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Banu Haqim

You are the knife in the dark and the final word on who deserves to continue existing.

What Are You?

You were Embraced because you understood that structure keeps chaos at bay. Whether you were a magistrate, an enforcer, a philosopher, or simply someone who saw the world's injustices and refused to look away, your blood now binds you to that purpose. You uphold codes — personal, moral, legal — because without them, the Beast wins and all is lost.

Most Kindred know your reputation: assassins, contract killers, Sheriffs who clean up messes others won't touch. Some fear you. Some hire you. All respect that you take your work seriously. You're pragmatic about vampirism; it's a curse, yes, but also a magnificent tool. You seek out others who share your sense of morality and justice, building networks of those who understand that someone must stand between civilization and the Abyss.

The curse is that your blood craves the blood of other Kindred. When you taste the Vitae of any Kindred, but especially one guilty of a crime, stopping becomes nearly impossible. Some call it justice, others call it addiction. You call it the price of being right.

Disciplines

Choose 2 to start: Blood Sorcery | Celerity | Obfuscate

Bane: Diablerist's Thirst

When you Feed from another vampire, you must immediately Stay Chill or enter a feeding Frenzy, attempting to drain them completely and commit Diablerie. On a success, you stop yourself, but take an Ongoing penalty equal to your Blood Potency to Stay Chill and resist Feeding from them again until you're too far away to smell them. After 3 successes, you get a hold of yourself and shake off the urge.

Compulsion: Judgment

When someone violates one of your Convictions or personal codes in your presence, you feel compelled to take their blood as punishment.

Until you Feed from the transgressor or the scene ends, take an Ongoing penalty equal to your Blood Potency to all rolls except those directly working toward punishing them. If the transgressor is a vampire, your Bane will trigger should things get violent.

Clan Perks

You get 2 unique abilities:

Righteous Hunger: When you Feed from someone you believe genuinely deserves punishment, slake an additional 1 Hunger. If you successfully Diablerize them, you don't lose any Humanity, and instead clear all Stains.

Arbiter's Eyes: When you Discern Vibes or Catch the Scent to determine if someone has recently committed a crime or transgression, you have Advantage on the roll.

Clan Experience

Once each per session, gain +1 XP when you...

  • Deliver Final Death to a Kindred you believe is irredeemable or too dangerous to exist
  • Prevent violence or injustice against mortals who cannot protect themselves
  • Successfully resist your Bane when drinking another vampire's blood

Archetypes

  • Executioner: You are the blade of fate that ends that which should not continue.
    • Blood +1 | Shadow +2 | Resolve +1 | Demeanor -1 | Wits +0
  • Mediator: You prefer firm words over violence, but you'll use both when necessary.
    • Blood +0 | Shadow -1 | Resolve +1 | Demeanor +2 | Wits +1
  • Watcher: You observe, you wait, and you strike when the guilty think they're safe.
    • Blood +0 | Shadow +1 | Resolve +2 | Demeanor -1 | Wits +1
  • Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1