Age: 31 (looks 22)
Clan: Hollow Mekhet
Covenant: Ordo Dracul
Sire: Vincent Moon
|A scholar must study, and must learn. She’s never satisfied with base explanation; she must always dig deeper and uncover the truths behind the truths. |
Single Willpower: Uncover a lost piece of information.
All Willpower: Uncover forbidden knowledge.
|Your character is desperate for approval and affection from those they think highly of. They are willing to go to great lengths to get their "fix" of positive attention. |
Single Willpower: Lure someone you favor into bed.
All Willpower: Put yourself at risk to impress someone.
|A martyr puts others before herself in all things. She’s concerned with community and the cause, over her own safety and reputation. |
Single Willpower: Take another’s burden upon yourself without expecting recompense.
All Willpower: Put yourself at risk to save someone else or an ideology.
Touchstones: Sophie Penrose, Rebecca Yue Chan, Todd White, Evan Adair
Eye Color: Honeyed Brown
Hair Color: Auburn
Hair Style: Just longer than her shoulders, has gentle curls, parted down one side, long fringe
Skin Tone/Complexion: Pale and covered in freckles
Figure Notes: Lauren is 5'5" and very slender. Her measurements are mostly average, but tending towards small. She has a round face with high cheekbones.
Clothing Notes: Lauren tends to wear comfortable and durable clothes when she's working on something, such as jeans and a t-shirt/hoodie/jacket/sweater. When meeting people or going on, she dresses more feminine and frequently wears dresses or skirts. Lauren tends toward more retro-styled dresses, as she thinks they help her fit in with her fellow kindred, who definitely skew older. When she has to brave the sun, Lauren wears jeans, a hoodie, a scarf, gloves, and big sunglasses.
Accessories: Lauren almost always carries a leather messenger bag with her, which contains various useful items. Some of these items include: any necessary equipment for EF rituals, a torch, simple lockpicking tools, a vial, a flask of vodka (Erin is clever), pen and notepad, lighter, and a few ziplock bags. She also always has a camera on her. Lauren usually doesn't wear any jewelry unless she's dressing up. If she's going to see Sheridan (and not with Sophie), she will often wear the jeweled bracelet the prince gave her.
Other: Because she's Hollow, Lauren doesn't take calls on her phone. If she gets a call, she will wait for it to go to voicemail and respond through texts. She also doesn't show up on any kind of camera or in reflections.
Background: Lauren grew up in rural Nebraska, the only child of normal, loving parents. She was given a camera as a gift when she was young, which ignited a passion for photography. She pursued a degree at a state university, and did fairly well. But Lauren wanted to see the world outside of boring, empty Nebraska, and so she took a semester off to visit Europe. One of her first stops was London.
It was there that she died. For most kindred, death and embrace happen at roughly the same time. For Lauren, it was different. Sent out on a job to photograph strange phenomena out on a Channel during a foggy night, she suddenly fell from her boat and drowned. A few days later, she opened her eyes to find herself being pulled out of a shallow grave by the very man who had sent her to her death--Vincent Moon.
Lauren's embrace was traumatic on many levels. She was alone in a strange country, and couldn't go home or even contact those she'd left behind. She was dead, a vampire, and her eyes were opened to a world of new horrors. And she was broken in to. Her very soul was damaged, a piece split off to wander through reflections and echos, bitterly loathing the portion that was left with a body. It was no surprise, then, that when Lauren tried to pull herself back together, the pieces didn't quite fit the way they were supposed to.
Lauren's greatest fear is being alone, being utterly rejected. Her morals and beliefs shift depending on which group she's trying to belong to--first the Golden Room, then Erin's group, then a brief attempt at kindred society at large, and now the Ordo Dracul. She'll take affection whenever and however she can get it, and physical affection just happens to be one of the easiest and fastest ways. This caused problems with her first relationship after death, but she now enjoys an open relationship with Sophie Penrose. When Lauren manages to be honest with herself, she can admit that a large part of the reason she's able to tolerate Sophie's jealous and self-destructive tendencies is that Sophie fears loneliness as much, if not more than Lauren, and so Lauren doesn't need to fear being left.
For the most part, Lauren is friendly and cheerful. She doesn't act much like a traditional vampire, aside from being fairly desensitized to violence, gore, and death. When upset, she becomes sullen and spiteful. Due to recent betrayals, Lauren has developed a healthy amount of paranoia towards people she doesn't know well, especially if they're being nice to her. While she generally tries to do the right thing, she tends to make poor decisions in the heat of the moment, and her boundless curiosity gets her into no end of trouble.
Mental Attributes: Intelligence ••••, Wits •••••, Resolve ••••
Physical Attributes: Strength •, Dexterity •••••, Stamina ••
Social Attributes: Presence •••, Manipulation •••, Composure •••
Mental Skills: Academics ••
|+1 on Research rolls when using OD resources|
|+1 from Broken Hearts|
|+1 from The Oath of Styx and Lethe|
Physical Skills: Athletics ••, Firearms (Light Autoloaders x2) •, Larceny •••, Stealth •, Survival •
Social Skills: Animal Ken •, Empathy (Empathize) ••••
|+1 from The Oath of Styx and Lethe|
|+1 from Broken Hearts|
|This merit indicates how well the character is hooked into the grapevine. The character can ask a question from the following list (Contacts) number of times per adventure, and receive a prompt answer. |
• Who's that?
• Who's new?
• Who's on the way up?
• Who's on the way out?
• Where in the city is the Masquerade thinnest?
• Where's the best fuel in town right now? (Best hunting ground for a werewolf, most emotional place for a changeling, etc). Acting on this information provides a +2 bonus to the character's next refueling roll if used.
• What's the news about [Faction]?
The character also gains a +1 bonus per dot purchased in this merit to any roll made to get news or get introductions to someone. This merit won't help you convince the Prince to do something, but it will help get you five minutes of the Prince's time.
|You character has abandoned the trappings of her mortal life and is now defined by her steps in the Danse Macabre. Instead of a Virtue and a Vice, she now has a Mask and a Dirge, and regains willpower from them as described in Blood and Smoke (pg. 84). |
If any merit, supernatural power, or similar mechanic refers to your character's Virtue and Vice, you replace it with Mask and Dirge respectively. Note: The character does not have to be a vampire to take this merit.
|The Herd Merit grants the following two benefits: |
• At the start of an adventure, a character adds their dots in Herd to the minimum amount of Vitae they start with (so a vampire begins with no less than Blood Potency+Herd in Vitae, instead of just Blood Potency in Vitae).
• Provided the character has access to their Herd, they can add their dots in Herd to all feeding rolls.
Lauren has a map of households in Camden that are good feeding opportunities.
|This Merit gives your character a teacher that provides advice and guidance. He acts on your character’s behalf, often in the background and sometimes without your character’s knowledge. While Mentors can be highly competent, they almost always want something in return for their services. The dot rating determines the Mentor’s capabilities, and to what extent he’ll aid your character. |
When establishing a Mentor, determine what the Mentor wants from your character. This should be personally important to him and it should reflect on the dot rating chosen. A one-dot Mentor might be incapable of dealing with modern society and want to live vicariously through your character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor would want something astronomical, such as an oath to procure an ancient, cursed artifact that may or may not exist, in order to prevent a prophesied death.
Choose three Skills the Mentor possesses. You can substitute Resources for one of these Skills. Once per session, the character may ask her Mentor for a favor. The favor must involve one of those Skills or be within the scope of his Resources. The Mentor commits to the favor (often asking for a commensurate favor in return); if a skill roll is required, the Mentor is automatically considered to have successes equal to his dot rating, if Resources are required, the Mentor has Resources he is willing to spend equal to his dot rating+2.
Alternately, the player may ask the Storyteller to have the Mentor act on her character’s behalf, without her character knowing or initiating the request.
|Choose a Specialty in Brawl, Weaponry, or Firearms when you purchase this Merit. Your character has trained enough in that weapon that pulling the weapon is her first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time her Defense applies.|
| Your character has set up an area of their lair in such a way as to benefit uses of some manner of arcane power. Choose a style or theme of magic (Necromancy, Memory Editing, Relic Crafting, etc). On any extended roll involving the magical theme in question, add the dots in this Merit. |
Lauren has a Ritual Area in the St. Thomas Club that contains Tesla coils, Van de Graaff generators, copious amounts of antennae and wires, and general electrical tools.
|Your character is very good at letting others get close. This gives him an edge in getting what he wants. At any time, your character may accept the Swooning or Leveraged Conditions against another character, and so long as those Conditions remain on your character, you gain a +3 to all social rolls against that character. You also gain that social bonus if you get the Swooning or Leveraged Conditions from another source.|
|Gold comb decorated with a pair of hounds. - Extended action, 4 successes required, 1 minute (100 strokes) per roll or glamour for auto activate after first minute; gains SL 4 and can change hair color for one scene, takes -1 to social rolls for remainder of day. Catch: Gains Narcissism derangement. Can be used once a week.|
|Your character has a true friend. While that friend may have specific functions covered by other Merits (Allies, Staff, Mentor, et cetera), True Friend represents a deeper, truly trusting relationship that cannot be breached. This has a few effects: |
• Unless your character does something egregious to cause it, her True Friend will not betray her.
• The Storyteller cannot kill a True Friend as part of a plot without your express permission.
• It is extremely difficult to turn a True Friend against your character. Any roll to make a True Friend feel hostility towards your character or act against your character suffers a -5 Penalty (whether the roll is mundane or supernatural). Situations where someone is trying to turn the True Friend against your character but there is no immediate roll will be handled as they arise.
Lair (Three Room Apartment)
|(Feral Whispers) The vampire talks to the animal, either using human words or, much more frequently, by making animal sounds of her own. She can command groups of animals, such as a flock of birds or a swarm of rats, as long as she is close enough that the animals can all hear her, and she can see all of them. |
Dice Pool: Manipulation + Animal Ken + Animalism (vs. Resolve + Blood Potency for commands, though in general only familiars or ghouled animals will attempt to resist).
Duration: Scene, command can persist up to a night.
Dramatic Failure: The animal misunderstands the vampire’s command, giving false information when the vampire asks, or obeying a twisted version of the vampire’s command.
Failure: The animals fear the Beast, fleeing from a superior predator.
Success: The vampire can communicate with an animal, asking it what it has perceived. Most animals can remember what has happened over the last night. Animals relate what they have encountered through the lens of their own perceptions — dogs answer in terms of smell and hearing, while birds relate what they could see. The vampire can also give the victim a simple command, equivalent to what the animal could do on its own, such as “attack him,” “follow her then return here,” “chew through these cables.” The command doesn’t normally persist for more than a night, but the vampire can add simple contingencies such as forcing the beast to go to ground if noticed, or to return once the command is complete.
Generally speaking, mundane animals do not resist. Animals covered by the Familiar merit (including animal ghouls) cannot be forced to act against their masters -- in the case of a conflict of interest, such animals will simply flee the scene altogether. Supernatural or undead animals are exempt from control by Feral Whispers, unless otherwise specified (the zombie animals of Animalism 2 can be controlled by their master, and no on else, for instance).
Exceptional Success: The animal is exceptionally obedient to the vampire, improvising to follow the spirit of the Kindred’s command.
|(Beast's Hackles) The Beast focuses on danger and weakness. A vampire who borrows her Beast’s senses can use that focus to know if someone is about to attack her, or to pinpoint the weakest person in the room. The Beast is sensitive to things that other people cannot normally perceive; using this Discipline can pierce Obfuscate (see “Clash of Wills”). |
Cost: Varies, as the Discipline is slightly tiring; the first use in a scene is free, but subsequent uses in the same scene cost 1 Vitae each.
Dice Pool: Wits + Empathy + Auspex
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should either give false information, or present a warped version of the truth.
Failure: The vampire’s senses cloud; his Beast doesn’t see any immediate point of weakness.
Success: The player can ask one question of the Storyteller. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex can only answer immediate questions about danger or weakness; the sample questions below cover much of the information the Beast can provide.
Exceptional Success: The player can ask two questions.
• Who here is the most likely to give me what I want?
• Who/what here is most likely to lapse into violence?
• Who here is most afraid?
• Who/what here is most likely to hurt me?
• Who here is closest to frenzy?
• Is a vampire here using Auspex 5?
|(Uncanny Perception) The vampire focuses on a single victim, peeling back the layers of lies and misdirection to reveal the truth underneath. The Beast sniffs out the victim’s dark secrets, things that she doesn’t want anyone else to know. What the vampire does with that information is up to him. |
Cost: Varies; the first use in a scene is free, but subsequent uses against the same target that scene cost 1 Vitae each.
Dice Pool: Intelligence + Empathy + Auspex, minus the target's Composure
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should give false or misleading information.
Failure: The Beast unveils no secrets. Does the victim really have nothing to hide?
Success: The player can ask the Storyteller one question per success. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex focuses on questions concerning the secrets and weaknesses of a single character.
Exceptional Success: The images give the vampire further insight into the questions asked.
• What is this person’s mood?
• What is this person afraid of right now?
• What is this person’s Vice?
• What is one of this person’s psychological vulnerabilities?
• Is this person a diablerist?
• Is this person being controlled by someone else?
• Has this person's memory been altered about [subject]?
• Is this person a supernatural creature — and if I have seen them before, what is she?
• Who here does this person want to hurt most?
|(The Spirit's Touch)A vampire can turn his Beast’s senses on an object or place, uncovering secrets and destroying lies just as surely as if he had focused on a person. |
Cost: Varies, as the Discipline is slightly tiring; the first use in a scene is free, but subsequent uses in the same scene cost 1 Vitae each.
Dice Pool: Wits + Occult + Auspex
Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should give false or misleading information.
Failure: The object yields no secrets to the Kindred’s senses — this time.
Success: The player can ask the Storyteller one question per success about the place or object. The Beast conjures images to answer rather than just words. In addition to the sample questions below, the character can ask questions suggested for Auspex 1 and 2 if they would be relevant.
Exceptional Success: The vampire can fully appreciate the object or place, and gains a +1 die bonus when using/interacting with it for the rest of the scene.
• Who last touched/owned this?
• What is the strongest emotion associated with this object?
• What was the object being used for at the point of strongest emotion?.
|(Ghosts of the Past) By this point, the vampire can know what occurred in the past, almost as if he had been there. This isn't true postcognition -- rather than casting his mind into the past, the vampire is collating scores of psychic impressions into a whole tapestry. |
Cost: 2 Vitae
Dice Pool: Intelligence + Investigation + Auspex
• First, the vampire must be at the location of the event.
• Second, the vampire can only examine events at which someone was present and conscious -- the vampire is picking up traces of emotional resonance, so if there was no one to leave emotions, there's no traces to pick up.
• Third, the vampire must identify the event he is trying to reconstruct in an unambiguous fashion, and without reference to specific times unless the fact of time was itself somehow key to the event. So, "The murder of Jean Dale," "The last time Jason saw Helen alive," "When William Burgess stole these documents," or even "When Walter was last here" are all valid, but "When Jake spoke to Vincent" is not (can apply to too many situations), and neither is "What happened at 11:32" (doesn't attach to any specific emotional resonance), nor "What happened when the bomb exploded" if there was no one present at the time (no one to feel emotions about the event).
Obviously then, Ghosts of the Past works much better if the vampire already has some idea of what they're looking for, and is better at piecing together highly charged, emotional, or one-off events than slice-of-life mundanity. Poor identification may lead to the Mekhet receiving results which are random, confused, or inaccurate (as they 'create' visions that never occurred).
Dramatic Failure: The vampire receives a false, artificial vision, but one that feels real.
Failure: The vampire doesn't manage to get anything other than a host of incomprehensible sensory hallucinations and a splitting headache.
Success: The vampire enters into a trance for (successes * Blood Potency) minutes, during which they experience a vision. In this vision, they are physically present at the event in question, although they are as a ghost, unable to touch or interact with anything. The vision passes in real time (so a thirty minute trance relates thirty minutes of the past), but can end early if the vampire is harmed, shaken, or shouted loudly at.
Inside the vision, however, the vampire can move around, and while they can't touch anything, they can examine things, up to and including using the first three Auspex powers, or simply skill rolls such as Wits+Investigation -- these occur at a -4 penalty, however, as even the best vision is still imperfectly accurate. Note however that while moving around in the trance, the vampire is also moving around in the present world, and an insufficiently cautious Kindred can walk into things or trip and fall, which is both embarrassing and ends the vision prematurely.
Note, finally, that the vision can trigger the Kindred Banes, albeit less strongly (treat the Kindred's Humanity as 2 higher). Thus, sunlight in a vision can penalize the vampire's rolls, fire may still trigger a Frenzy, and so forth, though the vision cannot actually harm the vampire directly.
Exceptional Success: The vision is almost picture perfect, and any investigative or Auspex rolls take only a -2 penalty.
|(Twilight Projection) The vampire unshackles his mind, leaving his body and projecting his senses throughout the world. His astral form exists in a twilight state, with no real physical or spiritual substance to it, but still in the world and noticeable only by other vampires with Auspex. The vampire can move at incredible speeds, traveling to any point within the moon’s orbit — an area that some Kindred call the “lunar sphere.” While his senses and consciousness travel the world the vampire’s body appears to be a normal corpse, albeit one that does not decay. |
Cost: 2 Vitae
Dice Pool: Intelligence + Occult + Auspex
Dramatic Failure: The character’s senses part from his body,
but something sends his consciousness far away.
Failure: The vampire cannot slip the bounds of his dead flesh.
Success: The vampire’s senses part from his body, and can travel the world. Multiply the vampire’s Speed by his (Auspex + Blood Potency). The vampire is not bound by gravity, and can travel through physical obstacles and even into the ground. He cannot interact with the physical world in any way when separate from his body. He can see and hear as well as he can normally, but cannot use Disciplines. The vampire’s body lies in a torpor-like state, and he is unaware of anything that happens to it — though if someone kills his body or drives him to torpor, his mind jumps back to his body. Apart from that, the vampire must move his astral form back to his body to awaken. Every sunrise that the vampire remains separate from his body he loses a dot of Blood Potency — and suffers Final Death if his Blood Potency reaches 0. He regains any lost dots upon returning to his body. He must still spend a point of Vitae at the beginning of each night. Some vampires speak of strange magic that can prevent a vampire from returning to his body, or of his body walking around unbidden, with yellow eyes the only sign that something might be wrong.
Exceptional Success: The vampire’s senses slip away easily, and he is left with a memory of where his body is. He can reflexively spend a point of Vitae to instantly return to his body — or to the edge of any mystic boundary that prevents him from returning.
|Unleashing her Beast, a vampire can cross vast distances in the blink of an eye, catch a thrown punch before her attacker has even moved a muscle, or snatch a gun barrel away from a man’s temple before he can pull the trigger. Celerity makes a vampire so fast that it’s as if she never has to move at all. |
Cost: None or 1 Vitae per active effect
Dice Pool: None
Action: None (for persistent effects) or Reflexive (for active effects)
Duration: Permanent (for persistent effects) or one turn (for active effects)
Like other physical Disciplines, Celerity has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are reflexive and cost one Vitae per effect.
• Add +(Celerity) to the vampire's Initiative.
Active: By spending Vitae Celerity allows for bursts of speed faster than the eye can perceive. For each point of Vitae spent choose one effect from the following list.
• Add +(Celerity)/(Celerity) to the vampire's Defense. In other words, her regular defense increases by her Celerity (that's the number before the slash, and it defends against melee attacks, thrown weapons, or point-blank firearms attacks), including to her Dodge, and if a Firearms attack denies her normal Defense, the attacker still takes a penalty on his attack equal to the vampire’s dots in Celerity (that's the number after the slash). A character must still be aware of incoming attacks to defend against them. If she is restrained, slumbering, or otherwise unable to respond, Celerity offers no advantage.
• Multiply her speed by her (Celerity+1). Moving in this way is sudden, jarring, the vampire appears to shift from point to point without crossing the space in-between. She may use this to briefly avoid detection or launch surprise attacks.
|Dice Pool: Intelligence + Science + Enochian Formulae |
Action: Extended. See the Extended Action rules. The base time per roll is half an hour, reduced to 15 minutes if the character has more dots in the Ritual Discipline than the dot rating of the ritual being cast. A ritual must be completed in one attempt. Ritualists do not receive any bonus for attempting a ritual having already failed with a near miss; rituals automatically fail if interrupted; and ritualists may not use Defense while casting.
Dramatic Failure: The ritual completely fails, and the sacrifice is wasted. The ritualist gains either the Storyteller's choice of the Depressed, Paranoid, or Scarred Conditions. The next ritual attempted by the vampire suffers a –2 dice penalty.
Failure: The ritualist is having difficulty, and accumulates no successes. The player decides whether to abandon the ritual entirely or continue. If the ritualist continues, she gains the Stumbled Condition.
Success: The ritual accumulates successes. If the target number of successes is met, the ritual’s effect immediately takes place.
Exceptional Success: The ritualist makes great strides in achieving the ritual. The player decides which of the following effects takes place in addition to accumulating successes.
• Reduce the target number of successes by her dots in the Ritual Discipline.
• Apply Raptured Condition if and when the ritual succeeds.
• Add her dots in Ritual Discipline to the spell's Potency.
+1 to +3|Power is turned on or applies to a vampire with whom the ritualist already has blood sympathy.
0 | The ritualist is unaffected by threats or distractions
–1 to –3 | The ritualist is rushed or distracted. The penalty is cumulative with multiple distractions.
0 to +3 | The ritualist uses larger machinery to accomplish the ritual.
0 to +3 | Ritual Area Merit
Potency: Some rituals require a measure of how successful they were — those that cause injury to the victim, for example. If the ritualist hits the Target Successes precisely (the target number is 8, the ritualist gets 8 successes over the course of the extended roll), then the spell goes off with a Potency of 1. For each success on the casting roll above that Target Number, Potency increases by 1 (so in the above example, if the ritualist got 10 successes over the course of the extended roll, the Potency would be 3). Note however, that once the ritualist reaches the Target Number of Successes, the ritualist goes off -- one cannot keep rolling to bank successes and increase Potency.
|(Face in the Crowd) The vampire can turn his predatory nature inwards, walking through crowds of people who pay him no heed. As long as he doesn't do anything to obviously draw attention to himself, nobody notices him. He’s just one more person on the street, part of the city’s nightlife. People don’t shy away from him because of what he’s wearing or what he looks like. He’s just as much a fixture of the city as the rats and the graffiti. |
Dice Pool: None
For the rest of the scene, people’s eyes just slide off the vampire. People can tell that someone’s there, but they don’t remember who he is or what he looks like; he’s just “some guy,” average height and build, average hair, average clothes. Unless the vampire’s doing something to draw people’s attention — pulling a gun, or screaming at people — or he’s in a place where someone doesn’t expect anyone else to be, everyone around him ignores him. Face in the Crowd extends to any object the vampire can pick up and carry; he could walk down the street with an assault rifle under his jacket or a body in a garbage bag slung over his shoulder, and as long as he doesn’t use it to draw attention and it isn't immediately visible, nobody particularly cares or remembers. The obfuscated vampire can open doors and manipulate objects, so long as he isn't doing anything out of the ordinary (he can open the door to a closet, but he can't pick the lock to the CEO's office without losing Obfuscate).
Any sort of violence (if the vampire punches someone) breaks Face in the Crowd. Feeding, however, does not necessarily break Obfuscate (that is to say, a subtle sip will not make people notice the vampire), though killing someone in this fashion by draining them dry definitely does (and leaves the vampire holding the exsanguinated bag).
|(Touch of Shadow) With just a touch, the vampire can extend the muted attentions of Face in the Crowd to an object or animal, rather than himself. His subject fades out — if he masks a desk, people subconsciously register that it’s there and won’t bump in to it, but they can’t recognize what’s right in front of them unless the vampire forces them to interact with it. Even a forensic team would only remember seeing a desk if they examined photos of the scene after the fact. |
Cost: 1 Vitae
Requirement: The vampire must touch the object he wants to hide; in the case of an unwilling victim, the vampire must roll to touch his opponent (Dex+Brawl, minus Defense). The animal or object cannot have Size greater than the vampire’s own (but see Suggested Modifiers).
Dice Pool: Wits + Larceny + Obfuscate (vs. Resolve+Blood Potency for an unwilling victim)
Dramatic Failure: Something draws people’s attention to whatever the vampire wanted to hide. It’s the first thing they notice when they come onto the scene, and they want to find out more about it.
Failure: The object or creature doesn’t fade into the background.
Success: For the rest of the scene, people’s eyes slide off the object. The vampire can affect an inanimate object or animal with the same effects as Face in the Crowd — people subconsciously register that the subject is present, but they’re not actively aware of it. If an observer is forced to deal with something affected by Touch of Shadow — being thrown into an occulted table or door — that observer can then recognize the subject’s existence. If a creature under Touch of Shadow gets violent, they lose the obfuscation.
Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected by Touch of Shadow to remain unnoticed. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure penalized by the vampire’s Obfuscate dots. A living creature affected by Touch of Shadow can see anything else that the vampire has Obfuscated without a roll.
Exceptional Success: The victim of this power doesn't stand out to any observer, even if they’re looking at photographs or video featuring him when the power was active.
–1 Increase the maximum affected Size by 1
–2 Increase the maximum affected Size by 2
–3 Increase the maximum affected Size by 3
|(Cloak of Night) With but a thought, the vampire slips from sight as well as mind. He doesn't just fade into the background, he straight-up vanishes. He leaves no scent and makes no sound, though it doesn't mask incidental signs of his passing, like drifting smoke or creaking floorboards. He can pass this effect on to others, even stealing people from the world with Touch of Shadow. |
Cost: 1 Vitae
Dice Pool: None
Cloak of Night increases the effect of Face in the Crowd and Touch of Shadow. At its most basic, the vampire can now use Touch of Shadow on other people. This costs no additional Vitae , and the victim is overlooked just like an object or animal. They still lose the effect if they start a commotion or attack someone.
The vampire can also spend an extra point of Vitae when activating Face in the Crowd or Touch of Shadow to vanish completely. Rather than being overlooked or just an “average presence,” the vampire instead completely disappears. Everything that he’s carrying vanishes with him. He can also manipulate objects by extending Touch of Shadow to them first -- in other words, the vampire is unnoticed, the door is unnoticed, and thus the vampire can open the door (or even pick the lock) without anyone paying attention. Violence still rends the Cloak of Night asunder.
Particularly canny observers can follow the vampire by incidental signs of his passing — disturbed smoke, gaps in crowds, and the like. An observer rolls Wits + Composure – the vampire’s Obfuscate dots as an extended action. Each roll takes one minute, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate.
Coils of the Dragon: Coil of Flesh
|(A Taste of Life) The Dragon may eat mortal food without a Vitae cost, and does not vomit it up at the end of the scene but metabolizes it and dissolves it entirely into their body. The Dragon may thus be affected by drugs or medicines appropriately, and a Dragon who has had a full meal in the last eight hours gains a +2 bonus to Hunger Frenzy rolls.|
|(The Face of Man) The character may activate the Blush of Life without a Vitae cost. Similarly, the character’s hair and nails can be made to grow each day, if the Kindred so chooses.|
|Basically, in order to gain a Coil of the Dragon, a vampire must collect (New Coil x2) Coil Points. So, Lauren Darrow, attempting to get her 2nd Coil, requires 4 Coil Points. Lujza Dvorzsak, working on her 8th Coil, requires 16 Coil Points. How do you get Coil Points? Four ways: |
Original Research: This is the method that the Ordo Dracul encourages most. The Dragon conducts some sort of original research by way of their methodological approach. Three restrictions:
1) The research has to be in some way linked to the Coil being sought
2) The research must have some element of challenge or danger to it
3) You can only do the exact same piece of research for a Coil Point once.
Past that, anything goes, and there's no limit to how many Coil Points you can get off Original Research. If you need ideas for research, talk to the GM -- I've an endless supply of ways to shove PCs into dangerous situations in the name of SCIENCE.
Tutoring: Instead of doing their own research, the Dragon somehow helps a senior or more experienced vampire's research. In exchange, the elder Dragon gives the younger student extra mentoring or guidance, enough for a single Coil Point. The only catch is that the mentor must have at least two more Coils than the student in order to have wisdom worth passing on. As with original research, the younger Dragon's help to the elder should involve some element of challenge or risk -- you can also 'cash in' a Leveraged Condition for a Coil Point.
Rotes: The Ordo Dracul has a number of rote methods of research available to help vampires learn the Coils, and indeed most young Dragons start off with Rotes. Each Rote is a set of actions or approaches that together lead to a Coil Point. The catch, however, is that each subsequent Coil Point from one set of rotes come with greater difficulty. To pick an example -- the first time a Dragon harms himself in order to learn the Coil of the Flesh, mere cutting with a scalpel is sufficient. The second Coil Point would require the Dragon to cut off fingers or ears and regrow them, or brand themselves with flames. The third Coil Point would require being near-immolated or impaled. The fourth would require a bout of Torpor. In general, Rotes for the third and subsequent Coil Points require either increasing risk to life, limb, and sanity, or else require the Dragon to have increased certain skills or attributes since the previous Coil Point.
Time: Straightforward enough. The Dragon must spend one year doing research as a mostly full-time job. At the end, they roll Intelligence+Academics, minus the total Coil Points gained from Time for their current Coil effort. If they get at least one success, they gain a Coil Point.
|(Vitae Reliquary) Target Number of Successes: 5 |
Sacrifice: Any object up to size •••
The ritualist infuses an object with up to the ritual’s Potency in Vitae. The Vitae stored is mystically transferred from the ritualist’s body, and can be retrieved by any vampire, Strix, or ghoul who touches the object. The Vitae still causes Vinculum and blood addiction in anyone drinking it, unless first cleansed with Hematological Degaussing. After one lunar month, the ritual ends and the object crumbles to dust.
At the beginning of an adventure, the ritualist may choose to have one or more Reliquaries prepared. The ritualist subtracts one or more Willpower from his starting Willpower, and for each Willpower so spent begins with one Reliquary at hand (roll to determine how much Vitae it contains).
|(Lift the Scales) Target Number of Successes: 6 |
Sacrifice: The ritualist puts on 3D glasses
The ritualist is able to see and hear into the Twilight, and be seen and heard there in turn, until sunrise.
|(Unblemished Chalice) Target Number of Successes: 5 |
Sacrifice: Ionized filtration system
The ritualist pours up to (Potency) in Vitae into the vessel. The Vitae remains fresh for the rest of the night, and may be drunk without fear of Vinculum or blood addiction. Furthermore, the Vitae may be poured into a Vitae Reliquary to preserve it for longer.
|(Gift of Tongues) Target Number of Successes: 6 |
Sacrifice: Small patches containing computer chips attached to the base of the skull with a needle, accompanied by a computer in a small black box
This ritual allows up to (Potency) subjects to be able to speak, read, and comprehend any non-supernatural language for the rest of the night.
|When this power is activated, all of the vampire’s senses sharpen to a razor’s edge, effectively doubling both the range and clarity of all stimuli received. Heightened eyesight allows the vampire to perceive the most minute details of objects at great distances, while a heightened sense of smell might alert a character to the presence of trace amounts of alcohol on a mortal’s breath. |
Cost: 1 Vitae
Dice Pool: None
By spending a point of Vitae, the vampire turns on Heightened Senses until the next sunrise. The vampire gains a +(Auspex) bonus to all Wits+Composure and Wits+Investigation rolls.
|The incubi and succubi, in their original incarnations, were demons who visited dreaming mortals. There was a whole host of such nocturnal horrors, but the Kindred are vain and have little desire to name themselves after night hags and the like. In any case, with this Devotion, the vampire becomes able to enter into the dreams of others, to observe or to alter the dream as they see fit. |
In order to enter someone's dreams, the vampire must either:
● Be able to see them.
● Must have a close, personal connection to them.
● Must have an object or good photograph of them.
Cost: 1 Willpower
The vampire enters the dreams of the subject precisely as if they were a changeling. They use their Auspex rating as their Wyrd for the purposes of all actions inside the dream, and may observe or alter or even weave new dreams as a changeling.
Wits+Occult+Auspex - Check dream type
Wits+Empathy+Auspex - Alter dream
|For thousands of years, the Scathain have known the magical formula that calls a Reflection to one place and allows it to feed on a plate of food. Mekhet who know how to manipulate and perceive the spiritual nature of objects can, with the right formulae and a plate of freshly prepared food and a glass of wine, give a Reflection form and shape, and sate its hunger. Although the Scathain teach this devotion, anyone can learn it, if the Scathain choose to teach it. |
Cost: One Vitae, mixed in with the ingredients of a plate of food
Dice Pool: Presence + Occult + Auspex – Reflection’s Resistance
Dramatic Failure: The Reflection does not come, and worse, wherever it is, it goes into an immediate Hunger Frenzy. This tends to be both a Masquerade risk and will mean an extremely irritated Reflection.
Failure: Nothing happens. The Reflection goes its own way and ignores the summons.
Success: The Reflection materializes by the food (even if it doesn't have the Materialize Numen) and begins to eat. It cannot leave the table until it has finished, and can converse with anyone in the room while it does so, if it elects to. For every success rolled, the Reflection gains one point of mirror Vitae, and even if the vampire only rolled one success, the Reflection does not need to feed tonight. If anyone attacks the Reflection, it vanishes, and any benefit the ritual may have granted is lost.
Exceptional Success: As for success, except that the Reflection gains its full Vitae pool.
|Vampires and the sun do not get along. So long as there is even a pinprick of direct sunlight on their skin, even filtered through a heavy curtain or dark sunglasses, they take a penalty to all rolls equal to (10 – Humanity). Exactly how this penalty manifests varies, but it most commonly feels like a kind of burning on the vampire's skin (think a very bad sunburn), or as a kind of sluggishness instead, a forcible reminder that to the vampire that they are a moving corpse.|
|Any damage a vampire suffers from fire is Aggravated.|
|The cold and awkward fact is even the prettiest, sexiest, most vivacious vampire is a walking corpse, and people pick up on this. Whenever dealing with living mortals, the vampire takes a penalty to all Social rolls equal to (10 – Humanity)/2, rounded up. This penalty can also come into play when dealing with living supernaturals or Extraordinary Mortals, if they have never had extensive dealings with vampires before.|
|When confronted with an appropriate stimulus (fear, hunger, or rage), the vampire explodes into Frenzy. The vampire rolls Humanity dice each round until they either fail a roll and fall into Frenzy or accumulate a sufficient number of successes and resist it. Alternatively, they may spend 1 WP and try to Ride the Wave (same roll, 5 successes required, results in a Frenzy where the vampire sets the goal). |
Some common stimuli and the successes required to resist them are:
• Fear Stimuli: Unexpected but controlled flame (~3), bonfire (~5), trapped in a burning building (~10)
• Hunger Stimuli: Less than 20% Vitae and sight of blood (~3), no Vitae and sight of blood (~5), no Vitae and taste of blood (~7)
• Rage Stimuli: Public insults (~3), An expected betrayal (~5), Betrayed by a loved one (~7), Loved one killed (~10)
In a Frenzy, the vampire gains their (Blood Potency/2, rounded up) as a bonus to all non-supernatural rolls, to their speed, and to their Defense, but their minds become consumed entirely by the Beast, that is, by their primal Id. They become utterly focused on their goal, to the exclusion of all else. The way a vampire behaves in Frenzy will depend on the personality of the vampire, though there's a certain commonality among clans. It isn't always easy to tell when a vampire is in frenzy.
• Mekhet grow cold and distant, and pursue hidden plots and schemes to further their goals.
• Ventrue grow paranoid and tyrannical, and often manipulate others into helping them.
• Daeva grow violent, lustful, and jealous, and break the hearts of others -- literally or figuratively.
• Gangrel grow bestial and furious, and become the embodiment of nature, red in tooth and claw.
• Nosferatu grow sadistic and spiteful, and stalk their prey to torment it.
Obviously, some goals allow more leeway for personality to emerge than others -- all vampires flee fire in about the same fashion, though how vampires sate their hunger or indulge their rage varies more. When a PC vampire is in Frenzy, they retain control of their character but the GM sets their goals. If they accomplish their goals, they gain a beat, but attempting to pursue any non-goal related activities inverts the frenzy bonuses into higher (BP+2) penalties (and the GM reserves the right to take control of characters if the player doesn't seem to even be trying).
Frenzies last for 1 scene/1 hour, or until resolved (the character escapes their fears or sates their hunger).
|The Hollow Mekhet are freed from the tenebrous curse of their cousins, but theirs is arguably worse. Each Hollow Mekhet has a Reflection (called a Ka by more academic-minded Kindred), a sort of ghost that is bound to the Mekhet. Mechanically, a Reflection is a variant Strix. Each Reflection has a Shadow Potency of (10-Humanity), with two exceptions. First, a Reflection's Shadow Potency cannot exceed the vampire's Blood Potency by more than 3. Secondly, the Reflection's Shadow Potency only ever goes up, not down -- if the vampire raises Humanity or loses Blood Potency, then the Ka remains at its present Shadow Potency, though it cannot increase its own Shadow Potency until the vampire loses even more humanity or gains even more Blood Potency. |
The Ka has a subtly altered series of Embodiments, going: Reflection Form, Twilight Form, Mirror Jump, Materialize, Possess Corpse, Dark Places, Possess Revenant, Possess Kindred, Possess Living, Synthesis. The Reflection may not be more than three miles from the vampire's location, and at sunrise each morning receives all of the vampire's memories. The Ka can only regain Vitae by devouring decaying flesh and stagnant water.
|Your character is confused whenever she is surrounded by fog or mist. For the remainder of the scene, all of her mental dice pools are reduced by (10 – Humanity).|
|Running water has the unfortunate effect of grounding out the character's magic. The character cannot use any magic while over a river, stream, canal, or any body of open, moving water at least (10 – Humanity) feet across. Furthermore, they take a (10 – Humanity) penalty to all spellcasting rolls while standing in rain.|
|Your character has been fed upon and is Blood Tied to a Mnemosyne, forging a bond of Blood Sympathy between the two. Other than its artificial nature, the Blood Tie is in all ways identical to the normal ties of Blood Sympathy that arise between a Sire and Childe, for instance, including the fact that it goes both ways. |
Resolution: There are three ways to sever a Blood Tie.
1) A Mnemosyne may sever his own Ties with the first power of Meminisse.
2) Sufficient time may pass - living creatures need only wait seven years, while a Kindred must spend at least one year in Torpor.
3) Lose, even briefly, all of your Touchstones (essentially, the Blood Tie is linked to the person that you are, so by changing your nature so greatly, you sever it).
Your character is attracted to someone and is vulnerable where they are concerned. He may have the proverbial “butterflies in his stomach” or just be constantly aware of the object of his affection. A character may have multiple instances of this Condition, reflecting affection for multiple characters. He suffers a –2 to any rolls that would adversely affect the specified character, who also gains +2 on any Social rolls against him.
Example Skills: Persuasion, Subterfuge
Resolution: Your character does something for his love interest that puts him in danger, or he opts to fail a roll to resist a Social action by the specified character.
Expiration: The condition expires after 1 adventure/1 month without the character interacting with the object of their affection.
|One way or another, your character owes another character a favor -- it may be part of an honest deal or maybe your character's been blackmailed or tricked, but the fact remains the same. Favors have metaphysical weight in the supernatural world, so until the favor is resolved, your character takes a -2 to all resistance rolls against the other character's social and supernatural powers. You may have the Leveraged Condition multiple times for different characters. Any time the specified character requests something of you, you may resolve this Condition if your character does as requested without rolling to resist. |
Example Skills: Empathy, Persuasion, Subterfuge
Resolution: Your character may either resolve the Condition by complying with a request as above, or if you apply the Leveraged condition to the specified character (basically, two Leveraged conditions cancel each other out).
Rather than admit the fact that he’s a mockery of nature, the character tries to fill his empty heart with fleeting pleasures. The character takes a -3 to any Resolve or Composure roll to resist social or supernatural influence or temptation, and must roll Resolve+Composure (at the aforementioned penalty) to resist indulging when an opportunity arises.
Resolution: The character indulges in his Vice in a harmful manner, or feeds and gains an amount of Vitae equal to his Blood Potency.
Beat: The character makes some manner of poor life choice.
Note: While this Condition most often takes the form of lust or hunger, it can be more diverse – a Mekhet going on a splurge shopping trip to old bookstores is a valid expression of Indulgence, particularly if he spends more than he can afford.
--Diabolic Addiction A vampire who has drunk the blood of a Possessed or a manifested demon must roll Resolve+Composure at a -5 penalty to resist trying to drink more when the opportunity arrives. Success allows the vampire to resist their addiction and grants a +1 to future rolls. Failure means that they must indulge, and penalizes future rolls by -1. Getting a bonus of +5 means that the vampire has shaken off his addiction.
--Call of Hell: The vampire suffers a -2 to all Falling Point rolls so long as they have any diabolic blood in their system.
--Suggestive: A vampire who drinks demon blood suffers the Indulgence Condition so long as they have any demon blood in their system.
|Have you ever felt a crush, that butterflies-in-the-stomach feeling, but for someone you know you shouldn’t want to have anything to do with? Have you ever kissed someone, and loved it at the time, then regretted it later, only to know you were going to do it again and love it just as much? That’s what the first stage of the bond feels like. It’s not love. It couldn’t convince anyone but maybe an inexperienced teen that he’s in love. But it pulls you and makes you want. It makes you want to be close to your regnant. It makes you want their approval. |
Your regnant gains a +1 bonus to all Social and Discipline Rolls versus you. Causing direct or indirect harm to one’s regnant constitutes a Breaking Point at a -1.
Beat: Your character sacrifices something as a result of the blood bond.
Expiration: ~1 Year since the last drink
|When prompted, a character may roll to detect blood sympathy. She may also spend a point of Willpower to force sympathy and detect a specific relative, assuming they’re within the range allotted by their tie. Some Kindred use sympathy to track their family members. |
Dice Pool: Wits + Blood Potency + Blood Sympathy
Dramatic Failure: Rolls to detect Sympathy cannot dramatically fail. Failure: The sympathetic tie fails.
Success: The character connects with the relative. She gets a vague impression of the character’s mental state, and his general direction. If the relative enters torpor or Final Death, his relative knows one of those two things has happened (but not which).
Exceptional Success: The character connects clearly. She understands her relative’s mental state, his direction from her, and his rough distance from her. She knows if he’s reached torpor or Final Death. In addition, he send a message of a single, short sentence that she hears through the blood tie.
|Blood Sympathy: +3|
|Blood Sympathy: +1|
(Or rather, mend them to the point where they don't have a fit about Lauren spending time with the other.)
Sophie Points: 0/2
Sheridan Points: 0/1
Speed: 11 /
Defense: 5 (7/2 w/ Celerity)
Initiative: 7 /
Blood Potency: 4
CZ 97B Engraved...........4L..................12..............20/40/80............17
|Type: Mortal Corporal (Contacts: Goblins) |
Erin: Help Lauren with Dreamscaping and helping Sophie, so long as it doesn't put her in danger [-2]; Ensorcellment [-2]
Lauren: Medial Alliance with the Cat's Cradle [-2]; Do not betray the London Freehold to its enemies [-2]
Erin: Adroitness (Occult) [+1], Adroitness (Academics) [+1], Blessing (Allies MHCP) [+2]
Lauren : Ensorcellment [+2], Adroitness (Occult) [+1], Adroitness (Empathy) [+1]
Duration: Year and a Day [+3]
Sanction: Pishogue (Artifice 2, damages the Oathbreaker's most valuable possession when touched); Flaw: Untrustworthy [-2]
Erin's big list of normal exceptions, don't worry about it.
|Broken Hearts |
[All] - Lesser Alliance (-0), Medial Forbiddance; Reveal what happened at Highgate Cemetery (-2)
[Lauren Darrow] - Adroitness; Investigation, Subterfuge, (+2)
[Rebecca, The Changeling] - Adroitness; Investigation, Academics (+2)
[Oleander] - Lesser Blessing: Lair Size +1 (+1), Lesser Blessing: Resources (+1)
[Rebecca, The Fetch] - Medial Blessing: New Identity (+2)
[Lucy Carpenter] - Adroitness; Stealth, Larceny (+2)
[Lewis Carpenter] - Adroitness; Computer, Science (+2)
Duration: Decade (+3)
Sanction: Lesser Curse (-1), Flaw: Nightmares (-2)
[Exceptions] The pledge is not broken and the curse is not triggered if a clause is broken or unfulfilled for any of the following reasons:
-Refusal to betray another friend or ally.
-Either party is rendered physically or mentally incapable of fulfilling the pledge, either by external or internal conditions.
-Either party is forced to break the pledge by supernatural means or mind control.
-Either party was unaware their course of action or inaction would violate the pledge.
-Either party breaks the vow of secrecy in the context of the confessional or medical/psychiatric treatment
- Pretty green hedgespun scarf that glows softly and feels even softer
- Set of hedgespun dishes that look sort of like water and make food taste fresh
- A small hand mirror with a handle and frame shaped like horns, and a sun disk emblazoned on the back.
- 3 human-ish fingers
It tasted like... spices, mostly. And dried jerky.
- Silver/iron signet ring
The signet ring was of strange design, featuring a bishop's mitre, a quill, a roman numeral (IV), and a grinning skull.
- A bangle from Sheridan
Lying inside it was a silver bracelet, forged in the shape of a serpent consuming its own tail, with two brilliant sapphires for the serpents eyes, and semi-precious stones (jasper, malachite, others) adorning the serpent’s back.
- A small bag of stones that, when throw into water, call Cynthia
- Scribe's Mark
The Scribe’s Mark depicted… something horrible. Four legged, four-armed, robed and hooded, with an infinity of eyes staring back from the darkness of its robe. Lauren felt physically ill.