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Clans & Bloodlines

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1Clans & Bloodlines Empty Clans & Bloodlines Wed Jan 11, 2012 8:30 pm

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Assamite – The ‘Assassins’ were a secretive Clan based in the middle east, known as cursed contract killers who hunted the blood of other Kindred. Recently, removal of the curse and a schism within their ranks has led some to join the Camarilla and now more is known of them. Though the stereotypical Warrior assassin predominates, the Assamites also number scholarly Viziers and mysterious Sorcerers in their ranks. What marks the Assassins from other Kindred is that their skin darkens with age, rather than growing paler and their unique discipline of Quietus.

Assamite Warriors – Favoured Attributes: Dexterity or Wits, Disciplines: Celerity, Obfuscate, Quietus, Flaws: Thirst for Blood – Assamite Warriors start play with a mild Blood Addiction, suffering -1 to any Resolve + Composure draws to resist drinking Vitae and do not receive the +1 bonus to resist drinking Vitae even if they have successfully denied it once (p. 158 V:tR). Stained Aura - A single success in reading the aura of a Warrior Assamite reveals the Black veins of a diablerist, even if the Assamite has never tasted kindred Vitae.

Assamite Viziers – Favoured Attributes: Dexterity or Intelligence, Disciplines: Auspex, Celerity, Quietus, Flaw: Obsession – Viziers are obsessed with their specialist creative or intellectual ability and require a successful Resolve + Composure draw to resist any opportunity to learn more about the object of their obsession. When triggered, this manifests as psychotic whorls in their Aura.

Assamite Sorcerers – Favoured Attributes: Dexterity or Resolve, Disciplines: Obfuscate, Quietus, Sorcery, Flaw: Enhanced Aura – All attempted uses of Auspex or other supernatural perception on an Assamite Sorcerer are at a +2 Draw bonus (pp. 119-123 V:tR).

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2Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:31 pm

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Baali – Demon-worshipping infernalists, a bloodline rather than a Clan, the Baali have periodically plagued other Kindred since antiquity. It is to be hoped that their most recent uprising in the 2011 ‘Year of Fire’ has resulted in their extinction, though no doubt some lurk, waiting to rise again.

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3Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:31 pm

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Brujah – Once warrior-scholars and philosopher kings, the ‘Rebels’ of modern nights are more commonly characterised as thugs, malcontents and rabble-rousers. Passionate about their cause, whatever it may be, members of Clan Brujah have in common fiery tempers and lack of self control. Though the Brujah were founding members of the Camarilla, Rebels can be found in both the Sabbat and Anarch movements.

Brujah – Favoured Attributes: Presence or Strength, Disciplines: Celerity, Majesty, Vigor, Flaw: Short Fuse – All Brujah suffer a -2 penalty to resist anger or hunger frenzy (but not fear frenzy). This also applies to riding the wave (pp. 178-181 V:tR)

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4Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:31 pm

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Daughters of Cacophony – A relatively modern bloodline, the ‘Sirens’ are obsessed with music and voice, focusing their artistic studies in song. Kindred of this bloodline embrace exclusively musically talented females; there is a rumour that what few males had been embraced have been destroyed. Though usually uninterested in the Jyhad as their muse takes precedence, the fey voices of the Daughters and their discipline of Melpominee can be found in both the Camarilla and Sabbat.

Daughters of Cacophony – Favoured Attributes: Presence or Stamina, Disciplines: Majesty, Melpominee, Resilience, Flaw: Distracted – All Daughters of Cacophony suffer a 2 draw penalty on Perception draws due to the music playing at the edge of her consciousness. (Note that all Daughters of Cacophony Must start with at least Expression 1 and a specialty in Singing at character creation.)

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5Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:32 pm

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Followers of Set – Egyptian Cultists who claim their Clan founder as the God of the Underworld, the ‘Serpents’ are known for their uses of seduction and temptation to achieve their ends. Though the Clan is neutral in the Jyhad between the Sabbat and Camarilla, some individuals occasionally join either sect. Though there are rumours of sorceror and warrior bloodlines within the Clan, all ‘Setites’ are characterised by their use of their unique Clan Discipline Serpentis and their heightened aversion to sunlight.

Followers of Set – Favoured Attributes: Manipulation or Dexterity, Disciplines: Majesty, Obfuscate, Serpentis, Flaw: Light Sensitivity – All Setites suffer an additional 2 damage when exposed to sunlight and are at a 1 draw penalty to all actions made in overly bright light as they venerate a god of darkness.

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6Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:32 pm

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Gangrel – Animalistic and self-reliant, the ‘Beasts’ are the most primal of the Clans and the most at home outside modern cities. Once founding members of the Camarilla, the Clan left en masse at the end of last millennium, though most have more recently returned and there is once again a Gangrel Justicar. Gangrel of the Sabbat are sometimes members of a Bloodline more at home in the cities, but all members of the Clan manifest animalistic features and Protean powers of shapeshifting.

Gangrel – Favoured Attributes: Composure or Stamina, Disciplines: Animalism, Protean, Resilience, Flaw: Bestial Features – Gangrel manifest animalistic features; tufted ears, slitted eyes, wolf-like hair or whiskers for example. For every two dots of Blood Potency (round up) they gain -1 to Presence or Manipulation based draws that do not involve Intimidation where appearance is a factor. This does not apply to Discipline use or draws against animals.

City Gangrel – Favoured Attributes: Composure or Dexterity, Disciplines: Celerity, Obfuscate, Protean, Flaw: Bestial Features – Gangrel manifest animalistic features; tufted ears, slitted eyes, wolf-like hair or whiskers for example, though City Gangrel are more likely to manifest city animal features. For every two dots of Blood Potency (round up) they gain -1 to Presence or Manipulation based draws that do not involve Intimidation where appearance is a factor. This does not apply to Discipline use or draws against animals.

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7Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:33 pm

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Giovanni – An Italian merchant family as well as a Clan, the ‘Necromancers’ are rumoured to have usurped the power of a previous Clan sometime in antiquity. They are not members of either the Camarilla or the Sabbat and are bound by treaties of neutrality to both. Giovanni only embrace within their mortal family, suffering no defectors and they are known for their powers of Necromancy.

Giovanni – Favoured Attributes: Resolve or Strength, Disciplines: Dominate, Necromancy, Vigor, Flaw: Conspicuous Consumption – The bite of a Giovanni holds no ecstasy and blood drained with a bite inflicts 1 level of lethal damage for each blood taken.

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8Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:33 pm

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Lasombra – From their origins in Spain, the Lasombra have been closely aligned to the Catholic Church, but are also master politicians and manipulators. The ‘Keepers’ are one of the two founding Clans of the Sabbat and responsibility weighs heavily upon them; they have little tolerance for the rare traitorous Clan member who hides within the Camarilla. Lasombra are conspicuous in that they cast no reflection and for their Obtenebration power over shadows.

Lasombra – Favoured Attributes: Manipulation or Resolve, Disciplines: Dominate, Obtenebration, Vigor, Flaw: Cast no Reflection – Lasombra cast no reflection and cannot alter this by any means. In addition, Lasombra take an additional point of damage from sunlight as their powers are over shadow.

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9Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:34 pm

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Malkavian – Tortured artists, visionaries, jesters or prophets, what is common to the ‘Lunatics’ is that they don’t see the world in the same way that others do. Though founding members of the Camarilla, Malkavians can be found in any sect, but none who associate with them doubt their insight or their powers of Dementation.

Malkavian – Favoured Attributes: Manipulation or Intelligence, Disciplines: Auspex, Dementation, Obfuscate, Flaw: All Malkavians start play with one mild derangement that cannot be overcome.

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10Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:34 pm

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Nosferatu – Hideous and deformed, the Nosferatu are of necessity masters of stealth and disguise. Though stereotyped as ‘Sewer Rats’ living in underground warrens, most Nosferatu use the Obfuscate discipline to pass amongst mortals and they make excellent information gatherers and brokers. Though founding members of the Camarilla, Nosferatu can be found in all sects and it is rumoured that they pool their information.

Nosferatu – Favoured Attributes: Composure or Strength, Disciplines: Animalism, Obfuscate, Vigor, Flaw: Hideous Countenance - Nosferatu are hideously ugly and incur a -5 penalty to any social draws where appearance is a factor, except for Intimidation. This does not apply to Discipline use. Nosferatu cannot have the merit Striking Looks.

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11Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:34 pm

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Ravnos – Once a Clan, the ‘Deceivers’ were all but wiped out at the end of the last millennium. Only a few scattered individuals remain, barely worthy of mention and their Chimerstry powers are now rarely seen at all.

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12Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:35 pm

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Samedi – A modern Carribean bloodline, the ‘Stiffs’ primarily embrace those who have a fascination for the study of death. This is fortunate, as they suffer from imperfect preservation of the flesh, which appears rotten, sunken or partially mummified. They are as likely to join the Camarilla as the Sabbat and often extend their studies into Necromancy, usually the purview of the Giovanni, though Samedi are most often noted for their unique powers of Thanatosis.

Samedi – Favoured Attributes: Wits or Stamina, Disciplines: Thanatosis, Obfuscate, Resilience, Flaw: Flesh of the Corpse – Samedi look and smell like partially decomposed corpses and incur a -5 penalty to any social draws where appearance is a factor, except for Intimidation. This does not apply to Discipline use. Samedi cannot have the merit Striking Looks.

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13Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:35 pm

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Toreador – Aesthetes, artists, dilettantes, sensualists or muses, all ‘Degenerates’ share an appreciation for the pleasures of expression and beauty. Unlike the Daughters of Cacophony, Toreador are not necessarily artistes and may see performances or exhibitions as venues for social backbiting and one-upmanship over intrinsic artistic display. Though Clan Toreador number among the founding members of the Camarilla, numerous Degenerates can be found in the Anarch movement and in the Sabbat, where their art, if any, takes a darker turn.

Toreador – Favoured Attributes: Presence or Wits, Disciplines: Auspex, Celerity, Majesty, Flaw: Entranced by Beauty - Whenever a Toreador is exposed to a thing of beauty, they must succeed in a reflexive Resolve draw or spend a Willpower in order to not become absorbed in examining and understanding the work. The Toreador regains control if the beautiful object is removed, they are attacked or the reverie is otherwise physically broken.

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14Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:36 pm

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Tremere – Once a group of mortal Mages, the “warlocks” acquired the secrets of vampirism sometime in the dark ages, though how exactly it was achieved is a carefully guarded secret of the Clan. The Tremere’s lack of openness and mysterious origins do not engender trust in other Clans and warlocks are often treated with suspicion. Stalwarts of the Camarilla, with a notoriously strict hierarchy, a rogue Sabbat bloodline disappeared without trace around the turn of the millennium. The bookish and insular Tremere jealously guard the secrets of their trademark Thaumaturgy and publically do not admit the existence of other forms of Blood Magic.

Tremere – Favoured Attributes: None (the Blood of Clan Tremere favours no particular attributes), Disciplines: Auspex, Dominate, Thaumaturgy, Flaw: None – The Blood of Clan Tremere holds no innate drawbacks, however the rigid hierarchy of their clan presents its own problems.

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15Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:36 pm

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Tzimisce – Almost stereotypical ‘Vampires’ of castles in the Transylvannian mountains, the “Fiends” are old fashioned, occasionally to the point of being anachronistic. Founding members and stalwarts of the Sabbat, the Tzimisce are second only to the Lasombra within that sect and are rarely found in other organisations. Tzimisce are most recognisable for their flesh-sculpting powers of Vicissitude, though there are rumours of occult and sorcerous power within the Clan.

Tzimisce – Favoured Attributes: Resolve or Dexterity, Disciplines: Animalism, Auspex, Vicissitude, Flaw: Ties to the Homeland – A Tzimisce loses 1 draw per day that she does not sleep in two handfuls of earth that is significant to her (grave, birthplace, etc) to a maximum of -5 draw.

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16Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:37 pm

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Ventrue – The “Blue Bloods” of the Camarilla, members of Clan Ventrue hold a noblesse oblige to rule, treating it as a burden of their lineage.  Creatures of privilege, it is the rare (and disowned) Ventrue who does not strive for power in whatever form it is available.   Ventrue take their duty seriously as founding members of the Camarilla, but do their antitribu bloodline, the “Paladins” of the Sabbat.

Ventrue – Favoured Attributes: Presence or Resolve, Disciplines: Dominate, Majesty, Resilience, Flaw: Refined tastes – A Ventrue may only feed on a specific type of mortal blood (chosen at character creation).  The effect of this is that Ventrue start with two less blood at the beginning of each game.

Ventrue Antitribu – Favoured Attributes: Stamina or Resolve, Disciplines: Auspex, Dominate, Resilience, Flaw: Refined tastes – A Ventrue Antitribu may only feed on a specific type of mortal blood (chosen at character creation).  The effect of this is that Ventrue Antitribu start with one less blood at the beginning of each game.



Last edited by ST 1 on Sun Dec 09, 2018 9:55 am; edited 1 time in total

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17Clans & Bloodlines Empty Re: Clans & Bloodlines Wed Jan 11, 2012 8:37 pm

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Caitiff – The Clanless Caitiff are those Kindred whose blood is too weak to have identifying Clan characteristics. Few Caitiff are of high Blood Potency and many are abandoned by their Sires as embarrassments, so they have no group structure as the Clans do. Shunned by some as potential harbingers of the end times, Caitiff rarely gain status within the Camarilla and even have difficulty proving themselves in the more egalitarian Sabbat and Anarch movement.

Caitiff – Favoured Attributes: None, Disciplines: Choose three of Animalism, Auspex, Celerity, Dominate, Majesty, Obfuscate, Resilience and Vigor to be ‘in clan’, Flaw: None.

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