Team Camarilla International Official Forum This is the official forum for Team Camarilla International: The Bloodlines Developers |
|
| The Clans ! | |
|
+4Sio ThePhilosopher Feral Claudia 8 posters | Author | Message |
---|
Claudia Caine
Posts : 4897 Join date : 2010-01-30 Age : 36 Location : France
| Subject: The Clans ! Sat May 07, 2011 3:33 pm | |
| (image I faved years ago on DA : http://GothDream.deviantart.com/art/VTM-clan-chibis-11111467 ) Hell Yes ! Camarilla- Brujah:
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan’s ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics. Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points. The Rabble’s espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it's to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia," or the recreation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is. Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments. Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah believe it, too....
Nickname: Rabble
Sect: Rhetoric aside, most Brujah are in the Camarilla. Brujah Kindred also support the anarchs, arguably more so than the Camarilla. Indeed, the anarchs have more Brujah than members of all other clans combined.
Appearance: Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah’s appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Haven: Wherever they damn well please. Are you going to tell them to leave? More so than any other clan, the Brujah keep the company of other vampires, and one haven might house an entire brood. Brujah Kindred also keep multiple safehouses and boltholes, as their conflict-driven existence often makes single locations inhospitable. Some Brujah neonates even carry on the urban practice of the home invasion, Dominating or killing a home's occupants and taking over. Like other pursuits, however, home invasions rarely sustain the Rabble's interest, and the vampires often move on once they grow bored with the locale.
Background: Brujah prefer those who espouse change in form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized--hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Character Creation: Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept. Natures and Demeanors tend to be aggressive and similiar, as Brujah wear their emotions on their sleeves (when they have sleeves...). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise Skills are favored, with Knowledges running a close second. Any Backgrounds may be appropriate to a Brujah character, though many in the clan cultivate Contacts, Allies and Herd. Very few Brujah claim Mentors.
Clan Disciplines: Celerity, Potence, Presence
Weaknesses: Fiery passion is at once the Brujah's blessing and curse. Though they are quick to adopt a cause, they are equally as quick to fall to frenzy. Of course, the brujah rabidly deny this penchant for excitement, and become quite hostile when the issue is raised. The difficulties of rolls to resist frenzy are two higher than normal for members of Clan Brujah.
Organization: Clan Brujah is far too fractious and torn by internecine conflict to have true organization, and the clan never meets formally. Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: informal meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often hidden in the media of the gathering in progress. These meetings almost invariably degenerate into Riots, further eroding the organizational base fo the clan.
Bloodlines: Brujah antitribu of the Sabbat are, ironically, almost bastions of stability. In a sect devoted to chaos and destruction, the Brujah are the most dependable of the monsters who populate the Sabbat. They are viewed less as impassioned rebels and more as brutal shock troops. Sabbat Brujah tend to be less intelligent and discerning than their Camarilla brothers and sisters. Their causes fall by the wayside at the promise of new havoc to wreak.
Quote: Think for yourself, or you’re better off dead. Either way, I’m satisfied.
- Malkavian:
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What’s worse, a Malkavian’s madness can take nearly any form from overpowering homicidal tendencies to near-catatonia. In many cases, there’s no way to tell a Malkavian apart from the “sane” members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets. For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow vampires’ knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics’ heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite’s madness. Recently, the Malkavians executed their grandest “prank” of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among those of Malkav’s blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A long-standing Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along. None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavians possess a dark intellect that is often — and increasingly - set to frightening purposes.
Nickname: Lunatics
Sect: The Malkavians as a clan have an.. .understanding. . .with the Camarilla. They also populate the Sabbat in lesser numbers, where they frighten even their packmates with their psychotic displays. But when it all comes down to it, their true loyalties likely transcend sects. When Gehenna arrives, nobody can say for sure where the Malkavians will stand.
Appearance: Malkavians run the gamut from terrifyingly psychotic to convincingly ordinary in every way — sometimes both at once. Just like serial killers, they could be anyone — the scruffy bum talking to himself, the pleasant but quiet neighbor, the borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one they want people to see.
Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.
Background: Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to further a sire’s twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness. Most other vampires believe that the Malkavians Embrace childer on a whim; however, virtually all Lunatics discover themselves subtly championing some barely perceptible "purpose", the full extent of which none--not even their sires--can properly fathom.
Character Creation: Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the clan’s reputation for wisdom and insight. Apart from that, it's anyone’s guess just what Traits a Malkavian may manifest--with the diversity of their concepts and backgrounds, the mad vampires could be anyone. Anywhere.
Clan Disciplines: Auspex, Dementation, Obfuscate
Weaknesses: Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When A Malkavian character is created, the player must chose at least one derangement for that character at the time of the Embrace, this derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Organization: The hierarchy of the Malkavians, if it exists at all, defies description. Most are usually content to let one another do as they like from night to night. But now and again, in times of great need, Malkavians demonstrate an uncanny ability to act in unison, even without any apparent leadership — and sometimes without any apparent communication. As one, they rise from their desolate haunts; as one, they all on the problem at hand. And when it is a problem no longer, they drift back to their usual routines. If the Malkavians indulge in any form of machinations as a clan, it is incomprehensible to outsiders--which may be a blessing.
Bloodlines: Before the Dementation Discipline spread contagiously throughout the clan (in 1997 or so), a great number expressed their mind-warping talents through of the Dominate Discipline. A few Malkavians weren’t caught in the redoubled tide of insanity that swept the clan, and still possess that power in lieu of Dementation. The rest of the clan pays these offshoots no particular notice; indeed, with only a few exceptions, Malkavians don’t differentiate between this bloodline and the clan proper at all.
Quote: Laugh if you like. Doesn’t matter. Assume that you’re so much smarter than the poor, broken lunatic. Doesn’t matter. But think about this: You’re a dead thing, same as me. You died and were reborn.. .as this. What makes you and me different? Simple--I remember what I saw when I was full and truly dead. You’d be mad, too.
- Nosferatu:
Caine’s childer are called “The Damned,” and no vampire embody more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and ostracized by the other Children of Caine, who consider them disgusting and interact with them only when they must. Following the Embrace, Nosferatu childer suffer an agonizing transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after. Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are surprisingly levelheaded and practical, avoiding the obsessions, fits and rages of their fairer brethren. Not that this makes the Sewer Rats particularly pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their grotesque appearances inspire in others. Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city’s back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can command high prices for their knowledge. Using their Obfuscate Discipline, Nosferatu make a point of listening to others’ conversations from hiding, or sitting in on “secret” meetings. If a Kindred wishes to learn about the doings and denizens of the city, she would do well to consult the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous politeness and freely share information among themselves. To mess with one Nosferatu is to — mess with them all — and that can get messy indeed....
Nickname: Sewer Rats
Sect: Surprisingly, the clan as a whole belongs to the Camarilla, despite obvious difficulties with upholding the Masquerade. Perhaps they value the safety of membership; perhaps they simply want the other clans within observing distance. Still, a fair number of Nosfetatu are in the Sabbat or simply consider themselves autarkis (of no sect).
Appearance: No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumors, holes in place of noses, batlike ears, sloping bald heads, twisted spines, claws, wrinkled hides, pustulent sores and webbed fingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that most Nosferatu smell about as good as they look.
Haven: Their disfigurement forces most Nosferatu to take havens far from the eyes of mortals, in graveyards, abandoned warehouses and cellars. In large cities, entire broods of Nosferatu lair in sewers and subway systems. These “kingdoms,” particularly the older ones, are often much more extensive than mortals or Kindred are aware — subterranean labyrinths stretching deep into the darkness and guarded by monstrous ghouls. Even princes treat warily with the Nosferatu kingdoms.
Background: Nosferatu choose their progeny from society's castoffs: derelicts, the mentally ill and the hopelessly antisocial. Occasionally, a vindictive Nosferatu chooses to embrace a beautiful, vain mortal, then watch gleefully as the Curse takes hold.
Character Creation: Nosferatu can have any concept, but often come from loner, outsider or drifter stock. Physical or Mental Attributes are often primary (Social are rarely anything other than tertiary!). Stealth is highly prized among the clan, while Survival allows a Sewer Rat to find shelter in the blighted zones Nosferatu favor. Nosferatu occasionally retains in the the form of ghoul animals, or even a human ally or too, but Backgrounds are rarely predominant among the Clan.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: As mentioned, Nosferatu are absolutely loathsome to look at. All Nosferatu have Appearance ratings of zero-—cross the automatic dot right off the character sheet. Nor may they improve Appearance with experience points. Most social actions based on first impression, except intimidation and the like, fail automatically.
Organization: While Nosferatu do not have the rigid protocols that mark clans such as the Tremere and Ventrue, their shared deformity creates and exceptional clan unity. Shunned and reviled by other creatures, Nosferatu stick together out of equal parts necessity and loneliness.
Bloodlines: Like many other clans, Nosferatu has an antitribu analog in the Sabbat, though the branch does not differ greatly from the ruck and run of the clan save in ideology. Descendants of certain sires sometimes bear "signature" deformities, but few differ in any significant fashion.
Quote: Come here, little boy, how's about a kiss? *phlegmy wheezing hack* Whazza matter? Big bad gangbanger's scared now? Don't so much like being the victim, heh? Well, get used to it, 'cuz you ain’t seen the half of it!
- Toreador:
The Toreador are called many things degenerates, artistes, poseurs and hedonists being but a few. But any such lumpen categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador tout themselves as cultivators of all that is best about humanity. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanitys greatest artists, poets and musicians into its ranks; of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what gifted or inspired means. Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or simple sustenance, Toreador glide gracefully and effortlessly through the society of the Canaille, sampling the delights of each age as a gourmand savors rare delicacies. Toreador are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things and people that the world has to offer. It is, thus, acutely tragic when a Toreador succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices. Toreador are committed to the Camarilla and share the Ventrues love of high society, though not for them the tedium of actually running things thats what functionaries are for, after all. Toreador know that their place is to captivate and inspire through their witty speech, graceful deeds and simple, scintillating existence.
Nickname: Degenerates
Sect: Most Toreador are in the Camarilla, as only that august organization promotes culture and allows the Toreador to live among the mortals they so favor. Those in the Sabbat pursue bizarre artistic pastimes, such as torture and blood-painting, or are the rulers of the most decadent underground movements.
Appearance: Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends; centuries-old Degenerates are often more stylish than some 3O-year-old mortals. If its in, chances are that at least one Toreador will adopt it.
Haven: Toreador take care to ensure that their havens are comfortable, convenient for socializing and above all conform to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their poseur counterparts love opulent suites perfect for hosting parties.
Background: Toreador range across a spectrum of concepts, from lonely, tortured artists to debauched jetsetters. Some Toreador are Embraced for no reason other than their beauty or personal style, as a passionate sire decides that they simply must be preserved for eternity.
Character Creation: Social Attributes and Abilities are prized among the clan, though Toreador are typically concerned less with outright control than with making a good impression. Perception is also favored, both for creation and for critiquing. Artistes favor Abilities such as Expression and Performance often enjoying very high levels in these aesthetic Traits; poseur brethren must make do with Abilities like Subterfuge and Etiquette. Toreador are very social creatures, and love adoration from both Kindred and kine; as such, Backgrounds like Allies, Contacts, Fame, Herd, Resources and Status are common.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous. When a Toreador views, hears or even smells something that is truly beautiful a person, a painting, a song, a particularly lovely sunrise he may become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to break the spell.
Organization: Toreador have little practical organization, though their cliquishness and social networks are legendary. The clan meets frequently, but more as an excuse to host lavish parties and showings than to accomplish anything. Status among the Toreador is a tempestuous whirlwind in which one subtle smile or catty critique can lead to fortune or disaster; a prodigy may be adored one night, comment a barely perceptible faux pas, and be ostracised the next.
Bloodlines: Toreador put a fair degree of stock in lineage, a vampire fortunate enough to descend from a favored sire is lavished with adoration (to her face, anyway), while childer of a sire on the outs suffer social humiliation. Few of these lines deviate from the main clan in any significant way. The Toreador antitribu of the Sabbat are a notable exception, for they take equal aesthetic delight in great beauty or great ugliness.
Quote: Oh, yes, isnt she exquisite? Yes, shes my newest find Im her muse, the sweet little creature. Imagine! And what of-oh, Thomas? Why, I could hardly say after all, he had his 15 minutes, as they say, but it just wasnt going to last, and it all became so very tedious, so I had to say adieu. Suicide? Really? Silly boy he should thank me, then, that I didnt give him the Embrace. It would have made things so difficult, after all....
- Tremere:
Whether dreaded, mistrusted or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who have heard of the clan’s doings are typically suspicious of the Tremere, and with good reason — for the Warlocks are aptly named. Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent — if not more so — than any other power of the Blood. Paired with the clan’s rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing. According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal’s standards. Legend has it that during Europe’s Dark Ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism. War followed soon thereafter the fledgling clan found itself besieged by enraged Kindred on every side. But the Tremere are nothing if not survivors. Their human magicks lost, they nonetheless managed to alter their rituals and wardings to utilize the power of their vitae. These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere’s place among the Kindred ever since. The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are always tinged with a touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate what allies they can, even as they strive to heighten their magical mastery. No less is required for their survival. As a result, the childer of Clan Tremere are among the most driven and learned of all Cainites; few cross these undead sorcerers and escape unscarred. The Tremere are vampires of the Old World, but have traveled across the continents to establish footholds elsewhere. The clan’s seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan’s future direction. But many larger cities across the globe house Tremere “chantries” — well-defended houses that are equal parts university, monastery and stronghold. There the Warlocks gather to exchange information and study their vampiric witchcraft, safe from the attentions of their rivals.
Nickname: Warlocks
Sect: The Tremere were more than glad to join the fledgling Camarilla when the sect was forming, and they quickly made themselves invaluable there. In fact, the Tremere are one of the linchpins of the sect. They have a marked interest in keeping the Camarilla strong, of course — with their hated Tzimisce enemies directing their Sabbat minions against any Tremere they find, the Warlocks require allies. And with the valuable magical power they offer, the Tremere find the Camarilla glad to provide the support they require. With the Camarilla’s protection, the Tremere are free to pursue the arcane mastery they so avidly desire.
Appearance: The sorcerous Tremere are typically imposing or sinister in mien. Some favor classic suits; others prefer a slightly more antiquated look, dressing in 1940s-cut suits, Edwardian finery or the simple black turtlenecks of the Beat era. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorcerers’ eyes always gleam with hidden insight and frightening acuity.
Haven: While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan maintains a chantry in every city that harbors a strong Tremere presence. A chantry is open to any of Tremere’s bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well-guarded havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent.
Background: Many Tremere dabbled in occult or other scholarly pursuits in life. However, a fascination with the unknown is hardly enough to draw a Warlock’s attention; clan members seek “apprentices” with aggressive natures and clear thinking, and care little for muddle-headed New Agers or befuddled conspiracy theorists. Clan Tremere has an unspoken tradition of sexism, and most of its elders are male. Tremere ancillae have become rather more open-minded of late, though, and draw ample numbers of suitably ambitious and persistent acolytes from both sexes.
Character Creation: Tremere typically have strong Mental Attributes and a high Willpower to match; dilettantes and churls cannot meet the grueling demands of sorcery. Many have Knowledges as their primary Abilities, although Skills are also highly in demand. Although a few Tremere specialize in one particular area of excellence. many more prefer a more well-rounded approach to personal aptitudes; after all, a Warlock can typically rely on no one other than himself.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: By clan law, all neonates must drink the blood of the clan’s seven elders when they are created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty--in order to avoid having such loyalty forced on them. What's more, this arrangement means that Tremere are hard-pressed to resist the will of their elders; the difficulty of any Dominate from a clan superior is one less.
Organization: No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts with such unity of purpose as the Tremere. Although younger clan members generally are free to do more or less as they wish, occasionally they receive instructions from their elders that they may not ignore. Paranoia keeps the clan well-oiled and unified. Of course, the Tremere do encourage individual achievement among the group, seeing it as a Darwinian method of ensuring the clan's strength. With such ambitious, powerful young vampires cooperating with such commendable clan unity, it’s no wonder the Warlocks have plenty of envious and spiteful enemies among the Kindred. The Tremere’s pyramidal hierarchy contains several ranks, each divided into seven mystical “circles” that an aspirant must master if he desires to advance in rank (and nearly every Tremere desires that very thing). The lowest rank, that of apprentice, belongs to neonates. Above the apprentices are the regents, each one the master of a chantry; then the lords, whose domains include several chantries each. Forty-nine Tremere hold the title of pontifex, each bearing great responsibilities. And at the top of the pyramid sits the Inner Council of Seven, some the masters of entire continents, and all whispered to be in constant mental communication with the others.
Bloodlines: The strict organization of the Tremere, as well as their insistence on obeying one’s elders, offers few freedoms. No variants of the Tremere bloodline have been allowed to survive to the present night. A small group of Tremere rebels once made its home in the Sabbat, but recent events have seen to that group’s destruction.
Quote: We are more than vampires. We are the next step in Cainite evolution. We will direct the others if they allow us to do so, or we will stand alone if we must. But we will survive.
- Ventrue:
The Kindred of Clan Ventrue have a reputatioin for being honorable, genteel and of impeccable taste. From time out of mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the Kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old money" families, ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires preserve stability and maintain order for the Camarilla. Other Kindred often mistake this for arrogance or avarice, but to the Ventrue, their shepherd's role is more burden than honor. Ventrue support the Masquerade wholeheartedly, feeling that under its auspices the best existence for all vampires may be obtained. To the Ventrue mind, other clans are brash and impetuous. Too concerned with their short-term comfort, other vampires gladly give up an eternity tomorrow for a bit of vitae tonight. Without the Ventrue, there would be no Masquerade; without the Masquerade, there would be no vampires. Thus, the Ventrue have the weight of Atlas upon their shoulders. They bear their burden with a stiff upper lip and just a hint of noblesse oblige. No other clan could lead the Children of Caine in the nights of immenent Gehenna - or so the Ventrue are apt to say. After all, their reputatioin rests on it. Ventrue see themselves as nobles in the classical sense of the word, fighting to uphold the station of those below them. They are the kings, knights and barons of the modern night. Although the struggle has moved from battlefields to boardrooms and from jousting lists to voting districts, Clan Ventrue continues the duel. Young Ventrue rally and lead the troops with their cellular phones and limousines, while the clan elders watch the horizons for threats that loom like storm clouds. Many holdings under Camarilla control are overseen by Ventrue, and the Blue Bloods are loath to relax their grip over endeavors they so desperately struggle to maintain. Reputation and achievement take a Kindred far in the Ventrue clan, but none of that counts if the vampire cannot maintain his influence. Other Vampires often cast aspersions on the Ventrue, vilifying them as sanctimonious, pompous or even tyrannical - and yet it is the Blue Bloods to whom those other vampires turn when something goes wrong. Ventrue cultivate, influence and - when they can - control the kine's media, police, politics, health and medicine, organized crime, industry, finance, transportation and even the Church. When another vampire requires the aid, the Ventrue can often provide it - for a price. Naturally, Ventrue gravitate to the upper crust of kine society, where their sophistication serves them in good stead. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existances in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.
Nickname: Blue Bloods
Sect: Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way.
Appearance: Ventrue cultivate classical, traditional appearances. Set in their ways, Ventrue vampires often affect the styles of their breathing days, and one may frequently guess a Ventrue's age by determining from which period of history her clothing dates. Young members of the clan tend toward fashions ranging from "preppy" styles to omnipresent suit-and-tie wardrobes. Ventrue are elegant and stylish, but rarely on the cutting edge of couture or haberdashery trends. After all, one must stand out, not stick out.
Haven: Only the best will do. Ventrue commonly make their havens in mansions or valuable estates. Ventrue vampires often come from wealthy families, and their havens may even be ancestral homes. An old Ventrue tradition holds that any member of the clan may take sanctuary with any other member of the clan, and cannot be refused. This tradition is rarely invoked, for the vampire seeking refuge subsequently owes a great debt to the vampire who provided succor. Nonetheless, the custom has saved the unlife of more than one Blue Blood.
Background: Ventrue traditionally hail from professional or high-society stock, though in modern nights the clan may claim any noteworthy person. Age, wisdom and experience play great parts in Ventrue Embraces, and a Blue Blood never Embraces capriciously. Some Ventrue create neonates exclusively along family lines, in a twisted progression of gentrification. Other Kindred joke that the Ventrue are inbred, while the Ventrue themselves maintain that only the cream of the crop is suitable for membershipin their clan.
Character Creation: Social and Mental Attributes are equally important, and illustrious members of the clan cultivate both aspects. Skills and Knowledges share similar importance, as the clan places grat emphasis on being well-rounded and capable. Ventrue Kindred greatly prize Backgrounds, and high levels of Fame, Influence, Mentor, Resources, Retainers and Status go far toward establishing a Blue Blood's precedence.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: Ventrue taste is rarefied to the point of exclusivity, and each Blue Blood may partake of only a certain type of mortal blood. This type is chosen at character creation. For example, a particular Ventrue might feed exclusively from virgins, blond men, naked children or clergy. The character will feed on no other type of blood, even if starving or under duress. Ventrue may feed on vampire blood normally.
Organization: The Ventrue in a given region meet often, though their convocations resemble salons or debates and tend to result in more talk than action. Of course, this ponderous discourse is the only "civilized" way to resolve an issue, and impulsive or rash Kindred often chafe under the clan's rigidity. Younger, impatient Ventrue have been known to mount direct challenges to an "old boy's" holdings and position, which is considered the height of treachery and rudeness - unless, of course, the upstart wins.
Bloodlines: Heritage is prized among the clan, and the childer and granchilder of luminaries are held in esteem (or envy) by the rest of the clan. On a darker note, the Ventrue antitribu of the Sabbat have no foes so hated as the Kindred of their parent clan. Sabbat Ventrue are dark knights of that sect, sworn to atone fro their line's failings by upholding the tenets of the Sabbat. They are most commonly found among the Sabbat's templars and paladins.
Quote: The guidance of the Damned is my burden to bear, not yours. You would do well, however, to ask yourself whether your unlife is one of benefit to the Children of Caine, or a detriment. I have already made my judgment.
I'll edit this post with the Corebook descriptions of the main clans, their thoughts on each other, their pen and paper weakness and stuff
Last edited by Claudia on Wed May 11, 2011 12:47 pm; edited 1 time in total | |
| | | Feral Beyond Caine
Posts : 7617 Join date : 2010-08-15 Age : 40 Location : Poland
| Subject: Re: The Clans ! Sat May 07, 2011 6:59 pm | |
| Great idea! I'm afraid you will end up writing a fanbook to VtM, though | |
| | | ThePhilosopher Caine
Posts : 2707 Join date : 2010-08-17 Location : Brazil
| Subject: Re: The Clans ! Sat May 07, 2011 7:26 pm | |
| I want to punch that ventrue in the face D: | |
| | | Sio Antediluvian
Posts : 734 Join date : 2011-02-20 Age : 33 Location : Oklahomo
| Subject: Re: The Clans ! Sun May 08, 2011 12:21 am | |
| The malkavian's chibi almost made me choke to death on my drink. xDD | |
| | | Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: The Clans ! Sun May 08, 2011 3:19 am | |
| - Sio wrote:
- The malkavian's chibi almost made me choke to death on my drink. xDD
You should know by now, that it is dangerous to open a posting from Claudia or me while eating or drinking But you're right. These pics are great. Especially the Malk made me LMAO - | |
| | | Sio Antediluvian
Posts : 734 Join date : 2011-02-20 Age : 33 Location : Oklahomo
| Subject: Re: The Clans ! Sun May 08, 2011 9:17 am | |
| I WILL NEVER IMBIBE DELICIOUS DRINK AGAIN. xDD | |
| | | PGM1961 Antediluvian
Posts : 821 Join date : 2010-07-29 Location : Texas, USA
| Subject: Re: The Clans ! Sun May 08, 2011 12:54 pm | |
| Bit extreme, isn't it?
Merely make delicious drink time separate from 'Team Camarilla International' time. Or from cyoot kittehs who want cheezburgers. This way choking can be minimized. | |
| | | FallenRaven Ancillae
Posts : 95 Join date : 2010-11-18 Location : in the dark
| Subject: Re: The Clans ! Mon May 09, 2011 3:08 pm | |
| Claudia is it ok for me to steal the lasombra face and use it as a avatar image? | |
| | | Claudia Caine
Posts : 4897 Join date : 2010-01-30 Age : 36 Location : France
| Subject: Re: The Clans ! Mon May 09, 2011 4:58 pm | |
| http://GothDream.deviantart.com/art/VTM-clan-chibis-11111467
You probably can, but I didn't draw them :-)
(I'll complete the post tomorrow at work ^^) | |
| | | Sio Antediluvian
Posts : 734 Join date : 2011-02-20 Age : 33 Location : Oklahomo
| Subject: Re: The Clans ! Tue May 10, 2011 12:09 pm | |
| - PGM1961 wrote:
- Bit extreme, isn't it?
My other approach was to fix the having-to-breathe problem. | |
| | | Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| | | | Sio Antediluvian
Posts : 734 Join date : 2011-02-20 Age : 33 Location : Oklahomo
| Subject: Re: The Clans ! Tue May 10, 2011 11:29 pm | |
| I'm skimming the classifieds, but nothing sounds promising. XD | |
| | | Claudia Caine
Posts : 4897 Join date : 2010-01-30 Age : 36 Location : France
| Subject: Re: The Clans ! Wed May 11, 2011 12:49 pm | |
| Sabbat- Lasombra:
The Lasombra clan has fallen from grace — and its members enjoy it. Simultaneously graceful and predatory, the Lasombra guide - and, when necessary, whip — the Sabbat into an implacable force. Turning their backs upon the humans they once were, Lasombra give themselves wholly over to the dark majesty of the Embrace. Murder, frenzy, predation: Why fear these things, many Lasombra ask, if one is meant to be a vampire? In contrast to the Tzimisce, though, Lasombra generally seek not to reject all things mortal, but to shape them for their own pleasure. The Lasombra have been involved with the Church since its inception, and some Kindred whisper that the clan was instrumental in the spread of the Christian faith. In modern nights, however, Lasombra have turned their backs on that divine institution. There are exceptions, of course, but for the most part, Clan Lasombra bears only contempt for the notion of salvation. In fact, the Lasombra brought many of the Church’s rites and rituals into the Sabbat sect, twisting them into mockeries of Christian doctrine. The Lasombra ordained many of the sect’s auctoritas and ignoblis ritae, so that the vampires of the Sabbat might never forget who and what they are. Lasombra are best known for their Discipline of Obtenebration, a means by which they call forth a tangible “living” darkness, manipulating it at their whim. Clan doctrine holds that this “darkness” is in fact the stuff of the vampiric soul, which has been simultaneously strengthened and corrupted by the Embrace. Through the Curse of Caine, some Lasombra believe, God has cast them out, and thus it is their duty to build a new order on Earth via the Sabbat. More scientific Lasombra scoff at this superstition, but even they tend to believe that, as vampires, they represent a new and more advanced breed of sentience, one unconcerned with petty human notions of ethics. Let the milksops of Clan Ventrue burn in the solar fires of martyrdom; the Lasombra are happy with what they are. Naturally, this villainous outlook is not universal among the clan, but many newly Embraced Sabbat Lasombra take great glee in the wanton destruction and vulgar depravity that such a philosophy allows. In striking contrast, some elder Lasombra still maintain their ties to the Church, though even they seem to consider themselves “tools of the Devil.” The two groups do see eye to eye on one matter: Members of Clan Lasombra, as consummate manipulators themselves, adamantly refuse to submit to the antiquated whims of the Antediluvians. They fight the Jyhad proudly, but unlike many Kindred, they firmly believe they can win. The typical Lasombra possesses a gift for manipulation, as well as keen leadership skills. Lasombra are the most common leaders of Sabbat packs, as their motivational and Machiavellian natures make them ideal for orchestrating the movements of the sect. Unfortunately, pride goes hand in hand with this dark nobility, and very few Lasombra acknowledge other vampires as equal, let alone superior.
Nickname: Keepers (as in “my brother’s...”)
Sect: The Lasombra are the ruling clan of the Sabbat, as much as any clan can be said to “rule” that chaotic body. A few elder Lasombra hold membership in the Camarilla or Inconnu, but such creatures lead lonely and perilous existences.
Appearance: Many Lasombra of elder generation hail from Spanish or Italian stock, and some still show their Moorish or Berber heritage. Lasombra neonates and ancillae, however, run the gamut of cultures and ethnicities. Almost all Lasombra are reasonably attractive, with well-bred, aristocratic features--blue-collar Lasombra are rare, and one hardly see the callused hands or broken noses of the working class among the Keepers.
Haven: Many young Lasombra disdain private havens, sleeping with the pack and maintaining communal lairs for the good of the sect. Old habits die hard among the Keepers though; certain elders maintain ancestral manses or other ostentatious havens.
Background: Lasombra may come from any background, but are typically professionals, politically inclined or well-educated. Lasombra tend to be aggressive both physically and socially; the clan has little interest in weaklings and does not hesitate to cull unworthy vampires from its ranks. Lasombra are universally skilled at social discourse and pulling the strings of others--coarse manners are viewed poorly, for the Lasombra are refined monsters.
Character Creation: A Lasombra may have any Demeanor (the better to hide her true Nature!). Most Lasombra favor Social Attributes, though Mental Attributes are prized almost as greatly. Many Keepers cultivate extensive Influence, Status (Sabbat) or Resources, and favor Backgrounds more than additional Disciplines or Abilities. Lasombra founded the Path of Night, and this Path has a number of followers in the Keepers’ clan (though many choose to follow other Paths of Enlightenment, and some Lasombra keep vestiges of Humanity).
Clan Disciplines: Dominate, Obtenebration, Potence
Weaknesses: Lasombra vampires cast no reflections. They cannot be seen in mirrors, bodies of water, reflective windows, polished metals, photographs and security cameras, etc. This curious anomaly even extends to the clothes they wear and objects they carry. Many Kindred believe that the Lasombra have been cursed in this manner for their vanity. Additionally, due to their penchant for darkness, Lasombra take an extra level of damage from sunlight.
Organization: Clan Lasombra’s structure is simultaneously formal and open. Respect and homage are afforded to the elder warriors who helped found the Sabbat, but younger members operate with almost no guidance from the clan as an entity. Quarterly meetings, known as conventicles, serve to keep the Lasombra informed as to each other’s status, and blood-drinking rituals are performed at these meetings. While no Lasombra is ever told “You may not do that” (at least not publicly), almost all Keepers have a profound respect for tradition. A secret Lasombra coterie known as Les Amies Noir is rumored to hand down “death sentences” on those Keepers who bring undue shame, attention or ignominy to the clan or its members.
Bloodlines: Lasombra antitribu are among the staunchest supporters of the Camarilla, though the sect largely distrusts them. Some of the eldest members of Clan Lasombra hold the Sabbat Lasombra in contempt. Naturally, the Sabbat Lasombra greatly fear these powerful Kindred who oppose them, and nothing rallies rival Lasombra like the rumor of an anutribu in their midst.
Quote: Shadows? Hah! I wield Darkness itself, not mere shadows! Tell me — could a shadow do this?
- Tzimisce:
If Clan Lasombra is the heart of the Sabbat, Clan Tzimisce is the soul. Even other vampires grow uneasy around these eerie kindred, and the clan’s nickname of “Fiends” was given to it in nights past by horrified Kindred of other lines. The Tzimisce’s signature Discipline of Vicissitude is the subject of particular dread; tales speak of crippling disfigurements inflicted on a whim, of ghastly “experiments” and tortures refined beyond human —or vampiric— comprehension or endurance. This fearsome reputation often seems unwarranted at first. Many Tzimisce are reserved and perspicacious beings, a far cry from the howling war packs that compose much of the Sabbat. Most Tzimisce appear to be rational creatures, formidably intelligent, possessed of an inquisitive and scientific bent, and unstintingly gracious to guests. Kindred who treat with the Tzimisce, though, realize that the Fiends’ human traits are the merest veneer over something...else. For millennia the Fiends have explored and refined their understanding of the vampiric condition, bending their bodies and thoughts into new and alien patterns. Should it prove necessary, enlightening or simply enjoyable, Tzimisce do not hesitate to bend victims in similar fashion. While younger Fiends might be described as merciless or sadistic, elders of the line simply fail to comprehend mercy or suffering — or perhaps they do comprehend, but no longer consider the emotions relevant. In nights past, the Tzimisce was among the most powerful clans in the world, dominating much of the region now known as Eastern Europe. Potent sorcerers, the Fiends dominated the region’s mortals as well, in the process inspiring many of the horror stories about vampires. Clan after clan conspired to uproot the Tzimisce, but it was the sorcerous Tremere who finally succeeded. Indeed, as some tell the tale, the Tremere used captured Tzimisce vitae in their experiments to become immortal. For this, the Tzimisce hate the Tremere unrelentingly, and Tremere who fall into the Sabbat’s clutches typically suffer a hideous end at the talons of the Fiends. During the Great Anarch Revolt, the Tzimisce clan turned on itself, as younger members of the clan discovered mystic means of breaking the blood bonds ensnaring them in the service of their elders. In the ensuing struggle, the younger Fiends destroyed many of their elders and demolished what was left of their power bases. Certain Sabbat whisper that the clan managed to find and destroy its own Antediluvian progenitor, though the Fiends will neither confirm nor deny this tale. Now the Tzimisce serve the Sabbat as scholars, advisors and priests. Many of the sect’s practices originated in the customs of the clan. By exploring the possibilities and limits of vampirism, the clan hopes to discover the greater purpose of the Kindred as a whole. If this means the wholesale destruction of the archaic Antediluvians, the razing of the Camarilla, and the vivisection of millions of kine victims, well, all experiments have their consequences.
Nickname: Fiends
Sect: Most Tzimisce serve the Sabbat. A few powerful Tzimisce elders retain their independence; these are believed to be Inconnu. Almost no Tzimisce are in the Camarilla; even those Fiends unsympathetic to the Sabbat find the Camarilla’s skulking among the masses to be distasteful.
Appearance: As masters of the Vicissitude Discipline, Tzimisce often have striking appearances whether strikingly beautiful or strikingly grotesque depends on the whim of the Fiend in question. Younger Tzimisce, seeking to explore their inhuman natures, perform all manner of body modifications on themselves. Their elders, though, often affect flawless, symmetrical forms; the body is merely a passing useful machine, after all. Tzimisce faces often resemble masks of blank perfection, and the Fiends typically laugh little, though some have been known to chuckle during particularly elaborate experiments.
Haven: Tzimisce are exceedingly private beings, placing great value on the sanctity of the haven. In fact, the clan has an entire series of elaborate protocols based around hospitality. Guests invited into a Fiend’s haven are protected with the hosts unlife; trespassers are pursued to the ends of the earth and punished in gruesome and lingering fashion. Surprisingly, Tzimisce havens, or “manses,” are not necessarily comfortable or well-kept in the manner of the Ventrue or Toreador dwellings. The amenities of mortals matter little to the Fiends.
Background: Tzimisce rarely Embrace capriciously; choice of childer reflects on the sire, thus Fiends choose only those who they feel have the capacity to improve the clan as a whole. “Brilliance” and insight are particularly prized; whether a childe’s brilliance and insight manifest in scientific theory or serial murder is a trifling distinction.
Character Creation: Mental Attributes are most prized among the clan. Although descended from a background of nobility, the typical Fiend is unconcerned with petty social interplay; thus ttributes (with the notable exception of Appearance) are rarely primary. Knowledges are favored, and Tzimisce are as likely to follow a Path of Enlightment as they are to retain Humanity. Tzimisce often have Status (in the Sabbat), Resources and Retainer (ghouls).
Clan Disciplines: Animalism, Auspex, Vicissitude
Weaknesses: Tzimisce are very territorial, maintaining a particular haven and guarding it ferociously. Whenever a Tzimisce sleeps, she must surround her herself with at least two handfuls of earth from a place important to her as a mortal--perhaps the earth of her birthplace or the graveyard where she underwent her creation rites. Failure to meet this requirement halves the Tzimisce’s dice pools every 24 hours, until all her actions use only one die. This penalty remains until she rests for a full day amid her earth once more.
Organization: Despite the Tzimisce’s pride in their heritage and customs, little organization exists among the clan. Sires and childer remain closer than most Sabbat vampires do, but in general each Fiend makes her own way in the world. One among the Fiends’ number bears the ancestral title of Voivod; the Voivode is nominally the clan leader, though in practice he acts more as a “priest” or rite leader than a temporal ruler.
Bloodlines: Many Tzimisce are descended from specialized “ghoul families” who have long served the clan as minions. Tzimisce descended from the ghoul family Bratovitch replace Auspex with the Clan Discipline of Potence, but suffer 1 difficulty on any roll to avoid frenzy. Certain Tzimisce are koldun, or sorcerers. These Kindred replace the clan Discipline of Vicissitude with Thaumaturgy, but suffer 1 difficulties to resist magic as well.
Quote: Welcome; a thousand welcomes! I am honored that we could put aside the Jyhad’s foolish rivalries for a night, that you might come under my eaves in the spirit of— eh? You start? Ahh — that noise! A trifle! Nothing that need concern you, sweet guest!
Independant- Assamites:
From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament. Assamites tend to avoid the affairs of the Camarilla and the Sabbat, working for either or both sides in pursuit of their goals. They do circulate among sect-held cities; other Kindred find them useful for slaying rivals, enforcing blood hunts, scourging undesirable childer, and infiltrating rivals’ power bases. However, Assamites rarely form true alliances with other Kindred, for they consider other Children of Caine to be of inferior stock. Unlike the other clans, the Assamites do not claim to have a founder of the Third Generation. Rather, they believe their founder to be a member of the Second Generation, making all other Cainites flawed copies of themselves. In nights prior to the formation of the Camarilla and the Sabbat, the Assamites practiced diablerie widely, always looking to bring themselves closer to “the One,” as they referred to their mythical founder. As the Anarch Revolt ensued, and the Sabbat and Camarilla rose from the ashes, many powerful elders grew uneasy at the cannibal assassins stalking their ranks. Calli upon the Tremere to curse the Assamites’ blood, the Camarilla placed a yoke on the clan that rendered its members unable to consume the vitae of other Kindred. Unable to face the unified front the Camarilla represented, the Assamites submitted to this indignity. Those few who did not accept the curse went into hiding and joined the Sabbat. Those who deal regularly with Assamites have sensed great upheaval among the clan. The greatest sign of this is the clan’s recent circumvention of the Tremere blood curse. Freed from the mystic shackles preventing it from engaging in diablerie, the clan has begun a campaign of murder and cannibalism once again. Assamites now kill other Kindred without provocation-- indeed, without sanctioned contracts. The clan as a whole has assumed a more aggressive disposition. Whereas once the Assamites would take no further contracts on a victim who bested their assassins, the clan may now pursue that victim, and often does with unparalleled fervor. Similarly, Assamites no longer honor the age-old custom of tithing to their sires. In these nights of impending Gehenna there is no place for lazy Assamites who rest on their laurels. Precisely what the Assamites want, though, is unknown. Certainly, Assamites have flexed their muscle in both the physical and the political arenas, and hidden agents of the clan have come out of cover in cities where the ruling vampires have become lazy and fatuous. Their hold in the cities of India and the Middle East is much stronger than other Kindred had previously guessed. Whereas other Kindred once viewed the Assamites as honorable (i.e., relatively impotent), useful functionaries, they now hold the clan in dread.
Nickname: Assassins
Sect: The Assamites hold Sabbat and Camarilla in equal contempt. Some Assamites remain among the Sabbat, and a scattered few exist as loners in the Camarilla.
Appearance: Assamites tend to dress stylishly but practically. Aquiline noses, dark hair and slim graceful builds dominate the clan’s membership, though African members obviously bear more Nubian characteristics. Recently, a number of Westerners have been introduced into the clan, though they remain in the minority. These individuals may have almost any appearance, as they arechosen for their skill, not their looks. Also, Assamites’ skin grows darker as they age (as opposed to other vampires, whose skin gets paler with age); particularly ancient Assamites are almost ebony in complexion.
Haven: Most clan elders make their homes at Alamut, the clan stronghold, which is located high atop a mountain thought to be somewhere in moderm Turkey. Neonates and operatives abroad typically select remote, inaccessible locations to ensure that they receive no unexpected guests.
Background: Many Assamite fida’i (newly Embraced apprentices) hail from Asia Minor or northern Africa. Most members of the clan have been involved with assassination, wet work or terrorist activities for some portion of their mortal lives, though this is less true among the Assamite vizier bloodline. Recently, the clan has Embraced many neonates from the Western stock among which it moves, particularly soldiers, criminals and street gangsters.
Character Creation: Assamites favor Physical Attributes, with Mental Attributes a close second. The Assassins favor Skills and Talents equally. Assamites typically have similar Natures and Demeanors, as subterfuge isn’t their style, but rarely are they the exact same. Popular Back-grounds include Mentor, Contacts and, of course, Generation.
Clan Disciplines: Celerity, Obfuscate, Quietus
Weaknesses: In light of their recent circumvention of the Tremere blood-curse, the Assamites have reacquired their appreciable taste for vitae, particularly that of other Kindred. Having been forced to rely on alchemical blood potions for much of its modern history, the clan is easily addicted to the blood of other vampires. When (not if) the character's addiction manifests, the consuming need for blood should be roleplayed. (Sanguinary frenzy is possible once addicted to another's blood.) Clan Assamite no longer sees the need to hide its vampiric nature.
Organization: Elders of the clan still orchestrate the Assassins’ movements from the Eagle’s Nest at Alamut, but more and more Assamites have been dispatched throughout the world killing Kindred with or without sanction or contracts. Many of the clan’s former “rules of engagement” such as the prohibition against hunting an opponent who’d already bested another Assamite — have been discarded. To those outside the clan, it appears as if the Assamites are running rampant. Assamites organize themselves into units similar to Sabbat packs; these bands are known as falaqi. A falaqi typically consists of two or three Kindred who infiltrate a city and gain a foothold there. Assamites in a city engage in activities common to many Kindred (establishing power bases, cultivating herds), but also weaken rival Kindred through selective assassinations, for they do not see the Sixth Tradition as applying to them.
Bloodlines: The Assamite vizier bloodline specializes in the study of Thaumaturgy and Middle Eastern magic. Viziers almost never leave the confines of Alamut, and certainly never engage in assassination activities. They instead refine their and accordingly, the clan’s — knowledge of blood magic. Assamite viziers forsake Celerity, instead learning Thaumaturgy as a clan Discipline, but must spend an extra blood point on all Thaumaturgical invocations. Assamite antitribu of the Sabbat differ very little from their independent counterparts, their only variance being their nominal allegiance to the sect. Assamites and their antitribu relate very well, particularly since the parent clan’s breaking of the Tremere curse.
Quote: Save your breath, weak one no one will hear your screams. Now aid me on my journey back to Haqim’s grace....
- Followers of Seth:
The Followers of Set, more commonly referred to as "Setites," are mistrusted perhaps more than any other clan. Their ties with the archetypal Serpent of myth are well-known, and bolstered by their disturbing powers. They are custodians of knowledge that, according to their claims, predates even the First City. When they enter a city, the Cainite power structure almost inevitably erodes. But most unnerving of all, they share a dark and powerful faith as a clan - a faith that the blood of gods pulses in their cold veins. Of course, the clan's very name is proof of such faith. According to most Setites, their clan founder was none other than the dark god of ancient Egypt, a hunter without equal in the desert night. Other tales state that Set was an Antediluvian - at least - who enshrined himself as a god among the Egyptians. In either case, Set's rule went unquestioned until he was callenged by a being named Osiris--who some call a vampire, and others something else. Their war lasted for centuries, but ultimately Set was cast out of Egypt, into the darkness. And yet, his followers claim, it was in the darkness that wise, ancient Set began his rule in earnest. Although great Set has vanished from the world, his childer work to ensure that the world will be in a suitable state for his return - advancing their own schemes in the process, of course. To achieve their goals, Setites master several potent tools. To their thinking, the weapons of addiction, seduction and decay are the oldest and finest of means to an end. Setites use drugs, sex, money, power - even vitae and supernatural lore - to draw others into their coils. To date, the Followers' methods have proved terribly effective. Kindred and kine alike succomb to the Setites' charms, gladly doing whatever their new masters bid in return for the Serpents' reptilian patronage. Indeed, in some cities, entire subcultures and economic strata are under one or more Setites' sway. The Followers of Set cryptically refer to themselves as the "eldest among clans," whatever that phrase may mean to them. Cainite historians dismiss this as grounless braggadocio, citing Set's rise as well past the time of the First City. However, those who listen carefully to the Setites' whispering are somewhat less flippant, as the Snake Clan seems to have access to hoary lore that, some worry, might date back to the first and longest nights of all. A few Serpents have even hinted that Set was thrown into the darkness before Caine himself received his own curse - a theory that most Kindred dismiss, but one with frightening implications nonetheless. Whatever the clan's origins, it is a fact that its influence is widespread indeed. Although they are rare in "traditional" vampiric haunting grounds such as Europe, the Followers of Set prowl many other areas of the world. They have a potent presence in Africa, particularly in Cairo and the sub-Saharan areas of the continent. They nest in India, just on the edge of the Cathayan hunting grounds, pursuing the wisdom of destroyer gods and gathering cults to themselves. They sleep under Middle Eastern sands and rule the Carribean night. And they go unafraid into the worst urban hellholes in America. Their web stretches from continent to continent, and the other clans have yet to realize just how much of the world the Setites have in their clutches.
Nickname: Serpents
Sect: Neutrality is far too valuable for the Followers of Set to bother with sects. They find the Camarilla pretentiously idealistic, and the Sabbat exactly the same. Setites prefer to barter their secrets to both sides, but reserve their truly significant finds for the clan's exclusive use.
Appearance: Most elder Setites are Egyptian, North African or Middle Eastern blood. However, the Snakes have adopted a more egalitarian approach in recent years, and have Embraced men and women of all ethnicities. Red hair is considered a mark of Set's favor, and some neonates are not above hennaing their hair nightly to prove their devotion. Setites usually have impeccable taste in clothing and accessories, and have an inviting, commanding demeanor that transfixes onlookers.
Haven: Although many younger Setites aren't above snatching the most practical crashspaces possible, the elders of the clan treat haven-building as a reverential process. Many use ancient alchemical rituals to consecrate their havens, be they temples, hidden libraries or simple crypts. Most train cadres of ghouls for the "sacred duty" of guarding the master's haven, and some are fond of letting various snakes roam the interior of their lairs. Their havens are often decorated in ancient Egyptian fashion, but the Followers of Set have become quite multicultural in recent years. An individual Setite may adorn h is haven with Ghanan sculpture, Moroccan rugs or Hopi kachinas - whatever suits his tastes or background.
Background: Many Setites served as retainers to other Followers of Set prior to receiving the Embrace. In former nights, the clan chose only those of Egyptian descent, but pragmatism has led them to include those from all ethnicities of late. The Serpents tend to select childer who prove themselves manipulative and mentally resilient - the former to better sway mortals into the clan's service, the latter so that the childe can safely learn the knowledge kept by the Followers. The Setites choose only the best; those who are anything less cannot hope to rise above the status of pawn.
Character Creation: Setites tend to focus on Social and Mental Attributes, but their Abilities vary with the character concept. The Occult Knowledge is common among the clan. Their Natures can be scholarly or bestial, while their Demeanors are whatever they find appropriate for the occasion. Many have great networks of Contacts, Herd (cultists), Retainers and other pawns willing to do their bidding; exactly what the Setite offers for such service may vary greatly, from blackmail to simple friendship.
Clan Disciplines: Obfuscate, Presence, Serpentis
Weaknesses: The Setites, as creatures of the most ancient darkness, have a sever allergy to bright lights of all sorts, and sunlight in particular. Add two health levels to any damage inflicted by exposure to the sun. Followers of Set also subtract one from all dice pools while in overly bright light(spotlights, magnesium flares, etc.).
Organization: Individually, Followers of Set act much like other vampires, maintaining herds, acquiring power and suborning rivals. Nor is one Setite automatically immune to the predation of a rival - the clan takes a Darwinian approach even among its own ranks. Communally, though, Serpents usually organize themselves into temples where they can exchange lore and practice their rites. Their hierarchy tends to be organized by age, with the eldest and wisest among them officiating. Rumor has it that somewhere in Africa exists the Grand Temple of Set, the dwellingplace of the clan's Dark Hierophant. This Methuselah is said to be the most powerful of Set's personal childer and the first vampire Embraced into the clan; if rumor is correct, his knowledge has no equal, and his authority over the clan is absolute.
Bloodlines: The Serpents have several offshoot bloodlines, most of which derive from alternate interpretations of the dark faith of Set. The Path of the Warrior is one of the most dramatic; these stalkers glorify Set as hunter and warrior, and learn Potence in lieu of Obfuscate. Similarly, the Path of Ecstacy glorifies the pleasures of the flesh offered by the Serpent itself; such vampires seek to master Presence above all other Disciplines. Finally, the Serpents of the Light are a splinter bloodline that nests among the Sabbat. These Cainites differ from other Setites only in outlook, but practice a code of conduct that the rest of the clan considers heresy punishable by Final Death.
Quote: Please. I'd thought you above such abysmal Judeo-Christian fallacies. "The serpent is not to be trusted." "Knowledge is the source of all evil." Why do you think parents instill such beliefs in their children - or that your sire reared you in like fashion? Why would they balk at sharing wisdom? Ah. You begin to understand. Would you like to sit and speak with me now?
- Gangrel:
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolf is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies. The clan itself has little contact with, or regard for, the rest of the Kindred. This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue. Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture’s speech patterns and mannerisms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumors, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbor an ages-old hatred for each other.
Nickname: Outlanders
Sect: Clan Gangrel is nominally in the Camarilla, though a fair number of Sabbat Gangrel exist as well. Most Gangrel care little for sect, and rumblings of outright secession from the Camarilla have made the rounds at recent Gangrel Gathers. They finally did leave the Camarilla as a whole.
Appearance: Gangrel’s harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous judgment of the Gangrels intentions.
Haven: Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient mastery of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefer to lair in the wild or travel from place to place, they are as vunerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city’s confines.
Background: Gangrel embrace for a variety of reasons, as do most Kindred, but do not pass on the Curse lightly or commonly. If a generalization must be made, it could be said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock of the change. The sire’s training, what little there is, tends to be gruff and harsh; most Gangrel most discover the vagaries of unlife largely on their own.
Character Creation: Gangrel often have similiar Natures and Demeanors, as they rarely rely on subterfuge to get their way. Physical Attributes and Talents or Skills are common among the Gangrel. They often have Allies (Gypsies) or Mentor as Background, but rarely have high levels of Influence or Resources.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This determined by the player and Storyteller; it might be ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even or feathers. Every five such features acquired permanently reduce one of the Gangrel’s Social Attributes by one.
Organization: Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown respect, though the young are by no means subservient. Outlanders occasionally meet in groups knows as Gathers; at these festivals, vampires dance, feast and tell stories of their travels. Disputes between Gangrel are often settled through ritual combat to first blood or submission; while savage, these fights rarely result in the losers Final Death. Gangrel commonly hunt alone, though occasionally two or more Gangrel unite in a coterie of sorts (a pride or pack).
Bloodlines: Two bloodlines exist among the Sabbat; the Country Gangrel (similiar in most ways to the main branch of the Clan) and City Gangrel (whose disciplines are Celerity, Obsfuscate and Protean). Both types are found only among the Sabbat.
Quote: You provided worthy sport, mortal. Now, though, the chase is ended.
- Giovanni:
The Giovanni are respectful, genteel and well-mannered. Affluent beyond imagination, Clan Giovanni traces its roots back to before the Renaissance, to a family of merchant princes. The clan still maintains its original home in Venice, in a thousand-year-old loggia just outside the heart of the city. No other clan makes such a spectacle of humility and propriety as does the Giovanni. And no other clan hides its blasphemous secrets as well. According to tales whispered in Camarilla salons and Sabbat esbats, the Giovannis money spoiled the family, and the Venetians turned to nigrimancy out of perverse boredom. Surprisingly enough, the family demonstrated a great aptitude for trafficking with the dead, and their newfound abilities caught the eye of a forgotten Antediluvian. The vampire Embraced the head of the family, Augustus Giovanni, and brought him into the world of the Damned. This particular Antediluvian, the legends say, had a profound interest in death, and the Embrace of Giovannie and his family was intended to further the vampires knowledge of what lay beyond the wall of mortality. The Ancients plan worked better, albeit differently, than hed intended. Augustus, a cutthroat and mercenary merchant, saw the opportunity to seize his dodering sires power and did so, hunting and killing all of the Antediluvians descendants as well. After drinking the Ancients blood, Augustus became a member of the Third Generation and founded his own clan, the Giovanni. Other vamires reacted in horror, and, for a century, the Devil Kindred Giovanni were rooted out and destroyed wherever they went. Finally, the Giovanni sat down with the newly formed Camarilla and formed a mutual truce. This truce guaranteed the Giovanni would not participate in the Jyhad and would leave other vampires to their affairs. The giovanni agreed, thus averting the genocide they surely would have otherwise met. Taking advantage of other vampires lack of involvement with them, the Giovanni quietly continued to amass wealth and power, practicing their Discipline of Necromancy all the while. Few believe the clan is engaging in either practice for altruistic purposes, and recent global movements by the Giovanni have many Kindred worried. With all that money and all those harvested souls, something is on the horizon; it is an ill wind that blows out of Venice. Members of the Giovanni clan are also members of the Giovanni family, and those not Embraced often serve their Kindred relations as ghouls. This familial tie - members of the clan are related by blood twice - ensures complete loyalty on the part of the Giovanni. While concentrated primarily in Europe, the Giovanni have recently been expanding into the world market, and the clan seems to be more prolific in recent nights.
Nicknames: Necromancers
Appearance: Giovanni vampires typically maintain airs of presentability and respectability. Most Giovanni, hailing as they do from the Italian branch of the clan, bear European features, including fair-to-dark complexions, dark hair and solid statures. Giovanni tend to dress well but not lavishly, preferring subtle accoutements of affluence to ostentatious displays.
Haven: Giovanni favor havens befitting their wealth. mansions, palatial homes and well-appointed apartments suit the Giovanni best, though uncommon is the Necromancer who doesnt keep a backup haven in a sewer or graveyard. Some Giovanni involve themselves in medical power structures and make their havens in hospitals, where plenty of cover exists and precious blood may be taken at a whim.
Background: Most Giovanni come from the ranks of the Venetian family and have spent much of their mortal lives as ghouls in service to another family member. As closely knit as the family is, rivalry and treachery are rampant among the clan, as each member tries to assert his superiority over others. Amazingly versatile for having such a finite pool from which to draw new Kindred, the Giovanni may Embrace any indicidual who shows particular promise, but only after a trial period of ghouldom known as the Proxy Kiss.
Character Creation: Giovanni typically have professional concepts, the better to fund the clans endeavors. Their Natures and Demeanors tend toward the crafty and selfish, though perversity festers in the incestuous family, and many are Deviants. Mental Attributes and Knowledges are primary, and Backgrounds are greatly prized. Almost all Giovanni possess a comfortable level of Resources, and many claim Retainers, Contacts and Influence.
Clan Disciplines: Dominate, Necromancy, Potence
Weaknesses: The Giovanni Kiss causes excruciating pain in mortals who receive it. In fact, the bite of a Giovanni vampire often kills its mortal victim from shock before the poor soul has a chance to die from blood loss. The Necromancers do twice as much damage as any other vampire to mortals (and only mortals) who suffer their Kiss. Thus, if the Giovanni in question took one blood point from a mortal vessel, that vessel would suffer two health levels of damage. As such, Giovanni vampires are quite likely to feed from already dead corpses or from resources like hospital blood reserves.
Organization: Giovanni clan affairs are handled in Venice, in a vast loggia colloquially known as the Mausoleum. As is to be expected, the clan has a familial structure. Incest, necrophilia, favor-currying, ancestor worship and carefully cultivated guilt riddle the family; by the time most Giovanni Kindred are Embraced, theyve seen more than enough to inure them to the vagaries of undead existence. The clans nonintervention in the Jyhad allows members to focus on their own vendettas and better their knowledge of Necromancy. The Giovanni Antediluvian, Augustus Giovanni, reportedly still maintains direct control over the clan, though none outside the clan is known to have seen him in the past 400 years.
Bloodlines: The Giovanni do not have antitribu - they are all loyal to the family as a whole, if not individual members. However, the clan has brought several other families into its fold. These include the Pisanob (Central and South American witches), the Dunsirn (Scottish bankers who practice cannibalism), the Milliners (a prominent New England family dating back to the turn of the 20th century) and a host of minor families. Not all Giovanni are surnamed Giovanni.
Quote: Consider taking a different tone with me. You are, after all, worth as much to the Giovanni dead as you are undead.
- Ravnos:
If ever a clan was renowned for a wickedly black sense of humor, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs. Although many Ravnos see themselves as great tricksters, the generally benevolent tricks of Coyote and Raven aren't so much their style. Instead, they draw on a tradition of illusion and deceit inherited from the rakshasas and ghuls of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup of bargain. And these devils have been making their wagers and bargains for a long time indeed. The Ravnos are nomadic to the core and care little for permanent havens or positions in a city's established power structure. Even those who have chosen a given city for their home tend to establish and abandon havens as the mood strikes them, taking whatever lairs they like, doing as they please, and moving on when bored. This habit infuriates princes across the world, who resent the Ravnos' disregard for the Tradition of Hospitality. Few punish violators, though, for fear drawing the malice of the clan as a whole. Although the clan has long-standing ties with the Gypsies, few Ravnos enjoy the hospitality of their mortal kin. Perhaps the Gypsies know these vampires' true natures too well, and are loath to offer friendship to the undying. Perhaps the Ravnos themselves alienate their mortal families through their dangerous tricks. Whatever the reason, a Ravnos typically has no allies he can rely on regularly. His charm may win him a few temporary companions, and clan loyalty may draw fellow Ravnos to his side in times of dire need, but the vampire's path ultimately lies alone. Naturally, the princes of many cities are leery of allowing such tricksters free rein in their domains. The Ravnos' eccentric code of honor is strong, but rarely coincides with another Kindred's definition of the term. A Ravnos may break her word at will, unless she's spit in her palm and shaken on the deal. She'll defend her "good name" for all it's worth - depending on what she considers slander. And she'll usually come to the defense of a clanmate, and vice versa; the Ravnos may take advantage of one another, but they consider it their privilege. Outsiders aren't allowed the same. Perhaps the most worrisome thing about the Ravnos is that as a clan, they managed to survive for centuries in Asia, where most Kindred are quickly hunted down and devoured by the ruthless Cathayans. No other Cainites know exactly how they managed this - but now a possible reason is emerging. Rumors filter back to Europe and the Americas of elder things awakening, of ancient vampires shrugging off the earth of millennia and throwing the Cainite courts into disorder. These elder Ravnos - if rumor speaks correctly - have demonstrated terrifying mystical powers, including a talent for illusions so powerful they can affect the physical world. Time can only tell what part the reemergence of these "demon kings" will play in the Jyhad.
Nickname: Deceivers
Sect: The Ravnos go where they will and deal with whomever they will, and sects be damned. The elders of the clan, particularly those centered in India, scoff at the CAmarilla and Sabbat as temporary social clubs at best, hollow institutions where paranoid vampires can gather in numbers and reassure themselves that they are the apex of the food chain. The younger ones simply reject the idea of giving any outsider even a fraction of authority over them. Most Ravnos look at the Sabbat's promise of freedom and the Camarilla's offer of protection as nothing more than honeyed bait for the trap, and politely (or not so politely) decline.
Haven: Ravnos are nomadic by nature; even their Eastern childer feel the wanderlust upon them from time to time. Members of the clan often travel in vans or RVs, taking shelter wherever they may. Those with mortal relatives, particularly Gypsies, often stay with their families for a while. But when local Kindred start getting uncomfortably curious, the Ravnos are on the road again.
Background: These nomadic vampires Embrace few childer, despite the swelling herds of humanity. The youngest Ravnos, however, are fairly indiscriminate in siring childer, and the latest generations have seen Ravnos from all cultures and ethnicities. Those Ravnos neonates without Indian or Gypsy blood typically demonstrated great facility for misdirection, barter and mischief in life. The Devil has a sharp eye for his own.
Character Creation: Ravnos typically have nomadic concepts, and their Demeanors can change as required by the situation. They tend towards primary Social Attributes, as well as primary Talents. Many have high REsources, either in the form of ancestral treasures or as accumulated hoards of ill-gotten rare goods and objects of art.
Clan Disciplines: Animalism, Chimerstry, Fortitude.
Weaknesses: The Ravnos have indulged in their particular vices so long that they have become addicted to them. Each Ravnos has a weakness for some form of trickery, deceit or mischief, whether it be gambling, lying, theft, blackmail or even cleverly framed murder. When the opportunity to indulge presents itself, a Ravnos must make a Self-Control roll (difficulty 6) or succumb to her compulsion.
Quote: If it'd been me stealing the sun, I wouldn't have given it to the humans to keep them warm. I'd have drowned it in the ocean and started buying the kine's souls by selling them fire.
I'm not going for the Cappadocians, which are the "father" clan of the Giovanni ; Basicly a Cappadocian embraced a guy called Augustus Giovanni, who embraced/ghouled his family, then destroyed the father clan and took his place (to make a long story short ) | |
| | | Claudia Caine
Posts : 4897 Join date : 2010-01-30 Age : 36 Location : France
| Subject: Re: The Clans ! Thu May 12, 2011 12:16 pm | |
| Oh, because DA makes me laugh again... Nossie, Torrie, Gangrel, Bruj, Sethite, Tzim, Giovanni ; Ravnos, Tremere, Malkie, Ventrue, Lasombra, Assamite Original credit goes here | |
| | | GabrielvonRichter Neonate
Posts : 49 Join date : 2011-08-05 Age : 44
| Subject: Re: The Clans ! Tue Aug 16, 2011 12:40 pm | |
| - ThePhilosopher wrote:
- I want to punch that ventrue in the face D:
We get that a lot. | |
| | | Sponsored content
| Subject: Re: The Clans ! | |
| |
| | | | The Clans ! | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|