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Vampire Clans & Bloodlines

Clans of the Camarilla
    
Ventrue (Blue Bloods)
The Ventrue are the rulers, leaders and politicos of the Camarilla.  The Ventrue perceive themselves as the most powerful of the vampiric clans thanks to their wealth, social influence, and powers over the thoughts and feelings of others.  The Ventrue have their own high-inviolable code of etiquette. 

Abilities:
  • Presence - supernatural allure and emotional manipulation.
  • Dominate - overwhelms another person's mind with the vampire's will.
  • Fortitude - ability to resist fire and sunlight.
Weaknesses:
Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood their character can feed upon, e.g. only young men, only senators, nude children, only virgins, etc.
  • A Ventrue will not feed on any other type of blood, not even if she is starving or under duress.
  • A vampire may feed on vampiric vitae, however, with no restrictions.


Brujah (Zealots)
The Brujah are warriors, but always warriors for a cause. The fierce heat of passion burns within their cold, dead breasts and it drives them to champion causes that they believe can set the world right.  Some Brujah follow the great philosophies and religions of the past, while others adopt new faiths and ideals with equal vigor and convince themselves that the salvation of the fallen world lies there.

Abilities:
  • Celerity - supernatural speed and finesse.
  • Potence - supernatural strength
  • Presence - supernatural allure and emotional manipulation.
Weaknesses:
  • Difficulty in resisting frenzy.
  • Detached, passionless beings.
  • Short fused with uncontrollable temper

Malkavian (Lunatics)
Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight.  The Malkavians possess a rare ability (Discipline) called Dementation, which can alter the way a victim senses reality.  

Abilities:
  • Auspex - supernatural senses.
  • Obfuscate -  vampires to conceal themselves and create some manner of illusions.
  • Dementation - alter the way a victim senses reality.
Weaknesses:
  • Can tolerate less sunlight than most.
  • Their insanity is their biggest weakness.
  • Their intelligence gets in their way. 

Gangrel (Outlanders)
Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast. Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting.  What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings.

Abilities:
  • Animalism - communicate with and gain dominance over creatures of nature.
  • Fortitude - ability to resist fire and sunlight.
  • Protean - ability to change form, from growing feral claws to evaporating into a cloud of mist.
Weaknesses:
  • Bestial features that disfigure them temporarily after every frenzy.
  • Frenzies to both physical and behavioral.
  • Over time a particular animal feature may become permanent.

Nosferatu (Sewer Rats)
The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature.  The Nosferatu are the spy masters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers or shadows for protection.  Nosferatu strongly stress clan loyalty over almost everything else. Given their hideous appearance, they depend heavily on clan support structures for everything from havens to food.  The Nosferatu have a deeply ingrained complex about physical beauty.

Abilities:
  • Animalism - communicate with and gain dominance over creatures of nature.
  • Obfuscate - allows vampires to conceal themselves and create some manner of illusions.
  • Potence - supernatural strength.
Weaknesses:
  • Constant hunger for blood
  • Casts no reflection or shadow
  • Despite its morbid looks it seeks to be with the living whose blood it thirsts. 

Toreador (Artisans)
The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.  The Toreador portray themselves as the vampires closest to the living breathing pulse of the humans around them, they claim that this is what keeps them so vital and modern.

Abilities:
  • Auspex - supernatural senses.
  • Celerity - supernatural speed and finesse.
  • Presence - supernatural allure and emotional manipulation.
Weaknesses:
  • Obsession with beauty can be paralyzing.
  • Vanity
  • Closest to humanity

Tremere (Warlocks)
In the little time since this clan was created they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect.  Given their history as usurpers and power-grabbers, they are obsessed with the image and reputation of their clan.

Abilities:
  • Auspex - supernatural senses.
  • Dominate - overwhelms another person's mind with the vampire's will.
  • Thaumaturgy - is the closely guarded secret blood magic.
Weaknesses:
  • Blood-bonded to themselves.
  • Dependency on blood is more pronounced than that of other Kindred.
  • Only takes twice of the drinking of another vampires blood to become blood bound instead of three.
​​
Clans of the Sabbat
Players are allowed to play Sabbat bloodlines but must roleplay pretending to be a Camarilla bloodline to fit in. Sabotage from the inside basically. There may or may not be others like you, that is up to you to find out in role play. ​

Lasombra
The leaders of the Sabbat, clan Lasombra are social Darwinists, predators, elegant and inhuman and with a wicked sense of humor. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.
Due to their  inherent clan weakness , Lasombra vampires cast no reflections. They cannot be seen in mirrors, bodies of water, reflective windows, polished metals, photographs and security cameras, etc. This curious anomaly even extends to the clothes they wear and objects they carry. Many Kindred believe that the Lasombra have been cursed in this manner for their vanity. Additionally, due to their penchant for darkness, Lasombra take an extra level of damage from sunlight. 

Tzimisce
The Tzimisce are a clan of scholars and flesh-shapers. If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.

The Tzimisce clan weakness dictates that whenever a Tzimisce sleeps, they must surround themselves with at least two handfuls of earth from a place important to them as a mortal. 
Other Clans
Assamite
Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by other clans as dangerous assassins and diablerists, but in truth they are guardians, warriors and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan.
Due to their inherent clan weakness, Assamites grow darker with age.


Warrior Caste Weakness: The Warrior Caste suffers from an addiction to vampire vitae and an aura stained by diablerie. Even if they have never actually engaged in diablerie, their aura shows their blood lust clearly.
Sorceror Caste Weakness: Any use of Aura Perception on the Sorcerer Caste reveals that he practices blood magic, even if the character has no knowledge of Thaumaturgy or Assamite Sorcery and even if the observer fails on the static mental challenge required to read the sorcerer's emotional state.
Vizier Caste Weakness: The Vizier Caste has an Obsessive/Compulsive derangement that is related to the creative or intellectual ability in which he has the most Ability traits

Followers of Set (Setites ) 
The Followers of Set (or Setites) are a clan of vampires who believe their founder was the Egyptian god Set. Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the Sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion".
Due to their inherent clan weaknesses, Followers of Set are extremely susceptible to sunlight (double damage) and have great difficulty acting while under bright light (spotlights, strobes, etc.). On the other hand, Followers of Set are curiously immune to Basilisk's poison.

Giovanni (Autocrats)
The youngest clan of Caine. Clan Giovanni is both a clan and a family. They Embrace exclusively within their family and are heavily focused on the goals of money and necromantic power. As their feedings is most often lethal and can severely endanger the Masquerade, most Giovanni are discrete, feeding from blood banks and other secondary sources like corpses.

Abilities: (Can focus on one of the following three paths)
  • Necromancy - A form of blood magic that deals exclusively with the world of the dead: wraiths and the Shadowlands.

The Sepulchre Path -  This path allows the necromancer to command, interact with and combat ghosts.
  • Insight: see the last moment's of a corpses life.
  • Summon Soul: summons a wraith for a short time.
  • Torment: damages a spirit.
    
The Bone Path  - This path allows the necromancer to animate and control the dead corpses of animals and people, letting him/her create zombies of a short period.
  • Tremens: making the flesh of a corpse shift once
  • Shambling Hordes: allows the dead to rise and perform one attack.
  • Daemonic Possession: place a soul in a fresh corpse.

 The Ash Path  - This path allows the necromancer to pierce the Shroud and enter the Shadowlands that the various ghosts and Wraiths dwell in.
  • Lifeless Tongues: allows you to speak with the dead in any language.    
  • Ex Nihilo: allows you to enter the Shadowlands.
  • Shroud Mastery: allows you to strengthen or weaken the shroud rating in an area.
    
Weaknesses:
  • *When a Giovanni bites a living being, they deal more damage than normal making it difficult to keep people alive after feeding from them.
  • *Their desire for power.
  • *Giovanni have an ashen quality to their skin which makes humans eerily aware of their otherness.

Ravnos
Known for being wandering vagabonds and hucksters, the Ravnos are charlatans who gleefully practice their arts of deception and theft. No other kindred understands the Ravnos. Misunderstood as a clan of gypsies and tricksters, the Ravnos are a minor and heretical branch of the undead lords of India. Gifted with the power to manipulate maya, the Ravnos saw themselves as tempters and avengers, replacing the fallen Kuei-Jin in the scheme of the universe. All that is irrelevant now, however, as Zapathasura rose from his slumber in the Week of Nightmares and in his own death throes, wiped out nearly all of his clan.

Due to their inherent clan weakness, The Ravnos clan are all criminals; each Ravnos has a specific vice ranging from plagiarism to mass murder. When the opportunity to indulge that vice is present, Ravnos must succeed in a self-control check to avoid indulging it. 

Abilities:
  • manipulate Maya
Weaknesses:
  • Is always a criminal
  • poor self-control
Quick Links:
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Copyright © Digital Alchemyst, 2015-2019
Updated 26-Dec-2016