Spoiler (click to show/hide):
To stop wasting of time and reading long lists to find out if this RP is for you I've left this here to give you a better idea beyond the title. This game will be based off the world of Vampire the Masquerade. To those that heard of it and/or liked the games/pen and paper I won't need to explain everything too much to give you an idea into the world, to the rest of you. The game is set in the modern world with gothic punk elements to the setting as vampires/ghosts and other hunters of the night linger. The game starts with all players being newly embraced by their sire(being turned into a vampire) and brought forth into the world of betrayal, backstabbing and political manipulation that is the vampire way of life as they seek to keep their existence from humans hidden as well as improve their own power and standing among their peers. As vampires you are immortal lifeless corpses than must feed on fresh human blood to survive(animals as well if you can suffer to stoop that low) and as you progress from newly sired beings into vampires of their own merit your abilities and mastery of your vampire talents and even your own body increases as you rise in the ranks and standing within the vampire community.
All players will select a clan and base their CS around that clan except for one that while an option will be subject to my direct approval and I request the CS is sent to me in a PM separate from this thread before it may be posted here. This is due to the nature of the clan meaning more is required of me and the player to make that Clan playable and we will need to reach an understanding before it can ever be considered. The rest of the clans have guidelines certain weaknesses and different abilities open to them. Now while I appreciate artistic flare and unique off the wall ideas for how a character is created if you character is so far out from the norm for their clan to accept i will refuse your character until the reason why I refused is corrected. There are no accidental vampires. When creating a character I will want you in your bio/background to explain who your character was before they were sired as I will need to this to determine if your character is acceptable or not I'm not asking for an essay one to two paragraphs is enough it will also determine who sired you and what sect you were find yourself in.
There will be more in depth Lore on the world the vampire clans and the vampire sects in there own little spoilers but please bear in mind your character as a newly created vampire will know -none- of this. The vampire race is hidden from human knowledge and such secrecy is in fact enforced by death. If you were to know of it as a human before you were sired, you'd be dead not a vampire.(certain clans will have exceptions to this rule due to their nature) The lore is to give you an in depth insight into the world, the people in it and how your character would fit in with your chosen clan and which sect I throw you in.
To stop wasting of time and reading long lists to find out if this RP is for you I've left this here to give you a better idea beyond the title. This game will be based off the world of Vampire the Masquerade. To those that heard of it and/or liked the games/pen and paper I won't need to explain everything too much to give you an idea into the world, to the rest of you. The game is set in the modern world with gothic punk elements to the setting as vampires/ghosts and other hunters of the night linger. The game starts with all players being newly embraced by their sire(being turned into a vampire) and brought forth into the world of betrayal, backstabbing and political manipulation that is the vampire way of life as they seek to keep their existence from humans hidden as well as improve their own power and standing among their peers. As vampires you are immortal lifeless corpses than must feed on fresh human blood to survive(animals as well if you can suffer to stoop that low) and as you progress from newly sired beings into vampires of their own merit your abilities and mastery of your vampire talents and even your own body increases as you rise in the ranks and standing within the vampire community.
All players will select a clan and base their CS around that clan except for one that while an option will be subject to my direct approval and I request the CS is sent to me in a PM separate from this thread before it may be posted here. This is due to the nature of the clan meaning more is required of me and the player to make that Clan playable and we will need to reach an understanding before it can ever be considered. The rest of the clans have guidelines certain weaknesses and different abilities open to them. Now while I appreciate artistic flare and unique off the wall ideas for how a character is created if you character is so far out from the norm for their clan to accept i will refuse your character until the reason why I refused is corrected. There are no accidental vampires. When creating a character I will want you in your bio/background to explain who your character was before they were sired as I will need to this to determine if your character is acceptable or not I'm not asking for an essay one to two paragraphs is enough it will also determine who sired you and what sect you were find yourself in.
There will be more in depth Lore on the world the vampire clans and the vampire sects in there own little spoilers but please bear in mind your character as a newly created vampire will know -none- of this. The vampire race is hidden from human knowledge and such secrecy is in fact enforced by death. If you were to know of it as a human before you were sired, you'd be dead not a vampire.(certain clans will have exceptions to this rule due to their nature) The lore is to give you an in depth insight into the world, the people in it and how your character would fit in with your chosen clan and which sect I throw you in.
Vampire Sects
The Camarilla
Spoiler (click to show/hide):
The Camarilla holds up the Traditions as the highest authority, with a figure known as the Prince acting as the ultimate authority to both interpret and enforce those laws in each domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well. The Camarilla considers itself a well-heeled Sect of genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”
The Camarilla holds up the Traditions as the highest authority, with a figure known as the Prince acting as the ultimate authority to both interpret and enforce those laws in each domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well. The Camarilla considers itself a well-heeled Sect of genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”
The Sabbat
Spoiler (click to show/hide):
The Sabbat holds an apocalyptic outlook, believing that the time for Gehenna is nigh, and the Ancients will soon rise from their graves and devour their errant get. It has little regard for the Traditions other than immediate self-preservation, and its domains are hellish urban warzones where people may well have seen vampire activity but simply chalk it up to the weirdness and horror of the World of Darkness. The Masquerade (or “The Silence of the Blood,” as they call it) is tenuous in Sabbat domains, and much of its poor relationship with the Camarilla owes to its recklessness and shortsighted brand of fiery fanaticism. The Sabbat believes that ultimately, vampires must assert their place over the mortal world instead of hiding from it, if they are to survive the fangs of their creators. Part fanatical death worshippers, part millennial doomsday cult, the“Sword of Caine” is neither subtle nor tolerant.
The Sabbat holds an apocalyptic outlook, believing that the time for Gehenna is nigh, and the Ancients will soon rise from their graves and devour their errant get. It has little regard for the Traditions other than immediate self-preservation, and its domains are hellish urban warzones where people may well have seen vampire activity but simply chalk it up to the weirdness and horror of the World of Darkness. The Masquerade (or “The Silence of the Blood,” as they call it) is tenuous in Sabbat domains, and much of its poor relationship with the Camarilla owes to its recklessness and shortsighted brand of fiery fanaticism. The Sabbat believes that ultimately, vampires must assert their place over the mortal world instead of hiding from it, if they are to survive the fangs of their creators. Part fanatical death worshippers, part millennial doomsday cult, the“Sword of Caine” is neither subtle nor tolerant.
The Anarchists
Spoiler (click to show/hide):
The Anarch Movement is localized and sporadic, without any real central organization outside the individual cities where it establishes itself. In fact, the Camarilla considers the “Anarchs” under its own purview. The central tenet of the Anarchs is that rule by elders is an outmoded concept, and that Kindred domains should be governed by merit, with a fundamental respect for the individual Kindred. Effectively, the Movement seeks to redistribute the power in domains from the hands of the old elite into a more equitable arrangement. While this may seem modern and reasonable, that’s not how Kindred society works in most domains, and those who already benefit from consolidated power find the idea laughable at best and treasonous at worst. As well, many Anarchs style themselves as revolutionaries, willing to do whatever it takes to strip power from the corrupt old guard who hoard it. These are no utopian domains of happy Kindred-kine relationships. These are petty kingdoms ruled by individual undead lords of whatever territory they can seize.
The Anarch Movement is localized and sporadic, without any real central organization outside the individual cities where it establishes itself. In fact, the Camarilla considers the “Anarchs” under its own purview. The central tenet of the Anarchs is that rule by elders is an outmoded concept, and that Kindred domains should be governed by merit, with a fundamental respect for the individual Kindred. Effectively, the Movement seeks to redistribute the power in domains from the hands of the old elite into a more equitable arrangement. While this may seem modern and reasonable, that’s not how Kindred society works in most domains, and those who already benefit from consolidated power find the idea laughable at best and treasonous at worst. As well, many Anarchs style themselves as revolutionaries, willing to do whatever it takes to strip power from the corrupt old guard who hoard it. These are no utopian domains of happy Kindred-kine relationships. These are petty kingdoms ruled by individual undead lords of whatever territory they can seize.
Generations
Spoiler (click to show/hide):
Among vampires, the notion of Generation is a concept that describes how distant one is from the First Vampire. When a Kindred Embraces, her childe rises from death one Generation higher than she — one more Generation removed from Caine. The Clan founders comprised the Third Generation, their progeny became the Fourth Generation, their childer became the Fifth Generation, and so on and so forth up through the distant Thirteenth Generation prevalent in the modern nights. This explanation creates confusion of its own, however. “Third Generation” ostensibly means that these Antediluvians were three Generations away from Caine, but the prevailing mythology names only two. If Caine himself isn’t “zero Generation,” what is he one Generation removed from? Generation determines a great deal about Kindred potential. Mastery of certain Disciplines relies upon a certain threshold of Generation, for example, as does the ability to store vast quantities of blood within the vampire’s body. Some ancient Kindred need to feed only when the desire takes them, so great are their reserves of vitae
Along with advanced Generation comes a price, however. Generation equals raw power potential, and those of higher Generation seek the power of their elders. By slaking one’s thirst on the heart’s blood of a vampire of lower Generation — drinking the vampire’s soul in a transgression known as diablerie — a Kindred can lower her own Generation. Naturally, the elders hate and fear diablerie (though it would surprise many neonates and ancillae to discover how many elders attained their own Generational potency by destroying their own sires and elders). Also known as Amaranth, diablerie is the greatest crime a Kindred can commit against another vampire. … At least in some circumstances. In others, diablerie is not only permitted but encouraged. For example, a Prince who declares a Blood Hunt often decrees that those who diablerize the outcast will be pardoned. Further, in the Sabbat and in certain Anarch domains, diablerie is an acceptable (and even honored) method of promotion and advancement. After all, if a vampire lets himself be diablerized, well, he must have been too weak to use that power effectively.
Generation-----------Max.Trait Rating--------Blood Pool Max.--------Blood Points/Turn
Third -------------------------10-----------------------???-------------------------???
Fourth-------------------------9------------------------50-------------------------10
Fifth---------------------------8------------------------40--------------------------8
Sixth---------------------------7------------------------30--------------------------6
Seventh------------------------6------------------------20--------------------------4
Eighth--------------------------5------------------------15--------------------------3
Ninth---------------------------5------------------------14--------------------------2
Tenth--------------------------5-------------------------13-------------------------1
Eleventh-----------------------5-------------------------12-------------------------1
Twelfth------------------------5-------------------------11-------------------------1
Thirteenth---------------------5------------------------10--------------------------1
Among vampires, the notion of Generation is a concept that describes how distant one is from the First Vampire. When a Kindred Embraces, her childe rises from death one Generation higher than she — one more Generation removed from Caine. The Clan founders comprised the Third Generation, their progeny became the Fourth Generation, their childer became the Fifth Generation, and so on and so forth up through the distant Thirteenth Generation prevalent in the modern nights. This explanation creates confusion of its own, however. “Third Generation” ostensibly means that these Antediluvians were three Generations away from Caine, but the prevailing mythology names only two. If Caine himself isn’t “zero Generation,” what is he one Generation removed from? Generation determines a great deal about Kindred potential. Mastery of certain Disciplines relies upon a certain threshold of Generation, for example, as does the ability to store vast quantities of blood within the vampire’s body. Some ancient Kindred need to feed only when the desire takes them, so great are their reserves of vitae
Along with advanced Generation comes a price, however. Generation equals raw power potential, and those of higher Generation seek the power of their elders. By slaking one’s thirst on the heart’s blood of a vampire of lower Generation — drinking the vampire’s soul in a transgression known as diablerie — a Kindred can lower her own Generation. Naturally, the elders hate and fear diablerie (though it would surprise many neonates and ancillae to discover how many elders attained their own Generational potency by destroying their own sires and elders). Also known as Amaranth, diablerie is the greatest crime a Kindred can commit against another vampire. … At least in some circumstances. In others, diablerie is not only permitted but encouraged. For example, a Prince who declares a Blood Hunt often decrees that those who diablerize the outcast will be pardoned. Further, in the Sabbat and in certain Anarch domains, diablerie is an acceptable (and even honored) method of promotion and advancement. After all, if a vampire lets himself be diablerized, well, he must have been too weak to use that power effectively.
Generation-----------Max.Trait Rating--------Blood Pool Max.--------Blood Points/Turn
Third -------------------------10-----------------------???-------------------------???
Fourth-------------------------9------------------------50-------------------------10
Fifth---------------------------8------------------------40--------------------------8
Sixth---------------------------7------------------------30--------------------------6
Seventh------------------------6------------------------20--------------------------4
Eighth--------------------------5------------------------15--------------------------3
Ninth---------------------------5------------------------14--------------------------2
Tenth--------------------------5-------------------------13-------------------------1
Eleventh-----------------------5-------------------------12-------------------------1
Twelfth------------------------5-------------------------11-------------------------1
Thirteenth---------------------5------------------------10--------------------------1
Vampire Clans
Assasmites
Spoiler (click to show/hide):
Appearance: Older Assamites often come from Middle Eastern and North African cultures, though more and more young Assamites come from a wider demographic. In traditional environments, the Assamites prefer garb appropriate to religious or Clan custom. When in public, however, Assamites wear whatever the locals do, allowing them to fulfill their contracts without anyone noticing anything amiss. An Assamite’s skin grows darker with age (as opposed to other vampires, whose skin gets paler); particularly ancient Assamites are almost ebony in complexion.
Sect: For the most part, the Assamites tend to be independent, letting the Sects hire them to operate on their own terms. That said, some Assamites believe an allegiance with the Camarilla or the Sabbat would allow the entire Clan to stand more strongly.
Haven: Assamites often share communal havens with others of their local cell, remote structures that allow the Assassins to watch the larger domain from a distance. These havens are generally well appointed, but not so lavish that the whole place can’t be moved on short notice. Individual Assamites also tend to keep personal hideouts of a much more humble nature, for when they need a place to lay low.
Background: Those Embraced into Clan Assamite tend to fall into two distinct types: The “provincial” members of the Clan fit whatever their locality is, and can blend seamlessly in with the people around them. The higher-profile “jet-setters” transcend cultures, bolstered by their ability to handle interpersonal and intellectual challenges
Clan Disciplines: Celerity, Obfuscate, Quietus
Clan Weaknesses: Due to the Tremere blood-curse, should an Assamite consume the blood of another Kindred, she suffers one automatic level of unsoakable lethal damage per blood point imbibed. The would-be diablerist gains no benefits (including Generation reduction) if he survives the process. In addition, Assamites must tithe some of the profits from their contracts to their sires or superiors (generally around 10 percent of all such earnings).
Appearance: Older Assamites often come from Middle Eastern and North African cultures, though more and more young Assamites come from a wider demographic. In traditional environments, the Assamites prefer garb appropriate to religious or Clan custom. When in public, however, Assamites wear whatever the locals do, allowing them to fulfill their contracts without anyone noticing anything amiss. An Assamite’s skin grows darker with age (as opposed to other vampires, whose skin gets paler); particularly ancient Assamites are almost ebony in complexion.
Sect: For the most part, the Assamites tend to be independent, letting the Sects hire them to operate on their own terms. That said, some Assamites believe an allegiance with the Camarilla or the Sabbat would allow the entire Clan to stand more strongly.
Haven: Assamites often share communal havens with others of their local cell, remote structures that allow the Assassins to watch the larger domain from a distance. These havens are generally well appointed, but not so lavish that the whole place can’t be moved on short notice. Individual Assamites also tend to keep personal hideouts of a much more humble nature, for when they need a place to lay low.
Background: Those Embraced into Clan Assamite tend to fall into two distinct types: The “provincial” members of the Clan fit whatever their locality is, and can blend seamlessly in with the people around them. The higher-profile “jet-setters” transcend cultures, bolstered by their ability to handle interpersonal and intellectual challenges
Clan Disciplines: Celerity, Obfuscate, Quietus
Clan Weaknesses: Due to the Tremere blood-curse, should an Assamite consume the blood of another Kindred, she suffers one automatic level of unsoakable lethal damage per blood point imbibed. The would-be diablerist gains no benefits (including Generation reduction) if he survives the process. In addition, Assamites must tithe some of the profits from their contracts to their sires or superiors (generally around 10 percent of all such earnings).
Brujah
Spoiler (click to show/hide):
Appearance: Many Brujah affect styles and mannerisms that reflect an attitude of rebellion. Multicolored hair, shaven heads, spikes, rivets, fetish gear, and t-shirts with bold slogans might appeal to a Brujah. While not every Brujah wears the “uniform,” the Rabble often enjoy adorning themselves in outfits intended to provoke. Some young Brujah prefer mobile devices as their tools of resistance, and can summon a riot at the touch of a screen.
Sect: For all its rebellion, Clan Brujah generally considers itself a member of the Camarilla. Young Rabble sometimes look to the wildness of the Sabbat, but elders assert that the Ivory Tower provides a fine structure against which to rage.
Haven: Brujah may feel kinship to a city, but they rarely develop such ties to individual locations. Thus, at any given time, a Brujah probably has a half-dozen or more hideouts, safehouses, and flats available. These are often shabby and ill-kept until the Brujah needs them. Brujah havens might also have mortals who follow the Brujah’s ideology or his cult of personality. This works out fine: It never hurts to have a spare vessel in an emergency.
Background: As creatures of passion, Brujah often Embrace without really thinking much about it, and their childer tend to be a disparate lot. Sometimes, the Rabble Embrace those who share a similar outlook or enthusiasm for a cause as the prospective sire. Other times, they inflict the Embrace on those of opposite ideology, cursing a rival with vampirism as punishment.
Clan Disciplines: Celerity, Potence, Presence
Clan Weaknesses: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: The difficulties of rolls to resist or guide frenzy are two higher than normal.
Appearance: Many Brujah affect styles and mannerisms that reflect an attitude of rebellion. Multicolored hair, shaven heads, spikes, rivets, fetish gear, and t-shirts with bold slogans might appeal to a Brujah. While not every Brujah wears the “uniform,” the Rabble often enjoy adorning themselves in outfits intended to provoke. Some young Brujah prefer mobile devices as their tools of resistance, and can summon a riot at the touch of a screen.
Sect: For all its rebellion, Clan Brujah generally considers itself a member of the Camarilla. Young Rabble sometimes look to the wildness of the Sabbat, but elders assert that the Ivory Tower provides a fine structure against which to rage.
Haven: Brujah may feel kinship to a city, but they rarely develop such ties to individual locations. Thus, at any given time, a Brujah probably has a half-dozen or more hideouts, safehouses, and flats available. These are often shabby and ill-kept until the Brujah needs them. Brujah havens might also have mortals who follow the Brujah’s ideology or his cult of personality. This works out fine: It never hurts to have a spare vessel in an emergency.
Background: As creatures of passion, Brujah often Embrace without really thinking much about it, and their childer tend to be a disparate lot. Sometimes, the Rabble Embrace those who share a similar outlook or enthusiasm for a cause as the prospective sire. Other times, they inflict the Embrace on those of opposite ideology, cursing a rival with vampirism as punishment.
Clan Disciplines: Celerity, Potence, Presence
Clan Weaknesses: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: The difficulties of rolls to resist or guide frenzy are two higher than normal.
Followers of Set
Spoiler (click to show/hide):
Appearance: Many older Setites hail from the North African and Mediterranean ethnicity native to the Serpents’ historical territory, but they freely Embrace from among the mortals of their adopted homes. Some long-standing Setite temples are tied to locations where “Egyptian” Serpents might seem out of place, but where some aspect of serpent mythology is present, as in Mesoamerica or even far-flung Nordic locales, and thus draw their membership from local populations. Red hair is considered a mark of Set’s favor.
Sect: Externally, none of the Sects will have the Followers of Set. Internally, the Setites sometimes describe themselves in terms of both Sect and Clan. They have no real impetus to join either the Camarilla or Sabbat, and their goals are different from those of the Anarchs
Haven: Where their hidden temples stand, the Setites make their havens, either individually or communally. These may be anything from “churches” with never-before-heard-of denominations or they may be outright cults that have to hide their existences. The secretive Serpents sometimes hide individual havens in places where other Kindred don’t often go, such as insular ethnic neighborhoods, abandoned domains, “the rough part of town,” and so forth. Some Setites also haven in secret mystical places that have value to the Clan, guarding them from outsiders
Background: Prospective childer for the Followers of Set often spend some time involved with a Setite cult, so they’re indoctrinated in the mysteries of the Clan before becoming one of its Kindred. They may come from any cultural origin, though many are outsiders, loners, or otherwise marginalized by society, which is often what led them to the forbidden fruits offered by the cult of Set in the first place.
Clan Disciplines: Obfuscate, Presence, Serpentis
Clan Weaknesses: Given their origins in darkness, the Serpents react negatively to bright light: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.)
Appearance: Many older Setites hail from the North African and Mediterranean ethnicity native to the Serpents’ historical territory, but they freely Embrace from among the mortals of their adopted homes. Some long-standing Setite temples are tied to locations where “Egyptian” Serpents might seem out of place, but where some aspect of serpent mythology is present, as in Mesoamerica or even far-flung Nordic locales, and thus draw their membership from local populations. Red hair is considered a mark of Set’s favor.
Sect: Externally, none of the Sects will have the Followers of Set. Internally, the Setites sometimes describe themselves in terms of both Sect and Clan. They have no real impetus to join either the Camarilla or Sabbat, and their goals are different from those of the Anarchs
Haven: Where their hidden temples stand, the Setites make their havens, either individually or communally. These may be anything from “churches” with never-before-heard-of denominations or they may be outright cults that have to hide their existences. The secretive Serpents sometimes hide individual havens in places where other Kindred don’t often go, such as insular ethnic neighborhoods, abandoned domains, “the rough part of town,” and so forth. Some Setites also haven in secret mystical places that have value to the Clan, guarding them from outsiders
Background: Prospective childer for the Followers of Set often spend some time involved with a Setite cult, so they’re indoctrinated in the mysteries of the Clan before becoming one of its Kindred. They may come from any cultural origin, though many are outsiders, loners, or otherwise marginalized by society, which is often what led them to the forbidden fruits offered by the cult of Set in the first place.
Clan Disciplines: Obfuscate, Presence, Serpentis
Clan Weaknesses: Given their origins in darkness, the Serpents react negatively to bright light: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.)
Gangrel
Spoiler (click to show/hide):
Appearance: Personal presentation is often not high on the list of many Gangrel priorities, and a Gangrel’s appearance is often more a matter of circumstance than it is of active decision. The Clan’s weakness can contribute a great deal to their appearance, as does an extended unlife in the places where they make their havens, which are frequently short of modern conveniences
Sect: The Gangrel at least nominally belong to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.
Haven: Gangrel often lair where they can, taking refuge when the sun threatens to rise. Those who do maintain permanent havens often lean toward the utilitarian: Everything from a cave to a covered alley to an illegal squat may serve as a Gangrel haven, usually with little demarcating them as any sort of personal territory (until it’s too late for the unfortunate interloper).
Background: Gangrel sire childer like they seek prey: after long hunts during which the prospective childe doesn’t even know she’s being followed. Creating a fledgling means sharing limited resources, so each sire childe relationship is unique and significant. Outlanders Embrace because they choose an individual, not out of whim or recklessness. Those who earn their attention are hardy, whether physically or emotionally
Clan Disciplines: Animalism, Fortitude, Protean
Clan Weaknesses: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the GM to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity).
Appearance: Personal presentation is often not high on the list of many Gangrel priorities, and a Gangrel’s appearance is often more a matter of circumstance than it is of active decision. The Clan’s weakness can contribute a great deal to their appearance, as does an extended unlife in the places where they make their havens, which are frequently short of modern conveniences
Sect: The Gangrel at least nominally belong to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.
Haven: Gangrel often lair where they can, taking refuge when the sun threatens to rise. Those who do maintain permanent havens often lean toward the utilitarian: Everything from a cave to a covered alley to an illegal squat may serve as a Gangrel haven, usually with little demarcating them as any sort of personal territory (until it’s too late for the unfortunate interloper).
Background: Gangrel sire childer like they seek prey: after long hunts during which the prospective childe doesn’t even know she’s being followed. Creating a fledgling means sharing limited resources, so each sire childe relationship is unique and significant. Outlanders Embrace because they choose an individual, not out of whim or recklessness. Those who earn their attention are hardy, whether physically or emotionally
Clan Disciplines: Animalism, Fortitude, Protean
Clan Weaknesses: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the GM to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity).
Giovanni
Spoiler (click to show/hide):
Appearance: Outwardly, Giovanni dress with subtlety and taste. Much of the Clan comes from the original mortal family, and have not only olive Italian complexions, but some amount of inherited family features. Those outside the immediate family often appear “of a type,” and in the traditional garb of their regional family branch.
Haven: The family wealth of the Giovanni is evident in their havens, which may take the form of villas or lavish estates. The Necromancers often have valuables invested in their havens as well, such as galleries of fine art or displays of jewelry. Many Giovanni also maintain secondary havens, where they may have elaborate necromantic crypts or just flats where they can lie low if necessary.
Background: Giovanni of the main family branch have usually spent some amount of time as a ghoul in a practice known as the Proxy Kiss. During this time, the Kindred-to-be learns about the treacherous and jealous reality of the vampire family. She learns ambition and an unhealthy dose of duplicity, in addition to the family history and customs. Giovanni rarely see much of the outside world on their own terms during the Proxy Kiss period, and often become insular and alienated, while at the same time eager to stand out among the other family ghouls.
Clan Disciplines: Dominate, Necromancy, Potence
Clan Weaknesses: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. For example, if a Giovanni takes one point of blood from a mortal vessel, that victim would suffer two health levels of damage. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.
Appearance: Outwardly, Giovanni dress with subtlety and taste. Much of the Clan comes from the original mortal family, and have not only olive Italian complexions, but some amount of inherited family features. Those outside the immediate family often appear “of a type,” and in the traditional garb of their regional family branch.
Haven: The family wealth of the Giovanni is evident in their havens, which may take the form of villas or lavish estates. The Necromancers often have valuables invested in their havens as well, such as galleries of fine art or displays of jewelry. Many Giovanni also maintain secondary havens, where they may have elaborate necromantic crypts or just flats where they can lie low if necessary.
Background: Giovanni of the main family branch have usually spent some amount of time as a ghoul in a practice known as the Proxy Kiss. During this time, the Kindred-to-be learns about the treacherous and jealous reality of the vampire family. She learns ambition and an unhealthy dose of duplicity, in addition to the family history and customs. Giovanni rarely see much of the outside world on their own terms during the Proxy Kiss period, and often become insular and alienated, while at the same time eager to stand out among the other family ghouls.
Clan Disciplines: Dominate, Necromancy, Potence
Clan Weaknesses: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. For example, if a Giovanni takes one point of blood from a mortal vessel, that victim would suffer two health levels of damage. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.
Lasombra
Spoiler (click to show/hide):
Appearance: The Lasombra are frequently attractive. Whether through the Spanish, Italian, and Moorish stock associated with the Clan, or due to more cosmopolitan modern backgrounds, the Keepers cut a striking figure. Their dress is often conservative or religious, drawing on years of ceremony and faithful ritual. Rare is the Lasombra who cannot at least manipulate shadows to affect a dramatic entrance or enigmatic pose.
Sect: The Sabbat would be very different without the influence of the Lasombra, and they remain its most prominent Clan. Young Lasombra often make auspicious starts as Sabbat Ducti or Priests, leading their fellows by charging into the fray or demonstrating mastery of the Beast.
Haven: The obligation of their leadership leads many young Lasombra to maintain communal havens with other members of their pack. Wealthier Keepers and those who predate the Sect often maintain their own havens, whether sinister penthouse suites or sprawling Old World villas.
Background: Prospective sires of Clan Lasombra seek both erudition and ambition in their potential childer. As such, many Lasombra come from professional backgrounds, and display outgoing and even aggressive personalities. Merit in their sires’ eyes takes fledgling Lasombra far, and the Keepers do not hesitate to cull their ranks of flawed, lazy, or boorish childer.
Clan Disciplines: Dominate, Obtenebration, Potence
Clan Weaknesses: Lasombra vampires cast no reflections. Whether in a mirror, in a body of water, on a polished surface, or in the rear-view of a taxicab, the image of the Keeper does not reflect.
Appearance: The Lasombra are frequently attractive. Whether through the Spanish, Italian, and Moorish stock associated with the Clan, or due to more cosmopolitan modern backgrounds, the Keepers cut a striking figure. Their dress is often conservative or religious, drawing on years of ceremony and faithful ritual. Rare is the Lasombra who cannot at least manipulate shadows to affect a dramatic entrance or enigmatic pose.
Sect: The Sabbat would be very different without the influence of the Lasombra, and they remain its most prominent Clan. Young Lasombra often make auspicious starts as Sabbat Ducti or Priests, leading their fellows by charging into the fray or demonstrating mastery of the Beast.
Haven: The obligation of their leadership leads many young Lasombra to maintain communal havens with other members of their pack. Wealthier Keepers and those who predate the Sect often maintain their own havens, whether sinister penthouse suites or sprawling Old World villas.
Background: Prospective sires of Clan Lasombra seek both erudition and ambition in their potential childer. As such, many Lasombra come from professional backgrounds, and display outgoing and even aggressive personalities. Merit in their sires’ eyes takes fledgling Lasombra far, and the Keepers do not hesitate to cull their ranks of flawed, lazy, or boorish childer.
Clan Disciplines: Dominate, Obtenebration, Potence
Clan Weaknesses: Lasombra vampires cast no reflections. Whether in a mirror, in a body of water, on a polished surface, or in the rear-view of a taxicab, the image of the Keeper does not reflect.
Malkavian(GM approval only*)
Spoiler (click to show/hide):
Appearance: While Malkavians can come from any culture, the madness following the Embrace tends to lead them to extremes of self-presentation. Malkavians may appear disheveled, injured, or simply dirty. They could still be wearing the same clothes from the night of their Embrace or they may have stolen clothes from a laundromat or a department store during a fit of confusion or fugue. Of course, Malkavians are just as likely to be meticulous and exacting in their appearance, trying obsessively to appear as normal as possible.
Sect: In their moments of lucidity, the Malkavians offer their unorthodox perspectives and Devil’s advocacy to the Camarilla, offering their visions and unique insights to cut through the webs of deceit. Princes and Primogen tolerate the Lunatics to varying degrees, but the Clan as a whole has always been a supporter of the Ivory Tower.
Haven: Consistency is rare among Malkavians. Quite simply, they establish havens where they think to, where they can, and where they can recall. A significant number of Malkavians have literally no home, spending each night where exhaustion or the sun’s rays leave them. Others may permanently have the presidential suite in a posh hotel, a squat in the Barrens, the dispensary at a county jail, or a broom closet in a historical landmark.
Background: Malkavians Embrace with all the caprice one would assume from them. Lunatic childer come from all economic and cultural strata, though most have some sort of hard-luck story or black secret behind them that caused their sire to take note. Truly damaged Malkavians who are unaware of the meanings of their actions may not even be aware that they have sired childer, which makes for very difficult entry into Kindred society for these castoffs, many of whom end up among the Caitiff.
Clan Disciplines: Auspex, Dementation, Obfuscate
Clan Weaknesses: All members of Clan Malkavian suffer from a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement(*and this is why)
Appearance: While Malkavians can come from any culture, the madness following the Embrace tends to lead them to extremes of self-presentation. Malkavians may appear disheveled, injured, or simply dirty. They could still be wearing the same clothes from the night of their Embrace or they may have stolen clothes from a laundromat or a department store during a fit of confusion or fugue. Of course, Malkavians are just as likely to be meticulous and exacting in their appearance, trying obsessively to appear as normal as possible.
Sect: In their moments of lucidity, the Malkavians offer their unorthodox perspectives and Devil’s advocacy to the Camarilla, offering their visions and unique insights to cut through the webs of deceit. Princes and Primogen tolerate the Lunatics to varying degrees, but the Clan as a whole has always been a supporter of the Ivory Tower.
Haven: Consistency is rare among Malkavians. Quite simply, they establish havens where they think to, where they can, and where they can recall. A significant number of Malkavians have literally no home, spending each night where exhaustion or the sun’s rays leave them. Others may permanently have the presidential suite in a posh hotel, a squat in the Barrens, the dispensary at a county jail, or a broom closet in a historical landmark.
Background: Malkavians Embrace with all the caprice one would assume from them. Lunatic childer come from all economic and cultural strata, though most have some sort of hard-luck story or black secret behind them that caused their sire to take note. Truly damaged Malkavians who are unaware of the meanings of their actions may not even be aware that they have sired childer, which makes for very difficult entry into Kindred society for these castoffs, many of whom end up among the Caitiff.
Clan Disciplines: Auspex, Dementation, Obfuscate
Clan Weaknesses: All members of Clan Malkavian suffer from a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement(*and this is why)
Nosferatu
Spoiler (click to show/hide):
Appearance: Physical horror is the lot of the Nosferatu, and their unsettling deformations are countless. No two Nosferatu share the exact same malformation, and the Clan is a freakshow of snarled limbs, fanged protrusions, hellish countenances, serpentine spines, ruined faces, spasmodic appendages, and even features not usually seen on the mortal stock from which the Nosferatu are drawn. The Sewer Rats often hide these disfigurements under shapeless robes and rags, but some exult in the discomfort their presence causes, and don’t bother disguising them. They may even emphasize them.
Sect: Clan Nosferatu belongs at least nominally to the Camarilla, though many of its members become Autarkis or support the Anarchs rather than navigating the Ivory Tower’s vicious social labyrinth. Some even contend that the Nosferatu need the Camarilla, because without them they have no buyers in their economy of secrets.
Haven: Nosferatu Kindred often make their havens far from the scorn and spite of other vampires. Whether they construct warrens in the sewers suggested by their nickname or they sculpt a sprawling nightmare-nest in the spire of a condemned church, Sewer Rats value secrecy and distance from rivals in their havens. Nosferatu of humbler means may well squat in an abandoned tenement or a disused alley. So long as it’s away from other Kindred, it’s a good haven.
Background: The Sewer Rats mostly fit into one of two categories. Some Nosferatu Embrace the damaged, flawed, outcast, or vile, feeling some degree of kinship with them. Other Embrace spitefully, dragging the beautiful or privileged into an immortal hell of disfigurement and monstrosity.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: All Nosferatu have an Appearance score of zero, and they may never improve it. Cross it off the character sheet. Dice pools that use the Appearance Trait are inherently difficult for these hideous Kindred.
Appearance: Physical horror is the lot of the Nosferatu, and their unsettling deformations are countless. No two Nosferatu share the exact same malformation, and the Clan is a freakshow of snarled limbs, fanged protrusions, hellish countenances, serpentine spines, ruined faces, spasmodic appendages, and even features not usually seen on the mortal stock from which the Nosferatu are drawn. The Sewer Rats often hide these disfigurements under shapeless robes and rags, but some exult in the discomfort their presence causes, and don’t bother disguising them. They may even emphasize them.
Sect: Clan Nosferatu belongs at least nominally to the Camarilla, though many of its members become Autarkis or support the Anarchs rather than navigating the Ivory Tower’s vicious social labyrinth. Some even contend that the Nosferatu need the Camarilla, because without them they have no buyers in their economy of secrets.
Haven: Nosferatu Kindred often make their havens far from the scorn and spite of other vampires. Whether they construct warrens in the sewers suggested by their nickname or they sculpt a sprawling nightmare-nest in the spire of a condemned church, Sewer Rats value secrecy and distance from rivals in their havens. Nosferatu of humbler means may well squat in an abandoned tenement or a disused alley. So long as it’s away from other Kindred, it’s a good haven.
Background: The Sewer Rats mostly fit into one of two categories. Some Nosferatu Embrace the damaged, flawed, outcast, or vile, feeling some degree of kinship with them. Other Embrace spitefully, dragging the beautiful or privileged into an immortal hell of disfigurement and monstrosity.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: All Nosferatu have an Appearance score of zero, and they may never improve it. Cross it off the character sheet. Dice pools that use the Appearance Trait are inherently difficult for these hideous Kindred.
Ravnos
Spoiler (click to show/hide):
Appearance: Young Ravnos often come from Eastern European Romani stock, with a relative paucity of “non-gypsy” gadje in the ranks. What few elders of the Clan may remain are presumed to come from Indian or Middle Eastern origins. Given that the Clan is widely spread and holds no traditional central domain, no consistent look can be said to be predominant, and any mendicant Kindred might be of Ravnos origin.
Sect: Clan Ravnos often has a difficult time heeding the rigorous order of many Camarilla cities, and has no inherent love for the violence of the Sabbat. Thus, the Deceivers find themselves independent for lack of a more suitable option.
Haven: Many Ravnos take to the road instead of establishing permanent havens, dwelling temporarily among itinerant communities, at roadside rest stops, or even in vehicles. When a Deceiver does put down roots in a domain, his permanent haven is often away from high-profile Kindred territories. Havens in ethnic ghettos, industrial outskirts, and isolated geography are safest and most easily cultivated for the Ravnos.
Background: The Ravnos are scattered and suspicious, and those childer who don’t have the tendency toward self-sufficiency don’t last long. In many cases, a Ravnos will either never sire, or sire for companionship or safety, with little concern for how well a childe will fare as a vampire. Ravnos rarely seek out childer actively, instead drawing from those whose paths they cross on any given night. As such, the hardluck drifter reputation tends to follow the Deceivers
Clan Disciplines: Animalism, Chimerstry, Fortitude
Weaknesses: A turbulent history makes the Ravnos slaves to their vices. Each Ravnos has a penchant for some sort of vice — lying, cruelty, or theft, for example. When presented with the opportunity to engage in that vice, the Ravnos must indulge it unless her player succeeds on a Self-Control or Instincts roll
Appearance: Young Ravnos often come from Eastern European Romani stock, with a relative paucity of “non-gypsy” gadje in the ranks. What few elders of the Clan may remain are presumed to come from Indian or Middle Eastern origins. Given that the Clan is widely spread and holds no traditional central domain, no consistent look can be said to be predominant, and any mendicant Kindred might be of Ravnos origin.
Sect: Clan Ravnos often has a difficult time heeding the rigorous order of many Camarilla cities, and has no inherent love for the violence of the Sabbat. Thus, the Deceivers find themselves independent for lack of a more suitable option.
Haven: Many Ravnos take to the road instead of establishing permanent havens, dwelling temporarily among itinerant communities, at roadside rest stops, or even in vehicles. When a Deceiver does put down roots in a domain, his permanent haven is often away from high-profile Kindred territories. Havens in ethnic ghettos, industrial outskirts, and isolated geography are safest and most easily cultivated for the Ravnos.
Background: The Ravnos are scattered and suspicious, and those childer who don’t have the tendency toward self-sufficiency don’t last long. In many cases, a Ravnos will either never sire, or sire for companionship or safety, with little concern for how well a childe will fare as a vampire. Ravnos rarely seek out childer actively, instead drawing from those whose paths they cross on any given night. As such, the hardluck drifter reputation tends to follow the Deceivers
Clan Disciplines: Animalism, Chimerstry, Fortitude
Weaknesses: A turbulent history makes the Ravnos slaves to their vices. Each Ravnos has a penchant for some sort of vice — lying, cruelty, or theft, for example. When presented with the opportunity to engage in that vice, the Ravnos must indulge it unless her player succeeds on a Self-Control or Instincts roll
Toreador
Spoiler (click to show/hide):
Appearance: Almost to the last, they are attractive in some way, whether the traditional beauty of a runway model or the dangerous allure of something more predatory. The Degenerates augment their physical beauty with a sense of personal style, which may take the form of expensive couture, avant-garde street wear, or classical fashions designed to emphasize their appealing qualities. This isn’t to say that ugly Toreador don’t exist. Indeed, those gifted with less physical beauty often go that much further with their choice of accouterments.
Sect: The Camarilla would not have survived in the nights following the Anarch Revolt without substantial participation from the Toreador, and they remain among its most ardent supporters.
Haven: The Degenerates spare no expense in appointing their havens in luxury, often with many original works of art. It is a point of pride among Toreador to have an unconventional (and thus memorable) haven with modern comforts; thus, many have striking lofts and penthouses, while the bolder among them renovate or repurpose everything from abandoned aquariums or deconsecrated churches to rooftop gardens or converted warehouse-galleries in fashion-forward neighborhoods. Share a communal haven? How déclassé.
Background: Many Toreador hail from high-society or “bohemian” backgrounds. Indeed, many are themselves artists or influential among local art scenes or other subcultures. Actors, singers, musicians, sculptors, poets, playwrights, authors, and creative folk of any stripe may well find a home in the Clan, as do those who serve as patrons to (or travel in the entourages of) those artistic types.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: When a Toreador experiences something truly remarkable — a person, an object of art, a lovely sunrise — the player must make a Self-Control or Instincts roll. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.
Appearance: Almost to the last, they are attractive in some way, whether the traditional beauty of a runway model or the dangerous allure of something more predatory. The Degenerates augment their physical beauty with a sense of personal style, which may take the form of expensive couture, avant-garde street wear, or classical fashions designed to emphasize their appealing qualities. This isn’t to say that ugly Toreador don’t exist. Indeed, those gifted with less physical beauty often go that much further with their choice of accouterments.
Sect: The Camarilla would not have survived in the nights following the Anarch Revolt without substantial participation from the Toreador, and they remain among its most ardent supporters.
Haven: The Degenerates spare no expense in appointing their havens in luxury, often with many original works of art. It is a point of pride among Toreador to have an unconventional (and thus memorable) haven with modern comforts; thus, many have striking lofts and penthouses, while the bolder among them renovate or repurpose everything from abandoned aquariums or deconsecrated churches to rooftop gardens or converted warehouse-galleries in fashion-forward neighborhoods. Share a communal haven? How déclassé.
Background: Many Toreador hail from high-society or “bohemian” backgrounds. Indeed, many are themselves artists or influential among local art scenes or other subcultures. Actors, singers, musicians, sculptors, poets, playwrights, authors, and creative folk of any stripe may well find a home in the Clan, as do those who serve as patrons to (or travel in the entourages of) those artistic types.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: When a Toreador experiences something truly remarkable — a person, an object of art, a lovely sunrise — the player must make a Self-Control or Instincts roll. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.
Tremere
Spoiler (click to show/hide):
Appearance: Tremere often have two distinct presentations: a traditional and severe public aspect and a much more eldritch mien better suited to wielding their blood sorceries. When out in public or at Kindred events, the Tremere favor conservative suits and dresses and muted tones. When in their chantries or convening with others of their Clan, they often prefer robes decorated with subtle occult symbols or garb with various folds and pockets for their bizarre ritual ingredients.
Sect: Clan Tremere considers itself one of the pillars of the Camarilla. It is rumored that they once performed a ritual that all but eradicated those of the Clan not loyal to the Ivory Tower (and thus the Tremere’s pyramidal hierarchy).
Haven: Many Tremere rely on a central chantry the Clan maintains in cities where it has a notable presence. More solitary Warlocks develop private havens, with all of the trappings one might expect from an occult scholar, from libraries to alchemical laboratories to moonlit balcony observatories and even more sinister oubliettes where vivisected “research subjects” bleed according to experimental Tremere-controlled stimuli.
Background: The Tremere draw from a fairly narrow pool of potential acolytes. Those who have an awareness of the supernatural, who are driven to succeed, who seek answers that elude less inquisitive individuals, yet who also have the discipline to heed the edicts of the hierarchy make good Tremere. This isn’t to say that individualists don’t have room in the Clan; rather, those who go their own way may well find themselves leading a chantry — or greeting the sun if their interests don’t align with those of the pyramid.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.
Appearance: Tremere often have two distinct presentations: a traditional and severe public aspect and a much more eldritch mien better suited to wielding their blood sorceries. When out in public or at Kindred events, the Tremere favor conservative suits and dresses and muted tones. When in their chantries or convening with others of their Clan, they often prefer robes decorated with subtle occult symbols or garb with various folds and pockets for their bizarre ritual ingredients.
Sect: Clan Tremere considers itself one of the pillars of the Camarilla. It is rumored that they once performed a ritual that all but eradicated those of the Clan not loyal to the Ivory Tower (and thus the Tremere’s pyramidal hierarchy).
Haven: Many Tremere rely on a central chantry the Clan maintains in cities where it has a notable presence. More solitary Warlocks develop private havens, with all of the trappings one might expect from an occult scholar, from libraries to alchemical laboratories to moonlit balcony observatories and even more sinister oubliettes where vivisected “research subjects” bleed according to experimental Tremere-controlled stimuli.
Background: The Tremere draw from a fairly narrow pool of potential acolytes. Those who have an awareness of the supernatural, who are driven to succeed, who seek answers that elude less inquisitive individuals, yet who also have the discipline to heed the edicts of the hierarchy make good Tremere. This isn’t to say that individualists don’t have room in the Clan; rather, those who go their own way may well find themselves leading a chantry — or greeting the sun if their interests don’t align with those of the pyramid.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.
Tzimisce
Spoiler (click to show/hide):
Appearance: Given their ability to manipulate their physical appearance with Vicissitude, Tzimisce look however they want, and they often want to provoke or frighten. Some prefer extreme modifications and experimentation with their bodies that leave them looking only vaguely humanoid. Others seek to redefine and even transcend the limits of their forms, rebuilding themselves in the images of angels, monsters, nightmares , and things even less recognizable.
Haven: Young Tzimisce are often Sabbat Priests or Ducti ,and prefer to maintain communal havens with their packs. They encourage the pack to live in fearsome locations, such as beneath a hospital or morgue, or in the dank recesses of a mausoleum. Elders of the Clan sometimes have ancestral holdings in the Old World, and the image of the vampire on the craggy mountain in a crumbling castle owes much to Tzimisce lords. Rarely are these ancient holdings kept to any modern standards of comfort, but their lords are strangely hospitable to invited guests (and terribly intolerant of uninvited bores).
Background: Elder Tzimisce, particularly those of the still-landed nobility in hoary old domains, may have family lines from which they Embrace, or they may restrict their occasional siring to the terrified villages suffering in thrall beneath their estates. New World and younger Tzimisce aren’t as discriminating and are more practical. Indeed, many Tzimisce fledglings are little more than shock troops, Embraced and warped to the limits of their frames to cause revulsion and revel in bloodshed until put down.
Clan Disciplines: Animalism, Auspex, Vicissitude
Weaknesses: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Tzimisce’s dice pools to one-half, cumulatively, until she has only a single die in her pool. The penalty remains until she rests for a full day amid her earth once more.
Appearance: Given their ability to manipulate their physical appearance with Vicissitude, Tzimisce look however they want, and they often want to provoke or frighten. Some prefer extreme modifications and experimentation with their bodies that leave them looking only vaguely humanoid. Others seek to redefine and even transcend the limits of their forms, rebuilding themselves in the images of angels, monsters, nightmares , and things even less recognizable.
Haven: Young Tzimisce are often Sabbat Priests or Ducti ,and prefer to maintain communal havens with their packs. They encourage the pack to live in fearsome locations, such as beneath a hospital or morgue, or in the dank recesses of a mausoleum. Elders of the Clan sometimes have ancestral holdings in the Old World, and the image of the vampire on the craggy mountain in a crumbling castle owes much to Tzimisce lords. Rarely are these ancient holdings kept to any modern standards of comfort, but their lords are strangely hospitable to invited guests (and terribly intolerant of uninvited bores).
Background: Elder Tzimisce, particularly those of the still-landed nobility in hoary old domains, may have family lines from which they Embrace, or they may restrict their occasional siring to the terrified villages suffering in thrall beneath their estates. New World and younger Tzimisce aren’t as discriminating and are more practical. Indeed, many Tzimisce fledglings are little more than shock troops, Embraced and warped to the limits of their frames to cause revulsion and revel in bloodshed until put down.
Clan Disciplines: Animalism, Auspex, Vicissitude
Weaknesses: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Tzimisce’s dice pools to one-half, cumulatively, until she has only a single die in her pool. The penalty remains until she rests for a full day amid her earth once more.
Ventrue
Spoiler (click to show/hide):
Appearance: The Ventrue favor conservative clothing and reserved presentation, unless they’re making a point about power or money. Ventrue Princes may well wear a circlet or carry a scepter as symbols of office, while young Blue Bloods display their own achievement via suits, ties, dresses, and accessories that are easily overlooked singularly but add up to a stunning total effect. If a Ventrue has so much as a hair out of place, it’s because he spent all night running down the Society of Leopold and demanding the Sabbat menace retreat.
Sect: To hear the Ventrue tell it, the very idea of the Camarilla originated with them. Every other Clan realized what an invaluable proposition it was and flocked to their banner.
Haven: A Ventrue’s haven displays both her great power and distinguished tastes. Opulent, grandiose, even baroque — these may all apply to Ventrue havens. They shun the gaudy displays of other Kindred, and their style tends less to the avant-garde than it does to the classical and traditional. To the Blue Bloods, a well-maintained haven is an extension of oneself, and for someone to see it in less than flawless state implies weakness, distraction, or even madness.
Background: Anyone who has “made something of herself” may attract the attention of the Ventrue, who judge their childer based on their prominence and success even before they start to groom them for the Embrace. Socialites, moneyed family, corporate wunderkinds, military leaders, and even untested newcomers who show great promise are keenly valued among the Blue Bloods.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: The Ventrue have rarefied tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Ventrue character, he should decide with the GM what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of younger sisters, or virgins, Vampiric blood is exempt from this restriction.
Appearance: The Ventrue favor conservative clothing and reserved presentation, unless they’re making a point about power or money. Ventrue Princes may well wear a circlet or carry a scepter as symbols of office, while young Blue Bloods display their own achievement via suits, ties, dresses, and accessories that are easily overlooked singularly but add up to a stunning total effect. If a Ventrue has so much as a hair out of place, it’s because he spent all night running down the Society of Leopold and demanding the Sabbat menace retreat.
Sect: To hear the Ventrue tell it, the very idea of the Camarilla originated with them. Every other Clan realized what an invaluable proposition it was and flocked to their banner.
Haven: A Ventrue’s haven displays both her great power and distinguished tastes. Opulent, grandiose, even baroque — these may all apply to Ventrue havens. They shun the gaudy displays of other Kindred, and their style tends less to the avant-garde than it does to the classical and traditional. To the Blue Bloods, a well-maintained haven is an extension of oneself, and for someone to see it in less than flawless state implies weakness, distraction, or even madness.
Background: Anyone who has “made something of herself” may attract the attention of the Ventrue, who judge their childer based on their prominence and success even before they start to groom them for the Embrace. Socialites, moneyed family, corporate wunderkinds, military leaders, and even untested newcomers who show great promise are keenly valued among the Blue Bloods.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: The Ventrue have rarefied tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Ventrue character, he should decide with the GM what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of younger sisters, or virgins, Vampiric blood is exempt from this restriction.