Clans, Bloodlines, and Offshoots.   Posted by Information.Group: archive 2
Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:27
Clans, Bloodlines, and Offshoots
According to Kindred mythology, Caine sired three childer, who in turn sired childer themselves. This third generation came into being before the Great Flood – and some say it was their sins that called it down. The survivors, known as the Antediluvians, became the progenitors of the modem clans. Each Antediluvian’s Blood endures in their descendants, feeding the common powers, weaknesses, and perhaps even the behaviors and beliefs of the Kindred who belong to the clan they begat.

Tonight, there are thirteen distinct clans along with innumerable minor bloodlines as well as the Caitiff and thin-bloods, who prouder and more powerful lineages reject. From the Dark Medieval into the modern nights, the thirteen recognized clans are:

Clan Banu Haqim (formerly Assamite) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.

Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.

Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.

Clan Hecata (formerly Giovanni, Cappadocian, etc) - The newest clan to step onto the stage, they are not so much an organic clan as a gathering together of the remnants of multiple clans into a unified clan of death.

Clan Lasombra - proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say.

Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.

Clan Ministry (formerly Followers of Set) - venerate a chthonic god while seeking out the world’s secret places and protecting ancient artifacts.

Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.

Clan Ravnos - nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in.

Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.

Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.

Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.

Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.

OOC: While all Clans are mentioned here, Clans Ravnos and Tzimisce are not yet implemented into the fifth edition of Vampire and as such are not yet playable. If they are implemented in the future they will possibly become playable.

This message was last updated by the player at 17:27, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:28
Banu Haqim
Who are the Banu Haqim?


The Judges of the Banu Haqim are torn between their hereditary thirst and their passion for justice. The Judges have long set themselves apart from Kindred society to better deliver their soul stealing capital punishments. That is about to change. A schism divides the clan between followers of the newly awoken methuselah, Ur-Shulgi, and the Islamic Warriors and Vizirs embraced long after the clan abandoned their merciless blood worship. Alamut — the Children's hidden base of operations somewhere in Afghanistan — has fallen entirely to the blood cultists, who prepare to deliver their judgment on their kin, and most sensible Haqimites are now exiles fleeing their old home. The majority of these have joined the faithful sect of Muslim Kindred: the Ashirra, or are seeking asylum and full membership in the sect’s western counterpart — the Camarilla.

Whether they are cultists or warriors for justice, all Children of Haqim adhere to a strict code of some kind, be it Ur-Shulgi’s blood laws, a personal vendetta, the American constitution, some obscure variant of Islamic law or even postmodern theories of oppression. But no vampire is free of self-interest. The uncomfortable truth is that the Children hide their uncontrollable lust for diablerie behind a strict idea of right and wrong. To the Judges someone is always guilty. And the guilty must be punished, their souls sucked out through their arteries to make the Judge stronger in preparation for the next justified murder.

The Banu Haqim include a diverse array of hunters, judges, and killers. Though the clan’s focus on judgment frequently manifests in the act of dealing death, the mortals Embraced into the clan are as often qadis, strategists, and law students as they are bounty hunters, soldiers, police officers and trained assassins. The clan’s geographical ties likewise make most of the members embraced between 600 C.E. and the early 20th century of one of the denominations of Islamic belief. Older Banu Haqim tend to worship the Blood over any mortal faith. Young members of the clan hail from any place or culture in the world, and while some convert to Islam after their death, most modern Haqimites keep the faith of their breathing days and are respected for it.

In modern nights, Banu Haqim target mortals capable of assessing and handling threats, enforcing law and tradition through force of personality or skill, and of course, killers who would contribute to the clan’s aims. The Banu Haqim keep a look out for war veterans, especially those disgraced or wounded in war. They offer them immortality, a chance at redemption, and purpose. Such mortals become prized neonates.

The Banu Haqim are more than a clan of murderers descended from al-Ḥashāshīn, though they have adopted many practices from that mortal sect. The Viziers and Warriors of the clan descend from different broods of Haqim. Each feels compelled to Embrace different mortals, with the Warriors tending toward the martially inclined, while the Viziers drain and turn those with political and legal power. The connection between the two is law. Banu Haqim within the Ashirra and Camarilla strive to maintain and enforce law, making their choice of prospective fledglings critical.

The Banu Haqim in Kindred Society



The Clan of the Hunt were once mercenaries, bounty hunters, and hired killers among Kindred. When a vampire wanted a final death sentence carried out on a peer, with no connection made to the hit’s source, they contracted the Assamites to dispatch a killer. For a fee of vitae sent back to the clan’s ancestral home, the Child of Haqim delivered the sentence without moral qualms.

These nights, the clan’s global role has changed.

The Banu Haqim who worship Ur-Shulgi and have turned their back on Islam still practice internal clan rituals relating to the sampling and storing of Kindred vitae. Rumors of mass diablerie fuel the fear that the clan wants nothing less than the end of all their kind. These loyalists, hidden in the fortress of Alamut, have driven more than half of the clan to break their bonds to their blood soaked past. In doing so, they have attracted the attention of our sect. The Banu Haqim are once more seen as a potential pillar of the Ivory Tower. Camarilla-sworn Banu Haqim groom sectors of our domains, specifically gaining influence over the kine involved in law, and the breaking of it. The Islamic Banu Haqim, steadfastly keeping themselves outside the influence of the Ur-Shulgi are known as loyal Ashirra champions, and as Western and Eastern Kindred find common enemies in Sabbat and Anarch uprisings, the idea of the Camarilla seeking an alliance with the Clan of the Hunt seems more and more reasonable.

The Children of Haqim have ever claimed their founder was the judge of all vampires. Within the Camarilla they maintain his legacy, claiming herds and retainers within police departments, security forces, and border patrols. They also hold dominion over segments of organized crime. The clan grooms kine within these sectors, some for the Embrace, some for service, but mainly to hold a valuable card in Camarilla cities. When the other clans want a problematic mortal shut up, the Banu Haqim exert law’s grasp via the kine.

Banu Haqim Archetypes



Law Student
The Banu Haqim value understanding of law and tradition, frequently Embracing legal experts to help modernize (or at least make relateable) the clan’s expectations of all Kindred. This Child of Haqim was still studying law when turned into a vampire, and suddenly the boundaries changed. No longer restricted to 21st century versions of mortal law, they are now an expert in Kindred law. Such a Child of Haqim commands respect among the Viziers.

Union Chief
Knowing when to put feet to the streets, when to arm and take down the man, and when to hold back and simply refuse to aid a tyrant sets this Child of Haqim apart from the stereotypical law abiding members of their clan. The Union Chief came from a background where knowing legal loopholes and how to encourage others into action was integral to their success.

The Arbiter
This Child of Haqim may have been a Sheriff in life or in undeath. In some way, they were an enforcer of judgment, perhaps holding a position of moral power such as priest, imam, or community leader in a small town or commune. Their ability to wield laws led to the eventual Embrace.

Hired Gun
In their mortal days, this Child of Haqim was a killer, plain and simple. Perhaps with a military, law enforcement, or security background, but just as likely to be an individual with murderous urges. At least one lethal act drew the attention of a Banu Haqim sire. Now this character continues to live by the gun, or the knife, the poison, or the severe beating, but with all the legitimacy of a hired mercenary.

Blood Scholar
The Banu Haqim are known for their obscure blood magic and reverence of the vitae, but this vampire was a blood scholar before the Embrace. Whether a member of a Sufi study group, a cultist in a fringe religion, or a ghoul in the service to a thaumaturge, this mortal’s activities drew the Banu Haqim’s attentions, and they were put to work interpreting the will of the Blood, along with ways to subvert it.

Disciplines



Blood Sorcery: The power to poison vitae and use the Blood as a weapon against others, as well as sifting truth through the manipulation of Blood. The Banu Haqim keep the secrets of their Blood Sorcery close. The warriors of the clan typically pursue a form of blood magic known as Quietus that provides its practitioners murderous abilities, while viziers delve into versatile ritual aspects, gleaning secrets from their Blood and others’.

Celerity: The ability to move and react quicker than humanly possible. The Children of Haqim use Celerity to terrifying effect. Many are skilled in its use before all other Disciplines, to rely on speed of judgment before doubt can slow a blade to the throat. Hesitation leads to a vampire’s demise. When feeding, the Banu Haqim dance a dervish of drinking from their favored vessels, darting in and drinking their fill before disappearing as quickly as they appeared.

Obfuscate: The ability to melt into shadows, craft an illusory appearance, or fade from plain sight. The Banu Haqim stalk their prey clad in shadow, whether as a means to feed discreetly or deliver final death to a target without ceremony of formal challenge. Some Banu Haqim utilize this Discipline to witness a target committing a crime, before delivering judgment.

Bane



Banu Haqim are drawn to feed from those deserving punishment. This is especially true for vampire Blood, the very essence of transgression. When one of the Judges tastes the Blood of another Cainite, they find it very hard to stop. Slaking at least one Hunger level with vampiric vitae provokes a Hunger Frenzy test (See Core Rules p. 220) at a Difficulty 2 + Bane Severity. If the test is failed they attempt to gorge themselves on vampire Blood, sometimes until they diablerize their Kindred victim. This presents many problems as the Banu Haqim integrate with the Camarilla, who tend to see the Amaranth as anathema.

Clan Compulsion
Banu Haqim: Judgment



The vampire is compelled to punish anyone seen to transgress against their personal creed, taking their blood as just vengeance for the crime.

This message was last updated by the player at 17:28, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:28
Brujah
The dream of the learned clan is a world where all injustice has been eliminated and the living and the undead can coexist in peace. They say it is for love of the mortals that they lead them against their masters. In truth, they may simply rage against a distant or non-existent God they can never fight, against a curse they can never end. Theirs is a dream that poisons everything it touches. As they infiltrate or instigate revolutions, their hunger and passion ensure that blood will flow, innocents die, and peace never be attained.

Who are the Brujah?



Clan Brujah have always Embraced from the ranks of those sympathetic to counterculture and revolution. They seek out allies who question normative ideas, and recognizing the fire of the oppressed, they gravitate toward the underdog.

Common perception place punks, gang-members, maladjusted immigrants rejected by the society that should protect them, and placard-carrying and Molotovwielding rioters among the Brujah. While the clan definitely includes substantial numbers of vocal and visible outsiders, their desire for rebellion reaches as deep as the fraudster ripping off his own company, the lawyer representing the poor pro bono, the neo-Nazi claiming to be “alt-right,” and the basement-dweller downloading thousands of movies illegally for redistribution on streaming sites. Fledglings Embraced to fight and protest are commonly known as rabble.

The Brujah can be passionate fighters but also critical thinkers; the clan activists are often very different from the clan theorists. On many occasions, the latter are Embraced from former gender studies or sociology students, those who have survived near-death experiences, and people who have in other ways suffered and endured great personal loss. The philosophical Brujah, known as Hellenes, believe the best method of dismantling the establishment is to understand the social and cultural systems that allow it to exist in the first place.

Brujah Archetypes



Cancer in the System
This Kindred exists as a cog in a corrupt system. They may be a night worker for a mortal corporation known for treating its employees like dirt, a staffer in a broken political party, or one of the remaining Brujah in the Camarilla. They work to bring the system down from within, maybe hoping to replace it with something better, but often having the process of rebuilding as the last of their priorities.

Voice of the People
The Brujah have always strived for progress in Kindred society. Many of them were progressives in life and follow the same path in undeath. The voice of the people might be a former feminist activist, eco-warrior, or an anti capitalist protester who channels their passion into speaking out against the Ventrue and Toreador or fomenting political unrest among mortals. Their ambitions may come back to hurt their clan, but sometimes they form the core of revolutionary movements.

Blood Worshipper
The Brujah were once considered a High Clan, superior to most and respected by all. Some Brujah still believe their Blood is stronger than that of other clans, and that they have the right to apply their doctrine on others. Brujah who uphold this form of blood idolatry often come from fundamentalist backgrounds, right-wing groups, and the academic elite.

Trolling Punk
Clan Brujah includes many vocal and physical activists who follow the zeitgeist uncritically, reveling in their righteousness. The trolling punk cares about the fight, not the cause. They are an aggressor who provokes confrontation with minority groups, a squatter who just wants to party to piss off the police, or a fourth-wave token “feminist” who spent more of their mortal time attacking other feminists and their allies than coordinating responses to oppression. Short-term action yields massive results, but does not always benefit the Brujah.

Monster in Disguise
The Brujah claim there is no clan closer bonded to humanity than their own, which is why they exhibit such fiery passions. But some take it further than that, and strive to live like mortals by keeping up to date with modern culture, forming relationships, and building families. The payoff for this behavior is a startling duality of dream and reality. The Beast will not be denied for long, and undead family men and working women must slip away from their fake lives ever so often to avoid seeing red, returning only after they have satiated their dangerous urges.

Disciplines



Celerity: Brujah use Celerity to strike fast and escape uprisings they have started. They hunt with it to snatch vessels from the streets, feeding from them savagely, or to rapidly dispose of a mortal before vanishing into the night.

Potence: Brujah use Potence as a devastating weapon, cutting short any confrontation with destructive finality. Though the clan preaches a connection to humanity, its members often take what they want by force, as it is simpler to hold a kine in place or crack their skull open and drink its insides than to negotiate for a mouthful of blood.

Presence: Brujah use Presence to win the hearts of the crowd, turn a threatening mob against itself, or send a dangerous opponent fleeing into the night. Brujah intellectuals prefer feeding with Presence to convince vessels to give up their blood voluntarily. Other clan members use Presence to terrify their prey, as it apparently adds “an exquisite, bold taste” and fuels the less subtle powers of their curse.

Bane



The Blood of the Brujah simmers with barely contained rage, exploding at the slightest provocation. Subtract dice equal to the Bane Severity of the Brujah from any roll to resist fury frenzy. This cannot take the pool below one die.

Clan Compulsion:
Brujah: Rebellion



The vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that’s their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment.

Until they’ve gone against their orders or expectations, perceived or real, the vampire receives a two dice penalty to all rolls. This Compulsion ends once they’ve managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.

This message was last edited by the player at 04:54, Sat 18 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:28
Catiff
Not all Kindred inherit the curse of one of the 13. Some don’t care what their lineage is. Certain bloodlines of kindred have always been clanless, and sometimes childer of the clans are just born different. They’re often discarded, exiled, or choose to distance themselves from the clans that despise them. Pure vampires, the Caitiff make up for what they lose in respect and pedigree by flexible blood and the absence of a crippling bane. Proud or ashamed of their clanless nature as they may be, these creatures have no family and represents vampirism at its purest and most individualistic.

Who Are the Caitiff?



Many Kindred incorrectly assume all Caitiff are created accidentally, that the clanless target no mortals the caitiff for the Embrace. This view is outdated and ignorant. These nights, the clanless are increasingly becoming a force to be reckoned with. Though more disparate, individualistic, and chaotic than their cousins, they are all survivors, and they have begun to gather, build alliances, and make childer of their own.

The Caitiff who seek out mortals to perform the Embrace generally target the strong-willed and those used to uncommon hardship. A Caitiff’s position in the hierarchy of Kindred is at the bottom, just above the thin-blooded who should not have been born at all, and they are forced to fight for their place or fall and be forgotten. The Caitiff see little point in Embracing mortals unlikely to make it through the night on their own.

While the Caitiff have begun to purposefully increase their numbers, most are still created when a fledgling Embraced into one of the clans does not form an attachment with their ancestral Blood and does not exhibit the tell-tale signs of their clan’s curse. When other Kindred talk of the Caitiff, they tell tales of Nosferatu abandoned for weeks on end without ever developing any hideousness, painfully sane Malkavians, and young Ventrue able to feed from whomever they want. Unwilling to accept such a childe as one of their own, the clan abandon them. Or the childe senses in their Blood that they do not belong, despite their sire’s protests. The creation of a Caitiff is not an exact science, and many abandoned childer still manifest some of the characteristics of their parent clan despite the absence of their bane.

Caitiff Archetypes



Raised on the Streets
This Caitiff is was brought up in the worst part of their city by parents who either did not care or were not able to protect them – if they had parents at all. It is likely they never had hope for a meaningful, prosperous life. For them, the Embrace was an escape, and their sire performed it out of respect for their perseverance against the odds.

Abuse Survivor
Caitiff habitually target abuse victims for the Embrace. The survivor caught the attention of their sire by attending a support group, appearing in the papers as the prosecuting victim in an aggravated assault case, or perhaps by writing a particularly striking blog post on the subject of their experiences. As the street kid, the survivor was “rewarded” with immortality and a chance to fight back against their abusers. Having been through terrible experiences already, they are judged to make a fine member of the clanless.

Helplessly Overestimated
This Caitiff was Embraced by the clanless for all the wrong reasons. Perhaps they threw off a cruel boss’ yoke once, or dumped an abusive partner, but this behavior was an exception in their life. They were chosen for their perceived strength, and now they are hopelessly lost and overwhelmed by their existence as one of the Kindred.

Secret Caitiff
This Kindred awoke as a Caitiff, but they managed to hide it from their sire. They are now a full member of their ancestral clan, attending the rituals and obeying the traditions of their kin in return for the protection of their elders. They have no desire to go through eternity alone, and they will do whatever it takes to keep their secret hidden.

Unwanted Childe
The unwanted childe was Embraced into one of the clans, but cannot remember their sire and never bonded to the Blood. As the curse of their ancestors never manifested in their body, they avoided the bane of their clan. Without this marker, the Blood of their brothers and sisters rejects them – and they, it.

Disciplines



Caitiff characters have access to three Disciplines of your choice following the Embrace. These are not considered in-clan for the purposes of Experience cost and the Caitiff can learn any Discipline at the same price assuming they taste the Blood of a wielder at least once and fulfill the standard conditions for that Discipline.

Bane



Untouched by the Antediluvians, the Caitiff share no common bane. Caitiff characters begin with the Suspect (1) Flaw and you may not purchase positive Status for them during character creation. The Storyteller may always impose a one or two dice penalty on Social tests against fellow Kindred who know they are Caitiff, regardless of their eventual Status.

Further, to improve one of the Disciplines of a Caitiff costs six times the level purchased in experience points

This message was last updated by the player at 17:28, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:28
Gangrel
A hunger older than mankind burns inside the wolves. When other Kindred curse their appetites and choose the gilded cage of the city and the leash of social hierarchy, the wolves accept the Beast as a part of themselves and run free. Crossing borders between species, nations, and domains with the ease of perfect predators, they belong to the wild and the wild belongs to them. To think of them as noble savages is perilous, as the animals have little respect for the arrogance of civilization, and only the strongest survive their bloody hunts and savage initiations. Trading stories of war and the secret histories of their kind around campfires lit with the bones of their oppressors, they have turned their backs on the Camarilla and fight tooth and claw to escape the endless plots of their fellow Kindred.

Who are the Gangrel?



Clan Gangrel are outcasts, wanderers, rogues, and hunters. They make havens in the poorest parts of the city and feel no shame for doing so. They claim few domains as their own but defer to no prince. If a feral enters a city, the prince will either accept it or have to fight the feral to get them to back down.

Gangrel Embrace from the ranks of survivors and fighters: leaders of prison crews and gangs, explorers (urban and otherwise), and any kine who sees the world as something to traverse instead of something to hide from. They care not for looks or title, but for accomplishment and reputation. A childe may be a challenge, but the clan follows rituals and initiations to ensure the fledgling is worth the time. Success means a new, honored member of the clan. Failure means simply a forgettable reject or a pile of ash.

Any mortal capable of projecting their will onto others, leading a group from disaster to success, or fighting impossible odds draws the clan’s attention. This fact results in a symptom known as “too many chiefs,” when the clan consists of more leaders than followers. Customs encourage fights for dominance, but these rarely last until final death, as Gangrel elders advocate against taking competition for authority personally, instead encouraging a culture of healthy rivalry.

Gangrel Archetypes



Uncaged Jailbird
This Kindred spent most of their mortal life in prison or was once incarcerated for a severe crime. Such a past conveys a reputation and a jaded attitude toward authority leavened with a desperate taste for freedom and opportunity to exercise liberties formerly denied them.

Adventurer
The Gangrel are no strangers to the wild, spending much of their time beyond city limits and communing with creatures and clans outside those in the Camarilla. In life and undeath, the adventurer has seen and experienced something few could comprehend. They have walked from place to place, spending their life on the road, living only by wits, a stranger’s kindness, and a rich curiosity. This wolf has no fear of the path ahead, wherever it might lead.

Folk Favorite
Clan Gangrel practice the traditions of storytelling around the fire, although they are the furthest from boy scouts. Whether around a burning barrel, tire fire, or at a great convocation, this animal knows the songs and the stories to celebrate the names of fallen heroes and enemies who must never be forgotten. In their mortal lives they might have been singers, entertainers, or independent artists.

Director of the Board
This Gangrel believes in power wielded not merely with physical blows, but through social presence, authority over others, and command of a group of people such as a club or a corporation. The boardroom Gangrel is an alpha who thrives on causing fear and respect, who does not play by the rules, and who is capable of commanding others to perform the most unethical actions with threats of personal and professional losses. They stalk their prey through office corridors at night and in five-star hotels paid by company card.

Unrepentant Beast
The Gangrel relish their animal features and feral natures, and many behave as wild beasts do – leading unlives dominated by immediate physical drives and desires. The unrepentant beast behaved like an animal already before the Embrace. Perhaps they were a predatory criminal or an individual who used legal means to let out their dangerous desires. As a vampire, they are little better.

Disciplines



Animalism: A Gangrel can use Animalism to take on an animal companion, sometimes called a famulus. The animal companion can be used for hunting, spying, and attacking. Some Gangrel will turn pets on their owners, hound vagrants with packs of dogs, or lure strays to them for a quick feeding.

Fortitude: As longtime bodyguards and soldiers for the other clans, the Gangrel have benefited hugely from Fortitude. The Discipline can give them a sense of fearlessness, as it allows them to hunt across harsh terrain and take bullets and knife blades without worry. The Gangrel who emphasize growth in Fortitude likely expects a lot of harm to come their way.

Protean: Gangrel are known for their mastery of Protean, as few other clans possess its gifts. Straddling the line between vampirism and shapeshifting, the Discipline allows a Gangrel to take on the physical properties of another creature, or in other ways change their physical shape. Gangrel who feed as animals often consider this the truest, or at least the best, of kills.

Bane



Gangrel relate to their Beast much as other Kindred relate to the Gangrel: suspicious partnership. In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery. Each feature reduces one Attribute by 1 point – the Storyteller may decide that a forked tongue or bearlike musk reduces Charisma, while batlike ears reduce Resolve (“all those distracting sounds”). If nothing immediately occurs to you, the feature reduces Intelligence or Manipulation.

The number of features a Gangrel manifests equals their Bane Severity. If your character Rides the Wave of their frenzy (see p. 219) you can choose only one feature to manifest, thus taking only one penalty to their Attributes

Clan Compulsion
Gangrel: Feral Impulses



Returning to an animalistic state, the vampire regresses to a point where speech is hard, clothes are uncomfortable, and arguments are best settled with teeth and claws. For one scene, the vampire gains a three-dice penalty to all rolls involving Manipulation and Intelligence. They can only speak in one-word sentences during this time.

This message was last edited by the player at 17:28, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:28
Hecata
Who are the Hecata?


Hecata sires favor mortals either from their own mortal families, or who provide links to outside families from whom the Hecata would benefit. They prefer kine of a morbid, black-humored, or pragmatic bent, due to the clan’s death-dealing nature. They have little need for the compassionate or empathetic, unless it serves to satisfy a gap the clan — which in many ways is structured like an expanding corporation as much as it is a family — requires filled.

The Hecata Embrace those who show a resolute willingness to do what needs to be done, for the good of the family, their block, their community, or their society, ahead of their own interests. The family must always come first, whether or not your surname is Giovanni. There are no other “independents” these nights, so it’s the Hecata versus everybody else. The Necromancers describe their Embrace tradition as “gifting the truly exceptional with membership in the most exclusive of households.” Spontaneous Embraces are very much frowned upon by the wider clan, the members of which favor the ritualistic approach of observing, grooming, and voting on which mortals deserve immortality.

Kingpins, self-starters, individuals who have faced or dealt death, and those with medical or occult knowledge all appeal to the Hecata. Anyone with a true, scientific interest in death, the afterlife, and religion stands a chance of being approached for the Embrace, though academic theologians are more likely recipients of the bite than the blindly faithful. Many become vampires dedicated to serving the family, expanding its interests, and researching new mysteries associated with the cycle of life and death. Different fledglings set to work handling the living, the dying, the dead, and the rotting, in the form of nurses and carers, morticians, and of course necromancers. Each adds something to the clan.

The Hecata look for many childer among miscreants of all kinds. Though they do not control any widespread mortal crime empires, the clan appreciates the practiced killer, the cold-blooded money launderer, and the charming con artist. Their roles continue on once they receive the Embrace, complementing the clan’s legitimate businesses — investment banks, trading conglomerates, and private hospitals and care facilities — with a steady flow of illicit cash and bodies.

Hecata Archetypes



Champion Bullshitter
The Hecata may wave the banner of independence, but they still require vampires who can break bread with Camarilla courts and Anarch packs. This character could have been anything from a con artist to a diplomat in life, but the crucial thing is they know how to sell a deal without showing their entire hand to the outsiders. The champion bullshitter was Embraced for their ability to charm the doubters and present a believable façade for the clan’s activities.

Forensic Specialist
The Clan of Death lives up to its title, with a great many of its members schooled in the passage of life to death. In the last century there’s been an upsurge in nurses, surgeons, and laboratory staff being Embraced, with a special place set for medically trained individuals in law enforcement. This character was always one of the first to crime scenes, and was able to alter evidence, misfile reports, or spin a narrative of death that protects the family, all while coming face-to-face with death on a regular basis.

Natural Necromancer
Necromancers are pretty uncommon among the ranks of mortals, even those with blood connections to Clan Hecata. When a vampire from the Clan of Death finds a mortal with a genuine interest in, and aptitude for, death magic — whether through practice of seances, ghost hunting on vlogs, exorcisms, or study of occult rituals — they rarely go without long-term observation and the potential for an Embrace. These individuals sometimes harbor deviant practices, or an ethical remove when it comes to handling corpses and treating with the dead. The Hecata see this kind of behavior as ripe blackmail material, so if the necromancer is unfit for the Embrace, they’ll serve as a mortal retainer.

Prodigal Child
The Hecata have a blind spot when it comes to their mortal descendants, sometimes Embracing inept family members simply because they share the same name. However, characters such as this one stand out, prove themselves to the clan, and end up with multiple prospective sires fighting for the right to Embrace. The prodigal child is often seen as a rising star, fit for important responsibilities within the family and clan. Growing up in such a twisted family has a way of fucking up such a mortal’s sensibilities and boundaries, however.

Unscrupulous Banker
As far as the rest of Kindred society is concerned, the Giovanni — and more broadly, the Hecata — are the bank. They’re Switzerland. They act as the neutral party, perfect for mediation and guaranteed to protect assets due to their unswerving dedication to non-involvement in the Jyhad. This character would be targeted for their willingness to do anything to cut a profit, whether that means investing in unethical concerns, accepting laundered funds, or playing guard to investments most banks wouldn’t touch — including blood, special kine, or torpid Kindred.

Disciplines



Auspex: The power to receive visions of fate’s intentions and speak without moving one’s lips. The Hecata believe fate has grand plans for their clan, and they do so enjoy meddling in the fates of others. They might predict a mortal’s death and prevent it, or they might hasten someone’s departure. The Hecata use Auspex to plan their moves — for this clan is cautious, and rarely strikes on impulse — and to catch glimpses of the restless dead, enabling the dread arts for which the clan is known.

Fortitude: The ability to resist blows, bullets and fire. The Hecata believe they are closer to death than any other clan, and the way in which they manifest this Discipline may lend credence to that claim. They absorb injuries as a corpse might, without feeling or consideration. As fists and blades rain down on them, the Necromancers shrug off such harm, inexorably approaching their target. Their minds are likewise resistant to meddling, detached in a sense from mortal fragility.

Oblivion: The ability to commune with, manipulate, and control the energies of death and the dead. This power is among the most mysterious of Disciplines, as it reaches into the occult territory of the afterlife. Through its use, the Hecata might interrogate a spectre or set it to attack a rival. They might rot a mortal’s flesh with a touch or practice a foul ceremony designed to drive a meddling kine to their just reward. Oblivion stains the user’s soul, but the Hecata see it as a necessary evil for understanding the mysteries of life, death, and undeath.

Shifts in the Blood


The Hecata have long been interested in the malleability of the Blood, and how their favored Disciplines in these nights differ from those of their ancestors, and their ancestors before them. While they speculate it may be due to the formation of the Hecata and destruction of many Giovanni elders in recent years, Necromancers still guess at why some Giovanni favor forceful Disciplines, with Dominate often in the place of Auspex, and Samedi favor subterfuge, with Obfuscate in its place instead. Why the ability for heightened senses is the power so often lost, even the most accomplished Necromancers cannot say.

At the Storyteller’s discretion, Hecata of the Giovanni line may replace Auspex with Dominate, Samedi may replace Auspex with Obfuscate, Lamiae may replace Fortitude with Potence, and Nagaraja may replace Fortitude with Dominate. Note that making this choice may nullify benefits from some loresheets found in this book, so the default treatment and amalgams common to the Clan of Death treat Auspex, Fortitude, and Oblivion as their clan Disciplines.

Bane



Steeped in death, the fangs of the Hecata bring not bliss, but agony. Victims caught unawares will violently resist unless restrained, and few people submit willingly to the torture that is the Hecata Kiss.

The pain from the Hecata bite varies depending on the Hecata’s Bane Severity. When drinking directly from a victim, Hecata cause additional Superficial Health damage equal to their Bane Severity for each level of Hunger slaked. Unwilling mortals not restrained will try to escape, and even those coerced or willing must succeed in a Stamina + Resolve test against Difficulty 3 in order not to recoil. Vampire victims of the Hecata bite must make a Frenzy test against Difficulty 3 to avoid falling into a terror frenzy.

Feeding Methods



To circumvent their bane, some Hecata feed from blood bags and fresh corpses. Others develop methods of extracting blood from their vessels without the need to use their fangs, such as with a needle, or through bloodletting, neither of which are guaranteed to be pain-free. The Hecata habit of feeding on herds formed from members of their own family breeds a great deal of resentment and fear between vessel and drinker.

In recent years, the Hecata have formed a special bond with the Circulatory System — a network of human traffickers servicing Kindred appetites — and commissions the delivery of mute or comatose vessels so they can’t cry out in pain during the feed.

Clan Compulsion:
Hecata: Morbidity


The Hecata are possessed of a peculiar curiosity paired with detachment from compassion and empathy, likely due to their frequent dealings with corpses and the wraiths of those who died tragic deaths. Their Blood urges them to study the individuals around them for signs of illness, frailty, or impending death. Until they have either predicted a death or solved the cause of a local one, the vampire suffers a three-dice penalty to other rolls. Note that their conclusions do not need to be absolutely correct, but should stay within the boundaries of the possible.

This message was last edited by the player at 02:16, Tue 21 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:29
Lasombra
Who are the Lasombra?


Lasombra sires favor mortals who fit the mold of the clan. The Lasombra have been of a Darwinian philosophy since before the term existed. They have no time for weakness, feel the only way to survive is to excel, and cut away the trappings of sympathy and petty morality wherever it might slow down their ascent to power.

The Lasombra Embrace those who fight against the odds, survive dangerous situations, and exist at the pinnacle of excellence. The Magisters describe their Embrace tradition as “targeting those fit for more than a simple human life.” Sociopaths, counter-culturalists, deviants, and scarred survivors all hold appeal for the Lasombra. Anyone who can say they have seen the dark on the other side, and subsequently came back stronger, is a potential candidate for the Embrace. Many become vampires obsessed with the accumulation of social power, prepared to mislead and use mortals to elevate themselves. Others were like that before the Embrace, with such pragmatic traits leading to their ascent in Lasombra eyes.

The Lasombra lean heavily into the institutions of organized religion to find their prospective childer. They do not look for the truly faithful, or the truly depraved, but the priests who gained their role through a desire to have complete control over the spiritual destination of their congregations. Those nuns, monks, vicars, and rabbis who use their institutions as a tool to increase their power, often shaking hands with gangsters behind closed doors, are the kind of cold-hearted bastards Magisters adore.

The mortals Embraced into this clan surprise those who underestimate their ability, rising to positions of power in Camarilla cities more swiftly than anyone can predict.

Lasombra Archetypes


Activist
The Lasombra have claimed to exult the virtue of rebellion and opposition to tyranny for the last half-a-millennium. Though the clan now attempts to hold membership in the Camarilla, many younger Lasombra still refuse to kneel before unknowable ancients. In life, this character was likely a political or religious activist, recognized for the Embrace by a Lasombra who shared, or at least appreciated their vision. Such a character could be a Libertarian, Anarcho-Capitalist, or even a member of a terrorist cell.

Legate
Clan Lasombra values the art of the deal and those who make it. Whether in attempts to court power and influence, broker peace or instigate a war, a Lasombra found this character capable of the required task and Embraced them. In life, they were likely a diplomat or successful trader, or perhaps a marriage counsellor or Mafia consigliere. They are well-equipped to handle negotiations on behalf of the clan, likely using the title “Legate.”

Masquerade Templar
The Lasombra target fighters for the Embrace. Any mortal who has overcome extreme adversity draws the eyes of Clan Lasombra, often because the Lasombra place that adversity in the way of prospective childer. This mortal survived and triumphed over great and punishing odds. As a vampire, they fought on and proved worthy of their sire’s respect, going on to fight against greater oppressors in the form of the Second Inquisition and the Sabbat.

Religion’s Parasite
This Lasombra hid among the religious in life, continuing to do so in death. Whether a leader or simple congregant, this character holds allies within the faithful and at least some sway over like-minds. Not a true believer, this Lasombra coldly manipulates others who hold faith, using the religious institution to serve their own elevation.

Winner at Life
The beaming athlete holding medial aloft, the mother proud of her rosette-winning daughter, the investment banker tossing cash at strippers, the actor with cocaine lining his lungs — all exemplify the winner. Clan Lasombra loves winning more than they love the battle, and they will do anything to win. Weak humans who succumb to stressful failure hold no allure to the Keepers. This character is possibly braggadocious, almost definitely envy-inducing, but few can deny their perpetual success.

Disciplines



Dominate: The power to mentally compel others into action, and remove and alter memories. The Lasombra speak lovingly of their ability to crush wills and command obedience without the unnecessary pretense of the Ventrue and Toreador. The callous way in which they exert this Discipline on victims earns antipathy from the other clans, yet few deny the Magisters’ ability in brainwashing and subjugating prey. Without hesitation, a Lasombra uses Dominate to tell a victim to bare their neck and ready for feeding.

Oblivion: The ability to manipulate darkness as a weapon or tool. This power, envied by some Kindred, loathed by most, is the Lasombra’s greatest strength and deepest weakness. Lasombra may use shadows to attack a foe, intimidate a victim with a cloak of darkness, or pass into one shadow and exit another to evade observation. Many claim there’s a cost to one’s soul for using Oblivion, or that it draws the eyes of the clan founder.

Potence: This power enables a vampire to hit unnaturally hard, lift with an inhuman strength, and bound across impressive distances. Few Lasombra use Potence for the purpose of assisting their feeding, considering it a vulgar exercise to manually grab and hold a vessel. The clan favor popping an enemy’s skull with their hands, driving a boot through a punk’s stomach, or ripping a door off a hinge to command respect and fear in other circumstances, however.

Bane



While all vampires lose something profound at their Embrace, the Lasombra exhibit the most telling signs of this spiritual deficiency. When viewed in a reflective surface or a recording medium, their image appears distorted, sometimes almost invisible. Whether flickering, twisted on transparent, their reflection betrays their undead state and lineage. Similarly, modern technology relying on touch or other form of direct interaction tends to glitch or simple act unresponsive to Magisters, and electronic detection systems easily pick up the tell-tale signs of their passing.

Anyone seeing the reflection or recording (live and otherwise) of a Lasombra vampire can instantly recognize them for what they are, provided they know what they’re looking for. People with no prior knowledge will know something is wrong, but likely attribute the distortion to irregularities in the reflecting surface or recording errors. Note that this will not hide the identity of the vampire with any certainty, and the Lasombra are no less likely to be caught on surveillance than any other vampire. In addition, use of modern communication technology, including making a simple phone call, requires a Technology test at Difficulty 2 + Bane Severity as microphones have similar problems with the voice of a Lasombra as cameras with their image. Avoiding electronic vampire detection systems is also done at a penalty equal to Bane Severity.

Clan Compulsion:
Lasombra: Ruthlessness



To the Lasombra, failure is not an option. Their Blood will urge them to any act conceivable to reach their goals, whether in the moment or in Byzantine plots lasting centuries. Any setback is felt profoundly and they quickly escalate to the most ruthless of methods until they achieve their aims.
The next time the vampire fails any action they receive a two-dice penalty to any and all rolls until a future attempt at the same action succeeds. Note that the above penalty applies to future attempts at the triggering action as well.

This message was last updated by the player at 17:29, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:29
Malkavian
Psychologists would diagnose the children of Malkav with schizophrenia, depression, obsessive compulsive disorder, or post-traumatic stress disorder. Sometimes all at once. In reality, they have all of these things and none. Like the “wise madmen” of poetry their derangement stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are too strong to bear. They self-medicate with blood, but that is just a temporary solution.

Who are the Malkavians?


It has long been the misconception that few Kindred families are as disparate as the Clan of the Moon. Other clans see them and reason, “they are each mad, so why should their respective origins matter?” To the Malkavians, origins matter a great deal. Though sires may pick childer from all walks of life, age groups, ethnicities, and genders, every mortal selected for the Embrace possesses something only visible to a Malkavian.

One of the gifts the Malkavians look for in a mortal is what they call “second sight.” If a person interprets dreams, can perceive spirits, or unerringly predicts future events, the Malkavians take notice. Such a person acts as a beacon, calling out to every member of the clan that sees them.

Another gift revered by the Malkavians, is that of “insight.” A high level of empathy, finely-tuned knowledge of complex subject matter, or just an obsessive drive to pursue the answers to philosophical questions each appeal to the clan. As insight is often tied to profession, the clan benefits from a range of academics and doctors – especially therapists and psychologists.

Finally, the Clan of the Moon are fascinated by the “broken” – individuals who have been changed by traumatic experiences or who were simply born slightly detached from themselves and the rest of society. To the Malkavians, they are but one gentle push away from having access to an altogether different plane of reality. Rather than treating them as burdens, the clan sees them as having great potential.

All Malkavians suffer mental illness following the Embrace - sometimes accentuating an existing condition, other times adding a new dimension to their instability. As if their thoughts and actions were based on otherworldly logic, there seems to be no knowing when their condition will manifest destructively or when it will offer important perspectives where such were previously lacking. As a rule, no other Kindred feels completely comfortable around a known Malkavian, often viewing them as unpredictable maniacs whose flashes of insight are rarely worth the fits of insanity.

Some Malkavians claim there is a common factor to their madness; that they are all psychically linked through a communal wavelength, a shared consciousness of sorts. Those who are aware of its existence refer to it as the cobweb or, more recently, the madness network.

Malkavian Archetypes



Influencing Presence
This visionary is addicted to the thrill of reinventing and presenting themselves in different ways, thriving on the attention they get through the stories they tell. They seek to influence others through words, images, or the use of their Disciplines – whether it be for the purpose of pleasure, to forget their problems, or to comply with the whispers of the cobweb. As a mortal they might have had an extended network of followers on social media or led the destructive life of the mythomaniac.

Medium
The ability to sense and register more than any other Kindred afflicts the members of Clan Malkavian with its infamous instability but it can also reward them with great insight. Some find ways to use and benefit from their curse openly without breaching the Masquerade, such as the medium who reveals fictitious or existing spirits attached to objects, areas, and individuals – to help the grieving or for personal gain.

Bad Analyst
Some Malkavians instinctively know how to pick apart and reassemble minds, whatever state they are in. Maybe the analyst was a therapist in life, excelling in helping others through personal crises. Or maybe they use the experiences of their own agonized psyche as a guiding light, prying open the minds of their patients and victims with the purpose of finally healing themselves. The analyst is respected as well as feared for their ability to travel the labyrinth of the mind – and trap another inside it.

Fanatic
Malkavians are prone to fanaticism fueled by mental instability. Fanatics each have one purpose that consumes most of their existence. This could be anything from a strong religious or political convictions to an immense passion for detective novels or 9/11 conspiracy theories. Devoted to this one passion, it is safe to say the fanatic knows almost all the details and information there is to obtain about it.

Pure Blood Addict
Defined by bizarre insight and fringe beliefs, many Malkavians feel that certain blood calms their symptoms or derangements. For the blood addict, this has become a constant goal and all they think of. In life, they abused prescription drugs, had hypochondria, or was perhaps a gourmand, and now they cannot help but drink and drink until the gnawing noises quiet down or the anxiety lessens. They know which vessels to pick to obtain the best, most filling blood, and they take every meal seriously.

Disciplines



Auspex: Malkavians use Auspex to enhance their senses, strengthening their sight or hearing to a supernatural level, or to determine a mortal’s fears, illusions, and mental weaknesses, so they can play on them horribly as they prepare to feed. Many a Malkavian has persuaded a vessel to “tell them all about it,” before draining their weeping victim not ten minutes later.

Dominate: Some Malkavians use Dominate to lift all distractions from a victim’s mind, completely enthralling them; others use the Discipline to draw forth or inflict psychoses, through the infamous variant known as Dementation. While some do it mainly for the sake of experimentation, getting into a mortal’s head and convincing them that they want to give up their blood greatly assists the clan in surviving night to night.

Obfuscate: The Malkavians do not advertise their use of Obfuscate, conveniently allowing many Kindred to forget they even have access to this Discipline. What they use it for differs vastly. While some Malkavians might want to observe the court from secluded corners or play tricks on their prince, others secrete themselves in the houses, wards, and care homes of the kine, watching the sleeping faces before discreetly feeding.

Bane



Afflicted by their lineage, all Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different.

When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character’s Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene. This is in addition to any penalties incurred by Compulsions.

You and the Storyteller decide the type of penalty and the exact nature of the character’s affliction during character creation.

Clan Compulsion:
Malkavian: Delusion



Their extrasensory gifts running wild, the vampire experiences what might be truths or portents, but what others call figments of imagination, dredged up by Hunger.

While still functional, the vampire’s mind and perceptions are skewed. They receive a two-dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits as well as on rolls to resist terror frenzy, for one scene.

This message was last updated by the player at 17:29, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:29
Ministry
Tracing their lineage from the Egyptian would-be god of deception and chaos, the clan formerly known as the Followers of Set has a reputation as motley as their history. As much cult as clan, most of the Ministry adheres to a uniquely disruptive system of beliefs, fighting a war of morality and ideas against the legacy of Ra and the One God. Known and abhorred as tricksters, enticers, and outright liars, the clan has had a history of playing all sides in conflicts of the great sects. Their entry to the Camarilla rejected, many have joined the Anarch Movement and are now arming their twin weapons of temptation and subversion to bring spiritual liberation to all descendants of Caine.

Who are the Ministry?



Vampires of the Ministry typically Embrace from the ranks of the irreligious, the heretical, and the corrupt. Criminals are common targets, as are con artists, stage fraudsters and self-help gurus. Likewise, the clan approaches those who seek to destroy or subvert religion. Proselytizing atheists, iconoclasts, professors and students of philosophy, and historians who seek truth behind myth are all desired by the Ministry. The clan are drawn to those who know their way around human desires and falsehoods. The Ministry does not seek to corrupt them – this is a common misnomer – but they do seek out those who know how to handle debasement, fraud, and erosion of blind belief.

As they’re inducted into the vampiric condition (or often before), clan recruits are brought into the cult of Set. To the Ministry, the clan and their secret belief are intimately entwined, though their faith takes many forms. Equal part religion and memetic instrument, it can insert itself into any creed, organised or personal, and bring it down from within.

Usually taking the shape of a subtle alternative to, or outright heresy against, its parent belief system, its ultimate purpose is to erode whatever faith it clings to, liberating (as the Ministry tells it) the believer from their former chains. It is no coincidence that the rise of the Cainite Heresy follow the growing Ministry presence in vampire domains. Many of the clan keep vast libraries of philosophical and theological tracts for this very purpose, in some cases making it a nightly occupation to hunt for ancient writings and artifacts to bring home to the cult. Others take a more improvisational route, seeking out to liberate subjects, vampires and mortals alike, on a more personal level, not limited to the breaking of strictly religious convictions. Many months can be sunk into simply observing their mark, in order to deduce exactly what forbidden vices will yield the greatest temptation.

In vampire domains, the Ministry comfortably serves two purposes. On one hand they are suppliers unafraid to dirty their hands with drugs, vessels, and anything else on the desperate side of the tracks. On the other, they are the spiritual core of many coteries.

This dichotomy does not pass the Ministry by. They dance with the devil and preach spiritual purity. Though some licks consider them hypocrites for this mixed message, the Ministers claim the role of martyrs: They fraternize with sin so others need not. In this way, they retain plausible deniability. Most vampire accept this explanation, as the Ministers’ usefulness outweigh lingering most suspicions.

Internally, the clan is often organised around a “temple,” with larger cities harboring multiple shrines. These are rarely overt places of worship, but rather areas of seclusion, discretion, and convenience. The spacious back rooms of a lingering pornographic retailer, the abandoned warehouse serving as shelter for the city’s homeless, or the top levels of a local esoteric order – all are suited for the congregations of Set. This does not mean that all members of the clan adhere to its teachings. Many Embraced into the clan abandon its ways, or are never taught them.

These vampires are rarely sought for re-recruitment by their peers, and are in most cases allowed to do as they please. Unless caught revealing Ministry secrets, for which the punishment is usually merciless, long, and creative, the clan does not force its creed on its children. Still, in keeping with their Blood’s propensity for subterfuge and attraction, most Ministers gravitate to similar roles in vampire and mortal society, consciously or not. Another reason for the persistence of the clan culture is the way many vampires of the bloodline claim to hear the very voice of Set, or Sutekh, in the Blood. Some spend a considerable time in meditation, hoping to receive some inkling to the will of their creator. Those who manage to convince others of their connection to him gain considerable respect within the clan and often act as high priests within the local temple. Proving such communication is another matter, and as is often the case among licks, it comes down to who has the strength to make these claims unchallenged. The ire of Set seems mostly directed toward the Abrahamic faiths, claiming them to be descendants of Ra and Aton of their native lands. It might be for this reason that the clan has become associated with the serpent of the Garden of Eden. Officially, the clan ostensibly considers its Egyptian holdouts as anachronisms tied to a past that has moved ahead of them, loudly decrying the “Setites” who dwell in temples and consort with mummies. All the while, a regular line of communication runs to and from the Egyptian clan bases, where the Ministry never truly lost control.

The Ministry in Mortal Society



The vampires of the Ministry are often found Masquerading within the mortal night society, as drug lords, club owners, or simple pimps. Others climb a few rungs, ending up as movie executives, self-help lecturers, and the occasional therapist, assuming that they can balance the mask requirements with their nocturnal dependencies. No matter the disguise they wear, Ministers are rarely without a following.

Whether a gang, a sect, or an informal posse, the lost flock to Serpents like the proverbial moths to the flame. Seldom bothering with bureaucracies or complicated conspiracies, the network spun by the Serpents are more personal, held together by desperation, need, or fear. Most Serpents hold themselves above licks who hunt kine and feed in alleys, or who groom herds in an emulation of family. Their herds are congregations. Their vessels give up their blood willingly, because they know the consequences of not doing so. They come to love the vampires feeding from their veins, because ultimately, they’re the only creatures that can understand the moral void within their souls.

Ministry Archetypes:



Faith Healer
This Minister has always found it easiest to heal people through the power of words and faith. As a mortal, they were an evangelist, therapist, or homeopath convincing others with their kindness and strength of conviction that all ills can be believed away. As one of the Damned, they aren’t too different. Now, the sin they preach against is the Beast instead of simple mortal urges. This kind of Minister acts as the spiritual guide for other members of their coterie.

Lifetime Fraud
The Ministry prizes its frauds, con artists, and charlatans, both as the front of house for the clan and for their aptitude for relieving other vampires of burdensome guilt and deviancies. As a mortal this Minister likely had a fake name, a job for which they weren’t qualified, and told more lies to their partner than truths. A real enigma who found it easy to move from city to city with just a suitcase in hand.

Conspiracy Debunker
Considering they are the Clan of Lies, the Ministry has an unkind opinion of others who would deceive the masses. This Minister was dedicated to removing the veil from over the eyes of the people by debunking fake mediums, blowing holes in conspiracy theories,or using reason to combat the logical fallacies of religion. The Ministry values such a lick for their perception, and prizes them highly when they buy the clan line.

Mouth of the Gods
This Minister was able to hear the voice of God before the Embrace. Ardent in their belief and skilled in channeling visions into action, they succeeded in life, raising a family, running a business, and were well-regarded throughout their hometown. Now Embraced, the voice of God has multiplied. Maybe it’s schizophrenia, maybe it’s the Beast and the Blood, perhaps it’s Sutekh and his family; this vampire believes all of them can be heard.

Entrepreneurial Archaeologist
Genuine archaeologists seldom get much money out of their profession. This Minister was once one, or at least an amateur enthusiast, and stumbled upon a trove of history they kept for themselves, leading their future sire to their doorstep. While they still pursue their passion for archeology to keep up a legitimate front, many pieces go missing for study, trade with other enthusiasts, or just to be added to their personal collection.

Disciplines



Obfuscate: The ability to melt into shadows, craft an illusory appearance, or vanish from plain sight. The Ministry use this to discover the beliefs, creeds, and vices of vampires and mortals alike, to facilitate their exploitation and liberation. Powerful Ministers also often wear the faces of trustworthy figures and friends to better lure prey to into their shrines and temples, or just to the nearest secluded spot.

Presence: The ability to sway the emotions of others, both to attract and repel. In these nights, this is the Ministry’s favored ability.They use it subtly, but with great prowess, with majestic gestures and resounding speeches cutting to the hearts of a congregation assembled in worship or to the lone junkie in need of a new fix.

Protean: The ability to change the body’s form, whether to extend monstrous fangs or take the shape of animals. Sometimes known as Serpentis within the clan, the Ministers use this ability to awe observers but also have use of its many novel ways of escaping harm. They will often adopt the form of a snake over that of a wolf, but can meld with the earth to avoid the sun alongside any Gangrel.

Bane



The Blood of a Minister abhors the light. When exposed to direct illumination – whether natural or artificial – members of the clan recoil. Ministers receive a penalty equal to their Bane Severity to all dice pools when subjected to bright light directed straight at them. Also, add their Bane Severity to Aggravated damage taken from sunlight.

Clan Compulsion
Ministry: Transgression



Set teaches that everyone’s mind and spirit are bound by invisible chains of their own making. Their Blood chafing at these bindings, the Minister suffers a burning need to break them. The vampire receives a two-dice penalty to all dice pools not relating to enticing someone (including themselves) to break a Chronicle Tenet or personal Conviction, causing at least one Stain and ending this Compulsion.

This message was last updated by the player at 17:29, Fri 17 Jan 2020.

Information
 NPC, 90 posts
Fri 17 Jan 2020
at 17:29
Nosferatu
Who are the Nosferatu?


For the Nosferatu the Embrace is a journey through abjection, as the Blood of the horror gradually deforms the struggling tissues of the human body into grotesque abominations. Weeks of pain result in deformities similar to terrible birth defects, cancer growths, crippling injuries, and leper-like sores. Those who endure it find themselves as monstrous echoes of Murnau’s silver-screen vision. But perhaps pain and humiliation teaches compassion. The Nosferatu, as they jokingly call themselves, are the most humane of the Kindred, wearing their curse on the outside rather than the inside. To blend in, some call on the Blood to wear the borrowed faces of their victims or disappear from sight, while others rely on prosthetics and heavy make-up.

Nosferatu Archetypes



Information Hub
When the Second Inquisition found SchreckNET, many of the Toreador secretly proposed a toast to the collapse of Clan Nosferatu. The clan lost credibility and many members, but those who endured and flourished had mastered the arts of secure archiving, physically and online. They bolstered their existing bonds with contacts and clients, and steadily regained the trust of Kindred who value a central information hub for research and the exchange of secret messages. In an era when contact and movement between domains grow more precarious by each night, Nosferatu like these have become invaluable. If they can guarantee privacy, they can name their price.

Domain Gumshoe
Nosferatu make superb investigators as long as they stick to the shadows and wear plenty of layers. The gumshoe is comfortable stalking the streets, darting from doorway to doorway in the rain, and shows no qualms about breaking into homes, havens, or vaults for that precious last piece of the puzzle. Sometimes recruited as domain sheriffs, this Nosferatu emphasizes research and investigation, preferring to take the thinker’s route to most answers over violent means. The domain gumshoe likely comes from law enforcement, was an amateur sleuth, or has an academic background.

More Animal than Man
This Nosferatu identifies more closely with the creatures scurrying beneath the city or flying through the suburbs at night than with the kine wandering the streets. Maybe a former pest controller, vet, or simply an antisocial individual this Kindred speaks to animals, controls them, and likely acts like one. Some Nosferatu do not limit their animalistic urges to behavior but become literal hives for bugs and nests for rats. They reason that their stomach and lower abdominal cavities were being used for little before, and at least the infestation benefits from the vitae.

Hunter of Monsters
Having for so long been associated with animals and isolation, many forget that the Nosferatu can smash through a wall, break a spine, or rip a door off its hinges with minimal effort. With many of the Brujah and Gangrel gone from the Camarilla, Nosferatu now exercise their capacity for brutality at much higher rates. Often Embraced from criminal or survivalist stock, such Nosferatu suffer little conscience over beating an enemy to ash.

Rat
The comparison of Nosferatu to rats goes further than sewerdwelling and extended incisors. History reveals repeated instances when horrors turned on their masters for their own preservation, betrayed their own for a little extra, or attempted to play both sides of a conflict. The rat may be involved in corporate espionage or claim to be Anarch but scurry to their Camarilla prince at the first sign of trouble. Some rats do what they do just to stay alive and are not beyond sympathy.

Disciplines



Animalism: The Nosferatu treasure the Discipline of Animalism for its utility in increasing their spy network, gaining familiars, allowing the delivery of messages, and granting the ability to suddenly swarm an opponent with a horde of rats, bugs, or birds. Animalism also assists the Nosferatu who wishes to feed from animals – it is often easier, and arguably more moral, to summon a pigeon and drain it than to stalk a mortal and feed from their neck.

Obfuscate: The Nosferatu have mixed opinions on Obfuscate, as the Discipline enables them to blend in with others, but also masquerades that which defines their clan – some Nosferatu are proud of their unconcealed monstrosity, while others take every effort to hide it. Regardless of the controversies, Obfuscate is an excellent tool for hunting and feeding, as few other methods allow a sewer rat to interact with the kine.

Potence: Nosferatu use Potence to rapidly neutralize foes. The Nosferatu understand the merit of hit and run, incapacitating a vessel before feeding and fleeing, or breaking the Anarch Baron’s head before vaulting away from their hangout. Many Sewer Rats hesitate to use Potence before the kine, as its unfiltered might opposes their deceptions.

Bane



Hideous and vile, all Nosferatu count as having the Repulsive Flaw (-2) and can never increase their rating in the Looks Merit. In addition, any attempt to disguise themselves as human incur a penalty to your dice pool equal to your character’s Bane Severity (this includes the Obfuscate powers Mask of a Thousand Faces and Impostor’s Guise)

Clan Compulsion:
Nosferatu: Cryptophilia



The need to know permeates the vampire. They become consumed with a hunger for secrets, to know that which few or no one knows, almost as strong as that for blood. They also refuse to share secrets with others, except in strict trade for greater ones.

All actions not spent working toward learning a secret, no matter how big or small, receive a two dice penalty. The Compulsion ends when the vampire learns a secret big enough to be considered useful. Sharing this secret is optional.

This message was last updated by the player at 17:29, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:30
Ravnos
Clan Ravnos are not yet implemented into the fifth edition of Vampire and as such are not yet playable. If they are implemented in the future they will become playable.

This message was last edited by the player at 17:30, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:30
Thin-Blooded
A deteriorated breed, a portent of the end times, or a vampire for a brave new world? Balancing at the midpoint between life and death, the everchanging nature of the Duskborn evokes pity, jealousy, and fear in equal measure. Survivors of the last decades of pogroms, prejudice, and ostracization, the thin-blooded are here to stay. Their messy street-alchemy and ability to pass as human makes them uniquely suited to thrive outside Kindred society and make their own fate in the post-modern nights.

Who Are the Thin-Blooded?



Sires tell their childer of the 13th and 14th generation never to attempt the Embrace as their Blood is too far removed from Caine. They say it will bring nothing but death and sorrow. But, be it by mistake or design, this edict is not always followed.

A 14th generation Kindred, who only by miracle avoided the flaw of thin blood themselves, drain a mortal in a fit of frenzy and guiltily feed them a mouthful of vitae, hoping against hope that it might reanimate the broken body.

A Ventrue from a long line of liars thinks herself closer to her progenitor than she really is, and believes she is creating a worthy member for her clan.

A prince’s great-grandchilde attempts to force their diluted vitae into the mouth of their ancestor’s executed, treacherous ghoul just to get back at the old tyrant.

A Tremere, often overlooked by his clan for his weakness of Blood and spirit, experiments with the Embrace to prove himself as good as them.

In all these cases, a dusk-born may awaken, if the Blood wills it.

Kindred who intend to sire thin-bloods often target individuals they already have a pre-existing relationship with, such as a trusted ghoul or a human family member they cannot forget, or they seek out vessels who demonstrate specific traits or rare talents that make them better equipped to survive as the weakest of predators. Many Kindred view the thin-bloods as a threat to the Masquerade and will destroy them, if given the chance.

The thin-blooded can be of any mortal origin and are not affected by their parent clan’s curse nor by their preferences in the same degree as their sire. If they are allowed to rise, they will likely be turned away, gaining the luxury of freedom and the danger of solitude.

In 2009 the Inner Circle of the Camarilla issued an edict that all thin-blooded must be branded or tattooed with the “mark of the crescent moon”. Inked by a Tremere tattoo artist or scorched with a beam of sunlight, the brand is irreversible. Even Anarchs and unbound think twice before associating with a marked Mercurian.

Thin-Blood Archetypes


Live One
This thin-blood is deeply connected to the mortal world, perhaps more so than the Kindred one. They still maintain a family and attempt to hold a job; paying the bills is more important than the whim of some baron they have never met. Ironically, to maintain their human façade, they likely have to lean heavily on the powers in their Blood.

Weapon of Convenience
A former occultist, ghoul, or blood doll, they were close to the Kindred before joining their ranks and knew some of their secrets. This thin-blood was Embraced out of their sire’s desperation when backed into a corner, and they were meant to take part in some war or pursue a vengeful dream. Whether they choose to do so or not is up to them. The Embrace released them from their former slavery, and now there is nothing forcing them to do their sire’s bidding.

Guilty Embrace
This thin-blood was not Embraced as part of some elaborate plan. A party-goer, a late-night worker walking home alone, or just someone in the wrong place at the wrong time – a vampire fed from them and drank a little too much. Perhaps the Embrace was performed by the drinker as an act of desperate guilt, or perhaps their sire was an onlooker who couldn’t bear to watch them die.

Natural Vampire
This thin-blood was destined to become one of the Kindred. As a mortal hunter or a member of Arcanum, they studied the lore of the clans and the myth of Caine and became too fascinated for their own good. Meaning to kill, question, or request the Embrace, they tracked down one of the Kindred. But their sire was a not what was expected by the childe, who is now bitter at the weakness in their veins.

Redemption Seeker
This thin-blood was turned against their will and refuses to accept a place in a world of streetlights and blood. They are recently turned and desperately look for a way to cure their “condition,” seeking out rumors of others who have done it as well as weird legends of Golconda and blood transfusions. There is indeed a way, but before they figure it out this thin-blood will try anything and is easy to manipulate by callous Kindred.

Thin-Blood Characteristics



A thin-blood is created when a 13th or higher g eneration vampire Embraces a mortal. While formally belonging to the 14th, 15th, or even 16th g eneration, these classifications mean nothing to the thinbloods, as they exhibit a wide v ariety of traits with no connection to their supposed generation. A 14th generation thin-blood may be too weak to even Blood Bond with a mortal, while a 15th might still retain the ability to Embrace, and vice versa. Among the dusk-born, the lines are blurred.

Despite this, your thin-blood character is still fundamentally a vampire, and unless otherwise stated follows the same rules as other vampires in this book.

Blood

Thin-bloods cannot create Blood Bonds or perform the Embrace with any certainty. A Rouse Check worth of thin-blood vitae imbues a mortal with ghoul-like powers, but only for a single night.

Thin-bloods always have Blood Potency 0 (see Blood Potency).

Clan

A thin-blood is always considered clanless and never suffers any specific clan bane or compulsion.

Damage

Most thin-bloods sustain damage like mortals but mend like vampires. In game terms, they take Aggravated damage not only from fire, but also from slashing and piercing weapons. Impalement with a stake does not paralyze them but instead causes massive physical trauma, likely sending them into torpor. Once damaged, thin-bloods heal according to the rules for other vampires.

Disciplines

Thin-bloods pioneered and practice the art of Thin-blood Alchemy. This potentially allows them to taste the Disciplines of other Kindred … and to get more than a taste if they can find the vitae to fuel those workings.

Additionally, whenever a thinblood feeds they gain one dot in one Discipline associated with the Resonance of the blood consumed, together with one level one power in that discipline. If the Resonance is Intense or stronger, they gain an additional dot together with a second power. No additional powers can be gained in this way nor can the rating increase with experience. This Discipline lasts until Hunger reaches 5 or the next feeding.

Hunger and Frenzy

A thin-blood suffers hunger just as any vampire. However, the Beast is far less overt, and a thin-blood never frenzies unless provoked by supernatural means (such as Animalism).

Life-Like

A thin-blood always counts as having used Blush of Life, the exact effects dependant on their Humanity rating.

Sunlight

Thin-bloods take only one level of Superficial damage per turn in direct sunlight. Less direct sunlight causes damage with less frequency. For example, under heavy clouds or if masked and protected by clothing or thick sunscreen, the thin-blood might only sustain damage every third turn or once per minute.

Thin-Blood Merits

Thin-bloods often display additional variations. See Thin-Blood Merits and Flaws for details.

Ways Out

Straddling the line between mortality and vampirism, thin-bloods have a choice. While they do not age, and can thus stay thin-bloods indefinitely, most of their kind sooner or later chooses the day or the night. A thin-blood who manages to commit diablerie on a “true” Kindred absorbs not only their power and spirit but also their lineage, turning them into a 13th generation Kindred of their victim’s clan. The Camarilla occasionally dangles this prize in front of dusk-born who show themselves capable of running the dirtiest of errands and surviving, offering up a Cainite sentenced to a Blood Hunt as sacrifice.

Conversely, every thin-blood knows someone who knows someone who returned to the daylight. The story usually goes that they became mortal again by clinging to their humanity until they could hunt down and end their sire, thus ending their curse.

Of course, any mortal who knows about the Kindred is a threat to the Masquerade.

This message was last updated by the player at 17:30, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:30
Toreador
Cursed by their unbridled sensuality, the divas are obsessed by aesthetic perfection. A fashion model overdosing on a bad batch of heroin, a YouTube clip of a perfectly executed beheading, the dazed eyes of a child who has seen too much, or the reflection of the moon in a pool of blood – these are the kinds of things that make a Toreador lose themselves. They say the first diva finally died in front of their looking glass, unable to tear their gaze away from the image of their face touched by the reflected dawn.

But, to dismiss the Toreador as wanton perverts or shallow artists is the last mistake a Kindred will ever make. Beauty is power, and love can make anyone do just about anything. And that is the promise of the Toreador. They can make even the dead feel something raw, something real.

Who are the Toreador?



Clan Toreador has ever preached selectiveness in its rituals of the Embrace. The clan elders stress time and again that the clan requires pioneers among the arts and every kind of avant-garde. The clan is at its strongest when comprised of the freshest thinkers and those who desire experimentation and aesthetic discovery. For this reason, many Toreador emerge from the ranks of accomplished artists, both new and faded. But not all artists need wield a brush: To the Toreador, art encompasses all forms of entertainment and stimulation. The clan courts the greatest actors, singers, writers, dancers, and even sex workers, if the degenerates believe such mortals will offer something new to their clan.

Despite the custom of Embracing only the best, the Toreador fixation on beauty and innocence has caused many a diva to make a fledgling in haste. Many a moonlit night, new clan members have emerged as shallow hedonists, one-hit wonders, or just a stunning body with nothing else to offer. The greatest mistakes are erased and forgotten. Still, the clan is diverse, its members considering the ensemble as a kaleidoscope of talent and beauty.

Toreador Archetypes



L’artiste
The Toreador indulge in the beauty of all art forms and strive to be creators themselves. Whether competent on the strings of the violin, weaving notes as lustrous as the subtle glow of the crescent moon, or wielding a spray-can to form harsh prismatic lines on back-alley walls, this Kindred is an artist revered intensely by their clan.

Stage Manager
Without a puppeteer to pull the strings, the puppet would not know how to dance. This diva’s finger is constantly on the pulse of the night. They know every happening at every club and bar worth a visit, and likely has great influence over several such places and the people who go there. Deeply connected to a city’s social atmosphere, they have the knowledge to help others gain or lose the spotlight as they please.

Gadabout
With charisma, social intellect, and a cunning smile, the world is yours to conquer. The gadabout hedonist masters the art of manipulation, attraction, and empathy so well that even shy Cainites desire their attention or take pleasure in watching as they effortlessly mingle into every clique and category. This Toreador fits into any profession in which handling customers, patients, or clients is key, and they use every trick in the book to get their targets exactly where they want them.

Patron of the Arts
The patron is a collector of raw talent and promising beauty that just needs a guiding hand. They shape not clay or glass into intricate forms but people, and they see it as their gift to the world to pick out the best before they wither. The patron may pose as an eccentric heiress whose home is open to struggling poets and painters or they may take on the role of the talent scout or critic, aiding their pupils with funding and guidance in return for their blood.

Thespian Spy
The Toreador love a performance, and the one who plays at being a spy knows how to pry valuable chunks of information from a target, often taking more time than they need to properly enjoy the game. Perhaps over-dramatic, yet rarely suspected due to an affable nature, the thespian spy inserts themselves in multiple domains to entertain, observe, and compile libraries of information to exchange for other pleasures.

Disciplines



Auspex: Toreador are ever on the hunt for exquisite experiences and use Auspex to identify the most susceptible vessels and those who might, through their feelings and temperament, offer new tastes and sensations to the drinker during the feed. Toreador also frequently use the Discipline on other Kindred, catering to their desires or antagonizing them with truths they should not know.

Celerity: The Toreador claim they are not combatants, but few move as swiftly as the degenerate using Celerity to cut an opponent to ribbons before they have even had time to draw their weapon. Toreador often use Celerity to enhance artistic or performative skills. In feeding, they use the Discipline to take what they need from a vessel and vanish before the mortal realizes the truth of what has occurred.

Presence: The Toreador master the Discipline of Presence, often using it in concert with Auspex to manipulate the emotions of Kindred and kine. Presence can guarantee an appreciative audience or cause the failure of another artist. Some Toreador will use the Discipline to indulge in carnal pleasures with an unnaturally enthusiastic partner or to lure a vessel into their arms and under their fangs. The members of the clan adore willing vessels, even if the willingness is a supernaturally induced façade.

Bane



Toreador exemplify the old saying that art in the blood tak es strange forms. They desire beauty so intensely that they suffer in its absence. While your character finds itself in less than beautiful surroundings, lose the equivalent of their Bane Severity in dic e from dice pools to use Disciplines. The Storyteller decides specifically how the beauty or ugliness of the Toreador’s environment (including clothing, blood dolls, etc.) penalizes them, based on the character’s aesthetics.

That said, even devotees of the Ashcan School never find normal streets perfectly beautiful. This obsession with aesthetics also causes divas to lose themselves in moments of beauty and a bestial failure often results in a rapt trance, as detailed in the Compulsion rules (p. 208)

Clan Compulsion:
Toreador: Obsession



Enraptured by beauty, the vampire becomes temporarily obsessed with a singular gorgeous thing, able to think of nothing else.

Pick one feature, such as a person, a song, an artwork, blood spatter, or even a sunrise. Enraptured, the vampire can hardly take their attention from it, and if spoken to, they only talk about that subject. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the beloved object, or the scene ends.

This message was last updated by the player at 17:30, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:30
Tremere
A Hermetic mage in eighth century Romania, Tremere was the leader of cabal of magick users rightfully feared for their obsession with knowledge and power. Able to prolong his life unnaturally for centuries, his powers eventually lessened and his grip on youth became shaky. Unable or unwilling to accept his own mortality, Tremere cast his eyes on the hallowed secret of immortality. In his greed, the mage instigated the most terrifying magickal experiments ever conducted, damning himself and his followers to a hell of their own making. Thousands of mortals were murdered and hundreds of Kindred vivisected and drained in ritual circles before Tremere and his cultists thought they had found the elixir of life. How surprised they were to have discovered the curse of Caine. Terrified, they died and woke again to an eternity of unlife and hunger, cut off from their craft. In a mockery of their former magickal rituals, now only fresh blood allows the Tremere to cast their thaumaturgic spells to twist reality.

Who are the Tremere?



After the Second Inquisition destroyed the Prime Chantry in Vienna in 2008, the Tremere fell from gray eminences to personae non gratae in many regions. The arrogance of the Pyramid had made the Usurpers few friends. But the need for sorcery has not disappeared; if anything, it grows as the cursed Blood shifts in the veins of the Kindred.

Without the Pyramid ordering them into rank and value, the warlocks find themselves competing with their fellow Kindred and, increasingly, with each other for anything that might allow them to regain some of their former power. A clan-wide chase for artifacts and grimoires belonging to their ashen ancestors rival the social intrigues in ugliness, and the alliance with the Camarilla is an oft-used weapon between the houses of Clan Tremere. Meanwhile, the term “mercenary magus” is becoming increasingly widespread, as warlocks who were formerly Bound by the will of their masters find themselves free to serve for whatever price they choose.

Tremere serve in three ways: the Warlocks serve the other clans with occult expertise, they serve the Camarilla with Blood Sorcery, and they serve themselves with their missions to grasp power. Though more Tremere ascend to praxis these nights than ever before, they still claim fewer thrones worldwide than Clan Nosferatu. In truth, most Warlocks acknowledge that becoming the Prince is only useful if it helps them expand their knowledge. Tremere see true power as knowing the ways of shaping the world, having access to the right blood, and owning the rarest of ancient artifacts.

As the Tremere ally with confused coteries seeking them out, hunt for well-protected relics and artifacts, or closely analyze fragments of lore relating to the Cainite mythos – all the while miserly guarding their secrets from each other – they are all united in their thirst for knowledge. A Kindred who wishes to understand a piece of their history will do well to approach the Tremere for answers, as long as they are at peace with sharing a few secrets of their own – knowingly or otherwise.

Tremere Archetypes



Pyramid Loyalist
Until recently, the Pyramid hierarchy made the Tremere one of the most rigid clans. They still include a number of conservative loyalists, fiercely bound to the clan’s original order by will, if not by blood. A Pyramid loyalist might still adhere to the customs of responsibility between sire and childe, uphold the ranks and tutelage of a formal chantry, and seek to rebuild the clan’s prestige and notoriety. Some Pyramid loyalists wish to search Vienna for the remains of their clan’s information trove, though Tremere elders have declared the domain out-of-bounds.

Eternal Scholar
This Tremere was a dedicated researcher before their Embrace, and death does nothing to stop them from their obsessive pursuit of knowledge. Even if the clan has always looked to the arcane, the scholar does not need to be a former occultist, but might as well have been a groundbreaking surgeon, a theologist with a taste for sacrilegious texts, or a collector of rare books. Often this Kindred is preoccupied with understanding their own nature, and it is possible they have become an expert on the history of their kind.

Pagan Nonconformist
Other Kindred often style Tremere followers of Carna as “new agers,” failing to understand the depth of magical exploration, feminine worship, and liberty these warlocks practice. Whether actually a former Wiccan or Satanist, a prior member of Clan Tremere who has aligned with Carna’s rebellion, or just someone who in life was downtrodden and longed for personal autonomy and authority over those who would hurt them, something about this blood witch goes against the grain of the clan’s traditions. They speak of change, and excitedly pursue their dreams of forbidden magick.

Ambitious Outsider
The new willingness to Embrace from outside the traditional ranks of academics and occultists brings forth an array of individuals with ideas for the clan and the practice of Thaumaturgy. The ambitious outsider may be a white witch or a rebel destined for the Anarchs. It is likely such a Tremere would struggle to gain respect in the clan, but with a lot to prove and the nominal support of House Carna, the ambitious outsider could go far.

Chief of Security
The Tremere are more than scholars and librarians. The gifts they possess allow them to identify threats, manipulate minds, and destroy aggressors – even after the dissolution of the Pyramid, many other Kindred still regard the usurpers with mistrust, remembering them as the clan of killers and torturers. The Tremere sheriff or chief of se curity likely inherited their specialized skills from a former life as an enforcer of some kind.

Disciplines



Auspex: Tremere use Auspex to perceive the auras of others, search for evidence of magical essences and important objects left behind, and to communicate with each other across vast distances without fear of being overheard. When needing to feed, Auspex assists a Tremere looking for a pliable vessel, as they can discern the enthusiastic from the reluctant. Many Tremere use Auspex to determine what a mortal needs in order to be more malleable.

Blood Sorcery: Master thaumaturges, the Tremere’s expertise in blood magick makes them a valued, if mistrusted, pillar of the Camarilla. Using Blood Sorcery, they can convey devastating attacks on an opponent’s mind and body, defend themselves, and ease their feeding. Some warlocks use Thaumaturgy to sap a mortal’s blood from their veins without ever having to touch them.

Dominate: The Tremere will do almost anything for the sake of knowledge and influence, and Dominate is the Discipline that lets them get away with it. Thievery, backstabbing, and the unjust murder of a clan member’s ghoul are all made easier by the ability to control a mortal’s mind and body. When attempting to feed, a Tremere will show little compunction against using the Discipline to force a mortal into baring their throat.

Bane



Once the clan was defined by a rigid hierarchy of Blood Bonds reaching from the top to the bottom of the Pyramid. But after the fall of Vienna, their Blood has recoiled and aborted all such connections. Tremere vitae can no longer Blood Bond other Kindred, though they themselves can be Bound by Kindred from other clans. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form. Some theorize this change is the revenge of the Antediluvian devoured by Tremere, others attribute it to a simple mutation. Regardless, the clan studies their vitae intently to discover if the process can be reversed, and, indeed, determine if they would want to do so

Clan Compulsion:
Tremere: Perfectionism



Nothing but the best satisfies the vampire. Anything less than exceptional performance instills a profound sense of failure, and they often repeat tasks obsessively to get them “just right.”

Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labors under a two-dice penalty to all dice pools. Reduce the penalty to one die for a repeated action, and remove it entirely on a second repeat.

This message was last updated by the player at 17:30, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:31
Tzimisce
Clan Tzimisce are not yet implemented into the fifth edition of Vampire and as such are not yet playable. If they are implemented in the future they will become playable.

This message was lightly edited by the player at 17:31, Fri 17 Jan 2020.

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 NPC, 90 posts
Fri 17 Jan 2020
at 17:31
Ventrue
In their own eyes, only the Clan of Kings has the restraint, the wisdom, the control, and the pedigree to lead their kind through the night. Throughout their time as god-kings of ancient Babylon and lords and ladies of the Dark Ages to their contemporary roles as guardians of royal blood, majority shareholders, and campaign fund backers, they have been obsessed with the impulse to rule. They collect their tithes in the form of precious blood, ensuring the growth of their legacy.

While many other clans claim positions of influence in politics and business, no one can rival the Ventrue in the game of pure power and wealth. But lately, their arrogant projections as divinely chosen rulers, better fit to lead than any other clan, have begun to falter. Time is running out. As they feel their privileges slipping through their fingers, the Ventrue tighten their grip and fight fang and claw to remain in control as the masters of their kind.

Who Are the Ventrue?



Clan Ventrue has long been the leaders of the Camarilla, holding more positions of power than any other clan, and they are loath to give that up. Even after losing their most prominent representative to a Brujah assassination, the Ventrue continue to maintain that they are destined to rule all Kindred, no matter the sacrifices involved.

The Ventrue believe in the strength of tradition and lineage. The Embrace is one of the their most important rituals, and the choice of childe affects the way other members of the clan treat the sire. Ventrue therefore aim to Embrace overachievers, politically or financially powerful kine, or those with a talent that sets them apart from the masses.

These nights, the Ventrue are cautious. The talentless fall by the wayside, while the best blend in with humanity as bankers, shadow directors, reclusive moguls, and chiefs of staff. No longer can a Ventrue openly lead a board or take a prominent position in a mortal community. They resent having to influence their surroundings from the shadows, but know that the risk of a fatal Masquerade breach is too high to risk anything else.

The Ventrue are the establishment. They set and maintain the rules, punishing those who break them, and occasionally rewarding those who follow. Their critics consider them tyrants or the jailers of other Kindred. The uncomfortable truth is that without them, the Masquerade, and the Camarilla with it, would have fallen long ago. The Ventrue are more loyal to their cause these nights than ever before, adversity only making them more determined to succeed and more certain that they have the right to do whatever it takes.

Ventrue Archetypes



Cold-blooded Corporate Director
This Ventrue controls a successful corporation, perhaps as the eccentric and reclusive CEO or maybe as an influential silent partner involved in guiding the firm. This Ventrue is always several steps removed from dirtying their hands but will rarely hesitate over ethics if it means getting ahead of the competition.

Member of the Order
The Clan of Kings are well suited visitors in secret societies such as the Freemasons and Rosicrucians. This Ventrue knows how to spin their words. They act as the reclusive leader or an important member of their society, whether it be an informal gentlemen’s club, a ladies’ guild, an alumni society for magnates and millionaires, or a gathering of concerned citizens clandestinely seeking to control their neighborhood.

Conservative Politician
The kings have always favored conservatism and maintenance of the status quo. The politically inclined blue blood acts as the untouchable spin doctor, lurks in the wings of the party, or advises pundits and newsmen on how to dictate the story. Manipulating the media, they suppress Masquerade breaches with ease.

Godfather
The so-called godfather wields their power through organized crime, manipulating gangs and the path of cash that runs from the streets to the bankers and politicians. Other Ventrue may turn their noses up at such a shady character, but the godfather knows that to get things done, blood sometimes needs to be spilled.

High Priest
The Ventrue have ever venerated their ancestors, both mythical Kindred such as Mithras, Tinia, and Tiamat and historical personages nearly as eminent. This ancestor worship ranges from a historian’s thorough study to leading a cult in the ancestor’s name. Seeing the touch of their forebears in all that they do, the high priest seeks to repeat history, fulfill the goals of their ancestors, and spread the knowledge of their glory.

Disciplines



Dominate: The Ventrue consider themselves the masters of this Discipline, using it primarily to exert their will on vassals and kine. When feeding, a Ventrue may command a mortal to bare their neck, or use Dominate to erase all memory of a feeding. Ventrue also expertly use this Discipline to protect the Masquerade.

Fortitude: Fortitude enables the Ventrue to keep their thrones even when armies array against them, and to weather every blade, bullet, and bomb. They use the Discipline to feed in adverse situations, physical or otherwise. Where other Kindred might run short on vitae, the Ventrue resist the environment and take their fill.

Presence: The Ventrue seek to tame the court and build the love and devotion of others toward their rule, and Presence is a helpful tool. The Discipline is also used by the Ventrue who wants others to see how easy they acquire vessels. The clan values conservation of time and resources, and Presence allows a hungry blue blood to be efficient when luring their prey.

Bane



The Ventrue are in possession of rarefied palates. When a Ventrue drinks blood from any mortal outside their preference, a profound exertion of will is required or the blood taken surges back up as scarlet vomit. Preferences range greatly, from Ventrue who can only feed from genuine brunettes, individuals of Swiss descent, or homosexuals, to others who can only feed from soldiers, mortals who suffer from PTSD, or methamphetamine users. With a Resolve + Awareness test (Difficulty 4 or more) your character can sense if a mortal possesses the blood they require.

If you want your character to feed from anything but their preferred victim, you must spend Willpower points equal to the character’s Bane Severity

Clan Compulsion:
Ventrue: Arrogance



The need to rule rears its head in the vampire. They stop at nothing to assume command of a situation. Someone must obey an order from the vampire.

Any action not directly associated with leadership receives a two-dice penalty. This Compulsion lasts until an order has been obeyed, though the order must not be supernaturally enforced, such as through Dominate.

This message was last updated by the player at 17:31, Fri 17 Jan 2020.