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Customization is one of the best parts of any roleplaying game. That's what Your World, your Darkness is all about.

The Blood Beast's Progeny
by Enygma


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ORIGIN MYTH
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Vampires have always held an air of mystery, and it isn't hard to see why. Where the willworking Mages claim the first of their numbers to have awakened in Atlantis, and the proud Werewolves all seem to agree they are the descendants of the mighty Father Wolf and Mother Luna, the Kindred bicker and argue over their creation. Some, such as the Lancea Sanctum, are unified in their belief, while the Circle of the Crone houses more variety than the rest of Vampire society combined. The Ordo Dracul seems less concerned about how they became what they are, and more interested in what is next, and the Carthian Movement and the Invictus similarly focus more on their own political agendas than on the age-old question of "Why are we what we are?" But what if there is a reason their history is so skewed and uncertain? What if the truth is lost to all but a small few, who hold on to the secret with an unearthly grip?

This story begins in the ruins of Pangaea. Not long after the death of Father Wolf and the Forsaking of his children, the world was in a state of great chaos for some time. Paradise was unraveling, the Realms of Spirit and Flesh separating more every day, and a Pack of enforcers without the strength of their Father ran instead with the hatred of the Spirits, their Mother and even their own Siblings. But amongst the many things that happened when the King of Wolves drew his last breath, a powerful Spirit was born from the pools of blood left behind. The blood of the greatest hunter of all time, who had slew so many powerful creatures in it's day, produced one of the most powerful Blood Spirits of it's day. This deity wound up on the Spirit side of the newly formed Gauntlet, and in the eruption of spiritual energy erupting from the Shadow equivalent of Father Wolf's grave, he went soaring far from his birthplace. When he finally recovered from the shock of his explosive birth, he stretched, and examined his reflection in the puddle of blood below him. He had an anthropomorphic form, but by no means could pass for human; he was far more monster than man. And so he chose to call himself the Blood Beast.

The first thing the Blood Beast felt after his creation was hunger. He craved blood, and instinctively knew that such a thing would be hard to come by in the Spirit Realm. So he sought a way to cross over to the Material world, but without much luck. He cried out for help, as his uncontrollable thirst for the blood of the living consumed his every thought. Finally, in the heat of the sun's burning light, the Blood Beast fell to the ground, starvation weakening him so badly he could barely move. But then the sun spoke to him, and answered his plea. The burning form of Helios, so very high up in the sky, called down to the starving Spirit. The Blood Beast got to his knees and begged the Sun God for access to the Physical Realm, but Helios knew this was the Spirit born from the death of his little sister's love. The Sun God agreed to bring the Blood Beast across the Gauntlet, but only on the condition that once there, the Spirit would slake it's thirst by destroying the Forsaken hybrids of Spirit and Flesh. Not thinking clearly due to his overwhelming hunger, the Blood Beast agreed. Helios kept his end of the bargain, and thrust the starving Spirit across the Gauntlet.

The Blood Beast was flung right into a small village of humans, all still in confusion from the frequent earthquakes. When it saw these creatures, such sweet blood pulsing with so much live, he couldn't control himself, and went into a frenzy of crazed hunger. Even in his frail, starving state, the smell of blood aroused strength in it, and without thinking the Beast tore through the entire village, blood flowing down the streets as person after person was victim of this monster's feeding. When all the living people had died, the Blood Beast finished devouring all of the blood that now paved the village, until finally it had all been consumed. Once his vein throbbed with stolen blood, the Blood Beast came back to his senses, and his instinctive memory told him that Father Wolf's children would not allow this kind of massacre. The quick-thinking Spirit decided to shove all of the bodies into a crevice formed from the splitting of the old Pangaea, but that wasn't enough. By manipulating the power of his blood, the Blood Beast was able to make all the surrounding wildlife believe they saw the villagers fall into the crevice. It wasn't the most believable story, but in all the current confusion, it might work. The Blood Beast left the village knowing he had to discover a better way to hide his feedings from the new predators of Spirit and Flesh.

Basking in the freedom of the Material World, it seemed clear this was the world best suited for the Blood Beast. However, as with all Spirits, he could not maintain himself here for very long without expending all of his energy. So, in an attempt to stay here permanently, he found a suitable Human vessel, and Claimed it ashes own new body. This confined the powerful Spirit in an all too Mortal body, but as months turned to years, he adapted this form to have many of the powers he treasured most from his Spirit self. He could sprint in a rush of untouchable speed, he could push his strength far passed the limits of any normal Human body, he could brush off the most deadly of attacks, conceal himself from dangerous eyes and command the lesser beasts of the Material World. All he needed was a steady supply of that delectable blood, and these abilities made him more than capable of obtaining it.

But the Blood Beast was constantly on the run. Living in fear of encountering Father Wolf's children, who have started to stabilize over the years, and whenever Helios got the chance, he would remind the Beast of his promise yet unfulfilled. The Beast knew he was powerful, and could probably give this "First Pack" the greatest fight of their lives, but he was not convinced he could handle all of them, and refused to risk everything just to comply with Helios' insane request. One day, the Sun God sent down some of his messengers, and they told the Blood Beast that he has one year to live up to his word, or else the great Helios will kill him next chance he gets.

Faced with a time limit to accomplish a task he refused to complete, the Blood Beast felt backed into a corner. But then an idea came to him. He had heard the legends of the powerful Spinner Hag and the cowardly Plague King, and how they both avoided destruction at Father Wolf's claws by splitting themselves into many shards and scattering them about. This worked for them, but the Blood Beast did not want this body to become crippled and unable to defend itself, so he decided he would make only 5 of these Shartha, just five little Hosts for fragments of his Soul. But then a problem arose; what creature would guard the shards of him? Rats and Spiders worked when you spoke in the thousands, but these lowly creatures weren't even worth considering to the Blood-Thirsty Spirit. He knew his progeny would lust for blood as he does, so he needed something suitable for that purpose. But not all blood was equal, as Human blood was so much more satisfying than that of lesser creatures. It was then when he realized that his Hosts would have to do the same as he does, live amongst the prey to feed from the unsuspecting Humans. It was decided; the Blood Beast was going to make the first Human Hosts.

It seemed, however, that Humans were not so easy to convert into Hosts. The Blood Beast made his first attempt on the leader of another village, this one comparatively large for the day. The only logical way to transfer the Soul Shard was through the blood, but the first attempt had failed, allowing the Human to taste the power of this Spirit but not quite grasp it. The Blood Beast got frustrated, and in his anger he turned to his only comfort; feeding. He drank the Human of all his blood, then thought that, perhaps now that the Human was dead, his body would take to the fragment of his Soul better. It worked this time, but not perfectly. The Host gained some of the Blood Beast's powers, but when the body was reanimated by the Beast's Soul, the Human's consciousness and sense of self stayed, giving the Host their life back and then some, but with the addition of a Shard of the Blood Beast's Soul. This was the first true Vampire, the first of the Ventrue Clan.

After instructing his first Soul-Bearer of his powers and responsibilities, he quickly moved on to make his next Host, having discovered the method. A powerful village warrior from the forests was the next to adopt the Beast's Soul, and was the first Gangrel. A loner who showed great survival skills without the need of others was next in line, the original Nosferatu. Then came the Mekhet, a sneaky individual with brains, cunning and a bad habit of playing both sides. And the youngest was Daeva, the spoiled youngest Host, a witty conversationalist who felt little wrong with indulging himself whenever possible. All of the first 5 Vampires were very much their own people, but none of them could ignore the callings of their father, the piece of the Blood Beast they all held.

The year came to it's close, and they knew Helios would keep to his word. They had not delivered the deaths of any Uratha, and they were doomed to shun the sun. Just before one of the Beast's feedings, he was tricked by the Helions, and shackled to a post until sunrise. It seemed that no matter how much the Blood Beast ran, Helios' fury would follow him. As the sun burnt him to ashes, the last emotions felt in true self were permanently implanted in all five pieces of his Soul; the Fear of his imminent death, the Hunger of an interrupted feeding, and the Anger that Helios had outdone him. All five of the Vampires could feel what was happening, and knew their creator was gone. But they were not, and as far as they knew, neither Helios nor any other Spirit knew of their existence.

They searched deep inside themselves, inside the unique piece of their Sire's Soul they carried, and tried to tap into it's power. Each one developed their own twists on the power they had that best suited their personalities. The Ventrue learned to enhance his control over Animals to the more advanced life forms like Humans and even Werewolves. The Gangrel discovered the power of Shapeshifting, much different from the feared Uratha but potent in it's own right. The Nosferatu strengthened his own rather unpleasant energy to turn fear into a weapon. The Mekhet enhanced all of his senses, to the point that he could see what none other could. And the Daeva developed a way to apply his Supernatural abilities to his social luster and sway. But within each of them, fueling these amazing powers, was what remained of the Blood Beast, it's last moments controlling it's every thought. They found that the Beast would take control in situation of extreme Anger, Fear or Hunger.

But one thing all five of them had in common was fear. They feared the Sun, for they had betrayed it and carried a part of that with them. They feared the Werewolves, for they were the product of a Spirit crossing all boundaries between the two Realms. And they even feared the Mortal Humans, who they needed for their blood but could use any of their weaknesses to destroy them. They agreed that they needed to spread the Beast's Soul farther, and they also agreed that for the safety of their kind, all new Kindred must not be told of their Spirit progenitor, or the Spirit Realm in general.

So they traveled the far reaches of the newly forming lands, each one Embracing several childer each, telling them of their power and fear of the sun but leaving out all mention of Spirits. They did not stay long with the new Vampires, but continued on their quest for survival. Despite inheriting the Blood Beast's ability to live indefinitely, they knew they had too many things trying to kill them to believe themselves truly immortal. And so it is rumored that the founders of the five Clans eventually grew so each from Embracing so many, that they met their ends by some means or another. Some say they were the first to discover that the rays of Helios' Sun could taste the Blood Beast's presence in them, and burned their skin to ashes as it had the original. Other say some are still out there somewhere, trapped by the Ban of their founder; that the earthy wood of the trees, when impaled through the precious heart, will suspend you in a deathlike state until it is removed. No one truly knows.

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ALLIANCE OF THE BEAST
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Not all of the second generation of Vampires were oblivious to their true history. The Alliance of the Beast, a small and underground Covenant, claims that the Mekhet in the legends told only one of his childer the true story, and told him to hold on to this secret, but make sure it is not lost completely. And so he kept passing the knowledge down to only a single one of his childer, telling them to do the same. One night, the newest Truth Holder had a brush with death, and the secret was almost lost forever. He then decided it cannot be held by only one Kindred at any given time, and so he formed the earliest version of the Alliance.

Being such a weak Covenant that told so few of this Secret they held, other Vampires started to distrust them. Legend has it that they were wiped out during the Camarilla, and the secret was all but forgotten. Except one of the eldest in the Alliance, Haissem, predicted this would happen, and placed himself into Torpor in a deep tomb, with scrolls of the Alliances secrets written in code, so that Torpor would not alter the truth. Centuries later, after the fall of the Camarilla, Haissem awoke with the scattered memories that come with Torpor. He reread the Scrolls, and remembered the cipher to translate it. He gathered a few followers, and the Alliance was back again. But this time, they were determined not to make the same mistake, and kept their existence hidden as well.

Tonight, the Alliance of the Beast still holds it's secret very carefully, and practices abilities that call upon the hidden potentials of the Vampiric state. There are some discrepancies in their story, as after Haissem's Final Death, some Truth Holders tried to decipher the scrolls themselves, and come up with varying results. The unfortunate fact that the only one who kept the Covenant alive had to spend so much time in Torpor takes away much of the story's credibility to most, but the powers they have access to are undeniable to those who know them.

Members of the Alliance of the Beast call themselves Truth Holders, with good reason. There is little hierarchy in this Covenant, as there are too few members to have many titles, but in any given Domain that the Alliance makes it's home, there is one Verumagister or "Truth Master", who leads the Covenant.

The Alliance has a very unique view of Diablerie. Believing themselves to be Hosts much like the Azlu and Beshilu, they think of Diablerie as the act of one Host absorbing the Soul Shard of another, and hence strengthening the true Spirit inside them. This, as they tell it, is why you become more powerful, yet more beastly. It's the ancient Blood Beast that is strengthened, and it shows itself more in it's Host. For this reason, they do not hold harsh feelings towards the otherwise shunned act. In fact, they consider it the most honorable way of killing another Kindred, as their death does not waste the Soul Shard of the Beast.

Some would think the Alliance of the Beast would interact with Uratha often due to their shared ties to the Spirit Realm, but it is quite the opposite. The Alliance recognize the fear that their creator felt towards the Werewolves, and the thought of what these mighty hunters would do if they knew that Vampires were the combination of two acts of unnatural Spirit involvement in the Material world is enough to make them keep a good distance. The exception, of course, is the Urharthier Werewolf Hunters, but the Alliance avoids too direct of involvement with this rogue Bloodline.

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NEW MERITS
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· Covenant Status (••• to •••••)
The Alliance is not large enough to have very low ranked members. As such, to become part of this Covenant you need to purchase at least 3 Dots in this Merit. With 3 Dots, you are considered a Truth Holder, and allowed to learn any level 1 or level 2 Biddings of the Beast. With 4 Dots, your character is a Secret Defender, able to learn any of the Biddings. At 5 Dots you are the leader of the local Alliance of the Beast, the Verumagister, Master of Truth and teacher of the most advanced Biddings. Because of the size of the Alliance of the Beast, they often allow members of other Covenants to join this one as well, as long as they still show proper devotion to the Alliance.

· First Tongue (• or •••)
The language of Spirits, the most ancient form of communication, First Tongue is an art long lost to most Kindred. Truth Holders are taught at least minimal amounts of First Tongue, as a big part of the Covenant is about the connection to the Spirit Realm. With the 1 Dot Merit, your knowledge of First Tongue is on a primitive level; you can say simple questions ("I want... You give.") and can understand the basic idea of what a Spirit is saying. You can communicate with Spirits, but all Social rolls involving speech is at a -3 Penalty. With the 3 Dot Merit, you have a great understanding of the complex language, and can speak with and understand the language of Spirits without Penalty.

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BIDDINGS OF THE BEAST
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The Blood Beast, according to the Alliance, is not just the creator of Vampires, but a part of every one of them. Perhaps a whisper of this Covenant's beliefs slipped into the mainstream long ago, since almost any Kindred knows "the Beast" is the monster inside them that acts on instinct, just most don't bother asking what that Beast really is. The Truth Holders have found a way to tap into the Beast's spiritual side, bargaining with their second consciousness in a sense. The Biddings of the Beast are the Alliance's unique practice of calling out to the Blood Beast's fragmented Soul, allowing you access to powers unlike anything any less enlightened Vampire has seen.

Biddings often are activated in an instant, but due to their nature, can take much forethought. The Biddings' Cost is in Frenzies, meaning in order to activate that Bidding, you have to have Frenzied at least that many times previously that night. But a single Frenzy cannot activate multiple Biddings per night; using a Bidding reduces the number of Frenzies you're considered to have had that night.
Example: Drake has Frenzied three times earlier during this night, and uses a Bidding that Costs 1 Frenzy. If he later wants to use another Bidding, he is considered to have only Frenzied twice that night, as one of those Frenzies was "spent" on the previous Bidding.

Riding the Wave is a popular practice to Truth Holders. Anyone with at least 3 Dots of Biddings of the Beast can Ride the Wave without the expenditure of a Willpower Point. Most Biddings don't specify what type of Frenzy is required; the temporary communion with the Blood Beast is all that's needed. But sometimes a specific type of Frenzy is required, such as Hunger or Fear Frenzy. These are more difficult to voluntarily invoke, so they have developed a way to make it a little easier. If you have at least 2 Dots of Biddings of the Beast, when you are intentionally trying to go into a Hunger Frenzy or Fear Frenzy (by, say, starving yourself before feeding or lighting a Fire in front of you for the purpose of causing a Frenzy), you may spend a point of Willpower to reverse your roll, having Successes lead towards going into the Frenzy and Failure meaning the Beast does not take control. This ONLY works when you are intentionally provoking the Frenzy with every intention of succumbing to it.

Gaining Dots of Biddings of the Beast costs New Dots x7 for Truth Holders, and New Dots x5 for Secret Defenders and Verumagisters. Learning a new Bidding costs the Bidding level x2.

· Step Sideways (level 1 Bidding)
The simple yet powerful ability that allows Vampires to once again walk the forgotten lands of the Spirit Realm!
Cost: 1 Frenzy
Dice Pool: Intelligence + Presence
Action: Instant
This functions essentially the same as Stepping Sideways does for Werewolves (Werewolf/page 250), as it requires being in a Locus' area of influence, and is subject to the Gauntlet Modifier. This is more difficult for Vampires than it is Werewolves, however, as they have spent so much time being alienated from the Spirit Realm. If this Character's Humanity is 6 or higher, this roll suffers a -2 Penalty, as the Beast has little strength to use it's Spiritual power. At Humanity 8 or above, you cannot Step Sideways, and at Humanity 3 or lower, you gain a +3 Modifier, as the Beast has much more influence.
Roll Results
Dramatic Failure: The Truth Holder gives a little too much control to the Beast in his attempt at crossing the Gauntlet. He cannot Step Sideways again for the rest of the night, and goes into an immediate Anger Frenzy.
Failure: Your character is stuck on the side of the Gauntlet he is currently on. He cannot make successive attempts to Step Sideways for the next hour. He can still cross it by other means, such as with the help of a Pathfinder.
Success: Your Truth Holder fades out of his current reality and enters the Gauntlet. He reappears in the same place on the other side in about 10 seconds (3 Turns).
Exceptional Success: The transition is Instant; your Truth Holder appears on the other side of the Gauntlet on his next Turn, ready to act.
Someone with this Bidding may act as a Pathfinder (Werewolf/page251) for other Vampires, whether they are in the Alliance or not. Optionally, a character may Ride the Wave to lunge himself across the Gauntlet without rolling, but this obviously has it's dangers. Doing so functions like getting an Exceptional Success, and may be done even when a previous Failure or Dramatic Failure would prevent him from it.

· Sharing the Secret (level 1 Bidding)
The Alliance of the Beast is all about Secrecy, primarily for their own protection. To ensure that the truth is known only to those that they desire to know it, they used the Beast's power to keep their members' lips shut.
Cost: 1 Frenzy
Dice Pool: Presence + Expression + Biddings of the Beast - subject's Composure
Action: Extended (15 Successes required; each roll represents 1 minute of explanation)
When using this Bidding, it appears as if you're simply explaining the story of the Blood Beast to someone, but much more is going on. Most Kindred do not want to believe such a story, so they naturally resist hearing it, but if a Vampire genuinely wants to know they can opt not to resist. Once the Secret has been passed on to you, the Beast in you has sworn to let you tell it only to other Secret Holders. Attempting to tell anyone else will result in you being unable to mutter the words. If anyone witnesses this explanation, they hear nothing; it's as if the Bidding user is mouthing silently. You cannot tell a whole group at once using this, which could be why the Covenant is so small.
Roll Results
Dramatic Failure: The narrative goes horribly wrong. The Kindred you are explaining to rejects the idea, and all accumulated Successes are lost. Likewise, this subject cannot be told this Secret successfully for the rest of the night.
Failure: The Truth Holder does a bad job of explaining the history of the Blood Beast, making it confusing and unrealistic. All accumulated Success are lost.
Success: The Truth Holder makes progress in telling the Story. When 15 Successes are gathered, the subject's Beast has made it's vow of Secrecy, and the subject will remember the Secret history of the Vampire.
Exceptional Success: No additional bonus besides making great progress in sharing the Secret.
If enough Rolls go by without making much progress, if the explanation is interrupted, or if a Dramatic Failure is rolled, the subject has only skewed memories of what you told them. They know you were telling them some kind of nonsense about Vampires a long time ago, but can't recall any further details.

· Spirit Dollar (level 2 Bidding)
Essence is the food, currency and life force of the Spirit World. With this Bidding, a Truth Holder can convert his own blood into Essence, and store it in a disposable item. Small pieces of paper or rocks are common choices. Each item contains 1 point of Essence, so you will likely want to have a quantity of them with you.
Cost: 1 Frenzy +1 Vitae per Essence
Dice Pool: Manipulation + Crafts + Biddings of the Beast
Action: Extended (1 Success required per Essence; each roll represents 5 minutes of concentrating)
Using this Bidding involves placing whatever items you are going to store Essence in near each other, and covering them with your blood. You then place your hands over them and concentrate. Long ago the Beast learned to convert blood into Essence, all you have to do is ask it to do the same now. Spirits can absorb the Essence from these objects by touching them, and they transfer at a rate of 1 Essence per Turn. However, any being that uses Essence can take it from these items, such as Ghosts or Uratha.
Roll Results
Dramatic Failure: You make a grave error in concentrating the Beast's power. Not only is all the Vitae and Essence lost, but you immediately go into an Anger Frenzy.
Failure: You have a hard time lulling the Beast's cooperation. All accumulated Successes are lost.
Success: You make progress in converting your Vitae into Essence. Once enough Successes are accumulated, the blood melds with the items and becomes Essence.
Exceptional Success: You and the Beast work harmoniously together. If 5 Successes more than required are accumulated, each Spirit Dollar holds 2 Essence instead of 1.
It is worth noting that using a Spirit Dollar can allow a Vampire to activate a Fetish. The Resonance of Essence created in this way is neutral, giving no particular benefit based off of it's Resonance.

· Unspoken Rank (Level 2 Bidding)
Spirits are powerful yet dangerous creatures that roam the wilderness of the Spirit Realm. You can often negotiate with them using Essence, but sometimes it is just as important to know how strong the Spirit you bargain with is. With this Bidding, the Beast whispers to you a general idea of how strong a nearby Spirit is.
Cost: 1 Fear Frenzy
Dice Pool: Intelligence + Empathy + Biddings of the Beast
Action: Reflexive
This Bidding only works while in the Spirit Realm, and once activated, you can use it to gauge a Spirit's Rank for the remainder of the time spent in the Shadow at no additional cost. Returning to the Material Realm closes the Beast's ability to whisper a Spirit's Rank, ending the effect of this Bidding. This can also work on Uratha, telling you the Rank they would have based off of their Renown (see Werewolf/page 272).
Roll Results
Dramatic Failure: The paranoia of the Beast takes control, and demands to get out of here. You immediately go into a Fear Frenzy, fleeing any Spirits you encounter.
Failure: You can hear the Beast mumbling the knowledge you seek, but cannot hear it clearly enough to make any sense of it.
Success: The Beast quietly whispers the general name of the Spirit's Rank. It will tell you if the Spirit is a Gaffing, Jaggling, Incarnae or higher, but will not reveal it's exact Rank.
Exceptional Success: The Beast makes a more accurate appraisal of the Spirit in question, telling you it's exact Rank (Greater Gaffling, Lesser Jagging, etc.)

· Spirit Status (level 3 Bidding)
Sometimes it is just not enough to speak a Spirit's language and offer it's currency if they consider themselves above you. With the help of this Bidding, you can earn yourself a Rank among the Spirits.
Cost: 1 Anger Frenzy
Dice Pool: Manipulation + Politics + Biddings of the Beast
Action: Instant
This Bidding only works while in the Spirit Realm, and once activated, you keep your appropriate Rank for the remainder of the time spent in the Shadow at no additional cost. Returning to the Material Realm cuts off the Beast's projected presence to other Spirits, ending the effect of this Bidding.
Roll Results
Dramatic Failure: You make a critical mistake in giving off the Beast's Spiritual Rank, making you appear weak and defenseless to all Spirits you come across, and are unable to try this Bidding again until you leave the Shadow. Until you leave the Spirit Realm, you must check for a Fear Frenzy whenever a Spirit makes a hostile action towards you, and with the weakness you're giving off, they almost certainly will.
Failure: The Beast is unable to draw out it's presence enough to earn respect amongst it's long-lost peers. Successive attempts can be made, however, but you must pay the price again.
Success: You project the Spiritual power and status of the Beast. For dealing with Spirits, you're considered to have a Rank equal to half your total Biddings, rounded up for the remainder of your time spent in the Shadow. Your Rank cannot exceed that of a Greater Jaggling, however.
Exceptional Success: The Beast musters up a much greater amount of it's original might. Your Rank is considered 1 higher than it normally would. This addition can exceed the normal limit, giving you a maximum Rank of Minor Incarnae.

· Otherworldly Sustenance (level 3 Bidding)
The Blood Beast was a Spirit, and like all Spirits he could feed off of another's Essence. Using this Bidding, you can regain that power, and gain valuable Vitae from Essence!
Cost: 1 Hunger Frenzy
Dice Pool: Strength + Crafts + Biddings of the Beast
Action: Reflexive
Truth Holders who use this Bidding frequently have been known to store a small amount of their blood (1 Vitae worth) in their Haven, and put it in front of them while Hungry to try and bring on a Hunger Frenzy. Although the blood most likely lost it's Potency from being exposed for so long, it can be enough to invoke a Hunger Frenzy. This Bidding works on either side of the Gauntlet, but if in the Material World, a targeted Spirit must be materialized. In order to drink Essence, you need to follow the normal rules for Vampire Feeding, including successfully Grappling the Spirit or Werewolf first. The effect of this power last as long as the feeding does, so you can continue to drink Essence directly until the Spirit or Werewolf breaks free. Draining Essence out of a Locus is simpler, requiring the Vampire to bite, gnaw or lick at the object.
Roll Results
Dramatic Failure: The Beast's paranoia of the Spirit world kicks in. Not only do you fail to convert the Essence into Vitae, but you immediately enter a Fear Frenzy.
Failure: You are unable to draw upon the Beast's dormant hunger for Essence.
Success: The Beast converts Essence taken from the Spirit into it's precious Vitae. Each turn, you may drain two points of Essence from a Gaffling or Werewolf to gain 1 Vitae. This does not mean that Vitae is more valuable than Essence, merely that more is lost in the conversion. Jaggling Essence is far more powerful, giving two Vitae each turn instead. However, for a number of nights equal to the Essence taken, your Humanity is considered 1 lower when interacting with Mortals, and all rolls to resist a Frenzy of any kind suffer a -2 Penalty. But on the plus side, for the same amount of nights you gain a +2 modifier on all uses of the Biddings of the Beast, as the Blood Beast is easier to call out.
Exceptional Success: The Blood Beast's ancient instincts of draining Essence come back stronger than ever. You can drink twice as much Essence per Turn.

· Ephemeral Cage (level 4 Bidding)
When all normal means of negotiations with Spirits fail, sometimes you need a much more forceful way to convince a Spirit to cooperate. Using the Beast's mighty powers of control, you can bind a Spirit within a certain boundary. This Bidding is more complicated than most, because the order of things is more important. You must first draw a circle using your own blood to set the limits of the Spirit's binding, then undertake a Frenzy. The time spent under the Beast's influence empowers the blood circle. Once it is set up, you must somehow lure the Spirit inside the circle, and then activate the Bidding.
Cost: 1 Frenzy +1 Vitae per 5 yards of Circle
Dice Pool: 10 - Humanity versus Spirit's Resistance
Action: Instant and Contested; resistance is Reflexive
Upon activating the Bidding, you must come up with a way for the Spirit to escape. The condition for freedom can be as difficult as you like, but must be conceivably possible. Assuming you succeed the roll, you must tell at least 2 other people the condition of escape within the hour, or else the binding will be broken. You do not need to tell the captive Spirit, although you can.
Roll Results
Dramatic Failure: The blood circle's activation goes haywire, making all Vitae spent on it lost, freeing the Spirit, and sending the Bidding user into a Fear Frenzy.
Failure: The Spirit resists the attempt to bind it, and is free to escape. You can make successive attempts to bind the Spirit (assuming you can lure it back) at the cost of another Frenzy. The Vitae used in the circle will keep it's power until the end of the night, or until it is wiped clean off it's surface.
Success: An invisible wall traps the Spirit within the limits of the blood circle. It cannot pass that wall, nor can it cross the Gauntlet, until either the Truth Holder chooses to free it, the Spirit fulfills the conditions of freedom, or the circle of blood is disrupted or broken.
Exceptional Success: The Beast's wall is so overpowering to the Spirit that it is much more willing to do close to anything to be freed. The Spirit loses a point of Willpower, and all Social rolls the Truth Holder makes against it to command or negotiate with it gain a +3 modifier while it is bound.
Suggested Modifiers:
+1 or more: the Truth Holder outranks the Spirit*
-1 or More: The Spirit outranks the Truth Holder*
*If the Truth Holder has activated Spirit Status earlier that night (even if it's effect would have worn off), he gains a Modifier or Penalty to his roll equal to the difference in Rank between him and the Spirit. If he has not activated Spirit Status, his Rank is considered to be 0.

· Shadow Object (level 4 Bidding)
Spirits hold strange and unnatural powers, and some of the most respected Secret Defenders have made a practice of channeling those powers into items known as Fetishes. This Bidding can tie a Spirit into an object to create a Fetish. If the Spirit in question is hostile, you will most likely need to bind it using Ephemeral Cage first. The object in question is placed near the Spirit, and the Secret Defender circles both item and Spirit, reciting the Fetish's desired effect in First Tongue (if you only have the 1 Dot version of the Merit, this Bidding suffers the usual -3 Penalty.) Once it has been repeated enough, the Spirit will slowly be locked on to the item. At this point, the final touch is added; the Truth Holder automatically goes into a Frenzy, charging at the Spirit. But when he reaches it, he merely pins in down as the Beast presses all of his Spiritual force on the subject, locking it inside the item.
Cost: 1 Fear Frenzy
Dice Pool: Biddings of the Beast
Action: Extended (15 Successes +10 successes per level of the Fetish to be created; each roll represents one minute)
Roll Results
Dramatic Failure: Something goes terribly wrong. All accumulated Successes are lost, the Fetish to be is ruined, and you immediately go into a Frenzy towards the Spirit.
Failure: No successes are added.
Success: Successes are added, and when enough have been reached, the Secret Defender goes into a short and unique Frenzy that finishes the Bidding, creating a Fetish.
Exceptional Success: No addition bonus aside from added successes.
Suggested Modifiers:
+1 or more: the Truth Holder outranks the Spirit*
-1 or More: The Spirit outranks the Truth Holder*
*If the Truth Holder has activated Spirit Status earlier that night (even if it's effect would have worn off), he gains a Modifier or Penalty to his roll equal to the difference in Rank between him and the Spirit. If he has not activated Spirit Status, his Rank is considered to be 0.

· Unleashing the Beast (level 5 Bidding)
There are times when you need strength you simply do not have. Many Kindred resort to "Riding the Wave" and intentionally letting the Beast do the fighting, but those who have this level of understanding of what the Beast is capable of can take that to the next level. With this Bidding, you can release far more of the Beast's ancient power than is normally possible!
Cost: 1 Anger Frenzy, 1 Fear Frenzy and 1 Hunger Frenzy
Dice Pool: Resolve + Composure + Biddings of the Beast
Action: Extended (5 Successes required; each roll represents 1 Turn)
This Bidding is similar to Riding the Wave, except it is much more powerful. You go into what is referred to as a True Frenzy, which is the same as an Anger Frenzy, with a few exceptions. All Physical Dice Pools gain a +2 Modifier instead of +1, your nails grow long and sharp enough to be used as claws, inflicting Lethal Damage even when otherwise unarmed, and all of your Physical Disciplines are activated for the entire length of the Frenzy at no additional cost. If during a True Frenzy your health fills up with Lethal Damage, you can make a Stamina roll to stay conscious instead of immediately falling into Torpor.
Roll Results
Dramatic Failure: The Beast's attempt to take full control fails miserably, and it is totally exhausted. For the rest of the night you cannot enter any Frenzy or use any Biddings of the Beast.
Failure: No successes are added. You have a hard time coaxing the Beast into control.
Success: Successes are added. When 5 or more ar accumulated, you enter a True Frenzy.
Exceptional Success: Five or more Successes are gained on a single roll. The Beast immediately enters a True Frenzy, and calls upon the fullest might of it's Soul. Your character's Celerity, Resilience and Vigor are +1 for the duration of the Frenzy for each time he has commited Diablerie, even if he normally does not have any of those Disciplines.
Even after a True Frenzy has ended, the Beast is still close to the surface. A True Frenzy counts as 5 Frenzies of any type for later uses of Biddings, and for the rest of the night, your Humanity is considered 0 when dealing with Mortals, and you gain a +2 Modifier on all Biddings you use.

· Gates of the Gauntlet (level 5 Bidding)
In many Domains, only the Verumagister is permitted to learn this powerful Bidding. Although the Gauntlet can only be crossed at places of great Spiritual energy, using this Bidding can give you your own gateway to the Spirit Realm by forging a Locus!
Cost: 1 Hunger Frenzy per night + 150 Essence
Dice Pool: Intelligence + Resolve + Biddings of the Beast
Action: Extended (15 Successes required; each roll represents 1 night)
Creating a Locus is no easy task for a Vampire. First, 150 Essence must be gathered around the stationary object that you wish to become a Locus. This Essence is usually in the form of Spirit Dollars, and gathering that much Essence alone is a daunting task. Then every night, the Bidding user must spend at least 4 hours chanting and communing with the Beast to gradually transfer the power from the many smaller objects to the Locus to be. Once the required number of Successes are achieved, the process is not yet over; the object takes another full week to become a full-fledged Locus. But once it has, it becomes a Rank 1 Locus, generating 3 points of Essence per day and holding up to 10 Essence within it. But more importantly to most Kindred, as they can do little with the Essence directly, the Locus represents an entryway to the Shadow and back. If the Locus was formed using Spirit Dollars, the Essence generated by the Locus is neutral at first, but over the next few months will change it's Resonance to match it's environment. Often times the Verumagister strikes up deals with local Spirits, giving them access to the Locus' Essence in exchange for their protection of it from outsiders.
Roll Results
Dramatic Failure: You make a horrible mistake in your chanting with the Beast. All accumulated successes are lost, and you immediately enter an Anger Frenzy, most likely targeting the Locus to be and the Spirit Dollars, often ruining them for future use.
Failure: No successes are added. Your unity with the Beast does not go so well.
Success: Successes are added. Once 15 have been acumulated, the object of your choosing will become a Rank 1 Locus after another week.
Exceptional Success: Five or more successes are achieved on a single roll. The successes are added, and on the next night you gain a +2 modifier to create the Locus.
This Bidding can be used to strengthen an existing Locus, but more often Kindred trying to create more powerful Loci simply let the Essence it makes naturally accumulate.

=========================
THE URHARTHIER BLOODLINE
=========================

During Haissem's time, when the Alliance was only just brought back from it's destruction, one of the new Truth Holders, after hearing their history, asked "why don't we just fulfill our promise to exterminate the Uratha?" That Truth Holder's name was Justus Fidel, a Mekhet with great pride and a sharp wit. His simple question was brushed aside, as the Alliance was already afraid of their fellow Kindred without having to worry about actively trying to fight Werewolves. Justus could not ignore the idea so easily, however, as the concept of redeeming himself and walking in the sun's light once again was one he held dear. After undergoing great training in the Covenant's ways for over a century, Justus spent more of his energy studying these "Uratha", as they were called in First Tongue. Werewolves by modern speech. He learned what he could of their weaknesses, calculated many of their strengths, and most importantly tried to perfect the best way to recognize them.

It wasn't until he had spent a great deal of time researching these Half-Spirits that he actually encountered one for the first time. When he did, he found that the Blood Beast knew better than he did what he was up against, and without control he ran for it. But Justus was not going to give up, and tracked down the predator that he encountered previously. He concealed his every movement, left not a scent nor a sound for the Werewolf to sense it by, and with a single silver bullet to the head, Justus Fidel became a Werewolf Hunter. "Urharthier", as it would be in First Tongue.

Justus did not get much support from the Alliance. In fact, they told him to keep his actions as distant from the Covenant as he could, so no vengeful Pack of Uratha would destroy the Covenant, so soon after it's resurrection. But Justus became very good at what he did. He traveled often, not wanting to become predictable to any given area's People, and before long he was setting flawless traps that could take down small Packs at a time! But knowing the dangerous unlife he led, Justus knew the Uratha would get the better of him one of these days. In an act he related closely to the Blood Beast's, he Sired several childer during his travels, and he formed his own Pack that could combat even the mighty Werewolves!

One night, the inevitable happened. Justus found a powerful Pack of Uratha that could contest his skills. He kept up his masterful mixture of offense and defense against the deadly monsters, but made just one slip up that cost him everything. But his childer survived, and selectively passed down the Bloodline of Werewolf Hunters, the Urharthier. Since then the Alliance has had more respect for the Hunters, and supports them as best they can without getting too involved.

Parent Clan: Mekhet
Nickname: Hunters
Covenant: The Hunters are almost exclusive to the Alliance of the Beast, but for secrecy's sake they sometimes become a part of another, more recognized Covenant. The Circle of the Crone is perhaps the easiest for them to fit in with, although many lean towards the understanding of the Vampiric condition that the Ordo Dracul practice. The Invictus occasionally sees a Urharthier, but gaining a position of much notice becomes more of a problem than a benefit. The Hunters clash horribly with the beliefs of the Lancea Sanctum, and few seem to have any interest in the Carthian Movement.
Appearance: Although one might expect the Urharthier to fit into your classic Werewolf Hunter stereotype, and undoubtedly some do, most find that moving about in a long brown trench coat with a wide-rimmed hat draws more attention from Uratha than they want. Hunters tend to try and keep with the currently average clothes, although they have found a comfort with the black-leather trend, as it blends in nicely in many areas and a good black trench coat can be useful for concealing the tools they use to fulfill their age old oath.
Haven: Although most Urharthier are Nomads and prefer temporary resting places such as motels or well-concealed storage basements, some prefer having a more permanent Haven to come home to. Hunter's Havens are typically more of a storage place than comfortable home, not often entertaining visitors and more so needing a place to keep all of their tools.
Background: Urharthier looking to Embrace a Hunter to-be look for many of the same qualities as most Mekhet, but focus much more on hunters of a more mundane type. Anyone who knows how to set a trap (either a literal cage under a trap door or tricking someone by more persuasive means) is a good candidate.
Character Creation: Hunters focus most on Finesse Attributes of all kinds, and usually hold the least need for sheer Power. Investigation and Occult are both useful Skills, and Physical Skills such as Survival, Stealth and Drive are invaluable. Many Urharthier train their Firearms, so they can fight from a safe distance. Subterfuge and Empathy are among the best choices for Social Skills as well.
Bloodline Disciplines: Animalism, Blood Tenebrous*, Celerity, Obfuscate
Weakness: Like all Mekhet, the Urharthier's alignment with darkness has marked them as greater enemies to Helios. As such, they share their Parent Clan's Weakness of taking an additional point of Aggravated damage from Fire and Sunlight. In addition, the Hunters have grown too used to encounters with Uratha, and know their wrath more than most. Urharthier suffer from the Predator's Taint when they first encounter a Werewolf as well as a fellow Vampire, and at a -2 Penalty. The Uratha is unaffected, however, although they are likely to notice a passerby either fleeing in terror or attacking you in a rage.
Organization: Urharthier know the value of teamwork, and will often band together on their mission. In fact, often times a Coterie is formed from a single "family", where one Hunter Embraced several Mortals to combat the Werewolves better. Most Hunters knows any of their own kind around the immediate area, and usually are acquaintances with more that are much farther away.
Concepts: Assassin, Monster Slayer, Police of Beasts, Escape Artist, Rogue Mercenary

*Blood Tenebrous is a Discipline from Book of Spirits, a World of Darkness sourcebook.

----------
DEVOTIONS
----------

Justus Fidel spent nearly two centuries studying both the inner powers of the Beast, and the strengths and weak points of Uratha. His learnings were passed down to the first of his Bloodline, and they have kept his knowledge in the family ever since. If the Hunter has Blood Tenebrous of 2 dots or higher, she may use "Blood is Life" the turn before activated a Devotion or Bidding that requires Essence instead of using a Spirit Dollar.

· Scent of the Living
(Obfuscate ••, Humanity 4 or higher)
Few Urharthier have what it takes to fight Werewolves on an even ground. Staying hidden from these Forsaken creatures is something every Hunter should know, and with the use of this Devotion, they can give the Uratha
Cost: 1 Vitae
Dice Pool: Manipulation + Stealth + Obfuscate
Action: Instant
This is like an extension of the Blush of Life, but it focuses more on smell than anything else. For the rest of the night, your Vampire's blood carries a different scent, one that would mislead a Werewolf trying to Track or detect him, imposing a -3 Penalty to all rolls attempting to do so. This is not exclusive to Uratha; anything attempting to detect you by scent will have a harder time. Once the Beast is far enough in control, it becomes too difficult to hide the scent of it's blood, but you do not lose this Devotion if your Humanity drops below 4. Merely, using it has no effect until the night when you can gain your Humanity back.
This Devotion Costs 5 experience to learn.

· Know the Wolf
(Auspex ••, Animalism ••)
Knowledge is power, as they say, is just as true when it comes to fighting Werewolves. This Devotion can give you more knowledge about your shapeshifting foe, and in turn keep you that much more prepared.
Cost: -
Dice Pool: Manipulation + Empathy + Auspex - subject's Composure
Action: Instant
The Hunter essentially reads the Werewolf's Aura, but sees much deeper than usual. Success allows you to see the image of the Uratha's Auspice Moon hovering behind them. This only works on Werewolves, but has no effect on the Pure, as they do not have Auspices.
This Devotion Costs 7 experience to learn.

· Leashed Rage
(Animalism •••••, Dominate ••)
One of the most important challenges to overcome when facing a Uratha is not handling it's brute strength, but finding an effective way of luring it into whatever trap you might have set. Those Urharthier who master this Devotion will have a much easier time doing so, being able to steer the Werewolf in the direction they desire!
Cost: 1 Essence
Dice Pool: Presence + Manipulation + Dominate versus subject's Resolve + Composure
Action: Reflexive and Contested; resistance is Reflexive
This Devotion may be used whenever a Werewolf within sight enters Kuruth. If you rolled the most Successes, you can change the type of Death Rage (from one of aggression to fear or vice versa), or change the target of the Kuruth (directed the Rage at a certain person or object, making a fleeing Uratha run right into a trap). You cannot change the type of Kuruth and target it, however. Although this offers no particular way to invoke the Death Rage, many Hunters simple attack the target with an object of silver and make the Werewolf run into an even more dangerous trap set up before hand. This requires Essence, which is usually paid for in the form of carrying a Spirit Dollar with you.
This Devotion Costs 14 experience to learn.

· Shun the Forsaken
(Animalism ••••, Biddings of the Beast ••••)
It is more important to know your enemy's strength than their weaknesses. With this powerful Devotion, you can render a Uratha defenseless, taking away it's greatest strength!
Cost: 2 Essence
Dice Pool: Presence + Occult + Animalism versus subject's Stamina + Composure + Primal Urge
Action: Instant and Contested; resistance is Reflexive
If you roll more Successes than the targeted Werewolf, then that Uratha cannot use any of it's Gifts for the remainder of the scene. This only works in the Material World, and the effect is ended if the Werewolf goes into the Spirit Realm before the scene is over. Any Gifts the Uratha has already activated remain in effect. This requires Essence, which is usually paid for in the form of carrying a Spirit Dollar with you.
This Devotion Costs 21 experience to learn.

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