributes: l0/7/3, Abilities: 15
points worth, Willpower: 8, Disciplines: 10points worth, as
Level Three: well as a Fortitude of at least 3 and the ability to heal like a
Lupine. Form canvary wildly -some demons arebeautiful
Flamesof the Netherworld: TheBaalimay hurlblastsof seductresses, others reptilian horrors. The demon may be
flamewhich do one die of damageper blood point spent; the summoned without the hour-long ritual or the sacrifice, but
the Baali must spend six blood points and the demon will be
uncontrolled-it may well decideto dragthe Baali down to
Hell with it for her temerity.

Level Eight:

Great Curse: This curse is more subtle than the Level
Threepower, and affectsa muchwiderarea. With thiscurse,
the Baali afflicts an entire city or province with a feelingof
gloom, despair and malaise. The more successesrolled on

the Baali’sIntelligence+ Occultagainsta difficultyof 9, the

greater the effect. Crime and violence soar, petty angers
become seething hatreds, the economy takes a downward
spiral,marriages break up over trivial causes, and the world
just becomes a nastier place in general. Even Kindred

organizations become more fractious and less efficient -

thus, this power is ideal for undermining Camarilla power
structures in a city. A successful use of Auspex 9 or above

94 The Storytellers Handbook

will enable the user to determine that there is a malevolent
outside aura on the region affected; otherwise, the populace
will simply assumethat the times, they are a-changin’-for
the worse.

Level Nine:

Call the Great Beast: This ritual takes four hours to cast
andrequiresthe sacrificeof 50victims(Kindredorkine)with
at least4 Humanity each. One of the Great Demon Lords of
theNetherworldwill thereuponeruptfromHades;the details
of this are up to the Storyteller,but it is safe to say that such
entities are more powerful than any Vampire, and that the
world is in serious trouble. This is presented more as a plot
device than a way for sadistic Storytellers to waste the
Troupe.

Ghouls Finally, ghouls’ bodies can hold no more blood than an
average human’s can. They have a blood pool of 10, and
Ghouls, while nowherenear as powerful as their Vampiric imbibingblood abovewhatthey cancontaincausesa level of
masters,have a number of advantages over their lords. The damageper point. That blood is not availablefor increasing
most obvious of these advantagesis the ability to go about PhysicalAttributesorhealing wounds. Thusa ghoulmustbe
during the day with no fear of the sun. Other advantages drained of blood before taking in more. Eachpoint of blood
include their ability to sleep as they please, mix in human taken actsas a woundlevel,thoughthose effectsarecuredby
societywithlessrisk of frenzyandthefactthatmanyKindred the drinking of Vampiric blood. No ghoul can spend more
underestimatetheir strength, believing them to be but lowly than one blood point per turn.
servitors.
If the ghoul losesmore than five blood points at any time,
While that role may fit some ghouls,others have become he is in danger. If he loses more than seven, then he will die
powers in their own right, and provide the Storyteller with
ampleenemies. Additionally,thereis no reasonwhy aplayer unless he can make a Stamina + Fortitude roll against the
could not run a ghoul as a character, especially if you are
using the troupe-style of play discussed in Chapter One. number of blood points lost (8 or 9). Obviously,if 10points
aretaken,theghouldiesandwillbecomeaVampireif fedany
Note that ghouls do have some significantdisadvantages. Kindredblood. In thisevent,theghoulkeeps anyDisciplines
After three months, most have been Blood Bound to their already held, but from then on progresses as does a normal
masters, and now will suppress their own desires for the Vampire.

Vampire’s-part of the reason they are often seen as little As long as ghouls do imbibe Vampiric blood, they can
prevent aging. They remain susceptible to death by other
more than slaves. causes,includingviolence, starvationor disease. Theymust
also fear the results of missing their feedings,for if they go
Their powers also suffer limitations. Except for the without their blood, they resume aging according to the
Potencethey gain fromfirstbecomingaghoul,they canlearn following chart.
no Disciplines which their feeder does not have. Second,
they are limited in how far they can advance in those Real Age Aging
Disciplines based on the Generation of their most recent
“host”, as illustrated in the following chart. Less than 100years normal

Generation Maximum Discipline Level 100-250years lox normal (each day counts as
250 or more years 10)
Eighth and Younger One instantly crumble to dust

Seventh Two If a player wishes to create a ghoul character for your
Chronicle, a good number of points to use during character
Sixth Three creation would be 61413for Attributes, 11/7/4for Abilities,5
for Backgrounds,7 for Virtues, a Potenceof 1 and 8 Freebie
Fifth Four points to be spent as do Vampires. This format is used best
in conjunction with troupe-style play. For antagonists, the
Fourth Five two ghoulspresentedbelow givea good indicationasto how
this class of Undead can be used.
Also, increasing Disciplines is much more difficult for
ghoulsthan it is for Vampires. Just gaininga new Discipline
requires 25 experience points and, if the ghoul has an old-
enough host to allow progress beyond the first level, each
additionalpointrequiresthe Discipline’scurrentlevelx 20in
experience.

Chapter Five: Antagonists 95 I

Ghoul Retainer numberof availableDisciplines,andcanliveashe wants. He
has become capable in a number of areas, and can fight as
Quote: “Yesmuster. Very good muster. Will there be well as most Neonates. Additionally, since he appears
anything else?” human to Aura Readings and other sensory input, most
Kindred tend to underestimate him.
Concept: The Ghoul Retainerhas been a faithful servant
for decades. She lives for nothing but the drinking of her RoleplayingHints: Youhaveonegoal-satisfyingyour
master’s blood and serving his every whim. She is not the addiction to immortality. You have no desire to become a
most combatefficient ghoul,though shedoessometimesact
as her master’s bodyguard. Otherwiseshe works as chauf- Vampire, having seen what kind of paranoid, precarious
feur, courier, butler, maid, travel agent, accountant and existencethey lead. However, yours isn’t much better.
anythingelse the Vampire desires.
Nature: Conniver
This charactermay be weak as an antagonist in her own
right, but gives her master more freedom. Thus if you upset Demeanor: Bon Vivant
her boss, rest assuredthat she shallbe afteryou as well. She
has learned a great deal about the Undead through the years Physical: Strength 4, Dexterity 3, Stamina 2
and that, coupled with the undying devotion brought on by Social: Charisma 1, Manipulation 3, Appearance 2
her Blood Bond, makes her a most dangerous foe.
Mental: Perception 4, Intelligence 2, Wits 4
Roleplaying Hints: Your master is your life. If he says
“Jump,” you do not have to ask how high -you already Talents: Acting 2, Alertness 3, Athletics 2, Brawl 4,
know. Thus, unless you must take action, sink into the Dodge 1, Intimidation 2, Streetwise 3, Subterfuge 3
background and let your master deal with others.
Skills:Drive 2,Firearms3,Melee3,Security2, Stealth3,
Nature: Jobsworth Survival 2

Demeanor: Conformist Knowledges: Investigation3, Medicine 1,Occult 3, Area
Knowledge 2, Kindred Lore 1
Physical: Strength 3, Dexterity 3, Stamina 3
Disciplines: Celerity,Obfuscate 1, Potence 1, Protean 2
Social: Charisma 3, Manipulation 1, Appearance 3
Backgrounds: Ally 1, Contacts 2, Resources 2
Mental: Perception 3, Intelligence 3, Wits 2
Virtues: Conscience 1, Self-Control3, Courage 3
Talents: Alertness2, Brawl 3, Dodge 2, Streetwise 1
Humanity: 5
Skills: Animal Ken 1, Drive 4, Etiquette 4, Firearms 4,
Melee 3, Repair 3, Security 2 Willpower: 7

Knowledges: Computer 2, Finance 2, Investigation 2, Blood Pool MaxlPer Turn 10/1
Law 1,Medicine3, Occult 3, Science2, Area Knowledge3,
Kindred Lore 2 Werewolves

Disciplines: Fortitude 1, Potence 2, Presence 1 Cainitesand Lupineshavebeen at war for as longas either
group can remember. Some Vampires more familiar with
Backgrounds: Contacts 1, Mentor 2, Resources 2 Kindred Lore even blame them for the destruction of the
Second City, For eons their wars with the Undead have
Virtues: Conscience4, Self-Control4, Courage 4 stretched across the world, becoming most intense at those
places where civilizationand the wilds met.
Humanity: 8

Willpower: 5

Blood Pool M d e r Turn 10/1

Independent Ghoul

Quote: “Don’tworry.1’11 only takea little bit.. .atfirst.”

Concept: The Independent Ghoul is bound to no Vam-
pire. He takes vi* whenever and however he can. Some-
timeshetradesfavorsforblood,offeringhideoutsto Anarchs,
assassinationsfor Eldersand money to anyone. Othertimes
he simply takes what he wants, killing and draining a Vam-
pire of all the blood he can wring from the corpse.

Since this ghoul has no one host, his immortality is
precarious at best. However, he can draw from a wider

96 The Storytellers Handbook

For years it appeared to the Vampires as though they had RoleplayingHints: You care first for your mission,then
the upper hand. As decades past, civilization spreadand the
wildernessdiedout. However,almost 100yearsago,Cainites for your pack and finally for yourself. Your mission may be
begannoticingaresurgenceinLupineaggressiveness. Areas theeliminationof a toxicwastedump,therecoveryof atribal
whichhad neverbefore sufferedthewrathof theGaroubegan artifact or a raid on the death-causing Kindred of a city, and
feeling their rage. Places where Vampires and Werewolves its success comes before anything else. Let nothing sway
had been in conflict found themselves overwhelmed by you.
swarms of the shapeshifters.
Nature: Visionary
Theoriesforthisrevivedferocityabound,especiallyamong
Gangrels, and range from population pressures put on them Demeanor: Cavalier
by decreasing amounts of wilderness to threats to their holy
areas (or Caerns) to the eruption of the Krakatoa volcano. Physical: Strength 5, Dexterity 5, Stamina 5
Most of thesetheorieshavebeen discounted,andtheperpetu-
ally paranoidKindredcontinueto look for the power manipu- Social: Charisma4, Manipulation 2, Appearance 2
lating the Werewolves.
Mental: Perception 4, Intelligence2, Wits 4
Those Vampires who have to deal with Lupines have
learned a good deal about these opponents, however. Some -Talents: Alertness 5, Athletics 4,Brawl 5, Dodge 4,
Princes have labeled nearby Werewolf Caerns off limits,
threatening to destroy any Kindred who disturb them. Leadership 5
Skills: Animal Ken 5, Stealth 5, Survival4
Additionally, Gangrels have noted how Lupines become
more effective fightersthe angrier they become, increasing Knowledges:Occult3, Area Knowledge4,Lupine Lore4
the speedof theirattacksasthebattlegoeson. They havealso Disciplines: 1, Auspex 1, Celerity 5, Fortitude 5,
noted the command of spirits held by some Werewolves.
Anotherpower whichhas causedcommentamongthe Undead Potence 5,presence2,protean4,
include the way all Lupines seem able to heal almost as
quickly as they are injured. Backgrounds: Allies 5, Resources 2

Humans seem to have an especially hard time battling Virtues: Conscience3, Self-Control3, Courage 5
werewolves. When the Garoutake their half-wolf,half-man
form, some mortals go mad, fleeingin terror. Others dropto Humanity: 6
theground in agony. VeryfewattacktheLupineorotherwise
act as though they can control themselves. Willpower: 8

Finally, rumors abound about Lupines who could disap- Notes: If you like, you can remove the Pack Leader’s
pear and reappear at will, control the weather, fight with Celerity and give her 10points of Rage. She can spend as
clawsand fangsof silver,and even causeearthquakesat will. many of these points a turn as she likes, getting to take an
Thus,whileeven one Werewolf is usually more than enough extraaction(withherfulldicepool)foreachone. Sheregains
for oneVampire,a pack of them,fightingin conjunction,can Rage wheneveranything bad happens to her -she gets hit,
bring down the strongestof coteries. shemisses,a friendgetshurt,her back itcheswhereshecan’t
scratch, etc.
Garou Pack Leader
Magi
Quote: “You carrion scum curse Gaia with your very
existence. Prepare tofeed her with your bones.” Vampires and magi coexist in an uneasy, often-violated
truce. Most Kindred have very little to do with mortal
Concept: The Garou Pack Leader is a commanderwith- spellcasters, but the sorcerers keep coming after them. Re-
outcompare. A tactician,strategistand motivatorof renown, ports exist of magi who kept Vampires captive for decades,
she can inspire those who follow her to great heights of
heroism. Alone sheismorethan a match foranyNeonateand
most Ancillze. With her pack behindher, Methuselahsquake
at the prospect of fighting her.

However,shehashergoalsand stickscloselyto them. She
does not necessarily have to kill every Vampire she meets
(though that is the most likely outcome of a meeting with
her). Even thosesheplans on killingmay bekept alivea little
longer as she pumps them for information.

Chapter Five: Antagonists

draining them of blood bit by bit, cutting off parts of the Roleplaying Hints: You are the consummateresearcher,
Kindred and then allowing the victim just enough vim to with no emotions towards your lab equipment and test
regenerate, all for the sake of their diabolicalresearch. creatures(like the characters). As far as you are concerned,
they exist only for your benefit. Of course,you would never
While it would seem most Cainites should have little to mistreat them. Unless you are studyingpain, you will take
fear from any mortal, the average magus has spent decades great care to carve them up painlessly.
honing his craft, and is the equal of most Ancillas. Some
magi have existedfor centuriesand, while their minds seem Nature: Plotter
to be slowly slipping away, are still a match for any Elder.
Anyway, even if a Vampire could defeat a magus, most Demeanor: Architect
(thoughcertainly not all) magi work in groups, sharing their
research and facilities. Physical: Strength 1, Dexterity 2, Stamina 3

Even if the Undead could marshal1their forces to destroy Social: Charisma 2, Manipulation 4, Appearance 2
these mortal powers, they would have a hard time tracking
down their foes. Some magi houses only exist in this reality Mental: Perception 3, Intelligence5, Wits 3
for a few hours a day, varying their times seeminglyat will.
Others shroud their homes from detection, and not even the Talents: Alertness 3, Intimidation2, Leadership 2, Sub-
most accomplished users of Auspex can track them down. terfuge 2

Vampires can take some comfort from the fact that they Skills: Animal Ken 1, Etiquette 1,Firearms 1, Repair 2

are not the only group receiving unwanted attention from Knowledges: Computer 3, Investigation 5, Linguistics 5,
Medicine5, Occult5, Science4, Alchemy5,Anthropology3,
magi. The Lupines seem to be an even more frequentfoe of Archeology 2, Astrology 4,Faerie Lore 2, Kindred Lore 2,
the practitioners of magic, and some Kindred have had the LupineLore 2, Magus Lore4
pleasure of finding themselves in a three-way fight between
themselves, a magus and a werewolf. Disciplines: Animalism 3, Auspex 5, Dominate 5, Obfus-
cate3, Presence4, Thaumaturgy5 (Lure of Flames5, Weather
Recently, some sort of upheaval has been noticed among Control 5, Movement of Mind 4, Spirit Thaumaturgy 4,
themagi. While theoccultpractices havealways been many Neptune’s Might 3, ElementalMastery 3. Conjuring 2)
and varied, including Voodoo, the Qabala, alchemy, spirit
mastery and others, new forms have shown up and old ones Backgrounds: Allies 3, Contacts2, Resources4, Retain-
invigorated. The most powerful magi havealways followed ers 3
the Hermetic tradition, but now even they seem afraid.
Virtues: Conscience0, Self-control 5, Courage 3
Vampireswho haveregular contactwith them tell tales of
mysterious deaths among the sorcerers, the appearance of Humanity: 6
mighty magi none where familiarwith and mighty mystical
battles fought in hidden grottoes. While some blame the Willpower: 10
Tremere, others whisper that even that Vampiric Clan has
begun battling ancient enemies. Faeries

Hermetic Magus OlderCainitesremember a time when Faeriesran freeon

Quote: ‘Whydon’tyou make this easy on both of us? If this planet, going where they liked, doing whatever they
would. Now Faeries are as rare as honest politicians(well,
you wouldjust give me one ofyourfangs,no one will be hurt. maybe not that rare). Those same Cainiteswho remember
Oh yes, while you’re at it, would you mind terribly just those long ago times speak of a great cataclysm which split
inserting this acuminated bit of timber through your left our realm from Arcadia, the birthplaceof the fey races.
ventricle? Thankyou ever so much.”
SomeFaeries live here permanently, making their homes
Concept: The HermeticMagushas studiedher forbidden in out-of-the-wayplaceswherehumansareunlikelyto bother
arts for decades. She has practiced fire magic with its most
accomplisheddevotees,toured the bottom of the ocean with them. Others manage to sneak their way into our realm for
the masters of Neptune’s Might, gazed at the stars for nights
on end and already vivisected more than one Vampire. their own purposes. Some of these get trapped here and
quickly wither away and die. Somecometo stealchildren to
Now sheseeksthe secretsof immortality. With littleto go take back to Arcadia with them and some have been discov-
on, shegoesafterthosethingswhich are immortal-like the ered living for years as humans.
characters. Not only areVampiric parts like fangs useful in
No Kindred claims to understand why Faeries come to
magic, butperhapstheVampire’s very body will yield up the stealchildren. The most popular theorieshave to do with the
information she needs. If it doesn’t, well, she will tell the nature of Arcadia as a place of magic wholly lacking in
characters’ departed spirits she is sorry. reality. SomebelievetheFaeriesneed thechildren toprovide
an anchor of true creativity for their actions, for otherwise
they would be caught in eternal loops of their own actions,
unable to break old patterns.

98 The Storytellers Handbook

The few Kindred that have ventured into Arcadia have Talents:Acting4, Alertness3, Brawl 4,Dodge5, Subter-
never returned. Most believe them to be deceased, while fuge 3
others think they have joined with the Unseelie court of
Arcadia, doing battle with the noble Seelie. Some also Skills: Melee 3, Music 5, Security 3, Stealth 5
believe the Tremere actively support the Unseelie, but then
everyone believes the worst of that Clan. Knowledges: Linguistics 2, Occult 4,Faerie Lore 4

Faeriepowers vary widely. Illusionsand insight,entropy Disciplines: Auspex 4, Celerity 2, Chimerstry 5, Obfus-
and energy,levityand levitationall seemto existsideby side. cate 3, Presence 2, Protean 5
Even the results of drinking Faerie blood are not constant.
Sometimesthe Kindred will be filled with great power and Virtues: Conscience0,Self-control 0,Courage 2
other times the drinker will become lost in a land of halluci-
nations. Sometimesit actsaspoisonandothertimes aswater. Humanity: 0

~~ Willpower: 9

Faerie Kidnapper Ghosts

Quote: “Heehee hee. You mean you really don’t know The spiritsof the Netherworldinteractwith ourplane with
how you got here? Hee hee hee.” unnervingregularity. Somehave been stuck here, tied to the
Earth by past misdeeds,the suddennessof their deaths or by
Concept: The Faerie Kidnapper has come to our reality the spellsof others. Theyhaunttheirlocations,someseeking
in hopes of capturingthe characters. Whether he needs them freedomto go beyond and otherswantingonlyto stay asthey
as waniors in a great battle, prizes in a scavenger hunt or are.
attractionsat a new zoo, he will hunt them and his otherprey
down and bring them back to Arcadia with him. They have little effect on the physical plane, spending
most of their energies on the Spirit world. Many Vampires
An expert at illusion and deception,the Faerie Kidnapper have come into contact with these beings, controlling them
will bring his targets back with him by hook or by crook. He via spells, rituals and disciplines. Some ghosts have been
will use promises,lies,mind control or brute forceto accom- known to laugh at these Kindred, saying such manipulators
plish his goals. He has specific requirements regarding are merely pawns in a game of mighty spirits anyway.
anyone he will bring back to Arcadia (they must be bound,
willing, laughing or whatever), but once they meet the Most ghostshave powersrelating to manipulationsof the
requirement they will find themselves in a new realm. mind or emotions, while others, generally referred to as
poltergeists, have some small effect on the material plane.
Roleplaying Hints: Your type of logicis quite foreignto However, while ghosts are the most common spirits Vam-
anyone you are likely to meet on this plane, just as theirs is pires encounter, they are not the only kind.
likely to be alien to you. Laugh at totally inappropriate
events, burst into tears for no apparent reasons and com- SomeCainitestheorize that every part of the Earth has its
pletely befuddle your targets. own counterpart in the spirit plane, and that there are spirits
who are the reflection of beings and objects in our plane.
Nature: Deviant Other Eldersbelieve there existnumerous spirit realms, and
that almost anything which can be imagined could be found
Demeanor: Jester in one of these domains.

Physical: Strength 3, Dexterity 5, Stamina4 In any case,records and legends do exist of a wide variety
of spirits which have passed onto our plane. Research
Social: Charisma 2, Manipulation 5, Appearance 4 documents refer to beings which possessed animals, trees
and even army vehicles. Somespiritsstayed in oneplace for
Mental: Perception 3, Intelligence 2, Wits 4 ages before being discovered, while others made so much
impact upon entering our plane that their presence was
noticed at once.

Spirit of Vengeance

Quote: “Itisyourfault I am stuck here. Yourdoing. Your
creation. Now the books will be balanced.”

Concept: The Spirit of Vengeancehas been stuck on the
materialplane by the actionsof the charactersor beings they
mistake the characters for. Perhaps the characters acciden-
tally slewits mortalform,or else it founditself unableto live
without the Kiss and, when the characters began feeding
elsewhere, it committed suicide.

Chapter Five: Antagonists


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