

Sanguine Sands
Character and Traits
Concepts
The Disappointment
The process of choosing a potential neonate is not undertaken lightly, as the right to sire progeny is a great boon. Vampires who wish to sire progeny watch and even groom prospective childer for the Embrace. When such an exceptional specimen fails to mature into their Clan, it reflects poorly on both the Caitiff and the sire. So your creator has forsaken you, but you have some insight into Kindred politics and your own exceptional skills to call upon. Will you try to regain their love and trust, strike out on your own, or take vengeance on them for abandoning you?
Small Town Punk
You didn’t plan on becoming some kind of freaky goth in the middle of Bumblefuck, Nowhere, but the vampire who decided you’d make a nice midnight snack while passing through didn’t leave you much choice. It was sheer luck you bit into him as he drained you. That taste of blood carried you back to life when he exsanguinated you, and your hunger frenzy stole back every drop and more. You’ve got an idea of what you are, based on Netflix and young adult novels, so now you’re wondering if his friends are going to come looking for him. Maybe it’s time to run. Or maybe you should take over the town and set a trap...
Camarilla Prospect
You’ve heard the stories about becoming adopted by one of the Clans in the Camarilla, and you yearn for it. It’s a glorious dream that you can serve the Prince, do your time, and in just a couple of decades, some gracious lick will adopt you and you can finally have a Clan to call your own. Well, you’ve got all the time in the world, now, so you look at this as an internship. Do a good job under the Sheriff maintaining the Masquerade and being her brute squad, and maybe you’ll get to move up in the world.
Merits and Flaws
Personal Masquerade (3pt. Merit)
Thorough charm, manipulation, or just plain luck, you have managed to convince other vampires that you are a member of one of the Clans. Any social interactions with vampires ignorant of your true nature ignore your usual penalty for being Caitiff. However, you must constantly be vigilant of your ruse. Should anyone come to realize you have been playing them for fools, their vengeance will be swift. The higher you climb in Kindred politics, the more likely this becomes. The Clan Weakness Flaw can actually prove to be a boon in supporting your Masquerade. Others, however, must be that much more careful.
Clan Weakness (2pt. Flaw)
Despite your failure to adopt your original Clan’s other abilities, you did inherit their weakness. While this can be deadly to the unprepared vampire, a canny Caitiff might turn this to their advantage to better blend among the parent Clan. Some Nosferatu, for example, would likely never notice, and might even stand up for the Caitiff even amidst accusations from outsiders.
Fangless (2pt. Flaw)
Considered the mark of a true mongrel, you never developed your fangs, or you lacked teeth before the Embrace. Either way, you have to use a knife or otherwise drink from bleeding wounds. You have no natural way beyond Disciplines to inflict aggravated damage.
Ignorance (2pt. Flaw)
Many sires abandon their Caitiff progeny without a word of instruction or warning about their new nature. For most Princes, ignorance is no excuse for a breach of the Masquerade, and Sabbat packs are quick to notice weakness. The character starts with no knowledge of the abilities, customs, or politics of the undead, and must learn from their mistakes or find a mentor. Of course, any vampire willing to take on a Caitiff will most likely blood bond the poor wretch, leading to a completely new set of problems. Ignorance is deadly for a vampire, and doubly so for the Clanless.
Bulimia (4pt. Flaw)
You hunger for blood, and like all vampires, you will eventually feed, but the thought of it still makes you sick. Maybe you’re just not cut out for an eternity of bloodsucking, or you had an eating disorder in life that has followed you to the other side of mortality. Whatever the reason, you can’t hold your blood. Whenever you feed, make a Stamina roll with a difficulty 8. If you fail, you vomit out the fresh blood before it can be absorbed into your body, spraying it everywhere (embarrassing at best, a breach of the Masquerade at worst). Note that blood taken in frenzy is absorbed normally, though this carries its own risks.
Combination Disciplines
Bagman’s Shelter (Obtenebration ••, Fortitude •••)
Vampires can’t stand sunlight, but not every vampire has the luxury of a haven or the ability to merge into the earth. What they do have is access to some exotic Disciplines, and some of those who have to last the day in an unsecured shelter have survived by this little beggar’s trick.
System: The Caitiff spends a blood and a Willpower point before resting for the day. All around her, the shadows darken and reinforce cover in such a fashion that improves an otherwise flimsy shelter for the purpose of blocking sunlight. What light does penetrate the space seems not to reflect from whatever surface it hits. As long as none of the exposure is direct, the vampire can sleep safely in a small space, such as the back of a truck cab under a heavy blanket or a basement stairway in the alley covered in trash. For some reason, this ability doesn’t work if the Caitiff is awake. This power costs 15 experience points to learn.
Beneath Contempt (Obfuscate ••, Presence •••)
Sometimes the only way to stay alive is to bow your head and grovel. While that is not a necessary element of this power, many Caitiff remain alive only because someone more powerful didn’t think they were worth the effort to kill. By focusing an aura of the pitiable while masking any real strength they have, the Caitiff can find grudging mercy in disgust.
System: The character spends a Willpower point to activate this power. For the remainder of the scene, anyone who looks at the Caitiff as a potential threat must make a Willpower roll against a difficulty equal to the Caitiff’s Humanity score, or 4 if the Caitiff is on a Path of Enlightenment. If they fail the roll, they dismiss the Caitiff as being unworthy of hostility. The Caitiff is not invisible or forgotten, and they might still take them prisoner if they have been defeated and are begging for mercy. This power costs 15 experience points to learn.
Mover and Shaker (Auspex ••, Presence •••)
Playing the grand city game is beyond most Caitiff, but those who choose to take over a suburban town can learn to create a modest but effective hold over their minor territory. The Caitiff who becomes well acquainted with the people of their town can weave a subtle web of approval among them, harnessing not only their goodwill, but also their shelter from accusers.
System: The Caitiff must spend time meeting and getting to know all of the people of the town they want included in this effect. By spending a Willpower point for each night they spend mingling, they can gain the lasting trust of the citizens in a passive, undetectable fashion. This does not have as obvious an effect as Presence, nor does it give you control over them. What it does do is create a sense of basic goodwill and a positive impression. They trust the Caitiff, and anyone who starts asking suspicious questions or making accusations will find doors closing to them – all Social rolls regarding the Caitiff are at +2 difficulty for a number of weeks equal to the number of Willpower points spent. This can help shake off wouldbe mortal hunters and even some Kindred. Werewolves and other supernaturals will have their own ways to find the Clanless. This power costs 15 experience points to learn.