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Codes of the Night


She'll break a promise as a matter of course
Because she thinks it's fun to have no remorse

- Curve, "Chinese Burn"

The Sabbat practices things a bit differently than do the other vampires with whom they share the night. From their monstrous ethics to the bloody rituals they observe, the Sabbat maintains a few unique conventions.

The Paths of Enlightenment, like the ones presented in the appendix of Vampire: The Masquerade, are alternate codes of morality for those hideous vampires who have transcended [sic] conventional, mortal morality. These paths exist for those who realize that some form of fortification from the Beast is still necessary.

The ritae cover the various ritual and quasi-religious practices of the Sabbat. In the modern nights, the Sabbat practices these obscene observances to unite themselves against their myriad enemies in the Great Jyhad.

Paths of Enlightenment

In the wake of fire and death left by the Sabbat's passing in their holy war on the Antediluvians, many Cainites find it difficult to uphold the effort and still cling to the ideals that satisfied them as mortals. Nonetheless, completely abandoning morality forfeits one's soul to the Beast, which no Sabbat is willing to do. Steeling themselves against the monstrous aspect of their dual natures, the Sabbat have developed these codes of morality to keep them in touch with the Curse of Caine.

As mentioned before, most vampires of the Sabbat, particularly the young ones, still have Humanity Traits. (Of course, these Traits are likely to drop and degrade over the course of a Sabbat chronicle - see Vampire: The Masquerade, page 288 for details on forsaking Humanity to adopt a Path of Enlightenment.) Only those Cainites who have truly abandoned themselves to the dark majesty of vampirism follow paths, and rarely do any turn back.

That said, we offer a word of caution to players and Storytellers. Playing a path-follower is extremely difficult, as it entails looking at existence from the point of view of someone who has explicitly decided that the cultural norm no longer holds any appeal for him. Paths are not intended as opportunities for players to let their characters ran rampant. Rather, paths exist to allow characters a greater look into the alien minds of Cainites, the Sabbat in particular. Storytellers, be forewarned: If you believe that a player sets her character on a path to avoid moral issues she plans on having her character face regularly (or, as one Internet pundit put it, adopting "the Path of What I Was Going to Do Anyway"), feel free to restrict the player from that choice. Moral quandary is still as thematic to the Sabbat as it is to the mainstream characters of Vampire, and lessening it strips a great deal of accountability and maturity from the game.

The Path of Caine

We are pale shadows of our father, Came. He exemplifies what we must become.

- Samuel Tremaine, pack priest

Nickname: Noddists

Basic Beliefs: Scholars of nights long past, in seeking keys to the nature of vampiric existence, pursued fragments of knowledge from the Book of Nod. Drawing upon the history from that book as well as other esoteric sources, Cainite scholars concluded that only Caine, as the first vampire, is the paragon of vampiric nature. The Noddists seek to become more like Caine, in order to discover the limits and powers of the undead form. By learning from Caine's example, the Noddists claim, one can understand the true nature of vampirism and how vampiric existence differs from one's mortal life.

Noddists seek knowledge and history, recording the experiences of Caine, so that they may learn from his example. To the Noddists, Caine's life reveals the mystery of the vampiric curse; by understanding the undead form, they transcend their mortal weaknesses. They prize any knowledge about the vampiric condition, but the writings and stories of the First Vampire form the core of Noddist lore. As Caine was marked and cast out from mortal society, the Noddists believe that he exemplifies most keenly the differences between vampires and humans. Therefore, this path's adherents cast aside their humanity as inadequate and useless, emulating Caine's exile and seeking new rules to govern their predatory drives.

The heart of the Path of Caine lies in the exemplification of vampiric nature: The questions of existence, the limits of the vampiric form and the changes wrought by the Embrace all drive the Noddists into endless speculation, debate, study and research. Scholarship and historical insight are valuable, but the vampire must simultaneously develop spiritually and physically, to explore the limits of his undead form. Diablerie serves as more than a simple theft of power; it allows the practitioner to learn from the experiences of other undead, thereby developing greater understanding. Other vampires lose themselves in attempts to save lost humanity or find meaning in obscure philosophy. The Path of Caine, instead, finds meaning in the fundamentals of vampirism.

The Path of Caine is demanding and rigorous; few vampires follow its tenets in the modern nights. This path places a high emphasis on scholarship, insight and personal discipline. With the eternal patience attributed to Caine, say the followers of the path, comes the opportunity to slowly refine oneself.

The Ethics of the Path
Search for the history of Caine. Learn from his actions.
Develop your willpower and predatory instinct. The Beast, like the rest of the vampiric form, may be mastered.
Take the vitae of the unworthy so that you may become closer to Caine. Temper this accrual with an understanding of your own potential so that you do not take the Curse for granted.
Adapt to the needs of your new condition; cast aside your lost humanity.
Study your abilities and the abilities of Caine to discover what belongs within you. Examine the limits and meanings of vampirism.

Virtues

Vampires on the Path of Caine uphold the virtues of Conviction and Instinct.

History

The Path of Caine developed in the early 16th century as vampires sought new insights into personal enlightenment during the Renaissance. Many vampires felt the need for a system of self-improvement that circumvented the limitations of humanistic beliefs, as human morality conflicted with vampiric nature. This path gained a great following over the next 200 years, as many vampires viewed Caine as an ideal figure. Following the Enlightenment, this path began to decline in favor of newer paths. Few vampires maintained the discipline and studiousness necessary to uphold this path, so it dwindled to a small but respected following. The remaining Noddists maintained a respected place in the Sabbat and continued to recruit from the most intellectual and insightful prospects. As the modern Sabbat selects more fledglings based on their individual potential and achievement, this path has experienced an influx of new followers.

Current Practices

This path appeals to some of the most introspective and reflective of vampires; indeed, all Sabbat subscribe to parts of the theory (if not the practice) of this path. Followers focus on personal growth, but also lead crusades and War Parties to garner hidden knowledge and powerful elder vitae. Additionally, many of this path's students often oversee and participate in rituals and plays celebrating the history of vampirism. Noddists are loath to Embrace randomly during war instead of choosing recruits from promising mortals carefully. Recently, many Noddists have eschewed scholarship in favor of traveling with nomadic packs, experiencing the world and emulating Caine's wanderings. Many of these "adventurous" Noddists travel the globe to chase bits of information and experience vampiric existence in a variety of locations.

Path of Caine Hierarchy of Sins

Score Moral Guideline Rationale
10 Failing to engage in research or study each night, regardless of circumstances The search for truth requires dedication.
9 Failing to instruct other vampires in the Path of Caine All vampires must have the opportunity to explore their potential.
8 Befriending or co-existing with mortals Caine was separated from mortals; as all vampires should be.
7 Showing disrespect to other students of Caine All of the Children of Caine deserve the respect due their heritage, as long as they strive to understand themselves.
6 Failing to ride the wave in frenzy Direct the Beast; do not be directed by it.
5 Succumbing to Rotschreck Master your fear. Terror is for lesser beings.
4 Failing to diablerize a "humane" vampire Those who do not explore their potential forfeit that potential.
3 Failing to regularly test the limits of abilities and Disciplines Develop your capabilities to their limits in order to discern your true nature.
2 Failing to pursue lore about vampirism when the opportunity is available Every scrap of knowledge adds a piece to the puzzle of undead existence.
1 Denying vampiric needs (by refusing to feed, showing compassion or failing to learn about one's vampiric abilities) To be a vampire, one must satisfy a vampire's needs.

Description of Followers

Noddists are often reserved and educated, with a strong knowledge of history and a drive for self-awareness. Followers of the path are not inquisitive in the sense of seeking deductive answers to problems; rather, they study traditions and historical events in hopes of finding solutions for their questions. Cainites who espouse this path often display a great deal of self-mastery. Additionally, Noddists tend to engage in debate with other vampires, to discern how other Cainites experience the Curse. The Assamite antitribu, Serpents of the Light, Toreador antitribu and Ventrue antitribu who make up the majority of followers tend to assume positions of spiritual authority in the Sabbat, as pack priests or bishops. Many other Cainites find followers of this path haughty and vain.

Following the Path

Sons and Daughters of Caine should always seek information regarding the vampiric condition, through experience, personal growth and the pursuit of occult lore. Diablerie, development of Disciplines and improvement of self-mastery are all valid means of refining the vampiric form. Noddists rarely engage in Sabbat politics, choosing instead to drive packs to acquire new information and new experiences. They also serve as priests who lead vampires to seek awareness - and development - of their undead condition. Those on this path lead by example, embracing their monstrous natures and striving to attune themselves to their differences from humans, then helping other vampires do the same. Noddists do not hesitate to share their insights, so that all vampires have the opportunity to become closer to Caine; conversely, however, they hoard dangerous secrets to prevent misuse.

Common Abilities: Vampires who adhere to the Path of Caine are studious and philosophical. Followers primarily favor Knowledges - especially Occult and various Lores - but Noddists are expected to be capable of developing the vampiric form to its greatest potential, so Survival, Melee and Athletics are encouraged. Additionally, those who would engage in debate prefer Expression, Subterfuge and Leadership.

Preferred Disciplines: Followers of the Path of Caine prefer those Disciplines considered "natural" to vampires, such as Auspex and Presence. Disciplines that augment the physical form - Celerity, Fortitude, and Potence - are particularly valuable. Some Noddists dislike the use of Disciplines that are not expressly noted in the Book of Nod, such as Thaumaturgy and Serpentis, claiming that these Disciplines do not conform to Caine's development. Other followers of the path claim that such Disciplines simply represent a heightened mastery of the vampiric condition. Most Cainites of this path conform to the Disciplines listed by Caine in the early fragments of the Book of Nod, simply by way of example.

The Path of Cathari

Evil comes to this world in many forms. As the harbingers of the Father's Curse, vampires are the pioneers of all of those forms.

- Fabrizia Contreraz, Archbishop of Miami

Nickname: Albigensians

Basic Beliefs: The Path of Cathari sprang from the Catharist heresy of the Middle Ages. A dualistic philosophy, Cathar doctrine holds that the world was created in equal parts by a good ("light") creator responsible for virtue and spirit, and an evil ("dark") creator who acted as the counterpoint, fashioning the material world and its vices. The original Cathars believed the soul to be the root of all that is pure in humanity, while the material body was a shell in the corrupt physical world. Cathars pointed to the noble aspects of the spirit - compassion, sacrifice, honesty and the like - as proof that the only true good lay in the ephemeral. The material world, with its suffering and misery, bore obvious flaws and imperfections. After much persecution, this dualistic doctrine vanished from the mortal world, crushed by papal declarations of heresy. Over the years, the vampires who favored tenets of the philosophy adopted it as their own.

According to the vampires who follow this path, the undead are minions of the evil creator, given eternal existence to tempt others with the lures of the material world. Followers of the path believe that they fulfill a destiny as creatures tied to the physical world through vampiric immortality. Because vampires have been denied the spiritual realms of death, the Albigensians reason that they must serve the vices of the physical realm. Therefore, they seek to spread evil and corruption, seeing iniquity as their natural state.

The Albigensians have perfected a code of evils in which to indulge, however. Theirs is not a path of pointless amorality. Taking the beliefs of the original Cathar priests and twisting them, these vampires deliberately search for means of spreading evil. They pursue sins of greed, lust, pride and the like avidly. Sabbat Cathars seek material wealth and comforts, and they encourage others to do the same. A vampire can serve his proper purpose only by embracing the flaws inherent to his form and to the world, accepting his duties as a purveyor of others' vices. Followers of the Path of Cathari thus ironically find spirituality in depravity.

The Ethics of the Path
Indulge in vice. Wealth, sensuality and material power are hallmarks of the physical world.
Lead others to temptation. It is your role to promote the depravity of the world.
Grant the Curse of Caine to those with great passion. Undeath is an evil curse, but those with great conviction can use it well.
The entire material world is corrupt. Expect betrayal and wickedness because almost everybody is corrupt along with it.
Your role as a creature of evil is predestined. Accept it and fulfill your purpose.
Death simply leads to reincarnation. Mortals return after you kill them. However, you should avoid Final Death, since you will return as a mortal if you die.

Virtues

The Cathari indulge in vice and depravity, thus necessitating strong Conviction and Instinct.

History

The Path of Cathari grew out of the aftermath of the Albigensian Crusade in the 13th century. The Manicheanist beliefs in dualism influenced some members of the Church, leading to a 30-year war that many believe led to the creation of the mortal Inquisition. After Albigensian vampires resurfaced following the Crusade, they developed this moral system out of the logical consequences of their philosophy, seeing vampires as tied to the mortal world and therefore purveyors of evil, while the spirits of humans possessed the only potential for good. Soon, many vampires took it upon themselves to fulfill their "duty" as providers of the mortal world's corruption. Over the intervening years, the path changed to include broader philosophies and less formal religious overtones, eventually gaining acceptance in the Sabbat during the formation of the sect. The path weathered the internal struggles of the sect and continued to prove adaptable, keeping the core belief of vampires as traffickers in the vices of the material world. Quite a few Sabbat still find purpose in the business of pleasure - and damnation.

Current Practices

The Albigensians lead others to temptation, despoiling the purity of the spirit. Neonates and elders alike can be found among the Albigensians. Many practitioners see the fast-paced, decaying modern world as a sign of success for the forces of the evil creator, and they seek out ever more challenging converts among mortals and vampires alike.

Path of Cathari Hierarchy of Sins

Score Moral Guideline Rationale
10 Exercising restraint One's purpose is excess, not moderation.
9 Showing trust Use or be used.
8 Failing to pass on the Curse to the passionately wicked or virtuous The depraved can serve evil better as vampires; the virtuous can be overcome by the Curse.
7 Failing to ride the wave in frenzy The Beast, as well as the higher self, must be indulged.
6 Acting against another Albigensian Those of like purpose should fulfill that purpose, not quarrel among themselves.
5 Impassioned killing Murder achieves no greater end; dead men cannot sully their souls.
4 Sacrificing gratification for someone else's convenience Promote physical pleasures, not altruistic achievements.
3 Refraining from indulgence The material world is a place for the gratification of the flesh.
2 Arbitrary killing Killing a mortal absolves him of bringing about his own damnation.
1 Encouraging others to exercise restraint Vampires are creatures of evil; the vampire's purpose is to corrupt, not save.

Description of Followers

Albigensians are hedonistic and impulsive, but they believe that they serve a purpose. The followers of this path are not lazy; rather, they undertake their duties with fanatical abandon. Each Albigensian considers it his duty to embody the vices of the material world and to share those comforts and pleasures with others. Among the Sabbat, the Cathari encourage others to explore their monstrous natures and to spread this hedonism among mortals.

Following the Path

Cathari are usually quite passionate, devoted to vulgarity and pleasure. They see the mortal world as a vast playground, wherein they may satiate their base urges and encourage others to do likewise. Believing themselves to be agents of immorality, the followers of this path are often highly social, befriending and using others to serve their own purposes of spreading debauchery.

Common Abilities: Followers of the Path of Cathari indulge freely in vices and materialism, and they seek to spread these excesses. Thus, Social Abilities like Subterfuge and Streetwise are most useful. Some Albigensians also use Finance and Bureaucracy to make money, so as to make their unlives more comfortable. A few of the more studious followers of the path indulge in Occult knowledge and Academics in order to study the roots of the path.

Preferred Disciplines: Albigensians prefer Disciplines that allow them to fulfill their grim purpose. Dominate and Presence are most valued for the ability to coerce mortals into cooperation. They regard the Discipline of Animalism highly as well, due to its reflection in the powers of Scripture, from which the followers of this path take some of their beliefs.

The Path of Death and the Soul

The soul is the only eternal constant. To study the purpose of the soul through its interaction with the mundane is the highest calling of existence.

- Anisa Marianna Lopez, Harbinger of Skulls philosopher

Nickname: Necronomists

Basic Beliefs: As spirits trapped in undying corpses, vampires are creatures caught on the cusp of the physical world and the next plane. Necronomists study the process of death and its logical antecedent - the fate of the soul. While humans are vibrant expressions of the spirit, vampires are caught between life and true death: corpses with an animate form, with supernatural powers and inhuman needs. To understand the purpose of existence, the Necronomists believe, one must develop a comprehension of the soul and its nature, as well as the means by which the soul interacts with the body-especially the means by which the soul is freed from its mortal coil, the passage into death.

By turning their attention toward the pursuit of knowledge, Necronomists deny their unliving Beasts and instead seek enlightenment. As the only eternal constant of existence, the soul contains the key to all life and unlife. Necronomists seek to understand the journeys of the soul and its many attendant forms. Since the soul is eternal, the adherents of this path argue, it must contain the most basic elements of being. From these basic truths, the students of this path hope to extrapolate the reasons for material existence and vampirism. Understanding the universe's mysteries is the most fundamental function of the soul, they claim; conscious awareness is the universe's way of exploring itself, and the followers of this path therefore study the soul, from which self-awareness springs.

Necronomists espouse the view that the heart is the physical seat of the soul and that all power stems from the soul. Thus, the vampiric susceptibility to stakes through the heart stems from the mystical severance of the body and soul by wood, an element at once organic yet unyielding. Similarly, blood, which flows outward from the point of the soul, is the conduit of life and spiritual power; though their unliving bodies cannot produce blood, vampires can draw upon the inherent strength of the blood and merge it with the spiritual abilities of their trapped souls.

The Ethics of the Path
Death is the process by which the soul returns to its unfettered state. Study and understand this transition.
All of material existence is a reflection of the patterns of spirit. Expose the underpinnings of existence by discovering the workings of the spirit.
Do not fear Final Death. The soul is immortal.
Thought and emotion reflect the hidden soul. Analyze consciousness to discover the unique design of each soul.
Everything contains a piece of the puzzle of existence. Learn of all things to assemble all the pieces.
In religion and occultism, find the key truths that are pertinent to all existence.

Virtues

Necronomists espouse the values of Conviction and Self-Control.

History

The Path of Death and the Soul is the first of the recognized paths of the Sabbat. Formed by Tzimisce who built on the practices of ancient vampire death-scholars, the path provided an alternate means of viewing existence, one in which conventional morality (as it relates to this path) was simply a construct of lesser souls. Combined with the surge of philosophical thought during the Enlightenment, the path's tenets spread to many spiritual and rational vampires. In the modern night, the path has a small but dedicated following among the Sabbat and even a few other vampires.

Current Practices

Practitioners of the Path of Death and the Soul engage in elaborate rituals designed to bring the architecture of the soul to the fore. Games of torment and endurance are common, as the Necronomists believe that pain and anger are raw and undiluted expressions of the spirit. Necronomists seek to control themselves even in the throes of fasting or agony, exploring their limits of mental endurance. The study of death also ranks highly on the activities of this path's followers, and elaborate sacrifices of humans and vampires alike are valued for the insight they offer. Necronomists deliberately torture their victims to draw out passion and to inspire a lingering imbalance that prompts the dying victim's soul to remain, tied by its own terror and suffering. The transition from flesh to spirit is ultimately the greatest key to understanding the soul, the Necronomists reason, and they engineer experiments to carefully watch and learn from that transition.

Path of Death and the Soul Hierarchy of Sins

Score Moral Guideline Rationale
10 Attachment to the material world The material world is ultimately ephemeral and of limited use in garnering understanding.
9 Showing a fear of Final Death All souls return to the cycle. Final Death is not a death of the soul.
8 Being guided by emotions Emotions may be studied as expressions of the soul, but they are not useful in cultivating functional understanding.
7 Succumbing to frenzy The impulses of the Beast do not lead to enlightenment.
6 Failing to kill when useful Make death a tool. Kill selectively and learn from the victims' passing.
5 Failing to pursue enlightenment The purpose of the path is to increase knowledge.
4 Showing an aversion to death Death is the doorway between the material and the eternal. It must be embraced and acknowledged.
3 Showing compassion Suffering is a step toward inevitable death.
2 Killing without studying the death afterward Murder offers no opportunity to increase insight.
1 Needlessly preventing a death All things must die. Do not meddle with the universe's cycle.

Description of Followers

Necronomists tend to be curious, detached and highly intellectual. Although they do not deny their emotions, they analyze even their own reactions extensively, searching for clues to the nature of the soul. Necronomists are intensely spiritual, yet at the same time distant; emotion, reason and faith are all simple tools in the quest for true understanding. Many possessed a morbidly spiritual streak in life, and continue their explorations even in unlife. Followers of this path rarely form friendships or attachments, but they are staunchly loyal to their allies, with little patience for half-measures and vacillation. The Sabbat of this path come primarily from the Harbingers of Skulls, Tzimisce and Malkavian and Toreador antitribu.

Following the Path

A Necronomist must be open to all forms of intellectual exploration. Emotion clouds proper judgment (and thus is not a means for drawing valid conclusions), but it is a part of self-awareness and as such must be recognized. Followers of this path are focused and determined. There is no room for diffidence or hesitation; unlocking the fundamentals of the soul requires singular dedication. Necronomists must never eschew anything that would lead to greater knowledge of the soul, including death. Advancing one's understanding of the soul is always the first priority; attachment to the material world is attachment to an ephemeral and ultimately flawed existence.

Common Abilities: Obviously, knowledge of death, the afterlife and the fate of the soul is foremost on the minds of this path's followers. They take great pride in their Abilities of Occult, Academics, Research and other intellectual pursuits. Necronomists also study how the condition of the physical form affects the spirit, so they develop their Abilities in Medicine.

Preferred Disciplines: Understanding of the spirit world comes with the Disciplines that allow a vampire to sense and interact with the souls of the dead. Thus, Necronomists often study Auspex, Necromancy and Thaumaturgy. Additionally, one's own suffering can yield tremendous insight (instead of the vicarious knowledge gained through others), and many Necronomists learn Fortitude to push the limits of their own endurance.

The Path of Evil Revelations

Serve the proper masters, and they will liberate you from your unwanted shackles.

- Saul Joram, Sabbat priest and infernalist

Nickname: Corrupters, Slaves

Basic Beliefs: Vampires are merely one expression of supernatural evil in the world. Although vampires are creatures of great power and depravity, they pale in comparison to the truly ancient beings that reside in Hell beyond the realms of the dead. This, then, is the credo of the Corrupters: All vampires are but pawns to the demons of the Inferno, and the proper place of the vampire is to acknowledge the supremacy of these infernal masters. Some vampires revel in their evil natures and spread their vile ways, but they see themselves as masters of vice. The true masters, whisper the Corrupters, are the creatures formed of the spiritual essence of malevolence, the demons that enslave and devour human souls.

To follow the Path of Evil Revelations, a vampire must believe in the vampire's role as a servant of greater evil, as well as in the place of demons and infernal entities as greater harbingers of the corruption that vampires spread. All Corrupters claim one or more infernal "patrons," spreading the specific brand of vitriol espoused by their demonic lords. The vampires claim to be given great powers and a place in the infernal hierarchy, in exchange for absolute servitude and the sacrifice of their own souls (and the souls of their victims). With such enticements, the Corrupter spreads his own brand of poison among his associates, seeking to turn other vampires to his cause eventually so that they may take their rightful (and subordinate) places in the hierarchy of Hell.

Because the followers of the Path of Evil Revelations give themselves over to various demonic lords, they paradoxically control themselves by serving the interests of their patrons. Obviously, other vampires hate and fear the Corrupters; the Camarilla considers infernalists a threat to security and the Masquerade, while the Sabbat loathes anyone who would willingly enslave himself to some greater unseen power, whether archdemon or Antediluvian. For their part, most devotees of the Path of Evil Revelations consider both organizations foolish and misguided, due to their failure to recognize the infernal lords and their professed "morality," be it in the form of the Camarilla's wayward protection of a Masquerade that preserves both human and vampire or in the shape of the Sabbat's holy crusade to free vampires from the tyranny of the elders. Still, the Corrupters move quietly in both circles, subtly spreading the influence of their masters and arranging the downfall of elders who stand against them.

Ultimately, the Path of Evil Revelations embraces inward evil as a tool for outer darkness. Students of the path come in many forms, but all have bartered their souls for the hope of advancement in a hierarchy predicated on corruption and depravity. Through malicious servitude, the Corrupters seek to be raised above the other vampires - whom they believe will one day be brought to heel by the infernal lords.

Followers of more rigid codes of ethics find Corrupters affected and laughable. Why make such ostentatious shows of adolescent and shallow "evil"?

The Ethics of the Path
You are the servant of greater evil powers. Serve well, and you will be elevated in position.
You must convince other vampires of the tightness of your cause. Use duplicity and prey upon their weaknesses.
Fight against vampires who would strive for some semblance of honor or goodness. They are misguided.
Never reveal your true motives. Others cannot work against you if they do not know the end toward which you work.
It is acceptable to engage in intrigues with the servants of other demons, but your loyalty to your lord - and to his other retainers - must be absolute.
Use the Beast as a tool to spread your evil.

Virtues

The Path of Evil Revelations emphasizes Conviction and Instinct.

History

Although many believe that the Path of Evil Revelations was founded by a group of Brujah infernalists in the 1600s, or even as part of a medieval death cult, the truth is that vampires, like humans, have dedicated themselves to infernal powers from time immemorial. However, the actual codification of this path and its philosophies did not occur until the Renaissance. The idea of a philosophy devoted to the service of evil needed the possibility of structured philosophies to exist in the first place. Even so, current Corrupters are far from unified, and a group in service to a particular demon is just as likely to work against a different band of Corrupters as to join forces.

The infernalists of this path suffer at the hands of the Sabbat, which has created its own Inquisition to destroy them. Still, the inhumanity of many Sabbat makes them easier prey for Corrupters than the more reserved and (sometimes) humane members of the Camarilla. With the rapid approach of Gehenna, the Corrupters work harder than ever to gain converts and to spread their influence.

Current Practices

Although the Corrupters have no unified structure, they share some common practices. Most involve themselves in secret debased rituals in which they make sacrifices to their dark lords. Although human sacrifice is common, it's by no means universal - the importance, to these infernalists, lies in the symbolism of the sacrifice itself, so human sacrifice is really the sacrifice of community, morality and free will. Additionally, all Corrupters make a practice of bringing others into the fold, via coercion or compulsion. The lure of power without responsibility to any sort of conscience is ÿ tempting one for many vampires or humans. Indeed, the unification of practices among Corrupters is really only evident inasmuch as many of their infernal masters desire similar devotions. Still, loyal infernalists reaffirm their devotions every night; the dark powers are notoriously fickle with those who show any signs of slackening.

Corrupters are fond of using pawns and intermediaries, especially ill-informed dupes. Followers of this path rarely Embrace others - why make a potential threat to your own power? - but they do make copious use of blood bonds among mortals and vampires alike.

Ultimately, Corrupters can be found among the most depraved aspects of society. The spread of virulent plagues, the kidnapping and torture of families, the engineering of cartels that cater to vice and addiction - each Corrupter has a specialty, a form of malevolence honed and practiced to an exquisitely sublime grotesquerie. Corrupters of the Decani (the lords of disease) encourage the explosive growth of slums like Mexico City's outlying shantytown, where people choke in their own filth and effluvia. Children of Chykas the Riven (a demon of strife) carefully promote emotional confrontations and rifts in friends and associates, until their passions explode into murder and terror. Servants of Nulpheggorath raise cults of ghoulish followers who dine on the decanted brain matter of those who fail the dark masters, promising power and eternal life to those who do not falter. The coming millennium is dark indeed, as the Corrupters plant their seeds in an overripe world set to burst with its own rot.

Path of Evil Revelations Hierarchy of Sins

Score Moral Guideline Rationale
10 Maintaining any semblance of goodness or honor Feign goodness but never presume that you are anything more than a servant of greater evil.
9 Missing a nightly devotion Proper service requires constant affirmation.
8 Helping others when not to your advantage Compassion and aid are simply tools to bring others into your debt.
7 Passing up an opportunity to acquire temporal power Power in the material world is the means by which the will of the infernal lords is expressed.
6 Following your own interests The master's will is more important than one's own.
5 Not working with other followers of your master The master's goals are best served with unity against one's opponents.
4 Failing to take an opportunity to fulfill your master's goals Advance the will of your lords whenever possible.
3 Providing infernal secrets to non-converts Never reveal to outsiders your master's true motives, so that your master cannot be fought.
2 Failing to corrupt or destroy other vampires All vampires must recognize their proper place as agents of evil or be destroyed.
1 Disobeying your infernal master You must serve the interests of your superiors in evil.

Description of Followers

The "typical" Corrupter is intelligent, charismatic and relentlessly immoral. These Corrupters use their charm and cleverness to bring less talented (and competitive) but still useful minions into the fold. They usually choose these slaves for their brawn and their tendency to be easily manipulated by promises of power. Both kinds are careful to disguise themselves as vampires of the area's predominant society. Often, a Corrupter leads a "double unlife" in which he acts as an unassuming but loyal member of a vampiric sect, while keeping his private affairs carefully concealed.

Following the Path

All Corrupters must be ready to place their masters' desires above their own. At any moment, the Corrupter could be called upon to serve as a tool or even a meal for his infernal lord, and he must obey without compunction. This duty never slackens. Every goal, every desire of the follower of the path must bend toward the advancement of his demonic overseer. Corrupters must spread the will and influence of their overlords at all times and bring converts into the fold whenever possible.

Each infernal lord has its own agenda; most are categorized by a particular form of recognized "evil." Thus, a servant of a Lord of Disease is charged with carefully spreading plagues and compromising medical achievements, while the agent of a Duke of Violence pushes others to acts of frenzied destruction and engages in bloody combat whenever feasible. The most effective Corrupters advance their lords' goals subtly and indirectly; a servant of violence who goes on a six-state killing spree will only draw unwanted attention to himself, while the Corrupter who quietly spurs others to acts of violence furthers the work of his master much more - and survives to continue spreading evil.

Common Abilities: The more insightful and cunning adherents of this path develop significant Occult Ability. Subterfuge, Etiquette, Intimidation and Empathy are also useful in drawing converts or hiding one's true nature. The more martial Corrupters study enough Brawl, Dodge and Melee to defend themselves should a physical confrontation result.

Preferred Disciplines: Followers of the Path of Evil Revelations protect themselves by gathering information with Auspex and developing bonds of loyalty with Presence. Many also study Thaumaturgy, as taught by their infernal lords.

The Path of the Feral Heart

I hunt, I kill, I feed. No customs or civilizations bar me in; no walls or traps keep me out. I am a force of nature and the eternal predator.

- Gentha Shale, Sabbat nomad

Nickname: Beasts

Basic Beliefs: Vampires are the ultimate hunters - immortal and invulnerable. The Beast Within is merely the expression of the predator's instinct. To deny one's atavistic attributes is to go against the dictates of nature, or so this path's followers believe. A vampire can only survive by adhering to her inner character and accepting the monstrous drives that accompany the unliving state. Though the Beasts do not revel in their predations, neither do they avoid them. By learning to accept the role of hunter, thereby acknowledging the proper role of the unliving, a vampire becomes like an animal: feral, predatory, but ultimately in her proper place.

A follower of this path feels that the Beast is a natural part of being a vampire and that its needs must be satiated. Still, the vampire is intelligent, and a cunning hunter is a more effective one. Therefore, it is important to strike a balance between Beast and Man-the feral cunning and vicious instincts of the vampire are excellent survival tools, tempered by die reasoning and insight of the mind. By satiating the Beast's urges from time to time, the vampire ironically gains a greater degree of personal control.

Vampires on the Path of the Feral Heart (sometimes called the Path of the Beast) have little use for the trappings of civilization or education. Modern transportation and weaponry is unnecessary next to the vampire, as the unliving form provides the all of the tools to stalk and kill. Subterfuge and politics are trivial concerns; politicking does not bring blood to one's gorge. Vampires are made to hunt and kill, and the followers of this path excel at both.

The Ethics of the Path
Survival is your first concern.
Politics or technology simply get in the way of the hunt.
Learn to strike a balance with your Beast. Engage in the brutal actions necessary to survive, but retain your intelligence and cunning.
The "natural world" is an illusion. All things must live according to their forms, and even civilization is natural because it is the form of humanity.
Although fire can kill you, you must master your fear so that you can kill those who would use it against you.
Whether running alone or with a pack, your loyalties must be absolute. You have no time for shifting allegiances.

Virtues

The Path of the Feral Heart draws upon the virtues of Conviction and Instinct.

History

The Path of the Feral Heart seems to have grown out of ancient codes by which vampiric berserkers accepted their animalistic nature. Espoused originally by the Gangrel, the path spread to a few other vampires who learned to elevate their predatory ways. This path was never a popular one, but its constituency remained constant throughout the ages, even as it became accepted by the Sabbat. The path has changed relatively little over the years. Beasts see no real need to "adapt" the path to a more modern age.

Current Practices

Beasts have no real organization, and they rarely engage in any sort of concerted rituals or traditions. Some few nomadic packs, though, consist mostly of members espousing this path, who exist as wandering hunters. When Beasts meet, they often indulge in the Gangrel practice of sharing stories or indulging in a little practice combat. Beasts also serve as frighteningly effective assassins within the Sabbat; their loyalty, once given, is unquestionable. Beasts who feel that a particular individual is a threat to themselves or their packs are relentless in hunting and destroying the opposition, and for this reason some Beasts are picked to lead War Parties.

Path of the Feral Heart Hierarchy of Sins

Score Moral Guideline Rationale
10 Hunting with means other than your own vampiric powers The perfect hunter needs no tools.
9 Engaging in politics Political struggles do not yield sustenance.
8 Remaining in the presence of fire or sunlight, except to kill an enemy There is no sense in courting Final Death.
7 Acting in an overly cruel manner Death is natural; feeding is natural. Torture and cruelty are not.
6 Failing to hunt when hungry The vampire's purpose is to feed.
5 Failing to support your pack Support your family, and it will support you.
4 Killing without need A dead vessel may not be fed from in the future.
3 Failing to follow one's instincts Instinct is the basis of predatory nature.
2 Killing a creature other than for survival A kill's purpose is sustenance.
1 Refusing to kill to survive Vampires are hunters; everyone else is the hunted.

Description of Followers

Most Beasts care little for fashion or attire, instead choosing functional clothing that serves well while hunting. Some Beasts even disdain ornamentation and clothing completely, though these are rare. Followers of this path often have a great attunement to their surroundings and senses, and such individuals are often noted carefully listening to and watching their surroundings at all times, or even staying in constant slow motion and sniffing at the air so as to avoid possible sneaking adversaries. Many Gangrel follow this path, and they invariably have a number of animalistic features that they do not bother to conceal. The most common followers of this path are Sabbat Gangrel; Country Gangrel obviously make up the bulk of this path's adherents, though some City Gangrel style themselves "urban predators." A few Ravnos antitribu, some Nosferatu antitribu and a smattering of other vampires also follow this path. Most Lasombra and Tzimisce find this path uninspired, and therefore disdain it entirely. The members of this path are respected for their hunting prowess but have no real leadership within the Sabbat.

Following the Path

Beasts must always recognize and indulge in their predatory natures. Followers of this path therefore strive to develop their prowess as hunters. A Beast has little desire to use the trappings of technology, believing that the vampiric form provides him with all of the powers necessary to survive. Indulgence in politics is frowned upon, as there are more important matters to handle; force is a simpler and often more effective means than politics. Mercy and compassion have no place in the predator's heart, and enemies must be harshly destroyed while packmates are protected, as they in turn protect the individual. Beasts do not kill whimsically, but when killing is necessary, there must be no hesitation.

Common Abilities: Not surprisingly, most Beasts are highly skilled trackers and hunters. Survival is paramount among these vampires, as well as Brawl and Dodge. Animal Ken is common, though a Beast is just as likely to feed upon an animal as to emulate it. Because they are in touch with their inner natures, many followers of this path develop a great deal of Empathy - not that they feel any pity for their prey, but rather they intuitively understand the motives of their victims. Intimidation is also fairly common, for the simmering fury just below the surface of the Beast's outward calm is truly terrifying.

Preferred Disciplines: Disciplines are a matter of survival for followers of this path. Animalism is useful in learning from lesser predators and for feeding. Fortitude is valued, as Beasts must be rugged enough to survive any conditions. The natural weapons and hunting benefits of Protean are likewise considered valuable, and some Beasts learn Obfuscate or Celerity so as to become faster and cagier hunters.

The Path of Harmony

In earlier nights, the Path of the Feral Heart was known as the Path of Harmony, espousing a strong connection to nature and to the predatory characteristics of individual vampires. However, as the Sabbat pressed its Great Jyhad against the Camarilla, the Path of Harmony suffered a schism among its followers, some of whom believed that the Sabbat's methods were ill-chosen or immoral.

One faction of the "Harmonists" embraced the animalistic nature of vampirism, asserting that the nightly existence of the individual Cainite provided all of the necessary cornerstones of unlife: hunting, feeding and accepting the hunger for blood. These vampires felt that attachment to any other sort of moral code was a failure to address the basic bestial nature of the undead. These vampires stayed with the Sabbat, their beliefs becoming the Path of the Feral Heart.

The other faction felt that, although vampires were connected to nature and animals through their bestial and predatory natures, the intellect and emotions of humanity needed to be balanced against the feral spirit of the hunter. These Cainites took issue with the Sabbat's destruction of the environment and callous misuse of mortals, arguing that though individual vampires must hunt and feed (and that indeed such needs are natural), there is no need for the vampires to disrupt their environment or to degrade their supplies of prey. At length, these Harmonists split from the Sabbat, unwilling or unable to reconcile their beliefs with the Sabbat's tactics. Many Harmonists found themselves killed slowly for their presumption, hut a few escaped persecution, fleeing into seclusion as independents or even joining the Camarilla.

Harmonists espouse the virtues of Conscience and Instinct. Although a Harmonist reels no remorse for doing what he must do by nature (hunting, feeding and killing), he tempers these actions with an understanding of his place in the natural world. Upsetting the "natural balance" is considered a grave offense. Harmonists often have finely honed hunting instincts, as they seek to internalize both the mind of the human and the drives of the beast in one single, terrifying predator.

The Path of Honorable Accord

Duty is a burden that eases only with death. For us, the undying, duty is eternal.

- Azrael, Salubri antitribu paladin

Nickname: Knights

Basic Beliefs: In a world rife with corruption, malevolence and insanity, some vampires find direction through a firm and unyielding code of personal conduct. These vampires do not delve into philosophical questions of existence or wanton indulgence of their monstrous sides. Instead, they focus upon one singular principle: honor. Order, fairness and duty are the watchwords of these undead, and though still monstrous, they abide by standards of conduct that are rigidly understandable.

To a follower of this path, unlife must be given direction and purpose. These vampires choose honor as their guiding hand. By focusing on firm rules and personal boundaries, the Knights keep the rage of the Beast at bay. Accepting a duty and fulfilling its obligations then provides the Knights with goals to achieve. Bound by their codes of honor, these vampires uphold causes with the utmost devotion, even to the ends of their own unlives.

Make no mistake; the vampires who follow this path are not compassionate or humane in any sense of the word. Indeed, they see humans as little more than chattel or food, and undeserving of the considerations of honor that are bestowed upon other vampires. Even so, a Knight will never willingly break his given word or renege on an agreement, as doing so would be a disgrace to personal honor. The subject of commitment matters little to a follower of this path: It is the strength of the commitment and the unyielding determination that is important.

Many of the beliefs of the followers of this path mirror the feudal codes of chivalry or the bushido of the samurai. Knights gladly suffer Final Death before showing cowardice or betraying their allies. Similarly, this path's soldiers uphold the policies of their sects and organizations with fanatical zeal. Pitted against an unyielding or recalcitrant foe, a solitary Knight is a fatalistic and deadly warrior - a group of them makes for an army that fears not death.

The Ethics of the Path
Always keep your word and honor your agreements.
Never show cowardice. Overcome your fears.
Duty comes before personal matters.
Treat fairly and equitably with those of station. Conversely, the dishonorable are beneath your contempt.
Always repay your debts.
Support your comrades-at-arms in all things, except where they counsel treachery.

Virtues

The Path of Honorable Accord espouses the virtues of Conscience (although the Knights do not experience remorse in the sense of human morality) and Self-Control.

History

The Path of Honorable Accord grew out of bygone nights, as vampires of the Dark Ages grappled with the problems of human morality by finding a harsh and unyielding code of conduct to replace the ethics of mankind. Although the original chivalric precepts upon which this path bases itself fell out of use by the Renaissance, some members of the Sabbat adopted similar philosophies, and the path adopted the Code of Milan after the first Sabbat civil war. Sabbat followers of the path turned their loyalty to the idealism of the sect and the letter of the Code, in the process acquiring the moniker "followers of the Code."

As the Sabbat weathered internal schisms in the 1800s and 1900s, the followers of this path provided the strongest support for the sect. Bound by loyalty to the ideals of the Sabbat, combined with a strong sense of duty and honor, they fought to uphold the unity of the sect even during the most chaotic times. Guiding by example, even the Loyalists among the Knights fought for the common vision of vampiric freedom from Antediluvian shackles, and they defended the rights of other Sabbat to pursue their own means of advancing this goal.

Now, the Path of Honorable Accord forms the backbone of the Sabbat. The dedicated Knights are the core of the sect, serving the ideals of the Sabbat with inhuman devotion. As the Sabbat calls upon a more militaristic role, new recruits are often indoctrinated into this path, becoming champions in an unholy crusade.

Current Practices

Followers of the Path of Honorable Accord have always placed a high value on ritual and ceremony. The Sabbat's Knights therefore always participate in War Parties, ritae, ceremonies and other pack events. As a whole, the followers of the path seek to knit together the disparate factions of the sect under the common banner of loyalty to a cause. Although alternately ignored or derided by followers of other paths, the Knights are a stern example of the best qualities of any Sabbat, and they cannot be faulted by their brethren. Knights do not often take leadership positions (as they find the political duplicity appalling), though they are at the forefront of many battles, showing courage and discipline unmatched by any other soldiers among the undead.

Path of Honorable Accord Hierarchy of Sins

Score Moral Guideline Rationale
10 Failing to uphold all the precepts of your group True duty to a cause requires sterling character.
9 Failing to show hospitality to your allies Hospitality and generosity are the wealth of the soul.
8 Associating with the dishonorable Serve as an example, but do not be dragged into the pettiness of the ignoble.
7 Failing to participate in your group's rites Tradition and ritual are important parts of heritage.
6 Disobeying your leader Loyalty is the keystone of hierarchy.
5 Failing to protect your allies Defend those who are worthy of your esteem.
4 Placing personal concerns over duty Duty is the vampire's purpose.
3 Showing cowardice Honor lies in fighting for a cause, not in fleeing it.
2 Killing without reason Life and death are God's will, not individual Cainites'.
1 Breaking your word or oath; failing to honor an agreement To break one's oath is to be without the honor that defines existence.

Description of Followers

Knights are by turns cold and aloof, yet honorable and trustworthy. A Knight never goes back on his word and always honors his agreements. He does not shirk his duty or flee from battle. Still, he is far from humane: The Knight sees humans as a resource, just as another warrior might see a fine warhorse as admirable but far from an equitable associate. Many of this path's followers display a grim and taciturn image, but the Knights are capable of humor and joviality - they simply find that duty outweighs personal gratification.

The vast majority of this path's followers are of Ventrue antitribu and Salubri antitribu blood, but a fair number of Nosferatu antitribu, traditionalistic Tzimisce and even reasonably lucid Malkavian antitribu study this path. Panders who serve the ideal of the Sabbat (instead of crusading for personal advancement) espouse this path as "well. A rare few Camarilla elders, primarily Ventrue, hold on to the precepts of this path from their nights of vampiric, medieval chivalry.

Following the Path

A follower of the Path of Honorable Accord must always keep honor foremost in his mind. A Knight cannot act rashly or in haste; he must always be aware of the nature and consequences of his actions. The devout student of this path must hold onto courage and discipline at all times while he seeks to dispense justice and fairness. The true Knight fights and dies, for his cause.

Common Abilities: Knights study Melee, Brawl and Dodge, as they consider personal combat a most honorable pastime. Leadership and Expression are valued assets, as the Knight is often called upon to mediate disputes fairly. Similarly, Investigation and Law can help to discern truth and justice.

Preferred Disciplines: Fortitude and Presence are considered the epitome of the Knightly way; these vampires are stalwart in defense and eloquent in discourse. Since so many Knights follow a martial destiny in the turbulent modern nights, Potence is fairly common as well. The Salubri antitribu of the sect also develop the puissant abilities of Valeren.

The Path of Lilith

Lilith taught the first and most powerful lesson: that only through pain can power be acquired. Pain is the greatest teacher, the trial with the ultimate reward.

- Aksinya Daclau, Lilin Hierophant

Nickname: Bahari, Lilins

Basic Beliefs: Considered heretical by most Cainites of the Sabbat, the fragments of Lilith's teachings - sometimes erroneously referred to as the Lilith Cycle - showcase an elaborate history and an alternate tale of Creation itself. Cast out from the first garden for the crimes of elevating herself with the Fruits of Knowledge and Life, and for seeking to be equal to both man and God, Lilith wandered the unformed and barren world, becoming a power of creation equaling the deities of old. Through tribulation and pain she discovered the ways of survival; by fire and thorn she created her own garden, a mirror of the suffering and enlightenment that she endured. The architect of Caine's power, the creator of magick, and the mother to gods, Lilith watered the seeds of wisdom with her own blood, which empowered anyone to walk through the fire and swim through the frost to come to the revelation of ultimate freedom and self-empowerment.

Claiming followers among vampires, mystical humans and other denizens of the hidden world, the Bahari practice the ancient ways handed down by Lilith. By following the image of the mother-goddess, they raise themselves from the status of children. Like a parent disciplining an errant child, Lilith passes on a legacy of pain that teaches, and so the Bahari seek to overcome the weaknesses of their blind, helpless births, ascending to understanding and power. By walking in fire, impaling themselves on thorns and blades, suffering deprivation and plunging into icy water, the Bahari excite their bodies and minds to true sensation, and open their consciousness to the entirety of the world. From the dizzying heights of comprehension, at the needlepoint of pain, they learn the true measure of creation, that they may take the formless stuff of the world and cast it in a new image.

Make no mistake, the Bahari have little room for compassion or conscience. They fully believe that one must grasp the blade of enlightenment - and suffer the lacerations thereof- before rising to the truth. Those who have not the will or the insight to suffer that they might learn are chaff, cast aside sadly but unhesitatingly. No time or resources is wasted on those who do not have the overpowering need that allows one to suffer, change and grow. The Hierophants, the vampire-priests of Lilith, choose those who have heard the song - ahi hay Lilitu - and punish them, flagellate them and excoriate them until they arrive on the cusp of seething, erect awareness. Only then are the tears brushed away with lover's care, the wounds comforted and the supplicants brought into the fullness of Lilith's glorious path.

The Ethics of the Path
Only through pain are we elevated.
Be teacher, torturer and lover to any who seek enlightenment.
Practice what you learn. Wisdom is meaningless unless it accompanies action.
Cultivate a garden, that you may show the power of your own creation.
Seek out those on the border of awareness and initiate them.
Gather with your brothers and sisters to share your learning and anguish.

Virtues

Bahari are devoted to the virtues of Conviction and Instincts.

History

According to apocryphal tales, the cult of Lilith started when a vampire Methuselah, searching for ancient artifacts in Africa some millennia ago, discovered strange writings purported to tell of the Dark Mother. Although this Cainite could not acquire the artifacts, he carried with him the knowledge of what he had seen. Soundly defeated by the mortal and demonic guardians of the writings, he retreated to gather others to him with the knowledge and insight to delve into the mysteries pieced together from the writings. Over the years, followers of the Path of Lilith slowly spread their archaic knowledge, drawing in small numbers of erudite and mystically curious vampires. The path eventually took on aspects of religion as it absorbed the rituals and ceremonies of its followers' native lands.

The Path of Lilith never had very much of a following in the Sabbat, where the antithetical Path of Caine took sway, but enough followers existed to ensure that the path survived. Indeed, even some elders of the Camarilla came to follow the path. As the signs of Gehenna appear and the Final Nights draw near, more vampires are drawn to the apocryphal teachings of this path. The visions of Caine as a blundering fool, cursed with incredible power that he refuses to understand, draw together vampires who seek an alternate means to survive the End Times. Through the auspices of the Dark Mother, they hope to rise above their Cainite nature and become untouchable to the Antediluvians.

Current Practices

Modern Bahari inherit many of the traditions of their ancient forebears. The followers of this path rarely discard rituals or beliefs, for only true understanding of all of the world's mysteries can unlock the door to enlightenment. As such, the Bahari employ many and varied rites of worship. The followers of this path often cultivate the hidden knowledge of alien cultures, and they are quick to absorb and adapt new and different occult practices. Because of this openness, Bahari engage in a loose network of vampires who trade lore and mystical knowledge, even dealing with wizards, ghosts and other keepers of ancient secrets. Bahari often practice special rituals that are bizarre even by the standards of the Sabbat, and though they are loyal as long as they may continue to practice their rites, the final loyalty of all Bahari is ultimately to themselves.

Path of Hierarchy of Sins

Score Moral Guideline Rationale
10 Feeding immediately when hungry Deprivation and hunger taught Lilith to survive.
9 Pursuing temporal wealth or power True wealth comes from inside, not from money or influence.
8 Not correcting the errors of others regarding Caine and Lilith Caine was a murderer, traitor and fool who deserves no reverence.
7 Feeling remorse for bringing pain to someone Pain and suffering help others to learn and grow.
6 Failing to participate in a Bahari ritual The rituals handed down through time contain clues to awakening.
5 Fearing death Death is simply a change to a new form, of existence. Death comes to all, in time.
4 Killing a living or unliving being Death denies one the chance to transcend.
3 Not seeking out the teachings of Lilith Lilith hid her works in many places; they must be found.
2 Failing to dispense pain and anguish Be a teacher through the auspices of pain.
1 Shunning pain Only through pain are we reborn. To shun pain is to embrace ignorance.

Description of Followers

Bahari live fast-paced, hectic unlives, constantly striving for the next change and the next learning experience. Anything that shocks or outrages the sensibilities of others is fair game, since there is always the hope of pushing someone beyond the boundaries of mundane commonality. Bahari cherish the development of personal understanding, so followers of this path can be found equally among the squalid and the wealthy. When moving among mortals, Bahari are flamboyant and mysterious. In their ceremonies, they often affect religious garb - flowing, open cloaks and ceremonial masks of wood or bone.

Within the Sabbat (and, indeed, among vampires in general), Bahari are perceived as insane and heretical cultists at best. This path's followers include many and varied vampires; a few Lasombra follow this path, as do a handful of Tzimisce and some Malkavian, Nosferatu and Toreador antitribu. Curiously, this path also claims followers from among the elusive Kiasyd, and some Harbingers of Skulls who credit their understanding to the dead priestess called Lamia. Stranger still, there are indications that this path is followed in some form even among mortals, including some who have no contact whatsoever with vampires.

Contrary to some beliefs, this path is not exclusively followed by women, although they do make up a majority of its practitioners. Anyone who throws away the caul of childish ignorance for painful maturity is welcome in the circle of Lilith. Indeed, as vampires are largely beyond concerns of gender, they are found in both genders - or none, in the case of some Tzimisce - within the cult.

Following the Path

A Lilin breaks with convention, flouting "accepted society" in order to force others to re-evaluate their views of the world. With the branding-iron and the scourge, the Cainite brings painful lessons that, if survived, make the postulant stronger. Those who hover on the edge of awareness are watched carefully for the final soul-wrenching revelation that brings them strength if they do not destroy themselves. To visit pain and even death is the greatest gift that can be given, for through these trials the individual comes to understand herself. Each must discover her own inward seeds of Knowledge and Life, so as to become a universe unto herself and an architect of creation. The garden, the symbol of life shaped and cultivated with care, is the manifestation of the Baham's devotion to expressing what she has created and learned.

Common Abilities: Torture, the ability to dispense pain without killing, is first and foremost among a Lilin's skills, of course. As mystics of the ancient secrets, Occult and various Lores are paramount. Academics, Research and Science (particularly specialties is the Classics) are valuable tools in the search for truth. Most Bahari also study Linguistics, reading their esoteric writings in the old native tongues.

Preferred Disciplines: Lilith is said to have invoked various powers in herself as she walked the unformed earth, powers that aided in her survival. Bahari often emulate these powers, focusing upon the Disciplines of Animalism, Celerity, Fortitude and Obfuscate.

The Path of Power and the Inner Voice

Anger, fear, hate and lust - these are the most powerful emotions. Is it any wonder, then, that they are the most powerful tools of supremacy?

- Archbishop Ambrosio Luis Moncada

Nickname: Unifiers

Basic Beliefs: When given eternal life, incredible power and inhuman thirsts, the only true existence is as an undying overlord: So believe the followers of the Path of Power and the Inner Voice. There is no use in pining for lost humanity or in secreting oneself away to study arcane lore; vampires are without honor or compassion. The role of the vampire is the role of master.

The followers of this path see the exercise of power and control as the best reason for vampiric existence. Control of the self and of the external world is the only goal worth pursuing. To this end, a vampire must develop her abilities, extend her influence and play her pawns. By bending the world to her will, the vampire creates order and stability. Every form of power, influence or control can be used to further some end. Therefore, Unifiers seek all forms of power, be it political, material or spiritual.

Unifiers follow their own insight when exercising their authority. Although this path is highly concerned with temporal power, it is also quite spiritual; Unifiers are avid pursuers of wisdom and enlightenment. Of course, all such knowledge ultimately turns to the pursuit of personal power. By understanding oneself, it is possible to begin to describe the motivations of others. True understanding therefore allows the vampire to unlock the secrets of enemies and allies alike, to carefully dissect any situation and discern the most proper course of action. From such judgments, the vampire decides upon the most favorable means of taking or keeping control.

The followers of this path are rightly feared and respected. No adherent to this path tolerates weakness or failure; punishment is swift and often fatal. Indeed, punishment serves not only to remonstrate the offender, but as an example to others. Thus, Unifiers have no mercy or compassion whatsoever. Indeed, packs with Unifier ducti are Darwinian in the extreme.

Unifiers are consummate politicians and strategists. Although blood bonds and emotional ties can motivate followers, the pragmatic students of this philosophy recognize that such measures can be fought and compromised. Thus, vampires of this path believe that control should only be woven through methods that cannot be subverted: Pain, rage, desire and depravity are key among their tools. A recruit who serves out of loyalty can be bought; a follower who serves out of duty can be blackmailed; an adherent who serves from love can be disillusioned. Therefore, fear and respect for power, anger and hate directed towards one's enemies, the fulfillment of lust and the lessons of pain make the most persuasive directives.

The Ethics of the Path
Do not tolerate failure - including your own. Punish it visibly and harshly.
Be sporadic in your rewards. Drive your followers to excel, but never let them assume that reward follows excellence.
Strive for control by any means. Dominate the world around you and bend it to your will.
Use the most effective tool for any undertaking. Hate, fear and anger are key among these tools, but feign benevolence.
Show respect to those in authority, but replace them when they falter.
Deal from a position of power. Do not show weakness.

Virtues

Unifiers develop the Virtues of Conviction and Instinct.

History

The Path of Power and the Inner Voice supposedly started with a Lasombra by the name of Lord Marcus, in the early 16th century. The path's constant push to develop power and influence led to many followers who devoutly supported the Sabbat in its early nights, and as such many of the path's adherents assumed positions of authority during the formation of the Sabbat. Even tonight, the path is well-respected within the Sabbat, and some of its precepts have even started to creep into grudging acceptance among the power-hungry and jaded elders of the Camarilla.

Modern nights have seen an explosion of membership in this path. Though always popular, the path has attracted many new followers from the expanding ranks of the Sabbat. The sheer ruthlessness and shrewdness of many of these recruits is responsible for the slow evolution of the path from a respectable but dictatorial philosophy into a path of iron-fisted, Machiavellian social tyranny.

Current Practices

Followers of the Path of Power and the Inner Voice do not have an organized association, but they do engage in many similar practices. All Unifiers participate in War Parties and hunts, often assuming roles of leadership. Various ritae of willpower, such as the Fire Dance, are a means to demonstrate power and self-mastery, so Unifiers participate in many such rituals as well.

Path of Power and the Inner Voice Hierarchy of Sins

Score Moral Guideline Rationale
10 Denying responsibility for your actions Dereliction of responsibility is a failure to lead properly.
9 Treating your underlings poorly Reward competence as an incentive, but do so sparingly.
8 Failing to respect your superiors Give the respect that is due, that you might learn something in turn.
7 Helping others when it is not to your advantage Always gain something from your actions.
6 Accepting defeat Succeed, or die.
5 Failing to kill when it's in your interests Do not hesitate to eliminate those who would stand against you.
4 Submitting to the error of others Be right and you will be vindicated. Follow a fool and you will suffer for it.
3 Not using the most effective tools for control Power must be seized. Be iron-fisted and resolute.
2 Not punishing failure Failure is instructive only when used as a negative example.
1 Turning down an opportunity for power Personal power is the means to all ends.

Description of Followers

Unifiers are driven, confident and even megalomania-cal. The need for control combined with introspection makes followers of this path into corrupt and brutish tyrants. Some followers of the path simply espouse dictatorship, but the truly enlightened use philosophy and an understanding of psychology to incite their followers. The typical Unifier accepts no excuses, drives himself and his subjects mercilessly and shows no pity or compassion for failure. Not surprisingly, this path is popular among the control-oriented Lasombra, and some Ventrue antitribu and Brujah antitribu make a point of seeking power and revelation as defined by the path.

Following the Path

A Unifier accepts no defeat. The appearance of benevolence is useful, but all failure must be punished eventually. The follower of the path must always strive to control the situations around him and heed his own judgment. Respect should be given to those in positions of authority, but those who falter must be cast down and replaced. Followers of this path seek wealth, influence and support. Rulership should be achieved by any means necessary - when alliances or honor are useful, they are used, but otherwise, the more efficacious tools of fear and hate are appropriate. The Unifier constantly seeks out means of developing his own capabilities and furthering his own agenda.

Common Abilities: Obviously, Leadership, Intimidation, Politics, Subterfuge and similar Abilities are highly appropriate to followers of this path. Unifiers often make a study of some sort of martial prowess, be it Brawl or Melee, in order to back up their authority. Meditation and Empathy highlight the way to inner awareness.

Preferred Disciplines: Dominate and Presence are most valued among the Unifiers for their ability to exert direct control. Varying Unifiers place emphasis on other Disciplines according to their own means of gathering power. All Unifiers invariably seek to develop their natural Disciplines to their fullest potential.

Trancendence and Beyond

A good deal of debate exists as to whether or not followers of Paths of Enlightenment may ever achieve the exalted state of Golconda. Although few Sabbat would admit to seeking out such things - "wolves should not emulate sheep" - more than one rumor has circulated through the sect regarding elders who have come to terms with their Beasts and put the fear of frenzy behind them.

Few Sabbat want this. Sabbat philosophy teaches the vampire to accept his Beast, and to ride the wave of frenzy. Additionally, Golconda supposedly (according to what has filtered into the sect) requires a strict adherence to the Path of Humanity, which most Sabbat shun or aspire to shun.

This strongly Cainite outlook also colors Sabbat vampires' view with regard to feeble, puling tales of "becoming mortal once again." Being a vampire is a curse, surely, but why would anyone want to become a lesser being?

In the end, the decision for both of these matters is in the Storyteller's hands. Should some Sabbat for whatever reason pursue the state of Golconda while on a path, she is unlikely to attain it, but who can speak of absolutes with regard to so rare a state of consciousness?

Sabbat Ritae

The Sabbat values its bonds of loyalty and fraternity above all else. To this end, the sect has established many rituals, which reinforce pack and sect solidarity. The entire sect observes the same 13 auctoritas ritae, while the ignoblis ritae vary greatly in number, subject and observation from pack to pack.

Packs observe the auctoritas ritae at common times - at esbats, before sieges or when bringing a new member into the pack, for example. The ignoblis ritae may occur at any time, usually when the pack priest believes them to be most appropriate. Some packs observe greeting or parting ritae, feeding ritae, ritae of diablerie and any number of variations. Basically, any event of import, common or otherwise, might have an associated ignoblis ritus in a given pack.

The origins of the ritae are lost to the nights of history, though most Sabbat suspect they were conceived during the tumult of the Anarch Revolt. Persecuted by elders and their sycophantic childer, anarchs needed some sort of spiritual guidance and protection. In light of the Tzimisces' (then) recent diablerie of their sire, the clan had a great number of members among the anarchs, and used its koldunic magic to bind others for mutual protection. Over the intervening centuries, ritae have attained a prominence in Sabbat culture - very little formality takes place without the observation of at least one auspicious ritus. A few members of the sect deride ritae as superstitious mumbo-jumbo, but the effectiveness of the rituals (not to mention the baleful glares of the Tzimisce and pack priests) usually suffices to discourage such derision. System: Ritae may be conducted by anyone, in theory, though their mechanical effects only occur when presided over by a vampire with the Rituals Background. (You can't just mix a bunch of vitae in a Dixie cup and have a Vaulderie....)

Auctoritas Ritae

The entire sect practices auctoritas ritae, due tradition and their significance in Sabbat beliefs. They strengthen the sect's bonds of loyalty and fraternity, by providing emotional power through familiarity with the ritae and the sorcery that accompanies them. There are 13 auctoritas ritae practiced by the sect.

The Binding

The Sabbat grows nightly in strength, due to its unity of mind and ambition. All members of the Sabbat, from the lowliest surviving recruit to the regent herself, participate in the Binding. Group participation and familiarity with the ritual helps unify sect members, in a similar fashion as the Vaulderie. In essence, the Binding is a formal oath of allegiance to the sect, whereby the vampires swear fealty to the Sabbat. The event serves as a sober reminder of why the Sabbat exist as they do.

The ceremony opens with a recitation of the pack's interpretation of the Sabbat's credo. (Although no formal, written code exists, most Sabbat have enough presence of mind to compose a summation of the sect's doctrine. These may be anything from long, prosaic accounts to fervent, one-sentence rallies of vengeance.)

The event occurs on Winter Solstice night. In larger Sabbat-held cities, nomad packs in the region attend with the local founded packs. If possible, this important ritus is overseen by a member of higher status than pack priest, like a bishop or archbishop. Ideally the rite takes place at a beach, riverbank or by a waterfall. If such is impossible, a fountain will suffice. Especially desperate packs may use a simple square of white cloth. The water (or cloth) present represents the implacable nature of the sect - water always finds a way to flow around an obstruction, just as the Sabbat will one night find a way to surmount its terrible progenitors.

The ritus often ends with an observation of the Vaulderie and the swearing of an oath to protect the Sabbat's secrets unto Final Death.

System: For the month following the Binding, all Vin-culum scores for vampires present at the ritus are increased by one. For this reason, many overt Sabbat war efforts take place in the winter to better capitalize on the righteous wrath engendered by this ritus.

The Blood Bath

This ritus is performed whenever sect leaders wish to recognize a Sabbat vampire's claim to a title, such as bishop or cardinal. The Blood Bath formalizes the vampire's new status in the sect. As many Sabbat as possible who will serve under this new leader must attend the ceremony, for failing to do so without an adequate reason is a grave slight to the leader in question. Starting with the priest conducting the ritus, attendant sect leaders and other Sabbat take turns coming forward, kneeling in front of and expressing their endorsement of or allegiance to the Cainite, and contributing a quantity of blood into a large vessel. The newly titled vampire gives praise and/or advice to each of the vampires present, emphasizing the benefits the Sabbat stands to gain through the sharing of her wisdom. She then bathes in the blood donated to the pool. Following the ceremony, all vampires present drink from the bathing vessel (the blood in which is sometimes consecrated as a Vaulderie), symbolizing that they willingly partake of everything the new leader has to offer.

System: Most Sabbat refuse to acknowledge a leader who has not been confirmed through a proper Blood Bath ceremony, if they have reason to suspect such.

The Blood Feast

No formal Sabbat gathering would be complete without a Blood Feast-some Sabbat cities hold Blood Feasts as often as twice a year in addition to other events that require them. It serves both as sustenance and as a vehicle to express the Sabbat's lust to exist as the ultimate predator. The Blood Feast is a ritual "meal," in which captured vessels are suspended from the ceiling, bound to sculptures or otherwise immobilized and fed from at the leisure of all vampires present. The feast itself is as much social gathering as it is a structured ritus, and many Sabbat make grand entrances, wearing the best of their finery.

In preparation for a Blood Feast, a specially created pack or hunting party will have collected humans or even a rogue vampire or two the night before the feast. Much shouting, cheering and baring of fangs occurs as the hunting party makes a formal presentation of the night's feast to the highest-ranking Sabbat present. The official receives each victim and thanks the giver by kissing her forehead. He then hands the victims over to assistants chosen to prepare them for the feast. They bind the victims' hands and feet together and hoist them up on chains to hang at head level, or they tie (or nail) the victims to objects that prevent the slightest movement.

The night after the preparation, ghouls or low-ranking Sabbat prepare the feast location by placing the vessels. After all the guests have arrived - it is considered grievously poor form to be fashionably late - the priest, bishop or archbishop holding the service conducts the ritus, dedicating the vessels to the Sabbat. Cainites at the gathering then bite open the victims and feed on the fresh vitae, often licking the wounds closed so as not to waste. (Some particularly bountiful Blood Feasts, however, resemble debauched blood orgies, in which vitae splatters everywhere. At these incarnadine gatherings, the Sabbat literally wade through their victims' vitae, writhing in carnal lust amid the blood and violence that surrounds them.) Style of feeding varies greatly at this event. Many Lasombra and Toreador antitribu partake by draining the blood into champagne flutes, while most Brujah and Malkavian antitribu prefer to feed right from the tap.

There is usually one victim for every three vampires present at the feast; the presiding priest, bishop or archbishop gets first choice of the night's treats, and he draws first blood.

System: The transubstantiation of simple vitae into the Blood of the Sabbat provides rich sustenance to vampires at Blood Feasts. Each blood point a Blood Feast victim possesses mystically transforms into two as it leaves his body. For this reason, feasts tend to get a bit sloppy, as vampires romp through the vitae and revel in the monstrosity of their Damnation. By the third night after a Blood Feast, however, the blood once again condenses back down to its original amount (if it hasn't been used and remains in a vampire's body).

Some Cainites of the Sabbat have been formally censured by higher-ranking Sabbat and even members of the Inquisition and Black Hand for relying too heavily on the Blood Feast. To be sure, mass-kidnappings and the bloodstained halls left behind can lead vampire hunters to the trail of careless vampires.

Transubstantiation: Myth or Madness

For centuries, Christians have debated the concept of Transubstantiation. Catholics believe that through ceremony, the priest changes bread and wine literally into the body and blood of Christ. The Sabbat have found themselves embroiled in a similar debate. It is rumored that the original ceremonial magic for this ritual came from the Tremere who obtained it from the Knight's Templar. When consecrating the Blood Feast, a magical invocation is used to transform the vessel's blood into the Blood of the Sabbat. There are some who believe that the Blood of the Sabbat is a cohesive, driving force that links the entire Sabbat together; they also believe that because of this Transubstantiation, the effects of a sire are minimal. This is why guests at a Blood Feast partake of the vessels' blood first, and observe the Vaulderie second. "The Body of Christ, the Blood of the Sabbat...," are magical words that suggest an emerging race of gods who were once mere men. Some members of the Sabbat believe the Black Hand exacerbates the debate over this sacred traditional belief. Others believe that a secret, fanatical cult exists that tries to read more into the ritual than originally intended to create an opportunity for them to rise to prominence. Finally, many Loyalists maintain that freedom is the cornerstone of the Sabbat movement: Issues regarding magic and religion are personal and interpretation is entirely up to the individual.

Creation Rites

To hear vampires outside the sect talk, all Sabbat are created on the fly, with recruits being drained, fed, bashed over the head with a shovel, buried and left to claw their way to the surface in a starving frenzy. Needless to say, this is not always the case. Additionally, this method is not actually a Creation Rite.

Most Sabbat use the "shovelhead method" only in times of Jyhad. This method consists of collecting a number of victims, Embracing them with the tiniest quantity of blood possible, bashing them over the head with a shovel (to knock them unconscious before they frenzy) and burying them in a mass grave. The newly Embraced Cainites rouse quickly, and they must dig themselves out of the grave to sate their frenzy, often at the expense of the weaker vampires entombed with them. This method is simple, relatively quick and quite effective at stripping victims of their Humanity. In any event, vampires created this way have not actually received their Creation Rites. In fact, the Sabbat does not even consider them vampires yet, and it has little reservation against throwing legions of these frenzied horrors against their foes. The mere fact that one is not a vampire until he receives his Creation Rites is a matter of hypocrisy to the Sabbat-they accuse the elders of manipulating pawns to do their bidding, while they themselves hurl waves of lesser Cainites against their foes.

The Creation Rites themselves are much more serious, marking the passage from nonentity into True Sabbat. Only True Sabbat - those members who have proven themselves in combat or intrigue against the enemy and received the Creation Rites - may select recruits for the sect. They scrutinize potential recruits carefully over several days, weeks and (in some cases) years, looking for strength of conviction, determination and physical prowess. After the Embrace, the new vampire is eligible for the Creation Rites only after he has demonstrated his worth to the sect - perhaps the very night of his Embrace, perhaps years afterward.

Creation Rites always take place in the presence of a priest. The ritus itself is quite simple - the priest merely touches a flaming brand to the initiate's head and leads him in an oath of allegiance. The ceremony that precedes the Creation Rites, however, varies widely, and it is wholly in the hands of the Cainite's sire. Some Panders and Brujah antitribu have ceremonies not unlike gang initiations, which involve pummeling the vampire in question until the sire decides he's had enough. Tzimisce ceremonies are much more civil and formal affairs, often involving recitations of one's lineage and praise of one's sire. Some vampires require no ceremony at all, deciding that they have all the proof that they need from a given vampire's performance while still others require Byzantine trials or bizarre acts like bestiality, kidnapping, murder, self-mutilation or other depravity.

The Rites serve several purposes, both practical and symbolic. The flames help reduce the new Sabbat's fear of fire, while the ceremony teaches him what is expected of a Sabbat member like himself. Immediately following the Creation Rites comes a Vaulderie, which binds the Cainite to the pack, his new, immortal family.

System: Without the Creation Rites, a vampire is not truly a vampire to the Sabbat. Such an unfortunate may not participate in Sabbat rime or functions until he has received the Creation Rites, and is in fact considered vampira non grata, to be kicked about, abused and ordered around at any of the "real" vampires' whims.

Festivo dello Estinto

The "Festival of the Dead" occurs during the entire second week of March. All Sabbat in a city take part, and nomadic packs make their way to the nearest Sabbat-held city to celebrate. The purpose is to revel in being a vampire, celebrating immortality by laughing in the face of death and decay. The celebration culminates in a Blood Feast of epic proportions, and nightly Vaulderies take place among (and sometimes between) the collected packs of the Sabbat. The revels are tailored to each individual pack, and the event has as many differences in celebration as it has commonalties. Some packs participate in ritual scarification. Some may waltz in slow circles around a bonfire, using disinterred corpses or bodies borrowed from the local morgue for dance partners. Others will re-enact passages from the Book of Nod. Against the backdrop of all this revelry, the bishops and archbishops watch with interest, encouraging their malignant "children" to indulge in what it truly means to be a vampire while participating in their own bloody, bacchanalian excesses. One popular event uses up to six Sabbat "contestants," each with a live human victim. The vampires use whatever means they can come up with to dismember and kill the victim, causing the most suffering and wasting the least amount of blood to spillage. The results are voted on by a panel of judges. The winner receives the honor of drawing first blood in the nightly Blood Feast.

Sabbat spend the entire week socializing and gorging on vitae. The packs hunt at will, giving little thought to hiding from the eyes of mortals. Often, mortals are singled out and used for games of fox and hound. Anything relevant to vampiric nature goes on at this celebration of immortality, and packs often mingle to trade war stories and concoct secret plans of their own.

System: The festivities of the Festivo dello Estinto open once the highest-ranking priest in town declares it underway. For this week, very little is taboo, and as much happens behind closed doors as does amid the festival's events proper. Generally, this is a time of undead celebration-rivalries are put aside and Monomacies are forgotten as the Sabbat unite in a show of solidarity to bring Hell to Earth.

Fire Dance

To most vampires, fire is something to be feared, respected and avoided, yet not to the Sabbat. While they still fear it, they are not above turning it loose on their enemies. In a sense, this fearlessness shows how truly fanatical the Sabbat are. They gladly take something that is anathema to vampires and use it against their foes, hoping it destroys more of their foes than themselves. To be fully Sabbat, one must face the Rotschreck and master it. Additionally, mastery of fire emboldens the Sabbat to use this powerful weapon against others of their kind.

This ritus has no particular time or place; priests may create one whenever a morale boost or rally becomes necessary. It is generally held before War Parties, and several packs at one time converge and participate in the Fire Dance. The ritus is entirely a test of courage. Since the Sabbat values free will greatly, pack members are allowed to refuse to participate in the Fire Dance, but they put themselves at risk of derision and disrespect at their cowardice from the rest of the pack.

To enact this ritus, the priest lights a large bonfire in a place secure from mortal eyes. Through the rhythmic beating of a drum, chanting or both, participating Cainites enter a trance-like frenzy, whirling around the flames, writhing before them and even prostrating themselves in front of the blaze. As the ceremony reaches its peak, the vampires rave and chant, and encourage each other to jump through the flames. They make fantastic leaps, some even turning aerial somersaults over and over again to the point of exhaustion. The Fire Dance comes to a close when the last vampire present has jumped through the flames and collapsed from all the activity.

System: For a vampire to even approach the blazes, the player must succeed in a Courage roll (difficulty only 5, because of the trance-frenzy). For a vampire to successfully leap the flames, the player must make a Dexterity + Athletics roll (difficulty 6 to simply j ump the flames, though Storytellers should feel free to increase the difficulty if the character tries to leap in a particularly dramatic or acrobatic way, which, doubtless, would impress the other Sabbat present).

After a Fire Dance, characters who leapt through the flames gain a temporary bonus point of Courage for the three nights following the ritus. This bonus point may even exceed the normal Virtue limit of 5.

Games of Instinct

The vampires of the Sabbat engage in numerous sanctioned "games," adjudicated by their pack priests to maintain their predatory edge. These games take various forms, and different packs practice different styles. The only commonality between the games is that the priest presides over them, consecrating them as righteous exercises.

Cowboys and Indians, also known as Cops and Robbers, is practiced by large packs or by two individual packs. One "team" goes into hiding half an hour before the other goes after them, usually in bad or abandoned parts of town where this sort of hooliganism is overlooked by the locals. The object of Cowboys and Indians is to capture or incapacitate (but not kill) as many members of the other side as possible. Because of vampires' innate resistance to damage, this is easier said than done, and bullets aplenty fly during these games. The best way to capture another vampire, of course, is to stake him. The team that knocks the other out of commission is the winner.

Demolition Derby is usually played in stolen cars, as the vehicles tend not to survive the game. Starting at opposite ends of a street, parking lot or drainage aqueduct, pack members set their cars on fire and charge another team's car. After much bashing and crashing, one team inevitably has to flee their car or burn to death; the first team to exit its vehicle loses. It is legal to fire upon the other car, which is part of the strategy of the game. Drivers may carry only one passenger, or they may sacrifice maneuverability for firepower.

One particularly dangerous game is called Rousing the Beast. This game is a one-on-one challenge, whereby the participant has to release the victim of a failed mass-Embrace. He must choose the grave of a victim who failed to dig himself out of the earth - problematic in and of itself because the mass-grave Embrace is usually performed only in cities under siege or in the midst of a crusade. The Sabbat vampire must dig the completely mad and starving former recruit out from his earthen prison. Once the crazed creature breaks the surface and frenzies, it is up to the game participant to immobilize her and destroy her. The preferred method is by stake; firearms are typically forbidden. Needless to say, this hand-to-hand combat is very dangerous, and the Sabbat does not always win. This game is a trial of will as much as of physical strength, as the vampire must come face to face with his own creation and subsequent inhumanity.

The Rat Race is another popular sport. A human is sealed in a labyrinth of some sort, such as an abandoned factory or part of a sewer system. The human is given weapons that can hurt the vampires, such as handguns, knives, blowtorches or chainsaws. The participating vampires, starting in different locations in the maze, hunt the human, while the human tries desperately to escape the vampires. Whichever vampire captures and drains the human first, wins. Maiming the competition to ensure victory is encouraged, though killing one's opponent is not the object of the game and viewed unfavorably. An alternative to the Rat Race - the Bat Race - involves vampires only. The packmates draw lots; whoever gets the short straw becomes the prey. Obviously, this variant is rarely seen through to the Final Death.

Some insane or powerful packs play a game known as Dogtagging. Packing an off-road vehicle with firearms and tow cables, the vampires rampage into Lupine territory. The object of the game is to capture a werewolf, tag its ear (with tags similar to kind used by cattle ranchers), turn it loose and get the hell out of there before it comes back with friends. A few packs actually hunt Lupines in this manner to kill them - they figure that the werewolf has already been caught, and there's no reason to suffer it to live and possibly come back to even the score another night.

System: Storytellers and players are encouraged to develop their own Games of Instinct; basically, any mayhem works for this ritus as long as the pack priest recognizes it and bestows her blessing upon it. Most priests indulge their pack in one Game of Instinct per month or so (if that often); anything more frequent makes this ritus less valuable, as it becomes common.

The Games of Instinct allow the Sabbat to hone its skills to the edge. For the duration of one story, the winner(s) of a given Game of Instinct receive one bonus die to the dice pool of the Ability they used the most during the game. For example, if the Corpses Delecti participate in a Game of Instinct, and Walker wins through judicious use of his pistol, Walker gets a one-die bonus to his Firearms dice pool for the next story. A player may not have more than one Skill augmented in this way for any given story.

Storytellers should bear in mind that only the most dangerous (and blatant) of activities are suitable for Games of Instinct - trials of skills in which a pack is already proficient serve little to increase their abilities, and these games tend to draw crowds if not practiced rarely and discretely. If your players insist on having Games of Instinct every night to stock up on bonus dice, feel free to go after their characters with police, Lupines, disdainful elders, et cetera. The games are practiced to build skill and solidarity, not to create super-characters.

Monomacy

It is inevitable that, among vampires as headstrong and violent as those of the Sabbat, differences of opinion occur. While the vast majority of these conflicts are handled with all the civility and reason a Sabbat can muster, some grievances are so deep as to warrant a more serious solution. When two (or more) Sabbat are unable to come to a resolution, the ritus of Monomacy serves to settle the issue.

To the uninitiated observer, Monomacy looks like a simple duel to the death. In truth, however, it is a good deal more. Monomacy serves the Sabbat as the ultimate evolutionary tool: By culling their ranks of those who are incompetent, the sect grows stronger. Monomacy is accorded a sacrosanct status among the vampires of the Sabbat, who recognize that without strong leaders, their struggle against the Antediluvians amounts to nothing. Additionally, the winner of a Monomacy typically diablerizes the loser.

Monomacy is usually practiced by only ranking members of packs. Many young Sabbat are too violent and hotheaded to recognize the gravity of ritual combat to the death, and would resort to it every time a packmate took blood from a vessel they decided they liked. As such, this ritus is conducted by the pack priest, to whom a challenge is issued simultaneously with the challenge to the rival. The priest then decides whether or not the grudge is worth Monomacy, and whether or not she chooses to preside over the ritual.

Should the priest deem the cause worthy, the challenged vampire may decline. In theory, there is nothing wrong with declining a challenge, but unless the challenger is of such little consequence as to be below the challengee's notice, declining usually involves a great loss efface (and perhaps an unsanctioned duel afterward). If those who pursue the Monomacy hail from different packs, it may be necessary to involve a neutral third party, such as another pack's priest or even the bishop or archbishop.

The actual practice of Monomacy varies widely - no formal code exists as to the choice of weapons, locations or even terms of victory. Most often, Monomacy duels are fought to Final Death in some ridiculously dangerous or highly inaccessible place like an iron foundry or atop a skyscraper. Whether or not the vampires may use weapons, Disciplines or other assets is typically the decision of the challenged. On the priest's invocation of the ritus, the combat begins, and the last vampire standing is declared the winner, usually followed by other ritae and celebration. As Monomacy is an auctoritas ritus, formal weapons such as swords and daggers are usually used (if any); modern weapons, particularly firearms, are considered inelegant, clumsy and vulgar.

Not every Monomacy is this straightforward, however. Several Lasombra disputes have been settled on life-sized chessboards with living "pieces," and one Tzimisce-Ventrue antitribu rivalry resulted in Monomacy that involved shooting each other's ghouls until one competitor had none left standing. (The Tzimisce won.)

Many Sabbat issues are resolved this way, and to the victor usually go the spoils. Pack members who wish to challenge their leader's position, Sabbat who take umbrage with their bishop's leadership and rival pack priests with claims to each other's established areas of influence have all used Monomacy to settle their disputes. Many Sabbat suspect that the regent of the sect attained her position by physically besting her predecessor.

System: The details of Monomacy are best left to the story-troupes should be encouraged to add all the pomp and circumstance they wish to the ritus (as it is auctoritas, after all), though the exact details differ from pack to pack. Storytellers may wish to play up these differences, highlighting the outlooks of different packs and perhaps even interjecting improprieties and other subtle nuances for flavor ("You can't challenge the pack leader now - it's not three nights after the full moon!").

The challenger decides upon the time and location of the duel. The challenged decides whether or not weapons will be used and what they will be, as well as any other details (until first blood instead of Final Death, no Disciplines, participants must wear blindfolds, participants must ride the wave of frenzy during the duel, etc.).

The priest administering the ritus is an official - the duel begins and ends on her word, and it may be aborted at any time. It is even within the priest's power to declare a Monomacy null and void after the fact, but the priest who does this to favor her own candidate is looked upon with extreme displeasure thereafter by other Sabbat.

Palla Grande

Of the 13 auctoritas ritae, the Palla Grande is the highlight of any Sabbat coven's ritual year.

The "Grand Ball" takes place on All Hallows Eve, and all Sabbat in the city are expected to attend. Nomadic packs, not wanting to miss the festivities, travel to the closest Sabbat city in order to attend. The highest-ranking Sabbat in the city preside over the affair, and the city's most renowned priest opens the celebration. It is held in a public place such as a civic auditorium or a public park, as long as most of the revels take place in full view of as many humans as possible. In fact, most Sabbat arrange their Grand Balls like raves or public festivals, sometimes even charging mortals admission for the secretly malignant privilege of attendance. The vampires often go the whole nine yards when creating this party atmosphere, hiring bartenders and providing liquor and other refreshments for their guests.

As the Palla Grande is a major social event, the Ventrue and Toreador antitribu, Lasombra and Tzimisce usually find themselves with the responsibility of planning the affair. In true high-society fashion, many vampires also compete with each other for the most elaborate costumes. Often the most spectacular and unusual displays are by one or two elder Tzimisce skilled in the art of Fleshcraft, but it is not unheard of for a Toreador antitribu to exchange favors with a talented Tzimisce "artist" to create a finely fleshcrafted face or costume for the party. Indeed, the regent herself is rumored to have once had 50 mortals fleshcrafted to resemble her at a Grand Ball in the interests of "being everywhere and talking to everyone - and leaving an indelible impression."

Hidden away from the public debauchery, the Sabbat also consecrates a Blood Feast at the Palla Grande. The "kine-kegger," as the younger Sabbat call it, capitalizes on the public location of the masquerade ball. Victims for the feast are often vampire wannabes, drunken revelers and "witches" out for a good time on Halloween night. These victims are often lured to the feast under the pretense of being invited to attend an exclusive social affair. They have no idea just how fleeting the honor is to be. Other possible sources of vitae for the blood feast include retainers or ghouls selected from the Sabbat covens' own members who may be of no further use to the sect (or are too dangerous to allow to live).

The main event, which kicks off the affair at midnight, is the re-enactment of an event from vampire legend or history. This stage play could be anything from the slaying of Abel by Caine as told in Biblical terms to the dramatic interpretation of signs and portents of Gehenna. It is completely organized, acted and choreographed by a group of vampires, though "audience participation" in events depicting sacrifice or feeding does occur, with the "guest actors" being whisked away or quietly disposed of after their debut.

After the final act of the historical play, all Sabbat present retire to the Blood Feast for a special version of the Blood Bath. This night the archbishop bathes in the vitae, as a symbol of the sect's power and vitality. The ritual begins with blood from the victims suspended overhead flowing freely into a large, ornate receptacle where the archbishop reclines. Each vampire in the coven adds some of his own vitae to the bath, first bleeding into a ceremonial Vaulderie vessel, then tipping it into the bath. The archbishop performs various rituals and incantations while this process proceeds - details vary city to city. It is rumored that the Palla Grande Blood Bath imbues the archbishop with certain powers until the next sunrise, such as the ability to see . into the realms of the dead.

At the conclusion of the Blood Bath, all Sabbat at the Palla Grande begin a frenetic dance of undeath, dancing to near-deafening music and drinking insatiably from the archbishop's bath, from the hanging vessels and from each other. Many of the participants fall into frenzy, driven on by the violence of the dance and the scent, sight and feel of blood coagulating on the floor, caked on walls and plashing from the carpets as dawn draws near.

Once the night's revels conclude, Sabbat ghouls take care of the clean-up. Any potential loose ends are swiftly dealt with over the next couple nights through death, the Discipline of Dominate or the Embrace, depending on the extent of the problem and potential use of the individuals involved.

System: In addition to the benefits gained from the Blood Feast and Blood Bath, Sabbat vampires who attend the Palla Grande completely replenish their Willpower.

Sermons of Caine

Some members of the Sabbat value their knowledge of the Book of Nod. Others don't know or care about the book, and they see their role in the Sabbat as one of endless war and violence. Those members who take the story of their origins very seriously often gather to hear sermons on their history to remind them who and what they are. This reminder serves to strengthen their loyalty to the sect and their ideology. Pack members take turns reciting from the Book of Nod, while the others sit in a semicircle holding lit candles and meditating on the passages. The sermons are sometimes followed by the Vaulderie, and, among more intellectual packs, intense deliberation. Pack members often discuss the passages read during the ritus almost until dawn.

Vampire history, particularly as far back as Cainite legendry is largely an oral tradition - very few copies of the Book of Nod actually exist. Few, if any, Sabbat packs can agree unanimously on the exact phraseology of a given passage from the book. The sect is divided on this matter - some Sabbat believe that as long as the spirit of the Book of Nod is preserved, the letter is irrelevant, while others maintain that for all Sabbat to have the same reference, a standard book needs to be decided upon. This schism, of course, results in a wide variety of individual positions on the matter, from violent support on both ends of the spectrum to a profound ambivalence for anything outside one's pack's take on the matter.

System: While this ritus does not require a system for a mechanical effect, some Storytellers may wish to award experience points toward the Expert Knowledge: Noddist Lore for participation in this ritus (assuming the Storyteller permits Secondary Abilities, as per the Vampire Storytellers Companion). Otherwise, this convention is simply an opportunity for Storytelling, roleplaying and revealing bits of the great Cainite mystery.

The Vaulderie

The vampires of the Sabbat take their nightly struggle seriously - so seriously that they tolerate no dissent in their ranks. From the lowliest new recruit to the most exalted priscus, the Sabbat ensure loyalty to one another through a bloody ritus known as the Vaulderie.

The Vaulderie is similar to a blood bond, though it differs in intent and function. No Sabbat would ever voluntarily succumb to a blood bond, reasoning that such bonds are the tools the elders use to enslave their childer. Rather, the Sabbat swear the Vaulderie to each other, bonding themselves to the pack instead of an individual, and thus, to the Sabbat's greater cause.

Those who are ignorant of the Vaulderie's finer details believe it to be a simple commingling of vampire vitae in a vessel and the subsequent drinking of it. In truth, the matter is far more mystical. To start the ritual, the priest takes a tool used specifically for the Vaulderie and nothing else and cuts her wrist. The ritual cutting tool could be a small knife, silver straight razor or awl. To impart more gravity to the ritus, many packs use elaborate ritual bloodletters decorated with engraved swirls, spirals or blood droplets. The priest then bleeds into a vessel and passes the cutting device to each Sabbat present, who pierces his own flesh and bleeds into the chalice. The vessel is then passed around the pack again and the priest recites an incantation over it, consecrating it as a terrible sacrament while every member of the pack draws a draught.

Vaulderies take place at any time - before assaults, during important Sabbat gatherings, at the initiation or Creation Rites of new members and almost infallibly at pack esbats. This ritus is perhaps the foundation of the sect's ritae, and it is afforded the most reverent status.

The result of this ritus is known as a Vinculum, or blood-tie. These ties connect each member of the pack to one another, engendering a mutual loyalty in addition to bolstering pack morale. Because of the mystical nature of the Vaulderie, however, Vinculi are imperfect - what one pack member feels toward another one night may pale in comparison to what he feels toward her the next. Vinculum ratings may change every time the ritus is observed.

Without the Vaulderie, the Sabbat would probably collapse under its own weight and dogma - the chaos and anarchy that follows the sect endemically would erode what little organization it has without the loyalty and sympathy created by the ritus. Those who refuse the Vaulderie or oppose it are not viewed favorably by other Sabbat. Vampires who refuse to partake of the Vaulderie at least monthly suffer ostracism from the pack at best - and may become vessels for Blood Feasts or destroyed outright at worst.

System: The first time a character observes the Vaulderie (or during creation of a Sabbat character), roll a die for each character whose vitae is part of the ritus. That number reflects the Vinculum the character feels toward the individual whose blood she ingested; see the chart for effects generated by individual Vinculi. Every time a new member participates in the Vaulderie, each player should roll a die and record the score for her Vinculum rating toward that character.

Example: Lucretia, Vaughan and Dezra (characters created by three players) have just partaken of the Vaulderie. Each player rolls a die for the two other players' characters and records this score as their Vinculum to that character. Lucretia's player rolls a 6 for her Vinculum to Dezra and a 4 for her Vinculum to Vaughan. During the course of the game, a new character, Madd Killah, joins the pack, and after her first Vaulderie with him, Lucretia gains a Vinculum of 5 toward him.

Each time the pack partakes of the Vaulderie, each player should roll one die for each of her Vinculi. If the result is higher than the Vinculum score, increase that Vinculum score by one (to a maximum of 10). If the result is a 1, lower the Vinculum score by one (to a minimum of 1).

At times, a character may be at odds with herself over how to react to a given situation because of Vinculi she possesses toward another vampire. In cases such as these, the player should decide which party her character would favor outside the Vinculum. The character then rolls a number of dice for each party equal to her Vinculum score for that individual against a difficulty of 5 (for the party favored regardless of Vinculum) or 7 (for all other parties). The individual who receives the greatest number of successes earns the character's aid. Such is the nature of the Damned and the Vinculum - a character who knows better may sometimes be forced into an obviously bad course of action by following her emotions.

Example: Lucretia has Vinculi toward packmates Dezra and Vaughan. The pack has heard there is a Camarilla Ventrue spy in their city, and its members cannot agree about the best resolution to the problem, Dezra proposes that the pack hunt him down and drink his vitae while. Vaughan believes that the best option is to ask around and try to find out information about this so-called spy, believing the confrontation of a vampire of unknown power to be folly. Lucretia thinks Vaughan's option is the wiser of the two, though she must test her Vinculi to see if emotion sways her loyalty to Dezra. She rolls six dice (her Vinculum to Dezra is 6) against difficulty 7 and gains three successes. For Vaughan, she rolls four dice (her Vinculum to Vaughanis4) against difficulty 5 and gains only one success. Against her better judgment, she sides with Deya, saying "I'm following Deya," while flashing Vaughan a defeated look. Dezra smiles and crosses his arms.

Note: Storytellers should require Vinculum rolls judiciously, and only in matters of dramatic significance. Too much reliance on Vinculum rolls strips free will from the players' characters, and instead of savoring the anguish of their emotional response, players may grow cross at being railroaded by dice rolls.

The Vaulderie can also corrode existing blood bonds. Multiple draughts of the Vaulderie may be required, but sooner or later, the pack's blood will overcome all but the most potent of vampiric vitae. A vampire wishing to break a blood bond via Vaulderie must have no more than one blood point in his blood pool, and must ingest six points of Vaulderie vitae. At that point, the old blood bond fades rapidly, replaced almost as quickly by Vinculi toward those whose blood composed the Vaulderie. A vampire attempting to replace Vinculi with a new blood bond is in for a disappointment - unless her blood is powerfully potent, Vinculi may not be so easily erased.

Unlike normal blood bonds, Vinculi do not fade over time - a Vinculum left after a Vaulderie with a vampire in nights hundreds of years past is still as potent as the night it arose. Indeed, many elder Sabbat have vast webs of Vinculi connecting them to sect members across the world. Some Sabbat whisper guardedly of a ritual that can break the Vinculum outright, though only members of the Nosferatu antitribu and the Inquisition are rumored to know this ritual. If these rumors are to be believed, the ritual breaks every Vinculum a vampire has, not just select ones. The Inquisition supposedly uses this ritual to break Vinculi toward infernalists, though its obvious other ramifications have many Sabbat worried about the true loyalties of their compatriots.

Vinculum Ratings

Vinculum Effect
10 You will readily give your life - or take the life of another - for the individual.
9 You will do practically anything for the individual, including putting yourself in great danger.
8 You will gladly offer resources or influential assistance to the individual.
7 You may put yourself at moderate risk of harm for the individual and, depending on your code of ethics, may kill for him.
6 You feel strongly for the individual and help him even if it inconveniences you. You will gladly fight for the individual.
5 You respect the individual and help him out as long as it's no huge risk or bother.
4 You will aid the individual as long as it doesn't involve risk or anything out of your way.
3 You are loyal to the individual as long as that loyalty doesn't interfere with your own designs.
2 You have a minor sense of kinship toward the individual, but you're not going to go out of your way to help him unless something's in it for you.
1 Fuck 'em. This isn't necessarily hostility, but you don't care about this person on a Vinculum level, though you may on a personal level.

Note: It bears mention that, like the emotions engendered by blood bonds, these feelings are artificial, as they are created through ingestion of blood. It is quite possible for a character to utterly hate someone for whom she would risk her unlife, just as it is possible to have immense love for someone who has little in the way of Vinculum and everything in between. Players are encouraged to explore the full range of these complexities in their packs through roleplaying.

The War Party

The Sabbat thrives on diablerie and the destruction of elders, and this dangerous ritus serves to facilitate both of those urges.

War parties consist of multiple packs that vie for the blood of the non-Sabbat elder in question. Hunting the potent elders is not something undertaken lightly, and the Sabbat tries to sway the odds in its favor by sending numerous packs against the enemy. Of course, packs participating in the War Party compete against one another for the privilege of killing and diablerizing the elder, but rarely do the packs come into deadly conflict with each other, reserving their violence for their target.

In preparation for a War Party, the participating packs gather and celebrate. They may also perform the Fire Dance, listen to the Sermons of Caine and participate in a Blood Feast or Vaulderie. The chief of the War Party, usually the most accomplished or highest-ranking priest among the packs (though political War Parties may be called by bishops or other titled officials of the sect), offers the assembled packs the challenge. She stands before the individual packs, each lined up behind their leaders, and asks each of the packs' leaders in turn, "Do you come freely to war, and do you take up this noble cause, never resting until the blood of our enemy is spilled?" The leaders respond with a forceful "We do!" Only after the packs have committed to the hunt does he reveal the identity of their target. A pack suffers great humiliation if it backs out of a challenge after its members have committed themselves to this most dangerous game. For the remainder of the night, the vampires hold a revel, preparing themselves for the hunt the next evening holds in store.

The War Party sets out after its prey on the night following the challenge - the hunt has begun. Sabbat vampires on the warpath stop at nothing to take down their prey. They kill, bum, smash and overturn anyone or anything that stands between them and their target. In fact, once the Sabbat have entered their victim's haven, sometimes they don't even bother to use hallways, doors or passages, instead bursting literally through the walls to find their mark's inner sanctum.

Competition for the elder's blood is fierce during the War Party, but Sabbat almost always recognize the claim of the first vampire to sink his fangs into the victim. (Those who don't usually have their greedy asses beaten into submission by members of the claimant's pack.) Of course, merely biting the elder is no guarantee of victory, as few elders relinquish their blood so willingly. Obviously, once the pack has found the elder, a fight of epic proportions often ensues, unless the elder can somehow escape or convince the slavering, ravenous Sabbat to let him be. It is not unheard of for entire city blocks (under which erstwhile elders made their havens) to be leveled in the fray, as the potent powers of the Damned wreak havoc on the intruding vampires and everything around them.

Camarilla and Sabbat vampires most often come into contact during War Parties, as many of the Sabbat's targets claim membership in the Camarilla. Nothing short of Final Death can stop the packs from achieving their goal, resulting in major property damage, attacks on other Camarilla vampires or anarchs and general brawling. Even sabotage of another pack may occur, but these tactics are generally diversionary; they are rarely intended to do serious damage.

The winning pack is the one whose member consumes the elder's blood first. The target, unliving or dead, or some recognizable portion of the target, must be brought back to the place where the packs accepted the challenge. The Chief of the War Party accepts this trophy and bestows her blessing over the winning pack. Once the chief recognizes the winner, all bets are settled and another celebration is held.

System: The vampire partaking of the diablerie gains the benefits (and sometimes detriments, depending on the potency of the elder's blood) of committing the Amaranth.

Vampires who belong to the winning pack gain a temporary point of Sabbat Status. This point disappears at the end of the next War Party (unless the same pack wins again), or at the end of the next grandiose Sabbat affair, such as a Palla Grande or Festive dello Estinto. It goes away at the end to allow the characters to reap the benefits of their success. At the Storyteller's option, this Sabbat Status point may be made permanent if the hunted elder was of exceptional power or reputation.

Guests at a War Party

It was a rowdy gathering, that's for goddamn sure. Chucky and Boy Toy had their faces all painted up like Indian braves, and Jean-Paul did one of his voodoo prayers where he burned a candle and killed a chicken. The vampires from the Blood Hands even dressed like an Old West lynch-posse. The priest told us we were supposed to take down Bruno, some Nosferatu bigshot over in Phoenix. We got pretty out of hand after Gorin gave us the challenge - burned the whole fucking building to the ground, it turns out.

None of that meant shit the next night, though, Gorin told us where Bruno kept his haven, so we hauled ass over there.

Well, as it turns out, "Bruno" was actually Lord Gustaphe Brunnelle, emissary to King Louis the Somethingth of France 500 years ago. It would have been nice to know that beforehand.

Anyway, it was bad. The Harmony Skins got there first, but you wouldn't know it was them unless you checked their dental records or fingerprints. Bruno was weakened, but he still took down Jean-Paul and Ariel. Chucky dove at him, sinking his fangs in Bruno's chest, and Bruno crushed him like a grape.

I unloaded my shotgun into Bruno's chest, which didn't do shit. Boy Toy used my distraction to run him through from behind with a broomstick, staking him with the blunt end (she's fucking strong).

Boy Toy made sure Bruno didn't move while I did the deed. Motherfucker killed half my pack, but I'll be damned if the taste alone wasn't worth it. And now, I'm one step closer to being as bad as Bruno -just not as dead.

The Wild Hunt

One of the greatest crimes a Sabbat can commit is to turn traitor, and the sect protects its secrets. If a member reveals a sect secret to the enemy, she is punished severely.

If a Sabbat leaks information of a vital nature, a priest may call for a Wild Hunt. The Wild Hunt is much like the blood hunt, but ends with the eradication of the offending Sabbat sect member, as well as anyone - Kindred or kine - who may have knowledge of the information. Sabbat from all over the territory are called (and expected) to participate. Nothing stands in the way of a Wild Hunt. Obviously, the gravity of the Wild Hunt depends upon the traitor in question - the packs are expected to police their own ranks, while high-profile turncoats receive the attention of archbishops, prisci, cardinals and all those who serve them.

Necessity dictates that those who have passed on or gained forbidden Sabbat knowledge must be destroyed; it is done in a way that makes it plain that such a breach of trust is intolerable to the Sabbat. The priest assembles the local Sabbat and formally calls them to the hunt, which is sometimes similar to the preface of a War Party.

Once caught, the offending Sabbat is staked and immobilized. The pack takes her before the ductus and priest (or bishop, etc.), who recite her crimes to her packmates. The pack then torments the offender in whatever manner it deems appropriate - hot irons, Vicissitude and mutilation are the least creative forms of vengeance a righteous pack can inflict on a traitor. Finally, the pack destroys the traitor by throwing her (still staked) on a consecrated burning pyre. This action is often accompanied by a recitation from the Chronicle of Caine from the Book of Nod, to remind them all that they need unity to overpower their enemies, and mistrust within the sect destroys the Sabbat's foundation.

After the traitor meets her end, the Sabbat pursues those who either learned of the secret or were involved. Sabbat justice is relentless-the sect stops at nothing to ensure their security.

Naturally, the Sabbat cannot know about every little (or even many of the big) secrets that slip through the cracks. Frustration over this fact often makes things doubly bad for those they do catch.

System: Sabbat who are subject to the Wild Hunt are no longer Sabbat, and thus, no longer vampires. No amount of groveling (other than a contrition ritus) can convince the sect to take back a traitor, though this harsh reality comes more out of security than bullheadedness.

Breaking the Bond

Some suspect that the Sabbat keeps a secret ritual for the breaking of the Vaulderie. It is presumably used for very deep-cover spies, when any contact with the Sabbat would endanger the mission, or in situations in which heretics and infernalists have insinuated themselves in otherwise respectable packs. These rumors usually imply that the breaking of the Vaulderie takes place in the presence of a an archbishop or cardinal with dispensation from the regent herself. This circumstance occurs only after a very thorough investigation into the nature of the mission, the dedication of the individuals to the Sabbat, and the assurance that there is no possible other way to remedy the situation.

According to one rumor, the ritus takes six months to complete, during which the subjects lie staked or starving almost to the point of torpor, and fed a small amount of blood mixed with some vile-smelling-liquid.

Prior to participating in the ritus, the subjects must sign a parchment declaration in their own fresh blood and verbally declare to the cardinal and any others present that she will resubmit to the Vaulderie with non-heretic packmates, it is assumed) immediately upon completing the ritus. Failure to do so results in the Sabbat being branded a traitor, and the Wild Hunt being called.

Ignoblis Ritae

Unlike the auctoritas ritae, the "low" or "common" rituals vary widely from pack to pack. Several of these ritae show up in some form or another in every Sabbat pack, but many of them are unique to regions or even individual packs.

Storytellers and players are encouraged to adapt or create their own ritae, to give a sense of camaraderie and significance to the pack.

Acceptance Ritus

This ritus welcomes a new member to a particular pack, to recognize the ascension of a recruit, or any time a change in power or membership occurs (such as a new ductus or priest). Each member of the pack must recognize the new position of their fellow Sabbat in a personal manner, be it by sharing blood, the giving of a gift or whatever. The Sabbat being accepted must make an oath of allegiance to each member of the pack, and to the Sabbat cause in general. For example, a new True Sabbat's oath details the gratefulness the recruit has for being allowed into the pack, and his pride in being chosen to serve the pack and the sect. The Acceptance Ritus differs from the Creation Rites because it is more social than supernatural. A Sabbat may have received his Creation Rites, but may be snubbed by a pack that refuses to extend him the ritus of acceptance.

Allegiance Ritus

Before the Acceptance Ritus occurs, a vampire already Embraced but not yet Sabbat must go through the Allegiance Ritus. This ritus is especially important for Camarilla defectors. The Allegiance Ritus is long and involved, and it may go on for years before the recruit is permitted the Acceptance Ritus and welcomed as a full member of the sect. Part of the process involves the implanting of a secret mark on the body of the defector (a tattoo, scar, brand, etc.) through the use of Vicissitude so it will be permanent. Before receiving this ritus, the initiate must sit or stand to the rear of his packmates during auctoritas ritae. He must drink last at the Vaulderie, and may not contribute himself. He may not read or discuss passages from the Book of Nod aloud. The time involved in confirming the initiate's commitment to the Sabbat makes it all the more difficult for him to leave the sect.

Contrition Ritus
(Also Ablution or Unction Ritus)

Even Sabbat commit sins and indiscretions, for which they sometimes need to atone. The Contrition Ritus allows for this, much in the same manner a Catholic confession works. This ritus is perhaps the most important of the ignoblis ritae, as many Inquisitors, Black Hand operatives, priests and ducti offer a choice of contrition or death to Sabbat who have committed wrongs upon the sect. All sensible Sabbat take these ritae as seriously as they would any other, for only by the graces of their betters can they continue to exist. Of course, many disingenuous Sabbat may make an insincere act of contrition, but they might not be extended the option next time.

Welcoming Ritus

This ritus is largely a social convention. Priests invoke it whenever two Sabbat packs meet to spend time together, such as when pilgrim packs stay in a city for a time, or packs unite toward a common short-term goal. The Welcoming Ritus reinforces the Sabbat ideology that respects individuality, while requiring unity to achieve the sect's purpose. Most packs carry this ritus out quite informally, with the pack leaders sharing blood while their packmates bear witness, but there are two incidents of protocol which typically must be met. At the opening of the ritus, all pack members greet each other individually, stating their names and home (if any). This provides the members with a sense of location-where they come from and to where they may travel. At the height of the celebration, a gift is exchanged from pack to pack. It could be a weapon, or a treaty, or the head of an enemy. The gift is presented from a pack's True Sabbat to the other pack's ductus under the priests' supervision. Ducti and priests often use this ritus as an opportunity to discuss Sabbat plans.

Ritus of Thanksgiving

This ritus is actually less a thanksgiving than a session to boast of one's exploits. The thanksgiving usually comes under the auspices of "I thank Caine for his favor when I..." stories, which usually exaggerate or aggrandize the speaker's prowess. The Ritus of Thanksgiving generally precedes esbats or other gatherings of the Sword of Caine.

Martial Ritus

In times of war, a Sabbat pack tries to increase its strength in any way possible, often by creating the sense of kinship found only in combat. The Martial Ritus serves to whip the Sabbat into a fervor that heralds destruction for its enemies. The ritus begins with chanting a mantra such as "strength," "fire," or "muscle and hate." The beating of drums, usually led by the priest, accompanies the chanting. Packs sometimes decorate each others' faces and bodies with blood, paint or henna.

Spilling of Blood

When two or more Sabbat feed together, they sometimes recognize the sharing of their blood meal, saying together, "Hot blood that spurted from Abel at his time of death, sustain us for the will of the Sabbat."

Stealth Ritus

In the interests of maintaining silence, some packs take extra precautions and invoke favorable omens. In the Stealth Ritus, all participating vampires bite out each other's tongues and spit them into a fire. Though this causes no health levels of damage, the immediate bleeding and healing consumes one blood point. The priest or ductus usually bows out so he can issue orders, but some packs have developed complex hand signal systems so they may communicate silently while on stealth-intensive activities.

Sun Dance

The Sun Dance tests Cainites' endurance and bravery. During the ritus, vampires writhe and gyrate in a hypnotic dance around a symbolic inscription of a fiery sun from sunset to sunrise without pause, until they collapse in exhausted heaps, covered in blood sweat. The ritus always takes place during a full moon, and pack members usually dress for the occasion, wearing frightening masks or red body paint. Pack members prove their courage by seeing who among them, after an exhausting night's dancing, can remain in the open the longest. A Blood Feast sometimes follows the Sun Dance (especially when it is performed at heavily attended sect functions), as the vampires must replenish their spent energy constantly for the duration of the ritual.

Tests of Pain

Sabbat priests use these grueling ritae to test how strong of spirit their packmates are. Different packs use the ritae in different ways, some for those claiming leadership, others as punishment. One such test is the Indian Stick trial: The pack suspends the subject from a timber forced through his chest at dusk, and he remains immobilized until they release him just before sunrise. (Truly brutal subjects tear their bodies from the pinion before sunrise, and may subject themselves to other tests.) The Trial by Fire involves the ritual singeing of various body parts by the pack priest. The Gauntlet sees Sabbat Cainites line up in two rows while individual vampires run between them, suffering punches, kicks and stabs from the vampires in line. Priest characters and Storytellers are encouraged to create their own Tests of Pain for use in their packs.

The Asp's Blessing

In some accounts, the Sabbat likens itself to a serpent, and many packs practice ritae that involve snake-handling. This ritus, however, fits with the more traditional and occult ritual of the sect. The priest raises a (usually poisonous) snake before the pack, asks for Caine's watchful eye to preside over the assembled vampires, kisses the snake and holds it before every member of the pack, who must kiss it themselves. If the snake bites an unfortunate vampire, it is believed that Caine holds disfavor for that vampire, and that he has caused the snake to bite her for some past or secret transgression. Some Sabbat even bring humans into this ritus, in hopes that the snake will bite them and symbolize Caine's disdain for mortals, the Children of Seth.

Truth Revealed

This ritus ensures the honesty of a statement to be revealed (much like the swearing in of a witness at court - it doesn't truly "compel" truth in a mechanical manner). If a priest doubts an individual's statement's veracity, the victim writes her statement on a piece of paper given her by her accuser, in her own blood. The priest then burns the paper, sometimes in a censer. If the smoke burns black, the statement is a lie. If white, it is truth. In truth, the power of the pack's belief in their packmate and his statement determines the outcome of the revelation, and this ritus is seldom employed for truly grave matters.

Special Sect Practices

Many lesser rituals other than the ritae unite the Sabbat. These practices resemble the trappings of secret societies, and they are useful in identifying another individual as a sect member. Even though younger Sabbat consider these practices antiquated and out of place in modern society, they still find them useful when they meet strange vampires. The greatest problem among these formalities lies in their colloquialism - members of the Tombstonz are unlikely to share the same secret mannerisms as the Koenigen den Ungeheuer. For this reason, many Sabbat contest their use, and more than one Sabbat has met a gruesome (and undeserved) end when unable to provide the accepted regional or pack-specific variation required of him.

Sabbat Oath of Loyalty
Sabbat vampires swear a special creed at sect meetings to profess support of the sect. The oath includes identifying the individual, naming his place in the sect and pledging allegiance to the Sabbat.

Symbol of the Sabbat
The Sabbat has a special symbol any member may wear to identify him as such. It may be in the form of a body piercing, watch, ring, pin, tattoo or a design on a piece of clothing. The symbol is often worn at times of Jyhad to allow other Sabbat to recognize fellow sect members. Unlike other pack secrets, this symbol is universal: an inverted ankh bearing stylized adornments.

Test of Verification
To ensure one is in the presence of another Sabbat, the sect has established a series of questions for identification purposes. The questioning occurs where no outside ears may overhear, and it allows both Sabbat to know it is safe to discuss sect matters. The test is always given to strangers who say they are Sabbat, and sect business is never discussed until after the individuals have passed the Test of Verification.

Localized Signs and Tags
Many young packs (and a few old ones) have adopted the insignia habits of mortal street gangs. These packs have unique hand signals and graffiti symbols used to identify their territory and members. For example, the Young Gods may mark their turf with purple crosses, while the Wulfpak identifies each other by throwing a hand sign that resembles a "W".

Sect Color
In theory, the Sabbat's "color" is purple - members who wish to be identified may merely wear a garment of purple hue (usually hidden, as it's not always healthy to advertise). In practice, this doesn't happen too much. Many sect elders consider the brazen display vulgar or childish, while some young sect members believe it to relegate the sect to gang status, which demeans the holy war they fight each night. The most strict adherents to the purple-garment practice are often young Sabbat who actually enjoy the identification with gang culture or self-indulgent, Victorian Sabbat, who carry on as if they're getting away with some subtle but grandiose ruse.

New Derangements

The Sabbat, prone as it is to frenzy, acts of atrocity and otherwise losing itself to the Beast, is no stranger to the debilitating effects of derangements. Many members of the sect, particularly elders and savage fledglings, have accumulated impressive lists of psychic shortcomings - one can only withstand the sight of so much heinousness before it takes its toll on the mind. Hereafter, then, are several new derangements particularly suited to members of the Sabbat. Of course, any vampire may manifest signs of these mental aberrations, but they are especially poignant in the context of the Sword of Caine.

Bear in mind that a derangement is far more than a simple mechanical penalty to a character-they are the scars left after a character's struggle with the monster he has become. Derangements should have a significant impact on the character's development and behavior, and are excellent opportunities for intense roleplaying. Storytellers may wish to penalize players who neglect their derangements except when the rules absolutely state they must take some action by withholding experience points. Derangements are rarely "on and off' affairs; some degree of the character's emotional erosion should come through in almost every action he takes.

Astute players and Storytellers will note that derangements tend to set the player up for further frenzies, botches and ultimately, more derangements. Such is the nature of the Beast, and such is the inexorable slide into damnation.

Berserk

The berserk individual has tremendous difficulty controlling his feelings of anger and frustration. When confronted with stressful situations, a berserk individual often loses control, lashing out against his transgressors (or whomever he perceives to be a transgressor) with blind rage.

Berserk individuals are increasingly common among the Sabbat; the bloodlust and violence of the sect seems to breed this sort of madness. Additionally, a berserk manner often paves the way to other derangements, as the uncontrollable vampire finds himself ever more often in the thrall of the Beast.

Berserk Cainites suffer a +2 difficulty to their rolls to avoid frenzy.

Blood Sweats

In rare cases, a vampire may become so nervous and agitated that his state of mind affects his body. Much as a mortal may exhibit jumpiness and cold sweats, the vampire can become likewise ill at ease. The "sweat" in the case of vampires, however, is composed of blood that works its way to the Cainite's skin. Many other vampires find this particularly disturbing, as the sweat stains clothes and makes the vampire in question a horrid sight to look upon. Obviously, this causes a few uncomfortable situations in which mortals are involved as well.

A vampire with blood sweats excretes and additional blood point worth of vitae over the course of every night he rises from slumber. This blood is almost always very obvious, though by judiciously wiping his brow and changing clothes, he may briefly appear "normal" before displaying beads of collected blood-sweat again. Additionally, the character should act twitchy and unnerved.

Gluttony

Gluttonous vampires have difficulty taking their sustenance in moderation. To the mind of the gluttonous Cainite, why stop when one is merely sated? Why not drink in the heady vitae until one is full as a bloated tick? This derangement is particularly common among elder vampires, who have indulged their vices for so long they lack the ability to control their hunger.

Vampires suffering from gluttony must spend a point of Willpower when they wish to stop feeding from a vessel, unless they have reached their maximum blood pool capacity. Also, a gluttonous character automatically frenzies when confronted with the sight, smell or taste of blood when hungry (at 3 blood pool or less).

Nymphomania/Satyriasis

A notable few vampires have subconsciously denied their undead state, and find themselves "sexually" attracted to mortals, other vampires (and, in particularly severe cases, other paramours). Of course, as vampires lack the ability to procreate due to their undead status, any couplings they may achieve are inevitably frustrating and fruitless.

Such limitations do not hinder the efforts of those who suffer from this derangement, however, and they pursue the carnal act with every ounce of their being. By spending a blood point (see Vampire: The Masquerade, page 138-139), the vampire may "function" and even bring a partner to climax, provided they're not dead, too. Vampires under the influence of this derangement often sink into ever more depraved activity, hoping to somehow stimulate the pleasures they have been denied. Indeed, outside of "normal" hetero- and homosexual affairs, these vampires may indulge in bestiality, pedophilia, rape and all manner of other vile acts.

A character afflicted with this derangement is always "on the prowl" and should attempt to consummate as many relationships as he can, according to his orientation (which may well change over the course of the chronicle). This derangement has no mechanical effect; it is included as a curious condition rather than a dice-governed system.

Overcompensation

A fear of failure gnaws at some vampires, and this fear colors their every action. Perhaps the character barely passed his Creation Rites, or perhaps he had a close encounter that almost left him with the Final Death. Indeed, the character may harbor a secret lack of self-esteem that causes him to push himself to ever-greater heights in order to find a sense of worth. Whatever the case, the overcompensator always makes sure what he undertakes succeeds spectacularly.

A character with the overcompensation derangement never undertakes anything half-heartedly; nothing is worth doing for its own sake. Every time something of significance arises, the player of the overcompensating Cainite must spend a point of Willpower to make sure the action succeeds. This need not happen on every roll, only matters of critical nature require the Willpower expenditure. Storytellers and players are advised to take the Nature of the overcompensating character into account when applying this definition, however. A Bravo may be forced to spend Willpower in a physical fight, while the Chameleon may spend Willpower on Manipulation rolls; the mandatory expenditure does not apply to "generic" stressful situations, only those deemed most vital to the character's personality.

Phobia

Sometimes, the Beast leaves the mark of its passage as an irrational, debilitating fear. Although most Sabbat vampires loathe admitting it, some of them have acquired phobias that relate somehow to their loss of control. Indeed, some Sabbat have collected several of these terrors, symbols of their struggle with and loss to their lesser, baser selves. A phobia may take any form, from a simple (and fairly mortal) fear of spiders, to fear of a particular elder, to a fear of automobiles, to a crippling fear of other vampires.

The player and Storyteller should work together to determine which phobia best fits a certain character's circumstances. Any time the character is confronted by the object or person of his phobia, she must make Rotschreck roll against a difficulty of 6 (or spend a point of Willpower before making the roll) or flee the presence of whatever causes her phobia. Of course, this isn't necessarily in response to fire, as Rotschreck suggests, but it serves to simulate the fear as well. If the character botches this roll or has no escape route, the Storyteller may well increase the difficulty of subsequent rolls regarding the given phobia to 8.


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