Under The Skin
Under The Skin
UNDER
THE SKIN
Under the Skin
Author: Freja Gyldenstrøm
Developers: Travis Legge and Juhana Pettersson with Kevin Schluter
Producer: Kevin Schluter
Art Director and Graphic Design: Sarah Robinson
Cover Artist: Nevzat Aydin
Illustrators: Nevzat Aydin, Raquel Cornejo, Maichol Quinto,
and Paradox Artist(s)
Copy Editor: Brendan Rabon
Cultural Consultant: Mary Rose Valentine
Proofreader: Scott Thomas
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for
entertainment purposes only. This book contains mature content. Reader discretion is advised.
Vampire: The Masquerade creators: Mark Rein•Hagen with Justin Achilli, Steven C. Brown, Tom Dowd, Andrew Greenberg, Chris
McDonough, Lisa Stevens, Josh Timbrook, and Stewart Wieck.
Vampire: The Masquerade 5th Edition created by Martin Ericsson, Karim Muammar, and Kenneth Hite
© 2024 Paradox Interactive® AB. Vampire: The Masquerade® are trademarks and/or registered trademarks of Paradox Interactive AB in Europe, the U.S., and other countries.
Visit the World of Darkness online at www.worldofdarkness.com
© 2024 Regengade Game Studios
Table of Contents
Introduction 4
Jumping In 4
Background 4
A Coterie of Foundlings 5
Setting 5
Central Horror Themes 6
The Truth that Lurks Below 6
In Chronicles 21
Deeper into the Gehenna War 21
3
UNDER THE SKIN
INTRODUCTION
You’re on a hunt like any other when one of you sinks their teeth into
something unexpectedly delicious. This Blood doesn’t merely fill you
with bliss, it’s an almost religious experience with a flavor that suggests
great refinement and antiquity.
But drinking Blood like that comes with consequences. Not only do you
crave another taste, you’ve unknowingly gotten yourselves mixed up in
an age-old battle between forces beyond your understanding. It’s only a
matter of time before they notice you.
Background
the influence of the Blood. It’s hard to say whether the
Camarilla Court the characters must answer to hinders or
helps them deal with all this.
A coterie of inexperienced vampires gets swept up in And soon, the methuselah awakens.
the drama of an ancient war between beings so old
4
UNDER THE SKIN
A Coterie of Foundlings
None of the coterie have been told much more than needed
about the sect they serve or the legends of the Kindred. Their
sires are absent or absent-minded. They’re ill-prepared to deal
The pre-written characters are coterie in service to the with Kindred politics and still struggle to detach from the
city’s Camarilla Court sorcerer, the ancilla Tremere emotions and impressions of their old, mortal lives.
Emerie Alveston. She acts as their benevolent savior,
Setting
having taken them under her wing and helped them
gain their domain. But as their primary link to the upper
members of the court, she also holds the power to destroy
them with a few well-placed whispers. The story takes place in a Camarilla-dominated mid-
Some of the players’ characters have specific sized city, big enough that it’s hard for the court to keep
responsibilities to either the Camarilla or to Emerie. One track of every new vampire who arrives. The coterie
serves as Emerie’s research assistant, another in the local shares a domain, a run-down neighborhood with a crime
hospital destroying Masquerade breaches and getting problem. Some locals recognize them, but everyone
blood bags when needed. All of them are expected to help mostly keeps to themselves to stay out of trouble.
keep an eye on their wider neighborhood and to report If you wanted to, you could easily change the setting to
potential issues, like signs of Anarchs, autarkis, lupines, or an Anarch territory by replacing the court with a strictly
Duskborn activity. led barony.
5
UNDER THE SKIN
6
UNDER THE SKIN
Characters suffer a –2 die penalty to any test that doesn’t its own. Blood Bonds still function normally when
involve locating or consuming more of this Unfathomable consuming vitae from other Kindred. While a Kindred
Blood until they reach Hunger 5. Furthermore, those has Unfathomable Blood Compulsion, their Blood
suffering the Unfathomable Compulsion slake only half Potency is temporarily considered 2 higher.
Hunger from other sources of Blood, make Hunger
Frenzy tests at Hunger 3+ rather than 4+, and must Detecting Unfathomable Blood: Characters with
make an additional Rouse Check upon waking at dusk. merits such as Bloodhound or who activate powers
A successful Wits + Occult test (Difficulty 2) reveals like Reveal Temperament (see Players Guide), Scry
the Blood itself seems to be consuming the other blood, the Soul, or A Taste for Blood automatically detect
as though the Kindred is somehow “drinking for two.” Unfathomable Blood in this story, even if a test to
Unfathomable Blood cannot create Blood Bonds on detect it otherwise fails. ■
7
UNDER THE SKIN
Part One:
IT BEGINS
WITH A TASTE
The night is waning fast, and you’ve looked just about everywhere for signs of the
unknown vampires your contact said might be about. You’ve done your duty for
the Court, and it’s only fair you take a break to feed before you return to hand in
your report. The vessel you’ve stumbled upon smells like a hidden gem. A clot… A
dyscrasia to the Kindred with a philosophical bent.
The man smells sweetly like satisfied desire. Like pomegranates left almost too
long in the sun. Like cotton candy kisses. Like backseat sex in a 1974 vintage
Cadillac Sedan when you were newly nineteen. His blood calls out to you, re-
minding each of you of something you thought you’d lost. It’s not a question of
whether you want to feed on him. It’s about who gets there first.
The Feeding If the players’ characters talk to him, they can find out that:
His name is Peter, like the apostle.
Location: In the alley behind the 24/7 corner market. He was handing out flyers for his church. He may try to
hand them a flyer. It bears the title “Salvation is Here!”
The victim is a clean-looking young man with a side part.
and looks like your average Watchtower pamphlet
In his freshly ironed white shirt and blue sweater vest,
complete with watercolor illustrations of sheep and
he doesn’t look anywhere near as sinful as he smells, but
smiling shepherds. The church is The Reformed
when the characters sink their teeth into him, he develops
Evangelical Church of the Redeemer (see p. 11).
a happy, glazed-over expression in his eyes as if he was
With a successful test of Wits + Insight at Difficulty
hoping for exactly this to happen. Players familiar with
Vampire may suspect Peter harbors a dyscrasia.
8
UNDER THE SKIN
2, they may also notice that Peter seems hyper-focused. the townhouse — is the smell of the shelved tomes: dry
He appears aware of vampires and unbothered by the leather, myrrh, a hint of something like vanilla. Blood
coterie’s desire to feed on him. While he is happy to give runes run along the shelves, a curious method for
up a bit of blood, he only wants to talk about God. He organizing the volumes.
doesn’t mind having one or two of the Kindred drink
from him but gets scared if more than that feed. He freaks Starting the Scene: As the Storyteller, you should narrate
out if they drink too long, trying weakly to fight them the introduction of the characters into this scene without
off and whimpering. His blood is the best damn thing too much of a preamble. After the introductory first scene,
they’ve ever tasted, though. this is where active play starts in earnest.
If you haven’t determined who would feed on Peter The coterie has an appointment with their Mawla,
(Bjarne makes a good default), ask the players which of Emerie Alveston, to report whatever unusual events in the
their characters feeds. Then who is second (if any). The domain they may have come across. Emerie has kept them
others can choose to feed on him as well or wait to feed on a short leash to make sure they stay loyal as they grow
later (and deal with their Hunger). If the coterie refuses accustomed to their new vampiric existence in the city.
to feed on Peter, they’ll carry a strong impression of how During this appointment, any Kindred who drank from
tasty his blood smelled, even through the casing of his the evangelist becomes aware of an overwhelming desire
flesh. Allow them to leave him in peace and proceed to An to taste his blood again.
Appointment below. It’s a struggle for any characters who drank Peter’s
Peter’s blood is delicious (see Unfathomable Blood, blood to remain inconspicuous as they start to feel shaky
p. 6). It’s also particularly filling, slaking twice the and a little cold in Emerie’s library. They remember the
usual amount of Hunger. Characters who drink from way Peter’s blood slid down their throats, filled their
Peter have fed on Unfathomable Blood and suffer the veins with bliss. The blood runes running around the
consequences of it. Those who succeed on a Wits + room appear to pulse, tormenting anyone who drank
Occult (Difficulty 3) test understand that the blood seems Unfathomable Blood. If she notices their restlessness, she
supernatural, not like a clot or dyscrasia (based on mortal gets annoyed.
resonance alone), but something different. If none of the player’s vampires fed on Peter, or if the
Storyteller wishes to draw this scene out, their meeting is
Ending the Scene: Once the vampires have fed or interrupted when another vampire barges into the scene.
abstained from feeding and spoken to Peter, proceed to Mikayla, a newly embraced Duskborn in Emerie’s care,
the next scene: An Appointment. stumbles into the room, high on the power of Peter’s
blood. Any character who was present in the previous
PETER, DELICIOUS EVANGELIST scene can smell it on her. No test is needed.
Peter’s devotion to his new faith might prevent his Mikayla mentions that she thought she saw the coterie
upcoming college graduation next year. Neat and tidy, leaving the convenience store as she bumped into a
Peter’s side part and slight gut make him look a little naïve delicious man who spoke of God and whose blood tasted
and utterly unmenacing. A perfect victim. of angel’s tears. She then talks about how powerful she
General Difficulty: 3 / 2 feels and asks Emerie if this is what older vampires feel
Standard Dice Pools: Physical 4, Social 3, Mental 3 like. Emerie grits her teeth and sends Mikayla to her
Secondary Attributes: Health 4, Willpower 3 quarters, promising to deal with her after the meeting.
Exceptional Dice Pools: Performance 5 (piano), After any distractions are addressed, Emerie informs
Persuasion 4, Academics 6 (Bible studies) the coterie the next Elysium is in three nights’ time, and
if all goes well, Emerie is admitted as the newest member
9
UNDER THE SKIN
her sources tell her differently. If Mikayla shows up high Secondary Attributes: Health 6, Willpower 8
Exceptional Dice Pools: Etiquette 9, Leadership 8, Occult 9
on Peter’s blood, she also points out that the Duskborn,
Disciplines: Blood Sorcery 5 (A Taste for Blood, Scour
“got into Gods-knows-what in your territory.” She lays
Secrets*, Blood of Potency, Theft of Vitae, Blood Aegis*;
the blame for Mikayla’s state on the coterie. Either way,
Rituals: Blood Walk, Craft Bloodstone, Ward Against
she orders them to investigate the presence of a suspected
Ghouls, Communicate with Kindred Sire, Warding
blood cult in the city, giving them directions to an old
Circle against Ghouls, Deflection of Wooden Doom,
church just outside the coterie’s domain. This is the
Ward against Cainites), Dominate 2 (Cloud Memory,
Reformed Evangelical Church of the Redeemer. The Mesmerize), Presence 3 (Daunt, Awe, Dread Gaze)
Kindred there were unofficially permitted into the city *See Players Guide for the description or replace with
and are due to present themselves to the Prince in the next another appropriate option
three nights and she doesn’t want any surprises when they
do. Emerie can tolerate nothing interfering with her, nay, MIKAYLA, DUSKBORN WARD
their impending political success. In the event the player characters refrained from feeding
on Peter, Mikayla acts as a proxy to display the power
Choosing Honesty: Should the coterie choose to presented in the Blood, but also the dangerous, addictive
tell Emerie about their symptoms and the strangely quality it holds. Devious Storytellers may also decide she
tasty — and potent — blood, she blames their youth and fed on Peter if the coterie left him alive for it. She is a thin,
inexperience with feeding properly. If they didn’t feed raven-haired woman appearing to be in her early 20s. She
but instead smelled the blood on Mikayla, they may tell has a penchant for fishnet, corsets, skirts, and boots. She
Emerie this instead, to which Emerie replies that the prefers heavy eye makeup.
Duskborn is her concern, not theirs, and to focus on the General Difficulty: 3 / 2
assignment she has given. If pushed, she grows thoughtful Standard Dice Pools: Physical 4, Mental 5, Social 5
and says she may look through her books. She tells them Secondary Attributes: Health 5, Willpower 5
to come back in two nights’ time. Exceptional Dice Pools: Awareness 6, Persuasion6,
Stealth 6, Distillations 4
Ending the Scene: You can end the scene after the Disciplines: Thin-Blood Alchemy 1 (Formulae: Far Reach,
characters have either told the truth or lied about their Haze) ■
delicious discovery and after Emerie has told them about
the suspicious church to investigate.
10
UNDER THE SKIN
Part Two:
THE FIRST
NIGHT OF
NEED
Those of you who drank Peter’s blood wake up feeling famished. Faint memories from
your dreams, whispers in a language you don’t know, the warm caress of many hands
follow you into the first moments of the night, as you slowly return to reality. Em-
erie’s given you a mission: visit a local Evangelical church, which has recently been
reopened. Who knows? Perhaps Peter will be there.
I
t’s time for the coterie to go to church. They may The building itself is a small structure with shared walls
stop and feed on the way, but any who’ve fed on Peter with the music store on one side and boarded up café on the
find little relief from their Hunger. If they decide to other. Its Reformed Evangelical Church of the Redeemer sign
try to track down Peter, any of his pamphlets also lead barely covers a former sign with the words boutique clothing
them to the church. There’ll be some in the alley where still barely visible. The so-called church wouldn’t hold more
they encountered him, and the convenience store owner than a couple dozen congregants. Luckily, it only holds
knows he belongs to the new church as well. about thirteen tonight with its makeshift rows of folding
chairs and makeshift, but well-adorned, altar.
Going to Church
When it’s time for communion, the members of the
congregation approach the altar to kneel in groups of
three and receive the blood and body of the Redeemer.
Location: The Reformed Evangelical Church of the Redeemer As they return to the pews, the parishioners exude the
The service is underway when the coterie arrives at the same mouth-watering smell that Peter did. It becomes
church. It’s led by a bony but enigmatic preacher whose odd, apparent that whatever the preacher is giving them must
southern European accent has the congregation spellbound. be affecting the quality of their blood.
11
UNDER THE SKIN
Observing the Mass (Optional): Characters who know apologize on his behalf that he hasn’t done so yet.
Spanish, Catalan, or Latin or who succeed on an Intelligence Because the good Father is busy, it takes an effort to get
+ Academics or Streetwise test (difficulty 4) recognize the anything out of him. At the very least, the characters learn that:
accent is Catalan, but a little bit unusual. A successful Wits Benedict is the head of the church.
+ Academics or Occult test (Difficulty 4 or 3 if they’ve Benedict is a vampire, running the congregation with
discovered the accent is Catalan) reveals the mass to include his coterie.
more Catholic and occult elements than expected for an In addition, a successful Resolve + Persuasion test at
Evangelical church. A Wits + Awareness test (difficulty 2) a Difficulty of 3 can break through the priest’s brusque
reveals one member of the congregation looks particularly efforts to proceed with his work and reveal the following:
nervous around them: Clara Laurent (see below). His congregation believes that the Messiah is about to
return and happily gives their blood to his coterie to help.
Taking Communion (Optional): Player’s characters Benedict and his coterie have traveled far to be in the city.
can take communion if they have the Eat Food Benedict and his coterie long to join a bigger cause and
Advantage. There’s some sort of blood in the wine. The look forward to meeting and uniting with the Camarilla.
Unfathomable Blood in the communion wine slakes one Any other questions are met with a repeated invitation
Hunger if it’s the first time they’ve tasted Unfathomable to return the next night.
Blood for the night and provides the Unfathomable
Compulsion until the vampire’s Hunger increases to 5 or Feeding on the Congregation (Optional): Peter is
the following sunrise, whichever comes first. nowhere to be seen, but the rest of the congregation smell
just as sweet. The coterie must again make a Hunger
Talking to the Preacher (Optional): Talking to the Frenzy test (current Willpower + one third Humanity)
preacher afterward, the coterie discovers his name is Father at Difficulty 3 to resist following some of the mortal
Benedict Castillo. He doesn’t have time to talk right now, members out of the church and feeding on them between
but eagerly invites them to midnight mass the next night. the great big pines that line the grounds. Remember
He confirms that he recognizes their true nature (thanks to that those who have already tasted the Unfathomable
his Auspex) and that he hopes to have more like-minded Blood have their dice pools reduced by 2 for any test not
souls among the flock. It’s going to be special, and he hints specifically geared toward attaining more of the Blood
that there might be feeding opportunities of an unusual (see Unfathomable Blood, p. 6).
nature for Kindred curious about the faith. He promises to Feeding on any member of the congregation exposed
present himself and his coterie to the Prince and asks them to the Kindred to Unfathomable Blood.
12
UNDER THE SKIN
13
UNDER THE SKIN
Part Three:
THE SECOND
NIGHT OF
NEED
Those of you who drank the blood have the same daytime dream. It’s filled with thick
black smoke, the soft shuck of steel withdrawn from flesh, and the scent of fear. As
you feel something writhing under your skin, wriggling to make space for itself, the
discomfort shocks you awake, clawing at your arms. When you check, the veins down
your arms have become raised and itchy. For a moment you recall an illustration of
the venous system from a schoolbook years ago. It was standing there just like a body,
as if it could function on its own. You feel desperate Hunger rise within.
W Emerie’s Library
hen the coterie members rise the next
night, they’ve got time to prepare for the
(Optional)
evening or conduct research. You can
spell out some of the options they have to
choose from:
Attempt to slake their Hunger. Location: Emerie Alveston’s townhouse library.
Make their way to their Mawla to go through her
With a few hours spent at Emerie’s library and a
books for research.
successful test of Resolve + Academics or Investigation
After whatever preparations they choose to make, the
at Difficulty 3 allows a player’s character to pick out the
characters can then go to the Church in time for the
following texts:
Midnight Mass.
14
UNDER THE SKIN
Midnight Mass
Location: The Reformed Evangelical Church of the Redeemer
There’s something special about this night’s midnight
mass at the Reformed Evangelical Church of the
Redeemer, a new light in the eyes of the congregation.
Many of them recognize the coterie from the night before,
reaching out to touch them as they pass.
If the coterie isn’t participating in the mass, one
of the members of the congregation, a tall and beefy
man, attempts to motivate them. He bites his lip and
stares at the coterie, tempting them to feed as blood
begins to rush down his chin. Characters who’ve tasted
Unfathomable Blood with Hunger 3+, and those
who haven’t tasted Unfathomable Blood at Hunger
4+ must make a Hunger Frenzy test. Remember that
those who’ve tasted Unfathomable Blood recently
suffer a two-dice penalty for attempts to resist
ingesting the Blood.
15
UNDER THE SKIN
If they take communion or feed on the members of a character to resist. Otherwise, they must make a Hunger
the congregation, they slake Hunger as described in Frenzy test at Difficulty 5 to resist. Characters who’ve tasted
Unfathomable Blood (p. 6). Unfathomable Blood already this evening make this test at
It’s easy to stop drinking it, however, as even those –2 to their dice pool. The desire is only overwhelming for
who can drink it only get so much sacramental wine, a moment, then it dissipates (and the Frenzy stops for the
and a member of the priest’s coterie (see Clara, p. 13, players’ characters) as the effigy stops crying.
and Alvaro, Diego, or Sara, p. 17) shows up to gently The church vampires seem confused. They’re asking
hold them back if they attempt to gorge themselves on why it’s stopped. It’s never stopped so soon. They haven’t
members of the congregation. even had a taste yet. Diego points at the coterie.
Once the players’ characters have contended with their “It’s your fault! It doesn’t like you. It’s dried up because of you!”
Hunger, Father Benedict approaches. The congregation
“Shut up,” Alvaro says. “I’ve noticed you sneaking out just
sings as the priest invites the coterie to follow him down
before dawn. You’ve been coming down here to drink by
into the basement, stating that he has a special gift yourself, haven’t you, Diego?”
for them. If the characters enter the basement, go to
Deterioration (below). If the characters refuse, Benedict Sara’s eyes are large and red. “It didn’t dry out, did it?”
may attempt to lure them with more Blood or compel Father Benedict touches the face of the effigy, rubbing its eyes.
one or more of them with his Disciplines. Characters “Why won’t you cry for us, Master? Are you all out of tears? Isn’t
escaping surely notice Clara doing the same (see Ending there enough to cry about? Haven’t we served you perfectly?”
the Scene for Deterioration, below). He bends down, putting his face on the face of the statue.
Sara screams excitedly. “There’s more. Of course, there’s
Deterioration more.” Then she throws herself at the priest, snapping at the
back of his neck.
Following Father Benedict into the dank basement below
the church, the coterie sees the stone effigy again. Father As the player’s coterie watch, the cultists start trying
Benedict’s vampire followers kneel around it. to drink from each other. They’re tearing flesh, fabric,
The priest presents them to his coterie: Clara, the novice; bleeding on the stone floor. As one throws themselves
Alvaro, the faithful, who was the first to discover the effigy; down to lick up the Blood, another starts drinking from
Diego, whose connections allowed them to purchase the the one on the floor. Clara is the exception. Backing away,
church; Sara, who sees to the needs of the flock. she’s knocking the glass out of the window leading to the
Then the statue starts to cry. The assembled Kindred outside via a shallow light well. Full of fear, she hurriedly
begin to make elated sounds. The players’ characters tells the players’ coterie to follow her.
who’ve tasted the Blood begin to hear a pulse. The sound Assuming the coterie leaves, one way or another, one
is overpowering and intense, like when you lay your head of the cultists follows them. The coterie makes it halfway
down on a pillow, and it’s all that you can hear. It envelops down the street before the cultist catches up. Ripping at
them, seemingly emanating from everywhere around them. their clothes, the cultist demands that the Blood must
Alvaro, shaking with anticipation, falls to the ground be drunk! Holding out the shredded flesh of their arms,
and begins licking up the Blood. The priest pushes him bearing their neck and tearing at their own flesh, the cultist
away, stating that it’s time for their guests to worship. begs them to drink. Those with the Unfathomable Hunger
The pulse grows louder. The characters start hearing Compulsion at Hunger 3+ or anyone at Hunger 4+
something like words mixing with it. may need to pass a Hunger Frenzy test to resist drinking.
The desire to drink from the effigy is overwhelming. Feeding off the cultist may provoke a Hunger Frenzy
Reward player creativity by allowing characters to attempt on their part, leading them to flee back to the effigy for
to hold each other back and fight against the desire — using more tears. If Clara is with the coterie or watching from
a burner phone to reach out to a Touchstone, gorging a distance, she helps them escape. The pulsing sound has
themselves on an uncontaminated blood source (perhaps a grown so loud to those who hear it that it fills the world.
coterie member who hasn’t yet tasted the Redeemer’s Blood Inside the church, the congregation continues singing.
offers some of their vitae up freely), or even using their own Extending the Scene with Violence (Optional): If the
Folkloric Block to resist approaching the effigy should allow coterie slakes too much Hunger from any cultist following
them, the cultist in question may also enter Hunger Frenzy,
16
UNDER THE SKIN
attacking one of the coterie members rather than running He’s got short cropped black hair and a thin mustache.
off, or running off into the night to attack any nearby Clan: Banu Haqim
mortals. Preserving the Masquerade may require the coterie Generation: 12th
to follow and stop the Frenzied Kindred. Blood Potency: 1
General Difficulty: 5 / 4
Extending the Scene with Victims (Optional): Players Standard Dice Pools: Physical 8, Social 6, Mental 7,
may have hard choices to make if the streets aren’t entirely Disciplines 6
deserted around the church. A late-night jogger or drunk Secondary Attributes: Health 7, Willpower 4
stumbling home may spot the whole thing, requiring the Exceptional Dice Pools: Athletics 9, Larceny 9, Subterfuge 9
characters to act swiftly to preserve the Masquerade. Disciplines: Celerity 2 (Rapid Reflexes, Fleetness), Blood
Sorcery 1 (Corrosive Vitae), Potence 1 (Lethal Body)
Ending the Scene: Clara helps the coterie escape, asking
them to meet her again the next night behind a failing DIEGO, THE WELL-CONNECTED
strip mall. She thinks she might know what’s going on Diego, in addition to the white cult uniform, wears a
and if they’ll help her, perhaps they’ve still got a chance to golden necklace with an elaborate cross pendant. He is
stop it. From here, the coterie goes home to rest, picking prone to periods of staring off into space, lost in thought,
up with Part Four. If the coterie didn’t waste any time or when not engaged in activity.
Clan: Lasombra
demands answers from Clara, they may continue with
Generation: 13th
Part Four as though it’s the same evening, though the
Blood Potency: 1
threat of sunrise may still cut short their activities.
General Difficulty: 4 / 4
Note: The blood cult coterie may be too strong for the
Standard Dice Pools: Physical 8, Social 7, Mental 7,
players’ coterie to challenge directly, especially when they’re
Disciplines 6
together and full of Unfathomable Blood. Fortunately,
Secondary Attributes: Health 6, Willpower 7
they’re too interested in spreading their own vitae to pay
Exceptional Dice Pools: Subterfuge 8, Investigation 8,
attention to their surroundings, making escape easy. Politics 8
Disciplines: Dominate 2 (Compel, Cloud Memory),
FATHER BENEDICT CASTILLO (HEAD OF THE Oblivion 2 (Ashes to Ashes, Shadow Cast), Potence 2
CHURCH) (Lethal Body, Prowess)
Thin and bony, Father Benedict wears a plain white priest’s
robe, any symbols of a denomination carefully removed. He
SARA, THE HERDSWOMAN
looks old and distinguished, but his accent and choice of
Bright and bubbly, Sara has curly blonde hair and wears
words may reveal he’s been dead for over 100 years already.
thickly applied and poorly contoured makeup. She is
Clan: Not something he likes to talk about, but Malkavian
outgoing and slightly patronizing. Her demeanor is
Generation: 11th
reminiscent of an overzealous youth pastor. She wears the
Blood Potency: 2
white robe of the cult as well.
General Difficulty: 5 / 4
Clan: Caitiff
Standard Dice Pools: Physical 7, Social 8, Mental 8,
Generation: 12th
Disciplines 8
Blood Potency: 1
Secondary Attributes: Health 9, Willpower 8
General Difficulty: 5 / 3
Exceptional Dice Pools: Leadership 9, Persuasion 9,
Standard Dice Pools: Physical 5, Social 6, Mental 6,
Subterfuge 9
Disciplines 5
Disciplines: Auspex 3 (Sense the Unseen, Premonition,
Secondary Attributes: Health 5, Willpower 6
Share the Senses), Dominate 5 (Compel, Mezmerize,
Exceptional Dice Pools: Etiquette 7, Insight 9, Finance 9
Dementation, The Forgetful Mind, Mass Manipulation),
Disciplines: Auspex 2 (Sense the Unseen, Premonition),
Obfuscate 2 (Cloak of Shadows, Unseen Passage)
Celerity 4 (Rapid Reflexes, Fleetness, Blink, Traversal) ■
17
UNDER THE SKIN
Part Four:
THE THIRD
NIGHT OF
NEED
It’s become clear that you’re running on borrowed time. The Blood is starting to take
over, and you’ve seen what it does to those who’ve imbibed too much of it. As you rise
for the night, those of you who’ve fed on the Redeemer’s Blood hear his voice inside
your minds. It’s friendly, loving, even, but all it says is, “Bleed for me.”
T
he coterie is expected at Elysium and should vessel back to the coterie, but that may involve an alternate
make their way there soon if they still want to feeding scene, Stains, Masquerade issues, or all of the above.
be welcomed in the city after tonight. Staking the Afflicted (Optional): The coterie may
attempt to quiet any of their coterie members with a stake
or forcing them into torpor. A successful Intelligence +
18
UNDER THE SKIN
Exorcising the Compulsion (Optional): The coterie Blood has been silenced, at least for now. The coterie
may suspect that they can exorcise the compulsion by using may proceed to Elysium.
all their Blood, which risks Hunger Frenzy and may delay If the ritual fails, or if Clara performed it on her
them to Elysium (and cause problems for their Mawla, own: Clara’s eyes become shiny with exaltation as she
Emerie). Entering Elysium with Hunger 5 is a recipe for declares that her god speaks to her and commands her
disaster without feeding beforehand. to share their glory with the world in crimson rain. She
This is a dangerous option for the coterie, as one or many tells the coterie they must go to Elysium to preach the
may be on the verge of Hunger Frenzy. If the coterie burns coming of the god.
through their vitae by combat or injuring one another, it
may provoke Hunger Frenzy tests due to spilled Blood. Feeding Scenes (Optional): Those wishing to feed
before attending Elysium need to act swiftly. Characters
The Blood Ritual (Optional): If the players’ characters with Herd have little problem unless they’ve exhausted
choose to perform the blood ritual with Clara, they can their Herd earlier. Quickly feeding before Elysium can
meet up with her early the next night (don’t forget to ask be a quick montage, with characters making a feeding
each player to make a Rouse Check for waking the next test using their Predator Pools against a Difficulty of 4 to
evening). She’s sitting by the embers of a dying fire just slake one Hunger plus up to 2 more for each point of the
inside the loading dock at the back of a dead strip mall. Margin before Elysium, or all their Hunger if they murder
Her coterie is destroyed, as far as she can tell, the effigy has their victim (likely incurring Stains). Those that fail need
disappeared, and she’s shaking badly. But she’s not ready to call off their hunt in order to make it on time. A Messy
to give up. Critical almost surely results in the death of the vessel.
The ritual Clara wants to perform is a combination of Storytellers may linger on feeding scenes or keep them
Ward against Spirits and Ward against Cainites (see “Rituals” short depending on how much time the group has.
in Vampire), modified to ward her and the players’ coterie
Elysium
assistance of another blood sorcerer if she’s to be protected
as well (the blood sorcerer need not know the Rituals in
question, Emerie may be convinced to help but demands a
life boon and full debriefing after Elysium). Either the coterie managed to silence the Redeemer’s
If they found the clues in Emerie’s Library: The Blood, or they didn’t, and now it drives them to Elysium
coterie can help Clara perform the Ritual. They realize whether they want to go or not.
when she explains it that they should be contributing
something that can symbolically cleanse their Blood
as well. The ritual burns out most of the vitae in their
If the Coterie Didn’t Silence
system, raising their Hunger to the point of Frenzy
(Hunger 5) and then the afflicted may need to feed on
the Blood
blood that hasn’t been tarnished by the tears of the If the coterie goes to Elysium without having silenced the
effigy. If Mikayla was present in the library, the coterie Blood, the Redeemer-touched vitae inside them calls out
may invite her to participate in the hopes of breaking to be released.
the effect on her as well. If they do, she may prove an
ally in the final scene. Admit to Everything: If the coterie tells Emerie they’ve
If the coterie didn’t find any clues in Emerie’s drunk divine Blood, they’ll be imprisoned under
library: The Ritual seems to be going well, but as Elysium while the Primogen council decides what
Clara extinguishes the last embers of the fire, the to do with them. This won’t stop the sentient Blood
players’ characters who ingested the Unfathomable inside them from wanting out. The ones who tasted the
Blood feel a presence at the edge of their minds. Unfathomable Blood start bleeding from every orifice.
If the ritual succeeds and another blood sorcerer As they watch, helpless to stop the Blood, all vampires
helped perform it: All is well. The Unfathomable present must test Hunger Frenzy to resist gorging
19
UNDER THE SKIN
themselves. They still bleed out, faster than they can lick Difficulty 4, but let them help drag each other out, and
up the Blood from the floor. When they lie weak and reward them with automatic escape if they push someone
gasping, almost empty, they watch the Blood start to at the crazed and thirsty masses — Clara, Mikaya, Emerie,
gather into the outline of something vaguely human. It or one of their own, for instance.
hangs in the air, pulsating with the rhythm of a heartbeat.
The last thing they hear before entering torpor are If any characters afflicted with the Unfathomable
the sounds from Elysium above. Sounds of fighting, Compulsion are still present: The shape in the air
shouting, lustful growls and snarls. Then the screams, thickens, pulsating rhythmically as it takes the shape of
until everything is silent. an androgynous being, slick and sensual. If the players’
characters are still present, the being floats over and
Give in to the Demands of the Blood: It becomes caresses the first of the coterie members who drank the
impossible to resist the voice that calls to them so lovingly, blessed Blood and tells them — a soft, wet hand on their
so demandingly, from within their venous system. The cheek — that they did a good job, and everything is as it
coterie members who tasted the divine Blood open their should be now.
veins and offer their vitae to any who’ll partake, finding You’ll never be alone again.
that it becomes almost irresistible to the present Kindred.
Elysium erupts in chaos as the Kindred flock to them,
throwing themselves at the offered vitae. The blood
If the Coterie Silenced the Blood
flow makes everybody slick, and the characters become If the coterie goes to Elysium and the Blood has
a writhing mass of limbs and moaning mouths on the been silenced, their Mawla is elected to the Primogen
parquet floor. council and gives a speech thanking her supporters and
When sufficient Blood has flown from their mangled announcing new beginnings and alliances within Kindred
bodies, the Blood starts to gather into a shape in the air. society at large. She makes a point of thanking the coterie,
At this point, you can offer the players’ characters a who sense that they’ll each be able to ask her for a favor
final chance to stop bleeding themselves out and make after tonight. ■
their escape. Have them test Composure + Resolve at
20
UNDER THE SKIN
IN CHRONICLES
S
torytellers can use this story as a starting point for can become very real even to Kindred who have no
a longer chronicle, either diving deeper into the business fighting in it, or even realize that’s what they’re
themes of the Gehenna War, or letting the coterie doing. Here are a few hooks if you want to continue the
escape more or less intact from the Redeemer chronicle with more Gehenna War stories:
(who can always resurface as a chronicle-ending boss at Rumors abound of another blood god’s resting place.
some point in the future). Will the coterie use their newfound knowledge to
The focus of the coterie can be shifted to the Anarchs become information traders or do what they can to
with minimal changes; Emerie may be a blood sorcerer bury the information?
of any clan working for the Baron, perhaps even to be The coterie become targets of the blood god they
elevated to a position of Baron herself. Benedict and his unwittingly were part of waking up. They get an
cult may have a similar provisional admittance to the opportunity to make their escape when a large group
Anarchs, and they are due to check in with the Anarch of Anarchs appear in the territory, seeking amnesty.
authorities rather than present themselves to the Prince. Will they throw the Anarchs to the beast or ally with
You can also incorporate Under the Skin into an them to try to defeat it? ■
already-existing chronicle. Just make sure you’ve got at
least one player’s character, a Mawla, or someone else
in mind with Blood Sorcery, or the coterie are sure to
have a bad time. A slower introduction might have the
characters feed on Peter once or multiple times as they
keep tabs on him, organically discovering a secret coven of
Kindred on the outskirts of their Domain. Keep in mind
that this story is not necessarily one you win, so prepare
to risk the continuation of the chronicle or plan some
additional escape routes for the players’ characters if they
don’t manage to silence the Blood.
If the troupe is familiar with how far everyone is willing
to go in play, all the mortal members of the congregation
may need to be investigated and silenced, a task almost
surely to involve many Stains. The individual Kindred of
the cult may also be loose ends that need to be pursued,
perhaps before the cult can regroup and leave town.
21
APPENDIX:
THE PLAYERS’
COTERIE
This pre-written players’ coterie is a newly established coterie of 4–6 childer who are in decidedly deep
water when it comes to navigating the greater web of political scheming in Kindred society. That’s what
their shared Mawla helps them with in return for their service.
To underline the horrors of the story, themes of self-sacrifice for a greater cause, loss of self-control, or
loss of freedom are written into the backgrounds of each character.
Feel free to modify these characters or create new ones, but you may want to keep them inexperienced
with vampire society at large to avoid them solving the mystery too quickly. The inherent horror of
Vampire can also be played out to differing degrees. If you want to keep this story horrific, you should
consider making sure that each character still has a strong personal reason to want to maintain their
individuality and relative freedom — or, potentially, a deep drive to lose themselves. A strong desire to join
the creepy cult can be just as disconcerting as the attempt to avoid it. Each character also has a Primal Fear
entry in their description to help guide the player on how to portray the character in this story.
The coterie shares a two-dot Haven, a three-dot Mawla, and the Domain (Chasse 2, Lien 1) the
Camarilla lets them hunt in. If you’re running the story with fewer than six player’s characters, you can
remove dots from Haven or Domain (one per character not used).
DI S C I PL I N E S
Animalism ¡¡¡¡¡ Fortitude ¡ ¡ ¡ ¡ ¡ Potence ¡¡¡¡¡
¡¡¡¡¡
Spent Experience
Apparent age
¡¡¡¡¡
–Haunted
Date of birth 1978
¡¡¡¡¡
–Long Bond
Date of death 2010
Notes
Appearance
Coterie Merits:
Haven
Mawla (Emeria Alveston) Distinguishing features
Domain—Chasse
Domain—Lien
History
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Elena “The Butterfly”
For most of their relationship, Elena’s boyfriend was never bad enough to qualify for the term
abusive. Not in her mind, anyway. He never hit her. Wasn’t weird or pushy about sex. He
just quietly, politely took control of every other aspect of her life by voicing his dissatisfaction
whenever she did something wrong. Like when she spent a bit too much money on frivolous
things… or time with people he felt only held her back. When she was choosing what to major in,
he hovered over her until she clicked on her third choice, nursing. When she was picking what to
wear out, he laid out her clothes for her. And when he wanted her to come visit his creepy boss and let
him give her bloody kisses in a broom closet, she did that too, becoming, she knows now, his ghoul. Some things
escalate so slowly, you forget to question them.
She’d probably still be in that weird relationship if Philip hadn’t killed her cat. So what if Cleocatra was getting
a bit incontinent with age? But he did. So, she made a deal with her domitor, and when she got home again, she
ate Philip. Chewed him up and spit him out in the trash where he belonged. And that was that.
Now, Elena hasn’t turned into a complete psycho. She’s got a pretty soft heart for a vampire, often standing up
for others who are too blind to see the shit they’re in. She knows what cruelty she’s capable of if pushed beyond
her limits, though, which makes all the difference.
DI S C I PL I N E S
Animalism ¡¡¡¡¡ Auspex ¡ ¡ ¡ ¡ ¡ Obfuscate ¡¡¡¡¡
Mask—Zeroed ¡¡¡¡¡
Total Experience
¡¡¡¡¡
Resources
¡¡¡¡¡
Spent Experience
Apparent age
–Folkloric Block (Images of Virgin Mary) ¡ ¡ ¡ ¡ ¡
¡¡¡¡¡
Date of birth 1989
–Long Bond
Date of death 2021
Notes
Appearance
Coterie Merits:
Haven
Mawla (Emeria Alveston) Distinguishing features
Domain—Chasse
Domain—Lien
History
*Pursuer Predator Type is found in the
Players Guide
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Jo Roth “The Rot”
Jo was once the most successful resident doctor in her program. She was on track for the
cardiac ward and filled with glee to be living up to all her most hopeful expectations. She was
going to save so many lives. It’s a cliché that residents have no lives outside the hospital. But it
wasn’t like that for Jo at all. She had a partner, they were happy. They were talking about
children, too — in perhaps a year or two. However, she was ripped away from all of it.
Jo was Embraced specifically for her promising future and her in with the hospitals.
Now, she has the job of cleaning up the local Camarilla’s business, getting blood bags out when needed, and
patching up vessels when they get too fucked up. It’s the furthest thing from heart surgery, and she had to dump
her boyfriend, feeding him some all too believable lies about focusing on her career.
DI S C I PL I N E S
Dominate ¡¡¡¡¡ Fortitude ¡¡¡¡¡ ¡¡¡¡¡
¡¡¡¡¡
Spent Experience
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Mary Lee “Love”
Love always has a crush, that’s how she earned the name. It was also how she earned her fangs,
falling into a swirling whirlwind romance with somebody too intense and present to be real. It
was the fulfilment of all her girlhood fantasies, a promise that she’d been selected for something
better than the little life of poverty she’d lived before. When she woke up all alone a few nights
later, she realized two things: that the walls of their elopement motel room were just as dirty as the
ones at home and that she’d been abandoned.
But Love hasn’t given up. She’ll find the right one in time, and now she has just oodles of it. Almost
unavoidably, she’s cast her eyes on her Mawla and adopted sire, Emerie, who took her in when she was
lost and all alone.
When Love closes her eyes for the oncoming day, she thinks about what it must be like to lie skin to
skin with Emerie in her no doubt silken sheets. She imagines wearing Emerie’s clothes and walking around in
her apartment, reading her letters. It’s unclear if Love wants to be with Emerie or live inside her skin. The one
thing that is clear is that she can’t stand being just herself and would give anything to be somebody better. And
love can do that for you, can it not?
DI S C I PL I N E S
Auspex ¡¡¡¡¡ Dominate ¡ ¡ ¡ ¡ ¡ Presence ¡¡¡¡¡
Resources ¡¡¡¡¡
Total Experience
¡¡¡¡¡
¡¡¡¡¡
Spent Experience
¡¡¡¡¡
Apparent age 18
–Disliked (local hotels)
¡¡¡¡¡
Date of birth 2001
–Enemy (Carl, ex-lover)
Date of death 2019
Notes
Appearance
Coterie Merits:
Haven
Mawla (Emeria Alveston) Distinguishing features
Domain—Chasse
Domain—Lien
History
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Nikita “Nickie”
Nickie’s one dream was to make it to the Olympic gymnastics team. Beyond that
glittered hazy ideas of medals, world tours, and a place in the history books.
Technically, all of those were Nickie’s mother’s dreams for him. But he never had
time or space to think up any for himself, so he clung to the ones she spun up for
him, finding comfort in her total, all-consuming support, which enveloped him as long
as he stayed on track. Obviously, Nickie spent his whole short life trying to be perfect. Where
kids his age had homework, movie nights, and school trips, Nickie had ligament injuries and
aggressive dieting. When they had band practice and shopping for prom, Nickie had his mother come into the
unlockable bathroom while he was showering to check that he wasn’t getting too big for his sport. This worried
her constantly, and so it worried him too.
Nickie hadn’t meant to run away. He’d just wanted to be a semi-normal teenager for a single night, just to taste
a little bit of life. How ironic that the first boy he ever kissed was also the one to kill him.
DI S C I PL I N E S
Animalism ¡¡¡¡¡ Celerity ¡ ¡ ¡ ¡ ¡ Potence ¡¡¡¡¡
Mask
¡¡¡¡¡ No effect 2
¡¡¡¡¡
Retainer (Chris, accidental ghoul)
Total Experience
¡¡¡¡¡
¡¡¡¡¡
Spent Experience
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Stephen “Just Stephen” Benson
Stephen is the outsider of the group. He wasn’t even supposed to be one of them,
except that he discovered their shared haven one night by coincidence and started
inviting himself over. They meant to get someone to dominate him to go away, but,
for some reason, they never did. Stephen tells himself it’s because they like him. It
took everything he had not to let the others know when he found out their secret. He
didn’t reveal it until he had something really good to offer in return for joining them.
Emerie sired him herself once she learned he’d taught himself ancient Aramaic. Not that
he uses it much. Night to night, his most important job is to source the books she requires for her research and
return the ones she’s done with. Mostly, it boils down to picking up brown paper packages.
DI S C I PL I N E S
Blood Sorcery ¡¡¡¡¡ Dominate ¡ ¡ ¡ ¡ ¡ Obfuscate ¡¡¡¡¡
Status
¡¡¡¡¡ No effect 2
¡¡¡¡¡
Total Experience 6
¡¡¡¡¡
¡¡¡¡¡
Spent Experience 6
Apparent age
–Long Bond ¡¡¡¡¡
© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)