The sect at large knows that the Black Hand is an elite paramilitary force within the sect. Its operatives are the Sabbat’s Special Forces, covert operatives, and elite assassins.
Its members are loyal both to sect leadership and to their own secret hierarchy. Its structure, membership, and rituals are carefully hidden from the sect at large. It accepts missions too dangerous for common Cainites, and it does so with almost complete anonymity.
What the Sabbat does not know is that the Black Hand is also a death cult, a secret society of fanatical warriors willing to sacrifice their unlives in service to a religious cause not shared by the sect at large. It places its own fanatical needs before the rest of the Sabbat, and it pursues its own hidden agenda with ruthless efficiency.
Players in the Black Hand should not expect to play famous characters. Chances are good your Black Hand PC will meet his end as a complete unknown. If you’re very lucky his codename will be whispered by nervous rookies before a dangerous mission or uttered with reverence by the Dominions. If he’s doing job right, though, the rest of the Sabbat should never know a single one of your character’s accomplishments.
Not every concept is appropriate for a Black Hand character. The Black Hand does not recruit elders as agents. The sub-sect requires soldiers detached from the Jyhad and still young enough to be indoctrinated into its quasi-heretical beliefs. Thus, most of its recruits come from proven neonates and young ancillae. The Hand’s fanatical noddists also believe “mongrel” bloodlines have no place in Caine’s army: Blood Brothers, Panders, Gargoyles, Kiasyd and others are denied membership by virtue of their blood alone.
While it can be difficult to confine yourself to a specific type of character who will never have considerable status, great political power, or any acclaim for his heroic accomplishments, it can be incredibly rewarding to explore a cult of fearless warriors driven by a commitment deeper than the mainstream Sabbat, those whose every action is shrouded in secrecy and whose real motivations are a secret even to themselves.
Lexicon
Blooding, The : informal ritual used to initiate a member into full membership status.
Cadets: Black Hand trainees; the lowest of the low in the sect.
Column: a permanent kamut in defiance of the Hand’s tradition of integrating its agents into packs.
Ductus (pl . ducti) : in Black Hand terms, an actual job title ; the leader of a kamut or a column.
Dominion : a title of status and respect within the sect, second only to a Seraph.
Emissary : a position serving as the eyes, ears and mouth for the sect at all political levels.
Hulul: title of the leader of the Assamite antitribu, currently held by Nizzam al-Latif.
Kamut: a temporary Black Hand pack assembled to accomplish a specific sect mission.
Mustajib : “deserving ones” newly initiated members of the Black Hand.
Remover: Hand member who eliminates sect obstacles, often confused with shakar.
Second: another title, used to refer to the trusted right-hand of a dominion or Seraph.
Seraph: one of the four generals of the Black Hand.
Shakar (pl . shakari) : Assamite term for the most feared assassins in the sect.
Watch: geographically based cell of Hand members, usually assigned to a given city, typically between 3-8 operatives.
Watch Commander: leader of Hand operations in a given area (also known as a Field Marshall).
Watchtower: a state of general sect readiness, similar to military defense conditions.
Organization
Most Black Hand agents are distributed throughout the Sabbat as members of ordinary Sabbat packs and are only called into active duty as needed. When the Black Hand acts, it acts primarily at the level of the kamut, a pack summoned into existence for a specific and finite purpose and then disbanded, its members dispersed once again to their original Sabbat packs. Extraordinary circumstances might call for more than one kamut to be assembled for a more complex mission, such as the recent (and highly successful) Millennial Crusade, but such occasions have not been frequent in the faction’s history.
Only two intermediary tiers of command stand between the common Black Hand member and the Council of Seraphim: the dominions; and the ductus of their kamut, if they are on active assignment, or the local Watch Commander for those who are not.
Seraphim [NPC Only]
Normally there are never more than four Seraphim. “The Seraphim are the Black Hand’s generals, who answer only to the Regent of the Sabbat, and who collectively have absolute authority over all members of the Black Hand”.
Responsibilities and Authorities
- Missions are decided upon by the Seraphim, who hand them down to dominions.
- They also judge and punish members of the Black Hand, including accusations of infernalism.
- They have the final say in all Hand activities.
- When a mission is chosen, a single Seraphim to oversee the mission.
Chosen by
- Chosen by the First Seraphim and confirmed by the Regent.
Current Seraphim
- First Among Seraphs: Izhim ur-Baal
- Jalan-Aajav
- Elimelech
- Djuhah
Dominions [National Approval]
Dominion is the only permanent position below Seraph. Dominion is a title of honor, not a job description. It follows after centuries in service to the Black Hand, with a proven record of phenomenal leadership, exceptional combat abilities, and perfect strategies in combat. When the Seraphim agree on a mission, they are handed out to a dominion or to multiple dominions – usually chosen specifically for their expertise in specific areas. Dominions may hold any position below dominion as well (ductus, watch commander, emissary, etc).
Responsibilities and Authority
- “The dominions are the senior executive officers, the mission commanders who oversee anything from a small operation involving only a single kamut to a full-scale siege.”
- The dominions oversee the recruitment and training of new members.
Chosen by
- “A Black Hand operative is raised to the rank of dominion by the recommendation of other dominions and the approval of the Seraphim”.
Report to
- The Seraphim
Current Dominions:
- Castle
- Watch Commanders in the SE and SC regions report to Castle
- Roland
- Watch Commanders in the NC and GL regions report to Roland
- Talon
- Watch Commanders in the NE and EC regions report to Talon
- Aemilius
- Watch Commanders in the NW and SW regions report to Aemilius
- Teresita
- Watch Commanders in Mexico report to Teresita
- Tariq the Silent
Other Positions
“Most members of the Black Hand, known as operatives, agents, rafiq, brothers, sisters, or even comrades do not hold any special rank; they are all equal in the service to Caine”.
Below are more specialized roles taken up by some operatives. None of these job titles are used outside of the sub-sect. The jobs below are not an exhaustive list. The Hand maintains groups of Noddist scholars and researchers, weapons experts, couriers, cryptographers, and other specialists. These are only the most common.
Watch Commander [Regional Approval]
“A Watch Commander, however, fills a more permanent or at least, long-term) position with similar responsibilities – to oversee and lead a territorial cell of all Black Hand members residing in that area.”
Responsibilities and Authority
- De facto superior officer for all members of their watch not assigned to a kamut,
- Ensure all Watch members participate in the vaulderie with each other
- Official conduit for communications from the leadership to the local hand membership
- May recommend candidates for membership to the dominions
- Reports local political affairs to the emissaries.
- Provides recommendations to the dominions as to the skills and qualifications of the members of their watch.
- Responsible for appointing a lieutenant to command the watch in their place if chosen as a member of a kamut.
Reports to:
- The Dominions
Ducti
The ductus is a job title which refers to the leader of a kamut on a particular mission. The slang term “alpha” is used in place of ductus in some kamuts. This position is often filled by the dominion commanding the mission, but at times the dominion may also give the position to the most experienced member of the kamut.
Responsibilities and Authority
- Communicate with their superior the kamut’s activities
- Lead the kamut
Report to
- Dominion in charge of the mission.
Emissary
Emissaries serve as the political and diplomatic wing of the hand. One of the important jobs of an Emissary is to stay informed. Most maintain some sort of information network throughout their area of operation. To be successful an Emissary must possess a keen understanding of Sabbat politics and know how to balance the needs of its competing factions and interests.
Responsibilities and Authority
- They act as the official Black Hand liaison to Sabbat leaders who wish to call on the Hand services.
- They can also serve as the Hand census takers, gathering information about the local political situation.
- They act as advisers to all levels of Sabbat leadership
- It is rare for an Emissary to operate within a kamut and almost never in a combat role. An Emissary receives her assignment from a Dominion, which can be as simple as conducting a census or as intricate as organizing a coup. These missions are almost always undertaken alone, though the Dominion may arrange for additional support.
- When not on active assignment, an Emissary is expected to participate in the nightly administrative and spiritual activities of her Watch.
Reports to:
- The Dominions when on assignment. Otherwise, her Watch Commander.
Assassin (aka Shakar, shakari)
The assassins of the Black Hand keep their affiliation with the sub-sect a closely guarded secret. Even most Hand members do not know the real identities of these feared killers. Assassins are often sent on solo missions into enemy territory.
A successful assassin is one of the most careful and cautious operatives in the Black Hand.
Reports to:
- Watch Commander. Though it is not unheard of for an Assassin to receive a particularly sensitive solo mission directly from a Dominion.
Remover
Removers are the brute strength and paramilitary muscle of the Hand. The mission of removers is not subtlety but results. Removers are the front line in-your-face troops in a siege.
Reports to:
- Watch Commander
Rookie
A rookie is a newly initiated member of the Black Hand who has participated in less than three missions. Rookies are the lowest ranked members of any kamut or watch and must obey orders from any senior member of the Hand. They are not permitted to decline an assignment or challenge a tactical decision. Rookies who survive and perform well in their first three missions are informally initiated into full Black Hand membership in what is known as the Blooding.
Reports to:
- Watch Commander
Cadet
Cadets are trainees, accepted as candidates but not yet initiated into the Hand.
Reports to:
- Boot Camp or designee
Kamuts
The basic unit of the Black Hands operations is the pack, referred to as the kamut to clearly distinguish it from ordinary Sabbat packs. Most kamuts are one-shots, assembled for a particular mission, and then dissolved when the mission has been completed.
Black Hand operatives who frequently serve together in the same kamuts are referred to as reunion kamuts.
The Anatomy of a Mission
Whether developed internally or contracted by a leader, every mission undertaken by the Black Hand must be authorized by the Seraphs. A product of both its cell-like structure and the need for sect leaders to keep a tight leash on its paramilitary fanatics, the Hand cannot act without the approval of its highest leaders.
While Dominions organize training exercises and Watch Commanders conduct field drills, for the Hand to act in any official capacity requires Seraph approval.
Contracts
A typical Black Hand contract begins with a sect leader requesting Black Hand intervention. Generally the leader recognizes a problem that is either too delicate or dangerous to be handled with her own resources. Leaders are cautioned against calling too quickly or frequently for Hand intervention. Nothing sours a relationship with a local Emissary like weak Bishop who constantly cries wolf. At the same time, the Hand exists specifically to solve those problems outside the means of local leaders. The leader’s request can take many forms, from a week-long private war council withe the Emissary to a tersely written letter. The attention such a request receives depends largely on the position of the requesting clergy.
Bishops: As with all requests, the Emissary has on-the-spot authority to reject the mission out of hand. If she believes the request has merit, the Emissary passes the request on to a supervising Dominion who also evaluates the request and forwards it to the Seraphim. Authorization of the mission requires the approval of a full council of all four Seraphim.
Archbishops: As always, the Emissary has authority to reject the proposed mission on the spot. The prospective mission is passed along to a Dominion who makes a second evaluation and forwards the request to the Seraphim. At least two Seraphim must approve missions requested by Archbishops.
Cardinals: These requests are handled by Dominion Emissaries, typically those specifically assigned to advise the Consistory. As with all other requests, the Emissary is authorized to decline the mission on the spot. Otherwise, Cardinal-requested missions require the approval of a two Seraphim.
Prisci: These requests are handled by Dominion Emissaries assigned to the Consistory, who may choose to decline the request. Prisus-requested missions require the approval of a single Seraph.
The Regent: These requests are presumably taken by the Seraphim themselves and require the approval of a single Seraph.
Internal Missions
Missions developed internally generally take preference over outside contracts. These are typically arranged in response to situations that affect the hand exclusively or problems that should remain unknown to the sect at large. Internal mission requests are reported internally up the chain of command [Agent -> Watch Commander -> Dominion -> Seraph]. These most frequently originate at the Watch Commander and Dominion levels, though the input of their subordinates is often considered. It is unknown exactly which criteria factor into the approval of an internal mission, though most speculate it requires the approval of a single overseeing Seraph.
Approval
When deciding whether to accept a mission the Seraphim consider not only the importance of the individual requesting their assistance but also that of the intended victim. A Bishop may very well desire the destruction of a Camarilla Justicar, but the resources involved in such an endeavor are likely far too great to commit at the demand of a local leader. Once a mission is approved, it is assigned to a single Seraph to oversee. That commanding Seraph has final authority over every aspect of the mission.
Assignment
The presiding Seraph assigns a Dominion to carry out the mission. It is widely whispered that some Seraphim play favorites, but each Seraph has access to any available Dominion. The chosen Dominion is typically responsible for planning and preparing the details of the mission. She may consult local Emissaries or Watch Commanders to gather intelligence, or secrecy may demand that local Hand operatives be kept out of the loop.
Perhaps the most important decision at this stage is selecting a kamut to carry out the operation. Some Dominions have trusted reunion kamuts they always rely on for specific tasks, while others assemble a new team for each new mission.
Kamuts are almost always assembled from members of different Watches, and each member is carefully evaluated for the skills and experience he brings to the team. Members of a local Watch are almost never selected for operations in their own city. This is both to protect their identities and to avoid any complications from viniculums or local attachments. Often the Dominion will lead the kamut personally, but she may also choose to supervise the operation from afar and give direct leadership of the kamut to an accomplished field operative.
It is important to note that once a Black Hand member has undergone The Blooding and graduated from Rookie, she is free to decline any mission offered to her. Service in a kamut is not mandatory, though consistently refusing offered missions will quickly draw the Dominion’s scrutiny.
Execution
Once on assignment, the kamut’s Ductus (Alpha) has absolute authority in the field. Every Alpha is different. Some welcome input from their kamut members, particularly in the case of a reunion kamut or veteran agents. Others demand absolute obedience in the field. It requires a savvy Dominion to build a coordinated team.
Technically, the kamut is answerable only to its supervising officer. It is authorized to disregard the demands of any sect leader in pursuit of its objective. As a practical matter, aggravating the local Archbishop is usually bad for the success of the missions. Because of this, most kamuts are instructed to either operate covertly or — if they must reveal themselves – to try to get along with the locals. Once set in motion, the kamut should stop at nothing to achieve its objective. Nothing (not the Code of Milan, political pressure, nor “final” death) should stand in the way of its successful completion.
Once the mission is completed, the kamut immediately disbands and its members return to their home watches. Often the supervising officer will debrief the Ductus and forward a report to the Seraphim.
In the case of a contract, an Emissary may be directed to report the results to the requesting leader.
History and Dogma
The Lost Tribe
The Lost Tribe became the Black Hand, which is basically a Gehenna cult. The Lost Tribe was formed between 500 and 800 AD. Their basic belief was:
“The Antediluvians betrayed Caine, disobeying his command against kin-slaying, murdering the Second Generation who were Caine’s first beloved. And if we don’t want to suffer the same doom that awaits the Antediluvians, we must disavow them, turn once more to our Father and prove our loyalty by taking his side in the last battle.”
The Diablerie of Lasombra
Dastur Anosh was the high priest of the Lost Tribe during the time of the Anarch Revolt. The Lost Tribe saw the Diablerie of one of the founding clan members as a way to actually do something. Some of the Lost Tribe didn’t agree, but most did. The Lost Tribe blended into the crowds and did not actually participate in the diablerie of Lasombra. However, Anosh and the Lost Tribe were involved in gathering support for the Anarch Rebellion.
Caine’s Chosen
The Black Hand believes its true purpose is revealed in obscure fragments of the Book of Nod intended only for the Chosen. The Hand teaches that those who have undergone the Second Death have transcended their clan, purified from the taint of the Third Generation, and have emerged as True Children of Caine – his chosen vessels to deliver his vengeance upon the Third Generation.
Beware the Cainite who forgets his Curse,
As to dream of mortal harmony .
For all his cities will become ash
And all his dreams shall be scattered to the winds
A new enemy attends him now,
The childer of his arrogance
Twice born, thrice reborn, hungry for death
Nurtured on devoured souls
Savoring war as substance.
This belief that only they – not the whole of the Sabbat – are chosen agents of Caine puts Hand dogma at odds with Sabbat orthodoxy. This belief also helps explain why the Hand remains largely absent from sect politics and why sect status and recognition have little appeal for the Chosen. The Black Hand has a higher calling than the rest of the Sword of Caine. The praise of the unworthy is meaningless to a True Childe of Caine.
Caine’s Promise
His children will be reborn from the ashes,
The blood shall call them forth,
Even from the land of shadows,
From ashes they shall rise and walk again .
So let none of the faithful fear death,
Zillah’s tears shall nourish them,
Blood of the Second Generation,
Shed in sorrow for the loss of her brothers.
So shall the faithful become Zillah’s childer,
And share in Caine’s triumph,
And rule at their Father’s side.
The Hand believes that the inheritance of the True Children of Caine is actual immortality. Unlike the unworthy masses who make up the rest of the Sabbat, the Chosen have already met their second death, they have been fed on Zillah’s tears, and they believe the Book of Nod teaches that they will be raised from the dead a third time to fight at Caine’s side.
This belief accounts for its operatives’ fearlessness. Agents are taught that even if they are destroyed, they will be resurrected to stand at Caine’s side as his true children and rule with him over the Earth. Caine’s Promise is reserved only for His Chosen. The rest of the Sabbat is not offered this resurrection. The unworthy are condemned to die a final death.
Diablerie
Hand scholars recognize the irony that diablerie – the crime of the Third Generation, that which was forbidden by Caine – has become a sacrament of the Sabbat. Nonetheless, Hand dogma teaches that Caine’s true children will be fed on souls.
Hand scholars explain this inconsistency by noting that diablerie was traditionally used as punishment, a tool of retribution upon those who reject Caine. As the bearers of Caine’s vengeance on his enemies, diablerie is the right of the Chosen. As Holy Warriors, operatives are encouraged to diablerize the enemies of Caine and both as a tool of righteous justice and for the power it offers.
The Admonitions
These are a collection of sayings about strategy, tactics, and philosophy that were passed down in the Black Hand’s oral tradition. Cadets are required to memorize its teachings, and Alphas are expected to put them into practice in the field. The sayings come from a variety of sources from Eastern philosophers to great Cainite strategists.
A closely-held secret, revealed only after initiation, is that there are two parts to the admonitions: the sayings themselves (usually very short and direct) and the Commentaries. The Commentaries are detailed explanations by various Black Hand luminaries and strategists. The Commentaries are never quoted aloud.
The Admonitions include:
- Follow the Blood
- If you learn from your own mistakes, you may attribute that to luck; but if you learn from the mistakes of others you demonstrate true wisdom.
- When it comes to the independent clans, make sure you’re the highest bidder.
- He who has died need not fear death; for him it is as the arms of his Father welcoming him -home.
- Gehenna is the breath of the dead.
- Be as a shadow on a-dark night, unseen, unheard, let there be no sign of your coming in or going out, nor leave any trace of your presence, behind.
- Sun Tzu said, Subtle and insubstantial, the expert leaves no trace ; divinely mysterious, he is inaudible . Thus he is master of his enemy’s fate.
- Leave no evidence behind. Not so much as a cigarette butt, your comrade’s ashes, a shell casing, or an eyewitnesses. If you can’t take it with you, destroy it by the most expedient and thorough method possible.
- Sun Tzu said, Whether the object be to crash an army, to storm a city, or to assassinate an individual, it is always necessary to begin by finding out the names of the attendants, the aides-de-camp, and door-keepers and sentries of the general in command. Our spies must be commissioned to ascertain these.
- There’s no such thing as too much intelligence before an operation. There is, however such a thing as bad intelligence, so check your sources; don’t trust any information that conflicts utterly with other verifiable sources .
- If something sounds too good to be true, there’s probably a good reason for that.
- Parvati said, The death of a single man at a critical moment can defeat an army of thousands in a single stroke.
- Ar-Rashid said, A true assassin has no ego, which is well, for he receives no glory .
- Massacres are sloppy and draw attention. It’s better to select a specific targets whose loss will most cripple the enemy. If a massacre is truly necessary, call in a War Party and let them do the dirty work.
- Leave no member of your kamut behind, neither wounded, staked or captured, unless there is truly no other choice; do not even leave his ashes if they can be recovered. Do not assume a member of your kamut is dead until you have his ashes in your hand.
- Do not resort to Monomacy over trivialities, especially with another member of the Black Hand.
- Only the Seraphim may authorize a duel between the Chosen, and only when no other solution to save honor is possible. One of the Chosen who kills another outside of an authorized duel shall be cast out from Caine’s Chosen and then put also to Final Death, for the Chosen are better off without such a one .
- If one challenges you to a Monomacy duel, and is not of the Chosen of Caine, you must show no mercy; but send that one to Final Death, for he has challenged one of the Chosen. If an outsider slays one of the Chosen in Monomacy, and sends the Chosen to Final Death, that one may be given the option of initiation to take the place of the one he has slain; otherwise, let him not see another night .
- Know the plan. Know also the plan is likely to fall to pieces within the first minutes of the mission, so know the contingencies, and be prepared to think fast and shoot faster.
- Don’t fuck up your part of the job . Your comrades are relying on you to do it right. If you think you have to bail, report to your kamut leader, and if she says bail, then you bail. Otherwise, you’re just gonna have to get creative.
- Always return by a different route than the one you went out by, to avoid ambushes, and make sure nothing follows you home.
- Do not reveal Black Hand secrets, oaths, passwords, signals, identities of your comrades, codes, or the Mysteries of Caine to anyone outside of the Chosen. He who betrays his oath shall find no mercy; let his blood and soul be devoured by one more worthy, and his Name stricken from the rolls of the Chosen.
The Crescent
The crescent marks all Black Hand members, and it is a mystical link. The crescent is on the right hand, and points to the right (as a waning moon). The origins and meaning of this symbol are unclear and often debated among the sub-sect.
The Weeping Stone
The Weeping Stone is located in Iraq, at the site of the First City. The stone is believed to be Zillah the Fair, of the Second Generation. Rumor has it that when Zillah saw her brothers destroyed, she wept and cried out to Caine, and he turned her to stone that still bleeds today. This is a closely guarded secret, and it is expected that all Black Hand make the pilgrimage to the Weeping Stone at least once.
Nightly Operation
Secrecy
The Black Hand thrives off of secrecy.
Its members use codenames to preserve their anonymity within the sub-sect and most closely guard their affiliation from outsiders. While the decision of whether or not to reveal one’s sub-sect affiliation is up to the individual operative, it has a profound effect on the types of missions available to her.
The vast majority of Hand members keep their affiliation secret because they are often involved in covert attacks, kidnappings, assassinations, and other activities that demand anonymity.
The Black Hand cannot be seen to publicly violate the Code of Milan or meddle in sect politics, so operatives involved in these more sensitive missions must remain unknown to the sect at large.
Black Hand members whose affiliations are publicly-known should not expect to be selected for these covert operations. A Dominion ordered to assassinate an errant but publicly-loved Archbishp obviously cannot form a kamut composed of known Black Hand members. Even an Emissary whose exploits are widely-known by the leadership should not expect to be chosen for back-channel deals and clandestine negotiations. Players are encouraged to keep this in mind when choosing whether or not to reveal their affiliation.
The range of available missions for known operatives are generally narrowed to less controversial assignments such as organizing war parties, engaging in less sensitive assaults against the Camarilla, and other more politically-acceptable tasks.
The identities of the elite shakari always remain a secret, even among the majority of the Hand, while an emissary’s affiliation is always known by at least some individuals within the sect at large.
Anonymity
The Black Hand functions as a cell-based organization. It succeeds because individual Watches remain largely ignorant of each other. While local Watch Commanders should certainly know how to contact all members of his watch, the Hand’s leadership is careful to ensure that no one operative knows too many of her colleagues. This guarantees that if one member (or watch) becomes compromised, the enemy cannot discover the identities or locations of any other operatives.
Operationally, an agent should only have contact with their local watch or direct superiors. For most Hand members that is their Watch Commander or kamut ductus. Watch Commanders and Emissaries on assignment generally receive their orders from a Dominion.
Outside of missions and important gatherings, Hand members from different watches should not associate with one another. When they do communicate directly, operatives should take care to conceal their true identities, home cities, packs, and other identifying information. Those Hand members who know the identities of too many other operatives or who are frequently seen in the company of agents outside the local watch may soon find themselves under the scrutiny of a Dominion, rightfully concerned about a potential security risk.
Integration
One of the Hand’s most important policies is that its agents are integrated into rank-and-file Sabbat packs. This serves two purposes. First, sect leaders have less to fear from coups orchestrated by permanent Black Hand packs, and it gives them some modicum of control over operatives not on assignment. Secondly, this policy helps diminish Hand casualties outside of missions. Under normal circumstances if an entire pack is sacrificed by its Bishop, the Hand loses only a single operative.
It is extremely rare for a pack to boast more than a single Black Hand member. Those with more than two should be carefully monitored by the Watch Commander to ensure that subscet secrets are preserved, and the agents are not put at unnecessary risk. Any Chosen reckless enough to make up the majority of a pack should expect an unpleasant reminder from a Dominion about the importance of integration.
Separation
The Black Hand does not involve itself in sect politics. It believes itself to be above the petty squabbles of the unworthy masses. Even if that were not the case, the Sabbat’s leadership would never give such a mysterious and fanatical sub-sect that amount of temporal power. As such, Black Hand members are forbidden from taking leadership positions above the pack level. Membership in the Templars is also expressly forbidden.
Communication
The Hand most frequently communicates via dead drops. These can take the form of messages inside library books, notes scrawled on bathroom mirrors, or letters tossed into a disused garbage bin. These messages are usually disguised to appear like Arabic or Spanish poetry. In actuality, the poem’s words are obscure references to the message actually being conveyed. Cadets are taught the basics of this technique in Boot Camp and are encouraged to develop it throughout their unlives and apply it to other aspects of their duties. The Hand also makes use of couriers for sensitive information. Gangrel are most commonly assigned courier missions, though the Hand also utilizes animal couriers.
The Hand does maintain a communication network available to most operatives. This series of transmissions is known to be incredibly insecure. Operatives are cautioned to broadcast only in emergencies or as a last resort. Personal identifies, locations, even regular codenames should generally be withheld. For the sake of internal security, transmissions sent in this fashion should be incredibly vague and devoid of as much specific information as possible. Watch Commanders are held directly responsible for inappropriate use of the open communication network.
Recruitment and Training
The Invitation
Any Black Hand member may nominate a candidate for recruitment, but only a Dominion may invite him to join. Nominations of a packmate are always rejected. The nominating member should be careful not to reveal his affiliation or motives to the potential recruit. Should a Dominion discover the prospect has knowledge about the sub-sect or its members, the nominating agent can expect harsh consequences for his indiscretion.
The most important qualities in a potential operative are:
- Initiated Sabbat with some combat experience.
- A good understanding of Sabbat dogma and orthodox Noddism.
- The ability to follow orders and take instruction.
The Hand recruits predominantly from young ancillae and proven neonates. Elders are almost never considered for membership. The self-interest that accompanies advanced age is a liability to the Hand’s fearless warrior-cult mentality. After centuries of unlife, it is assumed an elder Cainite has become too embroiled in the Jyhad and other petty vendettas to faithfully serve the Black Hand.
Once nominated, a Dominion investigates the candidate. This usually involves consulting the local Watch Commander and Emissary. Many Dominions will arrange a series of trials to test the potential recruit before a decision is made. The invitation is only made once. If the recruit accepts, she is takes an initial Oath and is sent for training. If she declines, she is allowed to leave without further contact from the Hand.
Upon her acceptance, the recruit is generally required to leave her pack. Dominions recognize the security risk presented by longstanding blood ties. Often, the recruit will be placed in his mentor’s pack (if local) or will remain packless for the duration of his training. In either case, it is generally the responsibility of the local watch to devise and execute a convincing excuse both for the recruit’s frequent absences and her sudden shift in loyalties. This requires a delicate touch. The only thing worse than one Hand recruit being discovered is exposing an entire group of covert operatives. This dilemma also provides an opportunity for ambitious mustajib to distinguish themselves.
More than one Emissary has been discovered for his skill at manipulating the local covens.
The Codename
At this point, the prospect is told to choose a codename. Nicknames, literary references, even mundane objects are all common choices. From that point forward she will be addressed by all Hand members by her codename. This serves two purposes. The most obvious is to protect the Cainite’s anonymity and provide for secrecy and security within the Hand. The other is to set the Cadet apart from her former unlife, to distinguish her former purposeless existence from her eternal service among Caine’s chosen.
Mentors
There is a tradition of mentorship within the Hand. Typically the nominating member keeps tabs on his recruits, and a mentor-student relationship develops. A mentor has an interest in seeing her student prosper within the Hand. She will show the new recruit the ropes, find an instructor for a path of enlightenment, and generally help him make the transition into the sub-sect. Some clans within the Hand, the Assamite and Ventrue antitribu in particular, are especially close-knit and incredibly well-organized.
Training
“Training holds a high price for failure, one known from her first night with the sub-sect: Those who
do not succeed, perish.”
Traditionally, the Black Hand trained its recruits for 5 years in secluded Boot Camps (Assamite-only camps train for 7 years). Following significant losses during the Millennial Crusades, however, the training process is changing to allow Cadets to fill much-needed roles in the field while they complete their training.
During their initial training period (typically 6 months) each Cadet reports directly to a Dominion-sponsored Boot Camp. The Camp serves, for all intents and purposes, as the Cadet’s home Watch. At the Boot Camp, their training focuses on a few key skills:
- Memorization techniques
- Black Hand code and procedure
- Spanish and Arabic languages
- Stealth
- Combat
- Developing in-clan disciplines
- Black Hand history and tradition
- Pack tactics / Kamut operations
While at Boot Camp, recruits are pushed to their absolute limits. Final Death is not uncommon in these training exercises. In fact, at least one cadet from each class is destroyed during Boot Camp.
Recruits are no longer sequestered at Boot Camp as in previous years. They are frequently released under the watchful eye of their mentor or a local Watch Commander and permitted to return to their home or nearby cities. There they may perform menial tasks for the local watch or engage in Dominion-arranged training missions. Often the Cadet will be allowed to return for important city-wide rituals in order to avoid local suspicion.
The Dominion carefully supervises the recruit’s activities away from the Camp with the input of the local watch. If any deficiencies are observed, he can expect an unpleasant homecoming at the end of the field assignment.
The Final Test
It is forbidden for any member of the Black Hand to speak of this test.
At the conclusion of a typical 6-month training period, the initiate faces her final test. This test is never known in advance. The cadets do not even know of its existence. The training kamut is assembled and told that one of them has failed and will be hunted down by her peers. Each Cadet will report to a different location and receive her orders from the Dominion. The deserving ones will regroup and destroy the failure.
Every cadet who receives her orders will learn that she has failed and is now the subject of her allies’ hunt. The Dominion will ask how the cadet would like to die. However she chooses to meet death, the Dominion will accommodate.
If she chooses to run, a veteran kamut on hand will be ordered to hunt her down. The purpose of the test is to learn how the Cadet faces her own destruction. There is no right answer, and Dominions rarely destroy the Cadets except in cases of abject cowardice. Instead, the Cadet is subdued, and the Dominion offers to rescind the sentence in the name of Caine if she chooses to fully submit to the sub-sect, knowing that from this night onward her unlife belongs to the Black Hand.
The Rite of Initiation
Only one cadet is initiated at a time. The initiate spends the next day lying a tomb, naked except for a linen shroud. When the ritual begins, she is taken on a bier to the place of the ritual. There, in the presence of at least three Dominions (one of which is usually her sponsor) she answers a series of questions about her commitment and willingness to sacrifice herself to Caine’s purpose. Her blood and that of the other participants and witnesses is put in a vaulderie vessel, and she is given a black robe. She then kneels before the senior-most Dominion and swears the oath below at swordpoint:
The Oath of Initiation:
I, [full name], am dead . As on the night of my First Death and Embrace, I gave up all claim to the mortal world, so on this night of my Second Death do I relinquish all claim to my own eternal existence.
I am dead, and in death I submit myself to the judgment of Father Caine, to accept his words as my law, his true childer as my brothers and sisters, my clan, my blood. I submit myself to the leadership of the Seraphim, the dominions, and all they may place in authority over me, to be obeyed without question or hesitation.
From this night forth, I am dead, and so death holds no power over me; for I am in the service of Caine, a warrior of the Great Jyhad, from death reborn into the company of Caine’s Chosen, his own Black Hand.
Should I fail in this my most sacred oath, may, all who share in this cup and witness my oath tonight hunt me down as one foresworn, unworthy of the gift of Caine’s Blood, and destroy me without mercy.
This do I swear by my name, by the Blood by which my sire made me, and by the blood I accept this night . So let it be remembered, so let it be done.
The Dominion accepts the oath by drawing a sigil on the initiate’s forehead with the vaulderie blood. The initiate offers her right hand and undergoes the painful tattooing. A Dominion uses a sharpened awl and the vaulderie blood to ritually scar the initiate’s palm. The participants and witnesses then share in the vaulderie, the initiate drinking first. As she drinks, the ritual is completed and the tattoo burns into her flesh before healing in the mark of the crescent moon.
A Blood Feast follows the ritual, and many Hand members attend the festivities, taking the opportunity to introduce themselves to their new brother or sister.
The Blooding
The ritual celebrating a Rookie’s third successful mission and acceptance as a full member of the Black Hand is less formal than the initiation. While it is traditional to include a Vaulderie and Blood Feast, as well as a formal announcement from the Dominion, the rite itself is more akin to hazing than a religious ceremony. While the Rookie is generally expected to survive the ordeal, the torturous specifics of the rite are left up to his Watch members’ wicked imaginations.
Demographics
The Black Hand does not recruit equally from all Sabbat. Certain clans have historically played key roles within the sub-sect and are heavily recruited, while others are forbidden membership simply by virtue of their blood and Noddist prejudice.
The Black Hand is composed of zealous fanatics with a specific set of spiritual beliefs. They follow rigid procedures, and, adhere to unyielding codes of conduct. Not all Paths of Enlightenment are accommodating of such an unlifestyle. As such, a few Paths have risen to prominence within the sub-sect, while others are treated as heresy.
Major Clans
Assamite Antitribu
Assamites make up the largest segment of the Black Hand. Assamites operatives are motivated, loyal, and highly efficient, capable of acting as removers, strategists, and spies, as well as their almost obligatory role as shakari.
Gangrel Antitribu
Ruthless, tough, and resourceful city and country Gangrel Antitribu make up another substantial faction in the Hand. Gangrel are most commonly seen as removers. Gangrel also often act as forward scouts and couriers.
Other Clans
Brujah Antitribu
Their reputation for being short tempered is not an asset, where subtlety and self-control are necessary for survival. This being the case, the Brujah who do make the ranks of the Hand are often exceptional individuals who have learned to balance the passion of their Beast with the coolness of intellect and the strength of will and purpose. Brujah most usually serve as removers, emissaries, or trainers of Sabbat war parties.
Lasombra
The Lasombra do not lead the Hand. Lasombra in the Hand are looked down on by most members of the clan for their loyalty to the sub-sect above the clan. Elders of clan Lasombra are very uncommon as they are unwilling to take chances with their unlives. A number of Lasombra become emissaries, where their political acumen flourishes with the power serving as the contact between Sabbat Archbishops and their venerable masters of the Black Hand.
Malkavian Antitribu
Malkavian antitribu number few in the Hand. Those who do pass the vetting process usually do so because of their particular brand of madness is more an asset than a liability. Malkavians fill many positions in the Hand based off of their madness from shakari to emissary.
Nosferatu Antitribu
The Nosferatu antitribu are a vital part of the Black Hand’s operations. Their inherent drive to dig up other people’s secrets make them valuable at gathering or trading intelligence the Hand needs to accurately plan its missions. While valuable as spies and information analysts, they are also valued as removers.
Ravnos Antitribu
The Ravnos antitribu founded the Lost Tribe alongside the Assamite antitribu and were quite influential in its early nights. Black Hand Rogues were not immune from the fate of their clansmen, however, and nearly every Ravnos antitribu in the sub-sect was recently destroyed. Those few young neonates who survived continue to fill their antitribe’s traditional roles as couriers and spies.
Toreador Antitribu
Very few of the Toreador Antitribu have proved themselves talented enough to be of value to the Hand. This is in part due to prejudices of the leadership (Dominated by Assamite and Gangrel).
Tzimisce
The Tzimisce are a small but valuable minority in the Hand. Their fleshcrafting abilities give them an uncanny gift for disguises. A number of younger members specialize in intelligence gathering. The most terrifying operatives are the removers. There is a small group of kolduns practicing their sorcery within the Hand.
Ventrue Antitribu
Their leadership abilities and intense dedication make those few Ventrue antitribu who are chosen valuable to the sub-sect. Ventrue have served as emissaries and removers. Of lesser fame but equal importance are the creative tycoons responsible for financing the Hand’s activities. The Hand Ventrue also practice an informal mentoring process among themselves.
Non-recruited Clans and Bloodlines
“The Black Hand is always on the lookout for good potential operatives; however, their strong Noddist tradition and beliefs in the purity of Caine’s blood automatically disqualifies members of the ‘Mongrel’ bloodlines, who are not considered true descendants of Caine. The egalitarianism espoused by the Sabbat is of no import; the Hand has its own criteria as to who is worthy of Caine’s Blood.”
Panders
While the Sabbat at large may recognize them as a clan, the Black Hand does not. Without a clan, Panders are not considered true descendants of Caine and are not recruited for membership.
Salubri Antitribu
The Black Hand has no members from the Salburi Antitribu. While the Furies are certainly committed to the war against the Camarilla, they seem to have their own causes separate from that of Caine’s Chosen.
Serpents of the Light
Though this cult has found its place within the cosmopolitan sect at large, its beliefs are not compatible with the Hand’s own Noddist doctrine.
Harbingers of Skulls
The Council of Seraphim has only recently begun discussion of the bloodline calling itself the Harbingers of Skulls. Of particular concern is the bloodline’s origin. No doubt that will be a topic of interest in the coming nights.
Gargoyles
Creations of the Tremere, rather than true descendants of Caine, Gargoyles are not recruited.
Blood Brothers
Like Gargoyles, they are the creation of other Cainites, not descendants of Caine himself.
Tremere
These Usurpers (and their late antitribu) stole the birthright of another of Caine’s childer. They have no claim of their own and are not permitted to join the sub-sect.
Kiasyd
This bloodline of uncertain origins is not mentioned in the Book of Nod. Without any claim to the Blood of Caine, they have no place in his Chosen.
Paths of Enlightenment
Path of Caine
The Path of Caine is by far the most prevalent and powerful in the Black Hand. The path holds the position of “favored path” of the sub-sect and is followed by a vast majority of both the Dominions and the Seraphim.
Path of Cathari
The Path of Cathari is the least followed of the major paths of the Sabbat, and only a Handful of sub-sect members claim it as their own. By and large the sub-sect feels that indulging in vice for its own sake is both wasteful and senseless and in no event does it abide idleness.
Path of Death and the Soul
This path sees quite a few adherents in the sub-sect particular among the Tzimisce. They see themselves as counterpoints to the rigid philosophy to the Path of Caine.
Path of the Feral Heart
The Path of the Feral Heart is the least prevalent path outside of the Path of Cathari. A sizable number of the Country Gangrel continue to follow the path, but the do so at the risk of removing themselves from the favor of their superiors. Many of the superiors are quite in favor of things like technology and find themselves irked by such savages before long.
Path of Honorable Accord
The Path of Honorable Accord is only second to the Path of Caine within the sub-sect.
Path of Power and the Inner Voice
This path is fairly well represented in the Hand, especially due to the presence of the Lasombra.
Path of Metamorphosis
This path claims a few adherents among the Tzimisce but is nowhere near as popular as either Death and the Soul or Caine among those of that clan.
Path of Night
The most prevalent variant of the path is Righteous Night, while the Allied Path is the least popular.
Path of Lilith
This path is despised by the leadership of the Hand, as the Hand is known as the Chosen of Caine, not Lilith, and any confusion as to the importance of Caine is treated as heresy for those pledged to the sub-sect.
Popularity: 36% [?]






