Post by Zyraen on Oct 20, 2014 19:47:17 GMT 8
CLANS
Clans are a lot more than their Disciplines, far more than can be represented here. This is for quick reference. If you are new to Vampire, you can look at the next post for a brief idea on what each Discipline stands for.
Their Nicknames have also been included in Brackets.
The categorization is based on the idea of the story line. It is NOT random and it offers the ST's (storyteller's) thoughts.
Since the Setting will be Dark Ages, there are some changes to the Clan List.
CLAN LIST FOR DARK AGES
In some cases below, Role applies to who they Embrace and (often) their subsequent role.
* - fairly unique clan disciplines
Suggested
- Brujah (zealots): Celerity, Potence, Presence
Role: philosophers, idealists, visionaries
- Toreador (artisans): Auspex, Celerity, Presence
Role: artists, musicians, socialites
- Ventrue (warlords): Dominate, Fortitude, Presence
Role: generals, aristocrats, merchants
- Gangrel (Animals): Animalism, Fortitude, Protean*
Role: barbarians, hunters, foresters
- Malkavian (Madmen): Auspex, Dementation*, Obfuscate
Role: seers, physicians, oracles
Stuff Might Happen (along the way)
- Cappadocian (graverobbers): Auspex, Fortitude, Necromancy*
Role: monks, scholars, researchers
- Nosferatu (Lepers): Animalism, Obfuscate, Potence
Role: outcasts who gather and peddle information
- Tremere (Cultists): Auspex, Dominate, Thaumaturgy*
Role: mostly their own mages, avid scholars
( FOLLOWING CLANS ARE NOT ALLOWED )
Stuff Might Happen, and You're Hunted (in modern)
- Assamite (Children of Haqim / Saracen): Celerity, Obfuscate, Quietus*
Role: from their own acolytes and lineages
- Lasombra (Magisters): Dominate, Obtenebration*, Potence
Role: aristocrats, priests, lords
NOTE: in dark ages, Lasombra are very comparable to Ventrue. In modern (if we ever get there), those not on the side of most Lasombra will likely be hunted with surpassing fervor...
Really, Don't...
(Difficult to work with in Dark Ages setting, and potential big issues in modern)
- Ravnos (Charlatans): Animalism, Chimerstry*, Fortitude
Role: travellers, wanderers, hedonists
- Setite (Serpents): Obfuscate, Presence, Serpentis*
Role: egyptian, arab or extremely strong willed worthy
- Tzimisce (Fiends): Animalism, Auspex, Vicissitude*
Role: lords of their own lands and worthy/interesting subjects
For other info on each clan, please see whitewolf.wikia.com/wiki/Clan_(VTM)
NOTE ON THE TREMERE
Note that Thau is short form for Thaumaturgy.
Tremere start with Thau Blood Rituals or Thau Elements, and this is their Primary Path.
They can learn separate Thaumaturgy(ies) when they have at least 2 Dots in their Primary Path. The Thaumaturgy(ies) still have to be taught (typically by someone from their Clan) and cost 1/2/3/4 points more, and are treated as if they were learning a Common Power.
Further, the Dots in Moves, Attacks, Specials in the new Thaumaturgy(ies) can never exceed the number of Dots in their Pri Path.
CAITIFF (THIN BLOODS)
These vampires exhibit no unique disciplines or characteristics of their clan. They are regarded as outcasts and are generally shunned and persecuted by most of vampire society.
Mechanically, they have NO Clan Disciplines and are treated as Generation 14-15. They may learn all Common Disciplines (see below) but at additional XP cost of +1/2/3/4. Their Generation can never be altered.
These are not recommended for players.
=========
For those who have read the wiki and/or V20 pdf, the Dark Ages clans that are significantly different in their outlook from the modern ones in the V20 pdf are
- Tremere: a very new and secretive clan that is barely known in setting... for now
- Giovanni: there is no Giovanni clan, only their forerunners the Cappadocians. Among the Cappadocians is the founder of what will later be known as the Giovanni clan.
- Brujah: the Brujah are still closely tied to their ascendent period in Carthage, and are known as a clan of warrior-philosophers rather than the rabble they would be known as in modern Nights.
Clans are a lot more than their Disciplines, far more than can be represented here. This is for quick reference. If you are new to Vampire, you can look at the next post for a brief idea on what each Discipline stands for.
Their Nicknames have also been included in Brackets.
The categorization is based on the idea of the story line. It is NOT random and it offers the ST's (storyteller's) thoughts.
Since the Setting will be Dark Ages, there are some changes to the Clan List.
CLAN LIST FOR DARK AGES
In some cases below, Role applies to who they Embrace and (often) their subsequent role.
* - fairly unique clan disciplines
Suggested
- Brujah (zealots): Celerity, Potence, Presence
Role: philosophers, idealists, visionaries
- Toreador (artisans): Auspex, Celerity, Presence
Role: artists, musicians, socialites
- Ventrue (warlords): Dominate, Fortitude, Presence
Role: generals, aristocrats, merchants
- Gangrel (Animals): Animalism, Fortitude, Protean*
Role: barbarians, hunters, foresters
- Malkavian (Madmen): Auspex, Dementation*, Obfuscate
Role: seers, physicians, oracles
Stuff Might Happen (along the way)
- Cappadocian (graverobbers): Auspex, Fortitude, Necromancy*
Role: monks, scholars, researchers
- Nosferatu (Lepers): Animalism, Obfuscate, Potence
Role: outcasts who gather and peddle information
- Tremere (Cultists): Auspex, Dominate, Thaumaturgy*
Role: mostly their own mages, avid scholars
( FOLLOWING CLANS ARE NOT ALLOWED )
Stuff Might Happen, and You're Hunted (in modern)
- Assamite (Children of Haqim / Saracen): Celerity, Obfuscate, Quietus*
Role: from their own acolytes and lineages
- Lasombra (Magisters): Dominate, Obtenebration*, Potence
Role: aristocrats, priests, lords
NOTE: in dark ages, Lasombra are very comparable to Ventrue. In modern (if we ever get there), those not on the side of most Lasombra will likely be hunted with surpassing fervor...
Really, Don't...
(Difficult to work with in Dark Ages setting, and potential big issues in modern)
- Ravnos (Charlatans): Animalism, Chimerstry*, Fortitude
Role: travellers, wanderers, hedonists
- Setite (Serpents): Obfuscate, Presence, Serpentis*
Role: egyptian, arab or extremely strong willed worthy
- Tzimisce (Fiends): Animalism, Auspex, Vicissitude*
Role: lords of their own lands and worthy/interesting subjects
For other info on each clan, please see whitewolf.wikia.com/wiki/Clan_(VTM)
Original Modern Clan List in quotes...
Suggested
- Brujah (Rabble): Celerity, Potence, Presence
- Gangrel (Outlanders): Animalism, Fortitude, Protean*
- Malkavian (Lunatics): Auspex, Dementation*, Obfuscate
- Toreador (Degenerates): Auspex, Celerity, Presence
- Ventrue (Blue Bloods): Dominate, Fortitude, Presence
Stuff Might Happen
- Nosferatu (Sewer Rats): Animalism, Obfuscate, Potence
- Tremere (Warlocks): Auspex, Dominate, Thaumaturgy*
Stuff Might Happen, and You're Hunted
- Assamite (Assassins): Celerity, Obfuscate, Quietus*
- Giovanni (Necromancers): Dominate, Necromancy*, Potence
- Lasombra (Keepers): Dominate, Obtenebration*, Potence
Really, Don't...
- Ravnos (Deceivers): Animalism, Chimerstry*, Fortitude
- Setite (Serpents): Obfuscate, Presence, Serpentis*
- Tzimisce (Fiends): Animalism, Auspex, Vicissitude*
Suggested
- Brujah (Rabble): Celerity, Potence, Presence
- Gangrel (Outlanders): Animalism, Fortitude, Protean*
- Malkavian (Lunatics): Auspex, Dementation*, Obfuscate
- Toreador (Degenerates): Auspex, Celerity, Presence
- Ventrue (Blue Bloods): Dominate, Fortitude, Presence
Stuff Might Happen
- Nosferatu (Sewer Rats): Animalism, Obfuscate, Potence
- Tremere (Warlocks): Auspex, Dominate, Thaumaturgy*
Stuff Might Happen, and You're Hunted
- Assamite (Assassins): Celerity, Obfuscate, Quietus*
- Giovanni (Necromancers): Dominate, Necromancy*, Potence
- Lasombra (Keepers): Dominate, Obtenebration*, Potence
Really, Don't...
- Ravnos (Deceivers): Animalism, Chimerstry*, Fortitude
- Setite (Serpents): Obfuscate, Presence, Serpentis*
- Tzimisce (Fiends): Animalism, Auspex, Vicissitude*
NOTE ON THE TREMERE
Note that Thau is short form for Thaumaturgy.
Tremere start with Thau Blood Rituals or Thau Elements, and this is their Primary Path.
They can learn separate Thaumaturgy(ies) when they have at least 2 Dots in their Primary Path. The Thaumaturgy(ies) still have to be taught (typically by someone from their Clan) and cost 1/2/3/4 points more, and are treated as if they were learning a Common Power.
Further, the Dots in Moves, Attacks, Specials in the new Thaumaturgy(ies) can never exceed the number of Dots in their Pri Path.
CAITIFF (THIN BLOODS)
These vampires exhibit no unique disciplines or characteristics of their clan. They are regarded as outcasts and are generally shunned and persecuted by most of vampire society.
Mechanically, they have NO Clan Disciplines and are treated as Generation 14-15. They may learn all Common Disciplines (see below) but at additional XP cost of +1/2/3/4. Their Generation can never be altered.
These are not recommended for players.
=========
For those who have read the wiki and/or V20 pdf, the Dark Ages clans that are significantly different in their outlook from the modern ones in the V20 pdf are
- Tremere: a very new and secretive clan that is barely known in setting... for now
- Giovanni: there is no Giovanni clan, only their forerunners the Cappadocians. Among the Cappadocians is the founder of what will later be known as the Giovanni clan.
- Brujah: the Brujah are still closely tied to their ascendent period in Carthage, and are known as a clan of warrior-philosophers rather than the rabble they would be known as in modern Nights.