Clans and Bloodlines
Sept 11, 2014 23:09:57 GMT -7
Post by Atmosphere on Sept 11, 2014 23:09:57 GMT -7
Brujah
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Potence • Presence • Celerity
Clan weakness: More likely to frenzy.
Antitribu: Much more likely to frenzy--may do so by choice.
Inclined to impulsively embrace.
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The Children of Troile have, more than any other clan, come to embody Kindred's ability to evolve over time. They are the agents of change, the rebels, those passionate enough to achieve what they believe is right or go down fighting for it. They are most often referred to as 'warrior-poets', although any one of them you meet may call this a cliche and explain to you at great length why that is. They are the nonconformists of whichever side they choose in a fight, and always fierce in their convictions. Most other clans are inclined to look down their noses at the Brujah, to refer to them as cretins even--and they wouldn't be wrong about the more violent population of this clan, bruisers and bouncers, who perform the more physical jobs.
Ventrue are especially inclined to dislike the Brujah, and these clans have an ancient rivalry due to the Ventrue's destruction of the Brujah city of Carthage. This may not be common knowledge to modern Rabble, however.
Gangrel
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Animalism or Obfuscate • Fortitude • Protean
Clan weakness: When a Gangrel frenzies, they gain a beast mark--or an animalistic feature, which makes it more difficult to blend into mortal society.
Inclined to impulsively embrace.
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The Children of Ennoia, or the Gangrel, are very much attuned to the wild. Some refer to the Gangrel antediluvian as Mother Nature, or the female half of God. Both Lupines(Garou) and Ravnos share this ancestor with the Gangrel, or so the lore says. They have a tendency to spend most of their time on their own, or would at least prefer it that way. One must be careful of how often they frenzy, or their beast marks will exile them from the mortal community.
Malkavian
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Auspex • Obfuscate • Dominate or Dementation
Clan weakness: Incurably insanity.
Antitribu: Begins with an additional (major) derangement.
Inclined to impulsively embrace.
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Auspex • Obfuscate • Dominate or Dementation
Clan weakness: Incurably insanity.
Antitribu: Begins with an additional (major) derangement.
Inclined to impulsively embrace.
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Children of Malkav are also called members of the Clan of the Moon, or Lunatics. They suffer from the curse of insanity, and even if one was not insane before embrace, they may develop instability after Malkavian blood is introduced into their bloodstream. It is said that they share what is called the Madness Network, a web that stretches between minds of all Malkavian kindred. This would be a very useful tool if members of this clan could more often differentiate between their personal inner voices and the voices of kindred across the globe.
Nosferatu
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Animalism • Obfuscate • Potence
Clan weakness: So incurably ugly in appearance that it is an automatic Masquerade violation to be seen by uneducated mortals.
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Nosferatu are the possessors of almost every dirty little secret one could possibly hold dear; blackmail and information gathering are their major skills, as well as sneaking about and being able to feed from just about anything they want. Nosferatu are usually chosen for embrace based on their intelligence, cleverness, or out of outright vindictiveness. Nosferatu are notoriously jealous of those who are still allowed to live out lives as 'beautiful people' with normal faces and bodies, rather than the decomposed flesh and knotted limbs that they suffer through unlife with. Nosferatu are loyal to no one but their own clan, and reside mostly in the sewers beneath their chosen city of residence. They do, however, tend to do most of the business with the Camarilla.
Toreador
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Auspex • Celerity • Presence
Clan weakness: If confronted by any kind of exceptional beauty, whether it be a beautiful man, woman, or piece of artwork, Toreador are frozen in place by the mere sight. Avoid beautiful things, especially near dawn.
Antitribu: Their artistic tendencies take a sadistic turn, and their bloodlust and artform combines.
Inclined to impulsively embrace.
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Toreador are socialites by nature, more so than any other existing clan, and blend into human society almost effortlessly because of this. They tend to portray ethereal beauty and grace, and are usually artistically inclined. This doesn't mean they involve themselves in a flurry of paint brushes--they perform all areas of artwork; from novels to sketches to cartoons to music, there's a good chance that one of your favorite authors, animators, musicians, or actors is a Toreador. This doesn't necessarily mean that all are skilled--as in the artistic community among humans, there are many who would call themselves an Artist out of pretension, with no real talent aside from what they've stolen.
Tremere
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Auspex • Dominate • Thaumaturgy
Clan weakness:
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Auspex • Dominate • Thaumaturgy
Clan weakness:
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Ventrue
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Dominate • Fortitude • Presence
Clan weakness: Because of their high status in society and in mortal life, Ventrue have a very limited selection of people from which to feed. This can vary from the kind of person. Some may only be able to feed from high dollar prostitutes, while others may only feed from university professors. They gain nothing, and may actually become sick, if feeding from animals.
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Bureaucrats. Businessmen. Leaders of every industry they can sink their claws into. Ventrue are absolutely ruthless when it comes to business matters in the realms of both Kine and Kindred, although they'll never personally get their hands dirty. They'll pay their "lessers", the Brujah, Nosferatu, literally anyone else to get the job done. They'll usually pay good money for it, too. Ventrue are almost always alligned with the Camarilla elite.
Lasombra
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Obtenebration • Dominate • Potence
Clan weakness: When confronted by any reflective surface, the Lasombra cannot see themselves in it--and neither can anyone else.
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Lasombra are the shadow walkers, those who take advantage of and use the most basic and instinctual fear of kine against them--fear of the dark, of the unknown. They are tactical, intelligent mostly, and most will not embrace without the prospect of a promising student. They like to take and keep control of the businesses, people, and streets surrounding them. In terms of controlling people, they may spend much of their time scoping out a potential childe from a young age and manipulate their lives in a way which tells the Lasombra whether they are worthy of such a dark gift or not. Typically, they are a proud, regal people. Even vain, perhaps, which is another part of why their curse really is such a curse.
Obtenebration • Dominate • Potence
Clan weakness: When confronted by any reflective surface, the Lasombra cannot see themselves in it--and neither can anyone else.
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Lasombra are the shadow walkers, those who take advantage of and use the most basic and instinctual fear of kine against them--fear of the dark, of the unknown. They are tactical, intelligent mostly, and most will not embrace without the prospect of a promising student. They like to take and keep control of the businesses, people, and streets surrounding them. In terms of controlling people, they may spend much of their time scoping out a potential childe from a young age and manipulate their lives in a way which tells the Lasombra whether they are worthy of such a dark gift or not. Typically, they are a proud, regal people. Even vain, perhaps, which is another part of why their curse really is such a curse.
Tzimisce
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Animalism • Auspex • Vicissitude
Clan weakness: Tzimisce need to rest among their "native soil", essentially earth from a place most important to them as a mortal. Failure to do so saps them of their power and leaves them vulnerable. This is especially dangerous for the few Tzimisce open to travel.
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The average Tzimisce can seem quite humane at first glance, intelligent and curious, even polite in their mannerisms. A seeming stark contrast to the howling madmen typical of Sabbat shovelheads. Behind that, though, is usually an alien creature far removed from what it used to be, if it was ever human at all. Childer are often selected from Revenants (hereditary Ghoul families), and the occasional sadistic prodigy. Above all else, they are scholars and craftsmen of flesh. Their unlives revolve around their signature Discipline Vicissitude almost all-encompassingly, much more than other Clans, even such as the Tremere with Thaumaturgy. Obsession with Vicissitude borders on the fanatical in it's more spiritual outlook. Most Tzimisce are apolitical in general, choosing instead the roles of pack priests if anything.
Animalism • Auspex • Vicissitude
Clan weakness: Tzimisce need to rest among their "native soil", essentially earth from a place most important to them as a mortal. Failure to do so saps them of their power and leaves them vulnerable. This is especially dangerous for the few Tzimisce open to travel.
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The average Tzimisce can seem quite humane at first glance, intelligent and curious, even polite in their mannerisms. A seeming stark contrast to the howling madmen typical of Sabbat shovelheads. Behind that, though, is usually an alien creature far removed from what it used to be, if it was ever human at all. Childer are often selected from Revenants (hereditary Ghoul families), and the occasional sadistic prodigy. Above all else, they are scholars and craftsmen of flesh. Their unlives revolve around their signature Discipline Vicissitude almost all-encompassingly, much more than other Clans, even such as the Tremere with Thaumaturgy. Obsession with Vicissitude borders on the fanatical in it's more spiritual outlook. Most Tzimisce are apolitical in general, choosing instead the roles of pack priests if anything.
Assamite
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Celerity • Obfuscate • Quietus
Clan weakness: While the Assamite may seem nearly ideal in the selection of their abilities, they do have one very ugly flaw--an incredible, insatiable addiction to the blood of other kindred. Even if one has never actually chosen to partake in the act of diablerie, blood lust will sully their aura. Their skin can also become unnaturally dark with age.
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In the early history of the clan, the Assamite clan was one who was mostly isolated to their home and headquarters, Alamut. Alamut was a heavily guarded and very well defensible fortress at the time, and was home to the vast majority of clan members. As Western civilization grew and moved more and more overseas, other Cainites were introduced to the Children of Haqim. This, however was not necessarily a good thing--over time, treaties were leveled against the clan for their diablerist practices and the curse they suffered, as well as the defense of their homeland against the European invasion. They were shortly thereafter cursed by the Tremere, who decreed that they should be poisioned if they were to drink the blood of any clan but their own. They survived this underhanded attempt to wipe them out, long enough to see the day that Ur-Shulgi would awaken and break the curse imposed by the Tremere.
Most Children of Haqim do function as assassins, paid by all the sects--including the Camarilla, whose treaty allowed any prince to blood hunt the Assamite population if they so happened to step in his territory--to handle jobs which must be done flawlessly.
Celerity • Obfuscate • Quietus
Clan weakness: While the Assamite may seem nearly ideal in the selection of their abilities, they do have one very ugly flaw--an incredible, insatiable addiction to the blood of other kindred. Even if one has never actually chosen to partake in the act of diablerie, blood lust will sully their aura. Their skin can also become unnaturally dark with age.
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In the early history of the clan, the Assamite clan was one who was mostly isolated to their home and headquarters, Alamut. Alamut was a heavily guarded and very well defensible fortress at the time, and was home to the vast majority of clan members. As Western civilization grew and moved more and more overseas, other Cainites were introduced to the Children of Haqim. This, however was not necessarily a good thing--over time, treaties were leveled against the clan for their diablerist practices and the curse they suffered, as well as the defense of their homeland against the European invasion. They were shortly thereafter cursed by the Tremere, who decreed that they should be poisioned if they were to drink the blood of any clan but their own. They survived this underhanded attempt to wipe them out, long enough to see the day that Ur-Shulgi would awaken and break the curse imposed by the Tremere.
Most Children of Haqim do function as assassins, paid by all the sects--including the Camarilla, whose treaty allowed any prince to blood hunt the Assamite population if they so happened to step in his territory--to handle jobs which must be done flawlessly.
Followers of Set
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Obfuscate • Presence • Serpentis
Clan weakness: Followers of Set are incredibly susceptible to light--not only sunlight, which damages them much more than other clans, but to bright lights inside as well. Strobe lights, spotlights, and anything of that brightness may cause them pain or even burn them.
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The roots the Followers of Set have drilled into the ground go back to the earliest years of Egypt, to Set--or Sutekh. According to the myths, Set was cursed by Ra in his struggle against Osiris, his rival, whom he eventually managed to kill at the price of abandonment by his disciples and fellow Antediluvians. His children had a subtle but very strong influence over Egypt when they started to gain a foothold, although he and his progeny were constantly undermined by the Osirian followers at the time. They managed to strive and flourish through to the dynasty of Ramesses and into the Hellenestic Age under Alexander the Great. Even into the rule of Rome, the Setites prospered by way of absolute luxury and indulgence, and the offer of this to corrupt mortals who worked beneath them.
The Setites also dealt in secrets and items, much like the Nosferatu, rivaling for price. They came to the Americas to get their fingers into the young government, and act in the corruption of anyone from the blue collar class all the way up to the politicians. They participate in the selfish and the gluttonous, demonstrate embellishment to the extreme.
Giovanni
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Potence • Dominate • Necromancy
Clan weakness: When Giovanni bite a victim, they deal much more damage than other kindred--making it unlikely to keep Kine alive after feeding from them.
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The Giovanni, unlike most other clans, put no stock whatsoever in the myth--legend, what have you--of how Kindred came to be. While many of them may have come from Catholic upbringing, they believe in common sense, and that any biblical references are purely metaphorical. Giovanni have the power to control souls--to draw the souls from a person and use that soul for their own will or whim. They are also, however, a family of inbred individuals--on the human and inhuman side of things. Their most popular nickname as a whole is the clan of "kissing cousins", and they like to keep the power within the family. They have a pecking order reminiscent of the mafia, and American born Giovanni are considered "lowborn". They will never hold a place of authority outside of the United States, and may never be in a seat of power even here.
Ravnos
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Animalism • Fortitude • Chimerstry
Clan weakness: The clan that the Ravnos share is the fact that each and every one is a criminal in some way, shape, or form--even without being caught. They have a specific vice, anything from the act of drug sales to serial killer tendencies. They have very little self control over themselves at the opportunity to indulge this vice.
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The Ravnos originated as soldiers for a greater purpose in some stories, and in others, were simply the children of a thief who betrayed his sire--Enoch. Regardless of which side of the coin is the right one, they share in the fact that they all have ink, blood, or paper trails following them in unlife. Most clans refer to them as the Gypsies despite the offense this may cause the members of the clan. Others call them Deceivers, Charlatans, or simply Criminals. They are useful in the World of Darkness, regardless of the way their customers refer to them.
Ravnos are broken up into two divisions--the Western and Eastern. However, from there, the clan is scattered by individual, or hold their loyalties to their tribes (largely Rroma).
Animalism • Fortitude • Chimerstry
Clan weakness: The clan that the Ravnos share is the fact that each and every one is a criminal in some way, shape, or form--even without being caught. They have a specific vice, anything from the act of drug sales to serial killer tendencies. They have very little self control over themselves at the opportunity to indulge this vice.
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The Ravnos originated as soldiers for a greater purpose in some stories, and in others, were simply the children of a thief who betrayed his sire--Enoch. Regardless of which side of the coin is the right one, they share in the fact that they all have ink, blood, or paper trails following them in unlife. Most clans refer to them as the Gypsies despite the offense this may cause the members of the clan. Others call them Deceivers, Charlatans, or simply Criminals. They are useful in the World of Darkness, regardless of the way their customers refer to them.
Ravnos are broken up into two divisions--the Western and Eastern. However, from there, the clan is scattered by individual, or hold their loyalties to their tribes (largely Rroma).
Caitiff
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• Caitiff do not enter into unlife with disciplines; they have to learn or find someone to teach them how to use their disciplines to ever really use them, or sometimes come about randomly. •
Clan weakness: None.
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Caitiff are widely discriminated against by the clans of the World of Darkness, mostly because the Caitiff don't actually belong to a clan. They are the result of a sire whose generation was too high to sire, although there are rumors of these outsiders coming into being from kindred of lower generations. This, however, is strictly conjecture. One thing to understand about Caitiff is that they are segregated from all societies, and in some places (mostly Europe and Africa), killed on sight. This is not to say that your character has an aversion to them, but Kindred society (whether Anarch, Camarilla, or otherwise) do not accept them or treat them as equals. They are referred to as "weak-blooded", as they are quite a bit weaker, on average, than the "pure" clans.
However, independent Caitiff have a fantastic ability--although sometimes inconsequential to the strife they might face, they can learn their own disciplines. They can create their own disciplines. They aren't bound to the same limitations as the supposedly "pure" lines.
Panders
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Auspex • Celerity • Presence
Clan weakness: None.
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Panders are synonymous with Caitiff, although with a few major differences. First of all, instead of being a free agent, these belong to the Sabbat--as the term "Pander" is a Sabbat nickname for the Caitiff. Another difference is the fact that, as blood swapped between kindred of the Sabbat is common, Panders tend to develop traits--as well as limitations--of the clan they drank from. They can no longer develop their own disciplines if this is the path they choose. They are, however, treated as equals... Sometimes.
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• Caitiff do not enter into unlife with disciplines; they have to learn or find someone to teach them how to use their disciplines to ever really use them, or sometimes come about randomly. •
Clan weakness: None.
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Caitiff are widely discriminated against by the clans of the World of Darkness, mostly because the Caitiff don't actually belong to a clan. They are the result of a sire whose generation was too high to sire, although there are rumors of these outsiders coming into being from kindred of lower generations. This, however, is strictly conjecture. One thing to understand about Caitiff is that they are segregated from all societies, and in some places (mostly Europe and Africa), killed on sight. This is not to say that your character has an aversion to them, but Kindred society (whether Anarch, Camarilla, or otherwise) do not accept them or treat them as equals. They are referred to as "weak-blooded", as they are quite a bit weaker, on average, than the "pure" clans.
However, independent Caitiff have a fantastic ability--although sometimes inconsequential to the strife they might face, they can learn their own disciplines. They can create their own disciplines. They aren't bound to the same limitations as the supposedly "pure" lines.
Panders
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Auspex • Celerity • Presence
Clan weakness: None.
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Panders are synonymous with Caitiff, although with a few major differences. First of all, instead of being a free agent, these belong to the Sabbat--as the term "Pander" is a Sabbat nickname for the Caitiff. Another difference is the fact that, as blood swapped between kindred of the Sabbat is common, Panders tend to develop traits--as well as limitations--of the clan they drank from. They can no longer develop their own disciplines if this is the path they choose. They are, however, treated as equals... Sometimes.