
For the moment, these are all official bloodlines which have appeared in various White Wolf sources. The conversions are not yet complete in all cases, but please be patient; I'm working on it. Also, the details about each bloodline may be somewhat skewed, due to me working from memory in a few cases, or from potentially out-of-date material. As ever, any Storyteller fans who spot a glaring error are invited to let me know...
Alignment: Sabbat
(Note: The Ahriamnes no longer exist in the World of Darkness, nor did they ever. White Wolf retfitted them out of existence after the first edition Sabbat books. They are detailed here for completeness sake)
A strange sub-cosanguinity of the Sabbat Gangrel, the Ahrimanes have never seen fit to throw their weight behind either their City or Country kin, preferring to keep to their own mysterious devices.
The name of the founder of this bloodline was, and is, Muricia. She came to the New World with the first Sabbat settlers, and found herself drawn to the Native Americans in a way she had never been to the people of her home. This was not entirely unknown amongst the Gangrel at this time, but Muricia went one better, and managed to learn the magics of the local Shamen. Somehow, she used this new power to break her Vinculum, having decided to remove herself from the politics of the Gangrel, who had just began to split into the two main "factions" they form today (City and Country).
The potent magic Muricia used had many strange effects on her, severing her from her clan and altering her vitae forever. She learned to combine this power with her animalistic Gangrel heritage to create a new discipline, which she dubbed Spiritus. However, she eventually discovered the price of these changes - she became infertile, and could no longer Embrace. But always the resourceful type, she determined a path to using the ritual the Shamans had used on her to convert other Gangrels to her strange line. Because of this, all Ahrimanes are Gangrel before joining the bloodline, and by Muricia's command, only female Gangrel are ever converted thus. Some would say that this makes the Ahrimanes an "artificial" bloodline, similar to the Gargoyle or Blood Brothers, but not when any of the cats are around to overhear.
This tiny bloodline is almost unique to the South-Eastern USA, where they keep themselves in no small degree of comfort. They tend to form packs exclusively of Ahrimanes, a fact that the Sabbat (and notably Lasombra) elders dislike, but as the Ahrimanes are so useful in dealing with the Lupines, they let it slide.
Nickname:
�����<something>cat - Alleycat, Fatcat, Hellcat, etc.
Appearance:
�����The Ahrimanes dress practically, often favouring leather for it's durability, and no other reason. They also tend to have long hair. Originally almost all of them were of Mexican or Spanish heritage, though this is no longer true and they can come from any ethnic group. However, those with darker skin do have a slightly easier time passing for human than most other Cainites. They are always armed, one way or another. It should be noted that very few of them display Animalistic characteristics from their time among the Gangrel, though whether this is due to the rites they undergo, or just down to the selectiveness of the bloodline is unknown.
Haven:
�����This bloodline likes luxury. The Ahrimanes will most commonly be found in mansions, the larger the better, on the fringes of a populated area. Beneath these, or close by at least, they will also have practically impenetrable underground lairs, used as bolt-holes or for rituals. A Ahrimanes belong to settled packs - they are never nomadic.
Background:
�����All Ahrimanes are Gangrel before they are changed, and all are female, though the latter is by tradition only. No male has ever been allowed become and Ahrimane, and it is likely that none ever will be. Also, every vampire accepted into the line has been a fighter and a survivor, though very few have ever gone on to take a post in the Black Hand. When they are selected for acceptance into the bloodline, each Ahrimane-to-be receives a mentor to guide her through the change, and then inform her on the ways of her new family.
Character Creation:
�����The Ahrimanes are all female, no exceptions. While physical prowess is desirable, they also recognise the need for a sharp mind, so any range of Attributes is acceptable. They also favour high levels in Survival skills. Almost all Ahrimanes should have a Patron or Ally at a moderate-high level, being their tutor who guided them when they first joined the bloodline. This is not a requirement, as it is always possible that the Cainite in question has since met Final Death.
�����Common advantages include Contacts, Wealth and Allies. The Ahrimanes are rather more active in kine society than other Sabbat.
Clan Disciplines:
�����Animalism, Presence, Spiritus
Weaknesses:
�����The rituals required to turn an ordinary Gangrel into one of the Ahrimanes have many effects, not the least of which is the theft of their ability to Embrace. This should be treated as the Infertile Vitae disadvantage (p.VC20), worth -15 points. Should an Ahrimane attempt to Embrace a mortal, then that mortal simply dies from blood loss.
Organisation:
�����The Ahrimanes a so rare as to have very little official "organisation". When more than one is found in an area, they will have formed into a pack, but beyond this they are loners.
Quote:
�����"Little man, you have crossed into my territory. For you, I am the very meaning of death."
Stereotypes:
Alignment: Independant
Of all the bloodlines in all the world, dark and sinister, there are very few to compare with the Baali in terms of sheer malevolence and corruption, if not to say plain evil. Founded in Mesopatamia, their are many tales told about the origins of this consanguinity, at least by the few who know of them. They are generally though to hail from fully three 4th-Generation Methuselahs, though the name of only one, Shaitan the Beautiful, is known. Other legends suggest them to be a horrific offshoot of the Salubri, who turned against their God-fearing progenitor to serve demons. Amongst themselves, the Baali claim that even this is not their true origins, rather that when the world was very young three shards of pure darkness fell to earth, leaving a great crater. Several curious vampires crawled into the crater to examine what had come from the skies, and when they crawled out they were the Baali. (GMs curious about this may also be interested in The Chaos Factor). Regardless, the Baali were once a numerous and potent bloodline, but they were decimated by a force composed of many other united clans, who were abhorred by their actions. In the millennia since then, the Baali have remained small, posing as Caitiff when the need arose but mostly keeping to themselves. The Baali are in essence devil-worshippers, more committed to evil than any other vampire in the Camarilla or Sabbat. They do not aim to preserve the Masquerade of the former sect, or struggle for a world where vampires rule humanity like the Sabbat. Rather they wait and work for the day when they will open the very gates of Hell and their demonic masters will claim the mortal realm.
Nickname:
�����None
Appearance:
�����The Baali are almost studiously nondescript, but those with high Presence seem to give off an aura of evil. The bloodline does not make differentiation's over race or sex.
Haven:
�����Havens far from the reach of kindred or kine are favoured by the Baali, to grant them privacy in their rites. Places like abandoned farms are perfect for this.
Background:
�����Only intelligent, driven and utterly callous humans are selected by the Baali to swell their ranks, and most of these have an interest in the occult before they every met the vampires. Recruits are generally taken when they are between the ages of 25 and 45, though these are by no mean absolutes and the Baali will not allow a particularly twisted soul be lost simply because they are old. They also have a tendency to take those from wealthy and decadent backgrounds, as well as those involved in intellectual pursuits.
Character Creation:
�����The Baali unanimously have high IQ scores, and similar values in the Occult or Hidden Lore: Demon skills. Theology is also a common skill - know thine enemy. Of the physical stats, HT is generally the highest to allow for the long-winded rituals they practice. The Baali can have a host of mental and supernatural disadvantages, they are all very twisted souls, tainted by exposure to Infernal forces. Sadism, Delusions, or Personal Curses may all be appropriate. Common advantages are high Wills, Empathy, Wealth or Charisma, as well as studious skills. All Baali follow the Path of Evil Revelations.
Clan Disciplines:
�����Daimoinon, Obfuscate, Presence
Weaknesses:
�����Their Infernal Taint provides the downfall of the Baali; they suffer from the Repelled by Crosses disadvantage (p.VC23) with both special enhancements. Therefore they are repelled by all religious icons, and suffer double damage whenever anyone with True Faith wields one against them. This totals as a disadvantage worth -30 points.
Organisation:
�����Baali are rarely found individually, instead forming Covens of three to six vampires to practice their darks arts within. The Coven is ruled by the most powerful vampire, usually with an iron fist. This lasts until another vampire becomes more powerful and topples the leader, and so on. Covens are generally quite open with one another, but there is some degree of maliciousness and espionage (the demons reward whoever brings results, whatever the cost). There is no official structure beyond the level of Covens.
Quote:
�����"Your struggles are futile. What is to be will be. Accept your place in the fires eternal."
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Alignment: Sabbat
The Blood Brothers are "artificial" vampires, created by rites devised by the Tremere antitribu and a handful of Tzimisce. They are all unquestionably loyal to the Sabbat, and served well as guards and soldiers. Since the destruction of the Tremere antitribu they are dying out, as they cannot Embrace (the Warlocks did not want a repeat of the Gargoyle fiasco). This is not helped by them having the standard Sabbat mortality rate. The Blood Brother were created in "circles", of three to seven Cainites, an automatic pack which had more than a shade of a hive-mind to it. The unique discipline of Sanguinus, and the bloodlines Weakness, reflect this bond. Lone Blood Brothers are very rare, though not unknown. Very few vampires outside the Sabbat have even heard of the Frankensteins.
Nickname:
�����Frankensteins
Appearance:
�����All Blood Brothers in a circle are identical (Vicissitude is used to insure this); usually looking like skinheads. They often use (matching) tattoos of numbers or symbols to identify their circle.
Haven:
�����Wherever their patron chooses, usually near that Cainites haven. They all share this Haven, and are loathe to part from one another.
Background:
�����Anybody can become a Blood Brother; once they are transformed their past life becomes irrelevant, and even their appearance is usually changed. "Recruits" are usually chosen for physical prowess.
Character Creation:
�����High ST, DX and HT are favoured, along with combat skills. IQ is usually quite low. Blood Brothers have a tendency to be uncomplicatedly martial. All Blood Brothers in a circle must also start with the same Generation, and they are very rarely on a Path other than Humanity, as they usually lack the creativity necessary to follow anything else. Blood Brothers are not generally recommended as PCs.
Clan Disciplines:
�����Fortitude, Potence, Sanguinus
Weaknesses:
�����Whatever pain one Blood Brother feels, all his circle feels. If one takes damage, then all of them take the relevant penalties for the next turn. If more than one is injured, only the largest penalty is applied, they are not cumulative. Points cost: ???. Also, Blood Brothers may not Embrace, though they may still create Ghouls, Blood Bond, participate in the Vaulderie, etc. Treat this is the Infertile Vitae disadvantage, reduced to -10 points.
Organisation:
�����To a Blood Brother, the circle is the beginning and the end. Beyond this, they are loyal to the Sabbat, but place no importance on other circles beyond this. They follow the dictates of their master, but otherwise remain cold and deferential to all outsiders.
Quote:
�����"You are not supposed to be here. We will show you the way out; one piece at a time if need be."
Stereotypes:
Alignment: Independant
The immortal enemies of the Followers of Set, the Children of Osiris are a strange group indeed, being not so much a consanguinity as a sect joined by discipline. Their origins lies thousands of years in the past, in the Nile Valley, where two great vampires warred - Sutekh and Osiris. The two were as different as night and day; Sutekh (who would later be called Set) thought darkness and corruption, Osiris fought for light and the preservation of Humanitas. The battle between these two Ancients lasted for centuries, it is said, but in the end it was Osiris who triumphed, banishing Sutekh. But this victory was at the cost of almost all his childer, who were lost in battle against the Followers of Set. The fight also cost Osiris greatly. One of the most famous events of the war, now passed into Egyptian legend, was an instance when Sutekh gained the upper hand, and had Osiris at his mercy. He tore the vampire limb from limb, and scattered what remained of his body to the far corners of the land. All seemed lost, but Osiris' first follower, Isis, hunted down the scattered flesh, and eventually gathered all of his body together. Whether or not even Osiris could survive such an ordeal was unsure, and many feared that he had fallen to Final Death, but still his children gathered around him. Their vitae was poured forth in great quantities, and as they watched, the flesh of the Ancient knitted together, and his eyes opened. Osiris had returned from Final Death, though not without blemish. His blood was forever weakened, so that he could no longer create progeny, or even Ghouls. In memory of this, to this day the Children of Osiris will not Embrace, only recruiting from the other clans and bloodlines when a worthy candidate is found.
The teachings of Osiris were on the ways of Humanity, for he never allowed himself to succumb to the Beast, and was horrified by those vampires who did. Through great will and meditation Osiris overcame the Beast within him, to an extent, and it is this that his followers teach today. This is not Golconda; none of the calm or joyful feelings of that state accompany this, nor is it permanent. Strict meditation, ethics and rites must be adhered to, but this is rewarded through the discipline of Bardo.
Today the Children of Osiris continue their struggle against the Followers of Set, and are very happy to use the myriad Drug Wars to cover their strikes against this foe. On occasion they will also venture from their havens to face a particularly terrible Sabbat, or even to fight the Baali. But their main focus is still their long meditations and the preservation of their virtues and Humanity.
Nickname:
�����None
Appearance:
�����Recruiting as they do from any and all clans and bloodlines (save the Setities), the Children of Osiris vary greatly in appearance (even Nosferatu are accepted). However, they all dress in pure white robes, often trimmed with Egyptian symbols or mandalas, and keep their heads shaved at all times. They espouse any other ornamentation or items which would distract them from their discipline, particularly expensive clothing.
Haven:
�����In a similar fashion to the Followers of Set, the Children maintain temples to their founder, who has not been seen in millenia. These temples are the only places used as havens by the Children, and are the only places where they can properly meditate and develop Bardo. Temples are always communal, and can be found atop mountains, in ruins, or whereever the Children think will afford them peace. The Grand Temple of the Children is located on a snowy mountain in Nepal, nearly inaccessible to the outside world. The First Temple lies abandoned under the sands of Egypt, destroyed by the Followers of Set long ago.
Background:
�����All Children of Osiris come from other clans, but only those on the Path of Humanity are even considered for recruitment. Certain clans and bloodlines are never recruited, such as the Setites (obviously) or the Kiasyd or Giovanni. A vampire must display a powerful soul in order to be even be considered by the Children.
Character Creation:
�����The Children are chiefly recruited for intelligence and willpower, and hence have high scores in IQ and the various forms of Strong Will. They all take the Meditation skill (p.MtA47) at some level. All Children of Osiris follow the Path of Humanity, and must maintain a score of at least 16 in this at all times.
�����Common advantages are Alertness, Allies (other Children of Osiris) and Charisma.
�����Should the GM allow a character to start playing the game as a Child of Osiris, then a few things must be determined. Chief amongst these is the original clan of the character, which will determine typical advantages and skills, as well as weaknesses and disciplines. In effect, a Child of Osiris has four clan disciplines to choose from, but they must have at least one level in Bardo. Also, others of their clan or original sect may regard them as traitors - this could even become an Enemy disadvantage. And any Followers of Set who discover the true leanings of the character will do their best to make his unlife an unliving hell.
Clan Disciplines:
�����Whatever the Kindred possessed before joining; also, all must learn the discipline of Bardo.
Weaknesses:
�����A Kindred recruited into the Children of Osiris retains their original clan or bloodline weakness, and must also take a Vow: Never Embrace. This is worth -5 points.
Organisation:
�����The Children are gathered together in their rare and isolated Temples. Each Temple has a grand master, called the Undying King, and his consort, the Queen, some- times called the Daughter of Isis. He leads the others in his example of asceticism. Other than that, hierarchy comes in levels of respect, gained through degree of adherence to discipline.
Quote:
�����"We are those who hove refused the call of the Beast. He no longer wails in us for we have shut him out. We have been reborn in the Light of the Way, the only light our kind can now withstand. The True Light of Humanity. We are accursed, but through Will and Contemplation, we can be redeemed."
Stereotypes:
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Alignment: Camarilla/Independant
There are many strange cosanguinities in the World of Darkness. But the strangest of all these are doubtless those ones who have ... unnatural origins, even for the damned. Those bloodlines who were deliberately created rather than coming about by the nature of the curse of Caine. Amongst these are the Blood Brothers, the Kiasyd, and of course, the Gargoyles.
Back in the Dark Ages, when the Tremere were still a young clan, they had a great number of enemies. Even those vampires who had carried no love for the Salubri regarded them as upstarts, and were concerned about what they would try next. After all, they had shown that they had no respect for the great clans. The Tremere were well aware of this attitude, and while they were powerful, they were no match for the hordes of shock troops that could be thrown against them.
The solution decided upon was to create an elite cadre of guards to serve them; physically powerful, vigilant, and unquestioningly loyal. To this end several vampires from different clans were captured, and the Council of Seven took to experimenting. From this stock, notably including a Gangrel and a Nosferatu, the Tremere used their extensive alchemical knowledge to create a new race of vampires. These were the Gargoyles, bred body and soul to serve the Warlocks.
The Gargoyles multiplied rapidly, Embracing with very little care. This was done so easily because the nature of their Embrace destroyed all memory of the human that the neonate once was, leaving only a potent and resilient guardian. With the aid of the Gargoyles, the Tremere survived the attacks led against them, and made their name as the clan they are tonight.
This went on for centuries, but eventually the callous treatment the Gargoyles suffered at the hands of the Tremere became too much for even their simple wills to bear. At the end of the Middle Ages a great number of the Gargoyles broke away from their masters, and spread across Europe. Though some of the Bloodline still serve the Warlocks, most live independently, divided almost equally between the cities and the wilderness. There are a great number of stories about the Gargoyles, and what they have discovered in their mountain layers, but very little is known for sure.
Nickname:
�����None
Appearance:
�����The Gargoyles appear exactly as the name would suggest - demonic monstrosities, with wings. A young Gargoyle could possibly pass for a Nosferatu of some kind, they are certainly repulsive enough, but as they age and advance in their discipline of Visceratika, their skin takes on a stonelike texture, and they grow many strange protrusions all over their bodies; some looking like horns or bones spurs, some looking like warts, but all of the same rock-like material. Eventually they resemble statues to the extent that they will be mistaken for such if they remain still. As the age their wings also develop. Though quite small to start with, these grow and grow until they can form a wingspan of 20' or greater. Gargoyles seldom wear clothing, they have no need to, but they will wear cloaks when a master insists upon it, though this is not enough to make them pass for human.
Haven:
�����Those Gargoyles who live in the wilderness favour caves and such places, in mountinous areas, so as to have lots of stone and earth nearby to manipulate. Urban Gargoyles have taken to abandoned buildings, as tall and roomy as possible, such as tenements and warehouses. A few have also taken to the sewers, but this will someday lead to clashes with the Nosferatu. When Gargoyles are found together they tend to form communal havens, similar to those of the Sabbat.
Background:
�����Gargoyles are a minor bloodline, chiefly due to the scarcity with which they Embrace new recruits. A neonate is usually chosen for physical properties, as the Gargoyle Embrace strips a victim of almost all their original mind and memories. The physical transfiguration aids this process, and it can be truly said that a Gargoyle is a very inhuman creature. Hence Gargoyles can come from any background. It simply doesn't really matter.
Character Creation:
�����Gargoyles are not really suitable for player characters, but... they are chosen for physical prowess; high St, Dx and Ht are all favoured. Combat and Survival skill are also important to this bloodline, as they rarely have to deal with social issues, working as they do as muscle or bodyguards. All Gargoyles have to buy Wings at some level, and those who still work for the Tremere occasionally have Slave Mentality. Typical advantages are Combat Reflexes, Perfect Balance or Toughness. Gargoyles very rarely have the imagination to follow anything other than the Path of Humanity.
Clan Disciplines:
�����Fortitude, Potence, Visceratika
Weaknesses:
�����As mentioned above, the Gargoyles are horrific to look upon and must take either Appearance: Hideous or Monstrous at character creation. Eventually all will become Monstrous, though this may well take longer than the course of the campaign. In addition to this, they still bear the conditioning the Tremere impressed upon them, and roll against Will as though it were 3 lower than it is when trying to resist Dominate or any Mind-Controlling Thaumaturgy. It is unsure whether this also applies to Dementation, as no Malkavian has yet been foolish enough to try. Or survive to speak of it, at least. This is a disadvantage worth -? points.
Organisation:
�����The Gargoyles have no organisation. They tend to work together when they encounter one another, and get on well enough, but they are a bloodline of loners.
Quote:
�����"You intrude on master's property. I count to ten - you leave or I feed the earth with your entrails. One. Ten."
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Alignment: Sabbat
Desiccated corpse-faced ancient cainites returned from the Shadowlands, bearing grudges.
Nickname:
�����Lazarenes
Appearance:
�����
Haven:
�����
Background:
�����
Character Creation:
�����All Harbingers of Skulls are at least eighth generation, and easily hundreds of years old. They favour high IQs and lots of mental skills. Very few follow Humanity, choosing instead the Path of Death and the Soul, or a variant of the Path of Bones. All Lazarenes are required to take Magery at level 1 at least, in order to use Necromancy.
�����Lazarenes favour the Ash path and their own Mortuus path in Necromancy, and few within the bloodline have exhibited knowledge of the Bone or Sepulchre Paths. They learn the Mortuus Path as their primary Path, and must know at least 3 spells in it before they can start practising the Ash Path. That aside, they learn Necromancy like other vampires.
Clan Disciplines:
�����Auspex, Fortitude, Necromancy
Weaknesses:
�����All Harbingers of Skulls have either Appearance: Hideous (-20 points) or Appearance: Monstrous (-25 points), with the later being far more common. Many will flay most of the tattered flesh from their faces, leaving them with the grinning rictus of their namesake.
Organisation:
�����
Quote:
�����"Nothing - nothing - burns as hot as the wound left by the knife of treachery, especially when it has been left to fester for aeons."
Stereotypes:
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Alignment: Sabbat
Of all the varied bloodlines of the Sabbat, perhaps the strangest is that of the Kiasyd. Though their true origins are now forgotten, at least forgotten outside of themselves, they are known to have first appeared during the height of the Roman Empire. They are generally assumed to be an offshoot of the Lasombra, due to their affection for pomp and their affinity with the dark, but somewhere along the line something was changed, very drastically. The nature and qualities of this consanguinity smacks of the Wild Ones, or fae, and is it supposed that a crossing between the damned and the changelings occurred to spawn them.
Regardless, the Kiasyd are the most independent bloodline within their sect, leading solitary existences. They are universally calm and studious, seeking knowledge above all else. To this end they keep vast private libraries of tomes and scrolls, to which they devote the majority of their time. Their penchant for seclusion becomes viciously territorial when others of their line are involved, and a city with more than one Kiasyd is a rare thing indeed. When two are found together it is inevitably sire and childe, as the latter will study under the former for upwards of 50 years following the Embrace. For all this, their doors are always open to visiting members of their line, and they never outstay their welcome in this. Quite why the Kiasyd even belong in the Sabbat given all of this is questioned, but it is generally assumed that some form of deal was struck between the Lasombra and them, trading secrets for protection. In truth though their behaviours could only fit into the Sword of Caine, as they are known to quietly harbour perverse desires that would put Toreador antitribu to shame. Addictions to fae blood, child-stealing and acts of impotent ravishment are all attributed to them. But all that is sure is that they are enigmas, suffered only for their knowledge.
Nickname:
�����Weirdlings
Appearance:
�����The Embrace changes the bodies of the Kiasyd, making them akin to the unusual beauty of the faerie-kind; they grow to some height (between six and seven-and-a-half feet), and their frames become willowy and thin. Their skin becomes a chalky white, and takes on a bluish glow in moonlight. Their features are angular, with pointed noses and ears. Most disconcerting are their eyes, which become solid inky-black. To cover these features, many Weirdlings wear bandanas or sunglasses when in public. Other than this, most of them favour Victorian or sombre Gothic clothing.
Haven:
�����Being aloof from the Sabbat, the Kiasyd take personal havens, making them permanent and secluded. They prefer galleries, historic ruins or catacombs. All Kiasyd will have an extensive library to which they devote their time; several nights may pass before a Kiasyd will leave this room, and then only driven out by hunger. They are immaculate hosts to guests, as decorum insists. In this they can rival Tzimisce.
Background:
�����The Kiasyd choose polite, well-educated and, above all else, intelligent mortals to embrace. Potential childer are often bibliophiles, thirst for knowledge and have more professional contacts than friends (the Kiasyd value learning above self-gratification). Those who work in libraries, museums or collages are watched by the Weirdlings.
Character Creation:
�����Kiaysd favour high IQ scores, with good mental and social skills, as they tend to be drawn from the upper echelons of society. A moderately high Appearance score is also common, despite (or perhaps because of) their strange features. Often Kiaysd have Odious Personal Habits, such as those suggested on p.VtM61. The Weirdlings also have something of an interest in Necromancy, though it is not one of their clan disciplines and they must purchase at least 1 level of Magery (and find a teacher) in order to learn it. Most still follow Humanity, oddly, but have quite low scores. Kiasyd are not recommended for player characters.
Clan Disciplines:
�����Dominate, Mytherceria, Obtenebration
Weaknesses:
�����Kiasyd must firstly take Inhuman Appearance (-5 points) for their pure black eyes and strange frames. Also, their faerie heritage requires Vulnerability: iron, 3-hexes, causing 1d Fatigue loss. Being this close causes all Frenzy checks to be made at -2, and being actually touched requires an immediate Frenzy roll. Finally, all damage inflicted by iron weapons is aggravated. This amounts to a disadvantage worth -17 points.
Organisation:
�����The inter-bloodline structure of the Kiasyd is very complex and very formal. It is rather Victorian in its numerous minor distinctions. Every 50 years, one respected Kiasyd will host a gathering of the bloodline, where they all converge to discuss new finds and mysteries they have uncovered. On a very rare occasion the Kiasyd have been known to invite other Sabbat to these meetings, and the guest is expected to be able to discourse at a suitable level to fit in. Anyone being rude to the Kiasyd after receiving such an invitation will suffer for it; the response offered by the Kiasyd to such a slight ranges from cruel snubbery to horrific curses.
Quote:
�����"Be very careful. That's an original Gutenberg Bible you're holding. If you damage it, I shall have no choice but to exact reparations; I doubt you'd live long without your skin."
Stereotypes:
Alignment: Tal'mahe'Ra
Nickname:
�����Flesh Eaters
Appearance:
�����
Haven:
�����
Background:
�����
Character Creation:
�����
Clan Disciplines:
�����Auspex, Dominate, Necromancy (Vitreous Path)
Weaknesses:
�����
Organisation:
�����
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."
Alt:
�����Older White Wolf sourcebooks (before Necromantic Paths were introduced) had slightly different rules for the Nagaraja. Should the GM choose to use Necromancy as presented on p.VC106, then the following rules apply - No Magical Aptitude need be taken, and the bloodline disciplines are: Auspex, Necromancy, Nihilistics.
Alignment: Tal'mahe'Ra
Nickname:
�����Fiends
Appearance:
�����
Haven:
�����
Background:
�����
Character Creation:
�����
Clan Disciplines:
�����Animalism, Auspex, Dominate
Weaknesses:
�����
Organisation:
�����
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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Alignment: Sabbat
A very recent addition to the Sabbat, this bloodline only appeared at the end of the 1990's, but is growing very, very fast. They regard themselves as a return to the Warrior roots of the Salubri.
Nickname:
�����Furies
Appearance:
�����
Haven:
�����
Background:
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Character Creation:
�����Currently, all Salubri antitribu are of the 10th through 12th Generations, though this will eventually change, and they favour high Physical Stats and skills. The few who have existed long enough to choose a path other than Humanity favour the Path of Caine, the Path of Honourable Accord or the Path of Power and the Inner Voice.
Clan Disciplines:
�����Auspex, Fortitude, Valeren
Weaknesses:
�����Salubri antitribu can only gain sustenance from vitae taken by force, drunk from a fallen foe or in the height of undead passion. Any other blood, particularly that given freely, does not sate their hunger or replenish their blood pool. This counts as the Selective Digestion disadvantage, worth -10 points. Also, upon learning Valeren at level two the Salubri antitribu grow a third eye like that of the mainstream Salubri, though they tend to display this proudly rather than hiding it. This is regarded as an Inhuman Feature worth -5 points.
Organisation:
�����
Quote:
�����"I have the power of gods in my veins. You have tattoos, a velvet vest, a top hat and a cane. Now get the fuck out of my way, little "vampire," or I'll cleave you in twain."
Stereotypes:
Alignment: Tal'mahe'Ra
There is a legend that very few in the world of darkness have heard, and even fewer will speak of, particularly while in the company of the clan which claims the name "Brujah". The legend goes that those of this clan are not the true inheritors of the Antediluvian named Brujah. It says that one of Brujah's childer was a woman named Troile, and that she somehow overcame her sire and diablorised him, millennia ago. All vampires belonging to the modern clan Brujah are descended from her, and are hence pretenders to the title. But before he was consumed by Troile, Brujah sired other childer, and they live on. They remember the crime committed against their consanguinity, and prepare for the time when they will again claim the title they are owed and slay the progeny of the diabolist Troile. They are the True Brujah.
The True Brujah are a powerful but small bloodline. They have powers unimagined by other clans, of which those of the "Brujah" are mere shadows. Their allegiance lies with the True Black Hand, the Tal'mahe'Ra, in fact they were instrumental in the creation of that cult. Or rather, their allegiance lay. Though the decimation of Enoch did not strike the True Brujah as badly as it did the Nagaraja, they were still weakened by it, and shaken somewhat from their purpose. Those who survived set themselves up on their own as solitary and independent figures, either pursuing knowledge for it's own sake or lightly toying with the concept of destroying the false Brujah.
As a group, the True Brujah could not be further from Troile's descendants. They have a tendancy towards detachment which borders on a psychosis, and this is not helped by their discipline of Temporis. Their knowledge of past and future leads them to disregard the present, particularly when offered a chance to further their Platonic ideals. They are slow to rectify mistakes, if they do so at all, and this has been there downfall on more than one occasion. As a whole they are long since divorced from any notion of human morality. Their plans for the destruction of the clan Brujah have been underway for in the region of 5,000 years, but ahve yet to come to much, and this is doubly likely now that they are so diminished. Most of the surviving True Brujah pose as Caitiff or members of other clans (including the false Brujah).
The True Brujah rank one another by knowledge gleaned, secrets unearthed, writings, and thwarting the false Brujah. Any information found regarding Troile herself (who is still in existence) wins the Eloi responsible vast respect.
It is probably worth noting that even mentioning this legend to the Brujah will get your arm ripped off.
Nickname:
�����Elois
Appearance:
�����The True Brujah can come from any background or ethnic group - they are quite above such prejudices. They dress conservatively, usually in mat black, unless their alternate identities or missions would be jeopardized by doing so. They favour simple, utilitarian custom-fitted, expensive suits. A few neonates have taken to leathers, spikes and chains, but this is sternly frowned upon by the group as a whole.
Haven:
�����Large, comfortable places such as mansions or estates are the preferred haunts of this bloodline, isolated to allow them plenty of peace. Alternate Identity havens will chiefly be small, but still secluded. These are frequently subterranean, and well guarded.
Character Creation:
�����The True Brujah favour high IQs, but not at the expense of the body - they have a great number of enemies and must be capable of defending themselves. Almost all Elois have an Alternate Identity (p.B233), though this works slightly differently then normal, geared as it is towards fooling kindred rather than mortals. Generally, this allows them a certain degree of leeway within whatever clan, bloodline or sect their other self resides in, and allows them access to several restricted skills, notably Hidden Lore (Black Hand [false, they know the truth], Camarilla, Clan Knowledge or Sabbat). True Brujah may also take Hidden Lore (Spirit Lore) to reflect their time spent in Enoch. Social skills such as Acting are prized for furthering these roles. It is also a rare Eloi who does not have a substantial skill in Philosophy. Choices should be made which reflect their strong and unique personal outlook on (un)life.
�����Very few True Brujah follow the Path of Humanity, instead opting for the Path of Power and the Inner Voice or the Path of Lilith, though more often they choose Paths unknown outside of the Tal'mahe'Ra, such as the Path of the Scorched Heart or the Path of Self-Focus.
�����Other typical advantages are Wealth, Strong Will (all kinds), Fearlessness or even Unfazeable. Disadvantages include Stubbornness or Odious Personal Habit (Insensitive).
Clan Disciplines:
�����Potence, Presence, Temporis
Weaknesses:
�����The fury of the Rabble is a flaw carried from the vitae of Troile rather than that of Brujah. In stark contrast to the pretenders, the True Brujah find themselves greatly removed from passion and other mortal concerns. They understand good and evil, but more as philosophical concepts than as moral tenets. As such, it is very hard for Elois to regain lost Humanity or Path ratings - double the points cost for "extra" levels at character creation (i.e. 10 rather than 5 points for each +1.) Once play has started, the GM should require twice as much effort from the character before increasing their Path score. Also, treat their Humanity/Path rating as one higher for the purpose of determining if an action taken will cause a reduction in it. This totals a disadvantage worth -XX points. Note that this does not mean that the True Brujah are all slavering beasts - quite the opposite. They are simply so detached and emotionless that they have a very hard time sticking to any code of ethics, try as they might.
Organisation:
�����The True Brujah are quite social amongst themselves, meeting in small groups to discuss politics, philosophy, religion, art, music and all other avenues of mortal and immortal interest. They all show each other professional respect, even when they disagree on some point or another, as the frequently do. The bloodline as a whole gathers once every fifty years to discuss events that effect them, and decide on general courses of action. Even those few Eloi who are not members of the Tal'mahe'Ra are expected to attend this, and few are ever absent. Common topics at such meetings are philosophy, tales of the past and the atrocities of the false Brujah. Current events merit far less attention at these meetings than one would expect. Beyond these gatherings the True Brujah may call upon one another without expecting to be indebted to a benefactor, provided that a situation arises of sufficient peril. The True Brujah rely on this solidarity to survive against the divided false Brujah.
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."