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The Ventrue
The Ventrue offer a very simple boast: They win. They always win.
Other Kindred often despise the Lords, but they seldom dispute the clan’s boast. All too often, a Kindred
works and schemes to win some prize, only to find that a Ventrue owned it all along. The officers who lead a city’s
Kindred almost always include several highly placed Ventrue. The Lords acknowledge no defeats, only setbacks.
The clan shares a ruthless will to power and the power to enforce its will.
Their favored Disciplines account for some of their success. The Ventrue learn to command the thoughts of other
beings almost by instinct. Their mastery of lesser animals harks back to nights of domains in which the Lord was a
master of beasts as well as men. Although they do not especially cultivate the arts of combat, they often prove
remarkably hard to kill. Ventrue regard their supernatural gifts, however, as merely a tool to begin the acquisition
of real power — the power of money, property, corporate stock, political contacts, rank in Kindred society and large
numbers of mortals, at every level of society, begging to lick their boots and fulfill their commands.
Nickname: Lords
Character Creation: Ventrue favor Social Attributes and Skills — the traits needed for leadership — though they
also value Mental Attributes and Skills such as Politics and Academics. The clan excels at Social Merits such as Resources,
Contacts and Status. Most Lords possessed great social influence in life, and they acquire more in undeath.
Favored Attributes: Presence or Resolve
Clan Disciplines: Animalism, Dominate, Resilience
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred’s
moral bearings. Over time, some Ventrue grow paranoid, ever more wary of rivals’ desires (real or imagined) for their
own holdings. Others become willing to do whatever it takes to acquire the smallest iota of additional power. Still
others turn inward, delude themselves as to their ability and importance, or trouble their minds with other maladies.
Ventrue Kindred suffer a -2 penalty to Humanity rolls to avoid acquiring derangements after a failed degeneration roll.
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The Daeva
Other Kindred envy their beauty and grace, their ability to incite passion in mortals, the ease with which they
glide through the masses — and that envy is almost as potent a draught to the Daeva as blood itself. These Kindred
are consummate predators, and they would seem to be the perfect vampires. Alas, most are too dead inside to enjoy it.
Called Succubi by other clans, the Daeva are experts at making their prey come to them, practically offering
themselves not merely as food but as playthings. No self-respecting Daeva resorts to attacking transients in alleyways.
Rather, these are the Kindred who accompany a smitten young mortal back to her place, leaving her languid and sexually
spent by morning (if she’s fortunate) or an exsanguinated husk (if she’s not). Seducers and sensualists, the Daeva could
practically charm the unease off a Nosferatu. When the fancy strikes them, they play politics like a finely tuned
instrument. Even allies and coconspirators who know they cannot trust a Succubus find themselves lulled into doing
just that, caught up in the Daeva’s personal magnetism. Daeva become Harpies more than Kindred of any other clan,
and they wield that power mercilessly. A stinging rebuke from a Daeva Harpy can shred a vampire’s reputation faster
than a denunciation by the Prince himself.
Nickname: Succubi
Character Creation: Social Attributes and Skills are of primary concern, particularly those that aid in making
good first impressions, in persuading and in seducing. Social Merits are equally common, representing the character’s
connections to both mortal and Kindred society. Given that most Daeva feed almost exclusively through manipulation and
betrayal, a high starting Humanity score is a good idea, since it’s likely to fall precipitously.
Favored Attributes: Dexterity or Manipulation
Clan Disciplines: Celerity, Majesty, Vigor
Weakness: Perhaps out of some deep longing for the true passions they lost after the Embrace, the Daeva have
difficulty steeling themselves against the hedonism they allow themselves as members of the Damned. Any time a Daeva
has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower (as opposed to gaining
one by partaking in its pleasures).
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The Mekhet
Vampires have always been creatures of the night by design, but none more so than the dwellers in darkness who
compose Clan Mekhet. Darkness is the hallmark of this lineage, and its members surround themselves with it like a
corpse wears a shroud. The hallmarks of the clan are stealth and wisdom, so it is entirely fitting that they are
associated with darkness — the better to hide them and the source of the knowledge they exhume.
Clan Mekhet comprises one of the most cosmopolitan memberships among the great families of the Kindred. Although
they compose a clan born of darkness, these Shadows, as they are known, interpret that darkness in many ways.
Some of the clan’s members are masters of the night, using their gifts and undead powers to make a place for
themselves within the aristocracy of the Damned. Others are literal skulkers in the shadows, ready to plant a
stake in a rival’s heart or stealthe wealth from a rival’s haven. Still others are poets or painters, heirs to
darkness of a more personal nature. Yet more Mekhet are diviners of secrets, questing after information itself
forgotten and thus relegated to the darkness of memory. Clan Mekhet runs the gamut from filth-streaked murderers
to enlightened philosopher-Princes and everything in between.
Nickname: Shadows
Character Creation: Most Shadows prize those traits that best assist them in furthering their passion or
their cause. Violent or politically motivated Mekhet typically favor Physical and Social Attributes and Skills,
to improve their dealings with others and to allow them to strike from their namesake. Scholarly or philosophical
clan members tend to acquire as many dots worth of Mental traits as they can. For many Shadow players, the
process of assigning new traits is like being a kid in a candy store — just about everything looks good, but
you don’t have a whole lot to spend. The best solution is to keep your character’s personality in mind when
deciding what to take.
Favored Attributes: Intelligence or Wits
Clan Disciplines: Auspex, Celerity, Obfuscate
Weakness: As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer
certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from
sunlight or fire, they take an additional point of aggravated damage from that source (see p. 172 for more on sunlight
and fire damage). Just as shadow cannot exist without light, so too does light banish shadow.
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The Gangrel
While vampires give mortals a reason to be afraid of the dark, there exist things that give even vampires reason to
fear — creatures like the Gangrel, the predators among the predators, the most savage of beasts. Perhaps the only
clan whose mere mention almost always elicits a chilled shudder or a reverent nod, the Gangrel are, in many ways,
the “noble savages” of the vampiric race.
Upon their Embrace (and sometimes before), the Gangrel seek to sever their ties with everything pertaining to their
mortal lives. Many prefer the counsel of animals and other beasts, and some eschew contact with the mortal world
entirely. While many retain and even value their humanity, they do so within the bounds and context of their newfound
existence, and not as an attempt to hold onto what’s been lost, for no other option is practical to a clan whose very
soul is so intimately intertwined with its Beast. While others delude themselves about what the Embrace “truly means,”
the Gangrel know what they’ve become, so they strive to make peace with it. On the whole, they spend more time in
communion with their bestial side than other vampires do, and though such activity more than accounts for their
nickname and reputation, few would disagree that the Gangrel truly benefit from their introspection.
Nickname: Savages
Character Creation: Gangrel are very honest with themselves about what is and is not their forte, and they
seek to improve those things to which they are especially or innately suited. Many Gangrel come off seeming
hyper-specialized, their players having devoted significant dots to those Attributes and Skills in which they are
focused. This rule is a very general one, however, and numerous exceptions apply. Due to temperament, the aptly
named Savages are rarely very strong in the Social department (though entire bloodlines of sociable Gangrel probably
exist somewhere), preferring instead to hone body and reinforce the mind. An even mix of Physical and Mental Skills is
always good, erring toward the Physical side.
Favored Attributes: Composure or Stamina
Clan Disciplines: Animalism, Protean, Resilience
Weakness: As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred.
The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less
principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not
apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the weakness does
not affect dramatic-failure rules.) This weakness does not apply to dice pools involving perception or reaction to
surprise (see p. 151 of the World of Darkness Rulebook), or to the Resolve Attribute
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The Nosferatu
Not all curses are created equal, and even the Damned have outcasts. These are the Nosferatu, the most overtly
disturbing of the undead. Only sometimes able to pass as human, the Haunts are horribly warped by the Embrace,
either physically or otherwise. They dwell in shadows that other vampires would not dare. Even other undead fear
the Nosferatu, for their unsettling seemings are constant reminders that those Kindred who look mortal are not.
They grudgingly respect the Nosferatu as well. These blighted creatures have incredible powers of stealth, terrifying
strength, and they embody the monstrous destructive force that every one of the Damned can muster if pushed too far.
If they had their druthers, most other clans would prefer never to associate with the Nosferatu at all, yet the Haunts’
inarguable talents and brute force make them too dangerous to ignore. So other Kindred offer them atense hospitality,
hide their unease behind wary diplomacies and pray that the Nosferatu leave as soon as possible.
Many Nosferatu conceal their loneliness and resentment behind masks of indifference. They scoff in turn at those
who recoil from them, belittling pretty vampires with soirées and silly political games, all the while seething at
their exclusion. This isolation has fostered strong familial bonds among the Nosferatu. To those outside their ranks,
they put on a unifiedfront, creating the impression of a single extended network. The truth, of course, is that
Nosferatu squabble and compete with one another as much as members of any other clan — but when faced with an outside
threat, they close ranks.
Nickname: Haunts
Character Creation: Physical and Mental Attributes are more useful to most Haunts than Social. Nosferatu
frequently make use of Skills such as Stealth and Survival. It’s unwise to begin with too high a Blood Potency;
until a Nosferatu has obtained some experience in the Requiem, he might be forced to rely on animal blood. Although
Nosferatu aren’t social creatures, certain Social Merits such as Contacts can be useful for gaining information from
inaccessible areas.
Favored Attributes: Composure or Strength
Clan Disciplines: Nightmare, Obfuscate, Vigor
Weakness: All Nosferatu are repulsive or at the very least uncomfortable to be around. The cause need not be
a physical deformity. A palpable aura of menace, a charnel odor or the undeniable manner of a predator is just as
compelling as a twisted body. With regard to dice pools based on Presence or Manipulation Attributes in social
situations, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll are subtracted from
successes. (This latter part of the weakness does not affect dramaticfailure rules.) This weakness does not apply to
dice pools that involve the Intimidation Skill, or to the Composure Attribute.
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