"My fellow Kindred, Loyal Citizens of Amsterdam; Long has our proud
        city stood tall over others as a center of culture, learning, industry
        and commerce. Our port once saw magnificent ships set sail for many
        uncharted lands, bringing back spices worth more than gold itself. It
        is from here, that an empire was forged which held sway on every
        landmass save the icy south. And through it all, we, the Damned, have
        played our parts behind the curtains. We have schemed, and we have
        prayed. Drinking and bleeding alike, we have survived within this city
        for nearly a thousand years. Through the great fires, through the
        plague, through the second world war; we have endured. Why? We have
        endured because of the laws that bind together our great society."

                                   - Antonius Severijn, Prince of Amsterdam                                                       Speech given before Court, 1998

Welcome to Shadows Over Amsterdam

A World of Darkness Roleplaying Community set in The Netherlands.

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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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