This bloodline came from a strange ritual involving a Marauder, a malkavian, and some baali blood...
Appearance: Wild-eyed, spikey haired, hypyeractive mad things that often shout a lot.
Backgrounds: Apokaloids usually choose mortals with spikey hair, nutters or arsonists.
The embrace does strange things to an apokaloid - if they didn't have spikey hair before
they do afterwards.
Character Creation: Their nature and demeanor tend towards the destructive (or Jester).
Their preferred order of attributes is Mental as primary, Physical, and then Social.
Clan Disciplines: Destructiblation (see below), Presence, Dementation.
Clan Weakness: If an apokaloid botches a frenzy/rotschreck roll by more than 2 dice
they blow up (dead), doing 3 wounds levels to anyone within 10 ft.
Organisation: All apokaloids have titles. The more renowned you are for successfully
making things stop living/objects blow up the higher your title. Basically the idea
is to cause as much destruction as possible. The titles are:
Camarilla - They blow up. COoL!
"Stay away from these mad eedjits!" - Malkav (One of them).
Sabbat - They're mad. They blow up. CoOL!
"*Sob!*" - Archdeacon Simpson
Inconnu - They're old. CoOl! They're hard to blow up. Not cool.
"If these strange things didn't explode so often, we might actually have something
to worry about" - Jenoa, Monitor of England
Mess Making
The apokoloid using this discipline must frantically wave her arms around and shout
"Yor! Yor! Yor!". Minor effects such as knocking a bowl of sugar off a table can
be achieved. (The user controls by thought what is knocked about).

Gremlins
This power enables the user to break minor mechanical objects.
System: The vampire rolls his manipulation + repair (difficulty 6).
At least 2 successes are needed for a substantial effect.


Break Stuff
With this power the vampire may bend or even break inanimate objects such as forks,
baseball bats and the like.
System: The vampire rolls intelligence + strength (difficult based on
the toughness of the object ie. spoon 4-5, bat 7).



Blow Stuff Up
With this power the user blows apart an inanimate object of a set size.
System: The vampire rolls manipulation + firearms against difficulty 7.




Chuck Fire About
This power allows the user to hurl lumps of fire around doing a small
amount of damage to her foes.
System: The vampire rolls manipulation + melee against difficulty 7.
Level 6: Blow up living stuff like animals
The vampire can make fully living things blow up (not People as they have more resistant souls).
System: The vampire rolls manipulation + firearms against difficulty 8.
Level 7: Blow Up People
This nasty power will enable the apokoloid to physically blow apart a human.
Level 8: Indestructiblation
This power enables the vampire to resist all but the most potent of damage.
System: The difficulty is 9. The vampire must roll more successes than the opponents stamina.
System: The vampire rolls stamina + athletics, difficulty 6. One or more
successes indicate a +4 stamina bonus for:
Level 9: Atomic CombustiBOBulation
This is the highest level power that exists. (The great Apokoloid himself was 4th Gen).
This power will allow a vampire to spontaneously combust in a massive explosion
causing fires & damage within a 1 mile radius. A safe time after the occurence the vampire's
ashes reform and the vampire will exist once more. The vampire may only
activate this power once during her whole existence. The vampire is
permanently scarred in some form (take an extra derangement) and also
loses 2 willpower permanently.