TEXT: Wood Ingham's Melissidae Supplement
  The Madonna of the Wasps
  Quote: <No words, only the sound of buzzing>
  Background: Melissa had slept for decades. A hive of bees
  had grown inside her inert body over the years. The bees had
  continued in their cycle of life and death for nearly eighty years
  within her. Over generations, the bees grew strong and vicious,
  infected by the vampire's stagnant Vitae, while Melissa, too,
  became infected by the bees. 
  When, in 1953, Melissa – the only name she could remember
  ever having – awoke, she awoke to madness. She could barely
  communicate. She inflicted a night of terror upon London,
  sucking dry more mortals than she needed or even wanted, and
  then fled. Over the next year, she made her way back to
  Scotland, eventually finding herself at the doors of the ruin that
  was once Catherine Dalrymple's grand experiment. She made it
  her home. By 1960, she had gathered together a hive, mostly
  from the inhabitants of the nearby village of Southmuir. By
  1980, most of the inhabitants of Southmuir were under her
  control, and several of them were members of her hive. Falling
  back on Catholic imagery that had so imprinted on her human
  childhood that even after all she had been through, it still
  remained, Melissa began to fancy herself as an incarnation of
  the Virgin, a Madonna of the Wasps. The people of Southmuir
  worship her. They have no choice. 
  The Madonna of the Wasps is in the midst of a metamorphosis.
  Her body is changing. She doesn't know what it means. She
  doesn't know what she is becoming. Suspecting that the Hive
  Mind needs to grow beyond even her resources, she has
  decided to propagate her hive further, by Embracing two young
  women of Southmuir, Bridget McLeish and Vivienne
  Thompson, and bringing them into the Bloodline. They love
  her. At least, she tells herself that. 
  The early history of Melissa can be found in the Vampire: the
  Requiem supplement Bloodlines: the Legendary, pages 106-
  107.
  Description: Melissa – the Madonna – is stiff, and serene and
  beautiful, with long, perfectly straight, shining black hair,
  parted in the middle. Her lips are full, and still smile serenely.
  Meliss's skin is perfectly white, like porcelain. Her chin is
  noble, her nose aquiline, and her eyes – her eyes are large and
  round and long-lashed and faceted like the compound eyes of
  an insect.  She doesn't breathe, or blink. She can stand
  completely, perfectly still for hours; when she moves, it's with a
  twitchy, swift motion.
  She's surrounded by the sound of buzzing – a hive of bees still
  makes its home in her useless lungs
  Her fingernails are black and chitinous. She wears elegant,
  long-sleeved black dresses. When she speaks, which is rarely,
  More often, she communicates telepathically, her mind-
  language sounding like the insistent, repetitive buzzing of the
  bees that still inhabit her body. Every so often, a single bee will
  crawl out of her nose, or leave her mouth when she speaks.
  There are usually bees crawling across her body somewhere,
  sometimes across her décolletage or over her hands. Sometimes
  there's a small movement under her dress. She pays them no
  notice. 
  Storytelling Hints: Melissa  is entirely mad. She hears the
  voice of a God she never believed in as a human, in the bees
  inside her body. God speaks through the bees. She holds
  telepathic conversations with them, hearing divine commands
  and reassurances in the sussurus of her body's inhabitants. 
  Mostly, she stands, motionless, in the hall of her now-
  restored manor house, communing with her bees, praying,
  eyes closed, like a wax statue. Disturbed, her eyes flick open.
  She rarely needs to move to destroy or enthral intruders: ants'
  nests outside the village and wasps' nests on every tree attack
  all those who would be a threat, while the villagers, all
  conditioned or made part of the hive, are programmed to
  forget who they are and do whatever needs to be done with a
  single telepathic command.  
  Sometimes she has intruders destroyed. Sometimes she wants
  the to stay awhile, and give her some company. Those who
  stay, find that dying would actually be a preferable option.
  Clan:  Ventrue
  Bloodline: Melissidae
  Covenant: Unaligned
  Apparent Age: late 30s
  Embrace: 1790
  Mental Attributes: Intelligence 4, Wits 3, Resolve 5
  Mass Control (Dominate ●●●●●●)
  Melissa's unique six-dot Dominate power allows her to still an
  entire room with a single word. Essentially, it enables her to use
  any power associated with Dominate ●, ●●, or ●●● on all the
  individuals in an area. 
  Melissa makes one roll appropriate to the power she's using; all
  those in the immediate area – namely, those who can both hear
  her voice and see her – make independent rolls to resist, as per
  the individual powers in question. Player characters always roll
  to resist. If there are a lot of Storyteller character victims, the
  Storyteller might find rolling for them all a little tedious – it's
  probably better to either just decide how many of them fall prey
  to the power, or make one or two rolls for a group of people. 
  Melissa's Dominate roll is modified like this: 
  - 
  Melissa tries to Dominate less than five people
  -1
  Melissa tries to Dominate five or more people
  -2
  Melissa tries to Dominate 15 or more people 
  -4
  Melissa tries to Dominate 25 or more people
  -6
  Melissa tries to Dominate 50 or more people
  1
  Madonna of the Wasps
  
  Physical Attributes: Strength 2, Dexterity 5, Stamina 3
  Social Attributes: Presence 6, Manipulation 5, Composure 2
  Mental Skills:  Academics (Philosophy, History, Pre-
  Enlightenment and Enlightenment Literature) 5, Crafts
  (Dressmaking, Weaving, Beekeeping) 4, Investigation 1,
  Medicine 1, Politics (Eighteenth Century) 1, Science
  (Enlightenment and Pre-Enlightenment Science) 1 
  Physical Skills: Brawl 1, Drive (Horse and Cart) 1, Larceny 2,
  Stealth 4, Survival 4, Weaponry 1
  Social Skills: Animal Ken (Bees and Wasps) 6, Empathy 1,
  Expression 2, Intimidation 5, Persuasion 1, Subterfuge (lying) 3
  Merits: Herd 5, Haven (size and security) 5 (location) 4,
  Languages (French, German, Latin), Resources (combined
  bank accounts of Southmuir) 4
  Willpower: 7
  Humanity:  1 (Megalomania, Schizophrenia, Irrationality)
  Vivienne Thompson and Bridget McLeish
  Quote: Go away. You don't need to be here. She is mine. No
  one else's. Mine. She doesn't need you. 
  Background: These two pretty local girls from Southmuir
  were Embraced in the last decade. Their parents and siblings
  have forgotten they even exist. Melissa is grooming them to
  become Queens in their own right. Both want her favour. Both
  hate each other. 
  Currently, both are her agents. Vivienne acts as Melissa's
  chauffeuse on those rare occasions that Melissa leaves her
  manor house; Bridget is her amanuensis on those occasions
  when accounts need to be fixed or letters need to be written to
  the outside world. They're jealous of each other's tasks and
  would prefer to take on those roles. 
  Both of them sleep with Melissa in the clean, well-lit cellar,
  lying on either side of her, dead and perfectly still in her arms
  as the bees crawl over their cold, naked bodies. 
  Description: Both girls dress exactly like the Madonna of the
  Wasps, in the same black dresses. They wear their hair long
  and straight (Bridget is blonde; Vivienne is a redhead), and
  both have the same waxy white skin and impassive features.
  They blue eye are wide and somehow empty, as if there's
  something missing from their minds. 
  Storytelling Hints: Each is serene and still, just like the
  Madonna, but the serenity cracks. Although obviously
  inhuman, they are less monstrous than their sire. Both women
  desperately want to have the mistress' favour, and each loathes
  the other with a venomous intensity – this is silently
  encouraged by their impassive sire. The irony is that there is
  so little to choose between them. Both look, act and think in
  the same way – they're both conditioned and bound under
  Vinculi by the Madonna of the Wasps; with a word, or even a
  telepathic command, she can switch them on or off, like
  Virtue: Temperance
  Vice: Lust
  Initiative: 7  
  Defence:  3
  Speed: 10
  Health:  8 (11 with resilience)
  Blood Potency: 6
  Disciplines:  Animalism 5, Auspex 4, Dominate 6, Protean 4
  (can meld with earth or bare stone; can transform into a
  swarm of bees), Resilience 3
  Devotions: Body Colony, Hive Induction, Honeycomb
  Heart, Mock Mind, Royal Jelly, Small Witness, Sting, Swarm
  Communion
  Flaws: Unique deformity (eyes like an insect)
  Vitae/per turn: 15/3
  mechanical dolls. 
  Still, if there is any weakness in Melissa's edifice, it is the way
  the two girls hate each other, a hate that sometimes even
  threatens to transcend the Madonna's control, and which could
  be used against her. 
  Vivienne (the redhead)
  Clan:  Ventrue
  Bloodline: Melissidae
  Covenant: Unaligned
  Apparent Age: 18
  Embrace: 2000
  Mental Attributes: Intelligence 2, Wits 3, Resolve 2
  Physical Attributes: Strength 2, Dexterity 3, Stamina 2
  Social Attributes: Presence 3, Manipulation 2, Composure 3
  Mental Skills:  Academics (local history) 1, Computer 1,
  Crafts (sewing) 1, Investigation (digging dirt on rivals) 1,
  Medicine 1 
  Physical Skills: Athletics 1. Brawl 1, Drive (chauffeuse) 2,
  Larceny 3, Stealth 2, Survival 1
  Social Skills: Animal Ken (bees, wasps) 3, Intimidation  2,
  Persuasion (passive aggression) 1, Streetwise 1, Subterfuge
  (lying) 1 
  Merits: Haven (shared with Melissa) 5, Herd 5, Mentor 3,
  Resources 2
  Willpower: 5
  Humanity:  3 (Narcissism, Suspicion) 
  Wood Ingham's Melissidae Supplement
  2
  Madonna of the Wasps
  
  Virtue: Faith
  Vice: Envy
  Initiative: 6 
  Defence:  3
  Speed: 10
  Health:  7 (8 with Resilience) 
  Blood Potency: 2
  Disciplines:  Animalism 3, Dominate 3, Auspex 2, Resilience
  1
  Devotions: Body Colony, Small Witness
  Flaws: Permanent derangement: Fixation (directed towards
  hatred of Bridget)
  Vitae/per turn: 11/1
  Bridget (the blonde)
  Clan:  Ventrue
  Bloodline: Melissidae
  Covenant: Unaligned
  Apparent Age: 19
  Embrace: 1997
  Mental Attributes: Intelligence 3, Wits 2, Resolve 2
  Physical Attributes: Strength 3, Dexterity 2, Stamina 3
  Social Attributes: Presence 3, Manipulation 2, Composure 3
  Mental Skills:  Academics (literature, accounts) 1, Computer
  2, Investigation 1, Medicine 1, Science (chemistry) 1
  Physical Skills: Athletics 2. Brawl 1, Drive 1, Larceny 2,
  Stealth 2, Survival (glens) 2
  Social Skills: Animal Ken (bees, wasps) 3, Expression
  (letters) 1, Intimidation  3, Persuasion (whining) 1, Streetwise
  1, Subterfuge (hiding the truth in plain sight) 1 
  Merits: Haven (shared with Melissa) 5, Herd 5, Mentor 3,
  Resources 2
  Willpower: 5
  Humanity:  3 (Narcissism, Suspicion) 
  Virtue: Prudence
  Vice: Envy
  Initiative: 5 
  Defence:  2
  Speed: 10
  Health:  8 (10 with Resilience) 
  Blood Potency: 2
  Disciplines:  Animalism 2, Dominate 3, Auspex 1, Resilience
  2
  Devotions: Honeycomb Heart, Royal Jelly
  Flaws: Permanent derangement: Fixation (directed towards
  hatred of Vivienne)
  Vitae/per turn: 11/1
  The Good People of Southmuir
  Quote: I'm sorry... were you saying something? I lost myself
  there. 
  Most of the people of Southmuir don't even know what
  controls them. They pay no notice to the anthills and wasps'
  nests that surround the town. Likewise, the thirty-seven men
  and women whose minds are entirely under Melissa's control
  are ignored. The people simply don't think about what
  happened to their families and friends who have “gone to the
  manor house”. 
  When the Madonna commands, it's like someone flipped a
  switch. They become blank-faced, silent, implacable and all
  too willing to do their lady's will. 
  Abilities
  Notice Unusual Things in the Village (dice pool 5): The
  villagers know the area well. Although their conscious minds
  blank out the ant hills and  wasps' nests, they still
  subconsciously know that they are there, and will know if
  anyone has tampered with them. They will share this with each
  other. Eventually, the Madonna will find out. If members of
  the hive notice something amiss, Melissa instantly knows. 
  Brawl (dice pool 4): When under Melissa's control, the
  people, although individually pretty harmless, can make a for
  a dangerous mob, able to defeat powerful beings by sheer
  weight of numbers. 
  Melissid Errata
  Sharp-eyed readers of Bloodlines: the Legendary will notice that a
  couple of experience costs appear to be missing or anomalous in the
  list of Melissid Devotions. 
  Page 111: Swarm Communion costs 15 Experience Points. It was
  originally designed as an alternative Animalism ●●●●● power,
  replacing Leashing the Beast. If your Storyteller is amenable, you can
  take this option instead  - if you use this rule, in the unlikely event of
  a character with Animalism ●●●●● joining the bloodline, her power
  changes to the Melissid version of the Discipline, the same way that
  she gets a bonus with insects and a penalty with anything else. As a
  Dominate ●●●/Animalism ●●●● Devotion, it costs 15 Experience
  Points.
  Page 112: Yes, Sting really should cost 18 experience points. I
  realise that most of the Devotions have a cost break, but this one is
  pretty crippling, in terms of its effects. 
  Page 115: Mock Mind costs 15 Experience Points. 
  3
  Wood Ingham's Melissidae Supplement
  Madonna of the Wasps
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Vampire - The Requiem/Vampire the Requiem - Melissidae - Madonna Of The Wasps.pdf