While not Blood Bound or Dominated into following clan traditions, individual Assamites are usually fanatically loyal to the clan. Most Assamites are of Middle Eastern heritage. They have swarthy skin, aquiline features, and black hair. Additionally, Assamites become darker as the years pass by, instead of becoming paler like most other vampires. There skin will continue to darken until it reaches a dark ebony. Assamite elders live at Alamut, while neonates have private locations as their havens. Before Assamites will embrace, they generally watch the given human for a long time before allowing a member to initiate the subject. If permission is granted, the mortal must serve the sire-to-be for seven years. If she serves very well, then she is Embraced, else, she is killed. Afer the Embrace she is apprenticed for another seven years, during which she is introduced to the mysteries of the clan and taught the techniques of assassination. Through this whole ordeal, she is expected to remain fanatically loyal to the clan. The Clan Disciplines are Celerity, Obfuscate, and Quietus. Assamites are usually former soldiers, explorers, investigators, or criminals. Their Natures and Demeanors are usually similar, but almost never the same. Any Attributes may be primary, but Skills are usually the primary Abilities. Popular Backgrounds include Mentor (the sire), and Clan Prestige (to get plum contracts).
The Daughters are a small bloodline, and Embrace only those who show "real" singing talent. Most of them create no more than one or two childer. The childer are taught for years by their sires before being released into the world. While the Daughters seem to abide by the Masquerade, they can be found in both the Camarilla and the Sabbat. The Daughters of Cacophony usually live in trendy apartments, lofts, and nightclubs. The Daughters of Cacophony most always have entertainer concepts. They split their Natures between Visionary and Praise-Seeker, though they may take any Demeanor. Social Attributes and Talent Abilities are always primary. They always have at least some Fame, but can have other Backgrounds. Many of the Daughters have developed the Baby Face Merit. Their Disciplines are Fortitude, Melpominee, and Presence. Their major weakness is that they have very low Perception ratings.
Ritual disfigurement is not uncommon, though it seems to vary from member to member. The Setites prefer to live in caverns or bunkers deep underground. Their havens are usually decorated with Egyptian hieroglyphics. The Followers of Set usually Embrace humans from their own Retainers. Most Setites have outsider concepts, but there's a small number of dilettantes, criminals, and politicians among them. They are often Curmudgeons or Deviants by Nature and will adopt whatever Demeanor is appropriate at the time. Social Attributes and Talents are primary. Most have Backgrounds of Retainers, Contacts, and Allies (through criminal organizations). Their Clan Disciplines are Obfuscate, Presence, and Serpentis. The Setites are extremely susceptible to sunlight. Clan Prestige is within the Followers of Set by enslaving others through their own weaknesses. The more followers a Setite has, the more respect she garners among her peers. Setites can also gain Prestige by corrupting people and Kindred in high positions.
The Giovanni are extremely loyal to each other, and betrayal of one of them is unthinkable. Clan Giovanni is one of the more rigidly controlled clans, and contact is constantly maintained between members of the clan. Giovanni generally dwell in mansions and condominiums in the finer parts of town; most also maintain at least one hideaway in a sewer or graveyard. Their most common Natures are Deviant and Architect, and they may assume any Demeanor. Mental Attributes and Knowledge Abilities are alwasy primary. They always have at least some Resources, but can have any other Backgrounds they desire. Most will have Retainers. Their Clan Disciplines are Dominate, Necromancy, and Potence. The easiest way to gain Clan Prestige among the Giovanni is by accumulating vast amounts of wealth. A more difficult way is by discovering new understandings of death, either through art or magic.
They prefer a sharp mind to dull strength, and ruthless persistence
to a pretty face. Lasombra generally live in Laboratories or areas of the
like. They are generally of the Cadiz and Barcelona areas, but have changed
over the years. They usually pick professional concepts. Mental Attributes
and Knowledge Abilities are primary. Most do have at least some Resource
Background, but may choose others at will. Their Clan Disciplines are Dominate,
Obtenebration, and Potence. The Lasombra's main weakness is that they cannot
see their reflections in a mirror. Some say that their inability to cast
reflections is caused by their association with shadows, a.k.a. their talent
of Obtenebration. Some Giovanni think that their inability to have a reflection
may be something spiritual. Lasombra usually dress according to their profession
and concepts.
Theft and con games are the most common aspects of the Ravnos lifestyle. The constant traveling makes it harder for the Ravnos to be caught engaging in their favorite pastimes. Ravnos find no greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch his wallet, gun, and pants while these Licks are around. The Ravnos move freely back and forth between cities controlled by the Camarilla and those controlled by the Sabbat. Those who attempt to prevent Ravnos from entering a city is given the "treatment"--large groups of the clan will enter the city and give it a thorough scouring. Few princes have the courage to rish such and do not prevent Ravnos from entering their city. Ravnos take their personal and clan honor very seriously, and it is one of their most prized possessions. However, the code of honor by which they live by is quite different from the rules most folks follow.
They don't place much pride in keeping their word unless they do a spit shake, with blood of course. They are honor-bound to avenge themselves if anyone besmirches their honor or "good name." They don't cheat or steal from others of the clan, but feel no guilt about stealing from outsiders. Friendship is valued highly, and they will always come to the aid of those whom they consider "brothers." Ravnos are almost always of Gypsy descent, and are often swarthy in complexion, with dark hair and black eyes. However, these traits are not universal. Ravnos have been known to Embrace gorgio (non-Gypsies). Ravnos generally sire few childer, and those that they do Embrace are generally the most promising members of their own families. Ravnos generally have drifter and outsider concepts. They usually have Jester-type Natures, but are willing to change their Demeanors at a moment's notice.
Social Abilities and Talents are generally primary, and they almost
always have a number of family members as Retainers. Some also have high
Resources in the form of gold and jewels they accumulated throught the
years. Their Clan Disciplines are Animalism, Chimerstry, and Fortitude.
There is no organization to this clan, for no Ravnos would trust another
to keep his word. However, when two or more Ravnos meet somewhere, they
will likely put on a show of great camaraderie, pledging each other their
undying loyalty--a vow that is quickly forgotten. The best way to gain
the respect of other Ravnos is to pull off wonderful cons, the tales of
which are then retold for years to come. The more souvenirs a character
can collect from his exploits, the better; it is considered bad taste to
talk about oneself unless one has something to show (the idea is to talk
about the object, not oneself).
When a Salubri sires, she takes great effort to teach her childe the ways of the lineage and how best to protect himself. She also prepares the neonate's path to Golconda, and then commits suicide by forcing the childe to drink her blood. Salubri believe the spirit of a vampire to be tortured, and to have no hope for peace unless Golconda is attained. The sole goal of the Salubri is to pass from this existence and thus be free. Once a Salubri reaches Golconda, he finds life easier in many ways. Golconda lets Kindred open themselves to Disciplines with ease. Instead of having to lower ones generation to learn Disciplines higher than five, a vampire in Golconda can learn new powers with but the expenditure of experience.
The Salubri only Embrace those who have proved themselves to be of the
highest Humanity. Healers, holy men, women, and true philanthropists have
all been chosen at one time or another. Salubri can have any concept, but
it is exceptionally rare for them to come from a criminal or soldier concept.
Almost all have a Caregiver Nature, but they can have any Demeanor. Mental
Attributes and Mental Abilities are usually primary, but this is not always
the case. All Salubri must take five dots in the Generation Background
to represent their sires' sacrifice for them. Many have Herds of faithful
followers. Their Clan Disciplines are Auspex, Fortitude, and Obeah. Whenever
one of the Salubri takes blood from someone who resists the Kiss, the Salubri
loses one Health Level for every Blood Point taken. It must be healed normally
(with blood). There is no organization, but will do anything in their powers
to help others of their line.
The Samedi are known to be competent assassins and bodyguards, and can
often be found serving anyone who can meet their price. The Nosferatu and
Giovanni both seem to have an affinity with these twisted Kindred, and
most Samedi will refuse to attack either of these clans unless paid a subdstantial
amount of money. The Samedi prefer to maintain their havens in or near
graveyards, digging concealed tunnels into mausoleums or under the basement
levels of funeral homes. Mental Attributes and Knowledges are primary.
Their Clan Disciplines are Necromancy, Obfuscate, and Thanatosis. The Samedi
appear to have no true organization.
Tzimisce prize intelligence and insight, but intelligence of a particular variety--the ability to perceive new ways of looking at things rather than the conventional problem-solving or logical sort. One of the Tzimisce's most notorious traits is its members' penchant for pain. While other vampires often commit cruel acts out of anger, hate, or simple sadistic pleasure, the Tzimisce obsession with pain seems reflexive--a need rather than a desire. Tzimisce frequently study and practice the craft of torture, and many among the clan act as full-time torturers for their sect, hence why they are nicknamed the "Fiends." Their Clan Disciplines are Animalism, Auspex, and Vicissitude. They generally have Director, Bravo, or Bon Vivant Natures. They can choose any Demeanor they find suitable. Their concepts are usually Professional.
|