House Rules - Clans
The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gang-bangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy. The clan's disunity keeps the Brujah tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.
Alternate Identity: You maintain an alternate identity outside your own, complete with papers, birth certificates or any other documentation you desire. Only a few may know your real name or identity. Your alternate persona may be highly involved in organized crime, a member of the Camarilla, an Anarch, or a con artist who uses alternate identities for her game. Indeed, some may know you as one individual while others may believe you to be some else entirely.
You can burn this background to cover up your IC mistakes.
MERITS & FLAWS
The merits and flaws listed in the NBCB are useable with the following exceptions or changes:
Dynamic Personality (5 pt Merit): You can buy backgrounds at a cost of 1XP per dot in two of the following areas: Allies, Contacts, Herd, or Retainers.
Uncontrollable (5 pt Flaw): Allowed as written at this time, as a test. It may be removed at anytime if we find it unbalancing.
In order to get Brujah Combo Powers, you must full fill the following requirements and you can never learn more then one of them:
NBCB = new Brujah Clanbook
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are shape shifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. In these modern nights, many Gangrel are leaving the Camarilla and going independent.
MERITS & FLAWS
Superstitious (2 pt Flaw): OGCB - You have a number of misconceptions about what you are. In the absence of a sire, you have become what you believe yourself to be. "Hollywood-itis," the belief that one has the powers and the limitations of one of the several movie vampires, is the most common form.
Ruse of the Wolf's Clothing (2 pt Merit): OGCB - In animal form only, the vampire still smells alive, even to the super sensitive nostrils of the Lupines.
Gift of Proteus (1,2, or 4 Pt Merit): OGCB - This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. The number of points spent determines the scope of the variation, which must be specific, approved by the ST and defined when the Merit is chosen.
Brawl Specialization - Rending: TAC - This is a special Gangrel ability specialization and is a clan secret. It can be taught to outsiders, but teachers have found the punishment is often severe and final.
A vampire with claws can try to cause his opponent to lose more blood then usual by raking him in blood-bearing areas of the body. Vampires' veins are no longer used to transfer blood; a mysterious act of osmosis instead seems to occur. However, there are areas of the vampire body where quantities of blood gather, such as the Heart or neck. A simple wound is not enough to cause the increased loss of blood, so the Gangrel have developed a method of ripping flesh away in a huge chunk, using a hook action with their claws. This tears the vampire open, spewing blood in such a gout that the victim cannot immediately stop its loss.
In order to learn it you must have the following:
Game Mechanics: After a successful hit, you do a simple test (like a High Caliber gun), a success or tie means your victim loses a trait of blood from your attack, along with the damage.
Shape of the Beast: Use the rules found in the NGCB on page 67
In order to get Gangrel Combo Powers, you must full fill the following requirements and you can never learn more then one of them.
OGCB = Old Gangrel Clanbook
NGCL = New Gangrel Clanbook
TAC = The Anarch Cookbook
At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with). Accordingly, many Malkavian find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: behind the Malkavians' lunatic cackling and feverish ranting lie smatterings of insight, even wisdom.
MERITS & FLAWS
All merits & flaws found in the NMCB are acceptable as written, with the exception of Disembodied Mentor, which may not be taken.
Disconnected (2 Trait Flaw): Relatively common, especially amongst higher generations (12+) - You have no connection to the Malkavian Madness Network and will not be recognized as a Malkavian through that medium. You never hear the Call, cannot talk through Babble, and have a continual vague sense of emptiness. Even if the Malkavians do eventually accept you as a part of the clan, you may be considered by the elders or more snobbish Malkavians to be of inferior blood. You may not purchase Malkavian Time, nor can you access or use the Madness Network in any way.
Through extensive role-play, probably involving tutelage from experienced Malkavians, this flaw may eventually be overcome. The value of the Flaw roughly balances out the loss of the clan advantage if taken at character creation. It may be possible for an elder Malkavian, highly experienced in the Madness Network and with appropriate rare Disciplines, to expunge a Malkavian from the Network, inflicting this Flaw upon them.
Spammer (3 Trait Flaw): Rare - You somehow actively disrupt the Network in your immediate area. Any Malkavians within 10 paces of you will be bombarded with low-level mental static, making them one Trait down on all Mental Challenges, and probably very irritable. If you are visible to them, you are clearly the source of this headache-causing white noise. On BabbleNets you are a constant low muttering (current emotions, rough surface thoughts) audible to all on the subnet, and thus often find yourself uninvited unless your presence is vital. Additionally, you suffer the Flaw Lagged, but gain no extra points from this Flaw.
Operator (5 Trait Merit): Fairly rare at any generation - Your exceptional awareness of the Madness Network, possibly due to the favor of Malkav, points you out as a beacon of light to other Malkavians nearby. All Malkavians in the city will be aware of your presence as a spirit-bolstering slight shining hum in their mind, although this will not reveal your actual location unless you are directly visible to them. Malkavians do not need to test to see if you are Malkavian - they know you are already and may well accord you additional respect for your spiritual closeness to Malkav.
Additionally, you may learn one Trait of Malkavian Time above your normal generational limit. Any recipient of an impulse across the local area Network from you always gets an additional free retest to interpret the impulse more clearly.
Access Granted (2 Trait Merit): Rare, Malkavian-sired Caitiff only - You feel things - emotions not your own - and hear creatures speaking in the back of your mind. Sometimes you can speak to the voices if you think hard enough, and sometimes they speak back. They don't make a lot of sense. Your head hurts. But you're not crazy. Are you? Those people are looking at you strangely...
Some thin specter of Malkav still holds you and you can access, to a limited degree, the Madness Network of the Malkavians. You most likely don't know what it is, or that it is the MMN at all. You can initiate a message to the Network by spending a Willpower Trait, and resolving the MMN challenge as normal. An additional Willpower Trait can be spent to retest in place of Malkavian Time. You cannot test to clarify another's message, however. You can be included in a Babble conversation even if you do not have a derangement.
If you are tested by a Malkavian for membership of the clan via the Malkavian clan advantage, you will be identified as an anomaly and possibly targeted subconsciously by them for destruction. You don't know this.
Dominate vs. Dementation: All Malkavians start with Dementation; they no longer have the option of starting with Dominate.
Malkavian Time: Malkavian Time, the Ability, correlates directly to the Malkavian's connection to the Network. Only Malkavians can purchase this ability. Malkavians with no connection are considered Disconnected (see Flaws). Malkavians with a connection, but no levels in Malkavian Time are considered Unskilled. Unskilled Malkavians may receive messages from the network, but may not willingly transmit messages of any sort.
Newly created characters may start with no more than one Trait of Malkavian Time without a strong written background and Storyteller approval. Newly Embraced Malkavians will only start with Malkavian Time in exceptional circumstances.
Learning more Malkavian Time takes time and concentrated effort (and Experience Traits and role-playing and Storyteller approval). There are NO specializations in the Malkavian Time Ability. Sorry.
NMCB = New Malkavian Clanbook
Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must. Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with 'em all - and that can get messy indeed.
Information Network: NNCB - Each dot in this background will let you access a rumour at the start of the game at random. It will not be a rumour you would normally hear with the use of your own influence or contacts.
MERITS & FLAWS
All Merits and Flaws listed in the new Nosferatu clan book are allowed as is, with the following exceptions, additions, and/or modifications. Unless listed here, merits and flaws from the old Nosferatu clan book are not permitted.
Oversized Fangs (1 pt Merit): NNCB - The extra damage caused by the over sized fangs is a Lethal.
Gaping Maw (2 pt Merit): NNCB - You drain your victim for two traits of blood, not four, as listed in the book.
Swarm Attractor (2 pt Merit): ONCB - You must have at least one level of Animalism to take this merit, and you must where a badge to show others that you have it.
Your skin exudes grease that attracts flies, gnats, bees, and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must risk two additional traits to take any action while the swarm is around them. People with the Concentration merit are unaffected by the swarm.
When you enter Unseen Presence, the Swarm goes away, but will return quickly when you reappear. In Cloak of Shadows & Mask of a Thousand Faces the swarm remains.
False Reflection (3 pt Merit): NNCB - The only Mask of a Thousand Faces that you can get recorded on film is your one free mask. You cannot change this mask over game play and make yourself look like the prince or someone else of importance just to have them be recorded on film.
Rugged Good Looks (5 pt Merit): NNCB - Removes two of the normal Nosferatu Repugnant traits.
Club Foot (1 pt Flaw): ONCB - One of your feet is gnarled and deformed. Your movement rate is reduced by half the normal rate, and in combat you take 2 steps instead of three.
Traitor (4 pt Flaw): NNCB - This flaw is not available without ST permission.
ONCB = Old Nosferatu Clanbook
NNCB = New Nosferatu Clanbook
The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only thing that can be truly said about any member of the clan is that they posses a tremendous zeal for the aesthetic. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion. To the Toreador, eternal life is to be savored. Many Toreadors were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. The Toreador share the Ventrue's love of high society, though not the tedium of actually running things - that's what functionaries are for, darling. Toreadors know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.
MERITS & FLAWS
The following merits and flaws can be found in the Old Toreador Clan book and are acceptable for Toreador characters.
Controllable Thirst (1 pt Merit): OTCB - Because Toreadors spend so much time around mortals, resisting Frenzy caused by the smell, sight or taste of blood is easier for them. They receive a +1 to Self-Control in these situations.
Mortal Double (2 pt Merit): OTCB - You have the services of someone alive who looks just like you. This person might be your actual twin. (Other explanations are possible: a long-lost brother, a master of disguise, a victim of Vicissitude, etc.) However, unless he is made into a ghoul, he will continue too age normally. Eventually he will no longer be your exact double. The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities. He must also be a good actor.
Refined (2 pt Merit): OTCB - You're a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people." Gain a free level of Etiquette; also you are often invited to Toreador socials reserved for those of Higher Toreador Prestige (or Cam status) than yourself.
Blasť (3 pt Merit): OTCB - Others do not easily impress you. This merit means that it takes a piece of Performance level FOUR to force an entrancement test. You also get the same effect as "Iron Will," except that it only works against Presence powers.
Gifted (3 pt Merit): OTCB - All your difficulties when trying to create art are reduced by two.
Greater Colours (3 pt Merit): OTCB - This vampire sees colours more distinctly and with greater definition. The world is far more colourful. Unfortunately, the vampire is more likely to become enraptured by colourful objects (you can become enraptured by items of performance 2 if they are colourful). Despite this drawback, when it is used in conjunction with Aura Perception, the Vampire will discover far more information about her target. You are up 2 traits on Aura Perception challenges, and all difficulties on tests of artistic expression involving colour are reduced by one.
Powerful Ghoul (5 pt Merit): OTCB - You have a very powerful ghoul Blood-bound to you. The ghoul gains four dots to put into any discipline(s) of your choice, except Thaumaturgy. 1 dot must go into Potence. The ghoul is very competent, with 21 total points for Attributes, 15 points for Abilities (Max of 3 in any one area) and 3 for Backgrounds. It has standard Virtues and 3 Will Power. The ghoul itself will do anything you say, since it loves you so much. However, the ghoul may also become jealous of any relationships you have with others.
Poor Taste (1 pt Flaw): OTCB - You can never have the Artistic Appreciation Ability. You are forever a Poseur, and have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would most likely choose the trash.
Tortured Artist (1 pt Flaw): OTCB - You must suffer for your work. Your work is never good enough to suit you. You often suffer ennui and/or fugue for extended periods of time, preventing you from working steadily. In addition, you constantly find yourself in heartbreaking circumstances; perhaps you subconsciously lead yourself into these situations to acquire the experience you need for your art.
Vulgar (1 pt Flaw): OTCB - You will never fit into High Society. You are crude, rude and socially unacceptable, forever a Philistine. You are treated as having one less Status and two less Prestige when invitations to Toreador socials are prepared. You will never be fully accepted as a Toreador Artist. Many question your Sire and possibly ridicule him for choosing you for embrace.
Artistically Inept (2 pt Flaw): OTCB - You must work harder than most artists to accomplish great works. You are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training or less talent. All difficulties on creativity challenges, Crafts, Performance and Expression are increased by 2.
In order to get Toreador Combo Powers, you must fulfill the following requirements (and you will never learn more than one of them):
The guild is a secret Toreador group; people outside the clan should not even know it is a real group. However, disseminating misinformation about the Guild to other Clans seems to have become the "in" thing to do. It has a welcome package of its own, that can be downloaded from the Centre of the Chaos website. I strongly suggest that if you are going to play a Toreador that you give it a read.
CREATING ART & ENTRANCEMENT / THE RAPTURE
Toreadors are at risk of becoming entranced by any of the performance type skills such as Craft, Expression and Performance. In order to entrance a Toreador, the work must have a rating of at least three. Determine the rating as follows:
Once the piece is created, assuming it has a performance rating of 3 or higher, any Toreador exposed to it risks Entrancement/Rapture with the item. This will last for 1 hour unless it is broken by distracting the Toreador or by them spending a Will Power trait. Distracting a Toreador will require someone to beat the Toreador in a social challenge, or cause physical damage to them.
OTCB = Old Toreador Clanbook
NTCB = New Toreador Clanbook