Cainite Vampires in Talorian
Camarilla Vampires
Cainite Basic Abilities
The Embrace
The Disciplines
The Clans
Merits and Flaws
Specific Skills
Character Creation
Camarilla Society

    Vampires cannot use Cyberware at all without the added benefit of the fusion discipline.  If a vampire were to add a cybernetic arm the arm would not function at all until they used the abilities inherent in fusion.  However, with the discipline if the vampire can change shape the cyberware can change as well and will continue to function.

Cainite Basic Abilities


    A vampire is dependent on blood for their very existence and in many ways it affects their powers.  For this reason I'm going to spend a little time talking about blood and the feeding on blood.
    There are two aspects of blood.  Blood Volume and Blood Strength.  Both of these ratings combine to create a rating called the vampiric Blood Pool.  An average mortal adult contains 6 points of blood volume and with a blood strength of 1.5 giving them 9 blood points.  If you wish to ignore these rules both all the time or at specific times assume all mortals have 9 blood points that immortals, werecreatures and demonkin have 15 blood points (note this is generally lower than the number you will get if you use the system).
    Vampires can hold a number of Blood Volume points equal to 3 + Body damage taken modifier (as a positive). Processed Blood (explained below) is beaten down to its essential components and stored in the vampire's body. How efficiently this is done is affected by the vampire's generation. The rating for the amount of power in the Blood stored as a total is called the Blood Pool.  Blood Pool powers the vampire's body and is what is spent to power almost all vampiric abilities.
    A vampire when his Blood Volume is full cannot have less blood points than listed on his generation background.  However, depending on the strength of the blood drunk he can have many more blood points.  A vampire may willingly not  process blood to prevent The Hunger.

The Kiss
    Any victim of the vampire's feeding experiences an incredible pleasure.  In fact it is so pleasurable that the victim must spend willpower to move or break free.  This effect lasts until the vampire releases the Kiss.

The Hunger
    A vampire must make rolls versus The Hunger is a consideration anytime his number of blood volume points is below 2 he must roll each minute. The actual number of blood points the vampire has is irrelevant.
    To roll to resist Hunger frenzy the vampire rolls Will + Resist Hunger (a special vampire Will skill) with a difficulty equal to the target number defined below plus any Beastial modifiers.  The vampire may spend willpower to resist the effects though this only lasts for one turn.  The vampire must reroll each minute and anytime more blood points are spent.  When in Hunger frenzy the vampire will not spend blood points unless a target seems nearby.  The only exception to this is if the Vampire has plenty of blood points but less than .25 blood volume in his blood.  Under this situation the vampire will spend blood in the most visible way to get to food.
    When in Hunger frenzy the vampire may not engage in any strategy his only goal is food.
Blood Volume 
(resist frenzy)
Blood Volume
(resist frenzy)

Drinking Blood
     A vampire can hold two points of blood volume in his stomach.  These points of blood volume take 1 minute to be processed by the vampire's body.  If the vampire wishes to speed up the processing of blood he can immediately (1 combat turn) process the blood in his stomach for a cost of 1 willpower point .  Processed blood is enhanced down to its essential element and turned into blood of the strength of the vampires blood strength.  A vampire may willingly process it less completely but then they are stuck with that blood until it is spent.  (Can't imagine doing that imagine traveling through the jungle slowly going hungry with your beloved ghoul as the only snack.  By willingly not pocessing it more powerfully you can prevent Hunger more easily).
    Once processed they count as blood points in the vampire's blood pool.  Explained above.  A vampire can drink 1 blood point per combat turn (about 3 seconds).  The vampire holds the blood in his stomach until it is processed it cannot be spent for any purpose.  Drinking blood of weaker strength does not lessen the amount of blood a vampire can hold though drinking more powerful blood does increase the number of blood points the vampire can hold temporarily.
    Blood Volume regenerates fairly easily.

The System
    Blood Volume is the actual amount of blood found in a target.
    Blood Strength is how powerful this blood is.

Blood Volume Chart of examples:
(in points)
(in lbs)


(in points)
(in lbs)
rat, mouse
average adult, deer
cat, baby 0-1), small dog
very large adult
midsized dog, child (2-6)
large dog, child (7-11)
small human (12-15)
small adult human 
blood bag
Blood Strength Multipliers chart:
Effect Modifier Effect  Modifier
Young and Very Healthy  x 2.5 Reptile/Fish x 1/10
Young x 2 Mammal/Bird x 1/5
Very Healthy x 2 Human x 1
Average x 1.5 Immortal (assumed young and very healthy) x 3
Sickly x 1 Werecreature (1) x 2
Deathbed (or dead) x 1/2 Demonkin (2) x 2
Blood Bag x 1 Vampire (3) as per blood pool
When drinking from various supernaturals the effects may vary slightly this only has effect until the blood leaves the vampire's system:
    (1)Werecreatures add +1 to Beastial and add +3 to initiative +1 to Body Type and +2 to Reflexes until the points are spent.
    (2) Demonkin add +1 to Beastial and gives the drinker a passion rating like a demonkin until the blood leaves their system.
    (3) Drinking from a vampire gives the blood bond (if they have that ability) Also drinking from the most powerful blooded vampire (generation under 6) gives you a version of their blood flaw as if you were a ghoul.
    (4) Drinking from a psychic gives you all of their psychic gifts but out of control until the blood fades from you system

Easy to read chart of examples (for those who simply don't want to figure it out).
Creature Blood 
Treatment After
Young Very Healthy Mouse 1/4 1/4 NA dead
Young Very Healthy Cat 1/2 1/2 NA dead
Average Cat 1/4 1/4 NA dead
baby 2 1/2 2 1/2 1.5
small child (very healthy) 5 5 2 3
small child (avg) 4 4 1.5 2
small child (sickly) 1 1 1/4 1/2
Adult human (young,very healthy) 15 6 3 6
adult human (young or healthy) 12 4 3 6
Adult Human (average) 9 4 3 5
Sickly adult human 6 3 2 3
Adult human deathbed 3 1/2 1 2
Young very healthy cow 25 2 10 15
Avg cow 15 15 5 10
Sickly cow 10 1 3 5
Young healthy horse 15 2 4 7
avg horse 9 1.5 3 6
Immortal 30 12 NA unconsiousness

Blood Pool and Blood Points
    The vampire has a rating called Blood Points and Blood Pool.  The number of Blood Points a vampire has comes from the amount of blood volume he can hold and the blood strength of that blood.  The Blood Pool is literally the amount of blood a vampire can hold in his body. Both ratings must be kept up with.  Blood volume is only kept up with to the nearest .25 of a blood volume point for simplicity.
    The most recent blood taken is always the last blood to be spent by the vampire.  A blood volume points are spent in .25 segments.  However, all .25 segements must be spent for the blood to have left the vampire's system.
    The minimum blood strength of processed blood is always equal to the character's generation blood strength multiplier (given by the generation background always round numbers to nearest .25) the vampire simply makes it more powerful during processing while getting rid of all the extra blood volume.  If the blood is more powerful than his multiplier that strength is not lost (it is added as is to the vampire's blood pool).
    A vampire can hold an amount of blood equal to his body modifier (as a positive) +3.  When his Blood Pool is full the stomach cannot hold but 1 point of blood volume.
    This number is not guaranteed and can be subtracted from for large amounts of cyberware (though alterations that do not subtract a lot of body mass has little effect).  Subtract 1/2 point of blood volume per cyberlimb.  Linear frames do not add to the character's total blood volume pool take the body type modifer from his natural Body.

    A vampire does not bleed normally but if enough damage is done they do lose blood from their blood volume pool (always the last taken first).  For each full block of damage after the first remove .25 blood volume from the vampire's spendable total.  After the initial damage the vampire does not take any additional blood loss.

Getting Blood
    There are two system methods for getting blood.One is done anytime there is a time skip while the other is done during game time.

The D6 system
    The storyteller at the beginning of the game rolls 2d6 for every blood volume point the character has.  Each roll of 4 or 5 add .5 blood volume points to the vampire's blood volume (minimum multiplier for that generation)  For each six the character rolls assume that some of the blood rolled was more powerful blood.  Roll an additional d6 for the multiplier on the powerful blood if you roll a 6 reroll and add.  If the character does not roll high enough to be more powerful blood for one of their generation then use their minimum multiplier.  Roll a d6 for the placement of more powerful blood in the blood volume pool.  Roll one d10 to decide whether the blood in their system is supernatural and has side effects.  If you roll a 10 reroll on the following effects chart.
d10 roll supernatural creature d10 roll supernatural creature
1 vampire (your breed Lillanite or Cainite) 7-8 demonkin
2-4 psychic 9 immortal
5-6 werecreature 10 vampire opposite breed (Lillanite or Cainite)
    The herd background adds to the success of this roll

The Hunting system
The character says they are going hunting and describes the method.  The hunting may be roleplayed out or the storyteller may simply roll 1 d10 + 3 points per hour spent hunting (the number cannot exceed the character's attribute + appropriate ability decided by the method).  Difficulty decided by situation.  Each success made on the roll gives the character 1 victim to feed from.


    The vampire is created by taking a mortal human and draining all their blood from them.  As the lifeessence fades away from the victim the Embracer takes some of their blood and feeds it to the one they wish to make.
    The newly created vampire spends 1 night dead and awakens a vampire.  The Embrace is described by most vampires as an incredibly in fact sinfully pleasurable bonding with another though at the same time it is the most frightening experience any vampire who is not seen the true death can experience.  In short the Embrace is one of the most memorable experiences of a vampires life.
    The new childe truly only needs 1 full blood point  of the sire's blood to become a vampire (and as much blood volume as necessary to create that to the nearest .25).  Though kind vampiric progenators give to the child several blood points to ease the experience of first feeding.


    The power of diablerie is probably the power that scares most low generation vampires. In fact many of the rules of the camarilla society are created to prevent the younger vampires from setting his sights upon the blood and soul of the more powerful vampire.
    Diablerie is the ability that vampires have to absorb the soul and power of other vampires ( diablerie file).


The Disciplines
    A vampire has access to special powers called disciplines.  A beginning vampire has 3 dots to place in any of their four clan disciplines.  The disciplines list is quite long and is described in a document on disciplines. No vampire 8th generation or higher may learn disciplines over 5.  See generation background for additional discipline limitations.
    See the file on disciplines.


Vampiric Clans
    Each vampiric clans possess special disciplines that they are best at as well as a clan flaw that travels down the line of vampires.  See the list of clans  within the Camarilla
    The list of clans up to the year 2006 CE are:

Merits and Flaws
 see the file on Cainite Merits and Flaws.


Vampiric Backgrounds

These traits describe the backgrounds reserved for vampirics.  It also includes societal backgrounds for those within the Camarilla and the Demonkin specific backgrounds.  Any background that is society specific is valid only in that society.
As a storyteller I limit the backgrounds to level five for most games unless the extra background is gained through roleplay.


Bloodline is only purchased by demonkin. Bloodline is how strong the character's tie is to their demonic parentage. As a standard this is how many generations from the character's demonic ancestor the character is. However, the character's demonic nature would be stronger if any of his ancestors were the child of two demonkin.
Dots Generation First Aging rolls Vitae Max Pool Magic Affect
 - sixth generation 
(great great great great)
85 years vitae pool 10 magically susceptable (-2 difficulty to have magic cast on)
O fifth generation 
(great great great)
100 years vitae pool 11 magically sensitive, magical susceptable
(can detect magic within 5 feet more powerful magics possibly futher)
OO fourth generation 
(great great)
125 years vitae pool 12 magically sensitive, magically susceptable (-1 difficulty to cast magic on)
OOO third generation
150 years vitae pool 13 magically sensitive
OOOO second generation 
200 years vitae pool 14 +1 difficulty to cast magic on, magically sensitive
OOOOO first generation 
250 years vitae pool 15 +2 difficulty to cast magic on, magically sensitive

Clan Status

The character is well known and respected among his clan within the Camarilla.  The more points in status the more control they have.  Level 0 is the base level for any member of a clan.  Level 5 gives you control of the clan within the city, level 8 is the clan Justicar while level 10 is the clan master (may be the progenator or not)


This trait is only taken by vampires. This trait describes how far the vampire is from Caine or his vampiric brothers. The further you are from them the less powerful your blood is.
Dots Generation Minimum full 
Blood Pool BTM 2 (1)
Strength (2)
Spendable / Turn
Discipline Cost
 -  13th  10 x 2 1/turn 5 normal
O 12th 11.25 x 2.25 1/turn 5 normal
OO 11th 12.5 x 2.5 1/turn 5 normal
OOO 10th 13.75 x 2.75 2/turn 5 normal
OOOO 9th 15 x 3 2/turn 5 normal
OOOOO 8th 16.25 x 3.25 3/turn 5 normal
5 + O 7th * 20 x 4 5/turn 6 normal
5 + OO 6th * 30 x 6 6/turn 7 normal
5 + OOO 5th * 40 x 8 8/turn 8 normal
5 + OOOO 4th ** 50 x 10 10/turn 9 -2 IP/level less to buy disciplines
5 + OOOOO 3rd ** 75 x 15 12/turn 10 -4 IP/level less to buy disciplines
10 + O 2nd *** 100 x 20 15/turn 10 -6 IP/level less to buy disciplines
10 + OO 1st **** 200 x 40 20/turn 10 all disciplines cost 8 x level to buy

* these generations must be bought with the generation merit under kindred ties
** these generations are unavailable for pcs
*** this generation is only obtained by the originator of a clan, any vampire who reaches thisgeneration gains and loses a new clan flaw based on his personality. Any childer createdfrom that vampire later and his childer will share the new clan flaw.
**** this generation is posessed only by Caine and the originator of the different Lillanite vampires.  As far as is known all the Lillanite originators are no longer in existence.  Caine, however, is never seen except when he creates a new childer which forms a new clan  He is rumored to have complete control over the physical forms of all vampires (though in actuality this is only from that are his progeny).
(1) This assumes a character with a Body between 5 and 7.  After multipliers are taken into account this is the minimum blood points the vampire can have.  If a character has a body type that is different this chart must be altered.
(2) This is the minimum blood strength multiplier that a character from that generation has on any blood processed by the vampire.


You have built up a number of normals that you can feed freely upon but they may not know what is happening. They are not useful for any other purpose but they also do not call upon you for assistance. Example the hooker who feeds upon her customers. The Herd must be defined as a group.
Herd are assumed to be average health humans 1/10 very healthy 1/10 sickly. The character may raise the actual number of beings within your herd if this is not so.
Dots Effect Effect on D6 system cumulative
 - You feed by your own devices good luck. +1 die
O 4 people readily availible when needed +1 die
OO 8 people readily availible when needed 3 and above gives blood point
OOO 16 people readily availible when needed +1 die
OOOO 24 people readily availible when needed +1 die
OOOOO 32  people readily availible when needed 2 or above gives blood point
5 + O 48 people readily availible when needed +1 die
5 + OO 65 people readily availible when needed +1 die
5 + OOO 85 people readily availible when needed +1 die
5 + OOOO 110 people readily availible when needed +1 die
5 + OOOOO 150 people readily availible when needed you have blood unless you are gone from your area


The character has status within the Camarilla.
Level 0 is the starting status.  Level 1 is for those who are starting to make a good name for themselves.  Level 5 has the ear of the leader (prince) whenever he wants it.  Level 6 is one of the leader's chosen in the city.  Level 7 leads an area.  Level 10 is a well respected methuselah.


Specific Skills For Camarilla Vampires

Discipline Skills
    Most disciplines have a skill related to the use of its power.  The discipline can function without the skill but not as well.  The discipline skills are listed individually.  See disciplines list for a full list of discipline skills All discipline skills have a multiplier of x2.

Will/Willpower Skills

Hunger Resistance (3) -- Characters with this skill have toughened themselves against The Hunger.  This skill adds to all rolls to resist.  This skill does not help the character prevent going hungry but does prevent them from going wild while doing so.

Hunting (1) -- This is the character's basic ability to find food (ie blood).  This roll is only used when feeding is roleplayed out during the game.  Otherwise use the normal hunting system for deciding blood level and add 1d6 per three levels in this skill (round down).

Empathy Skills

Masquerade (2) -- This is the character's basic ability to hide her vampiric nature.  This skill is rolled 1/week to see if there were any accidental gaffs which hinted at their nature.  Masquerade includes the ability to pretend to eat (or at least get away long enough to regurgitate) the ability to explain away your lack of daylight hours and anything else that might require explaining.

Intelligence Skills

Camarilla Lore (1) -- This is the character's knowledge of the Camarilla and its rules, regulations and history.

Character Creation
    Character creation involves several steps but very few that are any different than those involved with creating a normal mortal character in Talorian.

Game Concept
    What are the limitations set by the game?  The Storyteller will set the point limits for the game as well as any character limitations.  From these limitations and your own imagination you will create a Character concept.

Character Concept
    Who were you born as?  When were you born?  When were you Embraced?  Who Embraced you?  How do you survive?  How involved in vampiric society are you?  How involved in mortal society are you?  What are you good at?  What do you like to do? These are just a few of the questions you should ask yourself.  Make sure to keep the answers reasonable for the game concept.

The Points
    When creating a vampire character you will have a number of statistic and skill points (see talorian basic system).  All vampires' games automatically include all ten attributes. The chart below includes a list of guidelines for character points.  The storyteller may ignore or modify these charts at will.
Character's Place
Basic Stats Points 
Basic Skill 
Points *
total pts 
special skills
max skill level
regular skills
max skill level 
special skills
Ancient Elder
Newly created
 * Add Reflexes + Intelligence to the number of skill points given.

Freebie points are assigned at the beginning of the game as well.  A beginning game should include 15 freebie points.  Follow the rules outlined under the Basic Talorian System for the spending of all points.

Camarilla Society
    The society commonly called the Masquerade or the Camarilla began in 1400 CE.  During the last 10 years of the Camarilla all the Children of Caine were called to Egypt by a powerful work of magic.  At this meeting the vampires discussed the necessity for the vampires to go into hiding.  For almost 2 years they argued about the rules that they should live by and in the end there was a schism among the groups.  The Vampires of the Celestial Court sent representatives and offered those that wished to join neither group asylum.  Due to the Demonkin's loyal service to the formation of the Camarilla they were given clan status within the Camarilla.
    The Camarilla believes that the best course is to hide among the humans not showing our power and harming them as little as possible.
    The Sabbat believe that vampires are a higher form of being and we should embrace that superiority and worship nothing. The Sabbat declared war upon the Camarilla and held Transylvania.  From this point they used the inquisition and the exploration of the other worlds to gain more power.
    The Camarilla still controls much of the European world while the American Continent, the African Continent and the Australian Continent are pretty evenly spaced between the two groups.

The Rules of the Camarilla
The Prince
    The Prince rules an individual city.  He is normally the most powerful and ruthless vampire in the city.  In formal terms the prince holds the right of domain over an entire area.  In actuality the prince seldom interfers in another's personal domain even if it is within their space.  As time passed the different cities created rules for the making and keeping of a city.  The prince remains a prince only as long as he holds this power. Most new princes are officially voted on in the Conclave.
    The prince has several rights over a city that they hold:

    The Primogen are the elders of a city.  They form a council of advisors to the prince.  Each clan represented in the city can techically have representation among the primogen.  The primogen often form the city council.  The council meets to discuss matters of interest within the city.  Council may call a conclave of all the vampires in the city (though at least 1 nights notice must be given).

    An Elysium is a location within a city that is free from violence of any sort among the vampires of the city.  The Elysium is usually a public location (art museum, library, etc).  Usually a special location within the building is dedicated to vampiric activities and is separated from the mortal activities..

The Traditions
    The Traditions of the Camarilla are the ultimate laws of the Camarilla.  Each tradition is in order of priority.  The Prince's primary responsibility is to uphold the Traditions.

The First Tradition: The Masquerade
    Thou shall not reveal thy true nature to those not of the Blood.  Doing such shall renounce any claims of the blood.
    No mortal man may know of the true existance of vampires.  To violate this command is the worst crime a vampire can commit.  In truth many vampires throughout history have admitted to their vampiric nature though they didn't tell anyone.

The Second Tradition: The Domain
    Thy domain is thine own concern.  All others owe thee respect while in it.  None may challenge thy word in thy domain.
    Most vampires leave the running of the city to the prince.  He is considered to hold domain over an entire city.  However, in modern times (since the growth of cities) many vampires claim a smaller property (house, bar) as their domain.  In that small domain she has control.  This has become known as the Right of Haven

The Third Tradition: The Progeny
    Thou shall only Sire another with the permission of thine elder.  If though createst another without thine Elder's leave, both thou and thy Progeny shall be slain.
    Only one with domain rights over a domain has the right to create childer within it.  They may give the right to produce a childe to others.  In truth many vampires when they wish to create childer simply change cities creating one as they go.

The Fourth Tradition: The Accounting
    Those thou create are thine own children.  Until thy Progeny shall be released, thou shall command them in all things.  Their sins are thine to endure.
    The sire of a childe has incredible rights and responsibilities towards it until he is officially introduced to the prince as a neonate (usually about 5 years).  The prince or the sire may at will extend this the time of accounting.  The childe has no say in the matter.  Until the childe is introduced the prince is under no obligation to accept the child as a vampire.  The prince may technically kill the childe upon being introduced to her. This rule has also been extended to include any servants of the vampire.  A vampire is responsible for any constructs, ghouls, or revenants that owe their allegence to him.

The Fifth Tradition: Hospitality
    Honor one another's domain.  When thou comest to a foreign city, thou shall present thyself to the one who ruleth there.  Without the word of acceptance, thou art nothing.
    There are several aspects to this rule.  First whenever you are within a prince's domain you must introduce yourself to them.  Second you must respect the rights of haven of the one whose haven you are in.
    However, there is a two edged sword to the right of haven.  If you offer one haven you are both responsible for their actions and responsible for their safety while they are in your haven.  Also most clans expect the right to dwell in your house when they are in your area.

The Sixth Tradition: Destruction
    Thou art forbidden to destroy another of thy kind.  The right of distruction belongeth only to thine Elder.  Only the Eldest among thee shall call the Blood Hunt.
    The original meaning of this tradition probably referred to the elders of each clan.  However, in modern times it is reserved to the prince's right to destroy those within his domain.

The Lexicon
    The Lexicon holds all the rules of the Camarilla.  It is incredibly long and drawn out and ignored by most except when it suits them.  The specific Lexicon is different in each city.

    Conclaves are called within a city anytime there is a decision of common interest to all.  These conclaves may only be called by the permission of either the Prince or the Primogen (though certain others can exert much pressure to agree to one ie a Justicar).  A conclave is usually called to: vote a new prince (officially) or discuss a dispute between the Prince and the Primogen (as a whole).
    Conclaves can last a day or a week depending on the matter at hand.  Any may leave at any time though any consequences arising from that decision are often extreme.

Inner Circle
    The Inner circle meets once every twenty years (or upon an agreed upon extra meeting).  The Inner circle is made up of the acting head of each clan and occurs through the use of Katelavehno so the Elder does not even have to leave their lair.  Inner Circle meetings are held primarily to vote on new Justicars. Each clan is allowed one representative. Inner circle meetings may take literally years to decide since a majority is required to vote upon a justicar.

The Justicars
    The Justicars and their servants the Arcons are a law unto themselves within the Camarilla.  The alone hold the right to be judge jury and executioner to any they consider to have done wrong.  A justicar may judge as he sees fit any matter where the six traditions have been broken.  A justicars decision may only countermanded by another justicar.  A justicar remains a justicar unless there is some specific transgression of the Traditions or he dies.
    There is one justicar for each clan within the Camarilla.  Each justicar has a small group of promising candidates called Arcons.  Arcons have considerably less authority but may act in most manners as a justicar.

The Arcons
    Each justicar appoints his own Arcons (who appoints their own servants who appoints their own)  Anyone who serves a justicar is considered to be an Arcon  The Arcons status may vary quite a bit depending on the Justicar and their time working with him.

Other Vampiric Groups
    Vampiric society has four primary social groups.  Three of which control most of the occidental world while the other has very little dealing with the occidental world.  These groups are the: Camarilla (what we've been thinking about), the Anarchs, the Celestial Court, and the Sabbat.

    The Anarchs are those vampires that do not follow any of the rules of any of the clans.  They follow only the right of power and individuality.  Technically any vampire who lives in this way is an Anarch.  This by definition includes any of the free Lillanite clans who wander the occidental world as well.  Few large cities are controlled by the Anarchs though many of the smaller cities are (simply because it is too much trouble for any of the other groups to hold from each other)
    Anarch controlled cities may accept a vampire from any group the controller of the city desires.  Anarch cities tend to be incedibly violent and dangerous for vampires as well as any mortals who finds themselves in the way.

Celestial Court
    The Celestial Court controls much of the oriental and eastern world.  They originally come from China but have expanded outward since that time.  The Celestial Court sided with the Sabbat vampires during the choosing of the original Masquerade and formed a cold war that continues until this day.  No Camarilla vampire found in Celestial Court territory is safe and no Celestial Court vampire is safe within the Camarilla.  Most Camarilla vampires know nothing about the Celestial Court.  The Celestial Court can cause fear in most Camarilla vampires with any sense.

    The Sabbat and the Camarilla constantly fight over territory.   They are considerably smaller than the Camarilla but are expanding at a phenomenal rate.  Sabbat vampires enspouse primarily personal freedom.  They also hold a limited blood bond called the Valderie that makes them immune to most Blood Bonds.  The Sabbat are a constant source of threat to the Camarilla control of most cities. They are constantly waiting for a moment of weakness so they can take over.
    One of the Sabbat's favorite tactics to cause difficulty to the Camarilla is to produce many new vampires in Camarilla territory and leave the Camarilla to deal with the problems.  Members of the Sabbat are called Antitribu by any within the Camarilla.  Therefore, a Bathory would be a Bathory-Antitribu
    The Clans of the Sabbat are essentially the same though some clans are more common in the Camarilla and some are more common in the Sabbat.  The clans that are most common in the Sabbat are:  Bathory, Dracaens, Followers of Set, Giovanni,  Samedi and Wanderers.  There are no Tuhadan are Virtualite vampires within the Sabbat before 2200 CE all others can find representation among the Sabbat though some may be quite rare..

The Servants
    See the file on the servant groups for the abilities of these groups.  The following are common servants to vampires: Constructs, Ghouls, Ghoul Families (Revenants) and Spirits.

The most common possessors of constructs are Followers of Set , Giovanni and Demonkin. The Samedi have a great number of Construct monsters to protect their clan havens.  To possess a construct requires either sufficient magic to create the creature on your own or paying a merit cost for a powerful ghoul (the catchall for all powerful servants)
Constructs are spirits who have been taken from the spirit world and placed in a physical form created by the use of powerful magics. Constucts may look like anything though the humanoid constructs are more successful.

A Ghoul is a mortal who drinks vampiric blood regularly. Due to this they have several advantages. Most vampires use them as servants and the blood bond tends to keep them loyal.   All clans have their ghouls except for the Demonkin who cannot produce ghouls.

Ghoul Families (Revenants)
A ghoul family is a group of humans who are the progeny of two persons who were ghouls. The ghoul cannot bear or sire children while drinking vampiric blood however, the ghoul may allow the blood to fade from their system and produce children normally. The first child does not have the special abilities of a ghoul family member. But if that person mates with a ghoul as well then their child is a ghoul family member (or revanant). Ghoul families are common among all the vampiric clans except Samedi
To have a revenant as a personal servant requires paying merit points or paying extra background points depending on the power of the ghoul.

Spirits are most commonly the servants and slaves of the Dracaen, Giovanni, Followers of Set or Demonkin that specializes in spirits. Rare individuals also have spirit friends so they are included here.
There are two primary types of spirits. There are spirits that are some sort of elemental force (called elementals) and their are spirits of deceased beings (called ghosts). The difference in these two types of creature is shown by the type of psychic gifts the character has, the physical form they hold, and the type of skills they possess.

The mortals
    The Camarilla vampires are scared of mortals as a group.  For this reason they often pretend to lord over individual mortals whenever possible.  Mortals are called such hearwarming things as licksticks and bloodbags.
    The number of vampires is strictly controlled in modern times due to several different factors.
Timeperiod Safe number of 
vampires / mortals
Reasoning Timeperiod Safe number of 
vampires / mortals
dark ages 1 / 1,000 no reason to hide 2000 to 2020 1 / 15,000 psychics and werecreatures public
1400 to 1600 1 / 20,000 deep hiding no infrastructure 2020 to 2075 1  / 15,000 ditto
1600 to 1800 1 / 10,000 hiding but scientific age begins 2075 to 2200 1 / 10,000 ditto but more so.  Concentration on space travel
1800 to 1900 1 / 10,000 ditto 2200 onward 1/ 10,000 seemingly impossible things happen regularly
1900 to 1950 1 / 10,000 ditto
1950 to 1975 1 / 15,000 cameras
1975 to 2000 1 / 20,000 advanced cameras

Anytime the ratio of vampires to mortals exceeds the number above in a given area roll 1 d10 once / week per doubling of the desired vampiric population.  If a one is rolled there was an accidental discovery that must be covered up quickly.  There was no hiding of identities within the smaller communities before the 1400's.


Their Origins

    The fairykin are any fairy that was Embraced and any of his progeny.  Despite the fact that the Fairykin do not owe their origin to any second generation vampire the curse (or blessing) that is part of their fairy nature continues down their line.
    The oldest known Fairykin line had its origin in the Dark Ages (the vampire was Embraced by a Hataerae in the year 1098).

Nickname:  Kooks

    Fairykin's primary appearance affect comes from their clan.  However, fairykin will tend to appear to be slightly odd ducks even among their clan.  Many of the Fairykin have altered appearance.

Character Creation
    Many of the Fairykin who are not true fairy themselves tend to have character histories very like their counterparts within the clans.  The primary difference is once the change has taken place the character is slightly different.  One should keep in mind when creating a Fairykin that they do not think as we do.  Most other vampires consider them to be cursed with Fairy Logic.

    All fairykin have access to the Mytherceria discipline as if it were a clan discipline.

Their History
    The fairykin have a unique relationship in the World of Dimness.  Since the first Fairykin quite a few lines have had their blood altered by the presence of fairy nature.  Fairykin can be found among any of the clans though they feel some tie to one another as well as their clan.
    After 2005 when the Tuhadan came into existence many fairykin joined their ranks.  Making them probably one of the most unusual clans.

Fairy Logic
    Fairy Logic is a system of logic that does not use the normal rules for logic.  In our system of logic A + B = C then C - B = A.  In fairy logic this is not necessarily so.  C - B = D or H or J.

Alterations of the Blood
    It is unknown exactly why this is so but Fairkin are mishmashes of traits of many of the Fairy types.  This is created in game system by a special set of merits and flaws reserved to them (or the Tuhadan).
     Fairykin also have some difficulty with Iron so are required to take Iron Sensitivity worth at least 1 point (though they do get the points for it)


Demonkin are the descendents of a mortal female and a demon possessed male. Due to this ancestry demonkin are very strongly ruled by their passions. Though demonkin are not technically a vampiric clan they hold clan status within the Camarilla.  See the Demonkin Clan notes for that information

Demonkin possess an additional virtue called passion. Passion begins at zero and rises and falls during game play anytime the demons passions are stretched. (Things like strong sexual desire, and anger raise passion. Quiet and rest lowers passion.)

Demonkin may possess vampiric disciplines (Except Mythceria), any primary path of Thaumaturgy (except blood Thaumaturgy) and gain 3 beginning dots that they can place into these. Demonkin may also be psychics but must pay freebie points for psychic gifts (must purchase merit to be psychic).

All Vampiric Disciplines are purchased as if it was a clan Discipline.  However, Demonkin cannot learn a discipline over 5 dots.

Demonkin have several advantages and disadvantages gained from their demonic heritage.

Passion Rating
Demonkin  Wanderer
Effect Effect
+2 difficulty self control rolls 
+2 Reflexes
Eyes begin to reflect light
Eyes glow red, 
+1 Body Type
Eyes glow red 

+2 difficulty self-control rolls

Grows bigger and huskier, 
+2 difficulty on self-control rolls 
+1 Body Type
Grows bigger and huskier 
+2 difficulty on self control rolls 
+2 Reflexes
Razer claws come out teeth grow fanged 
+2 Reflexes
+1 Body Type 
-2 Intelligence
Razer claws come out teeth grow 
+1 Body Type 
-2 Intelligence
Skin turns red and hot to the touch (105-110 F) 
+2 Body Type
-2 Attractiveness
Skin turns red and hot to the touch (105-110 F) 
+2 Body Type 
-2 Attractiveness
Grows even bigger and huskier (about 100 lbs more with the average adult male) 
+2 to Body Type
Grows even bigger and huskier (about 100 lbs more with the average adult male) 
+2 Body Type
Storyteller decision generally extreme Over 6 Storyteller decision generally extreme

Beastial  Lillanite Vampire Camarilla Clans Sabbat Vampire Anarch Vampire