Celestial Court Families

Families List
Bast (CE 1402)
Ch'I Chu (BCE 5000)
Dracean (CE 1402)
Hataerae (CE 1402)
Hibakushu Onyudu (BCE 10)
Ju (BCE 500)
Kuie (BCE 2500)
Morabu (CE 1402)
Salubri (CE 1402)
Ywe Lung (BCE 10,000 approximately)
Yu (BCE 2000)

Bast
    The Bast are one of the clans of Caine that moved into the Celestial Court lands after the formation of the Camarilla and the Sabbat.  The Bast are wanderers, rarely staying in one place for any length of time. Their inner Beast while it is the tie that binds them together also holds them apart due to its greatly personal nature. This clan has a closer relationship with the jungle and the creatures that dwell within than any other clan of vampires. This also gives them a special tie to the Werecreatures.
The Bast originate in Egypt where the progenator of the clan lived as a goddess for centuries.

Court and Counsel: Court of the Celestial One Counsel of Rats

Appearance
Their original appearance can be just about anything though they usually have at least some animal features at the beginning.

Character Creation
Those who become Bast are often those who are comfortable with animals and with the lifestyle of a wanderer. Physical attributes are often primary.

Clan Disciplines
Animalism, Obfuscate, Potence, Protean

Clan Weakness
Each Bast's Inner Beast is closely tied to some particular animal. The higher the Bast's Beastial goes the more like that animal they become both physically, emotionally, and mentally. At Beastial 3 they are essentially half-animal half-man while at Beastial 11 they are a vampiric version of their Inner Beast form. After Beastial 3 they start to take on mental traits of their animal. Some advantages accompany these changes.

Ch'I Chu
  The members of the Ch'I Chu are drawn to and gain power from the spiders of the world.   They have long been part of the Celestial Court and in fact are one of the primary reasons that the Celestial One was able to gain power over the other Courts.

Court and Counsel: Court of the Celestial One Counsel of Rats.

Appearance
    All Ch'I Chu are almost completely black except for their eyes.

Character Creation
    Ch'I Chu will chose from almost any race or breed of people.  Many concepts are street urchin or punk concepts.

Clan Gift
    The Ch'I Chu can borrow the abilities of the spider.  (Think a slightly more realistic spider man)  The poison they may borrow does 2d6 generalized points of damge.

Clan Curses
Of the Body
    The Ch'I Chu becomes slowly more spiderlike.  The higher their beastial rating the more spiderlike they become.  (They are essentially a humaniform spider at Beastial 3).

Of the Mind
    The Ch'I Chu feel a mild obsession to make their haven safe.  They have elaborate traps and methods to ensure their safety at night.

Of the Spirit
     The light of the sun does double damage to them.

Example Gifts
Speak to Kin (GF 5 level 2)
    The Ch'Ii Chu may speak to and see through the eyes of spiders they have had contact with.

Dracaens
    The Dracaens are one of the youngest clans tracing their progenators Embrace to little over 900 years ago. The young man who would be known as Draco and later Dracula was a crusader who saw the death of his beloved and dared to curse God.
    When Caine appeared and Embraced him he swore and oath to be a bane to humanity.
    In the 1400's he and his childer moved into an area of Romania. There they remained as devil kings until the meeting that was destined to form the Camarilla. On that day there was one Childer of Dracula who chose to leave his homeland and join the Camarilla and one other who chose to leave the Occidental lands all together and travel to China.  He did not find what he had hoped.  The Dracaens are efficient adminstrators and that is their place in the Celestial Court.

Court and Counsel: Court of the Blazing Sand Counsel of Feet

Appearance
    The Dracaens tend to be quite attractive since many of the Dracaens are Embraced due to a fascination and a wish to possess and preserve.

Character Creation
Social tends to be primary.

Clan Disciplines
Celerity II, Necromancy, Obfuscate, Obtenebration.

Clan Weakness
    The Dracaens cast both an eerie shadow of a gian winged demonic figure and reflect a demonic reflection in mirrors. Most person's ignore both assuming it to be a trick of the light (for those give the Dracaen -3 to all social rolls with those persons). However, the sight may be recognized at various times. Due to the nature of their flaw they cannot be filmed in their normal form instead the demonic reflection shows.
    The demonic reflection is actually a cruel appearing, reddish brown version of their own natural self with eyes that glow slightly yellow.

Hataerae
    The Hataerae trace their origin back to Hataer a sex priestess in the city of Nod. The Hataerae who excaped the First City reestablished the temple claiming Hataer as goddess and themselves as touched. The Hataerae have always been a hedonistic lot reveling in the pleasures of the flesh. The Hataerae during the middle ages found difficulty setting up sex temples going instead into brothels and prostitution for their power.
    The Oriental Hataerae during the creation of the Camarilla created traveled to Japan to form this group.  They are the high class courtesans of the orient both among humans and vampires.  Their ability with Vicissitude for disguising themselves among humanity is unparalleled. The Hataerae are obsessed with beauty in all its forms but primarily human beauty. They wish to have beautiful people near them and tend to do so.

Court and Counsel: Court of the Setting Sun

Appearance
Hataerae are always beautiful (minimum appearance 4). Their dress tends to accentuate this beauty. The Hataerae human asthetic is very broad but they are all undeniably beautiful. There are more female than male Hataerae. Though there are more male ghouls and constructs to make up the difference.

Character Creation
Social attributes tend to be primary. There are no streetwalker oriental Hataerae though they may have begun there.

Clan Disciplines
Auspex, Ekstasis, Presence, Vicissitude

Clan Weakness
A Hataerae cannot create a blood bond though all other affects of blood are normal. This generally means that a Hataerae must work harder to keep the loyalty of their retainers. Though most seem to manage quite well. Some vampires with a strong objection to blood bonding will pay Hataerae for their blood to keep a favored lover alive and unbound.

Hibakusha Onyudu
   The members of the Hibakushu Onyudu are masters of the Japanese business scene though that was not always their place.  Before the true advent of the Japanese business society they were masters of trade and diplomacy.

Court and Counsel: Court of the Setting Sun.

Appearance
    All Hibakushu Onyudu are Japanese.They are almost always well groomed and wearing white.

Character Creation
    Hibakushu Onyudu are carefully chosen from among their best business rivals and partners.  Upon being Embraced all their personal wealth is transferred to the family and replaced with a new equally viable source.  Hibakushu have social or mental as primary.

Clan Gift
Onyudu's Understanding
    The Hibakushu are incredibly adept tradesmen and diplomats because of this ability.  A Hibakushu has an incredible understanding of other peoples.  Remove all modifiers for different cultures when a Hibakushu makes any social rolls.  Also a Hibakushu can learn languages very easily.  Triple the credit for all points for improving social skills and languages.

Clan Curses
Of the Body
     The Hibakushu cannot process at all the blood of other creatures.  Only human blood is a viable for a meal.

Of the Mind
    All Hibakushu suffer at least a mild obsession with being affluent.

Of the Spirit
     For some reason they are closely connected to the color white.  Anytime the Hibakushu is not wearing all white add +2 to the difficulty of all rolls.

Example Gifts
The Spoken Word (GF 6 level 3
    The Hibakushu can understand and speak any language when the person is within 10 feet of them.  This costs 1 blood per scene per language present.

Ju
    The Ju are the magus of the Celestial Court.  They are the mysterious advisors to the Court and in fact have an equal if different status to the Shren-Ren

Court and Counsel: Court of the Celestial One Counsel of Dragons.

Appearance
    All Ju are Chinese in appearance though many shave their heads and wander around in robes as a sign of their status.

Character Creation
    Most are captured years before and trained in the workings of Spirit Thaumaturgy (though ghouled).  A Ju may possess a personal totem spirit. (See Werecreature backgrounds)

Clan Gift
Thaumaturgy Affinity
    The Ju are able to buy Thaumaturgy for 10 x level.  They may spend beginning gift dots to purchase Thaumaturgy.  This costs 2 of their Gift levels per dot. They also subtract 1 from all Rituals rolls.

Clan Curses
Of the Body
     The Ju cannot create ghouls and creating a childer does 3 aggravated points of damage to the character due to strain on his system.

Of the Mind
    All Ju have a mild obsession with magical research.

Of the Spirit
    They collect slightly mischevious spirits.

Example Gifts
Umbral Travel GF 5 Level 3
    The Ju may travel in the Umbra as a werecreature.  They require the aid of a mirrored surface to enter and leave.  This is how they meet and make deals with spirits.

Kuei
  The Kuei are long time protectors of the tigers in India.  They joined the Celestial Court primarily because they were forced to.  They have long preferred to have little contract with humans.

Court and Counsel: Court of the Setting Sun.

Appearance
    All Kuie are Indian in appearance though their appearance is becoming more like that of the tiger as time passes.

Character Creation
    Most rustic backgrounds work for them though all of them are Indian.

Clan Gift
Tiger's Gift
    The Kuie may borrow the attributes of the tiger without changing form.  This borrowing costs 1 blood per trait and lasts for one scene.  This means the Kuie could borrow the claws, the strength, the senses, the dexterity.

Clan Curses
Of the Body
     The Kuie are slowly becoming more tiger like (advantages and disadvantages).  For each 25 years of life add 1 tiger trait.  This does mean that the eldest of their clan are essentially vampiric tigers.

Of the Mind
    All Kuie cannot abide the city for long.  They must spend at least 1 day in the wild for each week.

Of the Spirit
     The Kuie is spiritually connected to a particular tiger.  They take half the damage that the tiger takes.  However, the Kuie can mentally communicate with the tiger and borrow its senses.  The bonded tiger is created upon the character's Embrace and they then seek each other out.  The bonded Tiger is immortal and may learn Gifts as well.

Example Gifts
The Taken (Glabro, Crinos, Shokto, Tabis) form
    The Kuie can take any of the normal Weretiger forms.  Each must be bought separately as a level 5 GF 7 Gift.

Morabu
The Morabu are one of the first line warriors of the Camarilla. Physically the Morabu are generally concidered to be the most
formidable clan. The Morabu are also the clan with the least connection with humankind. The clan as a whole depends on their
power within the Camarilla to gather any sort of social power. The Morabu are the most common Arcon.
The Morabu are as a whole a private and solitary lot generally preferring to associate with a few trusted associates. The
Morabu who survive long tend to be strongly honorable.

Court and Counsel: Court of the Celestial One Counsel of Panthers

Appearance
The gargoyles have what they call their Dream Form. This Dream Form gives them the appearance of a stone statue. At the
beginning this may simply be a stony skin coloration but the changes become more severe. The Dream Form is almost always
nonhuman in appearance but is usually (but not always) humanoid. The Dream Form almost always is winged.

Character Creation
Physical attributes are generally primary. The Morabu are chosen from all segments of a society though after this point gaining
an ability to fight is generally concidered to be a priority. Conscience will tend to be high among this group.

Clan Disciplines
Fortitude, Obfuscate, Potence, Visceratika.

Clan Weakness
The Morabu slowly take the visage of a stony monster. The lower their humanity is the more they are like stone. By Beastial 3
they have completely taken the physical form of their Dream Form. Above Beastial 3 they began to become more like stone in
other ways. They start to lose time and slow down. In times of quiet they often just phase out instead of doing anything. At
Beastial 11 they become stone and cease to move. Note: It is theorized that a Morabu can come back from this state.

Salubri
The Salubri are probably the smallest clan though they are in a close race with the Children of Lillith. They are, however,
keepers of what they call the Path of Redemption (or to other vampires the Path of Golconda). The Salubri are a close knit
group bound by their sense of goodness. The Salubri are the healers of the Camarilla able to heal both body, mind and soul.
The Salubri are much sought after for this ability and it almost overcomes the slight upset stomach caused by their innate
goodygoodyness. The Salubri are a quiet contemplative clan preferring in many cases the company of their own thoughts.

Court and Counsel: Court of the Celestial One Counsel of Panthers.

Appearance
The Salubri can have just about any appearance though they develop a small scar on their forehead that becomes their third
eye.

Character Creation
Salubri can have just about any concept but whatever their concept they impressed the Salubri with their kindness. Salubri
often have the herd background.

Clan Disciplines
Auspex, Fortitude, Obeah, Sanguinus (Salubri may also spend their beginning discipline dots on Golconda)

Clan Weakness
Whenever a Salubri takes blood from one who resists the Kiss, the Salubri takes 2 points of damage for every .25 blood volume point taken. It may be healed normally. The Salubri must know the target is not resisting and is at peace in order to avoid the damage. However, they may take from a sleeping victim who does not know.

Shren-Ren
    The Shren-Ren are the leaders of the Celestial Court.  They hold onto that power with all their might.

Court and Counsel: Court of the Celestial One.  Counsel of the Dragon.

Appearance
    The Shren-Ren are always Chinese.  They are always well dressed in the fashion of royalty.

Character Creation
    Shren-Ren have social attributes as their primary almost exclusively.  They will also tend to have strong administrative abilities. No Shren-Ren is ever Embraced from the same family line that another feeds.

Clan Gift
The Shren-Ren have an idealized physical body including incredible beauty.  Increase all physical stats by 2 (all must be over seven) and increase Appearance to 12 (must spend points to make at least 6).  A Shren-Ren's physical appearance is that of a young adult (17 - 25 years of age)

Clan Curses
Of the Body
    A Shren-Ren may only feed from their own descendants.  For this reason they are never Embraced until they have Children and preferably Grandchildren. Shren-Ren tend to have a few Ghouls from their family line when older.  These Ghouls are protected at all cost.  However, a Shren-Ren when Embraced takes an idealized form of their physical prime.

Of the Mind
    Shren-Ren have difficulty dealing with change and the different.  For this reason modern skills (storyteller discresion) skills from other cultures (storyteller discresion) and linguistic skills (storyteller discresion) cost twice as much to purchase.

Of the Spirit
    Shren-Ren feel a strong connection and connection to their family.  Anytime any of their descendants dies the character takes 1d6 aggravated damage.

Example Gifts
 

Shura
   The members of the Shura family inspires fear in many.  The Shura family comes from Japan though many of their members are from other races.  The Shura family was quite small until World War One and World War Two.  Then the family grew by leaps and bounds.  Few vampires can resist a shutter when thinking about a Shura.   They find the easiest time separating themselves from their human lives and in fact a member of their family was responsible for the suggestion.

Court and Counsel: Court of the Setting Sun.

Appearance
    The Shura can be of any race in modern times.  They all have pale grey to midnight blue skin.  Their eyes appear normal but they glow yellow in the dark.

Character Creation
    Yu have physical attributes as their primary almost exclusively.  They will also tend to have strong combat abilities.

Clan Gift
The Warriors form
    Shura are hard to kill.  A Shura has twice as many health levels as any other (though they are not any bigger).

Clan Curses
Of the Body
     A Shura can only Embrace those that died a violent death. However, a Shura may Embrace someone for up to 10 hours after death.  All Shura must spend two blood points per day to survive.

Of the Mind
    All Shura suffer nightmares and delusions having to do with their time in the realm of Death.  This makes it difficult to sleep and also occasionally takes control of their perceptions.

Of the Spirit
    Shura have a great difficulty clinging to life.  Anytime they enter Torpor a Will roll difficulty 8 is required for them to come out of it instead of experiencing true death.

Example Gifts
Claws of the Beast (GF 4 Level 2 GF)
   The Shura can grow long viscious claws from his hands and feet.  These claws do 1d6 aggravated points of damage.
 

Yu

    The member of the Yu family are masters of their own environment the sea.  They hold all the waters that connect the lands to one another.  There loyalty to the Celestial Court is never questioned since many of the Bloodlines fear the answer.

Court and Counsel: Court of the Blazing Waters.

Appearance
    The Yu are mostly Chinese in origin.  Though in modern times they have chosen from the other island peoples.

Character Creation
    Yu have physical attributes as their primary almost exclusively.  They will also have abilities related to the sea.

Clan Gift
Water's Soul
    Yu have a very strong connection to the water.  They have complete freedom of movement in the water.  They also may communicate with any water creature.

Clan Curses
Of the Body
     A Yu must stay near the water.  Each full 24 hour period they are away from the water take 1/2 d6 points of damage.  This health level may be healed normally.

Of the Mind
    A Yu's connection to the sea is so strong that they also feel a longing to be in the sea.  Subtract 1 die / 24 hours away from the sea from all dice until they return to it.

Of the Spirit
    Yu are strongly effected by the element of fire and wood.  Take 1 extra health level of damage from fire or wood..

Example Gifts
Master the Water (GF 5 Level 5)
    Yu who learn this gift can control the flows of water.  Allows control of an area of water 25 foot square/vitae spent.  This control lasts as long as the character's concentration. The difficulty to control is equal to the complexity of the actions the water is to do.  (Flow normally but a particular direction dif 15, Flow uphill dif 18, Strike another with a wave dif 20, Humanform with mobility dif 30)
Take the Waters form (GF varies Level varies)
    Yu can chose to take the form of a water creature or a creature whose lifestyle is closely connected to the sea.

Ywe Lung

The members of the Ywe Lung are one of the strongest supporters of the Celestial Court of the Celestial One.  They are responsible for keeping the bloodlines under control. All of these Kindred are highly trained warriors and assasins. They say that their leader is the Ywe Lung, the Moon Dragon, and they are his childer and his army.

Court and Counsel: Court of the Celestial One Counsel of Panthers.

Appearance
    The Ywe Lung are all Chinese though within this they can have any appearance.

Character Creation
    Ywe Lung have either physical or social attributes as primary depending on their assassinatino style.  Each Ywe Lung spends 10 years in training.  2 as a mortal 3 as a Ghoul and the last 5 as a vampire.  For this reason give them 25 IP  to spend on skills.

Clan Gift
Read Minds
    Ywe Lung may read the mind of another.  The difficulty is the target's willpower + 10.  They also possess the ability to Read Auras difficulty is target's willpower +2.

Clan Curses
Of the Body
     A Ywe Lung has an addiction of some sort.  This is not necessarily simply drugs.  A Ywe Lung must take a dose of the chosen substance.  The substance bonds to the blood point closest to the surface.  As long as that blood point has not been spent they may ingest blood normally.  Once it is spent they cannot ingest blood until they have another dose.

Of the Mind
    A Ywe Lung have as stong connection to Death.  For this reason they have more difficulty not killing.  Add +1 to the difficulties of any relevant rolls of this sort.

Of the Spirit
     Ywe Lung are sought out by the spirits of their former victims.  As such they keep an ever changing Haunted flaw.  However, these spirits do not have any ability to affect the real world.  They may speak to the Ywe Lung and occasionally affect his perceptions.

Example Gifts
The Poison Touch (GF 7 level 5)
    The Ywe Lung can touch another and cause damage later (up to 2 hours).  This damage is equal to 1/blood point spent and can only be soaked by mystical abilities.  The damage is not aggravated though it can still kill those who can only be killed by aggravated damage.  The Ywe Lung must touch the victim and concentrate for a turn to be able to use this ability.
 
Beastial  Lillanite Vampire Celestial Counsel Celestial Court