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BRUJAH |
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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 Kindred. These malcontents tend to be fanatical in their disparate beliefs – the only thing that unites them is their desire to change 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. The rare Brujah Idealist is more of a philosopher-king, espousing radically new ideas and challenging the ideologies of the past. Though the Brujah are incredibly factious, 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. 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, intimidating them into submission. The Brujah “hang out” with the family for a week, and then move on when they get bored. Certain Brujah "recruit" 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 a sire will create more then 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 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. |
| Clan Disciplines | Celerity, Potence, Presence |
| Weaknesses | The members of this clan fall into frenzies far more readily then other vampires. However, the Brujah flatly deny this; indeed, they become exceedingly hostile (even to the point of frenzy) if the subject is raised. All Brujah begin with the Short Fuse flaw. |
| 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 and there is often a fine line between Rabble of the Camarilla, and those who roam the streets in anarch gangs. |
| Prestige | The Brujah respect those who speak their minds. Ideas must be translated into actions though for prestige to be gained. Toppling power-structures, pioneering a new ideal, or cowing other kindred into submission all increase the standing of a given Brujah. |
| Traditional Domains | Switzerland, Scotland, the Soviet Union, Los Angeles, Dunedin |
| Example of a Brujah Mentality | “What the fuck are you looking at? Who are you to judge? All of your biases make you weak. Can’t you feel it, the times are changing. Are you with us, or not?” |
GANGREL |
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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 allies among the shapechangers. The Gangrel are themselves very capable shapeshifters, which may explain their ability to cross the wild areas unmolested. There are reports of them being able to transform into anything from wolves to bats, domestic cats to sea-lions. Some may even achieve a mist form. Perhaps because of this Protean Discipline, their features often resemble those of animals; some of the oldest Gangrel barely resemble human beings at all anymore. |
| Nickname | Outlanders, Beasts |
| 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 concepts, or people comfortable in the great outdoors. |
| 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. |
| 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 often they serve as a kind of liaison between the Camarilla and tribes of nearby lupines. |
| Prestige | This clan prides itself on its ability to survive, whether it be against the forces of Nature or an implacable foe. Gangrel recount tales of their struggles and trade scar stories, earning respect for daring, bravery and physical prowess. Dealing with the lupines, crushing a Sabbat scouting party, or standing up to a pompous Ventrue all add to a Beast’s prestige. |
| Traditional Domains | Scandinavia, Ireland, British Columbia, the Amazon, Australia. |
| Example of a Gangrel Mentality | "The city is not our home. It is simply the place where the kine gather, like watering holes filled with blood. People have become ill and deranged because of urban life. The sense of adventure, the thrill of the hunt is fading….” |
MALKAVIANS |
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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 on the humanity they still retain. 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 scariest concepts of 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 unique 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. |
| Clan Disciplines | Auspex, Dementation, Obfuscate |
| Weaknesses | All members of this clan have some sort of Derangement. In fact, characters begin the game with one. 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 crazy. |
| Prestige | The clearest way to gain prestige amongst the kooks is by playing grandiose pranks on other kindred, and surviving to laugh about it afterwards. Protecting the downtrodden and insane, cultivating new and bizarre uses for traditional items, and pushing other kindred over the edge of sanity are all pastimes highly regarded by the Malkavians. |
| Traditional Domains | Jerusalem, Seattle, South Africa, Denmark, Cambodia |
| Example of a Malkavian Mentality | "Madness you say! Where, who? 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, this silly sanity of yours? Here, let me help you with that…." |
NOSFERATU |
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The Nosferatu
are the least human-appearing of all the clans. They look something
like a cross between a feral animal and a sideshow freak. 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. Not all are visibly ugly per se, but
the presence of the Nos is unsettling, and few can ignore their revulsion. 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 beneath the city. 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 most contact, preferring their own existence in the sewers to the chaos above them. Though Nosferatu may not fraternize with other vampires, they do remain surprisingly cognizant about the affairs of the city. They are spies and eavesdroppers par excellence, an anyone wishing to know any information about the city or its immortal inhabitants need only speak with a Nos. |
| 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 discoloured 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. These warrens are protected by all manner of traps and ghouled animals, and other kindred have trouble navigating in the sewers without a Nosferatu guide. When they do live above ground, the Sewer Rats frequent abandoned houses or shipyards. |
| 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 or criminal concepts. |
| Clan Disciplines | Animalism, Obfuscate, Potence |
| Weaknesses | Nosferatu are so ugly and unsettling they all begin with the Monstrous flaw and suffer in most social settings when their true form is visible. |
| Organization | They tend to look out for themselves and mingle little with others unless they see benefit. They are united in spirit, with an established network of gossip and favour-trading deep beneath the city. |
| Prestige | Knowledge is power, and the Nos with the juiciest news earns the respect of his peers. Trading gossip for better gossip, spying on enemies, and helping out the warren all earn a Nosferatu prestige. |
| Traditional Domains | Russia, Saudi Arabia, Istanbul, Naples, Auckland |
| Example of a Nosferatu Mentality | "I don't look for trouble, but if it comes, I hide from it. Damn right, pretty boy. You may call me chickenshit, 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 anymore. Now do you want that passcode, or not?" |
TOREADOR |
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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 become little more than a cult of sensualists. Like all true artists, they search for a truth beyond 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 and the reputation of the entire clan is affected by their excesses. |
| Nicknames | 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. Red is their colour of choice, luscious, deep and bloody. |
| 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, artist or dilettante concepts. |
| 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, music, or even sunrises can captivate them. |
| 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. |
| Prestige | In a clan where beauty and artistic talent is the norm, gaining prestige amongst the Toreador is difficult, for so much is cliché or outré, it’s all been done before. That said, the clan rewards the novel, the new, the sharp tongue and the prize seduction. Poaching ghouls and influence from other kindred, seduction, and protection of artists and monuments all aid to the reputation of a given Degenerate. |
| Traditional Domains | France, Greece, Amsterdam, Buenos Aires, San Francisco |
| Example of a Toreador Mentality | "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 I realized she was not a true artist, only an imitator. She was unworthy of me, and I don't think I have ever recovered…." |
TREMERE |
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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. 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. 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. 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 pyramid, 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 goals. |
| Nickname | Warlocks |
| Appearance | Tremere traditionally wear conservative dress, or even cloaks with high, upturned collars and arcane symbols sewn in. A fondness for blacks, greys, blues and purples marks the children of the Pyrmid. Many Tremere also carry props such as canes, watches, or other "ornaments" (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 they are often connected with power, science or the occult. |
| 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. Each chantry is run by a Regent, and geographic regions are overseen by Pontificies. All serve in the Pyramid of power. |
| Prestige | The Warlocks reward obedience, and though ambition is dangerous, those who create new rituals, secure occult relics, and subdue the enemies of the clan find their prestige increased. |
| Traditional Domains | Vienna, Oxford, Hong Kong, Japan |
| Example of a Tremere Mentality | "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." |
VENTRUE |
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Old-fashioned
and tradition-bound, the Ventrue are aristocratic 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 and financial control of the city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid. They are very proud of their leadership of vampire society, and will always remind detractors that they were the founders of the Camarilla. They will do nearly anything to prolong or increase their power, 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 or conservative styles - lace and ruffles, top hats and evening coats. Younger members still dress very well - preppy would best describe it. They seem to enjoy trying to outdress the Toreador, often failing, but rivaling the Clan of the Rose in immaculate couture. |
| Haven | They tend to make their homes in mansions, penthouses, and when they can, stately governmental or corporate institutions. |
| Background | Typically they select older and more experienced people as neonates, usually members of the upper class. |
| Character Creation | Ventrue tend to have upper class concepts, people who admire power (and excel in cultivating it). |
| Clan Disciplines | Dominate, Fortitude, Presence |
| Weaknesses | Ventrue have exacting and rarefied tastes, even when it comes to blood. All Venturre begin with the Refined Palette flaw, and must choose a specific kind of prey. Blood from sources outside one’s particular taste, does not provide a Ventrue with nourishment. |
| 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. |
| Prestige | The Blue Bloods take note of those who prove their capabilities at leadership. Helping secure the Camarilla, increasing mortal influence, and hosting clanmates with decorum and charm all reflect well upon the Ventrue. Special esteem is given to those who outwit the cunning Tremere, use words as weapons back against the vain Toreador, and humble (or destroy) the rival Lasombra. |
| Traditional Domains | London, Germany, Washington DC, Wellington |
| Example of a Ventrue Mentality | "We win, we always win. And even if we seem to lose, because we are reasonable and above such petty concerns as vengeance, we are the leaders among our kind. Our colleagues need us to guide them in the Camarilla, and so often we must bear the burden of leadership alone." |
FOLLOWERS
OF SET |
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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. |
| Nickname | Serpents |
| 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 deep colours, possibly 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. |
| Clan Disciplines | Obfuscate, Presence, Serpentis |
| Weaknesses | Setites are extremely susceptible to light. Strobe lights, flares, torches and the like cause them to cringe into the shadows, and sunlight burns them faster than any other kindred. |
| 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. |
| 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. |
| Traditional Domains | Egypt, Haiti, Jamaica, Colombia, Afghanistan, Bangkok |
| Example of a Setite Mentality | "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. Let me be your light though, for a little while at least. Here, try this. No worries, the first one’s always free…." |
LASOMBRA |
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The Lasombra
is the Sabbat clan of leadership and shadows. 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. 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 destruction of their progenitor on the Island of Sicily. The Lasombra knew they would be severely punished for the murder of their elders, so they cultivated a following among rebels and anarchs, winning to their banners the monsters of the world. The Lasombra are loyal to the Sabbat, but they also believe it is their right and responsibility to be the strongest in 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 in the Camarilla, but what does exist is far more brutal, and often the puppetmasters are 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. |
| Nickname | Keepers (as in Brother's), Shadows |
| Appearance | The Lasombra of the earlier generations are mostly of Italian or Spanish 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 | Most Lasombra have aptitudes for leadership, and enjoy controlling financial or religious institutions. |
| 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. |
| 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 as a whole. The Vaulderie plays an important role in the conventicle, strengthening the clan's internal bonds. |
| 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. |
| Traditional Domains | Spain, Sicily, Milan, Mexico, Montreal, Christchurch |
| Example of a Lasombra Mentality | “Everyone casts a shadow, and in their depths is a kind of greatness. Follow me into the darkness, and see true power; allow me to liberate you from you fears and doubts. You are wise though to be afraid, for I am born of twilight, and the night is mine. I'll protect you though, now come along, the shadows hunger....” |
TZIMISCE |
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The Tzimisce
clan is renowned for its evil. Among the most infamous of this line
is Vlad Tepes, the Impaler Dracula, known across the world for his
cruelty and depredations. The Tzimisce clan stretched across the Baltic regions of Eastern Europe for many centuries. It controlled 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 another. Eventually, the power-mad Tremere captured some Tzimisce and used them in perverse rituals aimed at extracting the essence of their immortality. Some Tzimisce believe this was the beginning of the Tremere as a clan. The Tzimisce anarchs went a long way in destroying the elders of their own clan, but a few remain in Bulgaria, Rumania and Hungary, brooding alone in their castle havens. They have accumulated so much magical and political power that they have no fear of the Sabbat. These ancient dragons fear the Camarilla even less. Tzimisce 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, and are known for their disturbing sorcery over flesh and bone. Most Tzimisce 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, Dragons |
| Appearance | Tzimisce tend to dress in a very old-fashioned manner. Most dress in clothing popular 100 years ago. Solid black, accented with white is common. Tzimisce tend to resemble the traditional vampire of legend. Some have twisted their flesh into grotesque “refinements” and look almost alien in appearance. |
| Haven | Tzimisce maintain luxurious estates away from the eyes of mortals. They will stay in communal havens for short periods, but generally dislike them. The Tzimisce 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 Tzimisce choose recruits who are intelligent and well-educated. Recruits are typically middle aged and most come from such backgrounds as medicine, science, academia and theology; however, a few have been chosen from the ranks of soldiers, animal handlers and lunatics. Tzimisce often get to know their targets before the embrace, making sure their targets will be interesting companions for centuries, especially since sires maintain close relationships with neonates. |
| Character Creation | Most Tzimisce have academic concepts, balancing between sciences and the occult. |
| Clan Disciplines | Animalism, Auspex, Vicissitude |
| Weaknesses | Due to the effects of the Vicissitude Discipline, Tzimisce are in a continuous state of physical flux (often they forget their original form over the centuries). Thus, something deep within the Tzimisce craves stability and permanence. As a result, each time the Tzimisce 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. Many Tzimisce maintain several auxiliary havens, each of which contains the needed soil. |
| 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 in an area 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. |
| 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 within this clan, as does Thaumaturgic understanding. |
| Traditional Domains | Romania, Bulgaria, Hungary, Sierra Leone, Liberia, New York |
| Example of a Tzimisce Mentality | "Those who possess true power seldom need to use it. There is much about us you do not know, nor ever will. And there is much about you too I suspect. Let’s just peel away some of your many layers shall we? Hold still, this will hurt a little…." |
GIOVANNI |
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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 half 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 founder hoped to bolster his own power by Embracing a coven of Venetian necromancers. This coven was actually the 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 its members. 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. 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. |
| 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 morgue or graveyard. |
| Background | Giovanni Embrace only those from their own mortal family. Thus, all those in the true clan are of Italian descent. Other bloodlines do exist, certain other families selected and married (often incestuously) into the greater Familia, including the Scottish Dunsirn, the American Milliners, and the Flemish Beryn. |
| Character Creation | Giovanni almost always have professional concepts involving money. |
| Clan Disciplines | Dominate, Necromancy, Potence |
| Weaknesses | Living creatures from whom the Giovanni drink feel only agony with the Kiss, not the usual ecstasy of feeding. For this reason, Giovanni are among the most prominent blood bankers and take vitae from people who have died moments before whenever possible. |
| 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. Rare members of the Clan hold minor positions in the Camarilla, but due to the Promise of 1528, the Giovanni typically exist on the fringe of kindred society. |
| Traditional Domains | Venice, Malta, Ethiopia, Boston, Singapore |
| Example of a Giovanni Mentality | "No other being understands 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. Ah what things I could show you, such dark beauties beyond the shroud, and a host of spirits to obey me. Anger me and you will join them…." |
ASSAMITES |
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Vampires are
killers in the night, and none more so than the Assamites, slayers of
both Kindred and kine. Called in regularly by the world's Justicars
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 Islam and Middle Eastern 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 damned. 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 payment 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. 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 - almond 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 theologians. |
| 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 a poison. Each Blood point from another Kindred that somehow enters an Assamite's system inflicts one health level of aggravated damage. |
| Organization | The Assamite leaders hold court in Alamut ("the Eagles' Nest"), their ancient mountain citadel, far from others' prying eyes. Here they receive assassination requests from the most powerful Kindred and kine, and assign assassins to specific contracts. |
| Prestige | Though no assignment is mandatory, Assamites lose much prestige if they refuse a hit. Younger Assamites are spread across the world, and use their own judgment in accepting contracts; so long as the tithe is collected, the elders are pleased. Obviously the more challenging a given target, the greater the prestige to the assassin who strikes him down. Even Princes have met their ends at the Assassin’s blade. Particular honour is awarded to those who strike back at the Tremere, and rumours suggest the Old Man of the Mountain is attempting to shrug off the great Curse. |
| Traditional Domains | Ankara, Syria, Tunisia |
| Example of a Assamite Mentality | "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." |
RAVNOS |
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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 season. 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 tricksters 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, but 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 gorgio 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 charlatan and outsider concepts. |
| 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. The player should decide during the creation process what type of "crime" attracts the character. Some common crimes include con games, theft, gambling, forgery and extortion. |
| Organization | There is no organization to this clan, 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 unless united by a common enemy. |
| 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) |
| Traditional Domains | India, Morocco, Las Vegas, Shanghai |
| Example of a Ravnos Mentality | "How could anyone take seriously the form we have been given? Flux is fun! We can do anything we want and all these others sit around trying to be statues. They act like they've been crucified, all pent up and bored. We give wonder to the night. Watch closely.” |
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