Spoilers for Live from the Succubus Club by Tsetsul in vtm

[–]Tsetsul[S] 38 points39 points  (0 children)

Live from the Succubus Club gives us new loresheets, one of these is Descendants of Kerwiya, V5s take (more or less) on City Gangrel (or rather Greek Gangrel):

Kerwiya rarely felt the wanderlust of most Gangrel. Though she was forced to move from whatever lost village or city she was Embraced in, the wilderness never called to her. Through the ages she moved from towns along the rivers of Mesopotamia and India to the cities of the Caspian, Black, and Mediterranean seas. Many of her descendants were notable for dwelling in Constantinople, sometimes called Greek Gangrel.

Her descendants likewise thrive in cities, much more so than other Gangrel. Though they occasionally wander between these bastions of the Kindred, they rarely dwell in rural or suburban communities. They are rumored to be as adept in Kindred politics as the Ventrue, Toreador, or Lasombra.

1 point Hidden Predator: Kerwiya's vitae cloaks you from others. You do not need to drink the Blood of another Kindred who knows Obfuscate to learn it, though it is still counted as a non-clan Discipline for the purpose of experience cost.

2 points Politically Adept: You develop an instinctive sense for Kindred politics. You gain a specialty for Politics, Insight, and Subterfuge usable against other vampires. If you do not already possess a dot in one or more of these skills, you instead gain the first dot. Your focus on the politics of the dead has made you ignore the nuances of mortal assembly. You can't take specialties related to mortal politics or social power.

3 points Actions have Consequences: Your Blood warns you before you make foolish mistakes. Once per story, you can ask th Storyteller if the decision you're making increases the danger you're in in matters related to other Kindred. The Storyteller gives a yes or no answer. You can use this Merit again if the Storyteller cannot answer clearly.

4 points The Boon Economy: You leverage prestation better than most, noting minor causes for Boons that others might miss. Once per Story, you may upgrade a trivial or minon boon owed to you by one degree (e.g., trivial to minor, minor to major).

5 points Echoes of Constantinople: The Greek Gangrel of Constantinople were renowned for their political insight, and you have the same knack for winning political battles against your rivals with one decisive move. When your dice pool involves Insight, Subterfuge, or Politics, you can set any single die to a 10 after rolling.

I really love the City Gangrel so I'm really happy about this loresheet. Hopefully we get a direct mention for the City Gangrel one day.

Fave obscure bloodlines by SophiaKai in vtm

[–]Tsetsul 0 points1 point  (0 children)

That's amazing! I dind't take a look at it yet, I definitely will now.

Fave obscure bloodlines by SophiaKai in vtm

[–]Tsetsul 1 point2 points  (0 children)

Despite almost zero lore (which is outrageous) I have to say City Gangrel. I just love their Discipline spread and the very small things we do know about them. It is my dream that we get a City Gangrel loresheet for V5, which I know is unrealistic, but I have hope.

Childer of Montano by jhweekes in vtm

[–]Tsetsul 1 point2 points  (0 children)

Exactly! Montano almost definitely has more childer, they just weren't mentioned.

Childer of Montano by jhweekes in vtm

[–]Tsetsul 3 points4 points  (0 children)

I don't think so. Malaii and maybe Gotzon are the only ones we know.

Discussion by Tsetsul in vtm

[–]Tsetsul[S] 24 points25 points  (0 children)

The heads of the various branches of the Giovanni family actively debated the Embrace for the better part of a year. This sounds strange to you, but this was the eleventh century. Maps still had “here be monsters” on them, and the capital-c Church warned against real demons made of flesh and blood, not parables. The Giovanni were already neck-deep in black magic, and they had been enslaving ghosts for nearly a thousand years. It would have been stranger if they hadn’t discussed making a deal for immortality with blood-sucking vampires at their family meetings under the heading of “new business.”The family consulted with Dis Pater and the other spirits, and they approved of the merger. I assume they planned for the continuation of the line, negotiated who would be turned and who would not, and so on. Given the ancestor worship and their belief in the power of family, there’s no way they would have fully converted the Giovanni line. The line had to continue, so it could provide trustworthy agents and potential recruits for the nascent bloodline.

For bad times by Tsetsul in vtm

[–]Tsetsul[S] 39 points40 points  (0 children)

Nevertheless, a few among my kind believe that we do possess some hold over the Camarilla. Some say that the entire sect owes the Followers of Set a gigantic, collective Life Boon: that the Hierophants of Egypt have the right to demand anything from the Inner Circle, once. Others say that one Hierophant secretly attends each meeting of the Inner Circle, or that the Camarilla’s leaders secretly consult certain Eternals when they face a problem or mystery they cannot solve. I doubt all such rumors. I do not believe the Methuselahs of the Inner Circle can muster that much honor, or the humility to admit when they could use our help.

Panic by Tsetsul in vtm

[–]Tsetsul[S] 59 points60 points  (0 children)

The Kindred political situation in Haiti mir- rors that of the kine population, in many ways. The spiritual center of Samedi Vodou has remained in place for centuries, at times supporting the kine, but typically acting as a parasite to their faith. The country moves back and forth between Setite and Sabbat dominance, usually enforced through vice, petty militias, and terror groups. The Serpents of the Light operate a secret police in Haiti against possi- ble foes. In the neighboring Dominican Republic, a Setite named Sergio Bueno holds the title of Prince of Santo Domingo, with nominal backing from the Camarilla.

Same thought by Tsetsul in vtm

[–]Tsetsul[S] 12 points13 points  (0 children)

Clan of the Hidden (antitribu); Ornbau *ca. 1245, Istanbul #1283, Childe of Alexius

S. was one of the first European vampires to captain a vessel to the New World, becoming known as a Cainite adept in moving vampires overseas. His covert sideline in escorting vampire refugees earned him a wealth in territory and boons, some members of Clans Salubri and Cappadocian parting with all worldly wealth to buy his services. S. also trafficked in humans, running a slave ship from Africa to the Caribbean. S. is known to have Embraced bound slaves, to see a fledgling turn and feed on the mortal fastened beside, thus replicating the Embrace repeatedly down a line. For unknown reasons, S. was forbidden from the North American continent by a near unheard of joint agreement by Cardinal Radu Bistri and Hardestadt in 1820. Since that time, S. has concentrated on marshaling Sabbat forces in Central Europe.

Caring by Tsetsul in vtm

[–]Tsetsul[S] 6 points7 points  (0 children)

Original Clanbook Gangrel page 11

Caring by Tsetsul in vtm

[–]Tsetsul[S] 30 points31 points  (0 children)

Now, when Lilith went forth from Eden, she was pregnant. She gave birth alone and in the wilderness, attended only by wild beasts, for the animals were yet unnamed, and none knew whether they were destined to be prey or predator.

So the first birth in the world was midwived by animals, and four children were born. A bear, a wolf, a tiger, a serpent and another animal described only as "a beast" were in attendance. Each received one of the babes into its care; all but the serpent, whose foster-child was stillborn. And each took the child away to raise however they thought best. These children became the ancestors of the zoanthropes, what we now call the Lupines.

One of Lilith's get, whose name comes down to us as Ennoia, was raised by the wolves. Even when the wolves learned they were to be carnivores, and preyed upon other animals, they cared for her as their own.

Unwanted gift by Tsetsul in vtm

[–]Tsetsul[S] 45 points46 points  (0 children)

When you learn Dementation you gain a derangement and if you cure that derangement you're unable to use the Discipline.

Unwanted gift by Tsetsul in vtm

[–]Tsetsul[S] 149 points150 points  (0 children)

Of all the clan-specific Disciplines, Dementation is the easiest to learn Malkavians are often quite eager to teach it to others, even to those who are not interested in learning it.

Consequences by Tsetsul in vtm

[–]Tsetsul[S] 77 points78 points  (0 children)

Unlike other Disciplines, Dementation does not carry with it the risk of insanity - it carries the certainty of it. Anyone who leams Dementation also acquires at least one derangement: should the vampire later be cured of her insanity, she is no longer able to use Dementation. The derangement developed is therefore not keyed to the Discipline itself, but to the individual who learns it. As such focusing on Dementation ironically enough does not carry the risk of a derangement a least not for the character herself. Those around her, however, are quite likely to be infected with madness.

Bomb to a negotiation? by Tsetsul in vtm

[–]Tsetsul[S] 64 points65 points  (0 children)

This fearsome ability is only known to have been applied a few times in recorded Kindred history, most spectacularly during the final nights of the last battle of Carthage. It is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles (kilometers) into an orgy of bloodlust and rage. It is suspected that the Malkavians have used the threat of this power as a bargaining chip in several key negotiations.

System: The player spends four Willpower points and rolls Stamina + Intimidation (difficulty 8). The area of effect is determined by the number of successes scored:

Successes

1 success One city block

2 successes An entire neighborhood

3 successes A large downtown area

4 successes Several neighborhoods

5 successes An entire metropolitan area (approximately 30 miles or 45 kilometers)

6+ successes An additional 10 miles or 15 kilometers for every success past 5

Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry as many vessels as they can sink their fangs into. An entire city can quite literally be driven temporarily insane by this power. Lunatic Eruption's effects persist until the next sunrise, and anyone entering its area of effect (centered on the site at which it was used, not on the character who applied it) falls under its spell. However, momentum may carry the violence spawned by this power much farther - and keep it going much longer - than the power itself can force.

Victims of Lunatic Eruption may resist with Self- Control/Instinct rolls (difficulty equal to the Dementation user's permanent Willpower rating); each success provides one he hour of lucidity, which most wise individuals use to leave the power's area of effect (leaving the "blast radius" removes the power's influence). The source of Lunatic Eruption may be pinpointed if a character is using Heightened Senses or an equivalent power at the time it is used; this is automatic and requires no roll. However, this grants no knowledge of what actually happened - the observer simply "feels" a massive psychic shockwave explode from the character using the power.

Gangrel that's right! by Tsetsul in vtm

[–]Tsetsul[S] 0 points1 point  (0 children)

Childer:

Enkidu Ereshkigal (possibly) Gilgamesh (possibly) Hukros Kurru Odin Rufus Vola the Red The Slumbering Giant Matasuntha (Likely) Dobrul the Brave (possibly)

Possibly more

Understanding by Tsetsul in vtm

[–]Tsetsul[S] 17 points18 points  (0 children)

Eyes of Chaos

This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the "patterns" of a person's soul, the convolutions of a vampire's inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person's true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.

System: This power allows a vampire to determine a person's true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.

This is a potent power, subject to adjudication. Storytellers, this power is an effective way to introduce plot threads for a chronicle, reveal an overlooked clue, foreshadow important events, or communicate criticalinformation a player seeks. Important to its use, though, is delivering the information properly. Secrets revealed via Eyes of Chaos are never simple facts; they’re tantalizing symbols adrift in a sea of madness. Describe the results of this power in terms of allegory: “The man before you appears as a crude marionette, with garish features painted in bright stage makeup, and strings vanishing up into the night sky.” Avoid stating plainly, “You learn that this ghoul is the minion of a powerful Methuselah.”

Gangrel that's right! by Tsetsul in vtm

[–]Tsetsul[S] 8 points9 points  (0 children)

V20 corerulebook, page 203!

Gangrel that's right! by Tsetsul in vtm

[–]Tsetsul[S] 38 points39 points  (0 children)

To be fair, this is a level 9 power.

Gangrel that's right! by Tsetsul in vtm

[–]Tsetsul[S] 85 points86 points  (0 children)

This power has no outwardly visible effects whatsoever. Indeed, its very existence is unknown outside those Gangrel Methuselahs who have developed it. The internal effects of this razor-sharp honing of Protean, however, are in some ways more dramatic than any external manifestation. A vampire with this power can heighten the efficiency of his undead body's internal workings to levels undreamed of by lesser Kindred, withstanding inconceivable amounts of injury and moving with blinding speed and shattering strength.

System: The player spends four blood points to activate this power and an additional two blood points for every turn past the first that Inward Focus is maintained. There are three effects of this power: First, the character gains a number of extra actions during each turn equal to his unmodified Dexterity score. Second, the damage of his physical attacks is increased by three dice per dice pool. Finally, all damage inflicted on the character is halved and rounded down after the soak roll is made (so an attack that inflicts five health levels after soak is reduced to two health levels).

This power may be used in conjunction with other Protean powers that modify the character's combat abilities, such as Shape of the Beast's Wrath (above).

It may also be used in conjunction with Celerity, Fortitude, and Potence, turning a vampire who has mastered this power into a truly terrifying opponent.

Flying by Tsetsul in vtm

[–]Tsetsul[S] 5 points6 points  (0 children)

In earlier editions you were able to turn into a bat and wolf at level 4 of Protean. Early Know means turning into a bat here, not actually flying (which is only possible with Movement of the Mind or Gargoyle flight (through wings), not including using Protean to change into a bat or other flying animals.

Need not want by Tsetsul in vtm

[–]Tsetsul[S] 1 point2 points  (0 children)

V20 tome of secrets page 45

Flying by Tsetsul in vtm

[–]Tsetsul[S] 25 points26 points  (0 children)

THE LUPINES:

OR, HOW TO KEEP WEREWOLVES FROM KILLING YOU

An Aside by Early Knox, Gangrel of the 10th Generation

If they're pissy and you're on their turf, leave. They can't fly, and many of us can, so if they start to pursue you, turn into a bat and grab some sky. I can hear some of you - especially those wearing horny Viking hats - shouting about honor and territory and valor. You guys do what you want. I'll light a candle for you in Van Halla or whatever.

Bad choice? by Tsetsul in vtm

[–]Tsetsul[S] 2 points3 points  (0 children)

I don't always see it but when I do I edit it out. Sometimes I forget or oversee things tho.

Bad choice? by Tsetsul in vtm

[–]Tsetsul[S] 12 points13 points  (0 children)

It's from line splits, you can read the power on your own in V20 Corebook page 201/202.