LAiA - Advanced Guide
Advanced Guide

Among the many options available under our Standard Character Creation rules, LA in Anarchy offers quite a few different character creation options available for active and experienced players. These include:

How To Qualify

All advanced character creation options require a player to have at least two active characters. If characters are made as fast as possible after joining, this means it’ll be roughly around two months of participation before these options are available to a new player.

Some of these options also have an additional freebie point cost:

  • Paths of Enlightenment — 3 points
  • Numina — 7 points per dot

This tax should be listed in the freebie receipt portion of the character sheet.

Bloodlines

Okay, but what about LAIA relevancy?

Each of these bloodlines have so few members, their overall status within LAIA hasn’t changed from their place in V20 canon. Any major references will be included in the Setting page.

Assamite Sorcerers
"Your blood is anathema to me, but the act of spilling it brings me closer to Haqim."

Outsiders to Clan Assamite don’t see the caste divisions clearly, but the Saracens have a history of blood magic that predates that of the Tremere. The sorcerers fought against the Warlocks as best they could, but then the Tremere levied their blood curse on the line. Ever since, they’ve been obsessed with finding a cure.

  • Sect: Independent
  • Disciplines: Assamite Sorcery, Obfuscate, Quietus
  • Weakness: The line as a whole has practiced the art for so long that it permeates their blood, making each individual sorcerer stand out like a beacon to anyone with supernatural perception. Any use of a supernatural power on a sorcerer for purposes of perception enjoys a -2 difficulty. Additionally, attempts to penetrate a sorcerer’s supernatural concealment using an opposed power are considered to operate one level higher than normal (so a character with Auspex 2 trying to penetrate a sorcerer’s Obfuscate has an effective Auspex of 3).
  • Ghoul Weakness: The ghouls of sorcerers inherit the magical saturation of their master’s vitae, reducing the difficulty of supernatural perception on them by one.
Cappadocians
“Everyone must ride with Charon, by and by. We merely wish to know what to ask him before we step onto his boat.”

The Cappadocians were a Clan that focused on death and undeath. Their founder, an ancient known simply as “Cappadocius” (“of Cappadocia”), did not attempt to rule his Clan. He asked only that they continue the search for truth and the secrets of life and death. Known as scholars, mystics, and necromancers, the Cappadocians were as firmly entrenched in the Cainite society of their time as any of the Clans of the Camarilla are tonight.

Unfortunately, the acceptance of one Augustus Giovanni spelled doom for their entire clan. After his diablerie of Cappadocius, the Giovanni systematically destroyed the remaining Cappadocians over the next few centuries. In modern nights, only small remnants survive; the lineage of these remnants is largely unknown.

  • Sect: Independent
  • Disciplines: Auspex, Fortitude, Necromancy
  • Weakness: As mentioned, the Cappadocians exhibited a deathly pallor, and this only worsened as the vampire grew older. Young Cappadocians were able to pass for human (though mortals that knew what to look for could pick them out easily), but elder Cappadocians showed shriveled skin and a much more withered countenance.
  • Ghoul Weakness: Ghouls of Cappadocians reflect their unnatural pallor. While they might not appear corpselike, their countenance often grows sickly, with those particularly long-lived easily mistaken for the terminally ill.
Daughters of Cacophony
“I heard the song as I died. It led me out of darkness and cold, and it came to my lips with my mother-sister’s blood. And now I sing, because to end the song would be to end all.”

The Daughters of Cacophony emerged as a distinct bloodline sometime during the 19th century. Kindred scholars believe that the Daughters sprang from the blood of either Clan Toreador or Malkavian, but their supernatural powers point more toward Clan Ventrue. Regardless, the Sirens are all singers, and the bloodline has always been predominantly female, though Sons of Discord have been making a resurgence. Curiously, the Modern Nights have also given way to a handful of nonbinary Children of Dissonance.

Whether Daughter, Son, or Child, they all base their unlives on song. They wander through eternity with music always in their ears, and that makes them seem unfocused or flighty to other Kindred. This is one of the reasons, along with their rarity, that neither major Sect of vampires considers them a threat or much more than a diversion.

  • Sect: Independent
  • Disciplines: Fortitude, Melpominee, Presence
  • Weakness: The Daughters of Cacophony hear music constantly. This might be a form of synesthesia, or it might be a hallucination. This constant song distracts the Daughters as much as it guides them. The difficulties of all their Perception rolls increase by two. No Daughter of Cacophony may have Alertness above 3 dots.
  • Ghoul Weakness: While the ghouls of Sirens don’t share in their Fugue, they’re still particularly vulnerable to earworms. Music they’ve heard tends to get stuck in their heads, increasing the difficulties of the majority of their Perception rolls by one.
Gargoyles
“I will never be a slave again. Never.”

In 1121, the Tremere created the first Gargoyles to serve as foot soldiers in their war against the Tzimisce. Magically spawned from the bodies of captured Tzimisce, Nosferatu, and Gangrel, these original Gargoyles were practically mindless and almost always short-lived. They possessed no memory of their former lives, while harboring an instinctive hatred for what they once were. They were the perfect shock troops to field against armies of vozhd and szlachta.

Gargoyles can either have been constructed through the use of At Our Command It Breathes or Embraced by another Gargoyle. Embraced Gargoyles do not lose their memories unless the Amnesia Flaw is taken.

  • Sect: Variable
  • Disciplines: Flight, Fortitude, Potence, Visceratika
  • Weakness: The Grotesques are hideous. That grotesquery takes different forms, but always results in an Appearance of zero. They are also highly susceptible to mind control from any source. A Gargoyle’s Willpower score (current or permanent) is considered two points lower when used to resist such powers.
  • Ghoul Weakness: Much like their masters, the appearance of a Gargoyle's ghoul degrades overtime. Mechanically, the ghoul loses one to two points of Appearance after an extended period consuming vitae, although their total Appearance may not drop below 1.
Harbingers Of Skulls
"It’s amazing what the dead can teach you about revenge. We have been listening to them for centuries."

The Harbingers of Skulls are alleged to all be elders, and frighteningly powerful. While their sudden appearance suggests a long bout of torpor, they don’t behave like recently-awakened vampires. Indeed, they claim they have been dead these past five centuries. The Harbingers of Skulls resemble rotting corpses, much like the Samedi. Indeed, vampires that know of both bloodlines suggest a common origin, but since neither the Samedi nor the Harbingers discuss their origins publically, it’s just speculation.

Whether or not one believes the fairy tale about noble origins and “revenge on the traitorous moneylenders” that the Harbingers sometimes spin, their passion is palpable.

  • Sect: Independent
  • Disciplines: Auspex, Fortitude, Necromancy
  • Weakness: No matter how much blood a Harbinger consumes, her skin remains deathly pale. Moreover, all Harbingers look like shriveled corpses. They have Appearance ratings of 0 and automatically fail Appearance rolls.
  • Ghoul Weakness: With regular feeding, their body inherits the essence of death that saturates their master's vitae. Their flesh becomes pale and corpse-like, their heartbeat becomes faint, and their body temperature rests several degrees below the norm. They're easily mistaken for the terminally ill, or for vampires themselves.
Kiasyd
"I didn’t invite you in. Leave. Touch nothing except the floor and the doorknob, or I swear on the moon and the stars I will have you on the other side of that mirror by morning."

The Kiasyd are a bloodline of the Lasombra Clan; that much is obvious. But their aversion to iron, their odd power of Mytherceria, and their very appearance speak to even stranger ancestry.

The Kiasyd are, as a rule, calm and studious. They prefer to remain ensconced within their havens, poring over ancient texts, maps, artifacts, and other bits of antiquity. Other Kindred, it seems, can’t understand how a lineage of vampires that is so very strange could be nothing more than scholars. These are not Kindred. They are other.

  • Sect: Independent
  • Disciplines: Dominate, Obtenebration, Mytherceria
  • Weakness: Besides their somewhat freakish appearance, Kiasyd also have an allergy to iron. Touching iron requires an immediate roll to avoid frenzy, and any weapons made from cold iron inflict aggravated damage to Kiasyd.
  • Ghoul Weakness: Something about them comes off as strange, allowing them to be easily picked out of a crowd (Uncanny 1). Extended exposure to vitae leads to the development of some mild fae traits.
Maeghar
“Keep moving. Do not grow attached. You cannot lose what you do not have.”

If Cainites have a disenfranchised class, the Maeghar is one of them. They were never a bloodline. Most share no common ancestry with each other, and many do not even hail from the same Clan. They are merely a collection of accidents, a mixture of blood and fae-blooded wyrd that should never have been possible. There is no kinship here, no sense of shared destiny.

A typical Maeghar stays nowhere for long, has no possessions to speak of other than a single, most-cherished collection, and has ties to neither humans nor other Cainites. She drifts from one place to another, consumed only by her own self and seemingly lost to the world. For some Maeghar, this disconnect has become so profound that she has lost her connection to the living and now focuses solely on the world of ash and death, and even here she remains a fleeting visitor whose light touch hovers between reality and illusion. Often, she will find herself with a wealth of eclectic knowledge, picked up as tidbits here and there.

  • Sect: Independent
  • Disciplines: Mytherceria or Necromancy (player’s choice), plus two others from sire’s Clan Disciplines.
  • Weakness: Due to her fae-marked physique, rolls to recognize the Maeghar as otherworldly are at -1 difficulty. Secondly, her fae heritage makes her vulnerable to cold iron: not only do weapons made from cold iron inflict aggravated damage to her, but such damage triggers an immediate roll to avoid either frenzy or Rötschreck as befitting the context. Lastly, a Maeghar feels such revulsion at feeding from a warm, smelly, and sweaty human that she must drain her victim’s blood in a clean container before consuming it. This restriction does not apply when feeding from vampires.
  • Ghoul Weakness: The longer a ghoul accepts a Maeghar's strange vitae, the more their own minds begin to fixate. After a year, they will develop an obsessive-compulsive derangement much like their domitor.
Nagaraja
“Your fate is inevitable, but serve me, and I will protect you from it for as long as I can.”

A bizarre bloodline of flesh-eating witches, the Nagaraja are legends, feared by Kindred on all sides of the Jyhad. As a result of their hideous appetites, the Nagaraja have been hunted to near extinction in the modern nights by political enemies and the ghosts upon whom they prey. A few of these vampires still prowl the darkness, however, continuing their subtle plans.

They are associated with a death cult in that region that ritually consumed human flesh and opened gateways into the lands of the dead. How these cultists became vampires is lost to history, but those few Kindred that have met the Nagaraja have theories: maybe a wandering Giovanni trader Embraced them, perhaps they tried to follow in Tremere’s footsteps, or they could be the last surviving Cappadocians. The Nagaraja refuse to confirm or deny such speculations, however, so the truth and rumor continue to entwine around these mysterious Kindred.

Inhumane Hunger

Those who’ve taken a look at the revised Hierarchy of Sins will notice that desecration of a corpse is listed as an example sin for Humanity 3. Nagaraja aren’t exempt from this ruling. While a Principle can be taken to stave off the descent, their diet is bound to catch-up with “humane” clan members sooner or later.

  • Sect: Independent
  • Disciplines: Auspex, Dominate, Necromancy
  • Weakness: The Nagaraja require raw human flesh in addition to blood to survive. For every night a Nagaraja goes without consuming flesh, he loses one cumulative die from all his Physical dice pools. Eating one point worth of flesh restores one die to these pools until the vampire has “caught up.” A human body has 10 “flesh points,” which work just like blood points; a Nagaraja consuming one flesh point increases his blood pool by one. Unlike blood points, however, taking a “flesh point” from a vessel does one health level of unsoakable lethal damage to that vessel. The flesh the Nagaraja consume must be relatively fresh, though not necessarily “alive.” Indeed, some Nagaraja keep stores of ritually preserved corpses in their havens. This weakness does not allow them to eat food or consume other liquids.
  • Ghoul Weakness: Even if their own flesh has been spared, the ghouls of Nagaraja aren't left unscathed by their master's peculiar hunger. Over time, they'll begin to suffer compulsions to eat things otherwise inedible—mostly raw meat.
Old Clan Tzimisce
“Old ways do not die. Like old Cainites, they merely sleep, awaiting sufficient blood to reawaken them.”

The Old Clan Tzimisce are a small group of Fiends who predate the use of fleshcrafting. They regard Vicissitude as a disease of the soul, and refuse to learn or employ it. In most other respects, though, they resemble the rest of the Clan. They share the Clan’s propensity for manners and respect for territory, and as most of the surviving members of this “bloodline” still reside in what is now Romania, they govern their territories using Old World methods and customs. In some remote places, they rule more or less openly, taking blood tithe from the mortals under their “protection” and keeping out other supernatural threats. As the world grows smaller through the use of information technology, though, those nights may be coming to an end.

The Old Ways

Old Clan Tzimisce are eligble to take Koldunic Sorcery as a fourth discipline for out-of-clan discipline costs.

  • Sect: Independent
  • Disciplines: Animalism, Auspex, Dominate
  • Weakness: As with the rest of the Clan, the Old Clan Tzimisce must sleep in at least two handfuls of soil from their homeland. Failure to meet this requirement halves the Tzimisce’s dice pools every 24 hours, until all pools fall to one die. This penalty remains until they are able to rest for a full day in their earth.
  • Ghoul Weakness: While Tzimisce ghouls are not undead, the vitae that flows through their veins causes mortals to be wary and uneasy around them. Because of this, difficulties of all rolls related to social interaction with mortals untainted by vitae are increased by two.
Salubri
"I say this and mean it truly — no burden I have ever carried is heavier than what this new eye has seen."

The Salubri were once a true Clan. Their Clan founder, Saulot, was said to be a superlative warrior as well as a fair-minded judge. He left his home for lands far to the east, where he left a legacy behind — the Wu Zao, descendants of two vampires Embraced by him during his time in the Middle Kingdom. But the local vampires eventually drove Zao-lat from their lands, leaving behind his two childer to carry on his work.

When Saulot returned, he was changed. He was tranquil and contemplative, but also somewhat fatalistic. Most surprisingly, though, he had developed a third eye in his forehead. Saulot Embraced new childer, and his Clan slowly split into two distinct lines — the “warrior” and “healer” Salubri. For centuries, they acted as advisors, bodyguards, and sages to other Kindred and, to a lesser extent, mortals. And then came the diablerie of Saulot. The mages of the newly created Tremere line found Saulot’s torpid body, and drained his blood and soul. They usurped the power of the one of the Clans of Caine, and sent the Salubri into a downward spiral from which they never really recovered.

Tonight, rumor has it that only seven members of the once-respected line exist at any given time. The rumors die hard, however. Modern Kindred know of the Salubri as diablerists who consume their own sires and remove the souls of other Kindred. The Soul-suckers are, supposedly, a Clan of defilers and liars from centuries past, possibly involved with demon worship.

On the Generations of Cyclops

Healer Salubri don’t need to take five dots in Generation. The Salubri who practice the ritualistic diablerie of their sires are a minority among an already small Bloodline.

Warrior Salubri, however, are unable to start below Tenth Generation (3 dots of Generation), or have been Embraced before 1998. This is to account for the re-introduction of the Bloodline with the awakening of Adonai.

  • Sect: Independent
  • Disciplines: Auspex, Fortitude, Obeah (Healers), Valeren (Warriors), Either (Watchers)
  • Weakness: Healers have difficulty feeding on unwilling vessels. If a Cyclops attempts it, she loses a point of Willpower. For Warriors, all blood must be taken by force. Wu Zao are scholars by nature, and each of them has a special focus. At character creation, the player must select an area of arcane study — the Wan Kuei, the culture of a specific mortal group, a group of mystical tomes lost to the ages, etc. Whenever the opportunity arises to learn something about this subject, the player must make a Willpower roll (difficulty 6) to avoid pursuing that lead to the exclusion of all else.
  • Ghoul Weakness: The ghouls of Salubri softly mirror their domitors, with the retainters of Healers being of a softer nature (Soft-Hearted Flaw) while those of Warriors find their personalities run hot (Subborn Flaw). The ghouls of Watchers are prone to boughts of hyperfixation, growing worse the longer they've been accepting vitae.
Samedi
"Make fun of me one more time and I’ll hug you, you prissy bitch."

If the Nosferatu are repulsive and the Harbingers of Skulls are hideous, a word hasn’t yet been invented to describe the Samedi. Resembling nothing so much as walking, rotting corpses, these odd vampires take their name and their origin from the Caribbean and Vodou.

The Samedi might seem to be an offshoot of the Nosferatu, but their powers of Thanatosis — a Discipline dedicated to manipulating dead flesh — speak of a connection to the Giovanni or their doomed predecessors, the Cappadocians. If that is the case, though, the Samedi and the Giovanni went their separate ways long ago, for neither has anything good to say about the other. The reason for this enmity is not something that members of either line discuss in public, but the Giovanni apparently have a history with Baron Samedi himself. The Baron, still active in the bloodline’s affairs, refuses to discuss the “deal” that he had with Augustus Giovanni, but it must have been something of gravity for the mutual dislike to persist.

Samedi take the roles of enforcers and assassins in Kindred society. They don’t do it on ideological grounds, like the Assamites, and thus they find work with Kindred who want to get what they paid for. The Samedi do not take contracts against Nosferatu or, strangely, Giovanni Kindred without a heavy fee, speaking to some regard or fear of these Clans. As with so many other facts about their line, the Samedi have nothing to say on the matter.

  • Sect: Independent
  • Disciplines: Fortitude, Obfuscate, Thanatosis
  • Weakness: The Samedi, as mentioned, are putrid beyond words. Samedi characters have Appearance ratings of 0, and automatically fail Appearance rolls.
  • Ghoul Weakness: Ghouls of Samedi just can't quite rid themselves of their domitor's rot. After a time, it hangs about like a noxious odor, effecting them as if they possesed the Smell of the Grave flaw.
Dhampir

Wait, where’s all the Dhampir information?

In order to play a Dhampir, you’ll need to purchase a copy of Accursed Heirs: Dhampirs. This is a fan written supplement by Michael Vides and is a brilliant piece adapting Dhampir as a fully-fledged V20 splat. They are in no way affiliated with LAiA but, please! Support them!

Dhampir of either type start with two dots to assign to any of their Antecedent’s In-Clan disciplines, and use the More Powerful Mori creation option.

Standard Dhampir

These are dhampir born of 15th Generation thinbloods or conceived through stranger methods.

  • Their antecedent can be either their mother or father, and of any permitted clan or bloodline that includes mechanics in Accursed Heirs.
  • Can be any age as long as they are at least 18. They recieve 1 XP for each year past their 18th birthday, up to a maximum of 75.
  • They age exactly as mortals do until physically mature (sometime in their 20s), and then their aging drastically slows (or halts should they have Perpetuation)
Reversion Dhampir

Dhampir born of the first Reversion work a little differently due to the higher concentration of their antedecent’s vitae.

  • Their Antecedent must be their mother.
  • They age faster than mortal children until physically mature. As of 2033, they’ll be the equivalent of 18 or older.
  • Dhampir who are the children of existing PCs take their Effluence dots for free, reflecting their Antecedent’s Generation.
Paths of Enlightenment

Conviction and Instinct

Alternate Virtues begin at zero. The character still has 7 points to distribute, but inhumane virtues (Conviction and Instinct) don’t get the free first dot that Conscience, Self-Control, and Courage do.

Rather than offering a set list of Paths that are permitted, anyone interested in playing one should reach out to a Storyteller to discuss if one they’re interested in would be viable. Examples of those that have been taken before are:

  • Path of Power and Inner Voice
  • Path of Harmony
  • Path of Chivalry
  • Path of Ecstasy
  • Road of the Abyss

Characters cannot start with a Path rating exceeding five, even if the combination of their Virtues would exceed this.

Frenzy Chicken

Instinct Paths should be considered carefully before being taken. Characters with Instinct are unable to resist Frenzy, and will always succumb to the Beast when the resistance difficulty of the stimulus is equal to or greater their Instinct rating.

Numina

Numina are the minor magical or psychic powers that otherwise ordinary humans may develop.

  • Only humans can purchase Numina, which is lost upon Embrace.
  • Due to the strength of their will and supernatural inclination, these humans can have a Willpower rating up to 8.

Click here to learn more about Numina and the available paths.

FAQ

I don’t like to have more than one character, can I play one of these anyway?
Unfortunately not. The two character requirement ensures a level of activity and writing proficiency that we’d prefer when introducing rarer aspects of the World of Darkness into the chronicle.

I’d really like my first character to get one of these, is it possible somehow?
Yes! If you’re able to keep two additional characters active, a rework can be spent on changing an existing sheet to add most of these options. A mortal PC being Embraced into a rare bloodline is just one example of how this might be utilized.

Can I play a Baali? My last Storyteller let me, and I promise I’m really experi—!
If a Bloodline isn’t listed, it isn’t currently available for play.

Can a Hedge Mage, Psychic, or Faithful become a ghoul?
Yes! Although the Faithful in particular might have trouble retaining their Faith if consistently immersed in a Kindred’s nightly activities.

Can Dhampir develop Numina?
Not in our setting.

Can I take a Dark Ages Road instead of a modern Path?
Possibly! Reach out to a Storyteller to discuss which Road, and how they might’ve learned it.