Post by ♫ Lysette ♫ on Jun 28, 2009 21:07:41 GMT -7
We have a couple Masque styled vamps here already, and I wanted to give people some basic Clan information to help in this Genre.
Granted, there's a TON more to VTM and the WOD rpg games, I am just listing the MAJOR 7 Clans of the Camarilla here for this thread.
This is just some basic Clan info to help.
If you have interest in taking a VTM Vampire and want more in detail information on what they can do (Each clan has specific powers, they aren't just basic vampires)
Just send me a PM and let me know which Clan you want to use, and I will get you the information you need.
Thank you.
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.
The Rabble's espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it's back to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia," or the re-creation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.
Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.
Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan. Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah believe it, too.
Nickname: Rabble
Appearance: Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah's appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Haven: Wherever they damn well please. Are you going to tell them to leave?
More so than any other clan, the Brujah keep the company of other vampires, and one haven might house an entire brood. Brujah Kindred also keep multiple safehouses and boltholes, as their conflict-driven existences often make single locations inhospitable. Some Brujah neonates even carry on the urban practice of the home invasion, Dominating or killing a home's occupants and taking over. Like other pursuits, however, home invasions rarely sustain the Rabble's interest, and the vampires often move on once they grow bored with the locale.
Background: Brujah prefer those who espouse change in one form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized - hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Character Creation: Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept. Brujah wear their emotions on their sleeves (when they have sleeves). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise, Skills are favored, with Knowledges running a close second. Very few Brujah claim Mentors.
Clan Disciplines: Celerity, Potence, Presence
Weaknesses: Fiery passion is at once the Brujah's blessing and curse. Though they are quick to adopt a cause, they are equally as quick to fall to frenzy. Of course, the Brujah rabidly deny this penchant for excitement, and become quite hostile when the issue is raised. The difficulties of rolls to resist frenzy are two higher than normal for members of Clan Brujah.
Organization: Clan Brujah is far too fractious and torn by internecine conflict to have true organization, and the clan never meets formally. Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: informal meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often hidden in the media of the gathering in progress. These meetings almost invariably degenerate into riots, further eroding the organizational base of the clan.
Quote: Think for yourself, or you're better off dead. Either way, I'm satisfied.
Gangrel
Of all vampires, the Gangrel are perhaps closest to their inner nature.These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.
The clan itself has little contact with, or regard for, the rest of the Kindred.
This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and mannerisms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrelline. As such, say the rumors, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient.
Nickname: Outlanders
Appearance: Gangrel's harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous misjudgment of the Gangrel's intentions
Haven: Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient master of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefes to lair in the wild or travel from place to place, they are as vulnerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city's confines
Background: Gangrel Embrace for a variety of reasons, as do most Kindred, but do not pass on the Curse lightly or common. lf a generalization must be made, it could be said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock of the Change. The sire's training, what little there is, tends to be gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their Own.
Character Creation: Gangrel rarely rely on subterfuge to get their way. Physical Attributes and Talents or Skills are common among Gangrel. They rarely have high levels of Influence or Resources.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired pesmanently reduce one of the Gangrel's Social Attsibutes by one.
Organization: Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown respect, though the young are by no means subservient. Outlanders occasionally meet in groups known as "Gathers"; at these festivals, vampires dance, feast and tell stories of their travels. Disputes between Gangrel are often settled through ritual combat to first blood or submission; while savage, these fights rarely result in the loser's Final Death. Gangrel commonly hunt alone, though occasionally two or more Gangrel unite in a coterie of Sorts (a "pride" or "pac")
Quote: You provided worthy sport, mortal. Now, though, the chase is ended.
Malkavian
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpowering homicidal tendencies to near-catatonia. In many cases, there's no way to tell a Malkavian apart from the "sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.
For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow vampires' knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics' heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's madness.
Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among the use of Malkav's blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A longstanding Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.
None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this freedom is coupled with an uncanny insight, a strange wisdom that Cannot be perceived by the sane. The Malkavians possess a dark intellect that is often - and increasingly- set to frightening purposes.
Nickname: Lunatics
Appearance: Malkavians run the gamut from terrifyingly psychotic to convincingly ordinary in every way - sometimes both at once. Just like serial killers, they could be anyone - the scruffy bum talking to himself, the pleasant but quiet neighbor, the borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one they want people to see.
Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.
Background: Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to further a sire's twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness. Most other vampires believe that the Malkavians Embrace their childer on a whim; however, virtually all Lunatics discover themselves subtly championing some barely perceptible "purpose," the full extent of which none - not even their sires -can properly fathom.
Character Creation: Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the clan's reputation for wisdom and insight. Apart from that, it's anyone's guess just what Traits a Malkavian may manifest with the diversity of their concepts and backgrounds, these mad vampires could be anyone. Anywhere.
Clan Disciplines: Auspex, Dementation, Obfuscate
Weaknesses: Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some atrribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Organization: The hierarchy of the Malkavians, if it exists at all, defies description. Most are usually content to let one another do as they like from night to night. But now and again, in times of great need, Malkavians demonstrate an uncanny ability to act in unison, even without any apparent leadership - and sometimes even without any apparent communication. As one, they arise from their desolate haunts; as one, they fall on the problem at hand. And when it is a problem no longer, they drift back to their usual routines. If the Malkavians indulge in any form of machinations as a clan, they are incomprehensible to outsiders - which may be a blessing.
Quote: Laugh if you like Doesn't matter. Assume that you're so much smarter than the poor, broken lunatic. Doesn't matter. But think about this. You ' re a dead thing, same as me. You died and were reborn...as this. What makes you and me different' Simple - I remember what I saw when I was full and truly dead You'd be mad, too.
Nosferatu
Caine's childer are called "The Damned," and no vampires embody this more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and osrracized by the other Children of Caine, who consider them disgusting and interact with them only when they must.
Following the Embrace, Nosferatu childer suffer an agonizing transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after.
Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are surprisingly levelheaded and practical, avoiding the obsessions, fits and rages of their fairer brethren. Not that this makes the Sewer Rats particularly pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their grotesque appearances inspire in others.
Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can command high prices for their knowledge. Using their Obfuscate Discipline, Nosferatu make a point of listening to others' conversations from hiding, or sitting in on "secret" meetings. If a Kindred wishes to learn about the doings and denizens of the city, she would do well to consult the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous politeness and freely share information among themselves. To mess with one Nosferatu is to mess with them all, and that can get messy indeed....
Nickname: Sewer Rats
Appearance: No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumors, holes in place of noses, bat like ears, sloping bald heads, twisted spines, claws, wrinkled hides, pustulent sores and webbed fingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that most Nosferatu smell about as good as they look.
Haven: Their disfigurement forces most Nosferatu to take havens far from the eyes of mortals, in graveyards, abandoned warehouses and cellars. In large cities, entire broods of Nosferatu lair in sewers and subway systems. These "kingdoms," particularly the older ones, are often much more extensive than mortals or Kindred are aware - subterranean labyrinths stretching deep into the darkness and guarded by monstrous ghouls. Even Princes tread warily with the Nosferatu kingdoms.
Background: Nosferatu choose their progeny from society's castoffs: derelicts, the mentally ill and the hopelessly antisocial. Occasionally, a vindictive Nosferatu chooses to Embrace a beautiful, vain mortal, then watch gleefully as the Curse takes hold.
Character Creation: Nosferatu can have any concept, but often come from loner, outsider or drifter stock. Physical or Mental Attributes are often primary (Social are rarely anything other than tertiary!). Stealth is highly prized among the clan, while Survival allows a Sewer Rat to find shelter in the blighted zones Nosferatu favor.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: As mentioned, Nosferatu are absolutely loathsome to look at. All Nosferatu have Appearance ratings of zero - Cross the automatic point right off the character sheet. Nor may they improve Appearance with experience points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.
Organization: While Nosferatu do not have the rigid protocols that mark clans such as the Tremere and Ventrue, their shared deformIty creates an exceptional clan unity. Shunned and reviled by other creatures, Nosferatu stick together out of equal parts necessity and loneliness.
Quote: Come here, little boy, hawsabout a kiss? [phlegmy, wheezing hack] Whazza matter? Big bad gangbanger' s scared now? Don't so much like being a victim, heh? Well, get used to it, 'cuz you ain't seen the half of it!
Toreador
The Toreador are called many things - "degenerates," "artistes," "poseurs" and "hedonists" being but a few. But any such lump in categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its member's aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.To the Toreador, eternal life is to be savored.
Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry Toreador tout themselves as cultivators of all that is best about humanity.. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanity's greatest artists, poets and musicians into its ranks; -of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what "gifted" or "inspired" means.
Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or simple sustenance, Toreador glide gracefully and effortlessly through the society of the Camarilla, sampling the delights of each age as a gourmand savors rare delicacies. Toreador are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is, thus, acutely tragic when a Toreador succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices.
Toreador are committed to the Camarilla and share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, after all. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds and simple, scintillating existence.
Nickname: Degenerates
Appearance: Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends; centuries-old Degenerates are often more stylish than Some 30-year-old mortals. If it's in, chances are that at least one Toreador will adopt it.
Haven: Toreador take care to ensure that their havens are comfortable, convenient for socializing and - above all conform to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their "poseur" counterparts love opulent suites perfect for hosting parties.
Background: Toreador range across a spectrum of concepts, from lonely, tortured artists to debauched jetsetters. Some Toreador are Embraced for no reason other than their beauty or personal style, as a passionate sire decides that they simply must be preserved for eternity.
Character Creation: Social Attributes and Abilities are prized among the clan, though Toreador are typically concerned less with outright control than with making a good impression. Perception is also favored, both for creation and for critiquing. Toreador are very social creatures, and love adoration from both Kindred and kine.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous. When a Toreador views, hears, or even smells something that is truly beautiful - a person, a painting, a song, a particularly lovely sunrise - he must make a roll or become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another roll to "break the spell."
Organization: Toreador have little practical organization, though their cliquishness and social networks are legendary . The clan meets frequently, but more as an excuse to host lavish parties and showings than to accomplish anything. Status among the Toreador is a tempestuous whirlwind in which one subtle smile or catty critique can lead to fortune or disaster; a prodigy may be adored one night, commit a barely perceptible faux pas, and be ostracized the next.
Quote: Oh, yes, isn't she exquisite. Yes, she's my newest find - I'm her muse, the sweet little creature. Imagine! And what of - oh, Thomas? Why, I could hardly say - after all, he had his "15 minutes," as they say, but it just wasn't going to last, and it all became so very' tedious, So I had to say adieu. Suicide? Really! Silly boy - he should thank me, then, that I didn't give him the Embrace. It would have made things so difficult, after all. . . .
Tremere
Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan Tremere are anything but ignored.
Those who have heard of the clan's doings are typically suspicious of the Tremere, and with good reasion: for the Warlocks are aptly named.
Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent, if not more so, than any other power of the Blood.
Paired with the clan's rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.
According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal's standards. Legend has it that, durring Europe's Dark Ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism.
War followed soon thereafter, the fledgling clan found itself besieged by enraged Kindred on every side.
But the Tremere are nothing if not survivors.
Their human magicks lost, they nonetheless managed to alter their rituals and wardings to utilize the power of their vitae.
These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere's place among the Kindred ever since.
The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are always tinged with the touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate what allies they can, even as they strive to heighten their magical mastery, no less required for their survival.
As a result, the childer of Clan Tremere are among the most driven and learned of all Cainites: few cross these undead sorverers and escape unscarred.
The Tremere are vampires of the Old World, but have traveled across the continents to establish footholds elsewhere. The clan's seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan's furute direction. But many larger cities across the globe house Tremere 'chantries' well defended houses that are equal parts university, monastery, and stronghold. There the Warlocks gather to exchange information and study their vampiric witchcraft, safe from the attentions of the rivals.
Nickname: Warlocks
Appearance: The sorcerous Tremere are typically imposing or sinister in men. Some favor classic suits, others prefer a slightly more antiquated look, dressing in the 1940's cut suits, Edwardian finery or the simple black turtlenecks of the Beat era. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorceror's eyes always gleam with hidden insight and frightening acuity.
Haven: While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan maintains a chantry in every city that harbors a strong Tremere presence. a chantry is open to any of Tremere's bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well guarded havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent.
Backgrounds: Many Tremere dabbled in occult or other scholarly persuits in life. However, a fascination with the unknown is hardly enough to draw a Warlock's attention; clan members seek "apprentices" with aggressive natures and clear thinking, and care little for the muddle-headed New Agters or befuddled consipiracy theorists. Clan Tremere has an unspoken tradition of sexism, and most of it's elders are male. Tremere ancillae have become rather more open minded of late, though, and draw ample members of suitably ambitious and persistent acolytes from both sexes.
Character Creation: Tremere typically have strong Mental Attributes and high Willpower to match. dilettantes and churls cannot meet the grueling demands of sorcery. Although a few Tremere specialize in one particular area of excellence, many more prefer a more wellrounded approach to persnal aptitudes, after all, a Warlock can typically rely on no one other than himself.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: By clan law, all neonate Tremere must drink the blood of the clan's seven elders when they are created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty, in order to avoid having such loyalty forced on them. What's more, this arrangement means that Tremere are hard pressed to resist the will of their elders, the difficulty of any Dominate attempt from a clan superior is one less.
Organization: No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts with such unity of purpose as the Tremere. Although younger clan members generally are free to do more or less as they wish, occasionally they receive instructions from their elders that they may not ignore. Paranoia keeps the clan clan well oiled and unified.
Of course, the Tremere do encourage individual achievement among the group, seeing it as a Darwinian method of ensuring the clan's strength. With such ambitious, powerful young vampires cooperating with such commendable clan unity, it's no wonder the Warlocks have plenty of envious and spiteful enemies among the Kindred.
The Tremere's pyramidal hierarchy contains several ranks, each divided into seven mystical 'circles' that an aspirant must master if he desires to advance in rank (and nearly every Tremere desires that very thing). The lowest rank, that of apprentice, belongs to neonates. Above the apprentices are the regents, each one the master of a chantry, then the lords, whose domains include several chantries each. Forty nine Tremere hold the title of pontifex, each bearing great reponsibilties. And at the top of the pyramid sits the Inner Council of the Seven, some the masters of entire continents, and all whispered to be in constant mental communication with the others.
Quote: We are more than vampires, We are the next step in Cainite evolution. We will direct the others if they allow us to do so, or we will stand alone if we must. But we will survive.
Ventrue
Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard to make their unlives comfortable. They are most frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant Kindred.
The Ventrue fancy themselves a clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the clan, but many are unable to give up the habits and dress of the time when they were Embraced. The attitudes and beliefs of one's mortal days are never forgotten by a Ventrue.
They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control of the city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid.
There is a strong Ventrue tradition that any member of the line may find safe refuge with any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow clan members before the need arises for this tradition to be invoked. Harboring a fugitive in one's haven can be detrimental to one's welfare.
They are very proud of their leadership of vampire society, and will always insist that they were the founders of the Camarilla. They will do nearly anything to retain their grip on the politics of the cities and the Camarilla, and are exceedingly protective of their reputations.
Nickname: Blue Bloods
Appearance: The Ventrue do not change their ways easily, so they often dress in very old-fashioned styles - lace and ruffles, top hats and evening coats. Younger members still dress very well - preppy would best describe it.
Haven: They tend to make their homes in mansions, often their mortal dwellings.
Background: Typically they select older and more experienced people as neonates, usually members of the upper class. Sometimes they will only Embrace their own mortal descendants.
Character Creation: Ventrue tend to have upper class concepts. Mental Attributes are primary.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood her character can feed upon, e.g. only young men, no animals, only virgins, etc. The character will feed on no other type of blood, not even if she is starving or under duress.
Organization: Though the Ventrue clan meets often, their councils are sarcastically called "debating societies" because of the amount of talk and lack of action. The Ventrue consider this the only civilized way to get anything done.
Quote: "The best way to get even with one's enemies is to outlive them. Because we are reasonable and above such petty concerns as vengeance, we are the leaders among our kind. Our colleagues do little to support the Camarilla, so we must bear the burden alone."
And as I said, if you want to play a true VTM vamp, message me with the clan and I can help you get more information into what they really are and what they can do.
Thank you.
Granted, there's a TON more to VTM and the WOD rpg games, I am just listing the MAJOR 7 Clans of the Camarilla here for this thread.
This is just some basic Clan info to help.
If you have interest in taking a VTM Vampire and want more in detail information on what they can do (Each clan has specific powers, they aren't just basic vampires)
Just send me a PM and let me know which Clan you want to use, and I will get you the information you need.
Thank you.
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.
The Rabble's espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it's back to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia," or the re-creation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.
Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.
Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan. Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah believe it, too.
Nickname: Rabble
Appearance: Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah's appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Haven: Wherever they damn well please. Are you going to tell them to leave?
More so than any other clan, the Brujah keep the company of other vampires, and one haven might house an entire brood. Brujah Kindred also keep multiple safehouses and boltholes, as their conflict-driven existences often make single locations inhospitable. Some Brujah neonates even carry on the urban practice of the home invasion, Dominating or killing a home's occupants and taking over. Like other pursuits, however, home invasions rarely sustain the Rabble's interest, and the vampires often move on once they grow bored with the locale.
Background: Brujah prefer those who espouse change in one form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized - hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Character Creation: Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept. Brujah wear their emotions on their sleeves (when they have sleeves). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise, Skills are favored, with Knowledges running a close second. Very few Brujah claim Mentors.
Clan Disciplines: Celerity, Potence, Presence
Weaknesses: Fiery passion is at once the Brujah's blessing and curse. Though they are quick to adopt a cause, they are equally as quick to fall to frenzy. Of course, the Brujah rabidly deny this penchant for excitement, and become quite hostile when the issue is raised. The difficulties of rolls to resist frenzy are two higher than normal for members of Clan Brujah.
Organization: Clan Brujah is far too fractious and torn by internecine conflict to have true organization, and the clan never meets formally. Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: informal meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often hidden in the media of the gathering in progress. These meetings almost invariably degenerate into riots, further eroding the organizational base of the clan.
Quote: Think for yourself, or you're better off dead. Either way, I'm satisfied.
Gangrel
Of all vampires, the Gangrel are perhaps closest to their inner nature.These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.
The clan itself has little contact with, or regard for, the rest of the Kindred.
This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and mannerisms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrelline. As such, say the rumors, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient.
Nickname: Outlanders
Appearance: Gangrel's harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous misjudgment of the Gangrel's intentions
Haven: Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient master of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefes to lair in the wild or travel from place to place, they are as vulnerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city's confines
Background: Gangrel Embrace for a variety of reasons, as do most Kindred, but do not pass on the Curse lightly or common. lf a generalization must be made, it could be said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock of the Change. The sire's training, what little there is, tends to be gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their Own.
Character Creation: Gangrel rarely rely on subterfuge to get their way. Physical Attributes and Talents or Skills are common among Gangrel. They rarely have high levels of Influence or Resources.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired pesmanently reduce one of the Gangrel's Social Attsibutes by one.
Organization: Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown respect, though the young are by no means subservient. Outlanders occasionally meet in groups known as "Gathers"; at these festivals, vampires dance, feast and tell stories of their travels. Disputes between Gangrel are often settled through ritual combat to first blood or submission; while savage, these fights rarely result in the loser's Final Death. Gangrel commonly hunt alone, though occasionally two or more Gangrel unite in a coterie of Sorts (a "pride" or "pac")
Quote: You provided worthy sport, mortal. Now, though, the chase is ended.
Malkavian
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpowering homicidal tendencies to near-catatonia. In many cases, there's no way to tell a Malkavian apart from the "sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.
For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow vampires' knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics' heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's madness.
Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among the use of Malkav's blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A longstanding Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.
None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this freedom is coupled with an uncanny insight, a strange wisdom that Cannot be perceived by the sane. The Malkavians possess a dark intellect that is often - and increasingly- set to frightening purposes.
Nickname: Lunatics
Appearance: Malkavians run the gamut from terrifyingly psychotic to convincingly ordinary in every way - sometimes both at once. Just like serial killers, they could be anyone - the scruffy bum talking to himself, the pleasant but quiet neighbor, the borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one they want people to see.
Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.
Background: Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to further a sire's twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness. Most other vampires believe that the Malkavians Embrace their childer on a whim; however, virtually all Lunatics discover themselves subtly championing some barely perceptible "purpose," the full extent of which none - not even their sires -can properly fathom.
Character Creation: Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the clan's reputation for wisdom and insight. Apart from that, it's anyone's guess just what Traits a Malkavian may manifest with the diversity of their concepts and backgrounds, these mad vampires could be anyone. Anywhere.
Clan Disciplines: Auspex, Dementation, Obfuscate
Weaknesses: Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some atrribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Organization: The hierarchy of the Malkavians, if it exists at all, defies description. Most are usually content to let one another do as they like from night to night. But now and again, in times of great need, Malkavians demonstrate an uncanny ability to act in unison, even without any apparent leadership - and sometimes even without any apparent communication. As one, they arise from their desolate haunts; as one, they fall on the problem at hand. And when it is a problem no longer, they drift back to their usual routines. If the Malkavians indulge in any form of machinations as a clan, they are incomprehensible to outsiders - which may be a blessing.
Quote: Laugh if you like Doesn't matter. Assume that you're so much smarter than the poor, broken lunatic. Doesn't matter. But think about this. You ' re a dead thing, same as me. You died and were reborn...as this. What makes you and me different' Simple - I remember what I saw when I was full and truly dead You'd be mad, too.
Nosferatu
Caine's childer are called "The Damned," and no vampires embody this more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and osrracized by the other Children of Caine, who consider them disgusting and interact with them only when they must.
Following the Embrace, Nosferatu childer suffer an agonizing transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after.
Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are surprisingly levelheaded and practical, avoiding the obsessions, fits and rages of their fairer brethren. Not that this makes the Sewer Rats particularly pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their grotesque appearances inspire in others.
Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can command high prices for their knowledge. Using their Obfuscate Discipline, Nosferatu make a point of listening to others' conversations from hiding, or sitting in on "secret" meetings. If a Kindred wishes to learn about the doings and denizens of the city, she would do well to consult the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous politeness and freely share information among themselves. To mess with one Nosferatu is to mess with them all, and that can get messy indeed....
Nickname: Sewer Rats
Appearance: No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumors, holes in place of noses, bat like ears, sloping bald heads, twisted spines, claws, wrinkled hides, pustulent sores and webbed fingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that most Nosferatu smell about as good as they look.
Haven: Their disfigurement forces most Nosferatu to take havens far from the eyes of mortals, in graveyards, abandoned warehouses and cellars. In large cities, entire broods of Nosferatu lair in sewers and subway systems. These "kingdoms," particularly the older ones, are often much more extensive than mortals or Kindred are aware - subterranean labyrinths stretching deep into the darkness and guarded by monstrous ghouls. Even Princes tread warily with the Nosferatu kingdoms.
Background: Nosferatu choose their progeny from society's castoffs: derelicts, the mentally ill and the hopelessly antisocial. Occasionally, a vindictive Nosferatu chooses to Embrace a beautiful, vain mortal, then watch gleefully as the Curse takes hold.
Character Creation: Nosferatu can have any concept, but often come from loner, outsider or drifter stock. Physical or Mental Attributes are often primary (Social are rarely anything other than tertiary!). Stealth is highly prized among the clan, while Survival allows a Sewer Rat to find shelter in the blighted zones Nosferatu favor.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: As mentioned, Nosferatu are absolutely loathsome to look at. All Nosferatu have Appearance ratings of zero - Cross the automatic point right off the character sheet. Nor may they improve Appearance with experience points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.
Organization: While Nosferatu do not have the rigid protocols that mark clans such as the Tremere and Ventrue, their shared deformIty creates an exceptional clan unity. Shunned and reviled by other creatures, Nosferatu stick together out of equal parts necessity and loneliness.
Quote: Come here, little boy, hawsabout a kiss? [phlegmy, wheezing hack] Whazza matter? Big bad gangbanger' s scared now? Don't so much like being a victim, heh? Well, get used to it, 'cuz you ain't seen the half of it!
Toreador
The Toreador are called many things - "degenerates," "artistes," "poseurs" and "hedonists" being but a few. But any such lump in categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its member's aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.To the Toreador, eternal life is to be savored.
Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry Toreador tout themselves as cultivators of all that is best about humanity.. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanity's greatest artists, poets and musicians into its ranks; -of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what "gifted" or "inspired" means.
Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or simple sustenance, Toreador glide gracefully and effortlessly through the society of the Camarilla, sampling the delights of each age as a gourmand savors rare delicacies. Toreador are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is, thus, acutely tragic when a Toreador succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices.
Toreador are committed to the Camarilla and share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, after all. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds and simple, scintillating existence.
Nickname: Degenerates
Appearance: Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends; centuries-old Degenerates are often more stylish than Some 30-year-old mortals. If it's in, chances are that at least one Toreador will adopt it.
Haven: Toreador take care to ensure that their havens are comfortable, convenient for socializing and - above all conform to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their "poseur" counterparts love opulent suites perfect for hosting parties.
Background: Toreador range across a spectrum of concepts, from lonely, tortured artists to debauched jetsetters. Some Toreador are Embraced for no reason other than their beauty or personal style, as a passionate sire decides that they simply must be preserved for eternity.
Character Creation: Social Attributes and Abilities are prized among the clan, though Toreador are typically concerned less with outright control than with making a good impression. Perception is also favored, both for creation and for critiquing. Toreador are very social creatures, and love adoration from both Kindred and kine.
Clan Disciplines: Auspex, Celerity, Presence
Weaknesses: Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous. When a Toreador views, hears, or even smells something that is truly beautiful - a person, a painting, a song, a particularly lovely sunrise - he must make a roll or become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another roll to "break the spell."
Organization: Toreador have little practical organization, though their cliquishness and social networks are legendary . The clan meets frequently, but more as an excuse to host lavish parties and showings than to accomplish anything. Status among the Toreador is a tempestuous whirlwind in which one subtle smile or catty critique can lead to fortune or disaster; a prodigy may be adored one night, commit a barely perceptible faux pas, and be ostracized the next.
Quote: Oh, yes, isn't she exquisite. Yes, she's my newest find - I'm her muse, the sweet little creature. Imagine! And what of - oh, Thomas? Why, I could hardly say - after all, he had his "15 minutes," as they say, but it just wasn't going to last, and it all became so very' tedious, So I had to say adieu. Suicide? Really! Silly boy - he should thank me, then, that I didn't give him the Embrace. It would have made things so difficult, after all. . . .
Tremere
Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan Tremere are anything but ignored.
Those who have heard of the clan's doings are typically suspicious of the Tremere, and with good reasion: for the Warlocks are aptly named.
Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent, if not more so, than any other power of the Blood.
Paired with the clan's rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.
According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal's standards. Legend has it that, durring Europe's Dark Ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism.
War followed soon thereafter, the fledgling clan found itself besieged by enraged Kindred on every side.
But the Tremere are nothing if not survivors.
Their human magicks lost, they nonetheless managed to alter their rituals and wardings to utilize the power of their vitae.
These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere's place among the Kindred ever since.
The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are always tinged with the touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate what allies they can, even as they strive to heighten their magical mastery, no less required for their survival.
As a result, the childer of Clan Tremere are among the most driven and learned of all Cainites: few cross these undead sorverers and escape unscarred.
The Tremere are vampires of the Old World, but have traveled across the continents to establish footholds elsewhere. The clan's seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan's furute direction. But many larger cities across the globe house Tremere 'chantries' well defended houses that are equal parts university, monastery, and stronghold. There the Warlocks gather to exchange information and study their vampiric witchcraft, safe from the attentions of the rivals.
Nickname: Warlocks
Appearance: The sorcerous Tremere are typically imposing or sinister in men. Some favor classic suits, others prefer a slightly more antiquated look, dressing in the 1940's cut suits, Edwardian finery or the simple black turtlenecks of the Beat era. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorceror's eyes always gleam with hidden insight and frightening acuity.
Haven: While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan maintains a chantry in every city that harbors a strong Tremere presence. a chantry is open to any of Tremere's bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well guarded havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent.
Backgrounds: Many Tremere dabbled in occult or other scholarly persuits in life. However, a fascination with the unknown is hardly enough to draw a Warlock's attention; clan members seek "apprentices" with aggressive natures and clear thinking, and care little for the muddle-headed New Agters or befuddled consipiracy theorists. Clan Tremere has an unspoken tradition of sexism, and most of it's elders are male. Tremere ancillae have become rather more open minded of late, though, and draw ample members of suitably ambitious and persistent acolytes from both sexes.
Character Creation: Tremere typically have strong Mental Attributes and high Willpower to match. dilettantes and churls cannot meet the grueling demands of sorcery. Although a few Tremere specialize in one particular area of excellence, many more prefer a more wellrounded approach to persnal aptitudes, after all, a Warlock can typically rely on no one other than himself.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
Weaknesses: By clan law, all neonate Tremere must drink the blood of the clan's seven elders when they are created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty, in order to avoid having such loyalty forced on them. What's more, this arrangement means that Tremere are hard pressed to resist the will of their elders, the difficulty of any Dominate attempt from a clan superior is one less.
Organization: No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts with such unity of purpose as the Tremere. Although younger clan members generally are free to do more or less as they wish, occasionally they receive instructions from their elders that they may not ignore. Paranoia keeps the clan clan well oiled and unified.
Of course, the Tremere do encourage individual achievement among the group, seeing it as a Darwinian method of ensuring the clan's strength. With such ambitious, powerful young vampires cooperating with such commendable clan unity, it's no wonder the Warlocks have plenty of envious and spiteful enemies among the Kindred.
The Tremere's pyramidal hierarchy contains several ranks, each divided into seven mystical 'circles' that an aspirant must master if he desires to advance in rank (and nearly every Tremere desires that very thing). The lowest rank, that of apprentice, belongs to neonates. Above the apprentices are the regents, each one the master of a chantry, then the lords, whose domains include several chantries each. Forty nine Tremere hold the title of pontifex, each bearing great reponsibilties. And at the top of the pyramid sits the Inner Council of the Seven, some the masters of entire continents, and all whispered to be in constant mental communication with the others.
Quote: We are more than vampires, We are the next step in Cainite evolution. We will direct the others if they allow us to do so, or we will stand alone if we must. But we will survive.
Ventrue
Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard to make their unlives comfortable. They are most frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant Kindred.
The Ventrue fancy themselves a clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the clan, but many are unable to give up the habits and dress of the time when they were Embraced. The attitudes and beliefs of one's mortal days are never forgotten by a Ventrue.
They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control of the city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid.
There is a strong Ventrue tradition that any member of the line may find safe refuge with any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow clan members before the need arises for this tradition to be invoked. Harboring a fugitive in one's haven can be detrimental to one's welfare.
They are very proud of their leadership of vampire society, and will always insist that they were the founders of the Camarilla. They will do nearly anything to retain their grip on the politics of the cities and the Camarilla, and are exceedingly protective of their reputations.
Nickname: Blue Bloods
Appearance: The Ventrue do not change their ways easily, so they often dress in very old-fashioned styles - lace and ruffles, top hats and evening coats. Younger members still dress very well - preppy would best describe it.
Haven: They tend to make their homes in mansions, often their mortal dwellings.
Background: Typically they select older and more experienced people as neonates, usually members of the upper class. Sometimes they will only Embrace their own mortal descendants.
Character Creation: Ventrue tend to have upper class concepts. Mental Attributes are primary.
Clan Disciplines: Dominate, Fortitude, Presence
Weaknesses: Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood her character can feed upon, e.g. only young men, no animals, only virgins, etc. The character will feed on no other type of blood, not even if she is starving or under duress.
Organization: Though the Ventrue clan meets often, their councils are sarcastically called "debating societies" because of the amount of talk and lack of action. The Ventrue consider this the only civilized way to get anything done.
Quote: "The best way to get even with one's enemies is to outlive them. Because we are reasonable and above such petty concerns as vengeance, we are the leaders among our kind. Our colleagues do little to support the Camarilla, so we must bear the burden alone."
And as I said, if you want to play a true VTM vamp, message me with the clan and I can help you get more information into what they really are and what they can do.
Thank you.