This page is made as a simple explanation of the clans. More indepth looks at each of the clans are being worked on but admittedly a bit slowly.
Clans list
Aeneias-Antitribu (origin date 1400 CE)
Alexandrians-Antitribu (origin date
1400 CE)
Bast-Antitribu (origin date 1400 CE)
Bathory Family (origin date 1535 CE)
Dracules (origin date 1375 CE)
Giovanni-Andrise (origin date 1400 CE)
Hataerae-Antitribu (origin date 1400 CE)
Lillianites (origin date 1400 CE)
Morabu-Antitribu (origin date 1400 CE)
Ravnos-Antitribu (origin date 1400 CE)
Salubri-Antitribu (origin date 1400 CE)
Samedi-Antitribu (origin date 1400 CE)
Settites (origin date 1500 CE)
Smithites (origin date 1586 CE)
Demonkin (John Black's breeding program begun
1500 CE)
(not actually a clan but treated as a second class
clan within the Sabbat)
Aeneias-Antitrubu
The Aeneais descend from an African chieftain. Aeneais
the clan progenitor, created Enoch for Caine. The Aeneais only Embrace
the rulers among mortals. The Antitribu have prided themselves into taking
over and training their family in the proper behavior. The Aeneais-Antitribu
are unpopular within the Sabbat due to their extreme desire to rule the
Sabbat as they rule their mortal families.
Nickname: Old Men
Appearance
The Aeneais-Antitribu most often dress as the upper crust. They tend
to dress in the most ancient of styles separating themselves from their
mortal families.
Character Creation
Aeneais-Antitribu have concepts from among the upper crust. Social
and business skills tend to be quite good at least one skill will be very
good (5+).
Clan Disciplines
Animalism, Dominate,
Fortitude,
Presence
Clan Weakness
The lower an Aeneais' blood volume the more aged they appear.
For every .25 blood volume points the Aeneais is below full his apparent
age increases by 5 years. The aging fades over several minutes once the
vampire has fed. Subtract one point from appearance for every additional
10 years of age. After zero appearance is reached there are various stages
of hideous on the same scale.
Ghoul/Revenant Weakness
The Ghoul of an Aeneais is more tied to the weakness of age.
The longer it has been since they have recieved Aeneias' blood the more
their physical appearance ages. Their physical appearance changes
over the course of the month to match their true age at a rate of 10 years
per week. The Revenant of an Aeneais ages 35 years / week until their true
age is reached. This can be circumvented by simply giving the character
blood each week instead. The revenant also gets to use their altered
age chart.
Ghoul/Revenant Primary Discipline: Presence
Clan Structure
The Aeneais-Antitribu are organized into a tight network of families.
Each Aeneais-Antitribu controls his own home and the profits from his family.
The family then commits a tithe to the Clan itself.
Clan Power
The simplest way to gain power among the Aeneais-Antitribu is to amass
enough wealth to have a higher tithe. Also the larger their family
and the greater their hold on them the greater prestige they have.
Gathering Days
The Aneais-Antitribu only have city gathering days. All other
meetings are individual affairs. The Aneais-Antitribu in a city meet
every two weeks to discuss common issues for the Clan.
Alexandrian-Antitribu
The members of this clan are incredibly dedicated experimentors and
scholars. The Alexandrian-Antitribu avoid politics both mortal and vampiric
and spend all their time studying the world. For this reason the Alexandrians
are often seen as aloof and disinterested in the world. However, the Alexandrian-Antitribu
consider themselves incredibly interested in the other world. Their
greatest fascination is magic and its many forms followed only by the limitations
of the physical form.
The Alexandrian-Antitribu are one of the two clans that very commonly
have Thaumaturgy. They are most commonly study the limitations of
magic and creation of paths, disciplines and rituals.
The Alexandrian-Antitribu are the clan most commonly consulted anytime
some esoteric bit of information is needed.
Nickname: Lab Rats
Appearance
The Alexandrian-Antitribu may have just about any appearance though
their physical appearance often looks unkept (untidy clothes, uncombed
hair etc).
Character Creation
The Alexandrian-Antitribu almost always have high intelligence.
Specialty knowledges are quite common among the clan. Every clan
member will have a specialty knowledge related to their obsession.
Clan Disciplines
Auspex, Fortitude,
Katalavehno,
Scriptus
Clan Weakness
Each Alexandrian-Antitribu has a quest for knowledge and when presented
with a bit of knowledge will tend to forget everything else. This will
tend to be along one specific set of mysteries but a related mystery may
fascinate them too.
Example: Facination for magical wards, Facination for werecreatures,
Facination for gravity.
Ghoul/Revenant Weakness
An Alexandrian ghoul shares the fascination of his vampiric master
but to a lesser extent. A Revenant also has a quest for knowledge.
The quest for both the ghoul and the revenant can cause them to forget
day to day tasks but very seldom causes them to miss important things that
they are trying hard not to forget. Lots of Alexandrian Ghouls/Revenants
use day planning and notes for themselves.
Ghoul/Revenant Prmary Discipline: Auspex
Clan Structure
The Alexandrians-Antitribu are a loosely organized clan except by use
of their discipline. The Alexandrian-Antitribu have a library in
any city controlled by the Alexandirans. It is not unknown for Alexandiran-Antitribu
to associate through the use of the discipline with Alexandrians in fact
there are rumors that they freely visit the Alexandria library and trade
knowledge.
Clan Power
The Alexandrian-Antitribu gain prestige by continued scholarly accomplishment.
This is generally scholarly writing even if it is not published in the
mortal world.
Gathering Days
The Alexandrian-Antitribu meet each year through the use of Katalavehno.
Also the Alexandrian-Antitribu tend to keep a close touch with those in
related research though the use of their discipline.
Bast-Antitribu
The Bast-Antitribu are wanderers, rarely staying in one place for any
length of time. There are no real leaders of clan Bast. Their inner Beast
while it is the tie that binds them together also holds them apart due
to its greatly personal nature. The Bast-Antitribu are endlessly
proud of their animal form and see it as their natural superiority over
humans and other vampires.
Nickname: Beasts
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-Antitribu are often those who are comfortable
with animals and with the lifestyle of a wanderer. Physical and survival
skills are often quite prominent. However, the Antitribu wander the
populated crowded streets prefering to deal with the drudges of society
and the parks.
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.
Ghoul/Revenant Weakness
A Bast ghoul tends to take on animalistic traits as well but at a much
slower rate for at beastial 3 they start taking physical traits of the
animal at beastial 5 they are half-animal half-man. If the ghoul
is an animal they become a hodge podge of the Bast's inner beast and their
true form. A Revenant goes along the same scale as a Bast for their clan
flaw.
Ghoul/Revenant Primary Discipline: Animalism
Clan Structure
The Bast-Antitribu are often loners even among themselves. In some
ways they have as little in common with one another as with other vampires.
There is primarily an unofficial network among those with similar existance.
Clan Power
The only real way to gain power and respect among the Bast-Antitribu
is to earn it individually. This tends to come with age. Power and respect
may also come do to tales of a particular individual's accomplishments.
Gathering Days
Once a year each Bast-Antitribu in an area meet in the woods at the
first full moon.
Unless their is some direct crisis these affairs are usually just social
affairs with the telling of tales, partying and introducing new members.
Bathory Family
The Bathory Family trace their lineage back to Elizabeth Bathory. The
often cultivate rarified and bizarre practices continuing to emmulate the
royalty from which they come. The Bathory most often Embrace those with
long and distinguished ancestry. The Bathory are also well known for their
support of the arts and often Embrace artists they appreciate as well.
Elizabeth Bathory gladly runs the Bathory Family controlling their actions
with all the hatred and fear that can be formed in the royalty of her time.
The Bathory Family unlike their Camarilla counterparts have broken
almost all association with the old royal families of Anglo European royalty.
Nickname: Sponges
Appearance
Just about any apppearance but they often cultivate a distinguished
(and often slightly old fashioned) mode of dress. They also tend to be
attractive.
Character Creation
Social skills are often quite high. The Bathory-Antitribu chose mostly
from those of old royal blood but usually the 3rd or 4th child of royalty.
A growing number of Bathory-Antitribu after 1950 were artists of various
sorts. Elizabeth Bathory personally choses each Bathory family member
that is chosen and forces them to take into themselves one point of her
blood.
Clan Disciplines
Auspex, Osmosis,
Presence,
Vicissitude
Clan Weakness
The Bathory cannot get sustinence from drinking blood. For this reason
the Bathory must use their Osmosis discipline to feed by absorbing blood
through their skin surface. The Bathory's fangs can still pierce the skin
and they can still lick the wound and have it heal. They may even drink
the blood but it will make them ill instead of feeding them. Bathory
must have at least one dot in the discipline of Osmosis to survive and
is in fact Embraced with it.
Ghoul/Revenant Weakness
Bathory blood can be made addictive. Bathory Ghouls and Revenant's
have potent blood and vampires have a minus one to all rolls to resist
feeding from a Bathory ghoul or revenant or to stop feeding once they have
started. Bathory themselves are immune to this effect.
Ghoul/Revenant Primary Discipline: Presence
Clan Structure
Clan Bathory has a complex organization that is strongly based on the
socialization rules among Anglo European royalty. The Bathory are constantly
attempting to gain prestige among this group. The Bathory are often involved
with Old Money and have a mercantial association. The overall status of
the clan is important but the older Bathory are often playing power games
while the younger Bathory are attempting to not be destroyed in the games
and watching for opportunities.
Clan Power
In clan Bathory power is gained by various in clan games. It is perfectly
acceptable to step on your fellow clan member as long as there is no proof
and the clan as a whole is not harmed. The best way to obtain power in
clan Bathory is over the backs of your fellow Bathory. Elizabeth Bathory
makes sure that all the games continue and regularly changes the rules
and capriciously follows those that do exist.
Gathering Days
Clan Bathory meets as a whole each ten years in France. This meeting
forms and breaks alligences.
Also each area's Bathory have parties about once a week. This party
is different each time. The current most powerful Bathory makes a "suggestion"
to another Bathory that a party would be a good idea. These parties are
social landmine fields to both party givers, party guests, and those that
do not attend at all.
At these parties alligences are formed and broken, new childer are
introduced, new ghouls and servants are introduced, and often bizarre entertainments
are provided.
Dracules
The Dracules are the leaders among the Sabbat. Almost all cities
are run by a Dracule In the 1400's Dracule 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.
The Dracules are known as strong and efficient rulers of all that is
within their power. They are often ruthless in both gaining and in maintaining
power.
Nickname: Shades
Appearance
The Dracules tend to be quite attractive since many of the Dracules
are Embraced due to a fascination and a wish to possess and preserve.
Character Creation Social skills tend to be quite high.
Clan Disciplines
Celerity II,
Necromancy,
Obfuscate,
Obtenebration.
Clan Weakness
The Dracules cast both an eerie shadow of a giant 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 Dracules -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
tinted version of their own natural self with eyes that glow slightly yellow.
Ghoul/Revenant Weakness
The Dracule ghoul and revenant casts no reflection. This also
prevents them from being filmed by most conventional cameras though infrared
cameras will work.
Ghoul/Revenant Primary Discipline: Celerity
II
Clan Structure
The clan is organized along Royal lines except each Dracule is subject
to challege for their position at any time. Each Dracule is supreme in
his area of control though that very Dracule is usually under the Lordship
of another Dracule.
Clan Power
The best way to gain prestige is to ally yourself with the right person.
The more control the vampire has in both the mortal and the vampire world
the more prestige they gain.
Gathering Days
The Dracule meet every 10 years in Romania.
Dracule in an area meet in the most powerful Dracule's haven. This
in effect places them under his power and allows him to assure the loyalty
of his vassals. These meetings are usually once per month and all must
attend.
The meeting days are a way to reaffirm loyalties, meet new and gain
the loyalty of new Dracule, form new alliances, and introduce new childer
and servants.
Topics of interest to the clan are discussed usually the discussion
is lead by the Dracule leader of the area.
Giovanni-Andrise
The Andrise are one of the most tightly knit of the clans. Each member
of the clan and ghoul to the clan are Andrise by birth or marriage (the
name may actually be different but the lineage is not). The Giovanni before
the Embrace of Augustus Giovanni were a small mafia family known for their
ability to garner information. This information unbeknown to the other
mafia families came from some type of spirit magic.
After Embrace of their founder they began a ruthless takeover of the
mafia. This takeover is so complete that though most don't even know it
almost all mafia is at some level controlled by the Giovanni. The
Andrise control of the Mafia is almost as complete but is more localized.
The Andrise are a clan of contradictions. Their inner loyalty to one
another is contrasted by their ruthless following of the mafia code. They
are sellers and buyers of the Sabbat. If it exists in the underworld they
can find it. They control a vast illegal financial empire and ruthlessly
use this to accomplish their goals.
Nickname: Wiseguys
Appearance
Almost all Andrise have some Italian blood though how much of this
shows depends greatly. Most Andrise dress conservatively and try very hard
to maintain an air of respectability.
Character Creation
Social skills tend to be quite high. Underworld and police ties and
contracts are common among the clan as is the streetdeal special skill.
Clan Disciplines
Dominate, Necromancy,
Obfuscate,
Presence
Clan Weakness
A Giovanni's fangs do 1d6 normal damage to any living creature.
Also every blood volume point taken does 1 die of damage to any living
creature. A Giovanni may only heal 1d6 damage by licking the wounds caused
by their bite.
Ghoul/Revenant Weakness
A Giovanni ghoul and revenant have the eerie presence flaw. Add
five to the difficulty all social rolls except intimidation rolls.
Subtract 5 from the difficulty from all the intimidation rolls.
Ghoul/Revenant Primary Discipline: Obfuscate
Clan Structure
The Andrise are organized into a tight network of business interests.
The more powerful Andrise controls either an area or a particular field
(arms, drugs, prostitution, etc). The less powerful Andrise work for the
more powerful Andrise and must answer to them. Any disputes are handled
immediately by their mutual Don. If they must travel several levels to
reach a Don who is mutual that will be done.
Each Andrise is assumed to have a few contacts within the underworld
for "free" as well as various higher ups that no points are given for.
Clan Power
Andrise power is gained by gaining more power in your area for the
financial empire. It is also gained by promotion when either a Andrise
loses favor or dies. The Andrise may be transferred either up or down by
those higher than they in the hierarchy.
Gathering Days
The entire Andrise clan including quite a few ghouls gather every five
years in New York. This meeting keeps the clan close knit and allows discussion
of new business.
There are no ther regular meetings of the Andrise clan but one or two
may meet when their interests meet and any Don may call a meeting or simply
call in certain members.
All Andrise know all the other members of the clan as well as what
area they control and how successful they are at it. Any Andrise coming
into an area lets the local Andrise know they are their and what their
business is.
Hataerae-Antitribu
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.
Hataerae-Antitribu joy in the control they have over human life and
revel in creating new living creatures and absorbing the pleasure that
they can from that form. Especially the unhappiness it causes the
recipient. Hataerae-antitribu consider humans relevant in a way that
others within the Sabbat do not but constantly find themselves inventing
new ways to test and control them. Hataerae-Antitribu are often the
torturers and punishers within the Sabbat. Their ability with Vicissitude
for disguising themselves among humanity is unparalleled. The Hataerae
are obsessed with beauty in all its forms but primarily the manipulation
and perfection of beauty. They wish to have beautiful people near
them and tend to do so, However, their opinion about what is beautiful
that week depends on their current moods. Hataerae are very rare
among the Sabbat.
Nickname: Sluts
Appearance
Hataerae may have just about any appearance depending on their moods.
They feel perfectly comfortable altering themselves and others simply to
test the possibilities of it.
Character Creation
Social attributes tend to be high. Appearance and Empathy will
also tend to be high.
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. There is a special ritual that takes place
to allow the Hataerae to take place in the Vinniculum. However, all
rolls for others reaction to the Hataerae are one level lower.
Ghoul/Revenant Weakness
The ghouls and revenants of the are affected with a surreal quality
that causes There is something about them that
others find fascinating especially mundanes. At inappropriate times,
they will stare at you and strike up a conversation in the hopes of getting
to know you better. Worse still, those mortals of a less savory nature
will chose you over other potential targets for their illicit acts.
A ghoul/revenant must have an appearance of at least 7.
Ghoul/Revenant Primary Discipline: Vicissitude
Clan Structure
The Hataerae-Antitribu are organized into a close knit friendship network.
Each Hataerae controls their own assets.
Clan Power
In many ways Hataerae-Antitribu do not possess a clan they are much
more prone to associate with their pack and gain all of their associations
through that. The older ones gain power due to the simple capabilities
they gain.
Gathering Days
There are no official gathering days for the Hataerae-Antitribu.
Lillanites
Lillith the Second according to the Children was the only Cainite to
recieve training in her vampiric nature from Lillith the mother of vampirekind.
The Children have always been one of the primary warriors among the
vampires. Honor bound in a way few Kindred can claim this clan's honor
binds it together in a way that few clans can claim.
They are fierce and loyal warriors often serving as bodyguards for
various figures within the Sabbat. Lillanites among the Sabbat consider
themselves to be fighting the good fight teaching loyalty and respect for
their word to the other Sabbat. However, the Lillanite are capable
of a cruelty that many among the Camarilla are not. They are pragmatists
in many of their dealings and often take the greater task and greater promise.
Nickname: Lancelots
Appearance
Most Children are female though this is not a guarantee. Children tend
to dress efficiently for survival and fighting.
Character Creation
Combat skills as well as skills appropriate for guards and protectors
are always present they tend to be quite good at this task (several skills
at 3+). Most Children are female and were promising as warriors before
Embrace.
Clan Disciplines
Auspex, Celerity
I, Fortitude,
Potence.
Clan Weakness
The Children of Lillith cannot break their given word. To break their
word they must spend a willpower per turn. However, the Children will not
even break a promise while Frenzying (occationally a Willpower roll may
be called for when the situation is truly hopeless). Before the beginning
of the game the character and storyteller together must define the vows
the character has taken that have not yet been completed. (probably not
more than 1 or 2)
Each Child swears an oath to clan and Sabbat upon creation.
I ___________ swear to support my clan and uphold its honor in all
things, and to uphold the Sabbat's honor.
Ghoul/Revenant Weakness
The ghouls and revenants of a Lillanite is exactly the same as a vampire
among the clan including the oath.
Ghoul/Revenant Primary Discipline: Celerity
I (may spend human vitae pool to power)
Clan Structure
The clan is organized around a hierachical structure. At the bottom
of the pyramid are the youngest and least experienced members of the clan
while at the top of this pyramid is the Second. The First was Lillith the
Second and the place is hers should she ever return. Each continent has
a Great Lord while each large area has a Lord (example of a large area
Coastal United States) and each city has a Baron. The leader of the
Sabbat is the Great Lord of the Sabbat.
Despite the complexity of the system requirements of the members are
few only during threats does the pyramid matter.
Clan Power
The members of the clan gain prestige mainly through honorable action
over long periods of time. The Second is chosen by a meeting of Great Lords
while a Great Lord is chosen by a meeting of Lords and so on The Barons
are chosen by the Lillith in a city.
Gathering Days
It is rumored that the leaders of the Lillanites meet with the leaders
of the Camarilla each 10 years. The Great Lord of the Sabbat meets with
his Barons each 7 years. A Baron holds a meeting each month. Not
every Lillith has to attend every meeting but many do.
These meetings are a time to meet, introduce childer, discuss others,
and simply socialize. Children also meet in small groups often generally
preferring one another's company.
Morabu-Antitribu
The Morabu-Antitribu are one of the first line warriors of the Sabbat.
Physically the Morabu are generally considered to be the most formidable
clan. The Morabu-Antitribu are also the clan with the least connection
with humankind. The clan as a whole depends on their power within the Sabbat
to gather any sort of social power.
The Morabu-Antitribu prefer to be left alone for the most part
they socialize for others to help continue their existance. Morabu-Antitribu
associate with the others only for the things they cannot accomplish for
themselves. Morabu-Antitribu also tend to be the least human of any
of the vampirekind.
Nickname: Gargoyles.
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 quite high (usually extra points are given
through the Dream Form). 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.
Clan Disciplines
Fortitude, Obfuscate,
Potence,
Visceratika.
Clan Weakness
The Morabu slowly take the visage of a stony monster and eventually
the form of a stone statue. The higher their Beastial
+ Age background (Called the Becoming for simplicity) the more they are
like stone they become. By Becoming 4 they have completely taken the physical
form of their Dream Form. Above Becoming 4 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 Becoming
12 they become stone and cease to move. Note: It is theorized that a Morabu
can come back from this state.
Anytime IP is given out for time spent the Morabu must subtract a number
of IP / day equal to Becoming -4. Example Alex a young Morabu gains
10 IP/day for skills practice since his Becoming is only 2 he gains all
ten points each per day. Morab an ancient Morabu 1000 years old has
a Becoming of 6 +3 = 9 would only gain 5 IP / day because he spends so
much time as a stone statue. If Morabu's Becoming was 10 he would
gain 4 IP / day. At Becoming 12 Morab would be a stone statue unless
his Becoming lowered in some way. Note: this sounds especially harsh
but keep in mind that they also gain physical attributes and physical disciplines
for free as they get older as well.
Ghoul/Revenant Weakness
A Morabu ghoul and revenant has a slight coloration of stone.
It causes people to look at you oddly. The stone that they resemble
varies depending on the coloration of their morabu master.
Ghoul/Revenant Primary Discipline: Fortitude
Clan Structure
There is almost no structure to the Morabu-Antitribu
Clan Power
The best way to gain power among the Morabu is to become physically
formidable enough (or convince others that you are) to be deserving of
respect. The Morabu also gain respect by word of mouth and heroism.
Gathering Days
The Morabu have no official gathering days though if a need arises
an elder may attempt to call a meeting of the Morabu. Depending on how
great the need is how large an area he calls many Morabu will go out of
simple curiousity or a sense of loyalty to the clan as a whole.
The person calling the meeting has the floor first. Though how long
he keeps it depends on how interested the other Morabu are. It then turns
into a slightly organized rabble until some agreement is reached.
Occationally outsiders are invited to these meetings and they are listened
to (or not listened to) as much as any other Morabu of similar power.
The meetings are usually fairly calm though occational arguments break
out. Usually when these meetings are called they last the entire night.
Ravnos-Antitribu
The Ravnos are perhaps the only other clan that is a family as well
as a clan (along with the Giovanni). The Ravnos-Antitribu have a strong
hatred of their Ravnos brothers as well as the Rom from which they come.
The Ravnos have a slowly developed Revenanat family that lives secretly
among the normal Rom and assists them in their survival. Usually
they travel from extended family to extended family unit. The Ravnos
Antitribu appear to be chosen from among all races and peoples except the
Rom though rarely a Ravnos Antitribu might be chosen from among their Revnant
helpers within the Rom. The Ravnos-Antitribu pride themselves on
doing exactly what they want and Damned be to the old honor codes.
Nickname: Gypsies
Appearance
Ravnos-Antitribu can be from any race or class though very rarely are
they gypsy like in appearance.
Character Creation
Ravnos-Antitribu tend to have high social skills though that is only
a general tendency.
Clan Disciplines
Animalism, Celerity
II, Chimestry,
Fortitude.
Clan Weakness
Ravnos have a need to constantly move. No Ravnos can stay in a particular
neighborhood for more than five years. They would generally prefer to travel
far away. Ravnos often return again after a lifetime is passed. This means
that Ravnos-Antitribu ties to humankind are hard to maintain.
Ghoul/Revenant Weakness
Ravnos Ghouls and Revenants share the Ravnos flaw except they can stay
in a particular neighborhood for 10 years.
Ghoul/Revenant Primary Discipline: Chimestry
Clan Structure
The Ravnos-Antitribu prides itself on formulating itself differently
than the Ravnos. The Ravnos Antitribu power is based almost completely
on power and fear. The most powerful lines up as many underlings
as they can to increase their own power while the underlings constantly
look for a real chance to take their own power.
Clan Power
Assumption of the ability to defeat others is the only power respected
among the Ravnos-Antitribu. The Antitribu must also convince others
that it is to their advantage to obey the other more powerful person.
Gathering Days
There are no official meetings of the clan though they often can be
found congregating in small groups.
Salubri-Antitribu
The Salubri are so rare as to be unknown. However, the ones who
do exist are truly twisted. A Salubri-Antitribu has an especially
difficult time with the Sabbat method of Embrace. For this reason
Salubri-Antitribu rarely survive the Embrace and when they do they tend
to be completely insane. The Salubri-Antitribu invented the Dementation
discipline and use it when they have the person's soul elsewhere.
Nickname: Docs
Appearance
The Salubri-Antitribu can have just about any appearance.
Character Creation
Salubri can have just about any concept but a Salubri-Antitribu needs
to have knowledge of the human body (priest who studied human anatomy,
torturer, doctor, intern). It is not completely unknown for a Salubri
to capture their breathren from among the Camarilla and do the Sabbat creation
ceremony when they come out they tend to be appropriate Salubri-Antitribu.
Salubri often have the herd background though this will be sickening in
some way. (example children chained up in the downstairs basement knock
them on the head and feed on them.)
Clan Disciplines
Auspex, Fortitude,
Obeah,
Sanguinus
(Salubri may also spend their beginning discipline dots on Dementation)
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 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 or knocked
out victim.
Ghoul/Revenant Weakness
A ghoul/revenant of a Salubri gains the extra eye of the Salubri.
However, they use it for Auspex abilities instead of Obeah.
Ghoul/Revenant Primary Discipline: Auspex
Clan Structure
The clan is very close in their insanity for only they can understand
the others like them.
Clan Power
Salubri Antitribu do not gain clan power.
Gathering Days
The Salubri-Antitribu also meet often in small groups though there
are no other official meeting days.
Samedi-Antitribu
The Samedi trace their lineage back to Samedi and the Curse placed
upon them by Caine himself. The Samadi are cursed to only have partial
immortality. After their Embrace they slowly rot until resembling a walking
corpse. This curse was placed on them after an attempt to kill Caine
which caused the death of Salot (Caine's most beloved)
The Samedi-Antitribu are easily identified by their appearance. The
Samedi-Antitribu are especially closeknit remaining close to any who carry
their Curse. The Samedi-Antitribu are the information brokers of the Supernatural
world and especially the Sabbat. They share information with their own
but no one else. They are also very capable warriors. It is also
theorized that the links between Camarilla and Sabbat Samedi remains close
but these are only rumors.
Nickname: Zombies
Appearance
The Samedi resemble a corpse in various states of decay. The Samedi
tend to wear rags or nothing. The prefer dark colored rags.
Character Creation
Social skills tend to be tertiary. Information skills tend to be very
popular among their kind.
Clan Disciplines
Fortitude, Obfuscate,
Potence,
Thanatosis
Clan Weakness
Samedi slowly rot away until they resemble a zombie or mummy or even
a skeleton (with a few bits of flesh). Two points of appearance is subtracted
after the first week, the first month, the first six month period, the
first year, the first five years, and the first ten years and each additional
ten years until he is at hideous appearance. Once zero is reached there
are two steps, monsterous and hideous after that his appearance no longer
goes down.
Note: a Samedi does not have to pay for lost attribute dots but any
and all appearance dots must be paid for (including the first). Appearance
cannot be bought with experience points. Vicissitude could possibly assist
somewhat in maintaining appearance but any changes will only last a night
(at which point they will decompose again). Add 5 to any difficulty to
improve appearance when using this discipline.
When a Samedi reached final death they decompose as a mortal that was
at that level of decomposition. (There is a standard rule in the
Camarilla that if a Samedi is killed the body must be recovered)
Ghoul/Revenant Weakness
All Semedi ghouls/revenants have -2 to their appearance. .
Ghoul/Revenant Primary Discipline: Potence
Clan Structure
Samedi clan structure is built the way it is primarily because of their
great amount of fear they live with. It is believed that Samedi and those
that he has created since roam the earth in search of opportunities to
destroy all vampirekind but especially the Samedi.
The clan associates widely. Most of the Samedi in a single city live
near one another in a city's sewer system or in some cases underground
passages. The oldest or most powerful Samedi tends to rule these underground
societies though to most it looks like anarchy. The Samedi keep various
creatures in their underground passages. Very few will brave the Samedi
territory in a city and the Samedi prefer it that way.
Clan Power
The Samedi gain prestige by being the best informed and letting other
Samedi know it. A Samedi also gains prestige by being eldest or most powerful.
Gathering Days
The Samedi send representatives constantly to other Samedi covens to
trade information. This includes Camarilla, Sabbat, Anarch or other group)
They trade stories and information from the different groups. Each group
agrees to not sell State (ie Camarilla to Sabbat or Anarch) secrets to
any outside the clan though they may sell a few tidbits occationally. No
Samedi will kill another of their kind if they can possibly help it and
many will help fellow Samedi escape from their Rival groups if they can
do so without other clans knowing it.
The Samedi in a group have a nightly storytelling of the things they
discovered that day. Not all Samedi attend each meeting but most will attend
when there is a guest from another Samedi coven.
Settites
The Followers of Set or Settites as they are commonly known, trace
their lineage back to a powerful magus named Sutekh. Sutekh was Embraced
by Caine. Sutekh found himself at odds with a self-proclaimed king of the
gods Osirus. With the new power gained from his Embrace he was able to
defeat Osirus.
The Settites are masters of corruption. The understand weakness as
few do. They also understand the power of not being seen as the ruler.
They are a powerful clan and the keepers of vampiric magic (Blood Thaumaturgy)
but they are always viewed with suspicion.
The Settites are the keepers of a ritual hat allows them to lower their
vampiric generation permanently as long as they have enough vampiric blood
of that generation so they are often willing to trade for blood.
Nickname: Vipers
Appearance
Many Settites are of Egyptian descent. One group tends to delight in
Thaumaturgy's mysterious nature and dress the part of magus. The other
the more concentrated on the seedy side of life tend to look the part.
Character Creation
Settites tend to have magus concepts though regularly (1/4) the have
corruptors concepts (ie drug dealers, pimps, pornographers). Magus concepts
tend to have high mental skills and a high intelligence. Seedy character
concepts tend to have high social skills with intelligence skills
a close second. Magus also tend to have some knowledge of true magic
even if they do not possess it. Settites Embraced before 1400 CE
often have True Magic skills.
Clan Disciplines
Obfuscate, Presence,
Serpentis,
Blood
Thaumaturgy (Thaumaturgy is not a discipline but their aptitude for
the workings of blood magic takes the place of a fourth clan discipline).
Clan Weakness
The Settites are especially vulnerable to light (double damage taken
from sunlight). They also add +5 to any difficulties whenever in bright
lights (spotlights etc).
Ghoul/Revenant Weakness
Both Ghouls and Revenants of the Settites are sensitive to light.
They do not take damage from the sunlight but find it painful unless they
are wearing sunglasses and they sunburn as easily as a pale human.
Ghoul/Revenant Primary Discipline: Vitae
Thaumaturgy
Clan Structure
The Settites are organized into a hierarchical structure with Settis
himself at the top. the next level of hierarchy splits the world into seven
areas. There is a head of each area. These seven geological areas are further
split into a number of areas depending on necessity. Each area has a number
of chantries. Chantries are safe havens for Settites both the Magus
and the Seedy characters. However, they are also areas where magical
research can take place. Each chantry has a master of the Chantry. To be
master of a Chantry requires extensive magical ability.
Clan Power
The Settites gain power by being given a position and the working well
in that position.
The Thaumaturges may also gain prestige by creating new paths, rituals,
and items of power. Also by furthering knowledge in a manner that allows
these things. To become a Master requires creating these things.
Gathering Days
The Settites gather once every ten years in Egypt. Also each area has
a meeting every year and each chantry has a monthly meeting.
The ten year meeting are a time to lower generation, introduce childer,
and discuss clan goals. The yearly and monthly meetings include all of
those things except lowering generation. The monthly meetings include introducing
new servants.
Smithites
The Smithites are the only known clan to have been created in the Americas
before the year 2000 CE. The Wanderers are infact the reason that the Sabbat
has had so much effort to take areas in north americal. The Wanderers
wandered the North American continent when it was practically uninhabited
by Europeans. The Smithites are almost never of Native American blood and
they have few ties to that community.
Nickname: Lost Boys
Appearance
Just about any. Beings of African American Blood are most common.
Character Creation
Smithites may come from practically any backgroud. Smithites generally
Embrace those that impress them greatly.
Clan Disciplines
Celerity II,
Obfuscate,
Potence,
Presence
Clan Weakness
This clan has a -2 to all self-control rolls and possesses the Wanderer's
passion rating.
Ghoul/Revenant Weakness
All Ghoul's and Revenants of the Wander clan possess a -2 to all self-control
rolls.
Ghoul/Revenant Primary Discipline: Celerity
II
Clan Structure
The Smithite clan is organized along tribal lines. The most powerful
chief leads the area. There are no ties outside an area.
Clan Power
The best, and in fact just about the only, way to gain power within
the clan is to gain respect of the members individually. At a certain point
groupthink will tend to allow a particular Smithite a great deal of control.
To gain respect of great numbers requires a good rumor mill and being
one who would be spoken of highly.
Gathering Days
The Smithites never meet as a group except within a certain city.
All meetings have a particular purpose in mind though that purpose might
simply be a party.
Demonkin
The Demonkin are not a vampiric clan and in fact are not vampires at
all. The Demonkin are descendants of a mortal female and a demon posssessed
male. This ancestry gives them a unique nature that is neither mundane
nor demon. They are very strongly ruled by their passions. They are mortal
for they age; they simply age very slowly.
Almost all Demonkin are the descendants of John Black and his twelve
wives. John Black knew himself to be a seperate race than human and wished
to breed this race. John Black joined the Camarilla as an equal clan because
of his assistance in the Camarilla's formation. Through the centuries other
families have been adopted into the Demonkin Family.
Each Demonkin is allowed to produce one child during her lifetime without
asking the permission of the Prince. Through the centuries it has been
discovered that two demonkin mate they produce a child that is the same
blood power as the most powerful demonkin's blood. For this reason and
others similar reasons the morality of the Demonkin is very different than
the morality of either the mundane or the vampiric world.
Demonkin within the Sabbat are very rare and have a very strong predjudice.
They are not able to survive the Becoming ritual and they also do not have
the ability to take part in the Viniculum. A Demonkin may take larger
part in the society by taking part in the Viniculum anyway though this
has the same effects with none of the positive effects.
Nickname: Spawns
Appearance
Any, their apparent age tends to be between 16-30 almost always.
Character Creation/Clan Disciplines/Clan Weakness
See Demonkin
Clan Structure
The Demonkin are organized into a family line. This family line has
always managed to imitate the family structure of the time that the majority
of members grew up.
Currently (modern day) the demonkin line is organized into an extended
family network of family members attempting to accomplish their own goal.
Though this could change in the next fifty years as the next age of Demonkin
begin gaining greater numbers.
Demonkin due to the original breeding program that produced them as
an actual race their views on incest have always been positive. Therefore,
a demonkin may be both father and uncle to one child but only uncle to
the second child as his sister decided to find a second mate.
Clan Power
Prestige is gained primarily by gaining the respect and admiration
of their family. Age and power also carry a great weight within the clan.
Gathering Days
The Demonkin in an area may also gather together but the Demonkin are
still rare so this is usually one or two immediate families.
Beastial | Lillanite Vampire | Camarilla Vampire | Anarch Vampire |
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