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President: Mike Tinney
DeaD Man’s Party
Welcome, fiends and friends, to the White Wolf Publishing’s newest
online newsletter Epitaph . Within its pages we’ve decided to show you
our adoring fans some of the “magic” that’s behind the curtain of our
sunless lives. Within Epitaph’s pages you will find tidbits and trinkets of
knowledge and lore. You will find both previously unpublished material,
information on upcoming releases and interviews with some of our most
talented fiends. Lastly, and for good measure we have included a few
terrifying tales as written by you, our fans.
Creative Director: Rich Thomas
Board and Card Games Manager: Pétur Örn Þórarinsson
Vampire Developer: Joe Carriker, Russell Bailey
Changeling/Mage/Werewolf Developer: Ethan Skemp
Board and Card Games Developer: Ken Cliffe
Exalted Developer: John Chambers
Alternative Products Developer: Eddy Webb
Production Manager: Aaron Voss
Enjoy!
VtR/GtSE Art Dirtector: Craig Grant
WtF/CtL/MtA/VTES Art Director: Aileen E. Miles
Exalted Art Director: Brian Glass
WoD Art Director: Mike Chaney
Graphic Designer: Jessica Mullins
Table of ConTenTs
Director of Marketing - CCP North America : Greg Fountain
Marketing/Events: Kelley Barnes
World of Darkness Community Developer: Shane DeFreest
T h e B l a c k S T r e e T S o f B a B y l o n
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Organized Play Coordinator: Oscar Garza
An exclusive excerpt from the upcoming Vampire: The Requiem supplement, ancient bloodlines .
r i S e o f T h e c o v e n a n T S : a n c i e n T e g y p T
Epitaph Editor-in-Chief: Shane DeFreest
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Epitaph Layout: Brian Glass
Contributors: Justin Achilli, Shane DeFreest
An exclusive excerpt from the upcoming Vampire: The Requiem supplement, ancient Mysteries .
As a companion to its sister book ancient bloodlines.
i a m T h e v e r y m o d e l o f e x p e r i m e n T a l p u B l i S h i n g !
Oscar Garza, Priscilla Kim
Ethan Skemp
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By Eddy Webb, Alternative Publishing Developer
B a c k i n T o T h e h e d g e , a c h a n g e l i n g p o S T m o r T e m
cover Art
By Ethan Skemp
a r T i S T S p o T l i g h T : e f r e m p a l a c i o S
22
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Showcasing one of White Wolf’s freelance artists
T h e r e W i l l B e B l o o d
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An Excerpt from the upcoming World of Darkness supplement, Immortals.
W h o ’ S -W h o a T ccp?
An interview with CCP Game Designer Natasha Bryant-Raible.
By Shane DeFreest
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A Vampire: the Eternal Struggle Storyline Event
33
vTeS T o u r n a m e n T c o r n e r
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A listing of the top ranked players, events and stories
T h e i d i g a m
36
An exclusive excerpt from the upcoming Werewolf: The forsaken supplement night Horrors: Wolfsbane
W h o i S “ t h e U n r e q U i t e d L o v e r ”?
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fan fiCTion
T h e p a T h T o p o W e r (v a m p i r e : T h e r e q u i e m )
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By Tyler Huffman
T h e r i T u a l o f T h e S h o v e l h e a d (v a m p i r e : T h e e T e r n a l S T r u g g l e )
© 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher
is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which
may be reproduced for personal use only. White Wolf, Exalted, Vampire the Requiem, Changeling
the Lost, Werewolf the Forsaken, Mage the Awakening, World of Darkness and EVE are registered
trademarks of CCP hf. All rights reserved. Ancient Bloodlines, Ancient Mysteries, Geist the Sin
Eaters, World of Darkness Immortals, City in the Sand, Vampire the Eternal Struggle, Testament
of Longinus, Swords at Dawn, Manual of Exalted Power the Infernals, Summoners, Blood Drive,
Hunter the Vigil, Night Horrors Wicked Dead, Signs of the Moon, Goblin Markets and Seers of
the Throne are trademarks of CCP hf. All rights reserved. All characters, names, places and text
herein are copyrighted by CCP hf.
CCP North America Inc. is a wholly owned subsidiary of CCP hf.
The mention of or reference to any company or product in these pages is not a challenge to the
trademark or copyright concerned.
Check out White Wolf online at
http://www.white-wolf.com/
44
By Dane Smith
l o v e a n d m o n S T e r S (W o r l d o f d a r k n e S S )
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By Andrew Peregrine
a c h i l l i e S h e e l
By Justin Achilli
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r i S e o f T h e i m p e r a T o r
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B loodlines of the B lack s treets
The fragmented memory of the Kindred recalls the Babylonian empire as it was at its height — a magnificent para-
dise of jeweled ziggurats and moonlit alleyways, ruled from the shadows by the Damned. Kindred arose from the
masses as subtle gods among men, and the streets of Babylon were stalked by the progenitors of some of the most
powerful bloodlines that exist tonight. In those nights, demons and desert whispered their secrets to Kindred, and
they were host to many strange powers.
Every golden age must come to an end, however, and the Dammed of ancient Babylonia were decimated by a new
predator born through blasphemous rite, the Edimmu. The seven spirits tore the empire apart from within, and the
streets of Babylon were black with the dust of slain Kindred. The few who survived bound together for the sake of
survival or fled from the Near East altogether, scattering their kind throughout the world.
You don’t remember me, do you? That doesn’t matter, darling, because I certainly haven’t
forgotten you. Now why don’t I help refresh your memory?
Dark sorcerers and subtle assassins, members
of the Iltani bloodline are as clever, spiteful
and venomous as snakes.
They operate in stealth and secrecy,
and are masterful manipulators
and deceivers. Vipers are unusu-
ally adept at controlling their
own emotions, and they cling
to their anger in death, fueling
and transforming its corrosive en-
ergy to suit their own purposes. A
vampire meeting an Iltani for the
first time could never hope to see
or understand the depth of the seeth-
ing anger that is forever just beneath
the surface of her stoic gaze — at least, not unless
she chooses to unleash her fury.
The rare and highly specialized poisons the Iltani use
to weaken their enemies are distilled from anger, spite
and resentment. Kindred scholars speculate that it is by
channeling this dark, emotional energy and transforming
it through the Beast that members of the bloodline are
able to harness their unique abilities. Whether or not
this theory has any veracity may never be ascertained,
as members of the bloodline are uncommonly elusive
and secretive.
Parent Clan: Mekhet
Bloodline Disciplines: Animalism, Auspex,
Celerity, Obfuscate
Nickname: Vipers
Weakness: The Iltani have the
same weakness to sunlight that
curses all Mekhet (p. 109 of Vam-
pire: The Requiem ).
Additionally, an Iltani’s
Beast makes her blood seethe
with anger and resentment, and
never misses a chance to seize
control. Whenever the player fails a
Discipline roll, the Storyteller rolls
one die. One a 1, the Iltani’s Beast
leaps to the fore, forcing the player to roll
to avoid frenzy (two successes required; see p. 179 of
Vampire: The Requiem ).
History and Culture: The Iltani bloodline can be traced
back to ancient Mesopotamia. The bloodline’s founder,
Nanshe Iltani, was a powerful priestess of the Coven of
Nanaja, and a consult to the Kindred royalty of the shadow
empire of Babylonia.
According to Kindred of the bloodline, Nanshe Iltani
had a lover, Arahunaa, to whom she was deeply devoted.
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bloodlines of the black streets of babylon - iltani
of B aBylon (625-539 Bce)
I ltanI
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One night, the En (a title for the Kindred emperor in
ancient Babylonia) came to consult with Nanshe Iltani.
When the En saw the beautiful Arahunaa, he immediately
wished to possess her. Despite Nanshe Iltani’s desperate
pleading, En Isiratuu took Arahunaa back to the royal
temple to live at his side. Adding to the tale of treachery,
Arahunaa went with the En willingly — preferring an
unlife of royal luxury over the companionship of Nanshe
Iltani. The cruel actions of Arahunaa and the En enraged
Nanshe Iltani, and she vowed from that night forward that
she would be the one to bring about their Final Deaths.
She knew that she would never succeed in killing her
betrayers outright and survive. Instead, she would be
patient, using a subtler approach of stealth and sorcery,
striking when the moment was right. It was Nanshe
Iltani’s desire for vengeance that led her to uncover the
secrets associated with her bloodline tonight.
In the years that followed, Nanshe Iltani devoted herself
to finding new ways in which her powers could be used to
destroy Arahunaa and the En, taking many solitary walks
through the moonlit steppes and deserts of Babylonia
to reflect upon her goal. It was during these travels that
Nanshe Iltani was believed to have developed her affinity
for the venomous, lowly creatures of the earth: snakes,
spiders, insects and scorpions. That she was drawn to such
creatures is not surprising, as she herself was poisonous
from her own festering resentment. She found that she
could call the stinging, biting creatures of the desert to her
side, and even influence their movements. After a time,
she uncovered methods of condensing and transforming
her anger, through the Beast within, into potent venoms.
Eventually, she made use of the creatures she called upon
to act as vessels of her spite, using their stings to deliver
her poison to the victim. While Nanshe Iltani did not
succeed in discovering a poison strong enough to lead to
instantaneous Final Death, her newfound abilities were
useful to her cause nonetheless.
One night, Arahunaa appeared to Nanshe Iltani in a
dream. According to her former lover, the En had devel-
oped a terrible, dark gift, the likes of which the Damned
of Babylon had never seen. Soon, the En would be unstop-
pable, and the empire would suffer for it.
Seeing that the news could be used to her advantage,
Nanshe Iltani seized her chance. Feigning sympathy for
her plight, Nanshe Iltani gave Arahunaa a scorpion with a
poisonous sting to set upon the En. The venom of Iltani’s
scorpion did not directly cause the deaths of Arahunaa
and the En, but it was potent enough to indirectly guide
them to their ultimate end. It was through Nanshe Iltani’s
cursed venom, members of the bloodline claim, that the
Edimmu of legend were able to gain access to the En,
tearing him apart from within and then subsequently
killing Arahunaa in the massacre that followed.
In the chaos that occurred shortly after the death
of the En of Babylonia, it is unclear what became of
Nanshe Iltani. Since then, however, her progeny have
spread throughout the world, refining her techniques
and passing along her secrets in low whispers to each
new generation.
Kindred of the bloodline almost always choose to sire
a childe from an individual who was resentful or bitter
during his mortal life. Iltani encourage their childer to
cling to their anger, to fuel and strengthen it, but never to
allow their fury to show. If anything, a Viper appears void
of emotion. It is through an Iltani’s ability to control her
feelings that she gains her power — skillfully transforming
and molding her vitriol into useful manipulative tools.
Initiates to the bloodline must prove that they can control
their anger. New Kindred are treated harshly, chastised and
provoked until the young vampire enters a state of anger
frenzy. The initiate must successfully “ride the wave” (see
pp. 178-181 of Vampire: The Requiem ) to prove he has
the self-control required to become an Iltani.
Reputation: Members of the Iltani bloodline are
unusually guarded and secretive, even for the Damned.
Many Kindred tonight believe that the Iltani bloodline
does not exist at all, and that it is simply a legend from
the long-forgotten past. Those who do know of their
existence, however, fear them for their strange ways and
deadly abilities.
Because many Kindred laugh at the notion of the
Iltani bloodline’s very existence (and the Iltani prefer
to keep it that way), members of the bloodline are excel-
lent assassins. While some Iltani may be willing to offer
their services as an assassin, it usually comes with a steep
price. Vipers are much more likely to use their abilities
to manipulate rather than kill. They prefer to stand in
the shadows, watching as their venom slowly tortures or
drives their victim to madness.
Kindred who know of the Iltani also know never to
cross one. An Iltani never forgets those who have betrayed
her, and she uses memories of past transgressions to fuel
her anger. A vampire who betrays an Iltani may not pay
immediately, but he always pays dearly in the end.
Concepts: Kindred assassin, lord of the flies, manipula-
tive sociopath, espionage agent, underhanded informant,
stoic enforcer, herpetologist, power behind the throne,
eccentric collector, mysterious apothecary
ancient bloodlines
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Mérges Sorcery
The Sumerian word “Mérges” can be translated to mean
“poisonous” or “angry.” It is a fitting descriptor, therefore,
for the brand of sorcery practiced by the Iltani bloodline.
Iltani have the unique ability to distill their negative emo-
tions (anger, spite, resentment, hatred, etc.) into rare and
highly-specialized magical venoms. The secrets of Mérges
Sorcery are jealously guarded and carefully passed down
from one generation to the next. Iltani have been known
to hunt down and kill undeserving Kindred who have
learned of its mysteries.
All vampires who become skilled in Mérges Sorcery
develop specialized, hollow fangs that can be used to
administer venom. When not in use, the fangs fold back
against the roof of the mouth and are enclosed in a
membranous sheath.
Cost: The use of Mérges Sorcery always costs the char-
acter one Willpower point. It is the Iltani’s own will that
instigates a reaction between his hatred and the Beast
within, and it is through this reaction that the venom-
ous curse is formed. Willpower spent in this manner
does not add three dice to activation rolls. (However,
subsequent extended Mérges Sorcery rolls, past the initial
activation roll, may be augmented by spending a point
of Willpower).
Mérges Sorcery does not have the same linear progres-
sion that other Disciplines do. It is a character’s mastery
that dictates the highest level of the rituals he may learn.
For example, a character with two dots in Mérges Sorcery
can know an unlimited number of level one and level two
rituals (provided the experience points are paid to learn
each), but he may not learn any level-three Mérges Sorcery
rituals until his Mérges Sorcery level is increased to 3.
Each time a character acquires a dot of Mérges Sorcery
(including at character creation), he gains a ritual of that
level at no additional cost. New rituals can be bought at
a cost of two experience points multiplied by the level of
the ritual.
To master Mérges Sorcery, an Iltani must never let go
of his hatred. Instead, he must fuel it, control it, and
transform it through his Beast. In the time that passes
after his Embrace, a Viper gradually forgets how to forgive
others, and he cannot recall what the peace of absolution
felt like as a mortal. To an Iltani, anger is fuel, but because
he never ceases to carry corrosive emotions within himself,
his own hatred slowly begins to eat away at his Humanity.
A character’s dots in Mérges Sorcery, subtracted from 10,
is the maximum to which his Humanity may rise. For
example, a character possesses Mérges Sorcery at level
three. His maximum Humanity is therefore 7. If a charac-
ter increases his Mérges score higher than his Humanity
would normally allow, his Humanity immediately drops
to the appropriate level and the player makes a Humanity
roll to see if the character acquires a derangement in the
process of heightening his occult knowledge. (See pp. 182-
188 of Vampire: The Requiem for more on Humanity
rolls and derangements.) If a character learns both Crúac
and Mérges Sorcery, his Humanity is limited by the higher
of the two traits.
Dice Pool: Resolve + Intimidation + Mérges Sorcery
Because negative emotions are the source and fuel of
Mérges Sorcery, characters with the Vice Wrath add +1
to relevant rolls. Conversely, characters with the Virtue
Temperance take a -1 penalty to relevant rolls.
Action: Extended. The number of successes required
to activate a ritual is equal to the level of that ritual (so a
level-three ritual requires three successes to enact). Each
roll represents one turn of ritual casting. Note also that
each point of damage incurred in a turn is a penalty to
the next casting roll made for the character, in addition
to any wound penalties suffered.
If a character fails to complete the ritual in time (such
as by being sent into torpor before accumulating enough
successes) or decides to cancel the ritual before garnering
enough successes to activate it, the effect simply fails. Any
Willpower expenditures made are not recovered.
Roll Results
Dramatic Failure: The ritual fails spectacularly, and the
character enters an immediate anger frenzy, which lasts
for the rest of the scene.
Failure: The ritual fails entirely, but not dangerously.
Willpower is consumed as normal, but the ritual has no
effect.
Success: The ritual takes place as described.
Exceptional Success: In many cases, extra successes are
their own reward, causing additional damage or conferring
extra duration or capacity.
Suggested Modifiers
Modifier Situation
+2
Power is turned against, or applies to,
a vampire with whom the user has a
blood tie (see p. 162 of Vampire:
The Requiem ).
—
There are no threats or distractions to
bother the character.
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