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Vampire the Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist the main focus is the conflict between the Camarilla, the Sabbat, and the Anarchs. It is set in a fictionalized "gothic-punk" version of the modern world, where players assume the roles of vampires, who are referred to as "Kindred", and deal with their night-to-night struggles against their own bestial natures, vampire hunters, and each other.

Type of Club

Roleplay Club
  1. What's new in this club
  2. PLURAL Tzimisce PRONOUNCE tzuh-MEE-see, zhi-MEE-shee NICKNAMES Fiends, Dragons, Voivodes, The Old Clan, Stokers ANTEDILUVIAN Tzimisce ("The Eldest") BANE Grounded COMPULSION Covetousness _________________________________________ Overview If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation, a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent, and inquisitive, they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However, upon closer inspection, it becomes clear that this is merely a mask hiding something alien and monstrous. Modern Nights Clan Tzimisce The Tzimisce are a clan in decline, and have been ever since the Anarch Revolt. However, only in the Final Nights do these events come to a head and only, until the last moment, in the head of one vampire. Lambach Ruthven, an unwilling sire of Dracula, finds himself dissolute and wandering throughout Sabbat territory, haunted by occasional messages from his dead sire. Weak-willed and ineffective as Lambach is, he is still fifth generation and a major figure in the Anarch Revolt – respected (and feared), he is largely left alone by the cannibals of the Sabbat. He is eventually forced, or encouraged, or led to the sewers of New York City, where he finds a horrifying truth: Lugoj was destroyed that night, and [Tzimisce] "lives". The Tzimisce Antediluvian, through advanced mastery of Vicissitude, has become a gigantic (miles-long) pseudo-fungal infestation under the tri-state area. Its consciousness is spread across thousands of creatures, and it can form bodies or new selves at will. It offers Lambach metamorphosis, a chance to be as it is as part of what it is. Lambach fled and tried to tell anyone who would listen, but the endeavor was fruitless. The Tzimisce who bother with politics still remain most populous in the Sabbat in these nights, but there is now also a non-insignificant number who have found their way within the Anarch Movement; especially younger, disenfranchised ones whose ambitions cannot find purchase in other domains, and must redirect their impulse to dominion beyond the old ways. Finally, although it is understood by both parties that their presence is barely tolerated, a few other Dragons still associate with the Camarilla, mainly for instrumental purposes. The Old Clan also remains an unliving presence in modern nights, one notable name being the autarkis Mayumi Shibasaki, a powerful Kindred corporate who exerts a great deal of influence over the city of Tokyo. Organization Historically, the Tzimisce Embraced broods who maintained a particular plot of land. Tied to the land, Tzimisce broods were incestuous, violent hierarchies of hateful creatures who maintained a bare modicum of civility through raw power and the blood bond. The central government of the Tzimisce, so to speak, was the Council of Voivodes, guided by the Viceroy. The Viceroy was elected by his peers, but his tenure was set "for life". However, given the jealousy and suspicion among the Clan, there was a relatively regular progression of Viceroys, as one after another fell to the political or physical traps set by another ambitious clan member. The Council had anywhere from less than a dozen to nearly a hundred members during the Dark Ages, making it the single most influential factor in Clan politics. With the elimination of this hierarchy during the Anarch Revolt, the Tzimisce have become intensely solitary creatures. They now tend to Embrace more unusual individuals, psychopaths and sadists are common choices as are people who indulge in self-mutilation, however intelligence and dignity are still key concerns: the Tzimisce would choose Hannibal Lecter over Leatherface any day of the month. In the modern era, the Tzimisce have a recognized clan head, the voivode, but the office is largely religious. For most Tzimisce, authority is a function of power. Tzimisce who have awakened their zulo shape (i.e., have achieved the fourth level of Vicissitude), who have at least one level of Koldunic sorcery, and/or who have demonstrated wisdom and loyalty to the sect and clan are known among the clan as zhupans. Zhupans are respected for their knowledge and power, and may "suggest" courses of action to lesser Tzimisce. The lesser Tzimisce are not required to heed a "suggestion," but ignoring a zhupan is considered extremely rude and will almost inevitably alienate the zhupan so snubbed. Within the Sabbat, the Tzimisce are the spiritual leaders and scholars, in contrast with the Lasombra's preference for leadership and temporal power. While the Lasombra are the Cardinals and Bishops, the Tzimisce prefer being Pack Priests, Prisci, or even not having titles at all and focusing on personal development. Some people even ponder (out of earshot, of course) that the Tzimisce are not very sincere in their attachment to the sect, and that the only reasons they are even present amongst the Sabbat is their dislike of Camarilla clans (especially the Tremere) and not fitting with the Camarilla's policy of hiding among humans (Tzimisce tend to see humans as mere plaything below their consideration). However, those Tzimisce who show genuine dedication to the Sabbat ideal are paragons of their sect, impressing (and even scaring) other Sabbat with their fervor and contributions. In Eastern Europe, however, many Tzimisce give only lip service to the Sabbat and prefer to live solitary unlives following their own pursuits. Most Sabbat give these Tzimisce leeway, since most of them are very old and very powerful. More than one upstart neonate has been toyed into an unrecognizable visceral mess by angry Tzimisce wanting to be left alone.
  3. PLURAL Tremere PRONOUNCE treh-meer NICKNAMES The Broken Clan, Warlocks, Wizards, Magi, Usurpers, Grayfaces, Tremores ("Trembling Ones"), the Pyramid FOUNDER Tremere BANE Deficient Blood COMPULSION Perfectionism _________________________________________ Overview In the (comparatively) little time since their founding, the Warlocks have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather – and in their bid for power, the Tremere have accumulated more enemies than most. Modern Nights In 1998, the Tremere antitribu were wiped out. After being called to a chantry in Mexico City, they were completely destroyed in an unknown ritual. If any of the antitribu remain, those who did not attend the gathering, they are undoubtedly in hiding. For more information, see the Transylvania Chronicles IV and Nights of Prophecy supplements or the entries for Tremere and Goratrix. More problematic was the increasing number of free Gargoyles making themselves known within the Camarilla and those clamoring for more freedoms and rights despite the Tremere's attempts to keep them under their control. Far worse, the Tremere were beginning to take notice of a growing instability in Thaumaturgy with frightening similarities to the failure of the Hermetic arts that spurred Goratrix's experiments and the transformation into vampires. The curse placed upon the Assamite clan failed, with subsequent efforts to renew it unsuccessful, and the Assassins hunted them with renewed vigor, even as a new faction of sorcerers and scholars sought membership within the Camarilla. The advancements made by the Tremere seemed to be met by further setback, and little reassurance was given from the top of the pyramid. Organization The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Founder and namesake, the nominal Antediluvian Tremere, sits at the top of the Pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him, the importance of the number seven is emphasized, as each successive rank down is comprised of seven to one, starting with: Councilors - the members of the Inner Council of Seven and the true rulers of the clan, each of whom is responsible for directing clan efforts in a particular portion of the world. Each councilor appoints seven Pontifices. Pontifices - a pontifex oversees a large region, such as parts of a nation or groupings of smaller countries and islands, and in turn oversees seven Lords. Lords - each lord is responsible for a small country or group of states and uses their influence and knowledge to sway the Tremere in their domain, specifically the Regents. Regents - the most visible figures of Tremere authority. A regent runs an individual chantry and is charged with the supervision of it. Magisters[1] - a term to describe a Tremere that has not sought power but instead has become a trusted advisor who manages inter-chantry disputes. Magisters educate and see to the well-being of Apprentices. Apprentices - the youngest and most numerous Tremere. Apprentices must spend much of their time training, serving some need within their chantry, or playing the politics of the clan as best as their inexperience allows. Some never advance beyond this rank, either because they are more interested in Camarilla politics or their own affairs to rise among the Tremere or because the lord of the region sees no need to create a new chantry and regent. Acolytes - the ones who lie below Apprentices, a rank that includes Tremere that have not yet been accepted as a part of the clan, as well as groups that are bound to the Council of Seven (such as the Trimira). Below Acolytes are ghouls and servitors like Gargoyles. Bane Deficient Blood: The Tremere are no longer able to create Blood Bonds with other Kindred through normal means. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form. Compulsion Perfectionism: nothing but the best satisfies the vampire. Anything less than exceptional performance instils a profound sense of failure, and they often repeat tasks obsessively to get them "just right". Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labours under a two-dice penalty to all dice pools. The penalty is reduced to one die for a repeated action and removed entirely on a second repeat.
  4. PRONOUNCE tor-ey-ah-DOHR NICKNAMES The Clan of the Rose, Artisans (archaic), Aesthetes, Vanitas, Epicureans (Renaissance), Degenerates, Torries ANTEDILUVIAN Arikel BANE Aesthetic Fixation COMPULSION Obsession _________________________________________ Overview The Degenerates are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself. Modern Nights The Toreador play their games as they always have, albeit at a slightly more frantic pace due to the upheaval of the various skirmishes the Camarilla have fought. The recent innovations of cinema, television and the internet means that new forms of art and expression are being discovered almost daily, meaning the Toreador have become even more varied. However, the Toreador are still a noble and aristocratic clan, and many perceive the Embrace of graffiti artists, Wall Street Wizards and CGI technicians as a pollution of the vaunted ideals that the Clan used to stand for. Many nights are filled with one Toreador bickering with another over what can be considered true art, and each Toreador's opinion is as varied as the definition of art itself. Organization The Toreador have no formal overarching hierarchy. Ad-hoc gatherings called "affairs of the clan" are called, with no mandatory attendance though most turn out for them. These can range from parties, dinners, art showing, or actual meetings. The Toreador of a city organise themselves into Guilds. While this has something of an artistic ring to it, most Toreador in the city are members, whether they are Poseurs or Artistes (see below). The head of the Guild is typically the oldest and most influential Toreador within the city, with the other members forming a complicated stratified social system, the rules of which boggle many an outsider. The clan itself has two divisions. The Artistes consist of the sculptors, the painters, the musicians, and the writers. They consider themselves to be the "real" Toreador as inheritors of the Clan's original values and goals. The Poseurs make up the other faction – they can include the failed artists (or those that happened to be Embraced while their sire was riding a particular fad), as well as the professional critics and those who consider their bodies to be their life's masterpiece. It should be noticed that neither group has a nickname for themselves – they tend to be only flung at the opposing faction as a derisive epithet. Bane Aesthetic Fixation: The Toreador exemplify the old saying that art in the blood takes strange forms. They desire beauty so intensely that they suffer in its absence. While your character finds themselves in less than beautiful surroundings, lose the equivalent of their Bane Severity in dice from dice pools to use Disciplines. Compulsion Obsession: enraptured by beauty, the vampire becomes temporarily obsessed with a singular gorgeous thing, able to think of nothing else. Pick one feature, such as a person, a song, an artwork, blood spatter, or even a sunrise. Enraptured, the vampire can hardly take their attention from it, and if spoken to, they only talk about that subject. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the beloved object or the scene ends.
  5. PLURAL Ravnos PRONOUNCE RAHV-nohs NICKNAMES Rogues, Ravens, Daredevils, The Haunted, Gypsies, Criminals, Deceivers, Charlatans, Shapers, Seekers, Unwelcome, Hundred-Mask Clowns ANTEDILUVIAN Zapathasura BANE Doomed COMPULSION Tempting Fate _________________________________________ Overview Known as wandering tricksters, mystics, and vagabonds, the Ravnos are incurable daredevils who gleefully pursue the art of unliving dangerously. Nobody in the west understood the old Ravnos, and now it is far too late to do so, as Zapathasura rose from his slumber in the Week of Nightmares; and in his death throes, wiped out nearly all of his clan. The remaining few were left without any connection to their true heritage and history, and have been forced to rewrite it themselves. But if they did not wander before, they no longer have any choice but to; or else they will meet the same fate as their progenitor. Organization Before the Week of Nightmares, the Ravnos were broken into western and eastern divisions. Western Ravnos are largely individuals without larger clan loyalties outside of perhaps tribal (and Rroma loyalties). Eastern Ravnos have their own caste system, developed from the lineages that descended from Zapathasura. These Jati are effectively bloodlines with the clan: The priests of the Indian Ravnos were the Brahmin, who maintain mayaparisatya and advise the other castes. The Brahmin replace Fortitude with Auspex, and many learn Sadhana. The Western cousins of this caste, the Phuri Dae, are treated as a distinct bloodline due to their variant clan Disciplines. Clanbook: Ravnos Revised erroneously names this caste as "Brahman". The Kshatriya were the military leaders of the Ravnos and ran the war against the asuratizayya. Vaisyas maintained the equivalent of a Masquerade in India and also managed mortal resources. The Vaisyas were effectively a military manager caste. Chandalas were the Ravnos equivalent of Caitiff; and Caitiff in India were automatically classified as Chandalas. Demotion to Chandala status was a common punishment for heresy. These Jati are directly related to the Jāti of Hindu society, with the equivalent of the Shudra caste being ghouls. Since the Week of Nightmares, the Ravnos do not have much in the way of a clan organization, but more communally-minded members of the clan have established their own system of tradecraft in order to communicate and organize meetings. Bane Doomed: A Ravnos' Bane is that the sun’s fire that incinerated their founder rages through the Blood of the clan, erupting from their very flesh if they ever settle down for long. If they slumber in the same place more than once in seven nights, roll a number of dice equal to their Bane Severity. They receive aggravated damage equal to the number of 10’s (critical results) rolled as they are scorched from within. This happens every time they spend the day in a location they’ve already slumbered less than a week before. What constitutes a location in this regard depends on the scope of the chronicle, but unless otherwise stated, two resting places need to be at least a mile apart to avoid triggering the Bane. Furthermore, a mobile haven, such as a movers’ truck, is safe so long as the place where the truck is parked is at least a mile from the last location. Compulsion Tempting Fate: The Ravnos vampire is driven by their Blood to court danger. Haunted as they are by righteous fire burning its way up their lineage, why not? The next time the vampire is faced with a problem to solve, any attempt at a solution short of the most daring or dangerous incurs a two-dice penalty. (Suitably flashy and risky attempts can even merit bonus dice for this occasion.) The Daredevil is free to convince any fellows to do things their way, but is just as likely to go at it alone. The Compulsion persists until the problem is solved or further attempts become impossible.
  6. PLURAL Nosferatu PRONOUNCE nos-fur-AH-too NICKNAMES The Clan of the Hidden, Sewer Rats, Lepers (archaic), Priors, Crawlers (Renaissance), Nossies ANTEDILUVIAN Absimiliard BANE Repulsiveness COMPULSION Cryptophilia _________________________________________ Overview The archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection. Modern Nights Clan Nosferatu In the modern nights, the Nosferatu feel their Antediluvian metaphorically breathing down the back of their necks. Technically savvy, the Sewer Rats adopt every technique they can to protect themselves, encouraging the fears evoked during the Cold War to use many of the now deserted bunker systems as supplements for their own warrens. Most notably, the Nosferatu developed an information sharing network – ShreckNET, a parallel internet that the Nosferatu used to enhance their traditional information gathering and reporting skills. The most terrifying and unique event in the early 1990s was the rise of the Shadow Curtain in Russia, a mystical barrier that separated the vampires of the former Soviet Union from the rest of the world. The Shadow Curtain eventually was revealed as the product of Baba Yaga, a fourth generation Nosferatu of almost incalculable power. Most frightening of all was not the witch, however, but her demise. In the late 1990s, Baba Yaga was destroyed by a Nictuku. in 2004, the NSA compromised ShreckNet, the information they gathered from it contributing to what would become known as the Second Inquisition. After this new Inquisition started cutting a swathe through Kindred society in 2007-2008, the Camarilla ordered the Wipe; older Nosferatu hackers dismantled ShreckNET's servers, beginning the removal of as much Kindred communication as possible from the Web. Although they took a hit to their credibility and lost many clan members, the Nosferatu still remain a significant presence in Kindred society. Organization Nosferatu are generally organized into broods; communities centrally located around a sewer system and serving as underground cities which may house dozens of their kind. Nosferatu are stereotyped as ugly on the outside, humane on the inside - this is not entirely true. There are many Nosferatu who never leave the sewers, the Nosferatu make a habit of sending their friendliest to communicate with the rest of the Camarilla. Nosferatu strongly stress clan loyalty over almost everything else. Given their hideous appearance, they depend heavily on clan support structures for everything from havens to food. Broods are generally gerontocratic, with the eldest Nosferatu setting policy and guiding the youngest. Most Nosferatu can acquire jobs within their clan, including assisting on construction or other survival projects. Most Nosferatu are inculcated with a survivalist mentality and increasing the strength of their havens is a constant preoccupation. The Nosferatu also use ghouled animals as defenses and have created Spawning pools, which are tainted by their vitae and turn, over the course of many years, every animal that drinks from them into a monstrous creature loyal only to the brood. (The only time I will bring up the Embrace for a clan since it's essential that you know this if playing this clan.) Embraces The Nosferatu tend to embrace two classes of people: first are those for whom the Embrace is a step up, such as the homeless, the hopelessly antisocial, derelicts, the mentally ill, the emotionally damaged, the flawed, vagrants or other people at the bottom of the totem pole, often out of a feeling of kinship with them.[6] The second class are those for whom the Embrace is a step down, such as beauty queens or people from privileged backgrounds. Nosferatu are notorious for revenge Embraces, and the resulting Cleopatras often lead miserable lives within the clan. The Embrace of the Nosferatu is especially painful, as the body warps and twists as the blood creates a new vampire. The chance of a Nosferatu dying in the process of the Embrace is higher than in other Clans and many emerge as simple brutes, their brains damaged and incapable of higher thought or basic survival skills. For these reasons, some elders of the medieval world use the Embrace by a Nosferatu as a punishment for disobedient ghouls. Rumors tell those poor souls are most often killed directly by their own sire to spare them an eternity of pain and misery, but that some instead resort on hiding their childer and trying to feed and care for them. Bane Repulsiveness: Hideous and vile, all Nosferatu count as having the Repulsive Flaw and can never increase their rating in the Looks Merit. In addition, any attempt to disguise themselves as non-deformed incurs a penalty to the dice pool equal to the character's Bane Severity. However, most do not break the Masquerade by just being seen. Compulsion Cryptophilia: vampires become consumed with a hunger for secrets, to know that which few or no one knows, almost as strong as that for blood. They also refuse to share secrets with others, except in strict trade for greater ones.
  7. PLURAL Ministers PRONOUNCE MI-nuh-stree NICKNAMES Followers of Set, Judasians, Liberators, Corrupters, Tempters, Serpents, Setites, The Clan of Faith, the Clan of Lies, Typhonists ANTEDILUVIAN Set/Sutekh BANE Abhors the Light COMPULSION Transgression ________________________________________________________________ Overview Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion". Modern Nights Clan Followers of Set In the Final Nights, many Setites saw the signs of Gehenna as portents that Set would soon arise, and indeed many Gehenna scenarios involve his return. They remained staunchly independent, but since they still had to acquire power and wealth to ease the return of their god, they ventured far from Egypt. Setites in this period frequently lived in Camarilla (or, less often, Sabbat) cities, seducing and corrupting other Kindred, staying outside sect politics except to serve their own ends. Few among the other clans trusted them, but they had many secrets and were often able to infiltrate a Prince's court by trading information or promising favors. Such deals generally worked out in the Setite's favor. At some point following the start of Gehenna, the clan underwent a name change, now identifying themselves as the Ministry, save for those in Africa or of Egyptian descent, who still use the old name. In part it was a rebranding, an update for the times, but it was also a sign that the clan's understanding of its relationship to its founder had changed – rather than being Set's followers, they see Set as being within them, making them his living church. With the start of the Beckoning, and the Sabbat's Gehenna Crusade, the Ministry found their home territories invaded. Deciding it was not a good time to be independent, they sought entrance to the Camarilla around the same time as the Banu Haqim, but were rejected. Many have turned to the Anarch Movement, and are now arming their twin weapons of temptation and subversion to bring spiritual liberation to all descendants of Caine. In addition, some members of the Samedi bloodline have declined to join the Hecata in favor of joining the Ministry. In vampire domains, the Ministry comfortably serves two purposes. On one hand they are suppliers unafraid to dirty their hands with drugs, vessels, and anything else on the desperate side of the tracks. On the other, they are the spiritual core of many coteries. This dichotomy does not pass the Ministry by. They dance with the devil and preach spiritual purity. Though some licks consider them hypocrites for this mixed message, the Ministers claim the role of martyrs: They fraternize with sin so others need not. In this way, they retain plausible deniability. Most vampires accept this explanation, as the Ministers’ usefulness outweigh lingering most suspicions. Organization Setite organization is mostly local, with a single temple or network of cults representing a city's Serpent presence. Setites in the cities rarely scheme among each other, preferring to face outward threats in unity rather than the schismatic self-interest of the Sects. However, whispers persist among outsiders about a massive temple devoted to Set located somewhere in Africa, ruled by terrible methuselahs who claim to be the childer of Set himself. The Hierophants or Eternals are the leaders of the Followers of Set in the absence of their founder. They are the oldest of their clan, who have known Set personally and acted as his stewards in the temples dedicated to the god. Bane In 5th Edition, the Bane of the Ministry is that their Blood abhors the light. When exposed to direct illumination – whether natural or artificial – members of the clan recoil. Ministers receive a penalty equal to their Bane Severity to all dice pools when subjected to bright light directed straight at them. Also, they add their Bane Severity to aggravated damage taken from sunlight. Compulsion Transgression: Set teaches that everyone's mind and spirit are bound by invisible chains of their own making. Their Blood chafes at these bindings and the Minister suffers a burning need to break them. The vampire receives a two-dice penalty to all dice pools not relating to enticing someone (including themselves) to break a Chronicle Tenet or personal Conviction, causing at least one Stain and ending this Compulsion.
  8. PLURAL Malkavians PRONOUNCE mal-KAH-vee-uhn NICKNAMES Kooks, Seers, Lunatics, Madmen, Cassandras, Children of Malkav, Clan of the Moon, Malks ANTEDILUVIAN Malkav BANE Fractured Perspective COMPULSION Delusion Overview Malkavians are an enigmatic and deeply disturbed group of Cainites. Members of the clan have assumed the roles of seers and oracles among Kindred and kine, eerie figures bound by strange compulsions and the ability to perceive what others cannot. They are also notorious pranksters whose "jokes" range from silly to sadistic. Against all odds, however, the children of Malkav are among the oldest surviving vampiric lineages. They are one of the 13 original Cainite clans and can trace back their history to times preceding the biblical Deluge. They were also among the founders of the powerful Camarilla, and are widely known as one of its pillars in modern nights. Modern Nights The Malkavians always had a dangerous reputation due to their madness and their signature Dementation discipline, which can induce madness in others. With the Inquisition and the formation of the Camarilla, the clan faced possible extinction at the hands of other clans – the Malkavians were just too dangerous to continue existing. In order to prevent this, the elders of the clan changed the Clan in ways unknown and incomprehensible – the result was that the majority of Clan Malkavian discarded Dementation in favor of the Dominate discipline. More disturbingly, the majority of Malkavians, even those present at the time of the change are unaware that this happened. A small fragment of the clan preserved the Dementation discipline, defecting to the Sabbat and becoming antitribu. This "Great Prank" means that almost all Malkavians are antitribu. While Sabbat Malkavians possessed the same mystical abilities as their ancestors, the violent environment of the Sabbat drove the antitribu even madder: all Malkavians have a mental disorder they cannot overcome, but Sabbat Malkavians have two. This division was fixed in 1997, when for reasons unknown to anyone, the Dementation resurfaced within the Camarilla, although several "Domination" Malkavians remained unaffected, for some reason. Beckett's Jyhad Diary states that the Jerusalem's penchant for religious mania has been attributed to the presence of the Malkav somewhere near the city. A creature of great power lies within a pit near the Valley of Hinnom, rumoured to be either the Antediluvian himself, one of his direct, his sister Malakai or one of the original Baali.[1] As the Final Nights draw close, religious mania and hysteria becomes more widespread, believed by some to be connected to the creature that lies in the pit. Organization On the surface, clan Malkavian is barely a clan. The majority of Malkavians are only marginally aware they belong to a clan; Sabbat Malkavians generally claim to be Panders. What connections Malkavians generally have are informal and generally paternal, sire-childe relationships being the most common, although Malkavian sires are prone to abandoning their childer. Scratch the surface, however, and the Malkavians become a smörgåsbord of paranoid delights. Malkavians operate on their own timescale, and will gather spontaneously for incomprehensible events. Malkavians usually do not explain how they know these gatherings are occurring, and when they do the explanation is not necessarily worth anything. Scratch deep enough and it appears that the Malkavians are highly organized, so highly organized they do not even know they are, and instead they continue to pursue incomprehensible and arcane goals that even they are not aware are relevant. This organization is generally termed the "cobweb", "Malkavian Time", or the "Madness Network" and is a form of shared consciousness unifying all Malkavians. The strength of the voices varies from Malkavian to Malkavian, however all of them are at least aware of its call and capable of interacting with it. Dead Malkavians' memories live on in the Cobweb, and it is implied heavily that Malkav himself is this network. The cobweb is only accessible by Malkavians, and they themselves only marginally understand it – most of them merely listen to the voices, but elders have demonstrated a powerful capacity to manipulate the rest of the clan through it. It is rumored that powerful Methuselahs partially exist within the Cobweb and can "download" themselves on their descendants if needed. The Cobweb also reacts to the presence of powerful Malkavians, like the Ankou. Bane Fractured Perspective: Afflicted by their lineage, Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different. Compulsion Delusion: Malkavian's extrasensory gifts running wild, the vampire experiences what might be truths or portents, but what others call figments of imagination, dredged up by Hunger. While still functional, the vampire’s mind and perceptions are skewed.
  9. PLURAL Lasombra PRONOUNCE luh-SOHM-bra NICKNAMES The Night Clan, Abyss Mystics, Keepers, Magisters, Shadows, Traitors, Turncoats ANTEDILUVIAN Lasombra Antediluvian BANE Distorted Image COMPULSION Ruthlessness Once the leading lights of the Sabbat, clan Lasombra are shadowy predators and ruthless social climbers. Overview The Lasombra exist for their success, fighting for personal victories rather than solely for a crown to wear or a throne to sit upon. They believe that might make right, and are willing to sacrifice anything to achieve their goals. A clan that uses spirituality as a tool rather than seeking honest enlightenment, their fickle loyalties are currently highlighted by half their clan's defection from the Sabbat. Whether they approve or not, Clan Lasombra has changed with the times. Where once the elitist ideals saw that only those of certain lineages, ethnicities, or religions were Embraced, the Clan now recruits from all walks of life. Financial influence is now increasingly important to them due to the establishment of the global economy, and the Lasombra are the clan mainly responsible for bankrolling much of the Sabbat's operations in modern nights. The Lasombra still hunt their hated antitribu, although fewer and fewer exist each night. The fervor with which their brothers are hunted has brought about a change of its own – those antitribu surviving are generally the oldest and wiliest Keepers to still walk the earth. Perhaps most embarrassing for the Clan was the defection of Gian Galeazzo Visconti. A former Cardinal, he was a signatory on the Code of Milan, one of the Sabbat's most important documents. At the end of the 20th century, Giangaleazzo gathered all of Milan's Cainites to his castle. From the balcony of his haven, he announced that he would no longer be a part of the Sabbat. With that, he tore up the original Code of Milan and sealed the courtyard. Burning his former sect mates to death, he announced himself Prince of Milan and a member of the Camarilla. As a result, Gian Galeazzo is particularly hated throughout the Clan, but too well supported by the surrounding Italian Camarilla to destroy. After the rise of the Second Inquisition, and the start of the Gehenna Crusade in the Middle East, the Amici Noctis reached out to trusted Keepers, those with reputations for clan over sect loyalty, and the Friends arranged diplomatic missions by these same Keepers to the Anarchs and the Camarilla. At first, these representatives made solitary offerings of fealty to the Ivory Tower, but soon enough they began petitioning for the entry of the entire clan. Around half the Lasombra will remain in the Sabbat but will lack central authority or direction as the Amici Noctis joins the Ivory Tower. Those Lasombra who held titles of Archbishop in the Sabbat now attempts to hold similar positions in the Camarilla, bringing with them their manipulation of the Catholic Church and services to fill the hole left by the Brujah and Gangrel defections to the Anarchs. Any Lasombra ranked Cardinals are put to the torch as a gesture of good faith. Of course, the letter of the deal was not to deliver elders of the Lasombra, but elders of the Sabbat. Princes interpret this rule differently, and before the Justicars know it, individual Princes are enforcing their own Lasombra admittance rules. Some are more relaxed than others, some are far stricter. The Amici Noctis believe the Camarilla will tire of the taste of Lasombra blood when they realize they are purging useful Keepers in the same way Stalin executed almost all his effective military officers. Until then, however, they will state which Lasombra are exempt from the internal hunt. The Amici Noctis is on top of the exemption list. Organization Lasombra naturally seeks power and authority to prove themselves better than others; as a result, they once formed the bulk of the Sabbat's administrative offices: duct, price, and the like. Tzimisce is more likely to be pack priests, while the Lasombra focuses on the practical matters of administration and leadership. The Lasombra operate under the metaphor of "shadows". They do not stand in the limelight, preferring to manipulate others to their ends while doing as little as possible to make themselves a target. This is not done solely out of fear, but because many Lasombra has domineering and superior personalities that necessitate having someone beneath them. This role is usually filled by mortals; though they are not quite as adept at manipulating the living world as the Ventrue are, those cultures that still revere the Catholic Church often have several generations of Lasombra pulling their strings. Those who find themselves under the control of a Lasombra can expect a demanding and unrewarding experience. Their domitor will use any tools available to ensure loyalty, such as the Blood Bond, coercion, physical intimidation, and unapologetic use of Dominate. The wise Lasombra will judge just how much of this force is necessary; too little and the servant is untrustworthy, too much and the servant is spineless and afraid to act when they need to act. Separate from the Sabbat organization, the Lasombra maintain a clan-specific organization, the Friends of the Night, usually called les amies noires (amici noctis during the Dark Ages). While a Lasombra can be in the clan and not a Friend of the Night, all Lasombra who matter is part of the organization. The Friends are something of a formalized favor network within the Lasombra - they grant prestige and presentation, but the most notable feature of the friends are the Courts of Blood which regulate diablerie. The Lasombra are a clan driven by ambition, and consequently, they accept diablerie as a necessary facet of their existence; from the Lasombra perspective, the only tragedy in diablerie is that such an unworthy vampire as the vessel was sired in the first place. The courts regulate diablerie by accepting petitions to diablerie other Lasombra and authorize hunts - these hunts usually have conditions attached because the target must be guilty of something before the hunt is authorized. The court system ensures that diablerie is managed – Lasombra are allowed, if not flat-out encouraged to cannibalize appropriate targets, but those targets must be judged worthy of this attention by a court before the attack can take place. In the turbulence of modern nights, it is unclear how this practice will survive as the Friends of Night seek admittance to the Ivory Tower. Bane Distorted Image— The broken souls of Lasombra vampires are halfway drawn into the Abyss. All reflections and recordings distort, flicker, or become transparent (though this does not conceal their identity with any certainty). Microphones have the same difficulty with the vampire's voice as cameras have with their image, touch technology becomes unresponsive at best, and their anomalous nature makes it harder to avoid electronic detection systems. With effort they may overcome this difficulty but it’s as if they exist on a slightly different frequency to other beings, flickering in and out of light. Many Lasombra have attendants to handle technology for them, but a few strange beasts manage without. Compulsion Ruthlessness— To the Lasombra, failure is not an option. Their Blood urges them to increasingly ruthless measures when the Beast flares and they are faced with failure. The next action they fail after suffering this Compulsion causes all rolls to receive a penalty until a future attempt at the same action succeeds.
  10. PLURAL Hecata PRONOUNCE heh-CAH-tah NICKNAMES The Clan of Death, Necromancers, Graverobbers, The Family, Stiffs, Corpses, Devil-Kindred, Lazarenes FOUNDER Clan Giovanni, Harbingers of Ashur, Samedi BANE Painful Kiss COMPULSION Morbidity Overview They are not a fully organic clan deriving from a single Antediluvian and an uninterrupted bloodline but are made up of the Giovanni and the remnants of the old Clan Cappadocian and their related bloodlines, as well as the Nagaraja, despite a lack of connection with Antediluvian. Together, they represent a new, (mostly) unified Clan of Death comprising Kindred bloodlines who practice necromancy through the use of Oblivion. Much like the Giovanni that it almost entirely subsumes, it is also a family, albeit a much more extended one. With the Banu Haqim joining the Camarilla and the Ministry joining the Anarchs, the Hecata are the last independent clan of significance in contemporary nights. The brief history of Clan Hecata is one of necessity as first principle. The Second Inquisition was one associated factor, taking a heavy toll on Clan Giovanni in North America and forcing much of the clan organization there to regroup back in Italy. Another factor was that the Promise of 1528 was rumored to be coming to an end soon after an unspecified 500-year time limit. Two other significant events occurred at or around this time: first, the death or disappearance of Augustus Giovanni, founder and patriarch of the Giovanni; and a devastating assault by the Harbingers of Skulls on the clan's holdings in Venice, undertaken with the assistance of some younger members of the Giovanni. Between the damage of the Harbingers' attack and the maelstrom of wraiths unleashed by Augustus's undoing, the Giovanni called for negotiations in a conference that came to be known as the Family Reunion. The Harbingers agreed, and not only did they show up, but also the Samedi, any remaining Cappadocians, the Lamia, and even a handful of Nagaraja seeking refuge from a "catastrophe." The parties negotiated an end to the hostilities, and the clan known as the Hecata soon came into fruition. After the formation of the Hecata, many sects are in worrying concern about the newly established Clan of Death in the spreading woodworks. Most knowingly the Camarilla with the Promise of 1528 being something the Inner Circle are at unease with their chances very low to gain some control over. Several, even many, wanting the clan to dissolve in order to lessen their threatening potential. Bane Due to mysterious changes in the Blood, many Hecata no longer have their old curses—the Samedi are no longer rotting corpses, the Nagaraja no longer require the sustenance of flesh, and the Cappadocian and Harbingers of Skull no longer have their corpse-like complexion—instead, they now all share the same clan bane; the excruciatingly painful Kiss (biting someone does not give pleasure) Compulsion Morbidity— a sense of morbid curiosity. The Hecata's Blood urges them to study the individuals around them for signs of illness, frailty, or impending death. Until they have either predicted a death or solved the cause of a local one, the vampire suffers a three-dice penalty to other rolls. Their conclusions do not need to be absolutely correct, but should stay within the boundaries of the possible.
  11. PLURAL Gangrel PRONOUNCE Gang'-grehl NICKNAMES The Clan of the Beast, Animals, Bêtes, Outlanders, Outlaws, Wolf's-Heads ANTEDILUVIAN Ennoia BANE Bestial Features COMPULSION Feral Impulses Overview Nomads who hold closer ties to the wild places than most of their city-bound cousins, are also closer to the animal aspect of the Beast and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan. Following the Sabbat invasion of the East Coast, the Camarilla suffered another blow with the departure of the Gangrel. The reasons for their withdrawal are unknown; it is rumored then Justicar Xaviar went before the Inner Circle, uttered a single sentence, and left. Word spread through the clan, and over a month the majority of the clan abandoned the sect and became self-reliant. Organization Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting. Combat is usually basic and unarmed; two Gangrel who know each other well may simply spar, but those who are strangers battle until one of the fighters is incapacitated or surrenders. Boasting involves the two Gangrel making larger claims until one Gangrel backs down or asks for proof. The challenged Gangrel must then show proof of their claims or lose the rite and their status. What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings at which local and visiting Gangrel can exchange news, information, and stories and decide on local matters. Gathers usually involve notice weeks in advance, as news travels more slowly among the limited network of the Gangrel. Once begun, Gathers usually involve the rites demonstrating status to decide on leadership for the meeting. The rites can take days to accomplish and must be redone for every Gather, as no two will have the same Gangrel meeting under the same circumstances. Once the hierarchy for the Gather is established, the business at hand can be dealt with. No matter the circumstances, Gathers always break up after a week. Gathers can also be used to form Revels, which are essentially calls to battle. The Gangrel who participate in a Revel form parties to track down and destroy enemies, such as enemy kindred, Garou, or others who have dared to invade the clan's territory. There are also meetings called Great Gathers. As a Great Gather relies on a powerful Gangrel who is respected by most of the clan to be called, they are extremely rare. When one is called, any member of the clan can travel to the meeting place. There, similar rites of strength and status that are found in a regular Gather take place; however, there are no time limits to either the rites or the Great Gather. Even more rare but related are Grand Revels, which are essentially wars and battles involving the entire clan. Both are considered to be signs of bad luck by most Gangrel, and the fact neither has been called in centuries is seen as a good sign. Bestial Features— In a frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery. Compulsion Feral Impulses— returning to an animalistic state, the vampire regresses to a point where speech is hard, clothes are uncomfortable, and arguments are best settled with teeth and claws. They can only speak in one-word sentences during this time.
  12. PLURAL Brujah PRONOUNCE BROO-hah or BROO-zhah NICKNAMES The Learned Clan, Punks, Rabble, Zealots, Agitators ANTEDILUVIAN Troile (via diablerie) BANE Violent Temper COMPULSION Rebellion Overview In the final nights, the Brujah are the clan of rebels. The ancient traditions of the clan are all but forgotten, with a few reluctant throwbacks like Theo Bell and undying artifacts like Critias to remember the clan's history and tradition. For the Brujah, the twentieth century is marked by a sequence of failed projects. Two daring projects defined Brujah culture throughout the final nights: The Anarch Free State and the Brujah Council. In the first case, California was turned into a new Kindred society, led by the Brujah Jeremy MacNeil. The Anarch Free State was almost a separate sect for the Kindred for nearly five decades. However, under the weight of Camarilla influence, the invasion of the Kuei-jin, and the eventual betrayal by Brujah such as Tara Kearney of San Diego, the Free State largely collapsed. The Brujah Council was another, arguably more daring, and ultimately more frightening experiment. In the early twentieth century, the Brujah pitched in with the Soviet Revolution, eventually forming a separate council that managed the entire USSR's vampiric affairs. This Brujah Council was destroyed overnight, however, when Baba Yaga rose from torpor and mystically separated Russia from the rest of the world. Only with the Little Grandmother's death at the hands of a Nictuku have vampires been able to cross the Shadow Curtain and survey the ruins of vampiric Russia. Most of the clan left the Camarilla for the Anarch Movement after Hardestadt and Jan Pieterzoon were killed by Brujah rebels led by Theo Bell during the Conclave of Prague in 2012. Organization As a clan, the Brujah have next to no organization. Outside of the clan, the Brujah adore building structures, and then other Brujah adores tearing them down. Among modern Brujah, the primary structure is the division between the Iconoclast and Idealist factions of society. Iconoclast The Iconoclasts are rebels and almost uniformly young Brujah. They fulfill the clan's stereotypical image as mad, bad, and dangerous to know. Idealist In contrast to Iconoclasts, Idealists are the intellectuals and theorists of the clan. They are usually elders or ancillae, and the elders are Idealists simply because their habits have not changed since their Embrace. Bane Violent Temper— Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with. Due to their inherent clan weakness, all difficulties to resist Frenzy. Compulsion Rebellion— The vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that is their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment. Until they have gone against their orders or expectations, perceived or real.
  13. PLURAL Banu Haqim PRONOUNCE (BAH-nu ha-KEEM) NICKNAMES The Clan of the Hunt, Assamites, Assassins, Mediators, Lawmen, Saracens (Dark Ages), Children of Haqim (endonym) ANTEDILUVIAN Haqim BANE Blood Addiction COMPULSION Judgment The Banu Haqim, sometimes known (ignorantly or disparagingly) as Assamites, is one of the thirteen vampire clans of the World of Darkness. Overview Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diableries, but in truth, they are guardians, warriors, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan, although they have recently joined the Camarilla. Organization Until recent events, the main Clan was strongly unified, based on their ancestral home base Alamut. Traditionally headed by the Eldest, and supported by the Du'at, the Clan focused inward, sending its assassins out to gather blood for the alchemical potions the experiments of the Sorcerers need to break the blood curse. The Council of Scrolls was responsible for introducing new technology into the clan and investigating recent developments outside Alamut, while the Council of Du'at formulated clan policy, and was composed of the representatives of each Caste: The Caliph for the Warriors Caste The Amr for the Sorcerers Caste The Vizier for the Viziers Caste Bane Blood Addiction— Banu Haqim is drawn to feed on those deserving punishment. This is especially true for vampire Blood, the very essence of transgression. When one of the Judges tastes the Blood of another Cainite, they find it very hard to stop. If the kindred fails to stop the attempt to gorge themselves on vampire Blood, sometimes until they diablerie their Kindred victim. This presents many problems as the Banu Haqim integrates with the Camarilla, who tend to see the Amaranth as anathema. Compulsion Judgment— Banu Haqim is compelled to punish anyone seen to transgress against their creed, taking their blood as just vengeance for the crime. For one scene the vampire must slake at least one Hunger level from anyone, friend or foe, who acts against a personal Conviction of theirs.
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