V5: Root and Vein
Root and Vein: Mandragora in V5
This product adapts the concept of mandragora (plant ghouls) to V5¸ providing systems for their creation and use in your Chronicles. This content is loosely inspired by other World of Darkness Vampire games but reimagines lore and characters for better incorporation with V5. Please feel free to check the Full Size Preview to see the full product.
With this product¸ you get:
Basic rules for creating mandragora Descriptions of the effects of a vampire's clan on the mandragora they create Banu Haqim. The mandrake possesses a mighty thirst for vitae. Brujah. The mandrake is just as difficult to work with as its creator. Gangrel. The mandrake sprouts animal traits in response to Frenzying Kindred. Hecata. The mandrake is deathly in appearance and deathly to consume. Lasombra. The mandrake distorts recordings and reflections. Malkavian. The mandrake quivers at the touch of the moon. The Ministry. The mandrake's traits are suppressed by bright light. Nosferatu. The mandrake is just as ugly as its creator. Ravnos. The mandrake must stay mobile or lose all special traits. Toreador. The mandrake turns toward its creator as though they were the sun. Tremere. The mandrake cannot affect other Kindred¸ only its creator. Tzimisce. The mandrake is bound to its creator's charge. Ventrue. The mandrake demands the creator's favored blood alongside their vitae. Descriptions of supernatural effects bestowed on your "plant ghouls'" sap (known as lacrima) by each first-level Discipline power Bond Famulus. The lacrima pacifies animals in the area. Sense the Beast. The lacrima betrays the presence of werewolves and vampires. Heightened Senses. The regnant can sense what the mandrake's roots touch. Sense the Unseen. The lacrima sens chills down spines when Obfuscated creatures pass near. Corrosive Vitae. The mandrake's sap is acidic. A Taste for Blood. The lacrima causes mortals to be plagued by thoughts of blood. Celerity. The lacrima accelerates the metabolism of affected creatures. Compel. Those who drink the lacrima become blood bound to the creator. Cloud Memory. Anyone affected by the lacrima suffers muddled memories. Resilience. The lacrima makes those affected resilient to blood loss. Unswayable Mind. Those with ties to the mandrake's creator find it easier to ignore others' influence. Ashes to Ashes. Decay accelerates around the mandrake. The Binding Fetter. The mandrake attracts spectral activity. Oblivion's Sight. The lacrima reveals the presence of ghosts. Shadow Cloak. Shadows cling to the mandrake. Cloak of Shadows. The mandrake is hidden from casual view. Silence of Death. The mandrake muffles sound. Potence. Those affected by the lacrima become aggressive. Thin-Blood Alchemy. Fog gathers around the mandrake. Four new Merits and Flaws to represent mandragora in your Chronicles Eight Loresheets focused on those who use mandragora. Bloodline (Nosferatu): Adroanzi. These Nosferatu specialize in making lacrimal wine from their mandragora. Bloodline (Gangrel): Gaia's Pulse. The Gangrel descendants of Illana learn to mitigate the Wyrm's corruption in themselves and their mandragora. The Heirloom Society. These nerdy tomb raiders rescue ancient seeds from the domains of elder Kindred. Bloodline (Lasombra): Night Flowers. Caridad de las Flores' descendants and broodmates may learn to craft poisons that affect Kindred. Bloodline (Tzimisce): Offshoots of Kale. These Tzimisce are able to shape plants just as easily as flesh. Bloodline Equivalent (Caitiffs): Syndicate of Weeds. This organization acts for Caitiff interests and uses mandragora to do so. Mayapple Mailing List. Blood gardeners come together in conventions and the slow exchange of plants and garden catalogues. Bloodline Equivalent (Thin-Bloods): The Potheads. Duskborn alchemists learn to garden by night and use mandragora in their potions.
Root and Vein: Mandragora in V5
This product adapts the concept of mandragora (plant ghouls) to V5¸ providing systems for their creation and use in your Chronicles. This content is loosely inspired by other World of Darkness Vampire games but reimagines lore and characters for better incorporation with V5. Please feel free to check the Full Size Preview to see the full product.
With this product¸ you get:
Basic rules for creating mandragora Descriptions of the effects of a vampire's clan on the mandragora they create Banu Haqim. The mandrake possesses a mighty thirst for vitae. Brujah. The mandrake is just as difficult to work with as its creator. Gangrel. The mandrake sprouts animal traits in response to Frenzying Kindred. Hecata. The mandrake is deathly in appearance and deathly to consume. Lasombra. The mandrake distorts recordings and reflections. Malkavian. The mandrake quivers at the touch of the moon. The Ministry. The mandrake's traits are suppressed by bright light. Nosferatu. The mandrake is just as ugly as its creator. Ravnos. The mandrake must stay mobile or lose all special traits. Toreador. The mandrake turns toward its creator as though they were the sun. Tremere. The mandrake cannot affect other Kindred¸ only its creator. Tzimisce. The mandrake is bound to its creator's charge. Ventrue. The mandrake demands the creator's favored blood alongside their vitae. Descriptions of supernatural effects bestowed on your "plant ghouls'" sap (known as lacrima) by each first-level Discipline power Bond Famulus. The lacrima pacifies animals in the area. Sense the Beast. The lacrima betrays the presence of werewolves and vampires. Heightened Senses. The regnant can sense what the mandrake's roots touch. Sense the Unseen. The lacrima sens chills down spines when Obfuscated creatures pass near. Corrosive Vitae. The mandrake's sap is acidic. A Taste for Blood. The lacrima causes mortals to be plagued by thoughts of blood. Celerity. The lacrima accelerates the metabolism of affected creatures. Compel. Those who drink the lacrima become blood bound to the creator. Cloud Memory. Anyone affected by the lacrima suffers muddled memories. Resilience. The lacrima makes those affected resilient to blood loss. Unswayable Mind. Those with ties to the mandrake's creator find it easier to ignore others' influence. Ashes to Ashes. Decay accelerates around the mandrake. The Binding Fetter. The mandrake attracts spectral activity. Oblivion's Sight. The lacrima reveals the presence of ghosts. Shadow Cloak. Shadows cling to the mandrake. Cloak of Shadows. The mandrake is hidden from casual view. Silence of Death. The mandrake muffles sound. Potence. Those affected by the lacrima become aggressive. Thin-Blood Alchemy. Fog gathers around the mandrake. Four new Merits and Flaws to represent mandragora in your Chronicles Eight Loresheets focused on those who use mandragora. Bloodline (Nosferatu): Adroanzi. These Nosferatu specialize in making lacrimal wine from their mandragora. Bloodline (Gangrel): Gaia's Pulse. The Gangrel descendants of Illana learn to mitigate the Wyrm's corruption in themselves and their mandragora. The Heirloom Society. These nerdy tomb raiders rescue ancient seeds from the domains of elder Kindred. Bloodline (Lasombra): Night Flowers. Caridad de las Flores' descendants and broodmates may learn to craft poisons that affect Kindred. Bloodline (Tzimisce): Offshoots of Kale. These Tzimisce are able to shape plants just as easily as flesh. Bloodline Equivalent (Caitiffs): Syndicate of Weeds. This organization acts for Caitiff interests and uses mandragora to do so. Mayapple Mailing List. Blood gardeners come together in conventions and the slow exchange of plants and garden catalogues. Bloodline Equivalent (Thin-Bloods): The Potheads. Duskborn alchemists learn to garden by night and use mandragora in their potions.