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Posted: Mon Jun 19, 2006 7:25 pm
The Independents Since the close of the Middle Ages, the dangerous pavanne danced by Camarilla and Sabbat has shaped the face of Kindred society. The bloody conflict has broken millions of human lives and shaped the secret history of cities across the world. Of course, there are some clans that watch both sects leap at one another's throats in the name of the Jyhad - and prefer to have none of that, thank you very much. Although they certainly have the pedigree of true clans (as opposed to the mongrel bloodlines that occasionally surface), the four independent clans share a powerful disinclination to "take sides" in the Jyhad. Of course, some of the younger members of each clan can be found in both Camarilla and Sabbat. However, the elders of the independent clans plot toward their own inscrutable purposes, purposes that would be delayed by such nonsense as sect allegiance. It would be foolish to assume that the average member of an unaligned clan is somehow possessed of an absolute allegiance to her clan's ideal. Like all other Kindred, the independents are, vampires first and clan members second. Most of these Cainites are concerned with their personal goals first and foremost, whether or not they coincide with (or serve) those of their clans. This fact serves only to aggravate outside observers further; an independent vampire is often a true wild card, with neither sect politics nor clan law as a guideline for predicting her behavior. And yet... And yet, rumor has it that the elders of the independent clans are awake in greater numbers than those of any other bloodline. One clan has thrown off an ancient spell that kept it in check, presumably due to the direct intervention of its forebears. Another, the youngest of the clans, allegedly has enjoyed the unceasing patronage of its founder since the Renaissance. The terrible and merciless Methuselahs of a third are said to be throwing off the earth of the ages and summoning their childer to them. And the fourth... But despite such talk, the childer of each independent clan continue their activities as if all is well, offering as much loyalty to their clans as they did before. If they are indeed pawns of their Antediluvian sires, they are apparently ignorant of the fact - or worse, fully cognizant, and quite acquiescent. The Unaligned Clans The four independent clans have little in common, save their disdain for sects. Each pursues its own goals, and each defines its role in the Jyhad differently. Diffident even to each other, they keep their own laws amid the Camarilla's Traditions and the Sabbat's chaos. - The Assamites are a predatory clan of vampires based in the Middle East. For ages, they have served as independent contractors. assassins for hire to any who provided them with blood. Now, with the ancient curse lifted again, they are proving themselves enemies of all clans as they seek to slake their bottomless thirst for Cainite vitae. Of all the independents, the Assamites are most feared by the others. Their role in the Jyhad, formerly that of mercenaries alone, has abruptly changed. None can say where the Assamites' loyalty will lie in the next decade or so - or how their new practices will alter the Jyhad itself. - The Followers of Set disdain sects for different reasons. They claim to be heirs to a tradition far older than both Camarilla and Sabbat, and scorn the idea of setting aside their hereditary tasks for a passing fad of mere centuries or so. The tenets of the clan's shadowy faith allegedly date back to the first nights of civilization, and this ancient pedigree takes precedence cover matters of mere politics. The "Setites," as they also call themselves, aren't above playing a fairly mercenary role between the two sects. The clan coffers hoarded knowledge and sinister favors to any vampire... for a price. Many elders of other clans look askance on the Setites' bartering; it seems all too possible that with every deal struck, the Clan of the Serpent takes another step to whatever goal its Antediluvian founder has set for it. - The Giovanni are as much a family as they are a clan; the majority of their neonates are Embraced from clan members' mortal descendants. The insular Necromancers avidly pursue two goals: accumulating material wealth and power, and learning the secrets of Death itself. The Giovanni, frankly, see no need for sects. They effectively police their own ranks, and managed to survive the Inquisition quietly, without requiring the help of other Kindred. They have all the allies they need in the form of their family, and can sternly enforce such aid when necessary. All they require is to be left alone to achieve their own ends - and the prospect of their success is frightening indeed. - Finally, the Ravnos are driven by a clanwide compulsion for larceny and deception, as well as a powerful wanderlust. These masters of illusion, primarily of Indian and Gypsy stock, owe allegiance to themselves first, their clan second, and to no one else at all. Certainly the most loosely organized of the unaligned clans, the nomadic Ravnos are scattered across the world. They travel freely between Camarilla and Sabbat territory, for most princes have learned that it is more trouble to attempt to keep a Ravnos from one's city than to wait for the wastrel vampire to become bored and move on. The Ravnos are flatly indifferent to sect politics, and most vampires have dismissed them as incapable of playing any great role in the Jyhad. They seem too chaotic and undisciplined to br of any use even to Methuselahs - and the Ravnos enjoy that reputation. The clan has happily lasted the past millennium or so without responsibility or duty, and sees no reason to change However, the near future may see the Ravnos working toward a common purpose after all.... A View From Without The Camarilla As if we didn't have enough to worry about, these vipers insist on playing both sides against one another. It's certain they're up to no good; what else could convince them they could survive without aiiies? They are perfectly capable of shifting the balance of the Jyhad, and they know that full well. I would pray that they malic the proper choice - if I believed anyone would listen to me. - Anne Bowesley, Prince of London The Sabbat They are too weak to threaten our power - but also too strong to crush easily beneath our boots. Sometimes we lose a pack, or more, to idiocy; only a fool tries to wrest a Serpent from its den, or beat one of those damn Giovanni at his own game. But we learn from such things. We learn where the so-called "free clans" are strong, and where they are not so strong. And they will be not so strong when the earth cracks open and the sun goes red. That I guarantee. - Cicatriz, Bishop of Tijuana
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Posted: Mon Jun 19, 2006 7:46 pm
Assamite Nickname: Assassins From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament. Assamites tend to avoid the affairs of the Camarilla and the Sabbat, working for either or both sides in pursuit of their goals. They do circulate among sect-held cities; other Kindred find them useful for slaying rivals, enforcing blood hunts, scourging undesirable childer, and infiltrating rivals' power bases. However, Assamites rarely form true alliances with other Kindred, for they consider other Children of Caine to be of inferior stock. Unlike the other clans, the Assamites do not claim to have a founder of the Third Generation. Rather, they believe their founder to be a member of the Second Generation, making all other Cainites flawed copies of themselves. In nights prior to the formation of the Camarilla and the Sabbat, the Assamites practiced diablerie widely, always looking to bring themselves closer to "the One," as they referred to their mythical founder. As the Anarch Revolt ensued, and the Sabbat and Camarilla rose from the ashes, many powerful elders grew uneasy at the cannibal assassins stalking their ranks. Calling upon the Tremere to curse the Assamites' blood, the Camarilla placed a yoke on the clan that rendered its members unable to consume the vitae of other Kindred. Unable to face the unified front the Camarilla represented, the Assamites submitted to this indignity. Those few who did not accept the curse went into hiding and joined the Sabbat. Those who deal regularly with Assamites have sensed great upheaval among the clan. The greatest sign of this is the clan's recent circumvention of the Tremere blood curse. Freed from the mystic shackles preventing it from engaging in diablerie, the clan has begun a campaign of murder and cannibalism once again. Assamites now kill other Kindred without provocation - indeed, without sanctioned contracts. The clan as a whole has assumed a more aggressive disposition. Whereas once the Assamites would take no further contracts on a victim who bested their assassins, the clan may now pursue that victim, and often does with unparalleled fervor. Similarly, Assamites no longer honor the age-old custom of tithing to their sires. In these nights of impending Gehenna there is no place for lazy Assamites who rest on their laurels. Precisely what the Assamites want, though, is unknown. Certainly, Assamites have flexed their muscle in both the physical and the political arenas, and hidden agents of the clan have come out of cover in cities where the ruling vampires have become lazy and fatuous. Their hold in the cities of India and the Middle East is much stronger than other Kindred had previously guessed. Whereas other Kindred once viewed the Assamites as honorable (i.e., relatively impotent), useful functionaries, they now hold the clan in dread. Sect: The Assamites hold Sabbat and Camarilla in equal contempt. Some Assamites remain among the Sabbat, and a scattered few exist as loners in the Camarilla. Appearance: Assamites tend to dress stylishly but practically. Aquiline noses, dark hair and slim, graceful builds dominate the clan's membership, though African members obviously bear more Nubian characteristics. Recently, a number of Westerners have been introduced into the clan, though they remain in the minority. These individuals may have almost any appearance, as they are chosen for their skill, not their looks. Also, Assamites' skin grows darker as they age (as opposed to other vampires, whose skin gets paler with age); particularly ancient Assamites are almost ebony in complexion. Haven: Most clan elders make their homes at Alamut, the clan stronghold, which is located high atop a mountain thought to be somewhere in modern Turkey. Neonates and operatives abroad typically select remote, inaccessible locations to ensure that they receive no unexpected guests. Background: Many Assamite fida'i (newly Embraced apprentices) hail from Asia Minor or northern Africa. Most members of the clan have been involved with assassination, wet work or terrorist activities for some portion of their mortal lives, though this is less true among the Assamite vizier bloodline. Recently, the clan has Embraced many neonates from the Western stock among which it moves, particularly soldiers, criminals and street gangsters. Character Creation: Assamites favor Physical Attributes, with Mental Attributes a close second. The Assassins favor Skills and Talents equally. Assamites typically have similar Natures and Demeanors, as subterfuge isn't their style, but rarely are they the exact same. Popular Backgrounds include Mentor, Contacts and, of course, Generation. Clan Disciplines: Celerity, Obfuscate, Quietus. Weaknesses: In light of their recent circumvention of the Tremere blood-curse, the Assamites have reacquired their appreciable taste for vitae, particularly that of either Kindred. Having been forced to rely on alchemical, blood potions for much of its modem history, the clan, is easily addicted to the blood of other vampires. Anytime an Assamite drinks or even tastes the blood of another Kindred, shie must made a Self-Control rill (difficulty equal to the number of blood points ingested +3). If this roll is failed, she addicted, and she must make another Self-Control roll the next time she comes in contact with Kindred vitae. Failing this roll sends the vampire into a sanguinary frenzy, in which she will do anything physically possible to partake of as much blood as possible. When (not if) the character's addiction manifests, the consuming heed for blood should be roleplayed - Clan Assamite no longer sees the need to hide its vampiric nature. Organization: Elders of the clan still orchestrate the Assassins' movements from the Eagle's Nest at Alamut, but more and more Assamites have been dispatched throughout the world, killing Kindred with or without sanction or contracts. Many of the clan's former "rules of engagement" - such as the prohibition against hunting an opponent who'd already bested another Assamite - have been discarded. To those outside the clan, it appears as if the Assamites are running rampant. Assamites organize themselves into units similar to Sabbat packs; these bands are known as falaqi. A falaqi typically consists of two or three Kindred who infiltrate a city and gain a foothold there. Assamites in a city engage in activities common to many Kindred (establishing power bases, cultivating herds), but also weaken rival Kindred through selective assassinations, for they do not see the Sixth Tradition as applying to them. Bloodlines: The Assamite vizier bloodline specializes in the study of Thaumaturgy and Middle Eastern magic. Viziers almost never leave the confines of Alamut, and certainly never engage in assassination activities. They instead refine their - and accordingly, the clan's - knowledge of blood magic. Assamite viziers forsake Celerity, instead learning Thaumaturgy as a clan Discipline, but must spend an extra blood point on all Thaumaturgical invocations. Assamite antitribu of the Sabbat differ very little from their independent counterparts, their only variance being their nominal allegiance to the sect. Assamites and their antitribu relate very well. particularly since the parent clan's breaking of the Tremere curse. Quote: "Save your breath, weak one - no one will hear your screams. Now aid me on my journey back to Haqim's grace..." Stereotypes: * Brujah - "Whatever gods we shared in the past, we have nothing in common now." * Followers of Set - "To sup with snakes is to invite their poison to your table." * Gangrel - "I would almost forsake the tainted blood of animals, but my need is great." * Giovanni - "Let them traffic with their dead, but never suffer than to stain pair domain with their debased presences." * Lasombra - "Untrustworthy and vulgar - but they are nonetheless some of our best employers." * Malkavians - "Their blood brings madness when it stains our lips. Avoid them, lest you be tainted with their derangement." * Nosferatu - "Their hideousness hides a semblalace of honor and, thus, they are fools." * Ravnos - "I find the sounds of their exsanguination more musical than their ugly Gypsy songs." * Toreador - "A pursuit of beauty is luxury and, therefore, wasteful." * Tremere - "We shall never again bear the indignity of their sorcery. The only good Tremere is the one you kill on the road back to Haqim's bosom." * Tzimisce - "I am surprised that our mutual hatred for the Warlocks doesn't make us better bedfellows. It is irrelevant, however, as these relics mean nothing to the modern night." * Ventrue - "Though they give us leave to practice our rites in cities they control, it was nevertheless the Blue Bloods who contrived to place us under Clan Tremere's curse." * Caitiff - "Worthless chaff, fit only to be separated from the wheat. They are rarely missed, though their weak blood does us little long-term good." * Camarilla - "Their nights are numbered, and we shall never forget the shackles they placed upon us." * Sabbat: "Too callous and classless, and so dead-set against heeding their elders' advice that they remind one of adolescent children."
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Posted: Mon Jun 19, 2006 8:05 pm
Followers of Set Nickname: Serpents The Followers of Set, more commonly referred to as "Setites," are mistrusted perhaps more than any other clan. Their ties with the archetypal Serpent of myth are well-known, and bolstered by their disturbing powers. They are custodians of knowledge that, according to their claims, predates even the First City. When they enter a city, the Cainite power structure almost inevitably erodes. But most unnerving of all, they share a dark and powerful faith as a clan - a faith that the blood of gods pulses in their cold veins. Of course, the clan's very name is proof of such faith. According to most Setites, their clan founder was none other than the dark god of ancient Egypt, a hunter without equal in the desert night. Other tales state that Set was an Antediluvian - at feast - who enshrined himself as a god among the Egyptians. In either case, Set's rule went unquestioned until he was challenged by a being named Osiris - whom some call a vampire, and others something else. Their war lasted for centuries, but ultimately Set was cast out of Egypt, into the darkness. And yet, his followers claim, it was in the darkness that wise, ancient Set began his rule in earnest. Although great Set has vanished from the world, his childer work to ensure that the world will be in a suitable state for his return - advancing their own schemes in the process, of course. To achieve their goals, Setites master several potent tools. To their thinking, the weapons of addiction, seduction and decay are the oldest and finest of means to an end. Setites use drugs, sex, money, power - even vitae and supernatural lore - to draw others into their coils. To date, the Followers' methods have proved terribly effective. Kindred and kine alike succumb to the Setites' charms, gladly doing whatever their new masters bid in return for the Serpents' reptilian patronage. Indeed, in some cities, entire subcultures and economic strata are under one or more Setites' sway. The Followers of Set cryptically refer to themselves as the "eldest among clans," whatever that phrase may mean to them. Cainite historians dismiss this as groundless braggadocio, citing Set's rise as well past the time of the First City. However, those who listen carefully to the Setites' whispering are somewhat less flippant, as the Snake Clan seems to have access to hoary lore that, some worry, might date back to the first and longest nights of all. A few Serpents have even hinted that Set was thrown into the darkness before Caine himself received his own curse - a theory that most Kindred dismiss, but one with frightening implications nonetheless. Whatever the clan's origins, it is a fact that its influence is widespread indeed. Although they are rare in "traditional" vampiric haunting grounds such as Europe, the Followers of Set prowl many other areas of the world. They have a potent presence in Africa, particularly in Cairo and the sub-Saharan area of the continent. They nest in India, just on the edge of the Cathayan hunting grounds, pursuing the wisdom of destroyer gods and gathering cults to themselves. They sleep under Middle Eastern sands and rule the Caribbean night. And they go unafraid into the worst urban hellholes in America. Their web stretches from continent to continent, and the other clans have yet to realize just how much of the world the Setites have in their clutches. Sect: Neutrality is far too valuable for the Followers of Set to bother with sects. They find the Camarilla pretentiously idealistic, and the Sabbat exactly the same. Setites prefer to barter their secrets to both sides, but reserve their truly significant finds for the clan's exclusive use. Appearance: Most elder Setites are of Egyptian, North Afri- can or Middle Eastern blood. However, the Snakes have adopted a more egalitarian approach in recent years, and have Embraced men and women of all ethnicities. Red hair is considered a mark of Set's favor, and some neonates are not above hennaing their hair nightly to prove their devotion. Setites usually have impeccable taste in clothing and accessories, and have an inviting, command- ing demeanor that transfixes onlookers. Haven: Although many younger Setites aren't above snatching the most practical crashspaces possible, the elders of the clan treat haven-building as a reverential process. Many use ancient alchemical rituals to consecrate their havens, be they temples, hidden libraries or simple crypts. Most train cadres of ghouls for the "sacred duty" of guarding the master's haven, and some are fond of letting various snakes roam the interior of their lairs. Their havens are often decorated in ancient Egyptian fashion, but the Followers of Set have become quite multicultural in recent years. An individual Setite may adorn his haven with Ghanan sculpture, Moroccan rugs or Hopi kachinas - whateversuits his tastes or background. Background: Many Setites served as retainers to other Followers of Set prior to receiving the Embrace. In former nights, the clan chose only those of Egyptian descent, but pragmatism has led them to include those from all ethnicities of late. The Serpents tend to select childer who prove themselves manipulative and; mentally resilient - the former to better sway mortals into the clan's service, the latter so that the childe can safely learn the knowledge kept by the Followers. The Setites choose only the best; those who are anything less cannot hope to rise above the status of pawn. Character Creation: Setites tend to focus on Social and Mental Attributes, but their Abilities vary, with the character concept. The Occult Knowledge is common among the clan. Their Natures can be scholarly or bestial, while their Demeanors are whatever they find appropriate for the occasion. Many have great networks of Contacts, Herd (cultists), Retainers and other pawns willing to do their bidding; exactly what the Setite offers for such service may vary greatly, from blackmail to simple friendship. Clan Disciplines: Obfuscate, Presence, Serpentis. Weaknesses: The Setites, as creatures of the most ancient darkness, have a severe allergy to bright lights of all sorts, and sunlight in particular. Add two health levels to any damage inflicted by exposure to the sun. Followers of Set also subtract one from all dice pools while in overly bright light (spotlights, magnesium flares, etc.). Organization: Individually, Followers of Set act much like other vampires, maintaining herds, acquiring power and suborning rivals. Nor is one Setite automatically immune to the predation of a rival - the clan takes a Darwinian approach even among its own ranks. Communally, though, Serpents usually organize themselves into temples where they can exchange lore and practice their rites. Their hierarchy tends to be organized by age, with the eldest and wisest among them officiating. Rumor has it that somewhere in Africa exists the Grand Temple of Set, the dwelling place of the clan's Dark Hierophant. This Methuselah is said to be the most powerful of Set's personal childer and the first vampire Embraced into the clan; if rumor is correct, his knowledge has no equal, and his authority over the clan is absolute. Bloodlines: The Serpents have several offshoot bloodlines, most of which derive from alternate interpretations of the dark faith of Set. The Path of the Warrior is one of the most dramatic; these stalkers glorify Set as hunter and warrior, and learn Potence in lieu of Obfuscate. Similarly, the Path of Ecstasy glorifies the pleasures of the flesh offered by the Serpent itself; such vampires seek to master Presence above all other Disciplines. Finally, the Serpents of the Light are a splinter bloodline that nests among the Sabbat. These Cainite? differ from other Setites only in outlook, but practice a code of conduct that the rest of the clan considers heresy punishable by Final Death. Quote: "Please. I'd thought you above such abysmal Judeo-Christian fallacies. "The serpent is not to be trusted." "Knowledge is the source of all evil. " Why do you think parents instill such beliefs in their children - or that your sire reared you in like fashion? Why would they balk at sharing wisdom! Ah. You begin to understand. Would you like to sit and speak with me now?" Stereotypes: * Assamite - "It seems that our brothers have forgotten all their teachings at the merest taste of a drop of vitae. And what implications this has...." * Brujah - "They have forgotten more lessons than they've learned. Once worth a touch of respect, now... nothing, really." * Gangrel - "Cunning in a savage sort of way, but lacking even the common sense of a wild dog. They have nothing we require, and are valuable only as an,abject lesson in control." * Giovanni - "Dangerous rivals, although they balance such crassly material priorities along with their search for enlightenment." * Lasombra - "Children of the void, though still fresh from the mother's teat and new-weaned on stolen vitae. Only the eldest among them have any idea of exactly what power they evoke." * Malkavian - "Dangerous. They are the keepers of truths perhaps even older than we. Fortunate that the other clans are foolish enough to dismiss the mad ones' prophesying as delusion and rambling; were they wise enough to listen, Set's time might well have come before we were ready." * Nosferatu - "A not-so-subtle reminder of what we all are, and why it is pointless to play at anything else." * Ravnos - "Concern yourself not with the wandering adolescents of this clan; they are foolish and ignorant of their true lineage. It is the head of the rakshasa that bears watching, and its eyes have opened again." * Toreador - "Such ardor is... admirable. I could become drunk on a Toreador's passion, and might drain him dry trying to fill myself with it." * Tremere - "How like a precocious child, with spectacles perched so seriously on his nose and a heavy book in his lap! Ah, but this little darling might eventually prove dangerous, and so requires a patent's gentle guidance...." * Tzimisce - "Self-titled dragons who nonetheless crawl nightly on their bellies and feast on dust. They are crafty, but not so crafty as we." * Ventrue - "They dislike us and spread slander against us, for they cannot accept that we are elder and of greater birth than they. Abide a while yet, and their rule will stop persecuting us soon enough." * Caitiff - "Like the others, save more easily led. Their thin blood betrays the Cainites' essential weakness." * Camarilla - "For all its skill at Grafting Masquerades, it cannot see through its own veils." * Sabbat - "A frightful mask does not a monster make. It simply makes a victim easier to spot. "
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Posted: Mon Jun 19, 2006 8:35 pm
Giovanni Nickname: Necromancers The Giovanni are respectful, genteel and well-mannered. Affluent beyond imagination, Clan Giovanni traces its roots back to before the Renaissance, to a family of merchant princes. The clan still maintains its original home in Venice, in a thousand-year-old loggia just outside the heart of the city. No other clan makes such a spectacle of humility and propriety as does the Giovanni. And no other clan hides its blasphemous secrets as well. According to tales whispered in Camarilla salons and Sabbat esbats, the Giovanni's money spoiled the family, and the Venetians turned to necromancy out of perverse boredom. Surprisingly enough, the family demonstrated a great aptitude for trafficking with the dead, and their newfound abilities caught the eye of a forgotten Antediluvian. The vampire Embraced the head of the family, Augustus Giovanni, and brought him into the world of the Damned. This particular Antediluvian, the legends say, had a profound interest in death, and the Embrace of Giovanni and his family was intended to further the vampire's knowledge of what lay beyond the wall of mortality. The Ancient's plan worked better, albeit differently, than he'd intended. Augustus, a cutthroat and mercenary merchant, saw the opportunity to seize his doddering sire's power and did so, hunting and killing all of the Antediluvian's descendants as well. After drinking the Ancient's blood, Augustus became a member of the Third Generation and founded his own clan, the Giovanni. Other vampires reacted in horror, and, for a century, the "Devil Kindred" Giovanni were rooted out and destroyed wherever they went. Finally, the Giovanni sat down with the newly formed Camarilla and formed a mutual truce. This truce guaranteed the Giovanni would not participate in the Jyhad and would leave other vampires to their affairs. The Giovanni agreed, thus averting the genocide they surely would have otherwise met. Taking advantage of other vampires' lack of involvement with them, the Giovanni quietly continued to amass wealth and power, practicing their Discipline of Necromancy all the while. Few believe the clan is engaging in either practice for altruistic purposes, and recent global movements by the Giovanni have many Kindred worried. With all that money and all those harvested souls, something is on the horizon; it is an ill wind that blows out of Venice. Members of the Giovanni clan are also members of the Giovanni family, and those not Embraced often serve their Kindred relations as ghouls. This familial tie - members of the clan are related by blood twice - ensures complete loyalty on the part of the Giovanni. While concentrated primarily in Europe, the Giovanni have recently been expanding into, the world market, and the clan seems to be more prolific in recent nights. Appearance: Giovanni vampires typically maintain airs of presentability and respectability. Most Giovanni, hailing as they do from the Italian branch of the clan, bear European features, including fair-to-dark complexions, dark hail and solid statures, Giovanni tend to dress well but not lavishly, preferring subtle accouterments of affluence to ostentatious displays. Haven: Giovanni favor havens befitting their wealth. Mansions, palatial homes and well-appointed apartments suit the Giovanni best, though uncommon is the Necromancer who doesn't keep a backup haven in a sewer or graveyard. Some Giovanni involve themselves in medical power structures and make their havens in hospitals, where plenty of coyer exists and precious blood may be taken at a whim. Background: Most Giovanni come from the ranks of the Venetian family and have spent much of their mortal lives as ghouls in service to another family member. As closely knit as the family is, rivalry and treachery are rampant among the clan, as each member tries to assert his superiority over others. Amazingly versatile for having such a finite pool from which to draw new Kindred, the Giovanni may Embrace any individual who shows particular promise, but only after a "trial period" of ghouldom known as the Proxy Kiss. Character Creation: Giovanni typically have professional concepts, the better to fund the clan's endeavors. Their Natures and Demeanors tend toward the crafty and selfish, though perversity festers in the incestuous family, and many are Deviants. Mental Attributes and Knowledges are primary, and Backgrounds are greatly prized. Almost all Giovanni possess a comfortable level of Resources, and many claim Retainers, Contacts and Influence. Clan Disciplines: Dominate, Necromancy, Potence. Weaknesses: The Giovanni Kiss causes excruciating pain in mortals who receive it. In fact, the bite of a Giovanni vampire often kills its mortal victim from shock before the poor soul has a chance .to die from blood loss. The Necromancers do twice as much damage as any other vampire to mortals (and only mortals) who suffer their Kiss. Thus, if the Giovanni in question took one blood point from a mortal vessel, that vessel would suffer two health levels of damage. As such, Giovanni vampires are quite likely to feed from already dead corpses or from resources like hospital blood reserves. Organization: Giovanni clan affairs are handled in Venice, in a vast loggia colloquially known as the Mausoleum. As is to be expected, the clan has a familial structure. Incest, necrophilia, favor-currying, ancestor worship and carefully cultivated guilt riddle the family; by the time most Giovanni Kindred are Embraced, they've seen more than enough to inure them to the vagaries of undead existence. The clan's nonintervenrion in the Jyhad allows members to focus on their own vendettas and better their knowledge of Necromancy. The Giovanni Antediluvian, Augustus Giovanni, reportedly still maintains direct control over the clan, though none outside the clan is known to have seen him in the past 400 years. Bloodlines: The Giovanni do not have antitribu - they are all loyal to the family as a whole, if not individual members. However, the clan has brought several other families into its fold. These include the Pisanob (Central and South American witches), the Dunsirn (Scottish bankers who practice cannibalism), the Milliners (a prominent New England family dating back to the turn of the 17th century) and a host of minor families. Not all Giovanni are surnamed Giovanni. Quote: "Consider taking a different tone with me. You are, after all, worth as much to the Giovanni dead as you are undead." Stereotypes: * Assamite - "Their recent change in disposition makes me nervous." * Brujah - "So much noise, and yet so little signal." * Followers of Set - Although they hail from the lands of the dead, there is little we can glean from them without tainting ourselves in the process. * Gangrel - "Ultimately forgettable; we rarely cross paths." * Lasombra - "They'll stab you in the back, but that's because they know how Kindred games are played." * Malkavian - "The insight they offer is rarely worth the excruciating company they provide; I wonder if the "madness" is a simple sham to reduce their foes' defenses." * Nosferatu - "This blighted clan has proved dangerously adept at uncovering secrets. Make no enemies among them, lest: you became the subject of their attentions." * Ravnos - "No good can come of a Kindred who claims lies as his sire." * Toreador - "Effete and indolent, the Toreador nonetheless wield appreciable assets." * Tremere - "Slippery as eels, the Tremere are guilty of the same crime as we, yet they mire themselves in the same politics that damn them." * Tzimisce - "An arcane, if outdated, evil." * Ventrue - "They spend too much time cultivating their image as martyrs to get involved with something that truly matters; they lack direction." * Caitiff - "Inconsequential and poorly bred; they are more mosquito than vampire." * Camarilla - "Large, foolish and predictable. Like American government."
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Posted: Mon Jun 19, 2006 8:53 pm
Ravnos Nickname: Deceivers If ever a clan was renowned for a wickedly black sense of humor, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs. Although many Ravnos see themselves as great tricksters, the generally benevolent tricks of Coyote and Raven aren't so much their style. Instead, they draw on a tradition of illusion and deceit inherited from the rakshasas and ghuls of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup or bargain. And these devils have been making their wagers and bargains for a long time indeed. The Ravnos are nomadic to the core and care little for permanent havens or positions in a city's established power structure. Even those who have chosen a given city for their home tend to establish and abandon havens as the mood strikes them, taking whatever lairs they like, doing as they please, and moving on when bored. This habit infuriates princes across the world, who resent the Ravnos' disregard for the Tradition of Hospitality. Few punish violators, though, for fear drawing the malice of the clan as a whole. Although the clan has long-standing ties with the Gypsies, few Ravnos enjoy the hospitality of their mortal kin. Perhaps the Gypsies know these vampires' true natures too well, and are loath to offer friendship to the undying. Perhaps the Ravnos themselves alienate their mortal families through their dangerous tricks. Whatever the reason, a Ravnos typically has no allies he can rely on regularly. His charm may win him a few temporary companions, and clan loyalty may draw fellow Ravnos to his side in times of dire need, but the vampire's path ultimately lies alone Naturally, the princes of many cities are leery of allowing such tricksters free rein in their domains. The Ravnos' eccentric code of honor is strong, but rarely coincides with another Kindred's definition of the term. A Ravnos may break her word at will, unless she's spit in her palm and shaken on the deal. She'll defend her "good name" for all it's worth - depending on what she considers slander. And she'll usually come to the defense of a clanmate, and vice versa; the Ravnos may take advantage of one another, but they consider it their privilege. Outsiders aren't allowed the same. Perhaps the most worrisome thing about the Ravnos is that as a clan, they managed to survive for centuries in Asia, where most Kindred are quickly hunted down and devoured by the ruthless Cathayans. No other Cainites know exactly how they managed this - but now a possible reason is emerging. Rumors filter back to Europe and the Americas of elder things awakening, of ancient vampires shrugging off the earth of millennia and throwing the Cainite courts into disorder. These elder Ravnos - if rumor speaks correctly - have demonstrated terrifying mystical powers, including a talent for illusions so powerful they can affect the physical world. Time can only tell what part the reemergence of these "demon kings" will play in the Jyhad. Sect: The Ravnos go where they will and deal with whomever they will, and sects be damned. The elders of the clan, particularly those centered in India, scoff at the Camarilla and Sabbat as temporary social clubs at best, hollow institutions where paranoid vampires can gather in numbers and reassure themselves that they are the apex of the food chain. The younger ones simply rejec idea of giving any outsider even a fraction of authority Most Ravnos look at the Sabbat's promises of freedom and the Camarilla's offer of protection as nothing more for the trap, and politely (or not so politely). Appearance: Many younger Western descent, usually of dark complexion, with darker Slightly rarer are those with Asian, African or Nordic rarer still are those without even a trace of Gypsy European Ravnos do not Embrace gorgio (non- Gypsies). The Eastern half of the clan is mostly of Indian blood, members have Embraced promising men and women ethnicities. Like their Western cousings, they favor colorful and beautiful clothing, and enjoy practicing their allure on mortals. Haven: Ravnos are nomadic by nature; even their Eastern childer feel the wanderlust upon them from time to time. Members of the clan often travel in vans or RVs, taking shelter wherever they may. Those with mortal relatives, particularly Gypsies, often stay with their families for a while. But when the local Kindred start getting uncomfortably curious, the Ravnos are on the road again. Background: The nomadic vampires Embrace despite the swelling herds of humanity. The youngest however, are fairly indiscriminate in siring childer, and generations have seen Ravnos from all cultures and ethnicities. Those Ravnos neonates without Indian or Gypsy blood typically demonstrated great facility for misdirection, barter and mischief in life. The Devil has a sharp eye for his own. Character Creation: Ravnos typically have concepts, and their Demeanors can change as required by the situation. They tend toward primary Social as well as primary Talents. Many have high either in the form of ancestral treasures or as accumulated hoards of ill-gotten rare goods and objects of art. Clan Disciplines: Animalism, Chimerstry, Fortitude. Weaknesses: The Ravnos have indulged in their particular vices so long that they have become addicted to them. Each Ravnos has a weakness for some form of trickery, deceit or mischief, whether it be gambling, lying, theft, blackmail or even cleverly framed murder. When the opportunity to indulge presents itself, a Ravnos must make a Self-Control roll (difficulty 6) or succumb to her compulsion. Organization: Most Ravnos trust nobody, not even their own clanmates, but work together when necessary to bilk, rob or topple an outsider enemy. They often make grandiose pledges of family loyalty to one another, although neither party expects very much to come of the vows. The recently awakened clan elders, however, are beginning to contact Ravnos on all continents. Although the typically chaotic clan structure has yet to see any real change, it may be only a matter of time before the Ancients' will becomes manifest through the younger Ravnos. Bloodlines: The Ravnos are divided among family lines, mimicking the family lineages of their Gypsy kin. Among their families are the Phuri Dae, who often focus on Auspex rather than Fortitude; the Urmen, who claim their blood is more eldritch than most and focus primarily on Chimerstry; and the Vritra and Kalderash, who are said to maintain black pacts with the deadly Cathayans. Quote: "If it'd been me stealing the sun, I wouldn't have given it to the humans to keep them warm. I'd have drowned it in the ocean and started buying the kine's souls by setting them fire." Stereotypes: * Assamite - "They've become even worse ghuts than ever before. The only good thing about them is that now the other clans hate and fear them so much that you can easily get plenty of cold bodies between yourself and one of these devourers." * Brujah - "Go ahead and let them rattle their cages. If they bend the bars, we'll follow them out - and if the zookeeper shows up, they're the first to go." * Followers of Set - "What is everyone so afraid of? Even a deal with the Devil isn't so bad if you read the fine print. Snakes can't poison me, and I don't have a soul to lose. Then again, if thought the same as me, I wouldn't have "preferred customer" status. So let 'em cringe." * Gangrel - "Our poor cousins, if that's possible. They dig themselves holes in the mud and drag their matted asses into the city only when the Camarilla whistles 'em up. Lapdogs gone feral, and who needs that kind of pet?" * Giovanni - "A family as much as a clan, same as us. Give 'em space, and maybe they'll do the same. If they don't, pack 'em off to hell. They'll be happiest there, anyway." * Lasombra - "They look pretty soft, but these are some hard bastards, that's for sure. They ain't the new kid on the block, and they don't play kid games. (shrug) You gotta respect that." * Malkavian - "They see too damn much and don't buy into anybody's delusions but their own. Don't like them, not one bit." * Nosferatu - "Their eyes and ears are just too damn sharp for their own good. Be a shame if something... happened to those catacomb crawlers." * Toreador - "Poet shirts, wine and roses, leather jackets, artsy tattoos. Kill me if I ever start acting like one of those limpdicks." * Tremere - "Our fellow sorcerers, conjuring up solid results to own shadows. Of course, they haven't half the edge we do - I'd be more afraid of my cousin's ghost-fire than the clumsy pyrotehnics of a Warlock." * Tzimisce - "There are some real impurities in these bitches' blood. I say Caine took a shine to a monster some time ago, and the Tzimisce are the result." * Ventrue - "Bow if you have to, scrape if you must, and slit their throats for the blood if you can." * Caitiff - "Like suckers, there seems to be one born every minute." * Camarilla - "Everything we need, boxed up like a Christmas present." * Sabbat - "They claim to love their existence. Amazing, then, how much their actions smack of self-loathing."
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