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Ahrimanes | Baali | Blood Brothers | Daughters of Cacophany | Gargoyles | Kiasyd | Nagaraja
Old Clan Tzimisce | Salubri | Samedi | True Brujah

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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Dark World By Night

 

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