Predator Types

Additional ways you might hunt

Bounty Hunter

The bounty hunter downs escaped prisoners and those fleeing bail, securing them a solid cover under which to hunt. They may be officially licensed or they may just carry out the same practices as a hunter and hope that no one questions when asked.

  • Gain two dots of the Mask Background
  • Gain two dots of the Resources Background
  • Gain the Enemy (oo) flaw representing someone whose life you’ve ruined by collecting a bounty
  • Hunting Pool: Resolve + Investigation. Your hunts are long and drawn out, testing both your mental resolve and your investigatory skills.  

Credit to Brisbane by Night for inspiration on the following

Caravanner

It’s all about the road ahead and the dust behind. You’re not you unless you’re behind a wheel, with a date in the seat next to you. Your ride gets more dates than you, but if it works why change? What’s wrong with a kiss in the backseat and never seeing them again. 

  • Gain two dots of Haven, with two dots of the Garage advantage.
  • Gain the Infamy (o) flaw. Your reputation from scorned women precedes you.
  • Hunting Pool: Stamina + Drive. Driving is a long term activity for you, chasing the dawn as you find just the right person you can convince to hop in, showing them enough of your skills behind the wheel to cause questionable decisions. 

Leech

Throw a punch, stalk a drunk down an alleyway, you’d rather get in over your head than do something ‘safe’ and ‘responsible’. Something about the rush is almost better than the Kiss… almost.

  • Gain one dot in the Contact and Allies Backgrounds, in the Underworld Sphere
  • Gain two dots in the Mask Background
  • Gain the Trouble Magnet flaw.
  • Hunting Pool: Strength + Brawl. Picking your targets isn’t the most important part, but making them feisty enough to feed on can be.

Musclehead

You know a thing or two about handling Kine, often figuring out a way to throw down and get what you want before they even get their eyes off your body. You lift, bench-press, squat, and overpower your victims with your physique.

  • Gain two dots of Haven with two dots in a Haven Advantage of your choice.
  • Gain one dot of the Herd background, your stable of gym bros. 
  • Gain the Impatient flaw.
  • Hunting Pool: Strength + Athletics. Picking your targets can be tough, but you know your beautiful muscles will see you through. 

Loresheets

Recognizing that the history of the City of Orlando is unique, a few unique local loresheets also exist

Loresheet Background: Mawla

A vampire or group of vampires that help you, offers information, guidance or aid in a mentorship type relationship. This background can only be granted by Loresheets and can not be raised by XP unless otherwise stated.

o - A vampire at an equivalent power level to yourself

oo - A small group of vampires at an equivalent power level to yourself

ooo - A powerful vampire

Mawla Flaw: Adversary

o-ooo - Another kindred with the attention of your Mawla who perhaps liked the character, but now goes out of their way to ruin their lives in any way they can. Level of the Adversary corresponds to the same dot structure as the background. 

Name: Adopted of Lukka

Description: Elder Fenrir Lukka was known for many things. His tough and direct attitude, his ability to survive, and the number of wayward Kindred he adopted and provided cover for. You are one of the many Kindred Fenrir adopted over the years and have taken the Lukka name.

o Seasoned Traveler: You’ve got a knack for going places: an expertise cultivated from long nights on the road and spent shoe leather. You’ve seen it all, from fairies in Fresno to Sabbat in Saskatchewan, and you know how to avoid attracting undue attention. The potential maximum number of dots you may purchase of the Survival and Streetwise skills increases by 1. In addition, you gain the first 3 dots of either the Streetwise or Survival skill for free. If you already purchased the selected skill, your XP for that purchase is refunded. If you assigned creation points to the chosen skill, you may reassign those points to a skill in which you have no points assigned.

oo One of the Lukkas: You may select three free dots from the Contacts, Allies, or Resources Backgrounds or Advantages, representing the help you’ve been given from other Lukkas. In addition, other members of the family are willing to help you maintain your cover. Once every three months, you may learn one dot of an out-of-clan discipline without instruction or the need to consume blood from another player character (though you still consume the blood of the NPC). In addition, no downtimes need to be spent. The Lukka who aids you will not require payment of any kind. 

ooo Hello Fellow Gangrel: Once every three months, you may call for aid, and one true member of the Lukka bloodline will answer. One neonate NPC with the statistic block for Nomad will join you, as long as your fight is defending territory against a supernatural threat or attempting to defy a tyrannical vampire of higher station. This character is controlled by the Storyteller, and is willing to lie about your true identity. Attempting to use this vampire for improper purposes, such as to seize personal power, will fail and the Lukka will leave. 

Name: Agent of Elaine

Description: A notorious kindred largely known for her terrorizing of the kindred of Orlando, she was rumored killed.. Again.. By her own servant Tsavo, a Nosferatu. Still, she left the world with countless children, agents, and servants that were doing her deed and will still.

o Mysterious Directives: The voice in the shadows provides advice and gives direction. Is it Elaine? Is it someone she brainwashed? Is it a group of kindred pretending to be Elaine? No one really knows, but no Agent of Elaine ignores the voice without great consideration. You gain two dots of Mawla and one dot of the Adversary Mawla flaw, for not all Agents of Elaine agree. With storyteller approval and enough hard work, this may be raised to Mawla level 3, at which point the Adversary flaw will raise to two. Nobody likes the teacher’s pet.

oo Doing What Needs to Be Done: Working for Elaine has forced you to twist your morals in a way to justify the actions you are asked to take. Once a night, if you fail a Remorse test, you can attempt it again. If you win (not tie) this second test, you remain at your current Humanity and remove all Stains.

ooo Always at Struggle: Always at conflict, an Agent of Elaine knows the value of digging deep and hiding their secrets from others by establishing defensive positions well established and prepared. Your Haven is a fortress. You gain a three-dot Haven that is exceptionally difficult to breach. It cannot be destroyed or breached by any physical means short of a military-grade attack. You also gain four bonus dots of Haven Advantages of your choosing. If your Coterie has a Domain, add two dots to your coterie’s Domain’s Deterrents score.

Name: The Amici Noctis (Lasombra Only)

Description: Separate from the organization of the Sects, the Lasombra maintain a small Clan-specific secret society known as the Amici Noctis. The role of this exclusive group is to set policy for the entirety of the Clan, and because of a diplomatic campaign by the Amici Noctis, the Lasombra were granted formal membership into the Camarilla. 

The Amici Noctis always meet in secret, and every Lasombra except the most dullard amongst them knows that the society exists. Hearing the name alone may either garner immediate respect, or strike fear. However, its members are never truly known to those not within this inner circle, unless they chose to reveal themselves. 

For a Lasombra to be considered for membership in the Amici Noctis, they must first be recommended by an existing member. Candidates are tested to ensure they are worthy of joining. You have done something exemplary for the Clan, and it caught their attention.  Now you are one of the rare and lucky few to have been recommended,  tested, and proven worthy of becoming one of them.

o Friends of the Night: Being a member of this group comes with certain perks and expectations. To put the Clan's best interests forward, one must have certain connections and privilege. Because of this, you may select 4 dots to use between Resources, Contacts, Allies, and their related Advantages.

oo Shadow Acolyte: You have spent your time observing others, studying, and adapting to your environment. This leaves you at a crossroads on how you will best benefit the organization and yourself. While you may already be initiated, you always should strive to impress your betters. Some Lasombra will dive deeper into uncovering Abyssal secrets, while others focus more on controlling the world around them. Some, like yourself, need not choose at all. You gain the first 2 dots in Occult and Intimidation. 

ooo Experienced Magister: Your dedication to perfecting your powers of the blood has paid off. Perhaps these talents are what caused you to be picked by the Amici Noctis in the first place? You will never know, but it has become so natural for you that your beast hardly seems to notice. Because of this, once per month you may ignore the Rouse check for using an Oblivion power.

Name: Ananke (Malkavian Only)

Description: A remnant of a bygone age, members of the Ananke (AHNa-key) bloodline are said to have kept the ancient temples, where oracles performed haruspexy (the art of divination through reading the entrails of a freshly killed animal) to read truths in blood. Ananke believe that the secrets of the universe can be witnessed in a microcosm by scrutinizing the bodies of the recently dead. Wisdom can only be gained by savagely tearing into the corporeal, physically delving through the inner workings of each creature in creation. This means that an Ananke Malkavian often has a low Morality, sacrificing her Humanity to her search for gristly answers.

Although the bloodline is experiencing a resurgence (more promising childer are available, due to the modern fascination with serial killers), by and large the Ananke are few. 

All Ananke are compelled to take gristly trophies of their activities, and if deprived of the opportunity to take a trophy, they become utterly unreasonable. If their collection is threatened, stolen, or destroyed, they cannot regain Willpower until they have started a new collection of memento mori.

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This Loresheet must be taken at Character Creation. Level 1 of the Loresheet must be the first one Purchased. 

o Unnerving Presence: Ananke replace the Obfuscate discipline with Presence as an In Clan Discipline.

oo Memento Mori: You have a supreme collection of trophies, macabre occult items, and bizarre gruesome things that make even other Ananke blush. This collection grants you insight into Oblivion ceremonies.You may gain one Level One or Level 2 Oblivion Ceremony.

ooo Power Object: You’ve discovered an object of unspeakable power. You guard it with jealousy, and though curiously few others take much interest in it, you keep it safe just the same. When you purchase this, choose an item to serve as your Power Object; the Storyteller must approve your choice. The item must be unique in nature and sufficiently interesting to catch your attention. Though it possesses no actual powers, you believe it does, and you manifest additional abilities when you have it at your side.

The Power Object grants its wielder a +2 bonus in challenges using a specific skill; you must select this skill at the time the merit is purchased. You must be holding or wearing the Power Object to benefit from this merit. Should you lose the item, you immediately lose access to its power. You must spend a minimum of four downtime actions to either secure a replacement, which must have all the same characteristics of the old one, or you may create a new one, tying it to a different skill. The process of obtaining a new Power Object involves severing your connection with the old one. If you reclaim your former Power Object afterward, it provides no benefit.

Name: Coyote (Gangrel Only)

Description: The Coyotes, popularly known as “City Gangrel,” are the ultimate urban predators. Their bloodline began centuries ago, but truly rose to prominence during the Industrial Revolution, when urban sprawl and modern technology changed the world. Coyotes were once seen only among the Sabbat, but in recent nights have been found as Autarks, Anarchs, and even the occasional member of the Camarilla. Unlike most Gangrel, the Coyotes are extremely comfortable in this environment. They are predominately modern, young vampires, choosing to hunt their prey within the cities and test the boundaries of their vampiric powers.

This Loresheet must be taken at Character Creation. Level 2 of the Loresheet must be the first one Purchased. 

o A Place to Crash: You always seem to be able to find a place to lay low in the city. As long as you are in an urban area, you get 3 dots to spend on the Haven Background and Haven Merits. Additional XP may not be spent to improve this haven. Once per month, you may replace this haven with a new one.

oo Urban Predator: Coyotes replace Fortitude and Animalism with Celerity and Obfuscate as In Clan Disciplines.

ooo Luck of the Damned: They say the devil looks after his own, or at least, that’s probably what people say right when you slip through their fingers. You’ve got a sixth sense for danger, and you always keep an eye on the exit. Once every 3 months, you can spend a standard action to declare a fair escape that cannot be contested, defying all odds in order to avoid conflict. This escape may involve a particularly daring stunt, an unexpected burst of speed, or a lucky break. If you are successfully grappled, staked, or contained in a sealed area, you cannot use this benefit.

Name: Creeps (Nosferatu Only)

Description: Suffering is often relative, and while the Nosferatu have experienced their fair share, the recent discovery of the previously unknown “Creeps” bloodline has given the parent clan a new perspective. A collective of downtrodden outcasts, the Creeps were seized and embraced against their will and imprisoned in subterranean depths unknown to even the most ancient of Nosferatu Tunnel Rats. Sealed away by dark and shadowy monsters, those of this bloodline were conscripted in a plot against their parent clan. They spent the centuries being used as feeding stock, shock troops, and eventually spies – all to serve in a war they scarcely understood. The recent liberation of one of their warrens by a coterie of Nosferatu has changed the bloodline’s fortunes. The Nosferatu now recognize them as victims of their age-old enemies. The Creeps have endured centuries of endless anguish and adversity, and in these modern nights they are finally taking their place in vampiric society. In addition to the Nosferatu clan weakness, Creeps suffer from a difficulty in maintaining a herd. The cause of this is unknown; perhaps it is a curse from their creators or simply an evolutionary flaw caused by centuries of near total separation from humanity. This prevents Creeps from purchasing the Herd background. Predator Types that grant the Herd background may not be selected.

This Loresheet must be taken at Character Creation. Level 1 of the Loresheet must be the first one Purchased. 

o Weak of Body, Strong of Mind: Creeps replace Potence with Auspex as an In Clan Discipline

oo Succumb to the Fear: Creeps have spent most of their unlives running away. Once per game session you may convert a Fury frenzy into a Terror frenzy. 

ooo Hidden Advantage: Your Unseen Passage and Conceal powers remain active even if you are asleep or in torpor. You must activate the powers before going to sleep (or before falling into torpor). Your powers can be penetrated with Auspex (or similar powers) without awakening you.

Name: Crusaders (Ventrue Only)

Description: You’re a member of an often-ignored bloodline that has begun to earn more respect in modern nights. Although Clan Ventrue has a glorious, regal past, it also has skeletons in the closet — darker aspects, which the clan would prefer to keep hidden. Among the clan’s secrets is the rebellious, violent bloodline known as the Crusaders. These cruel vampires are more soldier than prince, resembling last-born noble sons thrust into war and bloodshed in order to earn a place at the royal table. 

The Crusaders are prone to cruelty, and are excellent trackers, able to locate even the most elusive of prey. Despite Ventrue unease about this bloodline’s tendency toward sadism, Cusaders are Kings to the core, with all the egotistical pride of their parent clan. They are simply prone to a more visceral enjoyment of their victories; they prefer to look into an enemy’s eyes the moment she turns to ash. Crusaders are somewhat infamous because they enjoy acts of cruelty and viciousness. 

This Loresheet must be taken at Character Creation. Level 1 of the Loresheet must be the first one Purchased. 

o Presence of Mind: Crusaders replace Presence with Auspex as an In Clan Discipline.

oo Strength of mind: You have spent your entire life fending off the mental manipulations of normal Ventrue who think themselves your better. Once per game session, when you are called upon to resist a Mental or Social challenge that would inhibit your free will, you may gain one Hunger to automatically win the challenge. 

ooo Strength of Honor: Once, knights and members of the nobility ruled by the sword and the strength of the hand that wielded it. This faith in the divine strength and right of true kings grants you the ability to learn Potence without a teacher or spending a downtime. You must still pay out of clan costs. 

Name: Descendant of Al-Ashrad (Banu Haqim Only)

Description: When Haqim and ur-Shulgi walked the earth, al-Ashrad walked with them. Legends say he knew magic when he was mortal, but after a violent disagreement with Haqim, ur-Shulgi Embraced al-Ashrad. As a vampire, alAshrad led them from the clan’s home in Alamut as Amr, the most learned and respected of the clan’s sorcerers. When ur-Shulgi rose from torpor and demanded the clan follow the old ways, al-Ashrad helped lead a portion of the Lawmen into the Camarilla before going into hiding. Since the Schism, he only emerged as his true identity once, to attend the Vermillion Wedding where he and Tegyrius saw their great plan to join the Camarilla come to fruition.

As a member of al-Ashrad’s line, you are the heir to an incredible legacy. Few can rival your potential for Blood Sorcery. Those who fled Alamut look to you with respect, or at least jealousy. Some even regard you with hope. Maybe you’ll be the one who outshines your ancestor, who puts an end to urShulgi’s schism once and for all.

o Stories of Old: You’ve learned from the stories you’ve heard from your sire, passed down from al-Ashrad, and you know how to apply those lessons in these nights. You gain the first two dots of the Occult and Leadership Skills.

oo Sight Beyond Sight: Before his Embrace, Haqim tore out al-Ashrad’s left eye. As a vampire, he replaced it with a diamond rumored to give him visions of worlds beyond ours. A fraction of this power passed to you. Once per game session (in OBN, this is once every 2 weeks), you may use the Auspex power Sense the Unseen as if you had the Discipline, using your Blood Potency in place of Auspex when actively using the power. If you already possess this power, you gain the effects of the Medium merit and +1 when using the Sense the Unseen Auspex power. .

ooo  Banish the Intangible: Al-Ashrad’s hatred for malevolent spirits is legendary. Though incorporeal beings are not necessarily malevolent, they still cower when they realize whose blood you share. Any Blood Sorcery power or Ritual that brings harm to corporeal things also affects incorporeal creatures with the same effect.

Name: Descendant of Marconius (Lasombra Only)

Description: Marconius, a nobleman embraced into the Lasombra clan for his political acumen, was unbeknownst to his sire an alchemist - what began as a bored aristocrat’s dabbling growing into something far more esoteric and dangerous. Rather than abandon his craft when changed, he threw himself further into his mad quest for self-transfiguration, mingling the powers of Oblivion with the essence of the Fae, and in the end sacrificing the life of his sister Hrotsuitha to become something alien.

Marconius’ descendants, called Kiasyd or Weirdlings, are a wan and scholarly bunch, possessed of unusual powers and strange physiology. Driven deeper into already self-imposed seclusion by the Second Inquisition, Weirdlings emerge at the edges of Sabbat ritae and Camarilla Elysia in pursuit of lore and the promise of further, more fantastic transformations. 

Characters who purchase any level from this loresheet also receive the Folkloric Bane (•) Flaw for cold iron

o Fae Sight: As a descendant of Marconius, you stand in two worlds. You may use Oblivion's Sight to perceive fairy miens and pierce fae illusions; doing the latter requires defeating the fairy's Manipulation + Wits with a roll of Resolve or Wits + Oblivion.

oo Symposium Attendee: You were present at one of the Great Symposiums, the gatherings where Kiasyd come together to share knowledge and research, debate and reconnect. You have an additional dot of Status among the Kiasyd, and your ability to write letters and make contact with those you met gives you the equivalent of 2 dots of Mawla, but they may at any time make their aid contingent on your ability to share novel information or research with them.

ooo Strange Brew: Before the Duskborn began practicing blood alchemy, the Kiasyd were experimenting with the admixture of the blood. By tapping a Dyscrasia and mingling the blood with esoteric ingredients and a Rouse Check's worth of your own vitae, you may create a vial of Preserved Blood that grants a temporary dot of a single non-sorcery discipline of the appropriate Resonance and slakes a single point of hunger. The dot persists until the vampire next feeds or reaches Hunger 5. At Storyteller discretion, you may be able to achieve more dramatic effects with the blood of supernatural beings such as changelings, magi, and werewolves.

Name: Descendant of Vitale (Ventrue Only)

Description: Elder Vicenzo Vitale spent the last known years of his Unlife in the city of Orlando in various roles, always looking out for the good of Clan Ventrue as well as his own family. You are a descendant of Elder Vitale, coming to Orlando to look after the legacy he spent so many years building.

o Greased Palms: Elder Vitale’s old contacts are willing to work with you in Orlando to make sure the Government stays out of your business. You gain 2 dots in the Mask background. This mask, if compromised, can be remade with one downtime and without the need to visit a Cobbler. Additional XP can not be spent to improve this mask. 

oo Aura of Command: Elder Vitale was known to command any room he entered, daring those of weak will to act the fool in his presence. Human antagonists with a rating of 1 or 2 will not attack the character. If the character acts aggressively towards a 1 or 2 point antagonist, it will flee. 

ooo Vitale Investments: Not one to be outsmarted by mortal Hunters, Elder Vitale left behind infrastructure his descendants could use to rebuild. You gain four Background dots selected from Resources, Allies, and Contacts Backgrounds and Advantages. So long as Vitale Investments remains open, the Connections level of your Coterie’s domain gains a two dot bonus. Multiple Descendants of Vitale may benefit from this, however they are all involved in running Vitale Investments together.

Name: Former Kinfolk

Description: Though you may unfortunately be Kindred now, you were born far more unique than typical mortals. You were born a Kinfolk, which means you are related to shifters by blood, but not one yourself. Either one parent, or both, were shifters or kinfolk themselves, and that familial connection has been passed down to you at birth. 

o Familiar Scent: Most Werewolves would immediately try to destroy any vampire they encounter, but your smell is slightly less appalling to them. Only they can smell it, but the faint scent of Gaia's grace still lingers upon you, despite the vampiric odor that tries to cover it. Because of your lineage, Garou may be more inclined to speak with you over other Kindred, of whom their first instinct would be to attack. 

oo Friend To All Creatures: Unlike other Kindred, animals find you less frightening because of your connection to the Earth as former Kinfolk. You get 3 dots in the skill Animal Ken.

ooo Gaia's Flame: Fire is an important part of life, both a blessing and a weapon depending on how it's utilized. Being Kinfolk, bonfires were a common way to connect with others. Whether it was the Garou around you sharing stories of Honor and Glory, or even just your family sharing a meal and quality time; it was something you were raised around. Your beast may recoil in fear, but your heart remembers the comfort that flame once brought you. Once per night, you may ignore a terror frenzy while being within 10 feet of a bonfire.

Name: House High Saturday (Tremere only) 

Description: Blood, sacred herbs, the scent of cigar smoke and candles filling the air, rhythmic drums beating to ritualistic dancing, and magical symbols drawn on the ground with special powders ; Some may call these practices "low magic", but those of House High Saturday know that true power lies in these ancient ways. Shamans, Root Workers, Mediums, Necromancers, and even some Ceremonial Magi make up those in this secretive house. 

This House was created over time as the Hermetic ties of the Tremere blended with various diasporic traditions of kindred from places such as Nigeria, Haiti, Cuba, and among different Indigenous Tribes. Even those of some Celtic Pagan beliefs may find themselves part of this house due to their connection to the land, herbal magic, and working with the dead. With even a few Hecata rumored to be among their ranks, this House and those within it are shrouded in mystery. 

Those of House High Saturday strive to find new ways to apply Thaumaturgy through the use of spirit fetishes, the blending of different paradigms, and the natural religions of different cultures. These kindred do not shy away from working with the souls of the departed to further their own goals and seek knowledge of the world that lies beyond our own.

o La Société: Someone useful always knows someone else even more useful. Being a member of this House means your connections and ability to get what you need to further your goals is nearly limitless. You get three dots to spend between either Contacts, Allies, or their associated advantages.

oo Sprit Speaker: Your years of study and experience have paid off, and you've fine tuned your sixth sense to perfection. You have developed a powerful ability for seeing and communicating with the dead, and therefore you gain the same benefits of having the Medium merit without having to buy it. Once per game session you may touch a willing target to share your Medium ability with them for a scene. 

ooo Prodigio Oscuro: The dark powers of necromancy come easier to you; a true prodigy among your peers. Unlike other kindred, you no longer need to spend as much time to improve these talents. You only pay in-clan XP costs for Oblivion, however it is still an out of clan discipline. 

Name: Ishtarri (Toreador Only)

Description: Although a significant number of vampires reside on the continent of Africa, few choose to associate with the vampires of Europe or the New World. The Ishtarri are an exception. Some few years ago, they opened their gates to their cousins in the Toreador clan and were, in return, welcomed into the fold. According to the Ishtarri, the Toreador Antediluvian was once worshiped as the Babylonian goddess Ishtar, and their lineage began as a cult dedicated to her adoration. The Ishtarri are consummate dancers, acrobats, and spies, trained in a religion dedicated to immaculate form and movement. Like the goddess Ishtar, they venerate both love and war, and spend their existence perfecting the physical accomplishments of sexuality and combat.

This Loresheet must be taken at Character Creation. Level 1 of the Loresheet must be the first one Purchased. 

o Body Before Mind: Ishtarri replace Auspex with Fortitude as an In Clan Discipline. 

oo Physical Attraction: You have honed your physical form to the point it is hard to ignore. This has made it easy for you to attract hangers on willing to do whatever you’d like. You gain 5 dots to spend on the Herd Background and Herd Advantages for said background.

ooo Master of Vice: The Ishtarri are more than graceful dancers and sword masters. Long before they honed their more delicate arts, they were masterful degenerates and purveyors of vice, watching the corruption of their mortal herds with more than a little glee. You can spend your Herd background as if it were the Contacts, Retainers, or Allies backgrounds. 

Name: Lillian’s Children 

Description: Elder Lillian adopted many a wayward childe in her adventures through unlife, in Orlando and elsewhere. As one of these Children, you have come to Orlando to seek any wisdom she left behind and to reunite with your adopted brothers and sisters. 

o Learning the Basics: Elder Lillian, on her path to Golconda, detested the need to feed off of innocents. She has taught her children the basic lessons of the road to Golconda to help them stave off their hunger. Once per game, you may lower your Hunger by two (but not below

one) without feeding as a Standard Action.

oo Mother’s Manners: Despite their decisions and their sometimes disastrous results, Lillian’s Children always seem to get off with a lighter punishment. Once every three months, you may apologize and pay a Minor Boon to an officer of your sect who could use their position to reduce your Status by one dot. Instead, they must accept your boon without reducing your status.

ooo Lillian’s Home for Wayward Souls: You have taken on Elder Lillian’s life work and founded a local Outreach Shelter in Orlando. You gain four Background dots selected from Mask, Haven, and Herd Backgrounds and Advantages. So long as Lillian’s Home for Wayward Souls remains open, the Comfort and Connections level of your Coterie’s domain gains a one dot bonus. Multiple of Lillian’s Children can purchase this and they are involved in running the Home for Wayward Souls together.

Name: Ordo Ecstasis (Malkavian Only)

Description: One of the three cults of old, Ordo Ecstasis is all about communication between a Malkavian and their Beast. Mostly concerned with trances and Frenzies, members of Ordo Ecstasis work to sate their Beasts with the extremes of both pleasure and pain. Sensation is the pinnacle of communication, the very core of a being in both life and unlife, creating pathways between the mind, soul and body. Mastering the art of sensation and pulling on the strings of emotions turns a puppet into a puppet master. 

o Creature of Comfort: Being hedonistic and a natural predator can go hand in hand. You gain three free dots to place in the Herd, Mask or resources backgrounds.

oo The Window to the Soul: As you tap into the vast network of sensations amongst your surroundings as well as within yourself, you get better at pulling the strings. Gain two dots in Insight and Persuasion and gain the Calm Heart merit.

ooo Pain and Pleasure Mastery: Your understanding of the delicate balance between pain and pleasure grants you the power to sway others through these sensations. Once per session, you can use a combination of physical or emotional stimuli to charm or terrify a target. Roll Charisma + Intimidation or Charisma + Persuasion (depending on the approach) vs Composure + Resolve, and if successful, the target becomes more susceptible to your suggestions for the remainder of the scene, suffering a -2 penalty to resist your Presence and Dominate powers. 

Name: Orlando Native

Description: You never made yourself known but you’ve been here through it all. The demons under the Opera House, the hot and cold relations with the anarchs, the machinations of Elders bringing the city to its downfall. But you’ve been smart enough to stay out of it, until now. 

o Glad I Got It On My Flip Phone: You always seem to know just when you should have your camera out to record. Once per game session, you may retroactively have taken your camera out and started recording last turn.

oo Oh You Know Joe?: Central Florida is as small as it is large. You have cultivated a network of locals willing to help you out, trusting you as one of their own. You can select five dots from the Contacts, Familiar, Haven, or Allies Backgrounds or their associated Advantages, representing their support.

ooo The Law Ain’t Welcome Round These Parts: You have scouted locations within your Domain that Firstlight either ignores or possibly fears. Once every three months, if you or any Allies you wish to protect have been targeted by Firstlight, you can choose to hide out at this location, and the Hunters will call off the search or lose track of you. Why? It could be for any number of reasons. You don’t know, you're sure it's fine. These locations tend to change from time to time, making it impossible to benefit from this location by having a Haven there.

Name: Vizer Caste (Banu Haqim Only)

Description: Once, Assamite Viziers were responsible for compiling and documenting information on culture, government, the arts, and religion for the clan. However, after the clan’s religious schism, the primarily-Islamic Viziers defied the worship of Haqim and fled the Mountain. Assamite Viziers are driven to accumulate knowledge with a zeal that borders on the obsessive. Viziers are creatures of research and accumulation, desperate for rare knowledge and willing to do anything to uncover forbidden secrets. They are extremely focused, even to their own detriment, and most Viziers will act irrationally (and even self-destructively) in order to further their research

Viziers are obsessive about their studies, even to their own detriment. All Viziers have an Obsessive derangement, with the trigger of “Unknown Knowledge.” They receive a penalty equal to their Bane Severity to all challenges involving the Social Attribute when they suffer a Bestial Failure.

This Loresheet must be taken at Character Creation. Level 1 of the Loresheet must be the first one Purchased. 

o Seeker of the Unknown: Banu Haquim of the Vizer Cast replace Obfuscate as an In Clan Discipline with Auspex.

oo Know the World: Your caste knows that knowledge is power, and you have gathered an archive of literature about Kindred and all manner of other supernatural beings. Gain two dots of the Haven Background and three dots of the Library Advantage representing this archive. Once per month, you can ask the Storyteller to answer a general question about werewolves, magicians, wraiths, fae, or other supernatural entities and receive a truthful answer. This question cannot reveal current events (such as the current leader of the local Sabbat pack), only longstanding information.

ooo Obsessive Study: All Viziers feel within themselves a burning drive to pursue learning and education: the relic, they say, of their founder’s first commandment to them. Your obsession consumes you and crawls through your skin like an old, welcome friend, pressing you to always further your studies. While you may not have access to the vast library of Alamut, the reformed Council of Scrolls was able to retain much of its accumulated knowledge. Due to your obsession and your inclination for perfection, the potential maximum number of dots you may purchase of all your skills increases by 1.