Useful Information
This page is dedicated to those who are new or unfamilliar with the nocturnal world of the undead. Be welcome, Neonate. Rest, read and learn, for knowledge is power and power is precious in this World of Darkness, this world of the Kindred.        ~* Seth Archmangus *~
A brief explanation about boons in this world.

Boons, the favored currency of the Kindred. It should be noted that for as inherently dishonest, manipulative and conniving as Kindred are, the sanctity of honoring a boon is very strong. No Prince, Elder or influential member, many who have hoarded boons of their own for centuries, would dare ignore an even remote trend where one could ignore an earned 'favor'. Such a loss of leverage, influence and opportunities would be catastrophic to those in power. As such, woe be to those who would dare renege on such a vow.
  Boons have been classified into 5 groups, similar to having the Merit: Boon, 1-5. For clarification:

1)
Favor. The lowest or least demanding of boons. A favor is a simple, non-personal exchange of some sort. The Kindred equivalent of borrowing a lawn mower from a neighbor.
2)
Minor Boon. The typical 'you scratch my back, I'll scratch yours' type of boon. Where one Kindred does something beneficial for another in return for something of equal or slightly greater value in the future.
3)
Boon. A more 'serious' version of a minor boon. This is where the behind the scenes wheeling and dealing gets interesting.
4)
Major Boon. These boons are often much more one sided, or severe, sometimes coming about through blackmail or having some leverage over another Kindred. A good example might be when a Prince looks the other way on a Neonate's illicit behavior, ..in exchange for a major boon. Or asking a Sheriff to be somewhere else at X time while an old score is settled. In exchange, the Sheriff gets a major boon to be called in at a later date.
5)
Life Boon. The most severe of Boons. These come about when a Kindred's existence continues as a direct result of another's intervention or something equally as extreme. Life boons are sometimes 'granted' by Princes or other leaders for a given circumstances. To have a Life Boon over another Kindred, there is very little that cannot be demanded in exchange and may take several 'payments' over time to pay off such a boon.

  These are largely guidelines, not the rules. As with most things among the Kindred, there are always circumstances, negotiations and compromises. Also, what is severe to one Kindred may not be severe to another. A Ventrue may consider $10,000 very minor, but might be a huge obstacle to a wandering Gangrel. In addition, a 'favor' from a Malkavian neonate may not be the same as a 'favor' from the Malkavian Primogen.
  It is not unheard of to trade or even sell the Boon owed to one Kindred to another. The trio must all be aware of the transaction and agree to honor the deal. (by whatever means) An example might be, A Kindred Childe becomes snared by another Kindred, now owing a Minor Boon. The Sire agrees to take the Minor Boon owed by his Childe, in exchange, the Childe takes a step in the Blood Bond. The Kindred owed the boon, releases the Childe from the debt, letting the Minor Boon pass to an older, stronger Kindred.
Boons/ Clans
Main Page
Game System
Traditions, Nature/Demeanor
The Clans of the Kindred:

Brujah: Nickname: Rabble Sect: Primarilly Camarilla, but have been known to support the Anarchs Clan Disciplines: Celerity, Potence, Presence Weakness: Difficulty to resist frenzy are two higher than other Clans.
Gangrel: Nickname: Outlanders Sect: Independent, formerly of the Camarilla Clan Disciplines: Animalism, Fortitude, Protean Weakness: Gain beastial feature every time they frenzy
Malkavian: Nickname: Lunatics (Kooks) Sect: Primarilly Camarilla Clan Disciplines: Auspex, (Dementation)  Dominate, Obfuscate Weakness: All Malkavians start with one derangement
Nosferatu: Nickname: Sewer Rats Sect: Primarilly Camarilla Clan Disciplines: Animalism, Obfuscate, Potence Weakness: All Nosferatu and hideously ugly, having an Appearance of zero
Toreador:  Nickname: Degenerates (Artists) Sect: Primarilly Camarilla Clan Disciplines: Auspex, Celerity, Presence Weakness: May become entranced by beauty
Tremere: Nickname: Warlocks Sect: Camarilla only (outsiders are hunted down by the Clan) Clan Disciplines: Auspex, Dominate, Thaumaturgy Weakness: All Tremere are one step in the Blood Bond to their Elders of the Clan
Ventrue: Nickname: Blue Bloods Sect: Primarilly Camarilla Clan Disciplines: Dominate, Fortitude, Presence Weakness: Selective tastes, may only feed from specific vessels
Lasombra: Nickname: Keepers Sect: Primarilly Sabbat (Outsiders are activly hunted) Clan Disciplines: Dominate, Obstenebration, Potence Weakness: Cast no reflections, take 1 extra level of damage from sunlight
Tzimisce (pronounced, Zhi-mee-see): Nickname: Fiends Sect: Mostly Sabbat Clan Disciplines: Animalism, Auxpex, Vicissitude Weakness: Must sleep in at least 2 handfulls of native soil
Assamite: Nickname: Assassins Sect: Mostly Independent Clan Disciplines: Celerity, Obfuscate, Quietus Weakness: Easilly addicted to Kindred blood
Followers of Set (Settites): Nickname: Serpents (Snakes, Vipers) Sect: Primarilly Independent Clan Disciplines: Obfuscate, Presence, Serpentis Weakness: Severe allergy to bright light, takes 2 extra levels of damage from sunlight, -1 dice pool while in bright light
Giovanni: Nickname: Necromancers Sect: Independent only Clan Disciplines: Dominate, Necromancy, Potence Weakness: Bite causes agony to mortals, they take double health damage when fed upon
Ravnos: Nickname: Decievers (Gypsies) Sect: Primarilly Independent Clan Disciplines: Animalism, Chimistry, Fortitude Weakness: 'Sinful' compulsion
Caitiff (Panders): Nickname: Trash (myriad other derogatory titles) Sect: Any Clan Disciplines: None (may have any) Weakness: Clanless, illegitimate
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