Lasombra

Shadow lords and the Sabbat's architects — Disciplines: Dominate, Obtenebration, Potence.

The Lasombra founded the Sabbat and remain its dominant political force. They are medieval Catholic nobles who never entirely abandoned the Church — their theology is dark, their politics are brutal, and their Discipline pulls its power from something that may be the Abyss of their own cosmology. They are the most overtly political of all clans, and the most comfortable with power as its own justification.

Nickname: Keepers

Sect: Sabbat (primarily); rare Camarilla antitribu exist

In-Clan Disciplines: Dominate, Obtenebration, Potence

Weakness

No Reflection: Lasombra cast no reflection — not in mirrors, not in windows, not in still water, not in any reflective surface. Security cameras also fail to capture them (the exact mechanism varies by chronicle).

This is a Masquerade problem: no photos, no CCTV footage, no mirrors in social situations. More significantly, it is a reminder of their relationship with darkness — the light that should show them is simply absent.

Obtenebration instability: The shadows that Lasombra command have a will of their own. On botches, the darkness doesn’t merely fail — it reacts. The Abyss is not a passive tool.

Clan Culture

The Sabbat hierarchy: Lasombra Archbishops, Prisci, and the Cardinal structure of the Sabbat are predominantly Lasombra. They established the Sabbat’s organizational template. The Tzimisce provided the ideology; the Lasombra built the machine.

The Church shadow: Lasombra culture is saturated with Catholic imagery — autos-da-fé rebranded as Vaulderie rituals, Cardinals with genuine ecclesiastical titles, the language of sin and damnation applied to vampiric politics. This is not satire; many Lasombra are genuinely devout in dark ways.

Antitribu: Lasombra who join the Camarilla are called antitribu and are considered traitors by the Sabbat. The clan hunts them. Being a Lasombra antitribu means living with a death sentence from your own bloodline’s dominant faction.

Diablerie: Lasombra actively practice diablerie — consuming the souls of elder vampires. It is not the taboo for them that it is in the Camarilla. Some see it as a theological duty.

Roleplaying Notes

Lasombra without the Sabbat context still carry the clan’s defining characteristics: the comfort with dominance, the relationship with darkness, the political instinct. A Lasombra who has left or rejected the Sabbat is interesting precisely because they carry this cultural legacy into different circumstances.

The no-reflection weakness is primarily a Masquerade and social challenge — not combat-relevant, but constantly present in the background of every social interaction in mixed company.

Merits & Flaws

Court Favorite (1–5pt. Merit) — You are skilled at influencing the Courts of Blood. Any roll that affects a Court of Blood decision gains a bonus (or imposes a penalty on opponents) in dice equal to this Merit’s level.

Eyes of Shadow (1–4pt. Merit) — Your eyes carry the look of the Abyss. Eye contact is unsettling. Reduce all Intimidation roll difficulties by the Merit’s point value (minimum difficulty 2).

Bigger Boys Came (2pt. Merit) — When an opponent uses Contacts to their advantage, you may attempt to overrule them: roll Manipulation + Contacts (difficulty 8). If your successes exceed the opponent’s Contacts rating, their contacts fail to deliver.

Call of the Sea (2pt. Merit) — You feel at home on the water. While on a boat in the ocean or on a river, add one die to all dice pools except Discipline rolls.

Controllable Night Sight (2pt. Merit) — Your night vision is exceptional — even the deepest shadows read as well-lit. You can switch between enhanced night vision and normal vision at will. In bright light conditions while night sight is active, you suffer penalties inversely proportional to the standard darkness penalties.

Secret Stash (2–5pt. Merit) — You have unassigned Background points held in reserve. At 2 points, you have 1 unassigned point; each additional point of Merit adds 1 point. At any time you may spend these stored points to immediately raise Allies, Contacts, Herd, Influence, Mentor, Resources, or Retainers. Once assigned, the dots are permanent.

Long-Term Planning (4pt. Merit) — Once per session, you may declare an action is “all part of your plan” and reduce its difficulty by 2. The Storyteller may veto this on specific rolls. Track each use to build a cumulative scheme.

Instrument of God (5pt. Merit) — You gain 3 additional dice to resist the powers of True Faith when used against you.

Aura of Command (3pt. Merit) — When using the Leadership skill to get others to obey you, difficulty is reduced by 2.

King or Queen of Shadow (4pt. Merit) — Any degeneration checks made while on the Path of Humanity are at −2 difficulty.

Uncontrollable Night Sight (2pt. Flaw) — Your night vision cannot be turned off. Bright light is nearly blinding; you suffer penalties in well-lit areas inversely proportional to the standard darkness penalties.

Insubordinate (3pt. Flaw) — You reflexively resist orders. Whenever you are ordered to do something, roll Willpower (difficulty 7 for a moderately dangerous order from a direct superior). On failure, you do anything except what you were told to do.

Unproven (3pt. Flaw) — You have failed to prove yourself worthy of the Lasombra name. You are not considered a full member of the clan. All social dealings with other Lasombra suffer a −3 dice penalty, and you may not sit in judgment in the Courts of Blood.