VTM: Endless Night

A Vampire the Masquerade RPG set six months after Gehenna. Some Kindred were left standing, but rebuilding their shattered society is the least of their problems....
 
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 Surviving Old Breed Clans/Bloodlines

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Margifish
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Join date : 2015-06-26
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PostSubject: Surviving Old Breed Clans/Bloodlines   Fri Jul 03, 2015 1:28 am

While Gehenna was not the end of all vampires as the legends had foretold, it still marked the world-wide decimation of Kindred populations, and the extinction of a large number of bloodlines and entire clans. Any not listed below are either outright confirmed to be extinct (like the Ravnos and Followers of Set), or presumed extinct like the Assamites and Tremere.

Notes: The clan flaw of original old breed Kindred will be listed as 'historical clan flaw', the flaw gained by old breed fledglings Embraced after Gehenna will be listed as 'post-Gehenna clan flaw'. Gargoyles, Kiasyd, and Salubri did NOT gain a new flaw, and retain their original one.




Brujah


The legacy of the Brujah was one of halcyon greatness marred by their own fiery natures. Theirs was the glory of ancient Carthage, but Ventrue treachery in ancient Rome brought the dream to an end. Since then, the Brujah had borne a grudge. In more modern nights, the Brujah were rebels and provocateurs, bat- swinging hooligans and agents of change in a society long crippled by stasis. As rebels, it was in their nature to challenge the status quo—though sometimes, without adequate opposition, they embodied the status quo themselves. It worked out fine, because there was always a hot-blooded Brujah waiting in the wings to bring down an uppity Clan-mate grown too comfortable in the role of rebel-turned-dictator.

 More so than any other Clan, the Brujah still felt the flames of the passions that once inspired them as mortals. Clan Brujah loved a cause and was quick to act on a stirring speech, accusation of injustice, or a call to arms. This connection to passion could be a blessing, but inspiration could also yield to the madness and hunger of the Beast.

 No wise Prince turned his back on the Brujah, and rare was the Brujah who would allow herself to be manipulated or pandered to. A Brujah was her own master, first and foremost, and those who would bring her to heel faced a terrible task. A Brujah who thought she was getting the short end of the stick would tear an enemy to ribbons first and maybe remember to ask questions later, no matter if he was a Primogen or a mortal authority.

Nickname: Rabble

Historical Clan Flaw: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages. Although the Beasts of all Kindred have weakened in the wake of The Withering, Pre-Gehenna Brujah still are more vulnerable to frenzy than their more sedate brethren.

Post-Gehenna Clan Flaw: Red Eyes- The infamous fury of your ancestors is no longer as dangerously evident in your behavior, but it is manifested in your eyes, which turned permanently red upon your Embrace. You can probably pass them off as contact lenses to the right crowds, but they're probably better concealed behind dark glasses.

Disciplines: Celerity, Potence, Presence

Current status: After the Toreador and Gangrel, Brujah are probably now the most numerous of the surviving original vampire clans. Many view the downfall of the Camarilla as a good thing- a chance for the Kindred to start a new, more fair order in which all vampires are treated equally.

Gangrel


 A glint of red eyes in the darkness, the scent of a predator’s musk, a flash of fangs, the sound of flesh tearing: These marked the presence of the Gangrel. More than any other Clan, the Gangrel resembled the beasts associated with the legends of vampires: bats, wolves, and other creatures of darkness. Indeed, the Outlanders developed the ability to transform themselves into these forms.

The Gangrel had other characteristics in common with animals as well. Many shunned the elaborate social constructs of both Kindred and kine. A number of them prefered to move alone or as a member of small packs or coteries. Most were tough and, when pressed, ferocious. And when Gangrel succumbed to the depredations of the Beast, they were left with some feature redolent of the animal kingdom.

 As a Clan, the Gangrel were wary and aloof. Most would prefer to spend their nights stalking prey or wilding on the rooftops than minding Princely edicts or lobbying for recognition of domain. Theirs was a tense relationship with vampire society, and Outlanders were among the most frequent to turn Anarch or Autarkis. In some localities, the Gangrel had collectively abandoned membership in any Sect — and that was before they officially withdrew from membership in the Camarilla to go their own way in what they thought were the final nights.

Nickname: Outlanders

Historical Clan Flaw: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well.
Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature.

Post-Gehenna Clan Flaw: Permanent Fangs- Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are.

Disciplines: Animalism, Fortitude, Protean

Current status: Ironically, their self-chosen exile from the Camarilla put them in a uniquely good position to avoid the chaos that The Withering brought to that faction. That coupled with their generally isolationist natures resulted in a proportionally large (at least compared to the other clans and bloodlines...) number of Gangrel making it to the other side of Gehenna. Even the oldest currently confirmed surviving vampire is a Gangrel, the archaeologist and scholar, Beckett. Given the manner in which the traditional Gangrel Embraces, its unknown how many of them are even aware that their clan has produced a new bloodline.

Gargoyles


 The Tremere unveiled the Gargoyle bloodline in AD 1167, and the Slaves had been a steady, if infrequent, part of Kindred society ever since. Gargoyles might, in fact, be one reason that the Tremere weren’t exterminated entirely in their first few centuries of existence. These odd Kindred often looked like their stone namesakes — rocky-skinned, ugly, winged creatures that existed only to serve their masters.

 Or such was the case for several hundred years. In more recent times, though, many of the Slaves had thrown off their chains and joined the Camarilla. Why the Gargoyles chose to ally themselves with the Sect that also protected their former masters was anyone’s guess. One of the going theories was that it was meant to be a slap in the Warlocks’ collective face, but most Kindred didn't give the Gargoyles credit for being that sophisticated.

 More likely, the Rockheads simply realized that in the Camarilla, their talents would be recognized and no one would try and order them around (at least not directly). Gargoyles were originally created out of other Kindred, and this ugly fact made their creation a seldom-discussed topic in polite vampiric society. The Tremere started with a Gangrel, Nosferatu, or Tzimisce vampire and performed obscene, bloody rituals using its blood, heart, and skin. Vitae from another vampire (from one of the other two Clans) was used to provoke a violent mutation, with the result that some Gargoyles looked purely hideous (Nosferatu base), some looked feral (Gangrel base), and some look more fleshy and sported bony protrusions (Tzimisce base). No Gargoyle could pass for human.

 The Tremere tolerated the Gargoyles’ presence in the Camarilla as best they could — it’s not as though they could have easily re-enslaved them, after all. But relations were obviously strained. The Gargoyles’ revolt and induction into the Camarilla had all but doomed the remaining slave Gargoyles though, as their masters monitored them ruthlessly for any sign of betrayal. The Tremere also weren't above planting hypnotic suggestions in their Slaves’ minds, so that if they ever did rebel, they still served a function for the Clan.

Nickname: Traditionally Slaves, though free Gargoyles had been known to crack heads over it. Other common nicknames are Rockheads, Runaways, Freemen, and Grotesques.

Weakness: Due to the origins of their bloodline, Gargoyles are highly susceptible to mind control from any source (such as the Dominate discipline). In addition, while not all are hideous (And even the ones who are ugly are not ugly on the level of a pre-Gehenna Nosferatu), and some individuals can be even noble-looking in a feral fashion, no Gargoyle can pass for human, and must keep themselves hidden from most mortal eyes.

Disciplines: Fortitude, Potence, Visceratika

Current status: Gehenna was, oddly enough, a good thing on the whole for the Gargoyle bloodline. Not only were their hated former masters, the Tremere clan, ashes, but the strange bat-winged vampires experienced an odd side effect even beyond the ones that impacted all other Kindred. Before Gehenna, even a new Gargoyle created through the Embrace of a pre-existing one tended to forgot most, if not all, of their former life...but after Gehenna, that mystifying phenomenon stopped. Embraced Gargoyles retained full memories of their mortal lives.


Giovanni


 The Giovanni were a Clan in multiple senses — not only did they share common vampiric blood, but most of their new Embraces came from the mortal descendants of other Clan members as well. The Necromancers were known to pursue two goals — learning the secrets of the dead and acquiring mortal power and wealth —both of which helped their Clan as a whole. Only a few trusted elders knew that their founder, Augustus Giovanni, sought to use the knowledge and power of the Clan to destroy the Shroud that separates the realm of the dead from this world.

 As such, the Giovanni didn’t have any need for Sects. They survived the past several centuries all on their own; they didn’t need protection from the mortals through any flimsy Masquerade. They had their own family to act as allies, resources, and internal enforcement, so they didn’t need help. What could membership in a Sect give to them that they couldn’t already get through deals, trading, and occasional espionage? They had a Promise that kept them from interfering in the affairs of the Camarilla (and vice versa), but overall the Giovanni were extremely self-sufficient and stood totally outside the authority of the Sects. That, combined with their mastery of Necromancy, made many vampires very, very nervous.

Founder: Augustus Giovanni (by virtue of diablerizing the Antediluvian Cappadocius)

Nickname: Necromancers

Historical Clan Flaw: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.

Post-Gehenna Clan Flaw: Death’s Reflection: Although the pleasure has been restored to your bite your clan's legacy of death is forever mirrored in your reflection, which shows what you’d look like if you were truly dead...needless to say avoiding mirrors is now a necessity.

Disciplines: Dominate, Necromancy, Potence

Current status: As warped as many Giovanni were behind their professional demeanor, there weren't a large number of them left after the fires of Gehenna cleared, and most who 'were' left tended to be the ones who'd estranged themselves from their twisted family anyway. Now, with their council of shadowy elders dead, the younger ranks of the family are trying to pick up the pieces. Some surviving Giovanni feel that with their leadership gone, they are free to Embrace whomever they damn well please, while others still loyal to the ideals of their family cling stubbornly to tradition (or else are eager to fill the vacuum left by the dead elders).

Kiasyd


 The Kiasyd were a bloodline of the Lasombra Clan; that much was obvious, given that these odd Kindred made use of the Obtenebration Discipline. But their aversion to iron, their odd power of Mytherceria, and their very appearance spoke to even stranger ancestry. The Kiasyd were independent, focused more on their studies than on the causes of the Sword of Caine. The ones that did claim membership in the Sabbat weren’t passionately involved in the Sect’s activities. Some speculated that the Lasombra held some power over them — did the Keepers create the Kiasyd, the way the Tzimisce created the Blood Brothers? Did the Kiasyd, whatever their origin, owe the Lasombra some debt?

Whatever the nature of their relationship, it seemed to benefit the Sabbat.

The Kiasyd were, as a rule, calm and studious. They preferred to remain ensconced within their havens, poring over ancient texts, maps, artifacts, and other bits of antiquity. Other Kindred, it seemed, couldn't understand how a lineage of vampires that was so very strange could be nothing more than scholars. To hear the rumor-mill tell it, the Kiasyd could feed only on the blood of infants, or faeries, or unspoiled virgins. Their otherworldly heritage came not from the Good Folk, but from demons and the forces of Hell. Their odd appearance wasn't because of a mutation in their vitae, but a God-given warning: These were not Kindred. They were *other*.

Nickname: Weirdlings

Clan Disciplines: Dominate, Mytherceria, Obtenebration

Weakness: Besides their somewhat freakish appearance, Kiasyd also have an allergy to iron. Touching iron requires an immediate roll to avoid frenzy, and any weapons made from cold iron inflict aggravated damage to Kiasyd.

Current status: It is a bit amusing that one new bloodline the Lasombra produced they treated with surprising tolerance in nights past, but their newest one they've produced they're doing their best to eradicate. Of course, in those past nights, the Lasombra clan wasn't near extinction, but be that as it may...

The Weirdlings survived Gehenna in surprising numbers, and unlike their Lasombra progenitors haven't shown the same vicious intolerance towards their new bloodline beyond the same scholarly curiosity they tend to regard so many other things with. A Kiasyd is no more likely to have had an extended mentorship with a new breed childe as they do with their true Kiasyd progeny, but at least they didn't usually try to destroy them either.

Lasombra


To the mind of a Lasombra, it was better to reign in hell than to serve in heaven. Fear, frenzy, the power to determine whether another lives or dies: these were at the root of the power that the Lasombra held dear. Whereas other vampires tried vainly to hold the Beast at bay or gave themselves wholly to it, the Lasombra beat the Beast into submission, invoking it when it
suited them but leaving it trapped inside when they wished to govern themselves.

 It is with these predilections that the Lasombra styled themselves a “dark nobility,” an aristocracy of the night that chose the supremacy of the Cainites over veneration of the Masquerade. Their regard for such ideas as redemption and salvation were cynical at best, and much of the pomp that shaped the Clan’s pre-Sabbat outlook remained only with a sense of blackest irony or open mockery. The grandeur and rituals of the Church and aristocracy remained dear to the Lasombra, however, and the Clan was instrumental not only in establishing many of the rituals of the Sabbat, but in the institutions that kept it from descending into chaos each night.

Whether they saw themselves as God’s instruments or as outcasts from His creation, the Lasombra believed they had a duty (whether to Sect, Clan, pack, or even just themselves), and obligation to their responsibilities gave them a wicked sense of purpose. Even a Lasombra shovelhead may have considered himself a cut above the rest; a surprising number of Lasombra mass Embraces survived, perhaps owing to the intervention of their sires. While the night belonged to all Kindred, the Lasombra were truly born to darkness, to the degree that their very Clan name revealed their tie to shadow. Theirs was the Discipline of Obtenebration, and it allowed them to wield the stuff of shadow and darkness.

Antediluvian/Founder: Lasombra

Nickname: Keepers

Historical Clan Flaw: Lasombra vampires cast no reflections. Whether in a mirror, in a body of water, on a polished surface, or in the rear-view of a taxicab, the image of the Keeper does not reflect.

New Clan Flaw: Light Sensitive- Unlike your pre-Gehenna clan-mates you cast a reflection, but darkness has left an even more indelible mark on you. You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and even the light of the moon can cause damage, though it must shine directly upon you. Bright lights hurt your eyes, requiring the use of sunglasses.

Disciplines: Dominate, Obtenebration, Potence


Current status: Gehenna was most brutal on the Sabbat (far more so than the Camarilla), and even the younger generations of the Lasombra suffered an extensive reduction of their numbers. As a result of that many Keepers reacted violently to the abnormal fledglings produced during Gehenna; especially once it was discovered they had a power that so staunchly opposed their own beloved discipline. Lasombra were well-known to cull `flawed' childer even before Gehenna, so it took longer for them to recognize a newly-emerging bloodline from their new recruits. Once it *was* recognized, a demand went out among the most highly ranked left among the clan ordering that any childe that didn't 'breed true' should be destroyed. Whether an individual sire obeyed this, however, was still up to them, and other young neonates managed to escape the wrath of their furious sires.

Malkavian


Clan Malkavian was twice damned: once by the curse of being Kindred, and again by the turmoil that disturbed their hearts and minds. Upon the Embrace, every Malkavian was afflicted with an insurmountable insanity that fractured her outlook for every night thereafter, making her unlife one of madness. Some considered this a form of oracular insight, while others simply considered them dangerous.

Make no mistake: Malkavian insanity is a painful, alienating phenomenon, but it occasionally provides the Lunatics with bursts of insight or heretofore unknown perspective. Madness for the Malkavians may take the form of any clinical form of insanity, or it may be a hyperacuity of senses others don’t know they have; a supernatural puppeteer pulling the Malkavian’s strings, or a sense that the Malkavian is somehow ahead of evolutionary schedule. A Malkavian may believe herself to be an idea given physical form or an avatar of some concept the World of Darkness has yet to encounter. She may be a nonstop ravening psychopath, or may be a mostly lucid individual sometimes rendered catatonic by fear of an impending cataclysm.

Their precarious stability made it hard for other Kindred (or, indeed, any vessels with whom they may meet) to interact with Malkavians. The Clan sometimes indulged in elaborate, terrifying, and dangerous “pranks” which did little to endear them to other vampires. These incidents were nominally meant to educate the target, but the lesson could often be lost between the vampire’s scramble for safety and the inability to parse the Malkavian’s inner logic.


Antediluvian/Founder: Malkav

Nickname: Lunatics

Historical Clan Flaw: All members of Clan Malkavian suffer from a permanent derangement.

Post-Gehenna Clan Flaw: Infectious- You might have been spared the derangements of your Pre-Gehenna kin, but you haven't entirely escaped the madness inherent in your bloodline. You instead spread insanity with the Kiss. Your prey gains a temporary Derangement for a week.

Disciplines: Auspex, Dementation, Obfuscate

Current status: The Malkavians, all things considered, survived Gehenna well enough. Not as many lunatics made it as, say, Toreador and Gangrel, but they didn't suffer nearly the level of decimation as the Lasombra did. As for their new bloodline, given the average Malkavian, its unknown if they're even *aware* they exist, or if they care if they do know.

Nosferatu


 Those who doubted that the Embrace was a curse needed look no further than the Nosferatu. Twisted by the mark of Caine, members of Clan Nosferatu were warped by the Embrace into hideous monsters. As such, they skulked and kept to the shadows, and they often roused the ire and mockery of other Kindred for their nightmarish appearances. Still others were so terrified or revolted by the Nosferatu that these warped Kindred had little social interaction at all.

 To their credit, the Nosferatu came to possess many of the whispered secrets of their reluctant fellows. The Sewer Rats enjoyed a grudging respect as the information-brokers of the Kindred, given their supernatural acumen at stealth and the fact that many Kindred would rather ignore them than acknowledge them. Savvy Nosferatu exploited this for all it was worth, turning the hypocrisy of other vampires to their own profit.

 Some of the Sewer Rats were cruel, as blighted on the inside as they were on the outside, while others were tragic, wretched creatures who had been cursed with eternal outsider status through no choice of their own. A few of the Sewer Rats even positioned themselves as prophets or avatars of the Damned, physically embodying the haunting riddle, “A Beast I am, lest a Beast I become.”

Antediluvian/Founder: Absimiliard

Nickname: Sewer Rats

Historical Clan Flaw: All Nosferatu are hideous in some way...though no two Nosferatu are hideous in quite the *same* way.

Post-Gehenna Clan Flaw: Eerie Presence- Though you retain your pre-Embrace appearance and are not cursed with the hideous form of your ancestors, you are still somewhat of an outcast. They might not be able to understand or explain why, but Mortals have an unconscious awareness of your nature, whether its your state of undeath or your predator status; which makes them anxious and ill at ease in your presence.

Disciplines: Animalism, Obfuscate, Potence

Current status: The Nosferatu fared about as well as most of the Camarilla clans did during Gehenna. That is, their elders and the more spiritually twisted members of their younger ranks died in droves, and others survived. The effect on their new Embraces both during and after Gehenna, however, have been met with a plethora of responses among surviving Sewer Rats. Some, like the Lasombra (but for different motivations obviously) made it a practice of furiously trying to cull those childer. Other, more tolerant sires, nonetheless jealous or bitter over their progeny's normal-looking appearance, force them out of their havens- unable to bear the sight of a vampire who, by all rights, should be cursed with the same loathsome appearance as the rest of their clan, but isn't.

Salubri


 The Salubri were once a true Clan. Their Clan founder, Saulot, was said to be a superlative warrior as well as a fair-minded judge. It was also said that he grew progressively more disgusted with Kindred affairs over time, and weary of the constant, bloody cycles of violence and betrayal. He left his home for lands far to the east. When he returned, he was changed. He was tranquil and contemplative, but also somewhat fatalistic.

Most surprisingly, though, he had developed a third eye in his forehead. Saulot Embraced new childer, and his Clan slowly split into two distinct lines — the “warrior” and “healer” Salubri. For centuries, they acted as advisers, bodyguards, and sages to other Kindred and, to a lesser extent, mortals.

And then came the diablerie of Saulot.

The mages of the newly created Tremere line found Saulot’s torpid body, and drained his blood and soul. They usurped the power of one of the Clans of Caine, and sent the Salubri into a downward spiral from which they never really recovered. In later nights, rumor had it that only seven members of the once-respected line existed at any given time, though this rumor was believed by some to have been started by the Salubri themselves in order to hide their true numbers. Modern Kindred knew of the Salubri as diablerists who consumed their own sires and removed the souls of other Kindred. The Soulsuckers were, supposedly, a Clan of defilers and liars from centuries past, possibly involved with demon worship.

They wondered how any line could sustain itself with so few members.

Antediluvian/Founder: Saulot

Nickname: Cyclops, or, less kindly, Soul-suckers

Clan Disciplines: Auspex, Fortitude, Obeah

Weakness: Salubri must feed on willing vessels.

Current status: It is rather poetic, given their campaign of propaganda and genocide against the Salubri, that the Tremere clan are now presumed extinct, and the Salubri are still standing...if not by much. Fittingly, of all the remaining original Kindred the remaining Salubri are not just tolerant, but openly welcoming of their new bloodline- seeing in their discipline of Katharos (which itself is seemingly a more powerful form of Obeah) perhaps a sign of redemption for their line, and maybe the Cainite race as a whole if it is nurtured and allowed to grow. For this reason, the first Viata were the most likely to be protected and mentored by their sires, and thus have a better grip on their new discipline due to its close similarity to Obeah.

Toreador


From the Toreador perspective, when the sun faded, darkness gave rise to an eternal and wondrous world. Everything was fraught with wonder and terror, low politics and sensual glories, the profound and the profane, and an undeniable undercurrent of the sanguinary. These Kindred were the Toreador, and they spent unlives ensconced in pleasure.

Of course, for vampires of this disposition, it was easy to become jaded and bitter. More than the other Clans, Toreador often succumbed to ennui, or fought the eventual boredom of unchanging immortality by playing at rivalries. An excess of stimulation turned them into slaves to the sensations they sought. The most debased Toreador could become true monsters, sinking to unimaginable levels of depravity in order to feel anything at all.

The Kindred of Clan Toreador often involved themselves greatly in the world of mortals. They had any number of reasons, whether enjoying proximity to the blush of life, cultivating veritable cults of doting followers, or influencing and following the trends that their own kind simultaneously mocked and venerated. To hear the Toreador tell it, they were the Muses of a desperate mortal world, inspiring through their beauty or patronage.

Antediluvian/Founder: Arikel

Nickname: Degenerates

Historical Clan Weakness: When a Toreador experiences something truly remarkable — a person, an objet d’art, a lovely sunrise — the vampire must struggle for self-control or else find herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control attempt.

Post-Gehenna Clan Flaw: Addiction- You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion. 'Degenerate' indeed.

Disciplines: Auspex, Celerity, Presence

Current status: Its more than a little ironic that the clan of vampires so often mocked by others as being gleeful hedonists and useless poseurs would in the end be the clan with the most members left standing after Gehenna. Oh, their ranks were still thinned considerably by the Withering, and like every other bloodline their eldest and most powerful were claimed in the final nights, but since as a whole Toreador were known for clinging most tightly to their humanity, it was really only natural that in comparison to some of the more feral clans more of the so-called Degenerates would survive. They are also, among the clans who were affiliated with the Camarilla, most tolerant of their new descendants. After all, if they came from the Toreador and can influence the dreams that so often produce art, how bad can they be?

Tzimisce


Note: I always despised the "Vicissitude as infectious disease/parasite" idea, so in my version of WoD, it isn't true.

 A blood moon cast a crimson light over the land beyond the forest and something fearsome howled its agony into the night. The Tzimisce called these lands their ancestral home. Since time out of mind the Fiends had been masters and lords of the domains of much of Eastern Europe. But theirs was a proud, selfish Clan for which tradition only went so far despite their aristocratic origins. In fact, the Clan claimed to have destroyed its Antediluvian, and in the wake of that momentous event, helped establish the foundations of the Sabbat.

Tzimisce practiced a strange Discipline known as Vicissitude that allowed them to twist the skin and bone of their victims. In many cases, they refined their fleshly arts by practicing upon themselves, but they just as frequently used it upon their lackeys and retainers, turning their boyars and szlachta into monstrous thralls. Vicissitude itself was a much misunderstood Discipline, and debates over its origins occasionally plunged the Clan into vicious partisan rivalries.

Clan Tzimisce was a Clan of extremes, and long, cold nights spent in remote castles turned the Fiends’ perspectives both greatly inward and outward. Mystics of the Clan studied a philosophy of metamorphosis, seeking to discover what lie beyond the state of vampirism. Young members of the Clan often found themselves detached from the historical role of the Fiends as terrifying landed lords, and threw themselves wholly into a cause of their own choice.


Antediluvian/Founder: Tzimisce

Nickname: Fiends

Historical Clan Flaw: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or where she underwent her Embrace.

Post-Gehenna Clan Flaw: Privacy Obsession- You carry the Tzimisce respect for privacy to extremes. You will not enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). And when disturbed in your haven by an uninvited guest, you must struggle to avoid frenzy.

Disciplines: Animalism, Auspex, Vicissitude

Current status: Like the Lasombra, the Tzimisce suffered an extreme culling of their ranks during the Withering. While it's true that many Tzimisce probably reacted with brutality to their 'abnormal' childer after Gehenna, some were probably more practical; seeing any increase in their numbers as an improvement.

Ventrue


Throughout history, while the other Clans skulked about their petty intrigues, the Ventrue curried favor with Caesar, whispered into the ear of Charlemagne, bankrolled the Age of Exploration, and even swayed policy in the Holy See. Theirs was a legacy of rulership, from Ventrue fledglings starting their climb to the top to the mightiest elders whose influence spanned the world. Long did they play kingmaker in the shadows in the mortal world, and long were they the Clan of Kings among the Kindred.

Other Clans, of course, found all this insufferably pompous at best, punishably tedious at worst. Someone had to lead, surely, but why did it always have to be some long-winded, self- aggrandizing Ventrue? The Blue Bloods tried to bear the criticism of their lessers with a sense of noblesse oblige — ever heavy hangs the head that wears the crown — but even the most munificent of Kindred leaders occasionally succumbed to tyranny and bloody rage.

Antediluvian/Founder: Ventru/Veddartha

Nickname: Blue Bloods

Historical Clan Flaw: The Ventrue have rarefied tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Pre-Gehenna Ventrue character, he should decide what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) offers the vampire no nourishment, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of younger sisters, or the blood of nude brunettes. Vampiric blood is exempt from this restriction.

Post-Gehenna Clan Flaw: Prey Exclusion- You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people... if you accidentally feed upon such an individual, you automatically frenzy and risk Humanity loss. Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, but even if it doesn't it will make you extremely uncomfortable and possibly hostile towards the vampire in question.

Disciplines: Dominate, Fortitude, Presence

Current status: Although the Ventrue didn't lose nearly as many of their numbers as their Sabbat counterparts, the Lasombra did, they still found themselves virtually as morally shattered after Gehenna ended. The Camarilla, the organization their clan had prided themselves on ruling for so long, was teetering with the destruction of its elders. Still, if there is any clan who can try to restore the Ivory Tower to its former glory, it would be the surviving Blue Bloods.
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Surviving Old Breed Clans/Bloodlines
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