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Offline LadyJallyn

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The Clans
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The Brujah clan is almost completely composed of rebels of one kind or another, forever searching for the ultimate expression of their individuality. The Brujah are punks, skinheads, bikers, death-rockers, freaks, socialists and anarchists. They tend to be stubborn, highly aggressive, ruthless, sensitive to slights, and extremely vengeful. They are the most uncontrollable of all the Kindred.

These malcontents tend to be fanatical in their disparate beliefs - the only thing that unites them is their desire to overthrow the social system, be it vampiric or mortal, and replace it with one of their own making (or with nothing at all). Many are bullheaded crusaders of the worst sort, devoted to their cause until they become blind to any other shades of the truth.                   

Though the Brujah are incredibly fractious, they aid each other in times of need, regardless of past disputes and antagonisms. If the Brujah call is made, others will respond, but the gathered host will be enraged if they think the call was unwarranted.                                 

The clan is poorly organized and only occasionally holds informal meetings. Indeed, Brujah rely on their chaotic behavior to gain the results they desire. Other Kindred allow them their eccentricities; indeed, certain activities that would get other Kindred extinguished earn them only the remark,"Oh, a Brujah." Insolent outbursts and fevered ravings are to be expected from the Brujah. The other Kindred have simply learned to provide the Brujah an amount of leeway which would be given to no other vampire.

Stereotypes:

Gangrel - They know how to fight, that's for sure.

Malkavian - Some make fine compatriots, though they're all weirdos.

Nosferatu - They are rejected unjustly because of how they look. We are the only ones who respect them despite their bestiality.

Toreador - Effete bastards. They would make decent allies save for their addiction to the human vices.

Tremere - Our archrivals. None are worse than these manipulators.

Ventrue - These contemptible, conniving politicians are hypocrites of the highest degree.


Offline LadyJallyn

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Re: The Clans
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The Gangrel are wanderers, rarely staying in one place for any length of time. In this, they differ greatly from most Kindred, who tend to find a haven and cling to it. There are no established leaders of the clan; on the whole, Gangrel are unconcerned with such things. Withdrawn, quiet and solemn, they certainly keep their cards close to their chests.

This is a clan of survivors - vampires capable of making it on their own. They do not despise civilization or the society of other Kindred - they simply do not require it. They are known for their lack of concern when crossing the lands of the Lupines (werewolves), for it is said they have friends among the shapechangers.

The Gangrel are themselves very capable shapeshifters, which may explain their ability to cross the wild areas unmolested. There are no reports of them being able to transform into anything other than wolves and bats, but there are old tales of Gangrel elders who could achieve a mist form. Perhaps because of this Protean Discipline, their features often resemble those of animals; indeed, some of the oldest Gangrel barely resemble human beings anymore.

The Gangrel are closely affiliated with the Gypsies; in fact, if the stories are to be believed, the Gypsies are the mortal descendants of the Antediluvian who founded the Gangrel line. They are under his protection, and any Kindred who harms or Embraces one of them will answer to him. Regardless of whether this is true or not, Kindred are loath to harm Gypsies. Members of the Gangrel clan are expected, through long-standing tradition, to aid the Gypsies whenever necessary. It has been known for Gangrel to be aided by the Gypsies as well. Certain Gangrel have adopted much from the Gypsy culture, including mannerisms, linguistic elements, and even dress.

Nickname: Outlanders

Appearance: The members of this clan often have animalistic features, especially if they have the Protean Discipline. They are usually quite rustic in dress and mannerisms.

Haven: Gangrel are nomadic by nature and almost never create permanent dwellings. Though they may live within a single city, they will usually not create havens for themselves, but will instead sleep in a different place each day. They are often found in parks, zoos or semi-wooded areas in the city. Most of them are able to meld with the earth and do so each dawn to escape the sun.

Background: Gangrel always pick their progeny very carefully, seeking those who are survivors. However, once they Embrace these mortals, they abandon them, leaving the childer to make their own way in the world. Though sires may watch from a distance, they almost never interfere. When the time is right, they present themselves to their fledglings and teach them the ways of the clan.

Character Creation: Gangrel often have drifter or Working Joe concepts. Their Natures and Demeanors tend to be quite similar. Physical Attributes are primary, as are Talent Abilities. Normal Background Traits are Allies (the Gypsies) and Mentor (their sires).

Clan Disciplines: Animalism, Fortitude, Protean

Weaknesses: Gangrel become increasingly animal-like each time they frenzy - the player of a Gangrel character must pick a new animal feature each and every time the character does so. As Gangrel age, they increasingly resemble that which they truly are - the Beast. These features tend to negatively affect the character's social skills. For every five animal features gained, the player must lower one of the character's Social Attributes by one.

Organization: The Gangrel do not really consider themselves a clan. They almost never have clan meetings and rarely attend Camarilla councils. However, they do tend to enjoy each other's company more than that of other Kindred and can often be found together.

Quote: "The city is not our home. It is simply the only place where we are allowed to exist for long. Our people have become ill and deranged because we have lived in this purgatory so long and have grown dependent on the tainted blood of the mortals."

Stereotypes:

Brujah - Their virtue is pure, but their vision is cloudy.

Malkavian - They are reservoirs of immense power, but even they do not know how to tap it.

Nosferatu - Kindred of strong spirit; we have much in common with them.

Toreador - We hold them in contempt because they have earned nothing better. They must learn to serve instead of take.

Tremere - Though they do not realize it, we are enemies. They follow the wrong path and seek to destroy us all.

Ventrue - Every sect must have leaders; every leader must serve the sect. Our leaders are neither worse nor better than most.


Offline LadyJallyn

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Re: The Clans
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The Malkavians are insane, one and all. From madness, however, comes wisdom, and from wisdom comes power. The Malkavians are true creatures of chaos. However, the Malkavians are also known to be clowns and pranksters. As with all things connected with them, not everything makes sense.

This clan is infamous for its destructive and nihilistic members. Malkavians have a reputation for sadistic behavior and for holding little grasp of the humanity they still retain. In truth, such Malkavians are a minority. The members of this clan regularly surprise the Kindred; often they do not seem insane. Some Kindred believe the Malkavians have an undeserved reputation, and have been sullied by a few truly psychotic members. However, remember that sometimes the most normal-seeming people have the least grasp on reality.

The Malkavians have a time-honored tradition of playing practical jokes upon Kindred and kine alike. The nature of these "pranks" can vary wildly, ranging from the harmlessly fun to the potentially lethal. The Malkavians, when they interact with one another at all, tend to award prestige within the clan on the basis of these pranks. Many Malkavians solemnly believe that the Jyhad is a joke created by the founder of their line.

The Malkavians are very picky about whom they Embrace. Typically, only those on the verge of insanity are chosen. The members of this clan search long and hard for those who have seen so much truth that they have descended into the pits of chaos, and thus have unique perspectives on reality. Indeed, if the progeny-to-be is sane, the sire will make the Embrace and Becoming as difficult as possible, seeking to drive the mortal mad in the process.

Nickname: Kooks

Appearance: The members of this clan have different looks and live vastly differing lifestyles.

Haven: Malkavians live anywhere they feel comfortable. Many of them seek out hospitals and asylums to reside in. Some are even assumed to be inmates by the staff.

Background: The members of this clan only select those who are close to death as neonates, or those who are so insane that existence as a vampire is of little consequence. They believe all mortals should have a chance to live out their natural lives.

Character Creation: Malkavians can have any sort of concept - the weirder the better. They may have a variety of different Demeanors, which are rarely indicative of their true Natures. Mental Attributes are primary, as are Talent Abilities. Malkavians can have nearly any Background Trait.

Clan Disciplines: Auspex, Dominate, Obfuscate

Weaknesses: All members of this clan have some sort of Derangement. In fact, characters begin the game with one. The player may choose any Derangement (see Chapter Eight), but the character will never be able to completely overcome it, no matter how much Willpower is spent. The touch of madness is always upon the members of this line.

Organization: Many Malkavians probably do not understand that they are a clan, and the rest are busy denying that they are Malkavians.

Quote: "Madness you say! Do you fear me? Are you afraid of what I might do, of what I might say? What a fascinating reaction. Don't you find it somewhat encumbering?"

Stereotypes:

Brujah - They have a vision, but in their fanaticism they are as blind as the rest.

Gangrel - They are different from the rest, as are we, but they are even more lonely.

Nosferatu - They are the most amusing of all the clans and perhaps the most honest, for they so obviously are what the others try so hard to avoid.

Toreador - Such gleeful hedonists it is not a life they live, but an everlasting death. But if they should ever comprehend that, their party would end.

Tremere - They perceive what we perceive, but hide from it. They still strive to avoid that which is inevitable. Nature is full of cycles.

Ventrue - They are the most fun to play games with, for they take it all so very seriously.


Offline LadyJallyn

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Re: The Clans
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The Nosferatu are the least human-appearing of all the clans. They look something like feral animals. Their smell and appearance are revolting - one could even say monstrous. Long, bulbous ears, coarse-skinned skulls covered with tufts of hair, and elongated faces splotched with disgusting warts and lumps are among their less nauseating features.

After Nosferatu have been Embraced, they undergo an exceptionally painful period of transformation. Over a period of weeks, they slowly shift from their mortal countenances to their Nosferatu visages. In the beginning, the childer may revel in their newfound powers, but soon the pain and the changes will begin. The psychological trauma of becoming such a loathsome monstrosity is often more painful than the physical symptoms.

Nosferatu usually Embrace those mortals who are twisted in one way or another: emotionally, physically, spiritually or intellectually. They consider the Embrace too horrific to bestow on any worthwhile human beings. With the change into vampires, the Nosferatu hope to somehow redeem the mortals, to give them a second chance. It is surprising how often it works. Underneath the grim exterior, the Nosferatu are practical and surprisingly sane.

It is said they revel in being dirty and disgusting and do little to make themselves look better (not that there is very much they could do). Indeed, they are cheerful amid their squalor, especially when others are forced to enter their realm. They are known for being grumpy and lewd, and cannot be trusted to conform to the standards of civilized society.

Though their Obfuscate Discipline enables the Nosferatu to travel through mortal society, they are unable to interact with it. Therefore they must live apart. The habits that develop from such an existence extend even to their interactions with other vampires. They avoid all contact, preferring their own solitary existence to the chaos of interacting with others.

Though Nosferatu may not fraternize with other vampires, they do remain surprisingly cognizant about the affairs of the city. They favor such tactics as listening to the conversations of other vampires from hiding, and Nosferatu have even been known to sneak into the prince's haven to discover the deepest secrets of this elder. Anyone wishing to know any information about the city or its immortal inhabitants need only speak with a Nosferatu.

The Nosferatu do stay in contact with one another, and have developed a unique subculture among the Kindred. They play host to one another with the most elaborate politeness and gentility. They share the information they garner among themselves, and as a result are probably the best-informed of the Kindred.

Nickname: Sewer Rats

Appearance: The changes that the curse has wrought upon the members of this clan are the most dominant of any bloodline. They sport huge fangs, their skin is coarse and wrinkled, and they typically have no hair (except in all the wrong places).

Haven: The Nosferatu most often live underground, either in dank cellars or within the city sewer system. When they do live above ground, they frequent abandoned houses or graveyards.

Background: They tend to choose their fledglings from the castoffs and failures of society: the homeless, the mentally ill and the hopelessly antisocial.

Character Creation: Most Nosferatu have lower-class concepts, and tend to have a strong contrast between their Natures and Demeanors. Physical Attributes are primary, as are Talents.

Clan Disciplines: Animalism, Obfuscate, Potence

Weaknesses: Nosferatu are so ugly that they have an Appearance of zero. Simply cross the entire Attribute off the character sheet. Nosferatu fail any action that involves their Appearance (they really are hideous).

Organization: They tend to look out for themselves and mingle little with others. They are united in spirit, with an established network, but almost never have formal clan meetings of any sort.

Quote: "I don't look for trouble, but if it comes, I hide from it. Damn right, pretty boy. You may call me chicken, but I've known a lot of Kindred over the years who got smart just a few seconds too late. It's not like we can't die, it's just that it don't come natural any more."

Stereotypes:

Brujah - Nice enough fellas, once you get past the crap.

Gangrel - Good blokes; they know who they are.

Malkavian - Creepy, ain't they? Don't even trust 'em.

Toreador - Empty-headed whelps who should be spanked.

Tremere - Shady characters; they're up to something.

Ventrue - Too damn proper; something's stuck up their ...

Offline LadyJallyn

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Re: The Clans
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The Toreador are known for their hedonism, though that is a misinterpretation of what they truly are. They are proud and regal Kindred, highly excitable, and they cultivate expensive tastes - but hedonism is going a bit too far. Artists are always so misunderstood.

The Toreador are the most sophisticated of the clans. They are concerned with beauty in a way no mortal can fathom. They use the rarefied senses and tastes given to them by the Embrace to become as consumed and impassioned as possible. Ideally, to a Toreador, nothing matters as much as beauty, though in many cases the search for beauty is overwhelmed by the search for pleasure, and the Toreador becomes little more than a sensualist.

Like all true artists, they search for a truth beyond an existence they fear to be meaningless. It is that struggle for truth, and ultimately salvation, that has inspired them with what they consider to be their mission - protectors of the genius of the human race. They are truly in love with the vigor and passion of the mortals, and never tire of marveling at their creations.

The clan as a whole considers its members conservationists; their protectorate consists of the world's greatest artists. They specifically seek out those whom they consider to be the most talented and grant them the boon of immortality, thus preserving their genius against the ravages of aging and death. They constantly search for new talent and spend a great deal of time deciding whom to preserve and whom to leave to their fate. Among the Toreador are some of the greatest musicians and artists who ever lived.

The greatest weakness of the Toreador is their sensitivity to beauty. They so reflexively surround themselves with elegance and luxury that they often lose themselves in the endless pursuit of vice after vice. Some among this clan become concerned with nothing but their own continued pleasure - the reputation of the entire clan is affected by their excesses.

 

Nickname: Degenerates

Appearance: The members of this clan are usually good-looking. They always dress in the very latest fashions from the most expensive stores. Of all the Kindred, only the Toreador manage (or bother) to keep up with the ever-changing panoply of human fashion.

Haven: They often live in luxury condos or apartments near the center of the city, as close to the action as possible.

Background: They pride themselves on only selecting the most exemplary members of human society for initiation into their clan. Most members were artists or musicians, and many continue their artistic pursuits in undeath.

Character Creation: Toreador often have entertainer or dilettante concepts. They have flamboyant Demeanors, but may have very unique Natures. Social Attributes are primary, as are Skills. Normal Background Traits include Fame, Resources and Retainers.

Clan Disciplines: Auspex, Celerity, Presence

Weaknesses: The members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them, and become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a successful Willpower roll to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours. This trait explains why Toreador so often fall in love with mortals.

Organization: The members of this clan meet frequently, though these gatherings are more social occasions than councils. In times of great urgency, they become united and ferociously active, but typically they are too apathetic to be much of a force.

Quote: "I remember my first love, a beautiful woman with a silver laugh. For nine years we were constant companions, but in the end I had to let her go. She begged me to take her but I could not. You may call me cruel, but in the end I realized she was not a true artist, but an imitator. She was unworthy. I don't think I have ever recovered."

Stereotypes:

Brujah - They have little respect for the accomplishments of civilization, but they do understand the virtue of change.

Gangrel - We don't claim to understand them. Are they Kindred at all?

Malkavian - Though chaos can be beautiful, it would be a difficult life.

Nosferatu - These loathsome beasts ought to have been expelled from the Camarilla long ago. They hate all beauty and despise us for ours.

Tremere - Honesty is not a word we associate with this clan, but we respect them for their dedication.

Ventrue - The patricians of our kind, the Ventrue are the only ones with the refinement to appreciate art, though not as we do.



Offline LadyJallyn

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Re: The Clans
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The Tremere clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe they must use the other clans in order to prosper. "Be friendly with them, let them think that we are one with them, but never forget that we serve our clan first and foremost," the Tremere elders whisper to their progeny. "If you must use your friends in service to the clan, then you know that your time was not wasted."

The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their "art" for the powers and eternal life of the vampire. They have never named a founder, and some claim they have none, having instead harnessed mystical powers to achieve their state. Most elder Kindred discount this claim, however.

Their link to the substance of blood apparently runs deep, and they are rumored to be able to use blood in special ways to gain extraordinary powers. Many also believe that the knowledge of those practices has been passed down from generation to generation, and that it is now viewed by the younger Tremere as natural and commonplace - certainly not magic.

The leaders of this clan are based in Vienna, though they have chantries ("guild houses" for the practice of magic) on every continent of the world. A council of seven elders is said to control the entire clan from the Vienna chantry. From that locus, they maintain a tightly ordered, highly hierarchical group, one that allows no outsider to view their inner workings.

Tremere typically have immense love for and loyalty to their clan, and the younger members of Clan Tremere are expected to obey their elders without question. This is not as true in practice as it once was, however. Though there are some rebels and anarchs from the Tremere line, it is thought that they are posing as such on the orders of the clan, as part of its long-term plots.

 

Nickname: Warlocks

Appearance: Tremere traditionally wear black coats or even cloaks with high, upturned collars and arcane symbols sewn on the lining. Though this is no longer universal, they still prefer black, impressive-looking clothing (such as the pinstripe power suit). Many Tremere also carry props such as canes; some of these "ornaments" are rumored to be potent mystical talismans.

Haven: The Tremere clan operates a chantry in almost every city where it has members. All those of the Tremere clan are welcome in any chantry. Those who live on their own have a wide variety of accommodations.

Background: They choose the most aggressive and ambitious people as their neonates, preferring males. They carefully train and nurture them for years, calling them "apprentices."

Character Creation: Tremere usually have professional and highly educated concepts and their Natures and Demeanors tend to be archetypes connected with power or science. Mental Attributes are primary, as are Knowledge Abilities. They often have the Mentor Background Trait.

Clan Disciplines: Auspex, Dominate, Thaumaturgy

Weaknesses: Tremere neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood Bound to the clan, and therefore must watch their step very carefully when around their leaders.

Organization: The Tremere are tightly organized and very hierarchical. The younger members are expected to obey the older ones without question, but this is not as strong a tenet as it once was.

Quote: "We must survive Gehenna and establish the tenets of the new world order once the horror is overcome. If we are to succeed, we must control the other clans. No more time can be wasted. If they cannot be convinced to aid us, they must be forced."

 

Stereotypes:

Brujah - Ignorant revolutionaries who don't even comprehend what it is that they oppose. They respect only power.

Gangrel - Noble Kindred, in their own way.

Malkavian - So often they seem normal, but all their lineage carry their strange curse. They are occasionally useful.

Nosferatu - These creatures may make useful servants, but they are too noxious to tolerate for long.

Toreador - Idle hedonists. They do not understand that Gehenna will end their way of life forever.

Ventrue - Too fractious to be truly effective; nonetheless, they are our chief rivals for control of the Camarilla.




Offline LadyJallyn

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Re: The Clans
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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 lives comfortable. They are most frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant Kindred.

The Ventrue fancy themselves a clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the clan, but many are unable to give up the habits and dress of the time when they were Embraced. The attitudes and beliefs of one's mortal days are never forgotten by a Ventrue.

They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political 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 aven 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, as are Knowledge Abilities. Resources and Influence are common Background Traits.

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."

Stereotypes:

Brujah - Bullies and rebels all. They are uncontrollable and untamable.

Gangrel - They are somewhat uncouth, but can be trusted.

Malkavian - They are not half as crazy as they pretend to be.

Nosferatu - Frightful creatures, but they can't help being what they are.

Toreador - Tasteful and creative, if a bit unrestrained.

Tremere - Good chaps, support the Camarilla 100%, but they have uncertain motivations.