The Book of Knoll
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Clans .

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Post by Admin Sat Aug 30, 2014 11:41 pm

Clans in the Book of Knoll

Vampires in VtM all belong to one clan, which is dictated by their bloodline. A vampire's clan is dictated by his or her sire.

The Book of Knoll supports characters from any of the 13 main clans. You can choose whichever clan suits your playing style. Perhaps you have played characters before and wish to give your characters a new lease of life in the Book of Knoll. Perhaps this is your first time playing VtM, no matter, but you should think carefully about which clan you wish to be because it will greatly affect gameplay. Please contact an ST if you are desperate to play one of the three other clans.

It may be after reading the backstory you feel one clan or another will fit in better with the current story arc. This is greatly encouraged, but at the end of the day the choice is yours.



1. Clan Assamite

The Assamite clan centre is in their hidden fortress of Alamut in the Middle East, believed to be somewhere close to Israel. The Assamite clan is run from this fortress and most Assamites are resident in the fortress, occasionally traveling on behalf of the clan. There are a few rogue Assamites in the world though they often stay hidden in the shadows fearing reprisals not just from their own clan but the 12 other clans, each of whom would all have a reason to diablerise (kill) an Assamite.

The Assamites are the only clan to accept and encourage diablerie, and whilst they claim to be an order of scholars they are seen by Western Vampires as Assassins. Indeed some Princes routinely step around the Vampiric Law on diablerie and employ Assamites to remove rivals.

The Clan are independent of either the Camarilla or the Sabbat. Unusually Assamites grow darker with age.

Because the Assamite engage in Diablorie they are often mistrusted by other clans.

Clan advantages:

+ 1 to Firearms skills
+ 1 to Stealth

Assamites are often able to access weapons from other members of their clan.

Clan Disadvantages: Assamites are more prone to Vampiric blood borne infections; Assamites also have a blood lust for Vampire blood making them distrusted by the other clans.

-2 For all Disease checks
-1 For all Frenzy checks to other Vampires

Clan Disciplines:

Quietus, Auspex, Obfuscate.

Antediluvian: Haqim (Assam)

Playable in the Book of Knoll: Yes


More Information:

www.spillklubben.samfunnet.no/vampireassamite.htm

2. Clan Brujah

The Vampires of Clan brujah are amongst the most numerous in the world as vampires from the Clan Brujah are most likely to ignore the Vampiric Law on embracing who they like when they like, causing extreme difficulties to Princes the world over. They tend to be strong and fierce warriars. Not known for their intelligence Brujah are often strong and rebellious.

The original Brujah clan stem from the second generation vampire, Brujah but Brujah was diablorised by her kindred Troile and in fact most Brujah are descended from the bloodline of Troile. A few Brujah claim descended from Brujah down other lines and are so called "true Brujah." The film "The Lost Boys" was based upon real events from California from a group of five Brujah renegades.

Clan Disciplines:

Celerity, Potence, Presence

Clan Advantages:

+1 to all Brawl checks
+ 1 to all Melee checks

Clan Weakness:

Rage - The brujah are known to be hot headed and Frenzy easily.
-2 to all Frenzy checks.

Antediluvian:

Troile (via diablorie of brujah)

Playable in the Book of Knoll? Yes

More Information:

www.vtmb.wikia.com/wiki/Brujah


3. Followers of Set


The Followers of Set are an unusual clan. One could say they are more like a cult than a clan. They are relatively few in number and are the among the most secretive clans perhaps even more so than the Tremere. The Followers of Set claim to be the oldest clan. Originally founded in Egypt, Settians tend to remain in their stronghold located in hidden caves in Egypt. Many mysterious legends surround the Followers of Set. The Followers of Set believe they were sired by Set, an Egyptian God. The Followers of Set are controlled by the Brotherhood of Set who are a shady and mysterious group with strange beliefs and rituals. It is believed by many that the Followers of Set know many ancient secrets.

The Followers of Set are the only clan able to use the discipline Serpentis, and they have access to some powerful disciplines concerned primarily with protecting themselves from outsiders.

Faction: Independent

Clan Disciplines:
Obfuscate, Presence, Serpentis

Clan Advantages:
+1 to Occult Knowledge
+1 to Crafts

Clan Disadvantage:

Followers of Set are more sensitive to sunlight, more than twice that of normal vampires.

Antediluvian: ?Set

More information on the Followers of Set

www.Whitewolf.wikia.com/wiki/Followers_of_Set



4. Clan Gangrel

Clan Gangrel are a solitary, often animalistic clan who prefer the open country to the urban environment. Gangrel are able to transmogrify into various animalistic forms though often retain some of these charactersitics. They tend to be solitary, though occasionally live in small groups. all Gangrel are closer to the beast than other kindred.

They are often used by the Camarilla as scouts and assassins out of the towns because of their affinity for nature. Gangrels are often withdrawn and have poor social and intellectual skills though their woodcraft, tracking abilities and fighting skills are second to none. although the Gangrel tend not to be as strong as Brujah, or as skilled with weapons as the Assamites, Gangrels tend to be skilled in unarmed combat and surprise strikes.

Gangrel tend to be nomadic, and dig holes to sleep in to be out of the sun. as the Gangrel are so much more beast like than the rest of us, there are no Gangrel scholars and their history is unclear and not written down. Little is known of how the Gangrel came to be.


Faction: Camarilla or Independent


Clan Disciplines:
Animalism, Fortitude, Protean.

Clan Strengths:

+1 Animal Ken
+1 Survival

Clan Weaknesses:

Gangrel succomb to the beast more quickly. Upon Embrace the Gangrel will begin with 3 Humanity points instead of 5 and suffers the effects of dehumanisation more than other clans.

Antediluvian: Ennola

5. Clan Giovanni


The Giovanni are the youngest clan. The clan is very closely integrated and loyal to each other. Indeed the Giovanni are more of a family than a clan. The Giovanni's are experts in necromancy and powers involving the dead. it is a tad unclear why this is so but it is believed (though never mentioned ofcourse) that the Giovanni diablorised the entire clan of Cappadocian following a blood feud, inheriting that clans abilities. the Cappadocian clan is thus believed to be extinct.

Giovanni's seem to have arisen as late as 1005 in Southern Italy, where many if not most of their clan can be found today. It is the Giovanni who control the Camarilla and not the Venrue in Italy and countries like Spain and Portugal.

The Giovanni are fiercely loyal to other family members and vampires who fall under their control. They operate a strict and ruthless structure but will not tolerate interference from outside. the Giovanni family have also become involved in human affairs over the ages and run a vast international criminal empire which funds much of the European Camarilla.

Faction: Camarilla

Clan Disciplines:

Potence, Dominate, Necromancy.

Clan Advantages:

+2 Finance

Clan Disadvantage:

Painful bite, Giovanni are more likely to kill humans they bite. Each mortal takes an additional level of damage for each blood point drained.

Antediluvian: Phillip of Cappadocian.

More info:

www.unmasqued.com/giovanni.php

6. Clan Lasombra

If the leaders of the Camarilla were asked who are the bad guys of the world of darkness it would be the Lasombra. The Lasombra are leaders of the Sabbat and most firmly believe that vampires should overtly rule human kind. The Lasombra reject the traditions of the Camarilla.


In recent years, since the Taming of the Sabbat many of the Lasombra are either in hiding or have surrendered to the Camarilla. Those that are left are no doubt trying to gather forces, and increase numbers without attracting the suspicions of the Camarilla.

The Lasombra are vane but powerful vampires, though they take little interest in vampiric lore or history and do little to harness and train the power they have. Lasombra tend to have magnified Social traits over physical and intellectual.

sect: Sabbat

Clan Disciplines:

Obtenabration, Dominate, Potence

Clan strengths:

The Lasombras weakness is also their stregnth in that they cast no reflection and do not show on photographs or on cameras.

Clan weakness:

Lasombra cast no reflection whatsoever. Lasombra also do not show up on photographs or cameras.

More information:
www.whitewolf.wikia.com/wiki/Lasombra

7. Clan Malkavian

Clan Malkavian consists of the seers and tellers of the Vampire World. All Malkavians are afflicted by a madness, which in general, the more powerful the Malkavian vampire, the more pronounced their derangement is. The origins of clan Malkavia are unclear, but as one of the older clans it is likely they first cam into being between 8-4000- years BCE.

The Malkavians have played a huge part in the in fighting of the vampire world, causing some of the conflicts with their portents of doom and destruction. most Camarilla sects, Sabbat sects, princedoms and serious cults have at least one Malkavian seer. it would seem all Malkavians are connected to a greater or lesser degree through what they call "the web" and others call "the Malkavian madness network", an ability which allows Malkavians to communicate with each other telepathically, or to see into the thoughts of other Malkavians.

As any Malkavian will tell you though, the web is a difficult ability, like other abilities, the greater ability a Malkavian has across the web, the more pronounced their derangement is.

Faction: Any

Antediluvian: Malkav

Clan Disciplines:

Auspex, Obfuscate, Dementation.

Antidiluvian: Malkav

Clan Strengths:

Malkavians are often powerful vampires, gaining skills quicker than other vampires. Malkavians have access to a special ability called "the web".

Clan Weaknesses:

All Malkavians are cursed with insanity to a greater or lesser degree. Any player choosing a Malkavian should also choose a Derangement (Psychotic disorder) which their character suffers from.

More information:

www.Whitewolf.wikia/wiki/Malkavian_(VTM)

8. Clan Nosferatu

Clan Nosferatu are the spies and burglars of the Camarilla. Again one of the older clans. It is unusual to see high ranking Nosferatu but every Prince appreciates the value of his Nosferatu spies. That said, Clan Nosferatu are inflicted with a terrible appearence which is terrible to behold, and should humans see it, well, should any human see the true nature of the Nosferatu then the masquerade is up and that human has to be dealt with. As a result none of the clans is more ostracized than Clan Nosferatu.

In general the older and more experienced the Nosferatu the more terrible their appearance. Indeed it is said that childer and humans who look upon the Nosferatu Elders (of which there are said to be very few) are forever affected.

Nosferatu tend to dwell in the sewers and far away from prying eyes. As a result they are excellent survivors, scavaging for what they can. Some even say the Nosferatu can subsist on dead or congealed blood. They certainly can subsist on the blood of animals and are less affected than most by having to draw from non-human victims.

In public Nosferatu rely on Obfuscate to become beautiful. Whilst some kindred can see through this mask, and the smell of the sewers most are too polite to say.

Sect: Camarilla

Antidiluvian: Nosferatu

Clan Disciplines:
Animalism, Obfuscate, Potence.

Clan Strengths:

+1 Stealth
+1 Subterfuge

Clan Weaknesses:

Nosferatu have 0 points in Appearance. Where a check involves Appearance, They player must expend 2 blood points and flip a coin (or use a D2). Heads (1) means that the Nosferatu has +4 appearance. If the flip fails (tails or 2) then the Nosferatu's disguise is seen through and the hideousness of the Nosferatu is revealed.

More information:

www.spillklubben.samfunnet.no/vampirenosferatu.htm

9. Clan Ravnos

Vampiric history say that a Enoch, son of Kane embraced a thief named Dracian to spy on the third generation. Dracian immediately betrayed his sire to th Antediluvians leading to the end of the second generation.

The Ravnos are a fairly small group of independent vampires, which both the Camarilla and Sabbat use but would never let join their ranks. All Ravnos without exception are criminals, whether that is a kleptomaniac unable to stop themselves from stealing right through to a mass murderer. Ravnos are usually intelligent, and are not usually physical creatures.

Princes occasionally rely on the Ravnos, especially in Europe and India (where the Ravnos are most prevalent coming from one of four close knit family groups) for jobs where discretion is required. not that the Ravnos are discrete, it is just that no one is likely to find out about it. Ofcourse that leaves the prince the problem of dealing with the Ravnos in question.

Ravnos criminals range from petty thieves to mass murderers but all are criminals.

Sect: Independent

Antediluvian: Dracian

Clan disciplines:

Animalism, Fortitude, Chimerstry

Clan Strengths:

+1 Law
+1 Streetwise

Clan Weakness

The Ravnos must pick a criminal activity. The Ravnos character is addicted to that criminal activity and if he/she does not carry out that criminal activity will frenzy after a period of time (depending on the type of crime - discuss this further with an ST if need be before finalising a Ravnos character).

More information:

www.whitewolf.wikia.com/wiki/Ravnos

10. Clan Toreador

The Clan Toreador are known for being some of the most beautiful, seductive and glamerous of the kindred. They are responsible for the stories of vampires who who seduce their pray wit beauty, love and sensuality.

The Toreador are a noble clan. They are given to appreiciating and finding the beauty in the world, though each Toreador is a slave to both the Vampire and the Artist within, nver being able to attain the perfection they require.

Today many toreador turn away from an interest in spirituality to a self motivated hedonism.

Faction: Camarilla or Sabbat

Clan Disciplines: Auspex, Celerity, Presence

Clan Strengths:

+1 Crafts or +1 Performance
+1 Empathy

Clan Weaknesses:

Toreadors are limited to 2 in all Physical Attributes.


11. Clan Tremere

NOTE: if you are unfamiliar with VtM it is recommended that you do not play a Tremere on your first outing.

The Tremere are an interesting "clan" in that they are not quite a clan proper. They are certainly one of the most recent additions to the masquerade being less than 2000 years old yet now play one of the most important roles in the Camarilla.

The founding father of the clan, Tremere was a mage during the late Roman period in Britain. of druidic origins he lived when many druids had already succumb to the Roman invasion force. He took himself into hiding and devoted his life to the study of Vampires and the study of blood magic. Of what happened next is the subject of legends and it is doubtful even the lower ranking Tremere know, but rumors abound of Tremere disposing of a whole vampire clan. What is for sure is he carried out experiments on the Tzimisce and developed the magic of the blood. Tremere developed powerful magic using Vampire blood, and some of the old druidic ways.

Today a council of seven Tremere control the clan with five of those seven sitting on the ruling council of the Camarilla. All Tremere carry a blood bond to a Tremerian Elder or group of Elders. Some of these blood bonds are so complex that some Tremere can no longer function properly.

Antediluvian: None

Founding Father: Tremere.

Clan Disciplines:

Thurmaturgy

Clan Strengths:

The ability to perform blood magic.

Clan Weaknesses:

All Tremere are blood bonded to a Tremere elder.

More information:

12. Clan Tzimisce

Clan Tzimisce is a clan in decline, with dwindling numbers the Tzimisce no longer hold the power they once did, and the Ventrue scholar Mikkelson estimates they number no more than a hundred or so internationally today. The Tzimisce are rumored to be the first clan embraced and have the ability to change shape more quickly, completely and effectively than their Gangrel cousins.

Whilst some describe the Tzimisce as ruthless puppets of the Sabbat, this is perhaps a little unfair. Their clan long endured hardship and persecution, especially from the Tremere in the Middle Medieval period. Tremere had a pit of captured Tzimisce on which he experimented. Though undoubtedly most members of the Tzimisce clan are ruthless, cruel and sadistic they can display a softer side and as a clan uphold ancient vampiric traditions more than most clans. one such tradition is the strict rules about the treatment of guests in their houses.

Some would argue their reputation is well deserved, during the not too distant war between Camarilla and The Sabbat the Tzimisce were feared not just by Camarilla operatives but even sometimes by their own. To say that the Tzimisce have a knack for getting the truth from torture is an understatement.

Despite as a clan almost losing their humanity a Tzimisce must sleep with two handfuls of earth from a place which was important to them as a mortal.

Faction: The Sabbat

Clan Disciplines: Vicissitude, Animalism, Auspex

Antediluvian: Tzimisce the Antediluvian (The Eldest)

Clan Advantages:

The discipline Vicissitude is an exceptionally powerful discipline and is rarely encountered outside the Tzimisce clan. All Tzimisce start with level one and level two vicissitude

Clan Disadvantages:

The Tzimisce must sleep with two handfuls of earth from a place which was important to them as a mortal. If they do not do this the number of dice rolls they may take for each action is divided by two every twenty four hours until only one dice is reached. This continues until the character can sleep with at least two handfuls of earth from either the place of his birth, the earth of his grave etc.

More information:

www.patman.org/wod/clans/tzimisce.asp

13. Clan Ventrue

Clan Ventrue are perhaps the most important clan in the Camarilla. Certainly many of the upper echelons of the Camarilla are part of Clan Ventrue. Aristocratic and usually of noble birth the Ventrue are very careful who they invite to be a part of their elite.

They recruit from the upper reaches of the human societies they aim to control through their clandestine means. That the Ventrue started the Camarilla is of no surprise, for the Ventrue are ideally suited to keeping up the masquerade behind which they engage in their politics and skullduggery.

The Ventrue now control not only the ruling elite for not just the undead but for all humankind.

Clan Disciplines: Dominate, Fortitude and Presence.

Antediluvian: Ventru

Clan Strength

Ventrue often have powerful jobs within the world.

+1 Politics
+1 Finance

Clan Weakness

Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the blood type their character can feed off e.g only young men, only children, only politicians etc. Even if a Ventrue drinks from another source it will not replenish him/her.

More Information:

www.whitewolf.wikia.com/wiki/Ventrue

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Join date : 2014-08-20

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Clan:: Human
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