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Vampireology: the Hunters Manual

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Re: Vampireology: the Hunters Manual

Tips: 0.00 INK Postby Ambrogio_Tenebrios on Thu Apr 23, 2020 2:23 pm

Additional Strengths & Weaknesses

1.) Shapeshifting - some vampires can alter their shape or physical appearance to make themselves appear older or younger, as human or beast, or hybrid. Some vampires can turn into cats, rats, bats, snakes, spiders, wolves or werewolves, werebats, wererats or werecats, owls, crows or ravens, stags, bears, scorpions, sharks, crocodiles, leeches, mosquitoes, fleas, lice and other critters. Some vampires can take elemental forms as stone, smoke or mist, gas, fog, shadow or flame, ghost or apparition, orb or wisp, revenant or ghoul-like zombie creature. They can also turn into a colony of bats, or a plague of mice, and a black hound. A touch of silver or sunlight can prevent them from shapeshifting.

2.) No reflection - some vampires cast no reflection on a surface such as a still pond, water bowl or mirror. Some vampires without reflections can even distort an image, such as causing ripples in water, or shattering mirrors with a wave of the hand or flick of a wrist. Reflective glasses and mirrors can be used to detect vampires and possibly ward them away if they don't wish to be discovered.

3.) Shadow magic - some vampires don't cast a shadow. Others can operate independently from their shadows. Their shadows are really just phantoms of their lost souls. Their shadows can move on their own, choke people, knock objects over, open doors and move through walls silently. Lamps, lights, torches and candles can be used to detect whether or not a person has a shadow. Light sources can also detour vampires and prevent their shadows from forming.

4.) Wall climbing - some vampires can crawl up walls like a gecko or spider. They can walk on vertical surfaces or even hang upside down like a bat. Projectile silver weapons work best for hunting vampires in hard to reach places.

5.) Levitation - some vampires can levitate. Some can glide swiftly along the floor, while others can even fly. Usually the flyers wear capes, or assume the shape of a winged animal. Sunlight prevents them from flying. Otherwise it might be best to use garlic and silver weapons.

6.) Hand motions - most vampires have some form of hand magic. They can snap their fingers, flick their wrist or wave their hand, point or some other hand gesture which will cause something magical to happen. Telekinesis, force choking or force throwing, liting or extinguishing flames, moving objects or causing some illusionary magic to occur. Some can set things on fire, break or melt things with a hand gesture. The only defense against this magic is atropiac items and religious talismans like a cross or crucifix, rosary beads, or holy bible. Sometimes mirrors or reflective surfaces can be used to prevent them from doing sleight of hand.

7.) Super strength - vampires are much stronger than humans and other animals. They can do melee combat with werewolves to a certain extent. They can wrestle horses, and deer or elk. Vampires are the ultimate predator. Some can smash through thick concrete walls, bend iron bars, and take massive blunt force blows without getting injured. They can also move cars and throw people like ragdolls. A stake to the throat, eye, temple, or heart will weaken them. Fire can frighten some vampires. Silver and garlic, crosses and bibles can be used against some of them as well.

8.) Super speed - vampires are the perfect hunters. Most vampires have incredible speed and sharp reflexes allowing them to dodge bullets and sprint super fast. They can catch a deer while running barefoot. They can also jump farther and higher than normal humans. Only a dhampir, or another vampire can move equally as fast. The best human defense is prevention with prayers or ambushes.

9.) Natural weapons - vampires have sharp senses. They can hear, see, smell, taste and feel things better than any other animal. They often have claws or talons, wings and fangs, and hypnotic eyes which allows them to beguile their prey. Vampires can hypnotize people by making eye contact. They can throw their voices also and are very stealthy. Vampires are telepathic with psionic powers as well. Some vampires can make themselves appear or disappear with simple verbal commands and concentrated thoughts. Werewolves and dhampirs are best suited to fight them.

10.) Hypnosis - vampires often have ways of hypnotizing their prey. They can hypnotize people by singing, playing music, making eye contact or just whispering verbally. The best way to avoid being hypnotized is to avoid eye contact and wear headfones, and protect your mind from being disturbed. Talismans can also prevent them from reading your mind, while throwing rice or beans into the air might distract some vampires and cause them to break concentration.

11.) Regeneration - most vampires can regenerate limbs and heal wounds very quickly. The only surefire way to kill a vampire is to burn its heart, and mix the ashes with water. Decapitation can kill some vampires, or in most cases, prevent them from regenerating. But there are still those who are immune to holy water, fire, crosses, garlic, etc. Keep in mind that by driving a stake into the heart, it will paralyze a vampire temporarily, but may not destroy them entirely. You must remove the heart, chop off the head, and burn the heart to ashes. This is best done when the corpse is at rest inside the coffin, for minimal risk of injury.

12.) Animal speak - many vampires have the ability to understand the language of animals. Especially nocturnal creatures such as owls, bats, raccoons, opossums, cats, moths, etc. They can talk to snakes, wolves, scorpions, frogs and spiders. The best counter to this ability might be a horse or donkey, as such equestrian animals can sense vampires and will frolic or panic and buck if a vampire is close by.

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Re: Vampireology: the Hunters Manual

Tips: 0.00 INK Postby Ambrogio_Tenebrios on Thu Apr 23, 2020 10:26 pm

Akasha, Amel, Enkil & Mekare

According to Wikipedia (which references the Buddhist DictionaryĀ by Nyanatiloka), Akasha is a term for eitherĀ spaceĀ orĀ Ć¦therĀ in traditional Indian cosmology, depending on the religion. The term has also been adopted in WesternĀ occultismĀ and spiritualism in the late 19th century. In many modernĀ Indo-Aryan languagesĀ andĀ Dravidian languagesĀ the corresponding word (often renderedĀ Akash) retains a generic meaning of "sky". The word inĀ SanskritĀ is derived from a rootĀ kāśĀ meaning "to be". It appears as a masculine noun inĀ Vedic SanskritĀ with a generic meaning of "open space, vacuity". In Classical Sanskrit, the noun acquires the neuter gender and may express the concept of "sky; atmosphere".

According to the Vampire Chronicles, Akasha was the Queen of Uruk (or Astarte in Phoenician) sired by Amel in 4000 BCE ("AĀ spiritĀ manifesting to humans six thousand years ago or in 4000 B.C."). Amel himself emerged around 12,000 years ago. Amel was once a human child, but he was abducted by Alien parents and returned to Earth as a half-human replimoid. Amel was a ruler who perished during the Fall of Atlantis, but his spirit lingered. It is revealed that Amel was once a human from a time early in their existence. As a spirit, he grew powerful enough to escape the world of dead souls to roam the physical world on Earth, being one of many spirits to do so. These spirits wouldĀ cause mischiefĀ orĀ wreak havoc among the living who in response called these beings demons. It's speculated that Amel may have had dealings with a devil called Memnoch.

According to the Vampire Chronicles, Akasha was the most beautiful vampire. Even when she was turned to stone her skin reflected the light of the moon. Akasha had such beautiful skin that there was not a blemish present. She had very dark, nearly black lustrous eyes and cheeks that "shone like pearls." She was described as having firm shapely limbs and straight shoulders. She had black hair that was often braided in the Egyptian style and long and curly when loose. She had a high feminine voice and serene face. She was from Uruk, an ancient city that lies in modern day Iraq. A fandom suggests that Amel possessed Enkil, and that when Akasha drank Enkil's blood and ate him, she inherited Amel's spirit, gaining even more power.

Opposition to Akasha and EnkilĀ was always strong amongst cannibalists, mostly by those who practiced ritual cannibalism as opposed to savage cannibalism. Knowing that they were the cause of an malevolent spirit oppressing Kemet makes the case against them even stronger. One night, a group of nobles sneak into the palace and stab Enkil and Akasha multiple times, leaving them both mortally wounded. As Akasha's soul leaves her body, Amel snatches it and intertwines it with his own and thrusts their combined spirits into her body, making Akasha the world's first vampire.

Akasha saves a dying Enkil by draining him of his remaining blood before allowing him to drink nearly all of hers, making Enkil the world's second vampire and Akasha's first fledgling. Together, they track and kill all the nobles that participated in their assassination attempt. Akasha realizes she and Enkil are now immortal with superhuman strength, but they cannot be exposed to direct sunlight, cannot have intercourse and have an insatiable need to constantly drink blood to survive. She sends Khayman to fetch Maharet and Mekare to explain her nature and why she came to be.

One vampire, referred to as the Elder, became guardian for Akasha and Enkil. Out of anger, he left them out in the sun to burn. Vampires across the world either died of spontaneous combustion or were severely burned. Unharmed, Akasha uses the Mind GiftĀ to call out to a recently madeĀ MariusĀ to take them out of Egypt as other vampires mean to destroy them. As for the Elder, she kills him by crushing his head beneath her feet and pours burning oil on his remains. Akasha and Enkil continue to spend the next two thousand years under Marius's care as living statues. When Marius is severely burned by theĀ Children of Darkness, Akasha allows him to drink her blood to heal his wounds.

Akasha first encountersĀ LestatĀ in the eighteenth century when Marius shows him Akasha and Enkil's sanctuary. Despite Marius's protests, Lestat goes down alone and plays the violin. Akasha awakens and offers him her blood and then drinks his. They are stopped by a jealous Enkil, who comes out of his state as a living statue and begins to crush Lestat. Lestat is saved only when Marius comes and threatens to take Akasha away from Enkil if he doesn't stop. At the end ofĀ The Vampire Lestat, Lestat reflects that the blood Akasha gave him was vital to him survivingĀ Claudia's attempt on his life.

In 1985, Akasha awakens for the last time when she hears Lestat giving a live rock concert. She sees the desirability of him as her consort and drains Enkil of all of his blood to make herself the single progenitor of the vampire race and to be rid of Enkil, who she has grown tired of. Marius arrives in the sanctuary after Akasha has drained Enkil and is then trapped in a case of ice by her. Akasha goes to San Francisco and kidnaps Lestat and makes him her consort. She embarks on a mass killing of vampires, finding them by listening to their thoughts.Ā 

The surviving vampires are confronted by Akasha in Maharet's Sonoma compound. She explains her plans for her to be the new god of the world and offers the vampires a chance to be her followers as angels in her New World Order. Akasha plans to kill 90 percent of the world's human men, and to establish a new Eden in which women will worship Akasha as a goddess. They all refuse to partake in Akasha's plan despite her vow to destroy all of them if they do not comply. Maharet speaks for all of them when she boldly says that Akasha simply wants to dominate and be worshipped, and have everyone obey her, no matter how many lives are lost.

Their refusal makes Akasha furious, but before she can destroy the surviving vampires, Mekare, whom no one has seen for 6,000 years, appears in the room. She charges at Akasha, shoving her into a glass wall, causing a large shard to decapitate her. Just as doom is spelled out for all vampires, Mekare devours both the brainĀ andĀ heartĀ of Akasha, taking into herself theĀ Sacred CoreĀ which contains the spirit of Amel. Successfully bonding with the Sacred Core, Mekare becomes the new queen of all vampires, while Akasha's body becomes a transparent shell.

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Re: Vampireology: the Hunters Manual

Tips: 0.00 INK Postby Ambrogio_Tenebrios on Fri Apr 24, 2020 6:58 am

Vampire Mythology

The following excerpt was taken from a torn fragment of a page from the Book of Simon chapter 4, and appears to be a retelling of the famous Biblical creation story with a peculiar twist. Here, the old gods are depicted as dragons and serpents. It also veers off topic into a study and documentation of the lesser known connection between humans and demons. The author presents a hierarchy or structure, placing man above the angels in a cycle of physical and spiritual reincarnation. Interestingly, the writer makes no mention anywhere about a soul, but does suggest freewill.

"In the beginning there were Dragons... the Demiurge breathed fire across the watery void, creating the earth and the heavens. Sparks flew from the dragon's flames, and became glowing worms. The worms became red serpents, and soon they turned into seraphim. These angels were made of pure light, and they stood in the presence of the dragons. Then the dragons killed some of the other dragons and used the blood stained earth to form human beings. The dragons commanded the angels to bow to man, but one of the seraphs refused and was banished from heaven to earth as a demon. In those days it was known to everyone at the time that mankind possesses both body and spirit, and has the potential to reach godhood. Angels are spirits who can become humans by merit. Angels who leave their heavenly abode become Fallen Angels, spirits who wander earth in limbo or purgatory until they redeem themselves. Or they can become Demons, which is just a malicious fallen angel who attacks humans. Demons are spirits, but they can possess an unprotected body. Once they possess a body, such as a man or a snake, demons can procreate and give birth to Nephilim, man-like demonic beings possessing both body and spirit. Nephilim can sometimes also procreate and give life to Rephaim, often sterile creatures who rarely do but possibly can reproduce. Rephaim are usually short lived and will eventually go extinct. Once they die, the rephaim become either ghosts or Teraphim, which are lifeless idols. Once humans die, they become angels, whether risen or fallen, or until they become gods."

The Book of Simon chapter 16 mentions the mighty Philistine giant Goliath, descended from Nephilim, who was killed by David the shepherd. After his death, the Philistines erected a statue of Goliath and worshipped him as one of the teraphim. Goliath was said to be a giant with six fingers and a very long heavy spear, but it could just be symbolism in mythology. Some vampireologists have suggested that Nephilim aren't literal giants, but normal sized people with a giant appetite for flesh and blood. The long spear could just be heavy with the number of lives it has claimed. It could be metaphorical, apart from the six fingers which could just be a birth defect.

Once again in chapter 29 we see another reference to Samael, the seraph who disobeyed the dragons and refused to be subservient to humans. Only this time Samael is referred to as a fallen angel rather than a demon, and seems to have regained some respect from the dragons, for he has been restored to the status of an archangel of sorts, and serves the dragons by unleashing death and plague upon mankind. As the righteous angel of death, Samael actually brings justice and neutrality, escorting spirits to their proper domains, be it in heaven or hades. Lilith is never mentioned, and instead we see a great flood followed by the rise and exile of Belial and an army of fallen angels who take human wives and beget nephilim. These nephilim are described as blood-drinking cannibals who eat living humans, which is where the anthropomorphic vampire enters the story.

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Re: Vampireology: the Hunters Manual

Tips: 0.00 INK Postby Ambrogio_Tenebrios on Sat May 02, 2020 12:34 pm

World of Darkness Mythos

Vampires in the World of Darkness believe that their race originates from the Biblical figure ofĀ Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother. The vampires of this canon believe themselves to be descended from this Biblical progenitor.

It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker. These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation. The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known asĀ Enoch, or the First City. When God caused theĀ Great Flood, however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves. The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness.

These myths are collected in an in-game document of dubious reliability known as theĀ Book of Nod. Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them. This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.

Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients. The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world. Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.

World of Darkness Sects

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

Vampire: The MasqueradeĀ offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.

The Camarilla Sect

The CamarillaĀ ā€” Nicknamed the "Ivory Tower", the Camarilla strictly adheres to a set of ancient laws known as the Traditions. The Camarilla was created as a reaction to the Inquisition and sees its purpose as maintaining the Masquerade as a means of ensuring the survival of all Kindred. The Traditions are enforced and order in each jurisdiction (usually one city in the mortal world) is maintained by a powerful leader known as a Prince. It is the Prince's duty to interpret the Traditions and act as judge, jury, and executioner. The Camarilla describes itself in idealistic terms suggesting it is a genteel society of undead peers but harbors a vast, complex, and rigid hierarchy that breeds ancient rivalries and vicious political machinations. The Camarilla actively denies or suppresses myths about Gehenna and the race's legendary ancient founders. Camarilla vampires refer to themselves (and all other vampires) as "Kindred" as a means of reminding themselves of their origins in humanity. Camarilla vampires often refer to humans as "Kine", an archaic term forĀ cattle.

The Anarchist Sect

The Anarch MovementĀ ā€” Ostensibly a faction within the Camarilla, the Anarch Movement are decentralized groups of vampires spread out across the world who question what they see as the Camarilla's outmoded means of governing. It contains a diverse range of ideologies but they believe in a more equitable redistribution of power between Kindred.

The Sabbat Sect

The SabbatĀ ā€” Nicknamed the "Sword of Cain", the Sabbat was formed during the Anarch Revolt in response to the oppressive rule of the Elder vampires. The Sabbat do not openly follow the Traditions but instead adhere to a system of self-rule, freedom, and interdependence as outlined in the Code of Milan. The Sabbat actively believe that Gehenna is real and it is their duty to protect Cainites from the predation of the Antediluvians. The Sabbat believe themselves superior to humans and ultimately believe that they should rule over the human world rather than hide from it. Many have a flagrant disregard for human life which is evinced in the brutal tactics they use in the Jyhad. While anyone may ostensibly claim membership in the Camarilla, the Sabbat have brutal initiation rites where characters must prove their loyalty. They also practice cult-like rituals and a form of ceremonial group Blood Bonding, called Vaulderie, to ensure loyalty. The Sabbat scorn the idea of vampires being Kindred, referring to themselves as Cainites and emphasizing their origins in the blood ofĀ Cain. They often use more vulgar epithets for their human vessels.

The Inconnu Sect

The InconnuĀ ā€” A mysterious sect of elders rumored to have achieved or are in pursuit of Golconda; a sort of redemptive transcendence for the Damned. The most visible sign of the sect are its Monitors who sometimes take up residence in a territory.

The Tal'Mahe'Ra Sect

Talā€™Maheā€™RaĀ ā€” Otherwise known as the "True Black Hand", the Talā€™Maheā€™Ra is a strange and insular sect with its base of operations deep in the Shadowlands. Its motivations and purpose are unknown and most know very little about it.

The Independent Sect

The IndependentsĀ ā€” The Independent Clans operate outside of the Camarilla or the Sabbat. Many of them function like small-scale Sects, such as the Followers of Set or the Giovanni, with specific agendas in mind. Others, such as the Ravnos are more individualistic. The Assamites lie between these extremes, having a centralized hierarchy in the Middle East, but generally operating as freelance mercenaries. These are the only four proper Clans to be regarded as independent (prior to the game's third edition, in which Clan Gangrel formally left the Camarilla), but "Antitribu" splinters of other clans may become independent agencies, as may the more minor "Bloodlines" which do not hold full Clan status.

World of Darkness Clans

Vampire: The MasqueradeĀ introduces the use of 13 clans (or major bloodlines) in the game. Each accepted clan can trace its origins to one of 13 elder vampires known as anĀ Antediluvian, for they survivedĀ God's biblical flood. Each Antediluvian is a ā€œgrandchildeā€ ofĀ Cain, who killedĀ AbelĀ and was cursed by God and His archangels into becoming the first vampire. Through the back story of the game, Antediluvians started a war among themselves, called theĀ Jyhad, and use their clansmen to fight this war for them. Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

The Assamite Clan

Banu HaqimĀ -- Formerly known asĀ AssamiteĀ Before 5th edition: A cult of undead assassins based in the middle east. They kill for hire, and are paid in Vitae for use in special rituals that bring the clan's members closer to Cain. They possess a specialized Discipline called Quietus, which aids in stealth and killing. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie. As a result, the clan could not consume Vitae without suffering terrible wounds and is unable to benefit from Diablerie. (This curse was broken in the game's third edition, and the "Antitribu" faction in the Sabbat was never affected by it; un-cursed Assamites are instead highly susceptible to "blood addiction", and may be driven to compulsively attack other vampires for their Vitae). Assamites are largely independent of sects.Ā After joining the Camarilla they officially were recognized as Banu Haqim "Child of Haqim" as it came to light the previous name was a disparagement in their culture.

The Brujah Clan

Brujah -- In ancient times, the Brujah were a clan of noble philosophers and warrior-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues, and anti-authoritarians. Brujah possess great passion, but this same passion makes it more difficult for them to resist the Beast. Brujah are one of the seven founding clans of the Camarilla.Ā After the revolt of Theo Bell, who killed Hardestadt in Prague, they left in numbers to join the Anarch movement and are commonly leaders.

The Gangrel Clan

Gangrel -- A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival, the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy, they resemble the Beast, taking on animal features and disfigurements. Gangrel are one of the seven founding clans of the Camarilla, although their leadership broke from it close to the end of the 1990s in universe.Ā Now more associated with the Anarch Sect or act as Independents with a few staying loyal to the Camarilla.

The Giovanni Clan

Giovanni -- The Giovanni originated from a wealthy Venetian merchant family of necromancers whose patriarch, Augustus Giovanni, was embraced into the clan Cappodocian. Giovanni exterminated the parent clan, Diablerized its founder, and founded a new clan, but in doing so gained the enmity of the larger Kindred community. Branded "Devil Kindred", the Giovanni made peace with the rest of the clan by swearing to remain neutral in the Jyhad. The Giovanni are tight-knit and highly organized, and they embrace only within certain mortal families. The Giovanni are primarily interested in wealth and necromancy, but these are simply a means to an end. The clan's founder wishes to remove the barrier between the living world and the dead in order to reign supreme. The clan's weakness is that their bite (which in other vampires is normally pleasurable to the victim) causes excruciating pain. The Giovanni are independent.Ā After the siege of the Second Inquisition & other factors, the clan is considered near extinct with exception of ancient strongholds.

The Lasombra Clan

Lasombra -- Darkly aristocratic vampires, Lasombra see power over others and self-mastery as their noblesse oblige. As one of the two founding clans of the Sabbat, they gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness. Perhaps as a result of their signature Discipline they do not appear in mirrors or on film that uses mirrors in its development. Leadership of Lasombra have officially joined The Camarilla in 5th Edition's version of Chicago By Night.

The Malkavian Clan

Malkavian -- Malkavian are a clan of lunatics whose madness grants them strange insights. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in some way. They are one of the seven founding clans of the Camarilla.

The Nosferatu Clan

Nosferatu -- the clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. However, their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; as a result, they often traffic in information. All Nosferatu are ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.

The Ravnos Clan

Ravnos -- the clan Ravnos are reputed as outcasts, troublesome thieves, and charlatans. While some among them follow Indian spiritual beliefs concerning cycles of incarnation, others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent. After the siege of the Second Inquisition & other factors, the clan is considered near extinct with exception of ancient strongholds.

The Settite Clan

The Ministry -- formerly known as theĀ Followers of Set: Originally, a clan of cultists who worship their Antediluvian progenitor, the Egyptian snake godĀ Set. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline was Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damage from sunlight as other Kindred. Followers of Set independent of the sects consider themselves a sect unto themselves.Ā Under the rebrand of the Ministry they've allied themselves with the Anarchs, with this rebrand they've seemingly tempered their views and occultist ideals for a moreĀ self religionĀ where Set exist inside each of his followers.

The Toreador Clan

Toreador -- Toreador are sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. Enthralled by the ever-changing mortal world, they are one of the few clans who seek to keep up with it. Toreador often Embrace for beauty or to preserve artistic talent. Beauty can utterly captivate them, immobilizing them for a period of time. They are one of the founding seven clans of the Camarilla.

The Tremere Clan

Tremere -- Tremere are a clan of blood sorcerers and mages originally belonging to theĀ Order of Hermes. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allows them to use the power of their blood to cast spells, but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized, and its members are all partially Blood Bound to the ruling seven Elders of the clan. They are one of the founding seven clans of the Camarilla. After the Chantry in Vienna was destroyed in 2008, cutting off the 'head' of the Pyramid the clan fractured into Four houses: One still calling itself House Tremere, under the Camarilla with leadership of Karl Schrekt upholding tradition, House Goratrix resurged sticking to stringent recruitment but not much else is known, House Carna who takes on all seeking membership, also seeking to modernizing & the newly formed House Ipsissimus, which is fully Anarch aligned focusing on the spirituality of their condition over the structure.

The Tzimisce Clan

Tzimisce -- Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasombra, the Tzimisce also claim to have destroyed their founder and are pillars of the Sabbat. Alien but mystical, the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced, they become increasingly debilitated.Ā In 5th edition, they're said to be one of the only two remaining clans in the Sabbat, but are left alone when Lasombra Join the Camarilla.

The Ventrue Clan

Ventrue -- The Ventrue are the aristocrats and kings of vampires, having historically played a leadership role among the clans. Ventrue seeks power and wealth to support its legacy of rulership over Kindred and Kine. Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which the player selects using character creation.

The Antitribu Groups

Most Sabbat vampires consider themselves to be the ā€œanti-Clansā€ orĀ antitribuĀ in rebellion against their parent clans' values, goals, or loyalties. For example, Toreador within the Sabbat consider themselves ToreadorĀ antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name. The Lasombra and Tzimisce do not consider themselvesĀ antitribuĀ as most of their members are within the Sabbat. Lasombra outside the Sabbat are consideredĀ antitribuĀ while the Tzimisce outside the Sabbat are referred to as Old Clan. A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.

The 14 Rare Bloodlines

Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in theĀ Jyhad. Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans. There are 14 rare Bloodlines, but they each have their own agendas and legends, so they are not included here, with the exception of the following sub-clans:

Daughters of Cacophony -- A mysterious mix of Malkavian, Toreador, and Ventrue, who all claim parentage for the bloodline, the Daughters of Cacophony are devoted to singing of all kinds. They practice a special discipline called Melpominee which allows them to enhance their voices to increase their beauty, or even cause madness or wounds. Daughters exist in small numbers in both sects or as independents.

Kiasyd -- the calm and studious, fey-touched Kiasyd descend from the clan Lasombra. They are a rare bloodline ostensibly loyal to the Sabbat but more interested in their scholarship than the Jyhad. Iron inflicts terrible wounds on them and may even cause them to frenzy.

Lhiannon -- Celtic vampires with powers of druidic witchcraft. Thought extinct.

Nagarajah -- Members of the True Black Hand. Asiatic vampires who eat flesh as well as drink blood.

Old Clan Tzimisce -- Members of the True Black Hand. The Tzimisce clan as they were prior to joining the Sabbat and being "infected" by the Vissicitude discipline. The legendary Dracula is likely a member of the Old Clan, and others of the Bloodline share similar characteristics - a background in Slavic aristocracy, a deep tie to the lands of Carpathia, and so forth.

Salubri -- The Salubri were one of the thirteen original clans until their founder, Saulot, was diablerized by Tremere. Since then the bloodline has been nearly hunted to extinction by the hands of their usurpers. Far from the reputation of their evil diablerists the former clan practices a Discipline known as Obeah which has the power to heal bodies and minds. The bloodline intentionally keeps itself small with only seven in existence at any given time. The entire bloodline is devoted to finding Golconda. Salubri cannot feed from unwilling victims. All of this is untrue of the Sabbat branch of the Salubri, who are as "evil" as the original Salubri are "good", practicing compulsive warfare and using their "Valeren" discipline, a perversion and reversal of Obeah, to literally steal human souls. Due to a mix of Tremere propaganda and encounters with the Antitribu faction, Salubri in general are feared and reviled by nearly all vampires, which keeps them on the fringes of vampire society.

Samedi -- A loathsome necromantic bloodline arising from the Caribbean, being embraced by the Samedi literally causes the victim to appear as a walking corpse. One of the few vampires as horrendous as the Nosferatu, the Samedi practice necromancy and a special Discipline called Thanatosis which they use to weaken or cause death in others. Samedi exist in small numbers in both sects or as independents.:410-411

True Brujah -- Members of the True Black Hand. Ostensibly the original Brujah clan, whose Antediluvian was displaced by a renegade offspring of their founder. Virtually the exact opposite of "false" Brujah, the bloodline's members are coldly unemotional, but possess the ability to manipulate the flow of time.

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