Assamite
Vampires are the killers in the night, and none moreso than the Assamites, slayers of both
Kindred and kine. Called in regularly by the world's Justicars as archons and by princes
as assassins, no clan is more feared by the Kindred. Secretive and taciturn, Assamites
will travel anywhere in search of their targets, accepting as payment the blood of their
employers.
While Assamites spend much of their time in the same solitary pursuits as other Kindred,
they are best known for their skills as hired killers. In exchange for using their unique
talents against the enemies of princes and anarchs alike, Assamites demand a portion of
their employers' vitae They do not accept every petition for aid, but once they have
accepted a "contract," they consider themselves honor bound to carry out the
exact word of the agreement.
The clan was founded more than a millennium ago in the hinterlands of the Turkish
mountains, and has always fiercely protected its privacy. Assamites are fundamentalists of
a bizarre brand, practicing a faith that is a mixture of many Middle Eastern religions and
Kindred mythology. They believe that the only way for vampires to reach heaven is to
become closer to Caine - and the only means of doing this is to lower one's generation.
For much of the clan's early history the Assamites engaged in diablerie, seeking always to
bring themselves closer to "the One." They became the most feared killers among
the Kindred. Assamite leg end claims the clan founder slew two of the second-generation
Cainites by his own hand.
Unfortunately for the clan, it is no longer possible for Assamites to engage in diablerie.
During the late Middle Ages (during the period of the Sabbat uprising"), the
Assamites found it easy to hunt their prey. So many elders were killed that the Camarilla
declared a Blood Hunt against the entire Assamite clan. After a period of seven years,
Alamut, the clan's ancient fortress sanctuary, was close to being discovered. For the
first time in its history the clan sued for peace, and negotiated a complicated treaty.
The Assamites agreed never again to hunt other Kindred for their blood and, in exchange,
the Blood Hunt against them was called off. The clan was forced to allow the Tremere
Council of Seven to cast a great ritual upon all its members. This ritual made it
impossible for Assamites to drink the blood of other Kindred (see Weaknesses, below).
However, the Assamites managed to adapt some of the most ancient rites of their clan into
an approximation of diablerie. The blood they take as pay from those who hire them is
collected and then used in a ritual of creation. When the clan holds its five-year
gatherings at Alamut, its members are able to brew potions using the blood thus collected.
These potions can reduce the effective generation of a clan member.
Any Assamite hoping to reduce her generation must gather 200 Blood Points from
non-Assamite vampires of equal or lower generation for the potion to be effective - it
usually takes decades to gather that much blood. Each Assamite gives her sire a tenth of
the blood she gathers.
While not Blood Bound or Dominated into following clan traditions, individual Assamites
are usually fanatically loyal to the clan. Should anyone try to cheat an Assamite, or
attack her under circumstances other than an assassination attempt, the weight of the
entire clan will crash upon the offender's head.
Should an assassin be killed by a target, however, the clan will take no additional
revenge. Its members will not accept any other contracts for that person's head, and will
even honor her when they are given a chance.
Once a contract has been accepted, the assassin will not stop trying to fulfill it until
the target is dead or the Assamite has proof that the employer violated her trust (told
her a vampire was ninth generation when he was sixth, or neglected to mention that the
target was protected by a pack of Lupines).
Nickname: Assassins
Appearance: Because most Assamites are of Middle Eastern heritage, they share the
characteristics of people from that area - swarthy skin, aquiline features and black hair.
Additionally, while most vampires become paler over time, the members of this clan become
darker as the years pass by, until their skins turn a dark ebony.
Haven: Assamite elders live at Alamut, a fortress located atop a mountain somewhere in
Asia Minor. While away from the clan haven, neonates choose the most inaccessible and
private locations as their havens.
Background: Generally, the clan watches a given human for a long time before allowing a
member to initiate the subject. If permission is granted, the mortal must serve the
sire-to-be for seven years, and only if she serves exceedingly well is she Embraced
(otherwise she is killed). She is then called a fidais and apprenticed for another seven
years, during which time she is introduced to the mysteries of the clan and taught the
techniques of assassination. During this entire period, she is expected to be fanatically
loyal to the clan.
Character Creation: Almost all Assamites are of Middle Eastern descent, and many are
former soldiers, explorers, investigators or criminals. Their Natures and Demeanors are
usually similar but almost never the same. Any Attributes may be primary, but Skills are
usually the primary Abilities. Popular Backgrounds include Mentor (the sire) and Clan
Prestige (to get plum contracts).
Clan Disciplines: Celerity, Obfuscate, Quietus
Weaknesses: Assamites have two blood related disadvantages. The first is the clan
requirement that all its members give a 10 percent blood tithe to their sires. The second
is that they are unable to imbibe the blood of other Kindred, and if it is forced into
them it acts as does poison to a mortal. Each Blood Point from another Kindred that
somehow enters an Assamite's system inflicts one Health Level of non-aggravated wounds
before it is purged.
Organization: The Assamite leaders hold court in Alamut ("Eagles' Nest"), their
ancient mountain fastness, far from others' prying eyes. Here they receive assassination
requests from the most powerful Kindred and kine, and assign assassins to specific
contracts. Though no assignment is mandatory, Assamites lose much Prestige if they refuse
assignments. Younger Assamites are spread across the world, and use their own judgment on
accepting assignments from individuals other than clan leaders.
Gaining Clan Prestige: The most obvious route for gaining Clan Prestige is through
successful assassinations, but there are other ways. Members of the clan often trade each
other blood they have received as payment. For instance, a ninth-generation Assamite may
trade two Blood Points of 10th-generation vitae to a 10th-generation sister in exchange
for one Blood Point of ninth-generation blood. Assisting other clan members in this manner
gains one Prestige as well.
Quote: ""What need have we for ruling a petty mass of squabbling sycophants when
we are already on the true path? There is none who does not quake at the slightest hint of
our presence, and that leaves a taste sweeter than blood in my mouth."
Stereotypes:
* The Camarilla - A very useful pool of employers, but for our clan to join would be the
height of stupidity. We gain far more acting outside its laws than we would within.
* The Sabbat - Useless childer. They kill for no reason and with no grace - what good is a
murder if it takes the deaths of 20 of your brothers and sisters? It takes 100 of them to
do what one of us can do.
* The Inconnu - These elders are the greatest challenges of all. If any fool requests that
you kill a member of this ancient group, send him to the mountaintop.
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Brujah
The Brujah clan is almost completely composed of
rebels of one kind or another, forever searching for the ultimate expression of their
individuality. The Brujah are punks, skinheads, bikers, death-rockers, freaks, socialists
and anarchists. They tend to be stubborn, highly aggressive, ruthless, sensitive to
slights, and extremely vengeful. They are the most uncontrollable of all the Kindred.
These malcontents tend to be fanatical in their disparate beliefs - the only thing that
unites them is their desire to overthrow the social system, be it vampiric or mortal, and
replace it with one of their own making (or with nothing at all). Many are bullheaded
crusaders of the worst sort, devoted to their cause until they become blind to any other
shades of the truth.
Though the Brujah are incredibly fractious, they aid each other in times of need,
regardless of past disputes and antagonisms. If the Brujah call is made, others will
respond, but the gathered host will be enraged if they think the call was unwarranted.
The clan is poorly organized and only occasionally holds informal meetings. Indeed, Brujah
rely on their chaotic behavior to gain the results they desire. Other Kindred allow them
their eccentricities; indeed, certain activities that would get other Kindred extinguished
earn them only the remark, "Oh, a Brujah." Insolent outbursts and fevered
ravings are to be expected from the Brujah. The other Kindred have simply learned to
provide the Brujah an amount of leeway which would be given to no other vampire.
Nickname: Rabble
Appearance: Brujah tend to dress in whatever style is the most outrageous of the period,
though some dress in a way that conflicts with the rest of the clan so as to be the
"most" rebellious. Leather coats, spiked hair, chains and black boots are common
today, as are the various garbs of antiquity, especially those of the Renaissance. They
may also dress and assume the attitudes of street hoods, neo-Nazis, or even Deadheads.
Haven: Brujah live wherever they choose, frequently kicking out whatever unlucky
individuals lived there before them. By habit they move about quite a bit, never staying
in one place for longer than a month. They typically possess many different "safe
houses" where they can hide in times of turmoil. A new tactic of some Brujah is to
move in with suburban families, Dominating them into submission. The Brujah "hang
out" with the family for a few weeks, and then move on when they get bored. Certain
Brujah "recruit" the rebellious teenagers in the households just before they
move on.
Background: Brujah naturally prefer rebels when they choose their progeny. Only rarely is
a neonate guided through the process. Typically, new Brujah are left to their own devices,
summoned and aided only at the whim of the sire. Often the sire remains anonymous, so as
to avoid the wrath of a strict prince. Often a sire will create more than one childe at a
time, forming a brood. Brujah don't always seek the permission of the prince when they
create progeny, so the chances of the childer's survival are greater if there is a group
of them. It is a strategy of numbers - the more progeny created, the more likely some will
survive.
Character Creation: Brujah often have criminal or punk concepts, but many of them are
intellectuals as well. They normally have very aggressive Demeanors and very extreme
Natures. Physical Attributes are primary, as are Skills. Brujah commonly have Contacts,
Allies and Herd as their Background Traits.
Clan Disciplines: Celerity, Potence, Presence
Weaknesses: The members of this clan fall into frenzies far more readily than other
vampires. However, the Brujah flatly deny this; indeed, they become exceedingly hostile
(even to the point of frenzy) if the subject is raised. The difficulty for frenzy rolls is
always two higher than the number listed.
Organization: This clan is poorly organized and rarely meets formally. However, its
membership supports the anarchs more than any other clan. Indeed, it lies at the
movement's core.
Quote: All creatures of sentience deserve to be free - it is our born right. When we
overthrow this decadent system that attempts to rule us, we can overthrow the system that
rules the mortals as well. We shall be the saviors of the Earth."
Stereotypes:
�Nosferatu - They are rejected unjustly because of how they look. We are the only ones
who respect them despite their bestiality.
�Tremere - Our archrivals. None are worse than these manipulators.
�Ventrue - These contemptible, conniving politicians are hypocrites of the highest
degree.
�Gangrel - They know how to fight, that's for sure.
�Toreador - Effete bastards. They would make decent allies save for their addiction to
the human vices.
�Malkavian - Some make fine compatriots, though they're all weirdos.
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Gangrel:
The Gangrel are wanderers, rarely staying in one
place for any length of time. In this, they differ greatly from most Kindred, who tend to
find a haven and cling to it. There are no established leaders of the clan; on the whole,
Gangrel are unconcerned with such things. Withdrawn, quiet and solemn, they certainly keep
their cards close to their chests.
This is a clan of survivors - vampires capable of making it on their own. They do not
despise civilization or the society of other Kindred - they simply do not require it. They
are known for their lack of concern when crossing the lands of the Lupines (werewolves),
for it is said they have friends among the shapechangers.
The Gangrel are themselves very capable shapeshifters, which may explain their ability to
cross the wild areas unmolested. There are no reports of them being able to transform into
anything other than wolves and bats, but there are old tales of Gangrel elders who could
achieve a mist form. Perhaps because of this Protean Discipline, their features often
resemble those of animals; indeed, some of the oldest Gangrel barely resemble human beings
anymore.
The Gangrel are closely affiliated with the Gypsies; in fact, if the stories are to be
believed, the Gypsies are the mortal descendants of the Antediluvian who founded the
Gangrel line. They are under his protection, and any Kindred who harms or Embraces one of
them will answer to him. Regardless of whether this is true or not, Kindred are loath to
harm Gypsies. Members of the Gangrel clan are expected, through long-standing tradition,
to aid the Gypsies whenever necessary. It has been known for Gangrel to be aided by the
Gypsies as well. Certain Gangrel have adopted much from the Gypsy culture, including
mannerisms, linguistic elements, and even dress.
Nickname: Outlanders
Appearance: The members of this clan often have animalistic features, especially if they
have the Protean Discipline. They are usually quite rustic in dress and mannerisms.
Haven: Gangrel are nomadic by nature and almost never create permanent dwellings. Though
they may live within a single city, they will usually not create havens for themselves,
but will instead sleep in a different place each day. They are often found in parks, zoos
or semi-wooded areas in the city. Most of them are able to meld with the earth and do so
each dawn to escape the sun.
Background: Gangrel always pick their progeny very carefully, seeking those who are
survivors. However, once they Embrace these mortals, they abandon them, leaving the
childer to make their own way in the world. Though sires may watch from a distance, they
almost never interfere. When the time is right, they present themselves to their
fledglings and teach them the ways of the clan.
Character Creation: Gangrel often have drifter or Working Joe concepts. Their Natures and
Demeanors tend to be quite similar. Physical Attributes are primary, as are Talent
Abilities. Normal Background Traits are Allies (the Gypsies) and Mentor (their sires).
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel become increasingly animal-like each time they frenzy - the player of
a Gangrel character must pick a new animal feature each and every time the character does
so. As Gangrel age, they increasingly resemble that which they truly are - the Beast.
These features tend to negatively affect the character's social skills. For every five
animal features gained, the player must lower one of the character's Social Attributes by
one.
Organization: The Gangrel do not really consider themselves a clan. They almost never have
clan meetings and rarely attend Camarilla councils. However, they do tend to enjoy each
other's company more than that of other Kindred and can often be found together.
Quote: "The city is not our home. It is simply the only place where we are allowed to
exist for long. Our people have become ill and deranged because we have lived in this
purgatory so long and have grown dependent on the tainted blood of the mortals."
Stereotypes:
�Nosferatu - Kindred of strong spirit; we have much in common with them.
�Tremere - Though they do not realize it, we are enemies. They follow the wrong path and
seek to destroy us all.
�Ventrue - Every sect must have leaders; every leader must serve the sect. Our leaders
are neither worse nor better than most.
�Toreador - We hold them in contempt because they have earned nothing better. They must
learn to serve instead of take.
�Brujah - Their virtue is pure, but their vision is cloudy.
�Malkavian - They are reservoirs of immense power, but even they do not know how to tap
it.
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Giovanni:
No other clan is more intent on maintaining a front of respectability than the Giovanni,
and none is more repulsive at heart. Giovanni vampires are rich merchants, speculators and
investors who spend most of their nights manipulating their vast assets from skyscraper
offices. They spend the rest of their nights in crypts and mausoleums carrying out their
dark and morbid rites.
Legend has it the clan founder hoped to bolster his own power by Embracing a coven of
Venetian necromancers. This coven was actually a tightly knit family of Giovanni who had
strong trade interests in the Mediterranean region. The Giovanni repaid their sire for his
gift by slaying him and all his other descendants. Vampires from around the world reacted
with fear and horror, and many joined together to hunt these Devil Kindred. After almost a
century of intermittent warfare the clan made peace with its foes by promising to maintain
a low profile and keep out of Kindred politics. The Giovanni clan has apparently
maintained its pledge to this day.
Still, suspicion of this clan has continued to the present day. By staying neutral in
Cainite battles, the Giovanni has had free rein to build its merchant empire. Now the
clan's wealth is undeniable, but no one knows the exact purpose for which it employs this
wealth. Few outsiders have ever taken part in the clan's necromantic rituals, so the
purpose of these is likewise a mystery. Instead, suspicions and innuendoes have taken the
places of facts and truths.
Every member of this clan is also a member of the Giovanni family. By longstanding
tradition Giovanni only Embrace those of their own family, and most of their Retainers and
ghouls are also of the family. Three members of each generation are chosen as children to
be Embraced when they are ready, and are carefully raised to prepare them for it. Others
in the family may be Embraced later in their lives, as a reward for extraordinary service.
Because all Giovanni are related by blood (in both senses), they are extremely loyal to
one another, and betrayal by one of them is unthinkable. Certainly the Giovanni possesses
the most reliable Retainers of any clan
Clan Giovanni is one of the more rigidly controlled clans, and contact is constantly
maintained between members of the clan. It is still ruled with an iron hand by its
patriarch, Augustus Giovanni, the original leader of the coven when it was first Embraced.
Augustus sees his control over the line as similar to that of a prince's control over a
city, and requires those below him to adhere to the Rule Of Creation: his permission must
be obtained before the Giovanni Embrace can be gifted to anyone. However, some younger
members of the clan are given significant leeway and freedom to pursue new control over
corporations. Because the clan's influence in America is still limited, many of its
members have been sent to the New World in recent years.
If asked, most Giovanni would say they do what they do in order to gain a complete
understanding and appreciation of the form they will have for all eternity. These Giovanni
believe this form to be of one use - gaining power. Other Giovanni refer to the god-like
feeling they get from having power over death.
Nickname: Necromancers
Appearance: Despite (or perhaps because of) their horrid underground practices, Giovanni
always try to maintain a front of respectability. They dress well, in conservative styles;
the women frequently look matronly, while male Giovanni are often white-haired, bearded
and look like favorite uncles.
Haven: Giovanni generally dwell in mansions and condominiums in the finer parts of town;
most also maintain at least one hideaway in a sewer or graveyard.
Background: Giovanni Embrace only those from their own mortal family. Thus, all those in
this clan are of Italian descent.
Character Creation: Giovanni almost always have professional concepts. Their most common
Natures are Deviant and Architect, though they may assume any Demeanor. Mental Attributes
and Knowledge Abilities are almost always primary. They always have at least some
Resources, but can have any other Backgrounds they desire. Most will also have Retainers,
who are always siblings or cousins in the Giovanni family.
Clan Disciplines: Dominate, Necromancy, Potence
Weaknesses: Living creatures upon whom the Giovanni feed take twice as much damage as they
otherwise should. Thus, if a Giovanni drank one Blood Point, her victim would take two
Health Levels of damage. For this reason, Giovanni are among the most prominent blood
bankers and take vitae from people who have died moments before whenever possible.
Organization: The Giovanni clan is based out of Venice, where the clan headquarters is
located. Its members work together to advance the study of death, and can always call on
their brethren should they be in trouble. This is a small clan, however, and physical
assistance is usually hundreds of miles away.
Gaining Clan Prestige: The easiest way to gain Prestige among the Giovanni is by
accumulating vast amounts of wealth. A more difficult way is by discovering new
understandings of death, either through art or magic.
Quote: "No other beings have as great an understanding of Death as we do. There is no
great mystery, no facet of existence that affects every moment more than the fact that
existence always ends. To understand this fully would render one omniscient."
Stereotypes:
* The Camarilla - These suspicious busybodies are always putting their noses where they do
not belong. If they truly wanted to know what we are doing, then they would kill
themselves.
* The Sabbat - They have come closer than anyone else to grasping the Truth, but having
stopped short they will have a harder time reaching it than anyone else. They can be
safely ignored.
* The Inconnu - They watch us constantly but understand nothing. If they did, they would
not let us continue, for we will be the end of them.
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Lasombra:
The Lasombra is the Sabbat clan of leadership. The members of this clan tend to be the
most loyal and aggressive vampires in the sect. Their success in destroying the clan's
non-Sabbat members gives them an additional level of prestige. Some say Lasombra
Methuselahs of the Inconnu have survived and wish to bring down their treacherous childer.
There are also some Lasombra antitribu, members of the clan outside the Sabbat. Some of
them are members of the Camarilla, but most serve their own interests.
The Lasombra are natural leaders. They rose to lead the Sabbat soon after the Brujah
leaders betrayed the anarchs. The Lasombra knew they would be severely punished for the
destruction of their elders, so they had to keep the remaining anarchs strong. The
Lasombra took the lead role in organizing the remaining anarchs into the Sabbat. Since
that time, they have always enjoyed a great deal of prestige within the sect. All but one
of the Regents have been of this clan. Most Lasombra are members of founded packs since it
is easier for them to increase their power that way.
The Lasombra are loyal to the Sabbat, but they also believe it is their right and
responsibility to be the strongest leaders of the sect. Lasombra often fight over who
should lead among them, but they prefer other Lasombra to the members of other clans.
There is less intrigue in the Sabbat than the Camarilla, but what does exist is found
among the Lasombra.
The Lasombra are just as concerned about freedom as the other clans of the Sabbat, but
they view the means of holding onto that freedom a little differently. They emphasize the
control of mortal political, religious and financial institutions as a way of defending
the Sabbat from threats. The Lasombra maintain the largest number of retainers of any clan
in the Sabbat. They maintain agents in many positions of power and have implanted spies
throughout the world. These agents are loyal to the Sabbat, but they answer directly to
the Lasombra. After all, the Lasombra consider what is good for their clan to be good for
the sect.
Even more than the Ventrue and Tremere, the Lasombra are masters of intrigue. Rather than
erect the genteel facade of the aforementioned clans, however, the Lasombra are openly
competitive and warlike. Lasombra maintain their often tenuous control over their Sabbat
brethren through a mixture of force, espionage and manipulation, often guiding the other
clans without said clans' realization. The word "Machiavellian" aptly describes
the members of the clan. Stealth and cunning are second nature to them, to the point that
they have developed an affinity with and control of the forces of night and shadows.
Before the Anarch Revolt, most of the Lasombra made their homes around the Mediterranean.
The clan established extensive control over the mortal politics and religion of the
region. They established a spy network reaching all the way through Western Europe, Russia
and Europe's colonial properties in the New World. After destroying their elders, the
Lasombra anarchs were forced to flee north into the Scandinavian countries. It was here
that the Sabbat developed into a real sect. Because the Camarilla tried to put an end to
the fledgling sect, the Lasombra prompted the massive migration of Sabbat to the New
World.
Nickname: Keepers (as in brother's)
Appearance: The Lasombra of the earlier generations are mostly of Spanish or Italian
ancestry. The younger ones are of many different peoples. Most Lasombra dress well. They
love wealth and often wear expensive jewelry and drive fancy cars.
Haven: Most younger Lasombra do not maintain private havens, preferring the pack's
communal haven. Most of the elder Lasombra prefer their own private havens, but stay with
their pack when necessary.
Background: Lasombra choose mortals who demonstrate a lust for power. They often pick
those already possessing political or financial influence. They look for the brightest and
most cunning of kine to strengthen the Sabbat.
Character Creation: Lasombra can have any Demeanor, but their Natures tend to be
leader-oriented. Social Attributes are primary and Mental Attributes are usually
secondary. Although most Lasombra have high Leadership scores, any type of Ability can be
primary. Background Traits include Contacts, Influence, Mentor, Resources, Retainers and
Sabbat Status.
Clan Disciplines: Dominate, Obtenebration, Potence
Weaknesses: Due to a side effect of their Obtenebration Discipline, the members of this
clan can no longer be seen in mirrors, nor can they appear in photographs or on film. This
allows them to bypass security cameras and the like, but makes it relatively easy to
detect them as vampires. Many Lasombra have human or ghoul retainers who groom them.
Preferred Paths: The most popular Paths are the Path of Power and the Inner Voice and the
Path of Honorable Accord. The Lasombra also lead in trying to seek out and destroy the
Path of Evil Revelations. Even if a Lasombra does not follow the Path of Honorable Accord,
she is expected to treat others of her clan honorably. Others outside the clan have noted,
however, that many who follow the Path of Evil Revelations are Lasombra.
Organization: The Lasombra is not a closely knit clan, but it does hold meetings, called
conventicles, at least four times a year. A separate conventicle is held in each
archdiocese; this meeting is open to any clan members in the territory at the time. The
meetings serve as a chance for clan members to keep up with happenings among other
members. The conventicles coordinate clan support for causes that can aid the clan as well
as the Sabbat. The Vaulderie plays an important role in the conventicle, strengthening the
clan's bonds. It is also a place to observe all the intrigue and rivalry among clan
members as they struggle against the Vaulderie.
Gaining Clan Prestige: The Lasombra prefer their members to compete with one another and
to pursue their own personal goals. However, any clan member who hurts the clan's position
or reputation will receive draconian punishment. Lasombra gain Prestige whenever they
succeed in becoming leaders in the Sabbat, especially at the expense of a non-Lasombra
leader. They also receive Prestige for successfully increasing the wealth and influence of
the clan. Prestige is very important to Lasombra, but they downplay this fact in the
presence of non-Lasombra. They do not want other Sabbat questioning their leaders'
loyalty.
Quote: "It's true that I seek to lead my coven, but only because I do a better job
than any of the others. I would look favorably on any efforts you might make to assist me
for the good of our beloved sect. I'm sure you know that if I were to become leader your
own ideas for the betterment of our Sabbat would have a much greater chance of succeeding.
Besides, there may be something I can do for you as well."
Stereotypes:
* Tzimisce - "The darkness in these powerful rivals is even greater than our own. We
must keep them at bay by rationing their power and keeping them busy."
* Assamite Antitribu - "All our brothers and sisters could learn a thing or two from
them. They are the backbone of our sect as much as we are the brains."
* Brujah Antitribu - "They are more trouble than they are worth. They are accepted
only because they will give their unlives for us and because they are too disorganized to
challenge our power."
* Gangrel Antitribu - "They are useful tools. They do not like staying with their
packs, but we put up with it. I cannot understand how they can have so much inner strength
and so little ambition."
* Malkavian Antitribu - "They are amusing, but no real threat to us. They can be
manipulated into following our cause at the drop of a hat."
* Nosferatu Antitribu - "Those monsters are better kept underground. Their service to
us is superb, but they must end their relations with those outside the Sabbat. We have
tolerated it for far too long. They may gain secrets, but how many have they given in
return?"
* Panders - "They try our patience, but everyone needs someone inferior around just
for relief."
* Ravnos Antitribu - " Petty little vampires. However, their unique talents are of
great use to us."
* Serpents of the Light - "I have heard it said that it is better to keep your
friends close and your enemies closer. Do you know what I mean?"
* Toreador Antitribu - "They are enlightened in many ways. They epitomize what we all
are at heart. They are of limited use to us in Jyhad, but they represent us well."
* Tremere Antitribu - "They are crafty vultures. We need them, however, because the
Camarilla has its own foul wizards. As long as they take orders and don't try to give
them, they will be treated fairly."
* Ventrue Antitribu - "They are useful servants, though a bit too arrogant and
educated to be manipulated with ease. Their cowardice is merely an image. They are loyal
to our cause."
* Black Hand - "It is dangerous to allow the Hand to remain intact for long periods.
Though the Black Hand has never challenged our authority, that does not mean they can't or
won't."
* Camarilla - "They are the army of the Antediluvians. We must place their ultimate
destruction before any other cause."
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Malkavians:
The Malkavians are insane, one and all. From madness, however, comes wisdom, and from
wisdom comes power. The Malkavians are true creatures of chaos. However, the Malkavians
are also known to be clowns and pranksters. As with all things connected with them, not
everything makes sense.
This clan is infamous for its destructive and nihilistic members. Malkavians have a
reputation for sadistic behavior and for holding little grasp of the humanity they still
retain. In truth, such Malkavians are a minority. The members of this clan regularly
surprise the Kindred; often they do not seem insane. Some Kindred believe the Malkavians
have an undeserved reputation, and have been sullied by a few truly psychotic members.
However, remember that sometimes the most normal-seeming people have the least grasp on
reality.
The Malkavians have a time-honored tradition of playing practical jokes upon Kindred and
kine alike. The nature of these "pranks" can vary wildly, ranging from the
harmlessly fun to the potentially lethal. The Malkavians, when they interact with one
another at all, tend to award prestige within the clan on the basis of these pranks. Many
Malkavians solemnly believe that the Jyhad is a joke created by the founder of their line.
The Malkavians are very picky about whom they Embrace. Typically, only those on the verge
of insanity are chosen. The members of this clan search long and hard for those who have
seen so much truth that they have descended into the pits of chaos, and thus have unique
perspectives on reality. Indeed, if the progeny-to-be is sane, the sire will make the
Embrace and Becoming as difficult as possible, seeking to drive the mortal mad in the
process.
Nickname: Kooks
Appearance: The members of this clan have different looks and live vastly differing
lifestyles.
Haven: Malkavians live anywhere they feel comfortable. Many of them seek out hospitals and
asylums to reside in. Some are even assumed to be inmates by the staff.
Background: The members of this clan only select those who are close to death as neonates,
or those who are so insane that existence as a vampire is of little consequence. They
believe all mortals should have a chance to live out their natural lives.
Character Creation: Malkavians can have any sort of concept - the weirder the better. They
may have a variety of different Demeanors, which are rarely indicative of their true
Natures. Mental Attributes are primary, as are Talent Abilities. Malkavians can have
nearly any Background Trait.
Clan Disciplines: Auspex, Dominate, Obfuscate
Weaknesses: All members of this clan have some sort of Derangement. In fact, characters
begin the game with one. The player may choose any Derangement (see Chapter Eight), but
the character will never be able to completely overcome it, no matter how much Willpower
is spent. The touch of madness is always upon the members of this line.
Organization: Many Malkavians probably do not understand that they are a clan, and the
rest are busy denying that they are Malkavians.
Quote: "Madness you say! Do you fear me? Are you afraid of what I might do, of what I
might say? What a fascinating reaction. Don't you find it somewhat encumbering?"
Stereotypes:
�Nosferatu - They are the most amusing of all the clans and perhaps the most honest, for
they so obviously are what the others try so hard to avoid.
�Tremere - They perceive what we perceive, but hide from it. They still strive to avoid
that which is inevitable. Nature is full of cycles.
�Ventrue - They are the most fun to play games with, for they take it all so very
seriously.
�Gangrel - They are different from the rest, as are we, but they are even more lonely.
�Toreador - Such gleeful hedonists it is not a life they live, but an everlasting death.
But if they should ever comprehend that, their party would end.
�Brujah - They have a vision, but in their fanaticism they are as blind as the rest.
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Nosferatu:
The Nosferatu are the least human-appearing of all the clans. They look something like
feral animals. Their smell and appearance are revolting - one could even say monstrous.
Long, bulbous ears, coarse-skinned skulls covered with tufts of hair, and elongated faces
splotched with disgusting warts and lumps are among their less nauseating features.
After Nosferatu have been Embraced, they undergo an exceptionally painful period of
transformation. Over a period of weeks, they slowly shift from their mortal countenances
to their Nosferatu visages. In the beginning, the childer may revel in their newfound
powers, but soon the pain and the changes will begin. The psychological trauma of becoming
such a loathsome monstrosity is often more painful than the physical symptoms.
Nosferatu usually Embrace those mortals who are twisted in one way or another:
emotionally, physically, spiritually or intellectually. They consider the Embrace too
horrific to bestow on any worthwhile human beings. With the change into vampires, the
Nosferatu hope to somehow redeem the mortals, to give them a second chance. It is
surprising how often it works. Underneath the grim exterior, the Nosferatu are practical
and surprisingly sane.
It is said they revel in being dirty and disgusting and do little to make themselves look
better (not that there is very much they could do). Indeed, they are cheerful amid their
squalor, especially when others are forced to enter their realm. They are known for being
grumpy and lewd, and cannot be trusted to conform to the standards of civilized society.
Though their Obfuscate Discipline enables the Nosferatu to travel through mortal society,
they are unable to interact with it. Therefore they must live apart. The habits that
develop from such an existence extend even to their interactions with other vampires. They
avoid all contact, preferring their own solitary existence to the chaos of interacting
with others.
Though Nosferatu may not fraternize with other vampires, they do remain surprisingly
cognizant about the affairs of the city. They favor such tactics as listening to the
conversations of other vampires from hiding, and Nosferatu have even been known to sneak
into the prince's haven to discover the deepest secrets of this elder. Anyone wishing to
know any information about the city or its immortal inhabitants need only speak with a
Nosferatu.
The Nosferatu do stay in contact with one another, and have developed a unique subculture
among the Kindred. They play host to one another with the most elaborate politeness and
gentility. They share the information they garner among themselves, and as a result are
probably the best-informed of the Kindred.
Nickname: Sewer Rats
Appearance:The changes that the curse has wrought upon the members of this clan are the
most dominant of any bloodline. They sport huge fangs, their skin is coarse and wrinkled,
and they typically have no hair (except in all the wrong places).
Haven: The Nosferatu most often live underground, either in dank cellars or within the
city sewer system. When they do live above ground, they frequent abandoned houses or
graveyards.
Background: They tend to choose their fledglings from the castoffs and failures of
society: the homeless, the mentally ill and the hopelessly antisocial.
Character Creation: Most Nosferatu have lower-class concepts, and tend to have a strong
contrast between their Natures and Demeanors. Physical Attributes are primary, as are
Talents.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: Nosferatu are so ugly that they have an Appearance of zero. Simply cross the
entire Attribute off the character sheet. Nosferatu fail any action that involves their
Appearance (they really are hideous).
Organization: They tend to look out for themselves and mingle little with others. They are
united in spirit, with an established network, but almost never have formal clan meetings
of any sort.
Quote: "I don't look for trouble, but if it comes, I hide from it. Damn right, pretty
boy. You may call me chicken, but I've known a lot of Kindred over the years who got smart
just a few seconds too late. It's not like we can't die, it's just that it don't come
natural any more."
Stereotypes:
�Tremere - Shady characters; they're up to something.
�Ventrue - Too damn proper; something's stuck up their....
�Gangrel - Good blokes; they know who they are.
�Toreador - Empty-headed whelps who should be spanked.
�Brujah - Nice enough fellas, once you get past the crap.
�Malkavian - Creepy, ain't they? Don't even trust 'em.
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Ravnos:
The Ravnos clan shares many characteristics with the Gangrel, but there is no other clan
with which it more differs. The Gangrel are loners; the Ravnos love companionship. The
Gangrel are combative; the Ravnos try to avoid direct physical confrontations. The Gangrel
are honest and forthright; the Ravnos are masters of lies and deceit. The most obvious
similarity between Ravnos and Gangrel is the nomadic lifestyle common to both. Few Ravnos
would ever consider staying in one city for an extended amount of time. Those who have
adapted to an urban lifestyle change their havens on a regular basis, never staying in one
for more than a month.
The other prominent similarity between Ravnos and Gangrel is both clans' connection with
Gypsies. However, while the Gangrel are widely accepted among Gypsies, the Ravnos are
accepted only within their own family group (if they are of Gypsy blood). Though Ravnos
live much like Gypsies, they are not accepted by them. While most blame this on the
Ravnos' unquenchable compulsions to lie and steal from those around, others say the very
auras of the Ravnos repulse the sensitive Gypsy mystics.
Theft and con games are the most common aspects of the Ravnos lifestyle. Constant
traveling makes it harder for Ravnos to be caught engaging in their favorite pastimes, and
gives them an infinite number of marks and shills to take advantage of. Ravnos find no
greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch
his wallet, gun and pants while these Licks are around.
Free movement is very highly regarded by Ravnos. They freely move back and forth between
cities controlled by the Camarilla and those controlled by the Sabbat. Anyone who attempts
to prevent Ravnos from entering a city is given the "treatment" - large groups
of the clan will enter the city and give it a thorough scouring. Few princes have the
courage to risk such and, despite their disgust, most do not prevent Ravnos from entering
their city.
Ravnos take their personal and clan honor very seriously, and it is one of their most
prized possessions. However, the code of honor by which they live is quite different from
the rules most folk follow. They do not place much pride in keeping their word unless they
shake hands on it - after spiting into their palms (with blood, of course). They are
honor-bound to avenge themselves if anyone besmirches their honor or "good
name." They do not cheat or steal from others of the clan, but feel no such
compunctions about outsiders. Friendship is valued very highly, and they will always come
to the aid of those whom they consider "brothers."
Nickname: Gypsies
Appearance: Ravnos are almost always of Gypsy descent, and thus are often swarthy in
complexion, with dark hair and black eyes. However, these traits are not universal. There
have been blond, blue-eyed Gypsies, Oriental Gypsies and Gypsies of African heritage.
Furthermore, in North America, where Gypsy culture has become more urban, Ravnos have been
known to Embrace gorgio (non-Gypsies). In Europe, however, all of this clan are still of
the Gypsy blood, and any gorgios Ravnos would immediately be extinguished.
Haven: Ravnos constantly travel from city to city. Though they may settle somewhere for a
time and even establish havens, after a few months they always hit the road again. Usually
the princes of their temporary abodes "persuade" them to leave much sooner than
that.
Traditional Ravnos make their homes in gaudily colored, covered caravans which travel the
countryside, stopping here and there to trade, celebrate holidays or just for a change of
pace. In North America, where Gypsies have moved into the cities, the Ravnos have followed
suit. Now they make their temporary homes in the basements of fortunetellers' shops and in
the backrooms of Gypsy houses. Still, some Ravnos in the New World follow the old ways,
while others have adapted them and travel across the continent in convoys of old luxury
cars, vans and RVs.
Background: Ravnos generally sire few childer, and those they do Embrace are generally the
most promising members of their own families. Younger Ravnos have been known to be more
willing to sire, however, and neonate Ravnos from all backgrounds are beginning to plague
the Kindred community.
Character Creation: Ravnos usually have drifter and outsider concepts. They generally have
Jester-type Natures but are willing to change their Demeanors at a moment's notice. Social
Abilities and Talents are generally primary, and they almost always have a number of
family members as Retainers. Some also have high Resources in the form of gold and jewels
they have accumulated through the years. Such trinkets are highly prized among them as
symbols of success and expertise.
Clan Disciplines: Animalism, Chimerstry, Fortitude
Weaknesses: Ravnos are infamous for their trickery. Each has a specific area of thievery
and deception in which she is especially interested, and practices it every chance she
gets. In fact, a Ravnos must make a Self-Control roll (difficulty 6) not to perform her
crime of choice when the opportunity presents itself.
The player should decide during the creation process what type of "crime"
attracts the character. Some common crimes include con games, thievery, gambling, cheating
and extortion. Players and Storytellers should feel free to create new ones.
Organization: There is no organization to this clan, for no Ravnos would trust another to
keep his word. However, when two or more Ravnos meet somewhere, they will likely put on a
great show of camaraderie, pledging each other their undying loyalty - a vow that is
quickly forgotten.
Gaining Clan Prestige: The best way to gain the respect of other Ravnos is to pull off
wonderful cons, the tales of which are then retold for years to come. Getting a prince to
trade her favorite vessel for a worthless knickknack or stealing a Methuselah's coffin
from his haven would earn a Ravnos a great deal of esteem within the clan. The more
souvenirs a character can collect from his exploits, the better; it is considered bad
taste to talk about oneself unless one has something to show ( the idea is to talk about
the object not oneself)
Quote: "How could anyone take seriously the form we have been given? It's fun! We can
do anything we want and all these others sit around trying to be statues. They act like
they've been crucified on a trushul. That could never be the unlife for me."
Stereotypes:
* The Camarilla - They died once and seem intent on dying again. They live unlives of
quiet desperation, doing nothing and voluntarily jailing themselves in their cities.
* The Sabbat - Humorless brutes. They kill for no reason and have even less of an
appreciation for comedy than do the stone-faces of the Camarilla.
* The Inconnu - As boring as these musty old fogies may seem, they are really the only
ones who seem to understand what we do. They are never what they seem.
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Followers of Set:
The Followers of Set, or Setites as they often call themselves, make up one of the most
widely loathed clans in the world. The Camarilla decision to ask the Setites to join came
only after weeks of divisive debate, and the fact that few Setites responded to the call
was met with a wave of relief from the young sect.
The explanation for this reaction lies with the very nature of the Setites. They are the
masters of moral and spiritual corruption. They seem to have an uncanny ability to find
the weakness in any organization or individual, and the uncommon urge to exploit it.
Drugs, sex, money and power are their weapons of corruption, and they take great delight
in using them against Kindred and kine alike. The Setites believe that the power of decay
and corruption is absolute; no one is immune.
Although few Setites have become members of the Camarilla, this has not stopped factions
within the sect from making use of their special talents. In the world of Kindred
politics, the Followers of Set have the distinction of being regarded as a necessary evil
The Followers claim to be able to trace their clan's lineage back to the Egyptian Dark God
himself. The truth of this statement, however, remains unrevealed. In any event, they are
darkly powerful beings with unclear interests beyond the assumption of mortal and
supernatural power.
According to legend, the clan originated in ancient Egypt. About 5000 B.C., a group of
powerful Kindred gathered around the Nile River delta. There they are said to have
established a thriving civilization and enthroned themselves as the ruling gods. Among
these Kindred was one named Sutekh. Sutekh, renowned as a warrior and hunter, stalked the
darkness like a great beast; by 3300 B.C. he was being worshipped by some mortals as the
God of Night and Darkness. He was more than likely a member of the third generation, an
Antediluvian.
For the next two millennia, Sutekh, now calling himself Set, enjoyed the worship of
mortals and the respect of his fellow Kindred. However, a power struggle began when a
vampire known as Osiris, along with several of his progeny, began to claim absolute
kingship over the rest of the Kindred. Set opposed Osiris, and for several hundred years
the two waged a savage war. By 900 B.C., the tide had fumed against Set and his followers.
A being known as Heru-Behutet, and his warriors, defeated Set and his allies in a great
battle. Set was exiled and his followers slaughtered. In his anguish, Set vowed that if he
were to be exiled into the darkness, then that darkness would become all-powerful.
In the centuries that followed, Set recruited new followers. Most came from Egypt but
there were others as well. Greeks, Romans, Persians and Semites all fell under the
influence of Set, god of darkness. His message spread to the far corners of the known
world. From the mountains of Spain to the shores of the Black Sea, the seeds of darkness
were planted. Finally, in A.D. 33, Set himself vanished from the world ( likely to escape
being a casualty of the Jyhad). Before he disappeared, Set promised his followers that he
would eventually return in all his dark glory.
Even after his disappearance, this clan grew in power. Always small in number, it exerted
an influence that belied its size. Some say that its members were partially responsible
for the birth of the Inquisition, though there is no proof to substantiate this
allegation. Empires have come and gone and still the Followers of Set carry on their
master's dark traditions.
In modem times, the Setites found a new home in the Western Hemisphere. Both Jamaica and
Haiti became fertile recruiting grounds for the clan. Using the sophisticated science of
modern times, the Setites became druglords extraordinaire. Several Haitian secret
societies and Jamaican posses are rumored to be under their control, along with at least
one Middle Eastern terrorist group.
The first Follower into an area establishes a temple and prepares the way for others. Once
a newcomer arrives, she stays at the temple until she has enough power to found her own.
Each temple is at the center of a web of corruption, and is always led by a single
vampire.
Nickname: Sand-Snakes
Appearance: The vast majority of the Followers of Set have very distinct Middle Eastern
features; however, increasing numbers are taken from all races. Red hair is especially
prized because it is considered a mark of Set. When the Followers are seen, they are
usually garbed in deepest ebony robes of an ancient quasi-Egyptian style. Ritual
disfigurement is also common, though the nature seems to vary from member to member.
Haven: The Setites prefer to reside in caverns or bunkers deep underground. Often, the
walls of these havens are decorated with Egyptian hieroglyphics telling the story of Set.
These havens are known as temples, and they are always under or near the headquarters of
the Setites' criminal activities.
Background: Typically, the Followers of Set choose neonates from their own human
Retainers. Originally, only those of Egyptian descent were chosen as Retainers. Within the
last century, however, a number of Europeans and Americans have been recruited.
Character Creation: Most Setites have outsider concepts, although there are a small number
of dilettantes, criminals and politicians among them. They are often Curmudgeons or
Deviants by Nature and will adopt whatever Demeanor is appropriate at the time. Social
Attributes are primary, as are Talents. Most have the Background of Retainers and many
have Contacts and Allies throughout various criminal organizations.
Clan Disciplines: Obfuscate, Presence, Serpentis
Weaknesses: Setites are extremely susceptible to sunlight. Double the dice for damage from
any exposure to it. They are also susceptible to bright lights and subtract one from all
Dice Pools while in bright light (i.e., spotlights, nightclub strobe lights, searchlights,
magnesium flares, etc.).
Organization: Each city with a Setite presence has its own local Temple of Set, overseen
by a Kindred priest or priestess. There may be one or more subpriests depending on the
size of the domain. There are usually three to five human Retainers per priest. The Grand
Temple of Set is rumored to be some where in southern Sudan near the Ugandan border.
Monthly gatherings are held in each temple at the dark of the moon. It is rumored that
once every century there is a great gathering held at the Grand Temple.
It is also said that there once was a group known as the Children of Osiris, whose members
opposed the Followers of Set. Nothing is known of them, and the Setites claim to have
literally consumed them.
Gaining Clan Prestige: Clan Prestige within the Followers of Set is gained by enslaving
others through their own weaknesses. The more followers a Setite has, the more respect she
garners among her peers. Setites can also gain Prestige by corrupting people and Kindred
in high positions.
Quote: "We are the small voice that whispers to you in the lonely hours of the night.
We call to the darkness within all of you. We came from the dark and to the dark we shall
all return."
Stereotypes:
* The Camarilla - A group of arrogant fools who think they can use us when in truth it is
we who use them. The Toreador, with their vain artistic pretensions and degenerate tastes,
are a special favorite. The Tremere and Ventrue clans' love of power often leads them to
us. The others all have their various weaknesses that make them easy prey.
* The Sabbat - They belong to us already; they just don't know it yet. The darkness is
strong in them, but they love it in a different way than we do.
* The Inconnu - Let sleeping fools lie. They think they're safe, but what they don't
realize is that the darkness is everywhere. Like everyone else, they have their
weaknesses. Even they cannot escape us.
Toreadors
The members of this clan are known for their hedonism, though that is a misinterpretation
of what they truly are. They are proud and regal Kindred, highly excitable, and they
cultivate expensive tastes - but hedonism is going a bit too far. Artists are always so
misunderstood.
The Toreador are the most sophisticated of the clans. They are concerned with beauty in a
way no mortal can fathom. They use the rarefied senses and tastes given to them by the
Embrace to become as consumed and impassioned as possible. Ideally, to a Toreador, nothing
matters as much as beauty, though in many cases the search for beauty is overwhelmed by
the search for pleasure, and the Toreador becomes little more than a sensualist.
Like all true artists, they search for a truth beyond an existence they fear to be
meaningless. It is that struggle for truth, and ultimately salvation, that has inspired
them with what they consider to be their mission - protectors of the genius of the human
race. They are truly in love with the vigor and passion of the mortals, and never tire of
marveling at their creations.
The clan as a whole considers its members conservationists; their protectorate consists of
the world's greatest artists. They specifically seek out those whom they consider to be
the most talented and grant them the boon of immortality, thus preserving their genius
against the ravages of aging and death. They constantly search for new talent and spend a
great deal of time deciding whom to preserve and whom to leave to their fate. Among the
Toreador are some of the greatest musicians and artists who ever lived.
The greatest weakness of the Toreador is their sensitivity to beauty. They so reflexively
surround themselves with elegance and luxury that they often lose themselves in the
endless pursuit of vice after vice. Some among this clan become concerned with nothing but
their own continued pleasure - the reputation of the entire clan is affected by their
excesses.
Nickname: Degenerates
Appearance: The members of this clan are usually good-looking. They always dress in the
very latest fashions from the most expensive stores. Of all the Kindred, only the Toreador
manage (or bother) to keep up with the ever-changing panoply of human fashion.
Haven: They often live in luxury condos or apartments near the center of the city, as
close to the action as possible.
Background: They pride themselves on only selecting the most exemplary members of human
society for initiation into their clan. Most members were artists or musicians, and many
continue their artistic pursuits in undeath.
Character Creation: Toreador often have entertainer or dilettante concepts. They have
flamboyant Demeanors, but may have very unique Natures. Social Attributes are primary, as
are Skills. Normal Background Traits include Fame, Resources and Retainers.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: The members of this clan are as much prisoners of their artistic vision and
sensitivity as they are its beneficiaries. They are often overcome by the beauty they see
around them, and become immobilized with fascination. Such things as paintings, neon
signs, or even sunrises can captivate them. It requires a successful Willpower roll to
break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for
minutes or even hours. This trait explains why Toreador so often fall in love with
mortals.
Organization: The members of this clan meet frequently, though these gatherings are more
social occasions than councils. In times of great urgency, they become united and
ferociously active, but typically they are too apathetic to be much of a force.
Quote: "I remember my first love, a beautiful woman with a silver laugh. For nine
years we were constant companions, but in the end I had to let her go. She begged me to
take her but I could not. You may call me cruel, but in the end I realized she was not a
true artist, but an imitator. She was unworthy. I don't think I have ever recovered."
Stereotypes:
�Nosferatu - These loathsome beasts ought to have been expelled from the Camarilla long
ago. They hate all beauty and despise us for ours.
�Tremere - Honesty is not a word we associate with this clan, but we respect them for
their dedication.
�Ventrue - The patricians of our kind, the Ventrue are the only ones with the refinement
to appreciate art, though not as we do.
�Gangrel - We don't claim to understand them. Are they Kindred at all?
�Brujah - They have little respect for the accomplishments of civilization, but they do
understand the virtue of change.
�Malkavian - Though chaos can be beautiful, it would be a difficult life.
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Tremere
The members of this clan are dedicated and extremely well-organized. Others, however,
think of them as arcane and untrustworthy. They are aggressive, highly intellectual and
manipulative, and respect only those who struggle and persevere despite all odds. The
Tremere believe they must use the other clans in order to prosper. "Be friendly with
them, let them think that we are one with them, but never forget that we serve our clan
first and foremost," the Tremere elders whisper to their progeny. "If you must
use your friends in service to the clan, then you know that your time was not
wasted."
The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily
gave up their "art" for the powers and eternal life of the vampire. They have
never named a founder, and some claim they have none, having instead harnessed mystical
powers to achieve their state. Most elder Kindred discount this claim, however.
Their link to the substance of blood apparently runs deep, and they are rumored to be able
to use blood in special ways to gain extraordinary powers. Many also believe that the
knowledge of those practices has been passed down from generation to generation, and that
it is now viewed by the younger Tremere as natural and commonplace - certainly not magic.
The leaders of this clan are based in Vienna, though they have chantries ("guild
houses" for the practice of magic) on every continent of the world. A council of
seven elders is said to control the entire clan from the Vienna chantry. From that locus,
they maintain a tightly ordered, highly hierarchical group, one that allows no outsider to
view their inner workings.
Tremere typically have immense love for and loyalty to their clan, and the younger members
of Clan Tremere are expected to obey their elders without question. This is not as true in
practice as it once was, however. Though there are some rebels and anarchs from the
Tremere line, it is thought that they are posing as such on the orders of the clan, as
part of its long-term plots.
Nickname: Warlocks
Appearance: Tremere traditionally wear black coats or even cloaks with high, upturned
collars and arcane symbols sewn on the lining. Though this is no longer universal, they
still prefer black, impressive-looking clothing (such as the pinstripe power suit). Many
Tremere also carry props such as canes; some of these "ornaments" are rumored to
be potent mystical talismans.
Haven: The Tremere clan operates a chantry in almost every city where it has members. All
those of the Tremere clan are welcome in any chantry. Those who live on their own have a
wide variety of accommodations.
Background: They choose the most aggressive and ambitious people as their neonates,
preferring males. They carefully train and nurture them for years, calling them
"apprentices."
Character Creation: Tremere usually have professional and highly educated concepts and
their Natures and Demeanors tend to be archetypes connected with power or science. Mental
Attributes are primary, as are Knowledge Abilities. They often have the Mentor Background
Trait.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: Tremere neonates must all drink from the blood of the seven elders of the clan
when they are created. This means that all Tremere are at least one step toward being
Blood Bound to the clan, and therefore must watch their step very carefully when around
their leaders.
Organization: The Tremere are tightly organized and very hierarchical. The younger members
are expected to obey the older ones without question, but this is not as strong a tenet as
it once was.
Quote: "We must survive Gehenna and establish the tenets of the new world order once
the horror is overcome. If we are to succeed, we must control the other clans. No more
time can be wasted. If they cannot be convinced to aid us, they must be forced."
Stereotypes:
�Nosferatu - These creatures may make useful servants, but they are too noxious to
tolerate for long.
�Ventrue - Too fractious to be truly effective; nonetheless, they are our chief rivals
for control of the Camarilla.
�Gangrel - Noble Kindred, in their own way.
�Toreador - Idle hedonists. They do not understand that Gehenna will end their way of
life forever.
�Brujah - Ignorant revolutionaries who don't even comprehend what it is that they oppose.
They respect only power.
�Malkavian - So often they seem normal, but all their lineage carry their strange curse.
They are occasionally useful.
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Tzimisce
The Tzimisce clan is renowned for its evil. Among the most renowned of this line is Vlad
Tepes, the Impaler, who split from the clan and the sect. Tepes is especially infamous for
his cruelty, but this trait is common among the members of the clan.
The Tzimisce clan stretched across the Baltic regions of Eastern Europe for many
centuries. It established a great power base until the Tremere, then a house of mortal
wizards, established covenants in what is today northern Bulgaria. The two coexisted for a
time, not intruding upon one an other. Eventually, the power-mad Tremere captured some
Tzimisces and used them in perverse rituals aimed at extracting the essence of their
immortality. Some Tzimisces believe this was the beginning of the Tremere as a clan.
A group of mages known as House Tytalus uncovered the Tremere activities and began
maneuvering against the order with the aid of other occultists. The Tremere had seen this
coming and were prepared, gathering additional magical support from an unrevealed source.
House Tytalus met with defeat, and early efforts of the Inquisition further limited its
activities.
The Tzimisce had also suffered at the hands of the Tremere by the time of the war between
the wizards. Seeking revenge against the Tremere, the clan offered aid to House Tytalus.
The Tzimisce offered support and, in exchange, House Tytalus promised to ensure that no
mages encroached any further into the clan's territory. The two groups began working
together against the Tremere.
The uneasy alliance lasted for many years. Even after the need for it passed, the two
groups continued to aid one another as contacts and occasional supporters. It was kept
very quiet, but it lasted. In fact, the Tzimisce still has connections with certain
wizards, which the clan keeps very secret to avoid censure by the leaders of other clans.
The Tzimisce anarchs went a long way in destroying the elders of their own clan, but gave
up all major efforts to destroy the remaining few. The remaining elders live as Inconnu in
Bulgaria, Rumania, Austria and Hungary, sitting alone in their mansion and castle havens.
They have accumulated so much magical and political power that they have no fear of their
former clan, and fear the Camarilla even less.
Tzimisces have a strong appreciation for learning. They are some of the most educated
beings on earth. They seek to understand magic as well as science, but have not reached
the level of the Tremere in this understanding. While they are inhuman, they show it to a
lesser extent than do the Toreador antitribu, for instance. Most Tzimisces are grim and
serious, noted for their lack of a sense of humor (or a twisted one, at best). They are
also known for the high value they place on privacy.
The Tzimisce is the second most powerful and numerous clan of the Sabbat. The Lasombra
hold the top position in both categories. However, the Tzimisce is a driving force behind
Sabbat ideology, goals and planning. The Tzimisce clan appears happy to let the Lasombra
take the lead in carrying out sect plans.
Nickname: Fiends
Appearance: Tzimisces tend to dress in a very old-fashioned manner. Most, both old and
young, dress in clothing popular 100 years ago. Solid black, accented with white, is
popular. Tzimisces tend to resemble the traditional vampire of legend.
Haven: Tzimisces maintain luxurious mansions away from the eyes of mortals. They will stay
in communal havens for short periods, but generally dislike them. The Tzimisces are very
peculiar about their havens. To be invited in is a great honor bestowed only on the
closest of comrades. If one enters a Tzimisce's haven uninvited, he will incur the wrath
of the vampire. If a Tzimisce invites an individual into her haven, she assumes the
responsibilities of providing for and protecting the individual.
Background: Most Tzimisces choose recruits who are intelligent and well-educated. Recruits
are typically between 30 and 40. Most come from such backgrounds as medicine, science,
academia and theology; however, a few have been chosen from the ranks of lunatics. In
peace, Tzimisces get to know their targets by becoming friends with the mortals, making
sure the targets will be interesting companions for centuries, especially since sires
maintain close relationships with neonates. During Jyhad, Tzimisce commonly choose college
students and professionals such as doctors and lawyers.
Character Creation: Most Tzimisces have dilettante or professional concepts. Mental
Attributes are primary, as are Knowledge Abilities. Their Natures and Demeanors are
generally similar, but not identical. Common Background Traits include Contacts, Mentor,
Resources and Sabbat Status.
Clan Disciplines: Animalism, Auspex, Vicissitude
Weaknesses: Due to the effects of the Vicissitude Discipline, Tzimisces are in a
continuous state of physical flux (often they forget their original form over the
centuries). Thus, something deep within the Tzimisces craves stability and permanence. As
a result, each time the Tzimisces sleep, they must surround themselves with at least two
handfuls of earth from a land important to them as mortals (usually their homeland or the
graveyard where they underwent their Creation Rites). 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.
Many Tzimisces maintain several auxiliary havens, each of which contains the needed soil.
Preferred Paths: Most prefer the Path of Death and the Soul or the Path of Caine. Some are
also known to follow the Path of Honorable Accord.
Organization: The Tzimisce is a closely knit clan, but its members' loyalties lie with the
Sabbat first. The Tzimisce hold regular meetings once per year around the beginning of
fall, though not on a particular date. Unlike many clans of the sect, the Tzimisce greatly
respects its elders. However, those who prove inadequate are usually extinguished for the
benefit of the sect. The leader of the clan holds the title of Voivode, and he may make
decrees for the Tzimisce to follow. Only foolish Voivodes abuse this power, since the clan
would certainly destroy any leader who might jeopardize the Sabbat or compromise the
clan's power.
Gaining Clan Prestige: The Tzimisce protocol for gaining Prestige is extremely complex. It
is gained by maintaining the good reputation of the clan, demonstrating control over
others, and supporting the conservative leadership role the Tzimisce plays in sect
affairs. It should also be noted that this clan never awards Prestige to the foolish,
rebellious or obnoxious. Subtlety carries a great deal of weight with this clan.
Quote: "Those who possess true power seldom need to use it. There is much about us
you do not know, nor ever will."
Stereotypes:
* Lasombra - "We allow them to lead, even though many of our clan hold minor
positions as prelates. They take the brunt of all dissension, leaving us unscathed."
* Assamite Antitribu - "It is better they fight with us than against us."
* Brujah Antitribu - "They represent that for which the Sabbat stands. They are far
too disordered to ever accomplish anything as a clan."
* Gangrel Antitribu - "They enjoy the freedom we fight for and we cannot hold that
against them. They can be difficult to manage at times."
* Malkavian Antitribu - "They increase our number and cause fear in many. They are
sons and daughters of Caine. They have as much right to save our race as the next
vampire."
* Nosferatu Antitribu - "They are the most highly adept spies we have."
* Panders - "Lesser creatures. They challenge the order of things in our sect. That
is not so bad, as long as we do not let them get out of hand."
* Ravnos Antitribu - "One never knows where one stands with a Ravnos, even if said
Ravnos is of the Sabbat."
* Serpents of the Light - "They are Setites nonetheless. They just want us to think
they are loyal."
* Toreador Antitribu - "Sycophants of the Lasombra. They accomplish nothing and would
be better off destroyed."
* Tremere Antitribu - "They share our interest in the magic arts. While they are
superior to us in their practice, they are inferior to us in their convictions. They enjoy
being the lap dogs of the Lasombra."
* Ventrue Antitribu - "Some of the most interesting vampires are members of this
clan. They thrive on the total anarchy the Sabbat provides."
* Black Hand - "There is much below its surface it would keep hidden from us."
* Camarilla - "What pitiful pawns we have been gathered to destroy. All its members
deserve the flames of Final Death. It is a kinder fate than their masters have in store
for them."
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Ventrue:
Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe
in good taste above all else and work hard to make their lives comfortable. They are most
frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant
Kindred.
The Ventrue fancy themselves a clan of the modern world, and deny that they live in the
past. This may be true of the most powerful members of the clan, but many are unable to
give up the habits and dress of the time when they were Embraced. The attitudes and
beliefs of one's mortal days are never forgotten by a Ventrue.
They are most often found among the upper crust of the mortal world. Their sophistication
serves them in good stead among the elite of mortal society, and it allows them to control
many of the more powerful members of the city. Because of the relative ease in which they
fit in among such company, the Ventrue often have a monopoly on political control of the
city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to
for aid.
There is a strong Ventrue tradition that any member of the line may find safe refuge with
any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow
clan members before the need arises for this tradition to be invoked. Harboring a fugitive
in one's haven can be detrimental to one's welfare.
They are very proud of their leadership of vampire society, and will always insist that
they were the founders of the Camarilla. They will do nearly anything to retain their grip
on the politics of the cities and the Camarilla, and are exceedingly protective of their
reputations.
Nickname: Blue Bloods
Appearance: The Ventrue do not change their ways easily, so they often dress in very
old-fashioned styles - lace and ruffles, top hats and evening coats. Younger members still
dress very well - preppy would best describe it.
Haven: They tend to make their homes in mansions, often their mortal dwellings.
Background: Typically they select older and more experienced people as neonates, usually
members of the upper class. Sometimes they will only Embrace their own mortal descendants.
Character Creation: Ventrue tend to have upper class concepts. Mental Attributes are
primary, as are Knowledge Abilities. Resources and Influence are common Background Traits.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: Ventrue have exacting and rarefied tastes, even when it comes to blood. The
player must pick a restriction on the type of blood her character can feed upon, e.g. only
young men, no animals, only virgins, etc. The character will feed on no other type of
blood, not even if she is starving or under duress.
Organization: Though the Ventrue clan meets often, their councils are sarcastically called
"debating societies" because of the amount of talk and lack of action. The
Ventrue consider this the only civilized way to get anything done.
Quote: "The best way to get even with one's enemies is to outlive them. Because we
are reasonable and above such petty concerns as vengeance, we are the leaders among our
kind. Our colleagues do little to support the Camarilla, so we must bear the burden
alone."
Stereotypes:
�Nosferatu - Frightful creatures, but they can't help being what they are.
�Tremere - Good chaps, support the Camarilla 100%, but they have uncertain motivations.
�Gangrel - They are somewhat uncouth, but can be trusted.
�Toreador - Tasteful and creative, if a bit unrestrained.
�Brujah - Bullies and rebels all. They are uncontrollable and untamable.
�Malkavian - They are not half as crazy as they pretend to be.
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