The reasons why vampires didn’t show up in mirrors is because old mirrors used silver backing and pure metal, which was thought to repel evil. Vampires were thought to be inherently evil so they didn’t reflect them. Another reason why they didn’t show up in mirrors was because they were thought to have no soul, so it didn’t reflect anything because they were soulless.
Mesoamerica appears to be a hotspot of pre-Columbian vampire activity, probably because the writers thought Aztec vampires were really cool. I mean, even the previously mentioned proto-Coast Salish Mictlantecuhtli ended up in Mexico (and is still there). I will go forward in this write-up assuming this has a lore reason. Also, the Aztec / Nahua make up the bulk of the representation. Assumedly either there are other Legacies unwritten or these Legacies may have gone by different names in different regions pre-colonization before consolidating in modern nights.
(The Children of Tenochtitlan - Cults of the Blood Gods; 2021)
The Drowned of Mesoamerica enjoyed relative power and ability to operate somewhat openly, akin to European Kindred prior to the First Inquisition. They achieved this through infiltration of human society, forming loyal Blood Cults to them that helped shelter them from reprisal. Some powerful Drowned even secured places as kings or other rulers. This allowed them to flourish, gain followers and ghouls, and to proliferate. Their stability crucially afforded them safety against the Garou (werewolves) and Bastet (werecats) of the region, a luxury that Drowned north and south of them did not have.
In modern nights the Drowned of Mesoamerica are reduced in number and power, as are all Drowned, suppressed by the Cainites that now run rampant across the continent. Despite this, the Drowned here have maintained some of their presence and all Kindred in the metropolitan areas of Mexico are familiar with at least a few Drowned. With the collapse of many of the Sabbat's power structures this region and those to the south, the Drowned have taken this opportunity to expand their influence once again. These Legacies have also spread out into North, Central, and South America.
Pisanob
(Pochtli Pisanob - Clanbook: Giovanni Revised; 2001)
The Pisanob are a Bloodline currently associated with Clan Hecata and formerly a member of Clan Giovanni. In canon they are said to have originated in the 16th century when Clan Giovanni embraced a group of Mexica necromancers, who went on to be led by an unrelated Drowned named Pochtli who came from an undescribed Legacy. They also lampshade the fact that Pisanob is a Mayan name given to Nahuas by the Giovanni. In my Chronicles I personally retcon this, making the Pisanob a pre-existing Drowned Legacy in Mexico prior to colonization, made up by both Mayan and non-Mayan vampires. Either way, the Pisanob were and are spirit-workers. They practice a form of necromancy with roots deep into Mesoamerican tradition, predating the heights of the Maya. Rumor has it that they keep some blasphemous rituals away from the rest of their wider clan, rituals involving carving the hearts from Kindred and sacrificing them to dark powers. As members of Clan Hecata their Disciplines, Bane, and Compulsion are already determined but I imagine that prior to the Family Reunion they suffered from a corpse-like appearance, like Pochtli did, and perhaps some of them still have this Bane instead of the Painful Kiss.
Tlacique
("Illustration by Alyne Leonel", Sobre os Tlacique, cainitas nativos da América Pré-colombiana em Vampiro A Máscara)
The Tlacique are masters of both Protean, taking the form of jaguars, and of Blood Sorcery, which they call Nahuallotl. Before Spain's arrival they would set themselves up as leaders of Blood Cults, demanding human sacrifices from their followers and openly ruling when possible. These nights their numbers are diminished but those that remain tend to be self-assured and arrogant, preferring to lead and using the Osiris predator type to feed. Tlaciques may find themselves in charge of corporations, cults, or criminal organizations - as a few examples. To play them in V5, I would consider the Clan Disciplines of Protean, Blood Sorcery, and Presence. Their Bane is the Setite/Ministry Bane, because in canon they are a minor bloodline of the Followers of Set. In my homebrew, however, they are unrelated to the Setites, and their Bane is that upon feeding their skin peels off for an amount of hours equal to their Bane Severity. This causes no damage but is an obvious Masquerade Breach. I call this Bane: Flayed; it is a reference to Xipe Totec, a God associated with fertility and rebirth who would flay himself to represent how seeds shed their shells, or the husking of corn. For their Clan Compulsion: they demand to be worshiped, similar to the Ventrue's need for control and obedience. This could be called God Complex.
Cipactli
("Art by Luis Eduardo, original for Brazil in the Darkness." CIPACTLI, LOS GUARDIANES HAMBRIENTOS)
The Cipactli are described as a crocodile cult, a reflection of the Ministry's snake cult tendency. While the Tlaciques are officially a Setite Bloodline, the Cipactli fill that roll cleaner. I imagine them sneakier than the Tlacique, who are quite open with their desires. The Cipactli form secret cults, infiltrate villages, and perform mass sacrifices on unwilling victims. For Clan Disciplines consider taking the Ministry's standard kit of Obfuscate, Presence, and Protean (used for crocodilian traits). My homebrew Bane is Aquatic Slumber: the Cipactli can only sleep when surrounded by water (floating or submerged). This references the Cipactli in mythology as a sea monster, the crocodile's association with earth floating in primeval waters, and to the chinampa floating gardens. If not submerged they take superficial Willpower damage equal to their Bane Severity (as opposed to the aggravated taken by the Tzimisce because this seems more difficult. You may want it to be aggravated if you want the consequences to be stricter). The Ministry's Compulsion of Transgression, or the Gangrel's Compulsion of Feral Impulses both seem to fit them, depending on if you'd prefer to lean into the cult forming or crocodillian nature. Brasil in the Darkness gives them a custom Discipline named Torrent that allows them to access the River of Souls. If you choose to take this, I'd replace Obfuscate.
Titlacauan
("Art by Luis Eduardo, original for Brazil in the Darkness." TITLACAUAN, LOS REFLEJOS HUMEANTES)
The Titlacauan are socialites, involved in the politics of the wealthy and the powerful. This puts them in a social role within pre-Columbian vampire society similar to the Toreador or Ventrue. They are described as having power over reflective surfaces, which in previous editions would certainly be a unique Discipline, if the writers had chosen to give them more than two paragraphs of description. A homebrewed Discipline could still work, maybe called Tezcatl (Nahuatl for mirror, though this is actually a Discipline name for a later Legacy). Brazil in the Darkness calls their unique Discipline Umbral. Alternatively you could give them something like Oblivion and homebrew abilities locked behind the Titlacauan Legacy or a Loresheet. The Tezcatl powers would allow the user to look through reflections, manipulate them, and eventually move through them. Suggested Clan Disciplines: Tezcatl, Dominate, Potence. Their Bane is that they emit a trail of salty smoke from their head and shoulders when they Frenzy. Their Compulsion is Fanaticism: they have the desire to praise those of higher position, suffering a penalty until they have sufficiently done so.
Tlahuelpuchi
(Efrain, Luminous Vampire - Hunter: the Reckoning Core Rulebook, 2022)
The Tlahuelpuchi are known from one villain in the Hunter the Reckoning core rulebook, and they are heavily associated with fire. Efrain, our Tlahuelpuchi, is able to wield fire, is immune to it, and can even turn into a cloud of flaming mist. Understanding that he was designed as boss, lets tone that back into a fire based custom Discipline or a Path of Blood Sorcery. Lets call it Pyromancy, with powers including reducing the user's vulnerability to fire (they take superficial damage instead of aggravated perhaps), the ability to breathe fire, and turning into that fiery mist (Amalgam with Protean). Suggested Clan Disciplines: Pyromancy (or Blood Sorcery), Protean, and Presence. Their Bane could be Luminous, where they glow in the dark - an orange/red throbbing glow like there's fire inside them. Alternatively it could be Burning Kiss, similar to the Hecata's but the bite of a Tlahuelpuchi burns as if the victim's veins were aflame, dealing aggravated damage. In nights of old the Tlahuelpuchi were able to use their Pyromancy to make themselves into religious figures - so luminous they made the sun itself jealous and so had to keep to the night to avoid his burning rays. Other Drowned, and eventually Cainites too, envied the Tlahuelpuchi's ability to shrug off fire that would send any other Kindred into the Rötschreck, or straight to their Final Death. The Tlahuelpuchi jealously guarded their Discipline, which required special knowledge to unlock. This infuriated the newly arrived Cainites who hunted them near to extinction. To this day, the Luminous Ones are rarer than other Drowned.
Nahualli
(Nahualli icon - Bloodlines: The Hidden, 2005)
In addition to these, Vampire the Requiem has a Bloodline called the Nahualli. VtR is not canon to VtM, but many Masquerade Clans made their way into Requiem so I don't see anything wrong with having that reverse. The Nahualli are a play off Mesoamerican magic users by the same name, who were believed to be able to channel a connection to their "tonal counterpart", a spiritual aspect that every person has but only some can access. The Nahualli in vampire sees these tonal aspects as the Beast and the Conscience, and are adept at controlling their Beast through a custom Discipline called Tezcatl, which is what I named the mirror Discipline for the Titlacauan. I would rename this Tonalli, meaning soul. Their Clan Disciplines are Tonalli, Auspex, and Fortitude. Their Bane is that they have difficulty controlling their Beast when not using their signature Discipline, suffering penalties to avoid Frenzy. These Drowned see themselves as scholars into the vampiric condition, obsessed with understanding it better. In the Brasil in the Darkness' worldview they would heavily study the paths of Apeker and Guyra. Upon being exposed to the Cainite concepts of the Beast and Humanity - as well as the many alternate Paths outside of Humanity that some Kindred have developed - many Nahualli attempt to use this expanded understanding to further their research into their place in the world, what it all means, and what exactly should be done about it. Some seek to cure their condition, others to transcend it, and others still to control and wield it like a weapon. Their Compulsion could be: Scholarly: something around you has piqued your curiosity and you are compelled to study it.
RARITY: ★★★★☆ | THREAT: ★★★☆☆
SIZE: Human-sized, sometimes larger.
HABITAT:
Many try to blend in with humanity in populated areas. Some have subterranean dens or stay in the mines or crypts.
OVERVIEW:
Vampires come in an array of shapes, sizes, degrees of sentience, and other permutations. While the more common types of vampire come to mind for most people, there are other intelligent vampires that are seen more rarely.These vampires are united by their human-like intelligence and appearance, though some may take on a disturbing form when feeding or once night falls. In most cases, they’re created through more unusual methods or may even have been fated to become a monster after death or before birth; some may be unable to turn humans entirely but still pose a significant threat. Most atypical vampires have the standard abilities and weaknesses of more common vampires, though some have slight differences such as the type of wood they must be staked with. Only slayers can reliably tell the various kinds of vampire apart by appearance and behavior, having been trained on the matter, even when most vampires might look the same at a glance.
VARIANTS
ALUKAH:
These vampires appear, at first, as long-haired humans with luminous eyes and a large leech or lamprey mouth. With every failed attempt to kill them, they grow stronger and appear less human, taking on monstrous and disturbing features and losing their human ones. Unlike many vampires which are created by bite, alukah are cursed individuals whose thirst for blood can never be satisfied. They voraciously drain both people and animals, but the pain of desperate thirst will torment alukah no matter how much blood they ingest. Beheading or staking an alukah isn’t the end. If a dead alukah’s mouth isn’t quickly stuffed full of dirt, they’ll rise back up, even hungrier, more dangerous, and more monstrous than before.
ASWANG:
Originally discovered in the Philippines, aswang are vampires that take the form of a woman by day – sometimes young and beautiful, and sometimes elderly – while shapeshifting into a monstrous vampire by night. Their method of creation is unknown, but slayers speculate it’s the result of a curse. Their true form has large, bat-like wings, spindly fingers, and a maw full of sharp teeth. They have a long tongue they use to suck the blood from the navels of their victims and are also known to feast on entrails. They tend to scout victims out during the daytime and are unharmed by the sun. Once they’ve found prey, they return at night and may continue to visit nightly until they finally feed. They make a “tik-tik” sound, but if the noise sounds close by, it’s far away, and if it sounds distant, the aswang is about to descend upon you. According to myth, if an aswang licks your shadow, you die. Slayers aren’t sure if this is true, but don’t take any chances. Aswangs are especially vulnerable to religious iconography, and copper spikes may be driven into the ground around their intended target to protect them.
BARABARLAKOS:
One of the more dangerous vampires originating in Greece, the barabarlakos leaves its grave each night, knocking and ringing doorbells. If no one answers the door, they’ll simply leave and not come back. But should someone invite them in, the barabarlakos will crush the breath from their lungs with immense strength until the person dies, then drain every drop of blood from the corpse. Despite the fact that their strength nearly matches that of an elder vampire, these vampires are highly conversational, rarely getting riled up into a feral state. While not known to feed on the living, they will sometimes bite them to create more of their kind. They have most typical weaknesses, but simply staking them won’t do the job – they need to be staked through the heart while resting in their grave.
CATACANO:
This Greek vampire has earned the moniker “the happy vampire” for the constant, creepy smile on its face. Even if it wanted to stop smiling, it couldn’t. People who look upon the catacano’s smile are mesmerized as trust is instilled in them, coming closer and closer until they’re either killed or turned. Those they feed from but don’t kill can’t stop smiling for days afterward. Catacano spit regurgitated blood at those they wish to turn. The blood seeps into the victim’s skin, infecting them with the curse of becoming a catacano upon their death. Catacano are difficult to kill. They cannot be staked, so decapitation is typically used, and it requires a strange methodology. The catacano must be decapitated as it’s feeding from someone, then you must place the body in salt water. The head should simultaneously either be boiled in vinegar in a cast iron pot, or the fingernails should be burned off starting with the left hand. If this is not done successfully and to the letter, the people involved in the slaying of the catacano will die by sunrise. While many slayers haven’t encountered a catacano, this information was likely drilled into them from a young age.
ERETICH:
Meaning “heretic” in Russian, it’s no surprise that eretichy were all horrible people in life, committing murders, thefts, and other unpardonable acts. One doesn’t become an eretich through a bite; when a person who committed horrible acts dies without any justice being brought to them, they’ll often come back to life an eretich. They’re known for intentionally triggering a starving, feral state within themselves for mass bloodshed. These vampires can be particularly cruel and inventive in their torture. Eretichy aren’t as strong as most other vampires, but they’re the only kind able to detect the presence of nearby slayers. They share typical vampire weaknesses, but if staked, the stake must be made of aspen and the blow must come from behind.
PENANGGAL:
This vampire first described in Southeast Asia won’t be confused with any other kind of vampire when seen at night. Penanggalan seem like normal individuals during the day, immune from the sunlight, and when night falls they are forced to detach their heads – with their organs attached to it. Some describe the exposed organs as twinkling like fireflies. The detached head floats around, feeding from victims and even squeezing into homes. Penanggalan are fast and agile when their head is detached, and anyone who touches its blood or entrails develops painful sores on their skin which can be difficult to heal. The body of a penanggal is vulnerable when its head is detached, but they can’t be staked or decapitated in this state (their heart is with the head). However, setting the body on fire will kill the vampire. The heart can be staked if combating the head. The head can be easy to track as it leaves a trail of blood behind. Someone may become a penanggal when they die in a way that severs their head from their body, or if their neck is snapped.
PLATNIK:
This Bulgarian vampire has two “phases,” which makes it unique. Turned in a typical manner, the platnik remains in its grave for 9 days after death; this site can be recognized by the caved-in appearance of the ground around the grave. The platnik emerges as a spirit, visible to humans and capable of causing harm, while hard to harm themselves. They hunt down those they were close to in life, and will become corporeal if they kill them within 40 days; otherwise, they simply vanish. Once corporeal, platniks are similar to most vampires, but lack bones (instead consisting of cartilage) and are especially prone to skin injuries. Platniks in either state may be kept away by decorating one’s home with objects the platnik was afraid of when they were alive, but are not harmed by religious iconography. A platnik’s blood is called “pixtija” and is thick, dark, and jelly-like. It’s considered highly valuable and is a required ingredient in some harder-to-make potions.
TLAHUELPUCHI:
Tlahuelpuchi are the result of a curse which kills its victim and resurrects them as a hard-to-detect variant of vampires. They tend to live near or among their human families, and while they have a faint, glowing “halo” above their heads, they appear otherwise human. Tlahuelpuchi need to eat only about once a month in order to survive, and prefer the blood of children or young people. Unlike some of their vampiric cousins, tlahuelpuchi can enter a home uninvited… but only by performing a ritual in which they fly over a house in the form of a cross from both north to south and east to west before entry. Signs that someone has been killed by a tlahuelpuchi are bruises on the victim’s neck that match bruises on the tlahuelpuchi’s neck. If a member of the tlahuelpuchi’s human family kills them, the curse is passed on to that person. Outside of this, however, tlahuelpuchi have no ability to create others like them.
WAMPIR:
Of Russian origin, the wampir is a day-walking vampire most active from noon to midnight. Rather than fangs, they have a scorpion-like stinger under their tongue which they use to immobilize their human prey before drinking their blood from the wound. They create others of their kind with an exchange of blood close to death. Wampirs may draw people in closer using compulsion and are unbothered by sunlight. These vampires may be difficult to kill because, when up against a threat, they will burst into hundreds of maggots or rats. A single escapee will allow the wampir to reform later. Burning the maggots or rats, catching the wampir unaware with a stake, or beheading them will kill them.
Samsonetta dropped a huge travel bag on the floor. It rattled. Juliet looked up from painting her toenails bright green.
"Are you going away?"
Samsonetta placed her hands on her hips. Something that Juliet found extremely endearing.
"No, Julieta. This is for protection. I will not have you run around, without– Don't you roll your eyes at me!"
"Come on, babes."
"No, don't 'babe' me! I am serious. You think you are invincible, but your big brother will kill me the moment you get bested by some weird, obscure monster."
Juliet held a hand to her chest, lifting an eyebrow. "Your confidence in me is touching."
Samsonetta held the stare, determined not to give in like the last few times. Eventually, Juliet sighed.
"Fyi, I will not wear any garlic bulbs. That stuff is so unflattering, and it makes me look really weird."
Beaming, Samsonetta opened the bag. "I have something much better. Look."
She held out a bottle. Juliet took it, frowning, before giving her a disbelieving look.
"Black garlic with cod liver? Have you completely lost it?!"
"They won't just keep away any monsters, these pills are also very healthy," she said, reading the back of the bottle. "They are high in essential omega-3 fatty acids and are excellent sources of Vitamins A and D. Both Vitamins A and D contribute to normal immune system function, as well as to the maintenance of normal skin, bones and muscle function."
She was clearly very satisfied with her purchase. "With our jobs, it is very important to maintain normal bone health and muscle functions. Especially, as we are moving closer to our 30s. You can't afford to get osteoporosis, mi amor."
Juliet made a face. "You sound like my brother. And it's freaking scary. Stop it. I won't smell of garlic and fish at the same time!"
Huffing, Samsonetta opened the bottle and took two tablets. "Fine, be a baby."
"Good luck with getting anyone to kiss you now," Juliet said with a snort.
A noise outside the house had her look up. Samsonetta went to the window. She made an indistinct sound in the back of her throat. Juliet knew that sound. It wasn't a "Oh, what a lovely evening" kind of sound. It was a "We'll have to do a double shift followed by five hours of bootcamp training" kind of sound.
"What is it?"
"Not like you'd want to hear my opinion, anyway."
Juliet suppressed the urge to roll her eyes. If Samsonetta was sulking, Juliet usually ended up driving several hundred kilometres to the next biggest town, buying half a ton of chocolate conchas. Might as well bite into the sour apple. Or garlic pill, in this case.
Getting up from her bed, careful not to smudge her toenail polish, she wrapped her arms around Samsonetta's waist.
"Is it an evil Tlahuelpuchi?"
Samsonetta threw her a dark look, but her lips already lifted into a smile. "Are you trying to be romantic?"
"Is it working?"
"Take the pills, Julieta."
Sighing in surrender, Juliet took the bottle and swallowed two of the pills. "Happy?"
"Very. Now grab the ritual knife," she said. "There is a Manananggal outside."
Juliet rummaged through Samsonetta's bag. She whooped in delight when she held the jade hilt of the knife into the light. In response, several screeches outside the window grew louder. Grinning, Juliet stood.
"Who you gonna call?"
"Tontería," Samsonetta murmured under her breath and opened the window.
Mi amor - my love
conchas - (lit. translation: shells) sweet Mexican bread in the shape of seashells (hence the name)
Tlahuelpuchi - Mexican vampire
Manananggal - Philippine vampire (that can separate from their lower body. Fun!)
The tlahuelpuchi is a type of vampire from Mexican folklore. Based in Nahua beliefs, they come from people born with a curse that cannot be removed. Around the time of puberty, they will transform into a blood-sucking creature, with a particular taste for the blood of young children.
Female tlahuelpuchi are said to be stronger than their male counterparts. They are said to be territorial, and are able to fly. Their most distinctive feature is the glowing aura they gain when they change into their monstrous form.