recursal/Fanatic-Fandom huggingface dataset:
Flight

Gargoyles possess a fourth in-clan Discipline, called Flight. All Gargoyles start with a free dot, and it can be increased like any other Discipline. As the Gargoyle gains dots of Flight, he becomes capable of flying faster, as follows:

**One Dot:** The Gargoyle cannot fly, but she may glide. She can gently descend from any height, and strong winds may provide enough lift to carry her great distances. However, carrying more than 2 lbs./1 kg will cause the Gargoyle to plummet like a rock.

**Two Dots:** The Gargoyle can fly up to 30 miles per hour/ 45 km per hour and carry up to 20 lbs./10 kg safely. At this level, his ability to maneuver is still quite undeveloped; to do much more than fly in a straight line, the Gargoyle must make a Dexterity + Athletics roll (difficulty varies depending upon what’s being attempted), and dice pools to dodge lose two dice while flying.

**Three Dots:** The Gargoyle can fly up to 45 miles per hour/60 km per hour and carry up to 50 lbs./25 kg, if her Strength allows for it. She only needs to roll for the most difficult of maneuvers (difficulty 5) and her normal Dodge dice pool is fully available to her.

**Four Dots:** The Gargoyle can fly up to 60 miles per hour/90 km per hour and carry up to 100 lbs./50 kg, if his Strength allows for it.

**Five Dots:** The Gargoyle can fly up to 75 miles per hour/120 km per hour and carry up to 200 lbs./100 kg, if her Strength allows for it.

Further dots in the Discipline add 100 pounds/45 kg of weight and 20 miles/30 kilometers per hour to the speed. Gargoyles don’t think of Flight as a Discipline. To them, it’s just flight, part and parcel to being a Gargoyle, and may be baffled by notions such as teaching it to other vampires.
Tlacique

When the Spanish came to what is now Mexico, they carried Kindred with them in the holds of their ships. These undead stepped into the nights of the New World… and found that other vampires already claimed domain here. One bloodline of such Kindred was the Tlacique.

Claiming descent from Tezcatlipoca, the Aztec god of night and black magic, the Tlacique might have forged alliances with the Kindred that arrived with the Spaniards, had those conquistadores not destroyed the civilizations on which the Tlacique preyed and infected their people with smallpox. As their society fell, the Tlacique briefly allied with the Sabbat, but when the two factions took the time to examine the others, they found their belief systems quite incompatible. The Sword of Caine eventually slew the weakened Tlacique, and the bloodline as a whole vanished from view. They still exist, however: a handful scattered across Central America and the southwestern United States. The Tlacique are unquestionably a Setite line, though only their vulnerability to sunlight marks them as such. They are mystics one and all, and status within the line depends in part by learning magic. In addition to their Disciplines, they practice a form of Thaumaturgy called Nahuallotl (in game terms, this Path is identical to the Path of Blood, although they pay out-of-Clan costs to learn it).

**Nickname:** Jaguars

**Disciplines:** Obfuscate, Presence, Protean

**Weakness:** The Tlacique’s weakness is one of the only ways to trace the line’s lineage to the Setites. They, like the Followers of Set, suffer two additional health levels of damage from sunlight, and a one-die penalty to all rolls when subjected to bright light of any kind.

***Quote:** A heart to make the sun rise. The blood within the heart to sustain the sun through his nightly sleep. You are blessed — you get to provide both.*
Assamite Sorcerers

Outsiders to Clan Assamite don’t see the caste divisions clearly, but the Saracens have a history of blood magic that predates that of the Tremere. Assamite sorcerers began in the Second City, conscripted or lured into the Clan with the promise of immortality in which to perfect their magic. They were tasked with providing magical support, and for centuries, they were simply one caste of the Assamite Clan.

And then came the Tremere. The Assamite sorcerers found themselves facing foes as magically tenacious as they were, foes that were quite happy to steal their knowledge. The sorcerers fought against this new menace as best they could, but then the Tremere levied their blood curse on the line. The sorcerers became obsessed with finding a cure, an obsession which remains tonight.

**Nickname:** Magi (singular, “Magus”)

**Disciplines:** Dur-An-Ki, Obfuscate, Quietus

**Weakness:** The line as a whole has practiced the art for so long that it permeates their blood, making each individual sorcerer stand out like a beacon to anyone with supernatural perception. Any use of a supernatural power on a sorcerer for purposes of perception enjoys a -2 difficulty. Additionally, attempts to penetrate a sorcerer’s supernatural concealment using an opposed power are considered to operate one level higher than normal (so a character with Auspex 2 trying to penetrate a sorcerer’s Obfuscate has an effective Auspex of 3).

***Quote:** We were calling down gentle rain and terrible storms when your people were still making crude charcoal marks on cave walls. Don’t presume to know us.*
Road of Set

## Setite Roads

The Followers of Set see themselves as a congregation of Set’s faithful as much as they are a clan. The majority of Setites commit themselves fully to that faith, embracing the Road of Set in their devotion to restoring their god. The Road of Set is, perhaps, one of the most clan-focused Roads; its adherents commonly view anyone not on the Road as nothing more than potential enemies or pawns.

HIERARCHY OF SINS AGAINST SET

Dots Minimum Wrongdoing Rationale

10 Pursuing personal indulgence over the interests of the Path Dissolution is the pastime of the weak.

9 Refusing to aid another follower of the Path We must work together if we are to eliminate our enemies.

8 Failing to acquire leverage against enemies of the Road The unrighteous shall be destroyed and the weak converted.

7 Refusing to spread the worship of Set Those who bear the blood of Set bear a sacred duty to spread his word.

6 Failing to observe Setite rituals Only through our devotion do we earn Set’s favor.

5 Failing to sow chaos among the enemies of the Road Let the ungodly be cast down.

4 Failing to do whatever is needed to convert the pious of other faiths Where they lead, others will follow.

3 Obstructing another Setite’s efforts We all work toward a common purpose.

2 Refusing to aid in Set’s resurrection It is our sacred duty to restore our lord’s place in the world.

1 Worshipping any god but Set Set is our progenitor and protector. There is no true god but Set.
Locations

Placeholder

Places, domains and sites important or that have appeared in our chronicle so far.

Staten Island

Eve's Ultra Lounge

One of Staten Island's premier clubs, "Eve's Ultra Lounge," was the strobe light of the Anarch movement on Staten Island. Owned, perhaps by some wealthy Toreador or Venture entrepreneur, however the amount of noticeable Kindred in the twinkling space might discourage anyone from poking their nose into such. No bouncers laid wait, at the red carpet entrance with the raven feathered overhang, people simply walked in. To the left, bathrooms, to the right, the party. A party so "scene" that hairdo's reached the light fixtures above, and hit the glossy wood floors below.   The stage was littered with gothic pop, a horrific amalgamation of music, but it got the job done in making people horny and bouncing. It was evident that the dance floor could be filled with both Kindred and Kine, which was which wasn't clear. The club was nestled nicely in an area of some crime, but nothing in terms of Camarillia or Sabbat attacks, as such many know this is a safe place to come as a Kindred.

Willowbrook State School

A ruined school claimed by Cropsey and his gang.

Rosebank Tavern

Located at Bay St., this is the domain of a Nosferatu Hag aand her brood.

Stapleton

A hodgepodge of criminal activity, stapleton is home to various gangs and some kindred.

Garibaldi Museum

Known Anarch Elysium where Boss Callihan frequently can be found.

Historic Richmond Town

Weird place.
Eye Contact

Many myths and stories exist about a vampire’s mystical ability to put people under her spell by looking deeply into her victim’s eyes. The persistence of such stories through the ages isn’t surprising, since a number of Kindred Disciplines powers (most notably Dominate) require eye contact in order to work. Other vampires, learning of this requirement, have attempted everything from wearing mirrored sunglasses to gouging out their own eyes in order to prevent an elder from exerting his will upon them.

But Kindred are not so easily thwarted. The need for eye contact stems from the aggressor Kindred’s need to see his victim’s soul, and the eyes are the traditionally known as the windows to the soul. While the vampire needs to capture his target’s attention, the target’s eyes need not be present for such a power to work (although the arts of the Tzimisce make this somewhat challenging at times) — they only need to find the soul of his victim laid bare.

A target trying to avoid eye contact can make a Willpower roll against a difficulty equal to Dominate user’s Manipulation + Intimidation (or other appropriate combination for other Disciplines or specific situations, at the Storyteller’s discretion). The difficulty may be reduced for mitigating factors: -1 in the case of the target obscuring his eyes slightly (such as closing her eyes or wearing dark sunglasses)up to a -3 for the eyes being completely unseen (such as with a thick blindfold or having her eyes torn out). Ultimately, however, it is up to the Storyteller to decide whether eye contact is established in a particular case.
Clans

The Thirtheen clans of the modern nights are as follows:

* Assamite
* Brujah
* Followers of Set
* Gangrel
* Giovanni
* Lasombra
* Malkavian
* Nosferatu
* Ravnos
* Toreador
* Tremere
* Tzimisce
* Ventrue

For bloodlines and other blood variations go to Bloodlines. From there, the Cappadocians and the Salubri were previously clans, ousted from their position by the Giovanni and Tremere.
Ventrue Antitribu

The Ventrue pretend to nobility, but they are nothing more than the ruling class of the dying world — merchants and moneylenders. Clan Ventrue has a glorious past, a lineage of knights, paladins, and warrior-kings. The Blue Bloods of tonight relish backroom dealings, compromise and favor-trading. In other words, say the Ventrue antitribu, they are no better than the sniveling Tremere.

The Ventrue antitribu might not be the moral backbone of the Sabbat, but they are definitely some of the most idealist Cainites therein (although there are rumors that there may be two distinct bloodlines both claiming to be the “true” Ventrue antitribu). They carry with them the notions of noblesse oblige and chivalry. They believe that their Camarilla counterparts have betrayed not only the true nature of the vampiric race, but the role of their Clan in particular and feel that only by taking up the mantle of Warriors of Caine can they atone. When Gehenna comes and the skies rain fire and blood, it will not be the Crusaders that hide in their havens and pray that doom passes them by.

These devout Kindred will be at the forefront, swords — or machine guns — hoisted high and the ancient motto of their Clan proudly on their lips: Regere sanguine, regere in veritatem est (“To rule in blood is to rule in truth”).

**Nickname:** Crusaders

**Disciplines:** Dominate, Fortitude, Auspex or Presence

**Weakness:** Sabbat Ventrue have the same weakness as their Camarilla brethren. The player decides with the Storyteller what specific type of blood suits the Crusader, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes

***Quote:** You’re not worthy of the blood you’re carrying. Time to give it to a real child of Veddartha.*
Lostundo

The Drinkers predominantly make their domains in the forested areas of Colombia and Ecuador, though they claim hidden positions of influence in cartels and law enforcement agencies in recent nights, trafficking their own number throughout the world within caches of cocaine. Lostundo are skilled manipulators, known for luring kine away from the safety of their homes and into an unlit hell beyond the treeline. Known for their siren calls and ability to take on the traits and appearances of those from whom they feed, the Lostundo are widely feared. One could be anywhere, impersonating anyone. They cannot use any of their undead abilities while in the home or haven of another, unless they consume the homeowner’s blood. If they consume it all, a Lostundo alters themself to completely resemble their victim.

**Sobriquet:**Drinkers.

**Clan Disciplines:** ?????, ?????, ?????

**Weaknesses:**Cannot use disciplines within the home or haven of others unless they have drinked the owner's blood.
Country Gangrel

The Country Gangrel resemble the independent and Camarilla Gangrel — they are savage, vicious hunters, more comfortable in the wilds between cities than the concrete jungles. The Sabbat has seen a influx of Gangrel converts from the Camarilla, and these Hunters easily lost themselves in stalking and killing.

The Country Gangrel serve the Sabbat as assassins and scouts, using their command of animals to gather intelligence on the comings and goings of other Kindred.

Travel between cities was never exactly safe, as Lupines seem to prowl any patch of land large enough to grow a few trees (or so Camarilla elders have always told their childer), but with the Hunters prowling about, looking for wayward neonates, itinerant Kindred face even more dire threats.

This might sound like Camarilla propaganda, but the Country Gangrel do all they can to make it true. Free from the constraints of having to look human, these creatures relish the chance to hunt as wolves hunt — savagely and in packs. If they have a regret, it’s that their prey can’t usually run fast enough to make the hunt last.

**Nickname:** Hunters

**Disciplines:** Animalism, Fortitude, Protean

**Weakness:** The Hunters have the same weakness as their non-Sabbat counterparts. Each time a Country Gangrel frenzies, he gains a temporary animalistic feature, which may replace an existing temporary one. The mechanical impact of such a feature is up to Storyteller discretion.

***Quote:** Lost? Bad place for lost. Wanna run now?*
Malkavian Time

To outsiders, Malkavians have an uncanny knack for showing up in the right place at the right time. Or, in some cases, the wrong place at the right time. This ability comes from a keenly developed ability known as Malkavian Time. Clan meetings occur on this unwritten schedule, passed through to members by the Malkavian Madness Network. A message is initially sent through some form of media. The sender could write a message on the back of a receipt, whisper something into a cell phone, or press their head against a TV screen. The Malkavians able to receive the message do so by encountering the same media. The receiver will see it written on any receipt in their pocket, hear it over their cell phone line, or have the cable news pundit speak the message directly to them. The Malkavian keeps hearing the message repeatedly until they acknowledge it and take action towards it.

Any Malkavian can take Malkavian Time as a Specialty of their Awareness Skill. Any Malkavians with dots in Awareness can receive messages, but only those with the Specialty can send messages. When a meeting is coming, the Storyteller secretly rolls Perception + Awareness (difficulty 6). Successes clue the Malkavian in to an upcoming meeting. The more successes, the more time the Malkavian has to prepare to see the rest of her Clanmates. One success means the meeting just started, two successes means there’s a meeting tonight, three successes means a meeting tomorrow, with each success adding an additional night for the Malkavian to prepare.

Sending messages requires a Wits + Awareness roll (difficulty 6). Every success means the message gets out on another form of media.
Assamite Viziers

Assamite viziers are and always have been a vital part of the Clan. Magical knowledge and research remains the purview of the sorcerers, but the viziers are necessary for compiling and uncovering information on philosophy, government, the arts, and religion. The viziers have acted as leaders within the Clan — not where matters of war are concerned (this they wisely leave to the warrior Assamites), but when it comes to understanding and relating to mortals, the viziers make the best consultants.

Unfortunately, while they can learn, understand, and interpret mortal customs and mores, they have difficulty actually relating to them. Assamite viziers are driven to accumulate knowledge with a zeal that borders on obsessive. They can understand why people act the way they do on a large scale, but understanding the motives of a particular person is much more difficult.

For many years, Assamite viziers and sorcerers were regarded as one caste (this is why sorcerers are still referred to as “viziers” by the ignorant). In modern nights, the viziers have emerged from the shadows to conduct their scholarly research more visibly. Whether this will open the viziers to greater danger from the Assamites’ enemies or bring the caste more power remains to be seen.

**Nickname:** Scholars or Artisans

**Disciplines:** Auspex, Celerity, Quietus

**Weakness:** The viziers are mad. Every vizier finds himself caught up in the continuance of his chosen pursuits to the exclusion of trivial concerns such as daily shelter or nightly nourishment. Each vizier has an Obsessive-Compulsive derangement associated with his highest-rated intellectual or creative Ability. If the character’s focus of effort shifts, so does the focus of the derangement.

***Quote:** Seventy virgins. Seventy Kindred in the city. Virgin blood — have any of the Kindred in the city consumed the blood of their own childer? Well, find out!*
Kallikantzaros

Across Greek and New Roman lands, the kine fear the kallikantzaroi as malevolent goblinoid creatures who appear during the winter season to trick and terrorize people. Those who pay close attention see more in these devious beasts. A kallikantzaros spends most of its time holed up in its subterranean sanctum, fading from the memories of surface-dwellers until it emerges on the winter’s first holy day, according to any faith the people of the region practice. It feeds on worship and knows whenever prayer or sacrifice to any deity is offered nearby. By masquerading as gods, prophets, devils, and saints, they steals the worship of the pious from their lips and then round them up to drag them back to their sanctums.

Because the kallikantzaroi are talented illusionists, few know what they truly look like. Sketches of them in occult tomes usually depict them as various types of devils and demons, but one could just as easily appear as Apollo or Jesus Christ. Those who study these creatures find an eerie correlation between habitually-practiced religions in an area and a kallikantzaros’ habits — not just its appearance and the timing of its visits, but its general desires and longterm behavioral patterns. When an empire is conquered and converted to a new faith, the kallikantzaroi subtly shift their tactics and even personalities to reflect the religion’s themes and values. A kallikantzaros forces those it kidnaps to worship it throughout the rest of the year once the winter ends, or else die abandoned and lost in labyrinthine tunnels miles below the surface.

Every winter in Constantinople, a rumor circulates that some Cainite or other has seen a kallikantzaros masquerading as Michael the Archangel, or the Dracon. Such rumors remain unsubstantiated, but they’ve spawned the theory that the kallikantzaroi began as some kind of egregore born from the Cainite Trinity’s own usurpation of Christianity for itself. Smart vampires don’t mention this theory in front of New Rome’s Nosferatu.

**Powers and Weaknesses**

• The kallikantzaros replenishes spent “blood points” by feeding on worship. It recoups one point per minute of worship directed toward it, regardless of what identity it presents at the time.

• A kallikantzaros can only work its unholy magic on holy days, depending on the religions the people in its area practice, and only during the winter season.

• The kallikantzaros’ effective Appearance depends on the form it projects at any given time. Characters with the ability to pierce its illusions, such as those with the Auspex Discipline, see a monstrous, vaguely humanoid creature with mismatched animalistic and demonic body parts, which has Appearance 1.

Attributes: Strength 4, Dexterity 3, Stamina 3, Charisma 3, Manipulation 5, Appearance (varies), Perception 3, Intelligence 2, Wits 4

Abilities: Alertness 4, Athletics 2, Awareness 5, Brawl 3, Empathy 4, Etiquette 3, Expression 4, Intimidation 3, Melee 2, Occult 3, Subterfuge 5, Theology 3

Equivalent Disciplines: Auspex 6, Chimerstry 6, Dominate 1, Obtenebration 2

Road: 4, Willpower: 9; Blood Pool: 9
Ingurgitant Vortex

Inhabitants of the Abyss are terrifying and varied, yet Mystics fear nothing more than consumption by an ingurgitant vortex. These churning windows of ingestion can appear in anything solid — floors and walls being the most common, coffins and beds being the most dreaded.

The vortex is a concave depression, slowly grinding in an anti-clockwise spiral. It’s typically between one and three meters (3 to 10 feet) across, though rumors hold of ingurgitants of greater size. From within the vortex pours a mass of thin, grasping tongues, attempting to pull victims inside. None consumed have ever emerged, and their souls have proved impossible to locate.

The ingurgitant vortex strikes without warning. Deterring the ingurgitant takes application of a natural light, or fire — no mean feat in its domain of the Abyss. Most horrifying of all is the sweet, singing voice emerging from inside the vortex, beckoning victims inside in the voice of someone once dear to them.

Once the vortex has a taste of its victim, it will continue to manifest in proximity to the vampire night after night. It can only change locations three times a night.

Attributes: Strength 5, Dexterity 1, Stamina 5, Charisma 1, Manipulation 4, Appearance 0, Perception 2, Intelligence 3, Wits 5

Abilities: Alertness 2, Athletics 1, Awareness 3, Brawl 5, Intimidation 5, Expression 4, Stealth 1, Subterfuge 3, Occult 4

Disciplines: Fortitude 2, Obtenebration 5, Potence 4

Willpower: 5

Health: 20

Notes: The Ingurgitant Vortex commonly has a reserve of ten blood points
Ravnos Antitribu

Shortly after the formation of the Sabbat, a small group of Ravnos decided that following the orders of their elders and searching for the same “truths” the Clan always had wasn’t what they wanted out of unlife. They wanted the freedom that the Sabbat promised, and so they renounced their heritage and became part of the Sword of Caine. From there, they Embraced just as any Sabbat vampires did, and so the Ravnos antitribu are still an important part of the Sabbat. The Rogues lurk amongst the nomadic Sabbat packs, acting as scouts and con artists.

The Ravnos antitribu may be thieves and liars, but if one gives his solemn word (accompanied by spitting blood into his hand), he will keep that vow even unto Final Death. They share their Clan’s propensity for vice, and for nomadic unlife. The freedom to pull up stakes and leave an area whenever trouble comes knocking — combined with the freedom to feed as they please — makes the Sabbat the only conceivable way of unlife for these Cainites.

**Nickname:** Rogues

**Disciplines:** Animalism, Chimerstry, Fortitude

**Weakness:** Each Ravnos antitribu, just like their parent Clan, has a penchant for some sort of vice — breaking taboos is hard-wired into the Rogues just as it is into the Ravnos proper. When presented with the opportunity to engage in that vice, the Rogue must indulge it unless her player succeeds on a Self-Control or Instincts roll (difficulty 6).

***Quote:** Freedom means not giving a fuck about marime.*
Tremere Antitribu

Centuries ago, a small group of Tremere, fearful that the Sabbat would destroy the Camarilla and their Clan in the process, defected to the smaller Sect. They offered their skills as thaumaturgists to the Sword of Caine, in exchange for safety from their former Clan. The Sabbat, not able to turn down the benefits of blood magic (despite how much the Tzimisce objected), took them in.

Reaction from Clan Tremere was swift, of course. The Warlocks conjured a curse that branded every Tremere antitribu with a mark, one that only “true” Tremere could see. Unable to hide what they were, the Tremere antitribu stayed in chantries, providing support and knowledge to their comrades.

This state of affairs continued for centuries. The Tremere antitribu contributed much to the Sabbat. They worked with the Tzimisce to create the Blood Brothers, they prevented the Camarilla Tremere from destroying the Sect from afar, and, of course, they tutored other Sabbat Cainites in blood magic. And then one horrible night, they all died, burning to death in a mysterious conflagration that afflicted each and every Tremere subject to the traitor’s mark. Interestingly, those few Sabbat Tremere who had defected from the Sabbat to the Camarilla were not destroyed, which might shed some light on the massacre’s origins.

**Nickname:** Spellbinders

**Disciplines:** Auspex, Dominate, Thaumaturgy

**Weakness:** The Tremere antitribu were all immediately recognizable as traitors to Camarilla Warlocks. The mark wasn’t a physical disfigurement, but a change to the character’s very presence. This wasn’t a weakness that carries an immediate mechanical disadvantage, but once identified, the Tremere antitribu could expect to be hunted down and burned as soon as the Tremere can possibly manage it. They were also still susceptible to the power of the blood, gaining a +1 to all Vinculum rolls.

In addition, Tremere antitribu were barred from taking leadership roles in the Sabbat.

***Quote:** It’s always been inevitable. That’s why we joined up in the first place.*
Samedi

If the Nosferatu are repulsive and the Harbingers of Skulls are hideous, a word hasn’t yet been invented to describe the Samedi. Resembling nothing so much as walking, rotting corpses, these odd vampires take their name and their origin from the Caribbean and the religion of vodoun (popularly known as voodoo). Baron ears and noses rot away (but still function normally), and tiny bits of their skin tend to slough off and regrow.

Skin retracts from the eyes and teeth, giving them the appearance of grinning skulls, but too much meat clings to the cranium for them to achieve the cleaner horror of the Harbingers of Skulls. Some Samedi are leathery and dry, like unwrapped mummies. These Stiffs still stink, but their stench is more reminiscent of rotted flowers and old decay than fresh putrescence.

**Haven:** The Samedi make havens in places where a moldering corpse and its stench aren’t out of place. Morgues, mortuaries, graveyards, and meat packing plants house the occasional Samedi. Some members of the bloodline choose to dwell below ground like the Nosferatu, but this does lead to conflict between the Stiffs and the Sewer Rats.

**Background:** The Samedi are a relatively young line. No Samedi older than 250 years is known to exist. Most of the older ones hail from the Caribbean islands or the southern United States. Neonate Samedi don’t always share this connection to vodoun, but frequently were close to death (one way or another) before the Embrace.

**Character Creation:** While Physical Attributes are a priority for those Samedi working as killers and enforcers, many Samedi lean toward Mental Traits. Samedi rarely have the Herd or Resources Backgrounds, and their standoffish and solitary nature means that Mentor and Allies are equally rare.

**Clan Disciplines:** Fortitude, Obfuscate, Thanatosis

**Weakness:** The Samedi, as mentioned, are putrid beyond words. Samedi characters have Appearance ratings of 0, and automatically fail Appearance rolls.

**Organization:** The Samedi are too rare to be organized. They might cross each other’s paths occasionally and trade stories, but no plan or schedules exists for these meetings, at least as far as anyone outside the bloodline can tell.

**Stereotypes**

***Camarilla:** Careful. These jokers have a built-in reason to set us on fire, and they aren’t afraid to use it.*

***Sabbat:** They’re more honest than the Camarilla, anyway. But I smell like a dead asshole already; I don’t need to actually be a dead asshole.*

***Giovanni:** Just because you’re older than me don’t mean I give a fuck what you think, dago.*

**The View From Without**

***Camarilla:** We’re all agreed that our continued survival rests on the mortals not knowing about us, right? How about we get rid of the walking, talking, Masquerade breach?*

***Sabbat:** They follow the Baron, I prefer to dance with Erzulie. But it’s nice to know that the family still talks.*

***Giovanni:** So they can stuff shit into their dead stomachs. That’s not Necromancy. That’s, like, biology.*
Umbriferous Man

The Umbriferous Man is a source of much conjecture among Abyss Mystics — the main questions being whether it is a humanoid(or shadows coalescing to form one), or whether there are many Umbriferous Men.

To select visitors, the Umbriferous Man will speak in a hundred languages at once, and pose riddles with splendid rewards for those who solve them. Failing to solve such a riddle has no immediate aftermath, contrary to Lasombra tales. Yet, all who fail know the Umbriferous Man will — one night — claim them from the shadows of the world above.

Cainites disappear from their havens, no evidence of their passing remaining. That is, except for shadows permanently imprinted in corners of the room. The Umbriferous Man is a tall figure clad in multiple swirling rags and cloaks, his yellow eyes barely visible through layers of swaddling. Despite the coverage, his voices ring clearly from his mouth, and he treats all visitors to the Abyss kindly.

If attacked, the Umbriferous Man attempts to fight back, but he is no adept combatant. He’s said to carry thousands of pieces of silver that spill from his bandages upon death. Any who take the coins disappear soon after.

Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 4, Manipulation 4, Appearance 2, Perception 4, Intelligence 5, Wits 4

Abilities: Alertness 2, Athletics 1, Awareness 4, Brawl 1, Empathy 3, Expression 4, Intimidation 2, Leadership 3, Subterfuge 5, Commerce 3, Etiquette 2, Performance 3, Stealth 2, Survival 1, Academics 3, Enigmas 5, Investigation 2, Medicine 2, Occult 5, Theology 3

Disciplines: Abyss Mysticism 2, Auspex 3, Chimerstry 2, Dominate 3, Obtenebration 4, Obfuscate 2

Abyss Mysticism Rituals: Eyes of the Abyss, Subsume the Darkness, The Abyss Knows

Willpower: 7

Health: 10

Notes: The Umbriferous Man commonly has a reserve of 12 blood points, replenished after spending a day in pitch blackness.
The Code of Samiel

The Warrior Caste was formed by a childe of Saulot, Samiel, who foresaw the rise of the Baali and willed his blood to change to combat the threat. The Warrior line is still bound by the essential nature of the Salubri, doubly so by the teachings Samiel left behind.

Samiel’s Road was his alone to walk, but his sayings were collected over the decades and centuries. As he struggled to do battle with the Baali, he vowed he would do whatever he could to combat them. Even with the bloodline scourged and their cults shattered, Samiel pursued demons and infernal sorcerers, outwitting them where he could and physically dominating them where he could not. Samiel bound his fate with that of Hell, emerging triumphant again and again. His fate ended at Chorazin, when Nergal ripped the elder’s heart out and consumed it. By the time of his diablerie, Samiel’s writings and sayings had taken root in the Warrior ethos, and they found further growth in militant Crusader Christianity.

When Constantine saw the chi rho at Milvian Bridge, the Warriors in his night army painted the same sign on their foreheads. While Healers adopted Christianity’s zealous obsession with meekness and the downtrodden, Warriors preferred the ethos espoused by Pope Urban. Hundreds of years after Constantine conquered in Christ’s name, Samiel’s Path has seen a complete transformation.

The modern Code can be considered a hybrid Path of the Christian Road of Heaven and the original ideals espoused by Samiel. Crusader Salubri often walk their progenitor’s path. Despite the Christian influence on the Path, the al-Amin, Salubri of the Mamluks, have been known to translate the tenets of Samiel into their own religious beliefs. How not, if they both share the blood of dead Saulot, and his murderers still walk the night?

**Ethics of Vindication**

• It is the duty of the Warrior to bleed so that others might not.

• Evil is a font of corruption. Healers can salve the wound, but it must first be cleansed by fire.

• Aid must be offered to those in pain, and protection to those scourged by evil.

**Virtues:** Conscience and Self-Control

Path Rating Minimum Wrongdoing Rationale

10 Failing to punish corruption and sin Evil prospers in the unchallenged heart.

9 Acting out of avarice or lust Honor must be stronger than steel.

8 Bearing false witness Your sword is that of truth.

7 Feeding from the innocent without permission As the Healers are bound, so shall we be.

6 Failing to defend or aid a person in need A dead heart finds life in service to others.

5 Failing to defend or aid a Healer in need The red right hand defends the left.

4 Letting a worthy challenge go unanswered Be as the lion, not as the lamb.

3 Failing to challenge a vampire with a low Road Their souls endanger Cainite and kine.

2 Neglecting an opportunity to exact vengeance Let retribution be your pride and purview.

1 Aiding demons, Baali, Setites, or other evils Offer the wicked no succor but salt and fire.
The Venerable Francis Libermann

An 1880 lithograph of Francis Libermann (the image in the upper left corner is of the Immaculate Heart of Mary)

## Biographical information

### Place of birth

Saverne, Alsace

February 2, 1852 (aged 49)

## Physical description

### Gender

Male

**Francis Mary Paul Libermann**, also known as *François-Marie-Paul Libermann(French),* Francis Libermann, Father Libermann, and "The Second Founder of the Holy Ghost Fathers", formerly known as Jacob Libermann, was a 19th-century Jewish convert to Catholicism who was a member of the Spiritan order. He is best known for founding the Congregation of the Immaculate Heart of Mary which later merged with the Congregation of the Holy Ghost. He was declared venerable in the Roman Catholic Church on June 1st, 1876, by Pope Pius IX. Francis Libermann Catholic High School is named after him.

## History

 Born in Sayerne, Alsace in 1802, Jacob Libermann was the youngest son of Rabbi Libermann who cared for the Jewish population of that town. He underwent a strictly orthodox rabbinical upbringing but after an agonizing interior struggle, became a Christian at the age of twenty-four.

 One year later, he entered St. Sulpice in Paris. Just before ordination to the subdiaconate he was afflicted with epilepsy, a disease which rendered him ineligible for major orders. While working as an educator of seminarians he became convinced of the need for a proposed society of priests who would work for the education of newly liberated slaves in the French colonies.

 When he sought approval in Rome for his newly-founded society of the Immaculate Heart of Mary, he was firmly told that only one in priestly orders would be permitted to found a missionary society of this purpose. Church authorities finally gave approval to his proposal on condition that he found a bishop willing to ordain him.

 Father Libermann became the first Superior-General of the new missionary order in that historic year of 1848. Only seven years ordained, he had but four years of life remaining. Although his epilepsy never again troubled him from the day of his ordination, his health was never good and he drove himself with quiet ferocity belying the calm, kindly exterior which made him so beloved by the young men who came forward in large numbers to participate in the work over which he presided. From October, 1851, his health deteriorated rapidly and in February, 1852, he died.

## Appearances

   The spirit of the Venerable Francis Libermann appeared in the FLCHS Gr.8 Open House Video (0:12-0:53)
Brujah Antitribu

The Brujah antitribu are, perhaps, the historical founders of the Sabbat. It was the young members of Clan Brujah, after all, who broke with their elders during the Anarch Revolt, and it was these same volatile Kindred that fought against the agents of those elders when other vampires might have considered compromise.

Brujah antitribu are just as unstable and angry as their Camarilla counterparts, but unlike the Rabble, they don’t have to pretend to be in control. When a Brujah antitribu wants something — blood, money, property, or a new childe — he takes it. This attitude has led to the bloodline being one of the most numerous in the Sabbat, and one that supports the Sect with fervor.

They turn their infamously violent passion toward every cause that the Sabbat puts forth. While they traditionally don’t assume leadership roles, when they do undertake their own missions, they execute them with brutal and ostentatious abandon.

The Brutes take pains to make others uncomfortable. Whether that’s by their manner of dress, their barely concealed appetite for blood, or simply that they seldom retract their fangs even around mortals, the bloodline does what it can to stand out. That might mean a breach of the Masquerade, of course, but the Brujah antitribu reason that they are the Damned — so why shouldn’t they raise a little hell?

**Nickname:** Brutes

**Disciplines:** Celerity, Potence, Presence

**Weakness:** The bloodline has the same weakness as the main body of the Clan (p. 51): All frenzy difficulties are increased by two, to a maximum of 10. Unlike Camarilla Brujah, though, the Brutes aren’t in the least bit sensitive about their tempers. Indeed, they revel in their rage.

***Quote:** Heads, we kill everybody here. Tails, we only kill the ones that stay after I tear that faggot’s ears off.*
Francis Libermann Catholic High School

"Inter Mutanda Constantia"(Steadfast in the midst of change)

**Francis Libermann Catholic High School**, alternatively known as Francis Libermann CHS, Libermann High, FLCHS, FL, Francis Libermann, or Libermann, is a Catholic secondary school located in the Agincourt neighbourhood of Scarborough , Toronto, Ontario, Canada. The school is named after the Venerable Father Francis Libermann.
Culture of Faith and Life Ministry

Libermann's **Culture of Faith and Life Ministry** provides opportunities for students and staff to have a genuine encounter with the Risen Christ and to affirm the sacredness and dignity of human life, from conception to natural death. Our members began the school year of 2014- 2015 by organizing a Memorial Mass for the families of Gabriel Guillen and Nathan Husbands. They also attended leadership retreats at Don Bosco Centre, Our Lady of Gratitude Shrine and St. Jude's Academy of the Arts for adults with developmental disabilities. In addition, our Culture of Faith and Life Ministry members led a Chastity Play/ Workshop for our grade 9 students and hosted a Respect for Life Week assembly, featuring Salesian Youth Ministry chaplain, Father Jim Zettel sdb, Sister Jeannine Landry fma and V.I.D.E.S. volunteers who help needy children, youth and women at the Salesian Sisters' Missions abroad. These amazing experiences have been made possible through the tremendous support of our Catholic School Advisory Council. THANK YOU CSAC!!!
Road of Apep

## Setite Roads

The Followers of Set see themselves as a congregation of Set’s faithful as much as they are a clan. The majority of Setites commit themselves fully to that faith, embracing the Road of Set in their devotion to restoring their god. The Road of Set is, perhaps, one of the most clan-focused Roads; its adherents commonly view anyone not on the Road as nothing more than potential enemies or pawns.

A small group within the clan, however, follows a heretical minor Path known as the Path of Apep. Setites on the Path of Apep believe that the chaos serpent’s mark is a gift, not a curse, and that chaos should be embraced in everything they do. This view is anathema to Setites on the Road of Set, as Set himself hates chaos and its manifestations. Worse, the heretical views of the Path of Apep have come to typify how outsiders see the Followers of Set as a whole, which rankles the high priests to no end.

HIERARCHY OF SINS AGAINST APEP

Dots Minimum Wrongdoing Rationale

10 Failing to indulge in pleasurable acts Chaos is the gift of Apep, our source of strength.

9 Delaying carnal gratification Denial of one’s desires is a denial of one’s true self.

8 Refusing an opportunity to corrupt a mortal Order prevents us from being who we truly are.

7 Refusing an opportunity to corrupt a vampire We are the children of Apep. His gift must not be rejected.

6 Refusing an opportunity to corrupt a holy figure Weakness must be cast aside.

5 Failing to undermine the prevailing mortal environment Stagnation promotes weakness.

4 Failing to undermine Cainite structures of power Times of strife help us discover our true strength.

3 Placing another’s wishes above your own Civilization is a lie.

2 Punishing an individual for indecent behavior Freedom is strength.

1 Actively enforcing the rule of law Order and chaos are natural opposites.
Business Club

The school year of 2014- 2015 has been exciting and challenging for the Business Students who have been involved in several activities; excursions and competitions. For example, the SheBiz conference, JA Titian challenge competition, Business Camp Enterprise and No Limits conference. Congratulations to all students who participated but especially those teams who came in second and third place. What a great and wonderful year!
Ashirra

The **Ashirra** (from *ashira*, Arabic for "clan") is the sect under which Islamic vampires declare their faith in Allah, and which rules over Arabia and North Africa, beginning in the Dark Ages. Members of the Ashirra believe that redemption for the Kindred
 was among the promises Muhammad made if they chose to follow Allah. While some vampires are true followers of Islam (most notably the Bay't Mutasharid), the vast majority of Kindred involved in the Ashirra follow Islam because it is convenient for them or to make it easier to operate in the Middle East. Like the Camarilla or Sabbat, the Ashirra is prone to power plays and political maneuvering.

In some instances, Ashirra can be used to refer to any vampire who follows Islam.

## **History**

The Ashirra were founded in the earliest days of Islam. In 622 CE, an Arabian Lasombra named Suleiman ibn Abdullah converted to Islam and took up the task of defending the faith and spreading it to fellow Cainites. Within a few years several other converts spread the faith across the Arabian peninsula and beyond. By 632, the core tenets of the sect had taken shape and the Ashirra established themselves as a major power in the Islamic world. At their height, they stretched across the Middle East, North Africa and Central Asia, conflicting with Frankish Cainites during the Crusades and the Reconquista, and with Mongol Cainites during their invasion of Persia and Central Asia.

It is never mentioned what led to the decline of the Ashirra. The sect spread into Asia with Muslim traders, establishing themselves on
the Indian subcontinent and the Malay archipelago as far east as Mindanao despite opposition from both local Hindu Cainites and the Wan Kuei. They even managed to establish Sultans in Mumbai, Delhi, and Lahore. As late as the 19th century, the Ashirra were still vying for influence in Egypt, the Holy Land, and the steadily declining Ottoman Empire. By the modern era, their influence is greatly reduced and the Ashirra have entered a truce with the Camarilla to preserve what power they have left.

The sect is strongest in Saudi Arabia, Iran, and Afghanistan, though it has some influence in Egypt as well.

### **Members**

* Banu Haqim (Assamites)
* Al-Amin (Salubri)
* Bay't Majnoon (Malkavians, lit. "Crazy House")
* Bay't Mujrim (Ravnos, lit. "Felon House")
* Bay't Mushakis (Brujah, lit. "Aggressive House")
* Bay't Mutasharid (Nosferatu, lit. "Vagrant House")
* EL Hijazi (Ventrue)
* Qabilat al-Khayal (Lasombra)
* Qabilat al-Mawt (Cappadocian)
* Ray'een al-Fen (Toreador)
* Shepherds of Islam (independent)
* Wah'Sheen (Gangrel)
Infantile Bezoar

Abyss Mystics claim, “the Abyss exists within those who enter it.” They’re not just being poetic. An infantile bezoar is a living growth that occasions to manifest on the insides of any entity who consumes food or liquid in the Abyss. The bezoar starts insignificantly enough; a vampire foolish enough to drink from one of the rancid pools of blood or pillars of obsidian flesh stacked high in the Abyss may notice a tiny weight on her heart as the tumor grows. As each night passes, the bezoar gets larger. It continues to grow until it renders the heart an empty husk — draining all blood from it and then burrowing out through the vampire’s ribcage.

Abyss Mystics have studied the bezoar in attempts to find out what happens after it escapes its host, but are still to discover its adult form. Vampires in the know are sure to carve Bezoars from their hearts before succumbing to torpor.

Attributes: Strength 4, Dexterity 1, Stamina 3, Charisma 1, Manipulation 0, Appearance 0, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 3, Athletics 1, Awareness 2, Brawl 1, Intimidation 2, Subterfuge 1, Stealth 4, Survival 4, Occult 3

Disciplines: Fortitude 3, Obtenebration 2, Potence 1

Willpower: 3

Health: 4

Notes: An infantile bezoar drains and immediately expends one blood point on the first night it attaches to a host, and a cumulative blood point for every night thereafter. It can drain a maximum of six blood points in one night; thus achieving this full amount on the sixth night.
Wu Zao

Saulot left Europe and traveled east, where he met native creatures that, though they fed on blood, were not truly Kindred. These “Wan Kuei” called him Zaolat, and regarded him as a trickster, a thief, and a barbarian.

Unwelcome though he was, Zao-lat managed to leave a legacy behind — the Wu Zao. These Kindred are the descendants of two vampires Embraced by Zao-lat during his time in the Middle Kingdom (named Zao-zei and Zao-xue). These two vampires helped Zao-lat uncover the arcane secrets of the East, break into the lairs of demons, and learn their weaknesses.

But the local vampires eventually drove Zao-lat from their lands, leaving behind his two childer to carry on his work. Since then, the Wu Zao have been intrigued or (more accurately) obsessed by whatever areas of arcane study pique their interests. Their scholarly ways have served them well — when news of Saulot’s destruction reached them, some few went into hiding and avoided purges in their own lands. The bloodline survives in modern nights — rare and quiet, but present.

**Nickname:** Orphans

**Disciplines:** Auspex, Fortitude, Obeah or Valeren (player’s choice at character creation)

**Weakness:** The Wu Zao are scholars by nature, and each of them has a special focus. At character creation, the player must select an area of arcane study — the Wan Kuei, the culture of a specific mortal group, a group of mystical tomes lost to the ages, etc. Whenever the opportunity arises to learn something about this subject, the player must make a Willpower roll (difficulty 6) to avoid pursuing that lead to the exclusion of all else.

***Quote:** How much? Ha! For that old trinket! Never! Wait, wait. How much again?*