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Frost
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Mon Dec 08, 2008 9:34 pm
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Clans



Clan Daeva

:icon_DaevaSymbol:

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

:icon_gangrelSymbol:

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

:icon_mekhetSymbol:

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

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.




Clan Nosferatu

:icon_nosferatuSymbol:

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

Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.heir 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.



Clan Ventrue

:icon_ventrueSymbol:

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

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. he 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.

Covenents



]The Carthian Movement

:icon_carthianSymbol:

The Carthian Movement is the most modern of the vampiric covenants, seeking to uproot tradition and create a more egalitarian system for vampiric rule. Carthians are full of ideas, fiery and passionate about their beliefs for Kindred self-rule. Few of them think about why the current status quo has lasted for as long as it has. Instead, they are eager to challenge it, fervent to accomplish something positive in the dark world of the Kindred. The Carthian Movement mostly comprises neonates and they tend to be wary of the elders of their kind. The older a vampire becomes, the more stagnant and callous he becomes to the world around it. The Movement has still had success in some areas, however, and has grown support by being patient and playing the political games that it must. Passion and unity are the weapons of the Carthian Movement.


Benefit: As a shared network of idealists, the Carthians find it much easier to advance their position in mortal society. As a result, it is much cheaper for players of Carthian characters to purchase the Allies, Contacts, Haven, and Herd Merits with experience points.




The Circle of the Crone

:icon_circleofthecroneSymbol:

The Circle is a secretive and mystic group of Kindred, holding its own belief about vampiric nature and even its own Discipline. The so-called Acolytes believe that vampires make up a natural part of the world and can learn, grow, and find enlightenment instead of wallowing in the guilt-ridden angst of other groups, which focus on penance. Therefore, members of the Circle of the Crone often find themselves dismissed as political outcasts and heretics of vampiric existence, especially by the more religious Kindred. The Circle believes that creation is power. Vampires must face their static condition and overcome it by creating and cultivating whatever they can. Acolytes also cherish testing themselves, believing that only by overcoming their physical, mental and spiritual limitations can they become something more than creatures of the night. This belief can also lead to persecution, as their strange rituals of testing can seem barbaric and even unholy to some Kindred.

Benefit: Members of the Circle of the Crone may learn Cruác. This Discipline is a form of blood sorcery based on pagan rituals and observances




The Invictus

:icon_invictusSymbol:

The Invictus is the landed aristocracy of the Damned. An elitist organization at its core, the Invictus teaches that power is everything and those who gain power deserve it most: those with the greatest skill, the greatest ambition, and overall, the greatest claim to leadership. The Invictus appeals far more to elder Kindred than to neonates, and the covenant believes that age and experience are worth far more than anything youth might offer. The so-called First Estate claims to have created most of the common titles and ranks in the modern nights, especially the title of Prince. The Invictus clearly thinks in terms of aristocracy, and like any aristocracy, it suffers in disorder. Therefore, the Invictus strives to maintain order among the Damned and seeks to uphold the laws of the Kindred to the fullest extent. The most frightening aspect of the Invictus is that the covenant might be right: If they don’t hold the power of the Kindred, then who will? Perhaps the long history of Invictus tyranny exists because it’s the only way to rule the Damned.

Benefit: Members of the Invictus benefit from their league of friends and the resources of the group as a whole. This allows players of Invictus characters to purchase the Herd, Mentor, Retainers, and Resources at half the experience cost.





The Lancea Sanctum

:icon_lanceasanctumSymbol:

The Lancea Sanctum is the religious and moral backbone of the Kindred, as well as the covenant of self-appointed priests and inquisitors of the Damned. Universally respected and feared, the covenant constantly seeks to oversee the religious existence of all Kindred, if not to rule them outright. Believing themselves to be the chosen of God, Kindred of the Lancea Sanctum follows The Testament of Longinus, a collection of writings made by the centurion who pierced Christ’s side and was turned into a vampire. The Sanctified believe that his divine transformation gave purpose to the existence of the Damned and a new purpose for the undead.
The Lancea Sanctum seeks to convert those that it can, and uses conversion as an alternative to conflict, not wanting to cut down a potential brother or sister. The Sanctified also accomplish this by offering spiritual guidance wherever possible, offering themselves as priests and advisors to all of the Damned, and a Bishop or Archbishop often closely follows an Invictus Prince.

Benefit: Members of the Lancea Sanctum have access to a special Discipline, Theban Sorcery. Theban Sorcery is a type of blood magic capable of leveling curses of seemingly Biblical origin.





The Ordo Dracul

:icon_ordodraculSymbol:

The Ordo Dracul claims to follow the teachings of Vlad Tepes, Dracula himself. Dracula claimed to have no sire, struck by God with undeath for his abuse of faith. The Dragons, as they are known, comprise one of the youngest major factions of the society of the Damned. Their supposed founder has not been seen in over a century, and his absence further brings the Ordo Dracul into question with some Kindred.
The Order teaches that nothing is permanent, that even vampirism can be overcome. The Dragons have developed a number of supernatural paths that lessen the effects of the Curse, paths they call the Coils of the Dragon. Although there is no evidence of any Kindred fully escaping the Requiem through the Dragons' rites, the Order's beliefs still attract Kindred of all types and ages into its ranks. All are welcome, so that their knowledge and experiences of the vampiric condition can be shared. This growing pool of knowledge is one of the Dragons' goals – the more they know of the Curse, the better they can act against it.

Benefit: Members of the Ordo Dracul may learn the Coils of the Dragon. The Coils of the Dragon are a special set of rites that allow Kindred to overcome some parts of the Curse.
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"I might like you better if we slept together."

Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas
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