Tuesday, April 17, 2012

The Nagaraja


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The Nagaraja are a Clan that long held power and influence in southern Asia and are responsible for the myths of the rakshasa, for like those creatures they must consume human flesh. The Nagaraja are masters of deceit and trickery, with the ability to hide themselves, change their appearance, create illusions, and to even make people's worst fears seem to come to life. As a Clan and individually the Nagaraja love power and control, love the rush of having others at their mercy, love wealth and opulence, but above all love the taste of human flesh. They also delight in cruelty, in seeing fear in the eyes of their victims and hearing their screams of agony. The Nagaraja are no mad dogs though, they see themselves as lords of mortals, and select only those candidates for embrace who they believe have the intellect, charisma, refinement, and ruthlessness to be dark lords of illusion. Nagaraja often amass great sums of wealth and power over mortals, through the use of their powers and with ghoul servants. For centuries, the Nagaraja Clan was rigidly structured with sires in control of their childer via the Blood Bond, but with the Great Ritual the Clan fell into chaos as the bonds were broken and Nagaraja fell upon each other. In their weakened state, they turned to the Camarilla to help them reestablish order among their ranks, thus becoming members of that sect, though many refused to join. Very territorial, each Nagaraja will claim one area of a city or region as its own and sharing with no other Nagaraja and hopefully no other vampires. The Nagaraja see themselves as masters of this space and resent any others, even elders or the princes, presuming to command them here. The Nagaraja prefer to dwell in impoverished or war torn regions of the world, or the most crime ridden ghettos of the first world, where life is cheap and death or disappearances are commonplace. Within the Camarilla, the Nagarajah often take on roles as enforcers, assassins, or spies - as masters of stealth and trickery they are even feared by other vampires. Often a Nagaraja will make an effort to do favors for the city's prince in exchange for greater autonomy over her own territory.

Nickname: flesh eaters, boogeymen

Disciplines: Potence, Obfuscate, Chimerstry

Weakness: the Nagaraja must consume human flesh along with blood to survive. Nagaraja essentially have a flesh pool, which is the same size as their blood pool and decreases by one each day just as a blood pool does. When the Nagaraja runs low on flesh points, they suffer the same effects as they do when blood points run low - they must resist hunger frenzies for flesh. Each day that they have a flesh pool of zero, they take a single unsoakable wound that can only be healed when the Nagaraja has at least one flesh point in its system. Flesh points cannot be spent for anything as blood points. A single human body has 20 flesh points, which is reduced by 1 for each day the human is dead. Taking flesh from a living person requires inflicting 1 level of aggravated damage per flesh point taken, which may well maim the human for life. In addition, in their natural form the Nagaraja have sharp and irregular teeth which cannot be retracted. They suffer +2 difficulty on all social roles with humans who have seen their wicked teeth.

Advantage: These vampires receive a +1 bonus to Strength when they have fed on flesh within the last hour and +1 Desterity if they have a full flesh pool.

Appearance: The Nagaraja originated in southern Asia, though since ancient days they have embraced people from a wide variety of ethnicities. Because the Nagaraja so frequently make use of the Obfuscate Discipline, they seldom place too much concern on the physical beauty of who they embrace. Likewise, they often do not care for the clothing they wear - many Nagaraja wear old or tattered clothing, informal practical attire, and many even go nude. A handful like to wear high class clothing, particularly some of the elders who favor traditional Indian garb of nobility. All Nagaraja in their natural form have large and sharp teeth, making them appear obviously inhuman. Sometimes these teeth look like sharks‘ teeth, others have jagged oversized human teeth with sharp points, and some have even stranger maws - in any case they are frightening to behold and the Nagaraja will try to conceal their teeth when among mortals.  

Haven: There is a great deal of variation between the havens of Nagaraja. One Nagaraja may dwell in a huge mansion in a gated community maintained by numerous ghouls while another another might live in an abandoned shack or in the sewer. Some live in a single building for centuries while another may spend the day in a different dwelling each night. Frequently, the Nagaraja will have a number of human ghouls who each maintain their own separate homes and the Nagaraja master will choose which location to rest based on their personal whim.

Background: The typical Nagaraja sees himself as a sort of demi-god, a superior being, and to share his blood with an inferior human specimen is an abomination. In the past, Nagaraja embraced childer as cannon fodder to fight against their rivals. In modern days, mortals are only embraced when a Nagaraja is destroyed or leaves his territory, in which case the local Nagaraja Primogen embraces a mortal, usualy one of his most talented ghouls, to be the Nagaraja of that location. Usually the Primogen keeps a number of ghouls at hand for this purpose. The Nagaraja look for mortals with a cruel or sadistic streak, as those without such a quality would not survive well as a Nagaraja, along with intellect, drive, and a special spark making them deserving of immortality. Many times, the ghoul selected will be quite old and already familiar with vampiric politics. Such new vampires not only have more talents than most newly embraced vampires, but also begin unlife with a number of connections.

Organization: The Nagarajah have relatively little Clan structure. They mostly exist autonomously with a single vampire controlling some piece of territory, ruling over a handful of childer, and doing favors for the prince in the hopes that he will be left alone to oversee his territory as he sees fit. In larger cities, the various Nagarjah there will usually claim some remote area as neutral ground where they can meet, discuss plans with each other, select a Primogen, or coordinate their efforts against a common foe. As a part of the Camrilla, the Nagaraja have adapted to the sect’s system of Primogens. The eldest Nagaraja helps to coordinate which regions of the city belong to which Nagaraja, a marked advantage over the territorial conflicts which once plagued the Clan. Should a territorial ruler perish, her eldest childe becomes master of that territory and the other childer must submit to his rule or leave. For the most part, the only friendships in a Naharaja’s world are with her own childer, in time these bonds can sometimes grow into true friendships and the childe will be allowed to move into a domain of his own, with permission of the Primogen. Because the Nagarajah Primogen has an unusual amount of power within the Clan, the territorial rulers will often select new Primogens on a regular basis so that the power will not remain in one Nagaraja's hands for too long.

Stereotypes
Ahrimanes: They hide away in their castles or penthouse suites, but they can’t hide from us. 
Baali: They say that we’re scary, but they don’t know what the Baali do in private.    
Blood Brothers: Very dangerous and determined, especially in large numbers. Never engage them in a fair fight.    
Children of Osiris: Pathetic weaklings who die very easily. Why are these guys a threat again? 
Gargoyles: As strong and resilient as stone and almost as smart.    
Kiasyd: Petty lords who think that they are entitled to everything. Kiss their asses and then wait for them to turn their backs. 
Laibon: We see these animals skulking in the jungles from time to time. They may not like us but they dare not raise their hand against us.  
Lamia: Lesbian snake women? That would be interesting if they didn’t have such a stick up their collective asses.   
Lhiannan: A bunch of superstitious wackos dancing around a fire and howling at the moon. The great tragedy is that occasionally, their magic actually works.        
Salubri: Generally ineffectual weaklings, though they can often see through our little tricks.   
Samedi: More frightening and alienated than us, who knows what strange or deadly powers the necromancers command?  
Sybarites: I feel almost guilty for bullying these cowardly maggots. Almost.    
Caitiff: Weak, easy to kill and easier still to frighten. They don’t concern me. 
Camarilla: Allying with the Camarilla serves our purposes for the time being, though they have be easily ignored or abandoned should such an alliance prove to be an imposition.   
Sabbat: Compassion for mortals? They would be funny if they weren’t so sad.  
Anarchs: Many of their complaints are valid, though it is best not to stand out or else find yourself hammered down.  



Nagaraja

Gargoyles


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The Gargoyles are the youngest of the Clans, their existence going back only to the dark ages and only having status as a full Clan since the Anarch Revolt. Gargoyles were originally the creation of another Clan of vampires, a Clan of blood sorcerers who kept their magical arts as a great secret and huddled in secluded castles to perfect their art. This Clan of warlocks had few members but aggressive and ambitious. They pursued power over mortals and vampires alike, so to fight their wars for them they created the Gargoyles - a bloodline of loyal slaves to protect the keeps and wizards' towers of the warlock Clan. The Gargoyles proved to be powerful warriors, though they were treated as chattel and their lives were thrown away in great numbers in conflicts that they did not start or understand. They were designed to serve and were also blood bound to the eldest warlocks of the Clan. With the Anarch Revolt and shattering of the blood bond, the Gargoyles rose up against their sorcerer masters, which they now outnumbered by a significant margin, and slew them. Many of the Gargoyles drank the life force of their former masters, gaining the strength of their blood. The ancient of the warlock Clan was eventually slain and his essence consumed by one his own Gargoyle bodyguards, the warlock Clan was replaced by the Gargoyles. To this day, the Gargoyles serve the Sabbat faithfully and abhor slavery and tyranny. Because of their inhuman appearance and general lack of social skills or powers, they must frequently depend on the help of other vampires within the Sabbat in procuring food or hiding their existence from mortals. This is made up for by the fact that Gargoyles are such terrifying warriors and serve as front line fighters against the Camarilla in virtually every battle with them.

Nickname: Slaves (considered derogatory), grotesques, or often merely Gargoyles.

Disciplines: Potence, Fortitude, Flight, Visceratika
Weakness: Gargolyes are hideous and obviously inhuman. They suffer a +2 difficulty to all social rolls, aside from inspiring fear, unless they are disguised somehow. Their appearance is so obviously inhuman that anyone who sees them will immediately know that they aren't human. Additionally, because Gargoyles were created to be slaves, they have an innate weakness to mind or emotional control. Their Willpower counts as two points lower than it actually is for the purposes of resisting supernatural mental influence. Additionally, they can be Dominated even if they are of a lower generation than the dominator.

Advantage: Gargoyles get the extra Discipline of Flight which they start with one free dot in, plus they all have claws (or horns, wing barbs, a spiked tail, etc.) that cause Strength+1 lethal damage when used to attack and reduce climbing difficulties by 2.

Appearance: Gargoyles look like their namesake. They grow larger and more menacing, with their skin becoming gray and scaly or stone like while their hands develop into claws and their faces become more feral and ferocious. There is a great deal of variation between gargoyles, some grow horns, others have stoney spikes or protrusions, most are bald but some have hair or even tufts of fur. Additionally, they all have large bat-like wings which grow in size as they develop their Discipline of Flight. They usually don’t put much effort into clothing, wearing what they were embraced in even if they have become rags, what ever is most practical, or perhaps nothing at all. Many Gargoyles have the ability to assume their mortal form temporarily, in which case they will usually need to acquire new clothing to fit their goals while in human form.

Haven: Gargoyles usually seek out remote out of the way places where mortals are unlikely to discover them. They favor abandoned warehouses, caves, sewers, old factories, or other places where humans seldom visit. With their ability to fly, Gargoyles can get into locations that are difficult for mortals or other vampires to find. Alternatively, some Gargoyles will live with Children of Osiris or other Sabbat groups and serve as bodyguards.

Background: Gargoyles almost always select candidates for the embrace based on two criteria, the physical prowess of the human and the hardship that human has endured. Gargoyles believe that those who have been enslaved or persecuted, as the Clan itself was in its early days, become mentally stronger and more determined to fight oppression as a result. Also, as dedicated warriors of the Sabbat, they look for people of great physical strength and toughness as well. Since their rise to Clan status in the middle ages, the Gargoyles have selected their progeny from among those most downtrodden classes, slaves, oppressed minorities, conquered peoples, or the desperately poor. Unlike many other Clans, they do not spend a great deal of time trying to study or test the target of an embrace. They merely find a candidate which strongly fits the criteria of having been oppressed and who has great physical ability, though some more discerning or thoughtful Gargoyles also look for mortals who are loners or have few friends and family so that their disappearance won't be a problem. As many within the lower classes of society tend to have a poor education, that is reflected in Gargoyles as well. In many first world nations, Gargoyles have begun to select gang members as potential childer - people who have faced hardship on the bottom rung of society, who have experience fighting and combat, who understand the value of loyalty, and who won't be missed by most of humanity.

Organization: This Clan is very loose knit in its organization, depending mostly on the loyalty of their fellow gargoyles combined with the structure of the Sabbat. Usually groups of gargoyles will cling together under the wing of the strongest among their ranks, often but not always the sire of the others. Gargoyles feel a stronger bond with each other than with members of other Clans so even within a common Circle, the Gargoyle members might form their own little clique and spend most of their time with each other. There is no greater organization than these small groups aside from the general respect given to elders of the Clan, especially those who survived the Anarch Revolts. Some groups of gargoyles form their own Circles exclusively for their own Clan, where other vampires are not allowed to join. This causes some irritation within certain segments of the Sabbat who oppose Clan loyalty as being overly divisive, especially among Panders who form a large segment of the Sabbat. Despite eschewing strict organization, the Gargoyles are fiercely loyal to each other as a Clan on an almost instinctive level. They will seldom fail to come to the side of another Gargoyle against a vampire of any other Clan, regardless of the nature of the dispute.

Stereotypes

Ahrimanes: They think they are meant to rule, I think that they are meant to die.
Baali: Vile manipulators and liars. Never trust them, never listen to their honeyed words, destroy them when ever you find them 
Blood Brothers: Brave and noble warriors, should we clash they will prove to be fierce opponents.
Children of Osiris: Their service to us will never be forgotten, but we must not allow their weakness to make of hesitate in destroying our mutual enemies.    
Kiasyd: Withered husks who should have been destroyed centuries ago.
Laibon: They mind their own business and have never troubled us, if they continue in this way we shall not cross them. 
Lamia: Snobbish bitches who hold all others in contempt. Fierce warriors, show no mercy and no quarter.    
Lhiannan: I long for the time when we shall drain their blood, smash their alters, and make their mortal pawns watch as they burn.
Nagaraja: Cowards that hide in the shadows and prey upon the weak. We will make them suffer from their evil ways. 
Salubri: Cowards who hide behind their betters and spout nonsense. Crush them in your talons.
Samedi: Even more frightening and removed from humanity than us. Beware their dark arts, for the restless dead are frightening foes.
Sybarites: Pathetic weaklings who are barely warrant the effort to destroy. They have neither the courage nor inclination to bother us.  
Caitiff: They are our brothers in persecution, if only they would strive to fight against their oppressors as we have. 
Camarilla: The dark lords of the night shall be dragged from their castles and put to the torch. 
Sabbat: A flawed body who has lost its purpose. We should direct them against the true enemy, the elders of the hated Camarilla.
Anarchs: The worst kind of cravens, those who see evil and dare not rise against it.



Gargoyle

The Children of Osiris


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The Children of Osiris trace their lineage back to ancient Egypt, to the vampire called Osiris. The Children of Osiris did battle with a rival bloodline known as the Followers of Set over the heart of the Nile and the people who drew sustenance from it. It is said that while Osiris himself was slain, that his childe Horus took revenge for their founder's death and destroyed all of the Followers of Set. Since those days, the Children of Osiris have seen themselves as champions against evil, fighting against the most evil elements within the world of the undead, all while striving to be more human as well as humane. For millennia, the Children of Osiris dwelt in Egypt and slowly spread across much of Europe and the Middle East, trying to stay hidden from the mainstream of vampire society while pursing their dreams of combining the immortality of vampirism with the humanity of the living, while also taking action against the worst offenses within the world of the undead. When the Anarch Revolt took place on the heels of the Inquisition, the Children of Osiris saw their opportunity to move against the other vampire Clans who had become thoroughly corrupt and monstrous. They performed a great ritual which broke thousands of blood bonds all over Europe, instantly freeing many of the young vampires who had been slaves of the elders along with the bloodline of Gargoyles who had been created to be servants by vampiric warlocks. As the young vampires joined together to fight against their elders, the Children of Osiris joined their ranks and helped them to overthrow the elders. Eventually, a peace would come between the elders and the young. The Camarilla would form under the rule of the elders. Those who would not bend their knee to the elders formed the Sabbat, lead by the Children of Osiris and the newly freed Gargoyle Clan.

Nickname: acolytes, monks, boy scouts.

Disciplines: Presence, Auspex, Bardo (this is treated as a Thaumaturgy of sorts, Bardo is always the main path and the only three others available are the Path of Ra, the Path of Horus, and the Path of Isis. The Path of Horus is the Path of Father's Vengeance, the Path of Isis is Obeah, and the Path of Ra is like Lure of Flames but instead of fire uses beams of sunlight that do similar damage but only to vampires and not to humans or other creatures not adversely affected by sunlight. For the Path of Ra, clothing provides soak dice, 1 for light clothing, 2 for heavy clothing, and 3 for full body protection. Bardo also allows for the use of rituals, but only those that are defensive, healing, or otherwise "good" in nature)
Weakness: Children of Osiris take damage just as humans do, meaning they do not take half damage from basing weapons or firearms and they cannot soak lethal damage with Stamina. Should of Child of Osiris' Humanity ever drop below 6, they lose this disadvantage and instead find their Willpower reduced by 2 until they recover their Humanity - if this reduces their Willpower to zero or below they commit suicide or slip into a torpor until some magical intervention saves them.

Advantage: Children may use their Humanity score over 5 as soak dice against sunlight damage. This is not cumulative with Fortitude. In addition, because of their increased humanity, the undead bodies of the Children of Osiris have greater nervous function, their hearts beat, their blood flows, and they feel warm to the touch. This provides major advantages when dealing with humans. If their Humanity should ever drop below 6, then they lose all advantages, including those associated with living flesh.

Appearance: The Children of Osiris are largely based in Egypt and surrounding nations, and so the majority of the Clan is Middle Eastern, Mediterranean, or African in ethnicity. The Children of Osiris do not discriminate in their embrace, so they select men and women, black and white, or rich and poor. The great majority of the Children of Osiris are middle or old aged, as the Clan has a distaste for cutting short a young mortal’s life. Though some Clan members come from privileged backgrounds, most eschew ostentatious attire in favor of conservative practical clothing. Of course, Middle Eastern Acolytes will often wear clothing appropriate to their cultural standards, meaning that females of the Clan may often wear head coverings. Alternatively, in western nations, they will wear more appropriate styles. 

Haven: Groups of Children of Osiris usually dwell together in large communal havens that serve not only as safe houses for local Sabbat members but as a Temple to Osiris in which the acolytes can conduct rituals or arrange for Sabbat to meet. Usually these buildings will either have fairly humble or mundane appearance, such as a meeting hall or small business, though some will have a special section for religious rituals that has Egyptian style decor. 

Background: Many Children of Osiris are loath to embrace new childer, to give a human the potential to become such a monster. Though the elders understand that to combat the truly evil undead, that the Children of Osiris must remain a strong and prosperous Clan. The Children primarily look for people of accomplishment or strong moral character in selecting a childe, people who have helped others with their lives, made great sacrifices, or helped make the world a better place. The acolytes also have a distaste for cutting short mortal lives before they have run their course, so many choose older candidates for the embrace - men and women who have lived most of their lives and who could still continue their good work if they were allowed more time. This also sometimes extends to people who have had terrible accidents or are suffering from terminal diseases. There is not one particular set of skills that the acolytes look for, making their Clan relatively diverse in ability if unified in ideology. A potential sire will usually try to get to know the human to be embraced before the final choice is made, and will slowly try to gauge if the person would agree to become a vampire or if they would react well to gaining so much power.

Organization: Through out the ages, the Children of Osiris have gathered in small groups lead by a single priest, who helped guide the members of the group in the ways of Bardo and helped them to maintain their humanity. The various groups would keep in touch through messengers and come to aid each other in time of need. The Clan's organization of the past has now largely been replaced by the Sabbat, which the acolytes have helped to form and build the structure of. Many of the priests of the Sabbat are Children of Osiris and the old organization of the Clan has transformed itself into the organization of the Sabbat. There are more elders amongst the Children of Osiris than any of the other Clans of the Sabbat, and it's customary for young members of the Clan to show deference to their elders. Elders of the Clan also hold occasional ceremonies which younger members attend, which is a chance for members of the Clan to strengthen ties, share information, and make plans as a Clan. Depending on the elders involved, sometimes members of other Clans are allowed to attendant sometimes not. The Children of Osiris essentially lead the Sabbat and have unified goals and a single ideology that unites them, the interests of individual acolytes seldom collide beyond minor disagreements. There are some truly ancient Children of Osiris who are still active and while they claim no authority over the Clan or Sabbat, when they speak younger vampires listen.

Stereotypes

Ahrimanes: The tyrants chase after smoke and shadows, they will never find peace in such empty pleasures.
Baali: Evil made flesh, the worse among us and our greatest foe.   
Blood Brothers: Dangerous animals that shall destroy themselves in their fury. 
Gargoyles: They have suffered much and still bear scars upon their souls. We must help them to rise above their origins.  
Kiasyd: With each passing day, our rivals grasp on power gets weaker and weaker. Eventually their grip will fail and the world shall be free of their dark reign.
Laibon: The shamans live more closely to nature than most of our kind, they are at peace with themselves and the world, and deserve some measure of respect. 
Lamia: Their contempt for weakness and exaltation of strength shall one day hold less appeal when the serpents should misfortune befalls them.   
Lhiannan: Priests who reject compassion and humanity worship a false god.
Nagaraja: They thrive on terror and power. This symbolizes their own weakness, for their monstrousness is merely a mask to conceal their own fears.
Salubri: How can a true scholar reject the greatest truths - love, compassion, forgiveness.
Samedi: As sinister as they may seem, they meddle with forces that they cannot understand and that will eventually destroy them.
Sybarites: They thrive the presence and adoration of mortals. How can they live among humans and yet forget their own humanity?  
Caitiff: It is unfortunate that they should be despised for the purity of their blood. Show them the respect that they are due and you shall earn their friendship 
Camarilla: A terrible confederation of the worst among our kind. They enslave kindred and kine alike under the heel of the cruelest of elders. It is our duty to destroy them and put and end to their tyranny. 
Sabbat: The only hope for humanity to avoid slavery and for the undead to avoid damnation. We only hope that we show enough wisdom to lead the Sabbat responsibly.  
Anarchs: They see the sickness of the Camarilla, if only they could find the cure.



Child of Osiris

Thursday, April 5, 2012

Clan Backgrounds


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Children of Osiris
Many Children of Osiris are loath to embrace new childer, to give a human the potential to become such a monster. Though the elders understand that to combat the truly evil undead, that the Children of Osiris must remain a strong and prosperous Clan. The Children primarily look for people of accomplishment or strong moral character in selecting a childe, people who have helped others with their lives, made great sacrifices, or helped make the world a better place. The acolytes also have a distaste for cutting short mortal lives before they have run their course, so many choose older candidates for the embrace - men and women who have lived most of their lives and who could still continue their good work if they were allowed more time. This also sometimes extends to people who have had terrible accidents or are suffering from terminal diseases. There is not one particular set of skills that the acolytes look for, making their Clan relatively diverse in ability if unified in ideology. A potential sire will usually try to get to know the human to be embraced before the final choice is made, and will slowly try to gauge if the person would agree to become a vampire or if they would react well to gaining so much power.

Gargoyles
Gargoyles almost always select candidates for the embrace based on two criteria, the physical prowess of the human and the hardship that human has endured. Gargoyles believe that those who have been enslaved or persecuted, as the Clan itself was in its early days, become mentally stronger and more determined to fight oppression as a result. Also, as dedicated warriors of the Sabbat, they look for people of great physical strength and toughness as well. Since their rise to Clan status in the middle ages, the Gargoyles have selected their progeny from among those most downtrodden classes, slaves, oppressed minorities, conquered peoples, or the desperately poor. Unlike many other Clans, they do not spend a great deal of time trying to study or test the target of an embrace. They merely find a candidate which strongly fits the criteria of having been oppressed and who has great physical ability, though some more discerning or thoughtful Gargoyles also look for mortals who are loners or have few friends and family so that their disappearance won't be a problem. As many within the lower classes of society tend to have a poor education, that is reflected in Gargoyles as well. In many first world nations, Gargoyles have begun to select gang members as potential childer - people who have faced hardship on the bottom rung of society, who have experience fighting and combat, who understand the value of loyalty, and who won't be missed by most of humanity.

Baali
The Baali choose mortals for the embrace who have shown themselves to be highly competent manipulators. Lawyers, politicians, con men, lobbyists, pimps, captains of industry, investors, leaders of organized crime, pornographers, and many others. Essentially, the target must have shown his ability to successfully interact with people, make great fortunes, and must have very few scruples. Often the Baali choose long time business associates who they have seen the competence of first hand. Most candidates for the Baali embrace are middle aged, old enough to have proven their ability and build up a sizable fortune, but not so old as to significantly decline physically or to lose their hunger for power. The Baali of a single city must get together and discuss the candidates, deciding together which is best. When the decision is made, they then select which Baali among them will perform the embrace. The potential childe is then approached, offered a choice to become a vampire or continue on as if nothing had happened - most agree to become a vampire, those who refuse are usually ghouled so that they can continue to be useful but wont talk to other humans about the Baali.

Lamia
Before a mortal is embraced into the Lamia Clan, she must spend many decades as a ghoul proving her competence, learning valuable skills, and serving the Clan. The Lamia usually select young women in their teens or twenties who have made great accomplishments as well as shown determination, intellect, and the ability to work hard. These girls are usually highly accomplished students, child prodigies, women who own small businesses, or who have distinguished themselves with some kind of activism or other activity. Mental abilities are most sought after, but physical and social skills are desirable as well. The Lamia favor young candidates who show potential, girls who they can mold into their ideal vision of the perfect Lamia. As a ghoul, the candidate will be taught the Clan's ideology, trained in a variety of combat skills, and her talents will be utilized in serving the goals of the Clan and her domitor. Only a minority of candidates are ever embraced, the others either lose their lives in service of the Clan or fail to distinguish themselves and remain ghouls indefinitely. Over the course of decades of being a ghoul servant, these candidates are gradually drawn away from their lives as mortals - becoming more and more distant from friends and family while they make new friends or contacts that serve the interests of the Lamia Clan.

Lhiannan
The Lhiannan are Clan of priests and mystics, each coven leading a group of mortal followers in the Clan's ancient religion. New childer are almost always selected from among the Lhiannan's cult following and embraced by the head of the coven. The embrace is often given as a reward for long and faithful service, as well as competence and natural talent. The Lhiannan also believe in using magical divination to determine a mortal's potential - sometimes such divination causes them to reject seemingly perfect candidates or embrace subpar ones. Members of a Lhiannan's cult are almost always rural people or those with a great love or knowledge of nature and the wilderness, but aside from these qualities they can be from all walks of life - rich or poor, educated or illiterate, male or female, strong or weak. They can all find a place with the Lhiannan, though the vast majority of Lhiannan as well as their mortal followers are of European ancestry. Despite their diversity in some regards, most cult followers and especially those who are considered for the embrace tend to be intelligent, willing to think introspectively, and have a strong sense of spirituality. Most candidates for the embrace are either on the older side for mortals or have spent time as a ghoul before being embraced, as time and loyalty of service is often a big factor in selecting a childe.

Samedi
The Samedi view themselves as a Clan of scholars and scientists of a sort, whose area of focus is death and the dead. Because of this, the Samedi almost always choose intellectuals and academics for the embrace. They also prefer loners and eccentrics, people who don't fit in with society or even their colleagues, for such individuality will suit them well in the Clan of death. They also prefer to select people who have had experience with death, either those who are dying, people who have witnessed much death and suffering, and even those who have caused many deaths. A cold hearted or detached view towards death is a big plus as well. In a city with Samedi, the right to embrace usually goes to the most senior Samedi, though sometimes elders take turns with the embrace. A newly embraced Samedi spends many years as an apprentice to his sire before being released. This involves not only helping the sire as a research assistant, but learning Necromancy from him as well as Obfuscate and establishing a method for getting blood on a regular basis without threatening the Masquerade - vital skills for a creature as hideous as the Samedi. New Samedi childer usually abandon their mortal lives entirely, they are dead to the world of mortals.

The Sybarites
To the Sybarites, the embrace is more of a love affair than a calculated political move. A Sybarite will become enchanted with the musical ability of some mortal and then if the potential sire has enough influence and political sway to embrace the childe, then she does. If not, then she will frequently ghoul the mortal and keep her around for a future embrace. The childe can come from any sort of background as long as she has the ability to sing beautifully, though youth and physical beauty is often valued as well though the Sybarites don't like to admit it. What other skills the childe might have often doesn't matter to the Sybarites, so young Sybarites have a diversity of skills and abilities or lack thereof. A Sybarite sire will keep act a mentor, friend, lover, or patron for a variable amount of time - which usually ends with one or both vampires tiring of each other, usually the sire tires of the childe as a childe who wishes to leave may find herself blood bound. The sire teaches the childe in the ways of the Camarilla and introduces her to important vampires or mortals, though some sires may not perform this duty to the childe's satisfaction. The most common influence new childer may have is in the mortal world, as they all have wonderful singing ability and many will use this to gain fame and fortune. It is the duty if the sire to prevent the childe from becoming too famous though, as fame threatens the Masquerade.

Kiasyd
The Kiasyd usually choose childer from their Revenant families, most often the Ascania or Muiredaigh. These are old and noble families, their blood and ancestry is pure. The childe will have served the Clan as a ghoul for decades or even centuries and proven his competence, honor, and obedience. Such a childe often has a skewed view of the world, having grown up in extreme wealth, taught at home by tutors, known of vampires and the supernatural from a young age, and in the case of the Ascania, has been very isolated from the world of humans. These young Kiasyd have a great knowledge of mysticism and the world of vampires for childer, it is their knowledge of the mortal world which is more lacking and which may never improve. A newly embraced childe lives under the reign of his sire indefinitely, until he becomes powerful enough to gain his own domain or the sire dies or enters torpor - though on the plus side the sire is duty bound to protect the childe and instruct him in all necessary skills to thrive as one of the undead. These Revenant childer often have access to great wealth, have excellent if somewhat archaic educations, and have good social skills if not familiarity with human culture. Those childer who are not embraced from Revenant families also tend to come from wealthy or highly accomplished human families and are frequently chosen for their achievements in business, politics, or academia. In such cases, the mortal is usually turned into a ghoul and given a trial period of a century or so to prove themselves before being embraced. It usually takes non-Revenants a bit longer to earn respect as a Kiasyd than the former Revenants do. Virtually every Kiasyd is of European ethnicity, even those not belonging to a Revenant familiy. In recent years, some younger and less conservative sires, often in cities with less Kiasyd presence, have embraced accomplished mortals a bit more liberally without the long testing period. They have done so to allow the Clan to have a closer connection to the modern world. These childer know about computers, telephones, modern corporations and laws - extremely important skills to survive in the 21st century. Unfortunately, embracing such childer has backfired in some cases as the childer reject the Clan's traditions and values.

Salubri
The Salubri are scholars and philosophers, so that is who they embrace. They look for mortals with the ability to think outside of the box, to diverge from the mainstream of society, who are unwilling to conform. This leads to all sorts of unusual individuals becoming Salubri, from fringe political activists, to professors, to religious fanatics, to autodidacts of all kinds. The Salubri also embrace for brilliance, for those whose minds are truly exceptional even if they haven't necessarily accomplished anything - for there is great potential in such people. A Salubri will usually befriend the mortal, getting to know him and having discussions about philosophy, science, morality, religion, poetry, and any other number of intellectual topics. After years of such a friendship, if the Salubri finds the mortal not only worthy but interesting enough to be a companion, then the childe is embraced and becomes the student of the Salubri. A new Salubri will always have some sort of knowledge, intellectual ability, or unique ideas that distinguish him from most humans. The Salubri like Renaissance Men as well, and it's not uncommon for the childer to have other unique skills such as combat experience, great charisma, or virtually any other random experience or ability that unusual people tend to gain.

The Brotherhood of Blood
Blood Brothers embrace for combat ability only. They do not care about a human's class, intellect, morals, race, education, or any other quality but the ability to kill. When the Blood Brothers need to replace a slain member of a hive, they embrace the most skilled warrior that they can find within the next week. They often target military personal, police officers, martial artists, athletes, gang members, members of paramilitary groups, hit men, terrorists, or gun enthusiasts. Childer are virtually always male. When a childe is embraced by a hive of Blood Brothers, his individuality melts away. He forget values and friends he had in life or those memories become a hazy blend with the thoughts of the rest of the hive. Who the childe was is dead and gone, what he becomes is one of the Blood Brothers. The childe's personality shifts to become like that of the rest if the hive, his desires become the desire for the amaranth - they do not even retain their mortal appearance.

Brujah
The Brujah are not nearly so picky with their embrace as are the other scholarly Clans. They see the human form as a pupae stage for vampirism, one in which the qualities of the mortal aren't really an accurate predictor of the quality of the vampire. So when choosing a childe, the Brujah picks a mortal who seems literate and not obviously retarded or deformed, but aside from that, the choice is largely random. This means that Brujah childer come from all walks of life, they are more diverse in background than almost any other Clan. Brujah sires spend time trying to indoctrinate the young childe in the ideology of the Brujah, though the blood itself is partly responsible for the slide away from emotions. If the childe seems unable to grasp the concepts or resists, the Brujah slays the childe and starts over with a new one. Brujah childer are encouraged to abandon friends and family from their mortal life, in many cases childer are ordered to slay them by the sire as proof that they have detached themselves from love and friendship. They also usually liquidate their possessions so that the wealth can be used to further the goals of the Clan or the sire.

Ahrimanes
Ahrimanes almost always select their childer from among humans living a tribal exist or close to it. The main regions of influence for the Ahrimane are Africa and Latin America - where they look for potential childer in poor villages and deep jungles, in search of people who still follow the old traditions and believe in or venerate spirits. For the most part, Ahrimanes don't have that much interest in embracing childer and creating competition, though they feel highly motivated to do so when they encounter a individual with a true connection to spirits. Sometimes such individuals are shamans or witch doctors in little villages, other times they are mad hermits living on their own in the deep wilderness, sometimes they are just random villagers with untapped potential. Virtually all Ahrimanes are of African or Native American ethnicity as well, very few whites are embraced into the Clan. Occasionally, an urban dweller has some special quality that attracted the attention of the Ahrimanes, but it is rare and even city dwellers with such spiritual potential are seldom seen by a Ahrimane - though it is becoming more common as traditional tribal lifestyles disappear. Ahrimane childer seldom have any substantial wealth or education, most are illiterate and have only the skills they will have learned in their villages such as hunting, weaving, primitive farming, etc. Some childer stay with their people, others abandon them and become nomadic hunters in the forests and jungles.

Nagaraja
Although the Nagaraja fear their own childer, often using them as slaves or cannon fodder against enemies, they still select mortals for the embrace more carefully than many other Clans. The typical Nagaraja sees himself as a sort of demi-god, a superior being, and to share his blood with an inferior human specimen is an abomination. They want skilled servants, not incompetents. Also, despite treating their childer as slaves, those slaves are also companions to the Nagaraja and even these cruel vampires need company from time to time. Most childer embraced by the Nagaraja fall into one of two categories: soldiers or companions. Soldiers are selected for their martial prowess, along with intellect and competency, officers are preferred over privates, which are what ghouls are for. Companions are chosen for intellect as well as special or interesting qualities which are appealing to the sire, such as a good education, social skills, beauty, artistic talent, etc. In both cases, the Nagaraja look for mortals with a cruel or sadistic streak, as those without such a quality would not survive well as a Nagaraja. Personal wealth and influence is another factor Nagaraja look for in a childe, someone who appreciates culture and the finer things in unlife. Nagaraja usually teach their childer some of their Disciplines, but not too quickly, they want a childe who is useful but not overly powerful. Nagaraja give their childer no choice, they embrace mortals they want to have as servants, there is no ability to say "no."

Wednesday, April 4, 2012

Clan Organization


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Children of Osiris
Through out the ages, the Children of Osiris have gathered in small groups lead by a single priest, who helped guide the members of the group in the ways of Bardo and helped them to maintain their humanity. The various groups would keep in touch through messengers and come to aid each other in time of need. The Clan's organization of the past has now largely been replaced by the Sabbat, which the acolytes have helped to form and build the structure of. Many of the priests of the Sabbat are Children of Osiris and the old organization of the Clan has transformed itself into the organization of the Sabbat. There are more elders amongst the Children of Osiris than any of the other Clans of the Sabbat, and it's customary for young members of the Clan to show deference to their elders. Elders of the Clan also hold occasional ceremonies which younger members attend, which is a chance for members of the Clan to strengthen ties, share information, and make plans as a Clan. Depending on the elders involved, sometimes members of other Clans are allowed to attendant sometimes not. The Children of Osiris essentially lead the Sabbat and have unified goals and a single ideology that unites them, the interests of individual acolytes seldom collide beyond minor disagreements. There are some truly ancient Children of Osiris who are still active and while they claim no authority over the Clan or Sabbat, when they speak younger vampires listen.

Gargoyles
This Clan is very loose knit in its organization, depending mostly on the loyalty of their fellow gargoyles combined with the structure of the Sabbat. Usually groups of gargoyles will cling together under the wing of the strongest among their ranks, often but not always the sire of the others. Gargoyles feel a stronger bond with each other than with members of other Clans so even within a common Circle, the Gargoyle members might form their own little clique and spend most of their time with each other. There is no greater organization than these small groups aside from the general respect given to elders of the Clan, especially those who survived the Anarch Revolts. Some groups of gargoyles form their own Circles exclusively for their own Clan, where other vampires are not allowed to join. This causes some irritation within certain segments of the Sabbat who oppose Clan loyalty as being overly divisive, especially among Panders who form a large segment of the Sabbat. Despite eschewing strict organization, the Gargoyles are fiercely loyal to each other as a Clan on an almost instinctive level. They will seldom fail to come to the side of another Gargoyle against a vampire of any other Clan, regardless of the nature of the dispute.

Baali
The Baali have a looser organization than some of the other Clans of the Camarilla. Baali fear competition and so have some reluctance to embrace new Childer, but alternatively they understand that if they do not expand and replace new members that their Clan will wither and die. In the past, many young Baali were kept as blood bound thralls to their sires, used as slave labor and expected to be obedient. In the modern age this tradition has virtually disappeared. Baali now fear the power that being a sire gains in creating a childe and when the childe is embraced, he is expected to be cut loose from the sire relatively quickly so that there is no real bond of loyalty. The Baali neonate is then usually watched over by other Baali in the city, none taking too active of a hand but all providing advice and trying to establish a mutually beneficial relationship with the young Baali. The world of the Baali is cutthroat and personal interest always takes precedent over Clan loyalty. Despite this, the Baali know that they are neither loved nor trusted by the other Clans and realize that working together is more beneficial to the Clan than is fighting amongst themselves. For this reason, the Baali try avoid stabbing Clan mates in the back, unless of course the potential benefits of doing so are too enticing. For the most part, seniority in the Baali Clan garners no inherent respect or obedience, the Baali respect power and the degree to which that power can harm or benefit them. Among older Baali, there exist various cults that worship and claim to be able to commune with demons. These cults tend to be more tightly knit than the Clan in general and are looked upon somewhat suspiciously by the more independent members of the Clan. Despite embracing evil and selfishness, the Baali can still form personal friendships with others, especially their fellow Baali with whom they share common interests and often enjoy the company of. In a strange way, the shared experience embracing hedonism or inflicting pain helps to maintain a semblance of Clan unity.

Lamia
The Lamia are one of the most tightly knit and organized of the Clans. They follow their traditions from ancient times of childer being blood bound to their sire, meaning that there is a relatively strict hierarchy enforced by blood bonds as well as tradition. The Lamia have codes of honor and personal conduct which governs how they treat their childer, so only a small number were able to break free during the Great Ritual and many who did remained loyal to the Clan. The Clan is ruled by a handful of ancients, who some say are in direct contact with the founder of their Clan. In theory, there is a chain of blood bound Lamia extending from a newly embraced childe all the way up to the Clan's founder, though in practice deaths within the Clan along with distance and infrequent contact mean that there are many broken links in the chain. The Lamia do not see the blood bond as a necessity, they merely see it as an added bit of protection especially against being blood bound by members of other Clans. The Clan, so the Lamia claim, is held together by loyalty, purpose, and love more than blood. All Lamia start off as ghouls and spend many decades in this state before being embraced by their sires. Childer are relatively well treated as they are taught the ways and powers of the Lamia, though they are still expected to serve and obey. At some point a young Lamia may be released of the blood bond when she has proven herself competent and loyal, especially if she is needed at some location far away from her sire for a prolonged period of time. All Lamia must show complete obedience to their sires, blood bond or no, and to give proper respect for Clan elders as well.

Lhiannan
The Lhiannan organize themselves in small groups, sometimes called covens. These covens lay claim to large swaths of land, usually in rural or wilderness areas. The members of the coven live with or near each other for centuries and are quite loyal to each other, acting almost as a vampiric family. The covens are usually lead by the eldest in the coven, sometimes the sire of the other members. Covens of Lhiannan are fairly territorial and don't like other vampires to come into the area under their protection - it is expected that any traveling Lhiannan must get permission from the local owners of a domain before entering it. On special holy days, various different covens of the Clan from miles around gather during certain days of the year (winter solstice is the holiest of days to the Lhiannan) and have a great celebration in some neutral area, often a holy place the Lhiaanan. During the holy day, the Lhiaanan establish friendships between covens, share mystical knowledge, and generally grow closer as a Clan. In some cities, the Lhiannan presence may include a number of different covens from the surrounding area. In most cases, Lhiaanan give each other preferential treatment, even to members of other covens. There are some cases where two covens might have a rivalry, in which case other Clans may play upon these rivalries for their own benefit.

Samedi
The structure of the Samedi Clan is based on the hoarding and exchange of magical secrets. The Samedi greatly value necromantic and even mundane secrets, gaining power and influence from their ability to utilize or exchange this knowledge. As each Samedi researches rituals or performs experiments with the dead, he gains wealth and status within his Clan. Young Samedi are usually embraced by a local elder to act as a research assistant, often serving the sire for many decades or even centuries before venturing out on his own. The Samedi value their privacy and do not allow themselves to get close to others, and that is fine by most other ampires. Still, the Samedi do at times feel isolated and lonely, seeking out others of their Clan for interaction - which usually means conducting research together in the dark arts or sharing macabre tales about death or the dead. The Samedi, while distant even from each other, are loath to act against members of their own Clan and display an amazing amount of loyalty to other Samedi even when they don't know those Samedi or consider them to be rivals. A Samedi who openly acts against his own Clan does not face any official sanction, but his brethren simply turn their back on him and refuse to share any knowledge with him or interact - leaving the offender truly isolated.

The Sybarites
The Sybarites have very little Clan organization. After a short period of tutelage or artistic patronage, a Sybarite sire will grow tired of her childe and let her go her own way. Sometimes a close friendship will remain between the two, but just as frequently there will be a terrible rivalry. The Sybarites see each other as kindred spirits and so connect to each other over shared interests in music and the arts, but they rarely act together politically and usually follow their own agenda. This makes the Sybarites a political wild card in Camarilla cities, as different Sybarites can be enticed to ally themselves with various other Clans or individuals if the reward is adequately tempting. In some cases, Sybarite elders will attempt to form some coalition of Sybarites to act together to achieve some common political goal - though these projects usually meet with either limited success or total failure. Pride, cattiness, or sometimes even apathy can split apart such alliances. Despite their lack of unity, the Sybarites still thrive within the Camarilla in part because they aren't collectively seen as a threat to other Clans and in fact are perceived as potentially useful allies or pawns. Many of the Sybarites are more crafty than other vampires give them credit for, and will frequently play off potential puppet masters against each other or build up vast sums of wealth or influence in the mortal world under the noses of the other Clans - though almost always to their own benefit and not that of the Clan.

Kiasyd
The Kiasyd Clan are highly territorial. Each member if the Clan will claim a section of a city, or in some cases an entire small city or town, for himself. They do not like trespassers and travelers are expected to get permission before entering another Kiasyd's domain. In modern cities, retaining this policy is all but impossible, though at least other Kiasyd are expected to follow these traditions and other vampires are pressured to do so as well, especially by Kiasyd in positions of power. Sometimes there will be a single powerful Kiasyd who controls vast sections of a city and has a number of younger Kiasyd who have divided up subsections for themselves but still pay homage to the elder - very much like vampiric feudalism. Within an individual Kiasyd's domain, they will almost always be the only Kiasyd except for their own childer who spend a number of decades to centuries learning from and obediently serving their sire. When a city has a Kiasyd prince, he usually divides up the city along feudal lines with the Primogen of each Clan controlling certain territories. The one exception to the above policy is the expectation of obedience to a sire. A Kiasyd is expected to always obey and show deference for his own sire, and the sire has the authority to enter his childe's domain if he so desires. The Kiasyd lords usually have cordial relationships with each other that obey ancient protocols and formalities. They strongly believe in honor and truthfulness, in repaying debts and keeping their word. While Kiasyd from different domains sometimes view each other as rivals or even enemies, the sense of honor and tradition that permeates through the Clans facilitates interaction as they can depend on their Clan mates to act in certain ways. The youngest members of the Clan, those who have rejected their fae nature and the Clan's traditions, are often outcasts and not welcome in any domains of the elders. They are sometimes forced to join together in small groups in less desirable areas of a city, sometimes forming alliances with other Clans or trying to keep a low profile.

Salubri
The Salubri usually exist in pairs, a sire and a childe, with the elder acting as mentor and master for the younger vampire. This relationship usually lasts for centuries until such time as the two decide that they have learned all that they can from each other and decide to part ways, the younger vampire by then is ready to embrace a childe of his own. Such partings are almost always on good terms and the two remain friends thereafter. The Salubri value learning and knowledge as much or more than any Clan, but instead of hoarding knowledge and keeping secrets, they freely share their knowledge with each other and with other Clans as well. Aside from the relationship of sire and childe, there are no strict hierarchies or organization within the Clan, but there is much in the way of friendly interaction as Salubri meet to share knowledge or debate issues of philosophy. Very few Salubri take action against their fellow Salubri. Usually the only rivalries that arise within the Clan are based on ideological differences and these conflicts usually take the form of heated debates. The Salubri rarely directly involve themselves in political conflicts within the Camarilla and as such, the Clan rarely has to act in concert to defend itself against political pressure from other Clans. Salubri generally consider other Salubri to be friends and allies and seldom act against the interests of Clan mates, the closest the Salubri come to direct conflict with each other is when two Salubri become advisers to rival vampires - though even in that case they don't consider the opposing Salubri to be a personal enemy.

Blood Brothers
In the ancient days of early civilization, the Brotherhood of Blood was completely unified under the Clan's founder, totally obedient to him and worked as a single body to conquer foes and drain the life force from other vampires. Those days are long past, as the Clan torn apart by the warlock's curse. For centuries, the Blood Brothers have had to operate in small groups of 13 or less or face frenzy and destruction. Within each of these hives, loyalty is absolute, like a single soul sharing multiple bodies - between hives there can be very little direct interaction. In the past century, the Clan has been growing in power and unity because of the ease of communication from technology. Different hives have been able to learn of each other and coordinate activities over the phone or by e-mail. This allows the Blood Brothers to avoid killing each other on sight and to work together against mutual enemies. Other vampires are only just learning that the Blood Brothers have found a way to undermine the curse and fear that there may be a terrible conflict to come.

Brujah
The Brujah reject ties based on emotion, thus they oppose the very concepts of friendship or even Clan loyalty. Brujah make alliances based on shared interest, it just happens to be the case that most of the individuals who share the Brujah's unusual philosophical goals are also Brujah themselves. Brujah embrace childer who show the potential to progress in the Brujah's ideology and to eventually further the ideology themselves. If the childe shows progress they are released to exist in their own. If not, they are destroyed as an unfortunate error. A Brujah will seldom aid another individual, even a long term associate or ally, unless they see some advantage in doing so - which in a way makes the Brujah even more cold blooded than the Baali. The Brujah sometimes gather together to share knowledge or discuss plans on furthering their ideological goals, in such cases there are debates but these never become heated or lead to rivalries. For the most part, the Clan merely act as aloof individuals, though individuals who share a common ideology and agenda.

Ahrimanes
Ahrimanes have virtually no Clan organization, they reject such notions and their lifestyle of frequent travel and subsisting from animals make organization largely unneeded. When two unfamiliar Ahrimanes cross paths, they either politely greet each other and share a night of telling stories, or the two fight for dominance before the loser flees or is killed. In most cases Ahrimanes are solitary, though the sire of a childe will often stay with the childe for a few years to show him the ropes. In some instances, an Ahrimane will attach itself to a tribe of humans, helping to protect them and feeding off of them as well. In such cases, a childe is allowed to stay as long as it doesn't strain the tribe, though other vampires are driven off or killed. As Ahrimane territory is being reduced by the expansion of other Clans, some groups of Ahrimanes have begun to form rough alliances to fight off the invaders. These alliances seldom last longer than the external threat does. In many places in the world since colonialism, the threat of "civilized" Clans is so great that it is creating regional and long term organizations of Ahrimanes.

Nagaraja
The Nagaraja don't have much Clan structure, the have a distaste for obeying orders or respecting boundaries and don't have much sense of loyalty to any one or any thing. Many times, several Nagaraja who have resided next to each other for prolonged periods have come to respect each other's hunting grounds - in large part because the risk of conflict outweighs potential gains. In most cases though, Nagaraja exist in a state of rivalry with each other that makes conflict common. Though Nagaraja are much better at hiding from each other than at finding each other, they also avoid "fair fights" when they can, so it isn't unusual for multiple Nagaraja to cross each others' paths on a regular basis without being aware of it. Nagaraja embrace childer to have foot soldiers against their rivals, not for companionship or to propagate their Clan, so they always blood bind childer to themselves. Childer are frequently mistreated or ordered into dangerous conflict, building resentment for their sires that comes to the surface should the blood bond ever expire - and which caused much trouble for the Nagaraja after the great ritual. The only cases when a childe is well treated is if they are embraced with the intent of going off to some far away land (or the territory of a rival) where they will not trouble the parent, though the best result is usually complete detachment. Strangely, the Nagaraja find the closest allies among other Clans in the event that a Nagaraja joins the Sabbat or Camarilla - where they can be respected spies, agents, or assassins. For some reason, the Nagaraja cannot abide each other's company for long.

Tuesday, April 3, 2012

Clan Advantages


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Children of Osiris
In addition to those advantages associated with the Clan Flaw, Children may use their Humanity score over 5 as soak dice against sunlight damage. This is not cumulative with Fortitude.

Gargoyles
Gargoyles get the extra Discipline of Flight which they start with one free dot in, plus they all have claws (or horns, wing barbs, a spiked tail, etc.) that cause Strength+1 lethal damage when used to attack and reduce climbing difficulties by 2.

Baali
The Baali are more resistant to fire than other vampires are. They take lethal damage from fire instead of aggravated damage and can soak it normally, plus they do not suffer from Rotschreck from fire.

Lamia
When using Animalism, the Lamia are at -4 (minimum of 2) difficulty to use any power that affects a snake. Male snakes can be ghouled by Lamia blood and suffer no side effects. A poisonous snake ghouled by a Lamia gains venom so toxic that it can kill most mortals with a single bite. Even vampires who take damage from the bite of a Lamia's ghouled snake take a single level of aggravated damage that can only be soaked with Fortitude at a difficulty of 8.

Lhiannan
The Lhiannan draw vitality from nature, their domain, and the revelry of mortal followers. If a Lhiannan leads a ritual involving nature, sex, and blood, then the blood he or she consumes during that ritual is doubled in value. For example, the Lhiannan could consume 3 Blood Points from a human during such a ceremony and gain 6 Blood Points from it. The ritual requires 2 human participants for each extra BP gained (so six in the previous example) and requires an equal number of hours to perform (or bask in the revelry of) the ritual.

Samedi
Samedi are immune to pain. They suffer no wound penalties unless they are taken to incapacitated, in which case they act as though they were mauled. Only being placed into torpor can keep them down, which affects them normally.

The Sybarites
It is said that the Clan founder sings to the Sybarites, that they hear her voice all of the time within their heads. So great is their love of this singing that they count as having the true love merit - they get an automatic success on all Willpower rolls.

Kiasyd
Kiasyd have access to a fourth Discipline, Fae Sorcery, which they automatically start with one dot in. These vampires have particularly potent blood, perhaps because it is mixed with the blood of faeries. Increase a Kiasyd's maximum Blood Pool by 20%, rounded down. This means that a Kiasyd with of the 11th generation has a Blood Pool of 14, while an 8th generation Kiasyd has a Blood Pool of 18. Kiasyd who have rejected their faerie nature only receive a 10% bonus to their maximum Blood Pool.

Salubri
The Salubri have a greater control over the connection between their minds and bodies. As a result of this, the Salubri can increase their mental attributes for a scene with the expenditure of Blood Points just like physical attributes. Furthermore, a Salubri can raise its Auspex to one point higher than what is normally allowed by its generation, but doing so causes it to grow a third eye. When the Salubri opens its third eye, the difficulty of all vision based rolls and Dominate rolls decreases by 1. On the downside, the third eye causes the Salubri suffer a +2 difficulty to all social rolls with any normal mortals who have seen the third eye.

Blood Brothers
Blood Brothers are all Blood Bound to each other and thus immune from the Blood Bond. Furthermore, all the members in a hive can sense the thoughts of other hive members.

Brujah
The difficulty of resisting Rotschreck or Frenzy is reduced by 2 for all Brujah.

Ahrimanes
Ahrimanes have a different spiritual nature than vampires. Their aura is not pale as are those of other vampires and they do not naturally repel animals. They cannot be detected as being unnatural by spirits or by creatures that use spirit powers such as werewolves. Increase the difficulty of reading the aura of an Ahrimane or using similar powers by 2.

Nagaraja
These vampires receive a +1 bonus to Strength when they have fed on flesh within the last hour and +1 Desterity if they have a full flesh pool.

Monday, April 2, 2012

Vampire Generation & Ghouls


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Generation

All preexisting generational rules over are overridden by the following.

Characters start at 13th Generation if embraced in modern times, 12th for the renaissance, 11th for the middle ages, 10th in the dark ages, 9th during the Roman Empire, 8th for the Classical Greek period, 7th for the Biblical times, 6th for early Egyption or Summerian civilizations, 5th for the very dawning of cities and aggriculure, and 4th for the 2nd City. Each lowering of Generation costs 6 Background points. Alternatively, a character receives 4 Freebie points for each step down (For a 13th generation vampire 4 for 14th or 8 for 15th)

When attempting to use a mind controlling Discipline on a vampire of a higher generation, the difficulty of the roll in increased by 1 per Generation difference. Vicissitude alteration permanency is still based on relative Generation.

Generation points are the benefit of a low Generation. The lower the generation, the more Generation points that the character receives. For each generation point that a character has, he may permanently increase an attribute by 1. For example, if a character started at 12th generation he could add 2 points to Strength and one point to Manipulation. From that point on, all strength rolls would have a +2 bonus and all manipulation rolls would have a +1 bonus. The attribute must be chosen at character creation or when generation is lowered and can never be changed after that point. At least half of the generation points must add to physical attributes. The attribute counts as its normal level for the purposes of experience points.

Also, the degree to which physical attributes can be temporarily raised beyond their normal level with the expendature of blood points is also based on generation.


15th Generation - 0 Generation Points : Receives the Thin Blooded flaw. Takes lethal damage from sunlight, but can still only soak it with Fortitude. Must spend more Freebie or Experience Points for Disciplines. The difficulty for frenzy and sunlight caused rotschreck rolls are reduced by 2. Cannot be a member of a Clan. Physical attributes can be raised by 2 with the expendature of blood points.

14th Generation - 1 Generation Point : Must spend more Freebie or Experience Points for Disciplines. The difficulty for frenzy rolls is 1 less. Physical attributes can be raised by 3 by spending blood points.

13th Generation - 2 Generation Points, attributes can be raised by 3

12th Generation - 3 Generation Points, attributes can be raised by 4

11th Generation - 4 Generation Points, attributes can be raised by 4

10th Generation - 5 Generation Points, attributes can be raised by 5

9th Generation - 6 Generation Points, attributes can be raised by 5

8th Generation - 7 Generation Points, attributes can be raised by 6

7th Generation - 8 Generation Points, attributes can be raised by 6

6th Generation - 10 Generation Points, attributes can be raised by 7

5th Generation - 12 Generation Points, attributes can be raised by 8

4th Generation - 15 Generation Points, attributes can be raised by 10

3rd Generation - A Clan Founder, such powers are beyond game rules.


Ghouls and Generation

Ghouls can spend blood as vampires do, they can also have generation points just like vampires, depending upon the nature of their ghoulishness and the Generation of their domitor. Ghouls have half of the Generation points that their domitor has, rounded down. This means that the ghoul of a 10th Generation vampire will have 2 Generation dice while the ghoul of a 14th generation vampire will have no generation points. Ghouls can increase their physical attributes with blood points to the same degree as their domitor. Ghouls cannot add more generation points to an attribute than their domitor has; for example, a ghoul who’s master has no generation points in Dexterity cannot add generation points to Dexterity.

Revenants, indpendant ghouls, and dampyres get no generation points and can only increase their physical attributes by 2 points above the normal level.