Clans & Bloodlines: Difference between revisions
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Revision as of 17:25, 26 September 2021
Though set during the waning 20th century, our chronicle will incorporate some elements of the changing metaplot from V5. As such, many clans have been dissolved, reformed, renamed, or even changed alliances. The clans presented below are generally available to players, but as always, are subject to Storyteller approval.
THE THIRTEEN CLANS
Sometimes hired assassins, other times scholars and skilled lawgivers. The Banu Haqim use blood sorcery to enhance their already stealthy attributes. (See: Camarilla Sect Book)
Once philosopher-kings of an ancient civilization, now rebels and rogues with an inclination toward frenzy.
Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
An alliance of lesser clans and bloodlines that all specialize in necromancy, whether by raising the dead or communing with wraiths. (See: Cults of the Blood Gods)
Proud nobles who command the very essence of darkness and shadow — to the point of worshiping it, some say. (See: Chicago By Night)
A clan fractured by madness, each member irrevocably suffering under the yoke of profound insight and fleeting prescience.
Tempters who seek to free people from their ideological chains — or pervert them — depending upon your view. (See: Anarch Sect Book)
Hideously disfigured by the Embrace, so they keep to the shadows and traffic in the secrets they collect.
Nomads and tricksters who can force the mind to see what isn’t there. (See: Player's Companion)
Sorcerers that wield the supernatural power of blood magic, though they became vampires through treachery and artifice.
Vampires who enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
Old World nobles who are capable of manipulating flesh and bone to achieve their own ideals of physical perfection. (See: Player's Companion)
The self proclaimed leaders of the vampire world, and frequent business alumni. They have a supernatural presence, as well as the ability to control minds.
THE CLANLESS
Be they proud or ashamed of their clanless nature, these creatures have no family and represent vampirism at its purest and most individualistic.
Narrowly even a bloodline in Modern Nights, the three-eyed Salubri seek enlightenment, both as wandering healers and as honorable warriors. (See: Player's Companion)
The so-called duskborn are high generation vampires, so far removed from the source that they can barely even be considered much more than human. To compensate for their own scarce powers, the duskborn have pioneered an alchemical process to distill blood into varying utilitarian concoctions.