0% found this document useful (0 votes)
61 views

serp

The document outlines the Serpentis discipline from the Vampire: The Masquerade role-playing game, detailing its powers, usage, and effects. It emphasizes the duality of Serpentis, which can liberate or bind individuals, and includes specific abilities such as 'Touch of the Asp' and 'Divine Image.' Additionally, it provides guidelines for gameplay, including tags for powers, conditions for activation, and the consequences of using these abilities.

Uploaded by

mastershed3
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
0% found this document useful (0 votes)
61 views

serp

The document outlines the Serpentis discipline from the Vampire: The Masquerade role-playing game, detailing its powers, usage, and effects. It emphasizes the duality of Serpentis, which can liberate or bind individuals, and includes specific abilities such as 'Touch of the Asp' and 'Divine Image.' Additionally, it provides guidelines for gameplay, including tags for powers, conditions for activation, and the consequences of using these abilities.

Uploaded by

mastershed3
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
You are on page 1/ 25

1

There is
Nothing more holy than loyalty,
Nothing more cherished than supplication,
Nothing more desired than worship,
Nothing more sacred than blood,
Nothing more divine than my station.
I am
The whisper that teaches,
The smell that entices,
The taste that binds,
The vision that inspires,
You are The hand that guides.

The slave I free,


The soldier I train,
The priest I teach,
The disciple I love,
The monster I create.

You are what I was,


I was what this world made me,
This world is what you make it.

This is the truth that imprisons,


This is the chain that binds,
This is the cycle that never ends.

With this kiss do I shatter truth,


With this drink do I weaken your chains,
With this embrace do I end the eternal
cycle.
2
Credits Special Thanks
Written By: Peter Vulic Kirra-lee Huber (original playtest team and
Developed By: Peter Vulic supportive partner, without who, none of this
Edited By: Peter Vulic would have been possible)
Mike Minford (editorial assistance)
Riot Of The Blood Cast (critical feedback)
Brad Hardwick (critical feedback & advice)

©
2019 White Wolf Entertainment AB. All rights reserved.
Vampire: The Masquerade®, World of Darkness®,
Storytelling System™, and Storytellers Vault™ are
trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved.
For additional information on White Wolf and the World
of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.

3
TABLE OF CONTENTS
How to Use the Document 5
Serpentis 7
Divine Image 8
Touch Of The Asp 8
Skin Of Adder 8
Serpents Flesh 9
Eyes Of The Serpent 9
Form Of The Serpent 9
Breath The Sandstorm 10
Seed Of Corruption 10
Cobra Fangs 10
Basilisk Breath 11
Forbidden Blood 11
Untethered Heart 11
Typhon’s Maw 12
Form Of The Desert Storm 12
Avatar Of Set 13
Avatar Of Apep 13
Setite Sorcery 14
Ophidian Infestation 15
Godhead 15
Cheat The Scales Of Anubis 16
Apep’s Fury 16
Set’s Curse 17
Pact With Set 17
Heart Of Darkness 18
Mark Of Exile 18
Mummify 19
Mother Of Monsters 19
Addictions 20

4
How to use this Document? Tag: All abilities are given a tag. A tag
describes what sort of medium the power uses.
The document should be read just like any other Only those capable of perceiving reality under that
World of Darkness book. You will need the core V5 tag can pick up on its use and even then, it might be
rulebook to understand most of its rules but on the beyond their scope to do so. If a creature is resilient,
following pages you will find rules for an expanded to a single tag the power possesses, but not the
Serpentis discipline. This includes a re-write of its other then it can still be affected as per normal. A
old powers as well as special and optional rules to single power usually will have more than one tag:
improve your gameplay experience. ▪ Physical: uses and functions through sound,
The powers have been written in a way that is sight, smell, taste, and/or touch.
hopefully clearer than what the main rulebook ▪ Mental: uses and functions through the use of
provides. telepathy or simply in the mind of the creature.
▪ Spiritual: uses the connection through the
Please read the segments on the current and Umbra (or spiritual energy) to function.
following page for a better understanding of how to
use the document. Range & Targets: Describes the range of the
power and how many individuals it impacts. This
The Breakdown will not always be a physically determined range but
can be categorized as Vocal, Visual or Scent range,
Each power is broken up into the following meaning the range extends to how far a character
segments: can see, smell or how many people can hear him.
Description: a quick summary of the power, Conditions: Describes what conditions must be
including some additional information for how it met for the power to work.
functions, impacts the user and what its
effects actually are. The description is generally Risk: Advises primarily how easily another
broken down into italicized text and normal text. individual can perceive the use of this power and
The italicized text is meant more as an how likely it is. This is primarily meant to give the
in-story description of the power or its origins while player an understanding of the risks involved when
the normal text actually advises you on its effects. using this power in public.

Type: All powers have a type attributed to them. Cost: Tells the player what cost must be paid for
These are: the power’s activation.

▪ Abilities: requires the user to actively Test: Advises what test a player must pass for the
deviate that they are using this power. power to activate. The test difficulty will always be a
▪ Reflexive: the ability only becomes number in a bracket ( ). As long as the result is
available if the right circumstance presents equalled or exceeded the power activates. In
themselves during which point a player may circumstances where no test or value is provided the
declare that they are activating the power. power activates automatically.
▪ Upgrade: these powers augment or
permanently enhance the user. They have no Resistance Roll: Describes what values the target
cost and are always active. uses in order to attempt to resist the powers effects
▪ Ritual: these powers require a character's (if any). The difficulty for the Resistance Roll is
attention, ingredients and, usually, a either a pre-determined value ( ) or is simply made
prolonged period of time to perform properly
against the users test result.
but their effects are generally, long lasting and
powerful. Duration: Advises how long the power
remains active for or rather how long its effects
remain active.

5
Values The last two will be new for most players as these
additions do not feature in the main rulebook.
Many of the powers written here will provide you A discipline Bonus is granted to any user of the
with a distance and duration which is slightly ability and generally grows more powerful the more
different from the main book which uses a more dots the player invests in that discipline. The Bonus
open system of play. Treat these more as guidelines is generally a passive one or it augments the powers
to give you a better understanding of the extent of in the Discipline further.
each power and its effects.
A discipline Bane is the inherent danger which
Distance and weight will always be provided in comes from using the discipline. These can vary but
metric followed by imperial measurements in the one rule they all share is that a discipline Bane
brackets. Both are rounded up or down to the only affects those users and clans who do not
closest round number for ease of gameplay. naturally have access to the Discipline to begin with
Duration is always provided in normal time and as part of their Clan (or bloodline) inherent abilities.
game time. Normal time being hours, days, weeks For example, Dominate is a discipline which several
etc. and game time being provided in Actions, clans have access to. So Ventrue and Tremere
Rounds, Scenes and Sessions. Normal time will characters will outright ignore the discipline bane
always be provided in brackets next to Game time. for Dominate. However, a Gangrel who gained
Just like distances these are meant to provide a access to Dominate (by either being taught or as
guideline more than an actual hard rule and are part of their Predator Type) will always be impacted
meant for ease of gameplay. by the discipline Bane as it is not a power his Clan is
naturally accustomed to.
Enhanced Mortals
In either event discipline Banes & Bonuses are
You might often encounter the phrase Enhanced optional rules and most powers work just as easily
Mortal. This is simply a tag given to all creatures without their implementation. So, if you feel like
who are mostly human (or a normal animal) but had they would slow your game feel free to disregard
been altered by scientific or supernatural means to them.
be stronger, faster or more resilient than general
mortals. Ghouls, Flesh Creations, Zombies, Thin- Clan Signature Disciplines
Bloods, Kinfolk etc. can all be considered Enhanced
Mortals. In the current version for V5 most clan signature
disciplines had not made the transition to the new
LARP Friendly rule set. Those that did had been altered or
appropriated by several clans.
Some abilities can be somewhat difficult to
represent in a Live Action Role Play For the purposes of the custom rules found here
(LARP) setting. Due to this the author had Signature Clan Disciplines should only be available
added a symbol of an ankh (such as the to the clan listed below.
one on the right) to all powers which he You can however still mix and match the powers as
personally considers to NOT be LARP friendly. you want as they are still considered optional in
This is simply the authors personal preference and if nature.
you feel like a power can enrich your gaming
experience than by all means use it.
Clans With Access to
Banes & Bonuses Serpentis:
Before you get into the full explanation of each
power there will be a page which explains the nature
of the discipline at length, how it works, its bonuses
and its banes.

6
SERPENTIS Meanwhile its mortal manipulation is highly geared
towards forming blood cults or inspiring dangerous
Serpentis is an ancient discipline that was developed addictions in mortals.
by the mythical Set in ancient Egypt. It is a curious Finally, just like Thaumaturgy, Serpentis has its own
mix of Protean, Presence and Blood Sorcery and its list of Blood Sorcery Rituals, referred to as Setite
students use the discipline to amass followers, cast Sorcery. Setite Sorcery is only available to true
exotic rituals, strike down foolhardy opponents and, Setites (members of the Ministry / Followers of
perhaps most importantly, tempt others away from Set). The rituals are bought the same way as other
their chosen path. For at its core Serpentis is used Blood Sorcery Rituals and take up a slot under that
to corrupt mortal and immortal institutions, sending category.
them crumbling into the dirt and liberating their
followers from the shackles of servitude.
Discipline Bonus
Serpentis is the trademark discipline of the
Followers of Set and has a near religious ● – ●●● add 1 dice to all of the Kindred’s
significance to the Clan. The Setites consider it a gift Persuasion related rolls.
from their dark god and seldom share it with other ●●●● – ●●●●● add 2 dice to all of the Kindred’s
vampires, although on occasion the use of a blood Persuasion related rolls.
boon has allowed eager students access to some of
its abilities. Discipline Bane
Curiously the discipline is one of duality. Its powers If a 1 is rolled on any of the Rouse Check when
are perfectly tailored to be used as tools of activating powers from this discipline, then the
temptation and liberation. Its abilities can break a character receives a Stain on their Humanity tracker.
tyrants hold over their slaves just as easily as they
can bind the newly “liberated” to the Kindred, often Poisoned
even more completely than their previous masters
ever did. This leads many of its users to disregard Serpentis, and its side effects, can poison victims.
their own humanity entirely and enter a dangerous To streamline things here are some basic rules to
spiral of megalomania, a spiral made all the more apply to individuals who are poisoned.
sinister by the presence of the Beast.
❖ Mortals and Enhanced Mortals can always be
affected by poison.
Key Test ❖ Kindred and other supernatural creatures need to
Serpentis + Stamina (Serpentis) or be specified in the powers description to be
Serpentis + Resolve (Setite Sorcery) considered valid targets.
vs Stamina + Resolve ❖ Unless advised differently, a target which is
poisoned will suffer 1 automatic point of
Serpentis Explained Superficial Damage (some poisons can cause
greater damage) at the end of each Round (or
Serpentis takes elements from Protean, Presence every 10 minutes) unless they seek some form of
and Blood Sorcery. medical attention. Otherwise, the poison remains
active until it kills its target.
The main Serpentis powers primarily deal with ❖ The type and cure for normal poisons can be
shape changing abilities and mortal manipulation identified with a successful Intelligence +
however they are specialized in the own way. Medicine (3) test. While technically supernatural
in their creation all Serpentis venoms generally
Its shapeshifting abilities seem to focus on
mimic real-world ones, usually those of snakes,
transforming into serpents, typhonic beasts and
which is why Medicine, instead of Occult is used.
inflicting venomous bites.

7
Level 1
Touch Of The Asp
Divine Image
With the softest of touch the Kindred enhances a target’s
The Vampires social manipulation goes beyond being just the darkest needs.
centre of attention. With this ability they become the centre of
their follower’s whole world. The target begins to feel an unrelenting need to
satisfy its addiction. Regardless if the addiction is
If more than one instance of Awe is active in the
Mild or Severe the target will attempt to actively
same location at once then the user who has a seek it out. Any action not done in pursuit of this
higher rating in Presence and used their ability more goal suffers a 2 dice penalty to all its rolls.
recently would generally be the centre of attention.
With this upgrade the user is always considered the ❖ Type: Ability
highest Presence user unless another Kindred ❖ Tag: Physical
possesses Divine Image as well. ❖ Range & Targets: A single individual within
Touch Range.
❖ Type: Upgrade ❖ Cost: None
❖ Tag: Mental ❖ Conditions: Must make physical touch with
❖ Range & Targets: Targets the Kindred the targets skin. The target must have a pre-
himself. existing addiction.
❖ Cost: None ❖ Risk: Minor. The target can become agitated
❖ Conditions: Must possess Awe from and uncomfortable to be around.
Presence. ❖ Test: None
❖ Risk: Moderate. This ability makes mortals ❖ Resistance Roll: Stamina + Resolve (3,
flock to your side just to be able to see you. Mortals have no protection against this
❖ Test: None ability.)
❖ Resistance Roll: None ❖ Duration: 1 Action (1 second) for the effects
❖ Duration: Permanent to take hold, after which they last for 1 Scene
(1 hour).
Addiction
You can find a full list of rules surrounding Skin Of Adder
addiction on page 20. If you are however after
some very basic rule then apply the following: The Kindred’s skin grows patches of scales and
becomes more durable.
A character who had met the needs of their
addiction adds 1 dice to all of their rolls but The Kindred can ignore up to 2 points of
cannot use Willpower to re-roll dice while under Superficial Damage he receives each Round.
the influence of their chosen substance.
❖ Type: Ability
A character who had not met the needs of their ❖ Tag: Physical
addiction subtracts 1 dice from all their rolls. ❖ Range & Targets: Targets the Kindred
himself.
A character who overdoses is considered ❖ Cost: None
Poisoned. ❖ Conditions: Only affects Superficial Damage.
❖ Risk: High. The power physically changes
Blood how the Kindred looks and makes them
While all Kindred crave blood this is considered appear supernatural to outsiders.
❖ Test: None
to be a form of supernatural hunger rather than
❖ Resistance Roll: None
a proper addiction. This means Serpentis powers
❖ Duration: 1 Scene (10 minute) or until the
can never make a Kindred crave blood more Kindred voluntarily end the ability or is
then they already do. incapacitated.

8
Serpents Flesh Level 2
The Kindreds joints become more flexible and he loses his
normal ability to project false life.
Form Of The Serpent
The Kindred adds 1 dice to any Dexterity based roll. The Vampires changes into a large snake.
While the power is active the Kindred cannot use The Kindred can choose to change either
Blush of Life. into an average sized snake with a
❖ Type: Ability venomous bite or a constrictor (both examples
❖ Tag: Physical below).
❖ Range & Targets: Targets the Kindred He replaces all his physical attributes for those of
himself. the chosen serpent. While in this form he cannot
❖ Cost: None use any of his other abilities, but still benefits from
❖ Conditions: None all upgrades. Items cannot be used.
❖ Risk: Minor. While the power itself doesn’t Clothing merges with the Kindred as he changes
outright make the Vampire supernaturally and re-appears when they change back.
flexible it does prevent them from imitating
life. ❖ Type: Ability
❖ Test: None ❖ Tag: Physical
❖ Resistance Roll: None ❖ Range & Targets: Targets the Kindred
❖ Duration: 1 Scene (10 minute) or until the himself.
Kindred voluntarily ends the ability or is ❖ Cost: 1 Round + 1 Rouse Check
incapacitated. ❖ Conditions: None
❖ Risk: High. While it is not unusual to see a
snake in some parts of the world most people
react with fear when they see one.
Eyes Of The Serpent Additionally, changing in full view of mortals
is considered a Masquerade breach.
The Kindred’s eyes become predatory and focused. Those ❖ Test: Serpentis + Stamina (2)
whose gaze locks with the Vampire find themselves unable to ❖ Resistance Roll: None
move or break eye contact, their reaction similar to that of a ❖ Duration: 1 Scene (1 hour), until the Kindred
deer caught in headlights. voluntarily ends the power or is incapacitated.
Unless the target passes its Resistance Roll it cannot Venomous Snake (Cobra, Asp etc…)
move.
Strength ●
❖ Type: Ability
❖ Tag: Physical & Mental Dexterity ●●●●
❖ Range & Targets: A single individual within
Visual Range. Stamina ●●
❖ Cost: None Special ability – Venomous Bite: A successful
❖ Conditions: Must make Eye Contact. This bite attack inflicts only Superficial Damage but it
ability can only be used once per Scene. does Poison the target (Kindred are not affected).
❖ Risk: Minor. While the eyes do physically
change, they do so in a very subtle manner. Constrictor (Anaconda, Boa etc…)
❖ Test: None
❖ Resistance Roll: Stamina + Resolve (3, Strength ●●●
mortals have no protection against this ability) Dexterity ●●●
❖ Duration: Until eye contact is broken or the
Kindred voluntarily ends the ability. Stamina ●●
Special ability – Suffocate: Counts as having
the Grapple specialization under Brawl. Add 2
dice to any actions performed against targets you
already grappled.

9
Breath The Sandstorm Cobra Fangs
The Kindred forces a mouthful of its own vitae into The Kindred’s fangs produce a dangerous serpentine venom.
its mouth and exhales it as a fine red dust that
The Kindred can voluntarily Poison any targets he
fills an area.
bites. Mortals and Enhanced Mortals can be
If successful then everyone, including the Kindred affected but not Kindred.
himself, is temporarily blinded as a red mist of dust
❖ Type: Upgrade
blocks all line of sight. All actions that require
❖ Tag: Physical
Visual Range, Eye Contact or require sight in
❖ Range & Targets: Targets anyone the
general have their dice pool halved (rounding up). Kindred bites.
❖ Type: Ability ❖ Cost: None
❖ Tag: Physical ❖ Conditions: Enhanced Mortals can be
❖ Range & Targets: Everyone within 10 affected; Kindred are still immune.
meters (30 feet) of the Kindred. ❖ Risk: Minor. This ability simply makes your
❖ Cost: 1 Rouse Check bite more deadly.
❖ Conditions: Must be able to open his mouth ❖ Test: None
to breath out the miniature sandstorm. ❖ Resistance Roll: None
Individuals carrying protective eye equipment ❖ Duration: Permanent
are not affected.
❖ Risk: High. This is blatantly a supernatural
event and is a Masquerade breach if done in
public.
❖ Test: Serpentis + Stamina (2)
❖ Resistance Roll: None
❖ Duration: 1 Round per dot in Serpentis (a
few seconds to a minute).

Seed Of Corruption
Not all venom is meant to harm or incapacitated, some is just
intended to subtly alter the target.
The Kindred can give a Mild addiction of any type
to a Mortal they feed from.
❖ Type: Upgrade
❖ Tag: Mental & Physical
❖ Range & Targets: Targets anyone the
Kindred feeds from.
❖ Cost: None
❖ Conditions: Must feed from the target via
bite. Enhanced Mortals and Kindred are not
affected.
❖ Risk: Minor. This ability alters the mental and
physical needs of an individual and their new
craving will be noticed by friends, but linking
it to you will be a stretch.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: Permanent

10
Level 3
Basilisk Breath Forbidden Blood
The Kindred exhales a poisonous corrosive mist at The Kindred’s blood responds to those who drink it,
its adversaries. unlocking hidden yearnings and addictions they never knew
they had.
If successful the Kindred breaths out a
corrosive mist. This breath attack is projected in the Anyone who feeds from the Kindred runs the risk
shape of a cone with a length of 3 meters (or 10 of developing a Mild or Severe addiction.
feet) and a maximum width of 1 meter (or 3 feet). The type and nature of the addiction which the
The measurements are meant as a rough idea only. victim develops is left for the player to decide when
Anyone caught in the cone takes 3 Points of targeting Mortals and for the Storyteller to decide
Superficial Damage and is Poisoned if they fail their when targeting Enhanced Mortals and Kindred.
resistance rolls. ❖ Type: Reflexive
Kindred can be damaged but never suffer the ❖ Tag: Physical
Poisoned effect. ❖ Range & Targets: Anyone who drinks the
Kindred’s vitae.
❖ Type: Ability
❖ Cost: 1 Rouse Check
❖ Tag: Physical
❖ Conditions: The target must ingest the
❖ Range & Targets: Anyone caught in the 3-
Kindreds vitae.
meter (10 feet) x 1 meter (3 feet) cone.
❖ Risk: Moderate. This has the potential to
❖ Cost: 1 Rouse Check
permanently alter the targets wants and needs
❖ Conditions: Must be able to open his mouth but is otherwise subtle.
to breath out the toxic mist.
❖ Test: None
❖ Risk: High. This power can only be explained
❖ Resistance Roll: Stamina + Resolve (4, Mortals
as a supernatural event and breaches the
have no protection against this power)
Masquerade.
❖ Duration: Permanent or until the target
❖ Test: Serpentis + Stamina (3)
manages to overcome the addiction through a
❖ Resistance Roll: Stamina + Resolve (Mortals lack of access or therapy.
have no protection against this ability)
❖ Duration: 1 Action (a few seconds), the
Poison lasts until cured or until it had run its
course. The Untethered Heart
The Kindreds heart has the ability to move through their chest
cavity and instinctively avoids damage.
Any action specifically targeting the Kindreds heart,
be it a gunshot, staking or a physical attack suffers a
3 dice penalty to its rolls or fails automatically if no
roll is required.
❖ Type: Upgrade
❖ Tag: Physical
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: None
❖ Conditions: None
❖ Risk: None. Unless examined via an X-ray
this power cannot be picked up on.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: Permanent

11
Level 4
Typhon’s Maw Form Of The Desert Storm
The Vampires fangs grow in rows and drip a The Kindred turns into a cloud of red sand and
virulent toxin that thickens blood and dissolves dust.
flesh. If successful the Kindred turns into a
If successful the Kindred’s bite attacks Poison any miniature sand storm.
target he bites. However, unlike normal this venom While in this form only fire and sunlight can harm
inflicts 1 point of Aggravated Damage to Mortals him. He can move up to 10 meters (30 feet) away
and Enhanced Mortals every Round. The Poison from his current position while in this form and can
effect can still be treated if the right knowledge and pass through small nooks and cracks but cannot do
equipment is on hand. any other actions. While in this form, he cannot be
It also affects other Kindred but with less severe affected by powers which require Eye Contact and
effects, causing them 1 point of Superficial Damage cannot use any of his other abilities. He still benefits
every Round instead. from all his upgrades however.
While the power is in effect the user cannot issue ❖ Type: Ability
Vocal commands. ❖ Tag: Physical
❖ Range & Targets: Targets the Kindred
❖ Type: Ability
himself.
❖ Tag: Physical
❖ Cost: 1 Rouse Checks
❖ Range & Targets: Anyone the Kindred bites.
❖ Conditions: None
❖ Cost: 1 Rouse Check
❖ Risk: High. The ability is manifested
❖ Conditions: None
instantaneously and if performed in public it
❖ Risk: High. This power changes the structure
will cause a panic.
of the Kindreds maw and fills it with needle
❖ Test: Serpentis + Stamina (4)
like fangs that drip venom.
❖ Resistance Roll: None
❖ Test: Serpentis + Stamina (4, if the Kindred
❖ Duration: 1 Round (a few seconds to a
possesses Cobra Fangs as well then, the test
minute), until the Kindred ends the ability or
difficulty is reduced to 3)
is incapacitated.
❖ Resistance Roll: Stamina + Resolve (4, to
resist the Poison, Mortals have no protection
against this attack, Enhanced Mortals do)
❖ Duration: The mutation lasts for 1 Scene (1 Design Notes
hour), the Kindred voluntarily ends the power
Although all powers written here can be used
or is incapacitated. The effects of Poison last
until they run their course or are cured. normally in your games, I would advise limiting
them based on your Kindreds Blood Potency
Curing The Dead using the following.

Typhon’s Maw is somewhat unique in that it can Level 1 Powers – can be manifested by Blood
Poison other Kindred. Potency 0 or higher.
Unlike normal mortals the venom doesn’t run Level 2 Powers – can be manifested by Blood
rampant through the vampire’s system but will Potency 1 or higher.
eventually kill them if not dealt with.
Unfortunately, the Kindred cannot use antivenom Level 3 Powers – can be manifested by Blood
and must instead find a supernatural form of cure Potency 2 or higher.
or attempt to vomit up the infected blood. Level 4 Powers – can be manifested by Blood
To attempt to purge one’s blood in this manner Potency 3 or higher.
the Kindred must perform 2 Rouse Checks. If
both results are Even numbers or if both results Level 5 Powers – can be manifested by Blood
are Odd numbers, then the Kindred is no longer Potency 4 or higher.
Poisoned, otherwise the effects continue.

12
Level 5
Avatar Of Set Avatar Of Apep
The Vampire transforms into a Typhonic avatar The Vampire transforms into a serpent of terror
of destruction. and destruction.
If successful the Kindred transforms into a If successful the Kindred transforms into a large
jackal like monstrosity reminiscent of a Typhonic snake-like monster drenched in shadows. All
beast. All Mortals and Enhanced Mortals will flee Mortals and Enhanced Mortals will flee from the
from the Scene in terror unless they pass a Scene in terror unless they pass a Willpower test (3).
Willpower test (3). The Kindred gains a 2 dice bonus to all physical
The Kindred gains a 2 dice bonus to all physical rolls, cannot use items and its bite attacks count as
rolls and damage from its attacks cannot be halved. benefiting from Typhon’s Maw.
❖ Type: Ability ❖ Type: Ability
❖ Tag: Physical ❖ Tag: Physical
❖ Range & Targets: Targets the Kindred ❖ Range & Targets: Targets the Kindred
himself. himself.
❖ Cost: 2 Rounds + 2 Rouse Checks ❖ Cost: 2 Rounds + 2 Rouse Checks
❖ Conditions: Males only. ❖ Conditions: Females only.
❖ Risk: Very High. You have turned into a ❖ Risk: Very High. You have turned into a
monstrous beast. monstrous beast.
❖ Test: None ❖ Test: None
❖ Resistance Roll: None ❖ Resistance Roll: None
❖ Duration: The Kindred needs 2 Rounds (1 ❖ Duration: The Kindred needs 2 Rounds (1
minute) to manifest the ability. Afterwards the minute) to manifest the ability. Afterwards the
power lasts for 1 Scene (1 Hour), until the power lasts for 1 Scene (1 Hour), until the
Kindred sacrifices a Round (a few seconds) to Kindred sacrifices a Round (a few seconds) to
end the ability or is incapacitated. end the ability or is incapacitated.

Gender Variation
I normally steer away from Gender assigned powers. However, as the author, I wanted to flesh out the
disciplines more ritualistic roots, and it gave me an excuse to provide two variants of the same ability which
I thought would be cool. Feel free to disregard the Conditions for these two Level 5 abilities if it doesn’t fit
well into your Chronicle.

13
14
Level 1
Ophidian Infestation Godhead
By daubing some of their blood on the side of a building the The Kindred performs a ritual with those loyal to him and
Kindred brings about a very particular curse to the building becomes a beacon for their worship, tightening his hold over
and those inside. them.
The user brings forth all types of serpents and The user strengthens his hold over any Mortal and
lizards within several miles to converge on the Enhanced Mortal followers who participate in the
building and infest it. While rather annoying in ritual, be they paid mercenaries, ghouls, friends or
colder climates, it can be downright deadly if used in family. Those in attendance add 2 dice to any
areas where serpents and lizards thrive. The animals Resistance Rolls against normal or supernatural
are not outright aggressive to the occupants in the social or mental manipulation intended to bring
building but chances are there will eventually be a harm to their master (bribery, intimidation,
close encounter. persuasion etc.).
Additionally, if a Mental power usually offers a
❖ Requirements: A living specimen of the local
Resistance Rolls to Kindred, then the Mortals and
serpent or lizard population is needed. The
Enhance Mortals who participated in the ritual may
user must kill the specimen, at the property
they are targeting, and hang it’s remains on the also make the same Resistance Roll (provided the
walls of the structure while reciting an ancient power is not being manifested by their master).
curse. ❖ Requirements: Willing participants and an
❖ Type: Ritual ornate headgear in the form of an ancient
❖ Tag: Physical & Spiritual deity.
❖ Range & Targets: Targets a single structure, ❖ Type: Ritual
no bigger than a large house, within Touch ❖ Tag: Mental & Physical
Range. ❖ Range & Targets: Targets all Mortals and
❖ Cost: 1 Scene Enhanced Mortals in attendance.
❖ Conditions: Must have an Occult rating of 1. ❖ Cost: 1 Scene
❖ Risk: Moderate. This ability makes a place ❖ Conditions: The participants must be
seem infested and undesirable, but such participating of their own free will and cannot
peculiar animal migrations aren’t unheard of. be under the effects of Dominate or Awe.
❖ Test: None Must have an Occult rating of 1.
❖ Resistance Roll: None ❖ Risk: Minor. The ritual is obviously occult in
❖ Duration: 1 Scene (1 hour) to complete the nature but does not seem supernatural.
ritual. 1 Week for the ritual to come to its full ❖ Test: None
fruition during which time the amount of ❖ Resistance Roll: None
serpents and lizards begins as a trickle and ❖ Duration: 1 Scene (1 hour) to complete the
eventually builds to a flood. After that the ritual, after which the effects last for 1 week.
effects last for 1 year or until the infestation is
fully exterminated.

15
Level 2
Apep’s Fury
By dabbing the target in a portion of their blood
and uttering an ancient incantation the Kindred
curses his victim with a highly peculiar curse.
If successful the target will be sought out and
attacked by snakes of all description at every
opportunity. Although the animals will not outright
travel to his location, they will respond to the victim
as a favourite prey if they are within 100 meters (300
feet) of them and begin moving towards them.
❖ Requirements: A portion of the Kindred’s
blood smeared on the target and a curse
recited loud enough for the target to hear it
(they do not need to understand it).
❖ Type: Ritual
❖ Tag: Physical & Spiritual
Cheat The Scales Of Anubis ❖ Range & Targets: Targets a single individual
within Touch Range
With this ritual a Kindred can mask traces of their recent ❖ Cost: 1 Rouse Check
diablery. ❖ Conditions: Must successfully smear their
blood on the target (skin or clothing they are
The user creates a concoction of blood. This must wearing; it does not matter). Must have an
be human blood and must come from a person who Occult rating of 2.
is particularly pure of heart (a priests, welfare ❖ Risk: Moderate. The execution of the ritual is
worker, hero, child). The Kindred then mixes some obviously occult in nature and its effects will
of his own vitae into the blood and recites an be seen as somewhat overt even by other
ancient prayer to Set. Once ingested the blood does mortals.
not satiate any hunger and actually tastes very ❖ Test: Serpentis + Resolve (2)
revolting, however it does mask the signs of ❖ Duration: 1 Session (12 hours) or until the
diablery, both on one’s body and spirit for an entire target is killed.
night.
❖ Requirements: Blood from a pure hearted
human being and a small amount of the
Kindreds own blood mixed into a container.
❖ Type: Ritual
❖ Tag: Physical & Spiritual
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: 1 Scene
❖ Conditions: Must ingest the prepared blood
at the end of their prayer to Set. Must have an
Occult rating of 1.
❖ Risk: Minor. The ritual is obviously occult in
nature but does not seem supernatural.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: 1 Scene (1 hour) to complete the
ritual, after which the effects last for 12 hours.

16
Set’s Curse Pact With Set
The Setite summons a curse upon his community, causing The Kindred performs a ritual with the victim
substance abuse to skyrocket and order to crumble in the local freeing them of all previous allegiance and
area. distorting their loyalty.
If successful the local area will become more prone If successful then the target losses any blood bonds
to a higher crime rate and substance abuse. Mortals they currently possess (this includes Ghouls) and
in the area will be more open minded to they think of those they were blood bonded to in a
experimenting with narcotics and will become negative manner (regardless if the relationship was
highly susceptible to manifesting permanent good or not). They are extremely open to
addiction. manipulation right after the ritual ends and cannot
To cast the ritual the Kindred needs to make a make a resistance roll against any form of
sacrifice of blood which they pour over an area of supernatural mental manipulation until the Scene
spiritual or historical significance for the area. ends.
In pure game terms the Setite adds a 2 dice bonus To cast the ritual the Kindred needs to feed the
whenever making a Charisma based roll against target a portion of their blood after which they must
mortal who live in the area. destroy an object of great personal importance,
which was given to the target by the source of their
❖ Requirements: Blood from one local animal,
blood bond, in front of the target. All the while they
one local criminal and one local person of
recite ancient litanies of loyalty and betrayal.
positive spiritual significance (usually a priest).
❖ Type: Ritual ❖ Requirements: Some of the Kindreds vitae
❖ Tag: Physical & Spiritual and an object of great personal importance to
❖ Range & Targets: Targets all Mortals who the target.
reside within 1 kilometer (half a mile) of the ❖ Type: Ritual
ritual. ❖ Tag: Physical & Spiritual
❖ Cost: 1 Scene + 1 Rouse Check ❖ Range & Targets: A single individual within
❖ Conditions: Must successfully defiled the area Touch Range, who can visually see the object
and perform the ritual with the correct blood. you are intending to destroy.
Must have an Occult rating of 2. ❖ Cost: 1 Scene + 1 Rouse Check
❖ Risk: High. While the effects of the ritual are ❖ Conditions: The target must ingest the blood
not seen as supernatural, you are defacing a of the Kindred and the object destroyed must
public monument or spiritual center with have been given to the target by their master.
blood. Must have an Occult rating of 2.
❖ Test: Serpentis + Resolve (2) ❖ Risk: Minor. While the ritual is obviously
❖ Duration: 1 Scene (10 minutes) to complete occult in nature and you are feeding someone
the ritual, after which the effects last for a your blood, you are not likely to perform this
week (although those who become addicted act in public.
might have their entire lives irreversibly ❖ Test: Serpentis + Resolve (2)
altered). ❖ Duration: 1 Scene (10 minutes) to complete
the ritual, after which the target is susceptible
to supernatural mental manipulation until the
end of the Scene. All blood bonds are
permanently broken.

17
Level 3
Heart Of Darkness Mark Of Exile
This incredibly gruesome and risky ritual allows a The Kindred curses a target to be unloved and unwanted by
Kindred to remove their heart from their body their peers.
without dying.
If successful then the Kindred can curse a target
If successful the Kindred can place their heart into a with a mark that makes it unloved and unwanted by
suitable container and function without issue everyone they meet.
afterwards. In effect this means the Kindred can To manifest the ritual the target must be
never be staked or take damage to an organ they no incapacitated or restrained while it is carried out.
longer possess. However, it comes with many risks During the course of the Ritual the Kindred daubes
involved. If successful the Kindred automatically the targets forehead in ancient symbols of exile
loses a point of Humanity. using their own vitae. Once done the symbols burn
❖ Requirements: The Kindred needs to have a into the skin. From that point on the target will be
proper container for the heart (an urn, a seen as disgusting and ugly to all who view it.
canopic jar, a stylized wooden box etc..). The In game terms the target suffers from the Nosferatu
container can be anything but must have some clan bane. Although they are not physically
symbolic significance with death. The Kindred deformed, they will appear as such to all those
will also likely benefit from others assisting around them.
them in this ritual.
❖ Type: Ritual ❖ Requirements: A portion of the users vitae
❖ Tag: Physical & Spiritual and a recital of an ancient curse of
❖ Range & Targets: Targets the Kindred banishment.
himself. ❖ Type: Ritual
❖ Cost: 1 Scene + 1 Rouse Check ❖ Tag: Physical & Spiritual
❖ Conditions: The Kindred must pass the test ❖ Range & Targets: Targets a single individual
successfully (check Risk). Must have an Occult within Touch Range.
rating of 3. ❖ Cost: 1 Scene + 1 Rouse Check
❖ Risk: High. The heart being removed is still ❖ Conditions: The Kindred must paint the
very much alive (in so much as Kindred are) symbols on the targets forehead or face using
and although it does not beat it also does not their vitae while reciting the ancient curse. If
decay. If the heart is destroyed then its owner the target breaks its bonds or makes a run for
will die as well. If it is staked then the Kindred it then the Ritual will fail. This ritual has no
will enter Torpor. Additionally, if the Kindred effect on Nosferatu (they cannot be targeted
fails the Test then they will be destroyed. by it, nor are they disgusted by the afflicted
❖ Test: Serpentis + Resolve (5, the difficulty is individual). Must have an Occult rating of 3.
lowered to 4 if the Kindred has trained ❖ Risk: High. The ritual itself is obviously
followers helping them perform the Ritual or occult in nature and its results make the target
possesses The Untethered Heart power) seem like a freak of nature.
❖ Duration: 1 Scene (1 hour) to complete the ❖ Test: Serpentis + Resolve (3)
❖ Duration: 1 Scene (1 hour) to complete the
ritual after which the Ritual is permanent until
ritual after which the effects last for a week.
it is reversed or the Kindred dies. To reverse
the Ritual simply perform it again (but narrate
the opposite effect).

18
Level 4
Level 5
Mummify
Mother/Father Of Monsters
The Setite mummifies a corpse, enemy or servant
for eons to come. The Kindred defiles a human in body, mind and
spirit until they deform into a typhonic monstrosity.
The user mummifies a willing or unwilling
target. The target’s body will quickly dry out as If successful the target is treated as using
though it had been in a desiccated state for the Avatar Of Set or the Avatar Of Apep power
centuries. (regardless if they possess it or not). The Kindred
If used on a Mortal then they will die and be turned can usher a simple single sentence command to the
into a desiccated, mummified corpse. newly transformed individual, after which the victim
If used on an Enhanced Mortal then they can will follow said command to the best of their
survive if they are revived within a year of the ritual. abilities.
If used on another Kindred then the Vampire will To perform the ritual the Setite must break the
be placed in a Torpor but unlike normal Torpor, target in mind, body and spirit. This is usually done
where they lose Blood Potency every 50 years, they with a combination of torture, narcotics, mental
maintain their Blood Potency while mummified. abuse and worse and can take several days to
To reverse the ritual the body must be feed blood of complete. Once the target has been completely
a higher blood potency then itself once every night broken the Kindred feeds it some of its blood while
for a month, during which time the body will slowly reciting a prayer to the gods. If the ritual succeeds
recover its vitality and the bandages will rot away. than the target will undergo a painful
On the final night the Kindred will exit Torpor. transformation into one of the typhonic monsters.
If the ritual fails then the target will simply die.
❖ Requirements: Enough bandages to
mummify a body. Enough blood to soak each ❖ Requirements: A single broken individual.
of the bandages. The target must remain This can be a mortal, enhanced mortal or even
incapacitated, restrained or in Torpor during a Kindred (animals are excluded). A large
the course of the ritual. portion of the Kindred’s blood.
❖ Type: Ritual ❖ Type: Ritual
❖ Tag: Physical & Spiritual ❖ Tag: Physical, Mental & Spiritual
❖ Range & Targets: Targets a single ❖ Range & Targets: A single individual within
incapacitated or restrained individual. Touch Range.
❖ Cost: 1 Sessions (also note you will need to ❖ Cost: 1 Scene + 2 Rouse Checks
find enough blood to soak a rather large ❖ Conditions: Cannot be performed if the users
amount of bandages, probably several peoples Humanity rating is higher than 5. Must have
worth of blood) an Occult rating of 5.
❖ Conditions: Must have an Occult rating of 4. ❖ Risk: Very High. You are creating a horrid
❖ Risk: Moderate. You are creating a mummy. monstrosity which will try to execute your
Being caught in the act will raise suspicions. limited orders with a broken and abused mind.
Individuals might also wonder where new ❖ Test: Serpentis + Resolve (5)
mummified corpses are coming from. ❖ Resistance Roll: None
❖ Test: Serpentis + Resolve (4) ❖ Duration: 1 Scene (1 hour) to complete the
❖ Resistance Roll: None ritual. Do note that actually breaking an
❖ Duration: 1 Sessions (One whole night) to individual in the manner written can be a
complete the process after which the effects lengthy affair. After the ritual is completed,
last until the target is revived. the transformed victim remains active for 1
hour per the users Blood Potency level, after
which they will die and disintegrate into dust.

19
20
The Basics
Addictions are part of the world of darkness and many organizations, both normal and supernatural, use
them for various means. Addictions are usually narcotic based but can also come from a variety of sources,
be they physical activity or substance abuse. Regardless of their source they all work in a similar manner.
They provide their user with a temporary feeling of satisfaction or euphoria and might even enhance their
performance, before the high subsides leaving the user craving more.

Game Mechanics
Addictions provide characters with some sort of temporary advantage and disadvantage when they satisfy the
needs of their addiction. Additionally, an addiction is a constant nagging need your character must meet and
can drastically change their behavior.
Each addiction has a common source by which said addiction can be met, a description of its effect on a
character and its duration.
The real danger from addictions comes when a character tries to break the cycle and relapses causing an
overdose.
Addictions are divided into Mild and Severe types based on their nature.
If a character is attempting to deny a mild addiction, he can voluntarily take a point of Superficial Willpower
damage in order to deny it.
If a character is attempting to deny a severe addiction, then he must take a point of Superficial Willpower
damage and then pass a Willpower test (3). If the test is failed then the character is considered to be
Poisoned (page 7), as they perform an overdose when they next satisfy their addiction.

Simplified Version
If you are not keen in using the full set of rules provided simply apply the following:
A character who had met the needs of their addiction adds 1 dice to all of their rolls but cannot use
Willpower to re-roll dice while under the influence of their chosen substance.
A character who had not met the needs of their addiction subtracts 1 dice from all their rolls.

Each addiction has a common source by which an addiction can be me, a description of its effect on a character and an
overview of the dangers of overdosing.
A Real-Life Horror
Just like Disorders addictions are divided into Mild and Severe addictions based on their nature.
Addiction is a real-life nightmare. Those who suffer from its effects lose friends, family and, often, their very
If a character
lives. Narcotics is attempting to resist
and substance the temptation
abuse might soundof following their addiction
cool on paper, than they
when you’re must your
running makegames,
a Willpower test.
but the
reality
A scoreisofa 3lot
is sadder.
enough to Chances
resist a are
mildthat your table
addiction, will have
5 is enough someone
to resist whoaddiction
a severe was directly
and ifortheindirectly affected
player scores 0
by substance
successes than abuse. Maybeonthey
he overdoses are of
source a recovering addict
his addiction. who kept
Reversibly that partcan
the character of take
theiranlives a secret Point
Aggravated to tryofand
move on. to
Willpower Maybe
resist they know someone
the temptation outrightwho was dear
without needingto them
to makewho went down the spiral of addiction. Drugs
a roll.
and addictions are insidious. They destroy communities, sour relationships, tear families apart and outright
A character can only ever have one addiction.
kill people with time. I only include these rules here to save you the time of looking all of this up yourselves.
Please only use these rules if you intend to remain respectful of their real-life implications. Don’t glorify the
condition or it source. Check with your table first before applying any such rules. If you or your players are
not comfortable using the full set of rules provided then please use the simplified version on this page.

21
MILD ADDICTIONS

Alcohol
The most socially acceptable drug it is also the one that is commonly enjoyed by most of the population.
Common Source: Ethanol, Whiskey, Wine, Beer, Bourbon, Vodka, Moonshine…
Effect: To achieve the effect of this addiction the character must have more standard drinks than he has dots
in Stamina. If the addiction is met the character gains adds 1 dice to all Social rolls, but halves his dice poll
(rounding up) whenever making a roll which involves Wits, Intelligence or Dexterity.
Duration: The effects last for 3 Scene (several hours).

Inhalants
Not a common addiction but one that is easy to maintain as inhalants are very common. Inhalants produce minor psychoactive
results.
Common Source: Aerosols, gasoline and cleaning products.
Effect: The character adds 1 dice to all Resistance rolls against Mental powers but halves their dice pool
(rounding up) whenever making a roll which involves Wits or Awareness.
Duration: 1 Scene (10 minutes).

Marijuana
Marijuana is the most commonly abused illicit drug. It is normally smoked as a joint, in a pipe or a blunt.
Common Source: Marijuana
Effect: The character recovers 1 point of Superficial Willpower damage but halves their dice pool (rounding
up) for all Mental rolls while the effects last.
Duration: The Willpower recovery is permanent, however the negative side effects last for the remainder of
the current and next Scene (several hours).

Nicotine
Providing few benefits and yet still enjoyed by a wide portion of the population, nicotine is actually, in the long term, one of the
deadliest drugs out there.
Common Source: Nicotine, Cigarettes, Cigars…
Effect: Add 1 dice to all Persuasion based rolls when targeting other smokers and lose 1 dice when making
the same rolls against non-smokers.
Duration: As long as the cigarette remains lit.

Benzodiazepines
“Benzos” are prescribed as mood-regulating drugs to manage conditions like anxiety and stress. Those with an addiction to these
drugs find they can’t function normally without the substance.
Common Source: Valium, Xanax, Diazepam and Klonopin…
Effect: The character re-rolls up to 4, rather than 3, dice when using Willpower. However, each time he uses
Willpower in this manner he suffers an Aggravated Point of Willpower Damage as opposed to Superficial.
Duration: 1 Session (12 hours).

22
SEVERE ADDICTIONS

Enhancers
Performance and image enhancing drugs are substances used by people to change their physical appearance or boost their sporting
ability, for example, weightlifters and athletes.
Common Sources: anabolic steroids, peptides, hormones…
Effects: Add 1 dice to all Physical rolls for the rest of the Session. Your character increases the difficulty of
any test to resist Frenzy by 2.
Duration: 1 Session (12 hours).

Hallucinogens
Hallucinogens change your sense of reality. Your senses are distorted and the way you see, hear, taste, smell or feel things is
different.
Common Sources: LSD, PCP, magic mushrooms…
Effects: The character is immune to powers which use the mind as a medium (Mental manipulation or
intrusion); however, he also halves the dice pool for all his rolls (rounding up).
Duration: 1 Scene (1 hour).

Opioids
Painkillers’ prescription status does not mean they aren’t addictive. Most patients who become addicted to prescription
painkillers don’t notice they have a problem until they try to stop using them.
Common Source: Codeine, Oxycontin, Heroin, Morphine…
Bonus: The character does not suffer from the impaired condition if all his health boxes are marked with
Superficial Damage. After the effects wear off however the character changes any existing points of
Superficial Damage to Aggravated.
Duration: 1 Scene (1 hour).

Sedatives
Common to drugs like Lunesta and Ambien and usually found within sleeping pills, sedatives are used to treat tension and
sleeping disorders.
Common Source: Sleeping pills
Bonus: The character will no longer be affected by phobias, mental disorders or similar while the effects last.
However, they will also lose 1 dice on all their Mental and Social rolls.
Duration: 1 Session (12 hours).

Stimulants
Small amounts of stimulants usually make the user feel euphoric, energetic, talkative, mentally alert, and hypersensitive to sight,
sound, and touch.
Common Source: Cocaine, Crack, Speed…
Effects: Gain a 1 Point Bonus to all Physical rolls. The character cannot make any Resistance Rolls against
supernatural abilities which use Mental or Spiritual manipulation, while the effects last.
Duration: 1 Scene (1 hour).

23
NON-SUBSTANCE-BASED ADDICTIONS
Gambling (Severe)
Constantly bucking your odds? Of all behavioural addictions, an addiction to gambling is the one that most closely resembles
drug and alcohol addiction.
Common Source: Poker, Slot Machines, Coin Toss
Effect: Gain a specialization to Subterfuge, Persuasion, Larceny and Awareness – Gambling.
Your character will seek to fulfill his gambling addiction at least once per day. If he fails to do so he will not
recover any Willpower at the end of the Session.
Duration: Permanent

Pain (Severe)
The acts of causing pain to one’s self is a dangerous addiction and one that is more common than most people know.
Common Source: Physical Pain.
Effect: Your character suffers no penalties when impaired. If the character does not receive any Health
damage for the entire Session than he will not recover any Willpower at the end of the Session.
Duration: Permanent

Sex (Mild)
The character craves Sex like a drug addict craves his next fix.
Common Source: People.
Effect: Add a specialization to your Persuasion and Subterfuge – Seduction.
The character will be drawn to other individuals in order to sleep with them. If he fails to do so for the entire
Session than he will not recover any Willpower at the end of the Session.
Duration: Permanent

Spiritual Addiction (Mild)


Whether religion, ghosts or spirits, the character not only believes in the supernatural but actively seeks all their answers from it.
Common Source: Supernatural or Spiritual Occurrences.
Effect: Add 1 dice to all your Occult rolls. Unless the character is exposed to a new supernatural occurrence
or event during the Session, he will not recover any Willpower at the end of the Session.
Duration: Permanent

Thrill Seeker (Mild)


The want to partake in potentially dangerous activities can lead to a high of adrenaline that can be addicting.
Common Source: Danger
Bonus: Any Intimidation rolls against your character are halved (rounding up). The character must seek to
actively put themselves in harm’s way. If he fails to do so, at least once during the Session, he will not
recover any Willpower at the end of the Session.
Duration: Permanent

24
PART OF THE SHADOWFALL
COLLECTION
This Document is part of the Shadowfall expanded universe.

25

You might also like