Following are the Families (Clans) and
Organizations (Covenants) for Requiem play.
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| Clans |
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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.
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.
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
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
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.
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
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. Ventrue Kindred suffer a -2 penalty to Humanity rolls to avoid acquiring derangements after a failed degeneration
roll.
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| Covenants |
The Carthian Movement

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

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
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
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

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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