Alright, let's get alchemical with the Geihemen.
The first thing you'll notice is the name change. For that, I'll quote the author, who's a native German speaker:
Basically, we wanted to make the name linguistically coherent. We considered doing a more extensive change, but I felt it was better to keep some continuity with the original. We split the difference a tad, suggesting that their name in English-speaking countries is something of a misnomer, whereas in Germany and other European nations, they're known as the Loge der Geheimnisse.
The other big change was their Discipline. The Geheimen are one of only two bloodlines with unique Disciplines in the book, and we had a lot of discussion about how we should do that. Blutalchemie is famously a riff on the old Tremere path of blood from Vampire: The Masquerade, and while we've kept some of the DNA from that, we felt the effect would be better served as something more modular. That said, we didn't want to go with a full-on Ritual Discipline, though we certainly took some notes from that system. The closest comparison is probably the update we did of Ortam for the Gulikan in Sin Again — not quite a straight Discipline, but not quite a blood sorcery either. We also changed their bane completely. The original just wasn't that thematic, and we felt their hedonistic qualities could be a bit more to the forefront.
The other bit of housecleaning we did was removing the Thule Society and Nazis from their backstory. It feels like a half-baked afterthought in the original write-up, and it left a bad taste in our mouths. Those connections didn't add anything to the bloodline, and there was no attempt to grapple with the implications at all. For these reasons, we also changed their logo, which is now the Ventrue scepter and crown superimposed over the alchemical symbol for gold (FYI).
Anyway, I really like this new take on the Geheimen. They're a little different from the other two Ventrue bloodlines in the book while still fitting into the Lord archetype really nicely.
Before I conclude, a small correction: Apparently, we actually have one more old bloodline to do: the Corajosos, who I convinced myself I did early on. However, rather than having two Ventrue bloodlines in a row, tomorrow, let's look at our last new bloodline: the Higalit of Clan Amari.
Geheimen: The Ones Who Squeeze Every Drop from You
"Progress comes hand in hand with breakage."
Dead seekers with inquisitive minds, insatiable urges, and Vitae especially suited to transformation, the Geheimen are a study in contrasts. The Geheimen (actually the “Lodge of Secrets” or “Loge der Geheimnise” in the original German) are a bloodline of Lords who have perfected a form of Vitae-based alchemy. These Dilettantes are also prone to bouts of hedonism that contrast and complement their scientific curiosity, a trait they’re said to have inherited from their mercurial creator. Sybaritic soirées seeking extremes of sensation, manipulations of the nobility, and wild experiments into the nature of the Blood — these are the hallmarks of the Dilettantes.
Most Ventrue content themselves with control over man and beast, but the Blood Alchemists have power over inert matter — and, even more so, power over the Blood. However, even in their research approach, they’re unusual. Far from stodgy scholasticism, Dilettantes practice a DIY method of mystical study. Many build their own laboratories covering a dizzying array of designs. Philosophical exchanges and disagreements on the nature of alchemy, sensation, and the soul are common, but few Dilettantes are so gauche as to get involved in personal vendettas over matters of perspective. Better to focus one’s time on further study and the wisdom of one’s own body.
Far removed from the stereotypical stoicism and aloofness of most Ventrue, the Geheimen throw themselves with great fervor into physical and mental experimentation, and for many of them, you can’t separate the two — mind and body are one. Experience is important to these Blood Alchemists as the science behind their work; alchemy isn’t just about the transformation of substances, but the evolution of the very soul. What transformations is the Kindred soul capable of? That remains to be seen.
A Dilettante’s night-to-night existence is much less high-minded, however. Geheimen are very practical when it comes to using both their unique gift of Blutalchemie: The riches they create from Vitae have provided them a great deal of soft power, something the Lord’s word alone just can’t match. They supply their allies, buy their rivals, and destroy their enemies with blood-soaked treasures and alchemical traps.
While often shunned as Vitae junkies, sometimes a true connoisseur of Vitae is exactly what a domain needs to identify an obscure heritage, a rare vintage, or some other conundrum of the Blood. Indeed, the bloodline’s limitless curiosity and glorious past have equipped them with connections among the other shadow-folk of the world. Various schools of alchemy exist within many uncanny societies, and the Dilettantes are always eager to learn about other approaches, perhaps even getting a chance to taste the blood and flesh of those creatures too. Few of their new “friends” say no to the material comforts that they can provide.
Yet despite these many gifts and appetites, in the modern nights, the bloodline has fallen far. The Graf, the bloodline’s founder, has disappeared, and the influence of the Geheimen on Kindred politics has commensurately waned. Jealous rivals have driven them out of many European domains, and Blutalchemie breakthroughs are now rare without the Graf’s guiding hand. All too many Dilettantes have ended up lost to debauchery or Vincula in search of new delights and mysteries; as it turns out, balancing a lust for life and a thirst for knowledge isn’t so simple. Still, their advantages are many and no one knows better the transformations even the basest of substances are capable of than the Blood Alchemists.
Why you want to be us
We’ve got both the Apollonian and the Dionysian down pat. Whether you’re a natural-born researcher looking for a big payday or a mature libertine with a good head on your shoulders, with us, you make the most of your gifts.
Why you should fear us
The red in your veins is the gold in our palms. How’s that for a theory of value? And when our sins do get the better of us, working in the lab on our next breakthrough does wonders for getting our minds off what we had to do to you.
Why we should fear ourselves
It’s never enough. More Vitae. More discoveries. More transformations. We like to stand aloof like other Lords, but our needs always pull us back in. Transformation is not creation, but to devour is to destroy. We are alchemists who leave behind less of the world where we pass: nigredo without albedo.
Parent Clan: Ventrue
Nicknames: Dilettantes, the Lodge of Secrets, Blood Alchemists, Habsburgs (derogatory)
Bloodline Bane (The Insatiable Curse): The bane of the Blood Alchemists is born of the cravings of their founder and his wild experiments. Geheimen cannot resist Vitae addiction when they taste the blood other vampires; the addiction is automatic no matter how much Vitae a Dilettante takes. This bane obviates the usual immunity to Vitae addiction that elders gain. Furthermore, when a Hapsburg imbibes Vitae from a vampire she hasn’t fed from before, [REDACTED]
Disciplines: Animalism, Blutalchemie, Dominate, Resilience
In the Dark Eras (Excerpt)
A Grimm Dark Era — 1812–1820 CE (DE1, p. 396): The Napoleonic Wars aren’t kind to the Geheimen. The Holy Roman Empire dissolves, the Habsburgs are a shadow of their former glory, and ascendant French Carthians ravage the Blood Alchemist domains with their infectious ideology. Ultimately, this is the age when the Geheimen lose the preeminent position in the Austrian and German domains they held for so long. Now they must scramble for every scrap of power. Soon, they’ll be just another gang of Lords with their glory nights behind them.
Blutalchemie
All Vitae contains the power of transformation, but the ichor of the Blood Alchemists offers greater potential for vicissitude than most. A Dilettante's Beast aligns with the principles of alchemy to force such changes upon the world — the Beast is a universal catalyst, after all.
The Vitae spent as part of this Discipline is used both as a metaphysical currency to “pay” for the exchange taking place and also as a catalyst. Only Geheimen Vitae will suffice, so all Processes require at least 1 Vitae to be paid by the Blood Alchemist. Remaining costs may be paid by other sources.
In addition, the Geheimen possess supremely honed senses for the intricacies of blood. Upon learning the first dot of Blutalchemie, they gain the Distinguished Palate Merit (Vampire, p. 111) without the drawback. If a character already has this Merit, she instead gains two Experiences but doesn’t ignore the drawback.
Dice Pool: Intelligence + Science + Blutalchemie
Action: Extended (target number depends on the Process; each roll represents a half hour of work)
Duration: The products of Processes are normally permanent; exceptions are noted.
Roll Results
Success: The vampire makes progress toward the completion of the Process. If the target number of successes is reached, the Process is complete.
Exceptional Success: The vampire works the alchemy with astounding speed. Choose one of the usual effects of exceptionally succeeding an extended action, or temporarily resolve any Vitae Addiction she might be suffering for a week, as she’s been fulfilled by scientific achievement.
Failure: The vampire faces a setback. The Storyteller chooses a Condition to represent this, which can be even Deprived (Vampire, p. 302), as her addiction rears its ugly head. If the vampire fails to accumulate the necessary successes within the allotted rolls, the Process fails and leaves behind a bloody mess of aborted transmutation.
Dramatic Failure: The Process fails spectacularly. The exact results vary based on the intended outcome, but examples include additional Vitae loss when using her Internal Athanor, damage from the release of gases or liquids harmful to Kindred, or the creation of something that is outwardly the intended product but is anything but. Harm scales with the relative ambition of the Process.
Blutalchemie Processes (Excerpt)
Most Processes the Geheimen have developed are flexible, allowing for a great variety of end products based on common procedures. Teachers (when Dilettantes are lucky enough to have them) only instruct their students in basic principles and let them find the best way to achieve specific results through experimentation, which suits most Dilettantes fine.
For each dot in Blutalchemie, the vampire gains a free Process. Some Processes also require others as prerequisites. Storytellers and players are encouraged to invent new Processes.
Once a Dilettante character has five dots of Blutalchemie, her player may purchase additional Processes for 2 Experiences each.
Blood Stone
Cost: Varies
Target Successes: (Vitae stored × 2) + 5
This Process creates a crimson stone that can serve as a receptacle for Vitae. The Blood Alchemist transfers the desired number of Vitae (hers or another vampire’s) into the stone. Later, this Vitae can be retrieved by consuming the stone. The Process costs 1 Vitae on top of the amount transferred.
At the cost of an additional five target successes, the Dilettante can also choose to make this Vitae harmful to other vampires. Any vampire who consumes the stone takes lethal damage equal to the creator’s Blutalchemie rating or the amount of Vitae stored (whichever is lower) and loses that much Vitae as the stone reacts violently with his Blood. When a Dilettante consumes such a stone, this effect is shifted to her own Vitae for the rest of the Scene (she still gains the stored Vitae, however).
The first thing you'll notice is the name change. For that, I'll quote the author, who's a native German speaker:
One issue the Geheim have is that their very Bloodline name is really silly. It literally translates into "(be) secret" (as an adjective, not as noun; if we were being generous we could assume they were going for an adjectival noun, but the spelling does not really fit that, but it is hard to tell when you mix in a German name into English text).
The other big change was their Discipline. The Geheimen are one of only two bloodlines with unique Disciplines in the book, and we had a lot of discussion about how we should do that. Blutalchemie is famously a riff on the old Tremere path of blood from Vampire: The Masquerade, and while we've kept some of the DNA from that, we felt the effect would be better served as something more modular. That said, we didn't want to go with a full-on Ritual Discipline, though we certainly took some notes from that system. The closest comparison is probably the update we did of Ortam for the Gulikan in Sin Again — not quite a straight Discipline, but not quite a blood sorcery either. We also changed their bane completely. The original just wasn't that thematic, and we felt their hedonistic qualities could be a bit more to the forefront.
The other bit of housecleaning we did was removing the Thule Society and Nazis from their backstory. It feels like a half-baked afterthought in the original write-up, and it left a bad taste in our mouths. Those connections didn't add anything to the bloodline, and there was no attempt to grapple with the implications at all. For these reasons, we also changed their logo, which is now the Ventrue scepter and crown superimposed over the alchemical symbol for gold (FYI).
Anyway, I really like this new take on the Geheimen. They're a little different from the other two Ventrue bloodlines in the book while still fitting into the Lord archetype really nicely.
Before I conclude, a small correction: Apparently, we actually have one more old bloodline to do: the Corajosos, who I convinced myself I did early on. However, rather than having two Ventrue bloodlines in a row, tomorrow, let's look at our last new bloodline: the Higalit of Clan Amari.
Geheimen: The Ones Who Squeeze Every Drop from You
"Progress comes hand in hand with breakage."
Dead seekers with inquisitive minds, insatiable urges, and Vitae especially suited to transformation, the Geheimen are a study in contrasts. The Geheimen (actually the “Lodge of Secrets” or “Loge der Geheimnise” in the original German) are a bloodline of Lords who have perfected a form of Vitae-based alchemy. These Dilettantes are also prone to bouts of hedonism that contrast and complement their scientific curiosity, a trait they’re said to have inherited from their mercurial creator. Sybaritic soirées seeking extremes of sensation, manipulations of the nobility, and wild experiments into the nature of the Blood — these are the hallmarks of the Dilettantes.
Most Ventrue content themselves with control over man and beast, but the Blood Alchemists have power over inert matter — and, even more so, power over the Blood. However, even in their research approach, they’re unusual. Far from stodgy scholasticism, Dilettantes practice a DIY method of mystical study. Many build their own laboratories covering a dizzying array of designs. Philosophical exchanges and disagreements on the nature of alchemy, sensation, and the soul are common, but few Dilettantes are so gauche as to get involved in personal vendettas over matters of perspective. Better to focus one’s time on further study and the wisdom of one’s own body.
Far removed from the stereotypical stoicism and aloofness of most Ventrue, the Geheimen throw themselves with great fervor into physical and mental experimentation, and for many of them, you can’t separate the two — mind and body are one. Experience is important to these Blood Alchemists as the science behind their work; alchemy isn’t just about the transformation of substances, but the evolution of the very soul. What transformations is the Kindred soul capable of? That remains to be seen.
A Dilettante’s night-to-night existence is much less high-minded, however. Geheimen are very practical when it comes to using both their unique gift of Blutalchemie: The riches they create from Vitae have provided them a great deal of soft power, something the Lord’s word alone just can’t match. They supply their allies, buy their rivals, and destroy their enemies with blood-soaked treasures and alchemical traps.
While often shunned as Vitae junkies, sometimes a true connoisseur of Vitae is exactly what a domain needs to identify an obscure heritage, a rare vintage, or some other conundrum of the Blood. Indeed, the bloodline’s limitless curiosity and glorious past have equipped them with connections among the other shadow-folk of the world. Various schools of alchemy exist within many uncanny societies, and the Dilettantes are always eager to learn about other approaches, perhaps even getting a chance to taste the blood and flesh of those creatures too. Few of their new “friends” say no to the material comforts that they can provide.
Yet despite these many gifts and appetites, in the modern nights, the bloodline has fallen far. The Graf, the bloodline’s founder, has disappeared, and the influence of the Geheimen on Kindred politics has commensurately waned. Jealous rivals have driven them out of many European domains, and Blutalchemie breakthroughs are now rare without the Graf’s guiding hand. All too many Dilettantes have ended up lost to debauchery or Vincula in search of new delights and mysteries; as it turns out, balancing a lust for life and a thirst for knowledge isn’t so simple. Still, their advantages are many and no one knows better the transformations even the basest of substances are capable of than the Blood Alchemists.
Why you want to be us
We’ve got both the Apollonian and the Dionysian down pat. Whether you’re a natural-born researcher looking for a big payday or a mature libertine with a good head on your shoulders, with us, you make the most of your gifts.
Why you should fear us
The red in your veins is the gold in our palms. How’s that for a theory of value? And when our sins do get the better of us, working in the lab on our next breakthrough does wonders for getting our minds off what we had to do to you.
Why we should fear ourselves
It’s never enough. More Vitae. More discoveries. More transformations. We like to stand aloof like other Lords, but our needs always pull us back in. Transformation is not creation, but to devour is to destroy. We are alchemists who leave behind less of the world where we pass: nigredo without albedo.
Parent Clan: Ventrue
Nicknames: Dilettantes, the Lodge of Secrets, Blood Alchemists, Habsburgs (derogatory)
Bloodline Bane (The Insatiable Curse): The bane of the Blood Alchemists is born of the cravings of their founder and his wild experiments. Geheimen cannot resist Vitae addiction when they taste the blood other vampires; the addiction is automatic no matter how much Vitae a Dilettante takes. This bane obviates the usual immunity to Vitae addiction that elders gain. Furthermore, when a Hapsburg imbibes Vitae from a vampire she hasn’t fed from before, [REDACTED]
Disciplines: Animalism, Blutalchemie, Dominate, Resilience
In the Dark Eras (Excerpt)
A Grimm Dark Era — 1812–1820 CE (DE1, p. 396): The Napoleonic Wars aren’t kind to the Geheimen. The Holy Roman Empire dissolves, the Habsburgs are a shadow of their former glory, and ascendant French Carthians ravage the Blood Alchemist domains with their infectious ideology. Ultimately, this is the age when the Geheimen lose the preeminent position in the Austrian and German domains they held for so long. Now they must scramble for every scrap of power. Soon, they’ll be just another gang of Lords with their glory nights behind them.
Blutalchemie
All Vitae contains the power of transformation, but the ichor of the Blood Alchemists offers greater potential for vicissitude than most. A Dilettante's Beast aligns with the principles of alchemy to force such changes upon the world — the Beast is a universal catalyst, after all.
The Vitae spent as part of this Discipline is used both as a metaphysical currency to “pay” for the exchange taking place and also as a catalyst. Only Geheimen Vitae will suffice, so all Processes require at least 1 Vitae to be paid by the Blood Alchemist. Remaining costs may be paid by other sources.
In addition, the Geheimen possess supremely honed senses for the intricacies of blood. Upon learning the first dot of Blutalchemie, they gain the Distinguished Palate Merit (Vampire, p. 111) without the drawback. If a character already has this Merit, she instead gains two Experiences but doesn’t ignore the drawback.
Dice Pool: Intelligence + Science + Blutalchemie
Action: Extended (target number depends on the Process; each roll represents a half hour of work)
Duration: The products of Processes are normally permanent; exceptions are noted.
Roll Results
Success: The vampire makes progress toward the completion of the Process. If the target number of successes is reached, the Process is complete.
Exceptional Success: The vampire works the alchemy with astounding speed. Choose one of the usual effects of exceptionally succeeding an extended action, or temporarily resolve any Vitae Addiction she might be suffering for a week, as she’s been fulfilled by scientific achievement.
Failure: The vampire faces a setback. The Storyteller chooses a Condition to represent this, which can be even Deprived (Vampire, p. 302), as her addiction rears its ugly head. If the vampire fails to accumulate the necessary successes within the allotted rolls, the Process fails and leaves behind a bloody mess of aborted transmutation.
Dramatic Failure: The Process fails spectacularly. The exact results vary based on the intended outcome, but examples include additional Vitae loss when using her Internal Athanor, damage from the release of gases or liquids harmful to Kindred, or the creation of something that is outwardly the intended product but is anything but. Harm scales with the relative ambition of the Process.
Blutalchemie Processes (Excerpt)
Most Processes the Geheimen have developed are flexible, allowing for a great variety of end products based on common procedures. Teachers (when Dilettantes are lucky enough to have them) only instruct their students in basic principles and let them find the best way to achieve specific results through experimentation, which suits most Dilettantes fine.
For each dot in Blutalchemie, the vampire gains a free Process. Some Processes also require others as prerequisites. Storytellers and players are encouraged to invent new Processes.
Once a Dilettante character has five dots of Blutalchemie, her player may purchase additional Processes for 2 Experiences each.
Blood Stone
Cost: Varies
Target Successes: (Vitae stored × 2) + 5
This Process creates a crimson stone that can serve as a receptacle for Vitae. The Blood Alchemist transfers the desired number of Vitae (hers or another vampire’s) into the stone. Later, this Vitae can be retrieved by consuming the stone. The Process costs 1 Vitae on top of the amount transferred.
At the cost of an additional five target successes, the Dilettante can also choose to make this Vitae harmful to other vampires. Any vampire who consumes the stone takes lethal damage equal to the creator’s Blutalchemie rating or the amount of Vitae stored (whichever is lower) and loses that much Vitae as the stone reacts violently with his Blood. When a Dilettante consumes such a stone, this effect is shifted to her own Vitae for the rest of the Scene (she still gains the stored Vitae, however).
Comment