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Vampire Clans and Traits; According to Vampire: the Masquerade
Topic Started: Feb 12 2007, 03:58 AM (884 Views)
Vincent
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Pink Eyed Prankster - Künstler
WARNING: heavy reading ahead ;)

Because my characters are more than loosely integrated with V:tM I thought I'd give some info on the basics of the construct I play them under. Information has been assembled from varying sources which I'll site.

Clans and Bloodlines

Each Vampire belongs to a distinct clan or bloodline. These groupings share distinct characteristics, powers and curses. The Nosferatu, for example, all share the disciplines of animalism, obfuscate & potence and the curse of disfiguring appearance. A bloodline is a distinct split from the main clans, as the curse of Caine is changed over time, representing new expressions of vampirism. Some Bloodlines, such as the Gargoyles are artificially created through applications of Thaumaturgy. The Caitiff are an exception to the rule, as they are considered clanless sharing no disciplines and curse, they are viewed as a disquieting sign of the coming Armageddon. V:tM on Wikipeadia

Vampire: The Masquerade Clans
There are seven major clans.

Brujah
The Brujah can trace their roots back to ancient Babylon, and the clay tablets of the first scholars. They were the lovers and guardians of knowledge, and the founder of their line was the inventor of written language. However, in their quest for freedom, they slew their founder and were banished from the first city. Today, the Brujah are scorned as riffraff who have lost their heritage and are without pride. For over a millennium they have been rebels among the Kindred, forever questioning and testing the Traditions.
The clan is very poorly organised; its members meet only irregularly, and share little in common besides their love of rebellion. They are among the supports of the anarchs, and aiding them is one of the only matters upon which they ever agree. They are often underestimated, as much by themselves as anyone.

Gangrel
Clan Gangrel is said to be the only clan whose founder is still involved in and concerned with the welfare of her progeny. Her concern for them is matched only by her concern for mortal descendants - the Gypsies. Though many Antediluvians use their progeny as pawns in the Jihad, the Gangrel pride themselves on their freedom from such manipulation. There is a close bond between the clan and the Gypsies. In recent years, as Gehenna approaches, their interaction has been considerable.

Malkavian
The history of the Malkavian clan is completely shrouded in the past. The Malkavians themselves have many tales about their origin, but do not believe most of them. A favoured legend among the kindred is that the founder of the house was cursed by Caine, and his descendants have lived with the madness since. The Malkavians have always existed on the periphery of the vampire culture, watching, but never truly involving themselves in it. Long ago, before the curse and the madness, the founder was said to be the greatest among third generation. Now it is his madness that keep the weakest of those involved in the Jihad "alive".

Nosferatu
It is the unfortunate plight of the members of this clan to display the beast within their hearts upon their countenances. Though their founder was known for his rabid predilections and monstrous impulses, the Nosferatu of today are known for being cool-headed. Though they tend to choose only the most depraved individuals as progeny, some how the members of this clan seem to retain their sanity better than most vampires.
The founder is said to have been a man of regal visage who incurred the wrath of Caine for his barbaric activities and was thereby cursed with the face of a hag. The savagery of his soul is reflected upon his face and that of all his progeny.
Of course, many clans have legends in which an all-powerful Caine curses their founder just as God cursed Caine. It is not likely that all of these stories are true, but some, such as this, might be. Presently, the Nosferatu clan is estranged from their founder, and do not serve him - at least to their knowledge.

Toreador
Throughout history, the Toreador have been involved in the arts. This tradition is said to have begun with the first progeny of the founder, a pair of beautiful and artistically gifted twins. Their sire was a leader of the cabal of third generation vampires who slew their own sires. Though ruthless, he was very doting upon his progeny, proffering them far more independence than any other fourth generation vampires were given. They used their freedom to nurture the full panorama of the arts, and their sire protected them throughout war and famine. To this day, the Toreador claim that they are watched over by Arikel, their founder. Though the Toreador are not as formally organised as some other clans, they are furiously loyal to one another and to the art they claim to serve.

Tremere
The Tremere are unique and no other clan has a history as rich, yet short, as theirs. Long ago, there were others of their line who were not warlocks, nor did the clan have mastery over the discipline of Thaumaturgy. Less than 1,000 years ago, a metamorphosis occurred. Deep in the Romanian mountains, in the district known as Transylvania, a group of magi from the ancient order were Embraced by a foolish clan leader. Combining their new powers with their ancient lore, the magi were quickly able to assume control of the clan. They Embraced many others from their arcane order, and drank the blood of all the elders of their clan. It is even hinted that the most powerful among them managed to hunt down and slay the founder of the line. The Tremere have adopted the most rigid hierarchical system among the clans, and this has allowed them to achieve great power within Kindred society. The other clans distrust the Tremere, both out of fear and a sense that something is not quite right with them. The political center of the Tremere is in Vienna.

Ventrue
The Ventrue suspect that their founder has been slain by one of the Brujah clan. Though this is a blow to their pride, it has given them some distance and protection from the chaos and strife of the Jihad. Without the intrigue and demands of a god-like founder, the Ventrue have achieved a remarkable independence from the Antediluvians. They do not know how much truth is contained in this legend, but it is nonetheless one of the basic tenets of their clan, no matter how much other Kindred scoff at it.
Much of the respect accorded to the Ventrue is due to the independence they are perceived to have from the Antediluvians. It is out of pride for this respect they are given that they conceal their persecution of the Brujah clan. More princes and Justicars come from the Ventrue clan than from any other; they are clearly leaders of the Camarilla. The Ventrue have regular clan meetings in various parts of the world, including a Grand Council in London every seven years.

Caitiff
Some Kindred do not have a clan at all, but are of bastard blood. This is sometimes because they were abandoned by their sire, or were Embraced an outcast vampire. A combination of thinness of blood and a lack of social training has made them Clanless. This is a fairly recent phenomenon, and thus they are disdained by many of the other Kindred. Though not many Caitiff are considered to be pariahs or anarchs, not all of them are outcasts. Some are accepted among the Damned, but none have yet reached an age where they have achieved any real power. Indeed, it seems as though the greatest explosion of the Clanless has incurred in the last 50 years.

Other Clans
There are many clans besides the ones described above. These clans do not claim membership in the Camarilla, though individual members of any such lines may do so. Some clans are members of the Sabbat, while others are truly independent of any sect.
These independent clans include the feared Assamite assassins, the loathsome followers of Set, the mercenary Giovanni family and the rakish Ravnos. (Personal edit: Also the Tzimicie, Bali, Lasombre etc etc etc. Scary stuff!)
--Excerpt from the Vampire: the Masquerade Handbook, published by White Wolf Phrozen Neon

___________________________________

Disciplines

* Animalism: Embracing the Beast Within, the vampire can call on animal spirits to carry out their will. The effects of Animalism are obviously supernatural and carry the risk of violating the Masquerade if they are used in a Safe Area.


* Auspex: Enhances your mental faculties and allows you to see the auras of those around you. All levels of Auspex cost 1 blood per activation.


* Celerity: Vampiric preternatural speed. The world will seem to slow while you remain unaffected. All but the first level of Celerity are obvious supernatural acts, and using them in Safe Areas is considered a violation of the Masquerade.


* Dementation: The unique legacy of the Malkavian clan, Dementation channels madness and pours it into the minds of those around you. Dementation effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.


* Dominate: The superior strength of the vampiric mind allows your character to control the minds of weaker Kine and even some Kindred. Dominate effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.


* Fortitude: Fortitude allows for amazing displays of preternatural constitution. Guarantees a certain amount of damage from every incoming attack will be ignored, regardless of the source. The use of Fortitude is not considered a violation of the Masquerade.


* Obfuscate: Vampiric invisibility. You may only enable Obfuscate if no one can see you. If you remain motionless, the timer will not run and Obfuscate can be maintained indefinitely. All levels of Obfuscate include the benefits of the lower levels. Obfuscate carries no risk of violating the Masquerade.


* Potence: Puts supernatural strength into Brawl and Melee attacks that simply cannot be defended against. All levels of Potence cost 1 blood per activation. Potence carries no risk of violating the Masquerade.


* Presence: The dread Presence of the vampire can strike mortal fear into the hearts of his opponents. Reduces enemies' effectiveness in combat. All levels of Presence cost 1 blood per activation. Presence carries no risk of violating the Masquerade.


* Thaumaturgy: Blood magic. Vampire practitioners of Thaumaturgy can bend blood to powerful and terrible ends. The effects are spectacular and obviously supernatural, and should not be used in Safe Areas, lest you risk violating the Masquerade. Game Banshee



Those are the basics for now. I'll add more later though it appears that much of the stuff will have to be translated from the book directly. Any of my characters with abilities not listed above will have the abilities explained in their bios.

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