Loresheets
Below is a list of all Loresheets, sorted by book. Each entry has their availability and any changes listed. "Banned" Loresheets are not allowed, generally due to needing to be recontextualized for the setting, while "locked" Loresheets will require justification gained in play. If you see a Loresheet that is banned due, mention it in your ticket. If it's one that we can make fit the setting, we will work with you to do so.
To see the "Descendant of..." Loresheets, go to Bloodlines.
pp. 382-406
pp. 184-190
pp. 190-198
pp. 262-287
pp. 158-169
pp. 228-231
pp. 224-233
pp. 103-108
pp. 170-172
pp. 229-234
No. 2, 3, 9
pp. 88-93
pp. 80-87
pp. 178-180
p. 39
pp.157-159
Core
The Bahari (p.382)
• Dangerous Reputation: Allowed •• Ritual Scarification: Allowed ••• Sacrifice the Children: Allowed •••• The Womb’s Blood: Allowed ••••• First-Cursed: Allowed
Theo Bell (p.383)
• Rebel Cell: Allowed •• True Anarch: Allowed ••• Contact Information: Allowed •••• Bell’s Circle: Banned ••••• Sect Neutrality: Allowed
Cainite Heresy (p.384)
• Let He Who Hath Understanding: Allowed •• Hand of the Heresy: Allowed ••• Counter-Inquisition: Allowed •••• Red Celebrant: Allowed ••••• The One Named in Prophecy: Allowed
Carna (Tremere Characters Only) (p.385)
• Embrace the Vision: Allowed •• The Rebel Trail: Allowed ••• Unorthodox Rituals: Allowed •••• Reimagined Bond: Allowed ••••• Book of the Grave-War: Allowed
The Circulatory System (p.386)
• Tap into the System: Allowed •• Little Black Book: Allowed ••• Farm Upstate: Allowed •••• Secure Transit: Allowed ••••• Blood Sommelier: Allowed
Convention of Thorns (p.387)
• Thorns Historian: Allowed •• Tradition Master: Allowed ••• Convention Secrets: Allowed •••• Prospective Justicar: Locked, though your character will never actually become Justicar. •••• New Traditions: Locked
The First Inquisition (p.388)
• Mistakes of the Past: Allowed •• Names of the Guilty: Allowed •• The Sect of St. James: Allowed •••• The Second Act: Allowed ••••• Black Spot: Locked
Golconda (p.389)
• Seeds of Golconda: Allowed •• The One True Way: Allowed ••• Saulot's Disciple: Allowed •••• Satisfy the Hunger: Locked ••••• Greet the Sun: Locked
Sect War Veteran (p.392)
• Survivor: Allowed •• Active Participant: Allowed ••• Trophy Kill: Allowed •••• No Vampire's Land: Allowed ••••• Sect Agitator: Allowed
The Trinity (p.393)
• Constantinople: Allowed •• Antonius' Architecture: Allowed ••• The Dream: Allowed •••• The Dracon: Banned ••••• The New Trinity: Locked
Jeanette/Therese Voerman (p.394)
• Asylum Membership: Banned •• Performing Monkey: Banned ••• Jeanette's Favorite: Banned •••• Therese's Favorite: Banned ••••• Asylum Operator: Banned
The Week of Nightmares (p.395)
• Oral History: Allowed •• Ravnos Remains: Allowed ••• I Was There: Allowed •••• The Red Star: Allowed ••••• Blood of Zapathasura: Banned
Rudi (p.396)
• Newfound Rights: Banned •• Them and Theirs: Banned ••• Gangrel Advocate: Banned •••• The Bear Pack: Banned ••••• Rudi's Army: Banned
High Clan (p.400)
• Peacock: Allowed •• Sway the Low: Allowed ••• Elevate the Low: Locked •••• Embraced to Rule: Allowed ••••• Blessed, Not Cursed: Allowed
Low Clan (p.401)
• Thick Hide: Allowed •• Cursed with Pride: Allowed ••• Uncanny Kinship: Allowed •••• Trade Among Equals: Allowed ••••• Criticality Incident: Locked
Ambrus Maropis (p.402)
• True Believer: Banned •• Clandestine Information: Banned ••• Taught by the Best: Banned •••• Back Door Panopticon: Banned ••••• On Another Grid Entirely: Banned
Carmelita Niellson (p.403)
• The Art of Story: Allowed •• The Art of Will: Allowed ••• Neillson Library: Allowed, though only one library may be active at a time. •••• Interview With the Methuselah: Allowed ••••• Ancestor's Tomb: Banned
Fiorenza Savona (p.404)
• On Fiorenza’s List: Banned •• Breakfast with Fiorenza: Banned ••• Friendly Benefits: Banned •••• The Directorate: Banned ••••• Government Motion: Banned
Camarilla
Fatima Al-Faqadi (p.185)
• Weapons Locker: Allowed •• Extended Web: Allowed ••• Missed Hit: Allowed •••• Recognized Judge: Allowed ••••• Open Contract: Banned
Pure Ventrue Lineage (Ventrue Characters Only) (p.187)
• Sire of Renown: Allowed •• A Lineage of Title: Allowed ••• Recitation: Allowed •••• Legendary Lineage: Allowed ••••• Name the Antediluvian: Allowed
The Cult of Mithras (p.188)
• Neophyte: Allowed •• Nymphus: Allowed ••• Leo: Allowed •••• Perses: Locked ••••• Unconquered: Locked
The Pyramid (Tremere Characters Only) (p.189)
• Apprentice: Allowed •• Savant: Allowed ••• Regent: Banned •••• Pontifex: Banned ••••• The New Council: Banned
Victoria Ash (p.190)
• Ashen Kiss: Banned •• Vermilion Invitation: Banned ••• What Makes Them Tick: Banned •••• Celebrity Affectations: Banned ••••• Patron, Lover, Companion: Banned
Anarch
Salvador Garcia (p.190)
• A Way With Words: •• Old School: ••• Enemy of the State: •••• The War of Ideas: ••••• Rise Up:
Agata Starek (p.191)
• Terrorizing the Powerful: •• Apprentice: ••• A Favor Owed: •••• Unlikely Allies: ••••• The Joy of Transgression:
Hesha Ruhadze (p.192)
• One of Hesha’s Works: •• Something Hesha Wants: ••• Museum of the Faithful: •••• Blood Cult (Ministry Characters only): ••••• Hear the Blood Sing (Ministry Characters only):
The Church of Set (p.193)
• Congregation: •• Tap the Secret Vein: ••• Freedom from the Aeons: •••• Degenerative Process: ••••• Body of Set:
Ruins of Carthage (p.196)
• Clan Historian: •• Punic Pride: ••• Death to Tyrants: •••• Troile’s Wish: ••••• Carthage Anew:
Blood Plagued (p.197)
• Detection: •• The Science of the Blood: ••• Trace the Torpid Victims: •••• Curative Vitae: ••••• Vector:
Anarch Revolt (p.198)
• Critical Ancestor: •• Speak the Words: ••• Enemy of the Establishment: •••• Icon: ••••• Reignite the Revolt: If you lose this Advantage, you will be refunded the experience cost, but will not be able to purchase it again.
Chicago by Night
Annabelle (p.262) *
Toreador Primogen Annabelle has been involved in Kindred politics for nearly two centuries. She’s served on the council throughout the reigns of four Princes and survived fires, purges, and Lupine attacks. So far, she seems unaffected by the Beckoning. Some of her enemies (and a non-zero number of her allies) whisper about what it is that lets her come through so many calamities unscathed. Is she that politically savvy, and has simply made smart bargains and surrounded herself with strong protectors? Or does some mysterious benefactor watch her from the shadows, stepping in to keep her out of harm’s way?
Annabelle throws frequent parties — one or more a week — where invitees can rub elbows with the powerful, admire art both new and old, and set any number of political plates spinning. Though other Cainites find it amusing to scoff at her taste in art, only a rare few do so to her face. While she might not have an eye for masterpieces, it’s foolish to assume she therefore has no head for politics.
Annabelle’s connections span not only Kindred society but run deep into mortal affairs as well. Her money and influence are extremely welcome in the art world. She still maintains contacts within the media under her human guise, Elaine Stanley-Greer. Although her husband’s newspaper empire shut down 20 years ago, she knows who to call to get a story pulled or a headline bumped to the front page.
• Intern: Fledgling vampires who want to learn the ins and outs of Kindred politics often spend time working for Annabelle. Once per story, you may ask for Annabelle’s guidance on a particular matter. She may even decide to help you, though whether that’s to your benefit or detriment is questionable. •• Glitterati: Whether you’re this week’s one-hit wonder or are famous by virtue of your last name, your presence makes Annabelle’s parties more interesting. Once per story, you can get on the guest list for an event to which you weren’t previously invited by simply asking “Do you know who I am?” ••• With Thanks to Our Donors: Annabelle knows someone at every museum and recording studio in town. Once per story, she will pull strings to get you a meeting with someone in charge, but the rest is up to you. •••• Patronage: Your exceptional talents have drawn Annabelle’s eye. She invites you to sing at an exclusive gathering, or finds a buyer for your latest painting. When you perform for her associates or when Annabelle brokers a deal for your artwork, your Resources increase by one dot until the end of the story. This may be used once per story. ••••• Inner Circle: You’ve proven indispensable to Annabelle. She heeds your judgment and entrusts you with sensitive information. Once per story, she will present an issue of your choice (at the Storyteller’s discretion) before the Primogen council.
Ballard Industries (p.263) *
With a healthy mix of administrative businesses, trust funds, financial firms, and industrial companies, Ballard Industries is one of the pillars of Chicago’s economy. It is also one of the largest conglomerates in the country, with significant holdings in companies in other fields.
Horatio Ballard still runs his corporate empire in secret, either through his direct descendants or employees that only exist on paper. The company provides the Camarilla of Chicago with a significant amount of its funding, ensuring that Elysium is lavish and secure. In addition, it provides the Kindred with legal services.
As a member of Ballard Industries, you have access to a share of Horatio’s wealth and power. Whether you’re just a trusted employee or his childe, you rarely find yourself in a state of need. As long as you maintain your loyalty to Ballard, the world is yours.
• Deep Pockets: Ballard knows better than to screw you out of your hard-earned pay. You’ve saved enough of it to weather the very rainy days to come. Once per story, after any event that causes a reduction in your Re- sources, you may choose to immediately restore your Resources to their original value. •• Where the In-Crowd Goes: As an agent of Horatio Ballard, you carry a surprising amount of authority in the business world. If you let them know who you are and who you work for, they’ll let you do just about anything. Once per story, you may invoke one of Ballard’s false identities to receive three extra dice on a Social test in a corporate environment. If you choose to invoke Ballard’s real name instead, you will automatically succeed the test, but it may be declared a Masquerade breach at the Storyteller’s discretion. ••• I Fought the Law, and I Won: Ballard Industries owns some of the best law firms in the country, and where legitimate legislation doesn’t work, bribery certainly will. A number of law-enforcement officers dance to Ballard’s tune, and they might not even know it. You can be their conductor. No matter what crimes you commit, you will always have access to Influence: Police (•••) in your home state or district. •••• Favors for Favors: Ballard taught you that no one gets ahead in business without a little quid pro quo. If you can make sure you come out with the better end of the bargain, even better. You know how to wield this on the desperate, and make them bend to your will. If you spend your resources for an SPC’s benefit, you may declare they owe you a debt and have two additional dice to add to an Intimidation or Persuasion roll if this proves a hard pill for the SPC to swallow. If they agree to repay the debt, from the next scene onward, you may call in that character’s debt at any time. The debt can be anything within the character’s natural ability and morality. They are not obliged to repay, of course, but will suffer social backlash among the Ventrue if they do not. You can hold as many debts as your total Status at any one time. Note that this Lore is not equivalent to Kindred boons, as these debts are only considered sacrosanct in Ventrue and financial circles. ••••• The View from the Top: You have earned Horatio Ballard’s respect — or his fear. Whichever the case, he has chosen to place you in charge of a piece of his empire. Name your company and state what it does, then choose one of the following Backgrounds at (••••) and the other at (•••): Haven, Herd, Influences, Resources, or Retainers. This is what your company provides you. You will earn an Enemy (••) who represents a major business rival and another Enemy (•) who is an employee you leapfrogged to seize your piece of Ballard Industries.
Blacksite 24 (pp.264-265) *
The former Chanute Air Force Base lies 130 miles south of Chicago and was first established in 1917 as an Air Service training camp following the United States’ entry into World War I, being used primarily to train pilot cadets to fly over the battlefields of Europe. Following the declaration of World War II, Chanute’s importance as a technical training center and enlistee entry point increased. The first all-black fighter squadron was activated there in March 1941, the 99th Pursuit Squadron, who trained first in ground-support roles and would later go on to form the core of the other black squadrons. The Women’s Army Corps Training School was established there in early 1944 and produced class after class of WACs until the end of the war.
In 1988, as part of a general reduction of forces consideration, the Base Realignment and Closure Commission recommended that Chanute be closed and redeveloped for civilian use. Certain portions of the former base have, however, not been turned over to the public. Careful inspection of the site turned up the extensive use of asbestos in many of the oldest buildings on site, as well as toxic levels of volatile organic compounds in soil and groundwater requiring extensive environmental remediation. Those areas of the former base were declared an EPA Superfund clean-up site closed to the public, cordoned off, and assiduously patrolled to keep the curious and the foolish away.
Two months later, FIRSTLIGHT took possession of their new blacksite and began shipping captive Kindred into the facility via the conveniently located civilian airfield for long-term detention and processing. It’s not like blankbodies need to eat or drink or worry about mesothelioma, after all, and the isolation protocols followed by the interrogation crews generally also act to ameliorate exposure to environmental toxins. In 2015, the operation expanded from mere warehousing and interrogation when FIRSTLIGHT obtained possession of the former Octave Chanute Aerospace Museum, also on the site of the former base, and converted it to use as a medical research facility. An international team of specialists now makes its home there studying blankbody physiology to their hearts’ content once intelligence is done with them.
As a Kindred resident of Chicago, you have acquired knowledge of Blacksite 24’s existence and what you do with that knowledge could have a serious impact on your own, for good or for ill.
• Rumors: You know a lick who knows a lick who knows somebody that got scooped up by creepy, suspiciously well-informed and well-armed MIB-looking dudes in unmarked black vehicles on the way into the city. Once per story, you may ask the Storyteller to feed you one rumor — which may or may not be based in anything resembling reality. •• No, Really!: You are the lick the other lick knows. Whether you’re a recent arrival in Chicago who witnessed something in your travels or part of a Kindred underground railroad who helps ferry the desperate fleeing from their situations, you know what you’ve seen. Once per story, you may ask the Storyteller for a solid piece of information about the weirdness you’ve witnessed. ••• Paranoia Strikes Deep: Maybe you were a SchreckNET administrator once. Maybe you’re a paranoid conspiracy theorist now. Maybe you’re a top-flight investigator with a million burnable alternate identities and sources all over the globe. Whatever the explanation, you know about the existence of FIRSTLIGHT and you know they’re active somewhere near, and possibly inside, Chicago. You possess Contacts (••••) whose particular expertise relates to FIRSTLIGHT or related government-sponsored vampire hunting operations and may uti- lize them once per story before they disappear out of reach. •••• It’s My Job To Know This Stuff: You are part of the security apparatus of the Chicago Domain — a specialist advisor to the Prince, an agent of the Sheriff, a protector employed by one of the Primogen or another high-ranking member of a powerful clan — whose task encompasses ferreting out and neutralizing possible threats to the Kindred as a whole. Subsequently, you’ve had greater cause than most to discover the truth of certain disturbing rumors, including employing investigators of your own to sort fact from rumor. Consequently, you have managed to uncover considerable amounts of information about the government’s own vampire hunters, including the fact that they have some sort of permanent installation near Chicago. This specialist knowledge grants you Status (••) among the Kindred, who frequently come to you to benefit from it, and Influence (••) among the kine, which you use to manipulate the mortal world for the benefit of your clients. ••••• The One That Got Away: You escaped from containment at Blacksite 24. You are very likely being hunted by your former captors, who have every reason to want to retrieve you before you can go to ground or, even worse, reach others of your own kind and warn them of the horrors you’ve endured or witnessed. Fortunately for them, those horrors are not clear in your own mind, even though you have reached safety: The after-effects of Rötschreck and protracted near-torpid starvation have clouded your memories of your experiences — you can only clearly recall what you saw, or heard, with the greatest effort. Once per story, you may ask the Storyteller for one clear snippet of memory from your incarceration. You have gained immunity from FIRSTLIGHT-induced Rötschreck.
The Blue Velvet (p.266) *
The Blue Velvet opened its doors in 1972, and has been a hotspot for Kindred nightlife and politicking ever since. Located in the heart of the Rack, the club had several incarnations before its current one. An anonymous entrepreneur bought out Fantastica and immediately closed the bar’s doors for three months of extensive renovations. When it reopened, the Blue Velvet boasted four separate bars, a VIP lounge, and a dance floor big enough to handle fans of the hottest bands. It was an ambitious endeavor, and one that’s worked for nearly 50 years.
The bar draws Kindred and kine alike. While mortals dance their cares away below, Cainites high above engage in a different kind of dance, moving carefully through the rhythms that control the city and its future.
For decades, no one knew who owned the Blue Velvet. Rumors and speculation swirled. Most attempts to dig into the club’s financials to unearth its owner led nowhere. Only one investigator got close, in early 1987, but she disappeared right after confiding to a friend that she’d made a stunning breakthrough. Her notes and research never surfaced. In the mid-1990s, the mystery ended with the Malkavian Bronwyn’s emergence into Kindred society. Her revelation that she’d been the force behind The Blue Velvet all these years gave her an immediate in with Kindred all across Chicago, and a storefront from which to illicitly traffic blood on behalf of the Circulatory System.
• Est. 1972: You’ve been there since the start, and may have been familiar with some of the bars that preceded The Blue Velvet. In many ways, the club’s history is your history, and others consider you an authority on it: bands whose rise started here, Kindred rivalries that played out in the VIP lounge, if it happened at The Blue Velvet, you’ve got the skinny. Add two dice to any roll related to recalling and using the club’s history. •• Who’s Who: Everyone who’s anyone stops in at the Blue Velvet. You know them all by name, but they don’t know you’re keeping tabs on who comes and goes, who they talk to, and when they leave. Once per story, ask your Storyteller for information on a fellow club-goer’s movements. The Storyteller will tell you when the named patron was last at the Blue Velvet, how they acted, and who they were with. ••• Standing Gig: Only the hottest bands play at the Blue Velvet, and its dance nights have lines stretching around the block. You’ve played or DJed at the club and appear on its calendar regularly. Once per story, when you perform at the club, choose between gaining a three-dot Resource Background (lasting until the end of the story) or a three-dot Herd from fans who attend your every performance. •••• VIP Club: Your status is well-respected at The Blue Velvet. Your fame or influence draws others to the club, and Bronwyn appreciates your patronage, acting as a four-dot Ally or Mawla. A table’s always ready for you, and you have access to a private room in the VIP lounge for meetings and feedings. ••••• Backstage Pass: You are a trusted, high-level employee at The Blue Velvet. Ian Gibson relies on you for night-to-night operations, and you’re a member of Bronwyn’s inner circle. One per story, you may request and receive her aid, whether that’s via influence, financial backing, or use of the club for a private endeavor.
The Book of Nod (p.267)
• Precis: Allowed •• Well-versed: Allowed ••• Scholar: Allowed •••• Collector: Locked ••••• Noddist Master: Locked
Capone Gang (pp.268-269) *
After Capone’s disappearance from Chicago, some of his lieutenants wanted to continue the great prosperity their gang saw in his mortal heyday. One lieutenant in particular, the Ventrue Eddie Wu, became a vampire not long after Capone and ran one of the only vampiric arms of the gangs in Chicago. Although during Lodin’s reign this was all very hush-hush, he feels he has no reason to hide and in fact is growing in power. The new gang he leads is called “The Capone Gang” and, while small, is influential amidst the criminal underground.
The Capone Gang’s main imports are drugs from Thailand, Laos, and Myanmar, but they still employ cooks for Chicago-made meth. The gang operates out of the Green Mill, a jazz club that’s been around for over 100 years and was a famous Capone hangout. Since Capone has long since become a relic of Chicago’s past, it’s a surprisingly good cover, and too old-fashioned to be a gang hangout in modern times. There are two cemeteries nearby that act as exchange points among the undead gang and any human gangs or other vampires.
Eddie Wu is well known for his ruthless “shoot first, ask questions later” attitude. His second in command and ghoul, Lily DeAngelis, is more balanced, looking to the long-term future of the gang instead of making violent snap judgments. She balances out Eddie’s temper, and is the real brains behind the operation. Eddie stays outside Chicago’s limits to avoid Prince Jackson’s notice, while Lily handles the night-to-night business.
• A Favor for a Favor: Favor: The Capone Gang will do something for you if you do something for them. You know a gal that can get what you need done. Favors are in the realm of procuring drugs, weapons, information, or some other illegal thing. Gain Contacts: Capone Gang (•) and Allies: Capone Gang (•) for one use each per story. •• In Debt: You’ve got a big ask of the Capone Gang. Maybe you need someone gone, or you have to launder some cash, or you’ve got a clean-up job they can handle. No problem. Now you’re in Eddie’s debt. Once per story you can utilize this to fix some sort of problem but in exchange, at some point in the story, Eddie’s going to call on you for a favor. ••• Just One Job: Job: When you help the Capone Gang out with a heist, you get a cut of the profits. They often use another Kindred on these jobs, either as an enforcer, or just to utilize their supernatural abilities in tandem with the ghouls. They plan out the job, mapping the location for the robbery, taking into account security and surveillance, just leaving you to walk in, grab what’s good, and walk out again. Gain Resources (•••) from a successful completion of the job. Other characters could join in, but how much you decide to cut them in is entirely up to you. •••• One of Us: It’s official, you’ve spent enough time with the gang to become a member. You can join in a “making” ceremony, where you swear an oath of loyalty to the other vampires in the Capone Gang and gain access to their stash. This gets you Resources (••) and Allies: Capone Gang (••), allowing you to hire some of the members to do work for you as well as some extra cash if needed — with Eddie Wu’s permission, of course. You get one additional die o Streetwise rolls concerning organized crime. ••••• Prodigal Child: Eddie Wu has put an incredible amount of faith in you, and sees you as a trusted lieutenant. You’re in on the organizational meetings, and can help influence big decisions on what the gang does next. Gain Contacts: Capone Gang (••••), Mawla: Eddie Wu (••), and Haven: Capone Gang Safehouse (••). Now you have to help build a lasting empire in Capone’s name. You gain access to all resources, people, and power this position can grant you within a gang, providing Prince Jackson doesn’t clamp down your operation. Should you ever put your own interests before that of the gang, you lose the above benefits, potentially gaining Eddie as an Enemy.
The Cobweb (Malkavian Characters Only) (p.270)
• A Break in the Static: Allowed •• Step into My Parlor: Allowed ••• Across the Web: Allowed •••• Pluck the Strands: Locked ••••• Malkav’s Will: Locked
Cultivar (p.271)
• Dark Seedling: Allowed •• Fresh Cutting: Allowed ••• Suppressing the Beast: Allowed •••• Newly Made Initiate: Allowed ••••• Jewel in the Garden: Locked
Cult of Shalim (p.272)
• Dark Whispers: Allowed •• Cult Initiate: Allowed ••• Power of Faith: Allowed •••• Crush the Dreams of Life: Locked ••••• Shalim Is: Locked
Fires and Floods and Devil's Night (p.275) *
Chicago has suffered and survived several disasters since its founding in 1833. Often, the chaos and confusion generated by a catastrophe presents the perfect smokescreen for vampires to rid themselves of enemies or sabotage a rival’s holdings in the city. The most famous of these was the Great Fire of 1871, started by the Malkavian O’Leary. More recently, the 1992 Chicago Flood has been blamed on a weakened utility tunnel wall giving way, though rumors among the clans suggest it was a Tremere attack on the Nosferatu living belowground. Of course, disasters also create chances for the city’s Kindred to wield influence over rebuilding and reconstruction efforts. Over the last two centuries, enterprising vampires have hidden havens beneath new skyscrapers, or influenced city planners into adding extra branches off of sewer tunnels.
This knowledge can apply to other cities’ disasters as well, such as the Great Fire of London or the 1906 San Francisco Earthquake
• Trivia Buff: Your knowledge of Chicago disasters is rock sol- id. You know dates and details, and have written listicles on the strange-but-true facts about the tragedies. Add two dice to Academics or Investigation rolls pertaining to the topic. •• Old Bones: New parts of the city were rebuilt on top of the old. Perhaps you’ve studied architectural records, or maybe your old haunts were in the path of destruction. Parts of them still stand, and you know how to get into them. Once per story, you may hide in one of these places to throw off a pursuer. ••• Devil’s Night Survivor: You lived through the Great Fire and Devil’s Night, and may have participated in Lodin’s purges. Once per story, add three dice to a Social roll involving another person who survived the fire or their childer. •••• Local Hero: You helped rebuild after disaster struck, or were one of the rescuers at the scene, and people remember you fondly for it. Once per story, you may leverage this good- will to sway mortal opinion to your side of an issue, granting you Influence: Goodwill (•••••) for a single session, once per chronicle. ••••• Puppetmaster: You were one of the primary orchestrators of a disaster. Work with the Storyteller to determine how you were involved and what the results were. What were your goals? Who died as a result? Who knows you were behind the tragedy? What are some of the rumors surrounding it? What did you gain from it?
FIRSTLIGHT (p.276)
• Evasion Tactics: Allowed •• Branch Office: Allowed ••• What Do They Know: Locked •••• No Records Found: Locked ••••• Friend on the Inside: Locked
Kevin Jackson (p.277) *
Kevin Jackson is one of Lodin’s younger childer, a lieutenant Embraced to reorient the then-Prince’s influence over Chicago’s criminal underground, expected to succeed where Capone’s grip was beginning to fail, to bring those operations into the future where they belonged. Recognizing opportunity when he saw it, Jackson played the long game: acting the deferential head-thug-in-charge to his frequently paranoid sire’s face while building a massive personal power base behind his back. Lodin’s fall and presumed destruction presented Jackson with an unprecedented opportunity to seize power for himself — one he took his time to capitalize on, securing for himself the throne, vast influence among the Kindred, and access to his unlamented sire’s financial resources.
These nights, Jackson is principally focused on solidifying his own powerbase, building alliances, and establishing his personal diplomatic cred. He has forged and maintained a peace with the local Lupines and may be about to cut a deal with the Lasombra that, if it goes off, will establish him as a force to be reckoned with among the Camarilla as a whole. Getting in on the ground level with him could be just the sort of leg up an ambitious young lick needs to get ahead in the Second City.
• New Blood: A newcomer to the Prince’s service, possibly a recent arrival from another domain, you have access to a specially constructed Mask worth two dots for use once per story, created using Jackson’s Influence. If you cause a breach of the Masquerade using that Mask, you suffer no adverse consequences beyond a stern talking-to by the Sheriff or the vocal disdain of Harpies in Elysium. •• Recent Graduate: You have emerged from one of the Prince’s new “finishing schools,” devoted to his cause and ready to help him achieve his goals of unity and justice. You have been granted the assistance of one of his ghouls equivalent to Retainers (••) who schools you in Chicago and its workings and is tasked with assisting you in whatever duties the Prince assigns you. ••• Up and Comer: The Prince has granted you provisional access to one of his non-criminal areas of interest, equivalent to Influence (•••). Once per story, you may invoke Jackson’s name to automatically succeed in a Social test with a Kindred SPC whose interests overlap with those of the Prince. •••• Adjutant: The Prince knows your capabilities and values them. He has granted you access to the core of his personal power, the gangs he spent years developing into his personal army. Once per story, you may call upon the Bloods to assist in an upcoming scene, where they count as an effective Allies (Bloods) ••• and Contacts (Bloods) •• Background. ••••• The Prince’s Lieutenant: You are the Prince’s strong right hand, the vampire he turns to for decisive action and wise counsel alike. You possess Mawla •••• (Kevin Jackson). Once per story, you may request the opportunity to gift the mortal of your choosing the Embrace and the Prince will approve that request. do.
Kindred Iconography (p.278)
• Iconographer: Allowed •• The Writing on the Wall: Allowed ••• Trendsetter: Allowed •••• Graffiti Artist: Locked ••••• Giorgio Who?: Locked
The Labyrinth (p.279)
• Tunnel Access: Allowed •• Boxcar Blues: Allowed ••• Church: Allowed This Lore Sheet may be used once per Time Skip. •••• Lydia’s Lair: Locked ••••• Hideout: Locked
Lupine Expert (p.280)
• Huntsman: Allowed •• Tactician: Allowed ••• Soldier: Allowed •••• Trophy: Locked ••••• Ambassador: Locked
Nathaniel Bordruff (p.281) *
Nathaniel Bordruff is an elder of the Chicago Nosferatu warren, one of the late Prince Lodin’s personal minions. Lodin’s fall opened a vista of opportunity before Nathaniel to seize the ruler- ship of the city, a goal he pursued with a will for reasons that most other Kindred failed to fully appreciate but which he ultimately failed to achieve thanks, in part, to the refusal of his own clan’s elder to support his bid for greater power. Furious and embittered, Nathaniel broods upon this injustice, among many others, and has gone increasingly further and further off the Kindred reservation in his ultimate goals in the years since.
Nathaniel Bordruff is a vampire who loathes all other vampires and most other humans with his entire heart and soul. He would like nothing more, now that a Second Inquisition rages, to expose the entire corrupt Kindred edifice to the cleansing light of day like the crusading monster hunter he once was. His all-devouring egotism allows him to believe he will be celebrated for this act and not another pile of ash with a rather greater constituent element of treachery to it once all is said and done. He has begun seeking allies to assist him in his mad endeavors and this may yet be the key to his undoing.
• Recruit: Something about you — maybe it’s your jaundiced attitude, maybe it’s your angry heart, maybe it’s the way you complained bitterly once not about vampire society but about the vampiric condition itself — has attracted Bordruff’s attention. Whether or not you’re Nosferatu, he has extended his hand in friendship to you, in the form of Mawla (••) but requires you accept a one-step Blood Bond with him. •• Collaborator: For whatever reasons, you have chosen to accept Bordruff’s friendship or patronage. At first, this seems like a perfectly reasonable quid pro quo arrangement in which you do one another small but meaningful favors, but gradually the relationship grows deeper than that and you begin to suspect he wants more out of you than the occasional bag carrying or act of minor social sabotage. As a result, you have developed Resources (•) and Status (•) and a reputation as ambitious and hardworking, but with a certain stench clinging to you from your associations. ••• Accomplice: Bordruff has begun offering you greater favors in return for greater risks or actions taken upon his behalf. You have begun to realize, either because he has begun sharing more insight into his greater goals or through investigation or intuition of your own that there is some cause here whose dimensions you are only now beginning to comprehend. Your patron’s largesse has granted you access to Haven: Secured Room (•) in a parishioner’s basement, Contacts: CoC Consistory (••), and a growing knowledge of the inequities of Kindred society. •••• Conspirator: You know it all know — Bordruff, satisfied of your loyalty, has brought you fully into his confidence, exposed to you the
full scope of his vision, and asked you to join in his conspiracy to bring down Kindred society from within as a partner and fellow visionary who will cleanse the world of the stain of vampirism. He has granted you access to his principal human minions, the pastor of the Church of Christ and the consistory, all of whom are his ghouls and in whom he has instilled a virulent hatred of the undead. This constitutes Allies (••••) who regard you as a potential savior of humanity. ••••• Betrayer: What course will you choose: to betray the Kindred as a whole and seek some means of bringing the world where you now exist wholly to destruction? Or will you betray the one who chose to trust you to the Prince and the justice of the damned? Choose wisely. Either way you stand to gain (Status and potentially Mawla with the Prince) and lose.
The Painted Lady (p.282) *
Any number of upscale tattoo parlors, piercing studios, and BDSM dungeons exist in Chicago, but only one can claim to be completely exclusive. Edith Beaubien’s by-invitation-only salon is something of a legend among ink collectors, body modification enthusiasts, and those seeking an edge to their sexual kinks. Invitations to events hosted at The Painted Lady are coveted by certain elements among the city’s Kindred, but the truest indication that one has “arrived” upon the Chicago scene is the receipt of a slim, metal membership card and a tattoo or piercing bearing the distinctive Painted Lady style. While many strive to collect ink from Beaubien herself, only long-standing VIPs may boast of that honor. It is even rumored some of the most prominent Kindred in the world have been passed over for membership in favor of random Thin-Bloods, Caitiff, and Anarchs with seemingly nothing at all to recommend them.
• Plus One: By a stroke of luck, your companion (or snack) of an evening secured an invitation and asked you to be their “plus one.” You could only observe, not participate, but being there alone automatically raised your social capital amongst the city’s Kindred. You gain two dice to Persuasion and Status (••) in any encounter with a fan or regular of the Painted Lady who sees you during the week following their visit. •• Engraved Invitation: Invitation: In your hand rests a glossy, ruby-red business card. On one side is engraved, in white, scrolling letters, “The Painted Lady, Chicago, est. 1907.” The reverse is stamped with a date and a time in silver ink. Below, some- one has hand-printed, “You are invited to come and play.” At this level, you receive Influence: Painted Lady Enthusiasts (••), and you may participate in BDSM scenes, feeding upon any mortal willing to engage in blood play. ••• Schedule an Appointment: The slim, matte metal card looks nearly identical to the black business cards you received when you first came to The Painted Lady, only the name of the establishment is etched in silver on the front, and on the reverse is engraved, “Member” along with a day of the week. This card entitles you to attend one party per week as well as to schedule an appointment to receive a standard tattoo or piercing. Due to your elevated status, you attract the particular notice and regard of one regular patron, playmate, tattoo artist, or piercing technician equal to Retainers (••) and if you receive a piercing or tattoo, your Status among domain counter-culturalists improves by one dot. •••• VIP: Your card is now the color of silver mist and the back is simply stamped “VIP.” You may attend the salon on whatever night or nights you prefer, and you may access more...enticing scenes. A considerable amount of pain and blood is involved, but the mortal and Kindred celebrants engage in these semi-tortures enthusiastically. Accept the invitation to join the action or coolly observe; the choice is yours. At this level, your character has access to a Herd: Painted Lady Enthusiasts (•••) and gains Contacts: BDSM Community (••). ••••• A Beaubien Original: Tattoos, piercings, and body modifications from The Painted Lady’s staff are remarkable, but to receive a commissioned piece executed by Edith Beaubien herself is a rare and unforgettable experience. The Nosferatu works in the Japanese tebori style, and something in her hand-crafted pigments makes it feel as if drops of the sun itself are being slowly deposited into your skin. The pain is worth it for a tattoo that never disappears upon waking and the satisfaction of telling other Kindred precisely who inked you. A Beaubien original allows you to add two dice to all Streetwise rolls, grants a permanent Status (•••) among Painted Lady enthusiasts and art lovers, and a permanent Status (••) among other Chicago Kindred.
Revenant Family: Ducheski (Tremere Characters Only) (p.283)
• Nourishing Blood: Allowed •• Personal Library: Allowed ••• Research Team: Allowed •••• Ritual Assistant: Allowed ••••• Ducheski Invention: Locked
The Society of St. Leopold (pp.284-285)
• Postulant: Allowed •• Novice: Allowed ••• Brother or Sister: Allowed •••• Father or Mother: Allowed ••••• Inquisitor: Allowed
Talley (p.286) *
Cold, professional, and possessing a rare specialty in both bodyguarding and murdering, the Lasombra idolize Talley, while most vampires outside the Night Clan despise him. To hear him tell it, Talley was among the first Lasombra to join the Sabbat as a way of breaking the elders’ chains. Now that he’s an elder, his view hasn’t changed much. He feels a vampire can never stop punching up at unworthy masters, and these nights, it just so happens the Camarilla are better placed to do so than the degenerated Sabbat and the chaotic Anarch Movement.
Never a rebel in his own right, Talley works for the highest bidder and never reneges on a contract. This code of honor, combined with a truly dry sense of humor, is all he possesses to mark him as anything other than a bloodthirsty predator. Few Kindred cross Talley and survive, and the vampire who does feels inclined to constantly look over their shoulder.
Representing an assortment of powerful Lasombra, Talley participates in talks tonight permitting Keepers into the Camarilla’s ranks. Word is, he put the flame to Lucita at the Camarilla’s command, and did so without hesitation. Unfortunately for Talley, it seems he’s soon to be hung out to dry by the very masters he’s served so diligently for centuries.
• Recognize the Signs: Like Talley, you have a sense of when danger approaches, and it’s time to change allegiance or flee a domain. Once per story, if an action is likely to cause a severe social backlash, the Storyteller will tell you at your request. •• Secret Communications: Talley’s mastery over the sub-channels of Kindred communication allows him to operate as a highly successful assassin, existing outside the Camarilla hierarchical chain. You know of these channels, and can claim a prominent member of the Camarilla (such as a Prince) as a three- dot Mawla for use in a single session per chronicle. How you treat this contact is up to you, but blackmail or warm relations will produce different results. ••• Tangled Strings: You do not fight the elders like the Sab- bat or the Anarchs. Instead, you seek to manipulate the masters from beneath. You gain two bonus dice to Intelligence and Wits dice pools when seeking to determine whether you’re being manipulated. You gain an additional two bonus dice to your Social dice pool if you ever attempt to directly manipulate the person attempting to control you. •••• Trained Killer: Talley acts as your mentor in the art of killing, either because his current master requested it, or because you paid his high price yourself. Once per chronicle, Talley counts as a Mawla (••••) and can supply you with access to his transportable armory on the same night, allowing you to purchase automatic weapons, explosives, blades, and even flamethrowers if you have the cash. ••••• Personal Defender: Talley is your bodyguard. You have already arranged payment, whether in cash, favors, or blood, and for the time being Talley is your loyal defender. He will accompany you anywhere you wish him to be at your side, casting no judgment and offering no counsel unless you request it. Once the contract ends at the end of the session, Talley will speak of no sins he witnessed you perpetrate.
Wauneka (p.287) *
The Nosferatu Wauneka is one of the most well-connected Kindred in the city due to his vast whisper network on the streets. As a Nosferatu, many Kindred tend to stay away from him, fearing his monstrous physical form. He’s not the easiest to talk to, but he’ll go places most others won’t and that makes his information incredibly valuable.
His network of teen runaways, young victims of sex trafficking, abused sex workers, and homeless veterans contains vast knowledge of the city’s underground. They see things most of human society doesn’t, both human and Kindred crimes that occur in the darkness of the Chi- cago streets. Wauneka even schooled some of them how to watch out for the things that go bump in the night. He feels connected to them, like they’re his family, and they accept him when most of “proper” society won’t.
This vast network of secrets secures Wauneka’s continued survival in Chicago, and even nets him some wins politically now and then if he can give the right info to the right person.
• Secluded Meetup: Wauneka has decided you’re an okay enough Kindred to meet up with and have the occasional chat about what’s going down. Once per story, meet in a secluded place with Wauneka that he chooses, and he’ll dish on one secret you’re after as related through his underground whisper networks. •• Spy Paths: You’ve proven you don’t mind hanging out with the outcasts of society, and while you may switch between respect and pity for them, they make you feel welcome. Wauneka has noticed this, and so has his outsider family. Once per story they’ll allow you access to their secret pathways in order to spy on someone from a hard-to-detect vantage point. If you make a loud noise or a lot of motion, your perfect camouflage — perhaps a false wall, a shadowed ledge, or one-way mirror — loses its use. ••• Insider Connections: Wauneka knows someone inside of almost every industry and business inside of Chicago. Usually they’re the people that go unnoticed, like the janitors, sanitation workers, or food workers connected to these places. Need someone on the inside? Once per story, Wauneka can hook you up with someone who can get you inside, or get you the info you need from the inside for a price. This individual counts as Retainers (••) for one session per chronicle, but will remain Contacts (•) for you from this point on if you spend the required Experience. •••• Spy Skills: Skills: You’ve spent enough time with the underground people in Chicago that you’ve begun to pick up on their subtle skills of going unnoticed. You’re friends with them, and even help care for them the way that Wauneka does. You can gain three pieces of secret information once per story, either through use of your learned spy skills or your close bonds with the underground people. You also gain free Skill Specialties in Investigation (Espionage) and Insight (Secrets). ••••• Darkest Whispers: Wauneka has come to trust you like one of his family, a thing he does rarely and not without great caution. He welcomes you into his most secret places (at least as far as he lets you know), and confides in you the darkest things he learns about the Kindred in the city. You are his confidant, his friend, and trusted ally. Wauneka counts as Allies: Wauneka (•••) and his underground associates. Additionally, once per story he’ll ask your advice on what move to make to influence Chicago’s politics, and take it to make permanent change in the city.
The Chicago Folios
Archons (p.158)
• Undercover: Allowed •• Watcher in the Dark: Allowed ••• Red Phone: Banned •••• Color of Authority: Banned ••••• Justicar’s Blood: Banned
The Convention of Chicago (p.159) *
The Convention of Chicago was the first large-scale gathering of the Camarilla in almost a century. Born of the fires of the Second Inquisition, the Convention gathered representatives of Princes and Primogen the world over to discuss the Camarilla’s path forward in its time of crisis. Publically, the Convention was a resounding success, a show of unity, and sterling example of everything the Camarilla has to offer. Privately, the Convention succeeded by the narrowest of margins. Intrigue between the delegates and interference by Anarchs nearly derailed the entire event, but swift action by the Archons and Anarch disunity saved the convention from an ignominious end.
You attended the convention as a Chicago native or were a representative from afar. Camarilla, Anarch, or independent, you took this rare opportunity to gather information, make new allies, and further your schemes. Many profited from the convention, and you are not the least of them.
• Rabble Rouser: Prince Jackson and his allies were extremely efficient at thwarting Anarch plots to disrupt the convention, except in your case. You managed to disrupt one of the convention’s important after parties, embarrassing the host, humiliating their security detail, and damaging the status of multiple Kindred. Success breeds success, and once per story, you can assemble a small group of fledgling Anarchs to your cause. They count as a three-dot Ally group that will perform one dangerous action for you once per story. They respect your rep, but will not sell their lives needlessly. •• Convention Attendee: You attended the convention and participated in its formal sessions, working groups, and more importantly, after parties. You navigated this web of intrigue successfully and gain two-dots to distribute between Allies and Contacts in addition to being able to ask the Storyteller once per story for a piece of information related to the convention. This information can be part of the public record or a juicy behind the scenes detail (Storyteller’s discretion). ••• Troubleshooter: Conventions have a way of bringing out the rabble, and Chicago was no exception. You are an agent of Prince Jackson, the Archons, or some other group whose best interests were served by the convention’s success. You gain two-dots of Status among the Kindred of Chicago and a “get out of jail free” card from the Prince. Once per chronicle, you can use your service at the convention to have the authorities of your domain turn a blind eye toward a minor violation of the Traditions out of respect for services rendered. •••• Formal Delegate: You were one of the formal delegates to the convention and successfully prosecuted the objectives of your patron Prince or Primogen. Your wild success grants you four-dots to distribute among Allies, Contacts, Retainers, and Resources related to the convention. You also have a standing invitation to Elysium events in Chicago or your home domain. ••••• Mover and Shaker: You played an active role in the Convention of Chicago’s success. Your rhetoric purchased many a vote during the formal sessions, and your whispers purchased many more during the after parties. These votes are a byproduct of your love affair with uncovering your fellow delegate’s secrets. You know who sleeps with who, which closets hide skeletons, and why the trunk of that BMW sounds like its moaning. You use this information and the power it provides to enlist the (grudging) aid of your betters. Once per story, you can collect a Major Boon from a convention attendee in your debt. Work with the Storyteller to determine the identity of the Kindred in question and nature of their aid.
Goblin Roads (p.161) *
Travelling between Chicago and Milwaukee is perilous in the extreme. Lupines infest the roads and towns that connect the great cities and far stranger things inhabit the eerie wetlands, forests, and quiet spots between. The safest way to avoid these perils is to navigate the “Weird,” a collection of lonely roads, switchbacks, and roadside alters that tortuously thread their way between “oasis” of spiritually unnerving ground repulsive to Lupines. Dubbed “Goblin Roads” by local Kindred, Prince Decker of Milwaukee and Elder Inyanga of Chicago organized a group of intrepid Gangrel known as the “Psychopomps” to ferry Kindred between their cities.
Unusual on the best of nights, the Psychopomps know the secrets of the Goblin Roads and have a unique sense of the Weird that surrounds and infuses them. They perceive the Weird’s presence constantly, always feeling its eyes in the darkness, never deviating from their well-marked paths. Passage along the Goblin Roads is a lonely and terrifying experience as the Psychopomp leapfrogs from oasis to oasis, offering sacrifices of blood, alcohol, or prayer to forces un- known. Many Psychopomps go mad, wandering off the road and vanishing forever. Others simply disappear. But none have abandoned their charges mid journey, always dropping their passengers off at their destination before vanishing back into the Weird to begin their journey anew.
Kindred seeking passage between the two great cities have only to call upon Prince Decker or his newly-minted counterpart Rosa Hernandez. Survival is never guaranteed, but few things truly are.
• Night Rider: You are a frequent passenger on the Goblin Roads and have become accustomed to their nature. Your knowledge grants you an additional two dice to all Survival tests related to surviving the Goblin Roads if you become isolated in the Weird. •• Summon the Ferryman: You have arranged passage on the Goblin Roads with Prince Decker, Rosa Hernandez, or one of their Psychopomps. The price of this arrangement can take the form of cash, a minor boon, or something else entirely (Storyteller’s discretion). Once per story, you can enlist a Psychopomp to ferry yourself and your coterie between Chicago and Milwaukee. ••• Psychopomp: You are a Psychopomp and travel the Goblin Roads at will. This journey requires 24 hours preparation to attune yourself to the proper rites and sacrifices necessary for safe passage and you gain two-dots of Status reflecting your occupation. •••• Weird Ally: You led an expedition into the Weird or were separated from your Psychopomp for a protracted period of time. During that time, you encountered and formed a pact or alliance with a supernatural denizen of the Weird. This creature is unusual at the best of times, but will come when called. You gain a four-dot Ally that is a werewolf, mage, wraith, changeling, or something stranger still (see Vampire: The Masquerade p. 376 and p. 377 or the Storyteller creates the monster). Once per game, your Ally will come to your aid within 10 hours of your summons. ••••• One with the Weird: You spent many nights looking into the Weird, and one evening, it looked back. You have unraveled one of the deeper mysteries of the Weird. It might be the hidden nature of the Goblin Roads oasis, the true name of a powerful spirit, a potent ritual, the dark secret of a mist-shrouded town, or the location of an artifact of great power. Work with the Storyteller to define the exact nature of your secret, but remember, the Weird does not reveal its secrets casually and there will be a price.
Justicar Lucinde (p.162)
• Snake Charmer: Allowed •• Patient Hunter: Allowed ••• Legend Killer: Allowed •••• Lucinda's Revenge: Banned ••••• Alastor: Banned
Khalid Al-Rashid (p.163) *
Ancient and powerful, Khalid was a well-respected member of Chicago’s Primogen, and still is to those who believe Cedrick Calhoun’s subterfuge. Khalid walked the earth for nearly a thousand years in continual battle against his Beast, always seeking, yet never achieving, Golconda. Khalid’s quests led him to Chicago in search of a legendary Inconnu. What he found was a city firmly in the grip of an unending Jyhad between Helena and Me- nele. Taking to the shadows, Khalid managed to remain unbeholden to either Methuselah and managed to identify a circle of Kindred equally free from their influence. Digging deeper, he found something else entirely, and may well be in hiding, met the final death, or worse.
Khalid is your Primogen, Mawla, or even sire. You pity his inability to attain Golconda, but admire the fact that Khalid never, ever, quits.
• Safe Haven: Khalid’s tutelage provides two dots to divide between the Haven Merits of Postern and Security System. •• Deadly Stroke: Khalid was a master swordsman in life, and more so in death. You may have fought beside him during the War of Chicago, or studied at his feet as your Mawla. Either way, you learned well. Once per chronicle, you gain three dice to a single Melee test while using a sword. ••• Khalid’s Notebook: Khalid recorded his suspicions about the eternal war between Helena and Menele in a notebook filled with coded pages. He tore out many pages of this notebook and secreted them about Chicago and beyond. You have acquired pages from this book and the secrets they contain. Once per story, you may ask the Storyteller for one secret Khalid would have access to about Helena, Menele, or the identity of one Kindred under (or formerly under, in the case of Menele) their control. •••• Wicked Garden: You learned from Khalid or discover notes he left behind about strange entities living in Lake Michigan with oblique references to his sightings and suspicions about the creature known as Nerissa Blackwater. Once per story, this knowledge reduces the difficulty of all Investigation tests involving Nerissa Blackwater or the being she serves by four. Total Failure means Nerissa becomes aware of your inquiry. ••••• Unbeholden: Khalid knew about Helena and Menele and assembled a coterie of “wild card” Kindred free from their influence. You are not presently under the control or dominion of Helena, Menele, or a similarly ancient vampire. Once per chronicle, you automatically escape one attempt by an ancient to ensnare you in their Jyhad. Work with the Storyteller to determine exactly how this feat occurs, but you manage to retain your freedom, for now.
Kindred Dueling (p.164)
• Honorable Combatant: Allowed •• Fight Club: Allowed ••• Stake Fighter: Allowed •••• Fire Eater: Allowed ••••• Trials of Death: Allowed
Malkavian Family (Malkavian Characters Only) (p.165) *
Being Embraced as a Malkavian in Chicago brings with it an almost instantaneous new family. Many of their number look upon one another as kin: Jason Newberry’s sire considered him like her own son; Bronwyn and Corbin grew up like sisters in their mortal days.
While other clans allow their members their autonomy, Son wields his authority as Primogen to micromanage his clanmates’ lives. He hosts mandatory group counselling sessions, which he leads. Attendees bare their souls at his behest, providing information the others could use against them. Son also requires the Malkavians under his control to share territories and havens, giving them little respite from one another. They know one another’s weaknesses the way only a close-knit family can, and Jason Newberry positions himself as their domineering patriarch.
These ties have also caused some Malkavians in Chicago to form close bonds. Having many members of the clan in the same territory makes guarding it easier, and when one of their number puts out a call via the Web, chances are someone is close by to answer. Though Son has duped outsiders into thinking he’s an upstanding member of Kindred society, his abuse of power within the clan gives its members someone to unite against, should the time come to get rid of him.
• Family Secrets: Attending Son’s therapy sessions gives you glimpses into your clanmates’ schemes and goals. As careful as most attendees are not to spill everything, over time the shapes of their plans come clear. Gain two dice on an Awareness or Insight roll involving another Malkavian. •• Sibling Bond: You’ve grown extremely close to another member of your clan, someone who is like a favorite sibling to you. You share a two-dot Haven and a one-dot Herd, and once per story can call on this person for a significant favor. However, they will ask for your assistance in turn and may lay their burdens at your door. ••• Tangled Web: Your frequent contact with other Oracles has heightened your ability to sense and use the Cobweb. Once per story, you may extend your perceptions along it to locate a specific clan member in the city. You may either catch a short glimpse of where they are and who they’re with, or deliver one short sentence (“Meet me at the Blue Velvet,” “A Hound came looking for you.”) into their mind. •••• A Little Peace and Quiet: With Son constantly forcing you to share space and secrets with other Malkavians, you’ve had to carve out creative ways to get some alone time. Once per story, you may use an Auspex, Dominate, or Obfuscate power you haven’t yet learned (at your current level or below) to hide in plain sight, escape a crowded area, or avoid detection. ••••• Favorite Childe: A respected elder member of the clan has taken a shine to you and appointed themselves your surrogate parent, your favorite aunt or uncle, or doting grandparent. They’re intensely interested in helping you achieve your goals, possibly cloyingly so. Gain them as a five-dot Mawla. Once per story, this person will act as a buffer between you and Son, relieving you of whatever obligation the Primogen was attempting to impose.
Occult Artifacts (Tremere and Banu Haqim Characters Only) (p.166)
• Rowan Ring: Allowed •• Cloak of Abalone: Allowed ••• Powder of Rigidity: Allowed •••• Monocle of Clarity: Locked ••••• Tapestry of Blood: Locked
The Pony Express (p.167) *
The Pony Express was founded by an enterprising group of Ventrue ancillae in response to the Camarilla’s abandonment of electronic communications in the aftermath of the Second Inquisition. Recognizing the need for a method of coordinating intercity communication across the sect, the group’s founder, Elliot Praxton, assembled a group of like-minded Ventrue to found what Praxton deemed “The Pony Express.”
The Express is a system of physical couriers that criss- cross the nation using various modes of transportation ranging from muscle cars and unremarkable sedans, to boats, planes, and helicopters. Agents of the express in each city include Kindred and their ghouls who may be permanent fixtures of that domain, or move from city-to-city in a circuit. They operate a dizzying array of blind-letter drops, secret meets, and other anonymous forms of communication that they use to “collect the mail” in each domain. This mail ranges from heavily-encrypted flash drives to old-fashioned physical correspondence.
Express drivers are culled from the ranks of Gangrel loyal to the Camarilla and an ever-increasing pool of young Ventrue and other ambitious Kindred. Drivers brave the perils of the open road, handing off their packages to other drivers at pre-arranged drops or occasionally making long-hauls with particularly sensitive information. Anarchs, Lupines, and the Inquisition stand in their way, but they get the mail through, never taking the same route twice, and always covering their tracks. Working for the Express is dangerous on the best of nights, but it is vital to the Camarilla’s survival and Praxton pays extremely well.
• Access to the Network: Network: You have access to the Express and can send or receive a secure message or packet to or from any domain the Express operates in. The delivery will arrive within three nights to a week (Storytellers discretion). •• Station Agent: You collect the mail in your domain and facilitate the handoff to a driver. You have two- dots in Mask and are Zeroed. You also have access to the local Express station, a two-dot Haven with a one- dot Postern. It is owned by Paxton, but available to you while on official Express business. The obligation that comes with this Loresheet sees the vampire often chased or held accountable if expected deliveries do not make it to their recipients. ••• Driver: You are a driver for the Express, granting you access to a wide array of vehicles and bolt holes across the nation. You can acquire a vehicle appropriate to your journey’s needs (Storytellers discretion) once per story. This is typically a car, truck, boat, small aircraft, or even motorcycle suitable to reach your destination. You also have access to the full Pony Express station network, representing a collection of two-dot Havens within one night’s travel of each other. They are owned by Praxton, but available to all his agents and drivers in time of need. •••• World Tour: Praxton recently took the Pony Express international, arranging secure stations at many of the world’s major air and seaports and you are at the forefront of this new initiative. Once per story, your gain access to an international mode of travel specifically tailored to accommodate the unique needs of Kindred. This transportation is likely something fast and maneuverable like a Lear jet, or slow and clandestine like a birth on a faceless freighter. Two-dot Havens in the form of Express stations anchor each end of your journey. ••••• Passenger Service: Always the innovator, Praxton operates a clandestine passenger service for “special” clients. Once per story, you and your coterie obtain passage from your domain to any destination the Express operates in. (Storyteller’s discretion).
Sheriff Damien (p.168) *
Damien never wanted to be Sheriff of Chicago, but now that he’s accepted the position he takes it damned seriously. The Brujah was at his most content onstage as the lead singer of the punk band Baby Chorus. The War of Chicago tore that away from him, shattering his found family, sending the surviving band members on a long hiatus, and leaving him adrift. Damien’s lack of allegiance to the likes of Annabelle, Ballard, and DuSable drew Prince Jackson to him. Who better to serve as Sheriff than someone who knew the city and its power players, but was beholden to none of them?
Before he assumed the mantle, Damien traveled the United States on an unofficial solo tour, playing Baby Chorus’ music and his own in cities across the country. Doing so, he’s made contacts from coast to coast in both Camarilla- and Anarch-controlled cities.
Tonight, Damien’s loyalties lie with Prince Jackson and the recently reunited Baby Chorus. He keeps dossiers on Chicago’s Kindred, and sends his Hounds after those who threaten the Prince’s agenda. In addition to those enforcers he inherited when he took the job, Damien continues to build up the Hound roster with fierce fighters, should the Lasombra prove a problem or his former Anarch associates make a move.
Damien is canny and self-reliant. He carved out a living for himself as a teenager and cobbled a family together out of those he trusted. He did the same after his Embrace, running with the Nihilists. Tonight, he fiercely protects the people he’s closest to. He’s lost enough family over the years. Now that he’s Sheriff, he intends to use that power to keep the ones who remain safe.
• Fan Club: You’ve been a Baby Chorus fan for decades. You’ve collected their albums and have boxes full of bootlegged tapes and CDs from their shows. Damien recognizes you as a frequent face in the front row, and other fans see you as an authority on the band, giving you two dots of Influence among other Baby Chorus devotees. •• Patroller: Patroller: Damien frequently taps you for patrol duty, sending you out among Chicago’s feeding grounds to keep an eye on Kindred activity. Your reports are clear and concise, alerting the Sheriff to potential trouble well before it lands on his — or worse, Prince Jackson’s — plate. Once per story, add three dice to an Insight, Intimidation, or Streetwise roll. While this position grants you some authority, others consider you a snitch. ••• Guest Artist: Though its current roster is fairly solid, Damien spent several years trying to resurrect Baby Chorus without Kathy Glens and the other surviving members. You played with the band in one or several of those interim incarnations, and Damien occasionally invites you to open for them, or play a set. Once per story, you may use Damien as a three-dot Contact in the entertainment world. •••• Postcards From the Road: You’ve made a deep connection with Damien. Perhaps you’ve bonded over music, or had his back in a particularly ugly brawl. You have his respect, and Damien acts as your four-dot Mawla. Once per story, you may also ask him to put you in touch with one of his varying contacts around the country. ••••• Loyal Hound: Prince Jackson handed Damien a crew full of wannabe diplomat Hounds, but the Sheriff wants fighters and you’ve got a reputation for solving problems with your fists. Gain Contacts: Sheriff Damien (••••), Status: Camarilla (••). You may act with the Sheriff’s authority on Kindred matters, and must respond when Damien requires your assistance.
The Wolf Pack (p.169) *
Wind whips through their hair as the Wolf Pack stalks the lonely roads and cities of southern Illinois. They strike quickly, their presence marked by the roar of engines and wild laughter, leaving only vanishing pavement and broken Anarchs in their wake. The Wolf Pack has served the Camarilla for decades, rebels for a cause that reject their clan’s abandonment of the Ivory Tower to bend rules and crack heads in service of the Traditions.
The Wolf Pack roams far and wide in their role as roving Archons, but are short a few members after the brutal War of Chicago against the Lupines. Maybe you met them on the open highway and rode with them a spell? Maybe they saw something in you and decided to make you a prospect? Whatever your interaction, it probably made you a little bit stronger, and a whole lot meaner.
• Prospect: Surviving Tyrus’ “initiation” into the Wolf Pack requires a certain degree of resilience. Reduce the difficulty of all Survival rolls related to travel and outdoorsmanship by one. •• Member: Rule one of joining the Wolf Pack is that you have to be able to ride. Your association with the Pack grants you a two-die bonus to all Drive tests while riding a motorcycle. ••• White Line Nightmare: The Wolf Pack lives frugally, but spares no expense on its bikes. Once per game, you can call on the Wolf Pack’s contacts in the motorcycle community across the country to obtain immediate access to a custom motorcycle. •••• Dread Riders: Your association with Anthius gives you access to a veritable army of Midwestern motorcycle gangs. Once per chronicle, you can call on Anthius’ influence to assemble hundreds of Hell’s Angels anywhere in the continental United States within three nights (although the first groups arrive within hours). These bikers provide you with a five-dot Ally group that can be roughly direct- ed toward a single objective of your choosing. Be forewarned the potential for massive collateral damage and government involvement are high. ••••• Gives no...: Tyrus infuses you with a measure of his hard-headed, hard-hearted, and hard-riding personality. You never take anything from anybody and are willing to stare down Caine himself if he has the balls to challenge you. Once per session, you can ignore even the most formidable attempt to intimidate you. You become immune to any single attempt to intimidate, cow, or make you back down or retreat (mundane or supernatural). This ability disappears at the start of the next scene.
Cults of the Blood Gods
Calling the Family Reunion (Hecata only) (p.228)
• The Kids’ Table: Allowed •• Updating the Rolodex: Allowed ••• Hiding the Bodies: Allowed •••• Dealmaker: Locked ••••• Spiritual Assault: Locked
Child of the Archangel Michael (Unavailable to Nosferatu Characters) (p.229)
• The Great and the Good: Allowed •• Outer Beauty: Allowed ••• Hedonistic Pleasure: Allowed •••• Michael’s Calling: Locked ••••• Wiping Away the Stains: Locked
Servitor of Irad (p.230)
• Shield of Irad: Allowed •• Sword of Irad: Allowed ••• Know the Will of the Ancients: Allowed •••• Do the Will of the Ancients: Locked ••••• Kill Thy Brother: Locked
The Promise of 1528 (p.231)
• Legal Scholar: Allowed •• Scrap of Information: Allowed ••• Tick Tock: Allowed •••• Faulty Memory: Locked ••••• Signatory: Locked
Let the Streets Run Red
The Anubi (p.224) *
The Lupine attack on Chicago is a stark reminder of how vulnerable Kindred are to werewolf assault. The Princes of the Camarilla looked to Milwaukee, and its guardians the Anubi, for a solution. Led by Milwaukee’s Prince, Mark Decker, the Anubi are the Camarilla’s premier force of Lupine hunters. They are well organized, well equipped, and determined to repulse every Lupine incursion into the city.
Other cities began emulating Milwaukee’s model with mixed results. Many coteries failed due to inexperience or left their posts when Clan Gangrel abandoned the Camarilla. Others overthrew their Princes or became the kingmakers of their domain. A few even sided with the Anarchs, defending the Baronies of the Free States and newly acquired Anarch cities.
More successful Princes recruited Gangrel with greater loyalty to their city than to their clan, or built mixed-membership coteries by offering money, special privileges, hunting rights, or boons. Even the legendary Anubi had to offer grants of hunting grounds to young Kindred after many of their members abandoned Milwau-ee in the face of Sabbat invasion.
These newly formed coteries are as deadly as the Lupines they hunt. Some, like the Sun Devils of Phoenix or the all-Ventrue “Hunt Club” of Quebec, maintain the Anubi’s militant structure and battle Lupines nightly. Others, like “The Pack” of Vancouver or the mixed Lasombra/ Toreador “Order of Saint Sabastian” in Rio de Janeiro, wield diplomacy as effectively as silver to forge tentative (although not lasting) treaties with their local Lupines.
• Argent Fury: Your connection to the Anubi or a similar organization provides access to hidden caches of silver weapons and/or those who manufacture them. Once per story, you can equip yourself with a silver hand-held weapon or ammunition of your choice. •• What Big Eyes You Have: A Lupine must be located before it can be slain. Your organization has seeded your city with a web of informants, contacts, and surveillance devices to facilitate the hunt. Once per story, you gain two automatic successes on an Investigation roll related to locating Lupines within your domain. ••• Brick House: House: The hunter often becomes the hunted when Lupines are involved. You spend substantial resources outfitting your haven for just such occasions. You gain four points to spend on Haven and/or Retainers relating to defense against Lupines. •••• In the City, In the Woods: War Eternal: Your organization takes the fight to the Lupines. Your advanced knowledge of Lupine hunting grants you two bonus damage from all Firearms and Athletics rolls when fighting Lupines. Strange Bedfellows: Your organization seeks peace with Lupines, forging strained but (mostly) effective truces with the werewolves in your area. Gain two bonus dice to all Persuasion rolls when dealing with Lupines and a two-dot werewolf Ally reflecting your contact in the local Lupine community. Your Ally is unlikely to risk their life for you but will at least listen to your side of the story before the howling starts. Most Dangerous Game: Your nightly hunt grants you access to a quantity of Lupine blood that may reflect an unhealthy addiction to werewolf blood. Once per story, you can slake two Hunger via a sip of werewolf blood with all the attendant benefits and drawbacks (Vampire: The Masquerade, p. 376). ••••• Summon the Pack: You are a formal member of the Anubi or a similar Lupine-hunting organization and can call on these Kindred for aid at a moment’s notice when Lupines are near. Situations not involving Lupines may require favor trading and/or boons, depending on your relationships with the individuals within the organization. Your membership grants you a temporary Mawla (•••) and four dots of Allies (Anubi Bikers), representing mortal bikers who follow the Anubi, who can be called on once per story when Lupines are involved.
Eletria (p.225) *
Eletria occupied an unassuming position among Chicago’s Kindred for decades prior to her recent disappearance. Few understood the immense power hidden behind the quiet strength of the enigmatic vampire that dotingly watched over “Portia” all those nights. Fewer still realize that Eletria was once Prince of Veracruz and one of the most talented artists in history. Born of Sparta, reborn of Helena, Eletria travelled the world, drowning herself in life’s myriad pleasures and always returned panting for more. Painting, sculpture, and music came effortlessly to her. The Kindred of Veracruz bent their knees to her will and were better for her presence. Her very passions conquered the hearts of all who met her, ensnaring Lodin’s sire, Datura, then Lodin himself, loving and losing both in the process. Her presence in Chicago had the potential to change everything, but in the end, she changed you.
You knew Eletria. It might have been Chicago, Veracruz, or someplace more distant still, but you knew her. Lover, friend, subject, or slave: Her presence haunts you to this day.
• Muse: Eletria saw great potential in you and fanned the embers of your talent. All Craft (Painting or Sculpture) or Performance (Music) tests have their difficulty reduced by one. •• Portrait of a Woman: Woman: Eletria entrusted you with a rare and precious piece of art of deep importance to her. It could be her cherished portrait of Datura on the cliffs of Veracruz or another painting, sculpture, or piece of music created by her hand. Granting you this piece is a sign of her deepest trust and contains an almost literal part of her soul. Once per session, you can spend an hour meditating upon this piece and make a Resolve + Craft (Painting or Sculpture) or Performance (Music) test at Difficulty 4 before resting for the day. If successful, you awaken having recovered all Superficial Willpower damage. ••• This is Sparta: You served under Eletria in Veracruz during her war against the Sabbat or fought by her side during the War of Chicago. You gain a bonus die to all Investigation, Academics, and Occult rolls related to defending your city against hostile sect incursions. •••• Ageless Beauty: You shared blood with Eletria and inherited a measure of her ability to see the past. You can see a person as they were at any point in their life (or unlife). If artistically inclined, you can render Kindred as they appeared centuries ago with shocking accuracy. Make a Wits + Resolve or Auspex test (difficulty assigned by Storyteller depending on how far back you attempt to see). Success means you have captured a photographic image of the subject in your mind with perfect accuracy and gain two bonus dice to your relevant Craft test to replicate it. This ability can be used once per session. ••••• Conspicuous Consumption: Your search for Eletria leads to Helena. You become part of the circle of vampires used to slake her thirst and keep the Beckoning at bay. This arrangement is not without its benefits, as you gain five dots to distribute between Mawla, Resources, Allies, Herd, and Contacts. You also have access to Helena once per story, although she has compelled you not to reveal her presence. If lucky, your perilous association may reveal Eletria’s fate.
Kindred Social Media Influencer (p.226)
• Friends Everywhere: Allowed •• Niche Following: Allowed ••• Internet Famous: Allowed •••• Collabs and Sponsorships: Locked ••••• Superstar: Locked
Juggler (p.227) *
Juggler has been a pain in the Chicago Camarilla’s ass and a thorn in Modius’s side for the better part of a century. He ruled the Anarchs before Maldavis came along, and he directed much of their activity from Gary. During some of the tensest periods in the War of Chica- go, Helena and the powerful Brujah Tyler controlled his actions. Juggler may have a sense of this, especially since Tyler’s disappeared from Chicago, but it’s not something he’d ever let slip to his followers.
In recent nights, he’s orchestrated the Anarchs’ takeover of Gary, relishing his rival Modius’s rage as the pauper Prince’s power ebbed away. Rumor had it he’d triumphantly captured Modius — whose own childe turned Anarch and gave him up — and may at last have destroyed his enemy. This move made Juggler the Baron of Gary at last, but a month into his reign, he disappeared.
Unlike his disorganized Camarilla counterpart, Juggler understands how to run a revolution. His childe, Evelyn Stephens, was privy to his plans. He kept some secrets, but he ensured that the schemes he’d set in motion could carry on in his absence. As much of a blow as it was to the Anarchs to lose their leader, Evelyn has stepped up and rallied them right back to the cause.
• For the Cause: You’ve run with the Anarchs in Chicago under Juggler’s direction. Gain one reroll per session on Brawl, Melee, and Streetwise rolls when going up against members of the Camarilla. •• Guns to a Knife Fight: When a Prince starts losing, he blames the Anarchs first and tries to wipe them out. Juggler learned that les- son with Lodin, and in more recent nights, when Modius ratted out his enemies to Sullivan Dane. Once per story, you have access to a weapons cache that Juggler has secreted away in Gary and can buy up to Resources (•••) worth of gear. ••• Rabble Rouser: You have a knack for dirty fighting. Juggler put you in charge of a group of Anarchs who Get Shit Done around Gary. Once per story, you can call upon a small group (3-5 people) to sow chaos in Gary’s streets or back you up in a brawl. This counts as a temporary Allies Background rated at an effectiveness of two dots, with the benefit of their being Kindred and carrying Disciplines. They cease following you for the rest of this story. •••• Coordination is Key: Juggler set you up as a key part of Anarch communications. Other Kindred slip you information about their activities, which you pass along to those who need to know. This grants you significant cachet in the Movement, manifesting as Status: Anarchs (•••) and Influence: Gary (•••). Once per story, ask your Storyteller for a piece of intel that’s recently come across your desk. ••••• Rust Never Sleeps: Juggler trusted you with his plans and valued your input in his strikes against the Camarilla and Modius. He is your four-dot Mawla (in his absence, Evelyn Stephens fills this role). Once per story, work with your Storyteller to name a member of the Movement in another city whose skills or access are useful to you. A friend of Juggler’s is a friend of theirs, and they’re eager to help the Anarchs rise. They act as a three-dot Contact for you until the end of that story.
Lost Secrets of the Milwaukee Chantry (p.228) *
The Tremere of Milwaukee were once one of the most exclusive coteries in the United States. Their sole purpose was to unravel the secrets of the strange mystical “Null Zone” near Marquette University, where magic does not function (see p. 231). Then Carna abandoned Milwaukee on the eve of a Sabbat invasion, and her fellow chantry members, Victor and Dr. Mortius, disappeared soon after. The Tremere have not reestablished their presence in Milwaukee, leaving their Chantry’s secrets vulnerable to outsiders.
Kindred from Chicago and beyond flock to Milwaukee to uncover its occult secrets before the Tremere return. Karl Schrekt is assembling an elite coterie to reestablish the Milwaukee Chantry before Carna and her allies can do the same. Interested parties race against time to recover whatever they can before their window closes forever.
• Carna’s Primogen Files: While nominally apolitical, Carna managed to collect a significant amount of information about her fellow Kindred during her tenure as Primogen. You have access to Carna’s Primogen Files and gain a bonus die on all Politics rolls involving the Kindred of Milwaukee. •• Abandoned Real Estate: Carna and Victor maintained numerous havens throughout the wealthier areas of Milwaukee. Your search uncovers one such haven, providing you with access to a two-dot Haven in Milwaukee, equipped with a two-dot Occult Library (Carna) or two-dot Hidden Armory (Victor), and potential clues to the location of additional havens or Tremere secrets (Storytellers discretion). Tremere agents are certain to follow, so take up permanent residence with extreme caution. ••• Victor’s Grimoire: Victor was the deadly enforcer of the Milwaukee Tremere and had access to a potent array of unique rituals. You have located Victor’s Grimoire and cache of occult rituals. Subject to Storyteller’s discretion, Blood Sorcerers may immediately learn one of the rituals located in The Chicago Folios, p. 174 and have a roleplaying justification to learn additional rituals from The Chicago Folios through the standard expenditure of time and experience. Non-Tremere are hunted mercilessly for mere possession of this knowledge. Learning these rituals still requires Experience expenditure. •••• Objects of Desire: You have uncovered the subject of Tremere study in Milwaukee, a strange “Null Zone” where magic does not function, centered on Marquette University. Tremere records indicate that objects of incredible power are located somewhere in the zone and may be possible to recover, but opposition from Clan Tremere, Lupines, and/or Magi, is extremely likely. You gain a precarious Haven Background rated at four dots, though with it comes an Adversary at two dots and an Enemy at two dots. ••••• Dr. Mortius’s Haven: You have located Dr. Mortius’s haven, a “haunted” house near Marquette University. It is a three-dot haven with an awe-inspiring, yet utterly disorganized, occult library. The library grants you a three-dot bonus to all Academics and Occult rolls and is filled with a wide range of other secrets. At the Storyteller’s discretion, these secrets might include access to Blood Sorcery, innocuous magic items, information about Milwaukee’s magical “Null-Zone,” theories on ancient Kindred in Lake Michigan, and even a copy of “The Book of the Grave-War” — although missing half a page or so. At the Storyteller’s discretion, Mortius’s haven may contain a variety of mundane and mystical defenses to penetrate prior to entry.
Mark Decker (p.229) *
Mark Decker prefers hunting Lupines to ruling Milwaukee. He uses the position to protect the city, placing his Anubi in top-ranking jobs and strictly enforcing the Masquerade. In recent nights, he’s grown even more suspicious of the Kindred in his territory — who’s plotting against him? Who’s undermining his agenda? Breaking his strict new laws results in swift punishment, up to and including the final death.
He trusts very few people outside of his inner circle, and even those he watches warily. After all, he was unprepared both for Carna’s exodus from Milwaukee and his clan’s defection from the Camarilla. Who else, he wonders, is ready to turn on him? On occasion, he reaches out to Inyanga in Chicago to seek an outside perspective on local matters. These nights, those communications are fewer and longer between. Decker keeps his city on constant high alert against werewolves and Anarchs, and respects those Kindred who display the same vigilance he does. Perhaps some night, if he can push the Lupines back far enough and strike a massive blow to the Anarchs, he’d consider relinquishing his throne. But that’s a long, long way off, and there’s much work to be done before then.
• Good Graces: Decker has put a small amount of trust in you, assigning you to patrol duty around the city and allowing you to act with his authority in minor breaches of his laws. Still, he requires you to enter a one-step Blood Bond in case that feeling is misplaced. •• Tyrant’s Recognition: Decker is aware of the body count you’ve racked up protecting Milwaukee. He grants you feeding rights to a small rack, providing you with a two-dot Herd and a one-dot Haven. ••• One Strike: Your penchant for not only upholding but enforcing the Prince’s laws has caused Decker to loosen his reins on you. It’s still unwise to break them, but once per story he allows you to plead your case if you’re caught for a minor infraction. Rather than the final death, he’ll impose sanctions. •••• The Prince’s Trust: You’ve fought at Decker’s side against the Lupines and rooted out Anarch incursions. You’ve learned how to talk to him without setting him off, or at least how to push those buttons without turning his suspicions on yourself. Decker listens to your counsel, and his trust in you gives you a little leeway in the city. Gain Mark Decker as a five-dot Mawla once per story. Additionally, once per story, you may dine with him at the Hyatt or join him in his private suite at Brewers Stadium for an audience. ••••• Childe of Mark Decker (Gangrel Only): Decker granted you the gift of his Embrace and expects you to treat such an honor accordingly. He’s trained you as one of his Anubi and placed you in a position of power in the city. Work with your Storyteller to determine where your authority lies. Decker provides you with a three-dot Haven, two-dot Status, and you gain one free Skill Specialty in Athletics, Brawl, or Melee. Many Kindred despise Decker, and this antipathy extends to his childer. You earn three dots in Adversaries, to be made into one vampire or split across two or three.
Maxwell (p.230) *
Maxwell’s been off the chess board a long time now. The one-time Prince of Chicago, a Brujah, might have ruled again after Lodin’s death, were it not for Kevin Jackson’s rise to power. He disappeared after that, though wise Kindred know better than to think he’s suffered his final death.
In fact, Maxwell still considers himself Chicago’s Prince, and suggests Kevin Jackson’s merely keeping the throne warm. He’s gotten a better handle on the modern world these last few years and dedicated time and resources to quietly shoring up his support. He still holds sway with Chicago PD’s Internal Affairs. In recent nights, he’s focused on building up the Vanguard, a group of Camarilla based in Gary, Indiana, who are loyal to him and his play for praxis. Gary is little more than a staging ground to him, a place from which to launch his strikes against Chicago before he reclaims his throne.
Maxwell’s opponents (and many of his supporters) recognize his penchant for violence. Signing on with him is a dangerous and probably bloody endeavor, but he’ll handsomely reward those who help him take Chicago.
• Tactician: You’ve studied Maxwell’s strategies as Prince of Chicago and sussed out some of the secrets of his rule. Add two bonus dice to an Academics, Politics, or Subterfuge roll relating to political planning or military maneuvers. •• Travelling Companion: While Kindred considered him dead after Devil’s Night, Maxwell roamed the world building up allies in other countries. One thing he learned in these hyper-surveilled modern nights is how to evade detection while travelling. You traveled with him during this time, and he’s willing to share his contacts. Once perstory, you can call on Maxwell’s allies for reliable and secure transportation between cities. ••• Vanguard: You’re a member of Gary’s Vanguard, trusted by Eric Sharpe and Maxwell alike. Gain Status: Gary (•••). Sharpe has granted you territory in the city, where you have a two-dot Haven and feeding rights. If not participating in Rusted Jungle (see p. 125), this lore gives you standing as a long-time, respected Kindred resident of Gary. •••• The Art of Disappearing: If your enemies think you’re dead, they stop worrying about how you’re plotting against them. Maxwell has taught you tricks for staying hidden and working from the shadows. Once per story, he’ll help you create a two-dot Mask under which you can anonymously further a goal. Alternately, he’ll help you convincingly fake the death of one of your current Masks and transfer its resources to a new identity without leaving a paper trail. ••••• The Once and Future Prince: You’re one of the highly placed Kindred Maxwell is counting on in Chicago. He’s guided and financed your rise among your clan’s ranks, helped rid you of enemies, and provided you with information about the machinations of Prince Jackson and the Primogen. Gain Resources (•••••); two dots must be spent securing Maxwell’s plans, but the remaining three are yours to spend as you like. You have a list of those Kindred in Chicago who owe Maxwell boons. Once per story, you can call in a minor boon from someone on the list. Once per chronicle, you can call in a major boon. Though you may use these for any purpose that suits you, Maxwell expects you to send him an account of how you’ve spent his favors. Using them foolishly will earn the soon-to-be Prince’s ire. He’s built you up; never doubt that he can tear you back down.
The Milwaukee "Null Zone" (pp.231-232) *
The “Null Zone” is a mystical dead zone centered on Marquette University and the surrounding area where magic simply ceases to function. This site was once the location of the final battle between the Lupine Usla and, Hrothulf’s Kindred wife, Chiclena and her allies. With his dying breath, Usla called upon the mighty spirits of his people, transforming parts of his very being into a pair of potent talismans, destroying Chiclena. Almost no one knows these talismans are buried under Marquette University, or that they are responsible for creating the “Null Zone.” Kindred, Lupines, and magi study the Zone with great vigor, but few outside the Lupines know its secret.
• Legends of Usla: You know the legend of the battle between Usla and Chiclena and discern something extremely important to the Lupines is buried inside the “Null Zone.” You don’t know exactly where the item is buried, but you are on the hunt. Gain one bonus die to all Investigation and Occult rolls related to the “Null Zone.” •• Into the Zone: You have access to the Milwaukee “Null Zone” and can linger there for brief periods without observation or being assailed by outside forces. Within the zone, all uses of Auspex have their difficulty reduced by one. Uses of Protean do not require Rouse checks, but you must spend one Willpower per scene to prevent transformative powers like Feral Weapons and Shapechange from activating automatically. All Blood Sorcery rolls require seven successes to succeed and its attendant rituals fail automatically. Failure on any of the above uses of Auspex, Protean, or Blood Sorcery delivers levels of Aggravated damage equal to their margin of failure. Total Failure delivers the same amount of damage in addition to leaving a mystical mark on your aura that acts as a powerful beacon to all Lupines in the area. ••• St. Joan of Arc Chapel: You discover that a powerful mage had the medieval St. Joan of Arc Chapel moved and reconstructed directly over the center of the “Null Zone” in the 1960s. While ultimately slain by Lupines, his legacy endures. The chapel is surrounded by extremely powerful wards against Lupines and the presence of the Joan of Arc Stone makes it almost unbearable to Kindred (the structure has the equivalent of True Faith 5). A secret staircase concealed under the stones behind the altar leads to a series of underground tunnels and excavations used by the mage to facilitate his investigation. The chapel is one of the primary reasons Kindred and Lupines have been unable to claim their prize, and it is warded by a variety of sorcerous and mundane protections. Any entrance to the chapel will be opposed by Lupines, magi, or agents of the Society of St. Leopold stationed on the Marquette campus. •••• Church of Isis: Mount Mary College plays host to the Church of Isis, an occult society espousing radical feminist views composed of humans and magick users from the Cult of Isis. They are eager to recover Usla’s talismans and work with Kindred and Lupine alike to achieve their purpose. Formerly affiliated with Dr. Mortius prior to his disappearance, they seek new Kindred allies to further their quest. You forge an alliance with the Church of Isis, allowing you to call upon their aid once per Chronicle. They count as a five dot Ally group that can provide both mundane and sorcerous assistance. ••••• Usla’s Talismans: Eye of the Coyote: With Storyteller’s permission, you know where to find the Eye of the Coyote. You have the equivalent of five-dots of Auspex with all related abilities and the difficulty of single Blood Sorcery roll made against you is increased by four while the Eye is on your person. The Storyteller can grant the Eye additional abilities and you are hunted day and night by all Lupines until the Eye is recovered. The Eye is only usable once per story, but the lure attached to it is permanent. Talon of the Eagle: With Storyteller’s permission, you know the location of the Talon of the Eagle. All your physical Attributes are doubled (up to a maximum of five) once per story, and you have the equivalent of five dots of Protean with all related abilities while the Talon is on your person. The Storyteller can grant the Talon additional abilities, and you are hunted day and night by all Lupines until the Talon is recovered. The Talon is only usable once per story, but the lure attached to it is permanent.
Modius (p.233) *
Modius has never been content. Not in his mortal days, when he yearned toward greatness even as he traded furs and toiled in the fields. Not in all his waking nights, when the throne of Chicago has eluded him at every turn. It’s certainly not for lack of trying — he’s gone to war for Chicago. He vies to lift Gary from the mire Lodin sank it into. He’s yanked the city back from Juggler and his Anarchs time and again.
Modius could be transcendent, if only his fellow Kindred opened their eyes.
Though many vampires dismiss Modius as a pauper Prince, he’s done his damnedest to revive Gary, even as his enemies in Chicago push it deeper into decline. He’s built up alliances in the city he rules and gathered followers who admire him — or who at least lie about it convincingly. He keeps up correspondence with his sire, Toreador Primogen Annabelle, keeping her abreast of his achievements should she spot an opportunity for him in Chicago. His letters go mostly unanswered.
These nights, Modius’s name is most often whispered alongside his long-standing enemy, Juggler. The two revel in their ongoing hostilities, letting their violent conflict add to Gary’s already abominable crime rate.
• Followers: You believe in Modius’s capability, even if most others don’t understand why. You’re in contact with a few other like-minded Kindred. Once per chapter, you can call on one of them to do a small favor for you in Gary. •• Windy City Ally: You were one of the few who backed the idea of naming Modius as Prince of Chicago this last go-round. It earned you sneers and enmity within the city, but word of your support got back to the pauper Prince. As thanks, he sent one of his employees to you and permitted you to make them your two-dot Retainer. ••• Keys to the Mansion: Modius values your strategic mind, especially when it comes to out thinking the Anarchs. He’s provided you with keys to the guest quarters at the governor’s mansion (Haven •••) and access to his files, with intel on Juggler’s plans. Once per story, ask your Storyteller for a piece of information on recent Anarch movements in the city. •••• Since 1913: You were part of Modius’s original attempt at seizing praxis and took part in some of the attacks on Lodin’s loyalists. He’s never forgotten your service and made sure the vampires in Gary heard about your deeds. Gain Status: Gary Camarilla (••••). Modius has also declared that you may feed anywhere in Gary, though the Anarchs are unlikely to abide by that if you wander into their territory. ••••• Pauper Dynasty: Whatever Chicago’s Kindred think, Modius is a Prince and has been one for over half a century now. He has insight into what it takes to rule and imparts that wisdom to you in the hopes you’ll seize praxis in some other domain — provided it’s neither Gary nor Chicago. Gain Modius as a five-dot Mawla, and gain Influence (••) in a city of your choosing to reflect the groundwork he’s helped you lay there.
Children of the Blood
The Ashfinders (Thin-Blooded Characters Only) (p.103)
• Influencer: Allowed •• Shard Defense: Allowed ••• Addiction Resistance: Allowed •••• Strange New Forms: Locked ••••• Cook: Locked
Amaranthan (p.104)
• Judge: Allowed •• Jury: Allowed ••• Executioner: Allowed •••• Tense Respect: Locked ••••• The Final Hunt: Locked
Cleopatras (Nosferatu Characters Only) (p.105)
• Close Examination: Allowed •• Clothed in Power: Allowed ••• Dream Appearance: Allowed •••• Figure-in-Waiting: Locked ••••• The Beauty Within: Allowed
Meneleans (p.106)
• Mortal Empathy: Allowed •• Peacemaker: Allowed ••• Show of Defiance: Allowed •••• Becoming the Mask: Allowed ••••• Bond Breaker: Locked
The One True Way (p.107)
• Trust Me: Allowed •• Secret Keeper: Allowed ••• Beast Communion: Allowed •••• Calling the Wave: Locked ••••• The Road from Hunedoara: Locked
Starfall Ranch (Malkavian Characters Only) (p.108) *
Starfall Ranch is well-known as one of the top ranches in the Northeastern United States. Its cat- tle are consistent state fair winners. Its horses have been seen at dressages and other equestrian sports events around the world. Owning these animals come at a high price, and part of that premium involves the quality service of Alberta Pennilee and the expert training of a man only known as “Dr. Starr.” Starr is Kindred. He serves the One Moon, a faith that believes that Clan Malkavian is actually one single person, experiencing themselves and the world around them through the lives and perspectives of those they Embrace. Aside from being a popular grange, Starfall Ranch serves as a halfway house for dispossessed Malkavians. There, they can work, feed, and learn their place as part of the One Moon. Starfall Ranch plays a major part in your life, whether you once worked there after your Embrace, or you still call it home. You might know the secrets of Starr’s ranch hands, or the basic philosophies of the One Moon. Perhaps you had the privilege of meeting the Methuselah that sleeps beneath the farmland.
• Herd Mindset: Your time on the ranch brought you closer to your fellow wayward Malkavians. Sometimes this was a bit too close, and parts of their identities still linger within you. Once per session, you may either take two dots in a Skill you do not know for a single roll, or ask the Storyteller for one fact about an SPC that you do not know. The Storyteller decides on which fact is received. •• Clarity of Mind: Starfall Ranch is a peaceful place. Here, Malkavian from all levels of society can rest and reflect upon their future. Those that do find that they have a better chance of achieving their greater ambitions. When you start a Project at Starfall Ranch, you receive three bonus dice to the Launch roll. ••• New Perspectives: Perspectives: You understand some basics of the One Moon, and you’re starting to discover how you are only a single aspect of a greater person. You can even borrow the talents and abilities of your faith’s other followers. Once per story, you may take one Skill rating and replace it with that of another One Moon cultist. This may either be another player’s character or an SPC. This Lore is in effect for the remainder of this story. •••• Starr and Marta: You’ve had the chance to see Marta with your own eyes, and it changed you forever. You may take Dr. Starr as a four dot Mawla. Once per story, Marta will speak through him. You may ask her any relevant question to the story, and she answers truthfully, to the best of her knowledge. ••••• But I Saw You Die: Starr is infamous for cheating death. He’s shared his secret with you. Once, when you undergo final death, you may select another One Moon cultist SPC. This SPC is now you, even taking on your physical likeness if possible. Your Skills, Advantages, Flaws, and any out-of-clan Discipline dots remain, but you must redistribute your Attributes and your in-clan Discipline dots.
Trails of Ash and Bone
The Ruby Throat (p.170) *
Atlantic City has a reputation to uphold, and for those who travel to the shore to toy with the fickle whims of lady luck, there’s no reason that death need stop the fun. Originally established in the prohibition era as a member’s only roulette club by a popular boardwalk dancing girl, the Ruby Throat became a den of powerful people wagering far more than money. Rumor has it a well-known sea facing hotel was won over a single roll one night at the Ruby Throat.
During the Second World War, the location the Ruby Throat operated out of was retrofitted into a factory. The founder, now a rich woman well past her dancing years, planned to happily retire and allow the club to fade into the shadows. A local Kindred named Edith Blumenau loved both her and the marvelous club she had built far too much to allow either to leave the city, and made both a permanent fixture of the boardwalk.
Note: The Ruby Throat is easily moved to any other city with a history of gambling or organized crime, and switches locations from opulent sites to flea-bitten dens.
• Rubbing Shoulders: You’ve sat at the table for a game or two at the Ruby Throat. You didn’t win, but you picked up a little knowledge on the other Kindred round the table. By name-dropping a significant individual around the streets of Atlantic City, you gain one die on rolls to get into places or acquire information otherwise out of your league, but pick the wrong name and it’s likely to get back to them. •• What’s in your Sleeves: Someone accused you of cheating at the Ruby Throat and you publicly put them in their place. You dealt with the situation so well, you were offered work as a bouncer. This role allows you a two dice bonus to all intimidate rolls when dealing with Kindred in the crime scene, and you can put names to faces of almost any Kin- dred who might frequent Atlantic City night spots. ••• Chicken Dinner: A hand went your way recently and you got your choice of coveted prizes. Once per story you gain a human vessel with a Dyscrasia of your choice, to feed from as desired. Unless specified, the Dyscrasia does not fade after use. You are responsible for this retainer for the time you use them, and if anything happens to them, you will owe the house significant reparations. •••• High Roller: You’ve had a string of luck at the Ruby Throat that got attention, some even said it was unrealistic. Any existing Resources Background is increased by two (to a maximum of four), and you gain access to Herd (••) whenever you are within Atlantic City, each vessel has a resonance of your choosing. You also suffer the flaw Adversary (•), as a fellow Kindred thinks you’re gaming the house. ••••• Dead Man’s Hand: You’ve been invited to play at the Johnson table, the highest risk game the Ruby Throat offers. The annual event draws spectators and is the talk of the Kindred underworld. The prizes of such an event are fabulously desirable and often unique. Winning or losing could be a matter of significant status gain, or terribly embarrassing loss. Word gets out about the players involved, and up until the game comes to pass, you benefit from Status (•••) among Kindred in Atlantic City and the ability to access any lesser games and gambits without a roll.
Relics of the Veil (p.172)
• Torn Shroud: Allowed This Lore Sheet can be safely used once per story. If used more frequently, there is a chance that it can be lost. •• Burning Effigy: Allowed ••• The Gaunt Robe: Allowed •••• The Nails of Dismus: Locked ••••• Codex Caecitus: Locked
The Fall of London
Agent of Justicar Parr (p.233)
• Information Drop: Allowed •• Camarilla Conditioning: Allowed ••• Request Backup: Allowed •••• Favored Protégé: Locked ••••• Camarilla Archon: Banned
Court of Shadows (p.234)
• Free Meals: Allowed •• Rumor Mill: Allowed ••• Contraband: Allowed •••• Sanctuary: Locked ••••• Favored by the King: Locked
Hunt Club (p.235)
• Huntsman’s Newsletter: Allowed •• Experienced Diablerist: Allowed ••• Huntsman’s Dossier: Allowed •••• Huntsman’s Steed: Locked ••••• Leader of the Hunt: Banned
London Under London (Nosferatu Characters Only) (p.236)
• Tube Safety: Allowed •• Somewhere to Hide: Allowed ••• Network of Vermin: Allowed •••• Personal Bolt-Hole: Locked ••••• Freedom of the City: Locked
Operation Antigen (p.237)
• Early Warning: Allowed •• Tactical Dossier: Allowed ••• Sympathetic Insider: Allowed •••• Get Out of Jail Free: Locked ••••• Official Credentials: Locked
Oskar Anasov (p.238)
• Messaging Service: Allowed •• Personal Introduction: Allowed ••• Safe Passage: Allowed •••• Mentor: Locked ••••• Landlord Council: Locked
Winter's Teeth
Minneapolis (Anarch Characters Only) (No. 2, p. 1)
• The Nod Lot: Allowed Only the Addiction Flaw may be chosen. •• The Artist Formerly Known As...: Allowed ••• The Revolution: Allowed •••• The River Rats: Locked ••••• The Minneapolis Six: Banned
St. Paul (Camarilla Characters Only) (No. 2, p. 2)
• Dirty Boot: Allowed •• The Caves: Allowed ••• Criminal History: Allowed •••• Courtier: Locked ••••• Dual Citizenship: Locked
Wolves in Sheep's Clothing (No. 3, p. 1)
• What Big Teeth You Have!: Allowed •• Huntsman: Allowed ••• Carrion Preservation: Allowed •••• A Wolf in the Fold: Locked ••••• The Shepherd: Locked
The Nictuku (Nosferatu Characters Only) (No. 3, p. 4)
• Signal-To-Noise: Allowed •• Morbid Curiosity: Allowed ••• Blindspot: Allowed •••• Deathmark: Locked The Adversary has been reduced to 3 dots from 4. ••••• Hunted-Becomes-Hunter: Locked
The Mortician's Army (No. 9, p. 1)
• Mortician's Hammer: Allowed •• Marked For Death: Allowed ••• Eyes-On: Allowed •••• The Sleeper Agent: Locked ••••• The Unseen: Locked
Forbidden Religions
1444 Chamber (Hecata Characters Only) (p. 88)
• Shadow of the Chamber: Allowed •• Mercenary Work: Allowed ••• Gilded Promises: Allowed •••• Deathly Slave: Locked ••••• Anziani Patron: Banned
Blood Asceticism (p. 89)
• The Starveling Path: Allowed •• Glade of the Sleeping Beast: Allowed ••• Lesser Vessels: Allowed •••• Bloodless Pedestal: Locked ••••• Leash the Beast: Locked
Gehenna Cults (p. 90)
• Mark the Bloody Trail: Allowed •• Faithful Bloodhound: Allowed ••• Dogma: Allowed •••• Cult Breaker: Locked ••••• Red Truths: Banned
Plagues of Gehenna (p. 91)
• Blister Marks: Banned •• Autoclave: Banned ••• Fire in the Blood: Allowed To find the prey cited in this Lore Sheet, roll Resolve + Awareness at DC 4. •••• Firebreak: Banned ••••• Plague Sample: Banned
Praepositor (Tremere Characters Only) (p. 92)
• Chastise the Wayward: Allowed •• Discreet Professionalism: Allowed ••• Guard the Clan: Allowed •••• Expert Security: Locked ••••• Blood Loyalty: Locked
Spear of Orthia (p. 93)
• Tip of the Spear: Allowed •• Soldier’s Code: Allowed You may not take the Conviction "Always seek to live, not to die". ••• The Enduring Faith: Allowed •••• Witness to Orthia: Locked ••••• Splinter of the Spear: Locked
Boston by Night
The Hartford Chantry (Tremere Characters Only) (pp. 80-83)
• Arcane Authority: Allowed •• Cryptic Politics: Allowed ••• On The Square: Allowed •••• The Chantry: Locked ••••• Blood Loyalty: Locked
The Boston Camarilla (Camarilla Characters Only) (pp. 84-87)
• Comrades in Arms: Allowed •• Sic Semper Tyranis: Allowed ••• Unification: Locked •••• Heart is Where the Home Is: Locked ••••• Levers and Pulleys: Locked
Blood Sigils
Student of Kirin Tauk (Thin-Blood Alchemists Only)
• Stunning Efficiency: Allowed •• Professional Mindset: Allowed ••• A Taunk Formula: Allowed •••• Diplomatic Power: Locked ••••• Taunk’s Patron: Locked
Veins of the Earth
• Seeking a Vein: Allowed •• Drawing the Flies: Allowed ••• Revelations of the Earth: Allowed •••• Channeling the Earth: Locked ••••• Tiamat’s Exchange: Locked
Vienna Zero (Blood Sorcery Users Only)
• Inside Knowledge: Banned •• Off the Back of a Truck: Banned ••• Instrument of Power: Banned •••• The Very Last Copy: Banned ••••• Deep Clearance: Banned
The Book of Nod Apocrypha
Machinations of Saulot (Tremere and Salubri only)
• Rumors and Signs: Allowed •• Prolonged Conflict: Allowed ••• Saulot’s Smile: Allowed •••• The Madness of Blood: Locked ••••• Ultimate Disguise: Locked
Gehenna War
Misc Official Loresheets
Stories of the Daughters
• Aspiring Idol: Allowed •• Surprise Performance: Allowed ••• Wayward Daughter: Allowed •••• Songstress Supreme: Locked ••••• Rejuvenating Voice: Locked
Road Courier
• Bucket: Allowed •• Six in the Morning: Allowed ••• Ride or Die: Allowed •••• Highway Harbinger: Allowed (once per story) ••••• Midnight Express: Locked
Amanda Chastain
• The Pulse: Allowed •• Boss Lady: Allowed ••• Hacking the System: Allowed •••• Blood Work: Allowed ••••• Learning the Sytem: Allowed
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