
- •Credits
- •Table of Contents
- •The Sanctified
- •How to Use This Book
- •Lexicon
- •Principia Theologica
- •Titles and Offices
- •Clan Roles in the Lancea Sanctum
- •Lancea Sanctum Ritae
- •Domain Politics
- •Neonates: Wayward Flesh
- •Elders: The Guiding Hand
- •Relations with the World of Darkness
- •The Invictus
- •The Carthian Movement
- •The Unbound
- •Werewolves
- •Mages
- •Factions
- •Major Factions
- •Example Factions
- •Minor Factions
- •Icarians
- •Osites
- •Disciplines
- •Theban Sorcery
- •Finding and Learning Theban Sorcery Rituals
- •Theban Sorcery Rituals
- •Theban Sorcery Overview
- •Non-Combatants
- •Combatants

appendix
she seems to share with those fanged killers, inspires and encourages her followers to draw out and master their own Beasts.
Expression (dice pool 7) — Snake-handling is just part of the Deacon’s carefully crafted performance. The Deacon is not insincere, but her show is a calculated, refined effort to influence an audience.
Occult (dice pool 5) — The Deacon’s inspiration comes from sources stranger and less understood than the Testament alone. She seeks out evidence of God and tests of faith in ancient texts and cultures.
Combatants
Use these characters to fight for or against the players’ characters when the story turns to violence. In the right (or wrong) circumstances, Sanctified and non-Sanctified characters alike have reason to fear these fighters.
Faithless Hound
Quote: “The Sheriff says I’m to take you to see the Bishop, by whatever means I say are necessary.”
Background: The faithless Hound serves the local Sanctified powers that be because they have the authority to excuse all kind of trespasses and violence. In life, this mook was a bar-brawler. Now he’s a leg-breaker for the undead church of the Damned, not because the cause is just, but because the covenant gives him the freedom to beat on ghouls and other vampires unloved by the Sanctified. It’s a simple, exciting job. He’s in the business of spreading fear, settling scores and breaking bones. Business is good.
Description: If not for the spear pendant pinned to his leather biker jacket or the centurion tattoo on his neck, the Hound wouldn’t look like the pious type. He’s got the scars that came with a life of rough living and the feral habit of flashing fangs that comes with a gradual surrender to the Beast.
He’s dressed for work in durable leather and denim — clothes that’ll survive a fight. Tonight he might have his brass knuckles or an aluminum baseball bat out for show, but he’s got a claw hammer in his belt and a fire-axe on his bike.
Storytelling Hints: The faithless Hound is an agent of wrath, well suited to stories of comeuppance and brutal faceoffs. He’s been all over the city on the covenant’s business, however, so he’s seen things that could be of use and has dirt on lots of vampires who are unpopular with the local Sanctified authorities. Without any real dedication to the religion of the covenant, though, the Hound may be susceptible to bribery. What would it take to get him to betray the Sanctified? Could he be trusted if he changed sides?
Attributes:Intelligence2,Wits2,Resolve2,Strength4,Dexterity 2, Stamina 3, Presence 3, Manipulation 2, Composure 2 Skills: Athletics 2, Brawl 4, Drive 1, Intimidation 2, Larceny 2, Stealth 1, Streetwise 2, Weaponry 2
Merits: Brawling Dodge, City Status 1, Covenant Status (Lancea Sanctum) 1, Haven (Security 1, Size 1), Resources 1, Strong Back
Willpower: 4
Humanity: 4
Virtue: Fortitude
Vice: Gluttony
Initiative: 4
Defense: 2
Speed: 11
Blood Potency: 2 Vitae/per Turn: 11/1
Weapons/Attacks:
Type |
Damage |
Size |
Special |
|
Dice Pool |
|
Brass Knuckles |
1 |
(B) |
n/a |
Uses Brawl |
9 |
|
|
|
|
|
Skill |
|
|
Claw Hammer |
1 |
(L) |
1 |
Improvised |
6 |
|
|
|
|
|
(-1 penalty) |
|
|
Fire Axe |
3 |
(L) |
3 |
9 again |
|
9 |
Armor: |
|
|
|
|
|
|
Type |
|
|
Rating |
Defense Penalty |
||
Reinforced/thick clothing |
1/0 |
|
0 |
|
Health: 8
Disciplines: Vigor 2, Resilience 1
Derangements: Irrationality (mild; 5)
Inspired Crusader
Quote: “Better men than you have tried harder to destroy me and failed. I cannot die so long as I serve the Centurion.” Background: The crusaders of the Lancea Sanctum do battle to better themselves, to glorify the covenant and to defend the word of The Testament of Longinus. Some crusaders are savvy warriors, and a few are even subtle. The inspired crusader, however, is proud of her faith and her fanatical dedication to the cause. She might fight on the orders of a Bishop or Cardinal, or she might be on a crusade of her own. No matter who has selected her enemies, she
fights without fear until she or her enemy is destroyed.
218 allies and antagonists

Description: The inspired crusader doesn’t have the build of a person who swung swords in life, but the Requiem has given her the appearance of a weathered warrior. She wears scars and mangled flesh as symbols of her faith. Even when she’s dressed in modern clothes, she’s adorned with some symbol of the Lancea Sanctum. In the thick of battle, when she’s splashed with blood and slashing flesh with an archaic sword, she alternates between serenity and ferocity. Her face might reveal pain, hate or even fear, but it is never darkened by doubt.
Storytelling Hints: Part of any crusade is the journey to reach or find the enemy. Vampires of any allegiance might be asked to help the inspired crusader find her foes. Such foes might seek to retaliate against the crusader and anyone who helps her. Worse, the crusader’s revered commander might decree her old allies to be her new enemies, perhaps as heretics or pagans. What do you do when the fearless monster you once helped in battle comes to destroy you?
Attributes: Intelligence 2, Wits 2, Resolve 4, Strength 3, Dexterity 2, Stamina 3, Presence 3, Manipulation 2, Composure 2
Skills: Academics 2, Athletics 1, Brawl 3, Firearms 1, Intimidation 3, Weaponry 4
Merits: Covenant Status (Lancea Sanctum) 2, Iron Stamina 2, Resources 2, Weaponry Dodge
Willpower: 6
Humanity: 3
Virtue: Faith
Vice: Wrath
Initiative: 4
Defense: 2
Speed: 10
Blood Potency: 4 Vitae/per Turn: 13/2
allies and antagonists
Weapons/Attacks: |
|
|
|
Type |
Damage |
Size Special |
Dice Pool |
Sword |
3 (L) |
2 |
10 |
Armor: |
|
|
|
Type |
|
Rating |
Defense Penalty |
Reinforced/thick clothing |
1/0 |
0 |
|
Health: 8 |
|
|
|
Disciplines: Dominate 1, Resilience 3, Theban Sorcery 2 Theban Sorcery Rituals: Blood Scourge (1), Hauberk of Blood (1), Curse of Babel (2)
Derangements: Megalomania (severe; 4); Power Fetish Obsession (mild; 6)
Zealous Inquisitor
Quote: “Stop crying. You sold your flesh to the Crone, so it cannot be worth all that noise. We may still be able to save your soul, so you should be relieved.”
Background: The zealous Inquisitor does not just seek and stamp out heresy. He doesn’t just stake deviants in the heart for delivery to the Cardinal. The zealous Inquisitor takes it personally. He’s sad and angry that any Sanctified vampire would betray the covenant, and he has no patience for those Kindred who stand between the Lancea Sanctum and its traitors. No one is outside the Inquisitor’s reach, and no one can truly be his ally — no one but Longinus.
Description: The Inquisitor makes eye contact with everyone and holds it for long, uneasy seconds. He might be formal or casual; he might be dressed to blend in or to be seen. He moves with cautious precision but seems weary. The Inquisitor cannot make assumptions, cannot presume anything, so he checks sight lines out of every room and puts people on the spot. “What does that mean?” he asks. “Why would you say that?”
Storytelling Hints: Just the suspicion of heresy is enough to bring out the zealous Inquisitor. In a domain ruled by the
219
appendix

Lancea Sanctum, even secular Kindred crimes can draw a Sanctified investigation. The Inquisitor draws out information about the principal characters and calls allegiances into question. He can give momentum to a mystery tale or bring the threat (and act) of violence to a story of suspense or torture. The Inquisitor examines gray-area issues then decides on a black-or-white consequence and carries it out. What happens when an Inquisitor is wrong? Is it better to be right or is it better to be on the side of the Inquisitor?
Attributes:Intelligence2,Wits3,Resolve4,Strength2,Dexterity 2, Stamina 2, Presence 3, Manipulation 3, Composure 3 Skills: Academics 3, Computer 1, Crafts 1, Empathy 3, Intimidation 3, Investigation 4, Medicine 1, Occult 2, Persuasion 3, Politics 2, Socialize 2, Stealth 3, Streetwise 2, Weaponry 2 Merits: Contacts 4, City Status 2, Covenant Status (Lancea Sanctum) 3, Resources 3
Willpower: 7
Humanity: 5
Virtue: Justice
Vice: Pride
Initiative: 5
Defense: 2
Speed: 9
Blood Potency: 4
Vitae/per Turn: 13/2
Weapons/Attacks:
Type |
Damage |
Size |
Special |
Dice Pool |
Ceremonial Knife |
2 (L) |
2 |
|
6 |
Stake |
1 (L) |
1 |
Must target heart 5 |
Armor: |
|
|
Type |
Rating |
Defense Penalty |
Reinforced/thick clothing |
1/0 |
0 |
Health: 7 |
|
|
Disciplines: Auspex 3, Obfuscate 3, Theban Sorcery 3 Theban Sorcery Rituals: Crown of Thorns (1), Sinner Song (1), Curse of Babel (2), Liar’s Plague (2), Prison of Denial (2), Malediction of Despair (3)
Derangements: Suspicion (mild; 6)
appendix
220 allies and antagonists





This book includes:
•An in-depth look at the history, philosophy and modern operations of the Lancea Sanctum, the holiest order of the Damned
•Explorations of Sanctified Requiems and the roles pious predators and monstrous paladins play in the Danse Macabre and the World of Darkness
•Guidelines and inspiration for Kindred of every clan, including new bloodlines, new Disciplines and horrific new miracles of Theban Sorcery
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