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Hecata

Hecata are one of the fourteen vampire clans of. A motley collection of necromantic vampire Bloodlines, the Hecata clan are united in the pursuit of a single subject: Death. They are students of the afterlife and resurrectionists of the dead — or worse. Selling their services to the highest bidder, or acting in their own interests, there are few who can hide from the surveillance of those who can summon and command the very spirits of the deceased.
  A clan steeped in death, they practice the arts of necromancy and communication with the dead. The clan tends to favour mortals either from their own mortal family or those with useful connections to other outside families. It is speculated that the reason all Hecata share the same Disciplines unlike their ancestors is caused by the unification of the necromantic Bloodlines that formed clan Hecata and the destruction of so many Giovanni elders.
  With the nature of their Bane , the Hecata have developed methods to feed safely. Through blood bags and corpses or extracting blood from their victims without the use of their fangs. They have a habit of feeding on herds or from members of their own family, however this brings strife as resentment and fear builds between them. In more recent years, the clan has formed a unique bond with the Circulatory System, to obtain mute or comatose vessels.

Bane

Painful Kiss - Hecata may only take harmful drinks from mortals which result in blood loss. Unwilling mortals that are able to escape will make the attempt, even those who are convinced or willing must succeed in a Stamina + Resolve test against Difficulty 2 + Bane Severity in order to not recoil. Vampires who are willingly bit must make a Frenzy test against Difficulty 3 to avoid terror Frenzy.

Variant Bane

Decay - Hecata suffer additional dots in Flaws equal to their Bane Severity spread as they see fit across Retainer, Haven, and Resources Flaws. These Flaws can either be taken at Character Creation or removed by paying twice the amount of Background dots. Additionally, any purchase of dots in these Advantages costs an additional amount of experience points equal to their Bane Severity.

Compulsion

Morbidity - The vampire must move something from life to death or vice versa, any action not taken to end or resurrect something suffers a two-dice penalty. The subject does not have to be a living thing and can instead be an object or more abstract such as ideas or conversation points. This Compulsion lasts until their manage to kill or return something to life.
Parent ethnicities