Ahrimanes
The Ahrimanes originated with the Sabbat Gangrel. Upon arriving on this continent, Gangrel
of both the Camarilla and Sabbat went into the southern wilderness, encountering a number
of native tribes. Many of these Gangrel set up their havens near villages of these people.
They preyed upon the villagers and defended them from white man's intrusion.
The founder of this bloodline was a Gangrel antitribu named Muricia. She studied the
powers of the local shamans and used their magick to break her Vinculum with her sire, not
wanting to get caught up in the constant warfare between two rival leaders of the Sabbat
Gangrel. Most Sabbat Gangrel were busy killing each other off in feuds between the city
and country factions.
When Muricia utilized the thaumaturgic powers of the native shamans, she effectively
separated herself from her clan and her blood forever altered. The magic rituals she used
on her body affected and mutated her own vampiric appearance. She soon combined the
spiritual magick of the shaman with her own Gangrel powers, giving her an unusual edge
over most of her type.
Muricia tried to create others like herself, but soon discovered she could not, for her
vit� was infertile. She learned she could choose existing Gangrels and, using the same
ritual the shamans used on her, make them like her. Because of this, all Ahrimanes are
Gangrels before they become Ahrimanes. In addition, Muricia allowed only females to join
her brood, believing men to be inferior and the reason for most conflict. This tradition
remains in effect to this day.
The Ahrimanes are more of an artificial bloodline. All Ahrimanes must renounce their
former clan before they are accepted into the bloodline.
The Ahrimanes number only a handful, existing primarily in Alabama, Georgia, Mississippi,
Louisiana and some surrounding areas. They are extremely secretive and violent, enjoying
material wealth and controlling many human pawns. They form packs of their own despite the
opposition of the Lasombra. The Sabbat accepts their ways, because the sect values
freedom. Besides, the Ahrimanes aid the Sabbat tremendously by watching the Lupine threat.
Nickname: (Something) Cat - Alleycat, Fatcat, Hellcat, etc.
Appearance: There are no male Ahrimanes. Most dress in practical styles, wearing leather
and other durable materials. Many have long hair, and most are of Spanish or Mexican
ancestry, though this is changing. They have slightly darker skin than most Kindred,
allowing them to better pass as human. They are invariably armed, carrying both melee
weapons and firearms.
Haven: Ahrimanes dwell in large mansions on the outer fringes of populated areas. They all
maintain underground lairs, impenetrable to all but the most powerful enemies. There are
no nomadic Ahrimanes. All stay involved in mortal affairs, and travel a good bit, but only
within their territory.
Background: The criteria are that they be female, are capable fighters and true survivors.
Despite these traits, there are only two or three Ahrimanes in the Black Hand. Each
Ahrimane receives a mentor who becomes responsible for training her in the ways of the
newly adopted bloodline.
Character Creation: All Ahrimanes, without exception, are female. Most have Professional
or Working Jane Concepts. Their Nature is usually Survivor or oriented towards survival or
power. Their Demeanors may be anything, but most are Survivors or Loners. Common
Background Traits include Contacts, Resources and Retainers. All Ahrimanes have at least
three Background points in Mentor.
Weaknesses: Because of the nature of their existence, Ahrimanes cannot create offspring
and cannot use their blood to bond others. They can still be bound to others. If Merits
and Flaws are used in the Chronicle, they can still take the flaw "Thin Blooded"
but it is only a one-point Flaw.
Disciplines: Animalism, Presence, Spiritus
Quote: "Little man, you have crossed into my territory. For you, I am the very
meaning of death."
Stereotypes:
The Sabbat - We may come from it, but we have found our own way within its walls. Always
show obedience, but never show your throat.
The Camarilla - These little pawns want their hands in everything. The only thing good
about them is their blood, and it should be freed from their bodies at every opportunity.
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Baali
This line of Vampires originated in Mesopotamia; it was once much more extensive and
powerful, but was decimated by a coalition of several other Clans who found the Baali's
rituals vile even by Kindred standards. Since then, the line has existed in anonymity for
millennia; most other Kindred believe them to be a legend, and Baali usually pose as
Caitiffs around other Kindred. They have slowly spread over Europe and into the Americas,
and some have joined the Sabbat.
Baali are devil-worshippers. They are more committed to utter evil then the most psychotic
Malkavian or brutal Sabbat Bishop. They firmly believe in the eventual ascension of utter
darkness and that Vampires are the chosen minions of the Powers that Wait on earth. They
do not wish to maintain a Masquerade from their chosen prey, or even for Vampiric
supremacy like the Sabbat - they wish to summon their great lords back into the world, to
turn the planet into a demon-ridden hell.
Appearance: Baali are almost studiously nondescript, but those with high Presence seem to
give off an aura of evil. They can be of any race and either sex.
Haven:Baali usually maintain Havens far away from Kindred or kine, such as in abandoned
houses or farms - the better to practice their rites.
Background: Baali only choose to Embrace humans who are intelligent, driven and completely
callous. Most of their Progeny are interested in the occult even in life, and all Baali
practice it once Embraced.
Character Conception: Most Baali are between 25 and 45 when Embraced, although some are
Chosen at a much older age. Many come from a Dilettante or Professor background. All Baali
have an Occult score of at least 1; Mental Attributes and Talents are primary.
Organization: Baali usually form small, coven-like groups ('flocks') of between three and
six Vampires. The most powerful sorcerer of the flock is the leader, ruling with an iron
fist.
Weakness: Baali are affected by religious symbols, just like the traditional movie
Vampire, and take double damage from Faith.
Quote: "Your struggles are futile. What is to be will be. Accept your place in the
fires eternal."
Disciplines: Obfuscate, Presence, Daimoinon
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Blood Brothers:
The Sabbat continually seeks new ways to overthrow the Camarilla, and many of their
efforts involve the creation of Vampiric shock troops. The Sabbat is also renowned for its
creative uses of the Blood Bond. Recently, a conclave of Sabbat Tremere and Tzimisces
gathered in a certain unnamed stronghold in Eastern Europe for a bizarre experiment. Their
devilish plan: to refine the Blood Bond to new heights, thus creating a pack of Vampiric
warriors who would for all practical purposes think and act as one. With the Tremere using
their Blood magic and the Tzimisces employing their flesh-altering powers, they would
create an army of invincible servants.
A band of captured Caitiffs provided the first test subjects. And the second. And so on.
Finally, after a number of grotesque failures, a pack of fanatically loyal soldiers, with
their own unique abilities related to their bond, crouched before them. This was the
origin of the Sabbat's special weapon, the bloodline known ironically as the Blood
Brothers.
Appearance: Blood Brothers usually look a little strange, as their reshapings and blood
exchanges often leave them a bit misshapen. They generally shave their heads and prefer to
wear simple T-shirts, jeans and boots.
Haven: Blood Brothers often live in Sabbat communal havens or in secret bases under the
cities of the Camarilla, where they can venture out to wreak havoc.
Background: Blood Brothers are chosen by the Tremere and Tzimisces for their
tough-mindedness and skill at keeping themselves alive. Individuality is not a prized
quality. Many Blood Brothers come from military or criminal backgrounds, and members of
street gangs seem especially prevalent.
Character Conception: Most Blood Brothers come from criminal or gang concepts. Physical
Attributes and Talents are primary.
Organization: Blood Brothers are bound in tightly-formed packs, or "circles," of
between three and seven individuals. Usually all are equal, but the Brother with the
highest generation is the nominal leader; they are virtually a communal being anyway, so
questions of leadership are nearly irrelevant.
Disciplines: Celerity, Potence, Sanguinus
Weaknesses: All Blood Brothers feel each others' pain. If one is damaged, all the rest
take the same wound penalty to their actions for the next round (only). If more than one
is hit, the highest penalty is taken. They are also all Blood Bound to each other.
Quote: (in unison) "DIE!"
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The Daughters of Cacophany:
The Daughters are distinctly modern phenomena despite their Classical name. No Kindred
claims to have heard of them before the 1700s, and if they had existed, vampires feel sure
they would have known. The Daughters are such masters of song that most Kindred believe
they are an offshoot of the Toreador, though those who have been on the receiving end of
their powers think the Malkavians had more influence.
The Daughters of Cacophony are singers without peer, but their melodious harmonies are not
their main claims to fame. It is the damage their songs can do to the mind that causes
their Kindred concern.
The Toreador are of two minds in their dealings with this bloodline. While they cannot
deny that the Daughters have incredible skill in their chosen art, more than one Toreador
has been forever twisted by one disjointed note. The Daughters' songs can be as horrid as
they can be beautiful, and there is no way to know their intentions until they act.
The Daughters are a small bloodline, centered mainly in the New World, and members Embrace
only those who show real singing talent. Most create no more than one or two childer. The
childer learn from their sires for years before being released into the world.
The Daughters go to great lengths to avoid Embracing anyone of wide renown, but most of
the line's members were beginning promising careers in music at the time of the Embrace.
They retain their love of performance, but perform mainly for each other and for their
small Herds. They keep their Fame minimal, but often find the lure of small clubs too much
to ignore. Hearing such a performance can be an unmatched experience for anyone.
While they seem to abide by the Masquerade, Daughters can be found in both the Camarilla
and the Sabbat. Some Kindred insist the Daughters have undying loyalty to whatever sect
rules the city in which they reside.
For instance, one famous Daughter, Sayshila, is known to have stopped a Sabbat attack on a
Miami concert house. On the other hand, she is believed to have driven a Gangrel archon
mad after the pair spent a night together howling at the moon.
Nickname: Sirens
Appearance: There is no standard look to this bloodline. Its members have included beefy
opera singers,pencil-thin divas and everything in between. While some of its most
prominent members have been female, the bloodline includes a fair number of males, though
most are rather young.
Haven: Trendy apartments, lofts and nightclubs seem to be their residences of choice.
Background: Anyone Embraced into this bloodline will have a beautiful voice, but does not
have to be a professional musician. Still, most were.
Character Creation: Daughters of Cacophony almost always have entertainer concepts. They
split their most popular Natures between Visionary and Praise-Seeker, though they may take
any Demeanor. Social Attributes and Talent Abilities arealmost always primary. They always
have at least some Fame, but can have any other Backgrounds they desire. Most will also
have Herds for whom they perform. Many have developed the Baby Face Merit.
Disciplines: Fortitude, Melpominee, Presence
Weaknesses: The Daughters of Cacophony are so caught up in their music that they hear it
constantly. As a result of this distraction, the difficulties of all a Daughter's
Perception rolls are increased by one. Additionally, a Daughter's Alertness can never
exceed three.
Organization: The bloodline has no formal organization, but younger members generally
follow the lead of the older, more talented members. Occasionally a number of Daughters
gather to give a concert of great beauty.
Gaining Bloodline Status: The easiest way to gain Prestige among the Daughters is through
musical ability. Some rumors speculate that Daughters also gain Prestige based on the
number of Kindred and kine their music has driven crazy.
Quote: "Aaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh." (crash, as the glass breaks)
Stereotypes:
* The Camarilla - This sect supports the arts, at least to some extent; however, very few
of its members understand the true depths of what we do.
* The Sabbat - The Sabbat has given a number of true artists the freedom they need to
explore new areas of beauty, but even it does not grasp exactly what it is we do. Maybe
the use of our powers upon its members will enlighten them.
* The Inconnu - They either appreciate our talents more than most, or fear us more than
most, for they watch us intently. Whatever the reason, we seem to be drawing an undue
amount of attention from these old coots.
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Gargoyles:
In the early days of the Middle Ages, the newly founded Tremere line was in grave danger.
Hounded from all sides by agents of the Inconnu, even the power of the recently created
Circle of Seven did not seem enough to save the line from extinction. Though they were
individually mighty, they simply did not have the hordes of lesser shock troops that they
needed to fend off their enemies.
It is rumored to have been the Clan founder himself who thought of a solution. Capturing
several other Vampires and mystic creatures, including a Gangrel and a Nosferatu, Tremere
and his Circle used their extensive alchemical knowledge to synthesize a race of new
Vampires, ones which would serve the Tremere. Deep beneath the Carpathians, the first
Gargoyle rose from the steaming ichor of their cauldron. In a mocking parody of the Bible,
they commanded it, "Go forth and multiply."
And go forth it did, rapidly creating swarms of Progeny from the terrified peasantry and
leading them against the Inconnu. It was largely due to the terrible strength of the
Gargoyles that the line of Tremere survived their first great battles.
For centuries the Gargoyles served the Tremere with great loyalty, despite the numerous
abuses heaped on them by their masters. Finally, the ill-treatment grew too great for even
their dull spirits to tolerate. During the late Middle Ages, the Gargoyles broke away from
the Tremere; some scattered into the wilds of Europe, some flocked to the great cities
such as Paris, while others offered their services as mercenaries and sentinels to any
Kindred or Magus who could pay their price in gold and vit�.
Appearance: Gargoyles are grotesque and repulsive, much like Nosferatu, and generally have
a "demonic" appearance. They begin with small bat-like wings which grow as they
advance in the Discipline of Visceratika. Each level they have gained in that Discipline
allows them to fly at an additional five mph. Also, as they age, their skin becomes more
rocklike and various strange protrusions appear on their bodies.
Haven: Gargoyles greatly prefer interior or underground areas with lots of stone and earth
to manipulate. Abandoned buildings (particularly tall ones, where they can sit at night),
warehouses, sewers, caves and the like are ideal.
Background: Gargoyles reproduce rarely, and only for their own twisted reasons. As
Gargoyles are a composite and artificial race, once a victim is chosen, his own mind
becomes sublimated in the wash of magic and memories already ingrained in the Sire's
vit�, and he almost forgets his prior life. Gargoyles can come from any background.
Character Creation: Gargoyles are not really suitable for playing, but make ideal
sentries, guards and mercenaries. Physical Attributes and Talents are primary.
Weaknesses: Gargoyles have an appearance of zero, much like the Nosferatu from whence they
are partially derived. Also, as a race created to be slaves, their Willpower is treated as
two lower when resisting Domination or Magi mind-control spells.
Disciplines: Fortitude, Potence, Visceratika
Quote: "You intrude on master's property. I count to 10 - you leave or I feed the
earth with your entrails. One 10."
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Kiasyd:
During the reign of Julian the Apostate, more than a millennia before the Sabbat was
formed, three Lasombra created the Kiasyd bloodline as a means to discover the nature of
their own Obtenebration Discipline. They captured faeries of the UnSeelie court from the
surrounding area and bartered with a powerful Teutonic sorcerer for a substance believed
to be the "blood of Zeernebooch, a god of the underworld."
A curious and brave member of the group, a fifth-generation Lasombra named Marconius,
volunteered for the experiment. Through transfusion and experimentation, he transformed
into something only part vampire. The fey blood and the supposed blood of the Teutonic
deity drastically altered him. He grew gaunt, even by vampiric standards; his skin took on
a translucent whiteness. His eyes took an odd shape and turned solid black, without
pupils. He even grew by more than a foot. His fingers grew longer; his ears, nose and
cheek bones became much more angular and defined.
This unusual Kindred found little peace within the tightly knit and snobbish Lasombra clan
and left one night. Little was heard of Marconius until the late Middle Ages, when he
resurfaced in Strasbourg with a number of childer, all with the same strange physical
characteristics as their sire. The Kiasyd, as Marconius called his bloodline, challenged
the Ventrue of the area and defeated them, taking over the city and the surrounding area.
With the exception of this incident, Kiasyd are known to be very passive. They do not
usually engage in combat and seem primarily to be scholars. They are usually found alone,
and if two Kiasyd other than sire and childe inhabit the same city for an extended period
of time, it is a breach of Kiasyd etiquette.
The Kiasyd undergo a dramatic physical alteration after the Embrace, growing six inches to
two feet taller and becoming thin and gaunt. Their skin color blanches almost chalk white
and gains an unusual luminescence under moon light. Their eyes take on a more oval shape
and deepen in color until they are entirely black, with no color differentiation among
sclera, pupil and iris. The cartilage in their ears, nose and cheeks seem to crystallize,
becoming more angular and pronounced.
These changes occurs rapidly, usually during the first night or two after death. The
Kiasyd must be locked away during this time, because they suffer uncontrollable frenzy
during the entire period. They shift from one type of madness to another, going through no
set pattern.
Even stranger than their appearance is their behavior after the change. They are
invariably the calmest of all the undead. They are remarkably polite, congenial and
honorable. They never get angry or agitated, though they are still quite emotional beings.
They do not like to drink directly from vessels, considering it vulgar. They prefer to
drain the victim's vit� into a glass or other container before partaking of it.
Nicknames: Darklings, Shades and Weirdlings
Appearance: Kiasyd are usually six-to eight-feet tall. They are all extremely skinny.
Their skin is completely white. They have very angular features. Their eyes are oval
shaped and solid black. They usually wear dark clothing, and some even wear cloaks,
outdated though they may be. Their skin takes on a slightly bluish tint after they drink
their fill of vit�.
Havens: All Kiasyd maintain permanent havens. They usually stay in the same haven until it
begins to fall apart. Their home is always roomy enough for guests; though Kiasyd will not
live in the same city, they often visit each other. They always construct vast underground
galleries full of unusual stonework of their own design.
Backgrounds: Those who become Kiasyd are usually picked from the most polite and
intelligent of humans. While most Kiasyd unusually, most were normal in life. The bizarre
vit� coursing through their veins is responsible for much of their weirdness.
Character Creation: Most Kiasyd have a Dilettante or Working Joe Concept. Their Demeanors
should be something normal, but their Natures should be completely different. Mental
Attributes are always primary, as are Knowledges. Common Background traits are Herd,
Resources, and Retainers.
One unusual knowledge many Kiasyd possess is Faerie Mechanics. This knowledge allows the
individual to construct illogical machinelike objects of any size and shape, capable of
producing odd, preternatural effects.
Blood Disciplines: Mytherceria, Necromancy, Obtenebration
Weaknesses: The Kiasyds' strange physiques may be unsettling and inhuman, but it does not
limit their appearance. In fact, many are considered quite beautiful. However, they do
have a problem with pure iron. Being around it raises Frenzy difficulties by one, touching
it causes an immediate Frenzy roll, and being damaged by it causes aggravated wounds.
Quote: "Be gone, vulgar one. I am best not trifled with. Return to your petty
games."
Stereotypes: The Sabbat - The clan of our creation leads these beasts and sought our vit�
when they went to war with the Camarilla. We taught them better.
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The Nagaraja:
Long, long ago the mages of the Euthanatos Tradition experimented with the blood of the
Kindred. Some of the most foolish actually managed to turn themselves into vampires
without being directly Embraced. Their own manipulations of the blood, combined with their
innate magickal natures, produced the Nagaraja, a bloodline of cannibals, Necromancers and
feared servants of the Black Hand.
The Nagaraja are unlike other Kindred in that they must consume flesh, making them among
the most reviled and "unnatural" of the bloodlines. To add to this disgust, they
are masters of Oblivion, the nothingness of the Underworld. The Nagaraja are also masters
of Necromancy -- an art learned from the Euthanatos and Inauhaten the Mummy.
The Nagaraja engage in many strange and terrible Thaumaturgical and Necromantic
experiments. They are even believed responsible for the creation of the Samedi, though
they refuse to take credit for their awful kind.
Nickname: Flesh Eaters
Apperance: Nagaraja prefer black, white and blood-red clothing. They commonly dress in
suits, though some favor leather. They wear hooded cloaks and carry about the components
needed to work their Necromancy even while in the Living World. In the Underworld, they
usually dress in the ceremonial garb of the Euthanatos. They carry sacrificial daggers, in
addition to scalpels and other medical (culinary) accouterments needed for removing the
human flesh they must consume.
Haven: On Earth, the Nagaraja often "live" in places believed haunted, which are
said to provide easier passage in and out of the Underworld. They usually keep their
coffins and their laboratories (along with their food supply of cadavers) in the basement,
while using the rest of the house to entertain guests and as living quarters for servants.
Background: Most of the mortals who are chosen already have an intense interest in the
study of death, but not in causing death for themselves or others. Indeed, they often
choose doctors, priests, cultists, philosophers and parapsychologists. The chosen are
often middle-aged, though some prefer Embracing even older mortals.
Character Creation: Most are dilettantes or professionals, though some criminals and
outsiders are occasionally chosen. They can have any Nature or Demeanor, though a Deviant
Nature and Loner Demeanor are the most common. Mental Attributes are generally primary, as
are Knowledge Abilities. Their preferred Backgrounds include Allies, Con- tacts, and
Retainers.
Bloodline Disciplines: Auspex, Necromancy, Nihilistics
Weaknesses: They must eat raw human flesh as well as drinking blood. The corpses must be
fresh, and the Nagaraja often know rituals that preserve corpses for weeks or longer. For
each night they do not partake of fresh human flesh (be it from a living or dead source),
they lose one die from rolls involving their Physical Attributes. Consuming one Blood
Point worth of flesh restores one die to the pool. An average human body has 10 Blood
Points worth of flesh, and each point taken from a living victim inflicts one wound level.
Preferred Paths: The Path of Death and the Soul and the Path of Self-Focus are the two
most popular paths among this bloodline, though some follow the Path of Lilith or the Path
of the Scorched Heart.
Organization: They almost never gather together, as each member is extremely secretive.
Most have invented their own secret rituals, and they are only willing to share such
knowledge with others as costly boons.
Gaining Bloodline Prestige: They commonly gain prestige through discovering new
understandings of art, death and magic. They also gain it through their exploration of the
Underworld.
Quote: The greatest fear is the fear of the unknown --fear of death. You know not from
whence you came, but I, my friend, know where you will be going, for I have been there. I
could take you there, but you would not like what you would find. Your fate is inevitable,
but serve my interests, and I will protect you from it for as long as I can.
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Old Clan Tzimisce:
They are so ancient that even the oldest legends speak only of their childer. They are the
Old Clan, the True Tzimisce, and all the Tzimisce of the Sabbat (and even the few within
the Inconnu and the Camarilla) are their betrayers. Their childer abandoned the lineage of
the Tzimisce and embraced the power of Vicissitude; their ways of anarchy brought ruin and
death to both the innocent and the guilty of their clan.
There are very few Old Clan Tzimisce, and each has sired only a few progeny. They all
cling to the old ways of the clan and long for the day their clan sire will return. They
continue to hope that one night they will be around to exact revenge upon the traitors of
their blood and upon all possessed by Vicissitude.
Many of the younger clan members are leaders in the war against Vicissitude. In the vain
hope of regaining clan honor by eliminating the disease their clan brought to Earth, they
were the first to call for the Shadow Crusade and have remained its strongest supporters.
Despite their dislike of the "Tzimisce," the Old Clan Tzimisce are much like
their childer. They are among the most macabre and evil beings in the world. They place
little value on the lives (and unlives) of others. Yet despite this, they are vigilant in
their vows to save the world from the threats of Vicissitude and other Kindred..They also
have a great love of knowledge, surpassed in the Black Hand only by the True Brujah. They
have a good understanding of both Thaumaturgy and science. They are also known for the
high value they place upon privacy.
Nickname: Fiends
Appearance: They dress much like other Tzimisce, though often in even older clothing. Even
the younger members of the clan dress in clothing popular 100 years ago. Solid black,
accented with white, is most popular, giving them the look of the traditional vampires of
legend.
Haven: The older members of the clan live on the same lands they knew and loved in life,
mostly gigantic domains in Eastern Europe. They usually make their homes in dark and
dreary ancestral castles haunted by the spirits of their former captives and family
members. The younger members of the clan often make their havens in luxurious mansions, as
do most of the "Tzimisce."
All Old Clan Tzimisce are very particular about their havens. To be invited in is a great
honor bestowed upon only the closest of comrades. If anyone enters a Tzimisce's haven
uninvited, he will incur the full wrath of the vampire. If the Tzimisce invites an
individual into her haven, she assumes the responsibilities of providing for and
protecting the indi- vidual. Those who would cross the Tzimisce's domain without
announcing their presence (by courier, letter, phone or whatever) are treated as hostile
enemies, even if they are fellow sect members. Those who announce their presence and
receive permission to enter are never harmed by the Tzimisce.
Background: They almost always choose progeny between the ages of 30 and 40 who are both
intelligent and well-educated. They spend a lot of time studying their potential childer
in order to determine whether or not they will make worthy companions over the following
centuries.
Character Creation: All the eldest clan members are of nobility. Their progeny are
commonly dilettantes, profes- sionals or soldiers. Their Natures and Demeanors are usually
similar, but never identical. Regardless of their Natures and Demeanors, they are almost
always self-serving, honorable, evil and trustworthy. Mental Attributes are often primary,
while Physical Attributes are secondary. Skills or Knowledges are primary. Their preferred
Backgrounds include Influence, Resources and Retainers.
Clan Disciplines: Animalism, Auspex, Dominate
Weaknesses: Like all other Tzimisce, something deep inside of them craves stability and
permanence. They share a special connection to the land they claimed as their own in life.
They must surround themselves with at least two hand- fuls of dirt from a land important
to them in life. If they fail to do this, they cannot rest in peace and lose half their
dice pools from all ~actions every 24 hours until down to one die; this weakened state
continues until they rest amid their special soil once again. While many believe this
weakness is tied to Vicissitude, Kindred who are infected with Vicissitude and belong to
other clans do not suffer from this weakness. Indeed, this weakness is as ancient as the
clan.
Preferred Paths: Most prefer the Path of Death and the Soul or the Path of Caine. Some are
known to follow the Path of the Scorched Heart or the Path of Lilith.
Organization: The Old Clan Tzimisce never meet except in dire emergencies. Most members of
the Old Clan are independent, calling for aid only if they have no other choice, relying
upon themselves and their servants whenever possible.
Gaining Clan Prestige: The Tzimisce respect one another's power and independence. They
gain prestige through their own successes and accumulation of power, by crushing their
enemies, by aiding the clan or the Black Hand and by never allowing anything more than
their evil presence to be felt by those who are their victims. Any Tzimisce who invades
another's privacy loses respect in the eyes of his fellow clan members.
Quote: Thousands of human lives have been taken by my hands. I am a protector of humanity,
but my vigilance comes with a price.
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Salubri:
This widely hated bloodline has far more enemies than it really deserves. Only seven of
these Cainites exist at a time, for after a Salubri attains Golconda, she ends her
existence and passes her blood to the individual she has chosen to take her place. Almost
none survive for more than a few hundred years, for the Salubri consider vampiric
existence to be agony. These vampires can usually pass as humans until someone notices
that they possess a third eye.
Other clans perceive Salubri as murderers and diabolists of the worst kind. Princes have
been known to call a Blood Hunt at the merest suggestion that a Salubri might be in their
domains; the Tremere are especially known to hate them.
The reason for this animosity lies far back in the legends of the Salubri, once a small
clan of the same name. Saulot, the founder of this clan, is believed to be the first of
the Kindred to reach Golconda. It is considered fact that when he returned from his
journeys to Asia, a third eye had opened in his forehead, giving him access to new powers
no other Kindred had ever developed.
For the next several millennia, Saulot spread rumors of Golconda through Kindred society.
He is thought to have had a hand in the development of Carthage and the creation of the
Inconnu, though he never joined this august group.
During this time Saulot sired very few new Kindred, but those he did sire followed him on
his path to redemption. It is said he created his last vampire during the reign of
Caligula, and then removed himself from the company of both Kindred and kine. This
voluntary separation lasted until the Middle Ages, when an order of magi managed to find
Saulot Iying in torpor. The Salubri say the order's founder himself tracked down the
Antediluvian and sank his teeth into the Ancient's neck. The Salubri also claim their
founder did not resist. After this, the order methodically tracked down Salubri
descendants and slew them.
They did not slay them all, however. The older ones were actually the easiest to kill,
while the ones created after Saulot reached Golconda proved somehow resistant to the
order's magics. Thus the order did everything in its power to turn the world against the
Salubri, hunting them, terrorizing them, and leaving them unable to use their healing
powers without fear of being sought out and killed.
Despite this, the only force that manages to kill most Salubri is themselves. When a
Salubri sires, she takes great effort to teach her childe the ways of the lineage and how
best to protect himself. She also prepares the neonate's path to Golconda, and then
commits suicide by forcing the childe to drink her blood
Salubri believe the spirit of a vampire to be tortured, and to have no hope for peace
unless Golconda is attained. In fact, they think that anyone, Kindred or kine, who is
extinguished before reaching Golconda is eternally condemned to be a bound spirit (a ghost
that is restricted in location or temperament, and can be summoned and controlled by
mortals). The sole goal of the Salubri is to pass from this existence and thus be free.
Salubri consider it their duty to teach their beliefs to others, and take great efforts to
explain "the facts of things" to others. Because they cannot imagine wishing to
live an eternity of pain, they cannot imagine that other vampires would not like to listen
to their words. This is perhaps part of the reason why they are so widely disliked.
These Kindred find the path to Golconda easier than do most. hut even for them it is no
automatic thing. Salubri sires often hide clues in books, people and places for the
vampire to find. Once a Salubri has reached Golconda, he finds life easier in many ways.
Besides providing freedom from the Beast, Golconda lets Kindred open themselves to
Disciplines with ease. Instead of having to lower his generation to learn Disciplines
higher than five, a vampire in Golconda can learn new powers with but the expenditure of
experience. Thus Salubri ready to sire use the precognitive powers of Auspex to determine
their childer's fate and work to aid them along the path to Golconda.
Nickname: Cyclops
Appearance:The members of this lineage are chosen from all varieties of people. Children,
old men, teenagers and middle-aged women have all been chosen. Once they have been
Embraced, however, they begin to develop the clan's third eye. While it is not always
noticeable (when it is closed, only an eyeslit, which appears to be a small scar, can be
seen), the third eye is extremely prominent when in use.
Haven: Anywhere, but their havens are usually far from other Kindred and protected by
mortals.
Background: The Salubri Embrace only those who have proved themselves to be of the highest
Humanity. Healers, holy men and women, and true philanthropists have all been chosen at
one time or another.
Character Creation: Salubri can potentially have nearly any concept, but it is
exceptionally rare for them to come from a criminal or soldier concept. Almost all have a
Caregiver Nature, but they can have any Demeanor. Mental Attributes and Mental Abilities
are usually primary, but this is not always the case. All Salubri must take five dots in
the Generation Background to represent their sires' sacrifice for them, and because of
their problems with feeding (see Weaknesses), many have Herds of faithful followers.
Clan Disciplines: Auspex, Fortitude, Obeah
Weaknesses: Whenever one of the Salubri takes blood from someone who resists the Kiss, the
Salubri loses one Health Level for every Blood Point taken. It must be healed normally
(with blood). The vampire must know the target is not resisting and is at peace in order
to avoid the damage. This is why most of this Lineage are either Casanovas or Sandmen.
Additionally, the character must continually persevere towards Golconda; any straying from
this path will lead to dire consequences (like the inability to regain Willpower). When
Golconda is finally reached, an end must come to this existence when a successor is ready.
Organization: There is no organization to this lineage - indeed there is little contact
between its members - but they will do anything within their power to help others of their
line. This extreme loyalty is part of the reason the Tremere have not done more to wipe
this clan out - the cost would be just too high. All Salubri are of eighth generation, and
it is usually believed the elders were all wiped out years ago. However, rumors frequently
surface that one elder or another was seen in some far place.
Gaining Bloodline Prestige: In general, they do not spend enough time with one another to
make Prestige important. When it is a concern, it depends entirely on how far along the
road to Golconda one is. If one has actually achieved that state, then continued existence
loses all of its meaning, and while others of the lineage will still do anything for the
character, they expect her to extinguish herself soon.
Quote: "Nothing can be considered more important than the freedom of souls. Not just
your soul and mine, but the souls of everyone on Earth. Thus we should consider our trials
and tribulations a gift, for such freedom is impossible without overcoming adversity.
"
Stereotypes:
* The Camarilla - These pitiful pawns of the Tremere have no idea of the harm they are
doing the world and themselves. They want to live lives of evil but have given no thought
to what that really means.
* The Sabbat - These murderers are a more traditional evil than are the members of the
Camarilla, but this makes them neither better nor worse. They are blind, and in their
blindness they destroy things of great value - their souls.
* The Inconnu - Many of these powerful elders know the truth about us and are willing to
help us. This is not true for all, but it seems to be true for most.
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The Samedi:
The Samedi bloodline may be an offshoot of the Nosferatu, or possibly a branch of the
Giovanni. Neither clan will take the credit (or the blame?) for these Kindred. The Samedi
bloodline has only been around for a few hundred years. The line appeared in Italy and the
Caribbean. Only a very few of these Kindred have come to the United States.
The Samedi are easily identified by the shreds of rotting flesh constantly falling from
their bodies, and are often confused for zombies by those unfamiliar with them. This
bloodline claims no allegiances, but is known to have members in both the Sabbat and the
Camarilla.
Those who have done battle with the Samedi seldom forget the experience, for the bloodline
has the power to rob other Kindred of their immortality - at least temporarily. The Samedi
are generally reviled as too disgusting to be allowed to survive; only the fact that they
can be powerful allies has kept the bloodline from meeting obliteration at the hands of
the Camarilla.
The Samedi are known to be competent assassins and bodyguards, and can often be found
serving anyone who can meet their price. The Nosferatu and the Giovanni both seem to have
an affinity with these twisted Kindred, and most Samedi will refuse to attack either of
these clans unless paid a substantial amount of money.
Nickname: Stiffs or Zombies
Appearance: Samedi look like corpses in fairly advanced stages of decomposition. Their
skin is soft to the touch leaking foul fluids at the lightest contact. Certain Samedi are
leathery and emaciated, resembling shriveled mummies in appearance. In either case, the
Samedi's eyes are sunken in their heads and the lips and gums have receded from their
teeth. Almost all Samedi lose the majority of their noses.
Haven: Most Samedi prefer to maintain their havens in or near graveyards, digging
concealed tunnels into mausoleums or under the basement levels of funeral homes.
Background: The Samedi have only been appearing for a short time, but over the last 200
years the bloodline has heavily expanded. As a general rule, these Kindred seldom
associate, and it is extremely rare to find more than two of them in a city, even one of
substantial size. Most Samedi will confess to having worked as coroners or morticians
before being Embraced. Many will also admit to being at the edge of suicide at the time of
the Embrace.
Character Creation: Most Samedi were fascinated with death in their kine lives, and are
equally fascinated after having been Embraced. Mental Attributes are Primary, and
Knowledges should be emphasized.
Disciplines: Necromancy, Obfuscate, Thanatosis
Weaknesses: Like the Nosferatu, the Samedi are hideous to look upon and suffer from a zero
in Appearance. The stench of decay wafts from these Kindred, even in the lightest of
winds, and the unusual texture of the Samedi's skin is enough to repulse even the
strongest constitutions.
Organization: Samedi appear to have no true organization. On the rare occasions when two
or more of these Kindred meet, they gossip and go their separate ways. There is a small
faction of this bloodline that is trying to rectify this situation, but so far no major
changes have occurred. On the other hand, reports have been made of small groups of these
Kindred meeting in graveyards late at night.
Quote: "Are you so certain you are immortal? Come here; let's discuss the truths of
immortality ... let us join together in a discussion of death. "
Stereotypes:
* Camarilla - They fear us, and their fear is so sweet. They can have their princes, and
I'll even follow their laws, but for them, every second around me is a horror even to
their most bestial members.
* Sabbat - I'd sooner be dinner for an Antediluvian than face a pack of those bastards. At
least the Antedilovian would be more honest about what he wants from you.
* Inconnu - Tolerable lot. Keep to themselves for the most part, and I can respect that.
Someday I might even try to talk to one, see what they're all about. Someday when I no
longer want to exist, that is ...
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The True Brujah:
The True Brujah claim to descend from Brujah him- self and not from Troile, who supposedly
committed diablerie upon her Antediluvian sire. The True Brujah resent the claiming of
their sire's name by Troile and her bastard lineage. They long for the night when they
will reclaim their heritage from the false Brujah. Until that night, they must falsely
claim lineage to other clans or simply call themselves Brujah.
Consequently, they rarely interact with each other or other vampires; instead, they spend
much of their time gathering information and developing their powers. They continue to
prepare for war against the false Brujah but, since they have been preparing this way for
at least 5,000 years (and probably more), such a feat is unlikely.
Nickname: Elois
Appearance: Even those who exist and work among the Brujah clan dress conservatively. The
younger ones occasionally dress in black leather, spikes and chains, but this is not
condoned within the Black Hand unless doing otherwise would jeopardize their missions or
Alternate Identities. Most prefer expensive, custom-fitted suits, usually in black.
Haven: They like large estates, mansions, and other big, comfortable, isolated places
where they can be alone. Their havens for their Alternate Identities are smaller city
dwellings, often subterranean and well-guarded.
Character Creation: Most are dilettantes, outsiders or professionals (mostly scholars)
though they can have any concept. They can have any Nature and Demeanor except Conformist.
The choices should reflect their strong and unique personal outlook on (un)life. Mental
At- tributes are usually primary, as are Knowledge Abilities. They often have higher than
average ratings in Alternate Identity, Contacts and Resources.
Clan Disciplines: Potence, Presence, Temporis
Weaknesses: True Brujah are passionless beings -- cold, detached and morose. They seldom
show any emo- tion, and even when they do, they are still far less passionate than most.
They understand good and evil from a philosophical viewpoint, but not from one of
conscience. Regaining Humanity is always twice as diffi- cult for them once it is lost --
double the experience points necessary to regain lost Humanity or Path of Enlightenment
ratings.
Preferred Paths: Most prefer the Path of the Scorched Heart or the Path of Self-Focus, but
some follow the Path of Power and the Inner Voice or the Path of Lilith.
Organization: They view themselves as scholars and share professional respect for one
another, though they often disagree on various issues. Small groups of True Brujah gather
to discuss politics, philosophy, religion, art, music and all other avenues of mortal and
immortal interest.
Unlike the Childer of Troile, all the True Brujah manage to meet twice a century at some
mutually agreed upon location. The True Brujah not of the Black Hand hear of this meeting
also, and most attend. Together they tell stories of their past, talk of the atrocities of
the false Brujah, rant about their own efforts against them and debate other topics of
interest.
In times of trouble, members call upon one another without worrying about the Rite of
Prestation. They strongly believe in solidarity, claiming it is the only thing that has
allowed them to survive against the divided False Brujah.
Gaining Clan Prestige: They also gain respect by thwarting efforts of the false Brujah, by
winning debates against one another and by increasifig knowledge through their research,
thoughts, and writings. Those who collect information that might lead to tracking down
Troile are also awarded with prestige.
Quote: We bear a great atrocity. In addition to stealing the blood of our clan father ,
they have stolen his name. We are the True Brujah, and one night the streets will flow
with the blood of Troile's bastards.
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