Sabbat

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Sabbat symbol

Who are the Sabbat

The Sabbat are monstrous creatures; vampire supremacists who see themselves above mortals and do not care for them. They are a sect that evokes fear at its mention with their ideologies being met with loathing. The Sword of Caine wages a war against the Antediluvians, a Gehenna War, seeking to claim revenge for Caine and the ancient betrayal done to him by his childer. Their goal is to destroy the Antediluvians and subject the mortal world to a world with vampires at the top.[1]

In their effort to make themselves the ultimate predators they have ironically shackled themselves to the beast. The sect deindividualized, indoctrinated, and collectively Blood Bound each cainite in an effort to make fanatical members of their organization. With all that said, the Sabbat are far from a monolith. With many faces and takes on inhumane, it is easy to run into a variety of cainites from faction. [2]

The Sabbat has shrunk in size in recent nights compared to the others. Due to the Lasombra exodus, the fierce Second Inquisition targeting from their breaches, the Anarchs and Camarilla willingness to combine efforts against the Sabbat, and with high Final Death rate due to the Gehenna War the sects find many sources of peril in modern nights. Even then the challenge only enhances their fervor. [3][4]

Culture

Unlike vampires within the Camarilla or Anarchs, the Sabbat adhere to something called the Paths of Enlightenment. Humanity is seen as a burden and quickly shed their mortal sensibilities for paths that allow them to be an apex predator. This transformation is paramount above all. Their lineage, clan, and antediluvian mean nothing to them and their goal of building a world of eternal night.[5] With the Sabbat being so splintered in the modern nights and conflicts spread across the world they are now decentralized. What might be common in one Black Hand territory might be unheard of in another and, even the concepts that are considered universal to the sect are subject to regional and individual understanding. These concepts can be things such as ritae, Paths of Enlightenment and even the leadership structure and titles.[6]

Clan is thought to be irrelevant to the Sword of Caine, those are the simple names and structures left over by the Antediluvians they want to overthrow. The culture hardly acknowledges clans even in the cases of Nosferatu. This approach has yielded them to consider their identities in this order: vampires, Sabbat, and then their Path. This aids in suppressing individualism in the sect and makes them alien to outside Kindred.

When they do need to disclose their clan they always use antitribu at the end of clan names, even former Sabbat-dominant clans: Lucita is a Lasombra antitribu, Sascha Vykos a Tzimisce antitribu. Of course they still use enemy and rivals banes to their advantage.[7]

When it comes to problem solving the sect solves problems, the way “a real vampire” would. Using disciplines with ruthlessness to silence victims and hunt down witnesses. Of course such blatant supernatural powers attract hunters and the SI, but the Sword of Caine ignores these side effects.

The Sect holds the Dark Father, Caine, as the progenitor and idol of all vampires. This is where their hate and war of the antediluvians stem from, the Sabbat’s fanatical belief the childer of Caine betrayed his will and started the struggle of ages and elder manipulation that is still waged millennia later. Such a struggle once born from medieval rebellion against elders has descended into endless fighting and constant violence, as brutality is the way of the world in their worldview as their enemies are simply pawns of the antediluvians.

Many domains have emptied either by the SI burning the Sabbat from their recklessness or willingly abandoning domains. The ones they do hold are either strategic domains or warfront domains. The Sect wages the Gehenna War as they willingly follow the Beckoning. The secret unknown to other Sects, the Gehenna War isn’t just in the Middle East, but global. Antediluvians and ancient Methuselah have traveled over thousands of years, so their locations are scattered further and wider. [8]

The Sabbat sees themselves as posthuman in the most extreme way. Caine is the conquering blood god and they are beyond mortals, deserving to treat them as predators treat prey. They want to bring down the Masquerade as they only view it as a trick of the antediluvians, and the Camarilla as the blatant will of the antediluvians. They have the most enmity with the Tower being overall suspicious and hostile of the organization. They see the Anarchs as misguided so close to the revelation of Caine. They seek to destroy rival cults and their leadership for the younger kindred’s own good so they can finally see the truth.[9]

Goals

When getting to the core of the modern Sabbat, they are as they have ever been, uncompromising. This has left the nuance of their agenda shrouded to the other factions. At the core they want unbridled freedom. They see their goal of unbridled personal freedom hampered by the Antediluvians who they see as not only cannibalistic gods, but as the antithesis of their beliefs. To fight gods they fear will end their existence they see fanatical deviation as the only way. They see any lack of total devotion as tools, collaborators, and idiots; thus the Anarchs, Camarilla, and Autakris are seen as such.

The Sabbat has devolved in the modern nights, but they still have key wants and goals even among their many differing paths. They see either subjugation or destruction of their age-old enemy, the Camarilla, as high importance. For the Anarchs, they want to bring their “estranged siblings” the Anarchs into the fold by the sword. All in all they seek the destruction or upheaval of any rival kindred organization, only then can Kindred see the rightness of the Sabbat way. [10]

Structure

The membership of the Sabbat has decreased and in turn the structure of their hierarchy has been hollowed out partially. Remaining are a few high-ranking titles with no middle ranks due to the size, decentralization of the sect and no need for middle management.[6]

Sect Titles

Common Titles

The Regent is the leader of the whole of the Sabbat. The current Regent is unknown, some even suspect the position is vacant. Archbishops and Bishops oversee domains to maintain the Gehenna War effort. Usually a Bishop holds a single domain, an Archbishop holds multiple domains or one very important domain. Pack priest, the spiritual and tactical leader of a pack, who helps guide his pack down their path. True Sabbat, those Sabbat members who have officially joined the sect having passed ritus and adjusted to a Path of Enlightenment. The Ductus role is hardly ever used, as it used to be the tactical leader of the pack. Ductus is now usually folded into the Pack Priest role.[11]

Uncommon Titles

Cardinals now refer to the warlords with mobile domains outside the Gehenna War hot areas, losing their more administrative role for lead hawkish warbands. Priscus work as spymasters, logisticians, and councilors to Archbishops and Bishops. Front line fighters have little respect for them, but they certainly have helped the sect survive the war. Paladins and Templars titles that have fallen to disuse from young not recognizing such authority or packs overusing the terms. Ductus has become defunct as Pack Priest now encompasses the responsibilities.[12]

Pack Structure

Packs are not only adapted to one path, but to one purpose as well. This is mandated by the Bishop, Archbishop, or other leading figure. Though some packs are their own authorities depending on the region, and how well Bishops can back up a line of command. Nonetheless packs can be infiltrators, soldiers, body-snatchers, saboteurs, etc. The pack’s unity is the Sabbat’s greatest strength, even becoming infamous for being almost creepily like-minded in goals in modern nights.[13]

Pack Roles

While Packs have one overarching, though broad, mission they break down roles by ability there within. None of them are formal and easily fluid as needed by the pack. Good pacts capitalize on their member’s affinity and good Pack Priests know how to manage their pack members. Some Cainites may find they play multiple roles. Some roles like Cleaner are looked down upon, but useful.

Roles

  • Warrior - Assassins, brutes, commanders, Guards
  • Liaison - Fast talkers, tempters, seducers, silver-tongued devils
  • Scout - Spies, radicalizers, gossip seekers
  • Cleaner - silencing victims, cleaning massacres, covering tracks
  • Scholar - Researcher, strategists, translators
  • Procurer - Smugglers, Plunderers, thieves, traffickers[14]

History

The Sabbat appeared from the destruction of the (first) Inquisition but in ironic fashion took the most casualties as a sect from the Second Inquisition. Before they were a recognized sect they were small localized cults that adopted their own ways to deal with the beast. Their methods had no sympathy for mortals and out of the things that have changed, this has not.

In the early 13th century, the Catholic Church began the Albigensian Crusade. A historical event that is only vaguely remembered by most these days ended up with the church uncovering the truth of vampirism and by turn, they created the Inquisition. This created panic for vampires against a force that was effective at rooting them out and destroying them. Elders would send their own childer to fight against them and many neonates met their final death while their sires disappeared into the darkness. Some elders even resorted to mass embraces, a tactic later taken by the Sabbat.

By the end of the 14th century, the younger vampires that were being mistreated or fearful of being sent as a sacrifice to the vampire hunters rebelled against their sires. This rebellion is known as the Anarch Revolt as the childer destroyed their sires and sent domains into chaos. The foundations of the Blood Bond came under fire, as Vaulderie was created which allowed kindred to shatter their bonds in a ritual. The control the elders held was broken as the younger vampires broke free from their oppressive bonds and created unshakeable bonds of loyalty to one another. These actions eventually lead to the rumors of antediluvians being destroyed. Notably, it's rumored that the Lasombra and Tzimisce antediluvians were the first to go. The prior actions and the destruction of ancients elevated the Anarchs to be seen as kinslayers by the elders who planned to bring this to an end.

Despite this momentum, a network of influential and powerful elders created a counter-rebellion that brought the Anarch Movement to its knees. The conflict ended with the Convention of Thorns in 1493. Where the Anarch leaders signed a peace treaty that acknowledged the primacy of the Camarilla. However, not all agreed and signed as the next night Anarchs raged against the city of Silchester in an intentional violation of the Masquerade. Those that participated or later joined after hearing about the massacre that occurred and rejected the "new" Camarilla were marked for death. They were not considered part of the original Anarch Movement, instead being branded as a new group. The Sabbat.

When Gehenna began their elders and soon after their ancilla progeny heard the Beckoning. Summoned away unlike the Kindred from other sects who resisted as much as they could, the Sabbat found their new task as set by the ominous rise of the Ancients. The cost of the war damaged the domains that the Sabbat once held or left them abandoned as the Black Hand headed the call. Mexico City, Detroit, Madrid and even New York were once Sabbat domain, but those strongholds fell. Many of their elders and ancillae took up arms against the antediluvians when the Beckoning began and the rest, the cowards, took shelter among other sects. These actions destroyed the structure that once held the Sabbat together in the past.

Tonight their situation is one of desperation as they are spread out geographically across three different war fronts and two different theaters of retreat. Their methods and tactics have been redefined and rather than hold domain as their goal they have turned to guerrilla tactics. [15]

The Paths Enlightenment

The Pack priest influences and guides new Cainties on the Paths of Enlightenment. The path compliments the pack’s purpose. Their path replaces a Kindred’s Humanity. While Humanity denies the beast and keeps it bay, the Paths allow the beast to have some sway over the Cainite, a relationship to the Beast is sought since they believe denying the beast is denying part of who the Cainite is. The beast and the Cainite walk side by side in unlife. To mortals and other Kindred, such thoughts and morals are alien.

Once on a Path of Enlightenment it is rare to change, as it requires being broken down again to near wassail and finding a new teether to the Beast. Many shy away from such a practice, a select few may see it as an experience to help with transcendence.

Leaving a path has all the aforementioned risk of changing a path along with most True Sabbat being repulsed by the notion to their core. Most attempts will fail converting one's conditioning from thinking like an animalistic predator to something vaguely mortal in values. Also the road is lonely and dangerous; other pack members will try to reeducate a wayward pack member and other sects will greatly distrust the converted Kindred. Usually a mentor to help guide is needed, but there have been expectations; the Sabbat are suspicious how the Lasombra pulled off their exodus. Accusing many of having “Humanity adjacent” paths like the seldom used Honorable Accord path, which reinforced their dislike of such paths.[16]

The Path of Caine

The premise of this path is to cultivate power in order to emulate the first vampire, Caine. Blood is everything to Noddist, who will rarely pass up a chance for it. They view the beast as a servant and not one to be denied, instead considering it as an eternal conflict that must be nourished and respected. Their obsession with power makes them eager to grow and even overconfident as they desire to prove its value. They seek to challenge themselves, making them invaluable assets in the Gehenna war. This tendency, however, can have them overreach after the thrill of a feeding. Only their ideals of righteousness prevent them from being impulsive as they emulate the Dark Father. Noddists are viewed as a dangerous ally as they do not suffer from sunken costs and when one tactic doesn't work, they will change to another. This change can include turning on their own allies without warning in order to bolster their own personal gain.

Ethics

  • Lower one's generation and concentration on one's Blood to become closer to Caine and delight in the power it yields.
  • Partake in all blood to understand and build wisdom from the power contained.
  • Leaders must not fail and should they hold the pack back, diablerize them.

Disciplines: Blood Sorcery and Blood Sorcery Rituals, Animalism, Obfuscate, Potence and Protean.[17]

The Path of Cathari

This path is one of excess, indulgence, and giving in to every desire no mater how atrocious, but it usually serves a purpose. To outsiders looking in, the Albigensians may seem selfish, immature, and hedonistic. But if they are Damned, why not act the part? They revel in their wicked nature, doing whatever their Beast drives them to do. This path has the most members. It's the easiest to follow, especially for young shovelheads, because the philosophy not only justifies, but encourages them to do whatever they want whenever they want to. They spoil their Beast, and they aren't subtle about it. In the Gehenna War, the Albigensians are often used as fodder, and they don't even argue it, they can just make more. Away from the war, they tempt, deal, and ruin the virtuous, or anyone they want, really.

Ethics

  • Experience every vice that being undead affords.
  • Accept being a creature outside of mortal morality and lead others into damnation or destruction.
  • Indulge all temptations, give oneself wholly to the beast.

Disciplines: Physical disciplines, Auspex, Obfuscate and Presence.[18]

The Path of Death and the Soul

This is the most studious of paths, with their main subject being death. Necronomists aim to study it, understand it, and master it, so that their enemies stay dead. They fight the Gehenna War from a distance as strategists or engineers, and keep their Beasts at arms length unlike most other paths. And unlike other paths, they tend to Embrace traditionally rather than during a Mass shovelhead Embrace. It's not that they are any less violent, but they are smarter about it, planning ahead and leaving little to luck or chance and with no interest in a fair fight or honor. Do not mistake them as a path that can be reasoned with, as interacting with Necronomists can be chilling and detached, as if they are looking at you like a science experiment, because they are. They plot how to best use you, or how your death can be turned to their advantage.

Ethics

  • Leave no survivors at the conclusion of violent conflict.
  • Investigate the relics and remains of death – personal, historical, occult – in order to discern the details of how the conflict ended and its existential outcomes.
  • Hasten death’s arrival, from humblest insect to the much-lamented flower of human life.

Disciplines: Oblivion and Ceremonies, Auspex, Blood Sorcery, and Dominate.[19]

The Path of Power and the Inner Voice

This path's main goal is to subjugate and impose their will upon the world around them. Sometimes even the Beast itself is enslaved by the most accomplished of Unifiers. To them, the Beast is a tool, knowing when to use it is key to mastering it. Unifiers use their force of personality to exert their will upon mortals and reign with tyranny. Within their own packs, a delicate balance of dependence must be maintained between its members, lest they diablerize their priest and/or screw each other over for their own personal gain. They are ironically the least likely to kill each other, instead the ones deemed weaker simply serve the strong. In the Gehenna War, they are natural leaders, front-line fighters, and specialists. In the mortal world, they aim to be served by those they deem lesser.

Ethics

  • Reward success and excoriate failure, including one’s own.
  • The world around the Cainite exists to be exploited to their benefit: The enlightened Cainite bends it to their will.
  • Force those who are beneath one’s own position into servitude using all the means at one’s command.

Disciplines: Social and/or Mental Disciplines first, Physical Disciplines second. Dominate, Fortitude, Potence, and Presence.[20]

The Path of the Sun

A Thin-Blood only (and perhaps some Caitiff) path that take pride in the fact that they are free of the influence of the Antediluvians. It's a new and growing path that isn't exactly set, and their beliefs are ever changing. Most Cainites don't even consider this a real path. Thin-Bloods don't last long in the Sabbat, whether they are killed during their Creation Rites, or frailty gets the better of them. But the Thin-Bloods have one advantage they love to use over the full blooded, and that's their ability to face the sun without burning as quickly. Prometheans use this to their advantage, luring hunters to their enemies' havens before dusk, or becoming assassins with a day shift. They refuse diablerie, seeing it as a way to keep themselves untainted by the cursed Antediluvians, while at the same time testing the limits of Caine's curse. The best of both worlds.

Ethics

  • Let neither one’s mortal nor Cainite heritage limit one’s potential.
  • Destroy Cainites but never consume them, leaving oneself untainted.
  • Do not allow other would-be Prometheans to serve the polluted bloodlines of the Antediluvians.

Disciplines: Thin-Blood Alchemy[21]

Forsaken Paths

The following paths have very few followers if at all, but their ideas still live on. Some of these are no longer viable in modern nights, and not every follower of these paths even consider themselves Sabbat. [22]

The Path of the Beast

A violent path that sees their Beast as their true selves rather than a separate entity, seeing their human minds as an obstacle. While they become powerful quickly, it's hard for them to avoid drinking in excess over time, whether that be mortals or each other. They thrive more in the front lines of the Gehenna war or in domains particularly violent.[22]

The Path of Honorable Accord

It is rumored that this philosophy has been practiced since before the founding of the Sabbat. They are known as "paladins of Caine," sacrificing their personal desires to become one with the Beast, but this has fallen out of practice. It wouldn't be surprising to a Cainite if a tyrannical Camarilla Prince has practiced this path before because the older they are, usually the further they are from Humanity. But no one really knows, and this path is seen more as a philosophy, which is why it is considered forsaken among the Sabbat.[22]

The Path of Lilith

"The Dark Mother," and "the Mother of Monsters," are a couple of titles for Lilith. Followers of her path may believe her to be the true creator of vampires, among other kinds of supernatural creatures, but the Caine-centric Sabbat see this as heresy. Perhaps this is another Path accused of not being a real path, or not Sabbat at all. Despite anyone's beliefs, according to the Book of Nod, Lilith helped Caine after he was cursed and cast out of the land of Nod, only to betray her soon after.[22]

Ritae

Ritae is another word for 'rituals' within the Sabbat, 'ritus' for a singular ritual. Rituals are a huge part of this sect, it is used to connect with other cainites and their packs. Each pack and/or each Path of Enlightenment may even have their own unique ritae. But in general, there are two different types. Auctoritas Ritae, which is more formal, and Ignoblis Ritae, which has to do with vernacular. The Sabbat uses Ritae to have a sense of purpose, for they are nothing without it.[23]

Auctoritas Ritae

These are formal rituals or grand rites almost every pack uses and it's purpose is to unite members as a Sect. For example, Creation Rites, and the Vaulderie, which is practiced by almost every Sabbat member no matter what Path or pack they reside, though sometimes the pack Priest might modify it slightly to fit their individual group. These grand rites' main purpose is to indoctrinate each cainite to become a single minded Sword of Caine, like indoctrinating people into a hive mind cult, but vampires.[24]

The Vaulderie

The most well known ritual. This practice consists of usually the whole pack contributing their vitae into a chalice or other kind of container, and then the Pack Priest imbues the mixture with a power that both breaks previous Blood Bonds, and forms new ones with whoever contributed to the mixture. This bond among the pack members is called "vincula," and is usually weaker than normal Blood Bonds, but can become stronger overtime, rendering packmates unable to betray each other. Though sometimes certain members are excluded from contributing their vitae, but must imbibe in the Vaulderie anyway, so they are bonded to everyone, but no one is bonded to them. Refusing to partake is an act of treason and the punishment is up to the Priest and the pack. And those who go too long without the Vaulderie may experience withdrawal symptoms.[25]

Creation Rites

This is simply the act of creator new Cainites for the Sabbat, and it's one of the most important ritae. Again each Path and perhaps even each Pack do it differently. From dark but splendid displays, to the classic shovelheading and burying alive of fledglings, Creation Rites could look like many things. What's most consistent is that they usually Embrace more than one person, several people actually, and throw them into a pit or bury them alive, and they see who can dig themselves out. Whoever comes out alive is then stripped of their humanity and indoctrinated into a Path. Sometimes, finding the aftermath of a Creation Rite is the first clue that the Sabbat are in town.[26]

Monomacy

The blood duel, a tradition older than the Anarch Revolt. This can be called when a disagreement cannot be settled by their Priest, a contest of combat or some other skill. Whoever loses gets diablerized by the winner as the Sabbat believe the winner has Caine's favor. This is the only ritus any member of the Sabbat can demand, and anyone else is not allowed to participate, but that doesn't mean cheating doesn't happen. Player characters can even attempt to call Monomacy to see if their antagonist(s) will humor them, but if the player's character wins, it's not a guarantee they would honor that.[27]

Blood Feast

From the Cainite's perspective, the relationship between vampire and human should be predator and prey, predator eat their prey, and they don't care who they are as people. That is what this ritus demonstrates, that humans are simply food. During this practice, the Cainites engorge themselves with mortal blood, sating their hunger in such a way it seems excessive, because it is. Usually these mortals are kidnapped beforehand. Again, this may look different depending on the Path and Pack, it could look like something from a medieval torture chamber where victims are bound and used as a faucet, or it could look like an elaborate fancy dinner with the family. This is usually a celebratory ritus after a major event. Players might struggle to decide between saving some of the victims or joining in the feast, especially if some of those victims are part of their herd, or a touchstone or two. The victims of blood feasts are often targeted.[28]

Festival of the Dead

Also known as Festivo dello Estinto. This ritus is to commemorate their fallen, including even those from the Anarch Revolt centuries ago. They also use this time to think about the First and Second Inquisitions and how they have killed so many Cainites. Some even use this time to finish unfinished business, putting an end to it. This is a somber event, like a memorial, a time when the players could have the offensive advantage.[29]

Fire Dance

Cainites use this ritual to face their fear of fire and gain respect from their packmates. A bonfire or other large flame is lit and the members egg each other on to get through the flames, or even dance through them. The Priests even participate, but that could be risky because if they fail, it could lead to Monomacy or final death being called. Sometimes this ritus is held at the same time as another ritae, and it's always a loud occasion.[30]

Blood Bath

This is for when a title or position of power has been claimed beyond a Pack, such as the Bishop or Arch Bishop. This is like a cursed baptism, as they person who claimed the title is anointed or doused in preferably mortal blood, but animal blood works, too. But if they can get their hands on vampire vitae, even better, such as the former Bishop that just lost their title. At the end of this ritus, the witnesses drink from the pooled vitae and pledge their allegiance to the Children of Caine.[31]

War Party

A War Party is similar to a Bloodhunt in that they pursue and diablerize their enemies. They go after strong, high value targets as a pack. War Parties are happening more frequently again as of late. If players come across a pack on the hunt, it's unlife or final death.[32]

Wild Hunt

The Wild Hunt is the closest thing the Sabbat has to a Bloodhunt because this time they are hunting a traitor within their ranks, or a particularly hated foe. Usually only the pack Priest can call for a Wild Hunt, but unofficially this can happen at other times. The one being hunted is to be diablerized of course, but proof must be brought back to officially end the hunt.[33]

Lapsing Auctoritas Ritae

The following ritae are not practiced as much, as the decentralization of the Sabbat caused some of their traditions to become lost. What used to be more universal is either no longer practiced at all, or only practiced by some packs.[34]

The Binding

This is an oath of loyalty to the Sabbat. It's short and sweet, a simple statement and it's over. The words used depend on the pack and where they reside, or even how young or old the members are. Not everyone remembers the original wording.[34]

Games of Instinct

This is essentially 'sports' for the Sabbat. They play together in games to blow off steam, but of course they are not subtle. Some examples of these games are as such.

  • Demolition Derby: When packs set vehicles on fire with captive innocents and the Cainites crash into each other like bumper cars. The last to leave their car wins.
  • Boarding Party: A pack holds up a vehicle people cannot escape from, such as a cruise ship or a plane or a party bus, and they kill everyone inside. Sometimes they use the vehicle to go somewhere after.
  • Dog Tagging: This is when a pack hunts down a werewolf with the intent to tag it's ear before letting it go again. It's more of a statement than anything.
  • Pandering: While in other domains, the pack singles out a kindred they deem weak and hunt after them. It usually ends in diablerie.[35]

Sermons of Caine

A mockery of a religious service such as a Catholic mass, a Pack Priest delivers a sermon while referencing the Book of Nod. A lot of packs no longer have access to the book, and so it has fallen out of practice.[36]

Palla Grande

Also known as a "Dance of the Dead," this is mockery of the Camarilla Court. But as the numbers lowered, this practice is mostly abandoned.[36]

Ignoblis Ritae

These tend to be informal rituals created within packs to differentiate them. They can be used to test the courage, faith, loyalty, etc., to each other. Some packs have more or less than the other due to factors such as age. Almost every pack has their own hunting ritual, or hunting ritae, where they hunt together. Coteries hunting for a specific pack can use this against them, as they just have to follow the patterns. These are almost never practiced with other packs.[36]

Common Ritae

Rituals done most often, sometimes nightly. The practices that identifies each individual pack and reflects their culture.

  • Path of Caine
    • Their ritae are often used to reach altered states of consciousness, using pain, deprivation of blood, stressful positions, and sometimes Disciplines. The Book of Nod is often referenced in their everyday practices. To overcome the curses of Caine, one must have steady faith by submitting to the will of the Dark Father.[37]
  • Path of Cathari
    • Rituals for this path are fun and bring joy to the undead hearts of the pack. They indulge in their desires and unlike many other Paths, they include mortals. Most of the time they don't survive, but one might be unlucky enough for the Embrace if they show enough enthusiasm for the depravity. Their rituals also tend to look the most 'occult' with their tools often including black candles, incense, and occult symbols.[38]
  • Path of Death and the Soul
    • They love to demonstrate how fragile life is and how permanent death is. This is one of the most structured Paths, and so their Ignoblis Ritae are also organized, planned on a calendar, and performed with precision. They use places of death to conduct these ritae, and there are often corpses, ghosts, and zombies present as part of the ritual in some way.[38]
  • Path of Power and the Inner Voice
    • Their rituals are usually tests of mental fortitude under stress, endurance, dominance, and competitions, often done without combat. Packmates test each other nightly for weaknesses. Sometimes they may be tasked to gain the trust of another supernatural enemy, or successfully shadow a coterie. Mortals are mere tools in their ritae, cattle, and nothing more.[39]

Contrition Ritae

These are the punishments and consequences given to packmates whenever they do wrong in the eyes of their peers.

  • Path of Caine
    • Punishments are both painful and a teaching moment. Again they recite the Book of Nod, and at the same time they subject packmates of lesser crimes to torturous punishments. [40]
  • Path of Cathari
    • Albigensians see no use in feeling guilty, nor do they value forgiveness. Sometimes a pack may humiliate someone for not being loyal enough or depraved enough, but for the most part there are very few Contrition Ritae within this path. [38]
  • Path of Death and the Soul
    • Reapers punish disloyalty, cowardice, and sympathy for the enemy quickly, as they have little time for it. The try to correct a packmates spirituality with academic and metaphysical interrogations, as well as punish them creatively. One can be buried again, or forced to daysleep with their victim's body, or what's left of it. [41]
  • Path of Power and the Inner Voice
    • If a packmate within this path is still deemed as 'correctable' after committing an offense, they are simply put to work to do menial, tedious, often lowly tasks to serve the strong, such as tending to the ghouls and blood dolls, which is one of the worst punishments reserved for those who have completely ruined their reputation. This is until they have the chance to prove themselves again.[42]

Hunting Ritae

They may not always hunt together, but when they do, each path has their own way of doing it.

  • Path of Caine
    • They usually go after other vampires, especially Thin-bloods, rather than humans when hunting together since diablerie is a huge part of their twisted beliefs. The Pack Priest decides who gets to consume the heartsblood, but the others packmates may take other trophies from the victim.[40]
  • Path of Cathari
    • They like to play with their food, hiding their nature until the last second, and teasing their desperate victims to try to escape. They may even make a ghoul out of the last surviving mortal from their hunt. Their favorites are hunters.[38]
  • Path of Death and the Soul
    • They tend to feed from the recently dead or close to dying. Sometimes they even feed from the energy of ghosts.[41]
  • Path of Power and the Inner Voice
    • The members of packs within this path usually keep around a large number of herd members or blood dolls, like actual cattle. Traveling with that many mortal is enough of a burden for them that they rather slaughter them all and collect new cattle in their new location.[42]
Game concepts
Beginner's guide Vampire: The MasqueradeConsiderate playOfficial TTRPG sources
Character creation Merits and FlawsCoterie Backgrounds and MeritsLoresheetsPredator typesMortals and ghouls
Quick references Hunger systemResonanceHumanityIndex
Clans Banu HaqimBrujahGangrelCaitiffHecataLasombraMalkavianThe MinistryNosferatuRavnosSalubriToreadorTremereTzimisceVentrueThin-blood
Disciplines AnimalismAuspexBlood SorceryBlood Sorcery RitualsCelerityDominateFortitudeObfuscateOblivionOblivion CeremoniesPotencePresenceProteanThin-Blood Alchemy
Factions CamarillaAnarchCults
Antagonists Second InquisitionSabbat

References

  1. Vampire: The Masquerade Sabbat: The Black Hand, page 6
  2. Vampire: The Masquerade Sabbat: The Black Hand, Pages 7-8
  3. Vampire: The Masquerade Sabbat: The Black Hand, Page 9
  4. Vampire: The Masquerade Sabbat: The Black Hand, Page 13
  5. Vampire: The Masquerade Sabbat: The Black Hand, page 93
  6. 6.0 6.1 Vampire: The Masquerade Sabbat: The Black Hand, page 80
  7. Vampire: The Masquerade Sabbat: The Black Hand, page 74
  8. Vampire: The Masquerade Sabbat: The Black Hand, Pages 7-12
  9. Vampire: The Masquerade Sabbat: The Black Hand, Page 78
  10. Vampire: The Masquerade Sabbat: The Black Hand, Page 77-78
  11. Vampire: The Masquerade Sabbat: The Black Hand, pages 80-83
  12. Vampire: The Masquerade Sabbat: The Black Hand, pages 84-85
  13. Vampire: The Masquerade Sabbat: The Black Hand, pages 79
  14. Vampire: The Masquerade Sabbat: The Black Hand, pages 85-89
  15. Vampire: The Masquerade Sabbat: The Black Hand, page 91-94
  16. Vampire: The Masquerade Sabbat: The Black Hand, page 79-80
  17. Vampire: The Masquerade Sabbat: The Black Hand, page 21
  18. Vampire: The Masquerade Sabbat: The Black Hand, page 24
  19. Vampire: The Masquerade Sabbat: The Black Hand, page 25
  20. Vampire: The Masquerade Sabbat: The Black Hand, page 27
  21. Vampire: The Masquerade Sabbat: The Black Hand, page 28-29
  22. 22.0 22.1 22.2 22.3 Vampire: The Masquerade Sabbat: The Black Hand, page 31
  23. Vampire: The Masquerade Sabbat: The Black Hand, page 55
  24. Vampire: The Masquerade Sabbat: The Black Hand, page 56
  25. Vampire: The Masquerade Sabbat: The Black Hand, page 56-57
  26. Vampire: The Masquerade Sabbat: The Black Hand, page 57-58
  27. Vampire: The Masquerade Sabbat: The Black Hand, page 58
  28. Vampire: The Masquerade Sabbat: The Black Hand, page 58-60
  29. Vampire: The Masquerade Sabbat: The Black Hand, page 60-61
  30. Vampire: The Masquerade Sabbat: The Black Hand, page 61
  31. Vampire: The Masquerade Sabbat: The Black Hand, page 61-62
  32. Vampire: The Masquerade Sabbat: The Black Hand, page 62
  33. Vampire: The Masquerade Sabbat: The Black Hand, page 62-63
  34. 34.0 34.1 Vampire: The Masquerade Sabbat: The Black Hand, page 63
  35. Vampire: The Masquerade Sabbat: The Black Hand, page 63-64
  36. 36.0 36.1 36.2 Vampire: The Masquerade Sabbat: The Black Hand, page 64
  37. Vampire: The Masquerade Sabbat: The Black Hand, page 64-65
  38. 38.0 38.1 38.2 38.3 Vampire: The Masquerade Sabbat: The Black Hand, page 66
  39. Vampire: The Masquerade Sabbat: The Black Hand, page 67-68
  40. 40.0 40.1 Vampire: The Masquerade Sabbat: The Black Hand, page 65
  41. 41.0 41.1 Vampire: The Masquerade Sabbat: The Black Hand, page 67
  42. 42.0 42.1 Vampire: The Masquerade Sabbat: The Black Hand, page 68