These are my own personal takes on these bloodlines, they may not fit with your vision of the bloodlines. That caveat out of the way, here are the alucinor:
Alucinor
You probably haven’t seen me watching while you sleep. But you fear me when you’re awake. In those moments between slumber and awareness, when you’re paralyzed by all the hidden things around you, before they resolve into the mundane, I am waiting. And your dreams taste so sweet.
It is a short step between invading the mind of another and clambering into their dreams, but few kindred make the step for the dreamscape is strange and intrusive, even to the dead. The Alucinor make this journey without fear, accepting the confusion and strangeness of slumber in return for the power and influence it gives them over their victims. An ancient line of kindred, the Alucinor have survived into modern nights by being whispers and legends, hidden even from kindred either in shadows and whispers or in plain sight. For the Sandmen their brief forays into dream are but the first steps into a wider world, and they long to discover the true mysteries of nightmare.
Background: Tracing their lineage back to the Camarilla itself, the myths of the bloodline say their founder was a young neonate who created the bloodline in a single burst of mad energy as she drank the soul of a slumbering Nosferatu elder. The fractured nightmares of this torpid kindred overwhelmed the fragile mind of the young woman and opened her senses to the wonders and horrors of dream and nightmare. Her name is lost, and so the bloodline uses the name of the Roman world of dreams for its own.
Though subtle and hidden, it is clear that the Alucinor have been active throughout history. The origin of the night mare myth itself, where succubi and other horrors clambered upon sleepers and drank their souls through their dreams, is almost certainly evidence of the bloodline’s activities during the middle ages, and some Lancea et Sanctum scholars are still wary of the brood due to these tales’ links with demonic forces. Despite this evidence of early activity it is clear the bloodline vanished for many centuries during the renaissance, only to be reignited at the beginning of the 20th.
The line remerged in 1931 when a Greek Cypriot kindred known as Ariadne Metaxas rose to prominence, demonstrating the powers of the bloodline to others for the first time in known history. She claimed to have been visited in her dreams by the founder of the line itself, and to have been avused by her while she slept. Whatever truth there is to this, it is clear that after several years of fame amongst the kindred community in Europe she was consumed by ever-more terrible nightmares, and became obsessed with the work of Carl Jung, disappearing to try and find more. She was never heard of again.
Tonight the bloodline has returned to its roots of secrecy, but with a more pragmatic air. Though they do not make themselves known in an overt fashion as Ariadne did, they do not keep themselves totally cloistered as the bloodline supposedly did in times of old. To those who have an interest or a need for their abilities, they are known well enough, and for the rest they are simply an oddity that needs no investigation.
The Becoming: The Alucinor are not a strongly coordinated line and so their membership requirements are not exact. Ultimately each Alucinor admits those who they see as interesting or suitable, and what that means varies hugely. However, almost all of those who join the Sleepwalkers are given to introspection and insight and a certain meditative if pragmatic approach. They particularly favour those whose culture places importance on dream and nightmare, or who are already invested in its mysteries. Intellectual and social, few of the line tend towards raw physical might but some see value in learning stealth and criminal skills.
Interactions With the Danse: The Alucinor have no real fixed role within the All Night Society, but do tend to drift into positions that reward insight and sound judgement rather than enforcement or bureaucracy. They don’t usually reach for leadership positions, but when they find themselves occupying them they are not poor Princes and Primogen. They suit best an advisory role, and gravitate towards being second in command. In terms of covenant they have a natural draw for the Ordo Dracul, as they open up another avenue of research, but are also attracted to the Circle of the Crone and the Lancea et Sanctum as both covenants value the spiritual aspects of their powers. The few who join the political covenants often find themselves being used by their fellows rather than being involved, and many are trapped into an unpleasant unlife of servitude.
Parent Clan: Mekhet
Nickname: Sandmen, Nightmares, Sleepwalkers
Bloodline Bane: It becomes hard for the Alucinor to distinguish between true horrors and the nightmares that plague them. Whenever they encounter a strange phenomenon that they have not encountered before they suffer the Spooked condition. In addition, they cannot ever regain Willpower from rest as they are plagued with nightmares at all times.
Bloodline Disciplines: Auspex, Celerity, Nightmare, Obfuscate
Insomnium
The Alucinor gift of Insomnium grants them the ability to sense and interact with the dreams of others, using their power over nightmare and slumber to become mystic figures of the dreamscape. They can manipulate dreams and nightmare, and even infuse the power of slumber into the bodies of their foes.
All Alucinor gain the first Devotion, Dreams of the Many, upon joining the bloodline. Additional devotions have prerequisites as normal, and cost 2 Experiences each.
Dreams of the Many
The Alucinor becomes attuned with the dreams of those nearby, the dreams of mortals slumbering in the night a constant, subconscious flood. Such intrusion is usually a mere distraction but with care a Sandman might pluck fleeting glimpses of those dreams and nightmares from the minds of those around them and discern useful information from them.
With this power the Alucinor becomes attuned to all sleeping minds within a number of miles equal to their Blood Potency. Dreams sensed in this manner are not consistent or easily comprehended – the vampire gains no information as to the sleepers’ locations, and the information gained is vague and fragmentary. When this power is used the Alucinor chooses a single sleeper nearby and gains insight into them in the form of their Vice and Virtue (or Mask and Dirge for kindred). This is expressed through confusing imagery and metaphor which is left
to the user to interpret.
Dreams to Nightmares
With this power the Sleepwalker can do more than just observe the dreams of others, clambering into their sleeping subconscious and altering their dreams to suit the vampire’s purposes. By twisting their minds to match the kindred’s vision their dreams turn to nightmares, and nightmares shift to reflect the unnatural horror of the intrusion. Upon waking such dreamers find their will weakened and are less able to resist coercion. First you must locate a mind using Dreams of the Many and then enter their mind to alter their dreams. Any individual targeted by lucid dreaming does not recover willpower for that rest, and is considered to have one less door than normal for the purposes of social contests. This effect lasts until they next sleep, and cannot stack (you cannot affect a single individual twice with this power, even with multiple Alucinor working together).
Prerequisite: Nightmare 2
Chain the Enslumbered Mind
Those who sleep usually shed the lethargy of slumber upon waking but with this power they may not manage to. By infusing a sleeping mind detected via Dream of the Many with slumber and sleep they retain their confusion upon waking. Individuals targeted with Chain the Enslumbered Mind find that the first scene they are in upon waking (immediately upon waking up) they are confused and sluggish – their memories become vague and confused, and they cannot resist the powers of the blood as easily. During this scene they suffer a -1 penalty to all resistances made against discipline powers and against the bestial triad (if applicable), and once the scene is complete they must make a successful Intelligence + Composure check to recall any event that happened in it. Failure indicates they don’t remember it at all, and any success that is not Exceptional indicates they remember it fuzzily as if it happened in a dream. An Exceptional Success indicates they remember it perfectly.
Prerequisite: Obfuscate 2
Lullaby
The Sandman lulls those around him to sleep, and the Alucinor carry on that tradition. With a simple song or hummed tune, enhanced with the expenditure of Vitae, the Alucinor can make a contested Presence + Expression + Nightmare check against all mortals within earshot (who resist with Composure). Those that fail to resist immediately fall into a deep sleep. They can be woken normally (very loud noises, being shaken, etc) but otherwise continue to doze unimpeded for a number of hours equal to 10 – their Willpower. Those remarkable individuals with Willpower of 10 are immune to this power, as are supernatural creatures of all kinds.
Prerequisite: Celerity 2
Pains of the Daysleep
Kindred may not sleep in the way that mortals do, but that does not mean that the Alucinor’s powers of slumber have no hold over them. By opening their eyes to the hidden dream-states of the waking kindred, the Sandmen can sense the struggles of the daysleep within their target. This power allows a member of the bloodline to use Dream of the Many to find the scraps and remnants of kindred dreams, even if those kindred are awake or in torpor, rather than just in daysleep as the power normally allows. In addition, these insights reveal the vampire’s humanity
score as well as their Mask and Dirge.
Prerequisite: Auspex 2
Mare Ride
In myth the mare was a creature that rode on the chests of sleepers slowly suffocating them and giving them terrible dreams, and the Alucinor are Nightmares themselves. An Alucinor will not wake a sleeping mortal or kindred by clambering upon them, and once there can spend a Vitae to physically slip into their dreams. Whilst inside a target’s dreams they are physically absent from the waking world, existing only within their mind. If the target wakes, the Alucinor is immediately ejected (usually to confusion and horror of the victim). Whilst inside their head they can use other devotions normally as if they were in the room, and can communicate with the sleeper, leaving messages and portents through their dreams. This devotion is most useful,
however, for escaping pursuit or notice, particularly when combined with Lullaby.
Prerequisites: Obfuscate 3, Nightmare 3
Alucinor
You probably haven’t seen me watching while you sleep. But you fear me when you’re awake. In those moments between slumber and awareness, when you’re paralyzed by all the hidden things around you, before they resolve into the mundane, I am waiting. And your dreams taste so sweet.
It is a short step between invading the mind of another and clambering into their dreams, but few kindred make the step for the dreamscape is strange and intrusive, even to the dead. The Alucinor make this journey without fear, accepting the confusion and strangeness of slumber in return for the power and influence it gives them over their victims. An ancient line of kindred, the Alucinor have survived into modern nights by being whispers and legends, hidden even from kindred either in shadows and whispers or in plain sight. For the Sandmen their brief forays into dream are but the first steps into a wider world, and they long to discover the true mysteries of nightmare.
Background: Tracing their lineage back to the Camarilla itself, the myths of the bloodline say their founder was a young neonate who created the bloodline in a single burst of mad energy as she drank the soul of a slumbering Nosferatu elder. The fractured nightmares of this torpid kindred overwhelmed the fragile mind of the young woman and opened her senses to the wonders and horrors of dream and nightmare. Her name is lost, and so the bloodline uses the name of the Roman world of dreams for its own.
Though subtle and hidden, it is clear that the Alucinor have been active throughout history. The origin of the night mare myth itself, where succubi and other horrors clambered upon sleepers and drank their souls through their dreams, is almost certainly evidence of the bloodline’s activities during the middle ages, and some Lancea et Sanctum scholars are still wary of the brood due to these tales’ links with demonic forces. Despite this evidence of early activity it is clear the bloodline vanished for many centuries during the renaissance, only to be reignited at the beginning of the 20th.
The line remerged in 1931 when a Greek Cypriot kindred known as Ariadne Metaxas rose to prominence, demonstrating the powers of the bloodline to others for the first time in known history. She claimed to have been visited in her dreams by the founder of the line itself, and to have been avused by her while she slept. Whatever truth there is to this, it is clear that after several years of fame amongst the kindred community in Europe she was consumed by ever-more terrible nightmares, and became obsessed with the work of Carl Jung, disappearing to try and find more. She was never heard of again.
Tonight the bloodline has returned to its roots of secrecy, but with a more pragmatic air. Though they do not make themselves known in an overt fashion as Ariadne did, they do not keep themselves totally cloistered as the bloodline supposedly did in times of old. To those who have an interest or a need for their abilities, they are known well enough, and for the rest they are simply an oddity that needs no investigation.
The Becoming: The Alucinor are not a strongly coordinated line and so their membership requirements are not exact. Ultimately each Alucinor admits those who they see as interesting or suitable, and what that means varies hugely. However, almost all of those who join the Sleepwalkers are given to introspection and insight and a certain meditative if pragmatic approach. They particularly favour those whose culture places importance on dream and nightmare, or who are already invested in its mysteries. Intellectual and social, few of the line tend towards raw physical might but some see value in learning stealth and criminal skills.
Interactions With the Danse: The Alucinor have no real fixed role within the All Night Society, but do tend to drift into positions that reward insight and sound judgement rather than enforcement or bureaucracy. They don’t usually reach for leadership positions, but when they find themselves occupying them they are not poor Princes and Primogen. They suit best an advisory role, and gravitate towards being second in command. In terms of covenant they have a natural draw for the Ordo Dracul, as they open up another avenue of research, but are also attracted to the Circle of the Crone and the Lancea et Sanctum as both covenants value the spiritual aspects of their powers. The few who join the political covenants often find themselves being used by their fellows rather than being involved, and many are trapped into an unpleasant unlife of servitude.
Parent Clan: Mekhet
Nickname: Sandmen, Nightmares, Sleepwalkers
Bloodline Bane: It becomes hard for the Alucinor to distinguish between true horrors and the nightmares that plague them. Whenever they encounter a strange phenomenon that they have not encountered before they suffer the Spooked condition. In addition, they cannot ever regain Willpower from rest as they are plagued with nightmares at all times.
Bloodline Disciplines: Auspex, Celerity, Nightmare, Obfuscate
Insomnium
The Alucinor gift of Insomnium grants them the ability to sense and interact with the dreams of others, using their power over nightmare and slumber to become mystic figures of the dreamscape. They can manipulate dreams and nightmare, and even infuse the power of slumber into the bodies of their foes.
All Alucinor gain the first Devotion, Dreams of the Many, upon joining the bloodline. Additional devotions have prerequisites as normal, and cost 2 Experiences each.
Dreams of the Many
The Alucinor becomes attuned with the dreams of those nearby, the dreams of mortals slumbering in the night a constant, subconscious flood. Such intrusion is usually a mere distraction but with care a Sandman might pluck fleeting glimpses of those dreams and nightmares from the minds of those around them and discern useful information from them.
With this power the Alucinor becomes attuned to all sleeping minds within a number of miles equal to their Blood Potency. Dreams sensed in this manner are not consistent or easily comprehended – the vampire gains no information as to the sleepers’ locations, and the information gained is vague and fragmentary. When this power is used the Alucinor chooses a single sleeper nearby and gains insight into them in the form of their Vice and Virtue (or Mask and Dirge for kindred). This is expressed through confusing imagery and metaphor which is left
to the user to interpret.
Dreams to Nightmares
With this power the Sleepwalker can do more than just observe the dreams of others, clambering into their sleeping subconscious and altering their dreams to suit the vampire’s purposes. By twisting their minds to match the kindred’s vision their dreams turn to nightmares, and nightmares shift to reflect the unnatural horror of the intrusion. Upon waking such dreamers find their will weakened and are less able to resist coercion. First you must locate a mind using Dreams of the Many and then enter their mind to alter their dreams. Any individual targeted by lucid dreaming does not recover willpower for that rest, and is considered to have one less door than normal for the purposes of social contests. This effect lasts until they next sleep, and cannot stack (you cannot affect a single individual twice with this power, even with multiple Alucinor working together).
Prerequisite: Nightmare 2
Chain the Enslumbered Mind
Those who sleep usually shed the lethargy of slumber upon waking but with this power they may not manage to. By infusing a sleeping mind detected via Dream of the Many with slumber and sleep they retain their confusion upon waking. Individuals targeted with Chain the Enslumbered Mind find that the first scene they are in upon waking (immediately upon waking up) they are confused and sluggish – their memories become vague and confused, and they cannot resist the powers of the blood as easily. During this scene they suffer a -1 penalty to all resistances made against discipline powers and against the bestial triad (if applicable), and once the scene is complete they must make a successful Intelligence + Composure check to recall any event that happened in it. Failure indicates they don’t remember it at all, and any success that is not Exceptional indicates they remember it fuzzily as if it happened in a dream. An Exceptional Success indicates they remember it perfectly.
Prerequisite: Obfuscate 2
Lullaby
The Sandman lulls those around him to sleep, and the Alucinor carry on that tradition. With a simple song or hummed tune, enhanced with the expenditure of Vitae, the Alucinor can make a contested Presence + Expression + Nightmare check against all mortals within earshot (who resist with Composure). Those that fail to resist immediately fall into a deep sleep. They can be woken normally (very loud noises, being shaken, etc) but otherwise continue to doze unimpeded for a number of hours equal to 10 – their Willpower. Those remarkable individuals with Willpower of 10 are immune to this power, as are supernatural creatures of all kinds.
Prerequisite: Celerity 2
Pains of the Daysleep
Kindred may not sleep in the way that mortals do, but that does not mean that the Alucinor’s powers of slumber have no hold over them. By opening their eyes to the hidden dream-states of the waking kindred, the Sandmen can sense the struggles of the daysleep within their target. This power allows a member of the bloodline to use Dream of the Many to find the scraps and remnants of kindred dreams, even if those kindred are awake or in torpor, rather than just in daysleep as the power normally allows. In addition, these insights reveal the vampire’s humanity
score as well as their Mask and Dirge.
Prerequisite: Auspex 2
Mare Ride
In myth the mare was a creature that rode on the chests of sleepers slowly suffocating them and giving them terrible dreams, and the Alucinor are Nightmares themselves. An Alucinor will not wake a sleeping mortal or kindred by clambering upon them, and once there can spend a Vitae to physically slip into their dreams. Whilst inside a target’s dreams they are physically absent from the waking world, existing only within their mind. If the target wakes, the Alucinor is immediately ejected (usually to confusion and horror of the victim). Whilst inside their head they can use other devotions normally as if they were in the room, and can communicate with the sleeper, leaving messages and portents through their dreams. This devotion is most useful,
however, for escaping pursuit or notice, particularly when combined with Lullaby.
Prerequisites: Obfuscate 3, Nightmare 3
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