The Ministry
Everyone is chained to something. You just happen to hold the key.
What Are You?¶
You were Embraced because you know how to make people question the things they take for granted. Maybe you were a cult deprogrammer who understood manipulation a little too well, a street vendor with real charisma, a dealer who kept clients coming back, or an activist who could make a crowd doubt everything they'd been taught. The Ministry recruits mortals who challenge prevailing morality; people with the confidence to ask "why is this forbidden?" and the nerve to then demonstrate the answer.
This Clan operates somewhere between faith and con artistry, and most Ministers live comfortably in the overlap. You present yourself as a liberator, someone who frees others from guilt, shame, and the invisible rules they never agreed to follow. Sometimes that's genuine, but liberation has a way of creating dependency, and the solutions you offer tend to generate new problems that only you can fix. Some Ministers build genuine congregations and shrines while others just run very sophisticated long games. Either way, other Kindred come to you when they need something they're too proud to get themselves, and you always have something to offer.
The cost is the light. Your blood recoils from illumination; bright lights burn your focus and your skin alike, and sunlight hits you harder than it hits anyone else. You're a creature of dingy back rooms, candlelit temples choked with incense, and conversations held in the shadows of the eaves. It's fitting, really, since everything you do works better when nobody can see it too clearly.
Disciplines¶
Choose 2 to start: Obfuscate | Presence | Protean
Bane: Severe Light Allergy¶
When you are exposed to bright, direct illumination (spotlights, high beams, flashlights aimed at you, harsh fluorescent overheads), take a penalty equal to your Blood Potency (minimum 1) to all rolls while exposed. Sunlight inflicts additional Aggravated Harm equal to your Blood Potency on top of its normal effects. Candles, firelight, dim lamps, and ambient city glow don't trigger this; the light must be strong and directed.
Compulsion: Transgression¶
When you recognize a taboo, rule, or moral boundary that someone nearby holds sacred, you feel a burning need to test it. You need to see what happens when the line is crossed.
Until you entice someone into violating a Conviction (if they're a player character) that causes at least 1 Stain or personal tenet of theirs (if they're an NPC) that causes mental distress, or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls not directly working toward enabling that transgression. The target can be anyone present, including yourself.
Clan Perks¶
You get 2 unique abilities:
Serpent's Tongue: When you Influence someone by appealing to a desire, vice, or need they're trying to suppress or hide, treat a roll of 6- as a 7–9.
Provider of Last Resort: When you give someone something they genuinely need and can't easily get elsewhere, you automatically gain a Debt over them, whether or not they acknowledge the obligation.
Clan Experience¶
Once each per session, gain +1 XP when you...
- Tempt someone into crossing a line they previously wouldn't have crossed
- Provide something forbidden, rare, or difficult to obtain that someone needed for whatever reason
- Achieve a goal entirely through proxies, with your direct involvement hidden from those affected
Archetypes¶
- Preacher: Liberation starts with a sermon, and yours comes with complimentary refreshments.
- Blood +0 | Shadow -1 | Resolve +1 | Demeanor +2 | Wits +1
- Dealer: Everyone needs something. How convenient you just happen to have just the thing.
- Blood -1 | Shadow +1 | Resolve +0 | Demeanor +1 | Wits +2
- Infiltrator: You're already inside. They invited you in themselves.
- Blood +0 | Shadow +2 | Resolve +1 | Demeanor +1 | Wits -1
- Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1