By Paul Michael Graham
The creation of the bloodline is directly attributed to the foul Samedi, Dr. Samuel Stankiewicz. Dr. Sam, as he became known, was a most wretched individual in appearance even by Samedi or Nosferatu standards. Large belloted maggots crawled through the folds in his skin and a swarm of flies, which he commanded, hung about him at all times.
Although quite repulsive, Samuel was very intelligent and pursued his favorite pastime of thanatology, Necromancy, and the study of death. Although a doctor by name, Samuel had no actual medical training but learned a great deal through reading and experimentation. Being quite mad, he assumed the title of Doctor.
Samuel practiced his art at the expense of many mortal and kindred (un)lives until one day the mixture of medicine and discipline where combined to create Necrotomy. This foul discipline was then taught to each of Samuel's progeny who formed their own bloodline known now as "The Son's of Samuel."
Although still Samedi, Dr. Samuel Stankiewickz assumes the title as one of the bloodline and is currently its leader. There are only a handful of "Samite's" that exist, but the "Good Doctor" is seeing to the creation of.
There is little however, he can do to stop this.
Natures and Demeanors often vary amongst the Samites, however, Deviants and Caregivers (in their own kind of way) are the most common. Their preferred Backgrounds include Resources and Retainers.
I wasn't sure what they were until I found out who their creator was. Don't let their appearance fool you; they are just as foul as Samuel.
The Sabbat: Camarilla, Sabbat, what's the difference?
Samedi kindred without the foul appearance and stench...how interesting...
The Inconnu: What is Inconnu?
A fine example of the degenerate kindred society of today...when did it all go wrong?
Thaumaturgy: Sons of Sam may purchase the path of Biothaumiturgical Experimentation (Black Hand sourcebook) without the need to learn Thaumaturgy itself. This path comes naturally to Sons of Sam and may be bought at normal Path cost. However, no character may purchase this Path at character creation.
Merits and Flaws: Note that while these Merits and Flaws have been created for use with the Sons of Sam bloodline, they may be used by other kindred with permission of the storyteller.
Medically Inclined (3pt Merit): Although possibly possessing actual medical knowledge, you have a knack for medicine and its application that has several effects. Characters that are Medically Inclined may discard any single one roll of 1 per gaming session when using the Medicine Knowledge. Additionally you know a great deal about the proper care for a mortal who has been fed from and gain a +2 bonus to difficulty when treating such a person.
Medical Ties (3pt Merit): Either in your mortal or kindred life you actually practiced or knew someone in the medical field. In any case, you have gained influence in the medical community and can receive large sums of blood, gain autopsy records, and other useful facets. However, the more often your medical ties are used, the less potent they become.
Medical Facility (3-6pt Merit): You own a part or are the head of a local medical facility. The magnitude of this facility can range from a small private practice (3 pts) to that of a large blood bank (6pts). The actual size and usefulness of the facility and point cost must be agreed upon by both the player the Storyteller.
Controlled Bloodflow (2pt Merit): Kindred with this merit have a particular ability to control their bloodflow throughout their body when they sleep. This means that the kindred no longer needs to spend one point of to maintain himself while he sleeps. It also prevents the level two Thaumaturgy power Blood Rage.
Vampiric Bone Disease (3pt Flaw): You possess a rare form of bone disease that makes your bones more fragile than most. As a result, you possess the identical Flaw as the one possessed by the Sons of Sam. Sons of Sam characters may not take this Flaw.
Supernatural Signature (2pt Flaw): There is something about you that tends to separate you as a vampire from normal mortals; even more so than the typical kindred. As a result, all persons attempting to detect your presence either as a vampire, or a supernatural creature, gain a +1 bonus to their difficulties to do so. Unlike the Flaw Erie Presence, you do not make people uncomfortable when around them, you are merely more susceptible to being discovered if being searched for.