Vampire the Requiem. A Genesys Rules Conversion. c c d d b b

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Vampire the Requiem A Genesys Rules Conversion

c c d d b b



Introduction 1

Part One - New Rules for Genesys 2

Strain 2

Blood Healing 2

Blood Potency 2

Bestial Nature 4

Embracing 4

Banes 5

Blood Bond 5

Torpor 6

Diablerie 6

Blush of Life 6

Blood Sympathy 7

Part Two - Character Creation 8

Daeva 8

Gangrel 9

Mekhet 9

Nosferatu 10

Ventrue 10

Ghouls 11

Bloodlines 12

Favours 15

Part Three - Careers 18

Part Four - Skills and Talents 19

Talents 20

Part Five - Disciplines 26

Animalism 28

Auspex 30

Celerity 32

Dominate 34

Majesty 36

Nightmare 38

Obfuscate 40

Protean 42

Stalwart 43

Vigor 43

Part Six - Blood Sorceries 44

Crúac Rites 46

Theban Sorcery 48

Mysteries of the Dragon 50

Part Seven - Equipment 54

Part Eight - Bestiary 56




This book provides all the rules needed to run games of Vampire the Requiem in the Genesys Roleplaying system produced by Fantasy Flight Games. This book isn’t a standalone product and makes frequent referrals to the Genesys core rulebook, without that you will find very little within the following pages makes sense.

I don’t own Vampire the Requiem, Vampire the

Masquerade or Genesys, each is owned by their respective companies, this is purely a fans work.

What is Vampire?

You are likely familiar in some form or another with the concept of a Vampire. The Immortal fiends of the night that need to feed on Blood to survive. You’ve likely slain them with a band of Adventurers in a castle while the Kingdom was imperilled. These rules take those Vampires and moves them to the modern day. Vampires are just as real, but now they live in cities like London, Los Angeles or Rome. For these Vampires, or Kindred as they refer to themselves, Undeath and Immortality come at a price. Rarely will you find a Kindred enjoying their awesome powers, for their Immortal Soul is now forfeit and an overwhelming need to hunt and kill haunt their every moment.

Vampire is focussed on the smaller-scale of modern-day vampirism. Modern society has different sensibilities to those of old, yet the needs of a Vampire are unchanged. They must feed on mortals to survive, their existance harming others nearby. They must also maintain secrecy, while a Vampire may well be stronger than a mortal, they are not unkillable. It benefits no Vampire to have viral videos of them outrunning trains and turning into bats be uploaded to the Internet. They must dwell in the shadows of a world more alert and nocturnal than it has ever been before. It’s all edgy by intent, and so I apologise now, all edge hereon in is an attempt to be thematically appropriate.

This game is a personal project to blend my favourite aspects of Vampire the Masquerade and Vampire the Requiem. What you find therein may not paint your favourite clan in the best light, and they may not be as all- powerful as you desire.


P art o ne - n ew r ules for G enesys

Requiem and Genesys are very different games, both in design philosophy and how they play. Bringing this game to Genesys has not been a One for One conversion. Where appropriate I condensed certain rules for Genesys, and expanded the scope of Genesys rules to fit Vampire. These new rules and applications for said rules are as follows.


Strain in Genesys functions as a pseudo special-bar. You can dip into it to perform special feats that set the PCs apart from everyone else. In this Conversion, I am folding Vampiric Vitae into Strain. That is to say, if you decide to spend ‘Vitae’ to cast a Discipline, it will cost you Strain. If you feed off a mortal, you will recover Strain. Vampires cannot be knocked unconscious by any means, and reaching their Strain Threshold will surely lead to Frenzy, covered later. Feeding from a Mortal is a Brawn+Brawl check. You recover 1 Strain per success on any Brawn+Brawl check at difficulty dd. In non-combat scenarios, this check may be opposed by Resilience instead. Each Success causes the Target to suffer either 1 Wound or 1 Strain. Should their Strain threshold be filled, upgrade Strain suffered to Wounds. You cannot fill the targets wound threshold and then inflict Strain. Regardless of circumstance, feeding off a person is a Physical act. Once a Person is bitten, they succumb to the euphoric sensation of being fed upon. A ddd Discipline check is required to break free of this stupor. Feeding in Combat adds bb to the Feed check. Your Teeth are an unarmed attack with Pierce 2.

Strain cannot be recovered by passing a Cool or

Discipline check at the end of a combat encounter. Sleep does not recover Strain either, it can only be recovered through use of Talents or feeding. All pre-existing means of spending Strain, for second manoeuvres and activating Talents still apply. The overlap of Strain and Vitae may seem confusing, but it was the most intuitive and logical means of applying such a system that felt thematically appropriate and blended with existing systems.

Blood Healing

All Kindred have access to the powers of the Blood, or Vitae as they call it. The most evident and direct display of

Blood Potency

Blood Potency has been condensed from 1 - 10 ranking system to a more thematic 1-3 ranking instead. In doing this, I hope to keep the difference between ranks of Blood Potency mechanically interesting and not just a case of increasing the number of dice you roll.

Blood Potency advances naturally as Kindred age. All Kindred start as Fledgelings, and after 40 or so years of existence will advance to become Ancilla. Ancilla can exist for 100 years before their Blood thickens and they become an Elder. These changes occur as naturally as possible, no rolls need to be made to advance your Blood Potency, it should develop in tandem with your character as the centuries pass.


Activation: Passive Ranked: No

Your Character can perform the “Blood Healing” Incidental. Each rank of Blood Potency increases your strain threshold by 1. You can suffer 2 Strain to upgrade 1 die for your next roll.


Your character must have been a Fledgeling to benefit from this talent

Activation: Passive Ranked: No

Every 20 years as an Ancillae, you may select 1 'additional effect' for currently available Discipline Spells. You may reduce the additional difficulty of your chosen effects by 1, but may only reduce 1 effect once. Effects with similar terminology such as "increased range" or "additional target" will only benefit the Discipline they were selected for.


Your character must have been Ancillae to benefit from this talent

Activation: Passive Ranked: No

Reduce the Strain Cost of all Disciplines cast from 3 Discipline Schools you are currently trained in by 1. An Elder can only feed from other Kindred. Animals and



All Kindred hold within them a ferocious Beast. An echo of primal rage, of what it is to be the Hunter, the apex predator. This savage nature boils in every Kindred, and a moment of weakness, or supreme recklessness can bring it to the surface. When this happens, a Kindred is said to enter a Frenzy. An animalistic state, finding little difference between friend and foe and with no regard for love or law. Frenzied Kindred are uncontrollable, and extremely dangerous for being so.

A Frenzy check is a Discipline check, much as a Fear check is also a Discipline check. There is no set difficulty on a Frenzy check. Instead, the difficulty scales with suffered Strain and lost Wounds. Every Quarter, rounded up, of Strain suffered towards your Strain Threshold adds 1 difficulty to a Frenzy check. Every Quarter, rounded up, of your Wound Threshold filled, upgrades the difficulty of your Frenzy Check by 1. A Vampire can attempt to deliberately Frenzy at any time by rolling a ddd Frenzy check. Success triggers the Frenzy in this case, instead of Failures.

A Frenzy check can be called for under many circumstances. Examples include;

An attack takes you below half of your Wound Threshold You are on fire

You are in close proximity of fire You are exposed to Sunlight

There are a few examples that hopefully convey the type of scenario that you could expect to roll a Frenzy check in. A Kindred enters a Frenzy when they fail a Frenzy check. While Frenzied, you decide what the Beast wants. Does it seek to fight, or to flee? Being injured, or simply being in a fight can be enough to bring forth the Beast, who will surely attempt to assert his dominance over the combatants with utmost savagery. But when confronted with Fire or Sunlight, the Beast may seek to flee. You will take any possible action to complete this goal. While Frenzied, upgrade all Brawn and Agility rolls twice, and reduce your Intellect and Willpower by 1. Unarmed attacks deal +2 damage and have a Crit Rating of 2. You leave your Frenzied state when your Wound Threshold is filled, or your Strain Threshold is emptied. You recover 1 Strain at the end of each round. Allied Social Rolls can force you to recover Strain, with a difficulty equal to the Frenzied Vampires current Strain. Should a Vampires Strain be in excess of 5, the check is considered ‘impossible’ (pg. 18 Genesys). Each success on this roll recovers 1 Strain in the target. A Touchstone NPC adds bbto any such Social Roll.


Bestial Nature

Though many Kindred do not begin unlife as monsters, many will find themselves plumbing new depths of evil in nights to come. Upon being born anew, all Kindred realise that a dark beast lurks within them. One that drives them to hunt, revel in every vice and glory in their most depraved desires. Many see this as a separate entity from the Kindred, the Beast. While others argue that it is simply the benefit of a Kindred no longer being burdened by the weight of a soul.

Regardless of its origins, these base desires exist within all Kindred. To rend flesh, draw blood and revel in fear. It is the price of mastering your own destiny, to master the darkness within.

With eternity before them, the matter then falls to Kindred to decide what they should do with it. Many will indulge their desires and explore new depravities with each sunset and be content to slumber on dreams of blood and excess. Such a Kindred is in touch with their Beast, and they view nights to come through a dull, sensory lens of stimulation and sensation. This is better left to Roleplay to demonstrate, however it can lead to impulsive and rash actions, and at the GMs discretion, b may be added to certain dice rolls, escpecially social actions. Likewise, in moments where action is needed, a more bestial Kindred can reap the benefits, at the GMs discretion, b may be added to certain dice rolls, for example a coercion check. On the other end of the spectrum, many Kindred see their unlife as simply more time. Time to plot, scheme and realise their ambitions perhaps. Regardless, it is their time and no others. They will not feed on a mortal if their bestial nature calls for it, abstaining on principle alone. Others may selectively feed, dictating to the Beast when it may speak and when it may not. Each Kindred is different in how they manage their bestial nature. Though the means vary, there are always rules. By adhering to these rules, a Kindred can master themselves and their inner demons. Whispers amongst Kindred tell of a monastic order that transcended the need to feed on blood entirely, and that the sun and silver held no fear to them.


The act of turning a mortal into a Vampire. A rather time consuming process. The target must be drained of all blood, then fed a dose of Vitae, costing 1 Strain and 1 Story Point. The Vampire must then will the target to become a Vampire. This can be done on a recently deceased body, with no ill-effects, though many Kindred see this as grave-robbing. When feeding, hhhh or d will cause an exsanguinated body will awaken of its own accord and become a Revenant. A Vampire unable to sustain itself or use Vitae, they typically lead short lives. However, they can be uplifted by feeding them Vitae as you would create a new Vampire.


Kindred are masters of their own destiny. They hold themselves above mortal morality, not concerning themselves with guilt or worry for the well-being of others. Kindred seldom do anything by halves, both for better and worse. And so to love and cherish a mortal is surely a genuine display and not a grandstanding notion. The source of these positive and sincere emotions, be they a paramour, close friend or child, are known as Touchstones.

A Touchstone is someone a Kindred cherishes deeply for any reason, not because of their spiritual purity. A partner in crime is just as valid a Touchstone as a Kindreds firstborn mortal child. It may be a Spouse, family member, child or peer.

A Touchstone is not entirely necessary for a Kindred to function. Few Kindred are so pathetic as to need to spend their every night dogging their Touchstones steps for validation. In wider Kindred society, the value of a Touchstone is recognised. Though not all Kindred have a Touchstone, all recognise on a personal level, the significance of one.

When acting in accordance with their Touchstones beliefs, a Kindred may add b to a Discipline check to resist Frenzy or Domination.

A Kindred who loses their Touchstone, either by death, an ending of a relationship or other means is highly unstable. The only constant in their life other than their existance has been removed, and their nights are in flux until they stabilise again. Such a process has no set limit,


When a Kindred is instrumental in the destruction of their Touchstone, either by endangering them, getting them killed, killing them, or forcing them to change in some way that compromises their convictions, they suffer a Bane. This Bane should be related to the Touchstone in some way.


Vampires have many crippling weaknesses. From the Sun, to Fire to Silver to more nuanced things like religious iconography or the sound of bells. These are collectively referred to as ‘Banes’. This is a Supernatural Weakness that presents a severe obstacle when encountered. These can include: weakness to ringing bells, being unable to cross a threshold uninvited, Spider webs, having to count beads or coins and being unable to cross a river. The nature of each flaw has roots in folk tales and superstition, and should not always simply inflict damage.

All Vampires fear the Sun, though it burns elder vampires far more than Fledgelings and Ancillae. A Fledgeling suffers 6 wounds per turn of exposure to sunlight, while Ancillae suffer 6 wounds with Burn 1. Elder Vampires suffer 6 wounds with Burn 2. This damage ignores soak from armour. Silver Weapons always have a Critical rating of 2 against Vampires. All Bane damage is not reduced by Soak. Vampires rightly fear a Stake to the Heart. A targeted dddd Brawn + Melee-Light is required to drive a Stake into the Kindred’s heart. An Impossible ddddd Resilience Check can allow the Vampire to resist the paralysing effect of the stake for the rest of the encounter. Removing the Stake calls for a daunting dddd Resilience check, but typically it is best left to an assistant or ally as the risk of self-harm is great. Kindred are repelled by daylight. Though nothing prevents a Vampire from spending its days hidden away from the sunlight, they are lethargic and find their minds and bodies numbed while the Sun shines. All Kindred add bb to any rolls made during Daytime.

Blood Bond

Vampiric Vitae is addictive. Mortals who sup on a Kindred experience a high unlike any other, and there is little they won’t do for another taste. Unfortunately, Kindred are not immune to the allure of their own blood. Feeding on another Vampire carries the risk of addiction. In a perversely erotic display of symbiosis, Kindred can feed on oneanothers blood and become wholly devoted to their ‘partner’. This is known as the Vinculum. Tasting Vampiric Vitae can addle ones mind, you crave another taste. During the next week or so, you might add b to dice pools at critical moments, or when acting against the one who feeds you. After 3 doses of blood within a short span of time, the target becomes utterly devoted to you and your blood. They will do almost anything you desire, and risk anything to gain your irritation and anger if the alternative is your neglect. This condition lasts for a full year and is incredibly hard to break. Be very careful about allowing a Blood Bond to escalate to this state.



Torpor is the sleep of the dead. A Kindred can sleep for days, weeks or years on end and be none the wiser for what transpires around them. A Vampire in Torpor has no awareness of what occurs about them, and cannot use Disciplines or interact with the world. Kindred cannot be awoken from Torpor by conventional means, though inflicting damage upon the body will awaken one. This is rarely a good idea. Though a Kindred will awaken with 1 wound, they will also have suffered their Strain Threshold - 4 in Strain. This, compounded with imminent danger, can provoke a lethal Frenzy that is almost impossible to resist.

Due to their incapacitation, the world about the Kindred can have changed a great deal. This can be particularly distressing in some cases, and is best relayed to the Vampire from as far away as possible.

A Vampire can enter Torpor one of two ways. The first is to choose to do so. The Kindred determines how long they will sleep, and they do so. They cannot be awoken early without damage being inflicted upon the body. While in Torpor, a Vampires Blood naturally thins. This means their Blood Potency reduces. For every 50 years a Vampire sleeps, their Blood Potency is reduced by 1 rank. This can be beneficial as it can allow a Vampire to feed on mortals again.

A Vampire can be forced into Torpor also, referred to as an Involuntary Torpor. A Critical Hit suffered after a Kindred has reached their Wound Threshold forces a ddd Resilience Check. Failure forces the Kindred to enter Torpor immediately. Success means the Kindred does not enter Torpor this turn. Note the result of the critical hit, and use the 10’s digit (7 of 74 for example). Multiply this by a d10 for the number of months the Kindred will be in Torpor for.


Diableria is the utter destruction of another Kindreds very soul. Feeding upon another Kindred is a risky enough activity for some, but the shadow of Diablerie hangs heavy over such an act. It is the act of exsanguinating a fellow Vampire, draining their Vitae and consuming what remains of their Soul in the process. Such an act stains ones own Soul in the process, and the evidence is all-but impossible to conceal. The list of culprits for the exsanguination of a Kindred typically begins and ends with Diablerists, and the presence of such a criminal can whip any Kindred society into a Witch- Hunting frenzy as everyone acts to preserve their own well-being and their own immortal soul. A Diablerist is painfully obvious to anyone with any level of Auspex, it clings to their essence for a century before it can be washed away.

Diablerie allows a Kindred to artificially boost their own Blood Potency. By diablerising a number of Kindred equal to the next tier of Blood Potency (2 or 3 respectively), a Kindred can increase their Blood Potency 1 tier, with all the attached benefits. Such an act is supremely risky, as very few Kindred will willingly allow themselves to be fed from, especially an Elder (let alone 3 consecutive Elders), especially if it’s known a Diablerist is active within the city.

Diablerie occurs when a Vampire feeds from another Vampire. As usual, Strain is inflicted upon the target and recovered. When the targets strain threshold is reached, wounds are inflicted instead. When their wound threshold is reached, you begin to inflict critical hits. Roll a d100 for your initial hit, and then continue. Since feeding technically does not deal damage, you additively increase your Critical Hit rolls. When the target reaches 150+, they are killed and Diablerised. In a narrative encounter, the diablerie can be assumed if both the GM, Diablerist and victim agree, without having to roll.

Blush of Life

Kindred are not alive, and their bodies reflect this. Though they do not change, they do not look any more alive for their efforts. Their flesh is cold and hard and their skin is the complexion of chalk. They cannot eat or drink as mortals do, as their digestive systems are atrophied and they do not breathe. A Kindred may suffer 1 Strain to gain the Blush of Life for the rest of the scene. They effectively gain the cosmetic appearance of being mortal, they can


Blood Sympathy

Blood calls to blood. Though many do not understand it, a Kindred is always able to sense another Kindred in close proximity. Though their clan is not always immediately obvious, their nature is. This connection is even more evident between sire and childe. In moments of extreme emotion, a Kindred with a familial bond may experience echoes of their childer or sires outburst. These often occur during a frenzy, torpor or final death. However, a ddd Cool + Presence check can allow a Kindred to gain a vague sense of location and feeling for any Kindred 'family' they may have within their local area. This can extend as far as a City, Province or State. It will not guide you to their precise location, but on a t may allow you to locate which neighbourhood they're in.


P art t wo - c haracter c reatIon

Vampire has many different types of Vampire, all of which can be connected to popular pop-culture aspects of Vampires over the years. These are referred to as clans, and form a loose collective familial group for many Kindred, though fraternity need not be friendly. Each clan is represented by an Archetype, playing upon each clans archetypal strengths and weaknesses. Below you will find a fast and loose guide on what Archetype best represents the Vampire you want to play.

Seductive and sensual Vampires are best represented by the Daeva. They live for the moment, and now they have an eternity to experience the world. So what if a few hearts and minds are broken along the way?

Primal, Savage and Animalistic. The Gangrel are the clan most in-touch with their Beasts. Rumored to be the oldest Vampire clan in existence, its members are hardened survivors and toe the line between civilized and feral a little too closely for the liking of some.

Unseen Scholars of the Supernatural, the Mekhet Clan are the shadowed backdrop of the mysteries of the world. They are driven to discover and uncover, to plumb the depths of the enigma of the Blood and other curses. Tighty-knit and secretive, the de Lucca Clan hide a terrible curse within their ranks. Loyal to their family above all else, they are ill-trusted by those who know of them.

Hideous to behold and in every crevice. The Nosferatu are repugnant, the Vampire Kiss has twisted their bodies in horrific ways. The horrors they inflict upon others have no equal.

Someone has to run the Aristocracy of the Night. The Ventrue know this to be their burden. Emboldened with authority, purpose and an attitude befitting, a Ventrue is a natural leader. But do they act on behalf of the communities they represent, or is such power abused for their own ends?

From these outlines, hopefully you can find something that appeals to you. Archetypes are of course, just that. Not all Daeva are seductive, but all Nosferatu are ugly.

All Kindred gain 1 free rank in 2 of their Clan Disciplines.


The Artisans of the Night. The Daeva are passionate in all things, driven by their Blood they relish the power they now hold over others. They exploit others and take what they want. It may not hold the same allure to them tomorrow and they will discard it and move on. There’s always another person to break, and something to take.



• Starting Wound Threshold: 9 + Brawn

• Starting Strain Threshold: 11 + Willpower

• Starting Experience: 100

• Starting Skills: A Daeva starts with one rank in Charm during Character Creation. They obtain this before XP is spent and may not increase Charm above 2 during Character Creation.

• Effortless Seduction: Once per Session, your character may spend a Story Point before rolling a skill check. The number of Strain-per-success of the next skill check the Daeva rolls is doubled against an opposed NPC.

• Clan Disciplines: Celerity, Majesty, Vigor

• Clan Bane– Addictive

Daeva lead flighty lives, seldom remaining in one place for long or letting one thing hold their focus, and for good reason. Should a Daeva feed off the same person within a 5 day period, they will become obsessed with them. Their thoughts are unfocussed unless in the vicinity of this person, and they may take reckless actions to hasten their return. During the next 5 days, you might add b to dice pools at critical moments to reflect this. Continuously feeding from this person increases the severity of this condition, until it is almost impossible to escape your crippling addiction.



The Beast that talks. The Gangrel are lean survivalists. When Man fought to survive, the rule was kill or be killed. When Man reared Cattle to the Slaughter, the rule was that Man was at the top of the food chain. The Gangrel keep these rules practiced. It’s a tough world out there, and the Gangrel will be the kings of its ashes.



• Starting Wound Threshold: 11 + Brawn

• Starting Strain Threshold: 10 + Willpower

• Starting Experience: 90

• Born Survivor: A Gangrel starts with one rank in either Athletics, Streetwise or Survival during Character Creation. They obtain this before XP is spent and may not increase any skill above 2 during Character Creation.

• Close to the Surface: Gangrel may delay the negative effects of Frenzy upon entering a Frenzy. They upgrade all Brawn and Agility rolls twice, deal +2 damage while unarmed and have a crit rating of 2. They do not lose control, suffer Intellect or Willpower loss, or recover 1 Strain per turn for a number of turns equal to their Willpower. While Close to the Surface is active, a Gangrel may attempt Discipline Rolls to recover Strain, and Allied Social Rolls against him to recover Strain are Average Difficulty.

• Clan Disciplines: Animalism, Protean, Resilience

• Clan Bane– Feral

You and your beast are thick as thieves. When it whispers to you, it roars. You upgrade the difficulty of any Frenzy check once, or remove 1 difficulty die when triggering your own Frenzy.


The Shadows that see all. The Mekhet are silent observers, seeing more than anyone could ever know. Secrets and knowledge are what drives these specters through the long nights. Some may be content simply to know, and consider learning their end goal. Mekhet will apply their knowledge, and what they know can ruin your life. Their curiosity brings them many places and across many paths. But you’ve nothing to fear, unless you have something they want.



• Starting Wound Threshold: 10 + Brawn

• Starting Strain Threshold: 10 + Willpower

• Starting Experience: 60

• Shadowed Inclination: A Mekhet starts with one rank in Stealth during Character Creation. They obtain this before XP is spent and may not increase Stealth above 2 during Character Creation.

• Supernatural Shade: Once per session, your character may spend a Story Point as an out-of-turn Incidental to perform a Maneuver.

• Clan Disciplines: Auspex, Celerity, Obfuscate

• Clan Bane- Tenebrous

All Mekhet suffer Undeath in quiet, isolated solitude. Their minds wander the darkest parts of the world, and they are closer to all that is wrong with it as a result. All Mekhet start play with an additional Bane.



Your nightmare, walking and talking. The Nosferatu are hideous to behold, warped flesh and twisted skeletons, perhaps it reflects their ugly souls? They lurk in every shadow, terrifying in their strength and unrelenting as the horror follows you home, skulking and festering in your mind. You’ll never sleep soundly again, and three weeks later they’ll watch as you’re carted away to an Asylum.



• Starting Wound Threshold: 10 + Brawn

• Starting Strain Threshold: 10 + Willpower

• Starting Experience: 100

• Threatening: A Nosferatu starts with one rank in Coercion during Character Creation. They obtain this before XP is spent and may not increase Coercion above 2 during Character Creation.

• Loathsome: Nosferatu add b to all Coercion checks, and to any Social Check with other Nosferatu. They add b to any Charm, Deception, Leadership or Negotiation Roll made against any non-Nosferatu.

• Clan Disciplines: Nightmare, Obfuscate, Vigor

• Clan Bane– Repulsive

The Nosferatu are doomed to an eternity of rejection and fear. Upgrade the difficulty of every positive Social Interaction with any Mortal.


Lords of the Night. The Ventrue have proven over the centuries that they alone are capable of leading Kindred through the nights. With iron conviction and absolute authority, the Ventrue steer their people to safety and prosperity. And all they ask in return is your unquestioning loyalty and obedience. It’s not an unreasonable deal, or so they claim.



• Starting Wound Threshold: 9 + Brawn

• Starting Strain Threshold: 12 + Willpower

• Starting Experience: 90

• Natural Leader: A Ventrue starts with one rank in Deception or Leadership during Character Creation. They obtain this before XP is spent and may not increase either skill above 2 during Character Creation.

• Lordly: Ventrue inflict one additional Strain on opponents in Social checks after your roll is resolved.

• Clan Disciplines: Animalism, Dominate, Resilience

• Clan Bane– Self-assured

Ventrue are born to rule. They act in their own best interests and no-one can convince them to act otherwise. The Ventrue do not take any Boost Die from acting in accordance with their Touchstones beliefs.



A Ghoul is a Mortal imbued with Vampiric Vitae. As vitae empowers kindred, so to does enhance mortals. Any mortal is eligible to be turned into a Ghoul, though such a process is not permenant and must be renewed a month after the mortal is made into a Ghoul. A Ghoul is still fully mortal, they retain all of their faculties but suffer from a Blood Bond with their master. Vitae is addictive, and the power it offers a mortal is arguably moreso. Be wary of your Ghouls, treat them with care and they will serve you faithfully for years to come. Spurn their needs, and they may turn to another master to satiate their addiction. The act of turning a mortal into a Ghoul is relatively simple. A mortal must be fed a portion of a vampires own vitae, and the decision conciously made to turn this human into a ghoul. A Story Point must be spent at this point. Almost immediately, the Ghoul will feel the benefits of the Vitae, they will feel empowered and revitalised. A Ghoul gains access to one Disciplines rank that their master possesses. If their master has no Discipline skills, the Ghoul does not gain any. A Ghoul gains access to the Blood Healing action, but must spend 2 Strain to recover 1 Wound instead. They may also suffer 3 Strain to upgrade 1 die in their next roll. A Ghoul does not suffer most mortal illnesses or diseases, nor do they age while energised by Vitae. Should the Vitae fade from their system and not be renewed, their body and mind will swiftly accelerate to match their current age, as will any notably aggressive diseases (a common cold or ache will not swell after being kept at bay for 6 years for example, but cancers or skeletal deformations will quickly make up for lost time). A Ghoul doesn’t gain any benefit from being fed multiple times per month, beyond enhancing the effects of their Blood Bond with you.

A Ghoul is Blood Bonded with their Master as a part of the process of becoming a Ghoul. They feel a supernatural compassion for their master, a sense of completeness when at their side, and their own concerns or desires seem petty when compared to their Masters own. This perverse submissiveness will continue as long as a Ghoul is constantly fed Vitae, and will intensify if fed too frequently until they begin to smother their master with their need and desire, unable to understand why their feelings aren’t being reciprocated.

A slighted Ghoul, one denied their fix of Vitae is a dangerous prospect. They know about Vampires, they’ve likely attended Elysium at some point or another, and they where you sleep at night, or perhaps where other Kindred do. An unfed Ghoul is dangerous for all Kindred, as anyone might be awakened to find their wrists being slit and its contents syringed into a desperate, addiction- wracked Ghoul. While a Ghoul’s first intention is seldom to harm their master or their kin, they desperately

need their hit of Vitae to stay off their accelerated aging and impotent physicality. This dark path can end with Vampire Hunters being informed of your location, in exchange for a promised dose of your Vitae, or your Ghoul may even go public in search of a new Master. Again, treat your Ghoul with care.

These rules ought to allow a player to play as Ghoul if they so desire, but their presence may upset the game dynamic as by their nature, Ghouls are less than Nocturnal beings. Their benefits are being able to enact their masters will in daylight hours, and a majority Vampire table may not be thrilled at the prospect of a sessions-worth of daylight escapades while they slumber until the next night. Ghouls are typically best treated at NPCs. Ghouls cannot be Touchstones.



All Kindread share a familial bond, languishing in Undeath, some long-lost connection to the first Vampire or whomever cursed their ancestors. Though Clans and politics divide them, Kindred are one large family, within which many more exist. Over the years, Kindreds Blood can change and alter. Attracting supernatural miasma and spreading its curse to fresh childé. These are some of the ways that Bloodlines are formed. A Bloodline is an off- shoot of the Kindred curse, sometimes inextricably bound to a specific clan, manifesting unique attributes within its members.

A Bloodline is a tier 1 Talent that cannot be bought with XP, and requires the GMs permission to use. A Kindred may only be a member of one Bloodline at a time, and a Vampire seldom leaves their existing Bloodline, and in many cases it is impossible to do so for a number of reasons (loyalty, a binding curse, incurable symptoms and the threat of assassination being a few). Being a member of a Bloodline can grant certain advantages and disadvantages unique to that Bloodline, a player shouldn’t feel pressured to join a Bloodline, but joining one can change how their character develops. Certain Bloodlines might even grant a skill rank, or access to unique Talents and Discipline interactions.


Your character must be a Daeva to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Daeva are often profiled as hedonistic figures, indulging in excess and strange new sensations. The Anvari bloodline take this to a new level. Anvari cannot draw sustenance from Vitae unless it is laced with opiates or opoids. They recover no Strain when feeding unless the target is intoxicated by an opium derivative or synthetic substitute. This of course means that an Anvari experiences the effects of the drugs after feeding, which can leave them extremely vulnerable. Anvari may add dd to a Majesty check to conjure an opiate drug within the targets bloodstream, allowing them to feed.


Your character must be a Daeva to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

While many Daeva are drawn to superficial beauty and prowess, the Toreador bloodline find themselves enthralled and captivated by subjective beauty. Quite what a Toreador see's in a piece of artwork, or the patchwork pattern of streetlights from high up, not even they could explain. But they find such beauty utterly captivating. When encountering a preferred form of 'art', a Toreador must make a dd Discipline check or enter a stupor-like state which they have great difficulty snapping out of.


Your character must be a Daeva to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

All Kindred are parasites. They need to feed on another being to survive. The Xiao bloodline take this further than most however. When they feed, they drain memories and emotions as well as blood. They have no control over what emotions or memories they consume, and they cannot access or benefit from stealing memories or emotions. They cannot, for example, steal the memory of a targets PIN number. Use a, h, t, d to dictate the severity



Your character can be a member of any clan and join this bloodline.

Tier: 1

Activation: Passive Ranked: No

Malkavians are a unique Bloodline. Their sense of family is a curse unlike any other, as it manifests uniquely in each of its members. Each Malkavian is afflicted with an insurmountable insanity that fractures their outlook for every night thereafter. Many consider them dangerous for this, while few believe there is value in their whimsical ramblings. There is no limit on the insanity that can plague a Malkavian, it can be a clinical form of insanity, or the hyperacuity of senses that many aren’t even aware they possess. They may have a fear of the open sky or believe in some impeding disaster that only they are aware of and can impede, or they may believe themselves to be an avatar for some concept that only they are aware of. All Malkavians are afflicted with a disease, passed from sire to childé, and through the use of their Dementation devotion. Malkavians are afflicted with a spiritual malaise, known as Malkavia. This is the cause of each Malkavian’s sudden insanity, and its mere mention can send a court into an overwhelming panic of self- preservation. Malkavians share a fraternal bond that no other Clan or Bloodline can truly appreciate or replicate. Each Malkavian is entirely sympathetic of one-anothers condition, meaning that many Malkavians will stick together in familial units to support one-another. Occassionally, their insanities will find a common cause and the family will act upon it with a logic and method terrifying to others. Malkavians do not see their condition as a curse, believing that they are instead upon the path to transcending the human condition in some way or another. Some may believe that each Malkavian is some facet of this perfect being, and seek to unify the Bloodline. Malkavian’s have been known to have moments of utter clarity granted by their condition, seeing and experiencing things unknown to others, be they visions of the future or knowledge they couldn’t possibly have obtained by themselves. Scholars of the Malkavian condition hypothesise that some sympathetic link exists between Malkavians, akin to some imprecise form of telepathy, through which Malkavians unknowingly project their thoughts and insanities, unknowing of who may be listening.

Many Malkavians seek to educate their Kindred peers, broadening their horizons in ways that only the Malkavian can truly appreciate. The given consensus is that these ‘pranks’ are performed on persons whose minds are too ‘closed’ by a Malkavians standards. All Malkavian’s have immediate access to the ‘Total Insanity’ Talent, and suffer no setbacks or upgrades in difficulty for casting its powers.

Dead Wolf

Your character must be a Gangrel to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Though no historical account exists to validate the story, word of mouth and day-dreams state that the progenitor of this Bloodline was born a Werewolf and then

embraced. The spirit of the Wolf within was consumed by the Beast to keep the progenitor alive. Some Werewolves take this parable to heed, believing that peace can exist between Lupines and Kindred. Dead Wolves gain Auspex as a Clan Discipline. Dead Wolves are especially affected by the phases of the moon, upgrading the difficulty to resist Frenzy once during a Full Moon.


Your character must be a Gangrel to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

All Gangrel run with the Beast. Some channel it and use it to their own ends. These are the Brujah. Bombastic, self-driven and filled with fervour. Brujah count Vigor as a Clan-Discipline.


Your character must be a Mekhet to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

A peculiar occurence, recently catalogued as a bloodline rather than happenstance and coincidence. Alucinor are able to perceive the dreams of kindred and kine. Through talents, Alucinor are able to interact with these dreams.


Your character must be a Mekhet to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Mekhet are creatures of shadow and twilight. Often avoiding the absolutes of pure dark and light, they lurk in the middle of a broad spectrum. The Khaibit are creatures of darkness, originating from ancient Egypt. They have an innate understanding of darkness, and through talents, are able to create and alter shadows and travel through them as a shadow themselves.



Your character must be a Nosferatu to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Hailing from Japan, the Burakumin are seen as unclean and tainted by the tenents of Shinto and Buddhism. They prepare and tend to the needs of the deceased, and their bodies reflect their ghastly profession. Burakumin replace Vigor with Auspex as a Clan Discipline.


Your character must be a Nosferatu to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Possessing a gift most fledgeling Nosferatu would kill for, the Galloi possess the ability to temporarily undo the horrible curse that afflicts them. After submerging themselves entirely in Vitae for a full hour, a Galloi emerges eerily beautiful. This persists for a week, and renders the Vitae used sterile and impotent. If a Galloi does not resubmerge themselves in Vitae in this time, their flesh moults and rots, leaving them skeletal and utterly hideous to behold. While beautiful, the Nosferatu loses its Clan Bane. However, if they do not undergo this rite once a week, they suffer a more severe version of their clan bane, adding bb to all social rolls that aren't coercion checks.


Your character can be a member of any clan and join this bloodline.

Tier: 1

Activation: Passive Ranked: No

The Neglatu claim they uplifted themselves from revenants to true vampires. An impossible procedure, given that revenants cannot utilise Vitae or feed. However, Neglatu carry a significantly higher chance to create a revenant when feeding, generating hh on any feed check by default. This should be used to encourage the creation of revenants and not to punish Neglatu with events beyond their control. Neglatu can uplift revenants, immediately siring the revenant into the sire's clan, and making them Neglatu too.


Your character can be a member of any clan and join this bloodline. This option may only be selected during character creation.

Tier: 1

Activation: Passive Ranked: No

An automaton made of stone, metal, wood or other material and imbued with life and sentience by arcane blood sorcery and vitae. Gargoyles are created typically to serve, though some have been known to rebel and make their own fortunes. Gargoyles are a tabula rasa, not having any previous life to remember. Gargoyles are clearly inhuman, and their very appearance violates the masquerade. All Gargoyles have wings and are able to fly, as well as increasing their Soak by 2. Gargoyles are able to render themselves inert in the day, turning into a statue that can bear the sun's rays.

De Lucca

Your character must be a Mekhet or Ventrue to be a member of this bloodline.

Tier: 1

Activation: Passive Ranked: No

Ill-trusted for good reason. The de Lucca bloodline is a family above all else. Its Kindred are sired from within an incestuous family of the same name, and their inner workings are shrouded in secrecy. In truth, centuries prior, the de Lucca stole their Vampirism. Whispers tell conflicting stories, a deal with a demon, diablerie and arcane sorceries are the most popular. de Lucca Kindred count Animalism, Dominate and Majesty as Clan Disciplines, overriding their original clan options. de Lucca are bound by ancient rites that grant them Kindred abilities, and such powers have downsides. de Lucca may only feed from family members of the de Lucca bloodline, be they mortal or kindred. Blood from other sources provides no nourishment, and does not recover any Strain.



Vampire utilises the Favour rules from Shadow of the Beanstalk. In the long nights, services are worth far more than the money you could spend to purchase them. The Gangrel pack that runs wild in the city park are worth being on good terms with, as are the Nosferatu that lurk beneath the city streets. But it’s even better if they owe you a favour.

Favours can be owed to individual persons, as well as larger organisations. Favours owed to a person are far more varied than those operated to an institution, and will depend on that persons morals and ethics. One Kindred may not consider breaking someone’s legs as big a deal as another. For that reason, it’s best for the GM to determine what constitutes a small, regular and big favour on a person-by-person basis.

For organisations however, favours are rather easier to quantify. The GM isn’t obligated to include any or all factions if they desire, and the factions needn’t play by the rules suggested here. Players can begin play owing favours to factions or individuals as determined by the GM and the player, for the respective benefits listed in Shadow of the Beanstalk.


Speaking for all Kindred, or claiming to, isn’t easy. Appearances must be maintained and everyone must be held accountable to inscrutible standards that change nightly.

The Invictus are a conspiracy of silence, a spiders web that touches upon every mortal institution in service of those at the centre of the web. The Masquerade is upheld both as an ideal and a necessity. The Mortals cannot be trusted to know who shepherds them, or who hides in the shadows.

Meritocratic in organisation, the Invictus embraces those that serve it well. Normally overseen by a prince and consulted by a council of the cities most respected kindred, such a government is theoretically capable of dealing with many threats and managing its appointed city. However, the Invictus throughout history have thrived as monarchies, organised crime, dictatorships and corporations. All are equally valid means of maintaining order, heirarchy and tradition.

However, this is not always the case. Many Princes rule for themselves, or are puppets of a distant master. Likewise, the meritocratic nature of promotion and endorsement encourages a cut-throat enterprising nature that can elevate kindred to power entirely unsuited to them. While some are blind to this, many are not and seek to exploit the system for their own gain.

The cut-throat nature of the First Estate can mean that a favour is either politically motivated or completely under- the-table. Owing a favour and being owed can both be desirable and undesirable, be considerate of the strings that come attached with a favour to anyone in the Estate.


Type Examples

Small Locate a Kindred or Mortal

Get the latest information about faction goings-on

Provide a gig with a mortal faction Medium Cover up crooked dealings

Provide residence for the forseeable future Big Cover up unplanned murders/illicit dealings

Risk discovery for profit


Carthian Movement

Government works until those in power serve themselves. Firebrands see more evidence of this with each passing night, and form movements that oppose the status quo. With each passing night, Mortal political ideals seem to suggest and embody answers that would upend the Danse Macabre. Shake that dead tree and see what falls loose.

While disparaged by the government as radical rabble- rousers, Carthians believe in their cause whole-heartedly. Whether a full plan has been drawn to dismantle the Estates corruption, or the plan begins and ends with the Princes head on a spike, their passion and enthusiasm is unquestionable. No Carthian is in the movement for themselves, but rather because they see themselves as agents of necessary, righteous change.

Any Kindred can be a Carthian. Whether a fledgling seeking to fight the establishment, or an Elder grown sick of the state of affairs. The Movement welcomes all, provided they can prove their commitment. Their means of protest and influence are many, from protests at government-meetings to white-collar crime that destabilises the many industries the Invictus involves itself in. Many Firebrands are willing to lay down their lives for their beliefs.


Type Examples

Small Locate a Kindred or Mortal

Get the latest rumors about faction goings- onCover up crooked dealings

Obtain transportation or short-term accomodation

Medium Arrange a gig with a Kindred

Provide illegal weapons, equipment or services

Big Collaborate with the Invictus

Provide armed assistance for a short time

The Circle of the Crone

Widely condemned by other Covenants, the Circle stands as a banner under which disparate groups and beliefs rally under. All see their new life as a blessing, and would drag their foes screaming into hell with them should final death take them.

Spread through the blood, a gift from their dark Patron - the Crone-, the Acolytes of the Circle enjoy an innate understanding of the blood sorcery Crúac. An equillibrium with the Beast, Crúac has pulled the Circle from the brink of destruction time and time again. Whether appearing as a radical new-age cult that runs naked in the night, leading wild-hunts on human prey in parks or drenched in blood from human sacrifice, no congregation of Acolytes is the same. Lacking the ideological restraints of the Carthains and the means of the Invictus, the Circle of the Crone is unorthodox and motivated by a hunger for continued survival, however much blood they need to shed for it.


Type Examples

Small Provide accomodation for the forseeable future

Provide moderate support for a venture Medium Kill/Harm someone

Patronage in Crúac

Big Overwhelming support in a venture


Lancea Sanctum

This existence is a curse. Condemned by God and denied both heaven and hell, we are chosen to do his work. In the book of Job, Satan is God's agent of torment against the innocent, tempting him to blasphemy. We are alike, tormenting and tempting the innocent and rooting out those whose faith is weak. Never will they know the love of God, but instead they send the faithful to the right hand of his son. They are the true betrayers, too pious to be allowed the consolation of goodness.

Maintaining churches that serve both Kindred and Kine, the Sanctified maintain large herds on which they prey and tempt. None are above such trials, and those found wanting often find themselves born anew as Kindred, rising from the grave to atone for their sins and the sins of others.

The Sanctified are the record-keepers of Kindred society. Maintaining records of their version of history up to the life and death of Jesus Christ. While their version may not be entirely accurate, only the foggy memories of those alive at the time can offer an alternative version of events, and typically not for very long.

While the Sanctified are just as politically motivated as the Invictus, they constantly seek to test their own ilk. Be wary of the implications of a favour to the Sanctified, as you may find yourself counted as one of their flock.


Type Examples

Small -

Medium Provide moderate support for a venture Provide lodgings and accomodation Investigate another Kindred

Big Patronage in Theban Sorcery

Ommission from investigation yourself

Ordo Dracul

This Vampiric condition is but a taster. You have the strength of ten men and can break the olympic hundred metre sprint without thought. But the Sun burns you, Fire strips your flesh like acid and other curses aside. Like the Lancea Sanctum, the Ordo Dracul believe that God ordained them to be Kindred. However, this is no test of faith or piety. For what he has done, God is the enemy. He is mad, and must be dethroned. To dangle immortality infront of a Kindred and counterweigh it with curses is an insult. The Ordo Dracul seek to spit in the eye of God and live forever on their own terms.

Seeking esoteric and arcane lore and artifacts, the Order will stop at nothing to break the shackles of the curse of Vampirism. Always acting to improve themselves, by any means necessary, the Ordo Dracul maintains a tight-knit following and jealously protects all that it knows. They will be the first to master the night and beast within, and only then will they open their ranks and share their knowledge.

What this means is that the Ordo Dracul do not 'owe' favours. They may return a favour, but they will not be argued or bartered into being 'owed' some uncertain favour in the future. When dealing with the Ordo Dracul, you always deal with an individual, rather than the faction.


P art t hree - c areers

Vampire uses a looser Career system than conventional Genesys. Rather than each career having 8 set career skills, each Career instead has 6 set skills and allows Players to select another 2. This allows multiple Kindred to select the same Career, but still have variety in the final result. An Academic can pick two applications of the Knowledge skill if they desire, or substitute with another Intelligence-based skill. While it is highly unlikely that a Kindreds career would allow them to select a Discipline or Ritual skill as a career skill, the Spiritualist may make a case that such abilities are well suited.


Vampires can theoretically live forever, and there’s enough knowledge in the world that they could spend several lifetimes consuming it all. An Academic counts the following skills as career skills: Cool, Discipline, Computers, Knowledge (pick two) and Perception.

Blue Collar

Day to day living was the only way to make it, but now you’re in charge. No labouring or petty crime to make ends meet, it’s time you took control. Blue Collar characters count the following skills as career skills: Athletics, Brawl, Cool, Mechanics, Resilience and Streetwise.


Whether behind the wheel of a family car or gripping the bars of a Motorbike, a Driver is in their element. Couriers, getaway drivers and chauffers are all respectable professions in these modern nights. A Driver counts the following skills as career skills: Cool, Discipline, Coordination, Driving, Mechanics and Vigilance.


Be they stage actors, singers or socialites, these Kindred use their innate charismatic and artistic skills to influence and dazzle others. Etertainers count the following

skills as career skills: Charm, Coordination, Deception, Leadership, Skulduggery and Streetwise.


Whatever the religion, undeath likely offers an alternative perspective to its traditional teachings. In these uncertain times, who knows what eternity holds for a kindred? Many vampires flock to religions to find purpose and reason in their new life. Clergymen count the following skills as career skills: Cool, Deception, Discipline, Knowledge, Leadership and Perception.


Whether a private investigator, a police detective or a professional spy, your best work was done in the dark anyway. What’s changed? Investigators count the following skills as career skills: Brawl, Charm, Cool, Perception, Skulduggery and Vigilance.

Law Enforcement

A beat cop, desk jockey or armed response. Your living was made on the pulse of the criminal underworld. Now, you’re living on another kind of pulse entirely. Law Enforcement characters count the following skills as career skills: Athletics, Brawl, Melee, Ranged (light), Streetwise and Vigilance.

White Collar Worker

Offices and administration are what society runs on, without it, the whole system would collapse. So you should ask yourself, do you abuse your inside knowledge? White Collar characters count the following kills as career skills: Cool, Computers, Deception, Knowledge, Negotiation and Perception.


P art f our - s kIlls and t alents

Vampire uses many similar skills to Genesys. As such, I’ve seen no need to implement many new skills. However, certain specifications of the Knowledge skill may prove applicable on a case by case basis. A Campaign featuring tomb-raiding Kindred plundering ancient Vampire coffins might benefit from Knowledge (History), while a more political game may make distinctions between Political allegiances and require Knowledge (Politics).

New Magical Skills are included, replacing Arcane, Divine and Primal from Genesys. Few of these Magic skills are intended for use in combat, instead they are intended to be utilised as Rituals. The skills are outlined below. Vampire Disciplines (distinct from the Discipline skill) are also included, and detailed further in Part Five.


Presence + Cruac

Crúac is a perverse art older than recorded History. It is an ancient practise of Blood Sorcery, granted to the children of a Crone in a time lost to time, or so legends say. Crúac speaks to the Beast directly through the medium it understands clearest, Blood. A Rite invoking such power is crude, carnal, pagan and wild.

You should use this skill if:

• Your character seeks to induce Frenzy in a target

• Your character wants to grant themselves claws

• Your character wants to defend their heart from stakes

• Your character wants to augment their senses

Theban Sorcery

Willpower + Theban

The Ritual Discipline of a religious coven of Kindred, legends say an Angel named ‘Amoniel’ led the cult into a cavern deep beneath Thebes in Egypt. There, they discovered the means to deliver their vengeance and judgement upon their foes. A Theban Rite is ritualistic, disciplined and demands physical sacrifice.

You should use this skill if:

• Your character seeks to deprive a target of their senses

• Your character seeks to inflict stigmata on a target

• Your character seeks to bless an item

• Your character seeks to learn of a targets guilt

• •



Tier 1

Bought Info

Tier: 1

Activation: Active (Action) Ranked: No

When making any knowledge skill check, your character can instead use this talent to spend an amount of

currency equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one uncanceled s (instead of rolling). At your GM’s discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn’t make narrative sense.


Tier: 1

Activation: Passive Ranked: No

Your character adds a to Brawl checks and combat checks using improvised weapons.


Tier: 1

Activation: Active (Incidental) Ranked: No

When your character makes a Brawl or Melee combat check after using a maneuver to engage a target, you may spend aaa or t to use this talent to knock the target prone and move them up to one range band away from your character.

Clever Retort

Tier: 1

Activation: Active (Incidental, Out of Turn) Ranked: No

Once per encounter, your character may use this talent to add automatic hh to another character’s social skill check.


Tier: 1

Activation: Passive Ranked: No

Your character adds b to their Brawl and Melee combat


Tier: 1

Activation: Passive Ranked: Yes

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.


Tier: 1

Activation: Active (Incidental) Ranked: No

When making a Brawl or Melee check, your character may use Agility instead of Brawn.


Tier: 1

Activation: Passive Ranked: Yes

Each rank of Grit increases your character’s strain threshold by one.

Hamstring Shot

Tier: 1

Activation: Active (Action) Ranked: No

Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn.

Jump Up

Tier: 1

Activation: Active (Incidental) Ranked: No

Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.

Knack For It

Tier: 1

Activation: Passive Ranked: Yes

When you purchase this talent for your character, select one skill. Your character removes bb from any checks they make using this skill.

Each additional time you purchase this talent for

your character, select two additional skills. Your character


Knockout Punch

Tier: 1

Activation: Passive Ranked: No

Your character adds the Stun quality to their Bralw combat checks, with a rating equal to two plus your character's ranks in Coordination (this does not stack with other instances of the Stun quality).

Know Somebody

Tier: 1

Activation: Active (Incidental) Ranked: Yes

Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.

Painful Blow

Tier: 1

Activation: Active (Incidental) Ranked: No

When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter.

Proper Upbringing

Tier: 1

Activation: Active (Incidental) Ranked: Yes

When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of a to the check. The number may not exceed your character’s ranks in Proper Upbringing.

Quick Draw

Tier: 1

Activation: Active (Incidental) Ranked: No

Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.

Quick strike

Tier: 1

Activation: Passive Ranked: Yes

Your character adds b for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

Rapid Reaction

Tier: 1

Activation: Active (Incidental, Out of Turn) Ranked: Yes

Your character may suffer a number of strain to use this talent to add an equal number of s to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.

Street Fighter

Tier: 1

Activation: Active (Incidental) Ranked: No

When your character disorients or knocks their target prone while making a Brawl combat check, they may use this talent to cause the target to suffer wounds equal to your character's ranks in Skulduggery.


Tier: 1

Activation: Passive Ranked: No

Your character does not suffer the penalties for moving through difficult terrain (they move through

difficult terrain at normal speed without spending additional maneuvers)


Tier: 1

Activation: Passive Ranked: Yes

Each rank of Toughened increases your character’s wound threshold by two.


Tier: 1

Activation: Passive Ranked: No

Other characters add f to any checks made to find or identify your character in a crowd.


Tier 2

City Contacts

Tier: 2

Activation: Active (Incidental) Ranked: No

Once per session, you may spend one Story Point to use this talent to let your character learn if a character of your choice is in the city, and if so, in what district.


Tier: 2

Activation: Passive Ranked: Yes Difficulty: -

Though the Sun holds much fear from you, Daylight does not. Your mind is as sharp as can be, a rival or Hunter hoping to catch you weakened in the day will be sorely surprised. Remove one b from any roll made due to being active in daylight hours.

Dream Master

Your Character must be an Alucinor to possess this Talent. Tier: 2

Activation: Active (Action) Ranked: No

Difficulty: Opposed Discipline Cunning + Auspex When in short range of a sleeping mortal or kindred, you may use this talent to invade their dreams. While in their dream, you are as obvious or subtle as you decide to be and have control over the targets dreams. You may inflict Strain damage to the target while they sleep.

Feeding Agression

Tier: 2

Activation: Passive Ranked: No Difficulty: -

When feeding in a combat situation, remove one b from any roll made to feed on an individual.


Tier: 2

Activation: Active (Incidental) Ranked: No

Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.

Impaling Strike

Tier: 2

Activation: Active (Incidental) Ranked: No

When your character inflicts a Critical Injury with a melee weapon, until the end of the target's next turn they may use this talent to immobilize the target (in addition to the other effects of the Critical Injury).

Kindred Duelling

Tier: 2

Activation: Active (Action) Ranked: No

Difficulty: -

Once per round, after making a successful Melee attack against a Vampire opponent, you can choose to embed your weapon in your Opponent. You lose the Weapon until you retrieve it, but while impaled, the Vampire cannot spend Vitae to use the Blood Healing incidental. Removing the weapon requires a Manoeuvre for the attacker, or a full action for the impaled Kindred.

Lucky Strike

Tier: 2

Activation: Active (Incidental) Ranked: No

When your character purchases this talent, choose

one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.


Tier: 2

Activation: Active (Manoeuvre) Ranked: No

Once per round, your character may suffer 1 strain to use this talent and move to any location within short range. This includes locations vertically distant or that have no easy access route, but there must be an object to move across or a path to move along.


Tier: 2

Activation: Passive Ranked: Yes Difficulty: -

You downgrade 1 difficulty die in any Ritual dice roll.





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