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<strong>Clans</strong> <strong>and</strong> <strong>Bloodlines</strong><br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

1


Ahrimanes<br />

The strange tale <strong>of</strong> <strong>the</strong> Ahrimanes begins with a Sabbat<br />

Gangrel antitribu named Muricia. Caught between<br />

two warring factions <strong>of</strong> Sabbat Gangrel, she watched<br />

as her packmates were pulled into <strong>the</strong> conflict <strong>and</strong><br />

ultimately killed. She renounced <strong>the</strong> Sabbat <strong>and</strong> <strong>the</strong><br />

Gangrel Clan entirely, now calling herself “an<br />

Ahrimane,” <strong>and</strong> called upon shamanic magic<br />

to alter herself. How exactly this was accomplished<br />

is still a mystery. One <strong>the</strong>ory<br />

is that Muricia was an anomaly even<br />

before she attempted her magical working,<br />

<strong>and</strong> had access to powers<br />

that o<strong>the</strong>r v<strong>amp</strong>ires didn’t. Ano<strong>the</strong>r<br />

(possibly more plausible)<br />

<strong>the</strong>ory is that Muricia had help<br />

from mortal sorcerers who<br />

were hoping <strong>the</strong> effect<br />

would spread throughout<br />

<strong>the</strong> <strong>Kindred</strong> <strong>of</strong> <strong>the</strong> world,<br />

sterilizing <strong>the</strong>m <strong>and</strong> preventing<br />

any new v<strong>amp</strong>ires<br />

from being created.<br />

Regardless <strong>of</strong> <strong>the</strong> origin,<br />

Muricia found that she<br />

was not able to create<br />

childer or blood bonds.<br />

She did, however,<br />

retain <strong>the</strong> ability to<br />

turn o<strong>the</strong>r <strong>Kindred</strong><br />

(at least o<strong>the</strong>r<br />

Gangrel)<br />

i n t o<br />

whate<br />

v e r<br />

s h e<br />

had become. She kept <strong>the</strong> animalistic features that she<br />

can gained during her previous unlife, however, <strong>and</strong> it<br />

may have been her cat-like eyes that lent her bloodline<br />

its nickname.<br />

Muricia extended <strong>the</strong> <strong>of</strong>fered <strong>of</strong> “becoming Ahrimane”<br />

to any female Gangrel who wished it. She<br />

made it quite clear she was not interested in<br />

performing <strong>the</strong> process on male <strong>Kindred</strong>,<br />

though <strong>the</strong> specific reasons for this remain<br />

unclear. A few Gangrel joined her, taking<br />

havens in <strong>the</strong> sou<strong>the</strong>rn United States <strong>and</strong><br />

avoid contacting with o<strong>the</strong>r Sabbat.<br />

The Ahrimanes were never<br />

numerous, <strong>and</strong> although<br />

<strong>the</strong>y remained nominally allied<br />

with <strong>the</strong> Sabbat, Muricia<br />

made it quite clear that <strong>the</strong>y<br />

were to be left alone. This isolation<br />

may have doomed <strong>the</strong>m,<br />

however. In <strong>the</strong> late 1990s, all<br />

contact with <strong>the</strong> Cats ceased.<br />

Investigators found, sometime<br />

later, that <strong>the</strong>ir havens were<br />

empty, <strong>and</strong> no one has heard<br />

from <strong>the</strong>m since. Most Sabbat<br />

believe that <strong>the</strong> Ahrimanes<br />

were destroyed, but concede<br />

that it is possible that Muricia<br />

might have led her<br />

line on a<br />

1 CHAPTER TEN: BLOODLINES


spiritual pilgrimage somewhere out <strong>of</strong> <strong>the</strong> <strong>Kindred</strong>’s<br />

reach.<br />

Nickname: Cats<br />

Sect: The Ahrimanes were an independent Sect, or<br />

more accurately, a group <strong>of</strong> independent individuals.<br />

They identified more with <strong>the</strong> Sabbat than <strong>the</strong> Camarilla,<br />

if only because <strong>the</strong>y did not wish to answer to any<br />

elder (expect perhaps Muricia).<br />

Appearance: All Ahrimanes were female, <strong>and</strong> most<br />

were ei<strong>the</strong>r <strong>of</strong> African American or Native American<br />

descent (Muricia, apparently, was not partial to Caucasian<br />

v<strong>amp</strong>ires). Most Ahrimanes never went anywhere<br />

unarmed, <strong>and</strong> dressed to fight. Many Ahrimanes had<br />

animal features left over from <strong>the</strong>ir time as Gangrel.<br />

Haven: Muricia was a v<strong>amp</strong>ire <strong>of</strong> some means, <strong>and</strong><br />

she purchased houses on <strong>the</strong> outskirts <strong>of</strong> several cities<br />

in <strong>the</strong> American South (in Louisiana, Mississippi, <strong>and</strong><br />

Georgia especially). New Ahrimanes could make <strong>the</strong>ir<br />

own arrangements or stay in one <strong>of</strong> <strong>the</strong>se homes.<br />

Background: All Ahrimanes were Gangrel before<br />

<strong>the</strong>ir magical transformation. As such, <strong>the</strong>ir Backgrounds<br />

varied just as much as <strong>the</strong> Beasts’. The sort <strong>of</strong><br />

Gangrel who became an Ahrimane was female, usually<br />

non-white, <strong>and</strong> frustrated by <strong>the</strong> situation in her Sect<br />

or city.<br />

Character Creation: All Ahrimanes had at least<br />

three dots in Mentor, to represent Muricia’s guidance.<br />

Combat Abilities <strong>and</strong> Physical Attributes were common,<br />

but this was as much from <strong>the</strong> Ahrimanes’ Gangrel<br />

background as anything else. Likewise, a dot or two<br />

<strong>of</strong> Protean or Fortitude was common, since Ahrimanes<br />

began unlife as Gangrel.<br />

Clan Disciplines: Animalism, Presence, Spiritus<br />

Weakness: An Ahrimanes’ blood was inert. They<br />

were unable to create childer or blood bonds, <strong>and</strong> a<br />

person consuming Ahrimane blood did not become a<br />

ghoul.<br />

Organization: Since all Ahrimanes effectively had<br />

<strong>the</strong> same “sire,” <strong>the</strong>y were all beholden to Muricia. She<br />

did not attempt to control or rule her creations, but did<br />

keep tabs on <strong>the</strong>m <strong>and</strong> help <strong>the</strong>m develop <strong>the</strong>ir powers<br />

<strong>of</strong> Spiritus. The bloodline was fairly tight-knit, as<br />

v<strong>amp</strong>ire “families” go, <strong>and</strong> threatening one Ahrimane<br />

generally meant battling several.<br />

Stereotypes<br />

Camarilla: I would suffocate under <strong>the</strong>ir rule.<br />

Sabbat: Let <strong>the</strong>m think <strong>the</strong>y run us. They fear<br />

us, <strong>and</strong> <strong>the</strong>y are not wrong to do so.<br />

Gangrel: The only v<strong>amp</strong>ires that underst<strong>and</strong><br />

true freedom.<br />

The View From Without<br />

Camarilla: I do wonder, sometimes, if I was<br />

wrong in rejecting her <strong>of</strong>fer. Would I see <strong>the</strong><br />

things she claims to have seen? Would o<strong>the</strong>rs<br />

think I was as crazy as I thought her?<br />

Sabbat: You know you can’t train a fucking cat.<br />

Assamites: Changing <strong>the</strong> blood is possible. I<br />

don’t like <strong>the</strong> change <strong>the</strong>y made, but still, <strong>the</strong>ir<br />

ambition is admirable.<br />

Quote: We are an evolution <strong>of</strong> your disease, an awakening from <strong>the</strong><br />

nightmare <strong>of</strong> Caine. Come, sister. Awaken.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

2


The story <strong>of</strong> <strong>the</strong> Ahrimanes begins with Ádísa, a<br />

Valkyrje <strong>and</strong> daughter <strong>of</strong> Freyja. Traveling far<br />

<strong>and</strong> wide, Ádísa drew <strong>the</strong> attention <strong>of</strong> a Persian<br />

king named Ahriman. The king comm<strong>and</strong>ed<br />

Ádísa to fight for him in his army,<br />

but she refused to be tied so. Furious,<br />

Ahriman sent his forces to subdue<br />

Ádísa <strong>and</strong>, whilst she was<br />

exceedingly powerful, even<br />

<strong>the</strong> Valkyrje couldn’t st<strong>and</strong><br />

against such overwhelming<br />

forces. Unwilling to submit<br />

under any circumstances,<br />

Ádísa remained st<strong>and</strong>ing<br />

until a warrior slew her on<br />

<strong>the</strong> third day.<br />

When Freyja came to<br />

take her daughter to Fólkvangr,<br />

Ádísa refused. She<br />

did not begrudge <strong>the</strong> warrior,<br />

since he had fairly bested her,<br />

but she loa<strong>the</strong>d <strong>the</strong> king for his<br />

presumption <strong>and</strong> waging war against<br />

a single woman. Seeing her daughter’s<br />

distress, Freyja consented to hide Ádísa<br />

from <strong>the</strong> o<strong>the</strong>r gods for three<br />

nights, though not days,<br />

so she might seek<br />

her revenge.<br />

The first<br />

night, Ahriman<br />

<strong>and</strong> his court fled from Ádísa in great carriages<br />

<strong>and</strong> ships. However, Ádísa’s mo<strong>the</strong>r<br />

had taught her daughter to speak with <strong>the</strong><br />

animals <strong>of</strong> <strong>the</strong> earth when she was young,<br />

<strong>and</strong> <strong>the</strong>y told Ádísa where <strong>the</strong> king had<br />

gone. The second night, even more fearful<br />

<strong>of</strong> Ádísa, Ahriman slew all animals around<br />

him so <strong>the</strong>y could not betray him. But Ádísa<br />

wasn’t her mo<strong>the</strong>r’s little girl anymore; she<br />

was dead now <strong>and</strong> could speak to <strong>the</strong> spirits<br />

<strong>of</strong> animals. The third night, Ádísa arrived<br />

THE CLANS OF CAINE<br />

I have sky, earth, <strong>and</strong> sea. You can keep your city.<br />

at Ahriman’s castle where <strong>the</strong> king had bricked<br />

up all doors <strong>and</strong> windows. Enraged by his<br />

cowardice, Ádísa tore <strong>the</strong> castle apart<br />

with her bare h<strong>and</strong>s until she found<br />

<strong>the</strong> king. As she killed him, she<br />

took his name from him as<br />

punishment so he would<br />

w<strong>and</strong>er forever lost in <strong>the</strong><br />

afterlife.<br />

When Freyja returned<br />

to take Ádísa<br />

with her, <strong>the</strong> Vakyrje<br />

still refused. Ádísa’s own<br />

vengeance was done, but<br />

o<strong>the</strong>r women had been<br />

wronged too, <strong>and</strong> she<br />

would support <strong>the</strong>m. She<br />

ga<strong>the</strong>red <strong>the</strong>m under <strong>the</strong><br />

name Ahrimanes, which<br />

was hers by right <strong>of</strong> conquest,<br />

as a reminder <strong>of</strong> her<br />

purpose. Ádísa has walked<br />

<strong>the</strong> night as <strong>the</strong>ir leader<br />

ever since.<br />

Ádísa’s lineage has<br />

spread predominantly<br />

along <strong>the</strong> coasts <strong>of</strong><br />

Sc<strong>and</strong>inavia, Scotl<strong>and</strong>,<br />

Irel<strong>and</strong> <strong>and</strong>, to a lesser<br />

extent, Engl<strong>and</strong> <strong>and</strong> Norm<strong>and</strong>y.<br />

An Ahrimane<br />

usually shares Ádísa’s<br />

willful independence,<br />

<strong>and</strong> while she acknowledges<br />

Freyja as her divine<br />

mo<strong>the</strong>r, she bows to<br />

nei<strong>the</strong>r god nor king.<br />

This attitude does not<br />

endear her with Europe’s<br />

Princes, but she rarely<br />

feels <strong>the</strong> need to be part<br />

<strong>of</strong> anyone’s territory any-<br />

3


way. She is passionate about everything she does, whe<strong>the</strong>r<br />

it’s simply enjoying <strong>the</strong> small pleasures <strong>of</strong> <strong>the</strong> open road<br />

or <strong>the</strong> merciless pursuit <strong>of</strong> vengeance.<br />

Sobriquet: Valkyrjer, Sisters (amongst each o<strong>the</strong>r)<br />

Appearance: Most Ahrimane sires Embrace warriors<br />

<strong>and</strong> <strong>the</strong> typical Valkyrje is tall <strong>and</strong> well-muscled. She is usually<br />

Caucasian, with a normal mix <strong>of</strong> blonde, dark, <strong>and</strong> even red<br />

hair. Placing great value on practicality, an Ahrimane might cut<br />

her hair short or keep it braided <strong>and</strong> out <strong>of</strong> <strong>the</strong> way. She places<br />

little value on material wealth, but ensures that her clo<strong>the</strong>s,<br />

weapons, <strong>and</strong> armor are well suited to both combat <strong>and</strong> travel.<br />

Haven <strong>and</strong> Prey: An Ahrimane’s existence is usually<br />

nomadic <strong>and</strong> she quickly learns to make daytime shelters<br />

inside fallen trees or small caverns. An Ahrimane doesn’t<br />

generally thrive in cities. If she does find herself <strong>the</strong>re, seeks<br />

out ab<strong>and</strong>oned locales to make her haven.<br />

An Ahrimane usually doesn’t discriminate<br />

when it comes to prey, feeding on<br />

men, women, <strong>and</strong> children alike. Only<br />

breastfeeding mo<strong>the</strong>rs, infants, <strong>and</strong><br />

pregnant women seem to be excluded<br />

as Ahrimane prey, perhaps as deference to<br />

Freyja, who is also <strong>the</strong> goddess <strong>of</strong> fertility.<br />

The Embrace: Ádísa’s<br />

bloodline consists <strong>of</strong><br />

women only. There<br />

are some stories, far<br />

<strong>and</strong> few between, <strong>of</strong><br />

an Ahrimane falling<br />

in love with a man<br />

<strong>and</strong> Embracing him,<br />

<strong>and</strong> <strong>the</strong>se usually end with<br />

<strong>the</strong> renegade couple hunted<br />

down <strong>and</strong> killed. Ádísa’s gift is<br />

not for men.<br />

An Ahrimane sire seeks out<br />

strong, independent women<br />

for <strong>the</strong> Embrace. Knowing<br />

how to hunt <strong>and</strong> fight is a<br />

bonus, but a sire knows that skills<br />

are more easily taught than attitude.<br />

Social st<strong>and</strong>ing does not matter to her, as a nomadic lifestyle<br />

usually renders l<strong>of</strong>ty positions moot. Her deeply ingrained<br />

independence seems to have a mystical aspect as well, <strong>and</strong><br />

it is not uncommon for an Ahrimane to be unbondable.<br />

Clan Disciplines: Animalism, Potence, Spiritus<br />

Weaknesses: An Ahrimane’s blood resists <strong>the</strong> ties <strong>of</strong><br />

bondage. She can create nei<strong>the</strong>r blood bonds nor ghouls.<br />

Organization: The Valkyrjer are surprisingly well-organized<br />

for a nomadic group spread out over Europe’s coastlines.<br />

THE AHRIMANES<br />

CONNECTION<br />

Sometime during <strong>the</strong> long night, Ádísa <strong>and</strong> her<br />

bloodline were lost <strong>and</strong> subsumed into Clan<br />

Gangrel. They returned, in a fashion, centuries later<br />

when a Cainite named Muricia sought independence<br />

from her clan. Calling upon arcane powers to<br />

alter her vitae, she unknowingly sparked a lingering<br />

trace <strong>of</strong> Ádísa’s infamous independence inside her.<br />

Since <strong>the</strong>n, <strong>the</strong> Ahrimanes roam <strong>the</strong> night again,<br />

albeit under a different guise <strong>and</strong> leader.<br />

An Ahrimane usually learns a runic script from her sire not<br />

intended for outsiders, so she can leave messages for<br />

o<strong>the</strong>r Ahrimanes. These symbols convey only<br />

basic meanings such as ‘hostile cainites’ or ‘good<br />

hunting,’ but it’s enough to give a small edge<br />

to an Ahrimane entering a new territory. She<br />

does not always share a common goal or<br />

leader with <strong>the</strong>m, but an Ahrimane will<br />

usually st<strong>and</strong> with her sisters.<br />

Stereotypes<br />

High <strong>Clans</strong>: <strong>Clans</strong> who lord<br />

over o<strong>the</strong>rs by grace <strong>of</strong>… what,<br />

exactly? Pray do tell me, what<br />

makes you better than o<strong>the</strong>rs?<br />

Low <strong>Clans</strong>: I have no words for any<br />

who would allow o<strong>the</strong>rs to trod on <strong>the</strong>m so<br />

easily. Cowardly wretches.<br />

Cappadocian: Books <strong>and</strong> death.<br />

There’s poetic symmetry in that. I’ll take<br />

freedom <strong>and</strong> life.<br />

Gangrel: They underst<strong>and</strong> <strong>the</strong> value<br />

<strong>of</strong> life <strong>and</strong> <strong>the</strong> open sky. Trade for<br />

<strong>the</strong>ir stories, for <strong>the</strong>re is power in<br />

<strong>the</strong>m.<br />

Lasombra: Shadow puppeteers who think <strong>the</strong>y can<br />

control o<strong>the</strong>rs. Beware <strong>the</strong>ir strings <strong>and</strong> if those cannot be<br />

cut, <strong>the</strong>n cut <strong>the</strong> puppeteer’s throat.<br />

Ravnos: W<strong>and</strong>erers make good company, but be<br />

careful for <strong>the</strong>y cannot be trusted. Still, if you want interesting,<br />

this is where to start.<br />

Salubri: Proud warriors with a noble code. I so rarely<br />

see <strong>the</strong>m anymore <strong>and</strong> <strong>the</strong>y are missed.<br />

Ventrue: I met a Princeling once <strong>and</strong> told him about<br />

Ádísa <strong>and</strong> <strong>the</strong> cowardly king. He was not amused.<br />

Ahrimanes<br />

4


You call yourselves survivors, <strong>and</strong> you try to conscript our axes? Let us show you <strong>the</strong> strength <strong>of</strong> survivors.<br />

Our axes pale alongside our perspective. We’ll walk, <strong>the</strong>n you’ll pay for our perspective.<br />

As brutal an environment as <strong>the</strong> steppe is for mortals,<br />

it is magnitudes more deadly for a Cainite trapped<br />

upon it. How precisely do you cross hundreds <strong>of</strong> miles <strong>of</strong><br />

open terrain in search <strong>of</strong> prey among sparsely populated<br />

plains, all before <strong>the</strong> sun rises in a few hours? The<br />

Anda manage it well, making <strong>the</strong>m truly unique<br />

among v<strong>amp</strong>ire-kind.<br />

The first <strong>of</strong> <strong>the</strong>ir line is Dobrul <strong>the</strong><br />

Brave, who some say was <strong>the</strong> childe <strong>of</strong><br />

Ennoia herself, Antediluvian <strong>of</strong> Clan<br />

Gangrel. To this day <strong>the</strong> Anda <strong>and</strong> Gangrel<br />

recognize <strong>and</strong> respect <strong>the</strong>ir common<br />

ancestry; each regards <strong>the</strong> o<strong>the</strong>r as distant<br />

kin <strong>and</strong> may ally with each o<strong>the</strong>r from time<br />

to time. Still, <strong>the</strong> Anda are distinct from <strong>the</strong>ir<br />

parent clan, <strong>and</strong> <strong>the</strong>ir true loyalty lies with<br />

<strong>the</strong>ir mortal brethren, not o<strong>the</strong>r Cainites.<br />

This loyalty sets <strong>the</strong>m apart from all<br />

o<strong>the</strong>r Cainites <strong>and</strong> makes unlife on <strong>the</strong><br />

steppe possible. Most v<strong>amp</strong>ires underst<strong>and</strong><br />

<strong>the</strong> need for a herd, but few associate so<br />

closely with those from <strong>the</strong>ir former<br />

lives as <strong>the</strong> Anda. The Anda do not<br />

think <strong>of</strong> <strong>the</strong> Mongols <strong>the</strong>y travel with<br />

as herd or <strong>the</strong>mselves as having “former”<br />

lives at all. They feel <strong>the</strong>y have been given a unique<br />

role to play in <strong>the</strong> destiny <strong>of</strong> <strong>the</strong> Mongol people.<br />

Where <strong>the</strong>ir bro<strong>the</strong>rs occupy <strong>the</strong> daylit hours,<br />

<strong>the</strong>y are <strong>the</strong> nighttime riders, <strong>the</strong> favored <strong>of</strong> <strong>the</strong><br />

Earth-Mo<strong>the</strong>r Etügen, those who look upon<br />

<strong>the</strong> sleeping face <strong>of</strong> Tengri <strong>and</strong> protect<br />

his people in <strong>the</strong> dark. Their methods<br />

are simple, but effective. In <strong>the</strong> day, <strong>the</strong><br />

majority <strong>of</strong> <strong>the</strong> Mongol tumen advances,<br />

<strong>and</strong> at dusk, <strong>the</strong> Anda emerge to follow,<br />

converging with <strong>the</strong>ir fellows before dawn.<br />

In <strong>the</strong> east, <strong>the</strong> enemies <strong>of</strong> <strong>the</strong> Mongols<br />

know better than to approach a kuriyen in<br />

<strong>the</strong> night, particularly from <strong>the</strong> direction <strong>the</strong><br />

Mongols rode in from. Western armies have<br />

not learned this lesson, nor will <strong>the</strong>y any<br />

time soon. The Anda leave no survivors to tell <strong>of</strong> <strong>the</strong><br />

monstrous horsemen who materialize from <strong>the</strong> darkness<br />

behind <strong>the</strong> ambusher, as if bir<strong>the</strong>d from <strong>the</strong> ground itself,<br />

to feed upon <strong>the</strong>ir blood while alerting <strong>the</strong> Mongol kuriyen<br />

<strong>of</strong> impending attack.<br />

Of course, this symbiotic relationship is far<br />

from perfect. A Mongol warrior<br />

is not easily frightened,<br />

but is prone to superstition as<br />

any. That <strong>the</strong> Anda are supernatural<br />

creatures can scarcely be<br />

denied; <strong>the</strong>y do possess powers not<br />

easily explained in mortal<br />

terms <strong>and</strong> explode<br />

in flames when<br />

THE CLANS OF CAINE<br />

5


exposed to <strong>the</strong> sun. That <strong>the</strong>y are Tengri’s chosen may serve<br />

as explanation, but it’s hardly a gift. Mongol mortals accept<br />

<strong>and</strong> respect <strong>the</strong> Anda, but <strong>the</strong>y feel a certain amount <strong>of</strong><br />

unease around <strong>the</strong>m as well; only fools allow <strong>the</strong>mselves<br />

too much comfort near an obviously superior predator. It<br />

is well that <strong>the</strong>se creatures sleep in <strong>the</strong> daytime <strong>and</strong> move<br />

only at night, sparing <strong>the</strong> mortals <strong>the</strong> need for protracted<br />

contact with <strong>the</strong> Anda. Indeed, Tengri is a wise god.<br />

When caught alone on <strong>the</strong> steppe <strong>and</strong> without food,<br />

<strong>the</strong> Mongols will sustain <strong>the</strong>mselves on <strong>the</strong>ir horse’s blood.<br />

It is <strong>the</strong> same with that Anda, who prefer to feed on<br />

<strong>the</strong> blood <strong>of</strong> enemies, or even <strong>the</strong> blood <strong>of</strong><br />

animals, but will take from <strong>the</strong>ir mortal<br />

siblings as necessary. The mortal Mongols<br />

accept this as a natural, if unpleasant,<br />

extension <strong>of</strong> what is common among<br />

<strong>the</strong>ir people.<br />

Nickname: Tartars<br />

Appearance: The Anda are drawn almost<br />

entirely from Mongol stock. The “typical”<br />

Mongol is <strong>of</strong>ten portrayed as brownskinned,<br />

short, broad, <strong>and</strong><br />

bow-legged, with dark hair,<br />

<strong>of</strong>ten braided or shaved in<br />

elaborate patterns or both.<br />

Sometimes <strong>the</strong> men will<br />

slash <strong>the</strong>ir cheeks to inhibit<br />

<strong>the</strong> growth <strong>of</strong> beards <strong>and</strong><br />

possess deep scars to mark<br />

<strong>the</strong> occasion. This alone,<br />

however, does not speak<br />

to <strong>the</strong> vast diversity within<br />

<strong>the</strong> Mongol Empire, itself made<br />

up <strong>of</strong> dozens upon dozens <strong>of</strong> tribes<br />

<strong>and</strong> cultures.<br />

Haven: While most<br />

Anda travel with a Mongol<br />

army <strong>and</strong> thus do not possess<br />

traditional havens, this is not always<br />

<strong>the</strong> case. Some attach <strong>the</strong>mselves to particular<br />

families — <strong>of</strong>ten <strong>the</strong>ir own — <strong>and</strong> see after <strong>the</strong>ir welfare<br />

upon <strong>the</strong> harsh eastern prairie in exchange for <strong>the</strong> gift <strong>of</strong><br />

<strong>the</strong>ir vitae. In <strong>the</strong>se cases, <strong>the</strong> Anda still does not truly have<br />

a physical haven, but may find <strong>the</strong>mselves lairing amid three<br />

or four common locations throughout <strong>the</strong> year, rotating as<br />

necessary to accommodate <strong>the</strong>ir herd’s movements. O<strong>the</strong>rs<br />

take up more permanent residence in stable Mongol cities,<br />

such as Karakorum or Sarai, where <strong>the</strong>y serve <strong>the</strong> Mongol<br />

hierarchy in different vital capacities.<br />

Background: Most Anda are horsemen, drawn from eastern<br />

tribes who share political <strong>and</strong> ethnic ties to Mongolia proper.<br />

As <strong>the</strong>y conquer each new civilization, <strong>the</strong> Mongols assimilate<br />

<strong>the</strong> most worthy into <strong>the</strong>ir own; <strong>the</strong> Khan himself has Chinese<br />

advisors, <strong>and</strong> many tumens travel with Muslim doctors. As <strong>the</strong><br />

Horde presses westward, <strong>the</strong>y adopt o<strong>the</strong>r steppe-dwellers,<br />

such as <strong>the</strong> blonde-haired, blue-eyed Kipchaks <strong>and</strong> Cumans,<br />

into <strong>the</strong>ir armies, <strong>and</strong> vast numbers in <strong>the</strong> Kingdom <strong>of</strong> Georgia<br />

swear loyalty to <strong>the</strong> breakaway Mongol nation <strong>of</strong> The Ilkhanate.<br />

Any <strong>of</strong> <strong>the</strong>se might be Embraced into <strong>the</strong> Anda; <strong>the</strong> only true<br />

requirements are <strong>the</strong> ability to survive nocturnal life upon <strong>the</strong><br />

steppe <strong>and</strong> unflagging loyalty to <strong>the</strong> Khan.<br />

Character Creation: Anda seldom<br />

possess different Natures <strong>and</strong> Demeanors.<br />

While Mongols are among <strong>the</strong> most<br />

cunning adversaries one should ever<br />

be doomed to face, <strong>the</strong>ir individual<br />

attitudes remain straightforward.<br />

As might be expected, <strong>the</strong>y value<br />

Physical Attributes above all,<br />

<strong>and</strong> Skills for <strong>the</strong>ir focus on<br />

Archery <strong>and</strong> Ride.<br />

Bloodline Disciplines:<br />

Animalism,<br />

Fortitude, Protean<br />

Weaknesses: The<br />

Anda suffer from a kind <strong>of</strong><br />

loneliness that comes with<br />

being cut <strong>of</strong>f from <strong>the</strong> vast<br />

majority <strong>of</strong> <strong>the</strong>ir people, <strong>and</strong> most<br />

especially, from <strong>the</strong> warm waking<br />

face <strong>of</strong> Tengri. For one hour after<br />

sunset, <strong>and</strong> for <strong>the</strong> last hour before<br />

sunrise, <strong>the</strong>ir dice pools are limited<br />

by <strong>the</strong>ir Road rating as if <strong>the</strong>y were<br />

acting during <strong>the</strong> day.<br />

Organization: Though <strong>the</strong> Anda<br />

<strong>of</strong>ten travel with Mongol troops <strong>and</strong><br />

are thus at least nominally a part <strong>of</strong> <strong>the</strong>ir<br />

structure <strong>and</strong> under <strong>the</strong> comm<strong>and</strong> <strong>of</strong> a<br />

mortal Noyan, <strong>the</strong>ir nocturnal life means <strong>the</strong>y most <strong>of</strong>ten<br />

operate independently. Because <strong>of</strong> this, <strong>the</strong>y impose <strong>the</strong>ir<br />

own order upon <strong>the</strong>ir activities, <strong>of</strong>ten modeling it upon<br />

<strong>the</strong> mortal hierarchy <strong>the</strong>y are most familiar with. Like all<br />

Mongol society, life as an Anda is a meritocracy; those<br />

in positions <strong>of</strong> power <strong>and</strong> afforded <strong>the</strong> authority to make<br />

decisions come from those most skilled <strong>and</strong> able to h<strong>and</strong>le<br />

<strong>the</strong> responsibility. Anda recognize this by bestowing <strong>the</strong><br />

title <strong>of</strong> Noyan upon certain individuals <strong>of</strong> <strong>the</strong>ir kind. Anda<br />

with that title are not only able, but obligated to lead in<br />

<strong>the</strong> way <strong>the</strong>y best know how. While Noyan are usually<br />

<strong>the</strong> oldest <strong>and</strong> lowest Generation among <strong>the</strong>ir peers, this<br />

is by no means a certain thing, or a requirement.<br />

Anda<br />

6


Anda<br />

The Anda were a Gangrel <strong>of</strong>fshoot, created by a Methuselah<br />

called Dobrul <strong>the</strong> Brave. Dobrul, a w<strong>and</strong>erer<br />

with great respect for <strong>the</strong> Mongol hordes, Embraced<br />

several <strong>of</strong> <strong>the</strong>ir warriors. These v<strong>amp</strong>ires became <strong>the</strong><br />

spirit warriors <strong>of</strong> <strong>the</strong> steppe, following <strong>the</strong> nomadic<br />

Mongol tribes <strong>and</strong> protecting <strong>the</strong>m from outward<br />

threats.<br />

The Anda had intricate rites governing <strong>the</strong> Embrace<br />

<strong>of</strong> new <strong>Kindred</strong>. Once a c<strong>and</strong>idate was selected, any<br />

Anda in <strong>the</strong> area met for a discussion on that c<strong>and</strong>idate’s<br />

qualities. The prospective Tartar had to be an<br />

impressive warrior, but tempered enough in nature<br />

to underst<strong>and</strong> that only by protecting his tribe<br />

from outward supernatural threats could he keep<br />

it healthy enough to feed from. Once <strong>the</strong> decision<br />

was made, <strong>the</strong> prospective sire would wash <strong>the</strong><br />

c<strong>and</strong>idate in a river, a ritual funerary bathing in <strong>the</strong><br />

Mongol tradition. He would <strong>the</strong>n drain <strong>and</strong> Embrace<br />

<strong>the</strong> new v<strong>amp</strong>ire.<br />

This kind <strong>of</strong> ritual <strong>and</strong> observance governed much <strong>of</strong><br />

<strong>the</strong> Anda’s existence. Long <strong>and</strong> lonely nights w<strong>and</strong>ering<br />

<strong>the</strong> steppe, ei<strong>the</strong>r with <strong>the</strong> Mongols or alone (<strong>and</strong><br />

<strong>the</strong>y did w<strong>and</strong>er alone, sometimes even into Western<br />

Europe), <strong>the</strong> Anda’s Beast was <strong>the</strong> only company.<br />

Small wonder that <strong>the</strong>se <strong>Kindred</strong> viewed <strong>the</strong>mselves as<br />

spiritual warriors, <strong>the</strong>ir brutal ethos <strong>the</strong> only bulwark<br />

against madness <strong>and</strong> depredation.<br />

The Anda made war against a variety <strong>of</strong> foes. They<br />

would join <strong>the</strong>ir nomad tribes against whatever enemies<br />

<strong>the</strong>y chose (as far as <strong>the</strong>y could, since not all<br />

battles were fought at night). They also clashed with<br />

native Chinese shapeshifters <strong>and</strong> v<strong>amp</strong>ires, <strong>and</strong> it was<br />

this latter group that proved <strong>the</strong> undoing <strong>of</strong> <strong>the</strong> Anda<br />

in <strong>the</strong> 14th century. The bloodline’s heyday was <strong>the</strong><br />

reign <strong>of</strong> Kublai Khan, <strong>and</strong> during this time <strong>the</strong>y could<br />

be found openly celebrating <strong>the</strong>ir undead nature in<br />

China. When Kublai died, <strong>the</strong> Anda fell into decline,<br />

<strong>and</strong> in <strong>the</strong> modern nights none are known to exist.<br />

Nickname: Tartars<br />

Sect: W<strong>and</strong>ering Anda might join a particular v<strong>amp</strong>ire’s<br />

court, at least for a time, but <strong>the</strong>ir irresistible<br />

push to keep moving prevented <strong>the</strong>m from becoming<br />

permanent fixtures anywhere in Europe. In <strong>the</strong>ir own<br />

l<strong>and</strong>s, <strong>the</strong>y watched over Mongol tribes called yasun,<br />

parasitically protecting <strong>and</strong> feeding from <strong>the</strong> mortals.<br />

Appearance: The Anda Embraced exclusively from<br />

<strong>the</strong> Mongol tribes, so <strong>the</strong>y were short, stocky, <strong>and</strong> bowlegged<br />

from a lifetime <strong>of</strong> riding. The skin <strong>of</strong> an Anda<br />

faded to an odd brown-yellow following <strong>the</strong> Embrace.<br />

7 CHAPTER TEN: BLOODLINES


Haven: The Anda dwelled on <strong>the</strong> steppe, far enough<br />

away from <strong>the</strong>ir yasun to avoid discovery, but close<br />

enough to catch up with <strong>the</strong>m when night fell. The<br />

truly monstrous or depraved among <strong>the</strong>m did not protect<br />

a tribe, but led a solitary unlife, feeding as opportunity<br />

permitted. These poor souls typically fell to torpor<br />

from hunger, <strong>and</strong> if any Anda still exist, it is likely<br />

one <strong>of</strong> <strong>the</strong>se horrors, sleeping buried in somewhere in<br />

China.<br />

Background: The Anda did not Embrace capriciously.<br />

They chose <strong>the</strong>ir c<strong>and</strong>idates carefully, since<br />

this choice made a statement about who would protect<br />

<strong>the</strong>ir people. All Anda were skilled horsemen, trackers,<br />

warriors, <strong>and</strong>, to some degree, shamans.<br />

Character Creation: Unlife on <strong>the</strong> steppe was harsh.<br />

Physical Attributes were generally primary, with Talents<br />

<strong>and</strong> Skills sharing priority (especially martial ones<br />

— all Anda had some facility in Melee, Brawl, <strong>and</strong><br />

Survival). All <strong>of</strong> <strong>the</strong> Anda’s Disciplines were important,<br />

but neonate Anda generally found that learning<br />

Earth Meld was a matter <strong>of</strong> survival.<br />

Clan Disciplines: Animalism, Fortitude, Protean<br />

Weakness: Like <strong>the</strong> Gangrel from which <strong>the</strong>y were<br />

descended, Anda gained animal features from frenzying.<br />

Unlike <strong>the</strong> Gangrel, though, Anda gained such a<br />

feature once every o<strong>the</strong>r frenzy. However, <strong>the</strong> Anda suffered<br />

a fur<strong>the</strong>r weakness — for each day after <strong>the</strong> third<br />

that an Anda slept within <strong>the</strong> same one-mile area, all<br />

dice pools were halved (to a minimum pool <strong>of</strong> one).<br />

Organization: On <strong>the</strong> night <strong>of</strong> <strong>the</strong> new moon, all<br />

Anda within a given radius met to discuss <strong>the</strong> movements<br />

<strong>of</strong> <strong>the</strong>ir yasun <strong>and</strong> what kinds <strong>of</strong> threats might<br />

require <strong>the</strong>ir collective attention. The eldest Anda in<br />

such a ga<strong>the</strong>ring was called <strong>the</strong> khan, <strong>and</strong> all o<strong>the</strong>rs<br />

were expected to submit to his authority.<br />

Stereotypes<br />

High <strong>Clans</strong>: Strange tribes. Strange khans.<br />

Low <strong>Clans</strong>: Some truly do seem low — diseased,<br />

mad, weak. And o<strong>the</strong>rs I would glad call<br />

bro<strong>the</strong>r.<br />

The View From Without<br />

High <strong>Clans</strong>: Savages that ride with <strong>the</strong> Tartars.<br />

The low-born know <strong>the</strong>ir own.<br />

Low <strong>Clans</strong>: They w<strong>and</strong>er <strong>the</strong> world, drinking<br />

only blood, sleeping in <strong>the</strong> dirt. They are closer to<br />

Caine than I, <strong>the</strong>n, <strong>and</strong> I thank <strong>the</strong>m for it.<br />

Quote: I am not a monster. I am a shepherd. I protect <strong>the</strong> sheep<br />

from wolves like you, because I wish to eat <strong>the</strong>m.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

8


The childer <strong>of</strong> Haqim, known as Assamites to <strong>the</strong><br />

rest <strong>of</strong> <strong>the</strong> <strong>Kindred</strong>, are a silent knife in <strong>the</strong> dark, an<br />

order <strong>of</strong> bloodthirsty assassins who participate in <strong>the</strong><br />

secret wars <strong>of</strong> <strong>the</strong> undead by operating as killers for<br />

hire. Outside <strong>the</strong> purview <strong>of</strong> <strong>the</strong> Sects, <strong>the</strong> Assamites<br />

are true independents <strong>and</strong> mercenaries, hiring out to<br />

whoever can pay <strong>the</strong>ir blood-price <strong>and</strong> ungoverned by<br />

<strong>the</strong> will <strong>of</strong> Prince or Priscus. By <strong>the</strong> time a mark realizes<br />

that he’s being hunted by an Assamite, it’s <strong>of</strong>ten far too<br />

late. Needless to say, this makes <strong>the</strong> Assamites both<br />

feared <strong>and</strong> reviled by many <strong>of</strong> <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong>.<br />

In truth, <strong>the</strong> Assamites are more than simple thugs<br />

<strong>and</strong> killers. Theirs is a complex but insular Clan predicated<br />

upon <strong>the</strong> three principles <strong>of</strong> wisdom, sorcery, <strong>and</strong><br />

diablerie. Most Assamites that o<strong>the</strong>r v<strong>amp</strong>ires encounter<br />

are members <strong>of</strong> <strong>the</strong> warrior caste, however, so <strong>Kindred</strong><br />

society has painted <strong>the</strong>m all with that brush. For <strong>the</strong>ir<br />

part, <strong>the</strong> Assassins have done nothing to stop this misunderst<strong>and</strong>ing.<br />

If it helps <strong>the</strong>m acquire contracts <strong>and</strong> it occludes<br />

<strong>the</strong> true nature <strong>of</strong> <strong>the</strong>ir Clan, <strong>the</strong> better for <strong>the</strong>m.<br />

Long ago, <strong>the</strong> Assamites were brought to heel by a<br />

powerful curse to curb <strong>the</strong>ir bloodlust, levied by <strong>the</strong><br />

Tremere at <strong>the</strong> behest <strong>of</strong> <strong>the</strong> Camarilla. They cannot<br />

taste <strong>the</strong> vitae <strong>of</strong> v<strong>amp</strong>ires without it causing <strong>the</strong>m<br />

harm. In <strong>the</strong>ir ongoing quest to lower <strong>the</strong>ir Generation<br />

<strong>and</strong> bring <strong>the</strong>mselves closer to <strong>the</strong>ir holy figure, Haqim<br />

(whom some outside scholars claim was <strong>of</strong> <strong>the</strong> Second<br />

Generation, while o<strong>the</strong>rs insist he was a judge appointed<br />

by <strong>the</strong> o<strong>the</strong>r Antediluvians), <strong>the</strong> Assamites must refine<br />

<strong>the</strong> blood <strong>of</strong> <strong>Kindred</strong> into an alchemical solution.<br />

Were it not for this mystical yoke, <strong>the</strong> Assamites would<br />

surely be unchecked on a crusade <strong>of</strong> unholy diablerie.<br />

Nickname: Assassins<br />

Sect: For <strong>the</strong> most part, <strong>the</strong> Assamites tend to be<br />

independent, letting <strong>the</strong> Sects hire <strong>the</strong>m to operate on<br />

<strong>the</strong>ir own terms. That said, some Assamites believe an<br />

allegiance with <strong>the</strong> Camarilla or <strong>the</strong> Sabbat would allow<br />

<strong>the</strong> entire Clan to st<strong>and</strong> more strongly.<br />

Appearance: Older Assamites <strong>of</strong>ten come from Middle<br />

Eastern <strong>and</strong> North African cultures, though more <strong>and</strong><br />

more young Assamites come from a wider demographic.<br />

In traditional<br />

environments, <strong>the</strong> Assamites<br />

prefer garb<br />

appropriate to religious<br />

or Clan custom.<br />

When in public, however,<br />

Assamites wear<br />

whatever <strong>the</strong> locals<br />

do, allowing <strong>the</strong>m to<br />

fulfill <strong>the</strong>ir contracts<br />

without anyone noticing<br />

anything<br />

amiss. An<br />

9 CHAPTER TWO: SECTS AND CLANS


Assamite’s skin grows darker with age (as opposed to o<strong>the</strong>r<br />

v<strong>amp</strong>ires, whose skin gets paler); particularly ancient<br />

Assamites are almost ebony in complexion.<br />

Haven: Assamites <strong>of</strong>ten share communal havens<br />

with o<strong>the</strong>rs <strong>of</strong> <strong>the</strong>ir local cell, remote structures that<br />

allow <strong>the</strong> Assassins to watch <strong>the</strong> larger domain from a<br />

distance. These havens are generally well appointed,<br />

but not so lavish that <strong>the</strong> whole place can’t be moved<br />

on short notice. Individual Assamites also tend to keep<br />

personal hideouts <strong>of</strong> a much more humble nature, for<br />

when <strong>the</strong>y need a place to lay low.<br />

Background: Those Embraced into Clan Assamite tend<br />

to fall into two distinct types: The “provincial” members <strong>of</strong><br />

<strong>the</strong> Clan fit whatever <strong>the</strong>ir locality is, <strong>and</strong> can blend seamlessly<br />

in with <strong>the</strong> people around <strong>the</strong>m. The higher-pr<strong>of</strong>ile<br />

“jet-setters” transcend cultures, bolstered by <strong>the</strong>ir ability<br />

to h<strong>and</strong>le interpersonal <strong>and</strong> intellectual challenges.<br />

Character Creation: Physical Attributes tend to be<br />

primary, with some Assamites favoring Social Attributes<br />

to help <strong>the</strong>m get close to <strong>the</strong>ir prey. Talents <strong>and</strong><br />

Skills are equally favored, but Knowledges may help<br />

<strong>the</strong> wise Assamite in a pinch. Few Assassins cultivate<br />

extensive Backgrounds, <strong>and</strong> instead specialize in an<br />

array <strong>of</strong> Disciplines that heighten <strong>the</strong>ir competence.<br />

The most accomplished Assamites follow <strong>the</strong> Clan’s<br />

unique Path <strong>of</strong> Enlightenment, <strong>and</strong> those who don’t<br />

<strong>of</strong>ten have to spend a great deal <strong>of</strong> effort maintaining<br />

<strong>the</strong>ir Virtues <strong>and</strong> Humanity.<br />

Clan Disciplines: Celerity, Obfuscate, Quietus<br />

Weaknesses: Due to <strong>the</strong> Tremere blood-curse,<br />

should an Assamite consume <strong>the</strong> blood <strong>of</strong> ano<strong>the</strong>r<br />

<strong>Kindred</strong>, she suffers one automatic level <strong>of</strong> unsoakable<br />

lethal damage per blood point imbibed. Diablerie<br />

attempts result in automatic aggravated damage, one<br />

health level per point <strong>of</strong> permanent Willpower <strong>the</strong> victim<br />

possesses; <strong>the</strong> would-be diablerist gains no benefits<br />

(including Generation reduction) if he survives <strong>the</strong><br />

process. In addition, Assamites must ti<strong>the</strong> some <strong>of</strong> <strong>the</strong><br />

pr<strong>of</strong>its from <strong>the</strong>ir contracts to <strong>the</strong>ir sires or superiors<br />

(generally around 10 percent <strong>of</strong> all such earnings).<br />

Organization: An insular, hierarchical organization shapes<br />

much <strong>of</strong> Assamite custom. “The Old Man on <strong>the</strong> Mountain”<br />

— <strong>the</strong> master assassin who makes his haven in <strong>the</strong> mountain<br />

fortress <strong>of</strong> Alamut — is <strong>the</strong> ultimate authority, <strong>and</strong> <strong>the</strong><br />

Clan heeds <strong>the</strong> orders that trickle down to <strong>the</strong>m with a mix<br />

<strong>of</strong> reverence <strong>and</strong> terror. Individual <strong>and</strong> local cells <strong>of</strong> Assamites<br />

known as falaqi frequently have license to act with<br />

autonomy, but “turncoats” against <strong>the</strong> higher cause are rare.<br />

Stereotypes<br />

Brujah: Where <strong>the</strong>y are blatant, we are subtle.<br />

And that is why <strong>the</strong>y are a broken Clan <strong>and</strong> we are<br />

ascendant.<br />

Followers <strong>of</strong> Set: Humility before God is itself divine,<br />

but certainly not humility before <strong>the</strong>ir unclean god.<br />

Gangrel: When <strong>the</strong> blade bites deeply, <strong>the</strong>y die as<br />

readily as all o<strong>the</strong>r <strong>Kindred</strong>.<br />

Giovanni: They value <strong>the</strong>ir independence as we do,<br />

but <strong>the</strong>y squ<strong>and</strong>er it in unholy debauchery.<br />

Lasombra: For all <strong>the</strong>ir posturing, <strong>the</strong>y are quick to<br />

pay our fees <strong>and</strong> hire our knives.<br />

Malkavian: In <strong>the</strong> parable <strong>of</strong> <strong>the</strong> scorpion <strong>and</strong> <strong>the</strong><br />

frog, <strong>the</strong>y play <strong>the</strong> roles <strong>of</strong> both doomed creatures.<br />

Nosferatu: But for <strong>the</strong>ir desperation to be included<br />

among <strong>the</strong> society that shuns <strong>the</strong>m, <strong>the</strong>y would make<br />

puissant rafiq.<br />

Ravnos: Make yourself known to <strong>the</strong>m <strong>and</strong> <strong>the</strong>y will<br />

acknowledge <strong>the</strong>ir place.<br />

Toreador: We kill to honor our God. They kill to<br />

avenge a wittier remark.<br />

Tremere: Possessing <strong>the</strong> power <strong>of</strong> Solomon makes<br />

<strong>the</strong>m none <strong>the</strong> wiser for it, <strong>and</strong> vengeance will be ours.<br />

Tzimisce: They bear old grudges against us; meet<br />

<strong>the</strong>m with a wary eye.<br />

Ventrue: Vultures picking at <strong>the</strong> corpse <strong>of</strong> a longgone<br />

nobility.<br />

Caitiff: Every culture must have its Judas goat.<br />

Camarilla: A tower built in Babel by Icarus.<br />

Sabbat: They pr<strong>of</strong>ane what is holy <strong>and</strong> pretend it is<br />

an eminent glory.<br />

Anarchs: The wisest <strong>of</strong> <strong>the</strong> tribes — because <strong>the</strong>y<br />

know when to admit <strong>the</strong>y don’t know.<br />

Quote: Your blood is ana<strong>the</strong>ma to me, but <strong>the</strong> act <strong>of</strong> spilling it brings me closer to Haqim.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

10


We are not here to reap <strong>the</strong> benefits <strong>of</strong> your hard work, or to take what you so richly deserve.<br />

No, if you sow a strong seed, we will not take it. We are here to reap <strong>the</strong> rotten, <strong>the</strong> corrupt, <strong>and</strong> <strong>the</strong> depraved<br />

— those who have been judged unworthy.<br />

Most <strong>of</strong> Cainite society remains<br />

ignorant about <strong>the</strong> Assamites’<br />

nature <strong>and</strong> intentions.<br />

They view <strong>the</strong> Assamites as<br />

a young clan emerging from<br />

<strong>the</strong> Middle East to take a bold<br />

stance in <strong>the</strong> nightly struggles<br />

between Cainites. Only elders<br />

<strong>and</strong> Cainite scholars can describe<br />

a time when <strong>the</strong> Assamites were<br />

active members <strong>of</strong> v<strong>amp</strong>ire society,<br />

before <strong>the</strong>y retreated into<br />

<strong>the</strong>ir own studies in Alamut,<br />

<strong>the</strong> clan’s sanctuary in <strong>the</strong><br />

mountains <strong>of</strong> Anatolia.<br />

European v<strong>amp</strong>ires rarely<br />

interact with any but<br />

<strong>the</strong> clan’s ambassadors,<br />

<strong>the</strong> viziers, <strong>and</strong> a few<br />

sorcerers. The clan presents<br />

an organized front<br />

with an uncanny ability<br />

to communicate over long<br />

distances, as well as keep in<br />

touch with <strong>the</strong>ir brethren<br />

in Alamut.<br />

Many Assamites trace<br />

<strong>the</strong>ir roots back to l<strong>and</strong>s<br />

now known as Persia, where<br />

<strong>the</strong> clan’s founder was born,<br />

but members come from all<br />

over <strong>the</strong> Middle East. In<br />

recent years, many younger<br />

members follow Islamic<br />

beliefs. Older ancillae <strong>and</strong><br />

elders look upon <strong>the</strong>se<br />

younger Cainites with<br />

disdain, believing that<br />

mortal religion distracts<br />

from <strong>the</strong>ir true purpose.<br />

THE CLANS OF CAINE<br />

However, <strong>the</strong> rest <strong>of</strong> Cainite society mostly interacts<br />

with <strong>the</strong> younger v<strong>amp</strong>ires, <strong>and</strong> <strong>the</strong> name Assamite has<br />

become nearly synonymous with Muslim, earning <strong>the</strong>m<br />

<strong>the</strong> sobriquet Saracens. Many older Assamites are happy<br />

to let <strong>the</strong> o<strong>the</strong>r Cainites believe what <strong>the</strong>y want, as long<br />

as it allows <strong>the</strong>m to fur<strong>the</strong>r <strong>the</strong>ir own goals.<br />

The Assamites do not refer to <strong>the</strong>mselves as Saracens,<br />

preferring instead to be called <strong>the</strong> Children <strong>of</strong> Haqim,<br />

after <strong>the</strong>ir progenitor. Haqim crafted a specific set <strong>of</strong> rules,<br />

which he charged his clan to follow. Cainites are dangerous<br />

creatures who meddle too much in <strong>the</strong> affairs <strong>of</strong> mortals.<br />

The Children <strong>of</strong> Haqim are charged with respecting <strong>the</strong>ir<br />

elders, protecting mortals from o<strong>the</strong>r Cainites, <strong>and</strong> judging<br />

(<strong>and</strong> punishing) o<strong>the</strong>r Cainites. The Children <strong>of</strong> Haqim<br />

are charged with reclaiming <strong>the</strong> blood <strong>of</strong> wasteful<br />

Cainites, those who misuse mortals <strong>and</strong> should<br />

not have such gifts. This leads <strong>the</strong> clan to<br />

engage in diablerie as a matter <strong>of</strong> course,<br />

though few adhere strictly to this tenet.<br />

11


The clan consists <strong>of</strong> three sects that work toge<strong>the</strong>r<br />

closely to accomplish <strong>the</strong> goal <strong>of</strong> judgment. The sorcerers<br />

keep <strong>the</strong> o<strong>the</strong>r members <strong>of</strong> <strong>the</strong> clan in communication with<br />

each o<strong>the</strong>r, as well as providing for <strong>the</strong> clan while at Alamut.<br />

The warriors judge v<strong>amp</strong>ires <strong>and</strong> mete out punishment when<br />

necessary. The viziers are <strong>the</strong> public face <strong>of</strong> <strong>the</strong> clan, ga<strong>the</strong>ring<br />

information <strong>and</strong> keeping <strong>the</strong> clan informed on politics <strong>and</strong><br />

current affairs. Most Assamites living within Cainite-held<br />

cities are viziers, with a few sorcerers supporting <strong>the</strong>m.<br />

Nickname: Children <strong>of</strong> Haqim, Saracens<br />

Appearance: Nearly all Assamites are Middle Eastern<br />

in appearance, though some neonates have been<br />

Embraced as far west as <strong>the</strong> Iberian Peninsula. All Assamites<br />

are required to spend time in Alamut shortly after<br />

Embrace, <strong>and</strong> most adopt traditional Middle<br />

Eastern dress regardless <strong>of</strong> <strong>the</strong>ir origins.<br />

Dress between <strong>the</strong> three sects <strong>of</strong> <strong>the</strong><br />

clan varies due to functionality.<br />

Sorcerers tend to dress strictly<br />

traditional, warriors adopt<br />

more comfortable clo<strong>the</strong>s<br />

for long sojourns, <strong>and</strong> viziers<br />

sometimes adopt <strong>the</strong><br />

dress <strong>of</strong> whatever city <strong>the</strong>y<br />

happen to be living in.<br />

Haven: Assamites<br />

choose easily defended<br />

dwellings away from <strong>the</strong><br />

eyes <strong>of</strong> mortals. This is<br />

especially true when visiting<br />

European domains. They tend<br />

to value security over material<br />

comforts, favoring a well-defended<br />

shack over an exposed estate. Many<br />

Assamites choose dwellings outside city<br />

centers, but near enough to keep an eye on o<strong>the</strong>r<br />

v<strong>amp</strong>ires <strong>and</strong> <strong>the</strong>ir interactions with <strong>the</strong> mortal population.<br />

However, practicality sometimes means luxury; certain<br />

Assamite viziers need to impress mortal <strong>and</strong> Cainite courts,<br />

so if <strong>the</strong>y open <strong>the</strong>ir doors to visitors, <strong>the</strong>y decorate well.<br />

Character Creation: Assamite viziers are both<br />

scholars <strong>and</strong> act as ambassadors, <strong>and</strong> prefer a mix <strong>of</strong> both<br />

Social <strong>and</strong> Mental Attributes <strong>and</strong> Abilities. Most Children<br />

<strong>of</strong> Haqim have at least one dot in Mentor (usually <strong>the</strong>ir<br />

sire). Some have one or two dots in Generation, due to<br />

<strong>the</strong> practice <strong>of</strong> diablerizing those who are judged unfit.<br />

Many tend to follow <strong>the</strong> Road <strong>of</strong> Heaven or Humanity,<br />

with a few following <strong>the</strong> Road <strong>of</strong> Kings. Many <strong>of</strong> <strong>the</strong> older<br />

warriors <strong>and</strong> <strong>the</strong> more traditional Assamites follow <strong>the</strong><br />

Road <strong>of</strong> Blood.<br />

Clan Disciplines: Auspex, Presence, Quietus (Hematus)<br />

Weakness: Assamite viziers are rigorous to a fault. Each<br />

character has an obsession with her highest intellectual or<br />

creative Ability, which acts as a derangement. While <strong>the</strong><br />

derangement is active, <strong>the</strong> character’s aura glows in a way<br />

as to provide hints to <strong>the</strong> vizier’s true Nature, as well as <strong>the</strong><br />

object <strong>of</strong> her obsession, visible to Auspex users. Additionally,<br />

Assamites darken with age. This is a slow process. But over<br />

<strong>the</strong> centuries, Assamite skin blackens to a matte onyx.<br />

Organization: Due to <strong>the</strong> abilities <strong>of</strong> <strong>the</strong> sorcerers, Clan<br />

Assamite is more intricately organized than most. The clan<br />

follows <strong>the</strong> Eldest, usually <strong>the</strong> eldest <strong>of</strong> Haqim’s childer not<br />

currently in torpor. Each <strong>of</strong> <strong>the</strong> three sects has its own internal<br />

leader. The three sects collectively work toge<strong>the</strong>r to<br />

deal with <strong>the</strong> night-to-night operations <strong>of</strong> <strong>the</strong><br />

clan. Each sect’s role is loosely defined by<br />

<strong>the</strong>ir own interpretations <strong>of</strong> Haqim’s<br />

decrees. The viziers view <strong>the</strong>mselves<br />

as judges only, taking <strong>the</strong> measure<br />

<strong>of</strong> Cainites in <strong>the</strong> world <strong>and</strong><br />

alerting <strong>the</strong>ir brethren to those<br />

who are unfit to retain <strong>the</strong><br />

blood <strong>of</strong> Caine. The sorcerers<br />

spend <strong>the</strong>ir time researching<br />

ways to improve interactions<br />

<strong>and</strong> relations with mortals, <strong>and</strong><br />

play a large part in keeping <strong>the</strong><br />

three sects in communication<br />

at all times. The warriors tend to<br />

fill <strong>the</strong> role <strong>of</strong> executioner when a<br />

Cainite has been judged unworthy,<br />

<strong>of</strong>ten leading nomadic lives <strong>and</strong> going<br />

where <strong>the</strong>ir brethren direct <strong>the</strong>m to fulfill<br />

<strong>the</strong>ir duties.<br />

Stereotypes<br />

Tremere: They do not know what <strong>the</strong>y toy with.<br />

Brujah: They claim to be Philosopher-Kings, yet<br />

<strong>the</strong>ir passions dictate <strong>the</strong>ir actions, leaving little room<br />

for actual philosophy.<br />

Cappadocian: As long as <strong>the</strong>ir research into death<br />

does not somehow leak into <strong>the</strong> mortal sphere, I see<br />

nothing wrong with <strong>the</strong>m.<br />

Gangrel: Probably <strong>the</strong> least problematic <strong>of</strong> all <strong>the</strong><br />

o<strong>the</strong>r clans, <strong>the</strong> Gangrel underst<strong>and</strong> honor. I have yet to<br />

judge a Gangrel unfit.<br />

Followers <strong>of</strong> Set: Heretics, every last one <strong>of</strong> <strong>the</strong>m.<br />

Their debauchery <strong>and</strong> evil should not be tolerated.<br />

ASSAMITES<br />

12


Baali<br />

Even monsters have <strong>the</strong>ir bogeymen, <strong>and</strong> <strong>Kindred</strong><br />

are no exception. Sires <strong>of</strong>ten attempt to keep neonates<br />

from growing drunk on <strong>the</strong>ir own power as v<strong>amp</strong>ires,<br />

<strong>and</strong> one method for doing so is to explain to <strong>the</strong>m what<br />

sorts <strong>of</strong> twisted, evil power awaits <strong>the</strong>m in <strong>the</strong> dark.<br />

The Baali are one such power.<br />

History — or legend, perhaps — claims that <strong>the</strong> childe<br />

<strong>of</strong> an Antediluvian made a pact with forces beyond<br />

human underst<strong>and</strong>ing in order to make war on <strong>the</strong><br />

thirteen <strong>Clans</strong>. He took <strong>the</strong> name Baal-<strong>the</strong>-Destroyer,<br />

<strong>and</strong> he led his apostles against <strong>the</strong> Second City. The<br />

battle was terrible, <strong>and</strong> none caught in its wake were<br />

spared — Demon <strong>and</strong> <strong>Kindred</strong> alike perished. But <strong>the</strong><br />

Baali <strong>and</strong> <strong>the</strong>ir unholy allies were routed <strong>and</strong> fled, <strong>and</strong><br />

over <strong>the</strong> millennia, <strong>the</strong>y faded from memory, to legend,<br />

to cautionary tale.<br />

The Baali do still exist, though. The Inquisition<br />

weeded out <strong>the</strong> stupid <strong>and</strong> <strong>the</strong> careless, but left <strong>the</strong><br />

clever <strong>and</strong> <strong>the</strong> patient. Some went into torpor, while<br />

o<strong>the</strong>rs simply claimed membership in ano<strong>the</strong>r Clan<br />

<strong>and</strong> begged for sanctuary. Now, in modern nights, <strong>the</strong><br />

bloodline sees more concentrated activity than it has<br />

for centuries. Baali are explorers <strong>and</strong> seekers <strong>of</strong> secrets.<br />

They will do almost anything <strong>and</strong> sacrifice almost anyone<br />

to gain access to occult mysteries. They squ<strong>and</strong>er<br />

<strong>the</strong> wealth <strong>the</strong>y have accumulated, <strong>the</strong>y make deals<br />

<strong>the</strong>y cannot possible hope to live up to, <strong>and</strong> <strong>the</strong>y<br />

do so with no apology <strong>and</strong> no attempt at excuse.<br />

They seem to know that <strong>the</strong>y are in decline, <strong>and</strong><br />

that <strong>the</strong>ir bloodline is disappearing into <strong>the</strong> mists<br />

<strong>of</strong> time.<br />

The bloodline has enemies, after all. Infernalists<br />

— those who call up <strong>and</strong> worship demons —<br />

are one <strong>of</strong> <strong>the</strong> very few beings that can be called<br />

“common enemies” by most <strong>of</strong> <strong>the</strong> denizens <strong>of</strong> <strong>the</strong><br />

World <strong>of</strong> <strong>Dark</strong>ness, <strong>Kindred</strong> <strong>and</strong> o<strong>the</strong>rwise.<br />

Despite <strong>the</strong>ir small numbers <strong>and</strong> host <strong>of</strong> enemies,<br />

<strong>the</strong> Baali are dangerous. They are not<br />

Faustian bargainers, looking for comfort or even<br />

knowledge. They do not wish to reign in Hell.<br />

They believe — <strong>the</strong>y know — that <strong>the</strong> world is<br />

doomed. The End Times are here, <strong>and</strong> every sacrifice<br />

<strong>the</strong>y make, every murder <strong>the</strong>y incite, is one<br />

more chink in <strong>the</strong> dam holding back <strong>the</strong> deluge <strong>of</strong><br />

blood called Gehenna. If <strong>the</strong>y have to die to break<br />

that dam, so be it. They die knowing that what <strong>the</strong>y<br />

do is what must be done.<br />

Nickname: Demons<br />

Sect: While individual Baali might pretend to<br />

membership in <strong>the</strong> Camarilla or, less commonly, <strong>the</strong><br />

Sabbat, <strong>the</strong> bloodline as a whole claims no Sect.<br />

13 CHAPTER TEN: BLOODLINES


Appearance: Some neonates adorn <strong>the</strong>mselves with<br />

Satanic paraphernalia. Some Baali dress in expensive<br />

clothing, <strong>and</strong> some don’t bo<strong>the</strong>r. Some become so fixated<br />

that <strong>the</strong>y neglect outer appearance. Older Baali<br />

surround <strong>the</strong>mselves with insects, rats, or o<strong>the</strong>r vermin.<br />

Haven: Baali tend to nest in places <strong>of</strong> antiquity. Libraries,<br />

universities, <strong>and</strong> stately homes attract <strong>the</strong> Demons.<br />

No matter where <strong>the</strong> Baali make <strong>the</strong>ir havens,<br />

though, <strong>the</strong> v<strong>amp</strong>ire’s very presence changes <strong>the</strong> place.<br />

Vermin creep in first, <strong>and</strong> no amount <strong>of</strong> effort can keep<br />

<strong>the</strong>m out.<br />

Background: The Baali value temperament above<br />

pr<strong>of</strong>ession. Teachers, defrocked priests, laborers, artists<br />

— all have joined <strong>the</strong> ranks <strong>of</strong> <strong>the</strong> Baali. The bloodline<br />

even breeds <strong>the</strong>ir own recruits, drawing from ghoul families<br />

raised over <strong>the</strong> years to produce <strong>of</strong>fspring suckled<br />

on <strong>the</strong> unholy truths that <strong>the</strong> Baali recite as gospel.<br />

Character Creation: Mental Attributes, especially<br />

Perception, are usually primary. A Baali’s ability to<br />

tempt <strong>and</strong> entice depend on his insight into what a<br />

person truly wants. Social Attributes are also helpful,<br />

as <strong>the</strong> Baali need both to keep <strong>the</strong>ir identities a secret<br />

<strong>and</strong> convince o<strong>the</strong>rs to open up to <strong>the</strong>m.<br />

Clan Disciplines: Daimoinon, Obfuscate, Presence<br />

Weakness: Baali cannot bear to look upon or h<strong>and</strong>le<br />

objects <strong>of</strong> any faith. Demons must avert <strong>the</strong>ir gazes<br />

from such objects, <strong>and</strong> touching <strong>the</strong>m burns <strong>the</strong>ir flesh.<br />

In addition, should a Baali run afoul <strong>of</strong> True Faith, any<br />

hindering or damage effects are doubled.<br />

Organization: The Baali ga<strong>the</strong>r in cabals numbering<br />

three to 13. Supposedly, <strong>the</strong>se cabals answer to <strong>the</strong><br />

bloodline’s founder. Any Demon is willing to die to<br />

protect his cabal-mates; not out <strong>of</strong> any loyalty or affection<br />

for <strong>the</strong>m, but because <strong>the</strong>y’re all doomed anyway.<br />

Stereotypes<br />

Camarilla: Sooner or later, <strong>the</strong> masks have to<br />

come <strong>of</strong>f. Take all <strong>the</strong> time you need. We’ll wait.<br />

Sabbat: A honeycomb in which to hide. Just<br />

learn how <strong>the</strong> little bees dance first.<br />

Followers <strong>of</strong> Set: They have <strong>the</strong> right idea.<br />

They’re just playing for <strong>the</strong> wrong team.<br />

The View From Without<br />

Camarilla: Satanists? They’re not… wait. You<br />

think <strong>the</strong>y care about Satan?<br />

Sabbat: There’s a reason we spend so much time<br />

ensuring loyalty, <strong>and</strong> it’s not because we think <strong>the</strong><br />

Camarilla Licks are going to infiltrate us.<br />

Ravnos: You wouldn’t believe what I’ve seen.<br />

Quote: ‘And behold, a pale horse, <strong>and</strong> his name that sat on him was Death, <strong>and</strong><br />

Hell followed with him.’ Ever noticed it’s in past tense? That’s not a mistranslation.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

14


You’re close to <strong>the</strong> truth now. You’ve gone from beating heart to wi<strong>the</strong>red organs. You’re a demon chained to<br />

dead meat, almost free from <strong>the</strong> prison <strong>of</strong> flesh. Seek those who can unbind you fur<strong>the</strong>r.<br />

Legend holds <strong>the</strong> Baali to be <strong>the</strong> first bloodline to<br />

st<strong>and</strong> apart from <strong>the</strong> <strong>Clans</strong>, a tainted <strong>and</strong><br />

cancerous lineage plaguing society<br />

from <strong>the</strong> time <strong>of</strong> <strong>the</strong> Second City.<br />

As for what progenitor sired <strong>the</strong><br />

wicked line <strong>of</strong> infernalists, none<br />

can say. Some believe <strong>the</strong> Tzimisce<br />

responsible, due to that clan’s long<br />

association with <strong>the</strong> demon called<br />

Kupala. The Tremere spread this<br />

tale, but <strong>the</strong>y will turn <strong>and</strong> blame<br />

Saulot in ano<strong>the</strong>r breath; <strong>the</strong> Shepherds’<br />

pogrom against <strong>the</strong> Baali<br />

smacks <strong>of</strong> hidden guilt, <strong>the</strong>y say.<br />

The Malkavians refuse to speak<br />

on <strong>the</strong> matter at all.<br />

The bloodline’s record <strong>of</strong><br />

<strong>the</strong>ir origin is transmitted orally<br />

from sire to childe. Their genesis<br />

lies in a nameless tribe in what<br />

would become Tyre, a people that<br />

clung to atrocity as revelation <strong>and</strong><br />

sacrificed without underst<strong>and</strong>ing.<br />

During a pre-dawn rite around<br />

<strong>the</strong> sacrificial pit, <strong>the</strong>ir orgiastic<br />

violence was interrupted by a<br />

terrible figure, silhouetted in<br />

<strong>the</strong> sun cracking <strong>the</strong> bloodred<br />

horizon. It tore into<br />

<strong>the</strong> tribe, rending <strong>the</strong>ir<br />

mortal flesh into<br />

obscene patterns<br />

<strong>and</strong> twisting<br />

<strong>the</strong>ir hearts to<br />

<strong>the</strong> sky before<br />

tossing <strong>the</strong>ir<br />

mutilated<br />

corpses into<br />

<strong>the</strong> pit before<br />

departing.<br />

Three crawled out at sunset. They took <strong>the</strong>ir mortal<br />

god’s name for <strong>the</strong>ir own, for <strong>the</strong>y were<br />

kin to him. When <strong>the</strong>y turned <strong>the</strong>ir<br />

blood to <strong>the</strong> summoning rites<br />

wrought by mortal mages,<br />

<strong>the</strong>y found Hell answering<br />

back. They still spill blood as<br />

sacrifice, but now <strong>the</strong> blood<br />

is <strong>the</strong>ir own.<br />

Broken into ever-quarreling<br />

factions, <strong>the</strong><br />

splintered <strong>and</strong> fractious<br />

bloodline claims <strong>the</strong>y<br />

do not serve <strong>the</strong> Abrahamic<br />

Devil (<strong>the</strong>y long<br />

predate that <strong>the</strong>ology,<br />

without question) but<br />

<strong>the</strong>y cannot agree on<br />

whom <strong>the</strong>y do serve.<br />

The bloodline last saw<br />

philosophical unity<br />

during <strong>the</strong> advent <strong>of</strong><br />

Zorastrianism, clinging<br />

to <strong>the</strong> idea <strong>of</strong> existence as<br />

a struggle between great<br />

powers <strong>of</strong> darkness <strong>and</strong><br />

light. As v<strong>amp</strong>ires are<br />

beings <strong>of</strong> irrevocable<br />

darkness, <strong>the</strong>y reason,<br />

why not play for <strong>the</strong>ir<br />

side to win? O<strong>the</strong>rs fear<br />

<strong>the</strong> demons, seeking to<br />

keep <strong>the</strong>m placated <strong>and</strong><br />

slumbering in Hell. Still<br />

o<strong>the</strong>rs seek to awaken<br />

those same Fallen to end<br />

<strong>the</strong> world. To <strong>the</strong>se ends,<br />

Baali hide inside Cainite society,<br />

seeking favors, showing<br />

subservience to (<strong>and</strong> in some<br />

THE CLANS OF CAINE<br />

15


covens, compelling obedience from) a diverse group <strong>of</strong><br />

infernal powers. The vast hierarchy <strong>of</strong> demons known<br />

as <strong>the</strong> Children, <strong>the</strong> Lords <strong>of</strong> <strong>the</strong> Abyss, insect-demons,<br />

dark gods – <strong>the</strong> list goes on. Most Baali agree that <strong>the</strong><br />

greatest joy comes in service, taking <strong>the</strong>ir rightful place<br />

within <strong>the</strong> hierarchy <strong>of</strong> <strong>the</strong> truly Damned.<br />

Devils are almost universally reviled, receiving <strong>the</strong> same<br />

warm welcome <strong>the</strong>ir mortal infernalist brethren do – a heretic’s<br />

blazing pyre. Princes call blood hunts on mere rumors<br />

<strong>of</strong> a coven’s infestation. No clans would defile <strong>the</strong>mselves by<br />

association, but most consider <strong>the</strong> bloodline’s presence a<br />

useful diversion from <strong>the</strong>ir<br />

own hidden schemes, <strong>and</strong><br />

rumors persist <strong>of</strong> Baali aid<br />

to <strong>the</strong> Tremere’s wars in<br />

exchange for unspecified<br />

favors.<br />

Sobriquet: Devils<br />

Appearance: Reviled<br />

by all, <strong>the</strong> Baali must blend<br />

into <strong>the</strong>ir surroundings,<br />

<strong>and</strong> thus dress in mortal<br />

fashion. Their clothing<br />

is usually <strong>of</strong> fine quality,<br />

<strong>and</strong> <strong>the</strong>ir elders bear<br />

meaningless ritual scars,<br />

fleshy relics <strong>of</strong> mortal<br />

years spent in ignorance.<br />

Havens: The Baali<br />

love ab<strong>and</strong>oned places<br />

<strong>of</strong> worship, desecrating<br />

former altars with blasphemous<br />

rituals. They<br />

ga<strong>the</strong>r cults <strong>of</strong> personality<br />

around <strong>the</strong>mselves, gradually<br />

converting <strong>the</strong> mortals to worship<br />

<strong>of</strong> powers dark <strong>and</strong> ancient.<br />

Character Creation: Social Attributes<br />

are primary, with Mental secondary. The Baali are<br />

social creatures first <strong>and</strong> foremost. Stealth is a Skill<br />

drilled into every Baali neonate. Knowledges are highly<br />

common, particularly Academics <strong>and</strong> Occult. Subterfuge<br />

is an especially prized Talent. Most Baali follow <strong>the</strong><br />

Path <strong>of</strong> Screams on <strong>the</strong> Road <strong>of</strong> Sin, but a few walk <strong>the</strong><br />

Road <strong>of</strong> Kings.<br />

Clan Disciplines: Daimonion, Presence, Obfuscate<br />

Weakness: The Torment in <strong>the</strong> blood <strong>of</strong> Caine recoils<br />

from religious symbols, <strong>and</strong> <strong>the</strong> Baali are particularly<br />

vulnerable. Unless those religious symbols have lain<br />

ab<strong>and</strong>oned for half a century, any individual br<strong>and</strong>ishing<br />

a religious symbol at a Devil is considered to have<br />

a True Faith rating one higher than <strong>the</strong>ir actual rating.<br />

Organization: Diminished in numbers <strong>and</strong> strength<br />

after two great holy wars with <strong>the</strong> Salubri, <strong>and</strong> a smaller<br />

war against <strong>the</strong> Assamites, <strong>the</strong> Baali bloodline still metastasizes<br />

across <strong>the</strong> Levant <strong>and</strong> <strong>the</strong> Kingdom <strong>of</strong> Jerusalem.<br />

They remain inconspicuous, slowly infiltrating a city<br />

<strong>and</strong> Embracing those who dabble in <strong>the</strong> occult or turn<br />

to darker gods despite <strong>the</strong> wrath <strong>of</strong> Crusaders. Once<br />

established within a city, <strong>the</strong> Devils establish a coven to<br />

worship whichever flavor <strong>of</strong> infernal might <strong>the</strong>y fancy.<br />

Many covens know a particular <strong>Dark</strong> Thaumaturgic<br />

ritual, <strong>the</strong> Rite <strong>of</strong> Apostasy,<br />

which corrupts a v<strong>amp</strong>ire’s<br />

clan curse <strong>and</strong> grants <strong>the</strong>m<br />

access to <strong>the</strong> Baali Discipline<br />

<strong>of</strong> Daimonion. The<br />

affiliated Lasombra infernalist<br />

group, <strong>the</strong> Angellis<br />

Ater, are a coven comprised<br />

<strong>of</strong> such converted. The<br />

Baali seek to check <strong>the</strong><br />

power <strong>of</strong> <strong>the</strong> Salubri, <strong>the</strong><br />

Assamites, <strong>and</strong> each o<strong>the</strong>r<br />

when <strong>the</strong>y worship rival<br />

demon lords. Ironically,<br />

mortal infernalists serving<br />

those bound to <strong>the</strong> earth<br />

are <strong>the</strong> bloodline’s most<br />

ardent enemies; Baali have<br />

a disturbing tendency to<br />

enslave demons ra<strong>the</strong>r than<br />

obey <strong>the</strong>m.<br />

Stereotypes<br />

Lasombra: They serve <strong>the</strong><br />

same darkness we do. Most <strong>of</strong> <strong>the</strong>m<br />

just won’t acknowledge it.<br />

Salubri: When <strong>the</strong>ir blood howled in<br />

rage at Saulot’s death, ours sang with joy. Let us be<br />

happy toge<strong>the</strong>r.<br />

Setites: Our interests <strong>and</strong> practices align; we<br />

should be allies, not enemies. Are we not serpents <strong>of</strong><br />

a different scale?<br />

Tremere: Like us, <strong>the</strong>y traffic with powers dark <strong>and</strong><br />

ancient. Like us, <strong>the</strong>y wield <strong>the</strong> magics <strong>of</strong> <strong>the</strong> inferno.<br />

Unlike us, <strong>the</strong>y don’t see <strong>the</strong> true game <strong>the</strong>y’re playing.<br />

We must educate <strong>the</strong>m<br />

Assamites: They hunt us without mercy, slaying<br />

those we serve <strong>and</strong> those we comm<strong>and</strong> with practiced<br />

ease. The Salubri are our loudest enemies. We should<br />

fear <strong>the</strong> quiet ones more.<br />

Baali<br />

16


Blood Bro<strong>the</strong>rs<br />

The Blood Bro<strong>the</strong>rs are <strong>Kindred</strong> only in a very<br />

loose sense. They are Sabbat shock troops, created by<br />

Tremere <strong>and</strong> Tzimisce sorcerers in order for <strong>the</strong> Sword<br />

<strong>of</strong> Caine to have loyal soldiers that can still pass for<br />

human. The process <strong>of</strong> creation (for <strong>the</strong> Blood Bro<strong>the</strong>rs<br />

do not undergo an Embrace) washes away any individuality<br />

<strong>and</strong> personality, leaving only strong, savage,<br />

<strong>and</strong> near-mindless quasi-v<strong>amp</strong>ires.<br />

Blood Bro<strong>the</strong>rs are usually created in small groups <strong>of</strong><br />

three to 10. These groups — called “circles” — become<br />

family units connected by a kind <strong>of</strong> hive mind. The<br />

Sabbat also usually arranges for a Tzimisce to fleshcraft<br />

<strong>the</strong> circle’s faces so that <strong>the</strong>y are identical.<br />

The Frankensteins are a secret weapon for <strong>the</strong> Sabbat<br />

for several reasons. The Sabbat finds that while<br />

<strong>the</strong> loyalty <strong>of</strong> <strong>the</strong> Blood Bro<strong>the</strong>rs is beyond reproach,<br />

<strong>the</strong>y don’t possess much in <strong>the</strong> way <strong>of</strong> creativity. They<br />

aren’t capable <strong>of</strong> trickery, clever tactics, or improvisation,<br />

<strong>and</strong> unless ano<strong>the</strong>r v<strong>amp</strong>ire can direct<br />

<strong>the</strong>m in <strong>the</strong> field in real time (which<br />

isn’t impossible, given modern communication<br />

technology), <strong>the</strong>y aren’t good<br />

for much beyond simple, direct missions.<br />

Second, <strong>the</strong>y are difficult <strong>and</strong> risky to<br />

create. Creating a circle <strong>of</strong> Blood Bro<strong>the</strong>rs<br />

means killing half a dozen people.<br />

While <strong>the</strong> Sabbat doesn’t have a<br />

problem with that in itself, a pattern<br />

<strong>of</strong> disappearances can clue in mortal<br />

authorities <strong>and</strong> Camarilla watchers<br />

alike that <strong>the</strong> Sword <strong>of</strong> Caine is up to<br />

something.<br />

Finally, <strong>the</strong> Blood Bro<strong>the</strong>rs are more<br />

useful as a surprise attack, <strong>and</strong> survivors<br />

<strong>of</strong> those attacks run <strong>the</strong> risk <strong>of</strong> passing<br />

along knowledge <strong>of</strong> <strong>the</strong> Bro<strong>the</strong>rs’<br />

weaknesses. Creating too many, even<br />

if it were possible or practical, would<br />

mean that eventually some Camarilla<br />

Tremere would figure out how<br />

to hurt <strong>the</strong>m, or even how to reverse<br />

<strong>the</strong> magic that keeps <strong>the</strong>m<br />

mindless, loyal, <strong>and</strong> useful. Some<br />

rumors say that this has already<br />

happened, but that <strong>the</strong> Tremere<br />

aren’t willing to share this knowledge<br />

with <strong>the</strong> Camarilla just yet.<br />

Nickname: Frankensteins<br />

Sect: The Blood Bro<strong>the</strong>rs belong to <strong>the</strong> Sabbat exclusively.<br />

A Blood Bro<strong>the</strong>r that comes through <strong>the</strong><br />

creation process with his individuality intact is destroyed.<br />

17 CHAPTER TEN: BLOODLINES


Appearance: A Blood Bro<strong>the</strong>r <strong>of</strong>ten looks identical<br />

to <strong>the</strong> o<strong>the</strong>rs in his circle, barring any burns or o<strong>the</strong>r<br />

marks that he might have picked up in battle. They<br />

usually dress alike. The members <strong>of</strong> <strong>the</strong> circle grow agitated<br />

when <strong>the</strong>y see each o<strong>the</strong>r as “different.”<br />

Haven: Blood Bro<strong>the</strong>rs stay in whatever haven is<br />

provided for <strong>the</strong>m by <strong>the</strong> Sabbat. As long as <strong>the</strong> circle<br />

is allowed to stay toge<strong>the</strong>r, <strong>the</strong>y don’t seem to care<br />

much about amenities.<br />

Background: A Blood Bro<strong>the</strong>r’s mortal life is irrelevant.<br />

All that a person needs to do to become a Blood<br />

Bro<strong>the</strong>r is cross <strong>the</strong> wrong v<strong>amp</strong>ire’s path on <strong>the</strong> wrong<br />

night. The Sabbat kills <strong>the</strong> target, removes his body<br />

hair, smooths over his features, <strong>and</strong> places him with<br />

four or five o<strong>the</strong>rs, <strong>and</strong> after that no trace <strong>of</strong> <strong>the</strong> manthat-was<br />

remains.<br />

Character Creation: Blood Bro<strong>the</strong>rs prioritize Physical<br />

Attributes <strong>and</strong> Talents. Nature <strong>and</strong> Demeanor are<br />

usually <strong>the</strong> same; common choices are Conformist,<br />

Bravo, <strong>and</strong> Monster. Blood Bro<strong>the</strong>rs don’t usually have<br />

much in <strong>the</strong> way <strong>of</strong> Backgrounds apart from Generation<br />

<strong>and</strong> Mentor (<strong>the</strong>ir h<strong>and</strong>ler or creator).<br />

Clan Disciplines: Fortitude, Potence, Sanguinus<br />

Weakness: Blood Bro<strong>the</strong>rs cannot Embrace. If <strong>the</strong>y<br />

attempt it, <strong>the</strong> mortal simply dies.<br />

In addition, <strong>the</strong> Frankensteins literally feel each o<strong>the</strong>r’s<br />

pain. When a Blood Bro<strong>the</strong>r suffers a wound penalty,<br />

all members <strong>of</strong> <strong>the</strong> circle suffer <strong>the</strong> same penalty<br />

for <strong>the</strong> next turn. If two Blood Bro<strong>the</strong>rs are wounded,<br />

only <strong>the</strong> greater wound penalty applies. Blood Bro<strong>the</strong>rs<br />

do not continually suffer <strong>the</strong>se penalties unless one <strong>of</strong><br />

<strong>the</strong>m suffers a new wound.<br />

Organization: The bloodline as a whole has no organization.<br />

It is loyal to <strong>the</strong> Sabbat, <strong>and</strong> <strong>the</strong> members<br />

are o<strong>the</strong>rwise loyal to <strong>the</strong>ir circles. The Blood Bro<strong>the</strong>rs<br />

treat <strong>the</strong>ir h<strong>and</strong>lers with complete loyalty, bordering<br />

on sycophancy. They treat o<strong>the</strong>r Sabbat <strong>Kindred</strong> with<br />

quiet deference.<br />

Stereotypes<br />

Anyone Not Sabbat: Kill. Do not obey.<br />

Sabbat: Obey. Do not kill.<br />

The View From Without<br />

Camarilla: I used to have a muse. He was<br />

lovely, chiseled, golden-honey hair. He vanished<br />

one night. And <strong>the</strong>n I chanced to pass through<br />

Detroit, <strong>and</strong> I saw him on <strong>the</strong> street. Six <strong>of</strong> him.<br />

Sabbat: I know <strong>the</strong>y’re creepy. Don’t think <strong>of</strong><br />

<strong>the</strong>m as Cainites.<br />

Followers <strong>of</strong> Set: Why didn’t we think <strong>of</strong> that?<br />

Quote: Stranger. Kill? Watch. Watching. Kill? Watching. Kill?<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

18


THE CLANS OF CAINE<br />

[Perfect stillness, followed by a single branch snapping <strong>and</strong> a quick, gurgling sound.<br />

Then, perfect stillness again.]<br />

Long ago, in what would one day be <strong>the</strong> Akan city<br />

states <strong>and</strong>, even later, Africa’s Ivory Coast, a young<br />

hunter strayed far from home. He hailed from <strong>the</strong> Akan<br />

ancestors <strong>and</strong> lived in a small village plagued by<br />

famine, as all animals in <strong>the</strong> area had died.<br />

Venturing out far to seek prey, he instead<br />

found an ancient darkness. Born<br />

before <strong>the</strong> universe was formed,<br />

<strong>the</strong> darkness hid under <strong>the</strong> earth in<br />

an effort to escape <strong>the</strong> hateful light.<br />

Now <strong>the</strong> hunter came across <strong>the</strong> cave<br />

where <strong>the</strong> darkness lay <strong>and</strong>, lured by its<br />

song, explored inside. Eager to find a<br />

host made <strong>of</strong> flesh <strong>and</strong> bone <strong>and</strong> hoping<br />

that this would yield protection from <strong>the</strong><br />

sun, <strong>the</strong> darkness poured into him. But it<br />

was too eager, too fast, too much, <strong>and</strong> <strong>the</strong><br />

hunter died.<br />

The next night, animated by a darkness<br />

that acknowledged nei<strong>the</strong>r life nor death,<br />

<strong>the</strong> hunter rose again. Confused, he<br />

returned to his village, but as <strong>the</strong> darkness<br />

saw <strong>the</strong> hated sun-dwellers, its rage rose<br />

like bile. When <strong>the</strong> hunter returned to his<br />

senses, his people lay slaughtered at his feet.<br />

The hunter, horrified by what he had done, fled<br />

far inl<strong>and</strong> never to return.<br />

The first Bonsam claims never to have shared<br />

his curse. It’s possible that he extended <strong>the</strong> Embrace<br />

in <strong>the</strong> throes <strong>of</strong> darkness <strong>and</strong> does not remember, or<br />

maybe he is lying. But if he is telling <strong>the</strong> truth, that<br />

opens some interesting, <strong>and</strong> concerning, possibilities<br />

about <strong>the</strong> Bonsam’s origins.<br />

A Bonsam is typically a loner, <strong>and</strong> highly territorial<br />

at that. He is not inherently violent (though very capable<br />

<strong>of</strong> it if provoked) but does dem<strong>and</strong> that any Laibon or<br />

Cainite trespassers move on immediately. Those who do<br />

not comply will find <strong>the</strong>mselves dead before <strong>the</strong>y even<br />

know <strong>the</strong>y were targeted; <strong>the</strong> Bonsam is a supremely<br />

stealthy hunter. A Bonsam is more tolerant towards o<strong>the</strong>rs<br />

<strong>of</strong> his kind, since he knows that none <strong>of</strong> <strong>the</strong>m would<br />

willingly linger in a territory marked by ano<strong>the</strong>r, <strong>and</strong> thus<br />

<strong>the</strong> trespasser’s stay is temporary.<br />

The Bonsam lineage has spread inl<strong>and</strong> over <strong>the</strong><br />

African continent, avoiding <strong>the</strong> Kingdoms <strong>of</strong> Ghana<br />

<strong>and</strong> Kanem <strong>and</strong> instead claiming <strong>the</strong> equatorial<br />

forest as territory. A few years ago though, <strong>the</strong><br />

Bonsam began to emerge from <strong>the</strong><br />

forest to push into<br />

19


<strong>the</strong> coastal territories <strong>and</strong> even venture North, which<br />

put <strong>the</strong>m in conflict with <strong>the</strong> Laibon <strong>and</strong> Cainites already<br />

controlling those regions. Never<strong>the</strong>less, <strong>the</strong> Bonsam refuse<br />

to turn back <strong>and</strong>, on <strong>the</strong> very few occasions that <strong>the</strong>y<br />

have spoken about <strong>the</strong>ir exodus, tell <strong>of</strong> a great horror<br />

from beyond <strong>the</strong> continent’s near-impassable forest barrier.<br />

Sobriquet: Unseen, Stalkers<br />

Appearance: A hunter or warrior during his life, a<br />

Bonsam is usually lean <strong>and</strong> well-muscled. Sires recognize<br />

that experience is invaluable, <strong>and</strong> <strong>the</strong> Embrace cures most<br />

mortal ails; a prospective childe might be middle-aged<br />

or older. He cares little for material possessions <strong>and</strong><br />

owns only what he can carry. His lineage has<br />

mastered an art <strong>of</strong> shapeshifting <strong>and</strong> a Bonsam,<br />

living in <strong>the</strong> ab<strong>and</strong>oned regions where no one<br />

ever sees him, may exhibit some animal<br />

features.<br />

Haven <strong>and</strong> Prey: A Bonsam<br />

prefers to carve out his habitat far<br />

from o<strong>the</strong>r v<strong>amp</strong>ires, though this<br />

territory usually includes a h<strong>and</strong>ful<br />

<strong>of</strong> mortal villages. He might<br />

have learned to meld into<br />

<strong>the</strong> natural terrain so he<br />

can sleep anywhere from<br />

<strong>the</strong> forest floor to <strong>the</strong><br />

canopy. A spot high enough<br />

to keep an overview, yet low<br />

enough to grab prey is liked<br />

best. A Bonsam who has not yet<br />

mastered this power must make do by<br />

digging underground tunnels or crafting<br />

cocoon-like nests that block <strong>the</strong> sunlight.<br />

Very rarely does a Bonsam fledgling stay<br />

in his sire’s shelter, as Bonsam are not <strong>the</strong><br />

h<strong>and</strong>-holding type.<br />

A Bonsam feeds on animals as easily as<br />

he does on humans. Some Bonsam hunt for<br />

human prey on <strong>the</strong> trade routes spreading out<br />

from <strong>the</strong> inl<strong>and</strong> Kingdoms, or <strong>the</strong>ir more remote villages.<br />

In such cases, he rarely has moral qualms about grabbing<br />

man, woman, or child.<br />

The Embrace: A Bonsam sire prefers to Embrace<br />

skilled hunters <strong>and</strong> sometimes warriors. Gender does not<br />

matter to him, but a talent for stalking <strong>and</strong> killing does. A<br />

sire usually chooses a hunter who is skilled, experienced,<br />

<strong>and</strong> careful without being cowardly. He might have little<br />

patience for foolhardy bravery; he considers this a sign <strong>of</strong><br />

inexperience <strong>and</strong> bad judgment, though he can underst<strong>and</strong><br />

bravery born <strong>of</strong> desperation.<br />

A Bonsam is usually Embraced <strong>and</strong> ab<strong>and</strong>oned, as<br />

sires believe <strong>the</strong> early nights to be a test <strong>of</strong> mettle; if <strong>the</strong><br />

young Bonsam does not survive, <strong>the</strong>n he wasn’t worth<br />

<strong>the</strong> trouble. Not until he has mastered <strong>the</strong> basics on his<br />

own does his sire, or sometimes ano<strong>the</strong>r elder, approach<br />

to teach him more.<br />

Clan Disciplines: Abombwe, Obfuscate, Potence<br />

Weaknesses: Possessed by a darkness before time,<br />

a Bonsam inspires primordial terror in mortals. Mortals<br />

who fail at a Courage roll (difficulty 7) when seeing a<br />

Bonsam in his true form ei<strong>the</strong>r flee in terror or ga<strong>the</strong>r up<br />

weapons to kill <strong>the</strong> monster, depending on <strong>the</strong> size<br />

<strong>of</strong> <strong>the</strong> mortal group <strong>and</strong> <strong>the</strong> Nature <strong>of</strong> its leader.<br />

This fear can be overcome however, <strong>and</strong> a mortal<br />

who has succeeded at this check need not roll<br />

again upon meeting <strong>the</strong> same Bonsam (or<br />

at Storyteller’s discretion, any Bonsam).<br />

Organization: Spread out <strong>and</strong><br />

territorial, <strong>the</strong> Bonsam is not beholden<br />

to a greater organization. However,<br />

he speaks a communal language <strong>of</strong><br />

bat-like shrieks <strong>and</strong> whistles that<br />

allows him to communicate<br />

with o<strong>the</strong>r Bonsam in a<br />

radius <strong>of</strong> roughly one mile,<br />

depending on terrain <strong>and</strong><br />

wind conditions. He might<br />

also form a temporary pack with<br />

o<strong>the</strong>rs <strong>of</strong> his kind to track down<br />

<strong>and</strong> kill a threat to <strong>the</strong>ir combined<br />

territories. These packs are utterly<br />

terrifying in <strong>the</strong>ir efficiency <strong>and</strong>, fortunately,<br />

usually disb<strong>and</strong> after <strong>the</strong> deed is done.<br />

Stereotypes<br />

Cainites: Intruders claiming territory<br />

that is not <strong>the</strong>irs <strong>and</strong> that <strong>the</strong>y cannot hold.<br />

Brujah: I remember you. Where is your<br />

city now? Perhaps you will learn to st<strong>and</strong> on<br />

your own, ra<strong>the</strong>r than rely on walls.<br />

Followers <strong>of</strong> Set: Impressive, turning into a snake<br />

like that. Can you do o<strong>the</strong>r creatures?<br />

Gangrel: These lone hunters are more like me than<br />

my Laibon brethren.<br />

Impundulu: There is power here <strong>and</strong> <strong>the</strong>y are not<br />

afraid to use it. Tread with caution.<br />

Nosferatu: Did <strong>the</strong> Hunter in <strong>the</strong> <strong>Dark</strong> touch you, too?<br />

Ramanga: Leave <strong>the</strong> Ramanga to <strong>the</strong>ir shadow games;<br />

<strong>the</strong>y don’t know what real darkness is.<br />

Bonsam<br />

20


The legacy <strong>of</strong> <strong>the</strong> Brujah is one <strong>of</strong> halcyon greatness<br />

marred by <strong>the</strong>ir own fiery natures. Theirs was <strong>the</strong> glory<br />

<strong>of</strong> ancient Carthage, but Ventrue treachery in ancient<br />

Rome brought <strong>the</strong> dream to an end. Since <strong>the</strong>n, <strong>the</strong><br />

Brujah have borne a grudge.<br />

Tonight, <strong>the</strong> Brujah<br />

are rebels <strong>and</strong><br />

provocateurs,<br />

b a t - s w i n g i n g<br />

hooligans <strong>and</strong><br />

agents <strong>of</strong> change in a society long crippled by stasis. As<br />

rebels, it’s in <strong>the</strong>ir nature to challenge <strong>the</strong> status quo —<br />

though sometimes, without adequate opposition, <strong>the</strong>y<br />

embody <strong>the</strong> status quo <strong>the</strong>mselves. It works out fine,<br />

because <strong>the</strong>re’s always a hot-blooded Brujah waiting in<br />

<strong>the</strong> wings to bring down an uppity Clanmate grown<br />

too comfortable in <strong>the</strong> role <strong>of</strong> rebel-turned-dictator.<br />

More so than any o<strong>the</strong>r Clan, <strong>the</strong> Brujah still feel <strong>the</strong><br />

flames <strong>of</strong> <strong>the</strong> passions that once inspired <strong>the</strong>m as mortals.<br />

Clan Brujah loves a cause <strong>and</strong> is quick to act on a stirring<br />

speech, accusation <strong>of</strong> injustice, or a call to arms. This<br />

connection to passion can be a blessing, but inspiration<br />

can also yield to <strong>the</strong> madness <strong>and</strong> hunger <strong>of</strong> <strong>the</strong> Beast.<br />

No wise Prince turns his back on <strong>the</strong> Brujah, <strong>and</strong> rare<br />

is <strong>the</strong> Brujah who would allow herself to be manipulated<br />

or p<strong>and</strong>ered to. A Brujah is her own master, first <strong>and</strong><br />

foremost, <strong>and</strong> those who would bring her to heel face a<br />

terrible task. A Brujah who thinks she’s getting <strong>the</strong><br />

short end <strong>of</strong> <strong>the</strong> stick will tear an enemy to ribbons<br />

first <strong>and</strong> maybe remember to ask questions later, no<br />

matter if he’s a Primogen or a mortal authority.<br />

Some <strong>Kindred</strong> historians claim that <strong>the</strong> Brujah<br />

have parlayed <strong>the</strong>ir ancient betrayal into a role<br />

as agitators against <strong>the</strong> very order that <strong>the</strong>y help<br />

support. O<strong>the</strong>rs claim <strong>the</strong> Brujah have long since<br />

submitted to <strong>the</strong> will <strong>of</strong> that same order, being<br />

little more than loyal opposition rendered impotent.<br />

Most Brujah don’t care ei<strong>the</strong>r way, as long<br />

as someone needs a good ass-kicking <strong>and</strong> <strong>the</strong>y<br />

can be <strong>the</strong> ones to deliver it.<br />

Nickname: Rabble<br />

Sect: For all its rebellion, Clan<br />

Brujah generally considers itself<br />

a member <strong>of</strong> <strong>the</strong> Camarilla.<br />

Young Rabble<br />

sometimes<br />

look to <strong>the</strong><br />

wildness <strong>of</strong><br />

<strong>the</strong> Sabbat,<br />

but elders<br />

21 CHAPTER TWO: SECTS AND CLANS


assert that <strong>the</strong> Ivory Tower provides a fine structure<br />

against which to rage.<br />

Appearance: Many Brujah affect styles <strong>and</strong> mannerisms<br />

that reflect an attitude <strong>of</strong> rebellion. Multicolored<br />

hair, shaven heads, spikes, rivets, fetish gear, <strong>and</strong> t-shirts<br />

with bold slogans might appeal to a Brujah. While not<br />

every Brujah wears <strong>the</strong> “uniform,” <strong>the</strong> Rabble <strong>of</strong>ten enjoy<br />

adorning <strong>the</strong>mselves in outfits intended to provoke. Some<br />

young Brujah prefer mobile devices as <strong>the</strong>ir tools <strong>of</strong> resistance,<br />

<strong>and</strong> can summon a riot at <strong>the</strong> touch <strong>of</strong> a screen.<br />

Haven: Brujah may feel kinship to a city, but <strong>the</strong>y rarely<br />

develop such ties to individual locations. Thus, at any<br />

given time, a Brujah probably has a half-dozen or more<br />

hideouts, safehouses, <strong>and</strong> flats available. These are <strong>of</strong>ten<br />

shabby <strong>and</strong> ill-kept until <strong>the</strong> Brujah needs <strong>the</strong>m. Brujah<br />

havens might also have mortals who follow <strong>the</strong> Brujah’s<br />

ideology or his cult <strong>of</strong> personality. This works out fine: It<br />

never hurts to have a spare vessel in an emergency.<br />

Background: As creatures <strong>of</strong> passion, Brujah <strong>of</strong>ten<br />

Embrace without really thinking much about it, <strong>and</strong><br />

<strong>the</strong>ir childer tend to be a disparate lot. Sometimes, <strong>the</strong><br />

Rabble Embrace those who share a similar outlook or<br />

enthusiasm for a cause as <strong>the</strong> prospective sire. O<strong>the</strong>r<br />

times, <strong>the</strong>y inflict <strong>the</strong> Embrace on those <strong>of</strong> opposite ideology,<br />

cursing a rival with v<strong>amp</strong>irism as punishment.<br />

Character Creation: Brujah are usually — though<br />

not exclusively — drawn from mortals with violent<br />

or ungovernable personalities. Their Natures <strong>and</strong> Demeanors<br />

are <strong>of</strong>ten similar, as Brujah have little use for<br />

guile. They lean toward physical Attributes, with Social<br />

<strong>and</strong> Mental about equal afterwards. Many favor<br />

Skills <strong>and</strong> Talents, but most respect <strong>the</strong> Knowledges<br />

that make <strong>the</strong>m more than just thugs. Contacts, Allies,<br />

<strong>and</strong> Herd are common Backgrounds.<br />

Clan Disciplines: Celerity, Potence, Presence<br />

Weaknesses: The same passions that inspire Brujah<br />

to greatness or depravity, left unchecked, can send<br />

<strong>the</strong>m into inc<strong>and</strong>escent rages: The difficulties <strong>of</strong> rolls<br />

to resist or guide frenzy (p. 298) are two higher than<br />

normal. Additionally, a Brujah may never spend Willpower<br />

to avoid frenzy, though he may spend a point <strong>of</strong><br />

Willpower to end a frenzy that has already begun.<br />

Organization: Certain causes rise <strong>and</strong> fall in Brujah<br />

fashion, but some <strong>of</strong> <strong>the</strong> more tenured are those who call<br />

<strong>the</strong>mselves Idealists <strong>and</strong> Iconoclasts. Iconoclasts want to<br />

tear it all down, while Idealists enjoy solving problems<br />

through <strong>the</strong>ory. This last harkens somewhat to <strong>the</strong> classical<br />

roots <strong>of</strong> <strong>the</strong> Brujah as philosopher-kings, <strong>and</strong> most Idealists<br />

are among <strong>the</strong> ranks <strong>of</strong> Brujah ancillae <strong>and</strong> elders.<br />

Stereotypes<br />

Assamite: Fast, invisible, fanatical, <strong>and</strong> <strong>the</strong>y<br />

want to drink my fucking blood? Sounds like a<br />

good case for doing unto o<strong>the</strong>rs.<br />

Followers <strong>of</strong> Set: The apple doesn’t fall far<br />

from <strong>the</strong> tree, <strong>and</strong> <strong>the</strong> tree should have been<br />

chopped down long ago.<br />

Gangrel: Much respect, so long as we agree it’s<br />

mutual.<br />

Giovanni: If you have to deal with one <strong>of</strong> <strong>the</strong>se<br />

nasty dagos, you’ve already lost.<br />

Lasombra: No habla Ventrue with a different hat on.<br />

Malkavian: Trust one? No. Find some common<br />

ground with one? Maybe.<br />

Nosferatu: It’s better to have one telling you shit about<br />

someone else than <strong>the</strong> o<strong>the</strong>r way around, so be cool.<br />

Ravnos: I’ll bet I can throw one fur<strong>the</strong>r than you can.<br />

Toreador: If you can catch one, see if he’ll blow<br />

you. They might as well be good for something.<br />

Tremere: If one <strong>of</strong> <strong>the</strong>se witches starts looking at<br />

you weird, you’d better hope you can get close to<br />

him before your blood catches on fire.<br />

Tzimisce: Nasty old bats with claws where <strong>the</strong>ir<br />

junk used to be. But at least <strong>the</strong>y’re usually honest.<br />

Ventrue: Boot, meet face.<br />

Caitiff: Teach <strong>the</strong>m something <strong>and</strong> maybe <strong>the</strong>y’ll<br />

return <strong>the</strong> favor.<br />

Camarilla: It mostly works when we punch it<br />

into heading <strong>the</strong> right direction.<br />

Sabbat: Giving your soul to <strong>the</strong> devil makes you<br />

a servant, you choads.<br />

Anarchs: Get on <strong>the</strong> bus <strong>and</strong> let’s tear this<br />

Prince a new asshole toge<strong>the</strong>r.<br />

Quote: I’ll give you a head start. You’re <strong>the</strong> tortoise <strong>and</strong> I’m <strong>the</strong> hare —<br />

a pissed-<strong>of</strong>f, fuck-<strong>the</strong>-world hare with a score to settle <strong>and</strong> a thirst like <strong>the</strong> devil’s own.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

22


Last night wasn’t <strong>the</strong> end <strong>of</strong> times. Tonight is. Every night, wake knowing tonight is <strong>the</strong> last night ever, <strong>and</strong><br />

fight to end it a better place. When it doesn’t end, build on that change, <strong>and</strong> create a more perfect tomorrow.<br />

Why? Because tomorrow’s <strong>the</strong> end <strong>of</strong> times.<br />

In <strong>the</strong> First City, <strong>the</strong> first among <strong>the</strong> Brujah sought to<br />

explore <strong>and</strong> underst<strong>and</strong> <strong>the</strong> Cainite condition from<br />

as many angles as possible. However, his passion for his<br />

existence caused difficulties with his more somber<br />

brethren. After <strong>the</strong> Flood, he sired Troile to counter<br />

that passion; where Brujah was prone to fits <strong>of</strong><br />

rage that set his Beast to roar, Troile was logical,<br />

methodical, <strong>and</strong> calculating.<br />

However, Troile <strong>and</strong> Brujah disagreed<br />

frequently due to <strong>the</strong>ir conflicting natures.<br />

Finally, Brujah flew into frenzy <strong>and</strong> attacked<br />

Troile. Troile sank his fangs into his sire<br />

to drain <strong>the</strong> fury from his blood, but it<br />

only enraged Brujah fur<strong>the</strong>r. Worse still,<br />

Troile continued to drink even after<br />

his sire’s veins were dry, consuming<br />

Brujah’s soul.<br />

When called to answer for what<br />

he had done, Troile listed a litany<br />

<strong>of</strong> reasons based soundly in logic.<br />

Troile’s reasoning convinced o<strong>the</strong>r<br />

Antediluvians that murder was <strong>the</strong><br />

best course <strong>of</strong> action to preserve <strong>the</strong><br />

peace between <strong>the</strong> descendants<br />

<strong>of</strong> Caine <strong>and</strong> <strong>the</strong> children <strong>of</strong> Seth.<br />

Some say this was <strong>the</strong> first rebellion<br />

that sparked <strong>the</strong> Second City’s fall. However,<br />

when Caine returned, he was not<br />

convinced. He cursed Troile <strong>and</strong> his<br />

line with <strong>the</strong> fiery passions <strong>of</strong> <strong>the</strong>ir<br />

progenitor, multiplied threefold.<br />

Troile eventually came to<br />

Carthage. Longing for <strong>the</strong> days <strong>of</strong> <strong>the</strong><br />

First <strong>and</strong> Second Cities, he called o<strong>the</strong>r<br />

Cainites to recreate those times, <strong>and</strong> was<br />

quite successful for a time. Eventually, envy<br />

<strong>and</strong> fear led <strong>the</strong> Ventrue <strong>and</strong> Malkavians <strong>of</strong><br />

Rome to incite <strong>the</strong> fifty-year battle that destroyed <strong>the</strong><br />

Brujah utopia, cementing <strong>the</strong> enmity between <strong>the</strong> Brujah<br />

<strong>and</strong> <strong>the</strong> Ventrue for centuries to come. None have seen<br />

Troile since, <strong>and</strong> many assume he met his Final Death<br />

during <strong>the</strong> fall <strong>of</strong> Carthage.<br />

Nickname: Zealots, Philosopher-Kings, Rabble<br />

(derogatory)<br />

Appearance: Depending on <strong>the</strong> area,<br />

<strong>the</strong> Brujah could be <strong>the</strong> most influential<br />

noble or <strong>the</strong> most innocuous peasant.<br />

No matter where in <strong>the</strong> world a given<br />

Zealot is, <strong>the</strong>y tend to choose physically<br />

fit mortals for <strong>the</strong> Embrace; hardy manual<br />

laborers, strong knights, <strong>and</strong> <strong>the</strong> like.<br />

Where <strong>the</strong>y can, <strong>the</strong>y look for mortals with<br />

sound <strong>and</strong> active minds as well, if only to preserve<br />

<strong>the</strong>ir intellectual pursuits. However, in areas<br />

where conflict with o<strong>the</strong>r clans is high,<br />

<strong>the</strong>y get less picky about intelligence.<br />

Havens <strong>and</strong> prey: The Zealots<br />

seek out <strong>the</strong> highest concentrations<br />

<strong>of</strong> people <strong>the</strong>y can, such as cities <strong>and</strong><br />

major trading villages. Rare is <strong>the</strong><br />

Brujah who ties himself solely to<br />

a small fiefdom to himself. During<br />

a fledgling’s tutelage, he <strong>of</strong>ten havens<br />

with his sire, undergoing physical <strong>and</strong><br />

mental training. Recently, likeminded<br />

Zealots have established communal havens<br />

where <strong>the</strong>y argue philosophy <strong>and</strong><br />

train toge<strong>the</strong>r. These “packs” provide<br />

a unique challenge in self-control.<br />

Backgrounds: Zealots collect<br />

<strong>the</strong>ir prospective childer from nobility<br />

or <strong>the</strong> clergy to ensure a strong, educated<br />

baseline. They especially favor those kine<br />

who ch<strong>amp</strong>ion a cause to improve <strong>the</strong> lot<br />

<strong>of</strong> <strong>the</strong> people around <strong>the</strong>m, whe<strong>the</strong>r through<br />

strength <strong>of</strong> arms or wit <strong>and</strong> cunning. A few rare<br />

exceptions come from <strong>the</strong> peasant class, namely<br />

those with remarkable speed <strong>and</strong> strength in life.<br />

Character Creation: Brujah can be fierce warriors<br />

favoring Physical Attributes, charismatic leaders favoring<br />

THE CLANS OF CAINE<br />

23


Social Attributes, or scholars <strong>of</strong> Cainite history or philosophy<br />

favoring Mental Attributes. However, Zealots tend to prize<br />

physical prowess, so it rarely comes up as tertiary. The vast<br />

majority <strong>of</strong> Brujah have at least some martial Abilities, ei<strong>the</strong>r<br />

through mortal training or during <strong>the</strong>ir initial tutelage as a<br />

fledgling. Most possess at least rudimentary Academics <strong>and</strong><br />

o<strong>the</strong>r Knowledges.<br />

Clan Disciplines: Celerity, Potence, Presence<br />

Weakness: The passion that inspires <strong>the</strong> Brujah<br />

from night to night can send <strong>the</strong>m into fits <strong>of</strong> rage if left<br />

unchecked. The difficulties <strong>of</strong> rolls to resist or guide<br />

frenzy are two higher than normal. Additionally, a<br />

Brujah may never spend Willpower to avoid frenzy.<br />

However, <strong>the</strong>y may spend a point <strong>of</strong> Willpower to<br />

end a frenzy that has already begun.<br />

Organization: With so many causes to ch<strong>amp</strong>ion,<br />

Brujah don’t so much organize as <strong>the</strong>y would<br />

hope. Several Zealots find <strong>the</strong>mselves working at cross<br />

purposes, spawning rivalries that last for centuries<br />

when <strong>the</strong>y don’t explode due to flaring tempers.<br />

When several Brujah do work toge<strong>the</strong>r<br />

toward a common goal, only an act <strong>of</strong><br />

God can dissuade <strong>the</strong>m from <strong>the</strong>ir<br />

course. A sire <strong>and</strong> her fledgling<br />

childe <strong>of</strong>ten operate<br />

as one unit while <strong>the</strong><br />

childe receives proper<br />

tutelage. When<br />

<strong>the</strong> childe finds<br />

a cause <strong>of</strong> <strong>the</strong>ir<br />

own, however, she<br />

usually moves on<br />

to pursue it. When<br />

Brujah organize,<br />

it’s in cliques,<br />

it’s in salons.<br />

They ga<strong>the</strong>r<br />

in large enough<br />

numbers that byst<strong>and</strong>ers<br />

can restrain any debaters<br />

that grow violent.<br />

Followers <strong>of</strong> Set: Dead gods are just that. Dead.<br />

Gangrel: They underst<strong>and</strong> <strong>the</strong> need for <strong>the</strong> Beast<br />

within to come out just as keenly as we, if not more so.<br />

It is a shame I see so few <strong>of</strong> <strong>the</strong>m.<br />

Giovani: I’m sorry, who?<br />

Lasombra: Second-best to <strong>the</strong> Ventrue, <strong>of</strong> all clans, is<br />

a poor aspiration. Surely <strong>the</strong>y can do better.<br />

Malkavians: Seers? Perhaps. Complicit in letting whatever<br />

broken visions appear in <strong>the</strong>ir head come to pass? Certainly.<br />

Nosferatu: Useful, but keep <strong>the</strong>m at arm’s<br />

length, <strong>and</strong> not just for <strong>the</strong> stench.<br />

Salubri: A cautionary tale. The passion<br />

<strong>of</strong> <strong>the</strong>ir Warriors put some <strong>of</strong> my brethren<br />

to shame.<br />

Toreador: If <strong>the</strong>y pursued important<br />

things like <strong>the</strong>y pursued beauty <strong>and</strong> decadence,<br />

<strong>the</strong>y could rival us in <strong>the</strong> scope <strong>of</strong><br />

<strong>the</strong> changes <strong>the</strong>y could bring about.<br />

Tremere: Many <strong>of</strong> my blood are<br />

strong advocates <strong>of</strong><br />

change. The Tremere<br />

are a clear ex<strong>amp</strong>le<br />

when change can<br />

go too far.<br />

Ventrue: They<br />

call <strong>the</strong>mselves Kings,<br />

but so much corruption<br />

in <strong>the</strong> world<br />

comes directly<br />

from royalty.<br />

Stereotypes<br />

Baali: Have you ever<br />

woken up after a long night,<br />

not remembering anything<br />

from too much drink, to be<br />

sleeping in filth next to <strong>the</strong> rotting<br />

carcass <strong>of</strong> a sow? Add some<br />

more heresy, <strong>and</strong> <strong>the</strong>n you know<br />

<strong>the</strong> Baali.<br />

BRUJAH<br />

24


Unwanted <strong>and</strong> ab<strong>and</strong>oned, <strong>the</strong> Caitiff have swelled<br />

<strong>the</strong> ranks <strong>of</strong> <strong>Kindred</strong> society in <strong>the</strong> past few decades.<br />

They are <strong>the</strong> results <strong>of</strong> mistakes, regrets, frenzies, <strong>and</strong><br />

poor choices. Many are lucky to have even a vague<br />

recollection <strong>of</strong> <strong>the</strong>ir sire <strong>and</strong> <strong>the</strong> Embrace, while most<br />

stumble around with no underst<strong>and</strong>ing <strong>of</strong> what <strong>the</strong>y<br />

are. Those that find a way to survive are <strong>the</strong> exception<br />

instead <strong>of</strong> <strong>the</strong> rule, <strong>and</strong> some <strong>of</strong> <strong>the</strong>se Trash grow to<br />

become notorious <strong>Kindred</strong> in <strong>the</strong>ir own right.<br />

The only thing that <strong>the</strong> Caitiff have in common is<br />

what <strong>the</strong>y lack — <strong>the</strong> marks that identify a v<strong>amp</strong>ire as<br />

being part <strong>of</strong> a particular clan. <strong>Kindred</strong> scholars speculate<br />

that some sort <strong>of</strong> connection between sire <strong>and</strong><br />

childe occurs after <strong>the</strong> Embrace, an “imprinting” that<br />

gives a Brujah his rage, a Nosferatu her disfigurement,<br />

or a Lasombra his propensity to manipulate shadows.<br />

For whatever reason, though, <strong>the</strong> Caitiff has none <strong>of</strong><br />

<strong>the</strong>se. They may be angry, ugly, or prefer <strong>the</strong> darkness,<br />

but at best, <strong>the</strong>y’re a pale shadow <strong>of</strong> <strong>the</strong>ir sire’s clan.<br />

While this tabula rasa keeps <strong>the</strong>m from finding solace<br />

in <strong>the</strong> clan hierarchies <strong>of</strong> <strong>Kindred</strong> society, it also<br />

means <strong>the</strong>y have no barriers to overcome — learning<br />

<strong>the</strong> intricate nuances <strong>of</strong> Dominating a mortal<br />

mind comes just as easily to a Caitiff as preternatural<br />

strength or manipulating insanity.<br />

Nickname: Trash<br />

Sect: The Camarilla considers <strong>the</strong> Caitiff to be<br />

nothing more than expendable foot soldiers — second-class<br />

citizens to throw at <strong>the</strong>ir enemies when <strong>the</strong><br />

time is right. Some Caitiff cling to any sort <strong>of</strong> protection<br />

<strong>and</strong> acceptance, while o<strong>the</strong>rs rebel at being<br />

treated as disposable <strong>and</strong> look to <strong>the</strong> Anarch Movement<br />

or even <strong>the</strong> Sabbat as alternatives. Still o<strong>the</strong>rs<br />

dismiss politics as unimportant, eking out unlife in<br />

<strong>the</strong> fringes <strong>of</strong> <strong>the</strong> Ivory Tower or even becoming<br />

Autarkis. But it seems like every night more<br />

<strong>and</strong> more clanless v<strong>amp</strong>ires are made, <strong>and</strong> some<br />

have even unified as a “clan” within <strong>the</strong> Sabbat.<br />

At some point, <strong>the</strong>y’re going to make <strong>the</strong> <strong>Kindred</strong><br />

listen to <strong>the</strong>m.<br />

25 CHAPTER ONE: TITLES


Appearance: As befits <strong>the</strong>ir checkered origins, a<br />

put-upon look <strong>of</strong>ten accompanies <strong>the</strong> Caitiff, who<br />

<strong>of</strong>ten have to devote much <strong>of</strong> <strong>the</strong>ir attention to simply<br />

surviving in a <strong>Kindred</strong> society that would prefer<br />

to sweep <strong>the</strong>m away. Many are visually similar to <strong>the</strong><br />

Brujah, Gangrel, <strong>and</strong> o<strong>the</strong>r “street clans,” though this<br />

is more <strong>of</strong> an ethnographic characteristic than it is a<br />

clan attitude. For those Caitiff who are able to divert<br />

attention from <strong>the</strong>ir clanlessness, <strong>the</strong>ir appearance<br />

may well reflect <strong>the</strong> success or failure <strong>of</strong> <strong>the</strong>ir efforts<br />

to make a place for <strong>the</strong>mselves in <strong>the</strong> world <strong>of</strong> <strong>the</strong><br />

Damned.<br />

Haven: As with <strong>the</strong>ir Appearance, Caitiff havens<br />

are diverse; many Caitiff have to make do with whatever<br />

haven <strong>the</strong>y can find, or with whatever haven<br />

<strong>the</strong>y can cajole ano<strong>the</strong>r <strong>Kindred</strong> into letting <strong>the</strong>m occupy.<br />

Few Caitiff are able to maintain anything more<br />

than a minor domain, <strong>and</strong> many Caitiff are transient<br />

or simply do without havens.<br />

Background: Caitiff can come from any background,<br />

most <strong>of</strong> which reflect as much about <strong>the</strong>ir absentee<br />

sires as it does about <strong>the</strong>mselves. Indeed, when<br />

among <strong>the</strong> more formal societies <strong>of</strong> <strong>the</strong> sects, some<br />

Trash take great pains to obscure <strong>the</strong> details <strong>of</strong> <strong>the</strong>ir<br />

backgrounds.<br />

Character Creation: Any <strong>of</strong> <strong>the</strong> three Attribute<br />

categories are appropriate for Caitiff to choose as primary,<br />

according to <strong>the</strong>ir background or what <strong>the</strong>ir sire<br />

saw in <strong>the</strong>m. Talents are <strong>of</strong>ten primary Abilities, reflecting<br />

what <strong>the</strong> Caitiff has to do to protect herself.<br />

Few Caitiff have much in <strong>the</strong> way <strong>of</strong> Backgrounds,<br />

preferring <strong>the</strong> immediate, practical value <strong>of</strong> bolstering<br />

Willpower or having picked up a smattering <strong>of</strong> lowlevel<br />

Disciplines.<br />

Clan Disciplines: Caitiff are able to purchase any<br />

Discipline at character creation, pending Storyteller<br />

approval. However, <strong>the</strong> cost to increase all Disciplines<br />

with experience points is six times <strong>the</strong> current rating,<br />

ra<strong>the</strong>r than <strong>the</strong> usual five for in-Clan Disciplines or<br />

seven for out-<strong>of</strong>-Clan Disciplines.<br />

Weaknesses: Because <strong>of</strong> <strong>the</strong>ir social stigma, Caitiff<br />

are unable to take <strong>the</strong> Status Background at character<br />

creation. In addition to being a “clan,” Caitiff is also a<br />

negative title (see p. 33). Until <strong>the</strong> Caitiff establishes<br />

herself in a domain or social group, she is at +2 difficulty<br />

on all Social rolls with non-Caitiff v<strong>amp</strong>ires.<br />

When Caitiff Embrace, <strong>the</strong>ir childer are also Caitiff.<br />

Organization: None to speak <strong>of</strong>. In some domains,<br />

Caitiff who fall through <strong>the</strong> cracks may establish<br />

<strong>the</strong>mselves as <strong>the</strong> lords <strong>of</strong> broods <strong>of</strong> <strong>the</strong>ir own illicit<br />

Stereotypes<br />

Assamite: They normally leave us alone.<br />

Something about “dirty blood.” No argument<br />

from me.<br />

Brujah: Common enemies don’t make us<br />

friends.<br />

Followers <strong>of</strong> Set: The <strong>Kindred</strong> equivalent<br />

<strong>of</strong> driving a white van with “Free C<strong>and</strong>y!”<br />

spray-painted on <strong>the</strong> side.<br />

Gangrel: If you can convince <strong>the</strong>m not to<br />

gut you on sight, <strong>the</strong>y can be pretty tolerant.<br />

Giovanni: Never heard <strong>of</strong> it.<br />

Lasombra: Meet <strong>the</strong> new fucking asshole,<br />

same as <strong>the</strong> old fucking asshole.<br />

Malkavian: They’ve ei<strong>the</strong>r got a sickness or<br />

<strong>the</strong>y see every secret. Problem is, you can’t<br />

tell one kind from <strong>the</strong> o<strong>the</strong>r.<br />

Nosferatu: Misery loves company. Especially<br />

company it can blackmail.<br />

Ravnos: They seem to want us to trust <strong>the</strong>m,<br />

<strong>and</strong> that raises my hackles.<br />

Toreador: They’re usually <strong>the</strong> first ones to<br />

take us to task for not having been asked if<br />

we wanted to be v<strong>amp</strong>ires. As if <strong>the</strong>y’re such<br />

a great bunch <strong>of</strong> Licks.<br />

Tremere: I gotta get back to my haven to,<br />

uh, turn <strong>of</strong>f <strong>the</strong> oven or something.<br />

Tzimisce: The bats have left <strong>the</strong> bell tower.<br />

The victims have been bled. Undead, undead,<br />

undead.<br />

Ventrue: Occupy Elysium! I am <strong>the</strong> 99<br />

percent!<br />

Camarilla: Fuck you, milord.<br />

Sabbat: Fuck you, Dracula.<br />

Anarchs: Fine, why not?<br />

Embrace. It’s no surprise that <strong>the</strong>se unbound rogues<br />

continue to give <strong>the</strong> rest <strong>of</strong> <strong>the</strong>ir ill-sired ilk a bad<br />

name.<br />

Quote: Stop treating me like shit.<br />

I didn’t ask for this!<br />

V20 COMPANION<br />

26


Cappadocians<br />

The story <strong>of</strong> Clan Cappadocian is tragic, but illustrative<br />

<strong>of</strong> <strong>the</strong> parasitic cycle <strong>of</strong> <strong>Kindred</strong> existence. Nothing<br />

lasts forever in v<strong>amp</strong>iric circles, but nothing ever<br />

truly dies.<br />

The Cappadocians were a Clan that focused on death<br />

<strong>and</strong> undeath. Their founder, an ancient known simply<br />

as “Cappadocius” (“<strong>of</strong> Cappadocia”), did not attempt<br />

to rule his Clan. He asked only that <strong>the</strong>y continue <strong>the</strong><br />

search for truth <strong>and</strong> <strong>the</strong> secrets <strong>of</strong> life <strong>and</strong> death. The<br />

Clan’s ancestral roots were rumored to be somewhere<br />

in Asia Minor, but by <strong>the</strong> end <strong>of</strong> <strong>the</strong> <strong>Dark</strong> <strong>Ages</strong> <strong>the</strong>y<br />

had spread throughout Europe. Known as scholars,<br />

mystics, <strong>and</strong> necromancers, <strong>the</strong> Cappadocians were as<br />

firmly entrenched in <strong>the</strong> Cainite society <strong>of</strong> <strong>the</strong>ir time<br />

as any <strong>of</strong> <strong>the</strong> <strong>Clans</strong> <strong>of</strong> <strong>the</strong> Camarilla are tonight.<br />

The Graverobbers exp<strong>and</strong>ed <strong>the</strong>ir knowledge base<br />

by Embracing members <strong>of</strong> important families or promising<br />

scholars. By <strong>the</strong> 13th century <strong>the</strong>y had inroads<br />

across Europe, in monasteries, universities, <strong>and</strong> in <strong>the</strong><br />

courts <strong>of</strong> royalty, but also members <strong>and</strong> ghouls among<br />

<strong>the</strong> working classes. Everyone must eventually die,<br />

<strong>the</strong> Cappadocians realized, <strong>and</strong> every death was<br />

potentially a lesson.<br />

Their inclusive attitude may have spelled <strong>the</strong><br />

Clan’s doom. They accepted a Venetian merchant<br />

family called <strong>the</strong> Giovanni (<strong>the</strong> family’s<br />

propensity for summoning up <strong>and</strong> controlling<br />

ghosts had as much to do with <strong>the</strong>ir Embrace<br />

as <strong>the</strong>ir skill with finance). Over <strong>the</strong><br />

following centuries, <strong>the</strong> Giovanni worked<br />

<strong>the</strong>ir way into <strong>the</strong> hierarchy <strong>of</strong> <strong>the</strong> Clan, until<br />

Augustus Giovanni committed diablerie<br />

upon Cappadocius. Over <strong>the</strong> next few centuries,<br />

<strong>the</strong> Giovanni systematically destroyed <strong>the</strong><br />

remaining Cappadocians. In modern nights, only<br />

small remnants survive, such as <strong>the</strong> Harbingers <strong>of</strong><br />

Skulls. The lineage <strong>of</strong> <strong>the</strong>se remnants is largely unknown.<br />

Nickname: Graverobbers<br />

Sect: The Cappadocians did not survive long<br />

enough to take a side in <strong>the</strong> Camarilla/Sabbat divide.<br />

Appearance: The Graverobbers were pale <strong>and</strong><br />

corpse-like, even for v<strong>amp</strong>ires. Their hair <strong>of</strong>ten darkened<br />

slightly after <strong>the</strong> Embrace, giving <strong>the</strong>m even more<br />

<strong>of</strong> an e<strong>the</strong>real appearance. The Cappadocians dressed<br />

appropriately for <strong>the</strong>ir station <strong>and</strong> role.<br />

Haven: Cappadocians preferred a measure <strong>of</strong> solitude<br />

when choosing <strong>the</strong>ir havens. Although <strong>the</strong>y had to stay<br />

close enough to mortals to feed, <strong>the</strong>y <strong>of</strong>ten chose quiet<br />

27 CHAPTER TEN: BLOODLINES


locales to make <strong>the</strong>ir homes — monasteries, crypts,<br />

<strong>and</strong> even sewers or cisterns. The Cappadocians acting<br />

as scholars or advisors enjoyed a better st<strong>and</strong>ard <strong>of</strong> unlife,<br />

but even <strong>the</strong>y <strong>of</strong>ten chose places that mortals had<br />

no interest in exploring.<br />

Background: As a general rule, <strong>the</strong> Cappadocians<br />

were not concerned with ethnicity or nationality when<br />

Embracing, meaning that it wasn’t uncommon to find<br />

Moors, Jews, or even pagans brought into <strong>the</strong> Clan.<br />

The Graverobbers were more inclined to Embrace people<br />

with an interest in death. That didn’t necessarily<br />

mean causing death (though certainly <strong>the</strong>y Embraced<br />

<strong>the</strong>ir share <strong>of</strong> soldiers <strong>and</strong> hunters), but scholars <strong>of</strong> <strong>the</strong><br />

afterlife <strong>and</strong> religion, gravediggers, priests, <strong>and</strong> hermits<br />

all found <strong>the</strong>ir way to Clan Cappadocian.<br />

Character Creation: Mental Attributes <strong>and</strong> Knowledges<br />

were <strong>of</strong>ten primary, <strong>and</strong> rare was <strong>the</strong> Cappadocian<br />

without at least a few dots <strong>of</strong> Occult. The Clan<br />

included warriors as well as scholars <strong>and</strong> priests, <strong>and</strong><br />

a Cappadocian who chose to be a tyrant could be a<br />

frightening creature indeed. For <strong>the</strong> most part, though,<br />

<strong>the</strong> Clan tended more toward intellectual <strong>and</strong> spiritual<br />

pursuits, <strong>and</strong> choices <strong>of</strong> Abilities <strong>and</strong> Backgrounds reflected<br />

that.<br />

Clan Disciplines: Auspex, Fortitude, Necromancy<br />

Weakness: As mentioned, <strong>the</strong> Cappadocians exhibited<br />

a deathly pallor, <strong>and</strong> this only worsened as <strong>the</strong><br />

v<strong>amp</strong>ire grew older. Young Cappadocians were able<br />

to pass for human (though mortals that knew what to<br />

look for could pick <strong>the</strong>m out easily), but elder Cappadocians<br />

showed shriveled skin <strong>and</strong> a much more wi<strong>the</strong>red<br />

countenance.<br />

Organization: Clan Cappadocian was, in its heyday,<br />

an important Clan historically. It claimed domain in<br />

several important cities across Europe, <strong>and</strong> it wasn’t<br />

uncommon for Graverobbers to act as spiritual or mystical<br />

advisors to o<strong>the</strong>r medieval Princes. Internally, <strong>the</strong><br />

Clan had little strict hierarchy, though as <strong>the</strong> years<br />

wore on <strong>the</strong> Clan’s core became more localized around<br />

<strong>the</strong> founder (which, in turn, allowed <strong>the</strong> Giovanni to<br />

take it over).<br />

Stereotypes<br />

High <strong>Clans</strong>: We have seen <strong>the</strong> death <strong>of</strong> kings,<br />

<strong>and</strong> it is much like <strong>the</strong> death <strong>of</strong> peasants. But <strong>the</strong><br />

final resting places are gr<strong>and</strong>, <strong>and</strong> maybe that<br />

makes <strong>the</strong> difference.<br />

Low <strong>Clans</strong>: When towers have fallen <strong>and</strong> kings<br />

are thrown down, who will remember us? It will<br />

be <strong>the</strong> low-blooded, <strong>and</strong> I hope <strong>the</strong>y are kind in<br />

<strong>the</strong>ir eulogies.<br />

The View From Without<br />

High <strong>Clans</strong>: Noble <strong>and</strong> wise Cainites, though<br />

perhaps a bit too curious. Not every door need be<br />

opened.<br />

Low <strong>Clans</strong>: Pretenders. Do you want to know<br />

what death can really do? Come to my domain<br />

<strong>and</strong> listen to <strong>the</strong> death-rattles.<br />

Quote: Everyone must ride with Charon, by <strong>and</strong> by. We merely<br />

wish to know what to ask him before we step onto his boat.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

28


Do my methods unnerve you? They shouldn’t.<br />

If you want to find something eternal, you must be prepared to face <strong>the</strong> cruelties <strong>of</strong> death.<br />

To <strong>the</strong> Cappadocians, death is a mystery to be revered,<br />

studied, <strong>and</strong> ultimately solved. Some seek<br />

<strong>the</strong>ir answers in dissection <strong>and</strong> studies <strong>of</strong> <strong>the</strong> cadaver.<br />

O<strong>the</strong>rs commune with <strong>the</strong> dead or use <strong>the</strong> clan’s magics<br />

to explore <strong>the</strong> depths <strong>of</strong> <strong>the</strong> Underworld. The Cappadocians<br />

are <strong>the</strong> lorekeepers <strong>and</strong> historians <strong>of</strong> <strong>the</strong> Cainites,<br />

<strong>and</strong> <strong>the</strong>y comm<strong>and</strong> powerful Necromancy to aid <strong>the</strong>m<br />

on <strong>the</strong>ir quest for mastery <strong>of</strong> unlife.<br />

The clan’s founder, Cappadocius,<br />

is not eager to share his personal<br />

history with his clan, but<br />

freely dispenses his wisdom to<br />

<strong>the</strong> clan’s elders. This wisdom<br />

has included everything from<br />

vague instructions to seek out<br />

<strong>the</strong> mysteries <strong>of</strong> death to gr<strong>and</strong><br />

visions <strong>of</strong> underground utopian<br />

cities <strong>and</strong> apocalyptic visions.<br />

It is not uncommon for clan<br />

members to discuss <strong>the</strong>se visions<br />

ei<strong>the</strong>r in scholarly texts or during<br />

<strong>the</strong>ir annual meetings at Erciyes.<br />

One <strong>of</strong> <strong>the</strong> unique <strong>and</strong> well-guarded<br />

powers <strong>of</strong> <strong>the</strong> Cappadocians is<br />

<strong>the</strong> discipline <strong>of</strong> Necromancy.<br />

While many Cainite consider<br />

<strong>the</strong> practice <strong>of</strong> Necromancy<br />

distasteful or even immoral,<br />

it is difficult to argue with its<br />

power or effectiveness under<br />

<strong>the</strong> right circumstances.<br />

Though Cappadocians<br />

rarely seek <strong>the</strong> notoriety<br />

<strong>of</strong> princedom, it is<br />

not uncommon to see a<br />

Cappadocian as a seneschal<br />

or an advisor (such as Lord Camden,<br />

Chamberlain <strong>of</strong> London) to a higher political authority.<br />

Appearance: The Cappadocians are a cosmopolitan<br />

clan <strong>and</strong> can be found from <strong>the</strong> Holy L<strong>and</strong> to <strong>the</strong><br />

monasteries <strong>of</strong> Irel<strong>and</strong>. They tend toward conservative<br />

dress, as many Necromancers were members <strong>of</strong> religious<br />

orders in life. When traveling among mortals, <strong>the</strong> Clan<br />

<strong>of</strong> Death dresses to conceal or obscure <strong>the</strong>ir features.<br />

Veils <strong>and</strong> hooded cloaks are common.<br />

More <strong>the</strong>atrical members <strong>of</strong> <strong>the</strong> clan<br />

may dress in funerary masks or burial<br />

shrouds.<br />

Haven: Like most scholars,<br />

<strong>the</strong> Necromancers tend toward<br />

practicality in <strong>the</strong>ir feeding <strong>and</strong><br />

lodging arrangements. The feed<br />

from targets <strong>of</strong> opportunity, <strong>and</strong><br />

make practical <strong>and</strong> secure Havens.<br />

They are typically not picky<br />

about feeding from corpses<br />

(or corpses-to-be). A steady<br />

supply <strong>of</strong> corpses for Necromancy<br />

is a necessity for many, <strong>and</strong> urban<br />

Necromancers will typically purchase<br />

from local collectors.<br />

Background: Mystics,<br />

poets, cenobites, <strong>and</strong> dervishes<br />

as well as scholars,<br />

magicians, <strong>and</strong> surgeons<br />

are commonly seen among<br />

<strong>the</strong> Necromancers. As a rule,<br />

<strong>the</strong> Cappadocians do not Embrace<br />

capriciously. The clan<br />

is diverse <strong>and</strong> cosmopolitan,<br />

however, <strong>and</strong> Necromancers<br />

originate from all walks <strong>of</strong><br />

life. An inquisitive mind <strong>and</strong><br />

insight into matters <strong>of</strong> life <strong>and</strong><br />

death are far more important<br />

than mortal breeding, occupation,<br />

or influence.<br />

Character Creation: The Clan<br />

<strong>of</strong> Death highly prizes Mental Attributes<br />

<strong>and</strong> Knowledges such as Medicine or Occult. Typically,<br />

THE CLANS OF CAINE<br />

29


Physical Attributes come second, with a particular focus<br />

on manual skill or Stamina. Rare is <strong>the</strong> Cappadocian with<br />

high Social Attributes, though a sly, manipulative Necromancer<br />

could easily take advantage <strong>of</strong> <strong>the</strong> fact that most<br />

o<strong>the</strong>r Cainite do not see <strong>the</strong> Cappadocians as political rivals.<br />

Many Cappadocians follow <strong>the</strong> Road <strong>of</strong> Heaven,<br />

viewing <strong>the</strong>ir religiosity <strong>and</strong> morality as a way to achieve<br />

knowledge <strong>of</strong> God <strong>and</strong> thus triumph over death. O<strong>the</strong>rs<br />

take a more detached approach <strong>and</strong> follow <strong>the</strong> Road <strong>of</strong><br />

Bones.<br />

Clan Disciplines: Auspex, Fortitude, Necromancy<br />

Weaknesses: The Cappadocian affinity for<br />

death is marked indelibly on <strong>the</strong> visage <strong>of</strong> its<br />

clan members. All Cappadocians appear ashy<br />

<strong>and</strong> corpselike, <strong>and</strong> are unable to affect <strong>the</strong><br />

appearance <strong>of</strong> life like o<strong>the</strong>r v<strong>amp</strong>ires by<br />

spending vitae. This condition becomes more<br />

pronounced as <strong>the</strong> Necromancer ages, with<br />

<strong>the</strong> eldest Cappadocians appearing as<br />

mummified corpses. This grim visage<br />

presents <strong>the</strong> Cappadocian with a +2<br />

difficulty on any Social rolls that<br />

would be hindered by a corpselike<br />

appearance.<br />

Organization: Every ten<br />

years, a gr<strong>and</strong> meeting <strong>of</strong> <strong>the</strong> Clan<br />

<strong>of</strong> Death is called at <strong>the</strong> temple<br />

<strong>of</strong> Erciyes, an ancient city built<br />

by order <strong>of</strong> Cappodocius himself.<br />

There, <strong>the</strong> Necromancers confer<br />

with one ano<strong>the</strong>r <strong>and</strong> look over <strong>the</strong><br />

clan’s prized collections <strong>of</strong> Cainite<br />

lore, including <strong>the</strong> Erciyes Fragments,<br />

<strong>the</strong> most complete version <strong>of</strong> <strong>the</strong> Book<br />

<strong>of</strong> Nod. Of course, not all members<br />

attend, as travel is hardly practical.<br />

This leads to a sense that physical<br />

proximity to Erciyes grants additional<br />

favor in clan matters.<br />

Individual clan members will also meet less formally at<br />

mortal universities or correspond with lengthy letters with<br />

each o<strong>the</strong>r about scholarly manners in a less formal fashion.<br />

Stereotypes<br />

Assamite: Tread lightly. Learn what you can <strong>and</strong><br />

bend <strong>the</strong>ir laws to placate <strong>the</strong>m when you must.<br />

Followers <strong>of</strong> Set: You have nothing to <strong>of</strong>fer me but<br />

a knife in my back. Begone.<br />

Lasombra: There are two types <strong>of</strong> Lasombra.<br />

One is a master <strong>of</strong> shadow-puppets who rules<br />

by lies <strong>and</strong> chicanery. The o<strong>the</strong>r knows <strong>the</strong><br />

true depths <strong>of</strong> <strong>the</strong> Abyss, <strong>and</strong> his knowledge<br />

is dangerous, seductive, <strong>and</strong> powerful. It is<br />

not always easy to tell <strong>the</strong> difference.<br />

Malkavian: While venturing in <strong>the</strong><br />

l<strong>and</strong>s beyond, I found a pack <strong>of</strong> <strong>the</strong> Dead<br />

with terrible twisted claws <strong>and</strong> eyes blacker<br />

than night. They moved as one, <strong>and</strong> <strong>the</strong>y<br />

spoke in chorus <strong>the</strong> dark wisdom <strong>of</strong> <strong>the</strong><br />

Abyss. I have no doubts that those vile<br />

creatures wanted nothing but my end.<br />

And yet, I find <strong>the</strong>m much more<br />

straightforward <strong>and</strong> useful than attempting<br />

to deal with a Malkavian.<br />

Nosferatu: What sort <strong>of</strong> necromancer<br />

would I be if I refused to deal<br />

with ugly or foul-smelling things?<br />

Toreador: A grinning skull<br />

holds more secrets than a painted<br />

face.<br />

Tremere: Impressive, if not<br />

commendable.<br />

Ventrue: They are quick to<br />

remind us that <strong>the</strong>y are our glorious<br />

patrons <strong>and</strong> protectors, <strong>and</strong> slow to<br />

actually provide us with protection<br />

when we’ve needed it most. Perhaps<br />

a change is in order.<br />

Cappadocians<br />

30


Children <strong>of</strong> Osiris<br />

Egyptian mythology abounds with tales <strong>of</strong> <strong>the</strong> rivalry<br />

between Set <strong>and</strong> his bro<strong>the</strong>r, Osiris. Knowledgeable<br />

v<strong>amp</strong>ires are aware that <strong>the</strong> Followers <strong>of</strong> Set claim descent<br />

from an Antediluvian who took his name from<br />

that Egyptian serpent-god (though <strong>the</strong> Setites certainly<br />

seem to think Set actually was <strong>the</strong> god). If that’s <strong>the</strong><br />

case, such <strong>Kindred</strong> wonder, who was Osiris? A mortal<br />

spellcaster that was Embraced? Set’s childe? Or perhaps<br />

ano<strong>the</strong>r Antediluvian, lost to time <strong>and</strong> destroyed millennia<br />

ago?<br />

Whatever <strong>the</strong> truth about Set, <strong>the</strong>re was once a powerful<br />

v<strong>amp</strong>ire called Osiris. He was a philosopher <strong>and</strong><br />

a scholar in an Egyptian court (whose dynasty is unknown),<br />

Embraced by an unknown v<strong>amp</strong>ire who believed<br />

that his knowledge <strong>of</strong> <strong>the</strong> law would make him<br />

a useful ally in <strong>the</strong> battle to bring Egypt under <strong>Kindred</strong><br />

influence. Osiris, however, was horrified by his new<br />

condition. Ra<strong>the</strong>r than meet <strong>the</strong> sun, though, he became<br />

determined to face <strong>and</strong> banish his personal demons,<br />

<strong>and</strong> especially his own Beast. His studies on sublimating<br />

<strong>the</strong> v<strong>amp</strong>iric impulses may have helped form<br />

<strong>the</strong> basis for <strong>the</strong> search for Golconda. At <strong>the</strong> very least,<br />

<strong>the</strong>y exp<strong>and</strong>ed it.<br />

The Children <strong>of</strong> Osiris might have become a Clan<br />

<strong>and</strong> continued into <strong>the</strong> modern nights, but Set slew<br />

Osiris. As mortal legendry has it, Set dismembered his<br />

“bro<strong>the</strong>r” <strong>and</strong> scattered his body throughout <strong>the</strong> l<strong>and</strong><br />

<strong>of</strong> Egypt. His sister, Isis (perhaps ano<strong>the</strong>r v<strong>amp</strong>ire, but<br />

no one still extant seems to know for sure) found <strong>the</strong><br />

pieces <strong>and</strong> reassembled <strong>the</strong>m, <strong>and</strong> impossibly, Osiris<br />

was resurrected. Death, however, had taken its toll. His<br />

blood was inert, <strong>and</strong> he could no longer create more<br />

childer. This, however, did not stop him from spreading<br />

his path.<br />

Nickname: Since even <strong>the</strong> <strong>Kindred</strong> who know about<br />

<strong>the</strong> Children <strong>of</strong> Osiris assume <strong>the</strong>m all to be dead, <strong>the</strong>y<br />

do not have a common nickname.<br />

Sect: Strictly speaking, <strong>the</strong> Children <strong>of</strong> Osiris are a<br />

Sect, ra<strong>the</strong>r than a bloodline. They do not (<strong>and</strong>, by<br />

virtue <strong>of</strong> <strong>the</strong>ir own laws, cannot) join <strong>the</strong> Sabbat or<br />

<strong>the</strong> Camarilla.<br />

Appearance: Since <strong>the</strong> Children can hail from any<br />

Clan or bloodline, <strong>the</strong>ir appearance can vary widely.<br />

They all shave <strong>the</strong>ir heads every evening upon awakening,<br />

<strong>and</strong> when in <strong>the</strong>ir temples <strong>the</strong>y wear white robes<br />

adorned with mystical symbols <strong>and</strong> hieroglyphs. When<br />

leaving <strong>the</strong>ir temples on business, <strong>the</strong>y dress simply<br />

<strong>and</strong> stay inconspicuous.<br />

Haven: The few remaining Children <strong>of</strong> Osiris in <strong>the</strong><br />

world dwell in one <strong>of</strong> several temples. These temples<br />

are well-hidden <strong>and</strong> kept secret from o<strong>the</strong>r <strong>Kindred</strong>,<br />

31 CHAPTER TEN: BLOODLINES


meaning that <strong>the</strong>y tend to be in areas that don’t boast<br />

much <strong>of</strong> a v<strong>amp</strong>ire population.<br />

Background: Children <strong>of</strong> Osiris renounce <strong>the</strong>ir<br />

<strong>Clans</strong> because <strong>the</strong>y hate <strong>the</strong>ir condition, but do not<br />

wish to commit suicide. The search for Golconda leads<br />

some <strong>Kindred</strong> to <strong>the</strong> Children, while o<strong>the</strong>rs encounter<br />

<strong>the</strong> Sect after running afoul <strong>of</strong> <strong>the</strong> Followers <strong>of</strong> Set.<br />

Character Creation: Children <strong>of</strong> Osiris can be from<br />

any Clan (except <strong>the</strong> Followers <strong>of</strong> Set; while <strong>the</strong> Children<br />

might be willing to accept a truly repentant Setite,<br />

<strong>the</strong> situation has never come up). The character<br />

can have any combination <strong>of</strong> Attributes <strong>and</strong> Abilities,<br />

<strong>and</strong> <strong>the</strong>y retain whatever knowledge <strong>of</strong> Disciplines<br />

<strong>the</strong>y had before joining. Nature <strong>and</strong> Demeanor tend to<br />

be <strong>the</strong> same — <strong>the</strong> Children <strong>of</strong> Osiris are straightforward<br />

<strong>and</strong> honest.<br />

Clan Disciplines: As appropriate for <strong>the</strong> character’s<br />

original Clan. Children <strong>of</strong> Osiris can also learn Bardo<br />

as an in-Clan Discipline.<br />

Weakness: As appropriate for <strong>the</strong> character’s original<br />

Clan.<br />

Organization: Each temple is under <strong>the</strong> supervision<br />

<strong>of</strong> an elder Child <strong>of</strong> Osiris (called <strong>the</strong> Undying King),<br />

<strong>and</strong> <strong>the</strong> entire Sect answers to a mysterious v<strong>amp</strong>ire<br />

called <strong>the</strong> Gr<strong>and</strong> Undying King, rumored to be a direct<br />

childe <strong>of</strong> Osiris from before he lost <strong>the</strong> ability to<br />

Embrace. The Sect focuses on maintaining <strong>the</strong>ir Humanity,<br />

which is <strong>of</strong> course a difficult enough concern,<br />

but also thwarting <strong>the</strong> machinations <strong>of</strong> <strong>the</strong> Followers<br />

<strong>of</strong> Set without <strong>the</strong> Serpents knowing <strong>the</strong>y still exist.<br />

Stereotypes<br />

Camarilla: The best option for most <strong>Kindred</strong>,<br />

<strong>and</strong> still not nearly good enough.<br />

Sabbat: If <strong>the</strong>y are less evil than <strong>the</strong> Serpents, it<br />

is only because <strong>the</strong> Sword <strong>of</strong> Caine occasionally<br />

kills <strong>the</strong>m.<br />

Followers <strong>of</strong> Set: Osiris came back from death<br />

to avenge himself on Set. And so shall we.<br />

The View From Without<br />

Camarilla: My research indicates that Osiris <strong>and</strong><br />

Set may have actually existed as <strong>Kindred</strong> at one<br />

time. Strange, <strong>the</strong>n, that Set’s “descendants” are<br />

hale <strong>and</strong> healthy <strong>and</strong> selling drugs on <strong>the</strong> corner,<br />

while Osiris’ seem to have vanished entirely.<br />

Sabbat: Nah, man. Luis went s<strong>of</strong>t. We hit that<br />

gang <strong>of</strong> Setites last month, we got separated, <strong>and</strong><br />

<strong>the</strong>n he’s talking about “I won’t kill anymore”<br />

or some bullshit. Bishop probably torched him.<br />

Forget it.<br />

Followers <strong>of</strong> Set: Feels good to win, even if<br />

<strong>the</strong> loser hasn’t really been a real concern in a<br />

thous<strong>and</strong> years.<br />

Quote: I could meet <strong>the</strong> sun, but I fear my heart would not balance <strong>the</strong><br />

fea<strong>the</strong>r <strong>of</strong> Ma’at. Until I am sure, I will remain.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

32


THE CLANS OF CAINE<br />

Ra has chosen me to bring light in <strong>the</strong> darkness <strong>and</strong> healing to those who suffer.<br />

In <strong>the</strong> ancient kingdom <strong>of</strong> Egypt lived two bro<strong>the</strong>rs:<br />

Pharaoh Osiris <strong>and</strong> his younger bro<strong>the</strong>r Set.<br />

Osiris was a wise ruler, but Set envied him,<br />

lusting after both <strong>the</strong> crown <strong>and</strong> Osiris’ wife,<br />

Isis. Striking a dark bargain with <strong>the</strong> god<br />

Apep, Set became an unliving demon with<br />

great power so he might strike his bro<strong>the</strong>r<br />

down. With a heavy heart, for he still loved<br />

his bro<strong>the</strong>r, Osiris prayed to Ra to give him<br />

<strong>the</strong> power to deliver his l<strong>and</strong> from this new<br />

evil. Ra responded by granting Osiris divine<br />

gifts, but also tying him to darkness so Osiris<br />

might forever serve as Ra’s representation in<br />

<strong>the</strong> night. When <strong>the</strong> two bro<strong>the</strong>rs clashed,<br />

even Ra could not match<br />

Apep <strong>and</strong> Osiris was struck<br />

down, killed <strong>and</strong> dismembered<br />

by Set. Yet Set had<br />

not reckoned with Osiris’<br />

wife, for Isis was a great<br />

sorceress who set out to<br />

make her husb<strong>and</strong>’s body<br />

whole again. She succeeded<br />

at <strong>the</strong> cost <strong>of</strong> any <strong>of</strong>fspring<br />

<strong>the</strong>y might still have had, as<br />

Osiris could no longer create<br />

life. Even in defeat, <strong>the</strong> Pharaoh<br />

remained wise <strong>and</strong> o<strong>the</strong>r creatures<br />

cursed like Set willingly sought him out<br />

in an effort to heal <strong>the</strong>ir souls with <strong>the</strong><br />

light <strong>of</strong> Ra. Since <strong>the</strong>n, Osiris has been a<br />

beacon <strong>of</strong> hope <strong>and</strong> redemption in <strong>the</strong> night.<br />

This is <strong>the</strong> story <strong>the</strong> Children <strong>of</strong> Osiris tell. It<br />

might paint Osiris in a more positive light than he<br />

strictly deserves; as an Egyptian Pharaoh, Osiris could<br />

probably scheme <strong>and</strong> betray with <strong>the</strong> best. Indeed, <strong>the</strong><br />

Followers <strong>of</strong> Set tell a very different story in which<br />

Osiris begged <strong>the</strong> dark gift <strong>of</strong>f his older bro<strong>the</strong>r,<br />

only to be consumed by bloodlust <strong>and</strong> rage until<br />

finally his own wife cast a spell to rein in his<br />

temper <strong>and</strong> prevent him from creating o<strong>the</strong>r<br />

monsters like him.<br />

Whatever <strong>the</strong> truth <strong>of</strong> those long ago<br />

nights, a Child <strong>of</strong> Osiris usually strives to<br />

emulate <strong>the</strong> myth. He has a reputation for<br />

being kind <strong>and</strong> wise; a renowned Golconda<br />

seeker <strong>and</strong> mentor. Whilst many Children<br />

<strong>of</strong> Osiris are indeed like <strong>the</strong> good shepherd,<br />

carefully tending to each lost sheep, ano<strong>the</strong>r<br />

might have his eye on <strong>the</strong> larger flock. Such<br />

a Penitent could manipulate a Prince into<br />

greater depravity, with <strong>the</strong> intention<br />

<strong>of</strong> inciting a backlash that deposes<br />

her <strong>and</strong> instills a renewed<br />

sense <strong>of</strong> morality in <strong>the</strong> fiefdom<br />

as o<strong>the</strong>r Cainites grow wary<br />

<strong>of</strong> going down <strong>the</strong> same path.<br />

This is a risky gambit, but by no<br />

means impossible with <strong>the</strong> right tools<br />

<strong>and</strong> positioning. A Child <strong>of</strong> Osiris might<br />

have good intentions for <strong>the</strong> most, but <strong>the</strong><br />

road to hell is paved with <strong>the</strong>m.<br />

Sobriquet: Penitents, Pharaohs<br />

(mocking)<br />

Appearance: Hailing from many<br />

different clans <strong>and</strong> bloodlines, <strong>the</strong> Children<br />

<strong>of</strong> Osiris as a whole are as varied in<br />

appearance as <strong>the</strong>y come. After his initiation<br />

period however, every Penitent shaves his heads to<br />

symbolize that he is like a babe on his new path. When<br />

inside <strong>the</strong> temples, he usually wears white Egyptian<br />

robes, ei<strong>the</strong>r plain or lavishly adorned with Egyptian<br />

symbols in gold thread.<br />

33


Haven <strong>and</strong> Prey: Hunted by <strong>the</strong> Followers <strong>of</strong> Set<br />

<strong>and</strong> sometimes shunned by Cainite Princes for her talk<br />

<strong>of</strong> humanity, a Child <strong>of</strong> Osiris usually finds that it is best<br />

to stay with o<strong>the</strong>rs <strong>of</strong> her kind. She congregates with her<br />

brethren, as much as such a thin spread lineage can, in<br />

well-hidden communal temples far away from o<strong>the</strong>r Cainites’<br />

havens. She might also see a resemblance between<br />

her progenitor <strong>and</strong> <strong>the</strong> Christian Messiah (for both have<br />

died <strong>and</strong> been reborn) <strong>and</strong> take up residence in Christian<br />

churches if she can do so without drawing attention.<br />

A Child <strong>of</strong> Osiris is usually very careful in selecting<br />

her prey, opting for large men who can be fed from<br />

without killing <strong>the</strong>m. Even so, accidents do<br />

happen <strong>and</strong> any Child <strong>of</strong> Osiris may have<br />

swept a body or three under <strong>the</strong> proverbial<br />

rug.<br />

The Embrace: A Child <strong>of</strong> Osiris<br />

cannot Embrace, nor does his sect<br />

actively recruit from o<strong>the</strong>r clans.<br />

Still, o<strong>the</strong>rs might seek him out;<br />

usually a Cainite who has grown<br />

desperate with <strong>the</strong> darkness<br />

<strong>of</strong> her existence <strong>and</strong> has<br />

heard <strong>of</strong> <strong>the</strong> Child <strong>of</strong> Osiris<br />

as a Golconda seeker. Such<br />

a Penitent might be from<br />

any clan, though, possibly<br />

predictably, no Follower <strong>of</strong> Set<br />

has ever applied.<br />

Clan Disciplines: Bardo, plus<br />

two from original clan.<br />

Weaknesses: Original clan’s<br />

weakness. In addition, <strong>the</strong> initiation<br />

rite to enter <strong>the</strong> sect renders<br />

a new applicant’s blood inert <strong>and</strong><br />

he is no longer able to Embrace.<br />

Organization: The Children<br />

<strong>of</strong> Osiris are far <strong>and</strong> few between<br />

<strong>and</strong> as such, <strong>the</strong>y have no real organization. A typical<br />

Penitent lives in a communal temple overseen by an<br />

Undying King, who can be male or female regardless<br />

<strong>of</strong> <strong>the</strong> title, as a symbolic representation <strong>of</strong> Osiris. The<br />

temples are <strong>the</strong>oretically in communication with each<br />

o<strong>the</strong>r, but, in reality, postal delivery is far from reliable<br />

<strong>and</strong> more messages are lost than delivered. Rumors<br />

claim that <strong>the</strong> oldest temple in Egypt is overseen by <strong>the</strong><br />

Gr<strong>and</strong> Undying King who speaks for Osiris directly, but<br />

an average Western Penitent will never be able to travel<br />

<strong>the</strong>re to find out.<br />

Stereotypes<br />

Assamites: Stealers <strong>of</strong> blood <strong>and</strong> drinkers <strong>of</strong><br />

souls. Their knowledge is great, but not worth<br />

associating with such demons.<br />

Cappadocian: Peaceful scholars in<br />

pursuit <strong>of</strong> wisdom. We might have a lot<br />

in common if <strong>the</strong>y didn’t worship <strong>the</strong>ir<br />

books; we hold to a greater purpose.<br />

Followers <strong>of</strong> Set: They hate us,<br />

because we hold up <strong>the</strong> mirror <strong>of</strong> truth<br />

to <strong>the</strong>m.<br />

Lasombra: <strong>Dark</strong>ness within,<br />

darkness without. They have bartered<br />

<strong>the</strong>ir souls away to demons,<br />

<strong>and</strong> it took <strong>the</strong>ir reflection with it.<br />

Malkavian: Treat <strong>the</strong>m kindly,<br />

for <strong>the</strong>y are like children in<br />

both <strong>the</strong>ir wisdom <strong>and</strong> madness.<br />

Salubri: Healers <strong>and</strong> protectors<br />

<strong>of</strong> humanity like we. Do not<br />

believe <strong>the</strong> vile rumors spread<br />

about <strong>the</strong>m.<br />

Tzimisce: Like us, <strong>the</strong>y<br />

strive to be more, but <strong>the</strong>ir<br />

goal is not humanity. There<br />

is no redemption here.<br />

Children <strong>of</strong> Osiris<br />

34


THE CLANS OF CAINE<br />

Whe<strong>the</strong>r I am a god or a demon, it does not matter. Holiness still follows in my wake.<br />

Since time out <strong>of</strong> mind, <strong>the</strong> Danava have made<br />

India <strong>the</strong>ir primary home, <strong>and</strong> with that<br />

weight <strong>of</strong> age comes power. Where Western<br />

Cainites hold that <strong>the</strong> masters <strong>of</strong> Sadhana are<br />

<strong>the</strong> distant descendants <strong>of</strong> <strong>the</strong> Ventrue, <strong>the</strong><br />

Children <strong>of</strong> Danu know ano<strong>the</strong>r story. Their<br />

exact origins are as murky as <strong>the</strong> Ganges,<br />

<strong>and</strong> yet some <strong>of</strong> <strong>the</strong>ir eldest purport to<br />

be descended from <strong>the</strong> blood <strong>of</strong> those<br />

that resided in <strong>the</strong> most ancient <strong>and</strong><br />

forgotten <strong>of</strong> <strong>the</strong> cities that have fallen<br />

to ruin upon India’s l<strong>and</strong>scape. Some<br />

still claim an unbroken ancestry to<br />

<strong>the</strong> primordial goddess Danu, carried<br />

through <strong>the</strong> blood from sire to childe<br />

<strong>and</strong> on through <strong>the</strong> ages. O<strong>the</strong>rs spin<br />

tales <strong>of</strong> being demons made flesh,<br />

asuras bound into human form. A<br />

second side purports to be devas,<br />

<strong>the</strong> divine will <strong>of</strong> <strong>the</strong>ir ancestress<br />

<strong>and</strong> <strong>the</strong> gods <strong>the</strong>y revere made<br />

clear through prayer <strong>and</strong> <strong>the</strong><br />

brutalities <strong>of</strong> Sadhana. These two<br />

sides maintain an adversarial role<br />

within <strong>the</strong> bloodline, but both still<br />

pay <strong>the</strong>ir ti<strong>the</strong>s to <strong>the</strong> deities that rule<br />

India. Each Child <strong>of</strong> Danu seeks to rip<br />

away <strong>the</strong>ir mortal forms <strong>and</strong> transcend to<br />

something more through Sadhana, using it<br />

as a cleansing fire to achieve some manner<br />

<strong>of</strong> enlightenment.<br />

The Danava believe that <strong>the</strong> drinking<br />

<strong>of</strong> blood imbues <strong>the</strong>m with prana, which in<br />

turn fuels <strong>the</strong> Thaumaturgy <strong>the</strong>y wield that<br />

has existed for far longer than <strong>the</strong> sorceries <strong>of</strong><br />

<strong>the</strong> Tremere. In death, <strong>the</strong> Danava remain <strong>the</strong><br />

same artists, priests, warriors, <strong>and</strong> teachers <strong>the</strong>y<br />

were in life. They maintain some dregs <strong>of</strong> that<br />

mortal status, <strong>and</strong> provide spiritual services to<br />

<strong>the</strong>ir respective Cainite communities. As <strong>the</strong><br />

custodians <strong>of</strong> Sadhana, <strong>the</strong> sacred <strong>and</strong> pr<strong>of</strong>ane<br />

rites that allow a Child <strong>of</strong> Danu to twist <strong>the</strong>ir<br />

animating humors into something stranger still, <strong>the</strong>y<br />

rule India’s nights as priest-kings.<br />

Sadhana dem<strong>and</strong>s grueling austerities performed<br />

with each new rank gained. Even those that claim<br />

demonic origins adhere to <strong>the</strong> multiplicity <strong>of</strong> Hindu<br />

gods, making oblations <strong>and</strong> sacrifices as required<br />

throughout <strong>the</strong> yearly cycle <strong>of</strong> holy days <strong>and</strong><br />

festivals. Many Children <strong>of</strong> Danu believe<br />

that with <strong>the</strong> blood <strong>of</strong> <strong>the</strong>ir vaunted ancestry—both<br />

kine <strong>and</strong> Cainite—<strong>the</strong>se<br />

devotions allow <strong>the</strong>m to harness <strong>the</strong><br />

maya inherent to <strong>the</strong> universe, <strong>and</strong> in<br />

so doing become masters <strong>of</strong> it in more<br />

than just name.<br />

Whe<strong>the</strong>r <strong>the</strong>y are <strong>the</strong> children <strong>of</strong> an<br />

ancient goddess or <strong>the</strong> distant descendants<br />

<strong>of</strong> demons, <strong>the</strong> gods <strong>of</strong> <strong>the</strong>ir l<strong>and</strong>, never<strong>the</strong>less,<br />

are real. Even if a h<strong>and</strong>ful <strong>of</strong> a<strong>the</strong>ists<br />

speckle <strong>the</strong>ir ranks, it is impossible to deny<br />

<strong>the</strong> presence <strong>of</strong> something wholly o<strong>the</strong>r<br />

within <strong>the</strong>m when <strong>the</strong>y are in <strong>the</strong> throes<br />

<strong>of</strong> Sadhana. They twist <strong>and</strong> bend into<br />

yogic <strong>and</strong> tantric configurations, utilizing<br />

mudras with <strong>the</strong> h<strong>and</strong>s or <strong>the</strong> entire body as<br />

common methods <strong>of</strong> accessing <strong>the</strong> various<br />

aspects <strong>of</strong> <strong>the</strong>ir Thaumaturgy. With each<br />

new undertaking, <strong>the</strong> Danava consult<br />

grains, throw purified butter onto coals,<br />

<strong>and</strong> examine solar <strong>and</strong> lunar charts in<br />

order to divine just when <strong>the</strong> time will be<br />

right. Observing <strong>the</strong>ir ritual calendars<br />

<strong>and</strong> <strong>the</strong> oaths <strong>the</strong>y make to <strong>the</strong>ir gods<br />

with <strong>the</strong> utmost seriousness, breaking<br />

a vrata is beyond <strong>the</strong> pale, even for<br />

a demon.<br />

Nickname: Children <strong>of</strong> Danu<br />

Appearance: A Danava is unmistakably<br />

regal. Each <strong>and</strong> all are<br />

permeated with <strong>the</strong> sweet smell <strong>of</strong><br />

holy attars, perfumes that hang in<br />

<strong>the</strong> air <strong>and</strong> infuse <strong>the</strong>ir clothing long<br />

35


after it is removed. Steeped in <strong>the</strong> blood <strong>of</strong> India, <strong>the</strong>ir style<br />

<strong>of</strong> dress varies like any who can claim ancestry from within<br />

its borders. Many affect <strong>the</strong> saffron robes <strong>of</strong> swamijis during<br />

times <strong>of</strong> fasting <strong>and</strong> trial, while o<strong>the</strong>rs adorn <strong>the</strong>mselves in <strong>the</strong><br />

wealth <strong>and</strong> clothing befitting those belonging to one <strong>of</strong> <strong>the</strong><br />

highest echelons <strong>of</strong> <strong>the</strong>ir society. Many still attire <strong>the</strong>mselves<br />

in simplified finery, <strong>and</strong> all act as <strong>the</strong>ir birthrights dem<strong>and</strong>.<br />

Haven: It would be easy to mistake a Danava’s haven for<br />

a temple. Gods adorned in fresh flowers cover <strong>the</strong>ir altars,<br />

<strong>and</strong> <strong>the</strong> air is <strong>of</strong>ten thick with <strong>the</strong> scent <strong>of</strong> incense,<br />

<strong>of</strong>ferings, <strong>and</strong> attar oils alike. Even when a<br />

Danava seeks <strong>the</strong> life <strong>of</strong> an ascetic, she<br />

tends to congregate to <strong>the</strong> gods <strong>and</strong> spirits<br />

with ease. Such entities are not strangers<br />

to a Danava, but closely regarded allies.<br />

Many take up residency in holy places or<br />

areas near to <strong>the</strong>m, as well as wealthy, populous<br />

districts. What use is <strong>the</strong>re in being a<br />

priest, if <strong>the</strong>re is no one to guide?<br />

Character Creation: Every<br />

Danava has a lordly bearing<br />

about <strong>the</strong>m, <strong>and</strong> as such <strong>the</strong>y<br />

are chosen to lead as much as<br />

advise. They rely on social acumen<br />

<strong>and</strong> extensive knowledge<br />

gleaned from <strong>the</strong> Vedas, <strong>and</strong><br />

claim good educations from<br />

<strong>the</strong> oral traditions <strong>of</strong> <strong>the</strong> Brahmin.<br />

Sacred chants <strong>and</strong> holy<br />

scripture fall as easily from <strong>the</strong><br />

tongue as any comm<strong>and</strong>.<br />

The Allies, Retainers, <strong>and</strong><br />

Resources Backgrounds would<br />

serve a Danava well. The Road<br />

<strong>of</strong> Kings or <strong>the</strong> Road <strong>of</strong> Heaven<br />

bear equal weight.<br />

Clan Disciplines: Dominate,<br />

Fortitude, Thaumaturgy<br />

Weakness: Like <strong>the</strong>ir cousins to <strong>the</strong><br />

west, <strong>the</strong> Danava have particularly refined<br />

palates when it comes to those <strong>the</strong>y choose as<br />

prey, but animals such as cows or pigs are taboo in<br />

<strong>the</strong> extreme. Danava receive no sustenance from animal<br />

blood. Members <strong>of</strong> <strong>the</strong> bloodline first ritually <strong>of</strong>fer <strong>the</strong>ir<br />

victims to <strong>the</strong>ir gods as a matter <strong>of</strong> course, but such observances<br />

need not be strict or long lasting. Without a ritual<br />

<strong>of</strong> at least thirty seconds, blood <strong>of</strong>fers half sustenance.<br />

Organization: The Danava adhere to <strong>the</strong> caste system<br />

<strong>of</strong> <strong>the</strong>ir parent country with extreme prejudice. Such<br />

structures are holy <strong>and</strong> correct, to <strong>the</strong> Children <strong>of</strong> Danu,<br />

<strong>and</strong> to buck <strong>the</strong> divine order is unthinkable.<br />

Stereotypes<br />

Brujah: You cannot deny <strong>the</strong> beauty <strong>of</strong> <strong>the</strong> fire that<br />

fuels <strong>the</strong>ir passions. Never<strong>the</strong>less, some fires must be<br />

carefully watched.<br />

Cappadocians: Keep <strong>the</strong>m far, far<br />

away.<br />

Gangrel: Some animals deserve to be<br />

leashed. O<strong>the</strong>rs, to run wild. Decide which<br />

it is to be <strong>and</strong> you will have little trouble.<br />

Giovani: Irreparably stained by <strong>the</strong> perfume<br />

<strong>of</strong> <strong>the</strong> dead. How do <strong>the</strong>y<br />

manage to live with such filth?<br />

Lasombra: The darkness<br />

hides such wonder. So it is with<br />

<strong>the</strong>m as well.<br />

Malkavian: Treat <strong>the</strong>m with<br />

kindness, for one never knows what<br />

wisdom a seer might spout forth.<br />

Ravnos: Every guest is a god.<br />

But remember: some gods are<br />

better received at <strong>the</strong> gate, <strong>and</strong><br />

not <strong>the</strong> door.<br />

Nosferatu: Their hides are a<br />

warning, no matter <strong>the</strong> honeyed<br />

words that might spring forth.<br />

Salubri: Some causes consume<br />

entirely, <strong>and</strong> yet in <strong>the</strong>m perhaps we<br />

have found something like siblings.<br />

Setite: There is a holiness in <strong>the</strong><br />

undulations <strong>of</strong> snakes.<br />

Toreador: Art is a sacred act, <strong>and</strong> yet<br />

<strong>the</strong>y are as shallow to <strong>the</strong> last.<br />

Tremere: Their arts are pr<strong>of</strong>ane where ours<br />

are holy.<br />

Ventrue: What can <strong>the</strong> parent say to <strong>the</strong> infant, that<br />

<strong>the</strong>y might remember? They do not walk with <strong>the</strong> blood <strong>of</strong> a<br />

goddess in <strong>the</strong>ir veins, though <strong>the</strong>y act it.<br />

Danava<br />

36


Daughters <strong>of</strong> Cacophony<br />

The Daughters <strong>of</strong> Cacophony emerged as a distinct<br />

bloodline sometime during <strong>the</strong> 19th century. Before<br />

that, <strong>of</strong> course, <strong>the</strong>re were always <strong>Kindred</strong> who saw<br />

music <strong>and</strong> song as a way to remain sane. <strong>Kindred</strong> scholars<br />

believe that <strong>the</strong> Daughters sprang from <strong>the</strong> blood <strong>of</strong><br />

ei<strong>the</strong>r Clan Toreador (for <strong>the</strong>ir passionate artistic pursuit)<br />

or Malkavian (given <strong>the</strong>ir propensity for causing<br />

madness), but <strong>the</strong>ir supernatural powers point more<br />

toward Clan Ventrue. It’s something <strong>of</strong> a moot point,<br />

as <strong>the</strong> “first” Daughter <strong>of</strong> Cacophony<br />

is unknown. Regardless <strong>of</strong> <strong>the</strong>ir<br />

origins, <strong>the</strong> Sirens (as <strong>the</strong>y are<br />

called in <strong>Kindred</strong> circles) are<br />

all singers, <strong>and</strong> <strong>the</strong> bloodline<br />

has always been predominantly<br />

female.<br />

Indeed, <strong>the</strong> Daughters <strong>of</strong> Cacophony base <strong>the</strong>ir<br />

unlives on song. They w<strong>and</strong>er through eternity with<br />

music always in <strong>the</strong>ir ears, <strong>and</strong> that makes <strong>the</strong>m seem<br />

unfocused or flighty to o<strong>the</strong>r <strong>Kindred</strong>. This is one <strong>of</strong><br />

<strong>the</strong> reasons, along with <strong>the</strong>ir rarity, that nei<strong>the</strong>r major<br />

Sect <strong>of</strong> v<strong>amp</strong>ires considers <strong>the</strong>m a threat or much more<br />

than a diversion. Individual <strong>Kindred</strong>, however, might<br />

have occasion to meet a Siren <strong>and</strong> wonder why it is<br />

that those who spend too much time listening to <strong>the</strong>ir<br />

songs always seemed changed by <strong>the</strong> experience.<br />

Nickname: Sirens<br />

Sect: Sirens might fall in with whichever Sect holds<br />

power locally. If asked, most Daughters ei<strong>the</strong>r identify<br />

as independents or claim membership in <strong>the</strong> Camarilla.<br />

Appearance: A Siren might be a street musician<br />

dressed in thrift-store chic, a pierced <strong>and</strong> tattooed<br />

punk rocker, or a high-class entertainer with money<br />

<strong>and</strong> prestige. Apart from <strong>the</strong> fact that <strong>the</strong> Daughters<br />

are largely female, <strong>the</strong>ir appearance varies widely.<br />

Haven: Most Sirens have a quiet room with good<br />

acoustics where <strong>the</strong>y can sing without anyone listening.<br />

As much as most Daughters love performing, <strong>the</strong>y<br />

would prefer to be alone after <strong>the</strong> “show” ends, <strong>and</strong> so<br />

<strong>the</strong> outward appearance <strong>of</strong> <strong>the</strong>ir havens isn’t as important<br />

as maintaining its secrecy.<br />

Background: The majority <strong>of</strong> Sirens were singers<br />

before <strong>the</strong> Embrace as well. Very occasionally, a<br />

Daughter Embraces someone who never developed<br />

her skill at singing, but <strong>the</strong>se discover <strong>the</strong>ir talents<br />

swiftly.<br />

The Daughters do not discriminate based on musical<br />

style. Jazz singer, nu-metal waif, opera diva, sultry<br />

lounge performer — any chanteuse might be a Siren.<br />

Character Creation: Social Attributes tend to be<br />

primary. Expression <strong>and</strong> Performance are almost always<br />

high, <strong>and</strong> many have Fame. Sirens who die<br />

with a following reap <strong>the</strong> benefit <strong>of</strong> <strong>the</strong>ir fans<br />

(Herd). Those less lucky <strong>of</strong>ten still have Contacts<br />

in show business.<br />

Clan Disciplines: Fortitude, Melpominee,<br />

Presence<br />

Weakness: The Daughters <strong>of</strong> Cacophony<br />

hear music constantly. This might be a form<br />

<strong>of</strong> synes<strong>the</strong>sia, or it might be a hallucination.<br />

37 CHAPTER TEN: BLOODLINES


This constant song distracts <strong>the</strong> Daughters as much as<br />

it guides <strong>the</strong>m. The difficulties <strong>of</strong> all <strong>the</strong>ir Perception<br />

rolls increase by two. No Daughter <strong>of</strong> Cacophony may<br />

have Alertness above 3 dots.<br />

Organization: Their numbers are too small for <strong>the</strong>m<br />

to be truly organized, yet sometimes <strong>the</strong> Sirens act as<br />

one. Every so <strong>of</strong>ten, Sirens everywhere put on a performance<br />

on <strong>the</strong> same night. They don’t necessarily sing<br />

<strong>the</strong> same songs, but all <strong>of</strong> <strong>the</strong> waking Sirens sing at<br />

exactly <strong>the</strong> same time.<br />

Stereotypes<br />

Camarilla: Would you like to hear ano<strong>the</strong>r, my<br />

lord?<br />

Sabbat: Very well. You don’t mind if I hum a<br />

bit, though?<br />

Toreador: If only your art had real power, like<br />

mine.<br />

The View From Without<br />

Camarilla: It’s <strong>the</strong> Prince’s policy not to let<br />

fratricide go unanswered, even among <strong>the</strong> less<br />

important <strong>Clans</strong> — would you please stop singing<br />

a moment?<br />

Sabbat: If we can’t get ‘em our way, you get ‘em<br />

yours, sisters!<br />

Giovanni: I don’t know what songs <strong>the</strong>y’re talking<br />

about. I’ve got a nasty suspicion, though, that<br />

I could listen in if I wanted to.<br />

Quote: I heard <strong>the</strong> song as I died. It led me out <strong>of</strong> darkness <strong>and</strong> cold, <strong>and</strong><br />

it came to my lips with my mo<strong>the</strong>r-sister’s blood. And now I sing, because to<br />

end <strong>the</strong> song would be to end all.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

38


Addiction, debasement, corruption, <strong>and</strong> desperation<br />

strike fear into many <strong>Kindred</strong> who worry that <strong>the</strong>irs<br />

will become an unlife <strong>of</strong> ruin, but to <strong>the</strong> Followers <strong>of</strong><br />

Set, <strong>the</strong>se <strong>and</strong> more are <strong>the</strong> tools <strong>of</strong><br />

<strong>the</strong> trade. Pimps, pushers, <strong>and</strong><br />

priests, <strong>the</strong> Setites cater to<br />

<strong>the</strong> needs <strong>of</strong> <strong>the</strong> desperate,<br />

<strong>and</strong> convert <strong>the</strong>m to a nihilistic<br />

cause in doing<br />

so. Whe<strong>the</strong>r one needs<br />

flesh, money, drugs, or<br />

dark secrets, <strong>the</strong> Followers<br />

<strong>of</strong> Set can provide<br />

it, <strong>and</strong> when<br />

<strong>the</strong>y do so,<br />

<strong>the</strong>y all but guarantee <strong>the</strong>mselves a return visit from<br />

those who seek <strong>the</strong>m.<br />

The Followers <strong>of</strong> Set are as much a chthonic religion<br />

as <strong>the</strong>y are a Clan, though <strong>the</strong> faith includes <strong>the</strong><br />

Clan. Its mythology is complex <strong>and</strong> convoluted, an impenetrable<br />

pan<strong>the</strong>on <strong>of</strong> god-monsters. At <strong>the</strong> apex <strong>of</strong><br />

this worship st<strong>and</strong>s a syncretism <strong>of</strong> <strong>the</strong> Egyptian Lord<br />

<strong>of</strong> <strong>the</strong> Underworld Set <strong>and</strong> <strong>the</strong> Greek hydra Typhon,<br />

as much spiritual guardians <strong>of</strong> secret places as <strong>the</strong>y are<br />

<strong>the</strong> “liberators” <strong>of</strong> o<strong>the</strong>r’s souls. To outsiders, this is all<br />

blasphemous religious affectation, but to devout Setites,<br />

<strong>the</strong> cult <strong>and</strong> cause are real, <strong>and</strong> <strong>the</strong>ir dark lord<br />

works his will through <strong>the</strong>m.<br />

Needless to say, <strong>the</strong> politics <strong>of</strong> desperation <strong>and</strong> <strong>the</strong><br />

placation <strong>of</strong> evil gods place <strong>the</strong> Serpents on <strong>the</strong> outside<br />

<strong>of</strong> <strong>Kindred</strong> society. The Setites are fine with this. The<br />

<strong>Kindred</strong> can <strong>of</strong>ten find <strong>the</strong>mselves in need <strong>of</strong> what<br />

<strong>the</strong> Followers <strong>of</strong> Set purvey, <strong>and</strong> <strong>the</strong> extra “service”<br />

<strong>of</strong> secrecy is one <strong>the</strong> Setites are happy to provide —<br />

at a premium. The Setites <strong>of</strong>fer a devil’s deal, but<br />

on <strong>the</strong>ir own terms. That way, when <strong>the</strong>y collect<br />

<strong>the</strong>ir due <strong>and</strong> feed blood <strong>and</strong> souls into <strong>the</strong> maw <strong>of</strong><br />

<strong>the</strong> Typhonic beast, all <strong>of</strong> its sacrifices have been<br />

given willingly.<br />

Nickname: Setites, Serpents<br />

Sect: Externally, none <strong>of</strong> <strong>the</strong> Sects will have<br />

<strong>the</strong> Followers <strong>of</strong> Set. Internally, <strong>the</strong> Setites<br />

sometimes describe <strong>the</strong>mselves in terms <strong>of</strong><br />

both Sect <strong>and</strong> Clan. They have no real impetus<br />

to join ei<strong>the</strong>r <strong>the</strong> Camarilla or Sabbat,<br />

<strong>and</strong> <strong>the</strong>ir goals are different from those <strong>of</strong> <strong>the</strong><br />

Anarchs.<br />

Appearance: Many older Setites hail from <strong>the</strong><br />

North African <strong>and</strong> Mediterranean ethnicities native to<br />

<strong>the</strong> Serpents’ historical territory, but <strong>the</strong>y freely Embrace<br />

from among <strong>the</strong> mortals <strong>of</strong> <strong>the</strong>ir adopted homes.<br />

Some long-st<strong>and</strong>ing Setite temples are tied to locations<br />

where “Egyptian” Serpents might seem out <strong>of</strong><br />

place, but where some aspect <strong>of</strong> serpent mythology is<br />

39 CHAPTER TWO: SECTS AND CLANS


present, as in Mesoamerica or even far-flung Nordic locales,<br />

<strong>and</strong> thus draw <strong>the</strong>ir membership from local populations.<br />

Red hair is considered a mark <strong>of</strong> Set’s favor.<br />

Haven: Where <strong>the</strong>ir hidden temples st<strong>and</strong>, <strong>the</strong> Setites<br />

make <strong>the</strong>ir havens, ei<strong>the</strong>r individually or communally.<br />

These may be anything from “churches” with<br />

never-before-heard-<strong>of</strong> denominations or <strong>the</strong>y may be<br />

outright cults that have to hide <strong>the</strong>ir existences. The<br />

secretive Serpents sometimes hide individual havens<br />

in places where o<strong>the</strong>r <strong>Kindred</strong> don’t <strong>of</strong>ten go, such as<br />

insular ethnic neighborhoods, ab<strong>and</strong>oned domains,<br />

“<strong>the</strong> rough part <strong>of</strong> town,” <strong>and</strong> so forth. Some Setites<br />

also haven in secret mystical places that have value to<br />

<strong>the</strong> Clan, guarding <strong>the</strong>m from outsiders.<br />

Background: Prospective childer for <strong>the</strong> Followers <strong>of</strong><br />

Set <strong>of</strong>ten spend some time involved with a Setite cult,<br />

so <strong>the</strong>y’re indoctrinated in <strong>the</strong> mysteries <strong>of</strong> <strong>the</strong> Clan<br />

before becoming one <strong>of</strong> its <strong>Kindred</strong>. They may come<br />

from any cultural origin, though many are outsiders,<br />

loners, or o<strong>the</strong>rwise marginalized by society, which is<br />

<strong>of</strong>ten what led <strong>the</strong>m to <strong>the</strong> forbidden fruits <strong>of</strong>fered by<br />

<strong>the</strong> cult <strong>of</strong> Set in <strong>the</strong> first place.<br />

Character Creation: Sires choose those who demonstrate<br />

acumen in Social <strong>and</strong> Mental Attributes, as <strong>the</strong><br />

Clan needs its proselytizers <strong>and</strong> its priests to be charismatic<br />

<strong>and</strong> quick-witted. Knowledges are almost always primary,<br />

though Talents may be so instead, especially among those<br />

Serpents engaged in dealings with o<strong>the</strong>rs. Setites focus<br />

on Backgrounds that give influence over o<strong>the</strong>rs whe<strong>the</strong>r<br />

subtly or overtly, making Allies, Contacts, Influence, Resources,<br />

<strong>and</strong> sometimes Retainers popular.<br />

Clan Disciplines: Obfuscate, Presence, Serpentis<br />

Weaknesses: Given <strong>the</strong>ir origins in darkness, <strong>the</strong> Serpents<br />

react negatively to bright light: Add two health<br />

levels to damage caused by exposure to sunlight. Setites<br />

also lose one die from dice pools for actions taken in<br />

bright light (police spotlights, stage lights, flares, etc.).<br />

Organization: Setite organization is mostly local,<br />

with a single temple or network <strong>of</strong> cults representing<br />

a city’s Serpent presence. Setites in <strong>the</strong> cities rarely<br />

scheme among each o<strong>the</strong>r, preferring to face outward<br />

threats in unity ra<strong>the</strong>r than <strong>the</strong> schismatic self-interest<br />

<strong>of</strong> <strong>the</strong> Sects. Whispers persist <strong>of</strong> a massive temple devoted<br />

to Set located somewhere in Africa, with a terrible<br />

Methuselah who claims to be <strong>the</strong> childe <strong>of</strong> Set<br />

himself at <strong>the</strong> head. If this is true, <strong>the</strong>n <strong>the</strong> Clan’s<br />

higher agenda probably originates here, but <strong>the</strong> Setites<br />

<strong>the</strong>mselves remain silent on <strong>the</strong> topic.<br />

Stereotypes<br />

Assamite: They aren’t so different from us, <strong>and</strong> it<br />

scares <strong>the</strong> hell out <strong>of</strong> <strong>the</strong>m.<br />

Brujah: We could have saved <strong>the</strong>ir precious<br />

Carthage, but in <strong>the</strong>ir pride, <strong>the</strong>y chose an eternity <strong>of</strong><br />

ridicule <strong>and</strong> failure.<br />

Gangrel: Don’t mistake <strong>the</strong>ir sullenness for noble<br />

savagery. They have vices, just like anyone else.<br />

Giovanni: They distract <strong>the</strong>mselves with methods<br />

<strong>and</strong> neglect <strong>the</strong>ir goals.<br />

Lasombra: Behind many successful Lasombra is a<br />

debt to <strong>the</strong> temple.<br />

Malkavian: They make excellent allies because no<br />

one pays attention to <strong>the</strong>m, <strong>and</strong> by <strong>the</strong> time <strong>the</strong>y’re<br />

due <strong>the</strong>ir share, all <strong>the</strong>y can do is gibber.<br />

Nosferatu: Forge a relationship or you’ll find yourself<br />

dragged before a Prince or Archbishop with <strong>the</strong>m<br />

as witnesses.<br />

Ravnos: Sorry, I don’t take credit. From you.<br />

Toreador: Cha-ching.<br />

Tremere: One in a hundred realizes what we might<br />

do toge<strong>the</strong>r. The rest are up <strong>the</strong>ir own asses.<br />

Tzimisce: The Dragon is not <strong>the</strong> only Serpent<br />

among <strong>the</strong> Damned.<br />

Ventrue: Let <strong>the</strong>m hate us publicly, so long as <strong>the</strong>y<br />

keep buying.<br />

Caitiff: How easily <strong>the</strong> trod-upon becomes a convert.<br />

Camarilla: Hypocrisy is great for business.<br />

Sabbat: Take one step forward, two steps back, set<br />

self on fire, kick own ass. Preen.<br />

Anarchs: An idealistic cult <strong>of</strong> personality that sometime<br />

succeeds in spite <strong>of</strong> itself.<br />

Quote: I know what you need.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

40


You call us hea<strong>the</strong>ns, thieves, <strong>and</strong> serpents.<br />

You fail to underst<strong>and</strong> that your hatred says more about you than it does about us.<br />

The Followers <strong>of</strong> Set are corrupt, hedonistic, <strong>and</strong> venal.<br />

They are evil incarnate, spreaders <strong>of</strong> disease, heresy,<br />

<strong>and</strong> dissolution. They devote <strong>the</strong>mselves to <strong>the</strong>ir god <strong>and</strong><br />

<strong>the</strong>ir sinful pleasures, <strong>and</strong> must be uprooted whenever<br />

discovered. Or at least that’s what most clans would have<br />

you believe. As always, <strong>the</strong>ir interpretation<br />

<strong>of</strong> <strong>the</strong> truth is selective<br />

at best.<br />

Set was one <strong>of</strong><br />

<strong>the</strong> chief gods <strong>of</strong> <strong>the</strong><br />

Egyptian pan<strong>the</strong>on.<br />

The god <strong>of</strong> <strong>the</strong> desert<br />

<strong>and</strong> storms, he was a<br />

harsh god for a harsh<br />

l<strong>and</strong>. Then <strong>the</strong> Ptolemies<br />

came, <strong>and</strong> <strong>the</strong><br />

Romans after, <strong>and</strong> twisted<br />

<strong>the</strong> myths to suit <strong>the</strong>ir own<br />

purpose. Ptolemaic influence<br />

turned Set into a god <strong>of</strong> violence <strong>and</strong> chaos<br />

whose worship was gradually forgotten in<br />

favor <strong>of</strong> <strong>the</strong> gods <strong>of</strong> <strong>the</strong> Abrahamic faiths.<br />

And so <strong>the</strong> rest <strong>of</strong> <strong>the</strong> world remembers Set<br />

as an evil god best ab<strong>and</strong>oned.<br />

The Followers <strong>of</strong> Set remember <strong>the</strong><br />

truth. Set, not Caine, was <strong>the</strong> progenitor<br />

<strong>of</strong> all v<strong>amp</strong>ires. The myth <strong>of</strong> Caine is lies<br />

<strong>and</strong> propag<strong>and</strong>a, designed to Christianize<br />

v<strong>amp</strong>ires. Though Set disappeared from <strong>the</strong><br />

world, it remains <strong>the</strong><br />

duty <strong>of</strong> his faithful<br />

to spread his word.<br />

Followers <strong>of</strong> Set actively<br />

seek to undermine<br />

Christian <strong>and</strong> Islamic rule in<br />

Europe. They do this not out <strong>of</strong> a love <strong>of</strong> chaos, which is<br />

ana<strong>the</strong>ma to Set. Instead, <strong>the</strong>y seek not only <strong>the</strong> restoration<br />

<strong>of</strong> worship <strong>of</strong> <strong>the</strong>ir god, but to spread it across <strong>the</strong><br />

known world. More than anyone, <strong>the</strong> Followers <strong>of</strong> Set<br />

know that religions are living things — <strong>the</strong>y are born,<br />

flourish, <strong>and</strong> die. By working to eliminate <strong>the</strong> invasive<br />

influence <strong>of</strong> Christianity <strong>and</strong> Islam, <strong>the</strong>y seek only to<br />

hasten <strong>the</strong> inevitable.<br />

Sobriquet: Serpents, Setites<br />

Appearance: Followers <strong>of</strong> Set are mostly Egyptian or<br />

North African in origin. The few Europeans<br />

<strong>the</strong>y Embrace tend to<br />

have red hair, which<br />

is seen as a blessing<br />

or sign <strong>of</strong> favor from<br />

Set. Styles <strong>of</strong> dress<br />

vary according to need.<br />

When traveling in less<br />

tolerant regions, Setites<br />

<strong>of</strong>ten dress in <strong>the</strong> style <strong>of</strong><br />

North African merchants<br />

to avoid drawing undue attention.<br />

In <strong>the</strong> safety <strong>of</strong> <strong>the</strong>ir<br />

temples, however, <strong>the</strong>y favor <strong>the</strong><br />

linen robes <strong>of</strong> <strong>the</strong> old Egyptian priests.<br />

Haven <strong>and</strong> Prey: Hatred <strong>of</strong> <strong>the</strong> sun god,<br />

Horus, <strong>and</strong> a need for secrecy lead many<br />

Followers <strong>of</strong> Set to places underground. They<br />

frequently establish centers <strong>of</strong> worship to Set in<br />

ab<strong>and</strong>oned temples long-since buried or natural<br />

caverns. However, this is not always practical.<br />

Many Setites bow to necessity by establishing<br />

havens in port city slums, or risk maintaining a<br />

secure mobile haven as part <strong>of</strong> a trading caravan.<br />

Regardless <strong>of</strong> location, most Setites feed on<br />

<strong>the</strong> dregs <strong>of</strong> society who<br />

will not be missed, so<br />

as to not draw attention<br />

from those in power.<br />

The Embrace: Followers <strong>of</strong><br />

Set tend to recruit from within <strong>the</strong> ranks <strong>of</strong> <strong>the</strong> secret<br />

Set cults that <strong>the</strong>y establish. Through <strong>the</strong>se cults, <strong>the</strong>y<br />

identify mortals with <strong>the</strong> cunning <strong>and</strong> charisma needed<br />

to survive <strong>and</strong> spread <strong>the</strong> worship <strong>of</strong> <strong>the</strong>ir god. Potential<br />

recruits <strong>of</strong>ten serve as ghoul retainers to <strong>the</strong>ir v<strong>amp</strong>iric<br />

THE CLANS OF CAINE<br />

41


masters. Those with real promise are selected for <strong>the</strong> Embrace, while <strong>the</strong> weak remain as servants to <strong>the</strong>ir betters. The<br />

Embrace itself is a secret ritual that serves as <strong>the</strong> new childe’s initiation as a priest <strong>of</strong> Set in <strong>the</strong>ir own right.<br />

Despite that many <strong>of</strong> <strong>the</strong>ir adherents are European, most new childer are <strong>of</strong><br />

Egyptian, Nubian, or Arabian descent, as many elders <strong>of</strong> <strong>the</strong> Clan look down on <strong>the</strong><br />

colonial aggressors who destroyed <strong>the</strong>ir way <strong>of</strong> life. As <strong>the</strong> Followers <strong>of</strong> Set exp<strong>and</strong><br />

fur<strong>the</strong>r into Europe, however, <strong>the</strong>y invite more Europeans into <strong>the</strong>ir ranks<br />

— particularly Gauls <strong>and</strong> Franks, as <strong>the</strong>y are more likely to have red hair.<br />

Clan Disciplines: Obfuscate, Presence, Serpentis<br />

Weaknesses: The enmity between Set <strong>and</strong> Horus, sun god <strong>and</strong> son<br />

<strong>of</strong> Set’s hated bro<strong>the</strong>r Osiris, is eternal. The Followers <strong>of</strong> Set carry<br />

Horus’ curse more heavily than o<strong>the</strong>r v<strong>amp</strong>ires <strong>and</strong> take twice<br />

<strong>the</strong> amount <strong>of</strong> aggravated damage<br />

from any exposure to sunlight<br />

than members <strong>of</strong> o<strong>the</strong>r clans.<br />

Organization: Setite enclaves<br />

follow <strong>the</strong> old Egyptian temple<br />

system. A Prophet <strong>and</strong> High Priest <strong>of</strong><br />

Set leads each temple, with varying<br />

numbers <strong>of</strong> subordinate Priests beneath<br />

<strong>the</strong>m. Larger enclaves might have many<br />

mortal cultists as well as ghoul servants <strong>and</strong><br />

retainers, while smaller temples might boast<br />

only a h<strong>and</strong>ful <strong>of</strong> mortal adherents.<br />

Stereotypes<br />

Assamites: The Children <strong>of</strong> Haqim are our<br />

enemies. They preach <strong>the</strong> word <strong>of</strong> a god that has<br />

supplanted <strong>the</strong> old ways. If <strong>the</strong> worship <strong>of</strong> Set is to<br />

flourish once more, <strong>the</strong>y must be destroyed.<br />

Lasombra: The poor godless fools. They tear<br />

<strong>the</strong>mselves apart from within, unable to decide which<br />

face <strong>of</strong> <strong>the</strong> Abrahamic god to devote <strong>the</strong>mselves too.<br />

You need only give <strong>the</strong>m <strong>the</strong> occasional nudge <strong>and</strong> <strong>the</strong>y<br />

will destroy <strong>the</strong>mselves.<br />

Tzimice: Misguided, perhaps. But <strong>the</strong>ir war against<br />

<strong>the</strong> Ventrue crusaders is a noble one <strong>and</strong> should be supported,<br />

so long as it would not damage <strong>the</strong> cause <strong>of</strong> Set.<br />

Cappadocians: Their abiding interest in <strong>the</strong> past<br />

<strong>and</strong> <strong>the</strong> dead make <strong>the</strong>m occasionally useful. However,<br />

<strong>the</strong>y lack any real passion or fervor, which makes <strong>the</strong>m<br />

useless as potential adherents <strong>of</strong> Set.<br />

Tremere: Their hunger for power makes <strong>the</strong>m useful<br />

tools against our enemies, though one must never forget<br />

what lengths <strong>the</strong>y are willing to go to for that power.<br />

42


A glint <strong>of</strong> red eyes in <strong>the</strong> darkness, <strong>the</strong> scent <strong>of</strong> a<br />

predator’s musk, a flash <strong>of</strong> fangs, <strong>the</strong> sound <strong>of</strong> flesh<br />

tearing: These mark <strong>the</strong> presence <strong>of</strong> <strong>the</strong> Gangrel. More<br />

than any o<strong>the</strong>r Clan, <strong>the</strong> Gangrel resemble <strong>the</strong> beasts<br />

associated with <strong>the</strong> legends <strong>of</strong> v<strong>amp</strong>ires: bats, wolves,<br />

<strong>and</strong> o<strong>the</strong>r creatures <strong>of</strong> darkness. Indeed, <strong>the</strong> Outl<strong>and</strong>ers<br />

may develop <strong>the</strong> ability to transform <strong>the</strong>mselves<br />

into <strong>the</strong>se <strong>and</strong> o<strong>the</strong>r, more primal forms.<br />

The Gangrel have o<strong>the</strong>r characteristics in common with<br />

animals as well. Many shun <strong>the</strong> elaborate social constructs<br />

<strong>of</strong> both <strong>Kindred</strong> <strong>and</strong> kine. A number <strong>of</strong> <strong>the</strong>m prefer to<br />

move alone or as a member <strong>of</strong> small packs or coteries. Most<br />

are tough <strong>and</strong>, when pressed, ferocious. And when Gangrel<br />

succumb to <strong>the</strong> depredations <strong>of</strong> <strong>the</strong> Beast, <strong>the</strong>y are left<br />

with some feature redolent <strong>of</strong> <strong>the</strong> animal kingdom.<br />

As a Clan, <strong>the</strong> Gangrel are wary <strong>and</strong> alo<strong>of</strong>. Most would<br />

prefer to spend <strong>the</strong>ir nights stalking prey or wilding on<br />

<strong>the</strong> ro<strong>of</strong>tops than minding Princely edicts or lobbying<br />

for recognition <strong>of</strong> domain. Theirs is a tense relationship<br />

with v<strong>amp</strong>ire society, <strong>and</strong> Outl<strong>and</strong>ers are among <strong>the</strong><br />

most frequent to turn Anarch or Autarkis. In some<br />

localities, <strong>the</strong> Gangrel have collectively ab<strong>and</strong>oned<br />

membership in any Sect — ins<strong>of</strong>ar as <strong>the</strong> Gangrel<br />

truly ever do anything collectively.<br />

The Jyhad seems less pronounced among<br />

<strong>the</strong> Gangrel than it is among o<strong>the</strong>r <strong>Clans</strong>, <strong>and</strong><br />

<strong>the</strong> Outl<strong>and</strong>ers have little regard for <strong>the</strong> eternal<br />

conflict. Differences between Gangrel more<br />

<strong>of</strong>ten fall along <strong>the</strong> lines <strong>of</strong> domain <strong>and</strong> feeding rights<br />

than <strong>the</strong>y do on generational mistrust, <strong>and</strong> <strong>the</strong> things<br />

that concern young Outl<strong>and</strong>ers are matters that concern<br />

Gangrel ancillae <strong>and</strong> even elders. Still, one would be<br />

hard-pressed to consider <strong>the</strong> relationship among<br />

Gangrel <strong>of</strong> different generations amicable,<br />

except in isolated sire-childe situations.<br />

The Beast is ever suspicious <strong>of</strong> those<br />

who would take sustenance from it.<br />

Nickname: Outl<strong>and</strong>ers<br />

Sect: The Gangrel at least nominally belong to<br />

<strong>the</strong> Camarilla, but <strong>the</strong> Clan has always had a vocal faction<br />

that spurns membership in any Sect. They claim<br />

that political games <strong>and</strong> social structures do nothing<br />

for <strong>the</strong> primal Gangrel.<br />

Appearance: Personal presentation is <strong>of</strong>ten not high<br />

on <strong>the</strong> list <strong>of</strong> many Gangrel priorities, <strong>and</strong> a Gangrel’s<br />

appearance is <strong>of</strong>ten more<br />

a matter <strong>of</strong> circumstance<br />

than it is <strong>of</strong><br />

active decision.<br />

The Clan’s weakness<br />

can contribute<br />

a great deal to<br />

<strong>the</strong>ir appearance,<br />

as does an extended<br />

unlife in <strong>the</strong><br />

places where<br />

<strong>the</strong>y make<br />

<strong>the</strong>ir<br />

43 CHAPTER TWO: SECTS AND CLANS


havens, which are frequently short <strong>of</strong> modern conveniences.<br />

Haven: Gangrel <strong>of</strong>ten lair where <strong>the</strong>y can, taking<br />

refuge when <strong>the</strong> sun threatens to rise. Those who do<br />

maintain permanent havens <strong>of</strong>ten lean toward <strong>the</strong> utilitarian:<br />

Everything from a cave to a covered alley to an<br />

illegal squat may serve as a Gangrel haven, usually with<br />

little demarcating <strong>the</strong>m as any sort <strong>of</strong> personal territory<br />

(until it’s too late for <strong>the</strong> unfortunate interloper).<br />

Background: Gangrel sire childer like <strong>the</strong>y seek prey:<br />

after long hunts during which <strong>the</strong> prospective childe<br />

doesn’t even know she’s being followed. Creating a<br />

fledgling means sharing limited resources, so each sirechilde<br />

relationship is unique <strong>and</strong> significant. Outl<strong>and</strong>ers<br />

Embrace because <strong>the</strong>y choose an individual, not<br />

out <strong>of</strong> whim or recklessness. Those who earn <strong>the</strong>ir attention<br />

are hardy, whe<strong>the</strong>r physically or emotionally.<br />

Character Creation: Sufficiency is <strong>the</strong> Gangrel hallmark,<br />

<strong>and</strong> many have outsider or loner personality<br />

archetypes. Physical Attributes are far <strong>and</strong> away most<br />

frequent, as are Talents with a smattering <strong>of</strong> Skills <strong>and</strong><br />

Knowledges. Many Gangrel focus on Disciplines ra<strong>the</strong>r<br />

than Backgrounds, preferring to rely on <strong>the</strong>mselves<br />

more than o<strong>the</strong>rs. Gangrel almost never have significant<br />

Resources, Influence, or Retainers.<br />

Clan Disciplines: Animalism, Fortitude, Protean<br />

Weaknesses: Every time a Gangrel frenzies, she<br />

acquires a temporary animal characteristic (which<br />

may replace an existing temporary one). A patch <strong>of</strong><br />

fur, a brief torpor after feeding, or skittishness around<br />

crowds — all <strong>of</strong> <strong>the</strong>se may mar an Outl<strong>and</strong>er after frenzy.<br />

Characteristics acquired in Gangrel frenzies need<br />

not only be physical – <strong>the</strong>y can be behavioral as well.<br />

Players should work with <strong>the</strong> Storyteller to determine<br />

what new animal trait is acquired (whe<strong>the</strong>r <strong>the</strong> frenzy<br />

involved <strong>the</strong> fight-or-flight impulse may be relevant).<br />

Over time, or in an exceptional situation, a particular<br />

animal feature may become permanent, with <strong>the</strong><br />

next frenzy adding a new feature. A good guideline is<br />

to require each frenzy-gained trait to have some effect<br />

grounded in system terms (such as <strong>the</strong> temporary reduction<br />

<strong>of</strong> Social Attribute dots or a permanent loss <strong>of</strong><br />

Humanity), though some Storytellers may allow narrative-only<br />

traits that can shape <strong>the</strong> story.<br />

Organization: Regional groups <strong>of</strong> Gangrel occasionally<br />

assemble in convocations that draw from ethnic or<br />

cultural influences. These are informal affairs, geared<br />

more toward sharing information <strong>and</strong> revelry than<br />

advancing any cogent agenda. Aside from <strong>the</strong>se infrequent<br />

ga<strong>the</strong>rings, almost all Gangrel organization is<br />

very local where it exists at all, from pairs <strong>of</strong> sire-<strong>and</strong>childe<br />

through terrifying packs centered around one<br />

accomplished Outl<strong>and</strong>er.<br />

Stereotypes<br />

Assamite: Pull <strong>of</strong>f <strong>the</strong> fucking head <strong>and</strong> <strong>the</strong> body will die.<br />

Brujah: I wouldn’t call what we have “trust.” More<br />

<strong>of</strong> an underst<strong>and</strong>ing that we have a common enemy.<br />

Followers <strong>of</strong> Set: If it smells like carrion, I don’t<br />

want any part <strong>of</strong> it.<br />

Giovanni: I try to make it a habit not to keep talking<br />

to things once I’ve killed <strong>the</strong>m.<br />

Lasombra: I’m not afraid <strong>of</strong> <strong>the</strong> dark, so you’d better<br />

have something else underneath that cape.<br />

Malkavian: Ten gallons <strong>of</strong> bullshit in a one-gallon jug.<br />

Nosferatu: When <strong>the</strong>y get nervous, get <strong>the</strong> fuck<br />

out <strong>of</strong> <strong>the</strong>re.<br />

Ravnos: If she starts calling you her bro<strong>the</strong>r, pop your<br />

claws <strong>and</strong> make your point. It’s <strong>the</strong> only way she’ll learn.<br />

Toreador: Assume that <strong>the</strong>y want something from<br />

you when <strong>the</strong>y lower <strong>the</strong>mselves to your level.<br />

Tremere: Fight or flight with <strong>the</strong> grayfaces. Choose<br />

carefully.<br />

Tzimisce: When I see a carcass eaten through with<br />

worms, I’m smart enough to know it’s rotten.<br />

Ventrue: If you like answering to a master, you<br />

can do worse… but not much.<br />

Caitiff: Unless <strong>the</strong>y pull <strong>the</strong>ir weight, who needs<br />

ano<strong>the</strong>r mouth to feed?<br />

Camarilla: Any port in a storm, I guess.<br />

Sabbat: Self-righteous evangelical garbage.<br />

Anarchs: Almost. They almost get it.<br />

Quote: This is not a place for you, <strong>and</strong> it is too late to turn back. Run, little man.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

44


Of course it’s uncomfortable until you get used to doing it. Come closer. I’ll show you how to do it right.<br />

No one sane, sensible, or with a choice chooses to live<br />

alone in <strong>the</strong> wilds <strong>and</strong> on <strong>the</strong> roads between cities, towns,<br />

<strong>and</strong> communities. Even rugged farmers <strong>and</strong> woodsmen still<br />

live as close to o<strong>the</strong>r people as <strong>the</strong>ir purpose allows. For <strong>the</strong><br />

v<strong>amp</strong>ire, what is folly in humanity is death for <strong>the</strong> Damned.<br />

So why do <strong>the</strong> Gangrel live at <strong>the</strong> crossroads, under<br />

<strong>the</strong> harbors, <strong>and</strong> in <strong>the</strong> mountains? They are driven to it.<br />

They may be driven out by frightened peasants, ignorant<br />

authority figures, jealous husb<strong>and</strong>s, or wicked clergy.<br />

They may have left on <strong>the</strong>ir own, pulled by adventure,<br />

curiosity, or considerable misanthropy. But no matter<br />

<strong>the</strong> trigger, <strong>the</strong> Gangrel left because <strong>the</strong>y could not<br />

fit anywhere civilized. Outsiders like this were strange<br />

<strong>and</strong> special as humans, but as<br />

v<strong>amp</strong>ires, <strong>the</strong>y thrive.<br />

As humans living<br />

outside <strong>of</strong> normal<br />

society, <strong>the</strong>ir lots<br />

were difficult but<br />

<strong>the</strong>y survived against<br />

<strong>the</strong> odds, <strong>and</strong> so it is<br />

no different for <strong>the</strong><br />

Gangrel as a v<strong>amp</strong>ire.<br />

She may have<br />

been Embraced<br />

with no ceremony,<br />

little romance, <strong>and</strong><br />

no explanation, but no<br />

matter. She survives<br />

<strong>and</strong> endures in ways no<br />

o<strong>the</strong>r v<strong>amp</strong>ire could.<br />

She was hard <strong>and</strong><br />

right <strong>and</strong> different in<br />

<strong>the</strong> ways she lived <strong>and</strong><br />

loved before death. In that way,<br />

<strong>the</strong> transition to <strong>the</strong> Becoming is considerably more<br />

seamless. A Gangrel does not mourn her humanity; people<br />

never had much room for her anyway.<br />

That is not to say that Gangrel eschew all human<br />

contact. While many prefer solitude or <strong>the</strong> company <strong>of</strong><br />

loyal <strong>and</strong> predictable animals, <strong>the</strong>y crave humans <strong>and</strong> <strong>the</strong>ir<br />

blood like any o<strong>the</strong>r v<strong>amp</strong>ire does. And like any o<strong>the</strong>r<br />

THE CLANS OF CAINE<br />

v<strong>amp</strong>ire, <strong>the</strong>y’re drawn to o<strong>the</strong>r predators in <strong>the</strong> complicated<br />

push <strong>and</strong> pull <strong>of</strong> <strong>the</strong> Beast. The main difference is<br />

that <strong>the</strong> Gangrel flaunts societal expectation, interacting<br />

with o<strong>the</strong>rs on her terms. She talks only to who she wants<br />

to, lives where she feels like it, <strong>and</strong> beds who she desires<br />

to bed with little regard to propriety or <strong>the</strong> law.<br />

Sobriquet: Outlaws, Wolf’s-Heads<br />

Appearance: Whatever is expected <strong>and</strong><br />

appropriate in local human society, <strong>the</strong> Gangrel<br />

ignores it or only pays enough attention to<br />

mock it. She may wear <strong>the</strong> armor <strong>of</strong> warriors<br />

<strong>and</strong> lawmen she’s slain while protecting her<br />

freedom. He may wear <strong>the</strong> gowns <strong>of</strong> a lady <strong>and</strong><br />

live as one, if it suits him. The Gangrel is<br />

mutable <strong>and</strong> can live as<br />

he likes.<br />

Overall, his<br />

dress, like his life, is<br />

rugged <strong>and</strong> practical,<br />

but just like his life,<br />

it is how he chooses.<br />

Some Gangrel may<br />

be very particular<br />

about <strong>the</strong> image<br />

<strong>the</strong>y present, treating<br />

<strong>the</strong>ir look like<br />

he might treat his<br />

herd: with considerable<br />

consideration<br />

<strong>and</strong> territoriality.<br />

Haven <strong>and</strong><br />

Prey: A Gangrel<br />

sleeps anywhere she<br />

damn well wants to.<br />

That’s not to say all Outlaws<br />

live in <strong>the</strong> dirt <strong>and</strong> under <strong>the</strong> water.<br />

Havening in <strong>the</strong> l<strong>and</strong> is costly, so most Gangrel have a real<br />

haven somewhere on <strong>the</strong> outskirts or outside <strong>of</strong> civilization.<br />

Lone hunting shacks, watchman’s posts, outlaw c<strong>amp</strong>s,<br />

<strong>and</strong> fur trader outposts all function well for Outlaws. For<br />

<strong>the</strong> nomadic Gangrel, moving with a herd like travelers,<br />

45


highwaymen, or pirated vessels is not uncommon, though<br />

it can be more challenging.<br />

Note that <strong>the</strong>se locations are rarely totally free <strong>of</strong> human<br />

contact. Even <strong>the</strong> isolated woodman’s shack may be visited<br />

on occasion. Animals work for some, but it’s very rare that a<br />

Gangrel can live entirely without human vessels. Some Gangrel<br />

need <strong>the</strong> wild hunt, running after a harried pray through village<br />

streets <strong>and</strong> along empty roadways. Some prefer husb<strong>and</strong>ry<br />

<strong>and</strong> herd tending. Some live like spiders, luring in prey. The<br />

point is, <strong>the</strong> Gangrel does it however she pleases, <strong>and</strong> damn<br />

anyone who tries to limit her predilections <strong>and</strong> preferences.<br />

The Embrace: When animals mate or eat, few<br />

would describe <strong>the</strong> act as romantic or erotic.<br />

This is where <strong>the</strong> Gangrel differ. The<br />

brutality <strong>of</strong> grabbing a human <strong>of</strong>f <strong>the</strong><br />

road or from <strong>the</strong> tavern <strong>and</strong> into <strong>the</strong><br />

night to brea<strong>the</strong> <strong>the</strong>ir last is sensible<br />

to <strong>the</strong> Gangrel. Doing it any<br />

o<strong>the</strong>r way would be passionless<br />

<strong>and</strong> cruel. Ab<strong>and</strong>oning a new<br />

whelp isn’t done out <strong>of</strong> selfishness<br />

or abuse, but to ensure <strong>the</strong><br />

new childe will survive <strong>the</strong> long<br />

nights ahead. Most Gangrel<br />

sires are watching from <strong>the</strong><br />

shadows, <strong>and</strong> so it isn’t usually<br />

actual ab<strong>and</strong>onment. It’s hard<br />

to see <strong>the</strong> intimacy <strong>of</strong> what a<br />

Gangrel does from <strong>the</strong> outside,<br />

which is how <strong>the</strong>y prefer it.<br />

Character Creation:<br />

Gangrel tend to favor Physical<br />

Attributes first, with cunning<br />

<strong>and</strong> wit coming from secondary<br />

Mental Attributes. Gangrel<br />

tend to come from among <strong>the</strong><br />

most Talented human stock <strong>and</strong><br />

favor <strong>the</strong>se instinct-driven abilities, with<br />

Skills as secondary with a focus on what<br />

<strong>the</strong>y need to learn to survive. Gangrel can<br />

build some truly gr<strong>and</strong> Herds over <strong>the</strong> years<br />

while controlling <strong>the</strong>ir territory.<br />

Clan Disciplines: Animalism, Fortitude,<br />

Protean<br />

Weakness: When a Gangrel frenzies, her<br />

Beast rises to <strong>the</strong> surface, <strong>and</strong> <strong>the</strong> wildness in her<br />

blood finds purchase in her flesh <strong>and</strong> in her mind.<br />

She may develop a small physical or mental animal<br />

trait that suits ei<strong>the</strong>r local v<strong>amp</strong>ire mythology, or a<br />

predatory or scavenging animal in <strong>the</strong> region. Ex<strong>amp</strong>les<br />

include overgrown eyebrows, patches <strong>of</strong> fur, or an hour<br />

<strong>of</strong> torpor after feeding. The net result is that <strong>the</strong> trait should<br />

give <strong>the</strong>m a +1 difficulty penalty <strong>and</strong> one automatic failure on<br />

some relevant dice pool. The trait <strong>and</strong> <strong>the</strong> penalty remain until<br />

<strong>the</strong> player accepts <strong>the</strong> automatic failure.<br />

Organization: There is no organization universally accepted<br />

or practiced within <strong>the</strong> clan. While a city may have a<br />

tight-knit family <strong>of</strong> Gangrel following a strict, pack-like hierarchy,<br />

<strong>the</strong> next city over may have a group <strong>of</strong> Outlaws who<br />

barely recognize each o<strong>the</strong>r’s existence. Some may practice a<br />

dedication to clan against all o<strong>the</strong>rs, while some particularly<br />

strong or arrogant Gangrel may see it as every monster for<br />

herself. Respect is never given within <strong>the</strong> clan. If your sire<br />

respects ano<strong>the</strong>r Outlaw, <strong>the</strong>re is no reason you should respect<br />

<strong>the</strong> clansman in kind unless he’s earned it. Hierarchy, if <strong>the</strong>re<br />

is one, is built on blood <strong>and</strong> deeds, not tradition.<br />

Stereotypes<br />

Venture: Stone walls can’t keep me out, Prince.<br />

Hope I never have <strong>the</strong> need to come in.<br />

Tremere: We won’t forget what you’ve done.<br />

Nosferatu: What are <strong>the</strong>y digging for?<br />

Tzimisce: We’re <strong>the</strong> same. You just do it in an<br />

empty old castle to screaming peasants. I do it to<br />

myself in <strong>the</strong> glory <strong>of</strong> <strong>the</strong> open moonlight <strong>and</strong> wild<br />

<strong>of</strong> <strong>the</strong> wood.<br />

Ravnos: I travel as well. The difference between<br />

us is that I leave no trace in my passing.<br />

Followers <strong>of</strong> Set: They worship snakes.<br />

Snakes aren’t even proper predators.<br />

Malkavian: Why did you drive me<br />

from your city, but he stays? Think<br />

about your answer.<br />

Brujah: There is more to<br />

<strong>the</strong> Beast than anger.<br />

Cappadocian: Who?<br />

Lasombra: Sad days coming<br />

for you. I can smell it on<br />

<strong>the</strong> wind.<br />

46


Gargoyles<br />

The Tremere unveiled <strong>the</strong> Gargoyle bloodline in<br />

AD 1167, <strong>and</strong> <strong>the</strong> Slaves have been a steady, if infrequent,<br />

part <strong>of</strong> <strong>Kindred</strong> society ever since. Gargoyles<br />

might, in fact, be one reason that <strong>the</strong> Tremere weren’t<br />

exterminated entirely in <strong>the</strong>ir first few centuries <strong>of</strong><br />

existence. These odd quasi-<strong>Kindred</strong> <strong>of</strong>ten look like<br />

<strong>the</strong>ir stone namesakes — rocky-skinned, ugly,<br />

winged creatures that exist only to serve<br />

<strong>the</strong>ir masters.<br />

Or such was <strong>the</strong> case for several<br />

hundred years. Recently,<br />

though, many <strong>of</strong> <strong>the</strong> Slaves<br />

have thrown <strong>of</strong>f <strong>the</strong>ir<br />

chains <strong>and</strong> joined <strong>the</strong><br />

Camarilla. Why <strong>the</strong><br />

Gargoyles choose<br />

to ally <strong>the</strong>mselves<br />

with <strong>the</strong><br />

Sect that also<br />

protects <strong>the</strong>ir<br />

former masters<br />

is anyone’s<br />

guess. One <strong>of</strong><br />

<strong>the</strong> going <strong>the</strong>ories<br />

is that it’s a slap in <strong>the</strong> Warlocks’ collective<br />

face, but most <strong>Kindred</strong> don’t give<br />

<strong>the</strong> Gargoyles credit for being that sophisticated.<br />

More likely, <strong>the</strong> Rockheads simply<br />

realize that in <strong>the</strong> Camarilla, <strong>the</strong>ir talents will be recognized<br />

<strong>and</strong> no one will try <strong>and</strong> order <strong>the</strong>m around (at<br />

least not directly).<br />

Gargoyles are created out <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>, <strong>and</strong> this<br />

ugly fact makes <strong>the</strong>ir creation a seldom-discussed<br />

topic in polite v<strong>amp</strong>iric society. The Tremere<br />

start with a Gangrel, Nosferatu, or Tzimisce<br />

v<strong>amp</strong>ire <strong>and</strong> perform obscene, bloody rituals<br />

using its blood, heart, <strong>and</strong> skin. Vitae from<br />

ano<strong>the</strong>r v<strong>amp</strong>ire (from one <strong>of</strong> <strong>the</strong> o<strong>the</strong>r two<br />

<strong>Clans</strong>) is used to provoke a violent mutation,<br />

with <strong>the</strong> result that some Gargoyles look purely<br />

hideous (Nosferatu base), some look feral (Gangrel<br />

base), <strong>and</strong> some look fleshy <strong>and</strong> sport bony protrusions<br />

(Tzimisce base). No Gargoyle can pass for<br />

human.<br />

The Tremere tolerate <strong>the</strong> Gargoyles’ presence in <strong>the</strong><br />

Camarilla as best <strong>the</strong>y can — it’s not as though <strong>the</strong>y<br />

can easily re-enslave <strong>the</strong>m, after all. But relations are<br />

obviously strained. The Gargoyles’ revolt <strong>and</strong> induction<br />

into <strong>the</strong> Camarilla has all but doomed <strong>the</strong> remaining<br />

slave Gargoyles, as <strong>the</strong>ir masters now monitor<br />

47 CHAPTER TEN: BLOODLINES


<strong>the</strong>m ruthlessly for any sign <strong>of</strong> betrayal. The Tremere<br />

also aren’t above planting hypnotic suggestions in <strong>the</strong>ir<br />

Slaves’ minds, so that if <strong>the</strong>y ever do rebel, <strong>the</strong>y still<br />

serve a function for <strong>the</strong> Clan.<br />

Nickname: Traditionally Slaves, though free Gargoyles<br />

have been known to crack heads over it. O<strong>the</strong>r<br />

common nicknames are Rockheads, Runaways, Freemen,<br />

<strong>and</strong> Grotesques.<br />

Sect: Gargoyles usually join <strong>the</strong> Camarilla. It’s not<br />

impossible for a Slave to join <strong>the</strong> Sabbat, but <strong>the</strong><br />

bloodline as a whole frowns on this.<br />

Appearance: Not all Gargoyles look like <strong>the</strong> stone<br />

grotesques found spitting rainwater over old buildings,<br />

but all are nightmarish. Some have tufts <strong>of</strong> hair protruding<br />

r<strong>and</strong>omly over <strong>the</strong>ir bodies, or odd, galloping<br />

walks. Most Gargoyles have gray, rock-like skin. All<br />

Gargoyles have wings. These grow as <strong>the</strong> character’s<br />

Flight (see p. 447) increases.<br />

Haven: Slave Gargoyles sleep wherever <strong>the</strong>ir<br />

masters allow <strong>the</strong>m — closets, basements, crypts,<br />

cells. Free Gargoyles prefer sleeping in havens<br />

high above <strong>the</strong> ground. Bell towers <strong>and</strong> disused<br />

high-rises are favorites. Gargoyles are <strong>of</strong>ten<br />

muscle for o<strong>the</strong>r <strong>Kindred</strong>, sometimes in exchange<br />

for a bare-bones haven.<br />

Background: Gargoyles creation rarely<br />

shows a discernible pattern. The Change<br />

tortures <strong>the</strong> new Gargoyle’s body, as bones<br />

elongate <strong>and</strong> split to form <strong>the</strong> wings. The face<br />

warps, leaving nothing to recognize <strong>the</strong> mortal<br />

or v<strong>amp</strong>ire by. They rarely remember <strong>the</strong>ir unlife<br />

or mortal existence.<br />

Character Creation: Created to be slaves,<br />

Gargoyles specialize in Physical Attributes, Talents,<br />

<strong>and</strong> a few select Skills (Melee, for instance).<br />

All Gargoyles start with a free dot <strong>of</strong> <strong>the</strong> Flight<br />

Discipline. Appearance is always zero. Gargoyles<br />

created by <strong>the</strong> Tremere are at <strong>the</strong> same Generation<br />

as <strong>the</strong> <strong>Kindred</strong> that act as <strong>the</strong>ir “base.”<br />

Clan Disciplines: Flight, Fortitude, Potence, Visceratika<br />

Weakness: The Slaves are hideous. That grotesquery<br />

takes different forms, but always results in an Appearance<br />

<strong>of</strong> zero. They are also highly susceptible to mind<br />

control from any source. A Gargoyle’s Willpower score<br />

(current or permanent) is considered two points lower<br />

when used to resist such powers.<br />

Organization: Gargoyles have a strong sense <strong>of</strong> community.<br />

They <strong>of</strong>ten keep communal havens. Sometimes<br />

Gargoyles petition <strong>the</strong> Prince for <strong>the</strong> release <strong>of</strong><br />

slave Gargoyles, but more <strong>of</strong>ten <strong>the</strong>y just tear slave<br />

owners to pieces. With no community, Gargoyles are<br />

likely to Embrace <strong>and</strong> build <strong>the</strong>ir own.<br />

Stereotypes<br />

Camarilla: Our new home. Here, no one shouts<br />

or strikes us or burns us with mirrors <strong>and</strong> light.<br />

Here, <strong>the</strong>y ask politely, <strong>and</strong> we are free to ask for<br />

payment in blood. Paradise.<br />

Sabbat: They are so brutal. And <strong>the</strong>y love each<br />

o<strong>the</strong>r so. And yet, when I think <strong>of</strong> <strong>the</strong>m, my eyes<br />

begin to burn. Why should this be?<br />

Tremere: I will never be a slave again. Never.<br />

The View From Without<br />

Camarilla: Fuck you, Merlin. They belong to<br />

all <strong>of</strong> us now.<br />

Sabbat: Where d’ya think <strong>the</strong>y get <strong>the</strong> raw materials<br />

to make those monsters? Oh, <strong>the</strong> civilized<br />

Camarilla.<br />

Ravnos: You headed into <strong>the</strong> city? Good luck!<br />

Don’t forget to look up!<br />

Quote: Master. Why did you burn her? She only wanted to fly free for one night…<br />

yes, master. I obey.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

48


THE CLANS OF CAINE<br />

Do you know why my master will emerge victorious? Because she has me.<br />

In 1121, <strong>the</strong> Tremere created <strong>the</strong> first Gargoyles to serve<br />

as foot soldiers in <strong>the</strong>ir war against <strong>the</strong> Tzimisce. Magically<br />

spawned from <strong>the</strong> bodies <strong>of</strong> captured Tzimisce,<br />

Nosferatu, <strong>and</strong> Gangrel, <strong>the</strong>se original Gargoyles<br />

were practically mindless <strong>and</strong> almost always<br />

short-lived. They possessed no memory <strong>of</strong><br />

<strong>the</strong>ir former lives, while harboring an<br />

instinctive hatred for what <strong>the</strong>y once<br />

were. They were <strong>the</strong> perfect shock<br />

troops to field against armies <strong>of</strong><br />

vozhd <strong>and</strong> szlachta. On <strong>the</strong> eve<br />

<strong>of</strong> <strong>the</strong> Gargoyles’ invention,<br />

<strong>the</strong> Tremere were a dying<br />

clan, young over-reaching<br />

upstarts whose memory<br />

was about to be wiped<br />

clean from <strong>the</strong> annals<br />

<strong>of</strong> v<strong>amp</strong>iric history,<br />

one footnote among<br />

thous<strong>and</strong>s in <strong>the</strong> long<br />

history <strong>of</strong> Cainites. In<br />

<strong>the</strong> next moment, <strong>the</strong><br />

war had turned <strong>and</strong><br />

<strong>the</strong> Usurpers’ place was<br />

secure.<br />

Now, in 1242, Clan<br />

Tremere has begun to<br />

lose control <strong>of</strong> <strong>the</strong>ir creations.<br />

The vast majority<br />

still serves <strong>the</strong> Usurpers,<br />

guarding <strong>the</strong>ir chantries<br />

<strong>and</strong> fighting <strong>the</strong>ir battles,<br />

but <strong>of</strong> late more <strong>and</strong><br />

more have thrown<br />

<strong>of</strong>f <strong>the</strong> chains <strong>of</strong> servitude,<br />

to <strong>the</strong> eternal<br />

chagrin <strong>of</strong> <strong>the</strong>ir former<br />

masters. At least<br />

one chantry has been<br />

destroyed from within by<br />

rebellious Gargoyles, <strong>and</strong> though<br />

<strong>the</strong>y’d be hard-pressed to admit it, <strong>the</strong><br />

Trembling Ones have begun to question <strong>the</strong><br />

practice <strong>of</strong> keeping Gargoyles so close to<br />

<strong>the</strong>ir sanctuaries. Some have chosen to<br />

destroy <strong>the</strong>ir slaves ra<strong>the</strong>r than await<br />

<strong>the</strong> day <strong>the</strong>y are turned upon, while<br />

o<strong>the</strong>rs assume a gentler tack with<br />

<strong>the</strong>ir servants to avoid <strong>the</strong>ir ire.<br />

Those who have freed <strong>the</strong>mselves<br />

take a dim view <strong>of</strong> <strong>the</strong>ir<br />

former masters <strong>and</strong> b<strong>and</strong><br />

toge<strong>the</strong>r in great flocks<br />

known as Grotesqueries.<br />

Toge<strong>the</strong>r <strong>the</strong>y roam <strong>the</strong><br />

skies over Tremere territory<br />

on a mission equal<br />

parts revolution <strong>and</strong><br />

vengeance. A few have<br />

ab<strong>and</strong>oned <strong>the</strong>ir old<br />

homes entirely, seeking<br />

<strong>the</strong> peacefulness<br />

<strong>of</strong> remoter locations,<br />

though those who<br />

find <strong>the</strong>mselves alone<br />

are generally doomed<br />

to a short, miserable<br />

existence as <strong>the</strong>y wi<strong>the</strong>r<br />

in <strong>the</strong> absence <strong>of</strong> companionship.<br />

Though <strong>the</strong> first Gargoyles<br />

were unable to create<br />

childer, some can now breed<br />

true. No longer dependent<br />

upon <strong>the</strong> Tremere to grow<br />

<strong>the</strong>ir numbers, <strong>the</strong>y are a proper<br />

bloodline now. Free Gargoyles<br />

in particular are proud <strong>and</strong> social,<br />

<strong>and</strong> show little restraint in<br />

creating new progeny. This new<br />

generation <strong>of</strong> Gargoyles shares<br />

less <strong>of</strong> <strong>the</strong> burden <strong>the</strong>ir sires bore;<br />

never having lived under <strong>the</strong> Tremere<br />

yoke, <strong>the</strong>y don’t fear or hate <strong>the</strong> Usurpers<br />

49


as <strong>the</strong>ir elders do. However, a thread <strong>of</strong> servility still runs<br />

through <strong>the</strong> bloodline, which <strong>the</strong>y must keep in check. Only<br />

a third <strong>of</strong> all Gargoyles can pass on <strong>the</strong> curse <strong>of</strong> Caine, <strong>and</strong><br />

among <strong>the</strong> progeny <strong>the</strong>y create, only half survive <strong>the</strong> change,<br />

while <strong>the</strong> o<strong>the</strong>r half die within <strong>the</strong> first few weeks. Those<br />

who survive can breed true, just like <strong>the</strong>ir parents.<br />

While not well-integrated into Cainite society, some<br />

free Gargoyles have found a place for <strong>the</strong>mselves. Some<br />

pursue <strong>the</strong> company <strong>of</strong> fellow Cainites, while recently-freed<br />

Gargoyles typically react to <strong>the</strong>ir sudden masterless circumstances<br />

by seeking out a new lord to serve, with little<br />

care as to who that lord might be. In ei<strong>the</strong>r case, <strong>the</strong>y can<br />

<strong>of</strong>ten find a degree <strong>of</strong> tolerance among o<strong>the</strong>r Cainites;<br />

while <strong>the</strong> best <strong>the</strong>y can hope for is contempt <strong>and</strong> mockery,<br />

even a king will suffer a mangy dog if that dog will tear out<br />

<strong>the</strong> throats <strong>of</strong> his enemies. Unfortunately, most<br />

Gargoyles find <strong>the</strong>ir options<br />

limited to unlives <strong>of</strong> violence,<br />

making <strong>the</strong>ir existences brutal<br />

<strong>and</strong> frequently short.<br />

Nicknames: Grotesques<br />

Appearance: Gargoyle flesh<br />

comes in a variety <strong>of</strong> hues, such<br />

as gray, pale ivory, <strong>and</strong> deep<br />

ebony. As <strong>the</strong>y age, it grows<br />

thicker <strong>and</strong> harder, much like<br />

stone; sometimes rough <strong>and</strong><br />

jagged like granite, while o<strong>the</strong>r<br />

times smooth like polished marble.<br />

Many sport a tremendous pair<br />

<strong>of</strong> bat-like wings. Claws <strong>and</strong><br />

fangs are common among<br />

Gargoyles, but <strong>the</strong> similarities<br />

end <strong>the</strong>re. While many emerge from<br />

<strong>the</strong>ir creation twisted <strong>and</strong> hideous (hence <strong>the</strong>ir nickname),<br />

some possess a pr<strong>of</strong>ound, uncanny beauty.<br />

Haven: Most Gargoyles dwell amid <strong>the</strong> chantries<br />

<strong>of</strong> Clan Tremere. Free Gargoyles may live in mountain<br />

caves, forgotten catacombs, or any o<strong>the</strong>r wild or hidden<br />

place that will protect <strong>the</strong>m from <strong>the</strong> sun. They’ll feed<br />

on nearly anything; those who are chantry-bound usually<br />

sustain <strong>the</strong>mselves on animals <strong>and</strong> whatever cast<strong>of</strong>fs<br />

<strong>the</strong>ir masters allow. Free Gargoyles prefer lonely travelers<br />

along mountain passes or forested trails, though wildlife<br />

<strong>and</strong> livestock are suitable as well. Among those who are<br />

capable <strong>of</strong> procreation, it’s almost unheard <strong>of</strong> to simply<br />

kill a mortal for food; <strong>the</strong>y will breed every chance <strong>the</strong>y<br />

get, seeking strength in numbers.<br />

Background: In <strong>the</strong> past, most Gargoyles were created<br />

from a blending <strong>of</strong> Tzimisce, Gangrel, <strong>and</strong> Nosferatu<br />

stock. While many such Gargoyles are still created, for<br />

<strong>the</strong> Usurpers still have need <strong>of</strong> <strong>the</strong>ir service, those born <strong>of</strong><br />

mortal stock are on <strong>the</strong> increase, perhaps even holding <strong>the</strong><br />

majority. Regardless <strong>of</strong> <strong>the</strong> method, a Gargoyle’s creation<br />

is always horrifying <strong>and</strong> painful. The transformation from<br />

mortal to monster wrenches <strong>the</strong> mind from its previous<br />

state, rendering it <strong>the</strong> proverbial tabula rasa. The body<br />

twists <strong>and</strong> alters itself into its new form over a period <strong>of</strong><br />

hours. The rarest <strong>of</strong> all Gargoyles will sometimes remember<br />

slivers <strong>of</strong> <strong>the</strong>ir past lives, with bits <strong>and</strong> pieces surfacing at<br />

<strong>the</strong> most inopportune moments.<br />

Character Creation: Most Gargoyles are creatures<br />

<strong>of</strong> urge <strong>and</strong> instinct. Physical Attributes are key, as are<br />

Talents. Some survive <strong>the</strong>ir transitions with portions<br />

<strong>of</strong> <strong>the</strong>ir old minds intact; <strong>the</strong>se Gargoyles may possess<br />

exceptional Mental or Social Attributes, <strong>and</strong> Skills <strong>and</strong><br />

Knowledges far exceeding <strong>the</strong>ir kin. Such Gargoyles<br />

are regarded as sages <strong>and</strong> seers,<br />

<strong>and</strong> are <strong>of</strong>ten sought out by<br />

o<strong>the</strong>rs <strong>of</strong> <strong>the</strong>ir kind for advice.<br />

Servitor Gargoyles must possess a<br />

Mentor, usually <strong>of</strong> Clan Tremere.<br />

Free Gargoyles will <strong>of</strong>ten have<br />

Haven <strong>and</strong> Herd Backgrounds.<br />

The Road <strong>of</strong> <strong>the</strong> Service is most<br />

commonly walked by Gargoyles,<br />

along with The Road <strong>of</strong> <strong>the</strong> Beast.<br />

Some Gargoyles also walk <strong>the</strong><br />

Road <strong>of</strong> Heaven as <strong>the</strong>y seek to<br />

make sense <strong>of</strong> <strong>the</strong> life <strong>the</strong>y’ve been<br />

given.<br />

Bloodline Disciplines: Flight,<br />

Fortitude, Potence<br />

Weaknesses: Gargoyles are<br />

social creatures, while an individual may<br />

operate singly without impairment, should a Gargoyle ever<br />

truly find herself alone in <strong>the</strong> world — without master,<br />

mate, childer, or friend — her dice pools are halved until<br />

<strong>the</strong> condition is rectified. Working in conjunction with<br />

a complete stranger can alleviate <strong>the</strong>se penalties on a<br />

scene-by-scene basis, but only a mutually acknowledged<br />

relationship can restore <strong>the</strong> Gargoyle fully. Additionally,<br />

Gargoyles are particularly susceptible to mind control <strong>and</strong><br />

domination; <strong>the</strong>ir Willpower is always considered two less<br />

when resisting such powers.<br />

Organization: Gargoyles are inherently social<br />

creatures. They prefer to live among o<strong>the</strong>r Cainites,<br />

but because <strong>of</strong> <strong>the</strong> stigma against <strong>the</strong>m, this means <strong>the</strong>y<br />

usually remain toge<strong>the</strong>r, forming large Grotesqueries. In<br />

fact, one <strong>of</strong> <strong>the</strong> things that keeps many Gargoyles bound<br />

so tightly to <strong>the</strong>ir Tremere lords is <strong>the</strong> companionship <strong>of</strong><br />

<strong>the</strong>ir fellow slaves.<br />

Gargoyles<br />

50


Achieving prominence during <strong>the</strong> Venetian Renaissance,<br />

<strong>the</strong> Giovanni family built <strong>the</strong>ir fortune on <strong>the</strong><br />

rise <strong>of</strong> <strong>the</strong> middle class <strong>and</strong> <strong>the</strong> ready pr<strong>of</strong>it <strong>of</strong> banking<br />

<strong>and</strong> Mediterranean trade (<strong>and</strong> <strong>the</strong> criminal enterprise<br />

that came with it). However, with <strong>the</strong> family’s<br />

rise came hubris, as its paterfamilias sought ever<br />

more power, <strong>and</strong> with that hubris came horror.<br />

With his earthly power at its apex, Augustus<br />

Giovanni turned to <strong>the</strong> arts <strong>of</strong> controlling<br />

<strong>the</strong> dead, <strong>and</strong> in doing so, gained <strong>the</strong> Embrace<br />

from a forgotten Antediluvian.<br />

With a conclave <strong>of</strong> conspirators, <strong>the</strong><br />

Giovanni plunged a now-forgotten<br />

Clan into oblivion <strong>and</strong> built <strong>the</strong>ir<br />

own legacy on its corpse.<br />

Since those first nights, <strong>the</strong> Giovanni<br />

have accepted no limits on<br />

<strong>the</strong>ir ambitions, despite opposition<br />

from <strong>Kindred</strong> outside <strong>the</strong>ir Clan<br />

<strong>and</strong> a well-deserved reputation as<br />

“Devil <strong>Kindred</strong>.” They studied forbidden<br />

arts, becoming formidable<br />

in <strong>the</strong> nigrimancy that allowed<br />

<strong>the</strong>m power over <strong>the</strong> spirits <strong>of</strong><br />

<strong>the</strong> departed, <strong>and</strong> degeneracy<br />

followed in <strong>the</strong> wake <strong>of</strong> unclean<br />

ritual. To this night, <strong>the</strong> Giovanni<br />

are known for <strong>the</strong> insular<br />

nature <strong>of</strong> <strong>the</strong>ir Clan <strong>and</strong> <strong>the</strong><br />

incestuous practices by which<br />

<strong>the</strong>y populate it. A few outside<br />

families <strong>and</strong> factions fall under<br />

Giovanni auspices, but <strong>the</strong> vast<br />

majority <strong>of</strong> <strong>the</strong> Clan comes from<br />

<strong>the</strong> debased mortal family. The<br />

family remains successful despite<br />

all <strong>of</strong> <strong>the</strong>ir ghastly peccadilloes,<br />

<strong>and</strong> has amassed a vast wealth<br />

through crime, politics, <strong>and</strong> <strong>the</strong><br />

secrets <strong>of</strong> <strong>the</strong> dead that keeps<br />

<strong>the</strong>m in <strong>the</strong>ir position <strong>of</strong> degraded<br />

opulence.<br />

In public view, <strong>the</strong> Giovanni make a great show <strong>of</strong> humility<br />

<strong>and</strong> respect. Part <strong>of</strong> this gentility is a habit <strong>of</strong> centuries,<br />

still in place from when <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong> hunted<br />

<strong>the</strong> usurping Necromancers (<strong>and</strong> to preserve <strong>the</strong>ir hardwon<br />

neutrality from <strong>the</strong> conflict between <strong>the</strong> Camarilla<br />

<strong>and</strong> <strong>the</strong> Sabbat). Ano<strong>the</strong>r part <strong>of</strong> it is <strong>the</strong> velvet<br />

glove hiding <strong>the</strong> iron fist <strong>of</strong> <strong>the</strong>ir nature, remarkable<br />

for forcing ghosts, minds, <strong>and</strong> bodies alike<br />

to bow to <strong>the</strong>ir needs. To hear <strong>the</strong> Giovanni<br />

tell it, Princes <strong>and</strong> Archbishops alike owe<br />

<strong>the</strong>m favors, <strong>and</strong> anyone with something<br />

to <strong>of</strong>fer may earn <strong>the</strong>ir patronage.<br />

For <strong>the</strong> most part, <strong>the</strong> Giovanni<br />

participate little in <strong>the</strong> Jyhad,<br />

pursuing <strong>the</strong>ir own agenda <strong>of</strong><br />

cultivating wealth <strong>and</strong> building a<br />

foundation <strong>of</strong> power in <strong>the</strong> l<strong>and</strong>s<br />

beyond <strong>the</strong> veil <strong>of</strong> death. Outsiders<br />

rarely comprehend <strong>the</strong> goals <strong>of</strong> <strong>the</strong><br />

Necromancers, but only <strong>the</strong> most<br />

trusted <strong>of</strong> <strong>the</strong> Giovanni know<br />

that <strong>the</strong> Clan wants to plunge<br />

<strong>the</strong> world into a state where <strong>the</strong><br />

dead <strong>and</strong> <strong>the</strong> living commingle.<br />

And with <strong>the</strong>ir mastery <strong>of</strong> Necromancy,<br />

<strong>the</strong> Giovanni would<br />

be positioned to rule it all.<br />

Nickname: Necromancers<br />

Appearance: Outwardly, Giovanni<br />

dress with subtlety <strong>and</strong><br />

taste. Much <strong>of</strong> <strong>the</strong> Clan comes<br />

from <strong>the</strong> original mortal family,<br />

<strong>and</strong> have not only olive Italian<br />

complexions, but some amount<br />

<strong>of</strong> inherited family features.<br />

Those outside <strong>the</strong> immediate<br />

family <strong>of</strong>ten appear “<strong>of</strong> a type,”<br />

<strong>and</strong> in <strong>the</strong> traditional garb <strong>of</strong><br />

<strong>the</strong>ir regional family branch.<br />

Haven: The family wealth<br />

<strong>of</strong> <strong>the</strong> Giovanni is evident in<br />

51 CHAPTER TWO: SECTS AND CLANS


<strong>the</strong>ir havens, which may take <strong>the</strong> form <strong>of</strong> villas or lavish<br />

estates. The Necromancers <strong>of</strong>ten have valuables invested<br />

in <strong>the</strong>ir havens as well, such as galleries <strong>of</strong> fine art or displays<br />

<strong>of</strong> jewelry. Many Giovanni also maintain secondary<br />

havens, where <strong>the</strong>y may have elaborate necromantic<br />

crypts or just flats where <strong>the</strong>y can lie low if necessary.<br />

Background: Giovanni <strong>of</strong> <strong>the</strong> main family branch<br />

have usually spent some amount <strong>of</strong> time as a ghoul in a<br />

practice known as <strong>the</strong> Proxy Kiss. During this time, <strong>the</strong><br />

<strong>Kindred</strong>-to-be learns about <strong>the</strong> treacherous <strong>and</strong> jealous<br />

reality <strong>of</strong> <strong>the</strong> v<strong>amp</strong>ire family. She learns ambition <strong>and</strong> an<br />

unhealthy dose <strong>of</strong> duplicity, in addition to <strong>the</strong> family history<br />

<strong>and</strong> customs. Giovanni rarely see much <strong>of</strong> <strong>the</strong> outside<br />

world on <strong>the</strong>ir own terms during <strong>the</strong> Proxy Kiss period,<br />

<strong>and</strong> <strong>of</strong>ten become insular <strong>and</strong> alienated, while at <strong>the</strong> same<br />

time eager to st<strong>and</strong> out among <strong>the</strong> o<strong>the</strong>r family ghouls.<br />

Character Creation: Giovanni v<strong>amp</strong>ires <strong>of</strong>ten have<br />

outgoing, pr<strong>of</strong>essional Demeanors that hide unpleasant<br />

Natures warped in <strong>the</strong>ir upbringing. Social or Mental<br />

Attributes are usually primary, though some <strong>of</strong> <strong>the</strong> “soldiers”<br />

<strong>of</strong> <strong>the</strong> family prefer Physical Attributes. Emphasis<br />

likewise usually falls on primary Knowledges or Talents,<br />

depending on proclivity. A split in <strong>the</strong> Clan sees those<br />

who favor <strong>the</strong> practicality <strong>of</strong> Backgrounds (particularly<br />

those tied to wealth <strong>and</strong> exerting influence) diverge from<br />

those who prefer <strong>the</strong> forbidden puissance <strong>of</strong> Disciplines.<br />

Few Giovanni could be described as well-rounded.<br />

Clan Disciplines: Dominate, Necromancy, Potence<br />

Weaknesses: The Kiss <strong>of</strong> a Giovanni v<strong>amp</strong>ire causes<br />

excruciating pain in mortal vessels who receive it. If<br />

<strong>the</strong> Giovanni isn’t careful, her vessel may die <strong>of</strong> shock<br />

<strong>and</strong> agony before being wholly exsanguinated. When a<br />

Giovanni feeds upon a mortal, she does twice as much<br />

damage as <strong>the</strong> Kiss <strong>of</strong> ano<strong>the</strong>r v<strong>amp</strong>ire would inflict. For<br />

ex<strong>amp</strong>le, if a Giovanni takes one point <strong>of</strong> blood from a<br />

mortal vessel, that victim would suffer two health levels<br />

<strong>of</strong> damage. As a result, <strong>the</strong>y tend to use blood banks<br />

<strong>and</strong> o<strong>the</strong>r means <strong>of</strong> feeding that don’t fight as much.<br />

Organization: Like few o<strong>the</strong>r <strong>Clans</strong>, <strong>the</strong> Necromancers<br />

have a top-down organization where policy is made by a<br />

(presumed) still-active Clan progenitor, Augustus. The<br />

family maintains an enormous palazzo known as <strong>the</strong> Mausoleum<br />

in Venice, where elders <strong>and</strong> fledglings alike dance<br />

to <strong>the</strong> whims <strong>of</strong> <strong>the</strong>ir ancient puppetmasters. Clan structure<br />

is itself familial, with <strong>the</strong> added complications that<br />

degeneracy <strong>and</strong> v<strong>amp</strong>irism <strong>of</strong>fer. Incest, ancestor worship,<br />

necrophilia, cults <strong>of</strong> guilt, <strong>and</strong> bizarre relationships<br />

in which fa<strong>the</strong>rs <strong>and</strong> gr<strong>and</strong>mo<strong>the</strong>rs are <strong>the</strong>ir own issue’s<br />

childer make a mire <strong>of</strong> <strong>the</strong> Clan <strong>and</strong> family, <strong>and</strong> fracture<br />

many Giovanni long before <strong>the</strong>y become <strong>Kindred</strong>.<br />

Stereotypes<br />

Assamite: Beware, as all <strong>the</strong> money in <strong>the</strong> world<br />

still cannot buy one passage back from <strong>the</strong> grave.<br />

Brujah: Inexpensive allies or irascible enemies.<br />

Followers <strong>of</strong> Set: Dangerous relics deluded by a<br />

primitive grasp <strong>of</strong> what lies beyond <strong>the</strong> Shroud.<br />

Gangrel: Let <strong>the</strong>m have <strong>the</strong>ir mud <strong>and</strong> misery.<br />

Lasombra: Like us, <strong>the</strong>y st<strong>and</strong> with one foot in <strong>the</strong><br />

temporal world <strong>and</strong> one foot in <strong>the</strong> occult.<br />

Malkavian: Once <strong>the</strong>y crumble to dust, <strong>the</strong>y don’t<br />

have to suffer <strong>the</strong>ir madness anymore.<br />

Nosferatu: Dead men do tell tales, <strong>and</strong> <strong>the</strong> Sewer<br />

Rats have so many tales to tell.<br />

Ravnos: The <strong>Kindred</strong> have forever to make <strong>of</strong> <strong>the</strong>ir<br />

fates what <strong>the</strong>y will, <strong>and</strong> this is how <strong>the</strong>y spend it?<br />

Toreador: How tragic is <strong>the</strong> <strong>Kindred</strong> so desperately<br />

afraid <strong>of</strong> what she truly is.<br />

Tremere: We don’t enshrine <strong>the</strong> history that made<br />

us what we are, so why do <strong>the</strong>y?<br />

Tzimisce: The worm that feasts on its own flesh<br />

must eventually starve.<br />

Ventrue: They <strong>of</strong>ten forget that Machiavelli<br />

worked in <strong>the</strong> wake <strong>of</strong> <strong>the</strong> Borgias <strong>and</strong> <strong>the</strong> Medicis.<br />

Caitiff: Without knowing <strong>the</strong>ir origins, what can<br />

<strong>the</strong>y possibly amount to?<br />

Camarilla <strong>and</strong> Sabbat: Let <strong>the</strong>m have <strong>the</strong>ir endless<br />

war, for we grow rich by selling each side what<br />

it needs to continue <strong>the</strong> effort.<br />

Anarchs: Until <strong>the</strong>y build something <strong>of</strong> lasting<br />

import, <strong>the</strong>y are <strong>the</strong> ugliest <strong>of</strong> <strong>the</strong> sisters.<br />

Quote: You misunderst<strong>and</strong> <strong>the</strong> situation if you think you’re important to me alive.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

52


THE CLANS OF CAINE<br />

If you wish you knew what <strong>the</strong> future holds, you have it backwards.<br />

You should hold <strong>the</strong> future in your h<strong>and</strong>s <strong>and</strong> shape it to your will.<br />

No o<strong>the</strong>r clan out <strong>the</strong>re has any idea where <strong>the</strong>y<br />

come from. They might have documents, oral<br />

histories, <strong>and</strong> whispered lore, but no hard facts. The<br />

Young Ones have no need to engage in heated origin<br />

debates. Every one <strong>of</strong> <strong>the</strong> Giovani knows where <strong>the</strong>y<br />

came from <strong>and</strong> where <strong>the</strong>y belong.<br />

No more than two centuries ago, old<br />

man Augustus struck a deal with <strong>the</strong><br />

Devil. He’s fond <strong>of</strong> telling <strong>the</strong> story <strong>of</strong><br />

how he grew up during <strong>the</strong> hideous<br />

famine at <strong>the</strong> turn <strong>of</strong> <strong>the</strong> millennium,<br />

when mo<strong>the</strong>rs ate <strong>the</strong>ir<br />

own babies <strong>and</strong> starving children<br />

turned to <strong>the</strong>ir parents’ graves to<br />

feast on <strong>the</strong>ir rotting meat. The<br />

things he saw gave him insight<br />

on what lies beyond, <strong>and</strong> <strong>the</strong><br />

things he did gave him <strong>the</strong> skill<br />

to interact with it. Soon enough,<br />

his talents came to <strong>the</strong> attention <strong>of</strong><br />

<strong>the</strong> Cappadocian death scholars, <strong>and</strong><br />

<strong>the</strong> elder Cappadocius himself chose<br />

him for eternal life — or as it turned<br />

out, <strong>the</strong> next best thing to what only<br />

God can <strong>of</strong>fer. Augustus figured he<br />

already suffered enough scorching<br />

sunlight in <strong>the</strong> dry fields, <strong>and</strong> was no<br />

stranger to drinking blood to quench his<br />

thirst. As far as deals go, this particular<br />

Devil suited him just fine.<br />

The new millennium was his to<br />

seize. Soon enough, he ga<strong>the</strong>red<br />

his childhood friends, creating a<br />

tight knit group <strong>of</strong> like-minded<br />

individuals who shared his vision,<br />

his ambition, <strong>and</strong> finally his blood.<br />

They called each o<strong>the</strong>r bro<strong>the</strong>rs,<br />

for what o<strong>the</strong>r name defines<br />

what <strong>the</strong>y shared? Some chose<br />

to streng<strong>the</strong>n <strong>the</strong>ir own mortal<br />

families that <strong>the</strong>y might never<br />

again want for food or comfort. As time went<br />

by, <strong>the</strong>y embraced <strong>the</strong> rising craft <strong>of</strong> commerce,<br />

which brought <strong>the</strong>m far above <strong>the</strong>ir original<br />

station. Growing rich <strong>and</strong> powerful with every<br />

night, <strong>the</strong> Young Ones came to <strong>the</strong> attention<br />

<strong>of</strong> o<strong>the</strong>r Cainites.<br />

As o<strong>the</strong>r Cainites took note<br />

<strong>of</strong> this self-styled young<br />

bro<strong>the</strong>rhood <strong>and</strong> tried to<br />

underst<strong>and</strong> who <strong>the</strong>y<br />

really were, <strong>the</strong>y found<br />

nothing but secrets. After<br />

all, as a new bloodline<br />

<strong>of</strong> an already mysterious<br />

<strong>and</strong> secretive clan, it was<br />

impossible to find clear<br />

information about who<br />

<strong>the</strong> Giovani really were <strong>and</strong> what <strong>the</strong>y could do.<br />

Rumors spread like wildfire <strong>and</strong> <strong>the</strong> Young Ones<br />

used <strong>the</strong>m to <strong>the</strong>ir advantage. Cainites love to<br />

imagine all v<strong>amp</strong>ires as powerful schemers in<br />

<strong>the</strong> shadows <strong>of</strong> history, so why refute <strong>the</strong><br />

voices <strong>of</strong> a Roman family <strong>of</strong> Necromancers?<br />

Better to build on that, <strong>and</strong> drop some<br />

nuggets <strong>of</strong> inspiring lore about divination<br />

for <strong>the</strong> Emperors.<br />

Nickname: The Young Ones,<br />

Giovanotti (Youngsters)<br />

Appearance: The Giovani are<br />

few <strong>and</strong> varied in appearance, albeit<br />

unified by <strong>the</strong> ashen quality that<br />

marks <strong>the</strong>ir Cappadocian blood (with<br />

rare exceptions). Depending on <strong>the</strong>ir<br />

origin, a Young One could exhibit any<br />

mix <strong>of</strong> <strong>the</strong> vastly varied palette <strong>of</strong> <strong>the</strong><br />

Mediterranean, which features skin<br />

tones from dark olive to light cream, hair<br />

ranging from bright red locks to raven<br />

black curls, <strong>and</strong> a wide range <strong>of</strong> eyes,<br />

mouths, <strong>and</strong> noses.<br />

53


Havens <strong>and</strong> Prey: Most Young Ones live with <strong>the</strong>ir<br />

mortal family. The truth about <strong>the</strong>ir unlife is known in<br />

varying degrees depending on <strong>the</strong> closeness <strong>of</strong> <strong>the</strong> familial<br />

relationships — <strong>and</strong> it usually comes down to hushed<br />

suspicions <strong>of</strong> leprosy or o<strong>the</strong>r skin conditions which<br />

should not be mentioned outside <strong>of</strong> <strong>the</strong> house. Family is a<br />

Giovani’s best haven regardless <strong>of</strong> <strong>the</strong>ir physical location.<br />

However, <strong>the</strong>ir steadily growing wealth means that <strong>the</strong>y<br />

usually dwell in large houses with multiple rooms <strong>and</strong><br />

separated kitchens. Several<br />

families take in servants <strong>and</strong><br />

apprentices.<br />

The medical practice <strong>of</strong><br />

leeching, coupled with <strong>the</strong> support<br />

structure <strong>of</strong> a close-knit family,<br />

makes it very rare for a Young One to<br />

need feeding outside her haven. If that<br />

should happen, though, <strong>the</strong>y usually<br />

feed away from home to avoid any<br />

kind <strong>of</strong> suspicion.<br />

Backgrounds: The initial<br />

group embraced by Augustus<br />

planned to Embrace carefully<br />

<strong>and</strong> purposefully to sustain <strong>the</strong><br />

family while recruiting talent.<br />

Therefore, new Embraces<br />

come ei<strong>the</strong>r from <strong>the</strong> extended<br />

family ranks or from<br />

ambitious outsiders, making<br />

<strong>the</strong>ir way in <strong>the</strong> new social<br />

strata.<br />

Character Creation: The<br />

Young Ones value exceptional<br />

insight <strong>and</strong> strong resolve. Mental<br />

Attributes <strong>and</strong> Skills are usually primary,<br />

but <strong>the</strong>y also value Knowledges.<br />

Natures, Demeanors, <strong>and</strong> Virtues reflect<br />

<strong>the</strong> ambition <strong>and</strong> interconnection <strong>of</strong> <strong>the</strong><br />

family, <strong>and</strong> most members follow <strong>the</strong> Road<br />

<strong>of</strong> Humanity. Common Backgrounds include<br />

Retainers, Resources, Herds, <strong>and</strong> Allies. Generation is<br />

usually quite low, never going above <strong>the</strong> Eleventh.<br />

Clan Disciplines: Auspex, Fortitude, Necromancy<br />

Weakness: Like o<strong>the</strong>r members <strong>of</strong> <strong>the</strong> Cappadocian<br />

clan, <strong>the</strong> Giovani have an ashen quality to <strong>the</strong>ir skin<br />

which makes humans eerily aware <strong>of</strong> <strong>the</strong>ir o<strong>the</strong>rness.<br />

The few bloodline members closest to Augustus himself<br />

are perfectly able to appear as if blood was still pumping<br />

through <strong>the</strong>ir veins, but <strong>the</strong>ir Kiss is excruciatingly painful.<br />

Some believe <strong>the</strong> horrors he saw as a mortal man carried<br />

through his blood, but this weakness doesn’t seem to have<br />

a clear pattern or cause.<br />

Organization: The key quality to ensure devotion is<br />

gratitude. Therefore, <strong>the</strong> group <strong>of</strong> founders (headed by<br />

Augustus) promotes a reward pyramid structure, where<br />

only those who deserve it <strong>the</strong> most are lifted from <strong>the</strong>ir<br />

lot <strong>and</strong> brought up in status <strong>and</strong> prestige through <strong>the</strong><br />

Embrace. This approach means that children from powerful<br />

political marriages have been looked over in favor<br />

<strong>of</strong> someone from lower social strata — <strong>and</strong> as <strong>the</strong><br />

Giovani’s numbers grow, so<br />

does internal discontent.<br />

Stereotypes<br />

Nosferatu: As ugly as <strong>the</strong>y are<br />

smart. They make excellent allies <strong>and</strong><br />

formidable enemies.<br />

Ventrue: Having an old-sounding<br />

name doesn’t mean you’re fit to lead.<br />

Lasombra: A lot <strong>of</strong> ritual <strong>and</strong><br />

pretenses. If <strong>the</strong>y want to believe <strong>the</strong>y<br />

own <strong>the</strong> Mediterranean, let <strong>the</strong>m.<br />

We know how things really are.<br />

Toreador: Fantastic clients.<br />

They’d buy anything we sell, as<br />

long as <strong>the</strong>y think it’s rare <strong>and</strong><br />

eccentric.<br />

Setites: Try <strong>and</strong> find <strong>the</strong><br />

differences with <strong>the</strong> Toreador<br />

if you can. There’s only one:<br />

<strong>the</strong>y have a plan, which makes<br />

<strong>the</strong>m more like us. Not sure how<br />

good that is.<br />

Gangrel: Tell your families to avoid<br />

<strong>the</strong> woods at night.<br />

Assamites: Treat <strong>the</strong>m with respect<br />

<strong>and</strong> <strong>of</strong>fer fair deals. I can’t guarantee you’ll<br />

survive <strong>the</strong> alternative.<br />

Tremere: There’s a lot to learn from <strong>the</strong>se<br />

folks. Take notes.<br />

Cappadocians: So absorbed by <strong>the</strong>ir research <strong>and</strong><br />

<strong>the</strong>ir thoughts that <strong>the</strong>y barely notice us. Exactly as it<br />

should be.<br />

Ghosts: Don’t feel ashamed if you go to your gr<strong>and</strong>fa<strong>the</strong>r<br />

for advice. Especially if he can sneak around your<br />

rivals sight unseen <strong>and</strong> remembers <strong>the</strong>ir ancestors.<br />

Ghouls: Your family <strong>and</strong> servants are your strength.<br />

No o<strong>the</strong>r Clan underst<strong>and</strong> this how we do. All to our<br />

advantage.<br />

Lupines: Tell your families to avoid <strong>the</strong> woods by day.<br />

Giovani<br />

54


Harbingers <strong>of</strong> Skulls<br />

The Harbingers <strong>of</strong> Skulls are a small bloodline that<br />

emerged from <strong>the</strong> mists <strong>of</strong> <strong>the</strong> past <strong>and</strong> threw <strong>the</strong>ir lot<br />

in with <strong>the</strong> Sabbat. The Harbingers are alleged to all be<br />

elders, <strong>and</strong> frighteningly powerful. While <strong>the</strong>ir sudden<br />

appearance suggests a long bout <strong>of</strong> torpor, <strong>the</strong>y don’t<br />

behave like recently-awakened v<strong>amp</strong>ires. Indeed, <strong>the</strong>y<br />

claim <strong>the</strong>y have been dead <strong>the</strong>se past five centuries.<br />

The Harbingers <strong>of</strong> Skulls resemble rotting corpses,<br />

much like <strong>the</strong> Samedi. Indeed, v<strong>amp</strong>ires that know <strong>of</strong><br />

both bloodlines suggest a common origin, but since<br />

nei<strong>the</strong>r <strong>the</strong> Samedi nor <strong>the</strong> Harbingers discuss <strong>the</strong>ir<br />

origins publically, it’s just speculation.<br />

The Harbingers have only been members <strong>of</strong> <strong>the</strong> Sabbat<br />

for a short time, but during that time <strong>the</strong>y have<br />

made <strong>the</strong>mselves invaluable. The Sword <strong>of</strong> Caine,<br />

lacking Giovanni members, has difficulty dealing with<br />

ghosts. This can lead to problematic hauntings, since<br />

<strong>the</strong> Sabbat kills enough people that ghostly visitation<br />

can become an issue. The Harbingers can exorcises<br />

<strong>the</strong>se vengeful shades, or, better yet, turn <strong>the</strong>m into<br />

incorporeal spies <strong>and</strong> slaves. And for all <strong>of</strong> this, <strong>the</strong><br />

Harbingers ask nothing except for favors to be repaid<br />

at a later date.<br />

The Sabbat, for its part, isn’t usually given<br />

to <strong>the</strong> favor-trading that one finds in <strong>the</strong> Camarilla,<br />

but what <strong>the</strong> Harbingers bring to <strong>the</strong><br />

table is too valuable to miss. And besides,<br />

whe<strong>the</strong>r one believes <strong>the</strong> fairy tale about<br />

noble origins <strong>and</strong> “revenge on <strong>the</strong> traitorous<br />

moneylenders” that <strong>the</strong> Harbingers sometimes<br />

spin, <strong>the</strong>ir passion is palpable. That kind <strong>of</strong><br />

murderous zeal is always welcome in <strong>the</strong> Sword<br />

<strong>of</strong> Caine.<br />

Nickname: Lazarenes<br />

Sect: The Harbingers <strong>of</strong> Skulls belong entirely<br />

to <strong>the</strong> Sabbat. That said, given that <strong>the</strong> bloodline<br />

obviously has many secrets buried, it’s impossible<br />

to know if any Lazarenes claim membership in <strong>the</strong><br />

Camarilla or remain independent.<br />

Appearance: The Harbingers prefer to stay hidden<br />

in <strong>the</strong>ir havens, or at least remain among <strong>Kindred</strong>,<br />

<strong>and</strong> for good reason. They resemble emaciated,<br />

shrunken corpses. Their skin grows taut <strong>and</strong> white,<br />

<strong>and</strong> <strong>the</strong> gums recede, giving <strong>the</strong> impression <strong>of</strong> a<br />

bleached, grinning skull. Most Harbingers wearing<br />

flowing garments or burial shrouds, <strong>the</strong> better to<br />

highlight <strong>the</strong>ir affinity for death.<br />

Haven: Unlike most Sabbat <strong>Kindred</strong>, <strong>the</strong> Harbingers<br />

<strong>of</strong> Skulls do not join packs, <strong>and</strong> <strong>the</strong>refore do not<br />

use communal havens. They usually choose lairs away<br />

from mortal interference, but close enough to <strong>the</strong> living<br />

that <strong>the</strong>y don’t want for blood (or fresh corpses for<br />

55 CHAPTER TEN: BLOODLINES


<strong>the</strong>ir horrific arts). Crypts, disused laboratories, <strong>and</strong><br />

slaughterhouses are common choices.<br />

Background: The background <strong>of</strong> a “typical” Harbinger<br />

is impossible to know. They are all elders, <strong>and</strong> who<br />

<strong>the</strong>y were in life has been lost to time. They do seem to<br />

show evidence <strong>of</strong> a classical education, <strong>and</strong> one survivor<br />

<strong>of</strong> a battle between a Harbinger <strong>and</strong> a gang <strong>of</strong> Camarilla<br />

Brujah mentions that <strong>the</strong> Lazarene used a style<br />

<strong>of</strong> fighting that originated in Florence. Beyond those<br />

sparse clues, however, <strong>the</strong> Harbingers’ true identities<br />

are unknown.<br />

Character Creation: The Harbingers <strong>of</strong> Skulls tend<br />

toward morbid <strong>and</strong> somewhat violent concepts. They<br />

are obsessed with revenge, death, <strong>and</strong> <strong>the</strong> horrors beyond<br />

<strong>the</strong> grave. Social Attributes <strong>and</strong> Abilities aren’t a<br />

priority. Mental Attributes <strong>and</strong> Knowledges are generally<br />

highly rated, but <strong>the</strong>ir status as elders means that<br />

<strong>the</strong>y are formidable across <strong>the</strong> board (<strong>and</strong> imply a significant<br />

amount spent on <strong>the</strong> Generation Background<br />

to boot).<br />

Clan Disciplines: Auspex, Fortitude, Necromancy<br />

Weakness: No matter how much blood a Harbinger<br />

consumes, her skin remains deathly pale. Moreover, all<br />

Harbingers look like shriveled corpses. They have Appearance<br />

ratings <strong>of</strong> 0 <strong>and</strong> automatically fail Appearance<br />

rolls.<br />

Organization: The Harbingers have some kind <strong>of</strong> internal<br />

organization, <strong>and</strong> <strong>the</strong>y do keep in contact <strong>and</strong><br />

even meet with one ano<strong>the</strong>r occasionally. They keep<br />

in touch using ghostly messengers, <strong>and</strong> <strong>the</strong>y travel to<br />

meet each o<strong>the</strong>r using methods that o<strong>the</strong>r <strong>Kindred</strong> cannot<br />

match. Most <strong>of</strong> <strong>the</strong> Sabbat doesn’t quite know how<br />

many Harbingers exist or what <strong>the</strong>y might be doing.<br />

Stereotypes<br />

Camarilla: The more things change….<br />

Sabbat: They can’t win. But we don’t want to<br />

win.<br />

Giovanni: Payback is coming very soon, <strong>and</strong> on<br />

that day all <strong>of</strong> your money will mean nothing.<br />

The View From Without<br />

Camarilla: What do I have to do, spell it out for<br />

you?<br />

Sabbat: You should have seen <strong>the</strong> look on <strong>the</strong><br />

goombas’ faces when <strong>the</strong>ir ghosty slaves all turned<br />

around <strong>and</strong> jumped on ‘em. I love <strong>the</strong>se guys!<br />

Giovanni: How many times do I have to say<br />

it? The Cappadocians are dead. We killed <strong>the</strong>m.<br />

Period.<br />

Quote: It’s amazing what <strong>the</strong> dead can teach you about revenge.<br />

We have been listening to <strong>the</strong>m for centuries.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

56


Impundulu was a powerful necromancer in life, married to<br />

an equally powerful life-witch named Bomkazi. One day,<br />

Impundulu summoned a spirit that was too strong to contain<br />

<strong>and</strong> <strong>the</strong> creature killed him. Bomkazi mourned her husb<strong>and</strong><br />

<strong>and</strong> buried him, but Impundulu rose again <strong>the</strong> next night, for<br />

<strong>the</strong> spirit had left some <strong>of</strong> its power in him. Exhilarated by his<br />

new power, Impundulu begged Bomkazi to join him in<br />

not-death, but she refused, saying that <strong>the</strong>y must be<br />

like sun <strong>and</strong> moon now. Even so, she did agree<br />

to stay with him; though she recognized that<br />

he had become a monster, Bomkazi still loved<br />

Impundulu, <strong>and</strong> <strong>the</strong> heart wants what it<br />

wants.<br />

As <strong>the</strong> years passed, Bomkazi began<br />

to long for a child, which Impundulu could<br />

no longer give her. She considered leaving<br />

Impundulu for a mortal man, but her heart<br />

was with him. So she sought ano<strong>the</strong>r way<br />

instead. Calling upon her powerful life<br />

magic, Bomkazi enacted a great ritual that<br />

allowed her <strong>and</strong> Impundulu to conceive.<br />

The result was a beautiful baby girl, but <strong>the</strong><br />

ritual came with a price. Immediately after<br />

Bomkazi’s conception, both Impundulu <strong>and</strong><br />

she sensed that something was different about<br />

<strong>the</strong>ir child. As <strong>the</strong> product <strong>of</strong> life <strong>and</strong> death, <strong>the</strong><br />

girl, whom <strong>the</strong>y named Esona, was a revenant.<br />

Fur<strong>the</strong>rmore, <strong>the</strong> essence <strong>of</strong> Impundulu <strong>and</strong><br />

Bomkazi had mingled to such an extent that<br />

Bomkazi <strong>and</strong> her descendants would forever be<br />

immune to <strong>the</strong> blood bond, whilst Impundulu’s<br />

lineage could no longer feed from anyone but <strong>the</strong>m.<br />

When Esona was old enough, she willingly<br />

<strong>of</strong>fered to sustain her fa<strong>the</strong>r’s Laibon childe, whom<br />

she viewed as her own sibling. From this initial pairing,<br />

strong ties grew between Esona’s mortal line, which she<br />

named Bomkazi in respect <strong>of</strong> her mo<strong>the</strong>r, <strong>and</strong> Impundulu’s<br />

lineage.<br />

The Impundulu as a lineage claim <strong>the</strong> South-East African<br />

Cape as <strong>the</strong>ir domain, or more accurately, <strong>the</strong> Bomkazi do.<br />

This area is poor <strong>and</strong> sparsely populated compared to o<strong>the</strong>r<br />

regions <strong>of</strong> <strong>the</strong> continent <strong>and</strong> most people living here, were<br />

THE CLANS OF CAINE<br />

I hold death in my palm. Come, I’ll show you.<br />

forced to migrate out <strong>of</strong> Central Africa due to overpopulation.<br />

The Bomkazi, however, prefer <strong>the</strong> relative isolation as it allows<br />

<strong>the</strong>m to refine <strong>the</strong>ir craft without interference. The Impundulu<br />

traveled with <strong>the</strong>m.<br />

The Impundulu <strong>and</strong> Bomkazi frequently leave <strong>the</strong>ir<br />

domain to travel along coastal lines <strong>and</strong><br />

pastoral routes, seeking out o<strong>the</strong>r people<br />

with knowledge <strong>of</strong> magic or necromancy.<br />

A recent problem in particular has forced<br />

<strong>the</strong>m to travel far in search <strong>of</strong> knowledge. The<br />

Bomkazi line is approaching <strong>the</strong> point where<br />

<strong>the</strong> witches are ei<strong>the</strong>r so inbred that <strong>the</strong>y<br />

suffer for it, or <strong>the</strong>ir blood has become<br />

so diluted from <strong>the</strong> original Bomkazi<br />

that it no longer serves <strong>the</strong> Impundulu as<br />

sustenance. The Impundulu <strong>and</strong> Bomkazi<br />

have searched within <strong>the</strong>ir own ranks for<br />

<strong>the</strong> answer <strong>and</strong> came up blank, <strong>and</strong> are<br />

looking to trade information with Cainite<br />

sorcerers.<br />

Sobriquet: Witchkin, Familiars<br />

(derogatory)<br />

Appearance: An elder Impundulu,<br />

hailing from <strong>the</strong> South-East cape, is <strong>of</strong>ten<br />

tall <strong>and</strong> dark-skinned. Younger Impundulu,<br />

having been embraced during <strong>the</strong> clan’s recent<br />

travels, come from a wider heritage. Every<br />

Impundulu can be recognizable by <strong>the</strong> tools <strong>of</strong> his<br />

trade, which he carries in a highly personalized<br />

collection <strong>of</strong> artifacts <strong>and</strong> attributes.<br />

Haven <strong>and</strong> Prey: Each Impundulu lives with<br />

one or more Bomkazi witches in <strong>the</strong>ir residence <strong>of</strong> choice.<br />

The Bomkazi can use <strong>the</strong>ir life magic to heal, requiring only a<br />

small herd (sometimes just one) for every Impundulu. As an<br />

Impundulu can only feed from <strong>the</strong> Bomkazi <strong>and</strong> <strong>the</strong> witches<br />

are both unbondable <strong>and</strong> powerful in <strong>the</strong>ir own magic, this is<br />

a purely voluntary relationship. In fact, a fledgling Impundulu<br />

making <strong>the</strong> mistake <strong>of</strong> treating a Bomkazi like a servant or<br />

retainer will find himself going hungry until he makes amends<br />

<strong>and</strong> is forgiven. An Impundulu <strong>and</strong> Bomkazi typically stay<br />

toge<strong>the</strong>r for life, though sometimes a clash <strong>of</strong> personalities<br />

57


makes it best for both to move on. In such cases, unless <strong>the</strong><br />

Impundulu was truly <strong>of</strong>fensive, <strong>the</strong> Bomkazi will help him find<br />

ano<strong>the</strong>r companion. The relationships between Impundulu<br />

<strong>and</strong> Bomkazi are wide <strong>and</strong> varied, <strong>and</strong> <strong>the</strong>y might be like<br />

lovers, parents, siblings, or simply friends.<br />

The Embrace: An Impundulu sire might Embrace from<br />

two main sources: those who are too sick to live yet not ready<br />

to die, <strong>and</strong> those mortals who work necromantic magic. Hailing<br />

from ei<strong>the</strong>r group, <strong>the</strong> childe contributes to <strong>the</strong> lineage’s<br />

necromantic prowess, as he has been close to death or is skilled in<br />

manipulating it. No Bomkazi, even dying, has ever asked to<br />

be Embraced.<br />

Clan Disciplines: Necromancy (primarily Cenotaph<br />

<strong>and</strong> Haunting Path), Fortitude, Presence<br />

Weaknesses: An Impundulu only gains sustenance<br />

from <strong>the</strong> Bomkazi. As <strong>the</strong> witches are independently<br />

powerful <strong>and</strong> <strong>the</strong>ir relationship with <strong>the</strong> Impundulu is<br />

voluntary, <strong>the</strong> Impundulu does well to treat any Bomkazi<br />

as an equal ally as opposed to a retainer, with all <strong>the</strong><br />

complications this might entail.<br />

Organization: Between <strong>the</strong> Impundulu <strong>and</strong> his<br />

Bomkazi companion, <strong>the</strong>re is little that he is not prepared<br />

for. As such, he has no pressing need for a larger<br />

organization. Still, both Impundulu <strong>and</strong> Bomkazi<br />

like to get toge<strong>the</strong>r with <strong>the</strong>ir peers to discuss<br />

magical workings. Impundulu also ga<strong>the</strong>r when<br />

a Bomkazi dies to make sure <strong>the</strong> witch’s soul<br />

makes it safely to <strong>the</strong> afterlife. Impundulu no<br />

longer guides his clan, for even life witches eventually<br />

die <strong>and</strong> <strong>the</strong> Laibon refused to feed from Esona or her<br />

<strong>of</strong>fspring after Bomkazi passed away.<br />

Stereotypes<br />

Cainites: The concept <strong>of</strong> High <strong>Clans</strong> <strong>and</strong> Low<br />

<strong>Clans</strong> is strange to me. Impundulu become elders<br />

based on merit, not birth, <strong>and</strong> <strong>the</strong> Bomkazi are<br />

our equals by right. Why are <strong>the</strong>se High <strong>Clans</strong><br />

high <strong>and</strong> <strong>the</strong> Low <strong>Clans</strong> low?<br />

Bonsam: Beware <strong>the</strong> Bonsam, for <strong>the</strong>y<br />

cling to a territory like <strong>the</strong> dead to memories.<br />

If <strong>the</strong>y ask you to leave, take it seriously.<br />

Cappadocians: Like us, <strong>the</strong>y hold death<br />

in <strong>the</strong>ir grasp. We could learn from <strong>the</strong>m <strong>and</strong><br />

<strong>the</strong>m from us, if <strong>the</strong>y’re open to a trade.<br />

Followers <strong>of</strong> Set: Sorcerers more concerned<br />

with <strong>the</strong>ir Serpent God than anything else. Their<br />

honeyed words are poison. I wonder what <strong>the</strong>ir goal is.<br />

Ramanga: Noble, yet humble. Strong, yet<br />

helpful. They communicate as easily with <strong>the</strong> living<br />

as we do with <strong>the</strong> dead. Only if you’re fooled by<br />

<strong>the</strong>m, though.<br />

Tremere: Their brethren spurn <strong>the</strong>m as<br />

upstarts <strong>and</strong> traitors. Still, <strong>the</strong>y seem to have<br />

powerful magic. We should speak to <strong>the</strong>m, but<br />

carefully, lest <strong>the</strong>ir reputation holds true.<br />

Tzimisce: These sorcerers have a sinister<br />

reputation <strong>and</strong> I would normally avoid <strong>the</strong>m,<br />

but beggars can’t be choosers; I will trade<br />

knowledge with <strong>the</strong>m.<br />

Impundulu<br />

58


Kiasyd<br />

The Kiasyd are a bloodline <strong>of</strong> <strong>the</strong> Lasombra Clan;<br />

that much is obvious, given that <strong>the</strong>se odd <strong>Kindred</strong><br />

make use <strong>of</strong> <strong>the</strong> Obtenebration Discipline. But <strong>the</strong>ir<br />

aversion to iron, <strong>the</strong>ir odd power <strong>of</strong> My<strong>the</strong>rceria, <strong>and</strong><br />

<strong>the</strong>ir very appearance speak to even stranger ancestry.<br />

The Kiasyd are independent, focused more on <strong>the</strong>ir<br />

studies than on <strong>the</strong> causes <strong>of</strong> <strong>the</strong> Sword <strong>of</strong> Caine. The<br />

ones that do claim membership in <strong>the</strong> Sabbat aren’t<br />

passionately involved in <strong>the</strong> Sect’s activities. Some<br />

speculate that <strong>the</strong> Lasombra hold some power over<br />

<strong>the</strong>m — did <strong>the</strong> Keepers create <strong>the</strong> Kiasyd, <strong>the</strong> way <strong>the</strong><br />

Tzimisce created <strong>the</strong> Blood Bro<strong>the</strong>rs? Do <strong>the</strong> Kiasyd,<br />

whatever <strong>the</strong>ir origin, owe <strong>the</strong> Lasombra some debt?<br />

Whatever <strong>the</strong> nature <strong>of</strong> <strong>the</strong>ir relationship, it seems to<br />

benefit <strong>the</strong> Sabbat.<br />

The Kiasyd are, as a rule, calm <strong>and</strong> studious. They<br />

prefer to remain ensconced within <strong>the</strong>ir havens, poring<br />

over ancient texts, maps, artifacts, <strong>and</strong> o<strong>the</strong>r bits<br />

<strong>of</strong> antiquity. O<strong>the</strong>r <strong>Kindred</strong>, it seems, can’t underst<strong>and</strong><br />

how a lineage <strong>of</strong> v<strong>amp</strong>ires that is so very strange could<br />

be nothing more than scholars. To hear <strong>the</strong> rumor-mill<br />

tell it, <strong>the</strong> Kiasyd can feed only on <strong>the</strong> blood <strong>of</strong> infants,<br />

or faeries, or unspoiled virgins. Their o<strong>the</strong>rworldly heritage<br />

comes not from <strong>the</strong> Good Folk, but from demons<br />

<strong>and</strong> <strong>the</strong> forces <strong>of</strong> Hell. Their odd appearance isn’t because<br />

<strong>of</strong> mutation in <strong>the</strong>ir vitae, but a God-given warning:<br />

These are not <strong>Kindred</strong>. They are o<strong>the</strong>r.<br />

Nickname: Weirdlings<br />

Sect: Most Kiasyd belong to <strong>the</strong> Sabbat, at least<br />

nominally. A rare few identify as Camarilla v<strong>amp</strong>ires,<br />

<strong>and</strong> o<strong>the</strong>rs are independent. Since <strong>the</strong> Kiasyd don’t<br />

spend much time around each o<strong>the</strong>r if <strong>the</strong>y can help it<br />

(see below), drawing a conclusion about <strong>the</strong>ir collective<br />

preferences is difficult.<br />

Appearance: The Kiasyd aren’t called “Weirdlings”<br />

just because <strong>of</strong> <strong>the</strong>ir behavior. Most <strong>of</strong> <strong>the</strong>m are well<br />

over six feet tall (two meters or more), willowy, <strong>and</strong><br />

thin. Their skin isn’t just pale, as with most v<strong>amp</strong>ires,<br />

but glows faintly in moonlight. Their eyes are almondshaped<br />

<strong>and</strong> have no visible pupils. They are <strong>of</strong>ten violet<br />

or jet black in color. Their ears are slightly pointed.<br />

The Kiasyd cover this with a hat or headb<strong>and</strong> when<br />

going out amongst mortals, but even so, <strong>the</strong>ir height<br />

<strong>and</strong> skin tone make <strong>the</strong>m st<strong>and</strong> out.<br />

Haven: Most Kiasyd spend years building up <strong>the</strong>ir<br />

havens, improving security, library facilities, <strong>and</strong> o<strong>the</strong>r<br />

amenities. They are fiercely protective <strong>of</strong> <strong>the</strong>ir homes,<br />

<strong>and</strong> <strong>the</strong>y do not allow guests without explicit invitations.<br />

When <strong>the</strong>y do invite guests, however, <strong>the</strong>y treat<br />

<strong>the</strong>m well, <strong>of</strong>fering vintage vitae, comfortable rooms<br />

<strong>and</strong>, <strong>of</strong> course, plenty <strong>of</strong> reading material.<br />

59 CHAPTER TEN: BLOODLINES


Background: Museum curators, talented students, librarians,<br />

rare book experts, <strong>and</strong> academics <strong>of</strong> all stripes<br />

are likely choices for Kiasyd Embraces. The Weirdlings<br />

want <strong>the</strong>ir progeny to be studious, polite, <strong>and</strong> educated,<br />

<strong>and</strong> <strong>the</strong>y don’t want to take <strong>the</strong> time instructing <strong>the</strong>m<br />

in <strong>the</strong> basics <strong>of</strong> erudite underst<strong>and</strong>ing.<br />

Character Creation: Mental Attributes <strong>and</strong> Knowledges<br />

are usually primary, though all Kiasyd have some<br />

degree <strong>of</strong> Etiquette. Occult is, <strong>of</strong> course, a common<br />

Ability. Resources, Generation, <strong>and</strong> Contacts (with<br />

o<strong>the</strong>r <strong>Kindred</strong>) are <strong>the</strong> only common Backgrounds. Kiasyd<br />

have difficulty mingling with mortals long enough<br />

to gain o<strong>the</strong>rs.<br />

Clan Disciplines: Dominate, My<strong>the</strong>rceria, Obtenebration<br />

Weakness: Besides <strong>the</strong>ir somewhat freakish appearance,<br />

Kiasyd also have an allergy to iron. Touching<br />

iron requires an immediate roll to avoid frenzy, <strong>and</strong> any<br />

weapons made from cold iron inflict aggravated damage<br />

to Kiasyd.<br />

Organization: The Kiasyd don’t enjoy each o<strong>the</strong>r’s<br />

company, which is strange, considering how little <strong>the</strong>y<br />

have in common with everyone else. After a short period<br />

<strong>of</strong> instruction (50 years at <strong>the</strong> most, <strong>and</strong> this period<br />

has grown much shorter in modern nights), a Kiasyd<br />

childe is released from her sire’s haven <strong>and</strong> is no longer<br />

<strong>the</strong> elder Kiasyd’s responsibility.<br />

Stereotypes<br />

Camarilla: A gr<strong>and</strong> experiment. I don’t think<br />

it has run its course quite yet, but it has so much<br />

ground to make up.<br />

Sabbat: What is <strong>the</strong> color <strong>of</strong> regret? What is <strong>the</strong><br />

flavor <strong>of</strong> a bad debt? Like rust in my mouth.<br />

Ravnos: They have some sense <strong>of</strong> how reality<br />

really works. A shame that <strong>the</strong>y squ<strong>and</strong>er it on<br />

parlor tricks.<br />

The View From Without<br />

Camarilla: Pro<strong>of</strong> positive that <strong>the</strong> Sabbat needs<br />

to be exterminated now. They’ll accept anyone,<br />

even demon worshippers.<br />

Sabbat: Three v<strong>amp</strong>ires walk into a bar, <strong>and</strong> <strong>the</strong><br />

fourth was a Weirdling, so <strong>the</strong> bar decapitated<br />

him. Get it?<br />

Ravnos: Do not turn your back on <strong>the</strong>se guys,<br />

spit on <strong>the</strong> ground where <strong>the</strong>y’ve walked, <strong>and</strong> for<br />

<strong>the</strong> love <strong>of</strong> all that’s holy, do not steal <strong>the</strong>ir books.<br />

Quote: I didn’t invite you in. Leave. Touch nothing except <strong>the</strong><br />

floor <strong>and</strong> <strong>the</strong> doorknob, or I swear on <strong>the</strong> moon <strong>and</strong> <strong>the</strong> stars I will<br />

have you on <strong>the</strong> o<strong>the</strong>r side <strong>of</strong> that mirror by morning.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

60


THE CLANS OF CAINE<br />

My mo<strong>the</strong>r said that dreams aren’t real. But nightmares are.<br />

The Kiasyd aren’t a bloodline at all; <strong>the</strong>y are individually<br />

cursed v<strong>amp</strong>ires drawn toge<strong>the</strong>r. When a Cainite tries<br />

to embrace a fae-touched human, ei<strong>the</strong>r by<br />

accident or on purpose, <strong>the</strong> clash <strong>of</strong> opposing<br />

natures usually kills <strong>the</strong> poor creature.<br />

In <strong>the</strong> very rare event that it doesn’t,<br />

<strong>the</strong> vitae burns away any powers <strong>and</strong><br />

fae-related memories <strong>the</strong><br />

new fledgling might have<br />

had <strong>and</strong> turns her into a<br />

Kiasyd. The Kiasyd is a forlorn<br />

creature, instinctively<br />

feeling that she does not<br />

belong with o<strong>the</strong>r Cainites<br />

even if she doesn’t know why<br />

she is so different. Markedly<br />

different <strong>and</strong> <strong>of</strong>ten mistaken<br />

for Caitiff, she finds herself<br />

shunned, if not outright<br />

killed, by o<strong>the</strong>r Cainites. To<br />

add insult to injury, her sire,<br />

horrified <strong>of</strong> having Embraced<br />

such an aberration, is usually at<br />

<strong>the</strong> top <strong>of</strong> <strong>the</strong> list <strong>of</strong> persecutors.<br />

A Kiasyd’s blood is not<br />

inert, however, granting her <strong>the</strong><br />

power to Embrace <strong>and</strong> continue her<br />

bloodline. Her childer become Kiasyd<br />

too, as <strong>the</strong> strange mix <strong>of</strong> fae blood<br />

<strong>and</strong> vitae continues to echo through <strong>the</strong><br />

generations. A Kiasyd with an established<br />

lineage usually has it a little better, since she at<br />

least has a sire willing to mentor her through her first<br />

steps. Still, no Kiasyd’s existence is particularly happy, as<br />

o<strong>the</strong>r Cainites recognize her as different even without a<br />

hostile sire fanning <strong>the</strong> flames <strong>of</strong> prejudice.<br />

The rare Kiasyd who does manage to carve out an<br />

existence for herself usually finds that she has an innate<br />

proclivity for both ga<strong>the</strong>ring <strong>and</strong> obscuring information.<br />

In a world where knowledge is power, this gives her some<br />

st<strong>and</strong>ing <strong>and</strong> might even allow her to ga<strong>the</strong>r enough allies<br />

<strong>and</strong> boons to keep hostile Cainites in check.<br />

Sobriquet: Weirdlings, Broken Butterflies (Malkavians)<br />

Appearance: There is no stereotypical<br />

Kiasyd, but every single one carries a physical<br />

mark that exposes <strong>the</strong> fae in her. This<br />

can be subtle, such as heterochromatic eyes<br />

or a sixth finger on each h<strong>and</strong>, or very<br />

obvious, such as being seven<br />

feet tall <strong>and</strong> having blue skin.<br />

Haven <strong>and</strong> Prey: The<br />

Kiasyd is <strong>of</strong>ten an outcast who<br />

chooses ab<strong>and</strong>oned buildings<br />

as her haven, fervently<br />

keeping its location a secret,<br />

especially from o<strong>the</strong>r Cainites<br />

who might pose a threat. To<br />

compensate for her loneliness,<br />

she typically accumulates vast<br />

collections <strong>of</strong> trinkets <strong>and</strong><br />

books. Since <strong>the</strong>y stem from<br />

so many different clans, Kiasyd<br />

don’t have a favored prey. A<br />

Kiasyd with a lineage is usually<br />

Embraced for her social <strong>and</strong> intellectual<br />

acumen, so she prefers<br />

physically weaker prey in order to<br />

avoid complications.<br />

The Embrace: Kiasyd Embraces<br />

are painful <strong>and</strong> tragic. When a Kiasyd<br />

Embraces someone, her mix <strong>of</strong> vitae <strong>and</strong> fae<br />

heritage threatens to tear <strong>the</strong> poor childe apart,<br />

causing a period <strong>of</strong> physical <strong>and</strong> emotional anguish<br />

that can last for weeks. A childe is generally chosen for<br />

her excellent grasp <strong>of</strong> etiquette <strong>and</strong> intellectual prowess,<br />

in <strong>the</strong> hopes <strong>of</strong> making a pleasant companion or helping<br />

her sire carve a niche for herself.<br />

When a non-Kiasyd Embraces a fae-touched, <strong>the</strong><br />

result is even worse, as <strong>the</strong> clash between fae <strong>and</strong> vitae<br />

kills most fledglings after a short <strong>and</strong> tortured existence.<br />

To add to <strong>the</strong> new Kiasyd’s already poor chances, her<br />

sire, recognizing that his childe is decidedly not like him,<br />

61


<strong>of</strong>ten turns her out or makes use <strong>of</strong> her initial weakened<br />

state to dispose <strong>of</strong> her. The few surviving Kiasyd, for<br />

obvious reasons, are a wide <strong>and</strong> varied bunch that defies<br />

generalization.<br />

One Kiasyd by <strong>the</strong> name <strong>of</strong> Marconius claims to have<br />

been a Cainite before he altered himself using eldritch<br />

sorcery. If this is true, it lends fur<strong>the</strong>r credence to <strong>the</strong> belief<br />

that Kiasyd aren’t real Cainites. Of course, he might be lying.<br />

Clan Disciplines: My<strong>the</strong>rceria, plus two from original<br />

clan<br />

Weaknesses: Due to her mark <strong>of</strong> <strong>the</strong> fae, <strong>the</strong> difficulty <strong>of</strong><br />

rolls to recognize <strong>the</strong> Kiasyd as o<strong>the</strong>rworldly decrease by one<br />

(more if her mark is particularly obvious). Additionally,<br />

her fae heritage makes <strong>the</strong> Kiasyd vulnerable to cold<br />

iron. Not only do weapons made from cold iron<br />

inflict aggravated damage to her, but such damage<br />

triggers an immediate roll to avoid ei<strong>the</strong>r frenzy<br />

or Rötschreck as befitting her Nature.<br />

Organization: A Kiasyd st<strong>and</strong>s apart from<br />

o<strong>the</strong>r Cainites. To alleviate her isolation, a<br />

Kiasyd might gravitate to o<strong>the</strong>rs <strong>of</strong> her kind,<br />

but she quickly finds that she cannot abide<br />

<strong>the</strong>m ei<strong>the</strong>r, <strong>and</strong> most part again on bitter<br />

terms. She does not realize it, but <strong>the</strong><br />

instinctive discomfort she feels towards<br />

o<strong>the</strong>r Kiasyd is due to <strong>the</strong>ir wrecked<br />

fae heritage; it is painful for her to<br />

be around <strong>the</strong>m, because <strong>the</strong>y are a<br />

subconscious reminder <strong>of</strong> something<br />

she lost. This pain afflicts even sire<br />

<strong>and</strong> childe, <strong>and</strong> Kiasyd tutelage<br />

periods are typically short before a<br />

childe is released from her sire’s responsibility. Given that<br />

Kiasyd are exceedingly rare, it’s uncommon for even as<br />

many as two to be in <strong>the</strong> same city. In those cases, those<br />

pairings are usually sire <strong>and</strong> childe.<br />

Stereotypes<br />

Cappadocian: Harbingers <strong>of</strong> death. My sire is one,<br />

<strong>and</strong> she clings to me like a desert w<strong>and</strong>erer to an oasis.<br />

Lasombra: He mistakes me for one <strong>of</strong> Marconius’<br />

brood <strong>and</strong> thinks that I somehow owe <strong>the</strong>m. I do not<br />

correct him, for he protects me in <strong>the</strong> belief that I will<br />

repay <strong>the</strong> debt someday.<br />

Malkavian: Mad <strong>and</strong> shunned as I, he<br />

does not judge. I seek out his companionship<br />

<strong>and</strong> wisdom (for both are unique),<br />

but remain aware that <strong>the</strong> mood might<br />

turn.<br />

Nosferatu: I am no uglier than he,<br />

yet he has found a home. I do not know<br />

whe<strong>the</strong>r to admire or hate him.<br />

Salubri: His touch s<strong>of</strong>tens <strong>the</strong><br />

pain. Or at least, it did once.<br />

Toreador: She sees truth where<br />

it should remain hidden. She is attractive,<br />

but I must be careful lest<br />

I become a part <strong>of</strong> her collection.<br />

Tzimisce: She wants to cut<br />

me open to see how I work. Ugly,<br />

hateful thing.<br />

Ravnos: He is like me, yet not.<br />

A distant kin? Perhaps he can help me?<br />

Kiasyd<br />

62


Lamia<br />

The Lamia were a bloodline <strong>of</strong> Cainites devoted<br />

to defending Clan Cappadocian. The founder <strong>of</strong> <strong>the</strong><br />

bloodline, Lamia, claimed to be a daughter <strong>of</strong> Lilith,<br />

Adam’s first wife. According to legend, a Cappadocian<br />

elder named Lazarus found her performing sacred rites<br />

to Lilith, <strong>the</strong> <strong>Dark</strong> Mo<strong>the</strong>r. Impressed by her skill <strong>and</strong><br />

perhaps taken with her fierce beauty, he Embraced her.<br />

While she died <strong>and</strong> <strong>the</strong> Change took her, Lilith gave<br />

her a vision, a deep underst<strong>and</strong>ing <strong>of</strong> her future <strong>and</strong><br />

that <strong>of</strong> <strong>the</strong> Cappadocians. When she recovered, she<br />

whispered something to Lazarus, <strong>and</strong> <strong>the</strong> Cappadocian<br />

elder fled in terror.<br />

Lamia did find her way back to <strong>the</strong> Clan, though,<br />

<strong>and</strong> her bloodline became <strong>the</strong> guardians <strong>of</strong> <strong>the</strong> Cappadocians.<br />

They were never very numerous, but important<br />

Graverobbers <strong>of</strong>ten had at least one Gorgon<br />

st<strong>and</strong>ing at <strong>the</strong>ir side. The Lamia learned to feed sparingly,<br />

since <strong>the</strong>ir bite carried disease, <strong>and</strong> developed<br />

<strong>the</strong>ir own path <strong>of</strong> Necromancy based on <strong>the</strong> four humors.<br />

Over <strong>the</strong> centuries, <strong>the</strong>y became an important<br />

resource for <strong>the</strong> Cappadocians. And yet, behind <strong>the</strong>ir<br />

loyalty was perhaps a greater dedication to <strong>the</strong> <strong>Dark</strong><br />

Mo<strong>the</strong>r <strong>and</strong> to <strong>the</strong> vision <strong>of</strong> <strong>the</strong>ir founder.<br />

The Revelation <strong>of</strong> <strong>the</strong> <strong>Dark</strong> Mo<strong>the</strong>r seems to have<br />

led <strong>the</strong> line to tragedy, however. The Lamia died defending<br />

<strong>the</strong> Cappadocians when <strong>the</strong> Giovanni subsumed<br />

<strong>the</strong> Clan. Augustus Giovanni murdered Lamia<br />

herself following his diablerie <strong>of</strong> Cappadocius, <strong>and</strong> <strong>the</strong><br />

last known member <strong>of</strong> <strong>the</strong> bloodline was destroyed in<br />

1718 as part <strong>of</strong> a Camarilla blood hunt.<br />

Nickname: Gorgons<br />

Sect: The Lamia were somewhere between <strong>the</strong> High<br />

<strong>and</strong> Low <strong>Clans</strong>. They were not a Clan, but were considered<br />

part <strong>of</strong> Clan Cappadocian in most Cainites’<br />

underst<strong>and</strong>ing. O<strong>the</strong>r Cainites, however, treated <strong>the</strong>m<br />

respectfully as servants or soldiers, both out <strong>of</strong> deference<br />

to <strong>the</strong>ir skills <strong>and</strong> to <strong>the</strong>ir patrons.<br />

Appearance: The Lamia did not share <strong>the</strong> Cappadocians’<br />

pallor. Many <strong>of</strong> <strong>the</strong>m were <strong>of</strong> Mediterranean<br />

or Semitic descent, though as <strong>the</strong><br />

Cappadocians traveled across Europe<br />

with <strong>the</strong>ir Gorgon<br />

bodyguards, o<strong>the</strong>r<br />

nationalities came<br />

into <strong>the</strong> bloodline as<br />

well. The bloodline was<br />

predominantly female, but it wasn’t uncommon<br />

for Lamia to dress as men (usually<br />

armed <strong>and</strong> armored).<br />

Haven: The Lamia shared havens<br />

with <strong>the</strong>ir Cappadocian patrons. When<br />

<strong>the</strong>y made <strong>the</strong>ir own, <strong>the</strong>y <strong>of</strong>ten chose<br />

crypts <strong>and</strong> sarcophagi, preferring to be<br />

CHAPTER TEN: BLOODLINES<br />

63


alone among <strong>the</strong> dead (feeding on <strong>the</strong> recently dead<br />

also minimized <strong>the</strong>ir chance <strong>of</strong> starting an outbreak <strong>of</strong><br />

plague).<br />

Background: Since <strong>the</strong> Lamia Embraced women<br />

almost exclusively, <strong>the</strong>y seldom had <strong>the</strong> chance to<br />

Embrace trained warriors. Instead, <strong>the</strong> Gorgons <strong>of</strong>ten<br />

chose women who had some experience with death.<br />

Women who had attempted or contemplated suicide,<br />

or had recently committed murder, were common<br />

choices. Likewise, women with a pronounced interest<br />

in black magic or scholarly pursuits in general were<br />

c<strong>and</strong>idates for <strong>the</strong> Lamia Embrace. Training in combat<br />

could come after <strong>the</strong> gift <strong>of</strong> immortality.<br />

Character Creation: All Lamia had some combat<br />

training, usually from <strong>the</strong>ir sires. Physical or Mental<br />

Attributes might be primary, as were Skills. The Lamia<br />

also tended to have some familiarity with Occult, both<br />

from <strong>the</strong> rites taught to <strong>the</strong>m by <strong>the</strong>ir own bloodline<br />

<strong>and</strong> simply by proximity to <strong>the</strong> Cappadocians.<br />

Clan Disciplines: Fortitude, Necromancy, Potence<br />

Weakness: The Lamia carried <strong>the</strong> “Seed <strong>of</strong> Lilith,” a<br />

wasting disease spread by <strong>the</strong>ir bite. Anyone <strong>the</strong> Lamia<br />

fed upon was required to make a Stamina roll (difficulty<br />

6 for women, 8 for men). If <strong>the</strong> roll failed, <strong>the</strong><br />

victim contracted a Black Plague-like pox that was fatal<br />

within several days. Any v<strong>amp</strong>ire that consumed<br />

Lamia blood became a carrier <strong>of</strong> <strong>the</strong> disease until all <strong>of</strong><br />

<strong>the</strong> Lamia vitae had been purged from his body.<br />

Organization: The sire-childe relationship in <strong>the</strong> Lamia<br />

was very strong, as most Lamia had to remain with<br />

<strong>the</strong>ir sires for at least a year to achieve <strong>the</strong> necessary<br />

combat skill to be <strong>of</strong> use. Lamia remained <strong>the</strong> leader<br />

<strong>of</strong> <strong>the</strong> bloodline until her destruction, but her first <strong>and</strong><br />

most important order to her daughter was to serve <strong>the</strong><br />

Cappadocians.<br />

Stereotypes<br />

High <strong>Clans</strong>: Our masters’ fellows cannot be<br />

trusted. Bow, but with one h<strong>and</strong> on your blade.<br />

Low <strong>Clans</strong>: Their humors are purer. Sometimes<br />

far too pure.<br />

The View From Without<br />

High <strong>Clans</strong>: The Graverobbers have <strong>the</strong>ir own<br />

class <strong>of</strong> bodyguards. Hmm. It’s sad that <strong>the</strong>y<br />

need <strong>the</strong>m.<br />

Low <strong>Clans</strong>: Something is horribly wrong with<br />

<strong>the</strong>se plague-bringers.<br />

Quote: Approach <strong>the</strong> Prince when I bid you, or lose your h<strong>and</strong>s.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

64


This is not a place, nor a time for debate. This is a time where you leave, <strong>and</strong> you ab<strong>and</strong>on your petty quest.<br />

If you persist <strong>and</strong> march on, you will not die a hero’s death. You’ll beg. You’ll pray. You’ll receive no answer.<br />

A<br />

ges ago, Lazarus, <strong>the</strong> w<strong>and</strong>ering childe <strong>of</strong> Cappadocius, discovered a cult<br />

<strong>of</strong> mortals in Egypt who worshipped a woman named Lamia. Lamia<br />

was a powerful sorceress who claimed direct descent from <strong>the</strong><br />

<strong>Dark</strong> Mo<strong>the</strong>r, Lilith. Fascinated by her knowledge, awed by her<br />

power, <strong>and</strong> perhaps even entranced by her beauty, Lazarus<br />

Embraced Lamia upon <strong>the</strong> altar <strong>of</strong> her temple.<br />

The legend becomes murky here. Rumors persist that,<br />

after her Embrace, Lamia gently beckoned Lazarus over <strong>and</strong><br />

whispered a few words into his ear. Upon hearing <strong>the</strong>m,<br />

Lazarus fled <strong>the</strong> temple. Regardless <strong>of</strong> what transpired<br />

between <strong>the</strong>m before her Embrace, Lazarus has gone<br />

into hiding since that day, <strong>and</strong> his maggot-white skin<br />

turns paler still when he hears <strong>the</strong> name <strong>of</strong> Lamia.<br />

Lazarus is not <strong>the</strong> only Cainite to fear <strong>the</strong> Lilin;<br />

<strong>the</strong>y are renowned for <strong>the</strong>ir martial prowess <strong>and</strong><br />

mental discipline. The place <strong>of</strong> <strong>the</strong> Lamiae among<br />

<strong>the</strong> Cainites is complex. They do not seek out<br />

mortal power or influence, nor do <strong>the</strong>y care for <strong>the</strong><br />

petty rivalries <strong>and</strong> factionalism <strong>of</strong> <strong>the</strong> Jyhad. They<br />

ra<strong>the</strong>r prize learning <strong>and</strong> knowledge, specifically <strong>of</strong> <strong>the</strong><br />

occult. Their studies make <strong>the</strong>m well-matched with<br />

<strong>the</strong>ir Cappadocian clanmates, though <strong>the</strong>y are more<br />

likely to learn through ritual, direct experience,<br />

<strong>and</strong> meditation than by a more scholarly approach.<br />

It is not uncommon for a Lamia to live as an itinerant<br />

scholar or duelist, traveling between domains <strong>and</strong> only returning<br />

home to impart <strong>the</strong> wisdom earned on her travels to her flock.<br />

Appearance: The Lamiae do not possess <strong>the</strong> corpselike<br />

pallor <strong>of</strong> <strong>the</strong> o<strong>the</strong>r Cappadocians. Older Lamiae are<br />

generally descended from <strong>the</strong> people <strong>of</strong> Egypt <strong>and</strong> <strong>the</strong><br />

Holy L<strong>and</strong>, <strong>and</strong> are thus as diverse as its peoples.<br />

Copts, Arabs, Jews, Kurds, Turks, Nubians, Berbers,<br />

Phoenicians, Greeks, <strong>and</strong> Romans alike are found<br />

in <strong>the</strong> elder generations. Younger generations tend<br />

to also include some members from Western <strong>and</strong> Nor<strong>the</strong>rn Europe, but<br />

<strong>the</strong>y’re comparatively rare.<br />

When not in a ritual space, most Lamiae dress in armor or practical<br />

clothing that allows <strong>the</strong>m to move quickly <strong>and</strong> freely. For women,<br />

this <strong>of</strong>ten means affecting masculine dress.<br />

THE CLANS OF CAINE<br />

65


Haven: In general, <strong>the</strong> Lilin take <strong>the</strong>ir havens in<br />

remote areas mortals are reluctant to visit. Crypts, graveyards,<br />

shrines, <strong>and</strong> ab<strong>and</strong>oned plague-villages are ideal<br />

locations for a Lamia to rest. Lamiae who are closely<br />

aligned with a local cult will <strong>of</strong>ten make <strong>the</strong>ir havens in<br />

<strong>the</strong> ritual space <strong>of</strong> <strong>the</strong> temple, if one exists.<br />

Background: It is commonly assumed that <strong>the</strong> Lamiae<br />

Embrace women almost exclusively. This is incorrect.<br />

Like <strong>the</strong>ir female counterparts, male Lamiae are typically<br />

Embraced because <strong>the</strong>y are mortal cultists, magicians, or<br />

scholars. They must, however, recognize <strong>and</strong> venerate <strong>the</strong><br />

feminine aspects <strong>of</strong> <strong>the</strong> divine, <strong>and</strong> consider women to<br />

be – at <strong>the</strong> very least – equal to men. The clan attracts<br />

members who find <strong>the</strong>mselves stifled or persecuted under<br />

patriarchal norms. Although our modern concepts <strong>of</strong> gay<br />

men, lesbians, transgender persons, or bisexuals do not<br />

exist as such in <strong>the</strong> <strong>Dark</strong> Medieval, Cainites who<br />

might be considered as such by modern eyes are<br />

frequently encountered among <strong>the</strong> Lilin.<br />

Character Creation: Nearly all Lamiae are<br />

trained in combat, though many receive<br />

this training after <strong>the</strong> Embrace.<br />

Survival, martial prowess,<br />

<strong>and</strong> Stamina are highly<br />

valued by <strong>the</strong> group.<br />

Knowledges, particularly<br />

involving <strong>the</strong> occult, as<br />

similarly valued.<br />

Though <strong>the</strong>y may have<br />

mortals as followers or magi<br />

as allies, <strong>the</strong> Lamiae seldom<br />

have Backgrounds that<br />

relate to status in Cainite<br />

courts outside <strong>of</strong> <strong>the</strong>ir own<br />

clan. Even by Cainite st<strong>and</strong>ards,<br />

<strong>the</strong> Lamiae who deign to<br />

swear fealty to a Prince seldom seem<br />

to take <strong>the</strong>ir oaths particularly seriously. It is currently<br />

fashionable among Cainites for a Prince to<br />

keep a Lamia as an enforcer.<br />

Sobriquets: Gorgons, Lilin<br />

Clan Disciplines: Fortitude, Necromancy, Potence.<br />

The Lamiae have developed <strong>the</strong>ir own branch <strong>of</strong> necromancy,<br />

<strong>the</strong> Path <strong>of</strong> Four Humors, which <strong>the</strong>y guard<br />

carefully <strong>and</strong> only teach to those who have come to<br />

venerate <strong>the</strong> <strong>Dark</strong> Mo<strong>the</strong>r.<br />

Weakness: The Lamiae are not touched by death<br />

in <strong>the</strong> way that <strong>the</strong> Cappadocians are. No, <strong>the</strong> Lilin say,<br />

<strong>the</strong>y are blessed by that great <strong>and</strong> terrible Mo<strong>the</strong>r that<br />

lies beyond death. Her merciless <strong>and</strong> terrible love brings<br />

ruin to those who are weak enough to not withst<strong>and</strong> it.<br />

The bite <strong>of</strong> <strong>the</strong> Lamiae brings <strong>the</strong> Seed <strong>of</strong> Lilith, a<br />

wasting plague that rots away <strong>the</strong> members <strong>of</strong> a still-living<br />

body until eventually killing mortal victims. The plague<br />

causes one lethal damage per night (with a nightly Stamina<br />

roll, difficulty 7 to resist) for a fortnight. Any Cainite that<br />

consumes Lamia blood will also be carriers <strong>of</strong> <strong>the</strong> disease<br />

until all Lamia blood is purged from <strong>the</strong>ir bodies.<br />

Organization: The Lamiae are organized in small<br />

cults throughout Europe, North Africa, <strong>and</strong> <strong>the</strong> Holy<br />

L<strong>and</strong>. They will typically be found wherever <strong>the</strong> feminine<br />

divine is worshipped; many shrines to Mary have a cult<br />

<strong>of</strong> Lilith hidden behind <strong>the</strong>m. These groups are typically<br />

secretive, tight-knit cells composed <strong>of</strong> less than a dozen<br />

Lilin <strong>and</strong> <strong>the</strong>ir mortal worshippers. It is not uncommon<br />

for childe <strong>and</strong> sire to stay in close contact even long after<br />

<strong>the</strong> Embrace. A few high-ranking representatives<br />

<strong>of</strong> <strong>the</strong> Lamiae will make <strong>the</strong> annual<br />

pilgrimage to Erciyes with <strong>the</strong> rest <strong>of</strong> <strong>the</strong><br />

Cappadocians, but most Lilin convene<br />

instead at <strong>the</strong> Temple <strong>of</strong> Lamia.<br />

Stereotypes<br />

Assamite: Your sanctimony won’t<br />

save you.<br />

Brujah: Delight in <strong>the</strong> pain.<br />

Don’t rage against it. You might<br />

actually learn something that<br />

way, if you even care about<br />

learning anymore.<br />

Cappadocians: They will<br />

never admit it, but <strong>the</strong>y truly<br />

fear <strong>the</strong> darkness. Why else<br />

would <strong>the</strong>y hide behind <strong>the</strong>ir<br />

cadavers <strong>and</strong> <strong>the</strong>ir musty<br />

books?<br />

Followers <strong>of</strong> Set: There is only<br />

one Serpent, little hatchlings, <strong>and</strong> She is<br />

greater than your pa<strong>the</strong>tic little god.<br />

Gangrel: Feed <strong>and</strong> fuck <strong>and</strong> breed <strong>and</strong> suffer. Know <strong>the</strong><br />

world with <strong>the</strong> dark animal <strong>of</strong> your body.<br />

Giovanni: They think <strong>the</strong>mselves unnoticed.<br />

Malkavian: Wisdom is to be experienced, not learned.<br />

They know this.<br />

Nosferatu: If you have <strong>the</strong> patience to suffer <strong>the</strong>ir quasi-sincere<br />

groveling, you may learn much from <strong>the</strong>m.<br />

Ventrue: You were given <strong>the</strong> night, <strong>and</strong> this is what<br />

you’ve chosen to do with it?<br />

Baali: Demons are our bro<strong>the</strong>rs <strong>and</strong> sisters, <strong>and</strong> we do<br />

not fear <strong>the</strong>m. We do not serve <strong>the</strong>m, ei<strong>the</strong>r.<br />

Caitiff: Get up. You will endure, <strong>and</strong> grow strong.<br />

Lamiae<br />

66


To <strong>the</strong> mind <strong>of</strong> a Lasombra, it is better to reign in<br />

hell than to serve in heaven. Fear, frenzy, <strong>the</strong> power<br />

to determine whe<strong>the</strong>r ano<strong>the</strong>r lives or dies: <strong>the</strong>se are<br />

at <strong>the</strong> root <strong>of</strong> <strong>the</strong> power that <strong>the</strong> Lasombra hold dear.<br />

Whereas o<strong>the</strong>r v<strong>amp</strong>ires try vainly to hold <strong>the</strong> Beast at<br />

bay or give <strong>the</strong>mselves wholly to it, <strong>the</strong> Lasombra beat<br />

<strong>the</strong> Beast into submission,<br />

invoking it when it<br />

suits <strong>the</strong>m but leaving<br />

it trapped inside<br />

when <strong>the</strong>y wish to<br />

govern <strong>the</strong>mselves.<br />

It is with <strong>the</strong>se<br />

predilections that<br />

<strong>the</strong> Lasombra style<br />

<strong>the</strong>mselves a “dark<br />

nobility,” an aristocracy<br />

<strong>of</strong> <strong>the</strong> night that<br />

chose <strong>the</strong> supremacy<br />

<strong>of</strong> <strong>the</strong> Cainites over<br />

veneration <strong>of</strong> <strong>the</strong><br />

Masquerade.<br />

Their regard for such ideas as redemption <strong>and</strong> salvation<br />

are cynical at best, <strong>and</strong> much <strong>of</strong> <strong>the</strong> pomp that shaped<br />

<strong>the</strong> Clan’s pre-Sabbat outlook remains only with a<br />

sense <strong>of</strong> blackest irony or open mockery. The gr<strong>and</strong>eur<br />

<strong>and</strong> rituals <strong>of</strong> <strong>the</strong> Church <strong>and</strong> aristocracy remain dear<br />

to <strong>the</strong> Lasombra, however, <strong>and</strong> <strong>the</strong> Clan was instrumental<br />

not only in establishing many <strong>of</strong> <strong>the</strong> rituals <strong>of</strong><br />

<strong>the</strong> Sabbat, but in <strong>the</strong> institutions that keep it from<br />

descending into chaos each night.<br />

Whe<strong>the</strong>r <strong>the</strong>y see <strong>the</strong>mselves as God’s instruments<br />

or as outcasts from His creation, <strong>the</strong> Lasombra believe<br />

<strong>the</strong>y have a duty (whe<strong>the</strong>r to Sect, Clan, pack, or even<br />

just <strong>the</strong>mselves), <strong>and</strong> obligation to <strong>the</strong>ir responsibilities<br />

gives <strong>the</strong>m a wicked sense <strong>of</strong> purpose. Even a Lasombra<br />

shovelhead may consider himself a cut above <strong>the</strong> rest; a<br />

surprising number <strong>of</strong> Lasombra mass Embraces survive,<br />

perhaps owing to <strong>the</strong> intervention <strong>of</strong> <strong>the</strong>ir sires.<br />

While <strong>the</strong> night belongs to all <strong>Kindred</strong>, <strong>the</strong> Lasombra<br />

are truly born to darkness, to <strong>the</strong> degree that <strong>the</strong>ir<br />

very Clan name reveals <strong>the</strong>ir tie to shadow. Theirs is<br />

<strong>the</strong> Discipline <strong>of</strong> Obtenebration, <strong>and</strong> it allows <strong>the</strong>m<br />

to wield <strong>the</strong> stuff <strong>of</strong> shadow <strong>and</strong> darkness, <strong>and</strong> even<br />

reach beyond <strong>the</strong> darkness <strong>of</strong> <strong>the</strong> physical world into<br />

<strong>the</strong> abyss that lies beyond.<br />

Nickname: Keepers (as in “my bro<strong>the</strong>r’s…”)<br />

Sect: The Sabbat would be very different without<br />

<strong>the</strong> influence <strong>of</strong> <strong>the</strong> Lasombra, <strong>and</strong> <strong>the</strong>y remain its<br />

most prominent Clan. Young Lasombra <strong>of</strong>ten make<br />

auspicious starts as Sabbat Ducti or Priests, leading<br />

<strong>the</strong>ir fellows by charging into <strong>the</strong> fray or demonstrating<br />

mastery <strong>of</strong> <strong>the</strong> Beast.<br />

Appearance: The Lasombra are frequently attractive.<br />

Whe<strong>the</strong>r through <strong>the</strong> Spanish, Italian, <strong>and</strong> Moorish<br />

stock associated with <strong>the</strong> Clan, or due to more cosmopolitan<br />

modern backgrounds, <strong>the</strong> Keepers cut a striking<br />

figure. Their dress is <strong>of</strong>ten conservative or religious,<br />

drawing on years <strong>of</strong> ceremony <strong>and</strong> faithful ritual. Rare<br />

is <strong>the</strong> Lasombra who cannot at least manipulate shadows<br />

to affect a dramatic entrance or enigmatic pose.<br />

Haven: The obligation <strong>of</strong> <strong>the</strong>ir leadership leads many<br />

young Lasombra to maintain communal havens with<br />

58 CHAPTER TWO: SECTS AND CLANS


o<strong>the</strong>r members <strong>of</strong> <strong>the</strong>ir pack. Wealthier Keepers <strong>and</strong><br />

those who predate <strong>the</strong> Sect <strong>of</strong>ten maintain <strong>the</strong>ir own<br />

havens, whe<strong>the</strong>r sinister penthouse suites or sprawling<br />

Old World villas.<br />

Background: Prospective sires <strong>of</strong> Clan Lasombra<br />

seek both erudition <strong>and</strong> ambition in <strong>the</strong>ir potential<br />

childer. As such, many Lasombra come from pr<strong>of</strong>essional<br />

backgrounds, <strong>and</strong> display outgoing <strong>and</strong> even<br />

aggressive personalities. Merit in <strong>the</strong>ir sires’ eyes takes<br />

fledgling Lasombra far, <strong>and</strong> <strong>the</strong> Keepers do not hesitate<br />

to cull <strong>the</strong>ir ranks <strong>of</strong> flawed, lazy, or boorish childer.<br />

Character Creation: Lasombra <strong>of</strong>ten have disparate<br />

Natures <strong>and</strong> Demeanors. Mental or Social Attributes<br />

are equally likely to be primary. Attributes tend to be<br />

narrow <strong>and</strong> specialized, showing individual expertise.<br />

Keepers cultivate Backgrounds <strong>of</strong> all types similarly<br />

in (initially) low quantities, to better diversify <strong>the</strong>mselves.<br />

Clan Disciplines: Dominate, Obtenebration, Potence<br />

Weaknesses: Lasombra v<strong>amp</strong>ires cast no reflections.<br />

Whe<strong>the</strong>r in a mirror, in a body <strong>of</strong> water, on a polished<br />

surface, or in <strong>the</strong> rear-view <strong>of</strong> a taxicab, <strong>the</strong> image <strong>of</strong><br />

<strong>the</strong> Keeper does not reflect.<br />

Organization: For <strong>the</strong> Lasombra, <strong>the</strong> nights <strong>of</strong> high<br />

aristocracy never faded, <strong>and</strong> <strong>the</strong> titles <strong>and</strong> <strong>of</strong>fices a<br />

modern onlooker might associate with history still carry<br />

great weight among <strong>the</strong> Keepers. A complex system<br />

<strong>of</strong> patronage, mentorship, <strong>and</strong> lineage characterizes<br />

<strong>the</strong> Clan, similar to <strong>the</strong> courts <strong>and</strong> churches <strong>of</strong> centuries<br />

gone by. Childer benefit greatly from esteemed<br />

sires <strong>and</strong> vice versa, while acts that confer Sect or Clan<br />

status may also elevate a Lasombra’s peers, so long as<br />

she associates her success with her fellows.<br />

Stereotypes<br />

Assamite: They believe <strong>the</strong>mselves lions but possess<br />

only <strong>the</strong> ways <strong>of</strong> jackals.<br />

Brujah: Petulant whelps in a rage over <strong>the</strong>ir own<br />

loss <strong>of</strong> rule from a self-fulfilling prophecy.<br />

Followers <strong>of</strong> Set: Peer too deeply into <strong>the</strong> darkness,<br />

serpent, <strong>and</strong> you shall find that it has <strong>the</strong><br />

means to smite.<br />

Gangrel: Every society needs its beasts <strong>of</strong> burden.<br />

Giovanni: Their inner foulness manifests in <strong>the</strong>ir<br />

every action.<br />

Malkavian: The fool does not dine at <strong>the</strong> table<br />

with <strong>the</strong> lords.<br />

Nosferatu: They are martyrs, not monsters, <strong>and</strong><br />

<strong>the</strong>ir faces are <strong>the</strong> stigmata <strong>the</strong>y must bear.<br />

Ravnos: Filth, suitable only from which to make<br />

an ex<strong>amp</strong>le.<br />

Toreador: A rose plucked from its garden remains<br />

lovely for only so long before it crumbles to dust.<br />

Tremere: They revere only <strong>the</strong>mselves, <strong>and</strong> <strong>the</strong>y<br />

will reap a just reward for <strong>the</strong> sacrilege <strong>the</strong>y practice.<br />

Tzimisce: Although we may share a common<br />

goal, a murder <strong>of</strong> crows is always an ill omen.<br />

Ventrue: Such a misguided effort, to use <strong>the</strong> scepter<br />

<strong>of</strong> kings only to hide oneself from his lessers.<br />

Caitiff: Lords have ever sired bastards, <strong>and</strong> have<br />

ever hidden <strong>the</strong>m as <strong>the</strong>ir marks <strong>of</strong> shame.<br />

Camarilla: Who would wish to dwell in a castle<br />

that closes its gates for fear <strong>of</strong> unruly peasants?<br />

Sabbat: Imperfect, <strong>and</strong> thus in need <strong>of</strong> ever more<br />

investment.<br />

Anarchs: They must never be equals — it is<br />

enough that <strong>the</strong>y think <strong>the</strong>y are.<br />

Quote: Wielding <strong>the</strong> shadows is an extension <strong>of</strong> controlling <strong>the</strong> darkness into<br />

which we are all Embraced.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

68


The Lasombra are leaders <strong>and</strong> prophets, kings <strong>and</strong><br />

caliphs, generals <strong>and</strong> holy men. They are scrupulous<br />

in deciding who merits <strong>the</strong> Embrace, <strong>and</strong> ruthless in<br />

destroying those <strong>of</strong> <strong>the</strong> clan who prove unworthy. The<br />

only threat to <strong>the</strong> power <strong>of</strong> clan Lasombra is, perhaps,<br />

clan Lasombra itself.<br />

No longer as actively involved in clan affairs,<br />

Montano, Lasombra’s eldest childe, rules<br />

distantly from <strong>the</strong> Castle <strong>of</strong><br />

Shadows in Sicily. It is<br />

<strong>the</strong>re that he guards<br />

his Sire’s slumber,<br />

which is said to<br />

be troubled with dark<br />

dreams <strong>of</strong> shadows<br />

<strong>and</strong> <strong>the</strong> Abyss.<br />

Religious sentiment<br />

runs deep; perhaps it is<br />

because <strong>of</strong> <strong>the</strong> clan’s deep connection<br />

to darkness, but many <strong>of</strong> <strong>the</strong><br />

Clan walk <strong>the</strong> Road <strong>of</strong> Heaven. This<br />

deeply-held fervor fuels conflict<br />

within <strong>the</strong> Clan <strong>and</strong> turns <strong>the</strong>ir<br />

attention inward. In Iberia, <strong>the</strong><br />

Shadow Reconquista rages – a<br />

war between Christian <strong>and</strong> Muslim<br />

Cainite dividing <strong>the</strong> Clan. The ripples<br />

extend far outside Iberia, involving even<br />

distant partisans.<br />

Christian Lasombra within<br />

<strong>the</strong> Church funnel resources<br />

toward Christians forc- es,<br />

while Muslim Lasombra seek alliances<br />

with o<strong>the</strong>r clans, especially<br />

<strong>the</strong> Assamites. They also try to<br />

convince <strong>the</strong>ir Jewish clanmates<br />

to st<strong>and</strong> with <strong>the</strong>m, as <strong>the</strong>y will<br />

surely face worse treatment should <strong>the</strong><br />

Christians sieze power in Iberia.<br />

For Christian Lasombra, <strong>the</strong> schism without is mirrored<br />

by <strong>the</strong> schism within. Within <strong>the</strong> ranks <strong>of</strong> <strong>the</strong> Church<br />

Jealousy is <strong>the</strong> provenance <strong>of</strong> fools <strong>and</strong> pretenders.<br />

lurks <strong>the</strong> Cainite Heresy, a heretical cult dominated by<br />

Lasombra priests <strong>and</strong> bishops. The Cainite Heresy believes<br />

that Cainites, having been marked by God, are akin to<br />

angelic beings, <strong>and</strong> <strong>the</strong> Curse <strong>of</strong> Caine marks Cainite as<br />

holy beings. Of course, even non-Christian Lasombra<br />

find this view to be blasphemy <strong>and</strong> take every chance<br />

to expunge such teachings <strong>the</strong>y can.<br />

Sobriquet: Magisters<br />

Appearance: The<br />

Clan <strong>of</strong> Shadows is<br />

diverse, with its membership<br />

evenly split<br />

among those <strong>of</strong> Spanish,<br />

Italian, Jewish, North<br />

African, or Arabian origin.<br />

Most Lasombra<br />

dress in <strong>the</strong> finest clo<strong>the</strong>s<br />

that money can buy, be it<br />

precious silks from China, rich French<br />

brocades, or <strong>the</strong> lush woven fabrics <strong>of</strong><br />

Arabia. Even those in <strong>the</strong> Church,<br />

which nominally eschews wealth<br />

<strong>and</strong> its trappings, are <strong>of</strong>ten <strong>of</strong> sufficiently<br />

high rank that some sartorial<br />

extravagance is to be expected.<br />

Haven <strong>and</strong> Prey: Some Lasombra<br />

born to wealth <strong>and</strong> power choose to remain<br />

in <strong>the</strong>ir family holdings, masquerading as<br />

<strong>the</strong>ir own heirs in order to retain control<br />

over what is <strong>the</strong>irs. This allows <strong>the</strong>m<br />

plenty <strong>of</strong> opportunities to feed, as<br />

large numbers <strong>of</strong> family, servants,<br />

<strong>and</strong> retainers are needed to maintain<br />

such estates.<br />

O<strong>the</strong>rs, not wanting <strong>the</strong> troubles<br />

that come with concealing <strong>the</strong>ir<br />

true nature among such large numbers<br />

o f mortals, establish solitary, lavishly appointed havens,<br />

sacrificing <strong>the</strong> convenient availability <strong>of</strong> prey for secrecy<br />

<strong>and</strong> security. Some members <strong>of</strong> <strong>the</strong> Cainite Heresy feed<br />

on <strong>the</strong>ir congregants, passing it <strong>of</strong>f as a sacred rite. But<br />

THE CLANS OF CAINE<br />

69


this practice is best kept secret, as it is sure to draw <strong>the</strong><br />

ire <strong>of</strong> Christian Lasombra with more orthodox religious<br />

convictions.<br />

The Embrace: Lasombra frequently choose <strong>the</strong>ir<br />

childer from among <strong>the</strong> wealthy, powerful, or politically<br />

elite. However, Magisters will just as frequently Embrace<br />

someone <strong>of</strong> low status but high ambition <strong>and</strong> intellect.<br />

Mere accidents <strong>of</strong> birth cannot determine someone’s<br />

strength <strong>of</strong> character or <strong>the</strong>ir ability to lead.<br />

Clan Disciplines: Dominate, Obtenebration,<br />

Potence<br />

Weaknesses: Lasombra cannot be seen<br />

in any sort <strong>of</strong> reflective surface, which makes<br />

it difficult to conceal <strong>the</strong>ir supernatural<br />

nature from mortals. Additionally, members<br />

<strong>of</strong> <strong>the</strong> Clan <strong>of</strong> Shadows cannot abide<br />

<strong>the</strong> presence <strong>of</strong> bright light; <strong>the</strong>y take an<br />

additional level <strong>of</strong> aggravated damage<br />

from any exposure to sunlight.<br />

Organization: Within <strong>the</strong> clan<br />

exists an organization known as <strong>the</strong><br />

Amici Noctis, <strong>the</strong> Friends <strong>of</strong> Night.<br />

Membership is by invitation only,<br />

<strong>and</strong> invitations are only extended<br />

to those who have truly proven<br />

<strong>the</strong>ir value to <strong>the</strong> clan. The<br />

Amici Noctis preside over <strong>the</strong><br />

Courts <strong>of</strong> Blood. Any member<br />

<strong>of</strong> <strong>the</strong> clan may petition<br />

to <strong>the</strong> Courts <strong>of</strong> Blood for<br />

<strong>the</strong> right <strong>of</strong> Amaranth<br />

against someone <strong>the</strong>y<br />

see as unworthy to be<br />

Lasombra. By <strong>of</strong>ficially<br />

sanctioning <strong>the</strong> Amaranth,<br />

<strong>the</strong> Amici Noctis<br />

maintains strict control<br />

<strong>of</strong> its use. Any Lasombra<br />

performing <strong>the</strong> Amaranth<br />

without permission faces<br />

summary destruction.<br />

The Amici Noctis is most powerful in central Europe.<br />

Montano famously dislikes <strong>the</strong> Friends <strong>of</strong> Night <strong>and</strong> has<br />

barred <strong>the</strong>m from Sicily <strong>and</strong> <strong>the</strong> Castle <strong>of</strong> Shadows. In <strong>the</strong><br />

Iberian Peninsula, <strong>the</strong> Shadow Reconquista h<strong>amp</strong>ers <strong>the</strong><br />

power <strong>of</strong> <strong>the</strong> Amici Noctis. Officially, <strong>the</strong> Amici Noctis has<br />

declared neutrality on any issue relating to <strong>the</strong> Shadow<br />

Reconquista. In practice, this is because <strong>the</strong>y have no<br />

power to impose order on <strong>the</strong> chaos in Iberia.<br />

Stereotypes<br />

High <strong>Clans</strong>: A useless distinction drawn by<br />

equally useless people. The Lasombra hold power<br />

because we value excellence, not birth. That we<br />

are counted as High <strong>and</strong> not Low says more<br />

about <strong>the</strong>m than it does about us.<br />

Low <strong>Clans</strong>: Let <strong>the</strong> o<strong>the</strong>r High <strong>Clans</strong><br />

spurn <strong>the</strong>m. Only a fool shuns a useful tool<br />

or an invaluable ally.<br />

Assamites: We share more with <strong>the</strong> Children<br />

<strong>of</strong> Haqim than we do with most o<strong>the</strong>r<br />

<strong>Clans</strong>. Let o<strong>the</strong>rs be blinded by prejudice.<br />

They are honorable <strong>and</strong> worthy allies.<br />

Ventrue: The Scions have always<br />

confused power <strong>and</strong> station, much<br />

to <strong>the</strong>ir detriment. Let <strong>the</strong>m chase<br />

after high <strong>of</strong>fice; it only makes <strong>the</strong>m<br />

easier to manipulate.<br />

Followers <strong>of</strong> Set: Let <strong>the</strong>m<br />

try to bring back <strong>the</strong> worship <strong>of</strong><br />

<strong>the</strong>ir dead god. Time moves ever<br />

forward, <strong>and</strong> those who try to st<strong>and</strong><br />

against progress will get tr<strong>amp</strong>led<br />

every time.<br />

Tzimice: Godless hea<strong>the</strong>ns,<br />

<strong>the</strong> lot <strong>of</strong> <strong>the</strong>m. They have been<br />

<strong>of</strong>fered <strong>the</strong> chance to turn away<br />

from <strong>the</strong>ir pagan ways, but<br />

have refused. While we cannot<br />

deny <strong>the</strong>ir power, we<br />

cannot trust <strong>the</strong>m ei<strong>the</strong>r.<br />

Lasombra<br />

70


Lhiannan<br />

The Lhiannan boasted a strange creation story. They<br />

claimed that <strong>the</strong>ir founder — a v<strong>amp</strong>ire simply known<br />

as <strong>the</strong> Crone — became bonded with a spirit <strong>of</strong> <strong>the</strong><br />

forests. This spirit was a desperate, jealous being that<br />

could apparently see that people would destroy <strong>the</strong> forests<br />

<strong>and</strong> burn <strong>the</strong> trees that comprised <strong>the</strong>m. Joining<br />

with an undying predator, <strong>the</strong>n, was apparently <strong>the</strong><br />

spirit’s attempt at dodging this fate. Whe<strong>the</strong>r or not<br />

any <strong>of</strong> that is true, <strong>the</strong> Lhiannan did have a connection<br />

to <strong>the</strong> natural world that no o<strong>the</strong>r v<strong>amp</strong>ire, not even<br />

<strong>the</strong> Gangrel, can equal.<br />

Whenever a Lhiannan Embraced, a shard <strong>of</strong> that original<br />

spirit broke <strong>of</strong>f <strong>and</strong> empowered <strong>the</strong> new Cainite.<br />

This spirit-shard allowed Lhiannan to use <strong>the</strong>ir Ogham<br />

Discipline, which, in turn, enabled <strong>the</strong> style <strong>of</strong> unlife<br />

that <strong>the</strong> Lhiannan enjoyed. It also made <strong>the</strong> Lhiannan<br />

territorial above all else, <strong>and</strong> <strong>the</strong> Druids were quite<br />

limited in <strong>the</strong>ir mobility. The Lhiannan, much like <strong>the</strong><br />

Telyavelic Tremere (see p. 438) found common cause<br />

with <strong>the</strong> pagan peoples <strong>of</strong> Europe. This, unfortunately,<br />

put <strong>the</strong>m into conflict with Cainites <strong>and</strong> mortals who<br />

followed <strong>the</strong> Christian faith.<br />

The bloodline was never numerous (especially since<br />

creating a new Lhiannan meant that <strong>the</strong> sire grew<br />

weaker), but <strong>the</strong> fires <strong>of</strong> <strong>the</strong> Inquisition <strong>and</strong> <strong>the</strong> spread<br />

<strong>of</strong> <strong>the</strong> Christian religion took a harsh toll on <strong>the</strong> Druids.<br />

By <strong>the</strong> end <strong>of</strong> <strong>the</strong> 14th century, <strong>the</strong>y had all been<br />

destroyed. In modern times, though, Gangrel trade<br />

rumors <strong>of</strong> powerful <strong>Kindred</strong> in European forests decorated<br />

with strange, bloody symbols, so perhaps some<br />

<strong>of</strong> <strong>the</strong>m survived — or perhaps <strong>the</strong> forest spirit that<br />

initially created <strong>the</strong> bloodline has resurfaced.<br />

Nickname: Druids<br />

Sect: The Lhiannan did not survive to see <strong>the</strong> dawning<br />

<strong>of</strong> <strong>the</strong> Sabbat or <strong>the</strong> Camarilla. In historical<br />

nomenclature, <strong>the</strong>y were decidedly on <strong>the</strong> Low<br />

Clan side <strong>of</strong> <strong>the</strong> social divide, <strong>and</strong> most Cainites<br />

probably wouldn’t have known <strong>the</strong>m from <strong>the</strong><br />

Gangrel. Lhiannan rarely joined coteries, limited<br />

as <strong>the</strong>y were in mobility.<br />

Appearance: The Druids resembled <strong>the</strong> native people<br />

<strong>of</strong> <strong>the</strong> regions <strong>of</strong> Europe that <strong>the</strong>y called home —<br />

<strong>the</strong> British Isles, for <strong>the</strong> most part.<br />

Haven: The Lhiannan made <strong>the</strong>ir havens in <strong>the</strong><br />

forests <strong>of</strong> Europe, constructing simple dwellings or<br />

finding natural shelter. They would sometimes find a<br />

man-made haven <strong>and</strong> kill or enslave <strong>the</strong> inhabitants,<br />

or very rarely eke out an existence on <strong>the</strong> periphery <strong>of</strong><br />

human civilization by taking <strong>the</strong> role <strong>of</strong> a shaman or<br />

wise woman.<br />

71 CHAPTER TEN: BLOODLINES


Background: Since performing <strong>the</strong> Embrace meant<br />

growing weaker, <strong>the</strong> Druids only created childer out<br />

<strong>of</strong> sheer loneliness or when <strong>the</strong>y found someone who<br />

truly impressed <strong>the</strong>m. A pagan spirit-speaker with real<br />

devotion to her craft, or a woodsman with impeccable<br />

respect for <strong>the</strong> forests might be enough to get a Lhiannan’s<br />

attention. The Lhiannan refused to Embrace<br />

Christians, Jews, or Muslims.<br />

Character Creation: All Lhiannan were capable <strong>of</strong><br />

surviving in <strong>the</strong> wilderness, <strong>and</strong> so Physical Attributes,<br />

Skills, <strong>and</strong> Talents were important. A Lhiannan acting<br />

as a counsel to a mortal settlement was likely to have<br />

higher Social Attributes <strong>and</strong> appropriate Abilities.<br />

Herd <strong>and</strong> Retainers (animals) were common Backgrounds.<br />

Clan Disciplines: Animalism, Ogham, Presence<br />

Weakness: The Lhiannan were part nature spirit,<br />

<strong>and</strong> <strong>the</strong> mark <strong>of</strong> <strong>the</strong>ir inhumanity ran strong within<br />

<strong>the</strong>m. All difficulties to detect <strong>the</strong>ir nature via Auspex<br />

were reduced by two, <strong>and</strong> even normal humans felt<br />

vaguely uncomfortable in <strong>the</strong>ir presence. Additionally,<br />

any Lhiannan who left her territory became agitated<br />

— all dice pools were reduced by one die per week (to<br />

a minimum <strong>of</strong> <strong>the</strong> character’s Stamina) that she was<br />

gone. Once she re-entered her territory, her dice pools<br />

returned to normal within a few hours.<br />

Organization: Once a Lhiannan Embraced a childe,<br />

she generally kept <strong>the</strong> new v<strong>amp</strong>ire around for a few<br />

years until that childe was ready to fend for himself (<strong>and</strong><br />

<strong>the</strong> novelty <strong>of</strong> having someone else around wore <strong>of</strong>f).<br />

The sire would <strong>the</strong>n send <strong>the</strong> childe away to find his<br />

own haven <strong>and</strong> territory. The Lhiannan were generally<br />

aware <strong>of</strong> members <strong>of</strong> <strong>the</strong>ir bloodline whose territories<br />

were adjacent, but <strong>the</strong>re was no system <strong>of</strong> communication<br />

in place. This, <strong>of</strong> course, may have contributed to<br />

<strong>the</strong>ir eventual destruction.<br />

Stereotypes<br />

High <strong>Clans</strong>: No one who wears such heavy,<br />

false robes or who shies away from blood is a<br />

leader to me.<br />

Low <strong>Clans</strong>: By accepting <strong>the</strong> title <strong>of</strong> “low,” <strong>the</strong>y<br />

show it to be accurate.<br />

The View From Without<br />

High <strong>Clans</strong>: Watch, my childe. This is history<br />

happening before your eyes.<br />

Low <strong>Clans</strong>: Hunt as you please, but spare <strong>the</strong><br />

mad, <strong>the</strong> women heavy with child, <strong>and</strong> anyone<br />

who lives near <strong>the</strong> eastern forests. And stay far<br />

from those woods, especially as you wear <strong>the</strong><br />

cross.<br />

Quote: When <strong>the</strong> trees are pulling you apart, you may feel free to call<br />

out for your god. If he saves you, I shall give up my glade.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

72


There are no ‘wars’; <strong>the</strong>re is only <strong>the</strong> one war — <strong>the</strong> quiet patience <strong>of</strong> a tree strangling its competitors over<br />

centuries. That is how <strong>the</strong> ending starts; it waits to win an inch while you adjust your footing.<br />

Old Gangrel tell <strong>of</strong> a group <strong>of</strong> betrayers who left <strong>the</strong><br />

clan to rot ages ago on <strong>the</strong> battlefields, a mo<strong>the</strong>r<br />

<strong>of</strong> a bloodline who turned her back on her people<br />

to flee to <strong>the</strong> west. These elders spit <strong>the</strong> name<br />

Lhiannan when <strong>the</strong>y speak it, recounting <strong>the</strong>ir lack<br />

<strong>of</strong> courage <strong>and</strong> battle acumen. The hatred <strong>of</strong> <strong>the</strong><br />

bloodline burns in <strong>the</strong> elder Gangrel just as deep as<br />

<strong>the</strong> burning fear that what <strong>the</strong> Lhiannan claim<br />

could be true.<br />

Most Cainites,<br />

save for a few wild<br />

Gangrel <strong>and</strong> unlucky<br />

w<strong>and</strong>erers,<br />

have never encountered<br />

a Lhiannan.<br />

Those that have seen <strong>the</strong>m all<br />

report similar experiences <strong>of</strong><br />

hostility, distancing <strong>the</strong>mselves from <strong>the</strong> Cainites<br />

by advocating <strong>the</strong>y come from differing progenitors.<br />

The Lhiannan claim to originate from<br />

an ancient being <strong>the</strong>y call The Crone. They<br />

speak <strong>of</strong> spirits <strong>and</strong> nature as aspects <strong>of</strong> power<br />

<strong>and</strong> aggressively rebuke any intrusion into<br />

<strong>the</strong>ir l<strong>and</strong>s. When Lhiannan are found, <strong>the</strong>y<br />

lead solitary unlives in extremely rural areas.<br />

All who see <strong>the</strong>m immediately recognize<br />

<strong>the</strong> Lhiannan as inhuman. Even mortals<br />

who have seen <strong>the</strong>m claim to know <strong>the</strong>ir<br />

inherent o<strong>the</strong>rworldly nature.<br />

In more recent years, however, <strong>the</strong><br />

Lhiannan branch outward. Rumors<br />

persist <strong>of</strong> desperation in <strong>the</strong>ir ranks,<br />

sightings on <strong>the</strong> outskirts <strong>of</strong> small<br />

rural villages <strong>and</strong> towns, <strong>and</strong> a<br />

reluctant need to interact with<br />

those <strong>the</strong>y previously destroyed<br />

on sight. Some even tell <strong>of</strong> a<br />

group <strong>of</strong> Lhiannan seeking<br />

out o<strong>the</strong>rs <strong>of</strong> <strong>the</strong> bloodline to<br />

streng<strong>the</strong>n <strong>the</strong>ir spirits <strong>and</strong> <strong>the</strong>ir numbers. Those<br />

who do speak to <strong>the</strong> Lhiannan hear tales<br />

<strong>of</strong> a dwindling spirit inside <strong>of</strong> <strong>the</strong>m which<br />

could lead to <strong>the</strong>ir extinction. Groups<br />

<strong>of</strong> Christian Cainites conclude that <strong>the</strong><br />

Lhiannan are possessed by a demon that<br />

seeks to control <strong>the</strong>m, while o<strong>the</strong>rs claim<br />

<strong>the</strong>y are seeking to diablerize each o<strong>the</strong>r<br />

to regain <strong>the</strong>ir bloodline’s power.<br />

Whatever <strong>the</strong> reason for <strong>the</strong>ir recent<br />

insurgence, <strong>the</strong> Lhiannan have become<br />

entangled in <strong>the</strong> War <strong>of</strong> Princes as <strong>the</strong>y<br />

seek out solutions to <strong>the</strong> problem <strong>of</strong> <strong>the</strong>ir<br />

own impending extinction. In most cases,<br />

this means becoming embroiled in<br />

<strong>the</strong> interests <strong>of</strong> <strong>the</strong> Cainites.<br />

Background: The<br />

Lhiannan Embrace<br />

by dint<br />

<strong>of</strong> locale, age,<br />

<strong>and</strong> cleverness.<br />

The Embrace is<br />

rare for <strong>the</strong>m,<br />

but when it<br />

does occur, <strong>the</strong>y<br />

choose mortals, no<br />

older than <strong>the</strong> age<br />

<strong>of</strong> eight with remarkable<br />

memory capacity, whom <strong>the</strong>y<br />

adopt <strong>and</strong> tutor until maturity.<br />

Lhiannan never Embrace incautiously,<br />

every Embrace serves<br />

a purpose, as each Lhiannan<br />

acts as <strong>the</strong> living memory <strong>of</strong><br />

<strong>the</strong> l<strong>and</strong> which it was bir<strong>the</strong>d<br />

from. With every passing year,<br />

however, <strong>the</strong>ir numbers appear<br />

to dwindle; some Noddist<br />

scholars claim to have<br />

THE CLANS OF CAINE<br />

73


heard rumors <strong>of</strong> Lhiannan who are incapable <strong>of</strong> passing<br />

<strong>the</strong> Curse on to o<strong>the</strong>rs.<br />

Appearance: Lhiannan look <strong>the</strong> part <strong>of</strong> a wild mystic,<br />

donned in blood <strong>and</strong> gore-stained fur cloaks covering lea<strong>the</strong>r<br />

<strong>and</strong> wool gowns dyed a stark white, green, or brown. Their<br />

flesh is adorned with strange glyphs <strong>and</strong> woads that hint at<br />

<strong>the</strong> sorcerous practice <strong>of</strong> Ogham. These creatures wear <strong>the</strong><br />

skulls <strong>of</strong> animals as masks <strong>and</strong> <strong>of</strong>ten torcs <strong>of</strong> finely woven<br />

precious metals can be found around <strong>the</strong>ir necks. Since <strong>the</strong><br />

progenitors <strong>of</strong> <strong>the</strong> bloodline traveled west long ago, <strong>the</strong><br />

actual race <strong>of</strong> <strong>the</strong> younger Lhiannan can vary, while<br />

<strong>the</strong> eldest tend to be Eastern European. However,<br />

all Lhiannan carry with <strong>the</strong>m a supernatural<br />

aura <strong>of</strong> primordial resonance. Even mortals<br />

claim <strong>the</strong>y are imbued with something<br />

beyond <strong>the</strong> natural.<br />

Havens: Lhiannan frequently<br />

choose <strong>the</strong> biggest cave, <strong>the</strong> darkest<br />

valleys, or <strong>the</strong> most sacred spots <strong>of</strong><br />

<strong>the</strong>ir claimed territories as <strong>the</strong>ir<br />

havens. Burrowing into <strong>the</strong><br />

dirt itself is also a common<br />

option.<br />

Disciplines: Animalism,<br />

Presence, Ogham<br />

Sobriquet: Witches,<br />

Beasts<br />

Character Creation:<br />

Lhiannan focus<br />

on <strong>the</strong> traits necessary<br />

to live in <strong>the</strong> wilds.<br />

Childer <strong>of</strong>ten have<br />

exceptional Wits <strong>and</strong><br />

Stamina, <strong>and</strong> favor Animal<br />

Ken, Intimidation, Survival,<br />

Stealth, <strong>and</strong> Brawl.<br />

Because <strong>of</strong> <strong>the</strong>ir weakness,<br />

Lhiannan rarely<br />

have <strong>the</strong> Generation<br />

Background at higher<br />

levels. They <strong>of</strong>ten build cultish<br />

Herds out in <strong>the</strong> wilds, <strong>and</strong> in many cases<br />

maintain <strong>the</strong>ir sires as Mentors.<br />

Bloodline Weakness: The rumors surrounding <strong>the</strong><br />

Lhiannan <strong>and</strong> <strong>the</strong>ir desperation likely formed from <strong>the</strong>ir<br />

inherent weakness. Every Lhiannan, from <strong>the</strong> moment <strong>of</strong> <strong>the</strong><br />

Embrace, feels <strong>the</strong> shard <strong>of</strong> spirit within her. The sire feels <strong>the</strong><br />

weakness as she shares her own spirit with her newly-made<br />

childe. When a Lhiannan Embraces, her Generation raises<br />

by one at <strong>the</strong> conclusion <strong>of</strong> <strong>the</strong> Embrace. For ex<strong>amp</strong>le, if a<br />

Ninth Generation Lhiannan Embraces a childe, her blood<br />

becomes Tenth Generation blood. The newly-Embraced<br />

childe also carries Tenth Generation blood. The sire becomes<br />

a generational sibling with her new childe. The eldest known<br />

Lhiannan wonder how <strong>the</strong> bloodline propagated in spite <strong>of</strong><br />

this flaw, but if any have <strong>the</strong> answer, <strong>the</strong>y’re not sharing.<br />

Lhiannan draw strength from nature, <strong>and</strong> <strong>the</strong>ir power<br />

diminishes within urban areas. For each week a Lhiannan<br />

spends outside <strong>of</strong> <strong>the</strong> wild, her dice pools are reduced by<br />

one. These penalties are cumulative, but can never<br />

reduce a dice pool lower than her unmodified<br />

Stamina. The Lhiannan must sleep a full<br />

day in <strong>the</strong> wilds to remove all <strong>the</strong> penalties<br />

upon waking.<br />

Organization: Historically, <strong>the</strong><br />

Lhiannan have no organization to speak<br />

<strong>of</strong>. Even a sire will push away <strong>the</strong>ir<br />

childe after a few years. In more<br />

recent times, however, <strong>the</strong><br />

less territorial members <strong>of</strong><br />

<strong>the</strong> bloodline have been<br />

looking for o<strong>the</strong>r Lhiannan.<br />

Any organization<br />

from this effort has yet<br />

to be seen.<br />

Stereotypes<br />

Cainites: We are not<br />

<strong>the</strong>m. They know nothing <strong>of</strong><br />

true power <strong>and</strong> <strong>the</strong>y do not feel<br />

<strong>the</strong> presence <strong>of</strong> <strong>the</strong> spirit as we do.<br />

Lupines: I have heard <strong>the</strong>ir<br />

howls, but I do not seek <strong>the</strong>m out.<br />

The spirits bade me not to.<br />

Gangrel: Beasts without souls.<br />

They claim us as <strong>the</strong>ir own, but spit<br />

on our names. I have yet to see<br />

one brave enough to come<br />

into my forest. Cowards.<br />

Tremere: They claim<br />

knowledge <strong>of</strong> magic in <strong>the</strong> blood? Ha! Let <strong>the</strong>m come find<br />

me, I will show <strong>the</strong>m that <strong>the</strong> true magic lays within <strong>the</strong> spirit<br />

inside <strong>of</strong> me, not <strong>the</strong> ichor that flows beneath <strong>the</strong> skin.<br />

Ventrue: They build <strong>the</strong>ir palisades <strong>and</strong> walls high<br />

to keep out <strong>the</strong> dangers <strong>of</strong> <strong>the</strong> wild. I have no interest in<br />

<strong>the</strong> hollow heart <strong>of</strong> <strong>the</strong> city.<br />

Ravnos: The Sons <strong>and</strong> Daughters <strong>of</strong> Caine who w<strong>and</strong>er<br />

<strong>the</strong> beaten paths between cities would do best keeping<br />

to <strong>the</strong> roads. I hear <strong>the</strong> wilderness can be dangerous.<br />

Lhiannan<br />

74


Clan Malkavian is twice damned: once by <strong>the</strong> curse<br />

<strong>of</strong> being <strong>Kindred</strong>, <strong>and</strong> again by <strong>the</strong> turmoil that disturbs<br />

<strong>the</strong>ir hearts <strong>and</strong> minds. Upon <strong>the</strong> Embrace, every<br />

Malkavian is afflicted with an insurmountable<br />

insanity that fractures her outlook for every night<br />

<strong>the</strong>reafter, making her unlife one <strong>of</strong> madness.<br />

Some consider this a form <strong>of</strong> oracular insight,<br />

while o<strong>the</strong>rs simply consider <strong>the</strong>m dangerous.<br />

Make no mistake: Malkavian insanity is a<br />

painful, alienating phenomenon, but it occasionally<br />

provides <strong>the</strong> Lunatics with bursts <strong>of</strong> insight<br />

or heret<strong>of</strong>ore unknown perspective. Madness<br />

for <strong>the</strong> Malkavians may take <strong>the</strong> form <strong>of</strong> any clinical<br />

form <strong>of</strong> insanity, or it may be a hyperacuity <strong>of</strong> senses<br />

o<strong>the</strong>rs don’t know <strong>the</strong>y have; a supernatural puppeteer<br />

pulling <strong>the</strong> Malkavian’s strings, or a sense that<br />

<strong>the</strong> Malkavian is somehow ahead <strong>of</strong> evolutionary<br />

schedule. A Malkavian may believe herself to<br />

be an idea given physical form or an avatar <strong>of</strong><br />

some concept <strong>the</strong> World <strong>of</strong> <strong>Dark</strong>ness has yet<br />

to encounter. She may be a nonstop ravening<br />

psychopath, or may be a mostly lucid individual<br />

sometimes rendered catatonic by fear <strong>of</strong><br />

an impending cosmic cataclysm.<br />

Their precarious stability makes it hard for o<strong>the</strong>r<br />

<strong>Kindred</strong> (or, indeed, any vessels with whom <strong>the</strong>y may<br />

meet) to interact with Malkavians. The Clan sometimes<br />

indulges in elaborate, terrifying, <strong>and</strong> dangerous<br />

“pranks” which do little to endear <strong>the</strong>m to o<strong>the</strong>r v<strong>amp</strong>ires.<br />

These incidents are nominally meant to educate<br />

<strong>the</strong> target, but <strong>the</strong> lesson can <strong>of</strong>ten be lost between <strong>the</strong><br />

v<strong>amp</strong>ire’s scramble for safety <strong>and</strong> <strong>the</strong> inability to parse<br />

<strong>the</strong> Malkavian’s inner logic. Common pranks might be<br />

to replace a vain Toreador’s haven door with a guillotine<br />

or to redistribute a Brujah elder’s wealth while he’s<br />

at Elysium, or it might take <strong>the</strong> form <strong>of</strong> giving a hunter<br />

<strong>the</strong> location where <strong>the</strong> Nosferatu ga<strong>the</strong>r. <strong>Kindred</strong> both<br />

dread <strong>and</strong> resent <strong>the</strong> word “prank” almost as much as<br />

<strong>the</strong>y do <strong>the</strong> Lunatics <strong>the</strong>mselves.<br />

Nickname: Lunatics<br />

Sect: In <strong>the</strong>ir moments <strong>of</strong> lucidity, <strong>the</strong> Malkavians <strong>of</strong>fer<br />

<strong>the</strong>ir unorthodox perspectives <strong>and</strong> Devil’s advocacy to<br />

<strong>the</strong> Camarilla, <strong>of</strong>fering <strong>the</strong>ir visions <strong>and</strong> unique insights<br />

to cut through <strong>the</strong> webs <strong>of</strong> deceit. Princes <strong>and</strong> Primogen<br />

tolerate <strong>the</strong> Lunatics to varying degrees, but <strong>the</strong> Clan as a<br />

whole has always been a supporter <strong>of</strong> <strong>the</strong> Ivory Tower.<br />

Appearance: While Malkavians can come from any<br />

culture, <strong>the</strong> madness following <strong>the</strong> Embrace tends to<br />

lead <strong>the</strong>m to extremes <strong>of</strong> self-presentation. Malkavians<br />

may appear disheveled, injured, or simply dirty. They<br />

could still be wearing <strong>the</strong> same clo<strong>the</strong>s from <strong>the</strong> night<br />

<strong>of</strong> <strong>the</strong>ir Embrace or <strong>the</strong>y may have stolen clo<strong>the</strong>s from<br />

a laundromat or a department store during a fit <strong>of</strong> confusion<br />

or fugue. Of course, Malkavians are just as likely<br />

75 CHAPTER TWO: SECTS AND CLANS


to be meticulous <strong>and</strong> exacting in <strong>the</strong>ir appearance, trying<br />

obsessively to appear as normal as possible.<br />

Haven: Consistency is rare among Malkavians.<br />

Quite simply, <strong>the</strong>y establish havens where <strong>the</strong>y think<br />

to, where <strong>the</strong>y can, <strong>and</strong> where <strong>the</strong>y can recall. A significant<br />

number <strong>of</strong> Malkavians have literally no home,<br />

spending each night where exhaustion or <strong>the</strong> sun’s rays<br />

leave <strong>the</strong>m. O<strong>the</strong>rs may permanently have <strong>the</strong> presidential<br />

suite in a posh hotel, a squat in <strong>the</strong> Barrens,<br />

<strong>the</strong> dispensary at a county jail, or a broom closet in a<br />

historical l<strong>and</strong>mark.<br />

Background: Malkavians Embrace with all <strong>the</strong> caprice<br />

one would assume from <strong>the</strong>m. Lunatic childer come from<br />

all economic <strong>and</strong> cultural strata, though most have<br />

some sort <strong>of</strong> hard-luck story or black secret behind<br />

<strong>the</strong>m that caused <strong>the</strong>ir sire to take note. Truly damaged<br />

Malkavians who are unaware <strong>of</strong> <strong>the</strong> meanings<br />

<strong>of</strong> <strong>the</strong>ir actions may not even be aware that <strong>the</strong>y<br />

have sired childer, which makes for very difficult<br />

entry into <strong>Kindred</strong> society for <strong>the</strong>se cast<strong>of</strong>fs, many<br />

<strong>of</strong> whom end up among <strong>the</strong> Caitiff.<br />

Character Creation: Loner, outsider, <strong>and</strong> deviant<br />

concepts <strong>and</strong> archetypes prevail among <strong>the</strong> Malkavians,<br />

as do Mental Attributes (with an occasional<br />

Social-primary madman or Physical-primary maniac<br />

hiding among <strong>the</strong> ranks). Talents <strong>and</strong> Knowledges<br />

are likely most popular among Malkavians. Backgrounds<br />

tend to be ei<strong>the</strong>r broad <strong>and</strong> shallow or few <strong>and</strong> deep, representing<br />

<strong>the</strong> way <strong>the</strong> way <strong>the</strong> Malkavian caroms through<br />

unlife. Virtues, Humanity, <strong>and</strong> Paths <strong>of</strong>ten tumble quickly,<br />

usually in <strong>the</strong> wake <strong>of</strong> Willpower doing <strong>the</strong> same.<br />

Clan Disciplines: Auspex, Dementation, Obfuscate<br />

Weaknesses: All members <strong>of</strong> Clan Malkavian suffer from<br />

a permanent, incurable derangement. They may acquire <strong>and</strong><br />

recover from o<strong>the</strong>r derangements, <strong>and</strong> may spend Willpower<br />

to ameliorate <strong>the</strong> effects <strong>of</strong> <strong>the</strong> derangement for a scene, but<br />

<strong>the</strong>y can never recover from <strong>the</strong>ir original derangement.<br />

Organization: Rumor is more widespread than truth with<br />

regard to Malkavian organization, <strong>and</strong> any number <strong>of</strong> harrowing<br />

tales describe <strong>the</strong> function <strong>of</strong> <strong>the</strong> Clan. Some say<br />

<strong>the</strong> Lunatics all share a hive consciousness; o<strong>the</strong>rs claim<br />

that this is in fact <strong>the</strong> lingering consciousness <strong>of</strong> <strong>the</strong> Clan’s<br />

progenitor Malkav. Still o<strong>the</strong>rs claim that a network <strong>of</strong><br />

madness puts all Malkavians in contact with one ano<strong>the</strong>r<br />

<strong>and</strong> is <strong>the</strong> cause <strong>of</strong> <strong>the</strong>ir crippling insanity. If nothing<br />

else, <strong>the</strong> Malkavians prove inscrutable <strong>and</strong> uncanny. One<br />

night, each <strong>of</strong> <strong>the</strong>m frenzies when <strong>the</strong>y see one ano<strong>the</strong>r,<br />

while <strong>the</strong> next night, <strong>the</strong>y all converge at <strong>the</strong> same time<br />

at <strong>the</strong> Sheriff’s haven <strong>and</strong> accuse him <strong>of</strong> harboring Sabbat<br />

spies. Who can say how <strong>the</strong> “disease <strong>of</strong> information” or <strong>the</strong><br />

customs <strong>of</strong> <strong>the</strong> Clan travel among <strong>the</strong>m?<br />

Stereotypes<br />

Assamite: There’s something flattering in what<br />

<strong>the</strong>y’re doing. Like I’m a little piece <strong>of</strong> <strong>the</strong>ir God.<br />

Brujah: You can’t hide your horns, devil-man.<br />

Followers <strong>of</strong> Set: Walking westward, <strong>the</strong>y should<br />

meet <strong>the</strong> sun before it sinks.<br />

Gangrel: Pin <strong>the</strong> tail on <strong>the</strong>— OW, OW, OW,<br />

FUCK!<br />

Giovanni: Ashes, ashes, we all fall down, <strong>and</strong> get<br />

back up, <strong>and</strong> dance with ghosts.<br />

Lasombra: A hyena doesn’t ever choose to be a<br />

hyena, I think.<br />

Nosferatu: I have dreamed what hunts <strong>the</strong>m in<br />

<strong>the</strong>ir dark, humid warrens, <strong>and</strong> it is what each <strong>of</strong><br />

us can become, if we’re not careful.<br />

Ravnos: It looks different depending on if I close<br />

my left or my right eye.<br />

Toreador: Made up <strong>of</strong> <strong>the</strong> pieces <strong>of</strong> <strong>the</strong> people <strong>the</strong>y’ve<br />

harmed. Each time <strong>the</strong>y feed <strong>the</strong>y become a little less.<br />

Tremere: If you can rub those letters <strong>of</strong>f <strong>the</strong>ir<br />

foreheads, <strong>the</strong>y’ll stop in <strong>the</strong>ir tracks.<br />

Tzimisce: I tried to sprinkle salt on one’s tail <strong>and</strong><br />

he bit <strong>of</strong>f my h<strong>and</strong>.<br />

Ventrue: I will make you a fine new waistcoat,<br />

my emperor.<br />

Caitiff: I didn’t do it.<br />

Camarilla: When all you do is look behind you, you<br />

never realize that <strong>the</strong> door in front <strong>of</strong> you is closed.<br />

Sabbat: They have <strong>the</strong> answer, but <strong>the</strong>y don’t<br />

underst<strong>and</strong> <strong>the</strong> riddle itself.<br />

Anarchs: All <strong>the</strong>y from Sheba shall come: <strong>the</strong>y<br />

shall bring gold <strong>and</strong> incense.<br />

Quote: I was trying to turn water into wine. Where <strong>the</strong> fuck did all<br />

this blood come from? Oh, well — waste not, want not.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

76


You tell me you envy my insight. It comes at a cost. When you speak, I hear you through <strong>the</strong> cries <strong>of</strong><br />

everyone I’ve ever known who passed away. When I beg you repeat yourself, it’s because I cannot hear you over<br />

<strong>the</strong> screams <strong>of</strong> anguish. Yes, that teaches me truths about <strong>the</strong> soul. But do you envy <strong>the</strong> lessons?<br />

T<br />

he year 1242 st<strong>and</strong>s as a particularly difficult time for<br />

<strong>the</strong> Cass<strong>and</strong>ras. In <strong>the</strong> mortal world, <strong>the</strong> classic Greek<br />

take on mental illness – that it came from organic causes<br />

– falls by <strong>the</strong> wayside. The church’s stance that mental<br />

issues are stains on <strong>the</strong> soul, caused by ungodly behavior,<br />

is making great headway. This leads to scrutiny, which<br />

leads to misunderst<strong>and</strong>ings, fear, <strong>and</strong> backlashes. Some<br />

<strong>of</strong> Malkav’s brood met Final Death during unexpected<br />

daytime exorcisms. Of course, <strong>the</strong>se violent, unholy deaths<br />

only fanned <strong>the</strong> church’s fire. The Malkavians see a great<br />

sickness, a catastrophic blight upon <strong>the</strong> people coming in<br />

time. They know this means fur<strong>the</strong>r persecution <strong>of</strong> those<br />

outside <strong>the</strong> norm. Cainites objectify <strong>the</strong> Children <strong>of</strong> Malkav,<br />

seeing <strong>the</strong>m as seer stones, divining rods, <strong>and</strong> crystal balls.<br />

Everyone knows <strong>the</strong> War <strong>of</strong> Princes is coming to an end;<br />

<strong>the</strong> ones that can see <strong>the</strong> winds <strong>of</strong> fate will know who is<br />

destined for victory, <strong>and</strong> what alliances to make. To some<br />

Princes, Malkavians are little more than Court fashion<br />

accessories <strong>the</strong>y can use to boast <strong>the</strong>ir obvious awareness.<br />

In most Courts, this meant <strong>the</strong> Cass<strong>and</strong>ras<br />

were seen as a Low Clan. In <strong>the</strong>se places, Malkavians<br />

were befitting only whatever respect <strong>the</strong>y<br />

earned, not afforded recognition for<br />

<strong>the</strong>ir lineages. Clever Malkavians<br />

recognized this meritocratic sentiment<br />

<strong>and</strong> developed a system with<br />

which <strong>the</strong> clan could benefit.<br />

These Malkavian cults, <strong>the</strong>se<br />

Ordo, sought to revive <strong>the</strong> clan’s<br />

ancient role as prophets. They experimented<br />

extensively, taunting <strong>the</strong>ir Beasts, flaying <strong>the</strong>ir<br />

skin, ingesting blood fueled with psychotropic substances,<br />

<strong>and</strong> o<strong>the</strong>rwise tempting destruction for wisdom.<br />

Sometimes, <strong>the</strong>se dangers bore fruit. More importantly,<br />

<strong>the</strong>se Ordo shared <strong>the</strong>ir knowledge extensively in order to<br />

make every member appear every bit <strong>the</strong> ideal font <strong>of</strong> wisdom.<br />

Malkavians don’t fight battles; <strong>the</strong>y start wars. Throughout<br />

Cainite history, if you look to most major struggles, you’ll find a<br />

Malkavian at <strong>the</strong> epicenter. A Malkavian seer urged Roman Ven-<br />

77


true to devastate <strong>the</strong> Brujah stronghold at Carthage. The<br />

Brujah still hold grudges against <strong>the</strong> Children <strong>of</strong> Malkav;<br />

<strong>the</strong>y refuse to acknowledge that <strong>the</strong>ir dealings with <strong>the</strong> Baali<br />

could have meant an end for all <strong>of</strong> Caine’s get. This is <strong>the</strong><br />

Malkavian curse. No matter how wise, how intuitive, how<br />

insightful a Cass<strong>and</strong>ra happens to be, human nature looks<br />

to pick apart <strong>the</strong> messenger to <strong>the</strong> message’s exclusion.<br />

Sobriquets: Cass<strong>and</strong>ras, Children <strong>of</strong> Malkav, Seers<br />

Appearance: Sometimes, Malkavians look <strong>the</strong><br />

part <strong>of</strong> madness. These rare ex<strong>amp</strong>les tend to<br />

lead short existences, whe<strong>the</strong>r <strong>the</strong>y<br />

die at <strong>the</strong> h<strong>and</strong>s <strong>of</strong> <strong>the</strong> Church,<br />

Cainite society, or even as an act <strong>of</strong><br />

mercy from <strong>the</strong>ir clanmates. If <strong>the</strong>re’s<br />

one signature trait among <strong>the</strong> Cass<strong>and</strong>ras,<br />

it’s normalcy. Malkavians<br />

learn quickly to blend with <strong>the</strong>ir<br />

surroundings, even if <strong>the</strong>y couldn’t at<br />

time <strong>of</strong> <strong>the</strong> Embrace. Most were very<br />

plain people to begin with, however.<br />

The spark <strong>of</strong> insight presents in <strong>the</strong><br />

mind, not on <strong>the</strong> flesh.<br />

Haven: The Cass<strong>and</strong>ras haven in places<br />

which look normal in <strong>the</strong>ir context. A<br />

Malkavian monk sleeps in a monastery,<br />

for ex<strong>amp</strong>le. They’ll do anything to<br />

blend in <strong>and</strong> not st<strong>and</strong> out. Rare is<br />

<strong>the</strong> Seer who keeps a lavish home, as<br />

most carry a deep-seated awareness<br />

that soon, fire will come. After <strong>the</strong><br />

fire, <strong>the</strong>y say, a deluge.<br />

Backgrounds: Every Malkavian<br />

st<strong>and</strong>s as an individual, so each<br />

possesses unique needs <strong>and</strong> interests.<br />

They Embrace in accordance with<br />

those needs. That lack <strong>of</strong> predictability<br />

affords <strong>the</strong> clan one <strong>of</strong> its greatest<br />

strengths. If one feature is common<br />

amongst prospective Cass<strong>and</strong>ras, it’s an<br />

inherent calmness <strong>and</strong> sense <strong>of</strong> judgment.<br />

Finding lucidity presents great challenges for<br />

even <strong>the</strong> most stoic; passionate people make<br />

for explosive Malkavians. Of course, some Seers<br />

look to <strong>the</strong> oncoming crises with a sense <strong>of</strong> denial,<br />

<strong>and</strong> outright violent refusal. These Cainites look for <strong>the</strong><br />

loudest, <strong>the</strong> brashest, <strong>and</strong> <strong>the</strong> most willing potential childer<br />

who will take up <strong>the</strong> sword <strong>of</strong> Dementation to defend <strong>the</strong><br />

clan in <strong>the</strong> struggles to come.<br />

Character Creation: Malkavians are a cerebral clan.<br />

Almost all favor Mental Attributes, <strong>and</strong> most favor Knowledges.<br />

The less stable favor Talents, with which <strong>the</strong>y can<br />

manipulate <strong>and</strong> force change in <strong>the</strong> world around <strong>the</strong>m.<br />

Many possess Allies, in case <strong>the</strong>y need a quick save in <strong>the</strong><br />

face <strong>of</strong> persecution. Enterprising Malkavians, particularly<br />

Ordo, foster Mentor relationships <strong>and</strong> Status in order to<br />

stage <strong>the</strong>mselves as invaluable.<br />

Clan Disciplines: Auspex, Dementation, Obfuscate.<br />

Weakness: Malkav’s children each suffer from an imbalance<br />

<strong>of</strong> <strong>the</strong> humors that’ll never truly fade. At character<br />

creation, choose one derangement (see p. 352). This<br />

derangement can never be cured, <strong>and</strong> a<br />

Malkavian may only use Willpower to<br />

ignore it for a turn at a time. Even powerful<br />

gifts <strong>of</strong> <strong>the</strong> blood such as Valeren may<br />

only push it aside for a night. After such an<br />

effort, however, <strong>the</strong> derangement comes<br />

back in full force. For a week <strong>the</strong>reafter,<br />

<strong>the</strong> Malkavian cannot use Willpower to<br />

resist her derangement at all.<br />

Organization: Malkavians cannot<br />

formally ga<strong>the</strong>r in large numbers, for fear<br />

<strong>of</strong> persecution. If a convocation <strong>of</strong> Cass<strong>and</strong>ras<br />

ever came to pass, it would almost certainly see<br />

devastation at <strong>the</strong> h<strong>and</strong>s <strong>of</strong> Brujah soldiers.<br />

Clan members each bear unique signs <strong>of</strong> imbalance.<br />

However, certain threads, certain vague<br />

hints <strong>of</strong> prophecy flash among most or<br />

even all members. Many assume this a<br />

coincidence, that clan members change<br />

<strong>the</strong>ir stories to make <strong>the</strong>m sound alike.<br />

O<strong>the</strong>rs whisper that <strong>the</strong>ir dead progenitor<br />

seeks to return with secrets lost in <strong>the</strong><br />

labyrinth <strong>of</strong> <strong>the</strong> mind.<br />

Stereotypes<br />

Baali: We know <strong>the</strong> burden <strong>of</strong> truth<br />

at a high price. They overpaid.<br />

Brujah: The tragedy is, we could<br />

have let <strong>the</strong>m die. They’ll never forgive<br />

us for saving <strong>the</strong>m.<br />

Gangrel: Soon we’ll be seven toge<strong>the</strong>r.<br />

Then we’ll be six apart, <strong>and</strong> <strong>the</strong>y’ll be one alone.<br />

In <strong>the</strong> end though, we’ll all be one alone.<br />

Lasombra: You don’t know <strong>the</strong> darkness like I do.<br />

To you, it’s a tool. To me, it’s everything.<br />

Salubri: They aim to heal souls. Our souls are changed,<br />

not damaged. So <strong>the</strong>ir efforts are a fool’s err<strong>and</strong>.<br />

Tzimisce: Fiends chew bitter flowers. Avoid <strong>the</strong>m.<br />

Ventrue: They value us only because <strong>the</strong>y feel we’re<br />

useful. Make no mistakes; <strong>the</strong>y’ll oppose us quicker than<br />

<strong>the</strong> Brujah when our prophecies stop coming true.<br />

Malkavian<br />

78


Nagaraja<br />

A bizarre bloodline <strong>of</strong> flesh-eating witches, <strong>the</strong> Nagaraja<br />

are legends, feared by <strong>Kindred</strong> on all sides <strong>of</strong> <strong>the</strong><br />

Jyhad. As a result <strong>of</strong> <strong>the</strong>ir hideous appetites, <strong>the</strong> Nagaraja<br />

have been hunted to near extinction in <strong>the</strong> modern<br />

nights by political enemies <strong>and</strong> <strong>the</strong> ghosts upon<br />

whom <strong>the</strong>y prey. A few <strong>of</strong> <strong>the</strong>se v<strong>amp</strong>ires still prowl<br />

<strong>the</strong> darkness, however, continuing <strong>the</strong>ir subtle plans.<br />

Although not particularly forthcoming with <strong>the</strong>ir<br />

origins, <strong>the</strong> Nagaraja supposedly hail from <strong>the</strong><br />

Middle East. They are associated with<br />

a death cult in that region that ritually<br />

consumed human flesh <strong>and</strong> opened<br />

gateways into <strong>the</strong> l<strong>and</strong>s <strong>of</strong> <strong>the</strong> dead.<br />

How <strong>the</strong>se cultists became v<strong>amp</strong>ires is<br />

lost to history, but those few <strong>Kindred</strong><br />

that have met <strong>the</strong> Nagaraja have<br />

<strong>the</strong>ories: maybe a w<strong>and</strong>ering Giovanni<br />

trader Embraced <strong>the</strong>m, perhaps<br />

<strong>the</strong>y tried to follow in Tremere’s<br />

footsteps, or <strong>the</strong>y could be <strong>the</strong> last<br />

surviving Cappadocians. The Nagaraja<br />

refuse to confirm or deny<br />

such speculations, however,<br />

so <strong>the</strong> truth <strong>and</strong> rumor<br />

continue to entwine<br />

around <strong>the</strong>se mysterious<br />

<strong>Kindred</strong>.<br />

Some <strong>of</strong> <strong>the</strong> Flesh-<br />

Eaters belong to a Sect<br />

<strong>of</strong> v<strong>amp</strong>ires called<br />

<strong>the</strong> Tal’Mahe’Ra or<br />

<strong>the</strong> “True Black H<strong>and</strong>,” apparently distinct<br />

from <strong>the</strong> Black H<strong>and</strong> <strong>of</strong> <strong>the</strong> Sabbat. What<br />

<strong>the</strong> Tal’Mahe’Ra is doing in <strong>the</strong> Deadl<strong>and</strong>s<br />

isn’t clear, nor why <strong>the</strong>y war with <strong>the</strong> Restless<br />

Dead, but <strong>the</strong>ir city in <strong>the</strong> Underworld is<br />

home to a number <strong>of</strong> <strong>the</strong> Nagaraja. Those<br />

in <strong>the</strong> l<strong>and</strong> <strong>of</strong> <strong>the</strong> living are independent,<br />

now seeking to eke out whatever unlife<br />

<strong>the</strong>y can.<br />

Nickname: Flesh-Eaters<br />

Sect: The Nagaraja as a whole<br />

refuse membership in ei<strong>the</strong>r <strong>the</strong><br />

Camarilla or <strong>the</strong> Sabbat, but in<br />

Camarilla cities <strong>the</strong>y follow <strong>the</strong><br />

rules as well as <strong>the</strong>y can (given<br />

<strong>the</strong>ir weakness).<br />

Appearance: Nagaraja have pointed, irregular teeth,<br />

ra<strong>the</strong>r than <strong>the</strong> usual retractable fangs. This means<br />

that <strong>the</strong>y seldom smile, <strong>and</strong> <strong>the</strong>y tend to speak quietly<br />

around mortals — unless <strong>the</strong>y plan to eat <strong>the</strong>m.<br />

Haven: The Nagaraja take havens where <strong>the</strong>y can.<br />

One thing that <strong>the</strong> Flesh-Eaters do try to incorporate<br />

into <strong>the</strong>ir havens, when <strong>the</strong>y can, is a means for disposing<br />

<strong>of</strong> bodies. They do not have <strong>the</strong> luxury <strong>of</strong><br />

merely sipping a bit <strong>of</strong> blood <strong>the</strong> way<br />

o<strong>the</strong>r <strong>Kindred</strong> do.<br />

Background: Most Nagaraja<br />

are well-educated, <strong>and</strong><br />

many have some medical<br />

knowledge (ei<strong>the</strong>r from<br />

<strong>the</strong>ir mortal lives or acquired<br />

post-Embrace). The<br />

bloodline’s small numbers<br />

make fur<strong>the</strong>r assertions difficult<br />

to support. Some Nagaraja<br />

were priests or cultists<br />

before <strong>the</strong> Embrace, some<br />

antiquarians, <strong>and</strong> some exorcists<br />

or ghost-hunters.<br />

Character Creation: Nagaraja<br />

usually have solitary or<br />

selfish concepts <strong>and</strong> Natures,<br />

though <strong>the</strong>ir Demeanors may<br />

be practically anything. Mental<br />

Attributes are usually primary,<br />

as are Knowledges. The<br />

most common Backgrounds<br />

for Nagaraja are Contacts,<br />

Resources, <strong>and</strong> Retainers,<br />

though a few twisted Mentors<br />

sometimes Embrace<br />

childer.<br />

Clan Disciplines:<br />

A u s p e x ,<br />

Dominate,<br />

Necromancy<br />

Weakness:<br />

The Nagaraja<br />

require<br />

raw flesh in<br />

79 CHAPTER TEN: BLOODLINES


addition to blood to survive. For every night a Nagaraja<br />

goes without consuming flesh, he loses one cumulative<br />

die from all his Physical dice pools. Eating one point<br />

worth <strong>of</strong> flesh restores one die to <strong>the</strong>se pools until <strong>the</strong><br />

v<strong>amp</strong>ire has “caught up.” A human body has 10 “flesh<br />

points,” which work just like blood points: A Nagaraja<br />

consuming one flesh point increases his blood pool<br />

by one. Unlike blood points, however, taking a “flesh<br />

point” from a vessel does one health level <strong>of</strong> unsoakable<br />

lethal damage to that vessel. The flesh <strong>the</strong> Nagaraja<br />

consume must be relatively fresh, though not necessarily<br />

“alive.” Indeed, some Nagaraja keep stores <strong>of</strong><br />

ritually preserved corpses in <strong>the</strong>ir havens. This weakness<br />

does not allow <strong>the</strong>m to eat food or consume o<strong>the</strong>r<br />

liquids.<br />

Organization: While some claim this bloodline<br />

belongs to <strong>the</strong> Tal’Mahe’Ra in its entirety, <strong>the</strong>re are<br />

<strong>amp</strong>le exceptions. A given Nagaraja might keep contact<br />

with ano<strong>the</strong>r, but <strong>the</strong> bloodline as a whole has no<br />

organization.<br />

Stereotypes<br />

Camarilla: An umbrella, until <strong>the</strong> drops grow<br />

heavy enough to break it.<br />

Sabbat: Perhaps we can kill enough <strong>of</strong> <strong>the</strong>m?<br />

No. The contagion has taken root.<br />

Giovanni: You think you’re so powerful <strong>and</strong><br />

decadent? How quaint.<br />

The View From Without<br />

Camarilla: Ghost problem? Go out to that<br />

busted-down house on 65th <strong>and</strong> follow <strong>the</strong> smell.<br />

You’ll find a guy that can help you. Bring along a<br />

mortal you don’t like.<br />

Sabbat: These guys have backup you can’t see or<br />

touch. Beyond that, no idea.<br />

Giovanni: Hey, when did we pick up a bunch <strong>of</strong><br />

towel-heads?<br />

Quote: Your fate is inevitable, but serve me, <strong>and</strong> I will protect you<br />

from it for as long as I can.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

80


The Cappadocian raja — sorry, prince — has banished you beyond <strong>the</strong> city walls? His fate is inevitable.<br />

Within three nights he shall be as <strong>the</strong> corpses he so loves, <strong>and</strong> none <strong>of</strong> his powers over death will save him.<br />

Bring me a mortal you won’t miss <strong>and</strong> let me have any books in his library illuminated with this symbol.<br />

L<br />

ong ago, a girl scything <strong>the</strong> grass cut into a five-headed serpent.<br />

Blood splashed over her, <strong>and</strong> she ran home<br />

to speak <strong>of</strong> <strong>the</strong> miracle-creature. The<br />

locals built a temple over <strong>the</strong> spot,<br />

but <strong>the</strong>y returned to find <strong>the</strong> girl<br />

dying from <strong>the</strong> envenomed blood.<br />

Nagaraja recount <strong>the</strong> tale to all<br />

<strong>the</strong>y meet, along with <strong>the</strong> obvious<br />

lessons. Death flows through<br />

blood. Power comes from below.<br />

Two thous<strong>and</strong> years ago,<br />

a splinter faction <strong>of</strong> reincarnating<br />

Himalayan willworkers<br />

became adept at melding <strong>the</strong>ir<br />

spirits <strong>and</strong> bodies with <strong>the</strong><br />

energies <strong>of</strong> <strong>the</strong> Underworld.<br />

With <strong>the</strong> help <strong>of</strong> an ancient<br />

Egyptian necromancer, <strong>the</strong>y<br />

mastered necrotic magics, remaking<br />

<strong>the</strong>mselves into fierce<br />

warriors <strong>and</strong> immensely powerful<br />

undead sorcerers. Striding deep<br />

within <strong>the</strong> dark realms beneath <strong>the</strong><br />

world, <strong>the</strong>y discovered a great city<br />

battered by <strong>the</strong> dead storms, a place<br />

<strong>the</strong>y recognized as <strong>the</strong> m<strong>and</strong>ala <strong>of</strong><br />

<strong>the</strong> apocalypse. The city’s ruined<br />

libraries gave it a name: Enoch.<br />

Yet powerful as <strong>the</strong>y were, enlightenment<br />

eluded <strong>the</strong> Idran; worse<br />

still, <strong>the</strong>ir enemies amongst <strong>the</strong> clans <strong>of</strong><br />

Caine delved deep into necromancy. With<br />

each passing night, <strong>the</strong> cult’s position in <strong>the</strong><br />

First Necropolis became more tenuous. Desiring<br />

a bloodline to serve <strong>the</strong>m <strong>and</strong> guard a city <strong>the</strong>y<br />

deemed holy, <strong>the</strong> Idran drew undeath itself from <strong>the</strong><br />

blood <strong>of</strong> <strong>the</strong>ir enemies, transmitting <strong>the</strong> enlightenment<br />

<strong>the</strong>y sought to a group <strong>of</strong> willing supplicants. They never<br />

found holiness, but <strong>the</strong>y did find power.<br />

THE CLANS OF CAINE<br />

81


One <strong>of</strong> <strong>the</strong> eldest bloodlines, <strong>the</strong> Flesh-Eaters remain <strong>the</strong><br />

undisputed masters <strong>of</strong> necromancy in <strong>the</strong> l<strong>and</strong>s east <strong>of</strong> <strong>the</strong> Indus,<br />

using this unique advantage to bargain with o<strong>the</strong>r clans. They<br />

have long struggled to carve a place amongst hoary ancients,<br />

even as <strong>the</strong>ir curse <strong>and</strong> insular nature alienates <strong>the</strong>m from higher<br />

societies. Even <strong>the</strong> few who do not guard <strong>the</strong> First Necropolis<br />

keep <strong>the</strong> secrets <strong>of</strong> <strong>the</strong> bloodline, remaining survivors first <strong>and</strong><br />

foremost. Cosmopolitan in <strong>the</strong>ir dealings but zealous in outlook,<br />

<strong>the</strong> Flesh-Eaters walk <strong>the</strong> newly-reformed Silk Road, sending<br />

neonates to seek allies, resources <strong>and</strong> <strong>the</strong> lore <strong>of</strong> Nod while<br />

<strong>the</strong>ir elders scrutinize Enoch’s secrets. Nagaraja treat<br />

with <strong>the</strong> clans as clients <strong>and</strong> seek out <strong>the</strong> myriad<br />

experiences <strong>of</strong> <strong>the</strong> living world, if only to fully grasp<br />

<strong>the</strong> twisting cycle <strong>of</strong> life <strong>and</strong> death — <strong>and</strong> underst<strong>and</strong><br />

<strong>the</strong> strange nights in which <strong>the</strong>y find<br />

<strong>the</strong>mselves.<br />

Sobriquet: Flesh-Eaters<br />

Appearance: Nagaraja<br />

tend to come from all walks<br />

<strong>of</strong> life, being mortal mages<br />

reborn as a bloodline. They<br />

have rows <strong>of</strong> pointed, irregular<br />

teeth. When <strong>the</strong> death-taint<br />

leaves <strong>the</strong>ir frame, <strong>the</strong>y grow pale<br />

<strong>and</strong> wan.<br />

Havens: Besides <strong>the</strong> bastion<br />

<strong>of</strong> Enoch deep within <strong>the</strong> Underworld,<br />

Nagaraja prefer<br />

to travel, sticking close to<br />

<strong>the</strong> refuse yards <strong>of</strong> butchers,<br />

charnel grounds, <strong>and</strong> <strong>the</strong> dispossessed<br />

(who won’t be missed). Ascetic in<br />

<strong>the</strong>ir mortal lives, <strong>the</strong> Nagaraja have<br />

retained <strong>the</strong>se traits in immortality.<br />

Backgrounds: Elder Nagaraja are natives<br />

<strong>of</strong> <strong>the</strong>ir Himalayan homel<strong>and</strong>, but <strong>the</strong> cult has taken<br />

to Embracing c<strong>and</strong>idates from all over <strong>the</strong> known world,<br />

especially Egypt <strong>and</strong> <strong>the</strong> Levant. They also retain Allies<br />

<strong>and</strong> Retainers amongst <strong>the</strong> mortal Idran, having slaved<br />

<strong>the</strong> cult to <strong>the</strong>m long ago. C<strong>and</strong>idates for <strong>the</strong> Flesh-Eater<br />

Embrace are <strong>of</strong>ten drawn from <strong>the</strong> cult, in fact. The<br />

bloodline’s weakness usually precludes sustainable Herds<br />

without compensatory Allies willing to supply disposable<br />

subjects. The vitae <strong>the</strong>y used to magically transmit <strong>the</strong><br />

curse <strong>of</strong> v<strong>amp</strong>irism was powerful; even tonight, Nagaraja<br />

<strong>of</strong>ten possess low Generation.<br />

Character Creation: Nagaraja prize high Willpower<br />

<strong>and</strong> Mental Attributes as primary. Physical Attributes are<br />

invariably secondary — <strong>the</strong>y’re <strong>of</strong>ten death-warriors as<br />

well as wizards. Medicine <strong>and</strong> Occult are ubiquitous, <strong>and</strong><br />

Melee is common. Their weakness means <strong>the</strong>y rarely walk<br />

<strong>the</strong> Road <strong>of</strong> Humanity, but <strong>the</strong> extant beliefs <strong>of</strong> <strong>the</strong>ir cult tie<br />

easily into a corrupted form <strong>the</strong> Path <strong>of</strong> Devaraja. A small<br />

number have even converted to <strong>the</strong> Road <strong>of</strong> Paradox. They<br />

commonly treat <strong>the</strong> Vitreous Path <strong>of</strong> Necromancy (which<br />

<strong>the</strong>y created) as primary, learning <strong>the</strong> Ash Path as secondary.<br />

Clan Disciplines: Auspex, Dominate, Necromancy<br />

Weaknesses: As <strong>the</strong> preta <strong>of</strong> myth, <strong>the</strong> Flesh-Eaters<br />

must consume fresh raw meat to maintain <strong>the</strong>ir strength,<br />

marking <strong>the</strong>m as untouchable <strong>and</strong> precluding sustenance<br />

without murder. This meat must come from living humans<br />

or fresh corpses. They suffer from <strong>the</strong> Ragged Bite <strong>and</strong> Flesh<br />

Eater Flaws (see p.421) with no recompense. Nagaraja<br />

teeth come in sharp rows, <strong>and</strong> can’t be retracted, but<br />

inflict +2 dice <strong>of</strong> damage in combat when biting.<br />

Organization: Within <strong>the</strong>ir secretive<br />

cult, Nagaraja organize <strong>the</strong>mselves<br />

into Shravaka (“listener”) disciples <strong>and</strong><br />

Acarya (“exemplar”) mentors. Disciples<br />

are <strong>of</strong>ten decades- or centuries-old<br />

magi, stripped <strong>of</strong><br />

<strong>the</strong>ir magical might by <strong>the</strong><br />

Embrace but still possessing unsurpassed<br />

necromantic knowledge.<br />

Shravaka are tasked with exploring<br />

<strong>the</strong> world for signs <strong>of</strong> Gehenna,<br />

funneling resources from <strong>the</strong> living<br />

l<strong>and</strong>s beyond <strong>the</strong> Shroud, <strong>and</strong><br />

seeking Noddist tomes to fill<br />

<strong>the</strong> shelves <strong>of</strong> Enoch’s libraries.<br />

Acarya manage <strong>the</strong> cult <strong>and</strong><br />

bloodline, sending neonates on missions<br />

to destroy <strong>the</strong>ir remaining Humanity <strong>and</strong><br />

embrace <strong>the</strong> bloodline’s divine m<strong>and</strong>ate.<br />

Stereotypes<br />

Cappadocian: We are <strong>the</strong> masters <strong>of</strong> <strong>the</strong> dead,<br />

<strong>and</strong> <strong>the</strong>y are stumbling children. Their Embrace <strong>of</strong> <strong>the</strong><br />

young ones proves it.<br />

Danava: Our rivals in a war <strong>of</strong> magical dominance,<br />

but we touch l<strong>and</strong>s <strong>the</strong>y can’t even imagine.<br />

Ravnos: The leaders <strong>and</strong> <strong>the</strong> rabble <strong>of</strong> <strong>the</strong>se l<strong>and</strong>s.<br />

They are commoner <strong>and</strong> noble alike.<br />

Salubri: They call us abominations <strong>and</strong> destroyers,<br />

but <strong>the</strong>ir eyes are milky blind to <strong>the</strong>ir fate. A shame;<br />

<strong>the</strong>ir desire to shepherd <strong>the</strong> kine is a pure one.<br />

Followers <strong>of</strong> Set: Cut <strong>the</strong>m down from afar, lest <strong>the</strong>y<br />

recognize <strong>the</strong>ir scales on our skin <strong>and</strong> seek to drive <strong>the</strong>ir<br />

hooks into our tender flesh.<br />

Tremere: Willworkers who have turned towards<br />

undeath? <strong>Kindred</strong> spirits, <strong>the</strong>n.<br />

Nagaraja<br />

82


Keep diggin’, ya fools. Keep pushing into <strong>the</strong> places you don’t belong <strong>and</strong> die. Stay away <strong>and</strong> maybe I won’t<br />

hunt you down <strong>and</strong> eat you.<br />

To <strong>the</strong> last <strong>of</strong> <strong>the</strong>m, <strong>the</strong> Nosferatu are guilty <strong>of</strong> something.<br />

There is a crime that <strong>the</strong>ir progenitor committed so<br />

terrible, so heinous, that that every last one <strong>of</strong> his lone<br />

should be destroyed for it.<br />

That crime has been largely forgotten by <strong>the</strong><br />

bloodline that seeks to extract retribution for it,<br />

regardless. The crime was <strong>and</strong> still is horrific, <strong>and</strong><br />

<strong>the</strong> Hungry will do whatever is necessary to make<br />

things right.<br />

To most v<strong>amp</strong>ires outside <strong>of</strong> <strong>the</strong><br />

Nosferatu, <strong>the</strong>y are a paranoid delusion<br />

<strong>of</strong> <strong>the</strong> hideous clan. To<br />

those who have heard <strong>the</strong><br />

Nosferatu whisper, it is<br />

possible that <strong>the</strong> Niktuku<br />

are not a child clan <strong>of</strong> <strong>the</strong><br />

Nosferatu, but an <strong>of</strong>fshoot<br />

that should<br />

never have been.<br />

They are <strong>the</strong><br />

witches <strong>of</strong> Baba<br />

Yaga, <strong>and</strong> <strong>the</strong>y hang on<br />

weakly alongside <strong>the</strong><br />

Nosferatu, <strong>the</strong> clan <strong>the</strong>y<br />

could have been instead.<br />

They hunt, <strong>the</strong>y kill, <strong>the</strong>y<br />

eat o<strong>the</strong>r v<strong>amp</strong>ires, but <strong>the</strong>y<br />

are at <strong>the</strong>ir most dedicated <strong>and</strong> cruel when on<br />

<strong>the</strong> hunt for a Prior.<br />

Because <strong>of</strong> <strong>the</strong>ir feeding habits, most members <strong>of</strong> <strong>the</strong><br />

bloodline are diablerists, a state <strong>the</strong>y seem to embrace<br />

ra<strong>the</strong>r than suffer from. They are all, by design or because<br />

<strong>of</strong> <strong>the</strong> Amaranth, <strong>of</strong> relatively lower Generation, even<br />

<strong>the</strong> youngest.<br />

Sobriquet: The Hungry<br />

Appearance: For reasons best known to <strong>the</strong> bloodline<br />

alone, <strong>the</strong>y tend to select <strong>the</strong> most beautiful youths <strong>the</strong>y<br />

can find, grabbing up particularly fetching youths <strong>and</strong><br />

maids from any village close to <strong>the</strong> havens. They prefer<br />

<strong>the</strong>se youths just at <strong>the</strong> cusp <strong>of</strong> adulthood, <strong>the</strong> blurry<br />

THE CLANS OF CAINE<br />

line between child <strong>and</strong> adult. The Hungry possess a great<br />

eeriness, though few see <strong>the</strong>m long enough to put a finger<br />

on why. They are wide-eyed, <strong>the</strong>ir skin too perfect,<br />

<strong>the</strong>ir teeth too white, <strong>the</strong>ir fingers too long <strong>and</strong><br />

graceful. Both <strong>the</strong>ir hunger <strong>and</strong> <strong>the</strong>ir beauty<br />

are inhuman.<br />

Haven <strong>and</strong> Prey: The Hungry will not<br />

haven where <strong>the</strong>y cannot see <strong>the</strong> moon when<br />

<strong>the</strong>y rise <strong>and</strong> leave each night. They tend<br />

toward isolated locations in wild places<br />

near enough to <strong>the</strong> kine to feed <strong>and</strong><br />

capture would-be-fledglings, but<br />

in places naturally dangerous<br />

enough to avoid most<br />

contact. Sheer cliff<br />

faces work well for<br />

<strong>the</strong> Hungry. They<br />

loa<strong>the</strong> <strong>the</strong> underground<br />

<strong>and</strong> will<br />

not haven <strong>the</strong>re.<br />

Ever. This may be<br />

related to, or <strong>the</strong><br />

cause <strong>of</strong>, <strong>the</strong> Nosferatu<br />

desire to dig.<br />

Their prey is v<strong>amp</strong>ires,<br />

pure <strong>and</strong> simple. The Hungry<br />

get so little sustenance<br />

from <strong>the</strong> blood <strong>of</strong> kine that <strong>the</strong>y must<br />

feed on v<strong>amp</strong>ires. Of course, <strong>the</strong>y tend<br />

to be stationary <strong>and</strong> rarely venture from<br />

<strong>the</strong>ir territories in isolation. So where does<br />

<strong>the</strong> blood come from? Nosferatu whisper <strong>of</strong> kidnappings<br />

<strong>and</strong> Cainites held in perpetual captivity, fed by cults<br />

who worship <strong>the</strong> Hungry. Similarly, <strong>the</strong>y believe that <strong>the</strong><br />

youngest assassins hunt in cities, bringing blood back in<br />

<strong>the</strong>ir bodies for <strong>the</strong>ir sires.<br />

The Embrace: Beyond <strong>the</strong>ir tendencies for whom<br />

to Embrace, little is known about what happens at <strong>the</strong><br />

Embrace, though surely <strong>the</strong>y must be starving for v<strong>amp</strong>ire<br />

blood at <strong>the</strong> moment <strong>the</strong>y have turned. That hunger<br />

could lead to violence, <strong>and</strong> so it is likely that all Hungry<br />

83


To <strong>the</strong> usurpers <strong>and</strong> to <strong>the</strong>ir<br />

f ilthy cousins. You are meat for<br />

<strong>the</strong> gods, nothing more.<br />

Enjoy <strong>the</strong> next few hundred<br />

years <strong>of</strong> turmoil <strong>and</strong> suffering.<br />

After that, we will come.<br />

We will reap.<br />

We. Will. Feast.<br />

Embrace, <strong>the</strong> Hungry lose a point from <strong>the</strong>ir Appearance<br />

Attribute. That dot does not vanish; instead, it moves to<br />

any one Physical Attribute that can bear <strong>the</strong> increase.<br />

They grow slowly but decidedly bent, twisted, <strong>and</strong> deadly,<br />

slowly aging grotesques that blame <strong>the</strong> Nosferatu for<br />

<strong>the</strong>ir condition.<br />

Organization: It is difficult to say if <strong>and</strong> how <strong>the</strong><br />

bloodline organizes. There are blessedly few <strong>of</strong> <strong>the</strong>m <strong>and</strong><br />

<strong>the</strong>ir only interaction with Cainites is to feed or kill. It is<br />

possible that <strong>the</strong>y form small cults <strong>of</strong> humans <strong>and</strong> young<br />

v<strong>amp</strong>ires around a central elder, but this is merely supposition.<br />

undergo <strong>the</strong> blood oath before <strong>the</strong> Embrace or as part<br />

<strong>of</strong> <strong>the</strong> process. This ties into <strong>the</strong> Nosferatu <strong>the</strong>ory that<br />

<strong>the</strong>y build small cults in <strong>the</strong>ir isolated territories. Being<br />

bound at Embrace would also explain <strong>the</strong> bloodline’s<br />

single-minded obsession.<br />

Character Creation: While healthy <strong>and</strong> capable<br />

specimens are ideal, sires favor beauty above all else, with<br />

a focus on youth <strong>and</strong> high Appearance scores. Just before<br />

<strong>and</strong> after Embrace, rigorous training starts to prepare <strong>the</strong><br />

young assassins to hunt, meaning that Talents <strong>and</strong> Skills<br />

quickly eclipse any Knowledges <strong>the</strong>y may have had before<br />

<strong>the</strong> Embrace.<br />

Clan Disciplines: Auspex, Celerity,<br />

Potence<br />

Weakness: The Hungry suffer<br />

from an inability to gain sustenance<br />

from kine blood. For every<br />

three blood points <strong>the</strong>y drain, <strong>the</strong>y<br />

gain only one to <strong>the</strong>ir system. Cainite<br />

vitae nourishes <strong>the</strong>m normally.<br />

Additionally, age is difficult<br />

<strong>and</strong> transforming on <strong>the</strong> bloodline.<br />

For every hundred years since <strong>the</strong>ir<br />

Niktuku<br />

84


Noiad<br />

Few <strong>Kindred</strong> have ever beheld <strong>the</strong> Nor<strong>the</strong>rn Lights.<br />

The trek to <strong>the</strong> far reaches <strong>of</strong> <strong>the</strong> world, in a place inhospitable<br />

to man, beast, or v<strong>amp</strong>ire, with no reliable<br />

way to feed is enough to put even <strong>the</strong> most curious<br />

Cainite <strong>of</strong>f <strong>the</strong> idea. And yet, a bloodline <strong>of</strong> v<strong>amp</strong>ires<br />

managed to dwell close enough to see <strong>the</strong>se lights on<br />

a regular basis. This line — <strong>the</strong> Noiad — felt it was<br />

<strong>the</strong>ir sacred duty to witness <strong>the</strong> Nor<strong>the</strong>rn Lights <strong>and</strong><br />

interpret <strong>the</strong> will <strong>of</strong> <strong>the</strong> gods. Their mortal charges, a<br />

nomadic tribe called <strong>the</strong> Samí, lived in fear<br />

<strong>and</strong> awe <strong>of</strong> <strong>the</strong>ir godlike protectors.<br />

The Noiad defended <strong>the</strong> Samí from<br />

outside threats, both natural <strong>and</strong> supernatural,<br />

<strong>and</strong> acted as shamans <strong>and</strong> teachers<br />

for <strong>the</strong>se w<strong>and</strong>erers. In return, <strong>the</strong> Samí gave <strong>of</strong><br />

<strong>the</strong>ir blood <strong>and</strong> kept <strong>the</strong> Noiad safe during <strong>the</strong><br />

long months with no darkness.<br />

Of course, <strong>the</strong> touch <strong>of</strong> <strong>the</strong> <strong>Kindred</strong> corrupts everything.<br />

The Noiad protected <strong>the</strong> Samí from monsters<br />

from <strong>the</strong> wastes, <strong>and</strong> <strong>the</strong>ir blood allowed <strong>the</strong><br />

mortals to survive times <strong>of</strong> famine, but <strong>the</strong> W<strong>and</strong>erers<br />

also refused to allow <strong>the</strong>ir mortal herds to<br />

change or improve. Interlopers were turned aside<br />

or killed, regardless <strong>of</strong> <strong>the</strong>ir intentions. When it<br />

became clear that <strong>the</strong> march <strong>of</strong> Christianity (<strong>and</strong><br />

Lasombra working within <strong>the</strong> Church) could not<br />

be stopped, <strong>the</strong> Noiad pushed <strong>the</strong> Samí fur<strong>the</strong>r<br />

north, away from <strong>the</strong> herds that would sustain<br />

<strong>the</strong>m <strong>and</strong> away from <strong>the</strong> dawning <strong>of</strong> a new<br />

era. Whe<strong>the</strong>r <strong>the</strong> Noiad saw something in <strong>the</strong><br />

Nor<strong>the</strong>rn Lights that spurred <strong>the</strong>m to this decision,<br />

or whe<strong>the</strong>r it was simply fear <strong>of</strong> change, is<br />

not important in <strong>the</strong> end. The Noiad drove <strong>the</strong><br />

Samí almost to destruction.<br />

Nickname: W<strong>and</strong>erers<br />

Sect: The Noiad never belonged to a Sect, <strong>and</strong> were<br />

largely apart from <strong>the</strong> v<strong>amp</strong>ire politics <strong>of</strong> <strong>the</strong> day (at<br />

least until war pushed far enough north to inconvenience<br />

<strong>the</strong>m). As a Gangrel <strong>of</strong>fshoot, o<strong>the</strong>r Cainites<br />

would have considered <strong>the</strong>m a Low Clan, on <strong>the</strong> rare<br />

occasion that o<strong>the</strong>r Cainites learned enough about<br />

<strong>the</strong>m to have opinions at all.<br />

Appearance: The Noiad dwelled openly among <strong>the</strong><br />

Samí, <strong>and</strong> Embraced exclusively from this population.<br />

Most Noaid were dark-haired <strong>and</strong> strongly built from<br />

<strong>the</strong>ir dem<strong>and</strong>ing lifestyles pre-Embrace. Their skin<br />

tone, <strong>of</strong> course, tended to be lighter than <strong>the</strong>ir stillliving<br />

comrades.<br />

Haven: The Samí constructed mobile “havens” that<br />

could be dragged behind <strong>the</strong>m as <strong>the</strong>y traveled by day.<br />

If terrain or numbers made this impossible, <strong>the</strong> Samí<br />

would watch in awe as <strong>the</strong>ir heavenly protectors sank<br />

into <strong>the</strong> earth, only to rejoin <strong>the</strong>m <strong>the</strong> next night.<br />

Background: The Samí selected for Embrace tended<br />

to be those with talent for divination, as well as dream<br />

<strong>and</strong> star interpretation. The Noiad also watched children<br />

descended from families that included at least one<br />

85 CHAPTER TEN: BLOODLINES


v<strong>amp</strong>ire, looking for <strong>the</strong> traits <strong>the</strong>y favored. Physicality<br />

was not a primary concern, but only because Samí that<br />

were not physically capable <strong>of</strong> thriving in <strong>the</strong> harsh<br />

climates didn’t live long enough to be considered for<br />

<strong>the</strong> Embrace anyway.<br />

Character Creation: Physical Attributes weren’t<br />

necessarily primary, but tended to be no worse than<br />

average. All Noiad had good ratings in Survival <strong>and</strong><br />

Animal Ken, <strong>and</strong> at least a dot or two in Athletics, <strong>and</strong><br />

Melee. Finally, all Noiad had at least a dot <strong>of</strong> <strong>the</strong> Herd<br />

Background.<br />

Clan Disciplines: Animalism, Auspex, Protean<br />

Weakness: The Noiad were so intrinsically tied to<br />

<strong>the</strong> Samí <strong>and</strong> to <strong>the</strong>ir role as <strong>the</strong> divine protectors <strong>of</strong><br />

<strong>the</strong> tribe that one <strong>of</strong> <strong>the</strong> legends about <strong>the</strong>m came true.<br />

The Samí’s protectors, it was said, could not sup from<br />

animals, but could only take sustenance from <strong>the</strong> blood<br />

<strong>of</strong> <strong>the</strong> chosen (that is, <strong>the</strong> Samí). The Noiad, in fact,<br />

could not drink from animals, though <strong>the</strong>y were capable<br />

<strong>of</strong> drinking from any mortal or Cainite, regardless<br />

<strong>of</strong> nationality or ethnicity.<br />

Organization: The Noiad usually saw one ano<strong>the</strong>r<br />

when <strong>the</strong>y came to witness <strong>the</strong> Nor<strong>the</strong>rn Lights (this<br />

also gave <strong>the</strong>m <strong>the</strong> opportunity to make sure <strong>the</strong> gods<br />

were all telling <strong>the</strong>m <strong>the</strong> same things). The Noiad also<br />

used animals, ei<strong>the</strong>r ghouls or those controlled by <strong>the</strong><br />

Animalism Discipline, to keep in some kind <strong>of</strong> contact.<br />

Stereotypes<br />

High <strong>Clans</strong>: They can pretend to know <strong>of</strong> <strong>the</strong>ir<br />

god’s mind all <strong>the</strong>y want. They wrote <strong>the</strong> book,<br />

<strong>and</strong> <strong>the</strong>y want to claim <strong>the</strong>ir god did it. I know<br />

this trick.<br />

Low <strong>Clans</strong>: Too many have already been<br />

fooled. The ones that haven’t know to leave us<br />

alone.<br />

The View From Without<br />

High <strong>Clans</strong>: They know more <strong>of</strong> <strong>the</strong> truth than<br />

<strong>the</strong>y realize. I have no doubt that God speaks to<br />

<strong>the</strong>m in <strong>the</strong> lights at <strong>the</strong> end <strong>of</strong> <strong>the</strong> world. I just<br />

doubt <strong>the</strong>y truly hear Him.<br />

Low <strong>Clans</strong>: The wolf that hides in <strong>the</strong> flock must<br />

remember that it is not, itself, a sheep.<br />

Quote: We are <strong>the</strong> children <strong>of</strong> Midnight Sun. We have a family. We have<br />

what you never could. And you want to tear it all down, don’t you?<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

86


Those who doubt that <strong>the</strong> Embrace is a curse need<br />

look no fur<strong>the</strong>r than <strong>the</strong> Nosferatu. Twisted by <strong>the</strong><br />

mark <strong>of</strong> Caine, members <strong>of</strong> Clan Nosferatu are warped<br />

by <strong>the</strong> Embrace into hideous monsters. As such, <strong>the</strong>y<br />

skulk <strong>and</strong> keep to <strong>the</strong> shadows, <strong>and</strong> <strong>the</strong>y <strong>of</strong>ten rouse <strong>the</strong><br />

ire <strong>and</strong> mockery <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong> for <strong>the</strong>ir nightmarish<br />

appearances. Still o<strong>the</strong>rs are so terrified or revolted<br />

by <strong>the</strong> Nosferatu that <strong>the</strong>se warped <strong>Kindred</strong> have little<br />

social interaction at all.<br />

To <strong>the</strong>ir credit, <strong>the</strong> Nosferatu come<br />

to possess many <strong>of</strong> <strong>the</strong> whispered<br />

secrets <strong>of</strong> <strong>the</strong>ir reluctant<br />

fellows. The Sewer<br />

Rats enjoy a grudging<br />

respect as<br />

<strong>the</strong> information-brokers<br />

<strong>of</strong> <strong>the</strong> <strong>Kindred</strong>, given <strong>the</strong>ir supernatural<br />

acumen at stealth <strong>and</strong> <strong>the</strong> fact that many <strong>Kindred</strong><br />

would ra<strong>the</strong>r ignore <strong>the</strong>m than acknowledge <strong>the</strong>m.<br />

Savvy Nosferatu exploit this for all it’s worth, turning<br />

<strong>the</strong> hypocrisy <strong>of</strong> o<strong>the</strong>r v<strong>amp</strong>ires to <strong>the</strong>ir own pr<strong>of</strong>it.<br />

On <strong>the</strong> whole, <strong>the</strong> Nosferatu condition is lonely <strong>and</strong><br />

alienating. How <strong>the</strong>y react to <strong>the</strong> Curse <strong>of</strong> Caine varies<br />

with <strong>the</strong>ir outlook <strong>and</strong> mental stamina, but it’s hard<br />

to be an object <strong>of</strong> utter revulsion <strong>and</strong> not let it shape<br />

one’s disposition toward one’s “<strong>Kindred</strong>” in some way.<br />

Some <strong>of</strong> <strong>the</strong> Sewer Rats are cruel, as blighted on <strong>the</strong> inside<br />

as <strong>the</strong>y are on <strong>the</strong> outside, while o<strong>the</strong>rs are tragic,<br />

wretched creatures who have been cursed with eternal<br />

outsider status through no choice <strong>of</strong> <strong>the</strong>ir own. A few<br />

<strong>of</strong> <strong>the</strong> Sewer Rats even position <strong>the</strong>mselves as prophets<br />

or avatars <strong>of</strong> <strong>the</strong> Damned, physically embodying <strong>the</strong><br />

haunting riddle, “A Beast I am, lest a Beast I become.”<br />

Nickname: Sewer Rats<br />

Sect: Clan Nosferatu belongs at least nominally to<br />

<strong>the</strong> Camarilla, though many <strong>of</strong> its members become<br />

Autarkis or support <strong>the</strong> Anarchs ra<strong>the</strong>r than navigating<br />

<strong>the</strong> Ivory Tower’s vicious social labyrinth. Some<br />

even contend that <strong>the</strong> Nosferatu need <strong>the</strong> Camarilla,<br />

because without <strong>the</strong>y have no buyers in <strong>the</strong>ir economy<br />

<strong>of</strong> secrets.<br />

Appearance: Physical horror is <strong>the</strong> lot <strong>of</strong> <strong>the</strong> Nosferatu,<br />

<strong>and</strong> <strong>the</strong>ir unsettling deformations are countless.<br />

No two Nosferatu share <strong>the</strong> exact same malformation,<br />

<strong>and</strong> <strong>the</strong> Clan is a freakshow <strong>of</strong> snarled limbs,<br />

fanged protrusions, hellish countenances, serpentine<br />

spines, ruined faces, spasmodic appendages, <strong>and</strong><br />

even features not usually seen on <strong>the</strong> mortal stock<br />

from which <strong>the</strong> Nosferatu are drawn. The Sewer<br />

Rats <strong>of</strong>ten hide <strong>the</strong>se disfigurements under shapeless<br />

robes <strong>and</strong> rags, but some exult in <strong>the</strong> discomfort<br />

<strong>the</strong>ir presence causes, <strong>and</strong> don’t bo<strong>the</strong>r disguising<br />

<strong>the</strong>m. They may even emphasize <strong>the</strong>m.<br />

Haven: Nosferatu <strong>Kindred</strong> <strong>of</strong>ten make <strong>the</strong>ir havens<br />

far from <strong>the</strong> scorn <strong>and</strong> spite <strong>of</strong> o<strong>the</strong>r v<strong>amp</strong>ires. Whe<strong>the</strong>r<br />

CHAPTER TWO: SECTS AND CLANS<br />

87


<strong>the</strong>y construct warrens in <strong>the</strong> sewers suggested by <strong>the</strong>ir<br />

nickname or <strong>the</strong>y sculpt a sprawling nightmare-nest in<br />

<strong>the</strong> spire <strong>of</strong> a condemned church, Sewer Rats value secrecy<br />

<strong>and</strong> distance from rivals in <strong>the</strong>ir havens. Nosferatu<br />

<strong>of</strong> humbler means may well squat in an ab<strong>and</strong>oned<br />

tenement or a disused alley. So long as it’s away from<br />

o<strong>the</strong>r <strong>Kindred</strong>, it’s a good haven.<br />

Background: The Sewer Rats mostly fit into one <strong>of</strong><br />

two categories. Some Nosferatu Embrace <strong>the</strong> damaged,<br />

flawed, outcast, or vile, feeling some degree <strong>of</strong> kinship<br />

with <strong>the</strong>m. O<strong>the</strong>r Embrace spitefully, dragging <strong>the</strong><br />

beautiful or privileged into an immortal hell <strong>of</strong> disfigurement<br />

<strong>and</strong> monstrosity.<br />

Character Creation: Many Nosferatu come from<br />

loner <strong>and</strong> outsider concepts, Natures, <strong>and</strong> Demeanors.<br />

They favor Physical <strong>and</strong> Mental Attributes over Social,<br />

<strong>and</strong> <strong>the</strong>y tend to be balanced in <strong>the</strong>ir regard for<br />

Talents, Skills, <strong>and</strong> Knowledges. Nosferatu prefer to<br />

specialize ra<strong>the</strong>r than generalize in Backgrounds, favoring<br />

those that carry favors <strong>and</strong> information like Allies,<br />

Contacts, Mentor, <strong>and</strong> even a bit <strong>of</strong> Influence.<br />

Clan Disciplines: Animalism, Obfuscate, Potence<br />

Weaknesses: All Nosferatu have an Appearance<br />

score <strong>of</strong> zero, <strong>and</strong> <strong>the</strong>y may never improve it. Cross it<br />

<strong>of</strong>f <strong>the</strong> character sheet. Dice pools that use <strong>the</strong> Appearance<br />

Trait are inherently difficult for <strong>the</strong>se hideous<br />

<strong>Kindred</strong>.<br />

Organization: Occasionally, a coterie <strong>of</strong> Nosferatu<br />

becomes a brood or cult, <strong>of</strong>ten based around a remote<br />

warren. These can sprawl into vast “kingdoms” <strong>of</strong> Sewer<br />

Rats, who <strong>of</strong>ten exist without <strong>the</strong> knowledge <strong>of</strong> a domain’s<br />

Prince or Archbishop. The Nosferatu are among<br />

<strong>the</strong> <strong>Kindred</strong> most likely to share a communal haven, if<br />

only for protection in numbers. As well, Nosferatu share<br />

information with each o<strong>the</strong>r via networks — whe<strong>the</strong>r<br />

digital, personal, occult, or something less definable —<br />

that defy <strong>the</strong> comprehension <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>.<br />

Quote: Nobody down here<br />

but us boogeymen. Hey, whose<br />

head is this?<br />

Stereotypes<br />

Assamite: Secrets for amnesty seems like a fair trade.<br />

Brujah: Emits showers <strong>of</strong> sparks. Point away from<br />

face. Point at some o<strong>the</strong>r asshole instead.<br />

Followers <strong>of</strong> Set: They want our souls — usually<br />

until <strong>the</strong>y underst<strong>and</strong> <strong>the</strong> stench <strong>of</strong> a Nosferatu’s soul.<br />

Gangrel: We have some common ground in being<br />

outsiders, but that doesn’t mean you shouldn’t be<br />

careful around <strong>the</strong>m.<br />

Giovanni: Down in <strong>the</strong> sewers we see a lot <strong>of</strong> shit,<br />

but never so much as when a Giovanni heads our<br />

way.<br />

Lasombra: I try to keep to <strong>the</strong> shadows, but I’ll<br />

hang out under <strong>the</strong> streetlights when I know one <strong>of</strong><br />

<strong>the</strong>se creeps has my number.<br />

Malkavian: See my face? That’s what <strong>the</strong>se maniacs’<br />

minds look like. Except <strong>the</strong>y’re still bleeding<br />

in <strong>the</strong>re.<br />

Ravnos: Peddlers <strong>of</strong> lies, <strong>the</strong>y make great patsies,<br />

but <strong>the</strong>y sure can bear a grudge.<br />

Toreador: Sell <strong>the</strong>m dirt on each o<strong>the</strong>r <strong>and</strong> <strong>the</strong>y’ll<br />

scratch each o<strong>the</strong>r’s eyes out. It’s <strong>the</strong> only way to<br />

come out ahead with <strong>the</strong>m.<br />

Tremere: They’re not even v<strong>amp</strong>ires, you know<br />

that? They did something way wrong back in <strong>the</strong><br />

day <strong>and</strong> now it’s stuck to <strong>the</strong>m.<br />

Tzimisce: I look like this ‘cause I have to. These<br />

fuckers choose to. That’s how nature says, “Stay<br />

away.”<br />

Ventrue: High <strong>and</strong> mighty, until <strong>the</strong>y need you.<br />

Charge <strong>the</strong>m double when <strong>the</strong>y come calling. They<br />

can afford it.<br />

Caitiff: “I never even knew my fa<strong>the</strong>r!” Cry me<br />

a fucking river.<br />

Camarilla: I’ll be damned, <strong>the</strong>y think <strong>the</strong>ir claims<br />

<strong>of</strong> domain extend into <strong>the</strong> sewers.<br />

Sabbat: Ei<strong>the</strong>r monumentally gullible or Biblegrade<br />

wicked; ei<strong>the</strong>r way, you’re better <strong>of</strong>f when<br />

<strong>the</strong>y’re somewhere else.<br />

Anarchs: Sure, I’ll buy what you’re selling. For<br />

tonight, at least.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

88


Whatever it is, <strong>the</strong> thing you haven’t found yet, or hoped no one would ever uncover, I’ve got it already.<br />

Whatever it is, however much you think it’s worth, you can’t possibly pay <strong>the</strong> price I have for this information.<br />

C<br />

lan Nosferatu is hunted, make no mistake. When <strong>the</strong>y are skittish, cravenly, or quick to run, it is because <strong>the</strong>re is<br />

something out to get <strong>the</strong>m. If <strong>the</strong>y bluster with bravado <strong>and</strong> aggression, it’s because <strong>the</strong>y are cornered. They possess<br />

knowledge none were meant to know. It drives <strong>the</strong>m to dig deeper in hopes that somehow <strong>the</strong>y will<br />

find a secret so precious it will keep <strong>the</strong>m safe. They delve fur<strong>the</strong>r into shadows that should stay<br />

untouched, <strong>and</strong> so <strong>the</strong>ir danger grows. The clan as a whole spirals toward <strong>the</strong> sulfurous pits<br />

or deeper places that even <strong>the</strong> Devil fears.<br />

There are secrets in <strong>the</strong> blood. These terrible truths manifest in Nosferatu flesh,<br />

corrupting skin, bending bones, <strong>and</strong> leaving <strong>the</strong>m as nightmares that even revile<br />

<strong>the</strong> blind. The story goes that <strong>the</strong> clan founder, Absimiliard, was a covetous <strong>and</strong><br />

vainglorious beauty whose obsession with comeliness drove Caine to curse<br />

him with a countenance so horrific that <strong>the</strong> angels wept. Endless<br />

rejection by <strong>the</strong> beautiful people he once counted himself<br />

among caused him to seek out <strong>and</strong> destroy his own<br />

get. Stories also tell <strong>of</strong> terrible blood witches<br />

in <strong>the</strong> eastern woods that devour<br />

whole villages in <strong>the</strong> hopes <strong>of</strong><br />

killing one single Nosferatu.<br />

But those are just stories,<br />

<strong>and</strong> <strong>the</strong> only truth is what<br />

<strong>the</strong> Nosferatu underst<strong>and</strong><br />

in <strong>the</strong>ir blood: <strong>the</strong>y<br />

are hunted for what<br />

<strong>the</strong>y know, <strong>and</strong> <strong>the</strong>ir<br />

only hope is to know<br />

more.<br />

Nosferatu deal<br />

in secrets. The mundane<br />

secrets <strong>of</strong> <strong>the</strong>ir cousins are to little<br />

more than distractions. No shadow in<br />

<strong>the</strong> Prince’s larder can rock a Nosferatu<br />

like <strong>the</strong> truths <strong>of</strong> <strong>the</strong>ir existence, <strong>and</strong><br />

that is why <strong>the</strong>y can laugh when a<br />

city falls apart from <strong>the</strong> rumors <strong>the</strong>y<br />

let loose. The truths behind murder,<br />

blackmail, <strong>and</strong> power corrupted<br />

come all too easily.<br />

Sobriquet: Priors<br />

Appearance: Whatever truth<br />

is in <strong>the</strong> blood <strong>of</strong> <strong>the</strong> clan corrupts<br />

<strong>the</strong> flesh. To any god-fearing man or<br />

THE CLANS OF CAINE<br />

89


woman, <strong>the</strong> Nosferatu bear a terrible curse at best, or are<br />

evil incarnate at worst. This corruption is unique from one<br />

Prior to ano<strong>the</strong>r, though occasionally family lines will share<br />

monstrous features. The horrific condition <strong>of</strong> <strong>the</strong> Nosferatu<br />

is highly personal, <strong>and</strong> as some scholars <strong>of</strong> Cainite physiology<br />

have noted, is occasionally darkly poetic in its expression.<br />

Haven <strong>and</strong> Prey: Nosferatu seek havens in lost, forgotten<br />

corners. Solitude is second only to obsession with<br />

security <strong>and</strong> a need for quick escape. More, it is a place to<br />

hide hidden lore, secret documents, <strong>and</strong> lost artifacts – or<br />

perhaps a place to dig deeper. Old Roman sewers <strong>and</strong> necropolises,<br />

<strong>the</strong> forgotten wings <strong>of</strong> crumbling castles,<br />

<strong>and</strong> <strong>the</strong> locked <strong>and</strong> secret basements <strong>of</strong> abbeys all<br />

serve as excellent places to haven.<br />

Rumors persist <strong>of</strong> breeding pits <strong>of</strong> giant rats <strong>and</strong><br />

pools <strong>of</strong> blood in secret Nosferatu group havens.<br />

Despite <strong>the</strong> ease with which <strong>the</strong> ab<strong>and</strong>oned <strong>and</strong><br />

forgotten members <strong>of</strong> society might be picked <strong>of</strong>f,<br />

most Nosferatu tend to shy away from attacking<br />

<strong>the</strong> disenfranchised. Instead, <strong>the</strong>y let <strong>the</strong>ir feedings<br />

<strong>of</strong>fer moral object lessons, even if <strong>the</strong> morals are twisted<br />

<strong>and</strong> <strong>the</strong> lessons leave no survivors.<br />

The Embrace: Of all <strong>the</strong> Damned, no<br />

Cainite goes through so terrible a death <strong>and</strong><br />

resurrection as <strong>the</strong> Nosferatu. The<br />

first taste <strong>of</strong> <strong>the</strong>ir sire’s foul<br />

blood imparts on <strong>the</strong>m not<br />

just immortality, but <strong>the</strong><br />

blood’s terrible secret. The<br />

change is not instant, but<br />

ra<strong>the</strong>r, over a period <strong>of</strong><br />

days or even weeks.<br />

Their body is wracked<br />

with <strong>the</strong> blood’s burden:<br />

muscle, skin, <strong>and</strong><br />

gristle grind, break <strong>and</strong><br />

reform in a horrific mockery<br />

<strong>of</strong> humanity.<br />

Character Creation:<br />

Nosferatu favor Mental Attributes first<br />

<strong>and</strong> Physical Attributes second, so that <strong>the</strong>y<br />

might be smart enough to survive <strong>and</strong> strong enough<br />

to defend <strong>the</strong>mselves in <strong>the</strong>ir endless harrowing. While<br />

many Nosferatu may be brawlers <strong>and</strong> liars, <strong>the</strong>re is nothing<br />

more precious than Knowledges. On some level, Nosferatu<br />

respect all fields <strong>of</strong> study. Since <strong>the</strong> clan at large does not<br />

know what it seeks, it is impossible to tell what expertise<br />

may be important. Whe<strong>the</strong>r from paranoia, cunning, or an<br />

endless search for compassion, Nosferatu tend to reach far<br />

<strong>and</strong> wide, building up Backgrounds like Allies <strong>and</strong> Contacts<br />

into intricate spy networks or information repositories.<br />

Clan Disciplines: Animalism, Obfuscate, Potence<br />

Weakness: All Nosferatu wear <strong>the</strong> blood’s corruption<br />

on <strong>the</strong>ir face. As a result, all Nosferatu start with zero dots<br />

in Appearance, <strong>and</strong> this cannot be raised. Because <strong>of</strong> this,<br />

<strong>the</strong>y automatically fail any first impression roll (except to intimidate)<br />

<strong>and</strong> have difficulty with many social interactions.<br />

Organization: Few families among <strong>the</strong> Damned<br />

claim such tight connections as <strong>the</strong> Priors. Who else can<br />

underst<strong>and</strong> <strong>the</strong> pain, <strong>the</strong> fear, <strong>and</strong> <strong>the</strong> knowledge <strong>of</strong> <strong>the</strong>ir<br />

shared burden? Nosferatu in cities will <strong>of</strong>ten share one large<br />

warren, or keep passages connecting independent havens<br />

for quick egress <strong>and</strong> to help disseminate secrets. Broods<br />

<strong>of</strong>ten group toge<strong>the</strong>r, but <strong>the</strong> clan respects what you<br />

know <strong>and</strong> who you know above who you are. A<br />

Prince may mean a thous<strong>and</strong> times less than a<br />

w<strong>and</strong>ering nobody who happens to have been<br />

to <strong>the</strong> chambers under <strong>the</strong> Vatican.<br />

Stereotypes<br />

Assamite: The next time I go into that one<br />

tunnel? I think I ought to talk one <strong>of</strong> <strong>the</strong>m into<br />

coming along with me.<br />

Brujah: You’re angry without underst<strong>and</strong>ing<br />

why. Here. Sit down. Let me explain to you<br />

why you’re so angry.<br />

Followers <strong>of</strong> Set: I am told<br />

<strong>the</strong>y worship darkness as a god.<br />

It is possible that darkness<br />

could be a god. It’s certainly<br />

strong enough.<br />

Gangrel: I am...<br />

uncomfortable... around<br />

those with no secrets.<br />

Malkavians: If I’m<br />

talking, <strong>and</strong> she’s being<br />

quiet, you are in a lot <strong>of</strong> trouble.<br />

Salubri: You know, it’s almost<br />

possible <strong>the</strong>y know what I<br />

know. This is why I leave town<br />

when one shows up.<br />

Toreador: A Toreador took me as his<br />

lover once. He must have thought it was delightfully<br />

pr<strong>of</strong>ane. I learned absolutely nothing worth my time.<br />

Tremere: They’re looking for <strong>the</strong> things I wish I could<br />

forget. Idiots.<br />

Tzimisce: Even if I could tell you what I know about<br />

<strong>the</strong>m, you wouldn’t believe me.<br />

Ventrue: I imagine <strong>the</strong>y think we spend a great deal<br />

<strong>of</strong> time spying on <strong>the</strong>m <strong>and</strong> trying to undermine <strong>the</strong>m. As<br />

if <strong>the</strong>y are that difficult to figure out.<br />

Nosferatu<br />

90


On an isl<strong>and</strong> <strong>of</strong>f Africa’s south-east coast lived Ramanga<br />

<strong>and</strong> her bro<strong>the</strong>r Rafazi. In this time, <strong>the</strong> ancestors <strong>of</strong><br />

<strong>the</strong> Vazimba people, to which Ramanga belonged, were<br />

patriarchal. While Ramanga was <strong>the</strong> oldest child<br />

<strong>of</strong> <strong>the</strong> king <strong>and</strong> exceedingly smart as well as<br />

ambitious, <strong>the</strong> younger Rafazi was marked<br />

as heir. Unwilling <strong>and</strong> unable<br />

to accept a secondary role,<br />

Ramanga made sacrifices to<br />

<strong>the</strong> spirits <strong>of</strong> her people to<br />

bribe <strong>the</strong>m into raising her<br />

above Rafazi. When that didn’t<br />

work, she began sacrificing to increasingly<br />

darker spirits until one<br />

<strong>of</strong> <strong>the</strong>m finally answered her call.<br />

The spirit <strong>of</strong>fered to lift Ramanga<br />

up if she would only sacrifice <strong>the</strong><br />

sun inside her as payment. Heart<br />

already burdened by <strong>the</strong> unfairness<br />

<strong>of</strong> her situation <strong>and</strong> envy<br />

towards her bro<strong>the</strong>r, Ramanga<br />

willingly agreed.<br />

During <strong>the</strong> course <strong>of</strong> seven<br />

nights, <strong>the</strong> dark spirit initiated<br />

Ramanga in its heritage <strong>of</strong> shadows<br />

<strong>and</strong> illusion, showing her that real<br />

power lay not in giving orders, but<br />

in making <strong>the</strong>m. Outward power<br />

might lie with <strong>the</strong> king, but real<br />

power lay with his advisors, <strong>the</strong><br />

spirit said. Taking <strong>the</strong>se lessons to heart,<br />

Ramanga returned to her people to ostensibly support<br />

her bro<strong>the</strong>r, even while she adroitly manipulated him to<br />

do only her bidding. Cementing her control over Rafazi<br />

<strong>and</strong> his children with <strong>the</strong> power inherent to her sunless<br />

blood, Ramanga directed <strong>the</strong> future <strong>of</strong> <strong>the</strong> kingdom from<br />

that night onward. Her influence was even so great, that<br />

<strong>the</strong> Vazimba came to favor queens over kings, though it<br />

isn’t known if Ramanga deliberately manipulated this<br />

development, or if her mere presence instilled a sense <strong>of</strong><br />

female rulership in <strong>the</strong> l<strong>and</strong>.<br />

My h<strong>and</strong> is extended in friendship. I only wish to help.<br />

One isl<strong>and</strong> wasn’t enough to quell Ramanga’s ambition.<br />

Soon she began teaching o<strong>the</strong>rs to be like her so <strong>the</strong>y might<br />

fur<strong>the</strong>r spread her influence. Carefully keeping <strong>the</strong> isl<strong>and</strong><br />

<strong>of</strong>f <strong>the</strong> major naval routes so it would remain hers<br />

exclusively, Ramanga never<strong>the</strong>less used her<br />

power to draw in occasional traders from as<br />

far as <strong>the</strong> Arabian l<strong>and</strong>s. Through<br />

<strong>the</strong>se people <strong>and</strong> <strong>the</strong>ir trade,<br />

Ramanga’s lineage has spread<br />

to <strong>the</strong> Kingdoms <strong>of</strong> Ghana <strong>and</strong><br />

Kanem, as well as Constantinople<br />

<strong>and</strong> <strong>the</strong> Middle East.<br />

A Ramanga typically maintains<br />

<strong>the</strong> facade <strong>of</strong> a humble servant,<br />

gently guiding people for <strong>the</strong>ir own<br />

good, while she controls kings <strong>and</strong><br />

queens like a puppet master. She<br />

likes to remain close to her mortal<br />

followers, living amongst <strong>the</strong>m as if<br />

she belongs. A Ramanga is <strong>of</strong>ten <strong>the</strong><br />

first Laibon in a region to meet with<br />

European Cainites <strong>and</strong>, in typical<br />

diplomatic fashion, she might avoid<br />

direct clashes <strong>and</strong> make suggestions<br />

on how to best approach things instead.<br />

As a result, a Cainite Prince may come<br />

to view her as a valuable ally or guide.<br />

Of course, a Cainite declining to take<br />

a Ramanga’s advice might find himself<br />

catching a carefully orchestrated sunrise<br />

even as she remains clearly blameless.<br />

Sobriquet: Puppeteers, Leeches (derogatory)<br />

Appearance: The oldest Ramanga hail from <strong>the</strong><br />

Vazimba people <strong>and</strong> traders from Muslim <strong>and</strong> Arabian<br />

cultures. Younger Laibon come from all over <strong>the</strong> African<br />

continent <strong>and</strong> <strong>the</strong> Middle East. A typical Ramanga is<br />

well-dressed <strong>and</strong> well-groomed, though careful never to<br />

outshine her nominal leaders. The Ramanga adopts a<br />

docile demeanor amongst outsiders, but she st<strong>and</strong>s proud<br />

when dealing with her own kind.<br />

THE CLANS OF CAINE<br />

91


Haven <strong>and</strong> Prey: A Ramanga lives amongst her<br />

chosen group <strong>and</strong> might even be known (<strong>and</strong> accepted)<br />

by <strong>the</strong> rulers for what she is. These rulers see her as a<br />

supernatural lightning rod who will draw bad omens<br />

to herself <strong>and</strong> thus protect <strong>the</strong> people. While being<br />

perceived as a servant does not appear to be a l<strong>of</strong>ty<br />

position, <strong>the</strong> Ramanga knows better; she is <strong>the</strong> one<br />

who whispers in <strong>the</strong>ir ears, controlling <strong>the</strong>ir every<br />

action <strong>and</strong> thought. Many Ramanga maintain<br />

two havens: one where <strong>the</strong> rulers know to seek<br />

her out during <strong>the</strong> night, <strong>and</strong> one in a secluded<br />

spot where she spends her day in safety. As part <strong>of</strong><br />

her services, a Ramanga drinks <strong>the</strong> blood <strong>of</strong> <strong>the</strong><br />

elite to draw out any curses cast on <strong>the</strong>m,<br />

so <strong>the</strong>re is rarely need for her to<br />

hunt. Even away moving into a<br />

new territory, she has <strong>the</strong> skill to<br />

quickly set up a new group <strong>of</strong> people<br />

to serve, as it were, <strong>and</strong> feed from.<br />

The Embrace: A Ramanga is typically<br />

very careful about selecting her childe,<br />

choosing someone who is an ambitious<br />

<strong>and</strong> skilled manipulator, yet smart enough<br />

to stay out <strong>of</strong> <strong>the</strong> spotlight. She is willing<br />

to invest in <strong>the</strong> creation <strong>of</strong> <strong>the</strong> perfect<br />

childe, sometimes manipulating mortal<br />

children from birth until one <strong>of</strong> <strong>the</strong>m<br />

shows <strong>the</strong> qualities she seeks. After <strong>the</strong><br />

Embrace, a new Ramanga traditionally<br />

stays with her sire for several centuries<br />

until she has learned all she needs. Bonds<br />

between childe <strong>and</strong> sire remain close,<br />

though not always amiable, even after<br />

such tutelage is done.<br />

Clan Disciplines: Aizina<br />

(Obtenebration), Obfuscate, Presence<br />

Weaknesses: A Ramanga’s use <strong>of</strong><br />

Presence <strong>and</strong> Aizina, when impacting<br />

o<strong>the</strong>rs, is at +1 difficulty normally.<br />

However, if she has a physical piece<br />

<strong>of</strong> <strong>the</strong> victim, this penalty is negated.<br />

Organization: A Ramanga meets with her brethren<br />

regularly, in large ga<strong>the</strong>rings meant to discuss new regional<br />

developments, trade territories, <strong>and</strong> so on. Elaborate<br />

ceremony ensures that <strong>the</strong>se meetings progress peacefully,<br />

postponing rivalries until <strong>the</strong> procedure is done.<br />

This internal collaboration makes any Ramanga<br />

a force to be reckoned with, since her goals are<br />

usually backed by <strong>the</strong> bloodline as a single,<br />

unified entity. Acting in concert, she <strong>and</strong> her<br />

kin are all but indomitable on Africa’s sou<strong>the</strong>rn<br />

<strong>and</strong> eastern shores <strong>and</strong> wield tangible power<br />

in <strong>the</strong> Middle East <strong>and</strong> parts <strong>of</strong> North Africa.<br />

Ramanga herself is still actively involved<br />

with her lineage. At first glance, she seems to<br />

have no end goal o<strong>the</strong>r than spreading <strong>and</strong><br />

cementing her control over <strong>the</strong> continent,<br />

but <strong>the</strong>re might have been more to her<br />

bargain than merely sacrificing <strong>the</strong> sun.<br />

Stereotypes<br />

High <strong>Clans</strong>: Prestige does not equal<br />

power. Watch <strong>and</strong> learn, little Cainite.<br />

Low <strong>Clans</strong>: Poor downtrodden pets. Is<br />

<strong>the</strong>re anything I can do to help?<br />

Bonsam: Such power, if we can point<br />

it in <strong>the</strong> right direction.<br />

Brujah: We meet again. I do so hope<br />

things are better for you this time.<br />

Followers <strong>of</strong> Set: Careful. These manipulators<br />

are very nearly our match.<br />

Impundulu: Are <strong>the</strong>y playing at being<br />

a witch’s servant, or is <strong>the</strong>ir servitude real?<br />

Intriguing.<br />

Lasombra: Ah. Now things become interesting.<br />

Come <strong>and</strong> play, Cainite. My puppets<br />

against yours.<br />

Ventrue: So obvious. So gaudy. Yet undeniably<br />

powerful. How have <strong>the</strong>y not been struck<br />

down yet?<br />

Ramanga<br />

92


The Ravnos move like <strong>the</strong> rumors that surround<br />

<strong>the</strong>m. They are <strong>the</strong> thief in <strong>the</strong> night, <strong>the</strong> raksha<br />

chased by <strong>the</strong> wind, <strong>the</strong> nightmare-dream too fearful<br />

to be real. Whe<strong>the</strong>r associated with <strong>the</strong> Romani folk<br />

<strong>of</strong> Europe or <strong>the</strong> grave-robbing ghûl <strong>of</strong> Western Asia,<br />

<strong>Kindred</strong> society burdens <strong>the</strong> Ravnos with prejudices <strong>of</strong><br />

foulness, uncleanliness, <strong>and</strong> wickedness.<br />

With reputations like <strong>the</strong>se, <strong>the</strong> Ravnos are considered<br />

outsiders even among those <strong>Kindred</strong> who<br />

do not ally <strong>the</strong>mselves with Sects. Many young<br />

Ravnos tend toward nomadic unlives, moving<br />

from one domain to <strong>the</strong> next or hiding<br />

on <strong>the</strong> fringes <strong>of</strong> established territories<br />

where <strong>the</strong>y can escape if local <strong>Kindred</strong><br />

sentiment turns against <strong>the</strong>m. This exacerbates<br />

<strong>the</strong>ir reputations as transients,<br />

gypsies, <strong>and</strong> vagrant<br />

scourges, but Ravnos<br />

v<strong>amp</strong>ires adapt well,<br />

thriving in <strong>the</strong>ir<br />

marginalized role. In<br />

fact, many choose to<br />

make <strong>the</strong>mselves into<br />

<strong>the</strong> ravening terrors<br />

that o<strong>the</strong>r <strong>Kindred</strong> believe<br />

<strong>the</strong>m to be.<br />

The more enlightened<br />

among <strong>the</strong> Ravnos<br />

follow a Clan ideology<br />

inspired by <strong>the</strong> cycle <strong>of</strong><br />

reincarnation espoused<br />

by many Indian faiths.<br />

Among some young <strong>and</strong><br />

unprincipled members <strong>of</strong> <strong>the</strong><br />

Clan, however, this philosophy<br />

becomes a penchant for<br />

capriciousness or an excuse<br />

for chaos. It is <strong>the</strong>se latter<br />

<strong>Kindred</strong> who give so many<br />

Ravnos a bad name, but<br />

even <strong>the</strong> devout seem bizarre<br />

to many v<strong>amp</strong>ires.<br />

The Ravnos practice a unique Discipline known as<br />

Chimerstry that convinces <strong>the</strong>ir enemies that <strong>the</strong>y see<br />

things that do not exist. Chimerstry does much to convince<br />

<strong>Kindred</strong> that <strong>the</strong> Ravnos trade in lies <strong>and</strong> misdirection,<br />

but it can also prove to be a Deceiver’s salvation<br />

<strong>and</strong> ease <strong>the</strong> vagaries <strong>of</strong> an outcast unlife.<br />

Nickname: Deceivers<br />

Sect: Clan Ravnos <strong>of</strong>ten has a difficult<br />

time heeding <strong>the</strong> rigorous order<br />

<strong>of</strong> many Camarilla cities, <strong>and</strong> has<br />

no inherent love for <strong>the</strong> violence <strong>of</strong><br />

<strong>the</strong> Sabbat. Thus, <strong>the</strong> Deceivers find<br />

<strong>the</strong>mselves independent for lack <strong>of</strong> a<br />

more suitable option.<br />

Appearance: Young Ravnos <strong>of</strong>ten<br />

come from Eastern European Romani<br />

stock, with a relative paucity <strong>of</strong> “non-gypsy”<br />

gadje in <strong>the</strong> ranks. What few elders <strong>of</strong><br />

<strong>the</strong> Clan may remain are presumed to<br />

come from Indian or Middle Eastern<br />

origins. Given that <strong>the</strong> Clan is widely<br />

spread <strong>and</strong> holds no traditional central<br />

domain, no consistent look can be said<br />

to be predominant, <strong>and</strong> any mendicant<br />

<strong>Kindred</strong> might be <strong>of</strong> Ravnos origin.<br />

Haven: Many Ravnos take to <strong>the</strong><br />

road instead <strong>of</strong> establishing permanent<br />

havens, dwelling temporarily<br />

among itinerant communities,<br />

at roadside rest stops, or even in vehicles.<br />

When a Deceiver does put<br />

down roots in a domain, his permanent<br />

haven is <strong>of</strong>ten away from<br />

high-pr<strong>of</strong>ile <strong>Kindred</strong> territories.<br />

Havens in ethnic ghettos, industrial<br />

outskirts, <strong>and</strong> isolated geography<br />

are safest <strong>and</strong> most easily<br />

cultivated for <strong>the</strong> Ravnos.<br />

Background: The Ravnos are<br />

scattered <strong>and</strong> suspicious, <strong>and</strong> those<br />

childer who don’t have <strong>the</strong> ten-<br />

93 CHAPTER TWO: SECTS AND CLANS


dency toward self-sufficiency don’t last long. In many<br />

cases, a Ravnos will ei<strong>the</strong>r never sire, or sire for companionship<br />

or safety, with little concern for how well<br />

a childe will fare as a v<strong>amp</strong>ire. Ravnos rarely seek out<br />

childer actively, instead drawing from those whose<br />

paths <strong>the</strong>y cross on any given night. As such, <strong>the</strong> hardluck<br />

drifter reputation tends to follow <strong>the</strong> Deceivers.<br />

Character Creation: Outsider <strong>and</strong> selfish Natures<br />

are common among <strong>the</strong> Clan. Physical <strong>and</strong> Social Attributes<br />

predominate, as do Talents <strong>and</strong> Skills. Savvy<br />

Ravnos develop a breadth <strong>of</strong> Backgrounds that can<br />

give <strong>the</strong>m an edge when <strong>the</strong>y’re on <strong>the</strong> move or in a<br />

tight spot, such as stashed Resources, defensible Domain,<br />

<strong>and</strong> a few Allies or Contacts.<br />

Clan Disciplines: Animalism, Chimerstry, Fortitude<br />

Weaknesses: A turbulent history makes <strong>the</strong> Ravnos<br />

slaves to <strong>the</strong>ir vices. Each Ravnos has a penchant for<br />

some sort <strong>of</strong> vice — lying, cruelty, or <strong>the</strong>ft, for ex<strong>amp</strong>le.<br />

When presented with <strong>the</strong> opportunity to engage in that<br />

vice, <strong>the</strong> Ravnos must indulge it unless her player succeeds<br />

on a Self-Control or Instincts roll (difficulty 6).<br />

Organization: The Ravnos are a far-flung Clan, with<br />

little to unite <strong>the</strong>m <strong>and</strong> an open acknowledgement<br />

that each Deceiver looks after his own interests first.<br />

That said, Ravnos <strong>of</strong>ten like to make a great show <strong>of</strong><br />

Clan camaraderie <strong>and</strong> cultural ritual, even though <strong>the</strong>y<br />

know that promises made to one ano<strong>the</strong>r are as fleeting<br />

as whispers on a night wind. Deceivers have been<br />

known to ally against common enemies such as tyrant<br />

Princes or Sabbat pogroms, but <strong>the</strong>se alliances quickly<br />

fade once <strong>the</strong> threat no longer exists.<br />

Quote: What? Those aren’t<br />

bones. They’re wind chimes. Everything<br />

is going to be fine. Relax.<br />

Stereotypes<br />

Assamite: Half <strong>the</strong> time, I think we take a lot <strong>of</strong><br />

shit because o<strong>the</strong>r v<strong>amp</strong>ires think, “All A-rabs look<br />

alike” <strong>and</strong> confuse us with <strong>the</strong>se assholes.<br />

Brujah: You can get into a lot <strong>of</strong> trouble if one <strong>of</strong><br />

<strong>the</strong>se bloodsuckers imagines you did him some awful<br />

wrong when all you were doing was checking out his<br />

girlfriend.<br />

Followers <strong>of</strong> Set: There’s no justice. People think<br />

we’re <strong>the</strong> demons.<br />

Gangrel: They know how rough it is out <strong>the</strong>re, <strong>and</strong><br />

sometimes you can even convince <strong>the</strong>m to give you<br />

a break.<br />

Giovanni: Gaudy, vain, <strong>and</strong> easy marks. Of<br />

course, <strong>the</strong>y probably think that about us, too.<br />

Lasombra: Nobody cops that much attitude unless<br />

he’s hiding something to be ashamed <strong>of</strong>.<br />

Malkavian: Be careful. You can ei<strong>the</strong>r fool <strong>the</strong>m or<br />

you can’t, but <strong>the</strong>y can’t decide which one it is until<br />

<strong>the</strong>y ei<strong>the</strong>r take <strong>the</strong> bait or go berserk.<br />

Nosferatu: Rat <strong>the</strong>m out <strong>and</strong> you’ll have a chance.<br />

Toreador: They love being lied to but hate it when<br />

someone tips <strong>the</strong>m <strong>of</strong>f that you’ve been lying.<br />

Tremere: Tread carefully or <strong>the</strong>se pricks will drink<br />

your soul <strong>and</strong> blame you for it.<br />

Tzimisce: Nothing wrong with <strong>the</strong>se guys that<br />

staking <strong>the</strong>m in <strong>the</strong>ir c<strong>of</strong>fins <strong>and</strong> setting <strong>the</strong>m on fire<br />

wouldn’t solve.<br />

Ventrue: I think <strong>the</strong>se cocksuckers actually enjoy<br />

being hated by everyone else. Who else would set<br />

<strong>the</strong>mselves up in <strong>the</strong> line <strong>of</strong> fire all <strong>the</strong> time?<br />

Caitiff: Hard times make for desperate terms.<br />

Camarilla: All <strong>the</strong> fancy costumes in <strong>the</strong> world<br />

don’t mean you’re not stealing or killing every time<br />

you feed, you fucking hypocrites.<br />

Sabbat: I’ve seen this movie before, <strong>and</strong> <strong>the</strong> ending<br />

is shit.<br />

Anarchs: Not usually a problem unless <strong>the</strong>y start<br />

asking you to vote or bend <strong>the</strong> knee. Once <strong>the</strong><br />

revolution’s over <strong>and</strong> <strong>the</strong>y’re declaring <strong>the</strong>mselves<br />

emperors, time to hit <strong>the</strong> road.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

94


In <strong>the</strong>se nights, I am a god. You, sir, are a monster, <strong>and</strong> <strong>the</strong>re is no helping it. I cannot relieve you <strong>of</strong> your<br />

burden any more than you can relieve me <strong>of</strong> mine, <strong>and</strong> do not condescend to believe that my burden is any less<br />

than yours. While you must struggle to master yourself, I must struggle to master all those around me.<br />

I would say my burden is greater.<br />

Probably some <strong>of</strong> <strong>the</strong> most misunderstood <strong>and</strong> mistrusted<br />

Cainites in <strong>the</strong> world, <strong>the</strong> Ravnos are viewed<br />

as deceivers <strong>and</strong> tricksters. Few trust <strong>the</strong>m,<br />

<strong>and</strong> fewer still want <strong>the</strong>m havening in<br />

<strong>the</strong>ir cities, forcing <strong>the</strong> clan to be a<br />

traveling people by necessity.<br />

The origins <strong>of</strong> <strong>the</strong> Ravnos<br />

are not well known, though<br />

some claim that <strong>the</strong>ir progenitor<br />

comes from <strong>the</strong> East. Certainly,<br />

many <strong>of</strong> <strong>the</strong> clan can trace <strong>the</strong>ir<br />

roots to India <strong>and</strong> even use<br />

<strong>the</strong> extensive caste system, referring<br />

to <strong>the</strong>ir traveling b<strong>and</strong>s a s<br />

jati. Those who have spent<br />

<strong>the</strong> majority <strong>of</strong> <strong>the</strong>ir unlives<br />

in European countries have<br />

a harder time tracing <strong>the</strong>ir<br />

lineages so far east, <strong>and</strong> tend<br />

to speak in ambiguous terms<br />

when asked about <strong>the</strong>ir<br />

origins. Of course,<br />

getting a straight answer<br />

from any Ravnos<br />

is rare. Most <strong>of</strong> <strong>the</strong><br />

Charlatans prefer to keep<br />

<strong>the</strong>ir secrets close to <strong>the</strong> heart.<br />

The single most defining<br />

thing about <strong>the</strong> nature <strong>of</strong> <strong>the</strong><br />

Ravnos is <strong>the</strong> very reason <strong>the</strong>y<br />

are so mistrusted. Many Ravnos<br />

believe that <strong>the</strong> Embrace grants <strong>the</strong>m <strong>the</strong><br />

ability to see past maya, or <strong>the</strong> illusion that is<br />

reality. In this new transcendent state, <strong>the</strong>y can<br />

manipulate <strong>the</strong> illusion, making <strong>the</strong>m masters <strong>of</strong><br />

reality. This is not madness, <strong>and</strong> should not be<br />

confused as such. Instead, it is simply a different<br />

way <strong>of</strong> looking at <strong>the</strong> world, in which <strong>the</strong> Ravnos have a<br />

distinct advantage. Ravnos have no compunction about<br />

THE CLANS OF CAINE<br />

using illusions in <strong>the</strong>ir everyday dealings. Younger Ravnos<br />

do not believe in <strong>the</strong> maya myth. Instead, <strong>the</strong>y gravitate<br />

to <strong>the</strong> power that comes with <strong>the</strong> ability to manipulate<br />

reality. These arrogant Charlatans use <strong>the</strong>ir powers<br />

to deceive <strong>and</strong> take advantage <strong>of</strong> o<strong>the</strong>rs, hoping to<br />

ultimately rule <strong>the</strong> world. These very acts give <strong>the</strong><br />

Ravnos <strong>the</strong>ir worst reputation.<br />

The Charlatans are <strong>of</strong>ten mistrusted on sight<br />

<strong>and</strong> treated like criminals before <strong>the</strong>y can even<br />

do anything wrong. Of course, any who treat <strong>the</strong><br />

Ravnos too badly will feel <strong>the</strong> wrath <strong>of</strong> <strong>the</strong>ir jati<br />

seeking retribution.<br />

Nickname: Shapers, Charlatans,<br />

Seekers, Vagabonds, Unwelcome<br />

Appearance: Most Ravnos wear<br />

traveling clo<strong>the</strong>s <strong>of</strong> all varieties. Many<br />

wear loose-fitting garments that<br />

are both comfortable <strong>and</strong> utilitarian,<br />

with layers to adapt to <strong>the</strong><br />

wea<strong>the</strong>r. Some <strong>of</strong> <strong>the</strong> older Ravnos<br />

that hold onto pride over functionality<br />

wear brightly dyed<br />

woolen garments such as<br />

saris <strong>and</strong> sarongs. Younger<br />

Charlatans have eschewed<br />

any ties <strong>the</strong>y may have once had to<br />

<strong>the</strong>ir Indian roots, preferring European<br />

styles over anything else.<br />

Haven: Ravnos do not stay in any<br />

one place for too long. For some, <strong>the</strong> only<br />

havens <strong>the</strong>y can lay claim to are traveling<br />

caravans or roadside inns for a few nights.<br />

The Charlatans are experts at finding out<strong>of</strong>-<strong>the</strong>-way<br />

places <strong>and</strong> small towns to stay in for<br />

short periods <strong>of</strong> time. It is rare for Ravnos to haven in a<br />

city held by o<strong>the</strong>r v<strong>amp</strong>ires. Yet, when she decides to do<br />

so, <strong>the</strong>re is very little <strong>the</strong> Prince <strong>of</strong> that city can do to<br />

eradicate her, else her entire family comes down on him.<br />

95


Character Creation: Ravnos rely on trickery <strong>and</strong><br />

social acumen to get <strong>the</strong>m out <strong>of</strong> most situations, so Social<br />

Attributes are <strong>of</strong>ten primary. Younger Charlatans tend to<br />

be Embraced from traveling pr<strong>of</strong>essions. Older Ravnos are<br />

<strong>of</strong>ten workers, warriors, priests, or gentry. Typical backgrounds<br />

include Allies, Contacts, Mentor (for those in a<br />

jati), <strong>and</strong> Resources (usually merchants, but even thieves<br />

can acquire a fortune). Ravnos follow many different<br />

Roads. Older Ravnos favor <strong>the</strong> Road <strong>of</strong> Kings, while <strong>the</strong><br />

young prefer <strong>the</strong> Road <strong>of</strong> Sin. Many follow <strong>the</strong> Road <strong>of</strong><br />

Humanity regardless <strong>of</strong> age. It is rumored that some <strong>of</strong> <strong>the</strong><br />

most dangerous Charlatans follow <strong>the</strong>ir own faith, called<br />

<strong>the</strong> Road <strong>of</strong> Paradox.<br />

Clan Disciplines: Animalism, Chimerstry,<br />

Fortitude<br />

Weakness: While <strong>the</strong> Ravnos are masters<br />

<strong>of</strong> changing <strong>the</strong> reality around <strong>the</strong>m, <strong>the</strong>y have<br />

a harder time changing <strong>the</strong>ir own fundamental<br />

reality. All Ravnos have a key personality trait,<br />

chosen at character creation, which <strong>the</strong>y are<br />

incapable <strong>of</strong> resisting if <strong>the</strong> opportunity to express<br />

it presents itself. This can be some kind <strong>of</strong> virtuous<br />

act, such as defending <strong>the</strong> weak, or something<br />

more sinister, such as taking<br />

advantage <strong>of</strong> someone in a lesser<br />

position. Often <strong>the</strong> trait is tied<br />

to <strong>the</strong> jati <strong>the</strong> Ravnos belongs<br />

to. When presented with <strong>the</strong><br />

opportunity to indulge in her<br />

virtue or vice, she does so unless<br />

<strong>the</strong> player succeeds on<br />

a Self-Control or Instinct<br />

roll (difficulty 6).<br />

Organization: All<br />

outward appearances<br />

show <strong>the</strong> Ravnos as<br />

small unorganized<br />

groups, which do not<br />

communicate with, or<br />

trust each o<strong>the</strong>r. In reality,<br />

<strong>the</strong> Ravnos follow<br />

an unspoken code based<br />

on <strong>the</strong> jobs <strong>the</strong>y do <strong>and</strong><br />

a complex caste system<br />

within <strong>the</strong> jati. While many Ravnos do find it hard to<br />

trust ano<strong>the</strong>r, <strong>the</strong>y maintain respect within <strong>the</strong> jati.<br />

The clan holds to an honor system that prevents <strong>the</strong>m<br />

from truly turning <strong>the</strong>ir backs on each o<strong>the</strong>r, <strong>and</strong> even<br />

has <strong>the</strong>m coming to each o<strong>the</strong>r’s aid when threatened.<br />

Rumors abound about a scourge or seneschal somewhere<br />

who ran a Ravnos out <strong>of</strong> his city, only to find retribution<br />

a few nights later in <strong>the</strong> form <strong>of</strong> his entire family.<br />

Stereotypes<br />

Assamites: Demon hunters <strong>and</strong> warriors. I could see<br />

us allying with <strong>the</strong> Assassins if <strong>the</strong>y would stop ignoring<br />

us while <strong>the</strong>y try to suck up to all <strong>the</strong> o<strong>the</strong>r clans.<br />

Ventrue: It is a shame <strong>the</strong> Ventrue cannot see<br />

past <strong>the</strong>ir noses while looking down on us. We could<br />

prove more useful to <strong>the</strong>m than <strong>the</strong>y think. They are<br />

<strong>the</strong> only ones who might be able to truly underst<strong>and</strong><br />

our strict adherence to lineage <strong>and</strong> blood relations.<br />

Low <strong>Clans</strong>: Even <strong>the</strong> low look down on us.<br />

Unfortunately, such a binary delineation cannot<br />

begin to truly describe how <strong>the</strong> world really works.<br />

For shame. So many <strong>of</strong> <strong>the</strong>m have such great potential.<br />

Malkavians: They claim to be seers <strong>and</strong><br />

wise-women. I don’t doubt <strong>the</strong>y are,<br />

for <strong>the</strong>y certainly seem to be able to<br />

see <strong>the</strong> illusion <strong>of</strong> reality for what it<br />

really is. Of course, this makes <strong>the</strong>m<br />

dangerous associates.<br />

Nosferatu: Intelligent, cunning,<br />

<strong>and</strong> downright dangerous.<br />

If you can get one to open up to<br />

you, you should have enough<br />

information to give you all <strong>the</strong><br />

power you want. Just be wary,<br />

as <strong>the</strong>ir mind tricks can be far<br />

nastier than any illusions we<br />

might try.<br />

Tremere: Honestly, if you want<br />

to call someone deceitful <strong>and</strong> dishonest,<br />

save those epi<strong>the</strong>ts for <strong>the</strong> Tremere.<br />

I will never underst<strong>and</strong> what it takes for<br />

some to realize who <strong>the</strong> real enemies <strong>of</strong><br />

this world are.<br />

Ravnos<br />

96


Salubri<br />

The Salubri were once a true Clan. Their Clan<br />

founder, Saulot, was said to be a superlative warrior<br />

as well as a fair-minded judge. It was also said that he<br />

grew progressively more disgusted with <strong>Kindred</strong> affairs<br />

over time, <strong>and</strong> weary <strong>of</strong> <strong>the</strong> constant, bloody cycles <strong>of</strong><br />

violence <strong>and</strong> betrayal. He left his home for l<strong>and</strong>s far to<br />

<strong>the</strong> east. When he returned, he was changed. He was<br />

tranquil <strong>and</strong> contemplative, but also somewhat fatalistic.<br />

Most surprisingly, though, he had developed a third<br />

eye in his forehead. Saulot Embraced new childer, <strong>and</strong><br />

his Clan slowly split into two distinct lines — <strong>the</strong> “warrior”<br />

<strong>and</strong> “healer” Salubri. For centuries, <strong>the</strong>y acted as<br />

advisors, bodyguards, <strong>and</strong> sages to o<strong>the</strong>r <strong>Kindred</strong> <strong>and</strong>,<br />

to a lesser extent, mortals.<br />

And <strong>the</strong>n came <strong>the</strong> diablerie <strong>of</strong> Saulot.<br />

The mages <strong>of</strong> <strong>the</strong> newly created Tremere line found<br />

Saulot’s torpid body, <strong>and</strong> drained his blood <strong>and</strong> soul.<br />

They usurped <strong>the</strong> power <strong>of</strong> <strong>the</strong> one <strong>of</strong> <strong>the</strong> <strong>Clans</strong> <strong>of</strong><br />

Caine, <strong>and</strong> sent <strong>the</strong> Salubri into a downward spiral from<br />

which <strong>the</strong>y never really recovered. Tonight, rumor has<br />

it that only seven members <strong>of</strong> <strong>the</strong> once-respected line<br />

exist at any given time.<br />

The rumors die hard, however. <strong>Modern</strong> <strong>Kindred</strong><br />

know <strong>of</strong> <strong>the</strong> Salubri as diablerists who consume <strong>the</strong>ir<br />

own sires (<strong>and</strong> do it openly — patricide is hardly unknown<br />

among <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong>, but <strong>the</strong>y don’t admit to<br />

it) <strong>and</strong> remove <strong>the</strong> souls <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>. The Soulsuckers<br />

are, supposedly, a Clan <strong>of</strong> defilers <strong>and</strong> liars from<br />

centuries past, possibly involved with demon worship,<br />

<strong>and</strong> demonstrably part <strong>of</strong> <strong>the</strong> Sabbat (see Salubri antitribu,<br />

p. 431). They ask, quite reasonably, how <strong>the</strong><br />

Salubri are able to achieve Golconda with any regularity.<br />

They wonder how any line can sustain itself with<br />

so few members. And, finally, <strong>the</strong>y pose this question:<br />

even if <strong>the</strong>se first two notions are taken as given, why<br />

would <strong>the</strong> Salubri need to submit to diablerie? Why do<br />

<strong>the</strong>ir childer need to consume <strong>the</strong>ir sires’ souls, if not<br />

for some defect in <strong>the</strong> bloodline itself?<br />

Nickname: Cyclops, or, less kindly, Soulsuckers<br />

Sect: The Salubri are independent, though <strong>the</strong>y do<br />

sometimes masquerade as o<strong>the</strong>r <strong>Clans</strong> <strong>and</strong> blend in<br />

with <strong>the</strong> Camarilla. The Salubri, however, are just trying<br />

to survive long enough to reach Golconda <strong>and</strong> pass<br />

along <strong>the</strong>ir blood. Sectarian politics mean nothing to<br />

<strong>the</strong>m.<br />

Appearance: Each Salubri has a third eye in <strong>the</strong> center<br />

<strong>of</strong> <strong>the</strong>ir forehead. O<strong>the</strong>rwise, <strong>the</strong> Salubri are too<br />

few in number for any generalization about <strong>the</strong>ir appearances<br />

to be possible. Their ranks in modern nights<br />

have included children, <strong>the</strong> elderly, <strong>and</strong> adults <strong>of</strong> all<br />

races.<br />

97 CHAPTER TEN: BLOODLINES


Haven: Salubri are unwelcome in most cities, <strong>and</strong><br />

that means <strong>the</strong>ir havens are situated in isolated environments.<br />

They also usually have multiple escape<br />

routes, <strong>and</strong> only have what possessions <strong>the</strong> character<br />

can carry in a backpack. Quick departures are not uncommon<br />

for <strong>the</strong> members <strong>of</strong> this bloodline, so Salubri<br />

don’t get attached to <strong>the</strong>ir havens.<br />

Background: The Salubri Embrace people whom<br />

<strong>the</strong>y feel can find Golconda. Healers, teachers, empaths,<br />

<strong>and</strong> o<strong>the</strong>r people with high Humanity ratings<br />

are good choices, although occasionally Salubri Embrace<br />

evil people in hopes <strong>of</strong> seeing <strong>the</strong>m redeemed<br />

(or, at least, setting <strong>the</strong>m on that path).<br />

Character Creation: Social or Mental Attributes are<br />

<strong>of</strong>ten primary, as are Knowledges. Most Salubri also<br />

have decent ratings in Empathy. All Salubri must take<br />

five dots <strong>of</strong> Generation (to represent <strong>the</strong>ir diablerie <strong>of</strong><br />

<strong>the</strong>ir sires), <strong>and</strong> most have at least a dot <strong>of</strong> Herd as<br />

well.<br />

Clan Disciplines: Auspex, Fortitude, Obeah<br />

Weakness: Salubri have difficulty feeding on unwilling<br />

vessels. If a Cyclops attempts it, she loses a point<br />

<strong>of</strong> Willpower.<br />

Organization: The Salubri are not, as a bloodline,<br />

organized. In fact, when Salubri do meet, it tends to<br />

be on <strong>the</strong> instruction <strong>of</strong> <strong>the</strong>ir sires — <strong>the</strong> dying wish<br />

<strong>of</strong> a given Cyclops to her childe might be to seek out<br />

ano<strong>the</strong>r member <strong>of</strong> <strong>the</strong> bloodline <strong>and</strong> deliver a message<br />

or pay respects.<br />

Stereotypes<br />

Camarilla: Judge a man by <strong>the</strong> company he<br />

keeps.<br />

Sabbat: Fish gotta swim, birds gotta fly, warriors<br />

gotta make war.<br />

Tremere: The enemy. For <strong>the</strong>m, <strong>the</strong>re can be no<br />

forgiveness.<br />

The View From Without<br />

Camarilla: Yeah, yeah. I’ve heard <strong>the</strong> same<br />

things you have. Consider <strong>the</strong> source.<br />

Sabbat: We’ve got some open slots, any time you<br />

folks wanna man up.<br />

Giovanni: Hey, Tremere. I feel your pain.<br />

Quote: I say this <strong>and</strong> mean it truly — no burden I have<br />

ever carried is heavier than what this new eye has seen.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

98


THE CLANS OF CAINE<br />

(Healer Caste)<br />

Remember <strong>the</strong> words <strong>of</strong> Saulot: we are <strong>the</strong> white lamb, <strong>the</strong> greatest bounty <strong>of</strong> Caine.<br />

It falls to us to safeguard <strong>the</strong> kine from our kin.<br />

Demon-hunters. Arbiters. Soulstealers. Since Enoch, <strong>the</strong><br />

Healers have shepherded <strong>the</strong> race <strong>of</strong> Caine, uplifting<br />

those who stumble. Three eyes<br />

gaze from <strong>the</strong>ir holy faces to<br />

match <strong>the</strong> three bloodlines <strong>of</strong><br />

<strong>the</strong> clan. Between <strong>the</strong> castes<br />

— Healer, Warrior, Watcher<br />

— <strong>the</strong> Healers seek to keep<br />

humanity hale <strong>and</strong> vital. They<br />

guard <strong>the</strong> liminality <strong>of</strong> Cainite<br />

<strong>and</strong> kine, ensuring that Cainites<br />

never draw attention from<br />

<strong>the</strong> sleeping giants <strong>the</strong>y prey<br />

upon, <strong>and</strong> that disease <strong>and</strong><br />

injury may never threaten<br />

<strong>the</strong> blood-darkened throats<br />

<strong>of</strong> v<strong>amp</strong>ires.<br />

Beneath <strong>the</strong>ir hoods <strong>and</strong><br />

wimples, Healer Caste Salubri<br />

whisper righteousness in <strong>the</strong><br />

s<strong>of</strong>t-spoken certitude <strong>of</strong> zealotry.<br />

Saulot was Caine’s best-loved<br />

gr<strong>and</strong>childe, say <strong>the</strong> Noddist tales,<br />

so adored <strong>and</strong> steadfast that he alone<br />

remained uncursed by <strong>the</strong> First. This gives<br />

<strong>the</strong> Salubri great prestige amongst those who<br />

pay heed, forming <strong>the</strong> basis for <strong>the</strong>ir m<strong>and</strong>ate to keep<br />

outside <strong>and</strong> above Cainite society <strong>and</strong> endlessly ensuring<br />

v<strong>amp</strong>ires <strong>and</strong> humanity remain symbiotic. Healers tend<br />

to mortal herds <strong>and</strong> bestial Cainites, salving bodies <strong>and</strong><br />

souls. They st<strong>and</strong> silent in <strong>the</strong> courts, scrutinizing <strong>the</strong><br />

Roads o<strong>the</strong>rs walk with a mere glance. Shepherds hold<br />

counsel with rabbi, bishop, <strong>and</strong> imam alike. They preserve<br />

<strong>the</strong> lore <strong>of</strong> Nod <strong>and</strong> <strong>the</strong> promise <strong>of</strong> Raphael.<br />

The Long Night was cruel to <strong>the</strong> Healers. The mantle<br />

<strong>of</strong> arbiter was dependent on <strong>the</strong> mythos <strong>of</strong> Caine, so <strong>the</strong><br />

Salubri held fast to <strong>the</strong> religions <strong>of</strong> Abraham. Yet <strong>the</strong><br />

fury <strong>of</strong> <strong>the</strong> Crusades shook <strong>the</strong>ir unity to <strong>the</strong> core, <strong>and</strong><br />

<strong>the</strong>ir numbers thinned with <strong>the</strong> Albigensian pogroms.<br />

Worse, it was <strong>the</strong>y <strong>of</strong> all <strong>the</strong> clans who first tasted <strong>the</strong>ir<br />

progenitor’s madness, fury, <strong>and</strong><br />

despair ripping through <strong>the</strong> stolen<br />

vitae <strong>of</strong> <strong>the</strong>ir near-mythical<br />

Antediluvian. They watched<br />

in horror as Saulot’s diablerie<br />

fueled <strong>the</strong> rise <strong>of</strong> <strong>the</strong> Trembling<br />

Ones. The loss <strong>of</strong> Saulot left<br />

<strong>the</strong> clan riven by disagreement,<br />

<strong>and</strong> <strong>the</strong>ir lack <strong>of</strong> unity led to<br />

<strong>the</strong> loss <strong>of</strong> <strong>the</strong> title <strong>of</strong> clan itself.<br />

Without Warriors to st<strong>and</strong> beside<br />

<strong>the</strong>m, <strong>the</strong> Healers cannot<br />

prevent <strong>the</strong> worst excesses <strong>of</strong><br />

clans judging <strong>the</strong>mselves above<br />

Salubri arrogance. Without<br />

Saulot to guide <strong>the</strong>m, <strong>the</strong> three<br />

bloodlines pursue <strong>the</strong>ir m<strong>and</strong>ate<br />

separately. Without us, <strong>the</strong>y cry to<br />

uncaring hearts, what darkness will<br />

<strong>the</strong> Damned embrace?<br />

Sobriquets: Unicorns, Shepherds,<br />

Souleaters (derogatory)<br />

Appearance: The far-flung nature <strong>of</strong><br />

<strong>the</strong> clan leads to Salubri traveling vast distances<br />

from <strong>the</strong>ir birthplaces. If <strong>the</strong>y cannot blend in with skin<br />

or manner, <strong>the</strong>y attempt to do so with dress, preferring<br />

muted colors <strong>and</strong> a lack <strong>of</strong> extravagance. The predilection<br />

<strong>of</strong> <strong>the</strong> clan to develop a third eye necessitates a fondness<br />

for wimples, hoods, <strong>and</strong> headscarves. Healers are <strong>of</strong>ten<br />

Embraced from religious orders <strong>and</strong> usually maintain <strong>the</strong><br />

trappings <strong>of</strong> <strong>the</strong>ir breathing days. No few Healers wear<br />

<strong>the</strong> yellow cross <strong>of</strong> <strong>the</strong> heretic with pride, though those<br />

with Warrior sympathies might carry <strong>the</strong> white star <strong>of</strong><br />

<strong>the</strong> Hospitallers.<br />

Havens: Healers rely on <strong>the</strong> grace <strong>of</strong> human communities<br />

to host <strong>the</strong>m; how else would <strong>the</strong>y ensure <strong>the</strong><br />

99


safety <strong>and</strong> health <strong>of</strong> <strong>the</strong> human herds? They have a<br />

talent for finding <strong>the</strong> lairs <strong>of</strong> <strong>the</strong> dispossessed — catacombs,<br />

crumbling ruins, caves. Shepherds are hosted by<br />

monasteries, convents, <strong>and</strong> heretical cults (particularly<br />

Cathars). When <strong>the</strong>y travel, <strong>the</strong>y go ensconced in convoys<br />

<strong>of</strong> pilgrims or Hospitallers, or accompanying Warriors on<br />

Precept journeys.<br />

Character Creation: All Salubri castes value Empathy<br />

<strong>and</strong> Willpower. Healers prioritize Mental Attributes as<br />

primary with Social as a close secondary; Ability-wise,<br />

<strong>the</strong>y focus on Perception, Medicine, <strong>and</strong> Hearth Wisdom.<br />

It’s rare for a Healer to have knowledge <strong>of</strong> arms, but not<br />

unknown, as no few are battlefield physicks or<br />

students <strong>of</strong> Warrior Valeren. Almost unanimously,<br />

Healers walk <strong>the</strong> variant Roads <strong>of</strong><br />

Heaven <strong>and</strong> Humanity. The clan’s predilection<br />

for spreading into teeming masses<br />

<strong>of</strong> humanity grants <strong>the</strong>m Contacts, while<br />

<strong>the</strong>ir ancient associations with powerful<br />

Cainites cultivates Allies. Healers create<br />

quiet cults <strong>of</strong> personality surrounding<br />

<strong>the</strong>ir miracle workings.<br />

Clan Disciplines: Auspex,<br />

Presence, Valeren. Shepherds are<br />

talented at perceiving hidden<br />

things <strong>and</strong> engendering awe in<br />

<strong>the</strong>ir miracles.<br />

Weakness: If a Salubri learns<br />

but one dot <strong>of</strong> Valeren, he manifests<br />

<strong>the</strong> Discipline’s signature third eye.<br />

Salubri Healers must succeed on a<br />

Willpower roll (difficulty 6) if <strong>the</strong>y<br />

attempt to feed on <strong>the</strong> unwilling; if<br />

<strong>the</strong>y fail, <strong>the</strong>y must find a willing<br />

vessel or suffer a two-die penalty<br />

on all rolls for <strong>the</strong> remainder <strong>of</strong><br />

<strong>the</strong> night. Victims enthralled by<br />

Presence count as willing vessels.<br />

Organization: The Acre Conclave<br />

<strong>of</strong> 1192, an enormous ga<strong>the</strong>ring<br />

<strong>and</strong> debate that led to <strong>the</strong> Healers<br />

refusing to seek vengeance for Saulot’s diablerie, shattered<br />

<strong>the</strong> clan as a cohesive entity. All three bloodlines have<br />

effectively gone <strong>the</strong>ir separate ways. Even prior to that,<br />

<strong>the</strong> Healers <strong>of</strong> <strong>the</strong> al-Amin — Islamic Salubri — were<br />

<strong>of</strong>ten at odds with <strong>the</strong> Judaic <strong>and</strong> Christian elements <strong>of</strong> <strong>the</strong><br />

clan. Montségur is <strong>the</strong> caste’s largest stronghold outside <strong>of</strong><br />

Cyprus <strong>and</strong> <strong>the</strong> Kingdom <strong>of</strong> Jerusalem, a place where all<br />

three bloodlines ga<strong>the</strong>r still. No few Healers are attached<br />

to <strong>the</strong> Knights Hospitaller, surrounding <strong>the</strong>mselves with<br />

mortal warriors in <strong>the</strong> absence <strong>of</strong> <strong>the</strong>ir clanmates.<br />

Stereotypes<br />

Assamite: They claim judgment as <strong>the</strong>ir right, but<br />

we are <strong>the</strong> lawbringers.<br />

Brujah: You’d think our shared love <strong>of</strong> philosophy<br />

would earn us more respect.<br />

Cappadocian: Perversely fertile, infectious as death.<br />

Peaceful as corpses, but dead flesh putrefies <strong>the</strong> body entire.<br />

Lasombra: As entwined with Caliphate <strong>and</strong><br />

Church as we. How sad that shadows shrink<br />

from <strong>the</strong> light.<br />

Malkavian: Our poor mad bro<strong>the</strong>rs.<br />

Soo<strong>the</strong> <strong>the</strong>m when you can, defend<br />

<strong>the</strong>m when you cannot.<br />

Tremere: Our Blood stains <strong>the</strong>ir<br />

lips. But if we ignore Saulot’s desires,<br />

are we still Salubri?<br />

Tzimisce: Noble <strong>and</strong> trustworthy,<br />

fast friends against <strong>the</strong><br />

Usurpers. Long have we worked to<br />

salve <strong>the</strong>ir ghouls’ wounds.<br />

Ventrue: Puppets, <strong>the</strong>ir strings<br />

pulled by Usurpers. Would that we<br />

claimed kingship as our birthright.<br />

Warriors: Our furious younger<br />

bro<strong>the</strong>rs. Remember always that we are<br />

family, but if <strong>the</strong>y continue to refuse our<br />

guidance, <strong>the</strong>y deserve <strong>the</strong>ir fate.<br />

Watchers: Mysterious cousins with<br />

<strong>the</strong>ir own familial agenda. Still, <strong>the</strong> Blood<br />

<strong>of</strong> Saulot runs so thin <strong>the</strong>se nights…<br />

Salubri<br />

100


THE CLANS OF CAINE<br />

(Warrior Caste)<br />

Remember <strong>the</strong> words <strong>of</strong> Samiel: be like <strong>the</strong> lion, not like <strong>the</strong> lamb.<br />

Woe to <strong>the</strong> conquered: we are fire incarnate, destroying corruption to let healing take hold.<br />

W<strong>and</strong>erers. Kin-slayers. Souleaters. Since Enoch, <strong>the</strong><br />

Warriors have fought <strong>the</strong> enemies <strong>of</strong> Caine, slaying<br />

those <strong>the</strong>y found wanting.<br />

Three eyes gaze from <strong>the</strong>ir<br />

furious countenances to match<br />

<strong>the</strong> three bloodlines <strong>of</strong> <strong>the</strong><br />

clan. Warriors deal with<br />

those who cannot be saved:<br />

demon-worshippers, degenerate<br />

v<strong>amp</strong>ires, <strong>and</strong> those who<br />

seek to disturb <strong>the</strong> delicate<br />

symbiosis engendered by <strong>the</strong><br />

childer <strong>of</strong> Saulot. Until <strong>the</strong><br />

sundering <strong>of</strong> <strong>the</strong> bloodline,<br />

Healers <strong>and</strong> Warriors walked<br />

<strong>the</strong> night toge<strong>the</strong>r, eradicating<br />

corruption so that health could<br />

flourish once more.<br />

Their fury lies with <strong>the</strong>ir<br />

bloodline’s founder. Salubri<br />

myths are in agreement: a childe<br />

<strong>of</strong> Saulot <strong>and</strong> mortal twin to Rayzeel,<br />

<strong>the</strong> v<strong>amp</strong>ire who would become<br />

Samiel was intemperate <strong>and</strong> stubborn,<br />

drawn always to conflict. He preferred<br />

<strong>the</strong> company <strong>of</strong> Brujah <strong>and</strong> Gangrel to his<br />

Healer brethren, traveling Nod’s wastes to test himself<br />

against demons <strong>and</strong> primordial beasts. Only when <strong>the</strong><br />

Baali emerged in <strong>the</strong> vale <strong>of</strong> Gehenna did Samiel embody<br />

his purpose, renaming himself after a warrior angel <strong>and</strong><br />

working a change in his bloodline. He founded a Code<br />

<strong>and</strong> <strong>the</strong> Ritual <strong>of</strong> Blooding, so that Warriors could awaken<br />

<strong>the</strong> steel in <strong>the</strong> blood <strong>of</strong> a placid clan. Warriors carry <strong>the</strong><br />

banner <strong>of</strong> fury to those <strong>the</strong>y deem ana<strong>the</strong>ma, even if <strong>the</strong>y<br />

feel <strong>the</strong> clan has ab<strong>and</strong>oned <strong>the</strong>ir bloodline <strong>and</strong> methods.<br />

The w<strong>and</strong>erlust <strong>of</strong> Samiel — called his Precept, even<br />

when it manifests in <strong>the</strong> o<strong>the</strong>r castes — touches nearly<br />

every Warrior. Cyclopes study <strong>the</strong> myriad ways <strong>of</strong> war in<br />

dozens <strong>of</strong> different l<strong>and</strong>s <strong>and</strong> cultures, ei<strong>the</strong>r in dusty<br />

military libraries or in <strong>the</strong> gore-muddied fields. They<br />

move alongside mortal armies,<br />

ensconce <strong>the</strong>mselves in Western<br />

Christian military orders, <strong>and</strong><br />

brood quietly in castles like<br />

Limassol. They root out Baali<br />

<strong>and</strong> Setites, contesting <strong>the</strong>ir<br />

waning strength against <strong>the</strong><br />

waxing power <strong>of</strong> Clan Tremere.<br />

They w<strong>and</strong>er, <strong>and</strong> <strong>the</strong>y war.<br />

Like <strong>the</strong> main clan, <strong>the</strong><br />

caste’s refusal to tolerate weakness<br />

or moral imperfection has<br />

won <strong>the</strong>m few friends, <strong>and</strong> <strong>the</strong><br />

usefulness <strong>of</strong> <strong>the</strong>ir sword arms<br />

<strong>and</strong> Valeren is nothing against<br />

<strong>the</strong> versatility <strong>of</strong> Thaumaturgy.<br />

The Warriors are bloodied but<br />

unbowed. The secret to reunifying<br />

<strong>the</strong>ir clan <strong>and</strong> defeating <strong>the</strong> blood<br />

sorcerers exists somewhere, <strong>and</strong><br />

<strong>the</strong>y’ll battle <strong>the</strong> world entire until<br />

<strong>the</strong>y find it.<br />

Sobriquets: Cyclopes, Kin-slayers,<br />

Souleaters<br />

Appearance: No Warrior is granted <strong>the</strong> Embrace<br />

without having first seen battle. Without exception,<br />

Warriors are ready for war. They carry weapons <strong>and</strong> keep<br />

well-maintained armor close at h<strong>and</strong> as well as b<strong>and</strong>anas<br />

<strong>and</strong> scarves at <strong>the</strong> ready to hide <strong>the</strong> third eye <strong>of</strong> <strong>the</strong>ir clan.<br />

So bound are <strong>the</strong>y with <strong>the</strong> Knights Templar that many<br />

young Cyclopes wear <strong>the</strong> red cross, even if <strong>the</strong>y do not<br />

share <strong>the</strong> Christian faith.<br />

Havens: The battlefield with sword in h<strong>and</strong>, <strong>the</strong><br />

saddle, <strong>the</strong> training yard — <strong>the</strong>se places are home to <strong>the</strong><br />

Warrior. Their tendency towards w<strong>and</strong>erlust leads Souleaters<br />

to prefer mobile havens <strong>and</strong> traveling caravans.<br />

101


Character Creation: Physical Attributes are invariably<br />

primary, especially Strength <strong>and</strong> Stamina.<br />

Swordsmanship is prized amongst <strong>the</strong> Salubri, <strong>and</strong> no<br />

deliberately-Embraced Warrior has less than two dots in<br />

a Combat Ability. Multiple Languages are strikingly common.<br />

Retainers act as squires <strong>and</strong> fighting men. Enough<br />

belong to <strong>the</strong> Knights Templar that high Resources isn’t<br />

uncommon, allowing <strong>the</strong> Salubri to provide interest-free<br />

loans to cash-poor Cainites <strong>of</strong> righteous disposition. Warriors<br />

walk <strong>the</strong> Path <strong>of</strong> Chivalry or <strong>the</strong> Road <strong>of</strong> Vengeance,<br />

following <strong>the</strong>ir Code. In <strong>the</strong>se decadent nights, however,<br />

some Warriors have turned to <strong>the</strong> Path <strong>of</strong> <strong>the</strong> Devil, raging<br />

against <strong>the</strong> system that has doomed <strong>the</strong>m.<br />

Clan Disciplines: Auspex, Fortitude, Valeren.<br />

Warriors are capable <strong>of</strong> enduring terrific amounts <strong>of</strong><br />

punishment, <strong>and</strong> those who spent time as ghouled<br />

squires <strong>of</strong>ten have a knowledge <strong>of</strong> Potence as well.<br />

Weakness: If a Salubri learns but one dot <strong>of</strong><br />

Valeren, she manifests <strong>the</strong> Discipline’s signature<br />

third eye. Salubri Warriors must test <strong>the</strong>ir<br />

strength <strong>and</strong> establish martial dominance;<br />

<strong>the</strong>y must succeed on a Willpower roll<br />

(difficulty 6) if <strong>the</strong>y attempt to feed<br />

on someone whom <strong>the</strong>y have<br />

not vanquished in a fight,<br />

or suffer a two-die penalty<br />

on all rolls for <strong>the</strong> rest<br />

<strong>of</strong> <strong>the</strong> night. This may<br />

be defined as a duel to<br />

<strong>the</strong> death, or a simple<br />

brawl to Incapacitated. A<br />

few Warrior Herds comprise <strong>of</strong><br />

companions who’ve been beaten<br />

down in <strong>the</strong> training yard.<br />

Organization: Every Salubri<br />

sire mentors <strong>and</strong> trains <strong>the</strong> fledgling<br />

Warrior — tradition holds for<br />

a period <strong>of</strong> seven years, but in <strong>the</strong>se<br />

nights <strong>the</strong>y’re lucky to see seven<br />

months. When not traveling with<br />

<strong>the</strong>ir sires or a reconciled Healer,<br />

many Warriors eke out an unlife<br />

stalking from domain to domain,<br />

battlefield to battlefield, functioning<br />

as ad hoc scourges. O<strong>the</strong>r Cainite knightly orders<br />

readily accept Salubri Warriors as members, <strong>and</strong> it’s whispered<br />

that <strong>the</strong> enigmatic Order <strong>of</strong> <strong>the</strong> Bitter Ashes was founded<br />

by <strong>the</strong> last childe <strong>of</strong> Samiel <strong>and</strong> her Knights Templar childe.<br />

Stereotypes<br />

Assamite: Our kin in blood <strong>and</strong> battle, <strong>and</strong> strong sword<br />

arms against <strong>the</strong> Baali. Their m<strong>and</strong>ate is as ours, yet I see <strong>the</strong><br />

same hunger as <strong>the</strong> Usurpers in <strong>the</strong>ir eyes.<br />

Brujah: You’d think our shared love <strong>of</strong> strength would<br />

earn us more respect.<br />

Gangrel: We’re both fighters. We hunt <strong>the</strong> wolves.<br />

They run with <strong>the</strong>m. Remember <strong>the</strong> difference.<br />

Lamiae: Warriors who stem from scholars. Am I<br />

wrong to see us as companions born <strong>and</strong> boon? If<br />

only <strong>the</strong>y would accept our m<strong>and</strong>ate…<br />

Setite: The black snakes <strong>of</strong> our family. Tr<strong>amp</strong>le<br />

<strong>the</strong>m underfoot <strong>and</strong> never eat <strong>the</strong>ir fruit.<br />

Tremere: Our path back to clanhood<br />

is clear. The bloodstained mantle must be<br />

ripped from an ashen corpse. Deus vult!<br />

True Brujah: Their passions<br />

are not tempered, but deadened.<br />

There are lessons to be learned<br />

in this, but not from <strong>the</strong>m.<br />

Ventrue: Stoic soldiers,<br />

honorable yet<br />

inflexible. Righteousness<br />

lies in intent <strong>and</strong><br />

action both, not one or<br />

<strong>the</strong> o<strong>the</strong>r.<br />

Healers: Our elder siblings<br />

are brave enough when saving<br />

lives, but not enough in staving<br />

<strong>of</strong>f death. We cannot be Salubri<br />

<strong>and</strong> let a wound fester.<br />

Watchers: I’ve never met<br />

one <strong>of</strong> our cousins, myself. Now,<br />

where did I put those maps?<br />

Salubri<br />

102


(Watcher Caste)<br />

Remember <strong>the</strong> lessons <strong>of</strong> Zao-zei <strong>and</strong> Zao-xue: knowledge is <strong>the</strong> greatest treasure,<br />

<strong>and</strong> <strong>the</strong>re is no treasure you do not deserve by right <strong>of</strong> wisdom.<br />

Scholars. Thieves. Breathstealers. Since Enoch, <strong>the</strong><br />

Watchers have safeguarded <strong>the</strong> race <strong>of</strong> Caine, sabotaging<br />

all supernatural rivals<br />

who might threaten <strong>the</strong>ir<br />

dominance. Legend holds<br />

that Zao-lat, a trickster from<br />

<strong>the</strong> West, came to <strong>the</strong> Middle<br />

Kingdom to steal enlightenment<br />

from <strong>the</strong> greatest<br />

philosopher amongst Ten<br />

Thous<strong>and</strong> Demons. Once <strong>the</strong><br />

Ten Thous<strong>and</strong> Immortals in<br />

ages past, <strong>the</strong> demons fell into<br />

sin during what <strong>the</strong>y believed<br />

to be a mere turn along an<br />

eternal wheel <strong>of</strong> <strong>the</strong> cosmos.<br />

For his arrogance, he was expelled.<br />

He left a hated legacy<br />

behind: Zao-zei, a temple thief,<br />

<strong>and</strong> Zao-xue, a monkish scholar.<br />

Their descendants — collectively<br />

known as <strong>the</strong> Wu Zao, along with<br />

<strong>the</strong> few Healers <strong>and</strong> Warriors east <strong>of</strong><br />

<strong>the</strong> Yangtze River — say that Zao-lat<br />

foresaw <strong>the</strong> dark times ahead <strong>and</strong> sought<br />

to learn every aspect <strong>of</strong> <strong>the</strong> night’s dangers,<br />

only to be to be treated with distrust <strong>and</strong> hatred. He<br />

left <strong>the</strong> Wu Zao to remain hidden, continue his search for<br />

knowledge, <strong>and</strong> safeguard <strong>the</strong> clans from those who would<br />

challenge <strong>the</strong>ir right to exist <strong>and</strong> seek redemption.<br />

Since <strong>the</strong>n, <strong>the</strong> Watchers — <strong>the</strong> caste moniker <strong>the</strong>y<br />

adopted when <strong>the</strong>y first established contact with <strong>the</strong> main<br />

clan during <strong>the</strong> era <strong>of</strong> <strong>the</strong> Roman Silk Road — have remained<br />

a splinter <strong>of</strong> an already small clan, all but unknown<br />

to <strong>the</strong>ir cousin castes, st<strong>and</strong>ing sentinel against <strong>the</strong> monsters<br />

who encroach upon Caine’s midnight hegemony. They<br />

commune with Lupines <strong>and</strong> spirits <strong>of</strong> blood <strong>and</strong> murder,<br />

hold court with <strong>the</strong> hungry dead, <strong>and</strong> steal treasures from<br />

<strong>the</strong> chantries <strong>of</strong> wizards so that <strong>the</strong> night may be Zao-lat’s<br />

to own. They pursue <strong>the</strong>ir vigil<br />

in <strong>the</strong>se troubled nights, stalking<br />

<strong>the</strong> streets <strong>of</strong> cities such as Kashi<br />

while remaining hidden under<br />

<strong>the</strong> noses <strong>of</strong> Wan Kuei <strong>and</strong><br />

Tremere alike. The Watchers<br />

masquerade as members <strong>of</strong><br />

o<strong>the</strong>r clans, stride as outsiders<br />

in <strong>the</strong> strange places <strong>of</strong> <strong>the</strong><br />

world, <strong>and</strong> whisper warnings<br />

to princes <strong>of</strong> threats that none<br />

o<strong>the</strong>rs could consider or conceive.<br />

As <strong>the</strong> Golden Horde<br />

crawls towards across <strong>the</strong> world,<br />

<strong>the</strong> Watchers <strong>and</strong> Wu Zao unite<br />

once more.<br />

But Zao-lat’s comm<strong>and</strong>ments<br />

remain unchanged, <strong>and</strong> so<br />

Watchers raid tombs in search <strong>of</strong><br />

heretical lore, storm <strong>the</strong> citadels <strong>of</strong><br />

knightly orders who possess knowledge<br />

<strong>of</strong> Cainite existence, <strong>and</strong> clasp jade amulets<br />

close to <strong>the</strong>ir dead hearts. They watch,<br />

<strong>and</strong> <strong>the</strong>y act.<br />

Even long exposure to <strong>the</strong> Salubri m<strong>and</strong>ate hasn’t<br />

caused <strong>the</strong> Watchers to adopt <strong>the</strong> Caine mythos as fact.<br />

If questioned directly, <strong>the</strong>y remain mirthfully secular <strong>and</strong><br />

pragmatic, just as Zao-lat taught <strong>the</strong>m. Even in death<br />

— <strong>the</strong>y too felt him perish — Zao-lat is <strong>the</strong>ir progenitor<br />

not by blood right, but by wisdom. Zao-lat’s teachings<br />

are immortal; <strong>the</strong>y will not lose <strong>the</strong>mselves as <strong>the</strong> o<strong>the</strong>r<br />

castes have. They know that darkness comes, <strong>and</strong> that<br />

change lies in <strong>the</strong> fires. If <strong>the</strong>y cannot stop <strong>the</strong> turning<br />

<strong>of</strong> <strong>the</strong> wheel, <strong>the</strong>y will ensure Caine’s brood survives it.<br />

Sobriquets: If enough is known about <strong>the</strong>m for a<br />

THE CLANS OF CAINE<br />

103


nickname to be passed around, <strong>the</strong> Watchers have failed<br />

as a caste.<br />

Appearance: Watchers blend with <strong>the</strong> o<strong>the</strong>r castes,<br />

<strong>and</strong> thus tend to strike a balance between <strong>the</strong> two styles,<br />

scholarly yet martial. While <strong>the</strong> Wu Zao <strong>the</strong>mselves are<br />

<strong>of</strong>ten Embraced from Han or Uyghur stock, Western<br />

Watchers may come from virtually any culture in <strong>the</strong><br />

known world.<br />

Havens: When <strong>the</strong>y’re not emulating <strong>the</strong> habits <strong>of</strong><br />

o<strong>the</strong>r castes or clans, Watchers prefer tombs <strong>and</strong> monasteries<br />

to all else. Even <strong>the</strong>ir greatest thieves are scholarly<br />

at heart, <strong>and</strong> even <strong>the</strong> most scholarly among <strong>the</strong>m knows<br />

it’s not stealing if you need it.<br />

Character Creation: Watchers emulate <strong>the</strong><br />

twins, thieves <strong>and</strong> scholars cooperating to uncover<br />

<strong>the</strong> necessary knowledge to survive <strong>the</strong> Fifth<br />

Age. Social Attributes are <strong>of</strong>ten primary, with<br />

Physical or Mental being secondary, depending<br />

on which twin <strong>the</strong>y hold dear. Academics,<br />

Legerdemain, Stealth, <strong>and</strong> Subterfuge are all<br />

useful to <strong>the</strong> caste. Like <strong>the</strong>ir cousins, Watchers<br />

are <strong>of</strong>ten <strong>of</strong> Tenth Generation or lower, <strong>and</strong> thus<br />

possess commensurate Backgrounds. Contacts<br />

are also common. As a whole, <strong>the</strong> bloodline<br />

clings to <strong>the</strong> Road <strong>of</strong> Humanity, but no few<br />

walk <strong>the</strong> Road <strong>of</strong> Paradox, which suits <strong>the</strong>ir<br />

duties well.<br />

Clan Disciplines: Auspex, Obfuscate,<br />

Valeren. Watchers keep to<br />

<strong>the</strong> shadows, scrutinizing<br />

every detail from<br />

hidden safety. Their<br />

Valeren allows <strong>the</strong>m to<br />

instantly defuse tense<br />

situations <strong>and</strong> travel far<br />

without fearing discomfort,<br />

but <strong>the</strong>y <strong>of</strong>ten learn <strong>the</strong> o<strong>the</strong>r<br />

two Paths in <strong>the</strong>ir duties.<br />

Weakness: If a Salubri<br />

learns but one dot <strong>of</strong> Valeren,<br />

<strong>the</strong>y manifest <strong>the</strong> Discipline’s<br />

signature third eye. Ironically,<br />

Watchers can be remarkably<br />

short-sighted, having a tendency<br />

to fixate on <strong>the</strong>ir preferred small<br />

details <strong>and</strong> ignore <strong>the</strong> larger conceptual<br />

picture. Watchers must choose a<br />

field <strong>of</strong> study narrow enough for a Knowledge specialty,<br />

such as <strong>the</strong> Ten Thous<strong>and</strong> Demons, a specific mortal<br />

culture, or <strong>the</strong> esoterics <strong>of</strong> Necromancy. Watchers must<br />

succeed on a Willpower roll (difficulty 6) to pass up an<br />

opportunity (as defined by <strong>the</strong> Storyteller) to acquire or<br />

study knowledge <strong>of</strong> <strong>the</strong>ir field, or lose two dice from all<br />

pools for <strong>the</strong> remainder <strong>of</strong> <strong>the</strong> night.<br />

Organization: Watchers work in pairs. Often, this is<br />

with ano<strong>the</strong>r <strong>of</strong> <strong>the</strong>ir caste, Embraced from <strong>the</strong> same sire.<br />

The majority <strong>of</strong> <strong>the</strong> caste lies east <strong>of</strong> <strong>the</strong> Yangtze River,<br />

where <strong>the</strong>y’re known as <strong>the</strong> Wu Zao, cursed by <strong>the</strong> Wan<br />

Kuei as thieves <strong>of</strong> treasure <strong>and</strong> mockeries <strong>of</strong> enlightenment.<br />

The Western Watchers keep to <strong>the</strong> sire-childe<br />

mentor relationship as <strong>the</strong> rest <strong>of</strong> <strong>the</strong> clan, even if <strong>the</strong>y’re<br />

pretending to be something <strong>the</strong>y’re not.<br />

Stereotypes<br />

High <strong>Clans</strong>: They know better than most <strong>the</strong><br />

price <strong>of</strong> power <strong>and</strong> <strong>the</strong> necessity <strong>of</strong> doing what needs<br />

to be done, but never forget how <strong>the</strong>y forsook us.<br />

Low <strong>Clans</strong>: Neglected <strong>and</strong> abused, yet<br />

<strong>the</strong>y <strong>of</strong>ten jockey for power <strong>and</strong> yearn to be<br />

on High. Hope makes <strong>the</strong>m strong, yet<br />

renders <strong>the</strong>m exploitable.<br />

Anda: They style <strong>the</strong>mselves as<br />

a Golden Horde. We name <strong>the</strong>m<br />

<strong>Dark</strong> Harbingers. Still, <strong>the</strong>y stir<br />

up so many fascinating things<br />

in <strong>the</strong>ir wake.<br />

Assamite: We’re two<br />

sides <strong>of</strong> <strong>the</strong> same three coins.<br />

Toge<strong>the</strong>r, we are <strong>the</strong> wages<br />

<strong>of</strong> sin.<br />

Giovani: Can <strong>the</strong><br />

Cappadocians truly be so<br />

blind? Did <strong>the</strong>y not pay heed to what<br />

happened to us?<br />

Ravnos: There’s honor among thieves,<br />

<strong>and</strong> glory amongst rakshasha. Strive to win<br />

both.<br />

Tremere: We must never tell <strong>the</strong> o<strong>the</strong>rs<br />

we foresaw this. If <strong>the</strong>y learn that, <strong>the</strong>y<br />

might discover <strong>the</strong> o<strong>the</strong>r secrets Zao-lat<br />

wished us to hide.<br />

Wan Kuei: Our greatest rivals <strong>and</strong><br />

our greatest challenge. Destiny lies in<br />

crushing <strong>the</strong>m beneath <strong>the</strong> wheel.<br />

Salubri<br />

104


Samedi<br />

If <strong>the</strong> Nosferatu are repulsive <strong>and</strong> <strong>the</strong> Harbingers <strong>of</strong><br />

Skulls are hideous, a word hasn’t yet been invented to<br />

describe <strong>the</strong> Samedi. Resembling nothing so much as<br />

walking, rotting corpses, <strong>the</strong>se odd v<strong>amp</strong>ires take <strong>the</strong>ir<br />

name <strong>and</strong> <strong>the</strong>ir origin from <strong>the</strong> Caribbean <strong>and</strong> <strong>the</strong> religion<br />

<strong>of</strong> vodoun (popularly known as voodoo). Baron<br />

Samedi, in legend, was a loa <strong>of</strong> death <strong>and</strong> ancestor worship.<br />

The v<strong>amp</strong>ires that bear his name <strong>and</strong> visage (for<br />

Samedi is <strong>of</strong>ten portrayed as a corpse, albeit not one<br />

so disgusting as <strong>the</strong> Stiffs) also <strong>of</strong>ten share his rude,<br />

blunt demeanor. In fact, a v<strong>amp</strong>ire going by <strong>the</strong> name<br />

<strong>of</strong> “Baron Samedi” seems to be <strong>the</strong> founder, or at least<br />

<strong>the</strong> oldest extant member, <strong>of</strong> <strong>the</strong> bloodline.<br />

The Samedi might seem to be an <strong>of</strong>fshoot <strong>of</strong> <strong>the</strong><br />

Nosferatu, but <strong>the</strong>ir powers <strong>of</strong> Thanatosis — a Discipline<br />

dedicated to manipulating dead flesh — speak <strong>of</strong><br />

a connection to <strong>the</strong> Giovanni or <strong>the</strong>ir doomed predecessors,<br />

<strong>the</strong> Cappadocians. If that is <strong>the</strong> case, though,<br />

<strong>the</strong> Samedi <strong>and</strong> <strong>the</strong> Giovanni went <strong>the</strong>ir separate ways<br />

long ago, for nei<strong>the</strong>r has anything good to say about<br />

<strong>the</strong> o<strong>the</strong>r. The reason for this enmity is not something<br />

that members <strong>of</strong> ei<strong>the</strong>r line discuss in public, but <strong>the</strong><br />

Giovanni apparently have a history with Baron Samedi<br />

himself. The Baron, still active in <strong>the</strong> bloodline’s<br />

affairs, refuses to discuss <strong>the</strong> “deal” that he had with<br />

Augustus Giovanni, but it must have been something<br />

<strong>of</strong> gravity for <strong>the</strong> mutual dislike to persist.<br />

Samedi take <strong>the</strong> roles <strong>of</strong> enforcers <strong>and</strong> assassins<br />

in <strong>Kindred</strong> society. They don’t do it on ideological<br />

grounds, like <strong>the</strong> Assamites, <strong>and</strong> thus <strong>the</strong>y find<br />

work with <strong>Kindred</strong> who want<br />

to get what <strong>the</strong>y paid for.<br />

The Samedi do not take<br />

contracts against Nosferatu<br />

or, strangely,<br />

Giovanni <strong>Kindred</strong><br />

without a heavy<br />

fee, speaking to some<br />

regard or fear <strong>of</strong> <strong>the</strong>se<br />

<strong>Clans</strong>. As with so many<br />

o<strong>the</strong>r facts about <strong>the</strong>ir<br />

line, <strong>the</strong> Samedi have nothing<br />

to say on <strong>the</strong> matter.<br />

Nickname: Stiffs<br />

Sect: Samedi occasionally join<br />

<strong>the</strong> Camarilla or <strong>the</strong> Sabbat, but<br />

for <strong>the</strong> most part <strong>the</strong>y consider<br />

<strong>the</strong>mselves independent.<br />

Appearance: Saying that a Samedi<br />

resembles a rotting corpse is, sadly, in no<br />

way a euphemism. Their flesh is s<strong>of</strong>t <strong>and</strong><br />

tends to leak fluid if poked too hard. Their<br />

105 CHAPTER TEN: BLOODLINES


ears <strong>and</strong> noses rot away (but still function normally),<br />

<strong>and</strong> tiny bits <strong>of</strong> <strong>the</strong>ir skin tend to slough <strong>of</strong>f <strong>and</strong> regrow.<br />

Skin retracts from <strong>the</strong> eyes <strong>and</strong> teeth, giving <strong>the</strong>m <strong>the</strong><br />

appearance <strong>of</strong> grinning skulls, but too much meat clings<br />

to <strong>the</strong> cranium for <strong>the</strong>m to achieve <strong>the</strong> cleaner horror<br />

<strong>of</strong> <strong>the</strong> Harbingers <strong>of</strong> Skulls. Some Samedi are lea<strong>the</strong>ry<br />

<strong>and</strong> dry, like unwrapped mummies. These Stiffs still<br />

stink, but <strong>the</strong>ir stench is more reminiscent <strong>of</strong> rotted<br />

flowers <strong>and</strong> old decay than fresh putrescence.<br />

Haven: The Samedi make havens in places where<br />

a moldering corpse <strong>and</strong> its stench aren’t out <strong>of</strong> place.<br />

Morgues, mortuaries, graveyards, <strong>and</strong> meat packing<br />

plants house <strong>the</strong> occasional Samedi. Some members <strong>of</strong><br />

<strong>the</strong> bloodline choose to dwell below ground like <strong>the</strong><br />

Nosferatu, but this does lead to conflict between <strong>the</strong><br />

Stiffs <strong>and</strong> <strong>the</strong> Sewer Rats.<br />

Background: The Samedi are a relatively young<br />

line. No Samedi older than 250 years is known to exist.<br />

Most <strong>of</strong> <strong>the</strong> older ones hail from <strong>the</strong> Caribbean isl<strong>and</strong>s<br />

or <strong>the</strong> sou<strong>the</strong>rn United States. Neonate Samedi don’t<br />

always share this connection to vodoun, but frequently<br />

were close to death (one way or ano<strong>the</strong>r) before <strong>the</strong><br />

Embrace.<br />

Character Creation: While Physical Attributes are a<br />

priority for those Samedi working as killers <strong>and</strong> enforcers,<br />

many Samedi lean toward Mental Traits. Samedi<br />

rarely have <strong>the</strong> Herd or Resources Backgrounds, <strong>and</strong><br />

<strong>the</strong>ir st<strong>and</strong><strong>of</strong>fish <strong>and</strong> solitary nature means that Mentor<br />

<strong>and</strong> Allies are equally rare.<br />

Clan Disciplines: Fortitude, Obfuscate, Thanatosis<br />

Weakness: The Samedi, as mentioned, are putrid<br />

beyond words. Samedi characters have Appearance<br />

ratings <strong>of</strong> 0, <strong>and</strong> automatically fail Appearance rolls.<br />

Organization: The Samedi are too rare to be organized.<br />

They might cross each o<strong>the</strong>r’s paths occasionally<br />

<strong>and</strong> trade stories, but no plan or schedules exists<br />

for <strong>the</strong>se meetings, at least as far as anyone outside <strong>the</strong><br />

bloodline can tell.<br />

Stereotypes<br />

Camarilla: Careful. These jokers have a built-in<br />

reason to set us on fire, <strong>and</strong> <strong>the</strong>y aren’t afraid to<br />

use it.<br />

Sabbat: They’re more honest than <strong>the</strong> Camarilla,<br />

anyway. But I smell like a dead asshole already;<br />

I don’t need to actually be a dead asshole.<br />

Giovanni: Just because you’re older than me<br />

don’t mean I give a fuck what you think, dago.<br />

The View From Without<br />

Camarilla: We’re all agreed that our continued<br />

survival rests on <strong>the</strong> mortals not knowing about<br />

us, right? How about we get rid <strong>of</strong> <strong>the</strong> walking,<br />

talking, Masquerade breach?<br />

Sabbat: They follow <strong>the</strong> Baron, I prefer to dance<br />

with Erzulie. But it’s nice to know that <strong>the</strong> family<br />

still talks.<br />

Giovanni: So <strong>the</strong>y can stuff shit into <strong>the</strong>ir dead<br />

stomachs. That’s not Necromancy. That’s, like,<br />

biology.<br />

Quote: Make fun <strong>of</strong> me one more time <strong>and</strong> I’ll hug you,<br />

you prissy bitch.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

106


From <strong>the</strong> Toreador perspective, when <strong>the</strong> sun fades,<br />

darkness gives rise to an eternal <strong>and</strong> wondrous world.<br />

Everything is fraught with wonder <strong>and</strong> terror, low politics<br />

<strong>and</strong> sensual glories, <strong>the</strong> pr<strong>of</strong>ound <strong>and</strong> <strong>the</strong> pr<strong>of</strong>ane,<br />

<strong>and</strong> an undeniable undercurrent <strong>of</strong> <strong>the</strong> sanguinary.<br />

These <strong>Kindred</strong> are <strong>the</strong> Toreador, <strong>and</strong> <strong>the</strong>y spend<br />

unlives ensconced in pleasure.<br />

Of course, for v<strong>amp</strong>ires <strong>of</strong> this disposition,<br />

it’s easy to become jaded <strong>and</strong> bitter. More<br />

than <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong>, Toreador <strong>of</strong>ten<br />

succumb to ennui, or fight <strong>the</strong> eventual<br />

boredom <strong>of</strong> unchanging immortality<br />

by playing at rivalries. An excess <strong>of</strong><br />

stimulation turns <strong>the</strong>m into<br />

slaves to <strong>the</strong> sensations <strong>the</strong>y<br />

seek. The most debased<br />

Toreador can become true<br />

monsters, sinking to<br />

unimaginable levels <strong>of</strong><br />

depravity in order to feel<br />

anything at all.<br />

The <strong>Kindred</strong> <strong>of</strong> Clan Toreador<br />

<strong>of</strong>ten involve <strong>the</strong>mselves greatly in<br />

<strong>the</strong> world <strong>of</strong> mortals. They have<br />

any number <strong>of</strong> reasons, whe<strong>the</strong>r<br />

enjoying proximity to <strong>the</strong> blush<br />

<strong>of</strong> life, cultivating veritable cults<br />

<strong>of</strong> doting followers, or influencing<br />

<strong>and</strong> following <strong>the</strong> trends that <strong>the</strong>ir<br />

own kind simultaneously mock <strong>and</strong><br />

venerate. To hear <strong>the</strong> Toreador tell<br />

it, <strong>the</strong>y are <strong>the</strong> Muses <strong>of</strong> a desperate<br />

mortal world, inspiring through <strong>the</strong>ir beauty<br />

or patronage.<br />

Toreador culture is a mixture <strong>of</strong> sybarites,<br />

dilettantes, <strong>and</strong> visionaries. Some<br />

Toreador, with echoes <strong>of</strong> mortal passion,<br />

Embrace lovers or “project” progeny who<br />

seem to fly in <strong>the</strong> face <strong>of</strong> every Toreador<br />

custom. These ei<strong>the</strong>r don’t last long or<br />

rise to great prominence as subversives<br />

<strong>and</strong> individualists. Ideas, trends, <strong>and</strong><br />

“<strong>the</strong> next great thing” spread through <strong>the</strong> Clan, <strong>and</strong><br />

o<strong>the</strong>r <strong>Kindred</strong> <strong>of</strong>ten look to <strong>the</strong> Toreador to guide<br />

<strong>the</strong>m. The Degenerates know this, <strong>and</strong> many become<br />

Harpies, Princes, <strong>and</strong> o<strong>the</strong>r key figures in v<strong>amp</strong>iric society.<br />

Nickname: Degenerates<br />

Sect: The Camarilla would not have survived<br />

in <strong>the</strong> nights following <strong>the</strong> Anarch<br />

Revolt without substantial participation<br />

from <strong>the</strong> Toreador, <strong>and</strong> <strong>the</strong>y remain among<br />

its most ardent supporters.<br />

Appearance: Almost to <strong>the</strong> last, <strong>the</strong>y<br />

are attractive in some way, whe<strong>the</strong>r<br />

<strong>the</strong> traditional beauty <strong>of</strong> a runway<br />

model or <strong>the</strong> dangerous allure<br />

<strong>of</strong> something more predatory.<br />

The Degenerates augment <strong>the</strong>ir<br />

physical beauty with a sense <strong>of</strong><br />

personal style, which may take<br />

<strong>the</strong> form <strong>of</strong> expensive couture,<br />

avant-garde street wear,<br />

or classical fashions designed<br />

to emphasize <strong>the</strong>ir appealing<br />

qualities. This isn’t to say<br />

that ugly Toreador don’t exist.<br />

Indeed, those gifted with less<br />

physical beauty <strong>of</strong>ten go that<br />

much fur<strong>the</strong>r with <strong>the</strong>ir choice<br />

<strong>of</strong> accoutrements.<br />

Haven: The Degenerates<br />

spare no expense in appointing<br />

<strong>the</strong>ir havens in luxury,<br />

<strong>of</strong>ten with many original<br />

works <strong>of</strong> art. It is a point <strong>of</strong><br />

pride among Toreador to<br />

have an unconventional<br />

(<strong>and</strong> thus memorable)<br />

haven with modern<br />

comforts; thus, many<br />

have striking l<strong>of</strong>ts <strong>and</strong><br />

penthouses, while <strong>the</strong><br />

bolder among <strong>the</strong>m<br />

107 CHAPTER TWO: SECTS AND CLANS


enovate or repurpose everything from ab<strong>and</strong>oned<br />

aquariums or deconsecrated churches to ro<strong>of</strong>top gardens<br />

or converted warehouse-galleries in fashion-forward<br />

neighborhoods. Share a communal haven? How<br />

déclassé.<br />

Background: Many Toreador hail from high-society<br />

or “bohemian” backgrounds. Indeed, many are <strong>the</strong>mselves<br />

artists or influential among local art scenes or<br />

o<strong>the</strong>r subcultures. Actors, singers, musicians, sculptors,<br />

poets, playwrights, authors, <strong>and</strong> creative folk <strong>of</strong> any<br />

stripe may well find a home in <strong>the</strong> Clan, as do those<br />

who serve as patrons to (or travel in <strong>the</strong> entourages <strong>of</strong>)<br />

those artistic types.<br />

Character Creation: Social attributes are almost always<br />

primary, with an even split among Talents, Skills,<br />

<strong>and</strong> Knowledges depending on how <strong>the</strong> Toreador<br />

distinguishes herself. Toreador also love to cultivate<br />

Backgrounds. Allies, Contacts, Resources, Domain,<br />

Haven, Mentors, Resources, Retainers — all <strong>of</strong> <strong>the</strong>se<br />

have great value among Toreador. Wise Toreador may<br />

choose to develop <strong>the</strong>ir Virtues, Humanity, Path, or<br />

Willpower, because with an unlife <strong>of</strong> degeneracy, <strong>the</strong>y<br />

must frequently attend to <strong>the</strong> ugly business <strong>of</strong> bringing<br />

<strong>the</strong> Beast to heel.<br />

Clan Disciplines: Auspex, Celerity, Presence<br />

Weaknesses: When a Toreador experiences something<br />

truly remarkable — a person, an objet d’art, a<br />

lovely sunrise — <strong>the</strong> player must make a Self-Control<br />

or Instincts roll (difficulty 6). Failure means that <strong>the</strong><br />

<strong>Kindred</strong> finds herself enthralled by <strong>the</strong> experience. The<br />

dazzled Toreador cannot act for <strong>the</strong> duration <strong>of</strong> <strong>the</strong><br />

scene aside from commenting on or continuing <strong>the</strong>ir<br />

involvement with whatever has captured <strong>the</strong>ir attention.<br />

If <strong>the</strong> experience no longer affects her (whe<strong>the</strong>r<br />

by moving, being destroyed, or whatever is appropriate<br />

to <strong>the</strong> situation), <strong>the</strong> captivation ends. Enraptured<br />

Toreador may not even defend <strong>the</strong>mselves if attacked,<br />

though being wounded allows <strong>the</strong>m to make ano<strong>the</strong>r<br />

Self-Control or Instincts roll.<br />

Organization: Clan Toreador is cliquish <strong>and</strong> parochial<br />

in its local domains, but very rarely on a level that<br />

affects Clan-wide custom. Certain Toreador (<strong>and</strong> a few<br />

outside <strong>the</strong> Clan) sometimes use <strong>the</strong> terms “artiste”<br />

<strong>and</strong> “poseur” when describing individual Toreador,<br />

<strong>of</strong>ten derisively, to describe whe<strong>the</strong>r <strong>the</strong> Degenerate<br />

in question is one who is seen as creative or simply a<br />

follower <strong>of</strong> established trends, but <strong>the</strong>se are certainly<br />

informal distinctions.<br />

Stereotypes<br />

Assamite: Blood-soaked barbarians.<br />

Brujah: A fire may be stoked, but if left unattended,<br />

it may destroy what it once warmed.<br />

Followers <strong>of</strong> Set: Worms breed in <strong>the</strong>ir vile<br />

footprints.<br />

Gangrel: Beauty <strong>and</strong> <strong>the</strong> Beast, only without <strong>the</strong><br />

complication <strong>of</strong> Beauty. Pity <strong>the</strong>m.<br />

Giovanni: Which is more unctuous: <strong>the</strong>ir smiles<br />

or <strong>the</strong>ir hair?<br />

Lasombra: If I looked like <strong>the</strong>y do, I’d hide in <strong>the</strong><br />

dark, too.<br />

Malkavian: The tedium <strong>of</strong> it all.<br />

Nosferatu: They make a strong case for <strong>the</strong><br />

Mark <strong>of</strong> Caine being a sickness.<br />

Ravnos: There are two types <strong>of</strong> <strong>the</strong>se creatures:<br />

Awful, <strong>and</strong> absent.<br />

Tremere: Aren’t <strong>the</strong>y supposed to turn back into<br />

pumpkins at midnight?<br />

Tzimisce: It is a poor artist who blames his tools,<br />

but that’s <strong>the</strong> only conceivable answer here.<br />

Ventrue: Why are older bro<strong>the</strong>rs always such<br />

corpulent bullies?<br />

Caitiff: The worst sort <strong>of</strong> fish is <strong>the</strong> one that<br />

feeds from <strong>the</strong> bottom.<br />

Camarilla: This house needs a good cleaning.<br />

Sabbat: Such marvelous passion wasted on such<br />

craven dementia.<br />

Anarchs: Only a petty ruler acknowledges no<br />

greater purpose than himself.<br />

Quote: Long after you die, I will still be young, beautiful, <strong>and</strong> adored by everyone whose life I touch.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

108


My faith teaches <strong>the</strong>se cravings are wrong. I vowed to abstain, yet I worship <strong>the</strong> village beauty for a sennight, writing odes to<br />

her eyes. I bind her with a thous<strong>and</strong> lies, <strong>the</strong>n end her life in a grove smelling <strong>of</strong> pine, my h<strong>and</strong>s wound in her golden braids.<br />

I’m tortured by what I’ve become. Where is redemption to be found?<br />

Toreador live by <strong>the</strong>ir whims. Do <strong>the</strong>y feel like strolling<br />

in <strong>the</strong> gardens or tossing away a fortune on a game <strong>of</strong><br />

cards? It’s <strong>the</strong> age <strong>of</strong> chivalry <strong>and</strong> Toreador are coming into<br />

<strong>the</strong>ir own magnificence. The worship <strong>of</strong> beauty in <strong>the</strong> <strong>Dark</strong><br />

<strong>Ages</strong>, <strong>the</strong> fascination with mysticism, all <strong>the</strong>se influences<br />

draw a Toreador like a moth to<br />

a flame. Sometimes Toreadors<br />

are <strong>the</strong> moths. O<strong>the</strong>r times,<br />

<strong>the</strong>y’re <strong>the</strong> flames.<br />

Toreador watch<br />

mortals play out<br />

<strong>the</strong>ir brief lives <strong>and</strong><br />

<strong>of</strong>ten intervene.<br />

Drama adds zest<br />

to <strong>the</strong>ir unlives, <strong>the</strong>ir<br />

machinations tied into<br />

<strong>the</strong> tiniest detail. They are<br />

directors <strong>and</strong> mortals<br />

are <strong>the</strong> actors.<br />

Toreador are <strong>the</strong><br />

original hedonists, but<br />

with a twist. They can never<br />

feel what <strong>the</strong>y seek. They seek<br />

warm, mortal flesh to stave<br />

away <strong>the</strong> chill <strong>of</strong> undeath.<br />

They drink fine wine, though<br />

it tastes <strong>of</strong> dust, chasing <strong>the</strong><br />

memory <strong>of</strong> bursting grapes on<br />

<strong>the</strong>ir tongue. They fill <strong>the</strong>ir homes<br />

with art <strong>and</strong> music, though <strong>the</strong>y<br />

struggle to create it <strong>the</strong>mselves.<br />

For some Toreador, religion is <strong>the</strong>ir<br />

passion. They take it to extremes frowned<br />

upon by <strong>the</strong> Church, self-inflicting stigmata or flagellating<br />

<strong>the</strong>ir sins from <strong>the</strong>ir body. Yet <strong>the</strong>y sin <strong>and</strong> sin again, living<br />

in <strong>the</strong> vacuum <strong>of</strong> God’s displeasure. After all, if Christ’s<br />

great gift is forgiveness, why waste that gift on a life <strong>of</strong> temperance?<br />

These v<strong>amp</strong>ires particularly feel <strong>the</strong> loss <strong>of</strong> grace.<br />

To hear a Toreador talk, <strong>the</strong>ir clan is responsible for<br />

<strong>the</strong> entire history <strong>of</strong> art, from cave paintings to early Byzantine<br />

mosaics. As with many things involving Cainites,<br />

this carries a hint <strong>of</strong> truth, as Toreador have patroned <strong>and</strong><br />

inspired many great artists throughout history.<br />

If a Toreador was<br />

artistic in life, she spends<br />

her unlife pursuing <strong>the</strong> perfection<br />

humanity brings.<br />

However, because all<br />

Toreador lack something<br />

ineffable that<br />

mortals possess, <strong>the</strong>y<br />

never achieve what<br />

<strong>the</strong>y once did with a limited<br />

lifespan. It is traumatizing, but<br />

<strong>the</strong>y never stop seeking it.<br />

Sobriquets: Aes<strong>the</strong>tes,<br />

Artisans, Vanitas<br />

Appearance: Toreador<br />

pursue not only beauty,<br />

but propagate <strong>the</strong>mselves<br />

through beauty. Their beauty<br />

<strong>of</strong>ten reflects <strong>the</strong> ideal<br />

from <strong>the</strong> era <strong>and</strong> homel<strong>and</strong><br />

from which <strong>the</strong>y come, so<br />

<strong>the</strong>y range from exotic beauty,<br />

to a collection <strong>of</strong> whatever is in<br />

fashion locally. A collective <strong>of</strong><br />

Toreador is a breathtaking sight.<br />

Haven: A Toreador wants<br />

to be surrounded by art <strong>and</strong> lovely<br />

things, but he is equally likely to seek out<br />

artists in <strong>the</strong>ir garrets, or a patron <strong>of</strong> his own to help<br />

him afford his expensive taste. Toreador are true collectors,<br />

focusing <strong>the</strong>ir obsession on finding rare <strong>and</strong> precious items<br />

to add to <strong>the</strong>ir collection. They do <strong>the</strong> same with <strong>the</strong>ir<br />

retainers, curating <strong>the</strong> people around <strong>the</strong>m.<br />

THE CLANS OF CAINE<br />

109


Backgrounds: Toreador are mercurial in <strong>the</strong>ir choice<br />

<strong>of</strong> childer, choosing by passion <strong>and</strong> conviction. It is not<br />

unusual for a Toreador to Embrace a favorite artist, lover,<br />

or muse to stay as eternal as she is. Unfortunately, <strong>the</strong><br />

changeable nature <strong>of</strong> <strong>the</strong> Toreador leads to some cast-<strong>of</strong>fs,<br />

as a sire tires <strong>of</strong> <strong>the</strong> childe he chose. This fosters resentment<br />

<strong>and</strong> some creative revenge plots.<br />

Character Creation: The arts <strong>and</strong> graces <strong>of</strong> society are<br />

<strong>of</strong> <strong>the</strong> greatest importance to <strong>the</strong> Toreador, so focus on high<br />

Social Attributes <strong>and</strong> Abilities. Preferred backgrounds include<br />

Herd, Retainers, <strong>and</strong> Resources. Toreador struggle to sever<br />

<strong>the</strong>mselves from mortal pleasures, so <strong>the</strong> Road <strong>of</strong> Humanity<br />

is most common. However, some choose <strong>the</strong> Road <strong>of</strong> Kings<br />

instead. They have <strong>the</strong> strongest connection to mortals, <strong>and</strong><br />

this allows <strong>the</strong>m to hold <strong>the</strong>ir humanity tighter, but<br />

<strong>the</strong>y can’t keep <strong>the</strong> Beast at bay forever.<br />

Clan Disciplines: Auspex, Celerity,<br />

Presence<br />

Weakness: The Toreador has <strong>the</strong> shortest<br />

attention span <strong>of</strong> all Cainites. Once struck by<br />

beauty, it’s as if Cupid’s<br />

dart pierced <strong>the</strong>m.<br />

If <strong>the</strong>y encounter<br />

beauty (Storyteller<br />

<strong>and</strong> player work<br />

toge<strong>the</strong>r to determine<br />

appropriate<br />

triggers), <strong>the</strong>y must<br />

roll Self-Control or<br />

Instinct (difficulty 5). If<br />

<strong>the</strong>y fail, <strong>the</strong> daydream<br />

<strong>of</strong> <strong>the</strong>ir senses continues<br />

until <strong>the</strong> scene concludes<br />

or object departs.<br />

The rush <strong>of</strong> pleasure<br />

<strong>the</strong>y receive from objects <strong>of</strong><br />

beauty is highly addictive. An<br />

undisciplined Toreador can end<br />

up reeling from one moment <strong>of</strong><br />

aes<strong>the</strong>tic bliss to <strong>the</strong> next <strong>and</strong><br />

<strong>the</strong>ir enemies can exploit this.<br />

Toreador may interact<br />

with <strong>the</strong>ir objects <strong>of</strong> obsession,<br />

however. For deeply inhumane<br />

Toreador, this can mean<br />

terrible things for a living<br />

obsession, as <strong>the</strong> Toreador<br />

seeks to take in every aspect<br />

<strong>of</strong> nature’s art, underst<strong>and</strong>ing<br />

<strong>the</strong>m on a visceral,<br />

fundamental level.<br />

Organization: From time to time, Toreador ga<strong>the</strong>r in<br />

loose collectives to refine <strong>the</strong>ir individual tastes <strong>and</strong> inspire<br />

each o<strong>the</strong>r. These ga<strong>the</strong>rings are not for <strong>the</strong> faint <strong>of</strong> heart<br />

or feeble <strong>of</strong> wit. Passionate arguments over art, music, <strong>and</strong><br />

<strong>the</strong>ater are common, as are performances <strong>and</strong> impromptu art<br />

galleries. The art on display can originate from <strong>the</strong> Toreador<br />

in attendance or showcase <strong>the</strong> special talents <strong>of</strong> <strong>the</strong>ir protégés.<br />

Dimly-lit corners are perfect for arranged rendezvous,<br />

with <strong>the</strong> intellectual dalliances Toreador hold dear.<br />

Hot-tempered Toreador are known to duel to right a wrong<br />

or just for amusement.<br />

Stereotypes<br />

Cappadocians: Long-faced cadaver dullards. They<br />

say <strong>the</strong>y have much to teach us (as do most <strong>of</strong> our o<strong>the</strong>r<br />

brethren), yet who wants to sit around listening to <strong>the</strong>m<br />

drone?<br />

Gangrel: The beasts are boorish, too brutish for<br />

us. Chase <strong>the</strong>m back to <strong>the</strong>ir forests <strong>and</strong> caves.<br />

Lasombra: We feel a great kinship with this clan<br />

<strong>and</strong> <strong>the</strong>ir exoticism intrigues us. Are <strong>the</strong>y slipping from<br />

<strong>the</strong>ir high perch? Alluring, yet dangerous<br />

to enrage.<br />

Malkavians: The Children <strong>of</strong><br />

Malkav hold special fascination,<br />

perhaps because <strong>the</strong>y dance along<br />

<strong>the</strong> line <strong>of</strong> real <strong>and</strong> delusion like<br />

us. They <strong>the</strong>n charge forward<br />

into madness, but are diverting<br />

companions.<br />

Nosferatu: Is it possible<br />

to imagine a clan<br />

less suited to our feasts<br />

<strong>and</strong> ga<strong>the</strong>rings? With<br />

few exceptions, <strong>the</strong>y are<br />

<strong>of</strong>f <strong>the</strong> guest list unless<br />

you want rotten flesh<br />

dripping in your wine.<br />

Tremere: Dull with<br />

<strong>the</strong>ir blood magic <strong>and</strong><br />

<strong>the</strong>ir tedious experiments.<br />

There’s always one that<br />

turns up, latches onto a conversation<br />

he has no business<br />

participating in, <strong>and</strong> ignores<br />

all hints to go away. We use<br />

<strong>the</strong>m when useful.<br />

Ventrue: Almost our<br />

equals. Almost. They are<br />

on <strong>the</strong> rise – we will watch<br />

<strong>the</strong>ir struggles with interest.<br />

Toreador<br />

110


In nights long lost to <strong>the</strong> passage <strong>of</strong> time, <strong>the</strong> Tremere<br />

existed, though <strong>the</strong>y were something else. Those early<br />

Tremere <strong>the</strong>n made a bargain — or wrought a spell,<br />

or any number <strong>of</strong> o<strong>the</strong>r harrowing methods attributed<br />

to <strong>the</strong> Clan — that changed <strong>the</strong>m from what <strong>the</strong>y had<br />

been into <strong>the</strong> v<strong>amp</strong>ires <strong>the</strong>y are tonight. Some claim<br />

<strong>the</strong>y stole <strong>the</strong> Curse <strong>of</strong> Caine from a torpid Antediluvian,<br />

or that <strong>the</strong>y concocted <strong>the</strong> flawed immortality<br />

<strong>of</strong> <strong>the</strong> <strong>Kindred</strong> from <strong>the</strong> stolen vitae <strong>of</strong> o<strong>the</strong>r v<strong>amp</strong>ires.<br />

Such mysterious origins, which some describe as<br />

treacherous or even blasphemous, haunt <strong>the</strong> Tremere,<br />

as <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong> look upon <strong>the</strong>m with mistrust <strong>and</strong><br />

suspicion. The history — <strong>and</strong>, indeed, <strong>the</strong> modern<br />

legacy — <strong>of</strong> <strong>the</strong> Tremere is one marked by Clan war,<br />

centuries-old grudges, <strong>and</strong> <strong>the</strong> stain <strong>of</strong> unwholesome<br />

mysteries long left unsolved.<br />

Tonight, Clan Tremere is a Clan shaped<br />

by its practice <strong>of</strong> blood sorcery. A flexible<br />

Discipline, Thaumaturgy is heavily<br />

entrenched within <strong>the</strong> Tremere,<br />

<strong>and</strong> <strong>the</strong>y maintain cultic havens<br />

known as chantries to study<br />

its uses <strong>and</strong> share secrets<br />

among each o<strong>the</strong>r. To<br />

<strong>the</strong> Tremere, blood is<br />

both sustenance <strong>and</strong> <strong>the</strong><br />

source <strong>of</strong> mystical power;<br />

<strong>the</strong>y ga<strong>the</strong>r in <strong>the</strong>ir witchhouses<br />

to fur<strong>the</strong>r <strong>the</strong>ir underst<strong>and</strong>ing <strong>of</strong><br />

<strong>the</strong> vitae that is such a focal point <strong>of</strong> <strong>the</strong>ir<br />

unlives.<br />

Beyond <strong>the</strong> practice <strong>of</strong> Thaumaturgy itself,<br />

<strong>the</strong> Warlocks are known for <strong>the</strong>ir close-knit hierarchy.<br />

They hail from <strong>the</strong> Old World, with an established<br />

power base in Vienna to which all members<br />

<strong>of</strong> <strong>the</strong> Clan answer to some degree. Although <strong>the</strong>y<br />

may be one <strong>of</strong> <strong>the</strong> youngest <strong>Clans</strong> — in <strong>the</strong> terms<br />

with which deathless creatures like v<strong>amp</strong>ires measure<br />

time — <strong>the</strong>y are as adept at <strong>the</strong> Jyhad as any <strong>Kindred</strong>.<br />

Beset by enemies who call <strong>the</strong>m usurpers <strong>and</strong> backed<br />

by allies who may or may not defend <strong>the</strong> alliances <strong>the</strong>y<br />

force, <strong>the</strong> Tremere have evolved to be self-sufficient.<br />

Indeed, many who eye <strong>the</strong>m warily think <strong>the</strong>y possess<br />

too great an edge, with <strong>the</strong>ir flexible Discipline<br />

<strong>and</strong> protective Clan <strong>and</strong> chantry structure, <strong>and</strong> move<br />

against <strong>the</strong>m both secretly <strong>and</strong> overtly.<br />

Nickname: Warlocks<br />

Sect: Clan Tremere considers itself one <strong>of</strong> <strong>the</strong> pillars<br />

<strong>of</strong> <strong>the</strong> Camarilla. It is rumored that <strong>the</strong>y once performed<br />

a ritual that all but eradicated those <strong>of</strong><br />

<strong>the</strong> Clan not loyal to <strong>the</strong> Ivory<br />

Tower (<strong>and</strong> thus <strong>the</strong> Tremere’s<br />

pyramidal hierarchy).<br />

Appearance: Tremere <strong>of</strong>ten<br />

have two distinct presentations:<br />

a traditional <strong>and</strong> severe<br />

public aspect <strong>and</strong> a<br />

much more eldritch mien<br />

better suited to wielding <strong>the</strong>ir<br />

blood sorceries. When out<br />

in public or at <strong>Kindred</strong><br />

events, <strong>the</strong> Tremere favor<br />

conservative suits <strong>and</strong><br />

dresses <strong>and</strong> muted tones.<br />

When in <strong>the</strong>ir chantries<br />

or convening with o<strong>the</strong>rs<br />

<strong>of</strong> <strong>the</strong>ir Clan,<br />

<strong>the</strong>y <strong>of</strong>ten prefer<br />

robes<br />

decorated<br />

with subtle occult<br />

symbols or garb<br />

with various folds <strong>and</strong><br />

pockets for <strong>the</strong>ir bizarre<br />

ritual ingredients.<br />

111 CHAPTER TWO: SECTS AND CLANS


Haven: Many Tremere rely on a central chantry <strong>the</strong><br />

Clan maintains in cities where it has a notable presence.<br />

More solitary Warlocks develop private havens,<br />

with all <strong>of</strong> <strong>the</strong> trappings one might expect from an occult<br />

scholar, from libraries to alchemical laboratories to<br />

moonlit balcony observatories <strong>and</strong> even more sinister<br />

oubliettes where vivisected “research subjects” bleed<br />

according to experimental Tremere-controlled stimuli.<br />

Background: The Tremere draw from a fairly narrow<br />

pool <strong>of</strong> potential acolytes. Those who have an awareness<br />

<strong>of</strong> <strong>the</strong> supernatural, who are driven to succeed,<br />

who seek answers that elude less inquisitive individuals,<br />

yet who also have <strong>the</strong> discipline to heed <strong>the</strong> edicts<br />

<strong>of</strong> <strong>the</strong> hierarchy make good Tremere. This isn’t to say<br />

that individualists don’t have room in <strong>the</strong> Clan; ra<strong>the</strong>r,<br />

those who go <strong>the</strong>ir own way may well find <strong>the</strong>mselves<br />

leading a chantry — or greeting <strong>the</strong> sun if <strong>the</strong>ir interests<br />

don’t align with those <strong>of</strong> <strong>the</strong> pyramid.<br />

Character Creation: Mental Attributes <strong>and</strong> Knowledges<br />

are prominent among <strong>the</strong> Tremere. Many have<br />

high Courage <strong>and</strong> Willpower, but are somewhat lacking<br />

in Conscience or Conviction. They <strong>of</strong>ten favor Backgrounds<br />

that heighten <strong>the</strong>ir relationship to <strong>the</strong> Clan, like<br />

Mentor, Status, <strong>and</strong> Retainers (whom an accomplished<br />

Warlock may craft from o<strong>the</strong>rwise inert components).<br />

Clan Disciplines: Auspex, Dominate, Thaumaturgy<br />

Weaknesses: Tremere dependency on blood is even<br />

more pronounced than that <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>. It takes<br />

only two draughts <strong>of</strong> ano<strong>the</strong>r v<strong>amp</strong>ire’s blood for a<br />

Tremere to become blood bound instead <strong>of</strong> <strong>the</strong> normal<br />

three — <strong>the</strong> first drink counts as if <strong>the</strong> Tremere had taken<br />

two drinks. (For more information on <strong>the</strong> blood bond, see<br />

p. 286). The elders <strong>of</strong> <strong>the</strong> Clan are well aware <strong>of</strong> this, <strong>and</strong><br />

seek to impart loyalty to <strong>the</strong> Clan by forcing all neonate<br />

Warlocks to drink <strong>of</strong> <strong>the</strong> (transubstantiated) blood <strong>of</strong> <strong>the</strong><br />

seven Tremere elders soon after <strong>the</strong>ir Embrace.<br />

Organization: The hallmark <strong>of</strong> Clan Tremere is “<strong>the</strong><br />

pyramid,” <strong>the</strong> rigid hierarchy that governs <strong>the</strong> Clan<br />

<strong>and</strong> makes it <strong>the</strong> most organized <strong>of</strong> all <strong>the</strong> <strong>Kindred</strong><br />

lineages. With many levels <strong>of</strong> membership, internal<br />

factions, <strong>and</strong> circles <strong>of</strong> mystery, <strong>the</strong> Tremere hierarchy<br />

presents a unified face to those outside <strong>the</strong> Clan, <strong>and</strong><br />

is almost as unified behind <strong>the</strong> scenes. Still, <strong>the</strong> pyramid<br />

inculcates more than its share <strong>of</strong> paranoia, as both<br />

Quote: When <strong>the</strong> world refuses<br />

to give, he who makes himself a<br />

master <strong>of</strong> <strong>the</strong> world may still take.<br />

rogue Warlocks <strong>and</strong> a competitive environment <strong>of</strong> academic<br />

occultism pits each acolyte against her peers to<br />

<strong>the</strong> greater accomplishment <strong>of</strong> <strong>the</strong> Clan.<br />

Stereotypes<br />

Assamite: They show signs <strong>of</strong> being able to subvert<br />

our rituals, so <strong>the</strong> time to tolerate <strong>the</strong>m has expired.<br />

Brujah: Hubris <strong>and</strong> a lack <strong>of</strong> self-discipline have<br />

laid low <strong>the</strong> Clan <strong>of</strong> warrior-poets.<br />

Followers <strong>of</strong> Set: We pursue <strong>the</strong> secrets <strong>of</strong> <strong>the</strong><br />

world <strong>and</strong> <strong>the</strong>y pursue <strong>the</strong> secrets in its dark places.<br />

When too many know, secrets are no longer secrets.<br />

Gangrel: Theirs is a simple but formidable power.<br />

Fortunately, <strong>the</strong>ir blood is as susceptible to mastery<br />

as that <strong>of</strong> all <strong>Kindred</strong>.<br />

Giovanni: Their clumsy underst<strong>and</strong>ing <strong>of</strong> <strong>the</strong><br />

secret ways will shackle <strong>the</strong>m to empty ritual ra<strong>the</strong>r<br />

than set <strong>the</strong>m free to work <strong>the</strong>ir wills.<br />

Lasombra: A once-accomplished lineage dragged<br />

into <strong>the</strong> muck by foul associations.<br />

Malkavian: Once we can syn<strong>the</strong>size <strong>the</strong>ir stochastic<br />

perception, <strong>the</strong> <strong>Kindred</strong> will no longer have to<br />

brook <strong>the</strong>ir disruptive caprice.<br />

Nosferatu: Those involuntarily placed outside <strong>the</strong><br />

system can prove fruitful allies or accomplices.<br />

Ravnos: Disorder sows its own punishments, yet I<br />

am happy to expedite those results.<br />

Toreador: Form follows function, which makes <strong>the</strong><br />

ongoing prominence <strong>of</strong> <strong>the</strong>se self-worshipers such a<br />

dispiriting enigma.<br />

Tzimisce: Peel away <strong>the</strong> rot <strong>and</strong> idolatry <strong>and</strong> all<br />

that’s left is <strong>the</strong> carcass <strong>of</strong> outmoded mummery.<br />

Ventrue: Caesar shall have his due, <strong>and</strong> to our<br />

benefit, his love <strong>of</strong> lucre blinds him to true power.<br />

Caitiff: As Vesalius ga<strong>the</strong>red his cadavers, so do we<br />

solicit volunteers in <strong>the</strong> underst<strong>and</strong>ing <strong>of</strong> our sciences.<br />

Camarilla: A sundered house still <strong>of</strong>fers shelter.<br />

Sabbat: They do not underst<strong>and</strong> <strong>the</strong>ir own ends,<br />

<strong>and</strong> damn <strong>the</strong>mselves thus.<br />

Anarchs: In <strong>the</strong> absence <strong>of</strong> structure, autarchy<br />

yields only <strong>the</strong> brutishness <strong>of</strong> lesser <strong>Kindred</strong>.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

112


The true magus is one with <strong>the</strong> power to act. Blood is our power, <strong>and</strong> <strong>the</strong> time for action is now.<br />

Faced with undeniable signs that <strong>the</strong> power <strong>of</strong> magic<br />

was fading from <strong>the</strong> world, a small group <strong>of</strong> Hermetic<br />

magi sought to revitalize <strong>the</strong>mselves through o<strong>the</strong>r means.<br />

In 1022, under <strong>the</strong> leadership <strong>of</strong> Tremere, <strong>the</strong>y discovered<br />

<strong>the</strong> elixir <strong>of</strong> v<strong>amp</strong>iric blood that gave <strong>the</strong>m <strong>the</strong>ir desire.<br />

They became <strong>the</strong> first truly new clan: self-created,<br />

obligated to no one but <strong>the</strong>mselves, <strong>and</strong> ready to<br />

carve out a place for <strong>the</strong>mselves in <strong>the</strong> society <strong>of</strong><br />

<strong>the</strong> Damned through <strong>the</strong>ir arts.<br />

They were not welcomed. Plunged immediately<br />

into conflict over l<strong>and</strong>s <strong>and</strong> strongholds with <strong>the</strong><br />

Tzimisce, <strong>the</strong> fledgling clan worked rapidly to develop<br />

new spells <strong>and</strong> rituals to protect <strong>the</strong>mselves.<br />

The speed with which <strong>the</strong>y created <strong>the</strong>ir<br />

new discipline, Thaumaturgy, shocked<br />

o<strong>the</strong>r v<strong>amp</strong>ires. They accused <strong>the</strong><br />

Tremere <strong>of</strong> gaining <strong>the</strong>ir power<br />

through diablerie <strong>and</strong> blasphemous<br />

experimentation,<br />

<strong>and</strong> even <strong>of</strong> being responsible<br />

for <strong>the</strong><br />

destruction<br />

<strong>of</strong> <strong>the</strong> Salubri<br />

Antediluvian,<br />

Saulot.<br />

Few in<br />

number <strong>and</strong><br />

with no true<br />

allies, <strong>the</strong><br />

Tremere must<br />

rely on bargains with<br />

o<strong>the</strong>r clans <strong>and</strong> <strong>the</strong>ir<br />

own close-knit hierarchy.<br />

The Ventrue<br />

have proven especially<br />

receptive to<br />

trading protection<br />

for magical<br />

services. The Tremere guard<br />

<strong>the</strong>mselves first <strong>and</strong> foremost,<br />

but even within <strong>the</strong>ir ranks,<br />

factions, <strong>and</strong> cabals struggle<br />

THE CLANS OF CAINE<br />

with each o<strong>the</strong>r to seize what meager influence <strong>the</strong> clan<br />

has in <strong>the</strong> world. Younger v<strong>amp</strong>ires are made to carry out<br />

<strong>the</strong>ir elders’ schemes, all while maneuvering <strong>the</strong>mselves<br />

into positions <strong>of</strong> greater authority.<br />

This is <strong>the</strong> paradox <strong>of</strong> <strong>the</strong> Tremere: <strong>the</strong>y have gained<br />

<strong>the</strong> immortality that <strong>the</strong>ir founder searched for, but<br />

<strong>the</strong>y still act with <strong>the</strong> rashness <strong>of</strong> mortals who believe<br />

<strong>the</strong>ir time is limited. They carry out many <strong>of</strong> <strong>the</strong>ir<br />

schemes for immediate benefits, not considering<br />

how <strong>the</strong>ir decisions might change <strong>the</strong>ir destinies in<br />

<strong>the</strong> centuries ahead. The enemies that <strong>the</strong>y make<br />

now will haunt <strong>the</strong>m in <strong>the</strong> future,<br />

as will <strong>the</strong> bargains<br />

that <strong>the</strong>y strike <strong>and</strong><br />

<strong>the</strong> sacrifices <strong>the</strong>y<br />

make for <strong>the</strong><br />

sake <strong>of</strong> security.<br />

For all <strong>of</strong><br />

<strong>the</strong>ir vaunted<br />

self-discipline,<br />

<strong>the</strong>ir position is<br />

still a fragile one.<br />

Nicknames:<br />

Usurpers, Tremores<br />

(“<strong>the</strong> trembling ones”)<br />

Appearance: Tremere<br />

v<strong>amp</strong>ires favor simple <strong>and</strong> practical<br />

attire for whatever location <strong>the</strong>y<br />

find <strong>the</strong>mselves inhabiting. In cities<br />

with universities, that tends to mean<br />

presenting a scholarly appearance,<br />

ei<strong>the</strong>r as students or pr<strong>of</strong>essors. In<br />

<strong>the</strong> countryside, donning <strong>the</strong> robes<br />

<strong>of</strong> w<strong>and</strong>ering monks (like those <strong>of</strong><br />

<strong>the</strong> Franciscans) allows <strong>the</strong>m to<br />

move undisturbed through<br />

many areas.<br />

Haven:<br />

Most Tremere<br />

gravitate toward<br />

cities, especially<br />

113


cities with universities or ca<strong>the</strong>dral schools. Depending on<br />

<strong>the</strong>ir relationship with <strong>the</strong> v<strong>amp</strong>iric authorities in those cities,<br />

<strong>the</strong>y may dwell near <strong>the</strong> scholarly centers or be relegated<br />

to <strong>the</strong> slums <strong>and</strong> ghettos. Tremere who do not live in cities<br />

tend to construct small, secure lairs in which to conduct<br />

<strong>the</strong>ir research undisturbed, <strong>of</strong>ten near sites <strong>of</strong> magical power.<br />

Backgrounds: The Tremere fill <strong>the</strong>ir ranks with individuals<br />

who hunger for both knowledge <strong>and</strong> power: occultists,<br />

alchemists, <strong>the</strong>ologians, philosophers, <strong>and</strong> scholars <strong>of</strong> all<br />

kinds. Nei<strong>the</strong>r age nor religion are any hindrance, although<br />

<strong>the</strong>y do expect those <strong>the</strong>y Embrace to accept <strong>the</strong>ir Hermetic-Neoplatonic<br />

<strong>the</strong>ories if <strong>the</strong>y wish to learn Thaumaturgy.<br />

At <strong>the</strong> same time, <strong>the</strong> Clan is pragmatic in its choice<br />

<strong>of</strong> members when need arises. Tremere Embrace<br />

warriors to lead <strong>the</strong>ir forces against<br />

<strong>the</strong> Tzimisce <strong>and</strong> Embrace<br />

courtiers to represent <strong>the</strong><br />

clan in <strong>the</strong> domains <strong>of</strong><br />

<strong>the</strong> noble Damned.<br />

Such v<strong>amp</strong>ires face<br />

a difficult existence,<br />

however. Without<br />

<strong>the</strong> lure <strong>of</strong> magical<br />

power to keep <strong>the</strong>m<br />

bound to <strong>the</strong> Clan’s<br />

designs, <strong>the</strong>y are kept<br />

under close watch<br />

by <strong>the</strong>ir superiors<br />

<strong>and</strong> rarely afforded<br />

<strong>the</strong> opportunity to<br />

advance.<br />

Character Creation:<br />

Most Tremere<br />

follow <strong>the</strong> Road <strong>of</strong> Humanity<br />

simply because,<br />

due to <strong>the</strong> Clan’s youth,<br />

o<strong>the</strong>r possibilities have<br />

not occurred to <strong>the</strong>m.<br />

Mental Attributes <strong>and</strong> Knowledges are<br />

usually primary, <strong>and</strong> even those Tremere with a less<br />

scholarly focus are expected to be open to learning. For those<br />

who practice Thaumaturgy, a high Willpower is a must.<br />

Mentor is <strong>the</strong> most common Background for individuals.<br />

Clan Disciplines: Auspex, Dominate, Thaumaturgy<br />

Weakness: The Tremere’s rush to exploit <strong>the</strong> powers<br />

<strong>of</strong> v<strong>amp</strong>iric blood comes with its own disadvantages: <strong>the</strong>y<br />

are particularly vulnerable to blood bonds when <strong>the</strong>y drink<br />

<strong>the</strong> blood <strong>of</strong> o<strong>the</strong>r Damned. The first draught <strong>of</strong> blood<br />

that a Tremere consumes counts as two for <strong>the</strong> purposes<br />

<strong>of</strong> establishing a bond, meaning that <strong>the</strong> next drink will<br />

complete it. Fur<strong>the</strong>rmore, all newly Embraced Tremere must<br />

surrender a vial <strong>of</strong> <strong>the</strong>ir blood to <strong>the</strong> Council <strong>of</strong> Seven,<br />

who stores it in a hidden vault in <strong>the</strong>ir Carpathian chantry.<br />

That blood, <strong>the</strong>y warn, can be <strong>the</strong> means by which <strong>the</strong>y<br />

exact thaumaturgical punishments on any who disobey, no<br />

matter how far <strong>the</strong>y run or how well <strong>the</strong>y hide <strong>the</strong>mselves.<br />

Organization: The leaders <strong>of</strong> <strong>the</strong> Tremere are <strong>the</strong> Council<br />

<strong>of</strong> Seven, who issue comm<strong>and</strong>s through successive <strong>and</strong><br />

rigidly structured ranks <strong>of</strong> v<strong>amp</strong>iric underlings. In <strong>the</strong>ory,<br />

each rank — Council Regent, Domain Regent, Chantry<br />

Regent, <strong>and</strong> Chantry Apprentice — is made up <strong>of</strong> seven<br />

v<strong>amp</strong>ires for every superior, but in practice, <strong>the</strong> numbers<br />

vary wildly in <strong>the</strong>se uncertain times. Rising<br />

through <strong>the</strong> ranks requires patience,<br />

demonstration <strong>of</strong> occult power, <strong>and</strong><br />

<strong>the</strong> ability to survive <strong>the</strong><br />

internal politics <strong>of</strong> <strong>the</strong> clan.<br />

Stereotypes<br />

Assamites: They<br />

know secrets <strong>of</strong> <strong>the</strong><br />

blood that we do<br />

not. This must be<br />

remedied.<br />

Brujah: A pity we<br />

did not meet <strong>the</strong>m before<br />

<strong>the</strong>ir descent into degeneration.<br />

Cappadocians:<br />

Worthy <strong>of</strong> respect,<br />

although <strong>the</strong>ir focus<br />

on <strong>the</strong> dead means that<br />

<strong>the</strong>y neglect o<strong>the</strong>r sources<br />

<strong>of</strong> power.<br />

Gangrel: Their animal<br />

vitality makes <strong>the</strong>m excellent<br />

subjects for experimentation.<br />

They can endure so much.<br />

Nosferatu: Look beyond appearances at what <strong>the</strong>y<br />

can <strong>of</strong>fer: knowledge that <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong> do not think<br />

worthy <strong>of</strong> <strong>the</strong>ir attention.<br />

Salubri: The world cannot be healed, only mastered.<br />

They forget this lesson at <strong>the</strong>ir own cost.<br />

Tzimisce: Their grotesqueries are nothing but masks<br />

to hide <strong>the</strong> fears <strong>of</strong> a Clan whose time will soon come to<br />

an end. Their crude sorceries keep <strong>the</strong>m bound to territory<br />

we will soon make our own.<br />

Ventrue: Let <strong>the</strong>m believe that <strong>the</strong>y rule <strong>and</strong> that<br />

we are eager to serve. They will be <strong>the</strong> path by which we<br />

ascend to prominence.<br />

Tremere<br />

114


True Brujah<br />

The Clan Brujah that most <strong>Kindred</strong> know in <strong>the</strong><br />

modern nights is not, according to legend, <strong>the</strong> true<br />

lineage <strong>of</strong> <strong>the</strong> Antediluvian known as “Brujah.” The<br />

strange bloodline known as <strong>the</strong> True Brujah claim that<br />

Brujah’s childe, Troile, committed<br />

diablerie upon him <strong>and</strong> stole control<br />

<strong>of</strong> <strong>the</strong> Clan. Brujah, it is<br />

said, was not <strong>the</strong> hot-blooded<br />

warrior/scholar that many<br />

v<strong>amp</strong>ires associate with <strong>the</strong><br />

Rabble, but ra<strong>the</strong>r a staid,<br />

passionless introvert. Why,<br />

<strong>the</strong>n, he chose to Embrace a<br />

maniac like Troile in <strong>the</strong> first<br />

place is a mystery that will likely<br />

never be fully explained.<br />

The True Brujah<br />

were never subject to<br />

a massive purge as <strong>the</strong><br />

Salubri or <strong>the</strong> Cappadocians<br />

were, but <strong>the</strong>y<br />

don’t Embrace <strong>of</strong>ten<br />

<strong>and</strong> never recovered<br />

from <strong>the</strong> <strong>the</strong>ft <strong>of</strong> <strong>the</strong>ir<br />

Clan status. Their<br />

city — <strong>the</strong> Carthage<br />

<strong>of</strong> <strong>Kindred</strong> myth, in<br />

which v<strong>amp</strong>ires openly<br />

ruled over mortals —<br />

supposedly died out due<br />

to <strong>the</strong> treachery <strong>of</strong> Troile’s<br />

childer (though o<strong>the</strong>r stories<br />

suggest demonic influence).<br />

From <strong>the</strong>re, <strong>the</strong> bloodline<br />

faded from history. A few<br />

notable members <strong>of</strong> <strong>the</strong><br />

bloodline appear throughout<br />

history, but by <strong>the</strong><br />

modern nights only <strong>Kindred</strong><br />

historians or those<br />

who chance to meet<br />

<strong>the</strong>m can speak <strong>of</strong> <strong>the</strong>ir<br />

existence.<br />

Whatever <strong>the</strong> truth<br />

<strong>of</strong> <strong>the</strong>ir origins, <strong>the</strong><br />

True Brujah have remained<br />

a small but<br />

constant presence in <strong>Kindred</strong> society. Sometimes <strong>the</strong>y<br />

wear <strong>the</strong>ir true nature openly, while o<strong>the</strong>r times <strong>the</strong>y<br />

claim membership in o<strong>the</strong>r <strong>Clans</strong> (stating <strong>the</strong>ir Clan<br />

as “Brujah,” for ex<strong>amp</strong>le, <strong>and</strong> not bo<strong>the</strong>ring to correct<br />

<strong>the</strong> misapprehension that ensues). Their primary focus<br />

is <strong>the</strong> pursuit <strong>of</strong> knowledge, <strong>and</strong> to that end <strong>the</strong>y have<br />

made some strange alliances. The True Brujah occasionally<br />

ally with <strong>the</strong> Followers <strong>of</strong> Set, <strong>and</strong> sometimes<br />

even provide services as consultants to <strong>the</strong> Sabbat in<br />

exchange for access to secrets <strong>and</strong> locations normally<br />

closed to <strong>the</strong>m.<br />

Nickname: Sages<br />

Sect: The Sages have become more or less independent.<br />

They follow <strong>the</strong> Camarilla’s rules when in <strong>the</strong>ir<br />

cities, <strong>and</strong> avoid <strong>the</strong> Sabbat lest <strong>the</strong>y become pressed<br />

into service or destroyed. While it isn’t impossible for a<br />

True Brujah to join <strong>the</strong> Sword <strong>of</strong> Caine, most <strong>of</strong> <strong>the</strong>m<br />

can’t summon up <strong>the</strong> necessary fervor.<br />

Appearance: In nights past, <strong>the</strong> True Brujah were<br />

predominantly <strong>of</strong> Greek or North African descent. As<br />

<strong>the</strong> centuries wore on, though, <strong>the</strong> Sages Embraced<br />

progeny from across Europe <strong>and</strong>, eventually, <strong>the</strong> New<br />

World. In modern nights, True Brujah tend to dress<br />

pr<strong>of</strong>essionally, <strong>the</strong> better to fit in with <strong>the</strong> academic<br />

settings <strong>the</strong>y prefer.<br />

Haven: Some True Brujah maintain multiple havens<br />

around <strong>the</strong> world, which <strong>the</strong>y use as <strong>the</strong>y travel<br />

pursuing whatever kind <strong>of</strong> knowledge <strong>the</strong>y find most<br />

fascinating. O<strong>the</strong>rs stay closer to a given city, generally<br />

with a centuries-old university or o<strong>the</strong>r center <strong>of</strong><br />

learning nearby. In ei<strong>the</strong>r case, <strong>the</strong>ir havens tend to be<br />

clean, well-maintained, <strong>and</strong> austere.<br />

Background: It’s not entirely accurate to say that<br />

<strong>the</strong> True Brujah only Embrace academics <strong>and</strong> scholars,<br />

but it’s fairly rare for <strong>the</strong>m to do o<strong>the</strong>rwise. Sages<br />

sometimes Embrace out <strong>of</strong> curiosity or even spite, but<br />

for <strong>the</strong> most part <strong>the</strong>y choose people whose capacity <strong>of</strong><br />

learning <strong>and</strong> accumulated knowledge will benefit <strong>the</strong>ir<br />

sires.<br />

Character Creation: Mental Attributes <strong>and</strong> Knowledges<br />

are usually primary. True Brujah sires instruct<br />

<strong>the</strong>ir childer in <strong>the</strong> basics <strong>of</strong> Occult <strong>and</strong> some form <strong>of</strong><br />

combat (it’s just not practical to be unable to fight).<br />

Nature <strong>and</strong> Demeanor are <strong>of</strong>ten similar, if not identical,<br />

<strong>and</strong> never anything forceful or passionate. Com-<br />

CHAPTER TEN: BLOODLINES<br />

115


mon Backgrounds include Resources, Contacts, <strong>and</strong><br />

Herd.<br />

Clan Disciplines: Potence, Presence, Temporis<br />

Weakness: True Brujah lose much <strong>of</strong> <strong>the</strong>ir emotional<br />

capacity when <strong>the</strong>y are Embraced, <strong>and</strong> <strong>the</strong>ir ability for<br />

sympathy continues to deteriorate as <strong>the</strong>y grow older.<br />

All Conscience <strong>and</strong> Conviction rolls are made at +2<br />

difficulty (maximum 10), <strong>and</strong> ratings in Conscience,<br />

Conviction, Humanity, <strong>and</strong> Paths <strong>of</strong> Enlightenment<br />

cost double <strong>the</strong> normal experience costs.<br />

Organization: While <strong>the</strong>ir rarity precludes frequent<br />

meetings, <strong>the</strong> bloodline comes toge<strong>the</strong>r twice a century<br />

to discuss matters that affect <strong>the</strong>m all. The eldest<br />

members <strong>of</strong> <strong>the</strong> bloodline determine <strong>the</strong> location <strong>and</strong><br />

specific time <strong>of</strong> <strong>the</strong> meeting. Outside <strong>of</strong> <strong>the</strong>se larger<br />

meetings, many True Brujah stay in contact via letters,<br />

whe<strong>the</strong>r h<strong>and</strong>written or online.<br />

The View From Without<br />

Camarilla: Yeah, <strong>the</strong>y seem all smart <strong>and</strong> shit.<br />

My sire told me stories. Don’t trust ‘em, just<br />

stake ‘em.<br />

Sabbat: I spent a very pleasant evening conversation<br />

with one <strong>of</strong> <strong>the</strong>ir number some years back.<br />

I lament that <strong>the</strong>ir temperament doesn’t induce<br />

<strong>the</strong>m to join us. At least <strong>the</strong>y are tactful.<br />

Followers <strong>of</strong> Set: Our newest friends. We are<br />

still, I admit, at a loss for how best to tempt <strong>the</strong>m.<br />

They don’t seem to want anything.<br />

Stereotypes<br />

Camarilla: After a certain point, a system becomes<br />

self-sustaining, <strong>and</strong> even if it no longer has<br />

any resemblance to its original purpose, it is too<br />

large to dismantle.<br />

Sabbat: I strongly suspect that <strong>the</strong> future <strong>of</strong> all<br />

<strong>Kindred</strong> can be found in this Sect. I also hope I<br />

am wrong.<br />

Brujah: A misguided, angry thief is still a thief.<br />

Quote: I spared you last night because we hadn’t finished our conversation. I<br />

might spare you tonight, if I think that tomorrow you might still interest me.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

116


The rabble don’t underst<strong>and</strong>. They think that passion will set <strong>the</strong>m free, that <strong>the</strong>y will be <strong>the</strong> masters <strong>of</strong> it.<br />

They are wrong. Passion serves no master. It seizes <strong>the</strong> reins <strong>of</strong> a man’s mind, overriding it with gr<strong>and</strong>iose<br />

<strong>and</strong> illogical plans. The calm mind, <strong>the</strong> orderly mind – <strong>the</strong>se <strong>of</strong>fer control. These <strong>of</strong>fer stability. In time,<br />

<strong>the</strong>se “Brujah” will ei<strong>the</strong>r be brought to this conclusion, or <strong>the</strong>y will be brought to dust.<br />

T<br />

he Brujah <strong>the</strong> o<strong>the</strong>r Cainites know are liars, having stolen <strong>the</strong>ir clan’s<br />

identity from its rightful owners. Or so <strong>the</strong> True Brujah claim.<br />

As <strong>the</strong>y tell it, <strong>the</strong>ir Antediluvian was betrayed <strong>and</strong> diablerized<br />

by his own childe. The clan split, with <strong>the</strong> logical <strong>and</strong><br />

dispassionate v<strong>amp</strong>ires on one side, <strong>and</strong> <strong>the</strong> furious <strong>and</strong><br />

passionate on <strong>the</strong> o<strong>the</strong>r. Having ab<strong>and</strong>oned <strong>the</strong> clan’s<br />

signature Discipline <strong>of</strong> Temporis <strong>and</strong> having to settle for<br />

<strong>the</strong> crudity <strong>of</strong> Celerity, <strong>the</strong> rebel followers were both<br />

jealous <strong>and</strong> fearful <strong>of</strong> <strong>the</strong>ir loyal brethren. The thieves<br />

called for peace, claiming that both halves <strong>of</strong> <strong>the</strong> clan<br />

would st<strong>and</strong> as equals. However, <strong>the</strong>y Embraced much<br />

more frequently than <strong>the</strong> loyal v<strong>amp</strong>ires, drowning<br />

<strong>the</strong>m out by both numbers <strong>and</strong> volume. The loyal<br />

v<strong>amp</strong>ires – <strong>the</strong> “True Brujah” – were forced into <strong>the</strong><br />

shadows, forgotten <strong>and</strong> marginalized.<br />

In rebuttal, <strong>the</strong> Brujah sc<strong>of</strong>f <strong>and</strong> say that even if<br />

that story is true, <strong>the</strong>n <strong>the</strong> Antediluvian simply wasn’t<br />

strong enough to keep power. They benefitted <strong>the</strong> clan<br />

by keeping it strong <strong>and</strong> relevant <strong>and</strong> not permitting it<br />

to fade into obscurity like <strong>the</strong> so-called “True Brujah.”<br />

If <strong>the</strong>ir predecessors didn’t wipe <strong>the</strong> bloodline out, it was<br />

due to pity, not fear. In <strong>the</strong>ir minds, <strong>the</strong> bloodline is out <strong>of</strong><br />

touch <strong>and</strong> no longer relevant.<br />

Because <strong>of</strong> this contention, <strong>the</strong> True Brujah doggedly<br />

uncover clues to <strong>the</strong>ir past. Some methodically tease out<br />

hidden messages in ancient texts, discovering clues to <strong>the</strong><br />

First City. O<strong>the</strong>rs seek out ruins or ancient sites, searching for<br />

hints to <strong>the</strong>ir past or, better yet, a slumbering member <strong>of</strong> <strong>the</strong>ir<br />

bloodline who might remember events seen firsth<strong>and</strong>. Some<br />

few take this to <strong>the</strong> extreme, traveling to ancient Carthage<br />

to find some remnants <strong>of</strong> <strong>the</strong> truth. Regardless, whe<strong>the</strong>r it<br />

takes years, decades, or centuries, <strong>the</strong>y are determined to<br />

oust <strong>the</strong> rabble Brujah. If <strong>the</strong>y have nothing but time, <strong>the</strong>y<br />

are determined to make <strong>the</strong> best use <strong>of</strong> it.<br />

Description: True Brujah tend to wear clo<strong>the</strong>s that fit in<br />

with <strong>the</strong>ir current situation. When studying in universities,<br />

monasteries, or o<strong>the</strong>r learned places, <strong>the</strong>y wear similar clothing<br />

to <strong>the</strong> resident scholars. Out in <strong>the</strong> wild digging through<br />

THE CLANS OF CAINE<br />

117


uins, <strong>the</strong>y tend toward hardy, durable clothing.<br />

Nickname: Scholars (among <strong>the</strong>mselves), Sages<br />

Haven: True Brujah <strong>of</strong>ten lair ei<strong>the</strong>r near areas <strong>of</strong><br />

scholarly activity or close to places <strong>of</strong> historical significance<br />

depending on <strong>the</strong> owner’s proclivities. However, as <strong>the</strong>y<br />

seek <strong>the</strong> truth to <strong>the</strong>ir past, a member <strong>of</strong> this bloodline<br />

might locate a haven nearly anywhere, so long as it is advantageous<br />

for that time. No matter where her haven is,<br />

visitors to a True Brujah’s place <strong>of</strong> rest are struck by how<br />

timeless <strong>the</strong> haven feels. Statuary, documents, art, <strong>and</strong><br />

more might be on display as befits <strong>the</strong> owner’s studies.<br />

Depending on <strong>the</strong> True Brujah’s mastery <strong>of</strong> Temporis,<br />

some or all <strong>of</strong> <strong>the</strong>se items may be<br />

protected from <strong>the</strong> ravages <strong>of</strong> time,<br />

so <strong>the</strong> Scholar might uncover any<br />

secrets as <strong>the</strong>ir leisure.<br />

Backgrounds: True Brujah<br />

rarely Embrace, <strong>and</strong> only do so<br />

when it is <strong>of</strong> clear benefit to<br />

<strong>the</strong>m. While <strong>the</strong> bloodline as<br />

a whole knows that <strong>the</strong>ir small<br />

numbers hinder <strong>the</strong>ir cause,<br />

<strong>the</strong>y refuse to Embrace out<br />

<strong>of</strong> anything o<strong>the</strong>r than cold<br />

logic. To do o<strong>the</strong>rwise is to<br />

walk <strong>the</strong> path <strong>of</strong> what <strong>the</strong>y<br />

call <strong>the</strong> “rabble” Brujah,<br />

which is ana<strong>the</strong>ma to <strong>the</strong>m.<br />

When a Scholar decides<br />

to Embrace, a prospective childe’s<br />

capacity for rational thought,<br />

application <strong>of</strong> logic, <strong>and</strong> noteworthy<br />

skill in academics all<br />

attracts a True Brujah’s notice.<br />

Gender, nationality, religion,<br />

or o<strong>the</strong>r factors are irrelevant<br />

to <strong>the</strong> sire, save one: No True<br />

Brujah will Embrace a mortal who<br />

lacks <strong>the</strong> ability to keep <strong>the</strong>ir emotions<br />

under control.<br />

Character Creation: Mental Attributes <strong>and</strong> Knowledges<br />

are almost always Primary. True Brujah who infiltrate<br />

ancient ruins <strong>of</strong>ten have respectable Physical Attributes<br />

as well. Regardless <strong>of</strong> focus, Academics <strong>and</strong> Occult are<br />

used frequently. Most True Brujah also teach <strong>the</strong>ir progeny<br />

how to defend <strong>the</strong>mselves should it become necessary.<br />

Clan Disciplines: Potence, Presence, Temporis<br />

Weakness: True Brujah become dispassionate soon<br />

after <strong>the</strong>ir Embrace (if <strong>the</strong>y weren’t already) <strong>and</strong> this only<br />

gets worse as <strong>the</strong> years take <strong>the</strong>ir toll. The difficulty <strong>of</strong><br />

all Conscience <strong>and</strong> Conviction rolls are increase by two<br />

(maximum 9). Purchasing ratings in Conscience, Conviction,<br />

<strong>and</strong> Roads cost double <strong>the</strong> normal experience costs.<br />

Stereotypes<br />

Assamites: Fearful assassins with hidden knowledge<br />

<strong>of</strong> revenge. Perhaps <strong>the</strong>re is much we can learn<br />

from <strong>the</strong>m.<br />

Brujah: You stole our clan identity. Remember,<br />

history has a way <strong>of</strong> repeating itself. Trust me.<br />

Followers <strong>of</strong> Set: Always selling something.<br />

Don’t let <strong>the</strong>m know our goals, lest <strong>the</strong> wrong<br />

ear <strong>of</strong>fer <strong>the</strong> right price.<br />

Gangrel: Excellent travel<br />

companions. They speak little <strong>and</strong><br />

listen much. Try to bargain with<br />

one for <strong>the</strong>ir secret for sleeping<br />

in <strong>the</strong> earth.<br />

Lasombra: It is bad enough<br />

we’ve been hidden in darkness<br />

for so long. We won’t be <strong>the</strong>ir<br />

puppets as well.<br />

Malkavians: They claim <strong>the</strong>ir<br />

madness comes from seeing insights<br />

into <strong>the</strong> world. I see nothing but<br />

bread <strong>and</strong> circuses. What are <strong>the</strong>y<br />

really up to?<br />

Nosferatu: They possess<br />

skills many so-called “High <strong>Clans</strong>”<br />

overlook. If we can ally with <strong>the</strong>m,<br />

perhaps <strong>the</strong>y can help us find what<br />

we seek. Just never believe you’re alone<br />

afterward.<br />

Salubri: Our only cousins to know <strong>the</strong><br />

same loss we have. If you find one, shelter him.<br />

Toreador: Beauty is fleeting. It won’t st<strong>and</strong> <strong>the</strong><br />

test <strong>of</strong> time as well as a legacy.<br />

Tremere: If <strong>the</strong> rumors behind this clan’s genesis are<br />

true, <strong>the</strong> parallels are concerning.<br />

Ventrue: They may ennoble <strong>the</strong>mselves all <strong>the</strong>y wish.<br />

Their corruption runs deep, <strong>and</strong> is visible to those who<br />

know how to look.<br />

True Brujah<br />

118


A blood moon casts a crimson light over <strong>the</strong> l<strong>and</strong><br />

beyond <strong>the</strong> forest <strong>and</strong> something fearsome howls its agony<br />

into <strong>the</strong> night. The Tzimisce call <strong>the</strong>se l<strong>and</strong>s <strong>the</strong>ir<br />

ancestral home. Since time out <strong>of</strong> mind <strong>the</strong> Fiends<br />

have been masters <strong>and</strong> lords <strong>of</strong> <strong>the</strong> domains <strong>of</strong> much <strong>of</strong><br />

Eastern Europe. But <strong>the</strong>irs is a proud, selfish Clan for<br />

which tradition goes only so far despite <strong>the</strong>ir aristocratic<br />

origins. In fact, <strong>the</strong> Clan claims to have destroyed<br />

its Antediluvian, <strong>and</strong> in <strong>the</strong> wake <strong>of</strong> that momentous<br />

event, helped establish <strong>the</strong> foundations <strong>of</strong> <strong>the</strong> Sabbat.<br />

Tzimisce practice a strange Discipline known as Vicissitude<br />

that allows <strong>the</strong>m to twist <strong>the</strong> skin <strong>and</strong><br />

bone <strong>of</strong> <strong>the</strong>ir victims. In many cases, <strong>the</strong>y<br />

refine <strong>the</strong>ir fleshly arts by practicing upon<br />

<strong>the</strong>mselves, but <strong>the</strong>y just as frequently use<br />

it upon <strong>the</strong>ir lackeys <strong>and</strong> retainers, turning<br />

<strong>the</strong>ir boyars <strong>and</strong> szlachta into monstrous<br />

thralls. Vicissitude itself is a much misunderstood<br />

Discipline, <strong>and</strong> debates over<br />

its origins occasionally plunge <strong>the</strong> Clan<br />

into vicious partisan rivalries.<br />

Clan Tzimisce is a Clan <strong>of</strong> extremes, <strong>and</strong><br />

long, cold nights spent in remote castles have<br />

turned <strong>the</strong> Fiends’ perspectives both greatly<br />

inward <strong>and</strong> outward. Mystics <strong>of</strong> <strong>the</strong> Clan study<br />

a philosophy <strong>of</strong> metamorphosis, seeking to discover<br />

what lies beyond <strong>the</strong> state <strong>of</strong> v<strong>amp</strong>irism.<br />

An alien attitude <strong>of</strong> spiritual secularism characterizes<br />

many Tzimisce. Young members <strong>of</strong> <strong>the</strong> Clan<br />

<strong>of</strong>ten find <strong>the</strong>mselves detached from <strong>the</strong> historical<br />

role <strong>of</strong> <strong>the</strong> Fiends as terrifying l<strong>and</strong>ed lords, <strong>and</strong><br />

throw <strong>the</strong>mselves wholly into a cause <strong>of</strong> <strong>the</strong>ir own<br />

choice, whe<strong>the</strong>r as Sabbat zealots, fleshcrafted<br />

horrors, or transcendental koldun sorcerers.<br />

Nickname: Fiends<br />

Sect: The Tzimisce are longtime but largely<br />

detached members <strong>of</strong> <strong>the</strong> Sabbat. They were instrumental<br />

in <strong>the</strong> Sect’s nascence, <strong>and</strong> remain one<br />

<strong>of</strong> its most numerous <strong>Clans</strong>.<br />

Appearance: Given <strong>the</strong>ir ability to manipulate <strong>the</strong>ir<br />

physical appearance with Vicissitude, Tzimisce look<br />

however <strong>the</strong>y want, <strong>and</strong> <strong>the</strong>y <strong>of</strong>ten want to provoke or<br />

frighten. Some prefer extreme modifications <strong>and</strong> experimentations<br />

with <strong>the</strong>ir bodies that leave <strong>the</strong>m looking<br />

only vaguely humanoid. O<strong>the</strong>rs seek to redefine <strong>and</strong> even<br />

transcend <strong>the</strong> limits <strong>of</strong> <strong>the</strong>ir forms, rebuilding <strong>the</strong>mselves<br />

in <strong>the</strong> images <strong>of</strong><br />

angels, monsters,<br />

nightmares,<br />

<strong>and</strong> things<br />

even less<br />

recognizable.<br />

Haven:<br />

Young<br />

Tzimisce<br />

are <strong>of</strong>ten<br />

Sabbat<br />

Priests or<br />

Ducti,<br />

119 CHAPTER TWO: SECTS AND CLANS


<strong>and</strong> prefer to maintain communal havens with <strong>the</strong>ir<br />

packs. They encourage <strong>the</strong> pack to live in fearsome locations,<br />

such as beneath a hospital or morgue, or in <strong>the</strong> dank<br />

recesses <strong>of</strong> a mausoleum. Elders <strong>of</strong> <strong>the</strong> Clan sometimes<br />

have ancestral holdings in <strong>the</strong> Old World, <strong>and</strong> <strong>the</strong> image<br />

<strong>of</strong> <strong>the</strong> v<strong>amp</strong>ire on <strong>the</strong> craggy mountain in a crumbling<br />

castle owes much to Tzimisce lords. Rarely are <strong>the</strong>se ancient<br />

holdings kept to any modern st<strong>and</strong>ards <strong>of</strong> comfort,<br />

but <strong>the</strong>ir lords are strangely hospitable to invited guests<br />

(<strong>and</strong> terribly intolerant <strong>of</strong> uninvited bores).<br />

Background: Elder Tzimisce, particularly those <strong>of</strong><br />

<strong>the</strong> still-l<strong>and</strong>ed nobility in hoary old domains, may<br />

have family lines from which <strong>the</strong>y Embrace, or <strong>the</strong>y<br />

may restrict <strong>the</strong>ir occasional siring to <strong>the</strong> terrified villages<br />

suffering in thrall beneath <strong>the</strong>ir estates. New<br />

World <strong>and</strong> younger Tzimisce aren’t as discriminating<br />

<strong>and</strong> are more practical. Indeed, many Tzimisce fledglings<br />

are little more than shock troops, Embraced <strong>and</strong><br />

warped to <strong>the</strong> limits <strong>of</strong> <strong>the</strong>ir frames to cause revulsion<br />

<strong>and</strong> revel in bloodshed until put down.<br />

Character Creation: Few Tzimisce know moderation,<br />

<strong>and</strong> thus <strong>of</strong>ten favor Physical or Mental Attributes,<br />

usually with one extraordinarily high Trait.<br />

Knowledges are usually favored, though Skills are valued<br />

as well. Mentor, Allies, Domain, <strong>and</strong> Retainers are<br />

all quite appropriate to Tzimisce, as are narrow — almost<br />

overdeveloped — Disciplines. Their alien mindsets<br />

<strong>of</strong>ten lead <strong>the</strong>m to follow Paths <strong>of</strong> Enlightenment.<br />

The ghastliness to which many Tzimisce are <strong>of</strong>ten exposed<br />

during <strong>the</strong>ir fledgling years sometimes results in<br />

complicated derangements.<br />

Clan Disciplines: Animalism, Auspex, Vicissitude<br />

Weaknesses: The Tzimisce are inextricably tied to<br />

<strong>the</strong>ir domains <strong>of</strong> origin, <strong>and</strong> must rest in <strong>the</strong> proximity<br />

<strong>of</strong> at least two h<strong>and</strong>fuls <strong>of</strong> “native soil” — earth from a<br />

place important to her as a mortal, such as <strong>the</strong> soil from<br />

her birthplace or <strong>the</strong> graveyard where she underwent<br />

her Embrace. Each night spent without this physical<br />

connection to her l<strong>and</strong> limits all <strong>of</strong> <strong>the</strong> Tzimisce’s dice<br />

pools to one-half, cumulatively, until she has only a<br />

single die in her pool. The penalty remains until she<br />

rests for a full day amid her earth once more.<br />

Organization: The Fiends are, on <strong>the</strong> whole, mistrustful<br />

<strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>, especially o<strong>the</strong>rs <strong>of</strong> <strong>the</strong>ir own Clan.<br />

As such, Tzimisce organization, such as it is, has a high<br />

regard for solitude. It is against <strong>the</strong>ir nature to be inclusive,<br />

<strong>and</strong> thus <strong>the</strong>y have to work at being Sabbat (though<br />

this is less difficult for younger Tzimisce <strong>of</strong> at least somewhat<br />

modern outlooks). This is also a key reason so many<br />

<strong>of</strong> <strong>the</strong>m undertake Paths <strong>of</strong> Enlightenment: to give <strong>the</strong>ir<br />

xenophobia purpose, but also to provide some common<br />

point <strong>of</strong> reference with o<strong>the</strong>rs on <strong>the</strong> Path.<br />

Stereotypes<br />

Assamite: The fox convinces <strong>the</strong> hens to let him<br />

watch over <strong>the</strong>ir precious eggs — delightful!<br />

Brujah: They plunged <strong>the</strong>mselves into ruin millennia<br />

ago <strong>and</strong> continue to blame o<strong>the</strong>r for <strong>the</strong>ir own failures.<br />

Followers <strong>of</strong> Set: Why worship dead gods when<br />

one can become a god herself?<br />

Gangrel: They comm<strong>and</strong> fierce power, but wield it<br />

with little more than a primitive will.<br />

Giovanni: Muck out <strong>the</strong> stables, you slopebrowed<br />

lummoxes.<br />

Lasombra: Competent. Mostly.<br />

Malkavian: Suitable for making l<strong>amp</strong>shades from<br />

<strong>the</strong>ir remains.<br />

Nosferatu: Ah, what marvelous paradoxes, redolent<br />

<strong>of</strong> <strong>the</strong> slime yet possessed <strong>of</strong> <strong>the</strong> wisdom to adapt!<br />

Ravnos: I’ll take thirty, staked for <strong>the</strong> sun <strong>and</strong><br />

placed on <strong>the</strong> r<strong>amp</strong>arts.<br />

Toreador: Thou shalt not suffer a bitch to live.<br />

Tremere: They are <strong>the</strong> gout <strong>of</strong> corruption that issues forth<br />

from a lanced boil, only <strong>the</strong>y have none <strong>of</strong> its charisma.<br />

Ventrue: We have warred for so long that <strong>the</strong>y are due<br />

a grudging respect before you snuff <strong>the</strong>ir heart’s fire.<br />

Caitiff: How droll! I always thought <strong>the</strong> term for<br />

<strong>the</strong>m was “spare parts.”<br />

Camarilla: When <strong>the</strong> serfs don’t believe <strong>the</strong>ir<br />

masters, <strong>the</strong> reich has lost <strong>the</strong> war.<br />

Sabbat: We play <strong>the</strong> game with <strong>the</strong> pawns— er,<br />

pieces we are given.<br />

Anarchs: There is a misguided nobility in what <strong>the</strong>y<br />

do, though <strong>the</strong>y are too childish to succeed fully.<br />

Quote: Why on earth would you think I wanted you to stop screaming?<br />

I find <strong>the</strong> results so much more melodious when you indulge your fear.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

120


THE CLANS OF CAINE<br />

Do not fear, little mortal. The earth feeds you, you feed me, I feed <strong>the</strong> earth.<br />

This is <strong>the</strong> order <strong>of</strong> things; it is natural.<br />

V<strong>amp</strong>ire. Like <strong>the</strong> shadow <strong>of</strong> an osprey looming over <strong>the</strong><br />

field mouse , <strong>the</strong> word alone conjures fearsome imagery<br />

in <strong>the</strong> hearts <strong>of</strong> men: tall, darkly gracious fiends <strong>of</strong> aristocratic<br />

bearing, forlorn castles athwart craggy mountainsides, <strong>and</strong><br />

primeval forests swaddled in mist through which hungry<br />

shadows haunt <strong>the</strong> night. These are <strong>the</strong> Tzimisce, sometimes<br />

called Fiends; <strong>the</strong> v<strong>amp</strong>ires <strong>of</strong> v<strong>amp</strong>ires, <strong>the</strong> eternal<br />

bogeymen stalking <strong>the</strong> nightmares <strong>of</strong> mortals.<br />

The wilds <strong>of</strong> Eastern Europe are inseparable<br />

from <strong>the</strong> legends <strong>of</strong> v<strong>amp</strong>ires, <strong>and</strong> <strong>the</strong> Tzimisce<br />

ruled <strong>the</strong>se l<strong>and</strong>s since before mortal memory.<br />

The Carpathian Mountains are <strong>the</strong>ir<br />

bones, its soil <strong>the</strong>ir flesh, <strong>and</strong> <strong>the</strong>y<br />

share <strong>the</strong>ir vitae with it — just as <strong>the</strong><br />

kine share <strong>the</strong>irs with <strong>the</strong> Tzimisce<br />

— in a perpetual cycle <strong>of</strong> life <strong>and</strong><br />

unlife. The koldun recall a time when<br />

Tzimisce dwelt in <strong>the</strong> Second City,<br />

but ached with sickness, a longing<br />

for a home he had never seen.<br />

He exiled himself, following a<br />

call to <strong>the</strong>se mountains. So<br />

it has always been, <strong>the</strong> two<br />

indivisible; here, no history<br />

excludes <strong>the</strong>m, no kings<br />

may rule above <strong>the</strong>m, <strong>and</strong> no<br />

enemy can contest <strong>the</strong>m. Or<br />

so <strong>the</strong> Tzimisce believed.<br />

The Tzimisce sense <strong>of</strong> superiority<br />

allowed <strong>the</strong> Tremere to<br />

go uncontested for far too long; now <strong>the</strong> Usurpers<br />

<strong>and</strong> <strong>the</strong>ir Gargoyle soldiers trespass upon Tzimisce l<strong>and</strong>s<br />

<strong>and</strong> engage openly on <strong>the</strong> fields <strong>of</strong> battle. Never ones to<br />

ignore a strategic advantage, <strong>the</strong> Ventrue raid across Hungary’s<br />

eastern border into Transylvania <strong>and</strong> launch crusades<br />

into <strong>the</strong> pagan northl<strong>and</strong>s, looking to seize Fiend territories.<br />

The Mongol horde provides some respite as it boils through<br />

mountain passes into <strong>the</strong> west, forcing <strong>the</strong>ir enemies to face<br />

<strong>the</strong>m in <strong>the</strong> field while <strong>the</strong> Fiends watch safely from mountain<br />

strongholds above. A quiet war brews within <strong>the</strong> clan, only<br />

forestalled by <strong>the</strong> clan’s ancient tradition <strong>of</strong> hospitality, as<br />

<strong>the</strong> elders call for a return to <strong>the</strong> old ways while <strong>the</strong> younger<br />

generations push for change. Revolution seems just around<br />

<strong>the</strong> corner for <strong>the</strong> Fiends.<br />

Nickname: Fiends<br />

Appearance: In ages past, <strong>the</strong> Tzimisce were <strong>the</strong> most<br />

regal <strong>of</strong> clans, tall, unbent <strong>and</strong> broad like <strong>the</strong><br />

mountains <strong>the</strong>y dwell upon. They elevated only<br />

<strong>the</strong> choicest <strong>of</strong> mortals, drawing directly from<br />

<strong>the</strong>ir own ghoul families to ensure strong<br />

frames <strong>and</strong> proper dispositions, which<br />

were <strong>the</strong>n fur<strong>the</strong>r idealized through<br />

<strong>the</strong> vagaries <strong>of</strong> Vicissitude. As war<br />

creeps into <strong>the</strong>ir l<strong>and</strong>s, though, <strong>the</strong><br />

Fiends find <strong>the</strong>mselves forced to<br />

compromise <strong>the</strong>ir preferred forms,<br />

replacing limbs with weapons<br />

<strong>and</strong> assuming <strong>the</strong>ir monstrous<br />

battle-shapes for greater <strong>and</strong><br />

greater periods <strong>of</strong> time. Some younger<br />

Fiends found liberation through<br />

modification <strong>and</strong> embrace shapes<br />

o<strong>the</strong>rs would consider alien <strong>and</strong><br />

bizarre, following <strong>the</strong>ir own path<br />

into <strong>the</strong> future.<br />

Haven: Most Tzimisce keep<br />

haven in whatever constitutes<br />

luxury for <strong>the</strong>m. They st<strong>and</strong> as<br />

regal by <strong>the</strong>ir own definitions.<br />

This almost always means<br />

surrounding <strong>the</strong>mselves with<br />

massive subjects <strong>and</strong> herds, wherever <strong>the</strong>y happen to<br />

roost. Due to <strong>the</strong>ir tie to <strong>the</strong> earth, if <strong>the</strong>y leave <strong>the</strong>ir<br />

homel<strong>and</strong>, <strong>the</strong>y will find some way to establish a bond to<br />

<strong>the</strong>ir new home.<br />

Background: Traditionally, Tzimisce drew from<br />

among <strong>the</strong> most suitable members <strong>of</strong> <strong>the</strong>ir own nobility,<br />

prizing loyalty, fierceness, <strong>and</strong> strength above all o<strong>the</strong>r<br />

qualities. To this end, <strong>the</strong>y prefer to Embrace ghouls,<br />

<strong>and</strong> <strong>the</strong>y have established whole families <strong>of</strong> revenants to<br />

serve that purpose. Tzimisce rarely Embrace foreigners,<br />

<strong>and</strong> when it happens, <strong>the</strong>y are truly exceptional. Meta-<br />

121


morphosists, however, will sometimes eschew tradition,<br />

seeking out those who inspire <strong>the</strong>m with <strong>the</strong>ir spiritual<br />

perfection, while some among <strong>the</strong> younger generations<br />

delight in <strong>the</strong> aes<strong>the</strong>tic possibilities <strong>of</strong> strangers.<br />

Character Creation: Tzimisce equally prize Mental<br />

<strong>and</strong> Physical Attributes. While <strong>the</strong> image <strong>of</strong> <strong>the</strong> Tzimisce<br />

warrior cutting a gory path through a battlefield is a common<br />

(<strong>and</strong> accurate) stereotype, <strong>the</strong> clan also boasts its<br />

share <strong>of</strong> scholars, priests, monks, <strong>and</strong> sorcerers, meaning<br />

any given Tzimisce might favor any Skills, Talents, or<br />

Knowledges. For a clan defined by its relationship to<br />

<strong>the</strong> l<strong>and</strong> it rules, Domain is by far <strong>the</strong> most important<br />

Background. Herd is vital for any Tzimisce; one cannot<br />

call oneself a ruler without subjects. Road <strong>of</strong> Kings is<br />

most common among <strong>the</strong> Fiends. The Road <strong>of</strong> Metamorphosis<br />

is populated almost entirely by Tzimisce,<br />

though <strong>the</strong>y are still very much a minority.<br />

Clan Disciplines: Animalism, Auspex, Vicissitude<br />

Weaknesses: Tzimisce draw <strong>the</strong>ir m<strong>and</strong>ate to rule<br />

from <strong>the</strong> very l<strong>and</strong> itself, but this comes with a price. A<br />

Tzimisce must rest with at least two h<strong>and</strong>fuls <strong>of</strong> native<br />

soil — that is, soil from a place <strong>of</strong> importance to <strong>the</strong>m,<br />

usually <strong>the</strong>ir home or <strong>the</strong>ir grave. For each day <strong>of</strong><br />

rest without it, halve all dice pools (round down),<br />

cumulatively, until <strong>the</strong> pool reaches one die. A full<br />

day <strong>of</strong> proper rest with her native soil will restore<br />

<strong>the</strong> dice pools to <strong>the</strong>ir normal value.<br />

Organization: Tzimisce abide by ties <strong>of</strong> family <strong>and</strong><br />

blood; <strong>the</strong>y are an incestuous clan with sprawling legacies<br />

<strong>of</strong> dozens, if not hundreds <strong>of</strong> members. The eldest<br />

afford <strong>the</strong> most respect <strong>and</strong> <strong>the</strong> maneuvering among <strong>the</strong><br />

childer for attention <strong>and</strong> affection brings new meaning<br />

to <strong>the</strong> phrase “sibling rivalry.” Outside one’s own legacy,<br />

it is important to recognize o<strong>the</strong>r Tzimisce as rightful<br />

rulers — <strong>the</strong>y are, after all, blood <strong>of</strong> <strong>the</strong> l<strong>and</strong> too<br />

— but no family is willing to submit to ano<strong>the</strong>r.<br />

This constant struggle for dominance creates<br />

an uneasy tension among Fiends. Because<br />

<strong>of</strong> this, Tzimisce recognize a necessary<br />

tradition <strong>of</strong> formal, unflagging hospitality.<br />

Almost in defiance <strong>of</strong> <strong>the</strong>ir basic natures,<br />

man or v<strong>amp</strong>ire welcomed into a Tzimisce’s<br />

home can expect safety <strong>and</strong> basic comfort, so<br />

long as <strong>the</strong> guest commits no affront to <strong>the</strong> host’s<br />

graciousness.<br />

Gangrel: Unruly <strong>and</strong> unkempt, but as close to bro<strong>the</strong>rs<br />

as we will ever have outside our own.<br />

Ghouls: Useful, sometimes even worthy <strong>of</strong> respect.<br />

So long as <strong>the</strong>y are ours.<br />

Tremere: Nothing worth discussing. Soon o<strong>the</strong>rs will only<br />

speak <strong>of</strong> <strong>the</strong>ir memory. Then we will kill <strong>the</strong>m as well, <strong>and</strong> <strong>the</strong><br />

Tremere will simply never have existed.<br />

Ventrue: Theirs is no true authority; <strong>the</strong>y have no<br />

m<strong>and</strong>ate to rule. They have played this charade for too<br />

long; <strong>the</strong>y will kneel now or suffer for<br />

<strong>the</strong>ir insolence.<br />

Lupines: Do not<br />

underestimate <strong>the</strong>se<br />

beasts; <strong>the</strong>y have<br />

<strong>the</strong>ir own connection<br />

to <strong>the</strong><br />

l<strong>and</strong>, which<br />

makes <strong>the</strong>m<br />

very dangerous.<br />

Stereotypes<br />

Anda: These newcomers remind us <strong>of</strong> Gangrel, but underst<strong>and</strong><br />

loyalty <strong>and</strong> family. I would like to know more.<br />

Brujah: I respect <strong>the</strong>ir prowess, but not <strong>the</strong>ir cause.<br />

Which cause? None <strong>of</strong> <strong>the</strong>m.<br />

122


Throughout history, while <strong>the</strong> o<strong>the</strong>r <strong>Clans</strong> have<br />

skulked about <strong>the</strong>ir petty intrigues, <strong>the</strong> Ventrue have<br />

curried favor with Caesar, whispered into <strong>the</strong> ear <strong>of</strong><br />

Charlemagne, bankrolled <strong>the</strong> Age <strong>of</strong> Exploration, <strong>and</strong><br />

even swayed policy in <strong>the</strong> Holy See. Theirs<br />

is a legacy <strong>of</strong> rulership, from Ventrue<br />

fledglings starting <strong>the</strong>ir<br />

climb to <strong>the</strong> top to <strong>the</strong> mightiest<br />

elders whose influence<br />

spans <strong>the</strong> world. Long have<br />

<strong>the</strong>y played kingmaker in <strong>the</strong><br />

shadows in <strong>the</strong> mortal world, <strong>and</strong><br />

long have <strong>the</strong>y been <strong>the</strong> Clan <strong>of</strong><br />

Kings among <strong>the</strong> <strong>Kindred</strong>.<br />

O<strong>the</strong>r <strong>Clans</strong>, <strong>of</strong> course, find all this<br />

insufferably pompous at best,<br />

punishably tedious at worst.<br />

Someone has to lead,<br />

surely, but why does it<br />

always have to be some<br />

long-winded, self-aggr<strong>and</strong>izing<br />

Ventrue?<br />

The Blue Bloods try<br />

to bear <strong>the</strong> criticism<br />

<strong>of</strong> <strong>the</strong>ir lessers with<br />

a sense <strong>of</strong> noblesse<br />

oblige — ever<br />

heavy hangs that<br />

head that wears<br />

<strong>the</strong> crown — but<br />

even <strong>the</strong> most munificent<br />

<strong>of</strong> <strong>Kindred</strong><br />

leaders occasionally succumbs<br />

to tyranny <strong>and</strong> bloody rage.<br />

Tonight, <strong>the</strong> Ventrue are a<br />

syn<strong>the</strong>sis <strong>of</strong> <strong>the</strong> modern <strong>and</strong><br />

<strong>the</strong> ancient, <strong>of</strong>ten in stark<br />

contrast within <strong>the</strong> Clan <strong>and</strong><br />

among one ano<strong>the</strong>r. Theirs is<br />

money <strong>of</strong> old, from <strong>the</strong> vaults<br />

<strong>of</strong> Croesus, but <strong>the</strong>ir young manipulate<br />

stock markets <strong>and</strong> influence<br />

currencies. Elders may comm<strong>and</strong> armies or even whole<br />

governments, while neonates conjure <strong>the</strong>ir assets from<br />

a website or smartphone app. But for all <strong>the</strong>ir wealth,<br />

<strong>the</strong>ir distinguished history, <strong>and</strong> <strong>the</strong>ir status among <strong>the</strong><br />

Damned, each <strong>and</strong> every Ventrue must still seek that<br />

one resource that makes <strong>Kindred</strong> society egalitarian:<br />

precious blood.<br />

Nickname: Blue Bloods<br />

Sect: To hear <strong>the</strong> Ventrue tell it, <strong>the</strong> very idea<br />

<strong>of</strong> <strong>the</strong> Camarilla originated with <strong>the</strong>m. Every o<strong>the</strong>r<br />

Clan realized what an invaluable proposition it was<br />

<strong>and</strong> flocked to <strong>the</strong>ir banner.<br />

Appearance: The Ventrue favor conservative<br />

clothing <strong>and</strong> reserved presentation, unless<br />

<strong>the</strong>y’re making a point about power<br />

or money. Ventrue Princes may<br />

well wear a circlet or carry a<br />

scepter as symbols <strong>of</strong> <strong>of</strong>fice,<br />

while young Blue Bloods<br />

display <strong>the</strong>ir own achievement<br />

via suits, ties, dresses,<br />

<strong>and</strong> accessories that are easily<br />

overlooked singularly<br />

but add up to a stunning total<br />

effect. If a Ventrue has so<br />

much as a hair out <strong>of</strong> place,<br />

it’s because he spent all night<br />

running down <strong>the</strong> Society <strong>of</strong><br />

Leopold <strong>and</strong> dem<strong>and</strong>ing <strong>the</strong><br />

Sabbat menace retreat.<br />

Haven: A Ventrue’s haven<br />

displays both her great power<br />

(read: wealth) <strong>and</strong> distinguished<br />

tastes. Opulent, gr<strong>and</strong>iose, even<br />

baroque — <strong>the</strong>se may all apply to<br />

Ventrue havens. They shun <strong>the</strong><br />

gaudy displays <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>,<br />

<strong>and</strong> <strong>the</strong>ir style tends less to <strong>the</strong><br />

avant-garde than it does to <strong>the</strong><br />

classical <strong>and</strong> traditional. To <strong>the</strong><br />

Blue Bloods, a well-maintained<br />

123 CHAPTER TWO: SECTS AND CLANS


haven is an extension <strong>of</strong> oneself, <strong>and</strong> for someone to<br />

see it in less than flawless state implies weakness, distraction,<br />

or even madness.<br />

Background: Anyone who has “made something <strong>of</strong><br />

herself” may attract <strong>the</strong> attention <strong>of</strong> <strong>the</strong> Ventrue, who<br />

judge <strong>the</strong>ir childer based on <strong>the</strong>ir prominence <strong>and</strong> success<br />

even before <strong>the</strong>y start to groom <strong>the</strong>m for <strong>the</strong> Embrace.<br />

Socialites, moneyed family, corporate wunderkinds,<br />

military leaders, <strong>and</strong> even untested newcomers who show<br />

great promise are keenly valued among <strong>the</strong> Blue Bloods.<br />

Character Creation: Ventrue usually have directorial<br />

or outgoing personality archetypes. Members <strong>of</strong> Clan<br />

Ventrue favor Social <strong>and</strong> Mental Attributes, but any<br />

Ability category can be primary, reflecting a personal avenue<br />

<strong>of</strong> expertise. Backgrounds go both wide <strong>and</strong> deep<br />

for <strong>the</strong> Ventrue, with almost every Blue Blood possessing<br />

some amount <strong>of</strong> Resources, Status, <strong>and</strong> Herd (particularly<br />

<strong>the</strong> latter, given <strong>the</strong> Clan weakness). Elders in particular<br />

cultivate enviable havens <strong>and</strong> sprawling Domains.<br />

Clan Disciplines: Dominate, Fortitude, Presence<br />

Weaknesses: The Ventrue have rarified tastes, <strong>and</strong><br />

<strong>the</strong>y find only one specific type <strong>of</strong> mortal blood palatable<br />

<strong>and</strong> vital for <strong>the</strong>m. When a player creates a Ventrue<br />

character, he should decide with <strong>the</strong> Storyteller<br />

what specific type <strong>of</strong> blood suits <strong>the</strong> character, <strong>and</strong> this<br />

choice is permanent. Blood <strong>of</strong> o<strong>the</strong>r types (even animals)<br />

simply <strong>of</strong>fers <strong>the</strong> v<strong>amp</strong>ire no blood pool increase,<br />

no matter how much he consumes — he simply vomits<br />

it back up. This refined palate may be very narrow or<br />

very broad — say, <strong>the</strong> blood <strong>of</strong> younger sisters, or <strong>the</strong><br />

blood <strong>of</strong> nude children. V<strong>amp</strong>iric blood is exempt from<br />

this restriction.<br />

Organization: The Clan-wide organization <strong>of</strong> <strong>the</strong><br />

Ventrue is localized <strong>and</strong> feudal, with various universally<br />

understood peerages, vassalages, oaths <strong>of</strong> fealty, <strong>and</strong><br />

sworn boons taking <strong>the</strong> place <strong>of</strong> a rigid hierarchy. Many<br />

Ventrue style <strong>the</strong>mselves as secret masters <strong>of</strong> <strong>the</strong>ir domains,<br />

consolidating power in longst<strong>and</strong>ing networks<br />

<strong>and</strong> forming conspiracies. The Ventrue greatly value<br />

propriety <strong>and</strong> honor, <strong>and</strong> use many forms <strong>of</strong> address<br />

<strong>and</strong> respect — <strong>the</strong>ir Laws <strong>of</strong> Decorum are complex<br />

<strong>and</strong> rigid, <strong>and</strong> could fill several volumes. Almost every<br />

Ventrue worth his status can recite his lineage at least<br />

back to <strong>the</strong> elders, if not to <strong>the</strong> great Methuselahs.<br />

Stereotypes<br />

Assamite: Useful only so long as <strong>the</strong>y don’t become<br />

a poison in our veins.<br />

Brujah: Just admit you’re beaten <strong>and</strong> this will<br />

become much more pleasant.<br />

Followers <strong>of</strong> Set: When you learn <strong>of</strong> <strong>the</strong>m in your<br />

domain, do not hesitate to introduce <strong>the</strong>m to <strong>the</strong>ir<br />

master, <strong>the</strong> sun.<br />

Gangrel: Who would guess that <strong>Kindred</strong> so simple<br />

could be so groundlessly prideful?<br />

Giovanni: Our stillborn siblings, who never developed a<br />

sense <strong>of</strong> right <strong>and</strong> wrong or what not to stick your cock into.<br />

Lasombra: Pretenders to our mantle <strong>of</strong> dignity <strong>and</strong><br />

honor, though <strong>the</strong>y are formidable.<br />

Malkavian: When you find yourself making excuses<br />

for <strong>the</strong>m, it is time for <strong>the</strong> purge to begin.<br />

Nosferatu: Surprisingly functional, should you be<br />

able to h<strong>and</strong>le <strong>the</strong>ir odious personalities <strong>and</strong> overestimation<br />

<strong>of</strong> <strong>the</strong>ir own value.<br />

Ravnos: No kingdom survives by mingling with <strong>the</strong><br />

conquered.<br />

Toreador: For every king <strong>the</strong>re is a queen, <strong>and</strong><br />

<strong>the</strong>re are a lot <strong>of</strong> queens among <strong>the</strong> ranks <strong>of</strong> <strong>the</strong><br />

Rose Clan.<br />

Tremere: They can prove dauntless allies or<br />

treacherous enemies, <strong>of</strong>ten both within <strong>the</strong> same<br />

skin, so let <strong>the</strong>m know who comm<strong>and</strong>s.<br />

Tzimisce: What more do you need than <strong>the</strong>ir cloying<br />

scent <strong>of</strong> corruption to know that <strong>the</strong>irs is an ill presence?<br />

Caitiff: They are mongrels, barely worthy <strong>of</strong><br />

names. You might as well care about your furniture.<br />

Camarilla: It is our greatest triumph, but also our<br />

greatest responsibility.<br />

Sabbat: The inmates run that asylum.<br />

Anarchs: There is something admirable in what<br />

<strong>the</strong>y do, yet how <strong>the</strong>y do it is entirely puerile.<br />

Quote: There is no shame to bending <strong>the</strong> knee to one such as myself,<br />

so pay your fucking tribute before I lose my temper.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

124


I smell power in <strong>the</strong> air. A king has died. Long live <strong>the</strong> king. I st<strong>and</strong> in <strong>the</strong> throne’s shadows, but most do not<br />

know my name. Years slip away like tides, dynasties fall, <strong>and</strong> yet I remain a most trusted advisor.<br />

He will not see <strong>the</strong> string tied to his limbs until it is too late.<br />

The Ventrue trace <strong>the</strong>ir line back to <strong>the</strong> Second Generation.<br />

As <strong>the</strong> eldest <strong>of</strong> Enoch, <strong>the</strong>ir sense <strong>of</strong> tradition<br />

guides <strong>the</strong>m. Divine right is <strong>the</strong>ir birthright: <strong>the</strong>ir legitimacy<br />

is documented in blood-red letters throughout Cainite<br />

history. Let those who are most fit to rule do so.<br />

Leading is <strong>the</strong>ir gift <strong>and</strong> <strong>the</strong>ir burden. Ventrue<br />

chafe at Lasombra restrictions, ever hungry<br />

<strong>and</strong> ambitious. All <strong>the</strong> power <strong>the</strong>y want<br />

is within <strong>the</strong>ir grasp. When<br />

<strong>the</strong> time arrives, those<br />

merchant princes <strong>and</strong><br />

warrior kings will<br />

lead <strong>the</strong>ir brethren<br />

to cast <strong>the</strong> yoke <strong>of</strong>f<br />

<strong>of</strong> those who’ve ruled<br />

far too long.<br />

The Ventrue<br />

take <strong>the</strong>ir cue<br />

from Ancient<br />

Rome, from <strong>the</strong><br />

Julii <strong>and</strong> <strong>the</strong> Brutii,<br />

those aristocratic<br />

conquerors who relied<br />

on a framework <strong>of</strong><br />

discipline, fortitude<br />

<strong>and</strong> charisma<br />

to lead. They can be<br />

a potent combination<br />

<strong>of</strong> powerful speakers <strong>and</strong><br />

brave soldiers, currying favor<br />

as capably as any Caesar. In fact,<br />

<strong>the</strong> word “dominate” arose from <strong>the</strong><br />

Dominus <strong>and</strong> Domina, titles <strong>of</strong> <strong>the</strong> Roman aristocracy.<br />

Heavy is <strong>the</strong> head that wears <strong>the</strong> crown; Ventrue<br />

<strong>of</strong>ten worry more than o<strong>the</strong>r clans about <strong>the</strong> mortals in<br />

<strong>the</strong>ir care. Memories <strong>of</strong> glory from <strong>the</strong>ir mortal days are<br />

too poignant <strong>and</strong> heady a draft, so <strong>the</strong>y pursue power<br />

through <strong>the</strong>ir unlives as well.<br />

THE CLANS OF CAINE<br />

The king is dead. Long live <strong>the</strong> king.<br />

With <strong>the</strong>ir powerful disciplines <strong>of</strong> Dominate <strong>and</strong><br />

Presence, <strong>the</strong>y are frequently sent in to keep <strong>the</strong> peace<br />

amongst Cainites, using <strong>the</strong>ir divine right <strong>of</strong> authority to<br />

maintain <strong>the</strong> Silence <strong>of</strong> <strong>the</strong> Blood.<br />

During <strong>the</strong> Long Night, <strong>the</strong> Ventrue withdrew from most<br />

visible positions <strong>of</strong> power, preferring to steer from out <strong>of</strong> sight.<br />

But with <strong>the</strong> War <strong>of</strong> <strong>the</strong> Princes, <strong>the</strong> Ventrue are ready<br />

to rise. All <strong>the</strong>y must do is convince everyone else.<br />

Ventrue are not as flexible as <strong>the</strong>ir<br />

opponents <strong>and</strong> subject to<br />

infighting, but when <strong>the</strong>y<br />

do b<strong>and</strong> toge<strong>the</strong>r, <strong>the</strong>y<br />

can accomplish terrifyingly<br />

ambitious goals.<br />

Sobriquets: Power<br />

Mongers, Ambitiones,<br />

Patricians (derogatory)<br />

Appearance:<br />

Ventrue are not<br />

seen in ostentatious<br />

clo<strong>the</strong>s. The cloth<br />

<strong>and</strong> cut will be exceptionally<br />

fine,<br />

tailored to <strong>the</strong>ir<br />

figure. Depending<br />

on <strong>the</strong> Ventrue’s temperament,<br />

you will see<br />

costly embroidery or merely<br />

exceptional cut. They always<br />

dress appropriate to <strong>the</strong>ir station, but <strong>the</strong>y take<br />

care not to outshine <strong>the</strong> ones <strong>the</strong>y are manipulating.<br />

Haven: Ventrue dislike being in <strong>the</strong> middle <strong>of</strong> nowhere,<br />

unless <strong>the</strong>re is a stronghold with vast l<strong>and</strong>s <strong>and</strong> resources<br />

<strong>the</strong>y can draw upon. Because <strong>of</strong> <strong>the</strong>ir feeding specialties, <strong>the</strong>y<br />

tend to gravitate towards locales that provide <strong>amp</strong>le flocks<br />

to draw upon. They thrive on being amidst <strong>the</strong> populace,<br />

for what purpose in being a leader if <strong>the</strong>re is no one to lead?<br />

125


Backgrounds: The Ventrue sense <strong>of</strong> self-superiority is so strong that it can be quite <strong>of</strong>f-putting. It makes sense<br />

that <strong>the</strong>y seek <strong>the</strong> aristocracy <strong>and</strong> <strong>the</strong> cream <strong>of</strong> society to Embrace, those whose education, background, <strong>and</strong> talents<br />

draw <strong>the</strong> attention <strong>of</strong> Ventrue elite.<br />

Ventrue never reproduce haphazardly, but select prospects like fine wine. Once <strong>the</strong>y Embrace a childe, <strong>the</strong>y focus<br />

on <strong>the</strong>ir training <strong>and</strong> upbringing to hone <strong>the</strong>m to Ventrue expectations. Purity <strong>of</strong> bloodline is preferred, but <strong>the</strong>y also<br />

appreciate <strong>the</strong> streng<strong>the</strong>ning brought by mixing in a prodigy <strong>of</strong> a more mongrel background. Ventrue with a less rarefied<br />

history can rise in <strong>the</strong> ranks, but it dem<strong>and</strong>s true commitment, <strong>the</strong> backing <strong>of</strong> a well-regarded sire, talent, <strong>and</strong> luck.<br />

Character Creation: Ventrue characters need a keen balance between Social <strong>and</strong> Mental Attributes, between<br />

social graces <strong>and</strong> knowledge. A Ventrue with low Charisma is like a fish without water: flailing in desperation till <strong>the</strong><br />

end. As far as Backgrounds, Allies <strong>and</strong> Retainers are extremely useful. Resources <strong>and</strong> Domain for holdings should not<br />

be neglected. The Road <strong>of</strong> Kings calls <strong>the</strong> Ventrue in <strong>the</strong>ir deepest desires, for each Ventrue believes <strong>the</strong>ir birthright<br />

is to lead.<br />

Clan Disciplines: Dominate, Fortitude, Presence<br />

Weakness: Rarefied taste has its cost, as <strong>the</strong> Ventrue are restricted to<br />

one particular type <strong>of</strong> mortal (merchants, French, Catholics, small children).<br />

This choice severely limits <strong>the</strong>ir feeding pool. They can consume<br />

mortal blood outside <strong>of</strong> this selected preference, but it does not forestall<br />

<strong>the</strong> Beast or provide nourishment.<br />

Organization: The Ventrue believe strongly in <strong>the</strong> feudal order. Structure<br />

<strong>and</strong> hierarchy allows <strong>the</strong>m to underst<strong>and</strong> precisely who is above <strong>the</strong>m<br />

<strong>and</strong> who is below. An oath, backed by blood, is one <strong>of</strong> <strong>the</strong> easiest ways<br />

<strong>of</strong> enforcing loyalty <strong>of</strong> those below.<br />

Stereotypes<br />

Brujah: They hate us, but need us. We temper <strong>the</strong>ir<br />

ferocity with underst<strong>and</strong>ing <strong>of</strong> <strong>the</strong> requirements <strong>of</strong> rule. If<br />

<strong>the</strong>ir ambition can be sculpted, <strong>the</strong>y can be dangerous but<br />

powerful allies.<br />

Cappadocians: Death-mongering wi<strong>the</strong>red husks. Let<br />

<strong>the</strong>m remain amongst <strong>the</strong>ir corpses <strong>and</strong> <strong>the</strong>ir crypts <strong>and</strong> leave<br />

us to our conquests.<br />

Gangrel: Beasts, pure <strong>and</strong> simple. Excellent attack dogs, but<br />

best kept on a very short leash.<br />

Lasombra: Though <strong>the</strong>y are ascendant now, <strong>the</strong>ir time comes to an<br />

end. We need only seize <strong>the</strong> opportunity.<br />

Nosferatu: Vile <strong>and</strong> <strong>of</strong>ten smelly. If you employ <strong>the</strong>m, be sure to<br />

keep your h<strong>and</strong>kerchief close. A few are clever enough to be useful, if<br />

<strong>the</strong>y can be endured.<br />

Toreador: Though we may be impatient with <strong>the</strong>ir obsession<br />

with beauty, <strong>the</strong> Toreador are <strong>of</strong>ten our equals in social<br />

settings. Flatter <strong>the</strong>m with honeyed words, but do not forget<br />

<strong>the</strong>y are <strong>the</strong> most unreliable <strong>of</strong> our kindred.<br />

Tzimisce: Ancient rulers unaware <strong>the</strong>ir moment is<br />

long past. Even those fair <strong>of</strong> face are fiends at heart. We<br />

will ally with whomever necessary to wipe <strong>the</strong>m from<br />

<strong>the</strong> world.<br />

Tremere: They speak in riddles, hinting at vast<br />

storehouses <strong>of</strong> ancient knowledge. If you must, use<br />

<strong>the</strong>m <strong>and</strong> be done with it. Let <strong>the</strong>m rot with <strong>the</strong>ir<br />

dust <strong>and</strong> <strong>the</strong>ir books.<br />

Ventrue<br />

126


Variations <strong>of</strong> <strong>the</strong><br />

Blood<br />

The rest <strong>of</strong> this chapter deals with minor bloodlines<br />

<strong>and</strong> o<strong>the</strong>r variations on <strong>the</strong> <strong>Clans</strong>. For <strong>the</strong> most part,<br />

<strong>the</strong>se are <strong>of</strong>fshoots <strong>of</strong> <strong>the</strong> main <strong>Clans</strong> that differ only in<br />

outlook or culture. In o<strong>the</strong>r cases, some game mechanics<br />

(generally weakness or Clan Disciplines) change.<br />

These subtle differences might not be visible to outside<br />

observers, but <strong>the</strong>y are part <strong>of</strong> what makes <strong>Kindred</strong> society<br />

so diverse, <strong>and</strong> so confusing.<br />

The first group are <strong>the</strong> antitribu <strong>of</strong> <strong>the</strong> Sabbat, followed<br />

by o<strong>the</strong>r bloodlines in <strong>the</strong> modern nights, as well<br />

as some who have come <strong>and</strong> gone.<br />

Canonical Changes<br />

Two <strong>Clans</strong> were heavily impacted in some <strong>of</strong><br />

<strong>the</strong> edition changes during V<strong>amp</strong>ire’s history.<br />

Assamite Developments<br />

In <strong>the</strong> V<strong>amp</strong>ire continuity, <strong>the</strong> Assamites<br />

managed to break <strong>the</strong> Tremere ritual that<br />

forced <strong>the</strong>m to abstain from <strong>Kindred</strong> vitae. If<br />

<strong>the</strong> Storyteller chooses to exercise this option,<br />

<strong>the</strong> Assamites revert to <strong>the</strong>ir ancient weakness,<br />

which is an addiction to <strong>Kindred</strong> blood.<br />

In this case, when an Assamite so much as<br />

tastes <strong>Kindred</strong> vitae, <strong>the</strong> player must make a<br />

Self-Control or Instincts roll (difficulty equal<br />

to <strong>the</strong> number <strong>of</strong> blood points ingested +3).<br />

If this roll fails, <strong>the</strong> addiction rises to <strong>the</strong> fore,<br />

<strong>and</strong> she must make ano<strong>the</strong>r Self-Control<br />

or Instincts roll <strong>the</strong> next time she comes in<br />

contact with <strong>Kindred</strong> vitae. If this roll fails,<br />

<strong>the</strong> Assamite frenzies, doing whatever she can<br />

to partake <strong>of</strong> more v<strong>amp</strong>iric blood.<br />

In <strong>the</strong> same continuity, a faction <strong>of</strong> Assamites<br />

has recently made a formal effort to bring <strong>the</strong><br />

Clan under <strong>the</strong> auspices <strong>of</strong> <strong>the</strong> Camarilla,<br />

for both protection <strong>and</strong> opportunity (<strong>and</strong> to<br />

replace <strong>the</strong> Gangrel Clan, who has just left<br />

<strong>the</strong> Sect).<br />

Ravnos Developments<br />

At <strong>the</strong> Storyteller’s option, she may choose to<br />

set <strong>the</strong> chronicle after an event known as <strong>the</strong><br />

Week <strong>of</strong> Nightmares. If this is <strong>the</strong> case, <strong>the</strong><br />

Ravnos are broken, having lost <strong>the</strong>ir Antediluvian<br />

in a false start to <strong>the</strong> End Times,<br />

when some <strong>of</strong> <strong>the</strong> most powerful supernatural<br />

entities in <strong>the</strong> world collaborated, in fragile<br />

detente, to bring down <strong>the</strong> threat <strong>of</strong> <strong>the</strong> ancient<br />

blood-god.<br />

This option has no mechanical effect on<br />

Ravnos v<strong>amp</strong>ires. In <strong>the</strong> setting however, <strong>the</strong><br />

Ravnos briefly went mad in <strong>the</strong> wake <strong>of</strong> <strong>the</strong>ir<br />

progenitor’s destruction, <strong>and</strong> underwent a period<br />

<strong>of</strong> cannibalism <strong>and</strong> frenzy that left <strong>the</strong>ir<br />

numbers a paltry fraction <strong>of</strong> <strong>the</strong>ir previous<br />

status as <strong>the</strong>y tore each o<strong>the</strong>r apart.<br />

O<strong>the</strong>r Developments<br />

There are a number <strong>of</strong> o<strong>the</strong>r developments <strong>of</strong><br />

note, such as <strong>the</strong> Gangrel leaving <strong>the</strong> Camarilla<br />

<strong>and</strong> <strong>the</strong> Malkavians <strong>of</strong> <strong>the</strong> Camarilla<br />

having Dominate instead <strong>of</strong> Dementation as<br />

an in-Clan Discipline. Whichever <strong>of</strong> <strong>the</strong>se<br />

elements you decide to use are up to you as<br />

Storyteller.<br />

Sabbat Antitribu<br />

Assamite Antitribu<br />

When <strong>the</strong> Tremere <strong>of</strong> <strong>the</strong> Camarilla subjected Clan<br />

Assamite to <strong>the</strong>ir curse, rendering <strong>Kindred</strong> blood a<br />

deadly poison to <strong>the</strong> Clan <strong>of</strong> Assassins, not every member<br />

<strong>of</strong> that Clan succumbed. Some broke away from <strong>the</strong><br />

main body <strong>of</strong> <strong>the</strong> Clan, willing to face whatever doom<br />

awaited ra<strong>the</strong>r than submit to <strong>the</strong> infidel’s magic. The<br />

result was <strong>the</strong> Assamite antitribu.<br />

These v<strong>amp</strong>ires are Cainites in a more direct sense<br />

than many Sabbat. They regard Haqim as an abomination,<br />

just one <strong>of</strong> <strong>the</strong> hated Antediluvians. Instead, <strong>the</strong>y<br />

revere Caine, <strong>and</strong> work to become closer to <strong>the</strong> Third<br />

Mortal. Their method, <strong>of</strong> course, is to lower <strong>the</strong>ir Generation<br />

through diablerie.<br />

Beyond that, though, no much differentiates <strong>the</strong> Angels<br />

<strong>of</strong> Caine from <strong>the</strong> “mainstream” Assamites. Both<br />

127 CHAPTER TEN: BLOODLINES


are masters <strong>of</strong> hunting <strong>and</strong> killing, <strong>and</strong> both observe<br />

strict codes <strong>of</strong> honor <strong>and</strong> fierce zeal where <strong>the</strong>ir ongoing<br />

crusade is concerned. Both grow darker <strong>of</strong> skin as<br />

<strong>the</strong>y grown older <strong>and</strong> more powerful. And both forms<br />

<strong>of</strong> Assamite believe that in <strong>the</strong> Final Nights, <strong>the</strong> truly<br />

reverent <strong>and</strong> devout shall be rewarded, while <strong>the</strong> weak<br />

perish at <strong>the</strong>ir fangs.<br />

Nickname: Angels <strong>of</strong> Caine<br />

Disciplines: Celerity, Obfuscate, Quietus<br />

Weakness: Assamite antitribu have <strong>the</strong> post-curse<br />

weakness mentioned in <strong>the</strong> sidebar on <strong>the</strong> previous<br />

page. In fact, <strong>the</strong>ir weakness never changed, while<br />

<strong>the</strong> rest <strong>of</strong> <strong>the</strong> Clan shackled with <strong>the</strong> blood curse <strong>of</strong><br />

<strong>the</strong> Tremere. Whenever an Assamite antitribu drinks<br />

v<strong>amp</strong>ire blood, <strong>the</strong> player must roll Self-Control or Instincts<br />

(difficulty 3 + <strong>the</strong> number <strong>of</strong> blood points consumed).<br />

If this roll fails, <strong>the</strong> character is addicted.<br />

Once addicted, <strong>the</strong> character will indulge in drinking<br />

<strong>Kindred</strong> blood whenever possible. When she is<br />

given <strong>the</strong> opportunity to do so, <strong>the</strong> player must roll<br />

Self-Control or Instincts (difficulty 6). If this roll fails,<br />

<strong>the</strong> character frenzies, attacks <strong>the</strong> target <strong>and</strong> drinks as<br />

much blood as she can.<br />

Quote: What gives me <strong>the</strong> right to take your blood? Oh,<br />

I don’t have a “right.” I have a duty.<br />

Brujah Antitribu<br />

The Brujah antitribu are, perhaps, <strong>the</strong> historical<br />

founders <strong>of</strong> <strong>the</strong> Sabbat. It was <strong>the</strong> young members <strong>of</strong><br />

Clan Brujah, after all, who broke with <strong>the</strong>ir elders during<br />

<strong>the</strong> Anarch Revolt, <strong>and</strong> it was <strong>the</strong>se same volatile<br />

<strong>Kindred</strong> that fought against <strong>the</strong> agents <strong>of</strong> those elders<br />

when o<strong>the</strong>r v<strong>amp</strong>ires might have considered compromise.<br />

Brujah antitribu are just as unstable <strong>and</strong> angry as <strong>the</strong>ir<br />

Camarilla counterparts, but unlike <strong>the</strong> Rabble, <strong>the</strong>y<br />

don’t have to pretend to be in control. When a Brujah<br />

antitribu wants something — blood, money, property,<br />

or a new childe — he takes it. This attitude has led<br />

to <strong>the</strong> bloodline being one <strong>of</strong> <strong>the</strong> most numerous in<br />

<strong>the</strong> Sabbat, <strong>and</strong> one that supports <strong>the</strong> Sect with fervor.<br />

They turn <strong>the</strong>ir infamously violent passion toward<br />

every cause that <strong>the</strong> Sabbat puts forth. While <strong>the</strong>y traditionally<br />

don’t assume leadership roles, when <strong>the</strong>y do<br />

undertake <strong>the</strong>ir own missions, <strong>the</strong>y execute <strong>the</strong>m with<br />

brutal <strong>and</strong> ostentatious ab<strong>and</strong>on.<br />

The Brutes take pains to make o<strong>the</strong>rs uncomfortable.<br />

Whe<strong>the</strong>r that’s by <strong>the</strong>ir manner <strong>of</strong> dress, <strong>the</strong>ir barely<br />

concealed appetite for blood, or simply that <strong>the</strong>y seldom<br />

retract <strong>the</strong>ir fangs even around mortals, <strong>the</strong> bloodline<br />

does what it can to st<strong>and</strong> out. That might mean a<br />

breach <strong>of</strong> <strong>the</strong> Masquerade, <strong>of</strong> course, but <strong>the</strong> Brujah<br />

antitribu reason that <strong>the</strong>y are <strong>the</strong> Damned — so why<br />

shouldn’t <strong>the</strong>y raise a little hell?<br />

Nickname: Brutes<br />

Disciplines: Celerity, Potence, Presence<br />

Weakness: The bloodline has <strong>the</strong> same weakness as<br />

<strong>the</strong> main body <strong>of</strong> <strong>the</strong> Clan (p. 21): All frenzy difficulties<br />

are increased by two, to a maximum <strong>of</strong> 10. Unlike<br />

Camarilla Brujah, though, <strong>the</strong> Brutes aren’t in <strong>the</strong> least<br />

bit sensitive about <strong>the</strong>ir tempers. Indeed, <strong>the</strong>y revel in<br />

<strong>the</strong>ir rage.<br />

Quote: Heads, we kill everybody here. Tails, we only<br />

kill <strong>the</strong> ones that stay after I tear that faggot’s ears <strong>of</strong>f.<br />

City Gangrel<br />

The Sabbat boasts two Gangrel lines, <strong>the</strong> City <strong>and</strong><br />

<strong>the</strong> Country Gangrel. The City Gangrel remind some<br />

<strong>Kindred</strong> <strong>of</strong> coyotes — <strong>the</strong>y are creatures well-suited for<br />

wilderness life, but <strong>the</strong>y adapt to an urban existence<br />

quite smoothly. The high preponderance <strong>of</strong> prey in <strong>the</strong><br />

cities, coupled with <strong>the</strong> Gangrel’s inherent mutability<br />

<strong>of</strong> blood, has allowed <strong>the</strong> line to flourish. Their association<br />

with <strong>the</strong> Sabbat means that <strong>the</strong>y Embrace prolifically,<br />

but also that <strong>the</strong>ir unlife expectancy is short.<br />

Unlike Country Gangrel, who can afford to let <strong>the</strong>ir<br />

animalistic ways take over <strong>and</strong> <strong>the</strong>ir appearances grow<br />

truly bestial, <strong>the</strong> City Gangrel must ei<strong>the</strong>r adopt a more<br />

Nosferatu-like approach to unlife or blend in with<br />

<strong>the</strong>ir prey. To outward appearance, <strong>the</strong>n, <strong>the</strong>se latter<br />

<strong>Kindred</strong> seem human, dress as appropriate to <strong>the</strong>ir area<br />

<strong>and</strong> <strong>the</strong> social class that <strong>the</strong>y mimic. But City Gangrel<br />

are largely Sabbat v<strong>amp</strong>ires, <strong>and</strong> that means <strong>the</strong>y are<br />

predators. Any disguise <strong>the</strong>y adopt is strictly that, camouflage<br />

to allow <strong>the</strong>m to get close enough to bite.<br />

Nickname: Coyotes<br />

Disciplines: Celerity, Obfuscate, Protean<br />

Weakness: City Gangrel suffer <strong>the</strong> same weakness<br />

as <strong>the</strong> main line <strong>of</strong> <strong>the</strong> Clan (p. 43). Whenever a City<br />

Gangrel frenzies, he gains a temporary animalistic<br />

feature <strong>of</strong> some kind (which may replace an existing<br />

temporary one). The mechanical impact <strong>of</strong> such a feature<br />

is up to Storyteller discretion. City Gangrel tend<br />

to develop features reminiscent <strong>of</strong> <strong>the</strong> animals commonly<br />

found in urban environments — rats, dogs, cats,<br />

pigeons, <strong>and</strong> even insects.<br />

Quote: The new community center is finally open. Call<br />

up <strong>the</strong> pack.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

128


Country Gangrel<br />

The Country Gangrel resemble <strong>the</strong> independent <strong>and</strong><br />

Camarilla Gangrel — <strong>the</strong>y are savage, vicious hunters,<br />

more comfortable in <strong>the</strong> wilds between cities than <strong>the</strong><br />

concrete jungles. The Sabbat has seen a influx <strong>of</strong> Gangrel<br />

converts from <strong>the</strong> Camarilla, <strong>and</strong> <strong>the</strong>se Hunters<br />

easily lost <strong>the</strong>mselves in stalking <strong>and</strong> killing.<br />

The Country Gangrel serve <strong>the</strong> Sabbat as assassins<br />

<strong>and</strong> scouts, using <strong>the</strong>ir comm<strong>and</strong> <strong>of</strong> animals to ga<strong>the</strong>r<br />

intelligence on <strong>the</strong> comings <strong>and</strong> goings <strong>of</strong> o<strong>the</strong>r <strong>Kindred</strong>.<br />

Travel between cities was never exactly safe, as<br />

Lupines seem to prowl any patch <strong>of</strong> l<strong>and</strong> large enough<br />

to grow a few trees (or so Camarilla elders have always<br />

told <strong>the</strong>ir childer), but with <strong>the</strong> Hunters prowling<br />

about, looking for wayward neonates, itinerant <strong>Kindred</strong><br />

face even more dire threats.<br />

This might sound like Camarilla propag<strong>and</strong>a, but <strong>the</strong><br />

Country Gangrel do all <strong>the</strong>y can to make it true. Free<br />

from <strong>the</strong> constraints <strong>of</strong> having to look human, <strong>the</strong>se<br />

creatures relish <strong>the</strong> chance to hunt as wolves hunt —<br />

savagely <strong>and</strong> in packs. If <strong>the</strong>y have a regret, it’s that<br />

<strong>the</strong>ir prey can’t usually run fast enough to make <strong>the</strong><br />

hunt last.<br />

Nickname: Hunters<br />

Disciplines: Animalism, Fortitude, Protean<br />

Weakness: The Hunters have <strong>the</strong> same weakness<br />

as <strong>the</strong>ir non-Sabbat counterparts (p. 43). Each time<br />

a Country Gangrel frenzies, he gains a temporary animalistic<br />

feature, which may replace an existing temporary<br />

one. The mechanical impact <strong>of</strong> such a feature is up<br />

to Storyteller discretion.<br />

Quote: Lost? Bad place for lost. Wanna run now?<br />

Malkavian Antitribu<br />

The Malkavians are insane. It is <strong>the</strong>ir defining feature,<br />

<strong>and</strong> while not every Lunatic is dangerous, <strong>the</strong>y<br />

are all unstable <strong>and</strong> unpredictable. And so <strong>the</strong> Malkavians<br />

<strong>of</strong> <strong>the</strong> Sabbat, <strong>the</strong> v<strong>amp</strong>ires <strong>of</strong> <strong>the</strong> Camarilla<br />

suspect, must be even crazier. They are quite correct.<br />

Malkavian antitribu are just as varied in dementia as<br />

<strong>the</strong>ir Camarilla brethren, but <strong>the</strong>ir madness carries with<br />

it a desperate, cloying edge. They are not satisfied with<br />

setting o<strong>the</strong>rs on edge or forcing <strong>the</strong> “sane” v<strong>amp</strong>ires<br />

to challenge <strong>the</strong>ir own philosophies. They want — inasmuch<br />

as <strong>the</strong>y can be said to collectively want anything<br />

— for <strong>the</strong> world to share <strong>the</strong>ir madness. Maybe<br />

<strong>the</strong>y feel that <strong>the</strong>ir madness is overflowing, forcing its<br />

way from <strong>the</strong>ir minds into <strong>the</strong> minds <strong>of</strong> o<strong>the</strong>rs through<br />

<strong>the</strong>ir Dementation Discipline. Whatever <strong>the</strong> case, <strong>the</strong><br />

Clan at large — even outside <strong>the</strong> Sabbat — seems to<br />

have heard <strong>the</strong> message.<br />

Within <strong>the</strong> Sabbat, <strong>the</strong> Freaks take on roles appropriate<br />

to <strong>the</strong>ir madness. The truly vicious <strong>and</strong> uncontrollable<br />

ones are locked away in crypts <strong>and</strong> unleashed<br />

when <strong>the</strong> Sabbat needs shock <strong>and</strong> awe. The more functional<br />

Freaks lead war parties, perform ritae, or divine<br />

<strong>the</strong> future <strong>of</strong> <strong>the</strong> Sect from <strong>the</strong> entrails <strong>of</strong> <strong>the</strong>ir victims<br />

(<strong>of</strong>ten while those victims look on in horror). No matter<br />

what <strong>the</strong>ir role, though, <strong>the</strong> underlying goal <strong>of</strong> <strong>the</strong><br />

Malkavian antitribu seems to be to bestow <strong>the</strong> gift <strong>of</strong><br />

madness upon everyone around <strong>the</strong>m.<br />

Nickname: Freaks<br />

Disciplines: Auspex, Dementation, Obfuscate<br />

Weakness: Like all Malkavians (p. 75), <strong>the</strong> Freaks<br />

are completely insane. At character creation, <strong>the</strong> player<br />

must choose a derangement that <strong>the</strong> character can<br />

never overcome.<br />

Quote: Consult <strong>the</strong> haruspex once again. Always learn<br />

<strong>the</strong> same lesson. Follow <strong>the</strong> tract, <strong>and</strong> it ends in <strong>the</strong> same<br />

place. We’re <strong>the</strong>re, boys. We’re in <strong>the</strong> shit.<br />

Nosferatu Antitribu<br />

The Nosferatu <strong>of</strong> <strong>the</strong> Sabbat aren’t too different from<br />

<strong>the</strong>ir Camarilla brethren. Both branches <strong>of</strong> <strong>the</strong> Clan<br />

tend toward subterranean havens, <strong>and</strong> both branches<br />

use <strong>the</strong>ir considerable skill in stealth <strong>and</strong> control <strong>of</strong><br />

vermin to traffic in information. Just as <strong>the</strong> more beautiful<br />

<strong>Kindred</strong> <strong>of</strong> <strong>the</strong> Camarilla must occasionally get<br />

<strong>the</strong>ir feet dirty going to see a Nosferatu information<br />

broker, <strong>the</strong> Cainites call upon <strong>the</strong>ir deformed comrades<br />

for secrets <strong>and</strong> tactics.<br />

Interestingly, <strong>the</strong> Nosferatu antitribu are less brutal<br />

than many Sabbat <strong>Kindred</strong>. This may be because <strong>the</strong>y<br />

know what it is to be a monster — it’s <strong>the</strong>re, in <strong>the</strong>ir<br />

faces, from <strong>the</strong> first night <strong>of</strong> undeath. They don’t need<br />

to overcompensate, <strong>and</strong> so bloody excesses are unnecessary.<br />

This by no means makes <strong>the</strong> Creeps human, or<br />

even especially humane. It just means that if a Nosferatu<br />

antitribu does engage in wholesale slaughter or horrific<br />

violence, he’s doing it for a specific reason, ra<strong>the</strong>r<br />

than just for fun.<br />

But <strong>the</strong> Creeps may have ano<strong>the</strong>r reason for avoiding<br />

overt depravity — <strong>the</strong>y wish to stay as far under<br />

<strong>the</strong> radar as possible. While <strong>the</strong> Nosferatu antitribu are<br />

careful to avoid letting Clan business get out into <strong>the</strong><br />

rumor mill, gossip occasionally surfaces that <strong>the</strong> Clan<br />

is terrified <strong>of</strong> its Antediluvian founder, more so than<br />

o<strong>the</strong>r <strong>Clans</strong> <strong>of</strong> <strong>the</strong> Sabbat.<br />

129 CHAPTER TEN: BLOODLINES


Nickname: Creeps<br />

Disciplines: Animalism, Obfuscate, Potence<br />

Weakness: Sabbat Nosferatu are just as hideous as<br />

<strong>the</strong>ir Camarilla counterparts, <strong>and</strong> suffer <strong>the</strong> same<br />

weak-ness (p. 87): <strong>the</strong>y all have an Appearance score<br />

<strong>of</strong> zero, <strong>and</strong> <strong>the</strong>y may never improve it<br />

Quote: There’s always a scarier beastie. Look: You’re<br />

scarier than Dahmer or Gacy. I’m scarier than you.<br />

And… well. There are things scarier than me. Let’s leave<br />

it at that.<br />

P<strong>and</strong>ers<br />

The Caitiff <strong>of</strong> <strong>the</strong> Sabbat, P<strong>and</strong>ers are on <strong>the</strong> front<br />

lines when <strong>the</strong> Sword <strong>of</strong> Caine goes to war. That means,<br />

<strong>of</strong> course, that <strong>the</strong> vast majority <strong>of</strong> casualties in violent<br />

action come from <strong>the</strong>ir ranks. But as precarious as this<br />

position within <strong>the</strong> Sabbat may be, it is <strong>the</strong>ir position,<br />

<strong>and</strong> <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Sect recognizes this. Recognition, as<br />

any Caitiff trying desperately to survive under a Camarilla<br />

Prince will tell you, goes a long way.<br />

Any Sabbat v<strong>amp</strong>ire that does not know his Clan,<br />

or any v<strong>amp</strong>ire Embraced by an established P<strong>and</strong>er, is<br />

considered a Mutt. This means that when <strong>the</strong> Sabbat<br />

goes looking for shock troops, it tends to be P<strong>and</strong>ers<br />

that swell <strong>the</strong>ir ranks (since mass Embrace definitely<br />

qualifies as dangerous work). The P<strong>and</strong>ers became an<br />

established part <strong>of</strong> <strong>the</strong> Sabbat in <strong>the</strong> 1950s, when a<br />

low-level Sabbat v<strong>amp</strong>ire named Joseph P<strong>and</strong>er united<br />

<strong>the</strong> Clanless Sabbat under his banner (<strong>and</strong> name).<br />

Ever since <strong>the</strong>n, <strong>the</strong> term has been applied to <strong>the</strong>se<br />

<strong>Kindred</strong>. They take on <strong>the</strong> dress <strong>and</strong> mannerisms <strong>of</strong><br />

bikers, homeless, punks, <strong>and</strong> <strong>the</strong> dispossessed among<br />

humanity, <strong>the</strong> better to feed on <strong>and</strong> Embrace from<br />

<strong>the</strong>se dregs. But rare is <strong>the</strong> P<strong>and</strong>er that bemoans his lot<br />

in unlife — <strong>the</strong>se Cainites are true, loyal Sabbat.<br />

Nickname: Mutts<br />

Disciplines: P<strong>and</strong>ers do not have Clan Disciplines,<br />

meaning that <strong>the</strong> player may choose any Discipline at<br />

character creation (subject to Storyteller approval). In<br />

addition, P<strong>and</strong>ers are subject to <strong>the</strong> same rules for raising<br />

Disciplines with experience points as Caitiff (see<br />

p. 25).<br />

Weakness: P<strong>and</strong>ers do not have a specific weakness.<br />

P<strong>and</strong>er characters cannot start lower than Ninth<br />

Generation, though <strong>the</strong>y can subsequently lower <strong>the</strong>ir<br />

Generation via diablerie.<br />

Quote: Call me a Mutt, yeah? That’s fine. Purebreds go<br />

crazy as <strong>the</strong>y get older. And Cainites, well, we live “dog<br />

eat dog.”<br />

Ravnos Antitribu<br />

Shortly after <strong>the</strong> formation <strong>of</strong> <strong>the</strong> Sabbat, a small<br />

group <strong>of</strong> Ravnos decided that following <strong>the</strong> orders <strong>of</strong><br />

<strong>the</strong>ir elders <strong>and</strong> searching for <strong>the</strong> same “truths” <strong>the</strong><br />

Clan always had wasn’t what <strong>the</strong>y wanted out <strong>of</strong> unlife.<br />

They wanted <strong>the</strong> freedom that <strong>the</strong> Sabbat promised,<br />

<strong>and</strong> so <strong>the</strong>y renounced <strong>the</strong>ir heritage <strong>and</strong> became<br />

part <strong>of</strong> <strong>the</strong> Sword <strong>of</strong> Caine. From <strong>the</strong>re, <strong>the</strong>y Embraced<br />

just as any Sabbat v<strong>amp</strong>ires did, <strong>and</strong> so <strong>the</strong> Ravnos antitribu<br />

are still an important part <strong>of</strong> <strong>the</strong> Sabbat. The<br />

Rogues lurk amongst <strong>the</strong> nomadic Sabbat packs, acting<br />

as scouts <strong>and</strong> con artists.<br />

The Ravnos antitribu may be thieves <strong>and</strong> liars, but<br />

if one gives his solemn word (accompanied by spitting<br />

blood into his h<strong>and</strong>), he will keep that vow even<br />

unto Final Death. They share <strong>the</strong>ir Clan’s propensity<br />

for vice, <strong>and</strong> for nomadic unlife. The freedom to pull<br />

up stakes <strong>and</strong> leave an area whenever trouble comes<br />

knocking — combined with <strong>the</strong> freedom to feed as<br />

<strong>the</strong>y please — makes <strong>the</strong> Sabbat <strong>the</strong> only conceivable<br />

way <strong>of</strong> unlife for <strong>the</strong>se Cainites.<br />

Nickname: Rogues<br />

Disciplines: Animalism, Chimerstry, Fortitude<br />

Weakness: Each Ravnos antitribu, just like <strong>the</strong>ir<br />

par-ent Clan (p. 93), has a penchant for some sort <strong>of</strong><br />

vice — breaking taboos is hard-wired into <strong>the</strong> Rogues<br />

just as it is into <strong>the</strong> Ravnos proper. When presented<br />

with <strong>the</strong> opportunity to engage in that vice, <strong>the</strong><br />

Rogue must indulge it unless her player succeeds on a<br />

Self-Control or Instincts roll (difficulty 6).<br />

Quote: Freedom means not giving a fuck about marime.<br />

Salubri Antitribu<br />

The Salubri <strong>of</strong> <strong>the</strong> Sabbat are not <strong>the</strong> quiet, contemplative<br />

<strong>Kindred</strong> that seek Golconda in persecuted<br />

exile. No, <strong>the</strong>se <strong>Kindred</strong> call <strong>the</strong>mselves “Furies,” <strong>and</strong><br />

<strong>the</strong>y seek <strong>the</strong> blood <strong>of</strong> <strong>the</strong> Camarilla v<strong>amp</strong>ires —<br />

<strong>the</strong> Tremere especially — with a venomous passion.<br />

In nights past, as mentioned in <strong>the</strong> Salubri spread<br />

(p. 97), <strong>the</strong> Clan contained both healers <strong>and</strong> warriors.<br />

And now, in <strong>the</strong> modern nights, <strong>the</strong> warriors have reemerged<br />

— <strong>and</strong> st<strong>and</strong> to be counted with <strong>the</strong> Sabbat.<br />

The Salubri antitribu are devoted to <strong>the</strong> cause <strong>of</strong> killing<br />

Camarilla v<strong>amp</strong>ires, but not necessarily to o<strong>the</strong>r<br />

Sabbat agendas. They take part in <strong>the</strong> ritae <strong>of</strong> <strong>the</strong> Sect,<br />

<strong>and</strong> <strong>the</strong>y share <strong>the</strong>ir blood, but what truly fires <strong>the</strong>m up<br />

is <strong>the</strong> chance to invade Camarilla territory <strong>and</strong> burn<br />

some Tremere. If <strong>the</strong> ancient rumors <strong>of</strong> <strong>the</strong> Salubri<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

130


warriors being honorable knights are true, <strong>the</strong>n times<br />

have indeed changed. These <strong>Kindred</strong> do not know<br />

“honorable combat” from “IED.” They just want to<br />

watch <strong>the</strong>ir enemies crumble to dust.<br />

Nickname: Furies<br />

Disciplines: Auspex, Fortitude, Valeren<br />

Weakness: Unlike <strong>the</strong>ir nonviolent brethren, Sabbat<br />

Salubri must consume blood taken by force, preferably<br />

in <strong>the</strong> heat <strong>of</strong> battle. Unless <strong>the</strong> v<strong>amp</strong>ire feeds<br />

on blood from a fallen foe or fights his target before<br />

feeding, <strong>the</strong> Vitae <strong>of</strong>fers no nourishment. In addition,<br />

Salubri antitribu cannot start lower than Tenth Generation<br />

or higher than Twelfth, as <strong>the</strong>ir blood has yet<br />

to spread across a wider spectrum than that.<br />

Quote: I’d wear your skin, but I don’t want to smell like<br />

fear <strong>and</strong> gasoline.<br />

Serpents <strong>of</strong> <strong>the</strong> Light<br />

The Serpents <strong>of</strong> <strong>the</strong> Light are <strong>the</strong> antitribu <strong>of</strong> <strong>the</strong> Followers<br />

<strong>of</strong> Set. They began as a splinter group, a Setite<br />

heresy that rejected <strong>the</strong> worship <strong>of</strong> <strong>the</strong> Clan’s founder<br />

as a god. This Sect made its way to Haiti, studying<br />

vodoun <strong>and</strong> <strong>the</strong> mysticism <strong>the</strong>re<strong>of</strong>, <strong>and</strong> during <strong>the</strong><br />

1970s came under <strong>the</strong> sway <strong>of</strong> <strong>the</strong> Sabbat. The Clan<br />

proper tried to bring <strong>the</strong> Serpents <strong>of</strong> <strong>the</strong> Light back<br />

in line with “orthodox” Setite belief, but to no avail.<br />

As with several o<strong>the</strong>r splinter groups <strong>of</strong> <strong>the</strong> <strong>Clans</strong>, <strong>the</strong><br />

Serpents <strong>of</strong> <strong>the</strong> Light found <strong>the</strong> freedom <strong>of</strong> <strong>the</strong> Sword<br />

<strong>of</strong> Caine too alluring.<br />

The bloodline’s methods are familiar to those who<br />

know <strong>the</strong> Setites. The Cobras engage in seduction <strong>and</strong><br />

sexual manipulation in order to achieve <strong>the</strong>ir ends (<strong>and</strong>,<br />

<strong>of</strong> course, to find <strong>the</strong> blood <strong>the</strong>y need to survive). They<br />

dabble in drugs, prostitution, <strong>and</strong> any o<strong>the</strong>r method<br />

<strong>the</strong>y can find to bring mortals into slavery to <strong>the</strong>ir own<br />

vices. In fact, apart from religious outlook, very little<br />

separates <strong>the</strong>m from <strong>the</strong> Followers <strong>of</strong> Set. Some <strong>Kindred</strong><br />

wonder, in fact, if <strong>the</strong> whole schism isn’t part <strong>of</strong><br />

some much longer <strong>and</strong> intricate scheme, one that only<br />

<strong>the</strong> eldest <strong>of</strong> <strong>the</strong> line are fully privy to.<br />

Nickname: Cobras<br />

Disciplines: Presence, Obfuscate, Serpentis<br />

Weakness: The Serpents <strong>of</strong> <strong>the</strong> Light, despite <strong>the</strong><br />

name, are just as vulnerable to bright illumination as<br />

<strong>the</strong>ir parent Clan (p. 39). They suffer two additional<br />

health levels <strong>of</strong> damage from sunlight, <strong>and</strong> a one-die<br />

penalty to all rolls when subject to bright light <strong>of</strong> any<br />

kind.<br />

Quote: Let’s dance, you <strong>and</strong> I. No one watching but<br />

<strong>the</strong> loa. And hell, let’s invite <strong>the</strong>m to join us. Roll up your<br />

sleeve.<br />

Toreador Antitribu<br />

The Toreador <strong>of</strong> <strong>the</strong> Sabbat are just as prone to creative<br />

expression <strong>and</strong> love <strong>of</strong> beauty as <strong>the</strong>ir Camarilla<br />

counterparts, but <strong>the</strong>y enjoy a much higher regard<br />

within <strong>the</strong>ir Sect. This is because <strong>the</strong> Toreador antitribu<br />

codified much <strong>of</strong> <strong>the</strong> Sabbat’s present structure,<br />

forming its rites <strong>and</strong> expressing its philosophy in such<br />

as a way as to appeal to <strong>the</strong> young v<strong>amp</strong>ires <strong>of</strong> <strong>the</strong> time.<br />

They layered discourse with meaning, showing through<br />

satire, poetry, <strong>and</strong> (when necessary) straightforward<br />

explanation that <strong>the</strong> Sabbat held <strong>the</strong> keys to <strong>the</strong> future<br />

<strong>of</strong> all Cainites.<br />

These v<strong>amp</strong>ires haven’t lost <strong>the</strong>ir creative edge over<br />

<strong>the</strong> centuries. While Camarilla Toreador express <strong>the</strong>mselves<br />

through fairly conventional means <strong>of</strong> art, <strong>the</strong><br />

Perverts tend more toward extreme, bloody, <strong>and</strong> painful<br />

presentations. Torture is an art form, <strong>and</strong> body art<br />

— whe<strong>the</strong>r performed with tattoo needles or scalpels<br />

— is popular among <strong>the</strong> Perverts. Since such modifications<br />

are not permanent (unless <strong>the</strong> Pervert in question<br />

is able to learn Vicissitude, that is), <strong>the</strong> undead form is<br />

a constantly renewing canvas. The Toreador antitribu<br />

take advantage <strong>of</strong> this to send messages coded within<br />

<strong>the</strong> art <strong>of</strong> <strong>the</strong>ir own bodies, using a system <strong>of</strong> symbols<br />

that takes <strong>the</strong> v<strong>amp</strong>ires a lifetime to truly master.<br />

Nickname: Perverts or Pervs<br />

Disciplines: Auspex, Celerity, Presence<br />

Weakness: Over time, <strong>the</strong> propensity for <strong>the</strong> Toreador<br />

to become fascinated by beauty has twisted itself<br />

into a perverse need for cruelty. When faced with an<br />

opportunity to inflict emotional or physical pain — a<br />

captive that might be tortured, or a protégé whose ambitions<br />

might be squashed — <strong>the</strong> Toreador antitribu’s<br />

player must make a Self-Control or Instinct roll (difficulty<br />

6), or spend a Willpower point. If <strong>the</strong> roll fails,<br />

<strong>the</strong> character must indulge in her savage desires.<br />

Quote: Hold that pose. That’s good. Can you stop<br />

bleeding from <strong>the</strong> neck so much, please?<br />

Tremere Antitribu<br />

Centuries ago, a small group <strong>of</strong> Tremere, fearful that<br />

<strong>the</strong> Sabbat would destroy <strong>the</strong> Camarilla <strong>and</strong> <strong>the</strong>ir Clan<br />

in <strong>the</strong> process, defected to <strong>the</strong> smaller Sect. They <strong>of</strong>fered<br />

<strong>the</strong>ir skills as thaumaturgists to <strong>the</strong> Sword <strong>of</strong><br />

Caine, in exchange for safety from <strong>the</strong>ir former Clan.<br />

131 CHAPTER TEN: BLOODLINES


The Sabbat, not able to turn down <strong>the</strong> benefits <strong>of</strong> blood<br />

magic (despite how much <strong>the</strong> Tzimisce objected), took<br />

<strong>the</strong>m in.<br />

Reaction from Clan Tremere was swift, <strong>of</strong> course.<br />

The Warlocks conjured a curse that br<strong>and</strong>ed every<br />

Tremere antitribu with a mark, one that only “true”<br />

Tremere could see. Unable to hide what <strong>the</strong>y were, <strong>the</strong><br />

Tremere antitribu stayed in chantries, providing support<br />

<strong>and</strong> knowledge to <strong>the</strong>ir comrades.<br />

This state <strong>of</strong> affairs continued for centuries. The<br />

Tremere antitribu contributed much to <strong>the</strong> Sabbat.<br />

They worked with <strong>the</strong> Tzimisce to create <strong>the</strong> Blood<br />

Bro<strong>the</strong>rs, <strong>the</strong>y prevented <strong>the</strong> Camarilla Tremere from<br />

destroying <strong>the</strong> Sect from afar, <strong>and</strong>, <strong>of</strong> course, <strong>the</strong>y tutored<br />

o<strong>the</strong>r Sabbat Cainites in blood magic. And <strong>the</strong>n<br />

one horrible night, <strong>the</strong>y all died, burning to death in<br />

a mysterious conflagration that afflicted each <strong>and</strong> every<br />

Tremere subject to <strong>the</strong> traitor’s mark. Interestingly,<br />

those few Sabbat Tremere who had defected from <strong>the</strong><br />

Sabbat to <strong>the</strong> Camarilla were not destroyed, which<br />

might shed some light on <strong>the</strong> massacre’s origins.<br />

Nickname: Spellbinders<br />

Disciplines: Auspex, Dominate, Thaumaturgy<br />

Weakness: The Tremere antitribu were all immediately<br />

recognizable as traitors to Camarilla Warlocks.<br />

The mark wasn’t a physical disfigurement, but a change<br />

to <strong>the</strong> character’s very presence. This wasn’t a weakness<br />

that carries an immediate mechanical disadvantage,<br />

but once identified, <strong>the</strong> Tremere antitribu could<br />

expect to be hunted down <strong>and</strong> burned as soon as <strong>the</strong><br />

Tremere can possibly manage it. They were also still<br />

susceptible to <strong>the</strong> power <strong>of</strong> <strong>the</strong> blood, gaining a +1 to<br />

all Vinculum rolls.<br />

In addition, Tremere antitribu were barred from taking<br />

leadership roles in <strong>the</strong> Sabbat.<br />

Quote: It’s always been inevitable. That’s why we joined<br />

up in <strong>the</strong> first place.<br />

Ventrue Antitribu<br />

The Ventrue pretend to nobility, but <strong>the</strong>y are nothing<br />

more than <strong>the</strong> ruling class <strong>of</strong> <strong>the</strong> dying world — merchants<br />

<strong>and</strong> moneylenders. Clan Ventrue has a glorious<br />

past, a lineage <strong>of</strong> knights, paladins, <strong>and</strong> warrior-kings.<br />

The Blue Bloods <strong>of</strong> tonight relish backroom dealings,<br />

compromise <strong>and</strong> favor-trading. In o<strong>the</strong>r words, say <strong>the</strong><br />

Ventrue antitribu, <strong>the</strong>y are no better than <strong>the</strong> sniveling<br />

Tremere.<br />

The Ventrue antitribu might not be <strong>the</strong> moral backbone<br />

<strong>of</strong> <strong>the</strong> Sabbat, but <strong>the</strong>y are definitely some <strong>of</strong> <strong>the</strong><br />

most idealist Cainites <strong>the</strong>rein (although <strong>the</strong>re are rumors<br />

that <strong>the</strong>re may be two distinct bloodlines both<br />

claiming to be <strong>the</strong> “true” Ventrue antitribu). They carry<br />

with <strong>the</strong>m <strong>the</strong> notions <strong>of</strong> noblesse oblige <strong>and</strong> chivalry.<br />

They believe that <strong>the</strong>ir Camarilla counterparts have<br />

betrayed not only <strong>the</strong> true nature <strong>of</strong> <strong>the</strong> v<strong>amp</strong>iric race,<br />

but <strong>the</strong> role <strong>of</strong> <strong>the</strong>ir Clan in particular <strong>and</strong> feel that<br />

only by taking up <strong>the</strong> mantle <strong>of</strong> Warriors <strong>of</strong> Caine can<br />

<strong>the</strong>y atone. When Gehenna comes <strong>and</strong> <strong>the</strong> skies rain<br />

fire <strong>and</strong> blood, it will not be <strong>the</strong> Crusaders that hide<br />

in <strong>the</strong>ir havens <strong>and</strong> pray that doom passes <strong>the</strong>m by.<br />

These devout <strong>Kindred</strong> will be at <strong>the</strong> forefront, swords<br />

— or machine guns — hoisted high <strong>and</strong> <strong>the</strong> ancient<br />

motto <strong>of</strong> <strong>the</strong>ir Clan proudly on <strong>the</strong>ir lips: Regere sanguine,<br />

regere in veritatem est (“To rule in blood is to rule<br />

in truth”).<br />

Nickname: Crusaders<br />

Disciplines: Dominate, Fortitude, Auspex or Presence<br />

Weakness: Sabbat Ventrue have <strong>the</strong> same<br />

weakness as <strong>the</strong>ir Camarilla brethren (see p. 123).<br />

The player decides with <strong>the</strong> Storyteller what specific<br />

type <strong>of</strong> blood suits <strong>the</strong> Crusader, <strong>and</strong> this choice is<br />

permanent. Blood <strong>of</strong> o<strong>the</strong>r types (even animals)<br />

simply <strong>of</strong>fers <strong>the</strong> v<strong>amp</strong>ire no blood pool increase, no<br />

matter how much he consumes<br />

Quote: You’re not worthy <strong>of</strong> <strong>the</strong> blood you’re carrying.<br />

Time to give it to a real child <strong>of</strong> Veddartha.<br />

O<strong>the</strong>r <strong>Bloodlines</strong><br />

Assamites<br />

Assamite Sorcerers<br />

Outsiders to Clan Assamite don’t see <strong>the</strong> caste divisions<br />

clearly, but <strong>the</strong> Saracens have a history <strong>of</strong> blood<br />

magic that predates that <strong>of</strong> <strong>the</strong> Tremere. Assamite<br />

sorcerers began in <strong>the</strong> Second City, conscripted or<br />

lured into <strong>the</strong> Clan with <strong>the</strong> promise <strong>of</strong> immortality<br />

in which to perfect <strong>the</strong>ir magic. They were tasked with<br />

providing magical support, <strong>and</strong> for centuries, <strong>the</strong>y were<br />

simply one caste <strong>of</strong> <strong>the</strong> Assamite Clan.<br />

And <strong>the</strong>n came <strong>the</strong> Tremere. The Assamite sorcerers<br />

found <strong>the</strong>mselves facing foes as magically tenacious<br />

as <strong>the</strong>y were, foes that were quite happy to steal <strong>the</strong>ir<br />

knowledge. The sorcerers fought against this new menace<br />

as best <strong>the</strong>y could, but <strong>the</strong>n <strong>the</strong> Tremere levied<br />

<strong>the</strong>ir blood curse on <strong>the</strong> line. The sorcerers became ob-<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

132


sessed with finding a cure, an obsession which remains<br />

tonight.<br />

Nickname: Magi (singular, “Magus”)<br />

Disciplines: Assamite Sorcery, Obfuscate, Quietus<br />

Weakness: The line as a whole has practiced <strong>the</strong> art<br />

for so long that it permeates <strong>the</strong>ir blood, making each<br />

individual sorcerer st<strong>and</strong> out like a beacon to anyone<br />

with supernatural perception. Any use <strong>of</strong> a supernatural<br />

power on a sorcerer for purposes <strong>of</strong> perception enjoys<br />

a -2 difficulty. Additionally, attempts to penetrate<br />

a sorcerer’s supernatural concealment using an opposed<br />

power are considered to operate one level higher than<br />

normal (so a character with Auspex 2 trying to penetrate<br />

a sorcerer’s Obfuscate has an effective Auspex<br />

<strong>of</strong> 3).<br />

Quote: We were calling down gentle rain <strong>and</strong> terrible<br />

storms when your people were still making crude charcoal<br />

marks on cave walls. Don’t presume to know us.<br />

Assamite Viziers<br />

Assamite viziers are <strong>and</strong> always have been a vital part<br />

<strong>of</strong> <strong>the</strong> Clan. Magical knowledge <strong>and</strong> research remains<br />

<strong>the</strong> purview <strong>of</strong> <strong>the</strong> sorcerers, but <strong>the</strong> viziers are necessary<br />

for compiling <strong>and</strong> uncovering information on<br />

philosophy, government, <strong>the</strong> arts, <strong>and</strong> religion. The<br />

viziers have acted as leaders within <strong>the</strong> Clan — not<br />

where matters <strong>of</strong> war are concerned (this <strong>the</strong>y wisely<br />

leave to <strong>the</strong> warrior Assamites), but when it comes to<br />

underst<strong>and</strong>ing <strong>and</strong> relating to mortals, <strong>the</strong> viziers make<br />

<strong>the</strong> best consultants.<br />

Unfortunately, while <strong>the</strong>y can learn, underst<strong>and</strong>,<br />

<strong>and</strong> interpret mortal customs <strong>and</strong> mores, <strong>the</strong>y have difficulty<br />

actually relating to <strong>the</strong>m. Assamite viziers are<br />

driven to accumulate knowledge with a zeal that borders<br />

on obsessive. They can underst<strong>and</strong> why people act<br />

<strong>the</strong> way <strong>the</strong>y do on a large scale, but underst<strong>and</strong>ing <strong>the</strong><br />

motives <strong>of</strong> a particular person is much more difficult.<br />

For many years, Assamite viziers <strong>and</strong> sorcerers were<br />

regarded as one caste (this is why sorcerers are still referred<br />

to as “viziers” by <strong>the</strong> ignorant). In modern nights,<br />

<strong>the</strong> viziers have emerged from <strong>the</strong> shadows to conduct<br />

<strong>the</strong>ir scholarly research more visibly. Whe<strong>the</strong>r this will<br />

open <strong>the</strong> viziers to greater danger from <strong>the</strong> Assamites’<br />

enemies or bring <strong>the</strong> caste more power remains to be<br />

seen.<br />

Nickname: Scholars or Artisans<br />

Disciplines: Auspex, Celerity, Quietus<br />

Weakness: The viziers are mad. Every vizier finds<br />

himself caught up in <strong>the</strong> continuance <strong>of</strong> his chosen<br />

pursuits to <strong>the</strong> exclusion <strong>of</strong> trivial concerns such as<br />

daily shelter or nightly nourishment. Each vizier has<br />

an Obsessive-Compulsive derangement (V20, p.<br />

292) associated with his highest-rated intellectual or<br />

creative Ability. If <strong>the</strong> character’s focus <strong>of</strong> effort<br />

shifts, so does <strong>the</strong> focus <strong>of</strong> <strong>the</strong> derangement.<br />

Quote: Seventy virgins. Seventy <strong>Kindred</strong> in <strong>the</strong> city.<br />

Virgin blood — have any <strong>of</strong> <strong>the</strong> <strong>Kindred</strong> in <strong>the</strong> city consumed<br />

<strong>the</strong> blood <strong>of</strong> <strong>the</strong>ir own childer? Well, find out!<br />

Followers <strong>of</strong> Set<br />

Daitya<br />

The Daitya are an Indian bloodline <strong>of</strong> <strong>the</strong> Followers<br />

<strong>of</strong> Set. They revere Shiva <strong>the</strong> Destroyer as an incarnation<br />

<strong>of</strong> Set, <strong>and</strong> believe that by casting <strong>the</strong> world into<br />

greater depths <strong>of</strong> depravity, <strong>the</strong>y can help it reach its<br />

nadir <strong>of</strong> true evil. When that happens, Shiva will open<br />

his third eye <strong>and</strong> gaze upon <strong>the</strong> world, destroying it,<br />

<strong>and</strong> setting <strong>the</strong> stage for <strong>the</strong> next cycle <strong>of</strong> existence.<br />

Like many Indian <strong>Kindred</strong>, <strong>the</strong> Daitya do not accept<br />

<strong>the</strong> Caine myth. They believe that <strong>the</strong>y are demons,<br />

<strong>and</strong> that by killing, corrupting, <strong>and</strong> enslaving people,<br />

<strong>the</strong>y are doing what it is in <strong>the</strong>ir nature as demons to<br />

do. They observe a caste system similar to that <strong>of</strong> mortals,<br />

<strong>and</strong> feel that being Embraced indicates a previous<br />

life <strong>of</strong> sin <strong>and</strong> pr<strong>of</strong>anity. By doing <strong>the</strong>ir duty in this<br />

incarnation (which can last many lifetimes), <strong>the</strong>n <strong>the</strong><br />

Daitya feel that reincarnation in a higher station is<br />

possible.<br />

Many Daitya run or are involved with a cult to Shiva,<br />

<strong>and</strong> recruit ghouls <strong>and</strong> childer from <strong>the</strong> cult. The<br />

bloodline is scholarly <strong>and</strong> devout, in its way. The Daitya<br />

are not, however, humble — <strong>the</strong>y believe that <strong>the</strong><br />

gods <strong>the</strong>mselves listen to <strong>the</strong>ir prayers, <strong>and</strong> that <strong>the</strong>y<br />

are <strong>the</strong> vehicles that will bring <strong>the</strong> world to judgment.<br />

Nickname: Blasphemers<br />

Disciplines: Presence, Obfuscate, Serpentis<br />

Weakness: The Daitya suffer <strong>the</strong> same weakness as<br />

<strong>the</strong> Followers <strong>of</strong> Set (p. 39): They suffer two<br />

additional health levels <strong>of</strong> damage from sunlight,<br />

<strong>and</strong> a one-die penalty to all rolls when subject to<br />

bright light <strong>of</strong> any kind.<br />

Quote: Tonight we fast. Keep your hunger under control.<br />

Kill <strong>the</strong> mortal whelp if you wish, if it helps, but do<br />

not feed.<br />

133 CHAPTER TEN: BLOODLINES


Tlacique<br />

When <strong>the</strong> Spanish came to what is now Mexico,<br />

<strong>the</strong>y carried <strong>Kindred</strong> with <strong>the</strong>m in <strong>the</strong> holds <strong>of</strong> <strong>the</strong>ir<br />

ships. These undead stepped into <strong>the</strong> nights <strong>of</strong> <strong>the</strong><br />

New World… <strong>and</strong> found that o<strong>the</strong>r v<strong>amp</strong>ires already<br />

claimed domain here. One bloodline <strong>of</strong> such <strong>Kindred</strong><br />

was <strong>the</strong> Tlacique.<br />

Claiming descent from Tezcatlipoca, <strong>the</strong> Aztec god<br />

<strong>of</strong> night <strong>and</strong> black magic, <strong>the</strong> Tlacique might have<br />

forged alliances with <strong>the</strong> <strong>Kindred</strong> that arrived with<br />

<strong>the</strong> Spaniards, had those conquistadores not destroyed<br />

<strong>the</strong> civilizations on which <strong>the</strong> Tlacique preyed <strong>and</strong> infected<br />

<strong>the</strong>ir people with smallpox. As <strong>the</strong>ir society fell,<br />

<strong>the</strong> Tlacique briefly allied with <strong>the</strong> Sabbat, but when<br />

<strong>the</strong> two factions took <strong>the</strong> time to examine <strong>the</strong> o<strong>the</strong>rs,<br />

<strong>the</strong>y found <strong>the</strong>ir belief systems quite incompatible. The<br />

Sword <strong>of</strong> Caine eventually slew <strong>the</strong> weakened Tlacique,<br />

<strong>and</strong> <strong>the</strong> bloodline as a whole vanished from view.<br />

They still exist, however: a h<strong>and</strong>ful scattered across<br />

Central America <strong>and</strong> <strong>the</strong> southwestern United States.<br />

The Tlacique are unquestionably a Setite line,<br />

though only <strong>the</strong>ir vulnerability to sunlight marks <strong>the</strong>m<br />

as such. They are mystics one <strong>and</strong> all, <strong>and</strong> status within<br />

<strong>the</strong> line depends in part by learning magic. In addition<br />

to <strong>the</strong>ir Disciplines, <strong>the</strong>y practice a form <strong>of</strong> Thaumaturgy<br />

called Nahuallotl (in game terms, this Path is<br />

identical to <strong>the</strong> Path <strong>of</strong> Blood, although <strong>the</strong>y pay<br />

out-<strong>of</strong>-Clan costs to learn it).<br />

Nickname: Jaguars<br />

Disciplines: Obfuscate, Presence, Protean<br />

Weakness: The Tlacique’s weakness is one <strong>of</strong> <strong>the</strong><br />

only ways to trace <strong>the</strong> line’s lineage to <strong>the</strong> Setites.<br />

They, like <strong>the</strong> Followers <strong>of</strong> Set (p. 39), suffer two additional<br />

health levels <strong>of</strong> damage from sunlight, <strong>and</strong> a<br />

one-die penalty to all rolls when subjected to bright<br />

light <strong>of</strong> any kind.<br />

Quote: A heart to make <strong>the</strong> sun rise. The blood within<br />

<strong>the</strong> heart to sustain <strong>the</strong> sun through his nightly sleep. You<br />

are blessed — you get to provide both.<br />

Warrior Setites<br />

Not all Followers <strong>of</strong> Set are subtle, forked-tongued<br />

seducers. A number <strong>of</strong> <strong>the</strong>m prefer to walk a more<br />

martial path, becoming holy warriors for <strong>the</strong>ir god.<br />

The warrior Setites eschew <strong>the</strong> Obfuscate Discipline<br />

for Potence — no slinking in <strong>the</strong> dark for <strong>the</strong>se serpents.<br />

They are proud <strong>and</strong> brutal soldiers for Set, <strong>and</strong><br />

are perfectly willing to go into battle to back up <strong>the</strong>ir<br />

subtler brethren. They act as enforcers, assassins, <strong>and</strong><br />

even martyrs for <strong>the</strong> rest <strong>of</strong> <strong>the</strong> line, although thinking<br />

<strong>of</strong> <strong>the</strong>m as mindless brutes is a mistake. A warrior<br />

Setite is still very much a Setite, <strong>and</strong> quite capable <strong>of</strong><br />

leading o<strong>the</strong>rs into all sorts <strong>of</strong> temptation. They just<br />

have <strong>the</strong> strength to make <strong>the</strong>ir points forcefully when<br />

necessary.<br />

The warrior Setite line is interesting in that it is not<br />

passed down by <strong>the</strong> Embrace. A mortal Embraced by a<br />

warrior Setite becomes a “normal” member <strong>of</strong> <strong>the</strong> line<br />

(that is, learning Obfuscate as a Clan Discipline) unless<br />

trained as a warrior from childe-hood. The line is<br />

<strong>the</strong>refore an ex<strong>amp</strong>le <strong>of</strong> how training <strong>and</strong> ideology can<br />

change <strong>the</strong> basic makeup <strong>of</strong> a v<strong>amp</strong>ire’s Clan.<br />

Warrior Setites generally embrace passionate ideologues.<br />

The ideology that <strong>the</strong>y espouse isn’t important.<br />

A fanatical Christian’s fervor can be turned to Set as<br />

easily as <strong>the</strong> zeal <strong>of</strong> a pro-union rabble rouser, given <strong>the</strong><br />

right amount <strong>of</strong> <strong>Kindred</strong> vitae <strong>and</strong> religious revelations<br />

from Set.<br />

Nickname: Horned Vipers<br />

Disciplines: Potence, Presence, Serpentis<br />

Weakness: The warriors suffer same weakness as<br />

<strong>the</strong> Followers <strong>of</strong> Set (p. 39): They suffer two<br />

additional health levels <strong>of</strong> damage from sunlight,<br />

<strong>and</strong> a one-die penalty to all rolls when subjected to<br />

bright light <strong>of</strong> any kind.<br />

Quote: The Serpent <strong>of</strong> Eden had his approach. Mine is<br />

more honest — that should be refreshing for you.<br />

Gangrel<br />

Mariners<br />

The Mariners are Gangrel who have chosen to dwell<br />

full-time in <strong>the</strong> ocean. Gangrel aquarii (as <strong>the</strong>y are<br />

sometimes known to scholarly <strong>Kindred</strong>) swim below<br />

<strong>the</strong> sunlit zone, <strong>the</strong>ir Fortitude Discipline keeping<br />

<strong>the</strong>m safe from <strong>the</strong> pressure that would o<strong>the</strong>rwise crush<br />

<strong>the</strong>m. They ascend at night to feed, usually on sharks<br />

<strong>and</strong> whales, but <strong>the</strong>y aren’t choosy — anything with<br />

blood is fair game. A shipwreck is a smorgasbord for<br />

<strong>the</strong> Mariners, <strong>and</strong> a large enough disaster is one <strong>of</strong> <strong>the</strong><br />

few events that might draw more than one to <strong>the</strong> same<br />

region.<br />

Mariners sometimes act in defense <strong>of</strong> <strong>the</strong> oceans,<br />

sneaking aboard polluting vessels <strong>and</strong> killing everyone<br />

aboard. One some level this makes sense — if <strong>the</strong>ir<br />

prey dies <strong>of</strong>f, <strong>the</strong>y’ll have to return to <strong>the</strong> l<strong>and</strong> (or quest<br />

ever fur<strong>the</strong>r into <strong>the</strong> Deeps).<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

134


The Camarilla <strong>and</strong> <strong>the</strong> Sabbat have, on <strong>the</strong> rare occasions<br />

<strong>the</strong>y find <strong>the</strong>m, <strong>of</strong>fered Mariners membership.<br />

The Mariners decline. They have no sectarian interests,<br />

<strong>and</strong> escaping <strong>the</strong> Jyhad might have been why <strong>the</strong><br />

first Mariner left <strong>the</strong> l<strong>and</strong> to begin with. No one knows<br />

how long ago that was, but most <strong>of</strong> <strong>the</strong> Mariners are <strong>of</strong><br />

low Generation, <strong>and</strong> some <strong>of</strong> <strong>the</strong>m date to <strong>the</strong> Age <strong>of</strong><br />

Exploration.<br />

Nickname: None (<strong>the</strong> few <strong>Kindred</strong> that know <strong>of</strong><br />

<strong>the</strong>m simply call <strong>the</strong>m “Mariners” or “aquatic Gangrel”)<br />

Disciplines: Animalism, Fortitude, Protean<br />

Weakness: As with most Gangrel (p. 43), <strong>the</strong> Mariners<br />

gain an animalistic feature each time <strong>the</strong>y frenzy.<br />

These features, though, resemble fish, aquatic worms,<br />

cephalopods, <strong>and</strong> o<strong>the</strong>r sea creatures (<strong>the</strong> rare Gangrel<br />

develops a cetacean or seal-like feature). The alien<br />

nature <strong>of</strong> <strong>the</strong>se features should be taken into consideration<br />

by Storytellers determining <strong>the</strong> mechanical<br />

impact <strong>of</strong> such features.<br />

Quote: Why did I leave <strong>the</strong> l<strong>and</strong>? Because in <strong>the</strong> sea, <strong>the</strong><br />

sharks just swim up <strong>and</strong> bite you. They don’t smile first.<br />

Lasombra<br />

Angellis Ater<br />

The Angellis Ater are an odd bloodline, one that<br />

crosses boundaries between Baali <strong>and</strong> Lasombra. The<br />

so-called “black angels” believe that v<strong>amp</strong>ires are <strong>the</strong><br />

instrument <strong>of</strong> Satan, <strong>and</strong> <strong>the</strong>y worship sin <strong>and</strong> <strong>the</strong> darkness<br />

<strong>of</strong> <strong>the</strong> soul. Their Lasombra blood lets <strong>the</strong>m reach<br />

into <strong>the</strong> blackness, pull it forth <strong>and</strong> manipulate it, <strong>and</strong><br />

<strong>the</strong> black angels become dependent upon <strong>and</strong> addicted<br />

to use <strong>of</strong> <strong>the</strong> Obtenebration Discipline over time.<br />

The bloodline has been around since at least <strong>the</strong><br />

Middle <strong>Ages</strong>, descended in part from a powerful Baali<br />

called Azaneal. This monstrous v<strong>amp</strong>ire acted as a<br />

leader within <strong>the</strong> Baali line for a time, <strong>and</strong> twisted <strong>the</strong><br />

orthodoxy <strong>of</strong> some <strong>Kindred</strong> enough to create a kind <strong>of</strong><br />

heresy, one that was all too attractive to <strong>the</strong> Lasombra.<br />

The Clan <strong>of</strong> Shadows’ power base traditionally<br />

included <strong>the</strong> Catholic Church, <strong>and</strong> over time <strong>the</strong> Angellis<br />

Ater made at least some inroad with <strong>the</strong>se pious<br />

(or pious-seeming) Lasombra. How much influence in<br />

<strong>the</strong> Church <strong>the</strong>y were able to wield is not known, but<br />

<strong>the</strong>y did survive <strong>the</strong> Inquisition. Angellis Ater are rare<br />

in modern nights, but <strong>the</strong>y do exist.<br />

Nickname: Black Angels<br />

Disciplines: Daimoinon, Dominate, <strong>and</strong> one <strong>of</strong> Potence,<br />

Presence, or Obfuscate<br />

Weakness: The Angellis Ater have <strong>the</strong> same weakness<br />

as o<strong>the</strong>r Lasombra (p. 67) — <strong>the</strong>y do not cast reflections.<br />

Quote: We reach into <strong>the</strong> shadows, reach into hell. We<br />

pull out what you find <strong>the</strong>re, <strong>and</strong> paint <strong>the</strong> world with it.<br />

Lasombra Antitribu<br />

Lasombra antitribu are simply members <strong>of</strong> Clan Lasombra<br />

who ei<strong>the</strong>r predate <strong>the</strong> Sabbat <strong>and</strong> refused to<br />

join, or who disagree with <strong>the</strong> Sabbat’s philosophies.<br />

They are rare in ei<strong>the</strong>r case, because <strong>the</strong> Sabbat goes<br />

out <strong>of</strong> its way to destroy <strong>the</strong>m, but a few persist. Some<br />

join <strong>the</strong> Camarilla, while o<strong>the</strong>rs remain independent.<br />

As a rule, <strong>the</strong>y carry <strong>the</strong> Machiavellian attitude that<br />

typifies <strong>the</strong> Lasombra — <strong>the</strong>y fully expect that <strong>the</strong>y<br />

will win <strong>the</strong> Jyhad, <strong>and</strong> <strong>the</strong>y are willing to do what is<br />

necessary to do so. They just feel that <strong>the</strong>ir Clan as a<br />

whole made <strong>the</strong> wrong choice.<br />

While some Camarilla v<strong>amp</strong>ires know that <strong>the</strong>se<br />

<strong>Kindred</strong> exist, at least in <strong>the</strong>ory, <strong>the</strong> Magisters <strong>the</strong>mselves<br />

try to stay out <strong>of</strong> <strong>the</strong> spotlight. The Sabbat has<br />

been known to stage raids on Camarilla cities, raids that<br />

<strong>the</strong>y cannot hope to bring to a victory, just to destroy<br />

a Lasombra antitribu. Some <strong>Kindred</strong> put this down to<br />

<strong>the</strong> tenacity <strong>and</strong> spite <strong>of</strong> <strong>the</strong> Sabbat, but o<strong>the</strong>rs point<br />

out that it tends to be <strong>the</strong> Sabbat Lasombra — well<br />

known for being good tacticians — who initiate <strong>the</strong>se<br />

raids. What are <strong>the</strong>y so afraid that <strong>the</strong> Lasombra antitribu<br />

might reveal?<br />

Nickname: Magisters (this was <strong>the</strong> Clan’s sobriquet<br />

for centuries before <strong>the</strong> Anarch Revolt)<br />

Disciplines: Dominate, Obtenebration, Potence<br />

Weakness: In addition to <strong>the</strong> Clan’s usual problem<br />

with reflections (p. 67), Lasombra antitribu also have<br />

<strong>the</strong> “weakness” <strong>of</strong> being hunted relentlessly by <strong>the</strong><br />

Sabbat, <strong>and</strong> targeted for destruction whenever <strong>the</strong>ir<br />

existence is made public.<br />

Quote: I watched <strong>the</strong> fires <strong>of</strong> <strong>the</strong> Reconquista. I saw <strong>the</strong><br />

trenches <strong>of</strong> <strong>the</strong> Great War <strong>and</strong> <strong>the</strong> fires that burned Dresden.<br />

The so-called “Sword <strong>of</strong> Caine” does not fill me with<br />

dread.<br />

Malkavians<br />

Dominate Malkavians<br />

For <strong>the</strong> most part, o<strong>the</strong>r <strong>Kindred</strong> don’t differentiate<br />

between Dominate Malkavians <strong>and</strong> <strong>the</strong> main body <strong>of</strong><br />

135 CHAPTER TEN: BLOODLINES


<strong>the</strong> Clan. V<strong>amp</strong>ires don’t carry badges detailing <strong>the</strong>ir<br />

acuity in <strong>the</strong> various Disciplines, after all, <strong>and</strong> it’s by no<br />

means impossible for a Malkavian to wield both powers.<br />

As with so many things related to <strong>the</strong> Moon Clan,<br />

most v<strong>amp</strong>ires wouldn’t know about it if <strong>the</strong> Malkavians<br />

didn’t tell <strong>the</strong>m.<br />

For some reason, <strong>the</strong> Clan felt it was important for<br />

<strong>the</strong> Camarilla to know that some <strong>of</strong> <strong>the</strong>ir number retained<br />

skill with <strong>the</strong> Dominate Discipline. Likewise,<br />

<strong>the</strong>ir nickname — Carriers — is self-applied. The implication<br />

is clear: These Malkavians are immune to<br />

Dementation (at least as far as “contracting” it <strong>the</strong> way<br />

<strong>the</strong> rest <strong>of</strong> <strong>the</strong> Clan did), but <strong>the</strong>y are capable <strong>of</strong> spreading<br />

it. Rumors fly that <strong>the</strong>se Malkavians are capable<br />

<strong>of</strong> spreading Dementation — <strong>and</strong> <strong>the</strong> accompanying<br />

madness — even to non-Malkavian <strong>Kindred</strong>.<br />

Whe<strong>the</strong>r or not that’s true hasn’t been established,<br />

but it is true that Dominate Malkavians tend to be<br />

more outwardly stable than o<strong>the</strong>r members <strong>of</strong> <strong>the</strong>ir<br />

Clan. That isn’t to say <strong>the</strong>y aren’t mad — <strong>the</strong>y are.<br />

Their derangements, though, tend more toward cold<br />

sociopathy or quiet hallucinations that <strong>the</strong> screaming,<br />

full-blown madness that afflicts much <strong>of</strong> <strong>the</strong> rest <strong>of</strong> <strong>the</strong><br />

Clan. Likewise, Dominate Malkavians show no particular<br />

propensity for prophetic wisdom, <strong>and</strong> <strong>of</strong>ten seem<br />

somewhat contemptuous <strong>of</strong> <strong>the</strong> ones that do.<br />

Nickname: Carriers<br />

Disciplines: Auspex, Dominate, Obfuscate (Note: If<br />

you wish to set your V<strong>amp</strong>ire game before <strong>the</strong> events<br />

<strong>of</strong> <strong>the</strong> “Great Prank” that gave every Malkavian Dementation,<br />

nearly every Lunatic has <strong>the</strong>se Disciplines<br />

– only <strong>the</strong> Malkavian antitribu at <strong>the</strong> time have access<br />

to Dementation.)<br />

Weakness: Like all Malkavians (p. 75), <strong>the</strong> Carriers<br />

are irretrievably insane. As a rule, <strong>the</strong>ir insanity tends<br />

to be “quieter” than <strong>the</strong> average Lunatic’s, but <strong>the</strong><br />

Dominate Malkavians still have at least one derangement<br />

that cannot be cured.<br />

Quote: If you’re expecting me to flip out <strong>and</strong> start hitting<br />

people with fish, well, you’ve got <strong>the</strong> wrong weirdo. I’m not<br />

here to amuse you.<br />

Ravnos<br />

Brahman<br />

The elders <strong>of</strong> Clan Ravnos long ago divided <strong>the</strong>mselves<br />

up into castes, much like mortal Indian society.<br />

In <strong>the</strong>ory, only a member <strong>of</strong> a given v<strong>amp</strong>ire caste could<br />

Embrace a member <strong>of</strong> <strong>the</strong> appropriate mortal caste. In<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

136


practice, though, <strong>the</strong> Clan’s elders couldn’t maintain<br />

such strict control over its members, even in India, <strong>and</strong><br />

certainly not in <strong>the</strong> rest <strong>of</strong> <strong>the</strong> world.<br />

For <strong>the</strong> most part, <strong>the</strong>se v<strong>amp</strong>ire castes (called jati)<br />

were identical to <strong>the</strong> main body <strong>of</strong> <strong>the</strong> Clan in terms <strong>of</strong><br />

ability <strong>and</strong> blood. The Brahman Ravnos, though, have<br />

a gift <strong>of</strong> sight that <strong>the</strong> o<strong>the</strong>r jati do not, <strong>and</strong> <strong>of</strong>ten use it<br />

to divine <strong>the</strong> future or <strong>the</strong> locations <strong>of</strong> <strong>the</strong>ir enemies.<br />

They act as advisors <strong>and</strong> seers to <strong>the</strong>ir Clan in India.<br />

Ano<strong>the</strong>r branch <strong>of</strong> <strong>the</strong> Clan, called <strong>the</strong> Phuri Dae,<br />

followed <strong>the</strong> Roma (Gypsies) along <strong>the</strong>ir travels in Europe.<br />

They are mechanically identical to <strong>the</strong> Brahman,<br />

<strong>and</strong> served much <strong>the</strong> same function.<br />

Disciplines: Animalism, Auspex, Chimerstry<br />

Weakness: The Brahman suffer <strong>the</strong> same weakness<br />

as <strong>the</strong> main body <strong>of</strong> Clan Ravnos (p. 93). Each one<br />

has a preferred form <strong>of</strong> vice (though <strong>the</strong> Brahman<br />

have a special love for swindling through psychic<br />

readings <strong>and</strong> séances). Whenever <strong>the</strong> Brahman is<br />

given <strong>the</strong> chance to indulge in his favorite vice, <strong>the</strong><br />

player must roll Self-Control or Instinct (difficulty 6)<br />

to resist <strong>the</strong> tempta-tion.<br />

Quote: Our traditions are not meaningless now, childe.<br />

If anything, <strong>the</strong>y mean more now. We have so much more<br />

to preserve, <strong>and</strong> so few voices left to accomplish it.<br />

Salubri<br />

Wu Zao<br />

Saulot left Europe <strong>and</strong> traveled east, where he met<br />

native creatures that, though <strong>the</strong>y fed on blood, were<br />

not truly <strong>Kindred</strong>. These “Wan Kuei” called him Zaolat,<br />

<strong>and</strong> regarded him as a trickster, a thief, <strong>and</strong> a barbarian.<br />

Unwelcome though he was, Zao-lat managed to leave<br />

a legacy behind — <strong>the</strong> Wu Zao. These <strong>Kindred</strong> are <strong>the</strong><br />

descendants <strong>of</strong> two v<strong>amp</strong>ires Embraced by Zao-lat during<br />

his time in <strong>the</strong> Middle Kingdom (named Zao-zei<br />

<strong>and</strong> Zao-xue). These two v<strong>amp</strong>ires helped Zao-lat uncover<br />

<strong>the</strong> arcane secrets <strong>of</strong> <strong>the</strong> East, break into <strong>the</strong> lairs<br />

<strong>of</strong> demons, <strong>and</strong> learn <strong>the</strong>ir weaknesses.<br />

But <strong>the</strong> local v<strong>amp</strong>ires eventually drove Zao-lat from<br />

<strong>the</strong>ir l<strong>and</strong>s, leaving behind his two childer to carry on<br />

his work. Since <strong>the</strong>n, <strong>the</strong> Wu Zao have been intrigued<br />

or (more accurately) obsessed by whatever areas <strong>of</strong> arcane<br />

study pique <strong>the</strong>ir interests. Their scholarly ways<br />

have served <strong>the</strong>m well — when news <strong>of</strong> Saulot’s destruction<br />

reached <strong>the</strong>m, some few went into hiding<br />

<strong>and</strong> avoided purges in <strong>the</strong>ir own l<strong>and</strong>s. The bloodline<br />

survives in modern nights — rare <strong>and</strong> quiet, but present.<br />

Nickname: Orphans<br />

Disciplines: Auspex, Fortitude, Obeah or Valeren<br />

(player’s choice at character creation)<br />

Weakness: The Wu Zao are scholars by nature, <strong>and</strong><br />

each <strong>of</strong> <strong>the</strong>m has a special focus. At character creation,<br />

<strong>the</strong> player must select an area <strong>of</strong> arcane study — <strong>the</strong><br />

Wan Kuei, <strong>the</strong> culture <strong>of</strong> a specific mortal group, a<br />

group <strong>of</strong> mystical tomes lost to <strong>the</strong> ages, etc. Whenever<br />

<strong>the</strong> opportunity arises to learn something about this<br />

subject, <strong>the</strong> player must make a Willpower roll (difficulty<br />

6) to avoid pursuing that lead to <strong>the</strong> exclusion<br />

<strong>of</strong> all else.<br />

Quote: How much? Ha! For that old trinket! Never!<br />

Wait, wait. How much again?<br />

Tremere<br />

Telyavelic Tremere<br />

In <strong>the</strong> early nights <strong>of</strong> Clan Tremere, before <strong>the</strong> diablerie<br />

<strong>of</strong> Saulot, a small b<strong>and</strong> <strong>of</strong> Warlocks made its way<br />

into Lithuania. Clan records state that <strong>the</strong> original<br />

goal <strong>of</strong> this journey was to exp<strong>and</strong> <strong>the</strong> Clan’s influence<br />

into <strong>the</strong>se l<strong>and</strong>s, or to find allies. Some elder Tremere,<br />

though, claim that <strong>the</strong>se pilgrims took <strong>the</strong> journey to<br />

escape from <strong>the</strong> clutches <strong>of</strong> <strong>the</strong>ir Clan once <strong>and</strong> for<br />

all.<br />

Whatever <strong>the</strong> original motive behind <strong>the</strong> exodus,<br />

when <strong>the</strong> Tremere arrived, <strong>the</strong>y fell in with <strong>the</strong> pagan<br />

peoples <strong>of</strong> Lithuania <strong>and</strong> learned <strong>of</strong> Telyavel, <strong>the</strong> protector<br />

<strong>of</strong> <strong>the</strong> dead. The local people saw <strong>the</strong> v<strong>amp</strong>ires<br />

— nocturnal, bloodthirsty, <strong>and</strong> obviously magical —<br />

as incarnations or avatars <strong>of</strong> <strong>the</strong>ir death-gods, <strong>and</strong> <strong>the</strong><br />

Tremere grew to believe <strong>the</strong>m. They cast <strong>of</strong>f <strong>the</strong> name<br />

“Tremere,” <strong>and</strong> simply became <strong>the</strong> “Telyavs.” While<br />

<strong>the</strong>y had some infrequent contact with chantries outside<br />

<strong>of</strong> Lithuania, for <strong>the</strong> most party <strong>the</strong>y remained patrons<br />

<strong>and</strong> predators to <strong>the</strong> villagers.<br />

This was not to last, however. In <strong>the</strong> late 13th century,<br />

<strong>the</strong> Ventrue warlord Jürgen <strong>the</strong> Sword-Bearer<br />

destroyed one <strong>of</strong> <strong>the</strong> last remaining enclaves <strong>of</strong> <strong>the</strong><br />

Telyavs. The bloodline managed to limp along for ano<strong>the</strong>r<br />

few centuries, but by <strong>the</strong> 16th century, <strong>the</strong> main<br />

body <strong>of</strong> <strong>the</strong> Tremere reported that all <strong>of</strong> <strong>the</strong>m had been<br />

destroyed.<br />

Nickname: Telyavs, Shepherds<br />

Disciplines: Auspex, Presence, Thaumaturgy<br />

137 CHAPTER TEN: BLOODLINES


Weakness: The Telyavs bound <strong>the</strong>ir fates so tightly<br />

to <strong>the</strong>ir pagan herds that <strong>the</strong>y took on some <strong>of</strong> <strong>the</strong> same<br />

fears <strong>and</strong> enemies. They are weak against Christian<br />

symbols <strong>and</strong> faith. Difficulties to resist frenzy are two<br />

higher than normal when confronted by an enemy using<br />

True Faith as a defense. They recoil from <strong>the</strong> sight<br />

<strong>of</strong> <strong>the</strong> cross or o<strong>the</strong>r symbols <strong>of</strong> <strong>the</strong> Christian faith.<br />

Quote: We reached too high. Power <strong>and</strong> enlightenment<br />

aren’t found in formulae. They are found in dirt, wood,<br />

<strong>and</strong> blood.<br />

Tzimisce<br />

Kolduns<br />

The koldun are <strong>the</strong> oldest sorcerers among <strong>the</strong> <strong>Kindred</strong>,<br />

or at least <strong>the</strong>y claim to be. Their magic is ancient,<br />

to be sure. This magic does not depend on formulae<br />

<strong>and</strong> lifeless, categorized rotes. Ra<strong>the</strong>r, it draws<br />

power from <strong>the</strong> most unlikely source: <strong>the</strong> living earth.<br />

Koldunic Sorcery excels in manipulating <strong>the</strong> natural<br />

elements in subtle <strong>and</strong> gr<strong>and</strong>iose ways, yet its paths follow<br />

no o<strong>the</strong>r directions. Many <strong>of</strong> its rituals build on<br />

spirituality <strong>and</strong> vitality thought lost to v<strong>amp</strong>ires. Kolduns,<br />

<strong>the</strong>n, are Tzimisce wizards who are in tune with<br />

<strong>the</strong> l<strong>and</strong> around <strong>the</strong>m to a frightening degree.<br />

The kolduns aren’t protectors <strong>of</strong> <strong>the</strong> l<strong>and</strong>, though,<br />

at least not in <strong>the</strong> way that <strong>the</strong> phrase usually implies.<br />

They use <strong>the</strong> l<strong>and</strong>, drinking in its energy <strong>and</strong> reshaping<br />

it into weapons. They protect <strong>the</strong> l<strong>and</strong> because it<br />

is <strong>the</strong>irs, <strong>and</strong> <strong>the</strong>refore <strong>the</strong>y display <strong>the</strong> same territorialism<br />

for which <strong>the</strong> Tzimisce in general are so widely<br />

known.<br />

For many years, Koldunic Sorcery was <strong>the</strong> province<br />

<strong>of</strong> a few very powerful elder Tzimisce, almost all Old<br />

Clan (see below). In recent nights, though, <strong>the</strong> knowledge<br />

<strong>of</strong> <strong>the</strong> magic has filtered down through <strong>the</strong> Clan’s<br />

ranks, <strong>and</strong> even neonates may learn it. This is a huge<br />

departure from previous practices. It remains to be seen<br />

what effect Koldunic Sorcery will have on <strong>the</strong> world<br />

at large.<br />

Nickname: None<br />

Disciplines: The kolduns aren’t truly a bloodline.<br />

Ra<strong>the</strong>r, koldunism is a practice within <strong>the</strong> Tzimisce<br />

where <strong>the</strong> v<strong>amp</strong>ire learns Koldunic Sorcery (at out-<strong>of</strong>-<br />

Clan costs). Koldun Clan Disciplines, <strong>the</strong>refore, are<br />

Auspex, Animalism, <strong>and</strong> ei<strong>the</strong>r Dominate or Vicissitude<br />

(depending on whe<strong>the</strong>r <strong>the</strong> koldun is an Old Clan<br />

Tzimisce or not).<br />

Weakness: As with <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Clan (p. 119):<br />

The koldun must rest in <strong>the</strong> proximity <strong>of</strong> at least two<br />

h<strong>and</strong>-fuls <strong>of</strong> native soil. Failure to meet this<br />

requirement halves <strong>the</strong> koldun’s dice pools every 24<br />

hours, until all pools fall to one die. This penalty<br />

remains until <strong>the</strong>y are able to rest for a full day in<br />

<strong>the</strong>ir earth.<br />

Quote: I am <strong>the</strong> l<strong>and</strong>. You have not violated my home…<br />

you have violated me. And now you reap <strong>the</strong> consequences.<br />

Old Clan Tzimisce<br />

The Old Clan Tzimisce are a small group <strong>of</strong> Fiends<br />

who predate <strong>the</strong> use <strong>of</strong> fleshcrafting. They regard<br />

Vicissitude as a disease <strong>of</strong> <strong>the</strong> soul, <strong>and</strong> refuse to learn<br />

or em-ploy it. In most o<strong>the</strong>r respects, though, <strong>the</strong>y<br />

resemble <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Clan. They share <strong>the</strong> Clan’s<br />

propensity for manners <strong>and</strong> respect for territory, <strong>and</strong><br />

as most <strong>of</strong> <strong>the</strong> surviving members <strong>of</strong> this “bloodline”<br />

still reside in what is now Romania, <strong>the</strong>y govern <strong>the</strong>ir<br />

territories using Old World methods <strong>and</strong> customs. In<br />

some remote places, <strong>the</strong>y rule more or less openly,<br />

taking blood ti<strong>the</strong> from <strong>the</strong> mortals under <strong>the</strong>ir<br />

“protection” <strong>and</strong> keep-ing out o<strong>the</strong>r supernatural<br />

threats. As <strong>the</strong> world grows smaller through <strong>the</strong> use <strong>of</strong><br />

information technology, though, those nights may be<br />

coming to an end.<br />

The Old Clan would prefer never to have to deal<br />

with <strong>the</strong> “defiled” members <strong>of</strong> Clan Tzimisce, but<br />

family is family <strong>and</strong> <strong>the</strong>y can’t survive <strong>the</strong> modern<br />

nights with no support. They make treaties <strong>and</strong> trade<br />

favors with o<strong>the</strong>r Fiends, sometimes lending support<br />

to <strong>the</strong> Sabbat as a whole in exchange for help <strong>and</strong><br />

support when <strong>the</strong>y need. One thing <strong>the</strong>y refuse to do,<br />

though, is share blood with a Sabbat v<strong>amp</strong>ire. One<br />

never knows what might be swimming in it.<br />

Nickname: The Old Clan<br />

Disciplines: Animalism, Auspex, Dominate<br />

Weakness: As with <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Clan (p. 119),<br />

<strong>the</strong> Old Clan Tzimisce must sleep in at least two<br />

h<strong>and</strong>fuls <strong>of</strong> soil from <strong>the</strong>ir homel<strong>and</strong>. Failure to<br />

meet this requirement halves <strong>the</strong> Tzimisce’s dice<br />

pools every 24 hours, until all pools fall to one die.<br />

This penalty remains until <strong>the</strong>y are able to rest for a<br />

full day in <strong>the</strong>ir earth.<br />

Quote: Old ways do not die. Like old Cainites, <strong>the</strong>y<br />

merely sleep, awaiting sufficient blood to reawaken <strong>the</strong>m.<br />

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION<br />

138


Maeghar<br />

“Keep moving. Do not grow attached. You cannot lose<br />

what you do not have.”<br />

The Maeghar were never a bloodline. Most share no<br />

common ancestry with each o<strong>the</strong>r, <strong>and</strong> many do not even<br />

hail from <strong>the</strong> same Clan. They are merely a collection <strong>of</strong><br />

accidents, a mixture <strong>of</strong> blood <strong>and</strong> fae-blooded wyrd that<br />

should never have been possible. There is no kinship<br />

here, no sense <strong>of</strong> shared destiny. So when <strong>the</strong> Middle<br />

<strong>Ages</strong> drew to a close, <strong>the</strong> Renaissance picked up, <strong>and</strong> <strong>the</strong><br />

Kiasyd began disappearing as one <strong>of</strong> <strong>the</strong>ir lot sought to<br />

rule alone, <strong>the</strong> Maeghar did not fight back. They did not<br />

speak out; <strong>the</strong>y did not resist. They simply packed <strong>the</strong>ir<br />

belongings <strong>and</strong> left both disputed territory <strong>and</strong> <strong>the</strong>ir<br />

old name behind.<br />

If Cainites have a disenfranchised<br />

class, <strong>the</strong> Maeghar is one <strong>of</strong> <strong>the</strong>m.<br />

A typical Maeghar stays nowhere<br />

for long, has no possessions<br />

to speak <strong>of</strong> o<strong>the</strong>r than a<br />

single, most-cherished<br />

collection, <strong>and</strong> has<br />

ties to nei<strong>the</strong>r humans<br />

nor o<strong>the</strong>r Cainites.<br />

She drifts from one<br />

place to ano<strong>the</strong>r,<br />

consumed only by<br />

her own self <strong>and</strong><br />

seemingly lost<br />

to <strong>the</strong> world.<br />

For some<br />

Maeghar, this<br />

disconnect has<br />

become so pr<strong>of</strong>ound that she<br />

has lost her connection to <strong>the</strong><br />

living <strong>and</strong> now focuses solely<br />

on <strong>the</strong> world <strong>of</strong> ash <strong>and</strong><br />

death, <strong>and</strong> even here she<br />

remains a fleeting visitor<br />

whose light touch<br />

hovers between reality<br />

<strong>and</strong> illusion.<br />

Often, she will find<br />

herself with a wealth<br />

<strong>of</strong> eclectic knowledge,<br />

picked up<br />

as tidbits here <strong>and</strong><br />

<strong>the</strong>re.<br />

The Maeghar has since found <strong>the</strong>ir way to <strong>the</strong><br />

Tal’Mahe’Ra. They might not be interested in <strong>the</strong> Sect’s<br />

ideology (this depends on <strong>the</strong> individual Maeghar), but<br />

<strong>the</strong> two are a very good match in <strong>the</strong> practical sense. The<br />

True Black H<strong>and</strong> <strong>of</strong>fers <strong>the</strong> Maeghar a way to remain<br />

disconnected from <strong>the</strong> world at large yet have a modicum<br />

<strong>of</strong> backup, whilst she brings a unique combination <strong>of</strong><br />

knowledge <strong>and</strong> power to <strong>the</strong> table. More importantly,<br />

though a Maeghar might visit Enoch, her<br />

willingness to travel makes her a<br />

perfect representation for <strong>the</strong><br />

Sect in <strong>the</strong> world.<br />

Sobriquet: Relics, Lost<br />

Butterflies<br />

Appearance: Each<br />

Maeghar is as unique as<br />

<strong>the</strong> circumstances that<br />

led to her conception. She fits no<br />

mold, no stereotype. Yet every Maeghar carries<br />

a physical mark that exposes <strong>the</strong> wyrd lying<br />

at her core. This mark can be subtle, like snow<br />

white skin <strong>and</strong> ebony hair, or obvious, like having six<br />

arms. Sometimes, this mark can lead to <strong>the</strong> purchase <strong>of</strong><br />

a Flaw or Merit, such as Eerie Presence (V20 p. 495) for<br />

porcelain skin or Ambidexterity (V20 p. 482) to represent<br />

extra limbs.<br />

Haven <strong>and</strong> Prey: A Maeghar embraces her disenfranchisement,<br />

easily traveling from one location<br />

to <strong>the</strong> next <strong>and</strong> finding ab<strong>and</strong>oned buildings with<br />

uncanny ease. That is not to say that her possessions<br />

are little, as she typically owns a large collection<br />

<strong>of</strong> small items, perhaps to compensate for her<br />

inability to connect to (un)living beings. These<br />

collections are <strong>of</strong>ten disturbing, such as finger<br />

bones, <strong>the</strong> teeth <strong>of</strong> children, or pieces <strong>of</strong> tattooed<br />

skin. The occasional Maeghar might<br />

even collect something more ephemeral,<br />

such as broken dreams.<br />

A Maeghar seems to have no favored<br />

prey, <strong>and</strong> her victims are as unique as she<br />

herself. The nearness <strong>of</strong> a warm human<br />

body disconcerts her though, leaving her<br />

to drain her victim <strong>and</strong> drink his blood<br />

from a cup. If she is particularly fussy, she<br />

might skin her victim first to prevent<br />

blood touching <strong>the</strong> dirty<br />

skin as it pours out.<br />

THE BLACK HAND: A GUIDE TO THE TAL’MAHE’RA 167


The Embrace: A Maeghar herself rarely Embraces. She feels<br />

little need for companionship, so why should she curse ano<strong>the</strong>r<br />

with her existence? If she does Embrace, it’s usually because <strong>the</strong><br />

childe has a very specific skillset that suits her purposes. When<br />

that purpose is met, <strong>the</strong> childe is ei<strong>the</strong>r destroyed or set free.<br />

There is no consistency to which childer are killed <strong>and</strong> which<br />

released, as some Maeghar might see freedom as a reward for<br />

good services, whilst o<strong>the</strong>rs view blessed death as such. To<br />

create ano<strong>the</strong>r Maeghar, a sire must embrace a fae-blooded<br />

mortal. If she does not, <strong>the</strong> resulting childe is always a Caitiff,<br />

since he lacks <strong>the</strong> unique spark to become a Maeghar.<br />

Clan Disciplines: My<strong>the</strong>rceria or Necromancy (player’s<br />

choice), plus two o<strong>the</strong>rs from sire’s Clan Disciplines.<br />

Weaknesses: Due to her fae-marked physique, rolls to<br />

recognize <strong>the</strong> Maeghar as o<strong>the</strong>rworldly are at -1 difficulty.<br />

Secondly, her fae heritage makes her vulnerable to cold<br />

iron: not only do weapons made from cold iron inflict<br />

aggravated damage to her, but such damage triggers an<br />

immediate roll to avoid ei<strong>the</strong>r frenzy or Rötschreck as<br />

befitting <strong>the</strong> context. Lastly, a Maeghar feels such revulsion<br />

at feeding from a warm, smelly, <strong>and</strong> sweaty human that<br />

she must drain her victim’s blood in a clean container<br />

before consuming it. This restriction does not apply when<br />

feeding from v<strong>amp</strong>ires.<br />

Organization: A Maeghar is an independent creature<br />

who values her solitude. Should she meet ano<strong>the</strong>r <strong>of</strong> her<br />

kind, both engage in a non-committal, albeit exceedingly<br />

polite, discourse to determine if <strong>the</strong> o<strong>the</strong>r party is interested<br />

in exchanging information or boons. If so, <strong>the</strong> two<br />

take it from <strong>the</strong>re. If not, both continue on <strong>the</strong>ir way with<br />

no hard feelings. Recognizing <strong>the</strong> need for some form <strong>of</strong><br />

support in a dark <strong>and</strong> dangerous world, many Maeghar<br />

have fallen in with <strong>the</strong> Tal’Mahe’Ra <strong>and</strong> will provide<br />

services to that Sect.<br />

Stereotypes<br />

Camarilla: L<strong>of</strong>ty ideals <strong>and</strong> pretenses. Such a thin veneer.<br />

“All Cainites are <strong>Kindred</strong>?” We know better.<br />

Kiasyd: Not our fight. Give Marconius <strong>and</strong> his brood<br />

a wide berth. Do not even let <strong>the</strong>m know you exist, <strong>and</strong><br />

you’ll be fine.<br />

Nagaraja: We might learn a lot from <strong>the</strong>se powerful<br />

necromancers. If only <strong>the</strong>ir feeding habits weren’t so<br />

revolting.<br />

Old Clan Tzimisce: Oh yes. Very polite. Good grasp <strong>of</strong><br />

etiquette. An appreciation for <strong>the</strong> fineries <strong>of</strong> life. I wonder<br />

if he’s interested in my collection <strong>of</strong> human eyes?<br />

Sabbat: Stay away. Not only are <strong>the</strong>y unmannered <strong>and</strong><br />

crass, but this is Marconius’ playground.<br />

Tal’Mahe’Ra: A collection <strong>of</strong> old relics steeped in death.<br />

Yes, this will do nicely for us.<br />

True Brujah: Scholars. Excellent academics. Just a tad<br />

boring, but <strong>the</strong>y are forgiven for that.<br />

168<br />

CHAPTER FOUR: DIRTY SECRETS

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