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 The Final Nights List of Playable Clans

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Zer0Morph
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PostSubject: The Final Nights List of Playable Clans   Tue Aug 17, 2010 12:37 am

Here is the list of the new playable clans in The Final Nights. These 7 clans will replace the original Camarilla clans from vanilla Bloodlines. If you have any questions about these new clans, feel free to ask us in the "Questions" section of this forum. Enjoy!



Based in the Middle East, the Assamites are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are warriors, guardians, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained self-sufficient and independent. History shows this bloodline as loosely united, until Ur-Shulgi, the eldest clan member and 4th generation Vampire would declare that all would renounce religious freedom, and begin worshipping their Antediluvian, Haqim. This caused the Schism, or break-up within the clan forming three seperate castes. Your caste are known as the Viziers and make up the smallest part of the clan. They are scholars, artisans, and librarians who seek above all else the devotion to their craft, which is also their weakness.

Nickname: Assassins

Disciplines: Auspex, Celerity, Quietus

Merits: Assamite Viziers will devote their undead lives to a chosen talent, skill, or knowledge - and will greatly excel in that field.

Flaws: The Viziers chosen field will become their obsession, and though they will excel in that field, other fields will fall to the way side.



Cold, cruel, callous, and utterly evil, the Baali are the "boogie-men" other kindred tell their childer about to scare them. The line originated in Mesopotamia and is generally thought to have been eradicated centuries ago by a coalition of the other clans who couldn't stomach the Baalis' depraved practices. Baali are devil worshippers and only embrace the most intelligent, driven, and callous of kine. They are not senseless killers, rather they are the gentle corrupter who tempts mankind. They nurture friendships with kindred and kine alike, often going out of their way to help others. They commit selfless deeds, shy away from brutality, and advocate peace, but all with the goal of eventual corruption.

Nickname: Demons

Disciplines: Daimoinon, Obfuscate, Presence

Merits: Genius comes natural to the Baali clan granting them the ability to quickly learn and adapt to any situation giving them a bonus to XP whenever 3 or more points are gained.

Flaws: Due to their black hearts, members of the Baali clan cannot raise their Humanity past 6 and dancing does not increase their Humanity.



Allegedly a descendant from the dark god Set, the Setites claim to have a divine mandate to revive their antediluvian, in order to create an era of "paradise" for all kindred alike. Originating in ancient Egypt, the Setites avoid the political Jyhad and are set on furthering their goals in any way possible without drawing attention to themselves. Not all Followers of Set are subtle, forked-tongued seducers. A number of them prefer to walk a more martial path, becoming holy warriors for their god. The Warrior Setites eschew the Obfuscate discipline for Potence - no slinking in the dark for these horned vipers. However, Warriors of Set are still very much a Setite, and quite capable of leading others into all sorts of temptation.

Nickname: Horned Vipers

Disciplines: Potence, Presence, Serpentis

Merits: The Followers of Set glide through social interactions like snakes do through tall grass granting them a +1 to Persuasion. They also possess the unique talent to use their Serpentis discipline in dialogue.

Flaws: These creatures of the most ancient darkness have a severe allergy to light for a -1 penalty to all soak feats.



The Ishtarri are an African based bloodline inside the Laibon legacy however they are not native to Africa. Claimed to be descended from the Babylonian goddess Ishtar, through manipulation and diplomacy they have become an important part of Laibon culture. Most Ishtarri seem to specialize in information; they consider spying an essential pastime, and ususally have many valuable contacts to exploit as needed. Known as lazy gluttons no Laibon group is more infactuated by mortals more so than the Ishtarri. Their need to revel in a specific vice comes before anything else and tend to embrace mortals that fill that need. Many see this bloodline as unmotivated and complacent however those who underestimate the Ishtarri quickly regret it.

Nickname: Gluttons

Disciplines: Celerity, Fortitude, Presence

Merits: The beautiful are a common target for Ishtarri embraces granting them a +1 to Appearance. The Ishtarri are known to lose themselves to fury when denied what they crave, but they can also regain their composer just as fast. Raising Humanity costs half as much for this clan.

Flaws: Self indulgence of a particular addiction comes before all else and if those needs aren't met, the Beast can easily take over.



The warriors of the Laibon, the Osebo take their name from the famous leopard of West Ashanti legend. Although a proud clan they depend on other Kindred as a focus for their energies. Left to their own devices, the Osebo are known for indulging the Beast and causing massive amounts of mayhem among the mortal population; kidnapping and murder are the usual pastimes of the patronless Osebo. Indeed, the Osebo seem to have a hard time controlling themselves, and they often thrive in domains where a strong authority exists, as it serves to keep them in line. The Osebo tend to be attracted to mortals who are salt-of-the-earth types, although many Osebo were Embraced on a whim or were the victim of the Osebo's cradle-robbing habits.

Nickname: The Pride

Disciplines: Auspex, Celerity, Potence

Merits: Due to their strong physical bodies the Osebo gain a +1 to Strength.

Flaws: Self control is always a problem with the Osebo clan so their violent nature nets them a -2 penalty on all frenzy checks. In addition to this flaw they must also keep accidents to a minimum, as killing the innocent or witnessing a murder truly excites the inner Beast within the Osebo.




The Salubri are little-known to Kindred, ostracized and hunted to near-extinction due to the dedicated slander campaigns against them by the Tremere. This campaign was started to cover that their clan founder, Tremere, actually diablerized the Salubri's clan founder, Saulot, to form the Tremere clan. The Salubri name comes from the word salubrious, meaning "Very Healthy". This is because of the clan's hallmark ability of healing called Obeah. They are physically marked by their possession of a third eye in the center of their foreheads which, when closed, resembles a thin scar. When the Salubri use their healing powers, the eye opens, looking detached and serene.

Nickname: Unicorns

Disciplines: Auspex, Fortitude, Obeah

Merits: Like Saulot, the Salubri are always searching for Golconda, which means to master the beast within, because of this they receive a +2 bonus vs. frenzy. In addition to this, they naturally have a faster regeneration rate than other Kindred and can use their mystical and unique ability of Obeah during dialogue.

Flaws: Because of their nobility and high morals, the Salubri conscience does not allow full benefit from the blood of kine. Any vitae taken from humans will never completely satisfy the Salubri and the third eye makes it harder to blend in with normal society so Appearance will cost more experience to raise.




The Samedi bloodline have a relatively short but very curious history within Kindred society. Originating most likely in the Caribbean, the bloodline's members all seem to resemble a zombie or corpse. Unlike the Nosferatu, who merely become disfigured, the body of the Samedi appears to be in a constant state of decay. Social interactions often fail miserably, as do attemps to integrate into mortal society. Rotting chunks of flesh fall off of their bodies with increasing frequency as they age, and the smell of death clings to them wherever they roam. The Samedi often serve as assassins, working for both the Camarilla and the Sabbat. The founder of the bloodline is known only as "The Baron" though very little is known about him. Most progeny are picked from mortals obsessed with death and dying. Those who worked in the mortuary field during their mortal lives appear to be very common.

Nickname: Zombies

Disciplines: Fortitude, Obfuscate, Thanatosis

Merits: Samedi appear as corpses in an advanced stage of decomposition and because of this have learned to stay out of sight for a +1 to Obfuscate.

Flaws: Because the Samedi look like walking cadavers, Seduction cannot be raised past 0 and being seen by mortals will summon the wrath of law enforcement or an instant Masquerade violation.


Last edited by Zer0Morph on Thu Nov 19, 2015 5:02 pm; edited 4 times in total
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 11:43 am

Zer0Morph wrote:


Based in the Middle East, the Assamites are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are warriors, guardians, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained self-sufficient and independent. History shows this bloodline as loosely united, until Ur-Shulgi, the eldest clan member and 4th generation Vampire would declare that all would renounce religious freedom, and begin worshipping their Antediluvian, Haqim. This caused the Schism, or break-up within the clan forming three seperate castes. Your caste are known as the Viziers and make up the smallest part of the clan. They are scholars, artisans, and librarians who seek above all else the devotion to their craft, which is also their weakness.

Nickname: Assassins

Disciplines: Auspex, Celerity, Quietus

Merits: Assamite Viziers will devote their undead lives to a chosen talent, skill, or knowledge - and will greatly excel in that field.

Flaws: The Viziers chosen field will become their obsession, and though they will excel in that field, other fields will fall to the way side.


Sorry to say that, but this is not correct. According to Clanbook Assamite Rev, castes were created by Haqim.
First wee the visiers, craftsmen and artists, as their progenitor.
Warriors weren't warriors at their beginning. They were created as Judges, when all other Antedilluvians approched Haqim, and asked him to police the ranks of their Children.
When the Baali struck, Judges became Warriors, to sly infernalists. Sorcerers were created at the same time, to counter demonic investments of the adversary with their magic (which pissed Saulot and Salubri Warriors, but that rivalry is beside the point).
So castes are as old as Enoch.

What you refer to is sectarian alliegence: Sabbat, so antitribu, mostly Warriors, few Viziers and Sorcerers; Loyalist: those backing Ur_Shulqi and Alamut, mostly Warriors and Viziers; Cammarilla: mostly Sorcerers and Viziers, some Warriors; Independent, or Dispossesed, as Children of Haqim call them, bulk of Viziers belongs here.
Before the Schism all those groups existed, but return of Ur-Shulqi caused major and multi directional schifts in numbers and composition of the groups. Antitribu Warriors mostly deserted the Sabbat and joined Alamut, muslim Warriors left Alamut and joined Sabbat, Sorcerers joined Camarilla under leadership of Al-Ashrad, a lot Viziers become Dispossesed not wanting to renounce their faiths...

Simply download the darn Clanbook, or I wil run out of words writing this Laughing To sum up, history of the clan is rich in sharp turns, but unfortunately not in the way you depict...
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 12:15 pm

Hey, it's not the reality, but it's what the PC knows about his own clan Wink
Remember, all clanbooks and stuff are just "reality", but the Kindred do not perceive it.

I've never seen a character with a jauge of how much vitae he has left, pulls it off to check it and then say "well I need blood man" Very Happy
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 1:29 pm

But we must always think of those lowlifes who would make bad criticism of our mod because of lore (and then proceed to brag about how much they know more about VtM than the " guys at TCI".)
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 2:24 pm

Before a Schism breaks out in this thread, let me "Quell the Beast".

I understand what you're saying Feral and if I botched the description from my "lack of research" then I apologize. I did the best I could to learn the histories of the new clans within the time alloted. I hope this doesn't deter you from playing the game.

As Philosopher said, you may have been bragging about your knowledge of Assamite lore and maybe you weren't, I don't care either way honestly. We (TCI Devs) will need to learn to take criticism in stride when we release TFN because we're going to get hit with it alot of it I suspect.

I used to get fired up over comments like this but I've learned from my mistakes so it no longer bothers me. I'm sure Feral's right about the lore, as I'm sure others will be able to point out other flaws in TFN, but so be it. We're not perfect so our expansion won't be perfect, and that's ok too.

So moving forward, thank you for pointing out my mistake Feral, unfortunately the description isn't going to change before the release. I have a video trailer, promotional materials, beta testing, and a game to release so I'm too busy to worry about something like this now. Maybe we can tweak the description for 1.1.

Are we all friends again?

"It is not the critic that counts how the strong man stumbles, or the ones who point out how they could've done it better, that makes us men." - John Eldredge
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 2:40 pm

Zer0, take Bloodlines basicly as it's "your game, your world, your rules" and don't worry about it.
The characters have never the information, EVER. I mean, even Elders don't have the information, because history's written by the winners, legends are messed up, oral transmission change details...


This is how Assamites are imagined and seen in LA. It may not be the reality "by the book", but nobody in LA knows the truth, it's just the image and rumors that got there, and Assamites IN LA are no scholars of their own clan (nobody is a scholar in his own clan, or in anyother). There is no "perfect Assamite stereotype"and if you happen to bump into the stealthy KGB agent fighting with melee weapons, you may think they are all like that. And they're not, because each embrace has its own reasons, their own needs. Up until Fatima, there were NO assamite women.. and the clan is mysogin ^^

The book are for the players and the GM, you and I, not for the characters, not for Lacroix... ^^
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 2:58 pm

Claudia wrote:
The book are for the players and the GM, you and I, not for the characters, not for Lacroix... ^^

I didn't want to quote the entire paragraph but Claudia makes a strong valid point here. Good post!
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 4:03 pm

First, Zer0, the only thing you have to apologize for is.. well... I got nothing.
Feral is right. And he ain't the bragging type. I am.

Second, Claudia can go invalidate herself. Yeah, no Childe is taught nothing, you know what, nobody in the whole damn L.A. ever heard of the Assamites! Zer0 please make the game properly and let the players decide what they wish to play. This ain't some internet fairy-tale scribble, it's a representation of Zer0's hard work and the community!
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 4:16 pm

Zer0Morph wrote:
Before a Schism breaks out in this thread, let me "Quell the Beast".

lol! Applause! That's a good one.

Zer0Morph wrote:

I understand what you're saying Feral and if I botched the description from my "lack of research" then I apologize. I did the best I could to learn the histories of the new clans within the time alloted. I hope this doesn't deter you from playing the game.

Are you serious!? Surly not! I spotted an inconsistency, I let you know. It's been a ton of your hard work into TFN, so I wouldn't like to stumble upon criticism of a good mod born from such a small mess up.

Zer0Morph wrote:

As Philosopher said, you may have been bragging about your knowledge of Assamite lore and maybe you weren't, I don't care either way honestly. We (TCI Devs) will need to learn to take criticism in stride when we release TFN because we're going to get hit with it alot of it I suspect.

I used to get fired up over comments like this but I've learned from my mistakes so it no longer bothers me. I'm sure Feral's right about the lore, as I'm sure others will be able to point out other flaws in TFN, but so be it. We're not perfect so our expansion won't be perfect, and that's ok too.

So moving forward, thank you for pointing out my mistake Feral, unfortunately the description isn't going to change before the release. I have a video trailer, promotional materials, beta testing, and a game to release so I'm too busy to worry about something like this now. Maybe we can tweak the description for 1.1.

Good for me. I would like TFN to be perfect... Shit, I got attached. Embarassed


Zer0Morph wrote:


Are we all friends again?

"It is not the critic that counts how the strong man stumbles, or the ones who point out how they could've done it better, that makes us men." - John Eldredge

We always were, as far as I recall.


Last edited by Feral on Thu Mar 31, 2011 4:17 pm; edited 1 time in total (Reason for editing : typoo)
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 4:28 pm

Oh some can know the Assamite exist, but what they are exactly as you read in the corebook and the clanbook, they do not know Smile

What's written in the books is what God knows, the Kindred themselves do not know all about themselves. Once you are the character, you don't have your charactersheet under your eyes. You do now know exactly in percentage how much using Celerity uses of your bloodpool. Most Kindred don't even have the idea of bloodpool, they don't know they're using blood, at what rate, how much they drink, even what is their generation. They just feel hungry, but they can't put a quantitative number on that hunger.
I mean, this was only discovered by many many experiments by Douglas Netchurch, a Malkavian who made kindred use their discipline while on a scale to weight them to understand how "much" blood was consumed... The knowledge of "the lower the generation, the less blood is needed" is very recent Wink
We know all these stats, how to erase them, but the characters, even very old NPC, can't put numbers on that, but we can Wink

It's the same with knowledge about the clans, the disciplines, the blood, the generation...
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 4:34 pm

The idea is to provide the best available information to the player, so that he can decide what his character knows, not to force it on the player; don't change the subject. And keep god out of this.
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 4:44 pm

The thing is that when the players have too much information, the player will not allow his character to have doubts about what is true and what is false. This is why I ever only give the players the information their characters could know, have heard of.
In Bloodlines, Gehenna is BS. If you know that ahead of time, you won't let your character beleive it's true, because most players do not have two brains. One for the player, one for the character. It's a very, very fine line :-)

(and by God, I mean "the Maker", a.k.a the modder, the GM, the Narrator, in this case it's Zer0 ^^)

(edit, not to spam around, I'm atheist, so the God thing is just to have an image, I'm sure if the guy exists he has all of our charactersheets ^^)


Last edited by Claudia on Thu Mar 31, 2011 5:08 pm; edited 1 time in total
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 5:01 pm

Ye of little faith. In players (I actually met a guy who was not stupid). They and I can always decide, "I'd do this, 'cause of bubblegum, but she don't chew so she does that." The choice you're trying to take away.

(Nice try.)
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Mar 31, 2011 5:39 pm

Gehenna is BS? I didn’t know that… I thought it was plausible.

I understand what both of you are saying, and though I have to lean on Claudia’s side on this, I don’t completely dismiss Jad’s theories either.

Jad.3 wrote:
Zer0 please make the game properly and let the players decide what they wish to play. This ain't some internet fairy-tale scribble

I will say to Jad however that TCI, especially myself, are doing our best to get the lore straight for these clans. If we missed something or display the clans improperly in some way, give us an example we can follow to improve, similar to the way Feral did. Simply saying it’s wrong with no suggestion doesn’t help anyone.
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PostSubject: Re: The Final Nights List of Playable Clans   Fri Apr 01, 2011 10:42 am

I see nothing wrong now, and I want to keep that! Smile
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PostSubject: Re: The Final Nights List of Playable Clans   Fri Apr 01, 2011 10:53 am

It's BS for Bloodlines, but it's not for the entire oWoD (they used Gehenna and the Final Nights "label" to red rid of the oWoD and say "that's the end of the game", to be able to fully work on the new game)

Most GM I know take Gehenna as legends, rumors and fears, but mostly false (or a Malkavian complot, a Tremere ritual, and a Ventrue way of holding into power). Beckett got it right for them Wink Kindred were human, so they take their legends into the Kindred world ^^
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PostSubject: Re: The Final Nights List of Playable Clans   Thu Dec 01, 2011 9:58 pm

Claudia wrote:
Oh some can know the Assamite exist, but what they are exactly as you read in the corebook and the clanbook, they do not know Smile

What's written in the books is what God knows, the Kindred themselves do not know all about themselves.

Responding to an old thread again, I know (necromancy +1?)

Anyway, is this a prevalent attitude among World of Darkness players?

I much prefer the Dungeons and Dragons method of presenting lore, where each book plainly states that the information in it may be incomplete, misleading, or just plain completely wrong (in otherwords, whatever the DM decides to use is the way it is).

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PostSubject: Re: The Final Nights List of Playable Clans   Fri Dec 02, 2011 1:46 pm

With 100+ VtM books you could do a lot of picking and choosing as well...

Stats Increased
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PostSubject: Re: The Final Nights List of Playable Clans   Fri Dec 02, 2011 3:19 pm

So now I have to call mouser "Uncle Bruno?"

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PostSubject: Clans   Sat Jan 07, 2012 12:30 pm

Why these clans are overwritten over the old vanilla clans?
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PostSubject: Re: The Final Nights List of Playable Clans   Sat Jan 07, 2012 12:41 pm

Entropic wrote:
Why these clans are overwritten over the old vanilla clans?

The engine did not allow Zer0 to add the clans instead of replacing them. It's limited to seven clans and two genders.
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PostSubject: Re: The Final Nights List of Playable Clans   Sat Jan 07, 2012 9:39 pm

Claudia wrote:
The engine did not allow Zer0 to add the clans instead of replacing them. It's limited to seven clans and two genders.

Claudia would be right about that. And welcome to the forum Entropic, hope you stick around! Smile
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PostSubject: Re: The Final Nights List of Playable Clans   Sat Jan 07, 2012 11:14 pm

Can we get Harbingers of Skulls and Children of Osiris in 1.1? Razz
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PostSubject: Re: The Final Nights List of Playable Clans   Sun Jan 08, 2012 10:10 am

The Engine also limits the number of disciplines my dear bloodcookie-eater !
zer0 chose those specific clans because their combination of disciplines was okay Wink
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PostSubject: Re: The Final Nights List of Playable Clans   Sun Jan 08, 2012 2:23 pm

Claudia wrote:
The Engine also limits the number of disciplines my dear bloodcookie-eater !
zer0 chose those specific clans because their combination of disciplines was okay Wink

2 more points for Claudia! cheers

I REALLY wanted to do the Ravnos clan and the Daughters of Cacophony, but the engine wouldn't allow it. I also attempted to do Old Clan Tzimisce and True Brujah. If you look at the old Final Nights posts, you can see I even made the discipline icon for Temporis. SOOOO many things I wanted to do, but hey, I think it turned out pretty well in the end. Smile
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