In Vampire: The Requiem, Kindred blood runs in
five large clans. Every Kindred (with a few, possibly apocryphal, exceptions)
is Embraced into one of these clans. This heritage defines some of the nature
of their damnation.
Clan Daeva
Emotional and sensual, the Daeva cultivate both desire among their prey and
physical perfection among themselves. Sexual predators and sensual hedonists
alike populate the ranks of the clan. Succubus sires look for some combination
of charm, culture, seductiveness, desire to achieve, passion and physical beauty.
Many Daeva Embrace mortals to whom they have become attached, but this attachment
almost invariably proves false, a mixture of lust and simple hunger. Few relationships
are as euphoric as those between a Daeva and a newly Embraced childe, and few
grow cold as swiftly.
Nickname: Succubi
Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust
and want. Their blood also favors the inhuman grace and power of the Disciplines
of Celerity and Vigor.
Weakness: The Daeva’s cursed blood enslaves them to
darker passions. Any time a Daeva has an opportunity to indulge her Vice but
does not do so,
she loses two points of Willpower.
Clan Gangrel
Primal and savage, the Gangrel hunt in the untamed places and show no mercy.
Gangrel can come from nearly any former life, but all Savages possess a strong
survival instinct. Gangrel loathe personal weakness and admire those whose
greatest strengths are those of the self – self-awareness, self-confidence
and self-reliance.
Nickname: Savages
Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their
bestial nature affect their very shape, becoming wolves, bats or the very mist
on the night air. Their blood also grants them an aptitude with their bestial
brethren (in the form of the Discipline of Animalism), and the supernatural toughness
of Resilience.
Weakness: The Gangrel's blood curses them with a potent bestial instinct that
sometimes makes it difficult for them to think clearly. Gangrel suffer a loss
of the 10-again rule with regard to dice pools based on Intelligence and Wits
Attributes.
Clan Mekhet
Secretive and wise, the Mekhet are masters of all things hidden. They hunt
from the shadows, preying secretly on victims and unlocking secrets that
no one should know. The only common thread linking Mekhet is an affinity
for the night itself or some metaphorical darkness, such as a pained soul
or a thirst for knowledge. Mekhet are tutored intensely by their sires so
that they understand the nature of the clan and its duties. Some prefer to
let their progeny discover the Kindred world on their own, but not even these
sires stray so far that they can’t watch a protégé’s
progress.
Nickname: Shadows
Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception,
gaining insights that make them particularly dangerous to Kindred. While they
reveal others secrets, the Mekhet keep their own, and they have an affinity
for Obfuscate, the Discipline of concealment. Finally, they move with the blinding
speed of Celerity, as quick as they are deadly.
Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric
existence more acutely than their fellow Kindred do. Whenever Mekhet suffer
damage from sunlight or fire, they take an additional point of aggravated damage
from that source.
Nosferatu
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s
blade. Their very presence unnerves people, whether by physical ugliness, foul
stench or nebulous personal malignance. Nosferatu come from society’s
castoffs, such as the homeless, the mentally ill and criminals. Haunts tend
to be self-reliant individuals who actually manage their new condition.
Nickname: Haunts
Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline
of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances
when necessary. Their bodies are also able to utilize Vigor, a blood-granted
supernatural strength.
Weakness: Nosferatu are cursed to be social pariahs, and their very presence
is uncomfortable for others. This manifests in a myriad of ways, ranging from
clear physical deformity to an indefinable aura of menace, passing through such
things as a charnel odor or the undeniable manner of a predator. With regard
to dice pools based on Presence or Manipulation Attributes in social situations,
the 10-again rule does not apply.
Ventrue
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the
Danse Macabre. The Ventrue most often come from the closest the modern world
comes to feudal nobility: the ranks of professionals, the cream of high society,
the scions of old money or political dynasties. As new professions and new
forms of power arise, the Ventrue bring them into the clan. Through whatever
means necessary, the Ventrue rise to the top of the undead heap.
Nickname: Lords
Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation.
Their strength is not diminished on beasts, as they exert themselves with the
power of Animalism over lesser creatures. And as Lords must be fit enough to
resist challengers, their undead bodies are gifted with Resilience.
Weakness: Power corrupts, and among the Ventrue, even the thirst for power
can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind
becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements
when they suffer a loss of Humanity.
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