Step 2: The Vampire Clans and Loyalties
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Step 2: The Vampire Clans and Loyalties
Welcome Kindred, to the beginning of a new era, an era where we can strive to coexist with humans and werewolves. TriBound Mission High School was founded with this goal in mind and is a sanctuary where all three races can learn to live with each other regardless of Affiliation or Clan. We ask that as a new student you keep an open mind and try to learn from our diversity.
As Vampires you will receive a supply of SIAL, a pill that will enable you to walk out during the day without catching fire or being damaged. Please make sure you take one pill a day before venturing outside. SIAL or Systematic Immunity Against Light is safe for consume as it has no side effects.
TBM receives many students of all background and as such we ask that you inform us of your Affiliation. Should you belong to the Camarilla, Sabbat, Independent or even the Tal'mahe'Ra. We want to know in order to better accommodate you.
As Vampires you will receive a supply of SIAL, a pill that will enable you to walk out during the day without catching fire or being damaged. Please make sure you take one pill a day before venturing outside. SIAL or Systematic Immunity Against Light is safe for consume as it has no side effects.
TBM receives many students of all background and as such we ask that you inform us of your Affiliation. Should you belong to the Camarilla, Sabbat, Independent or even the Tal'mahe'Ra. We want to know in order to better accommodate you.
Credit goes to: White Wolf and Wikipedia
Last edited by Conner McNeil on Tue Feb 21, 2012 3:40 pm; edited 1 time in total
Re: Step 2: The Vampire Clans and Loyalties
Camarilla
The Camarilla is composed of seven main clans, and the largest organization of vampires, and quite possibly of any creature in the world. Camarilla policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural beings like vampires could not possibly exist. The Camarilla also believes that the only way the vampire species can survive in these modern nights is if it unites—any breach of the Masquerade by any vampire risks exposing the entire race.
Sabbat
Freedom is preached in accordance to the Sabbat belief that every vampire is free to create their own destiny without being hindered by the reputations of their elders, and that no Sabbat has to lay down their life for cowards who cannot take care of their own matters. Of course, it does not always work like this in practice.
The Sabbat believes that Antediluvians, the first vampires ever created will awaken, and for the most part considers them a great threat. This is unsurprising, especially considering that the Sabbat was formed in the wake of the Anarch Revolt, and both of the core clans, the Tzimisce and Lasombra, claim that their clan founders were killed during this period of upheaval.
All Sabbat adhere to a code of conduct called "The Code of Milan", which preaches loyalty to sect and packmates, and to one's own freedom within the sect, as long as one's own good is never placed above the good of the Sabbat itself.
In addition to a very firm "if you're not with us, you're against us" mentality, the sect considers vampires to be a higher form of life than humanity, and is based upon the principles of Loyalty and Freedom. Loyalty to the sect and to one's comrades is one of the important aspects of the sect, and the Sabbat vampires maintain this loyalty through a ritual called Vaulderie, where strong emotional bonds are created between members of the Sabbat.
Tal'mahe'Ra
Also called the True Black Hand, the sect was secretive and claimed to have infiltrators in all other factions. The extent of this power and infiltration was debatable, due to the very nature of the sect. Dedicated to bringing about the return of the Antediluvians, these vampires hoped to serve the ancients and gain positions as favored servants.
Most of the Tal'mahe'Ra were destroyed. The surviving members quietly blended into the sects they once infiltrated.
Independent
It means you don’t belong to any of them. Independent vampires are quite rare as they have no protection and often tend to break the Masquerade which is punishable by death.
The Camarilla is composed of seven main clans, and the largest organization of vampires, and quite possibly of any creature in the world. Camarilla policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural beings like vampires could not possibly exist. The Camarilla also believes that the only way the vampire species can survive in these modern nights is if it unites—any breach of the Masquerade by any vampire risks exposing the entire race.
Sabbat
Freedom is preached in accordance to the Sabbat belief that every vampire is free to create their own destiny without being hindered by the reputations of their elders, and that no Sabbat has to lay down their life for cowards who cannot take care of their own matters. Of course, it does not always work like this in practice.
The Sabbat believes that Antediluvians, the first vampires ever created will awaken, and for the most part considers them a great threat. This is unsurprising, especially considering that the Sabbat was formed in the wake of the Anarch Revolt, and both of the core clans, the Tzimisce and Lasombra, claim that their clan founders were killed during this period of upheaval.
All Sabbat adhere to a code of conduct called "The Code of Milan", which preaches loyalty to sect and packmates, and to one's own freedom within the sect, as long as one's own good is never placed above the good of the Sabbat itself.
In addition to a very firm "if you're not with us, you're against us" mentality, the sect considers vampires to be a higher form of life than humanity, and is based upon the principles of Loyalty and Freedom. Loyalty to the sect and to one's comrades is one of the important aspects of the sect, and the Sabbat vampires maintain this loyalty through a ritual called Vaulderie, where strong emotional bonds are created between members of the Sabbat.
Tal'mahe'Ra
Also called the True Black Hand, the sect was secretive and claimed to have infiltrators in all other factions. The extent of this power and infiltration was debatable, due to the very nature of the sect. Dedicated to bringing about the return of the Antediluvians, these vampires hoped to serve the ancients and gain positions as favored servants.
Most of the Tal'mahe'Ra were destroyed. The surviving members quietly blended into the sects they once infiltrated.
Independent
It means you don’t belong to any of them. Independent vampires are quite rare as they have no protection and often tend to break the Masquerade which is punishable by death.
Last edited by Seymour Duret on Tue Feb 21, 2012 3:32 pm; edited 1 time in total
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Clans
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah adopt pet passions and causes, which they support with volume and vitriol. Some brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterwards to illustrate their points.
Respected for their martialry and readiness to rally under a banner, the Brujah are the phyisical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan.
Clan Prestige
• Obscure; you display certain characteristics prized by the Clan. You've made your beliefs known.
•• Known; your arguments are not only loud, but they actually make some sense. You're known to be willing to fight for your beliefs
••• Popular; kick ass and take names. Brujah from all over have heard of how you beheaded the prince that one time...
•••• Storied; you fight well and continuously for what you believe in. Your name is synonymous with strength and wisdom
••••• Legend; everything you've done is to remake the world in your image. No foe can stand against your fists, and no chains can bind your rage.
Style and Appearance
Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah's appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Character Creation
Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept. Natures and Demeanors tend to be aggressive and similar, as Brujah wear their emotions on their sleeves (when they have sleeves...). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise, Skills are favored, with Knowledges running a close second. Any Background may be appropriate to a Brujah character, though many in the clan cultivate Contacts, Allies and Herd. Very few Brujah claim Mentors.
Embrace
Brujah prefer those who espouse change in one form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized --- hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah adopt pet passions and causes, which they support with volume and vitriol. Some brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterwards to illustrate their points.
Respected for their martialry and readiness to rally under a banner, the Brujah are the phyisical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan.
Clan Prestige
• Obscure; you display certain characteristics prized by the Clan. You've made your beliefs known.
•• Known; your arguments are not only loud, but they actually make some sense. You're known to be willing to fight for your beliefs
••• Popular; kick ass and take names. Brujah from all over have heard of how you beheaded the prince that one time...
•••• Storied; you fight well and continuously for what you believe in. Your name is synonymous with strength and wisdom
••••• Legend; everything you've done is to remake the world in your image. No foe can stand against your fists, and no chains can bind your rage.
Style and Appearance
Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. In the end, a Brujah's appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Character Creation
Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept. Natures and Demeanors tend to be aggressive and similar, as Brujah wear their emotions on their sleeves (when they have sleeves...). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise, Skills are favored, with Knowledges running a close second. Any Background may be appropriate to a Brujah character, though many in the clan cultivate Contacts, Allies and Herd. Very few Brujah claim Mentors.
Embrace
Brujah prefer those who espouse change in one form or another, and often recruit from college campuses, political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet cause or issue of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized --- hatred between Brujah is often more bitter than hatred for those whom they mutually oppose.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Malkavian
The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
Culture
Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.
The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.
In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.
Embraces
The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little...odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.
Weaknesses
Every last vampire of Malkav's blood is incurably insane in one form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a "gift of insight." When a Malkavian character is created, the player must choose at least two derangements for that character at the time of the Embrace; these derangements can never be permanently overcome.
Disciplines
Auspex - The discipline of supernatural senses and extended perception.
Obfuscate - The discipline of personal concealment.
Dementation (or Dominate) – They discipline of afflicting another with insanity or forcing the victim to do their will.
The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
Culture
Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.
The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.
In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.
Embraces
The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little...odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.
Weaknesses
Every last vampire of Malkav's blood is incurably insane in one form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a "gift of insight." When a Malkavian character is created, the player must choose at least two derangements for that character at the time of the Embrace; these derangements can never be permanently overcome.
Disciplines
Auspex - The discipline of supernatural senses and extended perception.
Obfuscate - The discipline of personal concealment.
Dementation (or Dominate) – They discipline of afflicting another with insanity or forcing the victim to do their will.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Toreador
The Toreador are some of the most beautiful and glamorous of the Kindred. 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.
The stereotypical Toreador is all about appearances. Seen as air-headed, self-centered, and incapable of any real responsibility, Toreador are actually quite keen individuals. Their social flair and ability to convince others is easily their most devastating tactic, and they use it ruthlessly.
Style and Appearance
Toreador almost uniformally dress in the latest, hottest fashions, the better to charm and bedazzle the mortals upon whom they feed. They also dress extravagantly in order to satisfy their love of beauty - their bodies are just as much works of art as anything produced with paint or chisel. Toreador of an elder age prefer stately eveningwear, such as ballroom dresses, tailed suits, and primped hair. Many even still affect accessories such as opera glasses, monocles, and gloves - whatever helps contribute to the image they are building.
More modern, progressive Toreador still dress at the "high" end of fashion, but are just as focused on sexual appeal and fitting in as they are on pure elegance. The fashions of New York and Paris are set by the Toreador, who spend as much time on their wardrobe as other Kindred do hunting or for business.
Embraces
As stated before, there are two rough moulds that clan members fall into. Artists make up a large proportion of the clan, which in the modern nights can include computer graphics artists, avant-garde performance artists and sportsmen alongside the singers, dancers and writers. The other portion consists of businessmen, critics and those who are simply beautiful. While the main detractors of the clan, often the Nosferatu and the Brujah complain that Toreador coddle their childer, the truth is a much more brutal one. Toreador sires are notoriously faddish, and while the subject of their Embrace can be the most cutting edge, the most innovative, the most beautiful, the most now, they can easily be terribly passe and embarrassing the following week. The sire then inevitably dumps the new childe as soon as is feasible, leaving the young vampire confused and struggling to make their own way. Such is the nature of the Toreador.
Weakness
It is said that the Clan's founder, Arikel was a mortal painter in the First City. Famed throughout the lands for her work, after her Embrace she painted a mural on which the past, present and future of Kindred society was depicted. When Caine saw a terrible future for his race, he cursed her with the affliction that affects Toreador today - the art that she loved most dearly would now be her obsession and distraction above all things.
Disciplines
Charisma
Manipulation
Appearance
Perception
The Toreador are some of the most beautiful and glamorous of the Kindred. 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.
The stereotypical Toreador is all about appearances. Seen as air-headed, self-centered, and incapable of any real responsibility, Toreador are actually quite keen individuals. Their social flair and ability to convince others is easily their most devastating tactic, and they use it ruthlessly.
Style and Appearance
Toreador almost uniformally dress in the latest, hottest fashions, the better to charm and bedazzle the mortals upon whom they feed. They also dress extravagantly in order to satisfy their love of beauty - their bodies are just as much works of art as anything produced with paint or chisel. Toreador of an elder age prefer stately eveningwear, such as ballroom dresses, tailed suits, and primped hair. Many even still affect accessories such as opera glasses, monocles, and gloves - whatever helps contribute to the image they are building.
More modern, progressive Toreador still dress at the "high" end of fashion, but are just as focused on sexual appeal and fitting in as they are on pure elegance. The fashions of New York and Paris are set by the Toreador, who spend as much time on their wardrobe as other Kindred do hunting or for business.
Embraces
As stated before, there are two rough moulds that clan members fall into. Artists make up a large proportion of the clan, which in the modern nights can include computer graphics artists, avant-garde performance artists and sportsmen alongside the singers, dancers and writers. The other portion consists of businessmen, critics and those who are simply beautiful. While the main detractors of the clan, often the Nosferatu and the Brujah complain that Toreador coddle their childer, the truth is a much more brutal one. Toreador sires are notoriously faddish, and while the subject of their Embrace can be the most cutting edge, the most innovative, the most beautiful, the most now, they can easily be terribly passe and embarrassing the following week. The sire then inevitably dumps the new childe as soon as is feasible, leaving the young vampire confused and struggling to make their own way. Such is the nature of the Toreador.
Weakness
It is said that the Clan's founder, Arikel was a mortal painter in the First City. Famed throughout the lands for her work, after her Embrace she painted a mural on which the past, present and future of Kindred society was depicted. When Caine saw a terrible future for his race, he cursed her with the affliction that affects Toreador today - the art that she loved most dearly would now be her obsession and distraction above all things.
Disciplines
Charisma
Manipulation
Appearance
Perception
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Ventrue
Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void.
The general belief is that the Ventrue, a clan considered old-fashioned by most, is floundering in these latter nights; however, the Ventrue have a long history of adapting to keep hold of their power. In the modern nights the Ventrue are more politician than warrior, more CEO than baron. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the mortal masses... and of guarding their own power.
Organization
The Ventrue exists to maintain the status quo... So long as that balance is in favor of the Ventrue. To accomplish this, and to support the Masquerade, the Ventrue have developed a massive network of communication. This network exists between all clanmembers worthy of the name, as well as important inter-Clan contacts.
Culture
Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity"; in modern days, it's often described as "Face," as in "saving face." Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is as likely to lead organized crime as he is a Fortune 500 company - because the Ventrue object less to theft and more to pettytheft - he must always comport himself with dignity, grace and honor.
At least, in public.
Clan Prestige
• Obscure; your sire has put in a good word for you at his club. Your service so far is lukewarm but consistent with Clan goals
•• Known; you have done service worthy of notice. You have caught the attention of your superiors, and may even have an elder for a mentor.
••• Popular; your reputation preceeds you, and it is one of efficiency and ambition. You are closely watched - with jealousy from your peers, and with interest from your elders.
•••• Storied; if you still had to worry about resumes, Clan elders would let you cite them as references. Your bloodline is pure, and accorded a great deal of respect.
••••• Legend; when people hear the name "Ventrue", your face pops up in their mind. Your reach is global and your sight all but omniscient.
Style and Appearance
In dress and comportment, all Ventrue strive to exemplify the positives of their Clan: Dignity, grace, and above all, class. Ventrue clothing are largely expensive and hand-tailored, but subdued; ostentatious displays of wealth are left to other, less-dignified clans. Black is generally considered to be overdone and somewhat pretentious; dark blue, gray, and even the occasional deep emerald green is acceptable for suits and every-day wear, with black, white, and other eye-catching colors to be saved for formal or otherwise special events. Men are commonly seen in neat, tailored suits; women wear smooth, crisp clothing that is not excessively tight or revealing. The rules for Clan Ventrue's collective wardrobe is like that of a highly prestigious private school: If it's not something you'd wear to meet the Prince, then you shouldn't be wearing it out in public. Full-length coats, however, are popular.
The general idea is "Stand out, don't stick out." You won't find many wearing cutting-edge haute couture; the Ventrue leave that to the Toreador. Similarly, looking rumpled, scruffy, or otherwise out-of-order is Right Out, at least in public, because one can never underestimate the power of appearances.
Embraces
The word Ventrue associate with the Embrace is "value." Specifically, what value does the childe have? What connections do they possess, and what skills could they employ for the benefit of the Ventrue? Though occasionally Embraces happen out of love, friendship, or affection, these are harshly dealt with and considered highly impractical as well as downright distasteful.
Weakness
According to Clan propaganda, the Ventrue do not have a "weakness". Rather, they have standards: For everything from fine automobiles to military strategy, and yes, even for the blood that they drink.
In purely practical terms, of course - and if confided only to their childer - the Ventrue's weakness is their particular taste. Each Ventrue will have their own personal preference for their feeding-vessels: Blondes, lawyers, people with green eyes, and so on. This preference is set shortly after a fledgling's Embrace, upon their first solo feeding, and the Ventrue will then be unable to digest blood from any victim besides their "type." They'll be able to ingest non-type blood, but will gain no benefits from it and will have to vomit up the vitae at some later point.
Disciplines
The Ventrue practice the Disciplines of Dominate, Fortitude, and Presence, though a few "anarchic" Ventrue have also learned Auspex and sometimes Potence.
Dominate: A standard and trusted standby in the Ventrue arsenal, Dominate is sometimes considered to be a literal manifestation of a Ventrue's willpower; one with sufficient faith in themselves will find the minds of others easy game. Of course, relying excessively on Dominate is concerned distasteful, as well as speaking poorly for your ability to get by without it; however, Dominate remains the number-one tool used by the Ventrue to clean up after those messier breaches of the Masquerade.
Fortitude: If will is power, then the Ventrue have the market cornered on defense. Positions of power tend to attract would-be murderers, and the Ventrue do love positions of power; as a result, they often rely on Fortitude (and top-of-the-line security) to protect them from overzealous attackers. Ventrue are able to withstand surprising amounts of damage, and when they do personally take to the field it's unwise to underestimate them; in other arenas, the Ventrue take a quiet (and somewhat smug) pride in recounting the number of assassination attempts they've survived.
Presence: When Dominate is too heavy-handed but you just need to get that stubborn/suspicious/alert individual to agree now, Presence is the Ventrue tool of choice. Where the Toreador use this to entrance mortals and kine alike, the Ventrue use it to enforce their authority; an affected target will want to obey the Ventrue, and will often break down or flee altogether when confronted with the Ventrue's glance of disapproval. Presence essentially turns the Ventrue into the eternally unpleasant parent, and like any downbeaten child his target will want nothing more than to 'make him proud.'
Auspex: As you get older, you get more and more paranoid; this is a fact of Kindred life, particularly so for the Ventrue. Some Ventrue prefer to have any edge they can over their suspected opposition, and Auspex comes in handy for seeing through others' lies (and Obfuscate skills). The Ventrue who truly wish for this Discipline usually receive training from a Toreador, although fledglings are always warned against the slyness of a bargaining Artiste. (The Poseurs sell it cheaper, usually for a good word or participation in a prestigious event.)
Potence: Although rarely found among your average Ventrue, who prefer the hands-off method, Potence can be a valuable Discipline if one can purchase it relatively cheaply. Generally, a Ventrue with Potence leads from the front, and often come from backgrounds which would emphasize physical strength; thus, the largest portion of Ventrue to possess Potence are those relatively rare.
Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void.
The general belief is that the Ventrue, a clan considered old-fashioned by most, is floundering in these latter nights; however, the Ventrue have a long history of adapting to keep hold of their power. In the modern nights the Ventrue are more politician than warrior, more CEO than baron. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the mortal masses... and of guarding their own power.
Organization
The Ventrue exists to maintain the status quo... So long as that balance is in favor of the Ventrue. To accomplish this, and to support the Masquerade, the Ventrue have developed a massive network of communication. This network exists between all clanmembers worthy of the name, as well as important inter-Clan contacts.
Culture
Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity"; in modern days, it's often described as "Face," as in "saving face." Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is as likely to lead organized crime as he is a Fortune 500 company - because the Ventrue object less to theft and more to pettytheft - he must always comport himself with dignity, grace and honor.
At least, in public.
Clan Prestige
• Obscure; your sire has put in a good word for you at his club. Your service so far is lukewarm but consistent with Clan goals
•• Known; you have done service worthy of notice. You have caught the attention of your superiors, and may even have an elder for a mentor.
••• Popular; your reputation preceeds you, and it is one of efficiency and ambition. You are closely watched - with jealousy from your peers, and with interest from your elders.
•••• Storied; if you still had to worry about resumes, Clan elders would let you cite them as references. Your bloodline is pure, and accorded a great deal of respect.
••••• Legend; when people hear the name "Ventrue", your face pops up in their mind. Your reach is global and your sight all but omniscient.
Style and Appearance
In dress and comportment, all Ventrue strive to exemplify the positives of their Clan: Dignity, grace, and above all, class. Ventrue clothing are largely expensive and hand-tailored, but subdued; ostentatious displays of wealth are left to other, less-dignified clans. Black is generally considered to be overdone and somewhat pretentious; dark blue, gray, and even the occasional deep emerald green is acceptable for suits and every-day wear, with black, white, and other eye-catching colors to be saved for formal or otherwise special events. Men are commonly seen in neat, tailored suits; women wear smooth, crisp clothing that is not excessively tight or revealing. The rules for Clan Ventrue's collective wardrobe is like that of a highly prestigious private school: If it's not something you'd wear to meet the Prince, then you shouldn't be wearing it out in public. Full-length coats, however, are popular.
The general idea is "Stand out, don't stick out." You won't find many wearing cutting-edge haute couture; the Ventrue leave that to the Toreador. Similarly, looking rumpled, scruffy, or otherwise out-of-order is Right Out, at least in public, because one can never underestimate the power of appearances.
Embraces
The word Ventrue associate with the Embrace is "value." Specifically, what value does the childe have? What connections do they possess, and what skills could they employ for the benefit of the Ventrue? Though occasionally Embraces happen out of love, friendship, or affection, these are harshly dealt with and considered highly impractical as well as downright distasteful.
Weakness
According to Clan propaganda, the Ventrue do not have a "weakness". Rather, they have standards: For everything from fine automobiles to military strategy, and yes, even for the blood that they drink.
In purely practical terms, of course - and if confided only to their childer - the Ventrue's weakness is their particular taste. Each Ventrue will have their own personal preference for their feeding-vessels: Blondes, lawyers, people with green eyes, and so on. This preference is set shortly after a fledgling's Embrace, upon their first solo feeding, and the Ventrue will then be unable to digest blood from any victim besides their "type." They'll be able to ingest non-type blood, but will gain no benefits from it and will have to vomit up the vitae at some later point.
Disciplines
The Ventrue practice the Disciplines of Dominate, Fortitude, and Presence, though a few "anarchic" Ventrue have also learned Auspex and sometimes Potence.
Dominate: A standard and trusted standby in the Ventrue arsenal, Dominate is sometimes considered to be a literal manifestation of a Ventrue's willpower; one with sufficient faith in themselves will find the minds of others easy game. Of course, relying excessively on Dominate is concerned distasteful, as well as speaking poorly for your ability to get by without it; however, Dominate remains the number-one tool used by the Ventrue to clean up after those messier breaches of the Masquerade.
Fortitude: If will is power, then the Ventrue have the market cornered on defense. Positions of power tend to attract would-be murderers, and the Ventrue do love positions of power; as a result, they often rely on Fortitude (and top-of-the-line security) to protect them from overzealous attackers. Ventrue are able to withstand surprising amounts of damage, and when they do personally take to the field it's unwise to underestimate them; in other arenas, the Ventrue take a quiet (and somewhat smug) pride in recounting the number of assassination attempts they've survived.
Presence: When Dominate is too heavy-handed but you just need to get that stubborn/suspicious/alert individual to agree now, Presence is the Ventrue tool of choice. Where the Toreador use this to entrance mortals and kine alike, the Ventrue use it to enforce their authority; an affected target will want to obey the Ventrue, and will often break down or flee altogether when confronted with the Ventrue's glance of disapproval. Presence essentially turns the Ventrue into the eternally unpleasant parent, and like any downbeaten child his target will want nothing more than to 'make him proud.'
Auspex: As you get older, you get more and more paranoid; this is a fact of Kindred life, particularly so for the Ventrue. Some Ventrue prefer to have any edge they can over their suspected opposition, and Auspex comes in handy for seeing through others' lies (and Obfuscate skills). The Ventrue who truly wish for this Discipline usually receive training from a Toreador, although fledglings are always warned against the slyness of a bargaining Artiste. (The Poseurs sell it cheaper, usually for a good word or participation in a prestigious event.)
Potence: Although rarely found among your average Ventrue, who prefer the hands-off method, Potence can be a valuable Discipline if one can purchase it relatively cheaply. Generally, a Ventrue with Potence leads from the front, and often come from backgrounds which would emphasize physical strength; thus, the largest portion of Ventrue to possess Potence are those relatively rare.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Lasombra
The leaders of the Sabbat, clan Lasombra are darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.
Organization
Lasombra naturally seek positions of power and authority, as a result they form the bulk of the Sabbat's administrative offices - ducti, prisci and the like. Tzimisce are more likely to be pack priests, while the Lasombra focus on the practical matters of administration and leadership.
Culture
Lasombra are fiercely predatory creatures, and the Lasombra mindset is defined by an enthusiastic embrace of social darwinism. The Lasombra firmly believe that power is best held by the most worthy, and that the primary test of worthiness is acquiring said power. As a result, they are predatory, backstabbing, power-hungry and unapologetically arrogant about their position. Needless to say, the Lasombra and Ventrue despise each other. Historically, the two clans have sought out parallel dominions - the Lasombra focused on the Mediterranean, the Ventrue on Germany. The Lasombra went to the Church, the Ventrue went to the state. The Lasombra went to the Sabbat, the Ventrue to the Camarilla. As the ruling clans of their respective sects, they are naturally prone to come to loggerheads.
Clan Prestige
• Obscure; You are known for little more than your ambition, which all True Lasombra possess
•• Known; You stand out in the crowd. Your elders watch to see what you will do with your potential
••• Popular; Your control is iron, and your scheming is expansive and subtle
•••• Storied; Your self-mastery is rivaled only by your strength and cunning. Few are the Lasombra who have not heard your name
••••• Legend; None could possibly escape your manipulations. The Abyss itself obeys your every whim
Embraces
The Lasombra embrace is notably sadistic. The clan generally has traits that they're looking for: strength of will, ability to manipulate events, self-control, and an ability to evade the limelight for positions of power. When a candidate is identified, the sire will usually "test" the candidate.
Testing, in this case, generally means totally destroying the target's life and seeing how the target reacts. If the candidate falls apart, then he was obviously unworthy of the embrace. If he can continue to survive and even overcome the challenges, then these challenges tend to become more extreme, until the Sire decides that the candidate has demonstrated enough merit and is taken into the night
Weakness
The Clan Lasombra suffers from a two-fold curse: firstly, they cannot observe themselves in any reflective surface, and most electronic recording measures (videotape, photography, etc) render them only as shadows. Only simple, mechanical means can be used to capture a Lasombra's image - painting, sculpture, and sketching.
The second major weakness of the Clan is tied directly to the Obtenebration Discipline. There are many theories concerning what the shadows of Obtenebration are, but one thing is certain: the Lasombra's use of them means that they burn more easily when under sunlight. Where another vampire might end up with a scalding burn when exposing their hand to sunlight, a Lasombra will be lucky if they keep all their fingers.
Disciplines
Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. While undeniably powerful, its use almost always adheres to two important restrictions: the user must meet the eyes of the target and must speak in language that is clearly heard and understood by the target. Furthermore, this Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature.
Obtenebration is the trademark Discipline of clan Lasombra which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use.
Potence is a discipline that grants the vampires supernatural strength.
The leaders of the Sabbat, clan Lasombra are darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.
Organization
Lasombra naturally seek positions of power and authority, as a result they form the bulk of the Sabbat's administrative offices - ducti, prisci and the like. Tzimisce are more likely to be pack priests, while the Lasombra focus on the practical matters of administration and leadership.
Culture
Lasombra are fiercely predatory creatures, and the Lasombra mindset is defined by an enthusiastic embrace of social darwinism. The Lasombra firmly believe that power is best held by the most worthy, and that the primary test of worthiness is acquiring said power. As a result, they are predatory, backstabbing, power-hungry and unapologetically arrogant about their position. Needless to say, the Lasombra and Ventrue despise each other. Historically, the two clans have sought out parallel dominions - the Lasombra focused on the Mediterranean, the Ventrue on Germany. The Lasombra went to the Church, the Ventrue went to the state. The Lasombra went to the Sabbat, the Ventrue to the Camarilla. As the ruling clans of their respective sects, they are naturally prone to come to loggerheads.
Clan Prestige
• Obscure; You are known for little more than your ambition, which all True Lasombra possess
•• Known; You stand out in the crowd. Your elders watch to see what you will do with your potential
••• Popular; Your control is iron, and your scheming is expansive and subtle
•••• Storied; Your self-mastery is rivaled only by your strength and cunning. Few are the Lasombra who have not heard your name
••••• Legend; None could possibly escape your manipulations. The Abyss itself obeys your every whim
Embraces
The Lasombra embrace is notably sadistic. The clan generally has traits that they're looking for: strength of will, ability to manipulate events, self-control, and an ability to evade the limelight for positions of power. When a candidate is identified, the sire will usually "test" the candidate.
Testing, in this case, generally means totally destroying the target's life and seeing how the target reacts. If the candidate falls apart, then he was obviously unworthy of the embrace. If he can continue to survive and even overcome the challenges, then these challenges tend to become more extreme, until the Sire decides that the candidate has demonstrated enough merit and is taken into the night
Weakness
The Clan Lasombra suffers from a two-fold curse: firstly, they cannot observe themselves in any reflective surface, and most electronic recording measures (videotape, photography, etc) render them only as shadows. Only simple, mechanical means can be used to capture a Lasombra's image - painting, sculpture, and sketching.
The second major weakness of the Clan is tied directly to the Obtenebration Discipline. There are many theories concerning what the shadows of Obtenebration are, but one thing is certain: the Lasombra's use of them means that they burn more easily when under sunlight. Where another vampire might end up with a scalding burn when exposing their hand to sunlight, a Lasombra will be lucky if they keep all their fingers.
Disciplines
Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. While undeniably powerful, its use almost always adheres to two important restrictions: the user must meet the eyes of the target and must speak in language that is clearly heard and understood by the target. Furthermore, this Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature.
Obtenebration is the trademark Discipline of clan Lasombra which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use.
Potence is a discipline that grants the vampires supernatural strength.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Assamite
Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. They also have different Disciplines and weaknesses. All Assamites grow dark with age, have access to Quietus as a clan Discipline, and have a weakness related to some form of lust so powerful that it stains their aura.
Disciplines
Assamite Warriors possess the Celerity, Obfuscate, and Quietus Disciplines.
Viziers have Auspex, Celerity, and Quietus.
Dark Ages Sorcerers wielded Assamite Sorcery, Auspex, Quietus, but their more modern counterparts practice Assamite Sorcery, Obfuscate, and Quietus.
Celerity is a Discipline that grants vampires supernatural speed and finesse by expending vitae.
Obfuscate is a versatile Discipline that gives its user the power to cloud minds so as to become invisible, or better.
Quietus is a Discipline that revolves around the idea of inflicting weakness.
Silence of Death: Silences all sound within range of the caster.
Scorpion's Touch: Allows the Vampire to transform his/her body fluids into a weakening poison which then can be transferred to a victim.
Dagon's Call: Allows the Vampire to turn a victim's blood against him/her. The blood literally destroys the victim from the inside out by flooding the lungs and bursting blood vessels.
Baal's Caress: An expansion on Scorpion's Touch, it allows the Vampire to transform his/her blood into a poison that destroys living or undead flesh.
Auspex is a Discipline that grants vampires supernatural senses.
Clan Prestige
• Obscure; your trainer and your fellow students recognize you, but you still have not made it very far up the mountain
•• Known; you have passed your training, and are ready to take on assignments. Prove yourself worthy by feasting on the blood of your foes
••• Popular; you are a proven assassin and capable of hunting Cainites with ease. Your faith, dedication, and skill are solid and unquestionable
•••• Storied; the tally of your kills has begun to rival those of some smaller wars. Your blood is thick and potent, and you are but steps away from Haqim himself
••••• Legend; there is nothing living and nothing dead that can stand before you. The Childer of Haqim look to you as the paragon of what it means to be Assamite
Embraces
Assamites typically try to embrace someone who will be 'useful' to the clan as a whole. This most often means someone who be willing to fight and die for the clan's (or at least their sire's) goals. However, during the long period that the clan labored under the Tremere curse, people may also have been embraced for knowledge in a specific (often obscure) area. Typically this had something to do with sorcery or medical research involving blood, but may also have included more obscure areas of research as well.
Assamites typically choose people with somewhat obsessive personalities for the Embrace. As they are typically involved with either hunting down miscreants or conducting obscure research, they tend to be highly motivated individuals. This often results in Assamites picking individuals who are fanatically devoted to a cause, religion, theory, or activity. The various caste flaws and the training they undergo after the Embrace tends to accentuate this even more. Thus Assamites can be said to select childer that will be eager to chase down their prey no matter how long it takes or how far they must go. That prey may be a physical target, an obscure piece of knowledge, or even pursuing the perfection of an art form.
Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. They also have different Disciplines and weaknesses. All Assamites grow dark with age, have access to Quietus as a clan Discipline, and have a weakness related to some form of lust so powerful that it stains their aura.
Disciplines
Assamite Warriors possess the Celerity, Obfuscate, and Quietus Disciplines.
Viziers have Auspex, Celerity, and Quietus.
Dark Ages Sorcerers wielded Assamite Sorcery, Auspex, Quietus, but their more modern counterparts practice Assamite Sorcery, Obfuscate, and Quietus.
Celerity is a Discipline that grants vampires supernatural speed and finesse by expending vitae.
Obfuscate is a versatile Discipline that gives its user the power to cloud minds so as to become invisible, or better.
Quietus is a Discipline that revolves around the idea of inflicting weakness.
Silence of Death: Silences all sound within range of the caster.
Scorpion's Touch: Allows the Vampire to transform his/her body fluids into a weakening poison which then can be transferred to a victim.
Dagon's Call: Allows the Vampire to turn a victim's blood against him/her. The blood literally destroys the victim from the inside out by flooding the lungs and bursting blood vessels.
Baal's Caress: An expansion on Scorpion's Touch, it allows the Vampire to transform his/her blood into a poison that destroys living or undead flesh.
Auspex is a Discipline that grants vampires supernatural senses.
Clan Prestige
• Obscure; your trainer and your fellow students recognize you, but you still have not made it very far up the mountain
•• Known; you have passed your training, and are ready to take on assignments. Prove yourself worthy by feasting on the blood of your foes
••• Popular; you are a proven assassin and capable of hunting Cainites with ease. Your faith, dedication, and skill are solid and unquestionable
•••• Storied; the tally of your kills has begun to rival those of some smaller wars. Your blood is thick and potent, and you are but steps away from Haqim himself
••••• Legend; there is nothing living and nothing dead that can stand before you. The Childer of Haqim look to you as the paragon of what it means to be Assamite
Embraces
Assamites typically try to embrace someone who will be 'useful' to the clan as a whole. This most often means someone who be willing to fight and die for the clan's (or at least their sire's) goals. However, during the long period that the clan labored under the Tremere curse, people may also have been embraced for knowledge in a specific (often obscure) area. Typically this had something to do with sorcery or medical research involving blood, but may also have included more obscure areas of research as well.
Assamites typically choose people with somewhat obsessive personalities for the Embrace. As they are typically involved with either hunting down miscreants or conducting obscure research, they tend to be highly motivated individuals. This often results in Assamites picking individuals who are fanatically devoted to a cause, religion, theory, or activity. The various caste flaws and the training they undergo after the Embrace tends to accentuate this even more. Thus Assamites can be said to select childer that will be eager to chase down their prey no matter how long it takes or how far they must go. That prey may be a physical target, an obscure piece of knowledge, or even pursuing the perfection of an art form.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Gangrel
There are many ways to describe the vampires who make up Clan Gangrel, but few of them are overtly complimentary. The phrases "feral", "bestial", "violent", "animalistic", and "god damn those furry loner bastards" are the most common. However, these terms are also very appropriate for the Clan that is infamous for its strong connection to the animal kingdom and the natural world. Since the nights of prehistory, the Gangrel have been the Clan that has shunned civilization and all the comforts that make the other Clans soft. The Gangrel are a clan of survivors and hunters, who enjoy the chase at least as much as the hot rush of blood as they tear into their prey.
Few Clans get along with the Gangrel, but this suits the Outlanders perfectly fine.
Disciplines
The central Bloodline of Clan Gangrel relies upon the Disciplines of Animalism, Fortitude, and Protean. Animalism refers to the ability to communicate with and manipulate the animal kingdom; powerful practioners of this Discipline have also been known to be able to influence humans and even other supernaturals. Fortitude is a vampire's natural resistance to harm and effects of the environment. Protean has a variety of useful abilities, such as being able to turn oneself into mist or grow bestial claws for battle. Protean has its roots in the ancient Grecian stories of Proteus, a god of the sea that could shapeshift at will. Gaelic myth also makes reference to sorcerers and shaman possessed of "great and protean power". The durability and strength provided by these Disciplines make the Gangrel respected and sometimes feared by other Clans.
Culture
The Gangrel have never bothered much with the society of the Kindred, which means they usually lack social grace and disdain the fripperies of vampire existence. Since they do not play along with Kindred politics, many other vampires believe this is because the Gangrel aren't intelligent or cunning enough; nothing could be further from the truth. Gangrel value mental accomplishments, especially with the technological advents of the past few centuries. Tempered by their experiences in the wild, Gangrel tend to have good senses, and react on an instinctual level. Being so close to the Beast, Gangrel tend to punch first and ask questions later, and they are most famed for their physical prowess, able to survive in the harshest environments of the World.
Gangrel tend to be talented individuals, as they need to be in order to survive on their own. Keeping tabs on the world around you is one of the best and safest ways to live to see the next night, so keeping an ear to the ground and an eye on your neighbors are equally important. It also helps to be able to give as good as you get, so many Gangrel learn how to use their claws in combat.
Gangrel have a natural connection to the Beast within their souls, more so than any other vampires. This leads them to spurn the confines of cities, instead making it with their own skills and cunning in the wilderness. Without human contact, Gangrel instead bond with animals, which means both a handy food source and defense during the day. With their wanderlust, Gangrel find it useful to learn how to drive or ride a motorcycle, as well as move on their own two feet (quietly when neccessary).
Clan Prestige
• Obscure; a few of your friends and confidantes speak well of you. You contribute to the Clan in small, but noticable, ways
•• Known; you have earned honors to your name. You have a special role or purpose that has done significant service to the Clan
••• Popular; members of the Clan who meet you recognize you from stories passed around. Your adventures are the source of frequent gossip
•••• Storied; you claim one of the top spots at any Clan gathering, and have the reputation to back it up. You are honored by the Clan
••••• Legend; there is nothing you haven't done or seen, and the blood of hundreds of enemies stains your claws. Your exploits serve as tales told even to the youngest childer.
Style and Appearance
No vampire of any other Clan would ever think of using the words "style" and "Gangrel" in the same sentence. Then again, neither would Gangrel. It's simply not a great concern to a Clan that spends most of its time in the wilderness, where velvet collects dirt like nothing else and heels are downright deadly. Flat shoes - or even better, hiking boots - are common among the Clan, and are thoroughly worn through use. Running, climbing, and sneaking around are nightly hazards for Gangrel, so tight and rugged clothing is definitely preferred.
Embraces
The Gangrel are famous - or at least mostly blamed - for siring the greatest numbers of Caitiff. Common practice among the Clan is to stalk a potential mortal, learning about their habits, personality, and strengths. If they are found acceptable, then the Gangrel will typically Embrace them as a childe, then leave them immediately, to test their ability to adapt and survive in the World of Darkness. Should this training session be successful (i.e. the novice Gangrel manages to stay alive and relatively sane), then they are welcomed as clanmembers. If they do fail this test, then they are left alone with no knowledge of their sire or Clan, resulting in Caitiff. Extreme cases of insanity or mutation are culled. Loose cannons are too much of a risk in a Clan well-known for their ability to survive in adverse circumstances.
The Embrace is... unnerving for most Gangrel. This is the first real exposure they've had to their own inner Beasts, and many Gangrel of each new generation simply can't handle it the first time around. Fledgelings often Frenzy immediately after becoming a vampire, usually resulting in a loss of their humanity as they feed on those they loved, or becoming mutated and deranged as a result of frenzy. It is not uncommon for young Gangrel (under 10 years) to be deformed in bestial ways.
Frenzy and its Consequences
The Gangrel are in touch with their Beast in ways no other Clan can fully understand. Having a desperate, hungry thing stuck inside you for the rest of eternity is a daunting prospect, and yet the Gangrel have managed to adapt to it. The wise Gangrel know that the Beast isn't some horrible malign influence, but rather the extreme expression of their own instincts - fight, eat, breed, control territory, survive. How they deal with these pressures varies from vampire to vampire, but all Gangrel suffer the consequences should they give in to the Beast.
Many things can - and do - drive Gangrel to frenzy. Pain, fear, and hunger are the strongest, but jealousy, anger, hate, or a challenge also trigger a need to flee or fight. Every animal knows it's not smart to pursue a course of action that causes pain, but the human mind isn't so clear-cut. In the cases where a Gangrel suffers pain, their first instinct is to avoid it; if this isn't possible, then the physical provocation can bring Gangrel to the edge fairly quickly. A Gangrel low on blood will likewise be prone to attack the nearest target in an attempt to assuage their hunger.
There are many ways to describe the vampires who make up Clan Gangrel, but few of them are overtly complimentary. The phrases "feral", "bestial", "violent", "animalistic", and "god damn those furry loner bastards" are the most common. However, these terms are also very appropriate for the Clan that is infamous for its strong connection to the animal kingdom and the natural world. Since the nights of prehistory, the Gangrel have been the Clan that has shunned civilization and all the comforts that make the other Clans soft. The Gangrel are a clan of survivors and hunters, who enjoy the chase at least as much as the hot rush of blood as they tear into their prey.
Few Clans get along with the Gangrel, but this suits the Outlanders perfectly fine.
Disciplines
The central Bloodline of Clan Gangrel relies upon the Disciplines of Animalism, Fortitude, and Protean. Animalism refers to the ability to communicate with and manipulate the animal kingdom; powerful practioners of this Discipline have also been known to be able to influence humans and even other supernaturals. Fortitude is a vampire's natural resistance to harm and effects of the environment. Protean has a variety of useful abilities, such as being able to turn oneself into mist or grow bestial claws for battle. Protean has its roots in the ancient Grecian stories of Proteus, a god of the sea that could shapeshift at will. Gaelic myth also makes reference to sorcerers and shaman possessed of "great and protean power". The durability and strength provided by these Disciplines make the Gangrel respected and sometimes feared by other Clans.
Culture
The Gangrel have never bothered much with the society of the Kindred, which means they usually lack social grace and disdain the fripperies of vampire existence. Since they do not play along with Kindred politics, many other vampires believe this is because the Gangrel aren't intelligent or cunning enough; nothing could be further from the truth. Gangrel value mental accomplishments, especially with the technological advents of the past few centuries. Tempered by their experiences in the wild, Gangrel tend to have good senses, and react on an instinctual level. Being so close to the Beast, Gangrel tend to punch first and ask questions later, and they are most famed for their physical prowess, able to survive in the harshest environments of the World.
Gangrel tend to be talented individuals, as they need to be in order to survive on their own. Keeping tabs on the world around you is one of the best and safest ways to live to see the next night, so keeping an ear to the ground and an eye on your neighbors are equally important. It also helps to be able to give as good as you get, so many Gangrel learn how to use their claws in combat.
Gangrel have a natural connection to the Beast within their souls, more so than any other vampires. This leads them to spurn the confines of cities, instead making it with their own skills and cunning in the wilderness. Without human contact, Gangrel instead bond with animals, which means both a handy food source and defense during the day. With their wanderlust, Gangrel find it useful to learn how to drive or ride a motorcycle, as well as move on their own two feet (quietly when neccessary).
Clan Prestige
• Obscure; a few of your friends and confidantes speak well of you. You contribute to the Clan in small, but noticable, ways
•• Known; you have earned honors to your name. You have a special role or purpose that has done significant service to the Clan
••• Popular; members of the Clan who meet you recognize you from stories passed around. Your adventures are the source of frequent gossip
•••• Storied; you claim one of the top spots at any Clan gathering, and have the reputation to back it up. You are honored by the Clan
••••• Legend; there is nothing you haven't done or seen, and the blood of hundreds of enemies stains your claws. Your exploits serve as tales told even to the youngest childer.
Style and Appearance
No vampire of any other Clan would ever think of using the words "style" and "Gangrel" in the same sentence. Then again, neither would Gangrel. It's simply not a great concern to a Clan that spends most of its time in the wilderness, where velvet collects dirt like nothing else and heels are downright deadly. Flat shoes - or even better, hiking boots - are common among the Clan, and are thoroughly worn through use. Running, climbing, and sneaking around are nightly hazards for Gangrel, so tight and rugged clothing is definitely preferred.
Embraces
The Gangrel are famous - or at least mostly blamed - for siring the greatest numbers of Caitiff. Common practice among the Clan is to stalk a potential mortal, learning about their habits, personality, and strengths. If they are found acceptable, then the Gangrel will typically Embrace them as a childe, then leave them immediately, to test their ability to adapt and survive in the World of Darkness. Should this training session be successful (i.e. the novice Gangrel manages to stay alive and relatively sane), then they are welcomed as clanmembers. If they do fail this test, then they are left alone with no knowledge of their sire or Clan, resulting in Caitiff. Extreme cases of insanity or mutation are culled. Loose cannons are too much of a risk in a Clan well-known for their ability to survive in adverse circumstances.
The Embrace is... unnerving for most Gangrel. This is the first real exposure they've had to their own inner Beasts, and many Gangrel of each new generation simply can't handle it the first time around. Fledgelings often Frenzy immediately after becoming a vampire, usually resulting in a loss of their humanity as they feed on those they loved, or becoming mutated and deranged as a result of frenzy. It is not uncommon for young Gangrel (under 10 years) to be deformed in bestial ways.
Frenzy and its Consequences
The Gangrel are in touch with their Beast in ways no other Clan can fully understand. Having a desperate, hungry thing stuck inside you for the rest of eternity is a daunting prospect, and yet the Gangrel have managed to adapt to it. The wise Gangrel know that the Beast isn't some horrible malign influence, but rather the extreme expression of their own instincts - fight, eat, breed, control territory, survive. How they deal with these pressures varies from vampire to vampire, but all Gangrel suffer the consequences should they give in to the Beast.
Many things can - and do - drive Gangrel to frenzy. Pain, fear, and hunger are the strongest, but jealousy, anger, hate, or a challenge also trigger a need to flee or fight. Every animal knows it's not smart to pursue a course of action that causes pain, but the human mind isn't so clear-cut. In the cases where a Gangrel suffers pain, their first instinct is to avoid it; if this isn't possible, then the physical provocation can bring Gangrel to the edge fairly quickly. A Gangrel low on blood will likewise be prone to attack the nearest target in an attempt to assuage their hunger.
Seymour Duret- Posts : 23
Join date : 2012-02-21
Re: Step 2: The Vampire Clans and Loyalties
Disciplines or Gifts:
Animalism. The discipline that enables to user to communicate with beasts of all sizes.
Auspex. The discipline of supernatural senses and extended perception.
Celerity. The discipline of supernatural speed of movement.
Dominate. The discipline of mind control and command.
Fortitude. The discipline of supernatural endurance and resistance.
Obfuscate. The discipline of personal concealment.
Potence. The discipline of supernatural physical strength.
Presence. The discipline of supernatural charm and attraction.
Animalism. The discipline that enables to user to communicate with beasts of all sizes.
Auspex. The discipline of supernatural senses and extended perception.
Celerity. The discipline of supernatural speed of movement.
Dominate. The discipline of mind control and command.
Fortitude. The discipline of supernatural endurance and resistance.
Obfuscate. The discipline of personal concealment.
Potence. The discipline of supernatural physical strength.
Presence. The discipline of supernatural charm and attraction.
Seymour Duret- Posts : 23
Join date : 2012-02-21
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