Bloodlines and Loresheets

# Hecata

## The Anducite's Arbitrator

*LORESHEET*

*(Hecata Vampires only)*

For all the turmoil and strife that the other bloodlines of your clan went through to instigate this Family Reunion, it would've lead to very little without the blessing of the ancient and elusive Anducite. You, your sire, or another vampire that's immediately related to you, were among those present at Castle Lightner when the final Family Reunion was called, and were instrumental in the bringing the Anducite into the fold as a member of the Hecata, garnering you favor within the newborn Clan of Death.

Upon taking this Loresheet, choose a Hecata Bloodline that you don't belong to. You worked alongside this Bloodline to get the Anducite to join up with the rest of the Hecata, and as your reputation with the Anducite climbs, the individuals you worked with also increases. Each time you purchase a Background from this Loresheet, you also gain a dot to spend in Mawla, Retainer, or Haven, from the Chosen Bloodline, symbolizing a vampire confidant, personal servant, or a dwelling that Bloodline provides you.

###  A Robin's Song

During the negotiations with the Anducite, you made sure things went smoothly. Whether you manipulated someone into hiding the proper bodies, pulled some strings to fulfill last-minute requests, or simply told the truth of what the Hecata's intentions were, you've gained the ear of the old Sovereign Bloodline. You gain Status: Anducite (•), and you're one of the few Hecata that not only knows where Robin Song is, but can actually enter Castle Lightner without immediate threat of destruction.

###  Wealth Unimaginable

Over the millennia of their rule, the eldest of the Anducite have amassed an untold fortune of priceless artifacts, precious metals, and art of impossible worth. The Anducite have a courier on hand that can be called on to provide enough financial aid, a rare artifact, or perhaps some other item supposedly lost to history, in order to complete a deal, solve a problem, or provide collateral. You gain a 3-Dot Ally with 1 dot in Reliability that you can ask to deliver various valuables once per Story. If the ally is unable to make the drop, you will instead be sent 1-dot worth Resources in untraceable gold.

###  Hands of Royalty

The Anducite are said to have a sovereignty in their blood, ancient power that flows even in the veins of their ghouls, with Elders being capable of bolstering Humans that partake of their vitae nearer to a Vampire than those of typical Ghouls. As a reward for your efforts during the Family Reunion, you've been sent two 2-dot Ghoul Retainers, each of them has a dot in Oblivion, Fortitude, and Auspex, and each can perform Summon Spirit and Preserve the Mortal Shell respectively. These Retainers can also assist you in performing Ceremonies, adding a die to your Ceremony Tests. Despite their uses, they might be called on to perform other tasks without warning, and you will always be second to their Anducite masters.

###  Children of the Grave

After her ingestion of Cappadocias' ancient vitae, Justine Lightner, Grave-Queen of the Anducite, became lucid and cured of her melancholic disposition. With the old bane of the Anducite gone, she's significantly more lenient about the embrace, and has been waking her descendants from their imposed torpor. One of these descendants has been placed in your care, so that they may strengthen the Hecata. This descendant is a 3-dot Mawla Elder that has 4-dots in Oblivion and Presence. Once per session they will aid you in any way they can, even in open combat. However, this Mawla relays reports of you and your coterie's night-to-night activities to the growing court of Elders at Castle Lightner. If you don't advance the Hecata, and more importantly the Anducite's, efforts in some way at least once per story, the Grave-Queen's Court might not be very happy about it...

###  Herald of the Grave-Queen

Your extensive efforts in assisting, modernizing, and speaking in the interest of the Anducite and the members of your chosen bloodline have not gone unnoticed. Justine and her Court have singled you out, choosing you as their Herald and liaison in your city. You are the first to know of any Anducite motion within your city, and if anyone wants to communicate with the sovereign bloodline, they have to send it through you first. To aid in your protection, the Anducite send their servants to aid you. Add a 1-dot Watchmen Merit to each of your Havens made up of four average mortals and a bound Spectre (Pg. 377 CRB). Additionally, once per story, you can use your connections to grant another Hecata an audience with Justine Lightner, possibly removing them from your path for the remainder of the story.

## Descendant of Grave-Queen Lightner

*BLOODLINE*

*(Hecata Vampires only)*

The ever-elusive descendants of Justine Lightner, Grave-Queen of the Clan of Death, who took to naming her descendants in honor of a long forgotten Arbiter-King, who she views as an infallible and divine. Prior to the Family Reunion, the Anducite's blood was intertwined with death itself, forcing them to remain and dwell in places of the dead or dying, and also causing the death of a Childe to cascade up the Bloodline to their sire, sometimes jumping even farther up through their blood, wiping out swathes of the Bloodline overnight, stopping only at the resolutely immortal Methuselah herself, Justine Lightner.

As the "Sovereign" bloodline, begotten by the majesty of the supposed Arbiter-King and Justine Lightner herself, you likely believe it is in your birthright to reign over the other bloodlines of the Hecata. The family may have reunited, but that doesn't mean your new cousins are your equals.

**Optional Discipline Spread**: Auspex, Presence, Oblivion

###  Land of the Dead

As a member of the Clan of Death, you already gravitate towards the dead, but the old curse of your line lingers, intrinsically linking you to places of the dead and where they passed, or where they rest, and in these places you tend to find safety and solace, instead of fear and misery. Choose a "Place of Death", while this location is usually a graveyard, it can also be a hospital, the house of a serial killer, a bridge with repeat suicides, or the site of a horrible battle. Within this place is a private little spot that counts as a 1 dot Haven with the Haunted Flaw. Once per story, you can attempt to commune with the Wraith that lingers within this Haven with Manipulation + Occult; Difficulty 2. On a Win the Wraith will appear and speak with you for a scene. This spectral being will answer a number of questions equal to 1, plus the margin of successes. Failing the test, however, may incur their unearthly scorn.

###  Regent Commander

While other Cappadocians were Scholars and Gravediggers, your Bloodline resided over grand and sprawling Kingdoms in both the world of the living and the dead, winning the respect and fear of both Cainite and Kine. Whenever you command another to carry out a non-trivial task and they succeed at it, both you and the ones that carried it out, recover a point of Willpower. In addition, your specialties in Etiquette, Leadership, and Intimidation add 2 additional die, instead of 1, when dealing with other Hecata.

###  Necropotence

Certain members of your bloodline hold imperious power over the realm of the dead, and the darkness therein, and many claim that the Anducite had pioneered and mastered the rites of Necromancy long before it was a path of power that others even dreamt of. This ancient mastery flows through your veins. Once per story, you may re-roll any Ceremony Test for a Ceremony you know and participate in.

###  Greatest of the High-Borne

Your Bloodline claims to be the first ruling of the High Clans, and descends from one of the most ancient vampires known. Whether others believe this or not, the fact of the matter is that you regard the rule of other sects and institutions as below your station -For a monarch never bows to pretenders. When speaking to non-Anducite leaders and rulers, they will subconsciously address you as their equal. While this doesn't allow for automatic success at persuading or intimidating them, they will at least hear you out and grant you a modicum of respect. Additionally, you take no contextual increase in Superficial Willpower damage when entering into a social conflict with such individuals. Who cares what the serfs of fake Princes and lowly Barons think of you?

###  Heir to Castle Lightner

The mythical and mysterious Castle Lightener, a huge and impossible structure built and furnished in a strange fusion of French-Gothic Baroque, is a place of unearthly and ancient power. Through some odd circumstance, you are in the running to inherit not only the castle itself, but the Monarch title of the Anducite. Because of this, you've been gifted a "Foundation Stone" by an Anducite Elder, or perhaps even the Grave-Queen herself. Setting this stone into the foundation of one of your Havens will cause it to become a place of power, growing its internal space beyond the perimeter of its external size. Setting this stone into the foundation of your Haven grants you 5 dots to spend across its Base Rating and Merits, and allows you to raise your Base Haven rating to a maximum of 10, as its internal size grows beyond its external perimeter, with new rooms and halls suddenly appearing within as needed. Your title as Heir to the Anducite Throne also causes other Hecata in the city to seek your council or approval for most political motions, and all future Hecata gatherings will take place within your Haven's walls. Additionally, once per story, you can Rouse the Blood to make any number of individuals within the walls of your Haven become hopelessly lost as it grows, shifts, and contorts around them. Each night the lost individuals can make a Resolve + Survival test; Difficulty equal to your Haven Rating, to successfully find their way. You can locate and guide them at any time, should you wish.

# Tzimisce

## Descendant of Venefaoli

*BLOODLINE*

*(Tzimisce Vampires only)*

Hailing from former Soviet States such as Moldova, Belarus, Ukraine, and parts of Russia, the descendants of Venefaoli are one of the Tzimisce lines steeped in cult-like rites of diablerie, and they were one of the first to join with the Sabbat, as they indulged in the destruction of their eldest. Known to favor weaving bone over flesh, members of the Venefaoli line tend to be appear insect-like, or even floral, in their formations of tissue, regularly appearing to be plated in bones and lined with vertebrae-like segments of spines.

Upon taking this Bloodline Sheet, you immediately gain the power **Vicissitude** for free, regardless of if you have any dots in Protean or an associated Amalgam. This does not increase your dots in Protean.

**Optional Discipline Spread**: Auspex, Animalism, Protean

###  Mutable Body

The tissues of your body are predisposed towards transformation and reconfiguration. When using Vicissitude on yourself, you gain 1 additional transformation as if your rating in Protean were rated 1 higher.

###  Osseous Adamance

Your Bloodline's predisposition towards bone has made your bones more resistant to fractures and destruction. Whenever an action would injure or fracture one of your bones, you may roll Stamina + Strength or Protean; with a contextual difficulty set by the Storyteller. On a win, your bone resists fracture outright, holding fast even in the face of a complete break under considerable impact or force.

###  Impeccable Fiend

The Venefaoli's are renown for their depravity, but also their respect for manners and proper etiquette, even in an enemy's Domain. Those who know what you are know that despite your monstrous actions, even you have standards and lines you'll rarely cross. When blamed for a crime or sin that you didn't commit, add two dice to your Persuasion pools made to avoid blame. If the crime or sin goes against one or more of your Convictions, add one more. However you lose one die to all Subterfuge pools made in the against those same individuals for the remainder of the Story, as they gain a pretty good idea of what standards you adhere to.

###  War Beasts

Your bloodline has used animals to assist them in combat for centuries, and over time, their blood became more attuned to binding, commanding, and "modifying" them. This talent has manifested in you, and when you Bloodbond an animal to you, you can use Fleshcrafting on them even without the power. If you have a Bound Famulus, it also gains 1 additional transformation for free, as if your Protean was 1 dot higher.

###  Incestuous Lineage

Your forebears were first to rebel against the progenitor of their line, and when they did they made a pact to consume the Bloodline's namesake in a merciless battle that lasted days, eventually ending in Venefaoli's torpor. However the Tzimisce Elder's osseous mass was too great and too durable for any one of his Childer to consume, and so the Amaranthine Rite was made, allowing for multiple Vampires to Diablerize a single individual, each of them ripping a portion of the victim's being into themselves to add to their own. You have learned this sacred rite of Diablerie, either from your sire, or from some apocrypha passed down through your Bloodline. Whenever you and one or more other Vampires attempts the Amaranth, you may attempt it together. When you do this, whoever has the largest pool of Strength + Resolve rolls for all participants, and lowers the Difficulty by 1 for each additional participant. Once the process of Diablerie is complete, each participant then rolls their own contest of Humanity + Blood Potency vs the Victim's Resolve + Blood Potency, gaining Experience to spend on the victim's Disciplines as normal. The number of participants in this ritualistic diablerie cannot exceed the victim's Blood Potency.

# Thin-Blood

## Priest of the Sun

*LORESHEET*

*(Thin-Blood Characters Only)*

Thin-blooded Cainites are a relatively new form of vampire, usually an unintended result of a mass-embrace gone wrong, or purposefully made to serve as cannon fodder for older and more experienced packs. Those on the Path of the Sun tend to burn bright, sometimes literally, before being snuffed out in an especially violent fashion. Whether this same fate awaits you and your pack, remains to be seen. You fight against threats stronger, older, and more experienced than you may ever be, but that doesn't mean they're as cunning or resourceful as you are. Your ability to hunt during the day, blend in with mortals, and channel the might of the sun itself is enough to keep your enemies on their toes as long as you stay smart and keep a level head.

Upon taking this Loresheet, you choose up to two other Thin-Blood players, or work with your Storyteller to create up to two Thin-Blood Storyteller Characters (SPCs), either of these count as a two-dot Mawla, and are considered to be part of your Pack.

**Optional Discipline Spread**:

###  Threads of Blood

The Rite of Vaulderie is the most important Ritual of the Sabbat, the binding threads that keep a pack together. While your blood is too thin to properly perform the traditional Vaulderie, you've created your own variant, unique to Thin-Blood Alchemy. You gain the Alchemy Formula "Vinculo" for free, and can perform it even if you don't have access to Thin-Blood Alchemy. Whenever you successfully perform the Vinculo, restore 1 Willpower.

###  La Casa del Sol Naciente

You've been roaming the city, the countryside, or even the country as a whole, and you survive. You and your Pack have a 1-Dot Mobile Haven with a 2-Dot Laboratory. This Haven is some kind of vehicle, be it an RV, semi-truck, sailboat, or even a small yatch. Whatever you choose, it's just large enough to house a small Pack during the day. Due to its nature. this Haven is too small to be upgraded any further, and leaving it unattended or in conspicuous places will likely result in it becoming compromised.

###  More than Mere Kindling

Nearly everyone around you is stronger, older, and has more authority than you do, and the only real peers you've had outside of your pack have the shelf life of a carton of milk. On top of that your pack has likely lost more members than those it still has tonight, but you're still here. You still fight, struggle, and against all odds, survive. When travelling from one location to another, add 1 Dice to your Athletics, Drive, or Survival pools. Additionally, when at least you and one other pack member enters combat with a "Full Blooded" Vampire, you each get +1 Die to any roll you make on your first turn.

###  A Path of Cinders

Your reputation in the area has garnered support from local Thin-Bloods and Caitiff, who look to you for guidance in these nights of hardship. You have 4-dots of Status among the local Thin-Blood and Caitiff populations, and are looked to as a figure of strength, wisdom, and poise in these times of hardship. What you do with your position at the top of the lowest tier of Vampiric society is entirely up to you.

###  Solar Resonance

Whether due to your frame of mind, a physical tolerance, or a quality of your vampiric nature, not only can you survive in the sun, your blood seems to stay charged with is properties. Whenever you're in direct Sunlight, you may take a moment and make a Rouse Check to gain a Solar Resonance. This special Resonance adds 1 Die to all Promethean Alchemy pools. You may also spend Solar Resonance to volatile infuse your blood and if another Vampire touches it, they take unhalved Superficial Damage equal to their Blood Potency, if they ingested it, they take 1 additional Aggravated Damage.

Solar Resonance lasts until you feed, or reach Hunger 5.