The Kindred are a proud and acquisitive race. Regardless of which sect, if any, owns their allegiance, the social contract among vampires demands a pecking order, and the more Cainites who dwell in a domain, the more complex the hierarchy of who’s superior to whom and who can demand respect from whom.

In its simplest form, Kindred social structure has one preeminent vampire at the top, who maintains her primacy based on strength, cunning, or zeal. Titles add dimension to this and complexity to the network if Kindred relations. More importantly, for the vampires themselves, they add something a vampire can lord over other vampires: a social recognition of their achievements or a symbol of their commitment to their domain’s culture.

Titles are part of the landscape of the vampires’ World of Darkness. From the rampaging Sabbat to the Machiavellian Camarilla to the eldritch Tal’Mahe’Ra to the turbulent Anarchs, titles define sectarian causes and illustrate what Kindred collectives find important. Without titles, if the whole of the society of the Damned comprised unrelated Autarkis, the night would be an even more anarchic place. Indeed, to many Kindred, the only thing more important than a sense of superiority in the night is blood itself.



(Camarilla; 5-point Title)

The preeminent vampire of a Camarilla city and probably the most numerous position of ultimate authority among Western Kindred, Princes are the rulers of given cities. Some Princes are tyrants or absolute monarchs of the Damned while others are politically feeble puppets propped up by more powerful supporters, but the position of Prince is one acknowledged and even (grudgingly) respected by all vampires, even those not of the Camarilla.

A Prince’s duties and privileges are many, but the most important is the interpretation and enforcement of the Traditions, particularly the Masquerade. Beyond that, a Prince has any individual powers he can claim and uphold, such as declaring Elysium, calling a Blood Hunt, adjudicating disputes between residents of his domain, the right to claim a blood-tribute, and potentially even the right to name, ignore, or even disband the Primogen.

Kindred of any age can in theory be Princes, but in reality, praxis — the right of Princes to rule — goes only so far as the Kindred members of a domain respect and allow it. A weak or young Prince might be ineffectual or even a laughingstock, while just speaking the name of the aforementioned Mithras or Prince Lodin of Chicago might be enough to cause a shiver of fear down the spines of those cities’ vampires.

The role of Prince is a complex and varied one and much has been said about it, but ultimately, a Prince is master of the domain.

The Prince enforces and interprets the Traditions; her word is law in her domain, which extends so far as she has the might or influence to back it up. So long as the other Kindred of the domain respect the Prince’s authority, the Prince may render a verdict on any matter involving the Traditions, up to and including another Kindred’s claim to the Blood. Everything from censure to declaring a Blood Hunt is at the Prince’s disposal.

The types of Prince who rule domains are many and varied. A wise Prince knows that rule must be just to enjoy continued support, but a tyrant Prince may well rule through fear.


(Camarilla; 2-point Title)

Harpies are the opinion leaders and the trend-setters to whom other Kindred look when it comes to matters of taste, style, philosophy, or politics. A Harpy’s word influences the domain’s attitudes and can be a powerful supporter of the status quo or a force for insidious change. Harpies are rarely appointed directly (and Kindred rarely trust those who are). Instead, a Harpy paradoxically becomes so by acting as a Harpy. The Harpy’s role is often intertwined with domain politics, and it is a bold or foolish Prince who neglects those vampires who represent the cutting edge of popular opinion in her domain.

For chronicles using the prestation rules from V20 Companion, Harpies may be the arbiters of the validity or satisfaction of a boon. In these situations, if a Harpy declares a boon satisfied or still owed, such is the case, and any grievance in such a matter held either by the debtor or the debt-holder must be broached with the Harpies themselves.

Optional System:

Harpies as Status-Mongers

The approval of a Harpy can make or break a fellow Kindred, and many Harpies are sparing with their praise but liberal with their scorn. A Harpy’s favor grants a +2 increase to a Kindred’s Status for as long as the Harpy extolls his virtue. Similarly, a Harpy’s disapproval reduces a Kindred’s Status by 1 (but never below 0), for as long as the Harpy speaks ill of him. A Harpy may generate only a single Status effect at a given time, and the effect lasts until the end of the scene in which the Harpy ends her favor or disfavor.

Keeper of Elysium

(Camarilla; 1-point Title)

This is a largely honorific title, though it has many practical responsibilities. The Keeper of Elysium assures that the customs of Elysium are observed, and is a caretaker of sites declared Elysium by a Prince.

The duties and privileges of the Keeper of Elysium begin and end in those hallowed halls. Once outside an area with Elysium status, the Keeper is just another Kindred. In fact, some large domains, or in domains where the Prince decentralizes the power of other Kindred of the court, each Elysium has its own separate Keeper. The ultimate result is the same: The Keeper of Elysium is both host and security in that august place, and she alone has the ability to remove transgressors against civility and personal safety.

Those who fall into this role — for few are those who actively seek to be custodians of hidden demesnes where vampires may revel in the Damned natures — have no common characteristics. Indeed, some Princes even use the title punitively, to teach recalcitrant or presumptuous vampires object lessons about the nature of the Kindred social contract.


(Camarilla; 1-point Title)

In this time, which many elders believe to be the Time of Thin Blood, the Scourge is responsible for destroying those vampires of 14th and higher Generation. This is a position most often found in paranoid domains where elders believe that fighting the symptoms of the Final Nights will stave off the coming of Gehenna.

The Scourge’s Status is often considered one dot higher for the purposes of social interaction with elders, who appreciate the Scourge’s efforts to stave off the Time of Thin Blood.

While the converse isn’t necessarily true among lower echelons and younger Kindred of the domain, a Scourge is rarely popular among those whom he may one night find himself responsible for eliminating. Whether or not they have the active hostility of the neonate caste, Scourges are often considered sellout “Uncle Toms” and the lapdogs of the corrupt elder ranks.


(Camarilla; 2-point Title)

The Sheriff is the Prince’s right-hand Kindred, responsible for the physical enforcement of Princely decree. Some Sheriffs are diligent masters-atarms while others are thuggish, bloody fuckheads who abuse their authority to torment those beneath their station. A Sheriff may appoint Hounds to assist him (or the Prince may appoint them, in the interests of curtailing a Sheriff’s overt power).

By invoking the authority of the Prince, the Sheriff may, in some domains where stability is more important than the rights of individual Kindred, violate the Traditions themselves. The Sheriff may employ these benefits only so long as the Prince grants her license, but it is sufficiently broad to make for a very versatile trump card, especially when dealing with those who threaten the Kindred order in a domain.

Of course, empowering one’s agents to act above the law is the textbook indicator of tyranny, and the sign of a desperate or oppressive Prince. Such Princes may not last long, but they do so at great cost to their reputations (and those of their Sheriffs) in the long term. In such cases, a Storyteller may rule that a Tradition- breaching Sheriff’s Title Status is actually only 1 instead of 2.

Needless to say, those Sheriffs who breach the Traditions out of their own political expediency rather than in the Prince’s interests may soon find themselves stripped of their titles and starved of blood.


(Camarilla; 3-point Title)

Primogen is a flexible title. In some domains, a Primogen is simply the eldest and most influential Kindred of a given Clan. In others, a Primogen is a member of a council of advisors to the Prince. In some domains, Princes appoint the Primogen (and they may even appoint multiple Primogen of the same Clan, to keep that Clan divided) while in other cities, Primogen arise from among the most powerful members of that Clan or as a result of popular Clan politics. This is perhaps the most difficult of Camarilla titles for a new Kindred to understand.

The Primogen has access to the Prince and counsels her on matters of domain importance. According to the noted scholar of the Kindred condition, Claire Bargo, Primogen “may force a Prince to recognize a vote on a topic of personal significance — though this must typically be done in Elysium or while the Prince’s court is in session, unless the Prince is willing to convene a special hearing.” Bargo warns that “the result isn’t binding, nor does calling the vote require other Primogen to cast their vote, but it does show the popular Kindred opinion of the matter in question… and savvy Princes would do well to heed their Primogen.” Bargo’s commentary considered, few Princes are thrilled to be forced to consider matters of policy at anyone’s behest other than their own, so a Primogen who finds himself invoking this privilege frequently may well find himself excused from the duties of the Primogen thereafter. A Primogen may call this vote as often as she wishes, but if the vote fails or lacks popular support, the Primogen loses a point of Status for one month. If she fails two subsequent votes, the Status loss is permanent (though she may earn it back through some other method, as is normal for Status).


(Camarilla; 5-point Title)

These are the judges appointed by the Inner Circle to be the Camarilla’s eyes, hands and, if necessary, fists. It is the Justicars who decide the punishment for those who have violated the Traditions on a widespread level. A Justicar serves for 13 years, and her actions may be challenged only by another Justicar.

The Justicar may overturn any and all Princely decrees. This is an immense amount of power, but it is balanced by the inability of the Justicar to set policy herself (though some activist Justicars may veto every proclamation with the exception of the ones they “suggest”). Ultimately, the Justicars are answerable to the Inner Council of the Camarilla, and those Justicars who cause more chaos than they instill order risk the ire of that secretive, puissant, and terrifying body of ancient Kindred.


(Camarilla; 4-point Title)

Each Justicar selects a number of minions, known as Archons, to act in his name as suits his purposes. Archons are typically chosen from the upper ranks of ancillae and occasionally elders of lesser station. Justicars occasionally choose Archons to carry out specific missions, and prefer political savvy, insight, and skill over standing and clout. An Archon’s position typically lasts for as long as a Justicar wishes to retain her, but no longer than the Justicar’s tenure.

Archons are considered above the law, because they serve the Justicars and the Inner Council; they may not be held accountable for transgressions against the Traditions in domains they visit. This rankles many Princes (especially since the appearance of an Archon is usually the “last chance” before the intervention of a Justicar), but the purpose of this immunity is to enable the Archon to take whatever steps are necessary to put a wayward domain back into a position of stability. As with Justicars, Archons who abuse their privilege may well find themselves answering to the Inner Council, but even so, this convocation of elders is more likely to side with its agent than with a Prince who can’t even keep her own territory in order. Nevertheless, it is a foolish Archon who regularly flouts the “common sense” Traditions such as the Masquerade, for then he’s undermining the very purpose of his title.


(Camarilla; 2-point Title)

If the Archons and Justicars are the law enforcement agencies of the Camarilla, the Alastors are the secret police. Moving unseen and unnoticed through the Camarilla, they serve a variety of purposes at the Inner Circle’s command. Mostly, however, the Alastors hunt the most dangerous criminals to the Camarilla — those on the so-called “Red List.” While the anonymous existence of the Alastors can be a difficult one, it does have its rewards, specifically a more-or-less universal immunity to prosecution from local Princes.

An Alastor’s powers are significant but narrow. Like an Archon, an Alastor is not subject to the declarations of Princes or even the governance of the Justicars, but enjoys this condition only when hunting the Anathema.

Inner Circle

(Camarilla; 7-point Title)

The true hub of the Camarilla, this group meets once every 13 years to plan out the business and direction of vampire society — as much as any group can presume to dictate the doings of a race of immortal predators. Every Clan is permitted one representative, usually the eldest member of the Clan, as only the eldest may cast the Clan’s vote.

As the governing body that determines policy for the whole of the Camarilla, the Inner Circle has whatever powers it chooses to grant itself. For centuries, the Inner Circle has been an extremely conservative body, making no changes at all to the Traditions or the nature of Kindred relationships for one primary reason: The status quo makes things very comfortable for the Inner Circle. It has the ability to nominate and censure Justicars and Archons, depose Princes with a word, grant or revoke any term of the Traditions, and declare another vampire’s right to exist negated. The only balance of power for the Inner Circle are other vampires of her terrifying eminent Status and title. And, indeed, that balance of power is at the center of the Camarilla’s Jyhad and War of the Ages.


(Camarilla; 4-point Title)

The Seneschal is the Prince’s right-hand agent. The title itself is liquid, and has different responsibilities in different domains. In some cases, a Seneschal has little actual power, and is more of an honorific title intended to exalt a peer or grant Status to a trusted aide. In other cases, the Seneschal wields as much or even more power than the Prince himself, issuing decrees, rendering judgment, and enforcing the Traditions himself. Whether the Prince is unable or unwilling to perform her responsibilities, the Seneschal may handle some or all of these, or may simply wait until the Prince is deposed and claim the title himself.

The Prince decides which of his own duties and privileges belong to the Seneschal. In the case that a Prince is unable to make a declaration of the Seneschal’s powers, the Seneschal may claim any Princely privilege until the Prince refutes it (or until a new Prince excuses a Seneschal from her role).


(Camarilla; 1-point Title)

The Sheriff is sometimes granted the ability to appoint Hounds, who serve as his investigators and enforcers. Hounds may be keen-eyed, quick-witted factfinders, but just as frequently, they’re sadistic bullies who take pleasure in their sanctioned brand of corrupt justice.

During an investigation or interrogation, a Hound may breach the Traditions if it becomes necessary to bring a rogue Kindred to heel. Princes generally grant Hounds a good deal of leeway in this regard, but re peated or egregious breaches, or violations that compound the crimes of a transgressor may well earn the Hound a censure or worse. See the entry for the Sheriff, above, for more information on treating the Traditions too malleably.


(Camarilla; 1-point Title)

The Herald acts as the Prince’s voice, making the Prince’s edicts known to the domain. For example, a Herald recites the domain’s policies at Elysium, and speaks the results of any formal convocations where a Prince and her court define new laws. As well, a Herald announces the arrival of august and titled Kindred at formal events and at Elysium. This function can be abused, as a Herald may deliberately delay or misspeak the policy in question. Such Heralds rarely hold on to their positions after such treachery, however.

If a Herald hasn’t spoken a policy aloud, that policy does not yet affect the Kindred. A Cainite can’t be retroactively held accountable for something he didn’t know broke the laws of the domain, especially if the policy recently changed or had been decided but not yet communicated.


(Camarilla; 1-point Title)

In very formal domains, the Chancellor maintains records of prestation, defining who has pledged what to whom. Not all domains use the services of the Chancellor, while others roll its duties into those of the Harpy (see above). Some sects other than the Camarilla make use of the position (sometimes under a different title) as well. In some of these very conservative domains, the Chancellor reads the roll of domain debts before any official gathering of the city’s Kindred, so that the state of Kindred obligations is made known to all.

The Chancellor has final say over the validity or satisfaction of a boon (see the prestation rules in Chapter Two for more information). If a Chancellor declares a boon satisfied or still owed, the debt still exists, and any challenge to that debt held either by the debtor or the debt-holder must be settled with the Chancellor or the Prince.


(Camarilla; 2-point Title)

The whip is a clan title, whose role is being the Kindred in charge of motivating other members of the clan to present a unified face in matters of clan politics. A whip’s duties may be invisible to members of other clans, as with internal matters, or may be evident at a Prince’s court or other citywide function, often by the Whip’s bullying his clanmates to toe the line on a question of public importance.

Despite being a recognized title, a whip has very little actual authority, relying on force of personality (or dire threats) to cajole his clan-mates. Those Kindred possessing the title of whip usually have impressive Expression- or Intimidation-related dice pools at their disposal when clan politics are at issue.

Dux Bellorum

(Camarilla; 4-point Title)

When the Camarilla mobilizes its members as a war-force, it often selects a Dux Bellorum from among the ranks of the Archons, Justicars, or even extremely competent Alastors. The Dux Bellorum is a battle marshal, the master of a Camarilla combat engagement. He may be a front-line warlord, leading a bloody charge into a Sabbat domain, or he may be a scheming tactician, organizing guerilla strikes to destabilize an enemy territory from within.

The wrath or cleverness of the Dux Bellorum motivates the other Kindred. The Dux Bellorum is the field authority in matters of war, so this title’s value indicates his narrow but unquestioned rank during assault, sieges, and other periods of open conflict. Even Princes and Justicars defer to the Dux Bellorum (even if they’re not always happy about it).


(Camarilla; 6-point Title)

The modern nights are desperate times, and upon occasion, the Camarilla turns its full attentions to a crisis or a war effort. In these moments of sect-wide gravity, the Ivory Tower appoints a “Justicar of Justicars,” a field marshal of terrible potency who serves as the champion for the whole of the Camarilla cause. Even the members of the Inner Circle rally around the Imperator, for the very invocation of the title means the sect sees possible doom in its future. The Imperator may nominate and command from one to three Dux Bellorum title-holders.

The Kindred of the Camarilla will follow the Imperator into hell itself, should the Imperator ask them, and will remain their own masters instead of succumbing to the rage, hunger, or fear stoked by the Beast. As such, Ivory Tower vampires who heed the Imperator’s rally can push themselves to ever-greater extremes without descending into Beast-maddened maniacs — for a time. This dominance of reason gives the Imperator’s forces the edge necessary to overcome more primal foes.


(Camarilla; Negative Title)

An Outcast is a Kindred who is considered persona non grata by the Prince. An Outcast enjoys none of the rights or privileges granted to all acknowledged Kindred in that domain. An Outcast isn’t necessarily banished from the domain, though she may be. Often, the title is conferred upon truculent fledglings or other “inconsequential” vampires a Prince considers below his notice, when the tumult caused by declaring a Blood Hunt upon her is unwarranted. Indeed, once the transgressing Kindred calms down or apologizes, many Princes often rescind the Outcast title. Only a Prince may declare or revoke the title of Outcast, though she may delegate this authority at her discretion.

The Outcast title supersedes all other titles or Status Backgrounds a Kindred may have. Thus, an Outcast adds no Status bonuses to social dice pools; instead he subtracts one from social dice pools in actions involving those who know he’s an Outcast.



(Sabbat; 5-point Title)

With many of the same powers as the Prince, the Archbishop is the closest analog the Sabbat has to that position. An Archbishop is different, though, in that the Sabbat is less concerned with enforcing the Traditions and more concerned with waging its holy war against the Antediluvians and everyone else. Thus, the Archbishop is part spiritual leader and part warlord, advancing the Sword of Caine’s agenda and establishing Cainite primacy. This last is a difficult task to undertake, as it’s not simply a question of turning a Sabbat city into a living hell and declaring that vampires rule; the fundamentals of the Masquerade and the sheer weight of the mortal population means that is a war to be waged in stages. Too many Sabbat fail to understand this, especially among the young, and lose faith in their leadership because they’re too impatient to play out the long-game Jyhad. This subversion of ignorance is perhaps the Archbishop’s greatest challenge to overcome.

Note that in some Sabbat domains, a council of Bishops assumes the authority usually associated with the Archbishop.

Like a Prince, the Archbishop makes the rules in a Sabbat domain. This policy is usually based on some interpretation of the Traditions, because while the Sabbat may be chaotic, it’s not stupid. Also, unlike most Princes, an Archbishop of a domain is appointed (or at least endorsed) by the Sabbat as a sect.

Coups and praxis seizures are relatively rare in Sabbat domains, which places much more value on central authority and the ideology of the sect than does the more egalitarian Camarilla.

An Archbishop is the ultimate authority on any matter brought before him in his domain; as with a Prince, his word is law. Any True Sabbat vampire can petition the Archbishop to hear a grievance she may have and render a verdict. Of course, the Sabbat as a whole has little tolerance for those who can’t settle their own disputes. Invoking an Archbishop’s judgment is fraught with peril, as it can result in earning that elder’s ire (and hostility). At the very least, hiding behind the Archbishop’s robes is a way to lose what respect other Sabbat might have for a Cainite, so the appeal to authority is best use very sparingly if ever.

True Sabbat

(Sabbat; 0-point Title)

True Sabbat are those Cainites of the Sabbat who have proven themselves to be worthy of continued existence. In most cases, vampires Embraced into the sect in anything other than wartime are True Sabbat by default, learning the ways of the Black Hand at their sires’ instruction. During more desperate times, however, the sect Embraces quickly and in massive amounts, and these conscripts (see Shovelhead, on p. 26) don’t enjoy the minimal respect that True Sabbat do.

True Sabbat have enough proverbial rope to hang themselves. They’re considered full members of the sect, but they’re also the lowest “real” members on the political totem pole. A Cainite must be at least True Sabbat before she may begin earning Status in the sect.


(Sabbat; 1-point Title)

Leaders of individual packs, Ducti attend to the operation matters of their charges, resembling gang leaders or chiefs of small tribes. The title of Ductus is largely honorific, according recognition to the most accomplished member of a pack. Some authority accompanies the title, but the Ductus who throws his weight around is likely to find his ass dumped unceremoniously in a trash bin, if not staked out to welcome the next sunrise.

In many cases, Ducti find themselves “knighted in the field,” having earned the attention or favor of a higher-ranking Sabbat patron. Given the martial orientation of the Sabbat, this isn’t surprising, but it doesn’t always make for good pack leaders in stable Black Hand domains. Many Ducti find themselves stripped of their titles when wartime subsides, or saddled with more subtle responsibilities that require entirely different approaches than ripping out an enemy’s throat. The position of Ductus is perhaps the most frequently granted — and vacated — title in the sect.

Pack Priest

(Sabbat; 1-point Title)

Priests bear the responsibility for the spiritual wellbeing of their packs. Second in command to the Ductus, the Pack Priest officiates all the rituals observed by the pack, and often creates a few for the sole use of the pack. All packs have at least one Pack Priest, though some rare and large packs have two. In the event that the Ductus is eliminated, the Pack Priest becomes a temporary leader until a new leader can be appointed by the Bishop, Archbishop, or (in autonomous packs) the pack itself.

Priests are the spiritual complement to the more combative role of Ductus in the Sabbat. A Priest may be a paragon of a Path of Enlightenment, or she may simply withstand frenzy or ride the wave better than most. Priests need the instinct to kneel before the Beast when it’s appropriate and the higher sense of self to provide spiritual leadership to a pack. It’s a wide and varied role that includes blood-soaked maniacs, brooding plotters, and every personality archetype in between who has demonstrated some ability to “keep his shit together” when things become stressful.

Templar and Paladin

(Sabbat; 1-point Title)

Templars are an elite force of bodyguards appointed by a Bishop or greater leader. Templars serve a variety of duties, always in a martial capacity. Most Archbishops keep a cadre of Templars in their retinues to handle delicate matters best solved by a judicious application of violence.

The Paladin performs a similar role, with subtle distinction. In general, Templars are the assassins, vaunted killers, and proactive gladiators of the Sabbat. Paladins typically serve in more defensive roles, as an honor guard to an august Cainite, or in the retinue of a traveling Priscus. The finer details are largely a matter of ceremony: Paladins and Templars are the Sabbat vampires who have distinguished themselves in the method and quantity of horrific violence they can inflict upon others. For a sect that prides itself for its nighconstant state of warfare, that’s saying something.


(Sabbat; 3-point Title)

The Sabbat has a problem that the other sects see very little of by comparison: infernalism. Those that would sell their souls to greater evils are rampant in the sect, and their influence is such that the Sabbat empowers a certain class of Cainite to deal with them.

Inquisitors are greatly feared and respected by the Damned of the Sword of Caine, both by those who have cause to fear them and those who may be caught in the wake of their zealotry. Inquisitors take literally the Biblical admonition against suffering a witch to live, and occasionally make sure there’s no room for error by castigating those who might eventually become infernalists, who might aid the infernalists, or who might not have done enough to stop infernalists once they had heard of their activity. Inquisitors have great leeway to stamp out such heresies, and with the Sabbat so readily able to Embrace new Cainites when needs demand it, the sect doesn’t mind a little “collateral damage” if it allows the rest of them to remain sovereign over their souls.


(Sabbat; 3-point Title)

Bishops are those immediately below the Archbishop in Sabbat domains, with the same highlevel duties but much narrower scope. A Bishop may be in charge of a single aspect of Cainite unlife in the domain, or she may be a more general spiritual leader, inquisitor against diabolism, military general, or any other specific aspect of Sabbat agenda. Some Sabbat domains have no Archbishop, but are instead ruled by a council of Bishops.

A Bishop typically has sway over one particular facet of Cainite influence in her domain. In matters relating to that sphere, a Bishop often cultivates both Influence and Status. It is not uncommon, for example, to have a Sabbat domain administrated by a Bishop of Industry, a Bishop of Mortal Chattel, and a Bishop of the Occult, all of whom have sworn the sect fealty to the Archbishop.


(Sabbat; 3-point Title)

Superficially, a Priscus is similar to a Primogen, but is never appointed by an Archbishop or Bishop; Prisci rise to the rank over time and according to no specific criteria. A Priscus, politically, is an advisor to the local Sabbat authority figures, with no formal role in Sect politics but great practical influence.

“As the Prisci rise from among the rabble of the Sabbat according to no set standards, it is difficult to describe them in universal terms,” the Kindred Leighton Borland once noted in an epistle to a curious Prince. “They are cagey, however,” Borland continues, “and have a knack for seeing the behind-the-scenes movements and motives of other vampires, which helps them achieve their own prominence.” A Priscus is served first and foremost by no specific expertise, but by commanding Subterfuge, Politics, and Investigation- related acumen.


(Sabbat; 5-point Title)

Cardinals oversee Sabbat affairs in large geographical regions. As the superiors of the Archbishops, Cardinals coordinate the Sabbat in their cities and direct them in the Jyhad. Further, it is their direct duty to bring any cities within their territory under the Sabbat’s sway. Most Sabbat see their Cardinals no more than once per year, if at all, as the duties of the office keep them in constant communication with Bishops, Archbishops, Prisci, and the Regent herself.

The Cardinal oversees a vast geographical territory, yet must be able to comprehend the impact of the events happening at any point inside it. Surprisingly, for a sect driven by dogma and crusade, the Sabbat’s Cardinals play a very political game, often at odds with each other over territory and policy as much as they are with the other sects and the threat of the Antediluvians. Critics of the Black Hand point to this politics-as-usual at the top as one of the greatest hindrances of the Sabbat — that its leaders are willing to nurse petty grudges and play the violin while their empire burns from within.


(Sabbat; 7-point Title)

The Regent is the ultimate authority over all of the Sabbat, ruling the Sect from the Sabbat stronghold in Mexico City. Each of the Archbishops or councils of Bishops is ultimately accountable to the Regent.

The Regent wields power over the Sabbat in a manner similar to that of the Inner Circle over the Camarilla, with one important difference: Whereas the Inner Circle is a council, the Regent answers to no one and is held in check by no one. This autocracy makes the Sabbat far more nimble than the Camarilla, but is obviously much more susceptible to tyranny and hubris. In effect, the Regent declares policy, which trickles down to those who support and practice it; when it comes to the sect, the Regent of the Sabbat makes the rules.


(Sabbat; Negative Title)

Shovelheads are the recipients of the Sabbat mass Embrace, often created to be shock troops or cannon fodder during an incursion of other aggressive Black Hand action. No one expects Shovelheads to survive very long, so when they outlive their usefulness, fully fledged Sabbat Cainites often find them problematic. Indeed, Shovelheads must defer to all ranking Sabbat, and those who don’t may find themselves snuffed by supposed sectmates. It’s also possible for Shovelheads to prove their worth and thus become True Sabbat.

Being a Shovelhead precludes the Kindred from being able to obtain all other titles or Status Backgrounds with the exception of True Sabbat , which he must earn before anything else.



(Anarch; 4-point Title)

Much of Anarch philosophy decries the tyranny of Princes, but despite their name, the Anarchs often recognize that leadership in a domain is necessary. Thus, the Baron: a Prince in all but name and reputation. Many Barons take great pains to avoid Camarilla-style autocracy, but power can corrupt even the most zealous freedom fighter. A Baron forever straddles a fine line between being a wise leader and a power-mad autocrat, and the impractical nature of revolutionary ideology dooms many of them when the nightly affairs of the domain need attention.

The Baron’s duties and privileges are similar to those of a Prince, but the Kindred who dwell in a Baron’s domain don’t necessarily want the same sort of dominating, overweening would-be dictator who calls the shots in a Camarilla domain. As a result, the Baron’s powers are more limited than a Prince’s, as the Anarchs trade some amount of authority and security for their freedom. The Baron is discussed more on pp. 25 of V20.

Like a Prince, a Baron interprets the Traditions in her domain. Unlike a Prince, a Baron doesn’t have the same amount of undeniable authority that a Prince does, and she runs her domain as much through reason, populism, and force of personality as the gravity of her title. Her word is law, but it’s a law established by a social contract with the other Anarchs. A Baron may render a verdict on any matter involving the Traditions of the Masquerade and Domain, but in Anarch domains, the other Traditions are up to the free Kindred themselves to resolve. An Anarch may make an appeal to a Baron to solve such an issue, but ultimately, even the Baron’s input on these matters is advice, not policy. A Baron surely has earned status and respect that might inflect such counsel, but counsel is what it remains.


(Anarch; 1-point Title)

The Anarch Reeve is a seeming paradox, a keeper of order in Anarch domains that typically spurn such order and authority. Still, few are the Barons who are so foolish as to allow pure anarchy in their domains, because all it takes is one shitbird Lick to blow the Masquerade and bring holy (mortal) hell down on everyone else’s heads. Only the most foolish of Anarchs puts blind faith in others of his sect, and most at least reluctantly acknowledge the sometime necessity of a sanctioned asskicker to keep the less-principled in line. A Reeve is similar to a Sheriff (see above), but often has even less accountability.

Many bullies end up in the role, but brutish would be Reeves should take heed: In an Anarch domain, a Baron may end up siding with the Kindred who decide that enough is enough and it’s time to physically effect a change in the Reeve’s attitude. The Baron usually declares a Reeve, but popular opinion among the Damned of the domain can just as quickly ruin him.

In practice, the Reeve is much like the Sheriff, but the role’s lack of formal support in the form of the Baron reduces its Status by a point. The difference in Status implies the lack of esteem that many Anarchs hold for authority figures.


(Anarch; 3-point Title)

A wise Baron knows that most Anarch domains are built on the blood and muscle of those willing to fight against more oppressive sectarian rule. Thus, a wise Baron respects his Warlords. Warlords are those Anarchs who are so charismatic or violent that they can incite a group of shiftless rabble into a fighting insurgency. Warlords may be gang leaders, cult priests, political ideologues, or bat-swinging union bosses — whatever the case, they represent the motivational leadership of fighting factions in Anarch domains.

Unless the Anarch Movement manages to put together a nonviolent coup, it’s probably going to need the assistance of a Warlord or three to assemble its armies, and those Warlords will continue to be influential even after the revolt succeeds or fails. Ultimately, Warlords inspire their followers, whatever form their organization takes.


(Anarch; 1-point Title)

The Coyote specializes in getting Kindred in or out of domains. In most cases, the Coyote smuggles Anarch defectors into Anarch domains and out of their Camarilla or Sabbat territories. In some cases, though, the Coyote is happy to earn a buck or a boon and doesn’t ask too many questions about his “cargo” or her destination. After all, one of the benefits of being an Anarch is being able to choose your own creed.

To hear a Kindred known as Joe Sousa tell it, “A savvy Coyote knows how to smooth talk and grease the wheels of the system, and knows how to talk his way out of a situation... or avoid them to begin with.” And since Sousa’s been smuggling vampires across domain lines all across the Anarch Free State and the other sects’ outposts in the region for over a decade, he knows what he’s talking about.


(Anarch; 2-point Title)

Anarchs tend to rankle when the idea of someone else keeping track of them comes to the fore. As such, the Sweeper of an Anarch domain tends to be an unpopular Kindred. It’s the Sweeper’s responsibility to know — to one degree or another — who’s in the domain. For most Barons, the Sweeper simply provides enough information to prevent any unpleasant surprises. If the Baron thinks the domain is home to only a dozen rugged individual Cainites, but in reality, 40 hungry vampires are out there prowling the Rack, that’s a Baron who’s going to find himself spending a lot of time and effort cleaning far more messes than he thought he had on his hands. The more tyrannical Barons use the Sweeper to not only keep track of how many Kindred are in the domain, but who they are and what they’re up to — and that’s the sort of abuse of power that incites the Anarchs to slaughter the Sweeper and stake the Baron.

Thus, the role of the Sweeper is one that lends itself to being received with suspicion, even if the Anarchs reluctantly acknowledge its necessity.


(Anarch; 1-Point Title)

In work...


(Anarch; Negative Title)

In work....

The Tal’Mahe’Ra

The other Sects are largely unable to fathom the goals and methods of the Tal’Mahe’Ra, which lends an air of mystery and suspicion to the True Black Hand. This suits the Sect’s tastes, however, for the fewer Kindred that are wise to its aims, the fewer Kindred who can oppose them, at least consciously.

In truth, many members of the Tal’mahe’Ra do not themselves understand the ways of their most venerable leaders. Unlike the Camarilla, the True Black Hand does work toward a purpose, however occulted that purpose may be. Unlike the Sabbat, the True Black Hand often eschews the violent overthrow of mortal institutions and Cainite tradition, preferring instead to work through subtlety, misdirection, and the employment of supernatural secrets. The Tal’Mahe’Ra lacks the worldly ambitions of the Anarch Movement, the existential curiosity of the Inconnu, and the parochial interests of the Independent clans.

What the Tal’Mahe’Ra does pursue is a position of vampiric supremacy. They see themselves as the shepherds of mortals, who exist to sustain them on their quest to re-establish the point of vampiric genesis in the form of the First City. The True Black Hand’s stronghold in the Underworld is in fact believed to be the mystical resonance of the Kindred’s First City, and through extended supernal manipulations of the death-energies inherent to the vampiric form (and even a few outside those of the Damned condition), the Tal’Mahe’Ra desires to either bring down the veil between the worlds of the living and the dead, or to push the First City back through that veil. Until that time, they serve as warders of ancient Kindred secrets, some of which reside in the form of torpid Ancients — perhaps even counting among their number some of the progenitor Antediluvians. Members of the True Black Hand see vampirism as a cursed but exalted state, and mortals, who make possible the existence of the Damned, must be cultivated and even protected in order that the Kindred may continue to exist. Of course, the fragility of mortal lives and minds means they must often be protected, both from things they were not meant to know and those callous Kindred who would prey on them without restraint. The True Black Hand is patient, understanding the inexorability that comes with the flawed immortality of the Damned. It is highly structured, its formality occasionally appearing to outsiders as a rigid politeness — or a dispassionate cruelty.

With that said, the mindset of the True Black Hand is nearly incomprehensible to many modern Kindred. The Tal’Mahe’Ra is part death cult, part archaeological society, part witches’ coven, and part conspiracy of secret masters. “Protecting” mortals may take the form of absconding with them, conditioning them, exsanguinating them, or binding them into deathless oubliettes to protect or rebuild shattered minds and broken bodies. The Tal’Mahe’Ra has seen firsthand some of the most earthshaking horrors the World of Darkness has to offer, and in some cases accidentally unearthed it. Elements of their philosophy are wholly alien to the Kindred of the more prevalent and accessible sects, making coexisting with other sects extremely complicated at times. The True Black Hand realizes this and tries to move as invisibly as possible in order to keep their secrets hidden.

Those who hold titles in the Tal’Mahe’Ra know their place and their responsibilities. Theirs is a stratified society, with some amount of meritocratic Status mobility among its field operatives, but with an elaborate body of chthonic mandates and occult predestinations among its aristocratic ranks. Its members are often devoted to the point of fanaticism, and even though a strong case could be made for True Black Hand members having greater opportunities for comfort or peace if they left the sect, they remain steadfast.

Although their ways are horrifying, and the Beast lies perpetually near to the surface, the Tal’Mahe’Ra are true believers.


(Tal’Mahe’Ra; 5-point Title)

Shrouded in secrecy, the ultimate authority of the True Black Hand directs her shadowy sect from the faction’s stronghold far beyond the veil of life and death. Indeed, inscrutable vampires who claim this august title rarely see the physical world; the mystic affairs of the sect keep them rooted firmly in the underworld, where most of their resources and challenges lie.

The Del’Roh makes all of the policy decisions for the Tal’Mahe’Ra, and all members of this sect defer to her judgment. The sect’s concerns have little in common with the more terrestrial affairs of the Camarilla, Sabbat, Anarchs, and Independents, being instead focused on the movements of the dead and certain awful relics believed to be warded by agents of the sect deep within the realm of death and shadow.

So long as the Del’Roh remains in the Underworld, she has access to the thralls who serve the sect, giving her effectively infinite vitae while in the sect’s shadow redoubt.


(Tal’Mahe’Ra; 4-point Title)

With much of the Del’Roh’s attention turned to what lies beyond the shroud of death, the Seraphs serve as the leaders of the Tal’Mahe’Ra in the physical world. The Seraphim’s duties are to watch Kindred events, reporting back to the sect and guiding its temporal efforts. About half of the Seraphim are deep-cover agents at any given time, working from positions within the Camarilla and Sabbat (and, rarely, the Anarchs). The other half belong to the Eastern branch of the Black Hand. All are secretive and powerful, coordinating their sect’s efforts from behind numerous aliases and shadow identities.

Seraphim answer only to the Del’Roh in terms of sect authority. In addition, the Tal’Mahe’Ra takes great pains to conceal the identities of its field generals. Wise Seraphim cultivate an Alternate Identity Background or three (which may prove additionally useful if the vampire leaves her duties as Seraph under disgrace or duress...).


(Tal’Mahe’Ra; 4-point Title)

The Liches of the True Black Hand are what remains of puissant and evil mortal mages who have sworn themselves to the Tal’Mahe’Ra’s cause and employed soul-excoriating rituals in order to preserve themselves the a state of hellish immortality conferred by vampirism. Although the Embrace extinguishes the spark of cosmic enlightenment that allows true mages to impose their wills on the world, it doesn’t destroy the knowledge that these wicked creatures accumulated before joining the ranks of the Damned.

Three Kindred possess the title of Lich at any given time. These monstrous individuals are greatly respected and feared within the Tal’Mahe’Ra and the Del’Roh herself considers their expertise and counsel. They almost never concern themselves with the affairs of the physical world, devoting their time and attentions to the city beyond the wall of death… and farther realms.


(Tal’Mahe’Ra; 3-point Title)

If the Seraphim are the field generals, the Dominions of the True Black Hand are its captains. Each Dominion has a specialty in which capacity he operates for the Tal’Mahe’Ra, whether it be enslaving mortals to be trained as ghoul thralls, engaging in political sabotage, seducing members of other sects into the True Hand, or mastering the occult mysteries. Acknowledged experts in their chosen fields, Dominions have great competency that offsets the obscure and comparatively minor influence of their sect.


(Tal’Mahe’Ra; 1-point Title)

Fanatical killers for the Tal’Mahe’Ra, the shakari have only one ambition: to elevate themselves in the esteem of their sect by slaying its enemies. Whether they are blade-wielding assassins who strike from the shadows or blood-chilling warlords who crush their foes with brute force, the shakari seek no quarter and kill without question. They are feared by those few members of other sects who know of them, though their dogmatic outlook and blind faith in their orders earns them little respect outside their own sect.


(Tal’Mahe’Ra; 1-point Title)

The covert operatives of the Sect, agents specialize in infiltrating enemy organizations, providing crucial leverage and intelligence for the True Black Hand. Individual agents may never know why they’re asked to perform certain actions or get a particular piece of information, but the seraphim who see the larger picture know exactly which strings to pull to achieve the Sect’s agenda.


(Tal’Mahe’Ra; 3-point title)

The judges and tribunal-leaders of the Tal’Mahe’Ra, the Qadis interpret and adjudicate the millennia-old, impenetrably complex, and wholly alien body of True Black Hand policy. What informs the reasons they construct and apply rules may not be visible or even comprehensible to outsiders or lesser True Black Hand members, and their outlook is often colored by the religious principles of the sect as much as it is by the material needs or historical traditions of the faction.

A great deal of politicking happens behind the scenes among the Qadi, who are old and terrible monsters who have the ability to rebuild the dogma of the sect in their own image, one aspect at a time.


(Tal’Mahe’Ra; 2-point title)

As “Keepers of the Lore,” the Rawis are a quasi-monastic tradition of the Tal’Mahe’Ra. Theirs is the responsibility of protecting and preserving the Guarded Rubrics, an incomplete but ancient doctrine concerning the origins of the Damned. The Guarded Rubrics in some cases openly conflict with or contradict the Book of Nod while in others they have almost perfect parity.

Rawis may be caretakers of these priceless scripts in their Underworld libraries, or they may venture into the physical world in search of writings to fill gaps in their documents.


(Tal’Mahe’Ra; Negative Title)

The bizarre, otherworldly stronghold the Tal’Mahe’Ra maintains beyond the veil of death requires a cadre of dedicated servants to support the cultic sect’s habits. Most of these chores are the responsibility of a long-suffering army of ghouls, but no few vampires occupy the ranks of the laborers that belong like chattel to the True Hand. Qulis are the worst off of these Kindred, for they still retain their will, personality, and all of the bloody capabilities and weaknesses of vampires. Unfortunately, constant fear of vampiric superiors and deathless torment have rendered them fearful, skittish, and often insane. Within the walls of the True Black Hand stronghold, Qulis slavishly follow orders, though they may hate them. Outside their desperate circumstances at the Tal’Mahe’Ra redoubt, it is often impossible to predict how a Quli might behave.

The work the True Black Hand sends Qulis to perform, especially in the physical world, is generally cruel and vile, including kidnapping, murder, and the collection of slaves or gruesome artifacts.

The Inconnu

As imperfectly as the Inconnu is understood as a sect, its roles and titles are even more arcane to outside observers. Indeed, Kindred of the Inconnu do not seem to congregate, and even learning that an Inconnu is present in a domain is often a feat. Those who do make themselves known or are otherwise revealed do not lend themselves to much overt action, at least in the terms with which most vampires are familiar. The way other Kindred see it, Inconnu do little more than watch the affairs of other sects and vampires unfold.

Thus, the only truly reliable Inconnu title, “Monitor,” reflects the perceptions of the other sects. The Inconnu themselves haven’t given any indication of their true structure, role, or intent.

What little Kindred outside the sect know about the Inconnu is that its members are very rare — it’s hard to find a Cainite who could even name a domain claimed under Inconnu Praxis — and that they seem to seek the solace offered by the possibly heretical myth of Golconda. Still, when a member of this evasive sect reveals herself to a domain, the results are always significant — but rarely predictable. An Inconnu may herald upheaval in a domain, she may seduce pensive childer from their sires’ sides, or she may vanish before the assembled eyes of a Prince’s court or from the midst of a Sabbat Inquisition trial. For this reason, the leaders of the sects that claim Praxis in a given territory often look askance on a self-styled Inconnu, because their appearance causes chaos and turbulence.


(Inconnu; 3-point Title)

In a sect as broadly mysterious as the Inconnu, the titles that constitute the faction’s pecking order are rarely even known, let alone understood. The Monitor is perhaps the loftiest title of the Inconnu, as the sect is so decentralized that it has no dominant sovereign or governing body. A Monitor seems to do just what the title implies: He watches, distant and observant, the actions of the other vampires in the domain. Monitors often rise to power and become the most prominent, if not powerful, figures in their cities. But to what end are they watching, to whom do they report, and how do they govern in the domains where they claim praxis?

None outside the sect have an adequate answer, and the Inconnu themselves answer only with wary silence. Monitors are experts at hiding their presence in a city. Indeed, Monitors are so good at hiding themselves that cagey Kindred wonder what the Monitors of cities who allow their presence to be known are up to....


(Inconnu; 1-point Title)

Some Inconnu resign themselves to nomadic unlife, wandering from domain to domain in an unending search for answers to the questions that every Kindred asks sooner or later. These Inconnu face the perils of travel and the vagaries of innumerable hostile domains, but along the way they may find acolytes or confidants, or simply impart a bit of wisdom that balms a Kindred soul in despair. Unlike a Monitor, who establishes herself in a domain and observes, the Equite takes her transcendent philosophy and shares it from domain to domain with anyone who will listen.

Their name is a curious one, recalling a Roman patrician class that was able to field its own horses in times of battle. Whether this term for these mendicant seekers of Golconda is an ironic appellation applied by derisive other vampires, or whether it truly has a tie to the nights of a Classical age long past is unknown, but savvy Kindred note that few itinerant seekers of the Inconnu try to claim the title.

Clan-Specific Titles

Titles may emerge among clans as well as sects. The titles to which each clan accords Status reflect the interests and agendas of those clans, rewarding both the individual Kindred and the clan itself (if the titled Kindred is doing her job properly).

Independent clans are the most frequent users of unique, clan-specific titles because these clans are essentially self-contained sects. Still, every clan, in having its own unique identity, has certain functions or characteristics it reveres above others.

Other Titles

Not every title needs to necessarily draw its esteem from the sect or clan that honors it. Some Kindred rise to prominence outside the sectarian model, while the practices of others are considered noteworthy whether a Prince or Archbishop claims the domain. The following examples can fit well into many different chronicle styles, and may also be used as models for players to consider their own merit- or expertise- based Kindred titles.


(1-point Title)

The Mystic Kindred is known by many appellations: sage, spiritualist, sorcerer, witch. The vampires who earn the title of Mystic (or its local equivalent) are acknowledged as skilled in the secret ways of the occult, “the black arts,” witchcraft, or even infernalism (see the Inquisitor, above). Tremere and Tzimisce often hate Mystics, whom they regard as either threats to their own power or bloody pretenders.

Few seek to rouse the ire of a known mystic, because those who bargain their souls or their standing for otherworldly power make heinous foes. Of course, a Mystic may well be a charlatan, with little more than trickery or clever Discipline use supporting this title and reputation.


(2-point Title)

Kindred society occasionally gives rise to Wardens, particularly in contested or tenuously-held domains.

Wardens exist in some form or another in all the sects. The duty of the Warden is to beat the boundaries and patrol the borders of the domain so that “they” don’t get in, whoever “they” may be. Sabbat, Anarchs, conniving Camarilla — so long as someone’s trying to take the territory away from the vampires who hold sway there, a Warden has people to turn back... or destroy.

To hear the powers that be tell it, the Warden is an ugly responsibility, but someone has to do it. The Warden has the right to attack and kill unidentified or foreign Kindred in an established domain. Of course, if the Warden is overzealous and finds out that he’s just killed someone granted the Prince’s privilege or recognition by the archbishop, he’d better have a good alibi or a clueless patsy. In some domains, Wardens are compensated because their work is so unpleasant: Princely decree or ecumenical favor can grant an additional point of Resources, Herd, or Influence so long as the Warden remains faithful in her duties.


(1-point Title)

The undead have no end of prophecies that inspire them to ever-greater acts of terror, fiendishness, and desperation. Eschatologists study these portents of the end times and consult with their local leaders on how best to approach them. Part soothsayer, part doomsayer, and part esoteric scholar, the eschatologist may find himself an advisor of last resort or may be the first Kindred to whom concerned elders speak. Whatever the case, the eschatologist rarely has good news for local vampires.

When an eschatologist speaks, it’s generally with advice about some dire method for staving off the End Times.


(3-point Title)

Those who seek the state of Golconda seek to transcend the curse of Caine. A Transcendant is one who is known — or believed — to have achieved that lofty state. A true Transcendant is one who has in fact achieved Golconda. A false claimant to the Transcendant’s title still enjoys the Status benefits of the title... until he’s found out for the pretender he is. A false Transcendant pays only half the normal cost to acquire this title. Note, too, that among vampires who hold Golconda in low esteem, such as followers of certain Paths, the standard Status benefit may be nonexistent.


(3-point Title)

The title of Consul has many variations, but the primary responsibility is to act as a cultural diplomat between sects, clans, or any other Kindred factions. For example, two neighboring domains, one Camarilla and one Sabbat, might each have a resident Consul in the other sect’s city to act as liaison and advisor. When a member of the home domain has a question about the organization to which the Consul belongs, she may approach and ask the Consul.

Needless to say, the duties of the Consul sometimes place her in very difficult political situations, many of which can escalate into violence, especially if the relationship between the two Kindred factions is hostile. Thus, Consul is often a title granted to either very powerful Kindred or those whom the home domain wants to simply disappear.

The honesty and respect of the Consul is paramount. When a domain doesn’t trust its visiting Consul, that Consul had better head quickly home, or he may well find himself banished, staked, or even burned in protest. If the Consul’s home domain believes he’s more of a liability than an asset, the home authority may revoke his diplomatic status, effectively stranding the erstwhile Consul in a hostile domain.

A Consul may apply Status accumulated in her home domain as well as the Status reflected by her title to social dice pools while in her diplomatic domain. (For other Kindred, Status in one sect is unrecognized by other sects, at least formally; see V20, p. 118.) Note that this Status benefit ceases to exist in times of open war between the two factions.


(2-point Title)

Those vampires who devote themselves to war with the non-Kindred dwellers in the night occasionally earn the title of Headhunter. Those brazen Cainites who take on the savage Lupines and claim trophy over the shape-shifters claim this title at times, but so do those who engage with hostile mages or even slay one of the incomprehensible Good Folk. Headhunters often make names for themselves at meetings of the Kindred in the local domain, where they show off their grisly trophies and boast before their fellow Damned.

Only lucky Headhunters manage to slay their prey without preparation. Any Headhunter worth her Blood knows much about what she’s hunting, and spends significant effort learning the lore and behavior of the supernaturals she has devoted herself to stalking.


(Negative Title)

Not every Kindred chooses to quell the Beast with the blood of the kine. Some choose to slake their thirsts with the vitae of lesser creatures. Especially among young Kindred, an initial reaction to the horror of becoming a vampire and the need to feed on the blood of what they once were proves too much to bear. They forsake mortal blood, subsisting on that of rats, bats, birds, dogs, cats — anything they can catch that won’t plead or reason with them. Rat-Catchers have a stigma among older or “better-adjusted” Kindred, who see little purpose in denying what they have become.


(Negative Title)

The word Caitiff has two connotations. The first means that a Kindred is a member of flawed or unknown lineage, or perhaps that she has been disowned but not extinguished by her sire. It implies that the Kindred is a mistake, not even worthy of being a vampire. “Caitiff” in this context is an imprecise and arbitrarily used title — it may colloquially refer to an Outcast (see above, p. 23), or it may be used as a denigration of one’s Embrace by one’s blood-siblings or sire. In another context (see the following two-page spread), a Caitiff is a Kindred who has no distinguishing clan characteristics, a vampire who hasn’t been “imprinted” with the legacy of her sire’s bloodline.