Miscellaneous

= Bloodline: Volgirre =
A secret lineage of Toreador antitribu, the darkly beautiful Volgirre were experts in the blackest pursuits of art, employing Vicissitude to produce twisted and horrific works of repugnant beauty. The Volgirre bloodline was founded by it's progenitor Phillipe Volgirre. A 5th Generation Toreador and the sire of famed Camarilla Justicar Madam Guil, he and his progeny are not favored in the Ivory Tower.
A sabbat bloodline, they have rejected their traditional disciplines in exchange for the dark pact with the soul eaters, starting down the same doomed path Tzimiche walk. Like them, a Volgirre has a special relationship with the parasite sharing their body.
The Volgirre have the following disciplines: Presence, Celerity, Vicissitude. They have the same clan curse as traditional Toreador. Any Volgerrie has the automatic 4 point Enemy flaw: Madam Guil.
= Clan: Laibon =
Laibon forge their lives around two separate paths of Morality: Aye, which is their morality towards humankind, and Orun, which is their morality towards the supernatural. Depending on where they stand on these two scales, their appearance and supernatural power fluctuates. This fundamental difference forever separates the Laibon from the "typical" Cainite. 
System: When within charecter creation players would start with three virtues: Aye, Orun, and Willpower with a single dot in each as per standard virtue rules. Whenever a Frenzy check, a Rötschreck check, or Degradation check occurs the player would take 1/2 of her base stat as the dice pool for the check. So if the player has 10 willpower that will translate into 5 courage for a Rötschreck check or 5 self control for a Frenzy check. It rounds down. If the player has 2 dots in Aye and 6 dots in Orun for an Aye Degradation check the player would have a dice pool of 1 and for an Orun Degradation check the player would have a dice pool of 3. 
Aye: Aye determines how “human” a Laibon appears. One with an Aye score if 7 or higher will pass even close inspection, while those of 4 or lower are feral and unpleasant to be around. Appearing as inhuman. Those of higher Aye find it easier to simulate lifelike activity (heartbeat, warm skin, etc.). Laibon with high Aye rise earlier in the evening. When forced to act during the day, a character's maximum die pool for any activity is equal to her Aye. If the players virtue are odd numbers then the dice pool rounds down 
Orun: The higher a vampire's Orun, the more powerful and “supernatural” he appears. One with high Orun is clearly a mystical being, often sporting claws, permanent fangs, glowing eyes, or even scales. Oddly, these characteristics don't detract from the vampire's social ability, and some are known for their ability to simultaneously lure and terrify. At the high end of the scale, features like horns and hooves may crop up. At Orun 6, 8 and 10, the Laibon gains a characteristic that offers a minor benefit.
= Secondary Abilities =
These abilities may be almost anything you can imagine but they all serve the same function: to lower the difficulty of an action to a possible level with a normal broad ability dice pool. What?
For example a player rolls intelligence plus occult as a dice pool to “know” things about the occult like: vampires have clans. The difficulty to know something more specific and secret about a vampire clan or sect your character does not belong to is an 11 making it impossible. However, the secondary ability of Sabbat Lore will lower that difficult by 1 for each level your character has making the Intelligence plus Occult roll possible at level 1 and standard difficulty of 6 at level 5.
This process operates for many things for example the craft ability will let you make a wide variety of items however, to make something complex an St may require a secondary ability like nuclear engineering to make nuclear weapon designs. A secondary ability may be required mechanically to increase your chance of creating something of particularly rare quality as another example. In all other regards secondary abilities are treat exactly like abilities. Secondary abilities may only be used to lower the difficulty of static non-combat rolls, including disciplines. As secondary abilities represent a specialization in a narrow field included in the more general abilities any roll reduced by a secondary ability grants to player the right to re-roll 10's.
Sample Secondaries: Masquerade, Seduction, Blacksmithing, Gunsmithing, Engineering, Armoring, Carpentry, Precision Engineering, Research, Software engineering, Hardware engineering, Hacking, Psychology, Chemistry, Biology, Neurology, Surgery, Herbalism, Torture, Meditation, Intuition, Sleight of Hand, Lying, Acting, Singing, Dancing, Piano playing, Cooking, Lore Sewers, Lore Kindred, Lore Camarilla, Lore Thaumaturgy, Lore Wraiths, Lore Sabbat.
= Specialties =
To allow for further specialisation the characters may purchase additional specialties at the costs listed below. You may find some examples of specialties here.
Attribute:
5th Trait Specialty: 8
6th Trait Specialty: 10
Ability:
5th Trait Specialty: 4
6th Trait Specialty: 5
= Bearing Bonuses for Paths =
Characters on the Path of Humanity benefit by High Humanity by being able to blend in with the Kine and feed. They are so good at this that often they are able to fool even those skilled with identifying kindred into thinking they are mortal. Bearing counts as a way for a kindred to benefit from having a high path rating, similarly to those with High Humanity. Kindred on a Path/Road benefit by gaining 2 dice to the pools mentioned below, depending on the situation and their Path.
* Path of Paradox (both variants)/Road of Paradox: Confidence. Followers of the teachings of Paradox believe that they are in the exact place and time they are meant to be, doing what they are meant to do. Advanced rating bonuses apply to rolls aimed to manipulate or lead others.
* Path of Power and the Inner Voice/Road of Kings: Command. Followers of this way of thinking exert their wills on those around them. Advanced rating bonuses apply to rolls aimed to leadership.
* Path of Evil Revelation: Corruption. The followers of this Path carry the narcotic presence of their masters with them. Advanced rating bonuses apply whenever the infernalist attempts to turn another vampire away from his Path.
* Path of Night/Road of Night: Darkness (V20) or Guilt (DAV). The aura of a follower reflects the grim purpose of the vampire on earth. The darkness that radiates from them leads those around them to dwell on their darkest thoughts, eliciting the emotions the Nihilist evokes when he punishes a victim. Advanced rating bonuses apply to rolls that seek to elicit dirty secrets from a target or inspire remorse in a sinner.
* Path of Honorable Accord: Devotion. Knights are nearly impossible to sway from their duties once accepted. Advanced rating bonuses apply to rolls to resist attempts to distract them from their purpose.
* Path of Typhon/Path of Sutekh/Road of the Serpent: Devotion. Servants of Set do everything with an eye to how they might best serve their dark god. Advanced rating bonuses apply to rolls that seek to win converts and resist the powers of True Faith.
* Path of Caine: Faith. The righteousness of the Cainite is apparent to all. Advanced rating bonuses apply to all rolls that rely on the vampire's image as a devout Kindred and scholar of Caine.
* Path of the Warrior: Fury. Wraths are filled with divine rage and violence. Advanced rating bonuses apply to rolls to cow others, even your own Beast, into submission.
* Sharia El-Sama/Road of Heaven: Holiness. The Faithful radiates the glory of Heaven. Advanced rating bonuses apply to all rolls that rely on the vampire's image as divine being.
* Path of Metamorphosis/Road of Metamorphosis: Inhumanity.Followers of the philosophy of Metamorphosis seek to transcend their humane origins in order to achieve Azhi Dahaka. Advanced rating bonuses apply to Intimidation rolls as well as any Manipulation rolls that can be positively affected by frightening the target.
* Path of the Scorched Heart: Intellect. Unforgiving resist any attempt to appeal to their emotional sides. Advanced rating bonuses apply to rolls meant to influence them through Social Attributes.
* Road of the Hive: Justice. Knowing that their purpose on this world is holy and sanctioned by the One Above, the Abelenes act with supreme conviction. Advanced ratings apply to attempts to justify one's behaviour and appear righteous.
* Path of the Beast/Path of Harmony/Road of the Beast: Menace. Onlookers know they are witnessing a predator, like the sheep when they see the wolf. Advanced rating bonuses apply to rolls aimed at terrifying or cowing an enemy.
* Humanity/Road of Humanity: Mundane. Vampires who retain much of their Humanity seem normal, without any indication that they are anything else than an especially nice human. High Humanity ratings can affect rolls for winning sympathy and appearing unusual.
* Path of Ecstasy: Rapture Using earthly sensations and passions to transcend the mundane, the Ecstatics see beyond them. Advanced rating bonuses apply to attempts to solicit extreme or transformative emotion in themselves or others.
* Path of Blood/Road of Blood: Resolve. Followers of Haqim are fervently dedicated to their cause and few things can sway their minds. Advanced rating bonuses apply to Willpower rolls.
* Path of Cathari/Road of Sin: Seduction. Masters of the physical have an uncanny knack for knowing the desires of others. Advanced rating bonuses apply to attempts to tempt or seduce a target.
* Path of Bones/Path of Death and the Soul/Road of Bones: Silence. The scholars of death are so immersed in the object of their studies that it radiates from them. Advanced rating bonuses apply to Stealth rolls and attempts to go unnoticed.
* Path of Entelechy: Stoicism. hilosophers face undeath with pragmatism and equanimity. Advanced rating bonuses apply to Frenzy resistance in cases of insults or other deliberately provocative actions by others.
* Path of Lilith: Tribulation. Lilins believe in the enlightenment through pain and conflict and seek to use their own suffering for their advantage. Advanced rating bonuses apply to rolls impacted by their own wound penalties.
* Path of Asakku: Otherworldly. adopt an alien demeanor. Most utilize their Vicissitude constantly. Even when they attempt to blend in, all but the cleverest make unusual mistakes, marking themselves as beings unfamiliar with the human world. They ignore social conventions and stare in odd directions. An Asakku’s bearing modifier applies to Awareness and Occult rolls to sense supernatural energies.
= Lores =
All of the Lores are ranked by their rarity. Rarer the lore, harder it is to find a teacher for or, if taken at creation, requires more justification.
If you don't have a teacher or an occult library but still want to learn, you may acquire the books necessary via occult and some other influences. To do so, you need to spend acquire points equal to (The dot desired + The rarity rank) x5. Please note that you can't learn from books on advanced knowledge without having the basis for it, and each dot needs to be acquired separately. A book on kindred lore 4 will be incomprehensible for a character with kindred lore 1.
Rarity for any clan lore to which the character doesn't belong to is increased by 3 for them.
Rarity for any sect lore to which the character doesn't belong to is increased by 2 for them.
To see examples of what different lores allow your character to know, see HERE
The base Occult knowledge will also grant you some basic information as follows:
● You know of kindred and basic functions of blood like ghouling and stereotypes of your clan
●● You know of your sect and its rules (if you have one), as well as basic functions of physical and common disciplines.
●●● You know general, stereotypical tales of other sects and clans, basic functions of signature disciplines (IE Obtenebration will kill you with shadows, Protean lets Gangrel transform)
●●●● You know of other supernaturals existence and basic stereotypes of them.
●●●●● You can tell a spirit from wraith, know of different kinds of werewolves etc
Free Lores
Additionally, during character creation players are awarded dots of lore. This is to represent what your character has learned over the course of their kindred years. No dots can never go above 3 in this stage. This is meant to be used on Kindred lore, Clan Lores, Sect Lore, and so on and so forth. Anything beyond this level exp can be spent to increase your knowledge level. If you want a rarer lore such as wraith, fey, umbra, or perhaps a clan lore not of your sect or whom is more secretive with their knowledges there needs to be a backstory justification as to why this should be received. Depending the age of the character depends the amount of dots of lore they would receive.
Lore Chart:
3 Fledgling [0-2 years]
4 Neonate [3-99 years]
5 New Ancilla [100-149 years]
6 Established Ancilla [150-199 years]
7 Elder [200-399 years]
8 Venerable Elder [400+ years] 
=== Lore Rarity 1: ===
* Kindred
* Anarch
* Camarilla
* Sabbat
* Assamite
* Brujah
* Gangrel
* Giovanni
* Lasombra
* Malkavian
* Nosferatu
* Ravnos
* Setite
* Toreador
* Tremere
* Tzimisce
* Ventrue
* Caitiff
* Daughters of Cacophony
* Samedi
* Thaumaturgy
* Necromancy 
=== Lore Rarity 2: ===
* Black Hand
* Cappadocian
* Gargoyle
* Salubri
* Vampire
* Garu
* Wraith
* Spirit
* Umbra
* High Umbra
* Numinae
* Sadhana
* Akhu
=== Lore Rarity 3: ===
* Fae
* Inconnu
* Blood Brothers
* Harbingers of Skulls
* Kiasyd
* Lamia
* Nagaraja
* Mid Umbra
* Koldunism
* Dur-An-Ki
=== Lore Rarity 4: ===
* Ahrimanes
* Anda
* Children of Osiris
* Lhiannan
* Willworker
* Golconda
* Abyss
* Deep Umbra
* Voudun
* Hunters
* Ashirra
=== Lore Rarity 5: ===
* True Black Hand
* Noddist
* Telyavelic
* Nahuallotl
* Laibon
=== Lore Rarity Banned: ===
* Baali
* Cathayan
* True Brujah
* Demonology ( Infernalist)
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