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.
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.
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 |
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