Bloodlines
Below is a list of all Bloodline Loresheets, sorted by book. Each entry has their availability and any changes listed. "Banned" Loresheets are not allowed while "locked" Loresheets will require justification, either on character creation or in play. Any mentions of active canon characters and locations will be changed to be something more fitting to the setting.
To see all other Loresheets, go to Loresheets.
pp. 390-406
pp. 273-274
p.160
pp. 101-102
pp. 171
pp.223-229
p. 177
Tattered Facade*
pp.158-161
Core
Descendant of Hardestadt (Ventrue Characters Only) (p.390)
• Voice of Hardestadt: Allowed •• Supreme Leader: Allowed ••• Ventrue Pillar: Allowed •••• Line to the Founders: Banned ••••• Hardestadt's Heir: Allowed
Descendant of Helena (Toreador Characters Only) (p.391)
• Skin-Deep: Allowed •• Real Talent: Allowed ••• Embrace the Stereotype: Allowed •••• Divine Purity: Allowed ••••• Succubus Club Franchise: Banned
Descendant of Tyler (Brujah Characters Only) (p.397)
• Instigator: Allowed •• Champion of the Cause: Allowed ••• Tyler's Mercy: Allowed •••• The Furores: Locked ••••• Permanent Revolution: Locked
Descendant of Zelios (Nosferatu Characters Only) (p.398)
• Sanctuary: Allowed •• Saboteur: Allowed ••• On Commission: Allowed •••• The Labyrinth: Locked ••••• Sense the Leylines: Banned
Descendant of Vasantasena (Malkavian Characters Only) (p.399)
• Agent of Chaos: Allowed •• Hear My Words: Allowed ••• Scent the Bonds: Allowed •••• Destroy the Bond: Allowed ••••• Sabbat Becomes Camarilla: Allowed
Descendant of Karl Schrekt (Tremere Characters Only) (p.405)
• Remember the House: Allowed •• Hardliner: Allowed ••• Ritual Preparedness: Allowed •••• Archon’s Bane: Locked ••••• Know the World: Locked
Descendant of Xaviar (Gangrel Characters Only) (p.406)
• Martyred Ancestor: Allowed •• Where the Bodies Are Buried: Allowed ••• Loyal Hound: Allowed •••• Monstrous Bat: Allowed ••••• Experienced the Antediluvian: Allowed
Chicago by Night
Descendant of Lodin (Ventrue Characters Only) (p.273)
• Baby of the Family: Allowed •• Responsible Middle Childe: Allowed ••• Black Sheep of the Family: Allowed •••• Like Sire, Like Childe: Allowed ••••• Long-Lost Relative: Locked
Descendant of Montano (Lasombra Characters Only) (p.274)
• Deep Pockets: Allowed • The Shadow of Yesterday: Allowed •• Siblings in Darkness: Allowed ••• Abyssal Apprentice: Locked •••• Word of Mouth: Locked ••••• Purity of Remorse: Locked
The Chicago Folios
Descendant of Menele (Brujah Characters Only) (p.160)
• Symposium: Allowed •• Carthago Delenda Est: Allowed ••• Know Thyself: Allowed •••• Knowledge is Power: Locked ••••• The Greater Mysteries: Locked
Children of the Blood
Little Siblings (Hecata Characters Only) (p.101)
• Grave Attitude: Allowed •• Ghostly Dominance: Allowed ••• Necromantic Expertise: Locked •••• Stolen Will: Locked ••••• Purge: Locked
Grudge Masters (Hecata Characters Only) (p.102)
• You Know Who I Am: Allowed •• Family Bank: Allowed ••• Perfect Grudges: Banned •••• You Owe Me: Banned ••••• Friends in High Places: Locked
Trails of Ash and Bone
Descendant of Roger de Camden (Hecata Characters Only) (p.171)
• Proud Childe: Allowed •• Corpsense: Allowed ••• Eye to Eye: Allowed •••• The Way of All Flesh: Allowed ••••• Perchance to Dream: Locked (Only once per chronicle)
Players Guide
Bankers of Dunsirn (Hecata Characters Only) (p.223)
• Money Obfuscates: Allowed •• Money Talks: Allowed ••• Money Enhances: Allowed •••• Money Multiplies: Locked ••••• Money Dictates: Locked
Children of Tenochtitlan (Hecata Characters Only) (p.224)
• Hiding from the Wolf Allowed •• Ghostly Instincts Allowed ••• Forward Thinking Allowed •••• Necromantic Prodigy Locked ••••• Next In Line Locked
Flesh-Eaters (Hecata Characters Only) (p.225)
• Viscus: Allowed •• Unseen Spirit: Allowed ••• The Perfect Murder: Locked •••• Send a Murderer: Locked ••••• Monstrous Bite: Allowed
Harbingers of Ashur (Hecata Characters Only) (p.226)
• The Ashen Mask: Allowed •• The Gold Mask: Allowed ••• The White Mask: Allowed •••• The Obsidian Mask: Allowed ••••• The Lazarene Mask: Banned
La Famiglia Giovanni (Hecata Characters Only) (p.227)
• A Cousin's Ear: Allowed •• Faded Glamour: Allowed ••• Petty Cash: Allowed •••• Spectre Servant: Allowed ••••• Aspiring Anziani: Locked (Ancilla characters only)
The Gorgons (Hecata Characters Only) (p.228)
• The Serpent's Kiss: Allowed Once per story, the Lamia may inflict the Serpent’s Kiss when biting a mortal. The victim rolls Stamina + Resolve at a difficulty of 2 + Bane Severity. On a failure, the victim slowly dies over the course of a week to a disease very much like the Black Death. •• Protection: Allowed ••• Four Humors: Allowed Once per story you may bite a victim. If they are mortal, you inflict a two-dice penalty on all actions which don’t immediately further their current resonance, until the end of the night or their resonance changes humours. If their blood contains a Dyscrasia, increase this penalty to three-dice. If the victim is Kindred, they receive the same penalties based on the resonance of their last feeding victim. •••• Controlling the Beast: Locked (Bahari characters only) ••••• Medusa's Gaze: Locked
Nasyon San An (Hecata Characters Only) (p.229)
• CSI Shit: Allowed •• Pound of Flesh: Allowed ••• Treat Yourself: Allowed •••• My Setite Friend: Allowed ••••• The Silk Hat: Locked
Blood Sigils
Descendant of Al-Ashrad (Banu Haqim Only) (p.177)
When Haqim and ur-Shulgi walked the earth, al-Ashrad walked with them. Legends say he knew magic when he was mortal, but after a violent disagreement with Haqim, ur-Shulgi Embraced al-Ashrad. As a vampire, al-Ashrad led them from the clan’s home in Alamut as Amr, the most learned and respected of the clan’s sorcerers.
When ur-Shulgi rose from torpor and demanded the clan follow the old ways, al-Ashrad helped lead a portion of the Lawmen into the Camarilla before going into hiding. Since the Schism, he only emerged as his true identity once, to attend the Vermillion Wedding where he and Tegyrius saw their great plan to join the Camarilla come to fruition.
As a member of al-Ashrad’s line, you are the heir to an incredible legacy. Few can rival your potential for Blood Sorcery. Those who fled Alamut look to you with respect, or at least jealousy. Some even regard you with hope. Maybe you’ll be the one who outshines your ancestor, who puts an end to ur-Shulgi’s schism once and for all.
• Stories of Old: Allowed
You’ve learned from the stories you’ve heard from your sire, passed down from al-Ashrad, and you know how to apply those lessons in these nights. When you invoke the legacy of al-Ashrad and Haqim to motivate others, you receive a two-dice bonus to Leadership tests and contests.
•• Sight Beyond Sight: Allowed
Before his Embrace, Haqim tore out al-Ashrad’s left eye. As a vampire, he replaced it with a diamond rumored to give him visions of worlds beyond ours. A fraction of this power passed to you. Once per session, you (or your Storyteller on your behalf) may use the Auspex power Sense the Unseen (Vampire: The Masquerade, p. 249) as if you had the Discipline, using your Blood Potency in place of Auspex when actively using the power. If you already possess this power, you receive a +2 dice bonus when actively using it.
••• Vengeful Sorcery: Allowed
You’ve never forgiven your clanmates for the Schism, and you channel your rage into your sorcery. Once per session, in a violent conflict you may choose to take a two-dice bonus to use any Blood Sorcery power intended to harm another vampire.
•••• Banish the Intangible: Allowed
Al-Ashrad’s hatred for malevolent spirits is legendary. Though incorporeal beings are not necessarily malevolent, they still cower when they realize whose blood you share. Any Blood Sorcery power or Ritual that brings harm to corporeal things also affects incorporeal creatures with the same effect.
••••• Amr-in-Waiting: Locked
Al-Ashrad has chosen you to succeed him as Amr, should he face final death before the schism is resolved and the sorcerers regain their place in the clan. Gain Status ••••• (Banu Haqim), and one free Ritual at your Blood Sorcery level or below. Gain Adversary ••• in the form of a leader of ur-Shulgi’s Blood sorcerers and your brother-in-blood.
Tattered Facade
Descendant of the Ankou, Malkavian Only (p.171)
Since the dawn of history, Kindred have broken the edicts to assume the person of gods. The Ankou is likely one of these Kindred or at the very least probably not a Breton psychopomp. But their descendants have become obsessed with death and deriving information from it. The Ankou was obsessed with death and visions, having settled in what is now northern France. The descendants of the Ankou have a vicious streak, a propensity for spilling blood, and an ability to deal with the death rivaling la Famiglia Giovanni and the Church of Set.
• Bleed Them Dry: Allowed
You gain three of the following specialties: a fangs specialty for Brawl, a blades specialty for Melee, a blood specialty for Occult, or a hematology specialty for Science. These specialties ignore the normal limits for the number of specialties one character can possess, and you benefit from this specialty even if you have no dots in the Skill. Your penchant for bloody work leaves every Haven you occupy with the Creepy Flaw.
•• Crimson Visionary: Allowed
You learn Oblivion at the in-clan rate and do not need to drink the Blood of another Kindred to learn it. When you select Oblivion Powers, however, you must select one that relates to perception or gaining information for your first power (including, but not limited to: The Binding Fetter, Oblivion’s Sight, Fatal Prediction, Where the Veil Thins, or Shadow Perspective). You must have two such Powers by the time you select your third Power, and three by the time you select your fifth. Upon learning your first dot of Oblivion, you also gain a one-dot Folkloric Bane or Block Flaw.
••• Bloody Work: Allowed
Add two-die bonus to any Auspex dice pool or Occult dice pools for Rituals or Ceremonies designed to gain information so long as you spill at least two additional Rouse Check’s worth of human blood or kill an animal. The spilled blood cannot slake any Hunger. You may still use a Blood Surge on the same test.
•••• Focus of Clarity: Allowed
You have an object that helps you focus on your craft, resisting the pull of the Beast. It must be high quality, antique, or cutting edge. Choose one skill. Once per session when you use that object in conjunction with one chosen Skill, you may change a single 1 or 10 in the results on a Hunger die to a failure (2–5 or blank), potentially avoiding a Messy Critical or Bestial Failure. Should your focus of clarity be lost or destroyed, a suitable replacement cannot be found until the start of the next story.
••••• The Prophet of Death Reborn: Locked
Your visions have brought you local renown. Local luminaries seek you out for your prophecies, mortal and Kindred alike. At the start of each story, you can temporarily gain two dots of Contacts, Influence, Resources, or a minor Boon from a local Kindred which can be called on once during that story. Work with your Storyteller for any backstory on what prophecies you delivered or specify a more specific payment.
Descendant of Baron Vollgirre, Toreador Only (p.172)
Baron Philip Vollgirre’s influence on Clan Toreador has been understated by most. Cruel and sadistic, he gave in to many of the clan’s basest urges for centuries as a literal Baron when he ruled over his Domain in what would become France, much as the Dragons of the Old Clan did in their ancestral homelands. He is known to have studied their fleshcrafting arts as well, passing this unusual mastery to some lines of his own childer. Over the centuries, he has sired and slain dozens of childer, but at least 13 survived beyond his demise. While no fewer than nine of his childer went on to despise him and join the Sabbat, others of his bloodline flourished among the Camarilla and Anarchs hiding their proclivities among the monsters of those sects. Most have reputations as hard workers, willing to do whatever must be done to maintain the Masquerade with other Kindred. In private, however, their havens and hunting grounds are littered with the bodies of their victims.
• The Seven Arts: Allowed
Your curriculum of study has been passed down from Baron Vollgirre’s love of the classics. Choose three specialties for the Academics, Crafts, Etiquette, Performance, Persuasion, Science, or Subterfuge skills related to grammar, logic, rhetoric, geometry, mathematics, astronomy, or music. These do not count towards the standard limits for specialties, and you benefit from this specialty even if you have no dots in the skill. You also gain the Disliked Flaw as your erudition begins to set you apart.
•• Prodigy of Flesh: Allowed
Vollgirre’s Bood is infused with fleshcrafting. You needn’t drink the Blood of any Kindred to learn Protean, pay in-clan costs to learn Protean, and may use Presence in lieu of Dominate or Blood Sorcery when selecting Protean amalgams. When you learn your second dot of Protean, you must select the Vicissitude Power (Players Guide, p. 81), and when you select your fourth dot you must select one Power with Vicissitude (e.g., Fleshcrafting or Horrid Form) as a prerequisite if you don’t already know one. Upon learning Vicissitude, you also gain a Dark Secret (•): Vicissitude. Should your abilities to mold flesh become known, your Dark Secret is exchanged for another flaw of the Storyteller’s Choosing, such as an Adversary or Infamy.
••• Sadistic Hunger: Allowed
Pain and fear help sustain you. Sadism slakes one additional hunger so long as you deal 3 levels of damage to a vessel’s Health or Willpower immediately before or during your feeding. This cannot reduce hunger below your Blood Potency’s limit, or below 1 unless you also drain the victim.
•••• Unusual Connections: Locked
You maintain connections with one of those distrusted by the city. Gain a five-dot Mawla that is a current Sabbat member, another descendant of Vollgirre, or Tzimisce. This connection awakens a yearning in your Blood to be bound, and you gain either the Bondslave, Bond Junkie, or Long Bond flaw, or lose any Bonding Merits you have.
••••• Voice of Treachery: Allowed
Your Blood causes those of similar bloodlines to cower before you and accede to your demands. Once per story, while determining the success in a social dice pool related to intimidation, torture, or influencing Sabbat members, Toreador, Tzimisce, or anyone possessing the Vicissitude power, you may set any one die you just rolled to a 10, even a Hunger die.
Descendant of Montano, Lasombra Only (p.173)
Montano has achieved much for Clan Lasombra, but it is only now that the clan feels comfortable singing his praises. As one of the few who walked with the clan’s founder, his conversance with the Abyss is unequaled. It is said it was by his will that Christianity rose to prominence and that his legions of armies shaped the history of Europe itself. Yet, Montano was always a man of honor. When vampire society split into sects, he refused to abandon the newly born Camarilla. For centuries, he was branded a traitor. As his progeny, you have felt the sting of his decision and stand to reap its fruits. Whether you served the Camarilla openly or in secret, the clan now looks to you and your ancestor for guidance. You will show them what loyalty truly means.
• The Shadow of Yesterday: Needs Context
Montano remembers nothing about his early days but remembers plenty about his sect and clan. Once per story, you may write a letter to Montano asking for a single piece of information about either the Camarilla or Clan Lasombra. From his distant haven, he will respond either with truth or clues leading to it, with the implication that the journey is its own reward.
•• Siblings in Darkness: Allowed
Montano’s deeds brought the clan to its lofty position. The line he has cultivated is one based in the same honor that kept him in the Camarilla. You are afforded a respect even your clanmates in the Sabbat and elsewhere cannot help but acknowledge. Your Status: Lasombra (••) applies to Lasombra across all sects.
••• Abyssal Apprentice: Allowed
Montano cannot teach you everything about the secrets of Oblivion, due to the comparative weakness of your Blood, but you’ve picked up a few tricks. Once per story, you may use an Oblivion Power you do not already know that is at your current level or lower.
•••• Word of Mouth: Allowed
Inspired by Montano’s patience, you held fast to your place in the Camarilla even when the rest of your clan served as leaders in the Sabbat-held domains. As your siblings join the fold, your allies in the Camarilla have not forgotten where you truly stand. Your status among non-Lasombra in the Camarilla is at the same level no matter where you travel in your home country, even if you do not hold any position in the city you currently reside in.
••••• Purity of Remorse: Allowed
Once, Montano murdered his beloved friends and family to save the rest of his village from his sire. Though he cannot remember this, he weeps over it just the same. You hope to mourn for your sins as deeply as he does. Whenever you roll for Remorse, you never roll with fewer than two dice.
Little Siblings, Hecata Only (p.174)
The Rossellini and the Giovanni were once rivals in necromancy. The Rossellini had more talent, but the Giovanni had more ambition. That led to the Giovanni appearing on far more SAD files, and thus disappearing in far more hunter raids, which balances the scales somewhat in these modern nights. The two families have much in common, but differ in their treatment of ghosts. The Giovanni prefer to coax and cajole, with an occasional threat. The Rossellini begin with threats, browbeating, and dominating wraiths into doing their bidding. The Family takes a sadistic glee in using Oblivion. As a Rossellini, the lands of the dead are your playground. Sure, your enslaved wraiths were human, just like you were, but you conquered death. They are the pitiful remains, doomed to lament what they once had. The least you can do is give purpose to their miserable unlives. One day you’ll die and join their sorrowful ranks, but for now, you will show your cousins the true depths of Oblivion.
• Grave Attitude: Allowed
Your experience commanding wraiths has led you to believe that even Kindred may eventually cross the Shroud. This certainty gives you peace. In any attempt to intimidate or manipulate you, your aggressors always suffer a one-die penalty, which stacks with other penalties.
•• Ghostly Dominance: Allowed
You brook no tolerance for the pleas and threats of the intangible dead. They are your tools. If they don’t see it that way, you will remind them. When you damage a wraith’s fetter, loved ones, or intangible form, you receive three bonus dice to any tests to command them.
••• Necromantic Expertise: Allowed
Your siblings in the Giovanni see Oblivion as a means to an end. You know Oblivion is more than that. It’s a wondrous art, one that rewards those with the patience and ruthlessness to examine its depths. When you perform an Oblivion Ceremony, decrease the Difficulty level by one.
•••• Stolen Will: Allowed
Ghosts are bundles of emotion cased in an intangible shell. While some Hecata slake their Hunger from ghosts, you know a more sustainable use. When you bite into the fetter of a ghost under your command hard enough to damage it or cause it injury, the fetter bleeds raw passions drawn from the ghost’s corpus. Consuming this bitter substance heals a level of Aggravated or Superficial Willpower damage.
••••• Purge: Allowed
You shred ephemeral bodies with ease. Any attack made on a ghost always causes Aggravated Health damage, even outside of the lands of the dead. You are also capable of striking them when they are intangible.
Live From the Succubus Club
Descendant of Idder, Banu Haqim Only (p.158)
Tales of the Second City suggest that each clan resembled a Kindred family. Idder was rumored to be the first Kindred to break with his clan, leaving the city and striking out on his own. His descendants likewise wandered with the nomadic peoples of North and Sub-Saharan Africa, the Arabian Peninsula, and beyond. Sometimes called the Bedawi or Bedouin Banu Haqim, members of Idder’s line traveled with various nomadic groups and pilgrims, tending their Herds and keeping them safe from the predation of other Kindred. For a time, most upheld Haqim’s code even if they rarely saw others of their clan, but after centuries of sail, steam, and into the new digital age, these traditions have broken down as some leave autarky behind to join the Anarchs, Camarilla, or lesser factions. A few of Idder’s descendants have begun to make a name for themselves in the Circulatory System or as couriers between Domains.
• Animal Affinity: Allowed
Idder’s descendants have a knack for animal ghouls. They may reroll any rouse checks to maintain animal ghouls. If they possess the Bond Famulus power, they may have two Famuli.
•• Shepherd: Allowed
Your sire passed down his collected wisdom related to maintaining a Herd. This wisdom allows you to slake one additional Hunger from your Herd per session.
••• Never Unprepared: Allowed
Your Blood tells you where mortals may be and when they are easy pickings. The first time you hunt mortals in a new city or environment, you gain a two-dice bonus to the attempt.
•••• Safe Haven: Allowed
Fear of the Sun doesn’t drive you like it does other Kindred, as your Blood knows where to find shelter. If you ever need sanctuary from the sun, so long as you are not restrained and you have 30 minutes before sunrise, your Beast finds you shelter from the sun at the cost of gaining one Hunger.
••••• Haqim’s Justice: Allowed
Your Blood drives you to protect your own. Whenever your Herd, Contacts, Allies, Touchstones, or other close Relationship-Map connections are threatened, you gain a two-dice bonus to all actions in a scene to defend them or seek retribution for their harm. Once per story, you can declare a vendetta and gain a two-dice bonus against one specific target until justice or vengeance has been served.
Descendant of Kerwiya, Gangrel Only (p.159)
Kerwiya rarely felt the wanderlust of most Gangrel. Though she was forced to move from whatever lost village or city she was Embraced in, the wilderness never called to her. Through the ages she moved from towns along the rivers of Mesopotamia and India to the cities of the Caspian, Black, and Mediterranean seas. Many of her descendants were notable for dwelling in Constantinople, sometimes called Greek Gangrel. Her descendants likewise thrive in cities, much more so than other Gangrel. Though they occasionally wander between these bastions of the Kindred, they rarely dwell in rural or suburban communities. They are rumored to be as adept in Kindred politics as the Ventrue, Toreador, or Lasombra.
• Hidden Predator: Allowed
Kerwiya’s vitae cloaks you from others. You do not need to drink the Blood of another Kindred who knows Obfuscate to learn it, though it is still counted as a non-clan Discipline for the purpose of experience cost.
•• Politically Adept: Allowed
You develop an instinctive sense for Kindred politics. You gain a specialty for Politics, Insight, and Subterfuge usable against other vampires. If you do not already possess a dot in one or more of these skills, you instead gain the first dot. Your focus on the politics of the dead has made you ignore the nuances of mortal assembly. You can’t take specialties related to mortal politics or social customs.
••• Actions have Consequences: Allowed
Your Blood warns you before you make foolish mistakes. Once per story, you can ask the Storyteller if the decision you’re making increases the danger you’re in in matters related to other Kindred. The Storyteller gives a yes or no answer. You can use this Merit again if the Storyteller cannot answer clearly.
•••• The Boon Economy: Allowed
You leverage prestation better than most, noting minor causes for Boons that others might miss. Once per Story, you may upgrade a trivial or minor boon owed to you by one degree (e.g., trivial to minor, minor to major).
••••• Echoes of Constantinople: Allowed
The Greek Gangrel of Constantinople were renowned for their political insight, and you have the same knack for winning political battles against your rivals with one decisive move. When your dice pool involves Insight, Subterfuge, or Politics, you can set any single die to a 10 after rolling.
Descendant of Phaedyme, Ravnos Only (p.160)
While the Ravens may often be considered vagrants, wanderers, and drifters, the ancient methuselah Phaedyme and her descendants were drawn to different childer. Phaedyme Embraced a line of pilgrims and knights whose reputation is still remembered in some corners of the globe. A Macedonian woman who fought alongside Alexander’s forces as a man, she was Embraced in India but journeyed west to Gaul to establish herself. Fighting off the threats from locals was easy given her history, and she instilled that sense of martial prowess and duty to her childer. Her descendants gained fame in Antiquity and the Dark Ages, traveling with pilgrim bands to and from the Holy Land and delivering messages between Domains.
• Skilled Traveler: Allowed
Your Blood has given you an instinct to keep you safe on your travels. Select a specialty for Athletics, Brawl, or Melee, and another for Drive or Stealth. If you do not have dots in this skill, instead, gain the first dot. These do not count against your limit of specialties. All your time on the road has kept you from delving deep into the realms of knowledge. You can’t take specialties in Academics, Science or Medicine.
•• Safe Routes: Allowed
You keep track of your options and don’t need a map app to tell you which routes will likely be blocked or under construction. Once per session, you can evade roadblocks and obstacles by taking the longer route, possibly suffering the consequences of arriving late instead.
••• Renown Guardian: Allowed
The name of your ancestors carries weight. Once per Story, if you ask the Prince, Baron, Justicar, or other local authority for responsibility in security, they’ll grant it to you, possibly with minor conditions, without reward, or even officially deputizing you as a temporary hound or archon.
•••• Honor among the Honorless: Allowed
The blood of your ancestor offers succor through honor and duty, providing a bulwark for your heart. Choose one additional Conviction related to duty, honor, or chivalry. You can maintain this conviction without recourse to a Touchstone.
••••• Defender: Allowed
Phaedyme’s Blood drives you to defend your charges, quickening your limbs and strengthening your attacks. Once per story, when defending someone or something important to you (not merely yourself, but a Touchstone, coterie-mate, or other Relationship Map connection), you reroll all Rouse checks for Blood Surges for any dice pools related to defending your charge for the entire scene.
Descendant of the Fallen Lord, Salubri Only (p.161)
Sometime in the late 20th century, a Sabbat pack uncovered a Kindred locked in Torpor in a Polish mine. After he came to understand the changes of the past millennium, he threw his lot in with the Sabbat, bearing an ancient grudge against the Tremere and the Camarilla that protected them. He trained his childer initially with ancient martial arts and then began mastering modern guerrilla tactics. This individual is often referred to only as the Fallen Lord today, glossing over various blasphemous titles used in the past. Over a decade or two, his childer swelled within the ranks of the Sabbat. With the Sabbat’s fall to civil war and the fractured remnant’s focus on the Gehenna Crusade, many of his descendants fled the Sabbat, whether they were new recruits or unwilling converts looking to salvage what was left of their souls. The Fallen Lord’s brood is rumored to be responsible for many of the Salubri found in the modern nights.
• Instinct for Death: Allowed
The Fallen Lord’s Blood gives you a knack for violence. You gain two combat-related specialties divided among Athletics, Brawl, Firearms, or Melee (or gain the first dot if you have no existing rating). These do not count against your specialty maximum. Unfortunately your violent demeanor also increases the Difficulty of Social tests with Kindred of Humanity 9 or 10 or particularly humane mortals by 1.
•• Tracker’s Mark: Allowed
The Fallen Lord’s Blood sings to you a sacred rite to hunt your enemies. You gain a two-dice bonus on all checks to track any opponent you have attacked in combat.
••• Fury’s Strike: Allowed
You embody the warriors of old, feeding your Beast on violence. Once per scene, you may activate a Discipline Power against one target immediately after hitting them in close combat. You are considered to have eye contact or touch them if required by the power.
•••• What Must Be Done: Allowed
You possess a righteous anger and the right to do what must be done, whether in combat or cold-blooded murder. You gain an additional Conviction, which cannot be lost and is not tied to a Touchstone. This conviction must be related to destroying your enemies.
••••• Vengeful Eye: Allowed
Your gaze terrifies your enemies and helps your blade strike true. When you spend Willpower to re-roll dice in melee combat, you can reroll one additional die, which can be a Hunger die. Your third eye reveals itself to your adversary, which may violate the Masquerade or draw unwanted attention.
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