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Under The Skin

Under the Skin is a stand-alone story for Vampire: The Masquerade, designed for a coterie of inexperienced vampires who become embroiled in an ancient conflict after tasting a powerful blood. The narrative explores themes of addiction, cannibalism, and transformation as the characters navigate their newfound cravings and the dangers posed by a cult worshipping a sleeping methuselah. As they uncover the truth, they must race against time to free themselves from the influence of the blood before the ancient being awakens.

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100% found this document useful (2 votes)
3K views40 pages

Under The Skin

Under the Skin is a stand-alone story for Vampire: The Masquerade, designed for a coterie of inexperienced vampires who become embroiled in an ancient conflict after tasting a powerful blood. The narrative explores themes of addiction, cannibalism, and transformation as the characters navigate their newfound cravings and the dangers posed by a cult worshipping a sleeping methuselah. As they uncover the truth, they must race against time to free themselves from the influence of the blood before the ancient being awakens.

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SEASON FOUR

A STORY FOR VAMPIRE: THE MASQUERADE

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

WORLD OF DARKNESS BRAND TEAM


Vice President: Sean Greaney
Editor: Karim Muammar
Art Director: Tomas Arfert
Marketing Manager: Jason Carl
Partnerships Manager: Dhaunae De Vir
Community Developer: Martyna “Outstar” Zych
Licensing Manager: Nikola Filipov
Campaign Manager: Viktor Bovallius

RENEGADE GAME STUDIOS


President & Publisher: Scott Gaeta Lead Developer, World of Darkness: Juhana Pettersson
Finance Controller: Robyn Gaeta Playtest Coordinator: Marcus E. Burchers
Vice President of Operations: Leisha Cummins Marketing Manager: Jordan Gaeta
Vice President Sales: Andrew Lupp E-Commerce Manager: Nick Medinger
Senior Producer, Board & Card Games: Dan Bojanowski Event Manager: Sara Erickson
Producer, RPGs: Kevin Schluter Organized Play Manager: Trevor McGregor
Associate Producer, Board & Card Games: Kane Klenko Project Manager: Rachel Del Rio
Associate Producer, Heroscape: Lee Houff Customer Service Manager: Jenni Janikowski
Associate Producer, RPGs: Ben Heisler Finance Specialist: Madeline Minervini
Director of Visual Design: Anita Osburn Creative Production: Noelle Lopez & Gordon Tucker
Creative Director, Games: Jeanne Torres Customer Service: Bethany Bauthues
Creative Director, RPGs: Sarah Robinson Community Coordinator: Anais Morgan
Senior Game Designer: Matt Hyra Sales & Marketing Coordinator: Sophia Gambill
Game Designers: Alex Davy, Dyllan Fernandez, Dan Community Specialist: Rina Amaranthine
Blanchett, Christopher Chung, & Sarah Rowan

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

It Begins with a Taste 8


The Feeding 8
An Appointment 9

The First Night of Need 11


Going to Church 11
The Night Passes 13

The Second Night of Need 14


Emerie’s Library (Optional) 14
Midnight Mass 15

The Third Night of Need 18


Silencing the Blood 18
All Roads Lead to Elysium 19

In Chronicles 21
Deeper into the Gehenna War 21

Appendix: The Players’ Coterie 22


Bjarne “The Bear” 23
Elena “The Butterfly” 26
Jo Roth “The Rot” 29
Mary Lee “Love” 32
Nikita “Nickie” 35
Stephen “Just Stephen” Benson 38

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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.

they are basically gods and the societies dedicated


CONTENT WARNING to fighting in it. Out on a routine hunt, the players’
Under the Skin includes addiction, cannibalism, eating characters feed, as they do every night. But this time,
disorders, gore, religious blasphemy and evangelism, body the mortal they feed on has recently ingested the
horror, pregnancy, and sexuality/sensuality (including Blood of a 5th generation methuselah, and now the
coercion). Depending on play and character choices, it may characters crave another taste.
also involve social isolation, bullying, and stories of abuse.
As they investigate what the hell is going on and
where they can get more of the good stuff, they uncover

Jumping In a congregation of Kindred cultists who worship a


reincarnated messiah — the methuselah in torpor — and
Under the Skin is a stand-alone story, written to be played take communion by ingesting his Blood. The cult is led
out in a single session of 3½–5 hours. It’s designed by an autarkis ancilla and his coterie of neonate childer,
for a coterie of 4–6 inexperienced Kindred. The story who manipulate their mortal congregation with the
is inspired by material from the sourcebook Gehenna “miracles” they produce.
War. It can easily be run with only the Vampire: The Visiting the cultists, the players’ characters quickly
Masquerade core rulebook at hand. realize that those who ingest the Blood become victims
You’ll find a coterie of six ready-to-play vampire to it — from ingestion, they’re running on borrowed
characters in the Appendix. You can also adapt it to an time until they become just another Blood-crazed
existing coterie of character (see In Chronicles, p. 21). mindless servant to the secret messiah. This puts them
in a race against time to find a way to free themselves of

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

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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.

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Central Horror Themes


it sleeps, it dreams. Like a mystery saint, the effigy weeps
bloody tears — and when those tears are ingested, it gets
the ability to manipulate those who’ve ingested them.
This story contains a multitude of potential horrors, but Its Blood is almost sentient, and the methuselah can
two are at the forefront: work their powers through it to an unusual extent. With
ƒ Cannibalism, the devouring of one’s own self, the enough age, some powers become more like miracles.
act of becoming all at once the one who eats and the The methuselah is a 5th Generation Tzimisce. It’s
one who is eaten. Driven by need, desire, or lust, the sealed in the effigy which contains the dried-up husk of
cannibal transgresses all boundaries to fill themselves, its physical remains, but its consciousness can travel as far
and in doing so feasts upon themselves, as one is as its Blood. The Blood grows stronger and more sentient
consumed by one’s own fears, secrets, and obsessions. the wider it is spread.
ƒ Transformation horror, the involuntary process The methuselah is too old to bear a name that anyone
of becoming something (more) monstrous, of losing would know, apart, perhaps, from other ancient vampires
yourself and seeing who you were fall away, slowly or of its generation. The Kindred who worship it sometimes
suddenly, to be replaced by something terrible. call it the Redeemer, a figure invested with all their hopes of
These themes are already part of vampire mythology, a better existence in the future. As long as the methuselah
but here you get a chance to explore them in greater lies sleeping, they can pretend it’ll relieve them of the
depth. Of course, you can also run the story with a curse of vampirism, or whatever it is that they desire. If it
focus on the action and mystery of running against the wakes, it’s too powerful to be defeated and, therefore, isn’t
clock — it’s up to you how much time you spend on the presented in game terms. The coterie members have already
gory details or the scenes of investigation. lost and can, at best, make their escape.

The Truth that Unfathomable Blood


Lurks Below
Throughout this scenario, characters encounter,
and likely consume, the Unfathomable Blood of the
sleeping methuselah. This is a term for the Storyteller
On the surface, the coterie has just tasted some extra delicious to use, not the in-world term any characters might
Blood, and they’re motivated to find some more. They also use. Developing a name for what afflicts them may
owe it to the court to investigate the presence of new arrivals. be a memorable moment in the story. The first taste
of Unfathomable Blood each night slakes 1 Hunger,
Everybody Wants Something and feeding on a vessel with Unfathomable Blood in
their veins slakes twice the usual amount of Hunger, as
As the story progresses, the coterie must face a slew of through they’ve drunk from a Vampire of high Blood
personalities. They all, of course, have goals of their Potency. Bagged Unfathomable Blood is less potent
own. The autarkis blood cult wants to do the bidding than in a vessel or Kindred, but still can slake Hunger
of their god. The coterie’s Mawla wants more power in until sunrise. Unfathomable Blood never slakes the
the Camarilla Court. And the methuselah wants what final level(s) of Hunger, unless the Kindred kills the
ancient blood gods most desire — to claim an empire, to vessel as usual.
be worshiped, and to get back at their old enemies… or Throughout this story, consider using any Messy
even their descendants. Critical or Bestial Failure results to get the character
in question to taste any nearby Unfathomable Blood.
The Sleeping Methuselah Ingesting Unfathomable Blood: Tasting the
If all goes well, the coterie never sees the methuselah Unfathomable Blood activates and immediately triggers
whose Blood they incidentally ingest. The blood god the Unfathomable Compulsion, a unique Compulsion
remains a mystery, the effects of its vitae its most tangible to consume more Unfathomable Blood that functions
representative. It starts out dormant, entombed in a like a unique Dyscrasia and the Hunger Compulsion:
Catalonian effigy from the medieval period. However, as

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. ■

BEFORE YOU BEGIN


Before you start play, particularly if the troupe doesn’t know one another well (or know
one another at all if it’s being run at as a special event), you may consider starting with the
following:
• Ensure everyone understands what a Vampire game may entail. Players trying Vampire for
the first time may not be expecting a bloody game of personal horror.
• Distribute the characters and mention that although each has been designed to connect
with the core themes of the story the players are free to make use of that how they will.
• Explain the concept of the characters’ coterie and their relationship with their Mawla:
Emerie Alveston.
• Select the Humanist Chronicle Tenets or another of your choice.
• Mention that the story starts with a feeding scene, for which you need at least
one character to have already started the act of feeding. If no one volunteers their
character, choose Bjarn, Nikta, or Elena since their predator types are the most
appropriate. Advise the players that characters involved in this opening scene stand to
gain power at a price and ask for volunteers. Everyone else should start with Hunger 1
and make a Rouse Check to see if their Hunger increased earlier in the evening. ■

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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:
ƒ His name is Peter, like the apostle.
Location: In the alley behind the 24/7 corner market. ƒ 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
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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

An Appointment of the Primogen council, representing an influential


coterie of blood sorcerers. She reminds the coterie that her
Location: Emerie Alveston’s townhouse library. promotion helps them as well, allowing them each more
freedom or more influence, as they most desire.
The first thing you sense when you walk into the As the coterie reports that all is well in their part of the
library — apart from how it seems too big to fit inside city, Emerie gets even more annoyed. She informs them

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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.

EMERIE ALVESTON, COURT SORCERER


Emerie Alveston is the strict but (so far) benevolent Mawla
of the players’ coterie. First and foremost, she’s their
primary connection to the court, and it’s through her they
get most of their tasks — a mix of Camarilla problems for
them to solve and personal errands she needs them to run.
Emerie is a tall, dark-haired woman who looks to
be in her late 30s. She dresses with the semi-formal
eccentricity of a researching academic and almost always
seems like she’s being interrupted while doing something
much more important.
Clan: Tremere
Generation: 11th
Blood Potency: 2
General Difficulty: 5 / 4
Standard Dice Pools: Physical 6, Social 8, Mental 8,
Disciplines 9

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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.

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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 ƒ Benedict is the head of the church.
+ Academics or Occult test (Difficulty 4 or 3 if they’ve ƒ 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). ƒ 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 ƒ Benedict and his coterie have traveled far to be in the city.
can take communion if they have the Eat Food ƒ 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.

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Meeting Clara Laurent


keep her head down, but after getting mixed up with Father
Benedict, she’s begun to have second thoughts.
As they prepare to leave, or if they have spotted her and Clara joined Benedict recently, but before they discovered
the effigy. They’re recently from Chicago, New York, New
seek her out, the coterie runs into Clara. She’s friendly
Orleans, or any other major city far enough away that
and a little nervous. If the characters ask why she’s
communication isn’t easy given the threat of the Second
nervous, she explains that she recognizes the group as
Inquisition. She is still Blood Bound to her sire, which has
Kindred (thanks to her Auspex). Knowing her coterie
prevented some of the worst effects of the Unfathomable Blood.
should’ve introduced themselves to the Prince already, she
As a Tremere, Clara holds her clan’s thaumaturgy in high
was worried that the coterie was there to punish her.
regard, and may be too myopic to see non-sorcerous means
Talking to Clara, the coterie can learn that: of dealing with the Unfathomable Blood as viable options.
ƒ Father Benedict is hoping to present the Prince with a gift. Clan: Tremere
ƒ With a successful test of Wits + Insight at Difficulty 2, Generation: 12th
the coterie can determine Clara is nervous and perhaps Blood Potency: 1
naïve, hoping to make new acquaintances in the city. General Difficulty: 4 / 3
ƒ Clara appears to feel genuine empathy. With a test Standard Dice Pools: Physical 5, Social 6, Mental 6,
of Manipulation + Subterfuge or Wits + Insight at Disciplines 7
Difficulty 3, the coterie can determine that Clara Secondary Attributes: Health 5, Willpower 6
is worried about her coterie. They haven’t been Exceptional Dice Pools: Stealth 7, Insight 8, Subterfuge 8
themselves since they found the effigy. Disciplines: Auspex 3 (Heightened Senses, Sense the
If the interaction is friendly, Clara invites one or two of Unseen, Scry the Soul), Blood Sorcery 4 (A Taste for
the characters to walk with her around the church where Blood, Extinguish Vitae, Blood of Potency, Blood Aegis*;
she brushes away a pile of rotten leaves to show them a Rituals: Clinging of the Insect, As Fog on Water*, Ward
small basement window. There’s just enough space that against Spirits, Ward against Cainites)
one vampire at a time can look through the window. *See Players Guide for the description or replace with
It reveals an underground chamber beneath the church. another appropriate option
Three languid vampires are lying on pillows in various
states of disarray inside, their eyes half-closed.
In the middle of the room, there’s a medieval tomb The Night Passes
effigy — a granite sculpture of a curly-haired warrior, his
For the Kindred who have slaked their Hunger on the
hands folded in prayer. As the players’ characters look on,
church congregation, or even on the sacramental wine,
there’s suddenly a great deal of excitement among the other
the rest of the night flies by in a pleasurable haze.
Kindred. Father Benedict walks into the room, nodding
Those who tasted Peter’s blood the previous night but
at one of them, and the vampire hurries over to the effigy,
avoided feeding on the congregation or drinking the altar
kneels at its side, and starts licking its face. “It’s crying blood,”
wine may attempt to slake their Hunger on normal blood.
says Clara, “the most wonderful blood.” Clara pushes the
Afflicted vampires suffer the drawbacks of having tasted
coterie back from the window before Father Benedict can see
Unfathomable Blood.
them. She asks them to come back the next night.
Those who’ve abstained from tainted blood should
have enough information to get worried about what’s
Ending the Scene: Once the coterie has gained
going on at this point, perhaps even those who have tasted
information from Clara and looked around the church,
the Unfathomable Blood.
proceed to the next scene: The Night Passes.
Ending the Scene: Address any unfinished business or
CLARA LAURENT, SOFT-SPOKEN NOVITIATE
activities the coterie wants to squeeze in before sunrise.
Clara is a small-town girl who got in over her head in the late
1990s when she went to the big city for college. She blends in
Keep in mind that it is already late when they finish at the
well these days, keeping up the expected fashion for someone church, and they must make it home before dawn. Then
who looks 22 years old still. She’s generally quiet and eager to proceed to Part Three. ■

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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:
ƒ Attempt to slake their Hunger. Location: Emerie Alveston’s townhouse library.
ƒ 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.

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ƒ “Sanguine, Curses” and “Sanguine, Rites” in The


Esoteric Lexicon of Occulted Practices from Myth and
Legend Vol. IV: R–T.
ƒ Les Heures de la Comtesse Sanglante. Illuminated
manuscript from the 1600s. The first folio depicts a
grinning devil, blood pouring at its feet.
ƒ The Devil’s Chalice: The Bloody Black Arts — Origins
of the Grail Legend.
A successful test of Intelligence + Academics or Occult
at Difficulty 4 (3 if Nickie helps with his knowledge of
French) lets the reader discover several references to a late
medieval dark arts recipe for combating demonic blood
dependency. It’s not a cure for Blood Bonds, but it does
tell them that their symptoms could be due to dangerous
deficiency of the blood humor, according to the ancient
science of humorism, and should be treated by cleansing
the “deficient” blood and ingesting new, clean blood.
If Mikayla was introduced in their earlier meeting with
Emerie, the coterie can run into her again. She enters the
library looking strung out. She’s paler than usual and her
eyes appear sunken in. Her exposed arms are covered in
scratch marks. She asks if the coterie has seen Peter. If
they’ve fed on any of the Unfathomable Blood, she can
smell it on them and begs for a taste. She’s able to restrain
herself from attacking, mainly out of fear of Emerie, but
persists in begging until she’s fed, the party threatens to
involve Emerie, or the party otherwise subdues her.

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.

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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
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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) ■

ALVARO, THE FAITHFUL


A man in appearing in his mid-30s, Alvaro, like the other cultists,
dresses in white robes over plain dark pants and a white shirt.

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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 +

Silencing the Blood


Occult (Difficulty 3) test reveals that anyone still suffering
from Unfathomable Blood in their system is likely a
danger to their allies, and incapacitating the afflicted
Afflicted characters may realize they’ve been compromised. may not be effective if even one individual tainted with
Working with Clara is one way that may be able to contain the mysterious blood remains free. A critical success or
the Blood. The coterie may have other ideas as well. They margin of 4+ reveals that torpor may not be enough to
may need to urgently feed as well before attending Elysium. hamper the blood, as certain elders are reputed to be able
If one member of the coterie is unafflicted, they may to manipulate the eternal struggle between Kindred even
be able to save time by finding bagged blood or bringing a from Torpor.

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 ƒ 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

All Roads Lead to


themselves against whatever is inside the effigy. She needs
something from each of the players’ characters and the

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
ƒ 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
ƒ 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.
ƒ 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
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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 ƒ 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 ƒ 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.

Deeper into the


Gehenna War
Under the Skin plays with elements of the greater
narratives of the Gehenna War (as well as the Gehenna
War sourcebook), showing how this legendary conflict

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).

Coterie Advantages: Haven 2, Mawla (Emerie Alveston) 3, Domain (Chasse 2, Lien 1)


The six characters in the coterie are summarized in Table 1.

TABLE 1: THE COTERIE


CHARACTER PREDATOR TYPE CLAN
Bjarne “The Bear” Alleycat Gangrel
Elena “The Butterfly” Pursuer Nosferatu
Jo Roth “The Rot” Consensualist Ventrue
Mary Lee “Love” Siren Malkavian
Nikita “Nickie” Pursuer Brujah
Stephen “Just Stephen” Benson Sandman Tremere
Bjarne “The Bear”
The way Bjarne grew up, with no future ahead of him and no real role models, it
wasn’t a choice for him to turn to crime, it was a straight pipeline from being born
in the slum to running errands for the local gang. Prison wasn’t a surprise either,
it was just what you did, a mark of honor that he’d kept his mouth shut when he
got caught. He ended up spending more time in there than was good for him, and
he still gets a bit weird in small spaces and keeps his back to the wall at all times. But it’s all good. He got out.
And when he was offered to trade in his freedom after prison for a century of service to the Camarilla Court,
that seemed like a pretty good deal, too. It’s not like he knew how to make an honest living, and, in Bjarne’s
experience, you always serve somebody. Might as well be the biggest baddie around. Also, obviously, they’d
probably have destroyed him if he’d refused.

Primal Fear: Addiction


Bjarne doesn’t feel sorry for himself. He doesn’t spend a lot of time questioning his former choices or cursing
God (if he exists). There are just a few things that really haunt him. One is the innocents he’s killed. Another is
his addiction to the blood. Bjarne developed a bad heroin habit in prison. He managed to kick it once he was
Embraced. But now blood is on his mind all the time. And it’s not like he can just stop drinking it. Bjarne’s
deepest fear and constant worry, however well he hides it, is to lose the battle and become a slave to his addiction.
Clan: Gangrel
Embraced: 2010 (born 1978)
Sire: A Gangrel who owed the Sheriff a favor
Ambition: Gain the respect among the Camarilla
Desire: Control of your cravings
Predator: Alleycat
Convictions: Overcome your addictions; Keep fighting to be the person you were before the Embrace.
Touchstones: Max (his sponsor from Narcotics Anonymous); Laila (real pretty girl who hits on him whenever
he runs into her — she likes to chain smoke near the park, even at night)
Humanity: 6
Generation: 13th
Blood Potency: 1
Attributes: Strength 4, Dexterity 2, Stamina 3; Charisma 1, Manipulation 2, Composure 3; Intelligence 3, Wits
2, Resolve 2
Secondary Attributes: Health 8, Willpower 5
Skills: Brawl 3 (Grappling), Larceny 2 (Grand Theft Auto), Melee 3, Survival 1; Animal Ken 2, Intimidation 3,
Streetwise 4; Awareness 2, Medicine 1, Technology 1
Disciplines: Animalism 1 (Bond Famulus), Fortitude 2 (Resilience, Toughness), Potence 1 (Lethal Body)
Advantages: Contacts 4 (arms dealer, corrupt cop), Herd 1, Mask 2, Mask—Zeroed 1, Resources 1, Status 1
Flaws: Haunted 1, Long Bond 1
Name Bjarne “The Bear” Concept The Chemist Predator Alleycat
Chronicle Under the Skin Ambition Gain the respect among Clan Gangrel
the Camarilla
Sire A Gangrel who owed the Desire Control of your cravings Generation 13th
Sheriff a favor
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics ¡¡ ¡ ¡ ¡

Brawl Grappling ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft ¡¡¡¡¡ Insight ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation ¡¡ ¡ ¡ ¡

Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance ¡ ¡ ¡ ¡ ¡ Occult ¡¡ ¡ ¡ ¡

Larceny Grand Theft Auto ¡¡¡¡¡ Persuasion ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science ¡¡ ¡ ¡ ¡

Survival ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Animalism ¡¡¡¡¡ Fortitude ¡ ¡ ¡ ¡ ¡ Potence ¡¡¡¡¡

Bond Famulus Resilience Lethal Body


Extinguish Vitae Lingering Kiss
Toughness

¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
Max (his sponsor from Narcotics
Anonymous):
 Overcome your addictions

Laila (real pretty girl who hits on him


whenever he runs into her — she likes
to chain smoke near the park, even
at night):
 Keep fighting to be the person you
were before the Embrace.

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Contacts (Arms Dealer, Corrupt
Add 2 dice 1 point Superficial Damage
Herd ¡¡¡¡¡
Power Bonus Rouse Re-Roll
Mask ¡¡¡¡¡
None Level 1
Mask— Zeroed ¡¡¡¡¡
Feeding Penalty Bane Severity

Resources ¡¡¡¡¡ No effect 2


¡¡¡¡¡
Status
Total Experience
¡¡¡¡¡

¡¡¡¡¡
Spent Experience

¡¡¡¡¡ True age

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.

Primal Fear: Losing Her Identity


It took being turned into a creature of the night for Elena to remember who she was and what she really wants
from life. As shy as she can appear, she revels in her powers, her relative autonomy, and her nightly ability to wear
and say and do what she wants. She feels like herself again, and it’s worth everything to her.
But at the heart of all that lies a sleeping terror: the fear of losing herself to the urges of the blood, not just for a
frenzied moment, but forever.
Clan: Nosferatu
Embraced: 2021 (born 1989)
Sire: Mike Branson (entrepreneur)
Ambition: Live up to your potential
Desire: Easy uncomplicated fun
Predator: Pursuer (mostly interested in bad men and those who seem trapped in their own lives)
Convictions: Some people are worth saving
Touchstones: David Matthews (veterinarian who was always genuinely kind and did what he could for Cleocatra)
Humanity: 6
Generation: 13th
Blood Potency: 1
Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 1, Manipulation 2, Composure 4; Intelligence 3, Wits
3, Resolve 3
Secondary Attributes: Health 5, Willpower 7
Skills: Craft 2 (Mending), Firearms 2, Larceny 2, Melee 1, Stealth 3; Etiquette 2, Insight 3 (Detect Anger),
Intimidation 1, Streetwise 1, Subterfuge 1; Awareness 2, Investigation 3 (Profiling), Medicine 1, Politics 1,
Technology 1
Disciplines: Obfuscate 2 (Cloak of Shadows, Unseen Passage), Animalism 1 (Sense the Beast), Auspex 1 (Sense
the Unseen)
Advantages: Bloodhound 1, Contacts 1 (Emergency Room), Domain—Cell 1, Eat Food 2, Mask 2 (Zeroed 1),
Resources 1
Flaws: Folkloric Block 1 (Images of Virgin Mary), Long Bond 1
Name Elena “The Butterfly” Concept The Entertainer Predator Pursuer*
Chronicle Under the Skin Ambition Live up to your potential Clan Nosferatu
Sire Mike Branson (entrepreneur) Desire Easy uncomplicated Generation 13th
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics ¡¡ ¡ ¡ ¡

Brawl ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft Mending ¡¡¡¡¡ Insight Detect Anger ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation Profiling ¡¡ ¡ ¡ ¡

Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance ¡ ¡ ¡ ¡ ¡ Occult ¡¡ ¡ ¡ ¡

Larceny ¡¡¡¡¡ Persuasion ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science ¡¡ ¡ ¡ ¡

Survival ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Animalism ¡¡¡¡¡ Auspex ¡ ¡ ¡ ¡ ¡ Obfuscate ¡¡¡¡¡

Sense the Beast Sense the Unseen Cloak of Shadow


Unseen Passage

¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
David Matthews (veterinarian
who was always genuinely kind
and did what he could for
Cleocatra):
 Some people are worth saving

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Bloodhound
Add 1 die 1 point of Superficial damage
Contacts (Emergency Room) ¡¡¡¡¡
Power Bonus Rouse Re-Roll
Eat Food ¡¡¡¡¡
None Level 1
Haven—Cell ¡¡¡¡¡
Feeding Penalty Bane Severity

Mask ¡¡¡¡¡ No effect 2

Mask—Zeroed ¡¡¡¡¡
Total Experience
¡¡¡¡¡
Resources
¡¡¡¡¡
Spent Experience

¡¡¡¡¡ True age

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.

Primal Fear: Becoming the Monster


One might wonder why Jo stays in the Camarilla’s service. But for all the fucked up shit she’s had to trade her
former life in for, her coterie is all she has. And it’s all that keeps her from turning into the thing she most fears
becoming, the opposite of what she was supposed to be: a murderer whose hunger knows no bounds.
Clan: Ventrue (Bane: Sick People)
Embraced: 2014 (Born 1988)
Sire: Geraldine, the current Keeper of Elysium
Ambition: Buy your freedom from the Court
Desire: Dull the pain
Predator: Consensualist
Convictions: Good things are worth sacrifice; Foster hope in the face of adversity.
Touchstones: William (ex-boyfriend); Lotta (little sick girl in the children’s cancer ward)
Humanity: 8
Generation: 13
Blood Potency: 1
Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 1, Manipulation 2, Composure 3; Intelligence 4, Wits
3, Resolve 3
Secondary Attributes: Health 5, Willpower 5
Skills: Firearms 1, Melee 2; Etiquette 3, Intimidation 3, Leadership 2; Finance 2, Investigation 1, Medicine 4
(Surgery, Phlebotomy), Science 3 (Hematology), Technology 1
Disciplines: Dominate 2 (Cloud Memory, Mesmerize), Fortitude 2 (Unswayable Mind, Toughness)
Advantages: Bond Resistance 1, Contacts 2 (Hospital staff), Influence 2, Resources 1, Status 1
Flaws: Dark Secret (Masquerade Breacher) 1; Prey Exclusion 1 (the non-consenting), Stake Bait 2 (hearts are a
big deal to her)
Name Jo Roth “The Rot” Concept The Hide Predator Consentualist
Chronicle Under the Skin Ambition Buy your freedom from the Clan Ventrue
Courters.
Sire Desire Dull the pain Generation 13th
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics ¡¡ ¡ ¡ ¡

Brawl ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft ¡¡¡¡¡ Insight ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation ¡¡ ¡ ¡ ¡


Surgery,
Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine Phlebotomy ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance ¡ ¡ ¡ ¡ ¡ Occult ¡¡ ¡ ¡ ¡

Larceny ¡¡¡¡¡ Persuasion ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science Hematology ¡¡ ¡ ¡ ¡

Survival ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Dominate ¡¡¡¡¡ Fortitude ¡¡¡¡¡ ¡¡¡¡¡

Cloud Memory Unswayable Mind


Mesmerize Toughness

¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
William (ex-boyfriend): Trouble feeding on the sick
 Good things are worth
sacrifice

Lotta (little sick girl in the


children’s cancer ward):
 Foster hope in the face of
adversity

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Bond Resistance
Add 1 die 1 point of Superficial damage
Contacts (Hospital staff) ¡¡¡¡¡
Power Bonus Rouse Re-Roll
Influence ¡¡¡¡¡
None Level 1
Resources ¡¡¡¡¡
Feeding Penalty Bane Severity

Status ¡¡¡¡¡ No effect 2


¡¡¡¡¡
Total Experience
¡¡¡¡¡

¡¡¡¡¡
Spent Experience

¡¡¡¡¡ True age


–Dark Secret (Masquerade
Apparent age
–Prey Exclusion (the non-consenting) ¡ ¡ ¡ ¡ ¡
–Stake Bait ¡¡¡¡¡
Date of birth 1988
Date of death 2014
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)
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?

Primal Fear: Being Unlovable


Mary Lee looks at herself in mirrors and observes that she is beautiful. She drinks from willing vessels and
concludes she is seductive. Still, these things don’t feel true. Not when she’s never had somebody truly love her
for herself. They all leave when they’ve gotten what they came for. Mary Lee hears that’s how modern dating is.
But she fears it’s cause she’s just not good enough.
Clan: Malkavian
Embraced: 2019 (born 2001)
Sire: “The Dickhead”; Emerie Alveston (by adoption)
Ambition: Find the one and “live” happily ever after
Desire: Impress Emerie
Predator: Siren
Convictions: Love is real, so protect it when you see it.
Touchstones: Ella (baby sister)
Humanity: 7
Generation: 13th
Blood Potency: 1
Attributes: Strength 1, Dexterity 2, Stamina 2; Charisma 3, Manipulation 3, Composure 2; Intelligence 2, Wits
3, Resolve 4
Secondary Attributes: Health 5, Willpower 6
Skills: Craft 1 (Portraiture), Larceny 3, Melee 1, Stealth 1, Survival 1 (Trailer Park life); Etiquette 2, Insight 2,
Intimidation 2, Performance 1 (Dance), Persuasion 3 (Seduction), Subterfuge 2; Awareness 2, Investigation 3,
Politics 1, Technology 1
Disciplines: Auspex 2 (Heightened Senses, Premonition), Dominate 1 (Compel), Presence 1 (Awe)
Advantages: Beautiful 2, Contacts 1 (Cindy, friend from a strip bar Love used to work at), High-functioning
addict 1 (MDMA), Iron Gullet 3, Mask 1, Resources 1
Flaws: Bond Junkie 1, Disliked 1 (local hotel/motel staff and regular guests), Enemy 1 (Carl, ex-lover)
Name Mary Lee “Love” Concept The Muscle Predator Siren
Chronicle Under the Skin Ambition Find the one and “live” Clan Malkavian
happily ever after
Sire “The Dickhead”; Emerie Desire Generation
Alveston (by adoption) Impress Emerie 13th
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics ¡¡ ¡ ¡ ¡

Brawl ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft Portraiture ¡¡¡¡¡ Insight ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation ¡¡ ¡ ¡ ¡

Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance Dance ¡ ¡ ¡ ¡ ¡ Occult ¡¡ ¡ ¡ ¡

Larceny ¡¡¡¡¡ Persuasion Seduction ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science ¡¡ ¡ ¡ ¡

Survival Trailer Park Life ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Auspex ¡¡¡¡¡ Dominate ¡ ¡ ¡ ¡ ¡ Presence ¡¡¡¡¡

Heightened Senses Compel Awe


Premonition

¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
Ella (baby sister):
 Love is real, so protect it
when you see it.

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Beautiful
Add 2 dice 1 point of Superficial damage
Contacts (Cindy, friend from a strip bar) ¡ ¡ ¡ ¡ ¡
Power Bonus Rouse Re-Roll
High-Functioning Addict (MDMA) ¡¡¡¡¡
None Level 1
Iron Gullet ¡¡¡¡¡
Feeding Penalty Bane Severity

Mask ¡¡¡¡¡ No effect 2

Resources ¡¡¡¡¡
Total Experience
¡¡¡¡¡

¡¡¡¡¡
Spent Experience

–Bond Junkie ¡¡¡¡¡ True age 22

¡¡¡¡¡
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.

Primal Fear: Losing his Freedom


Nickie deals very well with Hunger after his Embrace. He’s so used to it, after all. What really troubles him is
the lack of a clear routine. Nickie’s greatest fear is therefore also his dearest secret longing: that in some form or
other, his mother returns to claim him, telling him what he should be and do, taking all his newfound freedom
from him.
Clan: Brujah
Embraced: 2015 (Born 1997)
Sire: A boy with beautiful eyes
Ambition: Find the true purpose of existence
Desire: Dull the anxious feeling at the pit of his stomach
Predator: Pursuer
Convictions: Prioritize your own happiness; Look for goodness in the world
Touchstones: Maja, punk friend from the music store he used to go to — she’s all grown up now; Peppi, Maja’s kid.
Humanity: 6
Generation: 13th
Blood Potency: 1
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 2, Manipulation 1, Composure 2; Intelligence 2, Wits
3, Resolve 2
Secondary Attributes: Health 5, Willpower 5
Skills: Athletics 3 (Gymnastics), Brawl 2, Drive 1, Larceny 2, Melee 2, Stealth 2 (Shadowing), Survival 1, Animal
Ken 2, Insight 3, Persuasion 1, Streetwise 1, Subterfuge 1; Awareness 3, Medicine 1, Science 1 (Myology),
Technology 1
Disciplines: Celerity 2 (Cat’s Grace, Fleetness), Potence 1 (Soaring Leap), Animalism 1 (Sense the Beast)
Advantages: Beautiful 2, Bloodhound 1, Contacts 1 (Jason, shifty bartender), Linguistics 1 (French, Native:
Russian), Mask 2, Retainer 1 (Chris, accidental ghoul who’s totally got a crush on Nickie)
Flaws: Known Corpse 1, Dark Secret 1 (Anarch boyfriend)
Name Nikita “Nickie” Concept The Planner Predator Pursuer*
Chronicle Under the Skin Ambition Find the true purpose of Clan Brujah
existenceglory
Sire Desire Dull the anxious feeling in Generation
A boy with beautiful eyes your stomach 13th
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics Gymnastics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics ¡¡ ¡ ¡ ¡

Brawl ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft ¡¡¡¡¡ Insight ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation ¡¡ ¡ ¡ ¡

Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance ¡ ¡ ¡ ¡ ¡ Occult ¡¡ ¡ ¡ ¡

Larceny ¡¡¡¡¡ Persuasion ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth Shadowing ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science Myology ¡¡ ¡ ¡ ¡

Survival ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Animalism ¡¡¡¡¡ Celerity ¡ ¡ ¡ ¡ ¡ Potence ¡¡¡¡¡

Sense the Beast Cat’s Grace Soaring Leap


Fleetness

¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
Maja, punk friend from the
music store he used to go
to — she’s all grown up now:
 Prioritize your own happiness

Peppi, Maja’s kid:


 Look for goodness in the
world

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Beautiful
Add 2 dice 1 point of Superficial damage
¡¡¡¡¡
Bloodhound
Power Bonus Rouse Re-Roll
¡¡¡¡¡
Contacts (Jason, shifty bartender) None Level 1
Linguistics (French; Native Russian) ¡ ¡ ¡ ¡ ¡ Feeding Penalty Bane Severity

Mask
¡¡¡¡¡ No effect 2
¡¡¡¡¡
Retainer (Chris, accidental ghoul)
Total Experience
¡¡¡¡¡

¡¡¡¡¡
Spent Experience

¡¡¡¡¡ True age 25

–Dark Secret (Anarch Boyfriend) ¡¡¡¡¡


Apparent age 16

–Known Corpse ¡¡¡¡¡


Date of birth 1997
Date of death 2015
Notes
Appearance
Coterie Merits:
Haven 
Mawla (Emeria Alveston)  Distinguishing features
Domain—Chasse 
Domain—Lien 
History
*The Pursuer Predator Type is found in the
Players Guide

© 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.

Primal Fear: Being Left Behind


Stephen’s finally just like his friends: a vampire. Being a vampire is secondary to being part of a close-knit friend
group, just to be clear. He’ll do almost anything to keep them together and is in many ways actually the glue of
the group. However, there’s a gnawing fear at the pit of his stomach that he’s not really one of them. On good
nights, it tells him there’s still something left for him to prove. On bad ones, he’s certain they’re just waiting for a
chance to ditch him.
Clan: Tremere
Embraced: 2022 (born 1996)
Sire: Emerie Alveston
Ambition: Become a respected (and, one hopes, adored) blood sorcerer with rank, protecting and lifting up his
coterie, so they’ll all be thankful and impressed
Desire: Keep the Coterie together
Predator: Sandman
Convictions: The pursuit of knowledge is pure and good; Love is greater than everything else.
Touchstones: Alex (local research librarian); “Kitty” (best friend in primary school, haven’t spoken in years but
she waves when she sees him)
Humanity: 7
Generation: 12th
Blood Potency: 1
Attributes: Strength 1, Dexterity 3, Stamina 2; Charisma 2, Manipulation 3, Composure 2; Intelligence 4, Wits
2, Resolve 3
Secondary Attributes: Health 5, Willpower 5
Skills: Drive 1, Stealth 1 (Break-ins); Etiquette 2, Insight 2, Subterfuge 3; Academics 3 (Classical Philology),
Finance 2, Investigation 3, Occult 4 (Blood Sorcery), Technology 1
Disciplines: Blood Sorcery 2 (A Taste for Blood, Scour Secrets*; Rituals: Ward Against Ghouls, Communicate
with Kindred Sire), Dominate 1 (Cloud Memory), Obfuscate 1 (Silence of Death)
Advantages: Contacts 2 (University libraries and security), Linguistics 2 (Aramaic, Greek), Mask 1, Resources
1, Status 1
Flaws: Long Bond 1, Bond Junkie 1
Name Stephen “Just Stephen” Benson Concept Predator Sandman
Chronicle Under the Skin Ambition Become a respected Blood Clan Tremere
sorcerer
Sire Emerie Alveston Desire Keep the Coterie together Generation 12th
AT T R I BU T E S
Physical Social Mental
Strength ¡¡¡¡¡ Charisma ¡¡¡¡¡ Intelligence ¡¡¡¡¡

Dexterity ¡¡¡¡¡ Manipulation ¡¡¡¡¡ Wits ¡¡¡¡¡

Stamina ¡¡¡¡¡ Composure ¡¡¡¡¡ Resolve ¡¡¡¡¡


Health Willpower
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
SK I L L S

Athletics ¡¡¡¡¡ Animal Ken ¡ ¡ ¡ ¡ ¡ Academics Classical ¡¡ ¡ ¡ ¡

Brawl ¡¡¡¡¡ Etiquette ¡ ¡ ¡ ¡ ¡ Awareness ¡¡ ¡ ¡ ¡

Craft ¡¡¡¡¡ Insight ¡ ¡ ¡ ¡ ¡ Finance ¡¡ ¡ ¡ ¡

Drive ¡¡¡¡¡ Intimidation ¡ ¡ ¡ ¡ ¡ Investigation ¡¡ ¡ ¡ ¡

Firearms ¡¡¡¡¡ Leadership ¡ ¡ ¡ ¡ ¡ Medicine ¡¡ ¡ ¡ ¡

Melee ¡¡¡¡¡ Performance ¡ ¡ ¡ ¡ ¡ Occult Blood Sorcery ¡¡ ¡ ¡ ¡

Larceny ¡¡¡¡¡ Persuasion ¡ ¡ ¡ ¡ ¡ Politics ¡¡ ¡ ¡ ¡

Stealth Break-ins ¡¡¡¡¡ Streetwise ¡ ¡ ¡ ¡ ¡ Science ¡¡ ¡ ¡ ¡

Survival ¡¡¡¡¡ Subterfuge ¡ ¡ ¡ ¡ ¡ Technology ¡¡ ¡ ¡ ¡

DI S C I PL I N E S
Blood Sorcery ¡¡¡¡¡ Dominate ¡ ¡ ¡ ¡ ¡ Obfuscate ¡¡¡¡¡

A Taste for Blood Compel Silence of Death


Scour Secrets*

Rituals ¡¡¡¡¡ ¡¡¡¡¡ ¡¡¡¡¡


Ward Against Ghouls
Communicate with Kindred Sire

Resonance Hunger ¨¨¨¨¨ Humanity ¨¨¨¨¨ ¨¨¨¨¨


© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Chronicle Tenets Touchstones & Convictions Clan Bane
Alex (local research librarian):
 The pursuit of knowledge is pure
and good

“Kitty” (best friend in primary


school, haven’t spoken in years
but she waves when she sees him:
 Love is greater than everything
else

Advantages & Flaws Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡


¡¡¡¡¡ Blood Surge Mend Amount
Contacts (University Libraries and Security)
Add 2 dice 1 point of Superficial damage
Linguistics (Aramaic, Greek, Hebrew, Latin) ¡ ¡ ¡ ¡ ¡
Power Bonus Rouse Re-Roll
¡¡¡¡¡
Mask None Level 1
¡¡¡¡¡
Resources Feeding Penalty Bane Severity

Status
¡¡¡¡¡ No effect 2
¡¡¡¡¡
Total Experience 6
¡¡¡¡¡

¡¡¡¡¡
Spent Experience 6

¡¡¡¡¡ True age

Apparent age
–Long Bond ¡¡¡¡¡

–Bond Junkie ¡¡¡¡¡


Date of birth 1996
Date of death 2022
Notes
Appearance
Coterie Merits:
Haven 
Mawla (Emeria Alveston)  Distinguishing features
Domain—Chasse 
Domain—Lien 
History
*The Scour Secrets Power is found in the
Players Guide

© 2024 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)

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