End of
Eternity Basic Rules Set:
Clan Advantages
And Disadvantages
Brujah
Advantages:
-
All Brujah begin play with 1 free trait
in either Politics, Street, or University Influence
-
All Brujah begin play with 1 free Ability
trait in either Academics, Brawl, Politics or Streetwise
Clan Advantage:
The Call
Centuries of rebellion, sometimes
in the face of insurmountable odds, have forged a powerful “us against
them” attitude among Brujah Clan members. Brujah are quick to side with
their own, even at the risk of personal danger. Prestation is neither requested
nor offered for this aid. They frown upon refusing a Brother or Sister
aid, resulting in the offender’s loss of a status trait and possibly even
ostracism. Those who overuse or abuse this advantage will find themselves
losing Prestige within Clan. A Brujah who has lost all of her Clan Prestige
can no longer expect the aid of her former allies and they may ignore her
at no risk.
Disadvantages:
Clan Disadvantage:
The Rage
As a whole, the Brujah bloodline
is cursed with an internalized hair-trigger rage. While many members spend
their entire existence trying to come to grips with the destructive force
within themselves, few have ever conquered it. Whenever a Brujah slips
into frenzy, they give themselves over to it entirely. Indeed, among modern
Brujah, even debate and discourse can become heated enough to incite the
Rage. Therefore…
-
All Brujah suffer from the permanent
negative Mental trait Violent. This cannot be bought off in any way short
of the very rare Golconda.
-
All Brujah suffer a - 1 to Virtue tests
of Self-Control
-
All Virtue Path tests due to loss of
Self-Control are at a - 1 (i.e. if your Brujah kills during a frenzy, you’re
at a -1 penalty on your Conscience test because the Beast likes to kill
and feels no remorse. If you lose the test, you lose a Humanity and gain
a Beast trait.)
-
While in frenzy, the Brujah does not
distinguish between offender and bystander, enemy and ally, Brother and
Sister. A Brujah incited to Frenzy will aim basically for the person responsible,
but will attack anyone who gets in his way. And after the subject is destroyed,
the Brujah will turn to the next closest target, and then the next, and
the next, etc.
Gangrel
Advantages:
-
Gangrel begin play with a free Ability
trait in both Animal Ken and Survival.
-
1 free trait in Lupine Lore to reflect
the Gangrels’ ability to survive or avoid Lupine encounters. (Lupines are
not your friends; you simply know how to avoid being killed by them under
normal circumstances.)
Clan Advantage:
The Wanderlust
Gangrel are not generally expected
to Present themselves to the Prince of the Domain they are passing through
unless they intend to stay for more than a night. They are also generally
allowed to leave a Domain whenever they like so long as they have no Sect
problems holding them down (wanted by Sheriff, etc.) Still, Princes are
happier if all Kindred show themselves while in their Domains.
Disadvantages:
Clan Disadvantage:
Mark of the Beast
-
Gangrel gain 1 bestial feature for every
uncontrolled Frenzy to a maximum of 5 features
-
They gain the negative Social trait
Bestial for each bestial feature they acquire to a maximum of 5 traits
-
Negative traits and features are visible
to all (unless the Gangrel has something with which to mask it)
-
Players are expected to roleplay all
negative features and traits
NOTE:
To see the Urban Gangrels' page, go here.
Malkavian
Advantages:
Once per night, a Malkavian may
choose to ignore any one of the following:
-
The use of Status in a Social challenge
-
The loss of a Status trait
-
Any miscellaneous uses of Status
- Here’s why: “Sane” Kindred often mistake
a Malkavian’s enlightenment for buffoonery, treating the clan’s members
like children and thus putting less social importance on their good behaviour.
As a result, for once per night, a Malkavian can generally get away with
doing something that would land any other Clan kindred under the Harpy’s
talons.
Clan Advantage:
The Mirror’s Insight
-
All Malkavians begin play with a free
Ability level of Awareness
-
Malkavians possess a link to their own
kind called ‘The Madness Network’. This allows them to identify their own
kind by using a simple test and concentrating on the target for a minute
or two, observing their behaviour (retest is Awareness)
-
They may also use the Network to sometimes
pass on information to other Malkavians
Disadvantages:
Clan Disadvantage:
The Shattered Mind
-
All Malkavians are permanently and irrevocably
insane.
-
This insanity manifests during the Embrace.
As mentioned, it is permanent and may never be bought off with Experience
Points or healed in any way
-
This Primary Derangement is ALWAYS active.
Any additional Derangements the Malkavian may acquire act as regular Derangements
and are only triggered by specific stimuli
-
A Malkavian may spend a Willpower to
suppress the adverse effects of her Derangement at the cost of 1 Willpower
per 10 minutes
-
Once a Malkavian is out of Willpower,
any stimuli towards the Primary Derangement will cause the Kindred to enter
into frenzy upon failure of a simple test
Nosferatu
Advantages:
-
All Nosferatu begin play with 1 free
Ability trait each in both Stealth and Survival
-
Nosferatu have little fear of their
Sabbat brethren, as the relationship between the two is cordial (though
it should be noted that the Nosferatu of either Sect would not betray their
peers lightly.)
-
Nosferatu may choose ONE instinctive
illusionary disguise when they learn Mask of 1000 Faces. This will be the
look the Nosferatu adopts unconsciously when she is spotted, surprised,
etc, and will probably also be her most common one. NOTE:
This still costs the character a Mental trait to generate; the only difference
is that the trait gets spent automatically in this case. If the Nosferatu
should run out of Mental traits, the Mask fails and cannot be put up again
until the next night when their traits refresh.
Clan Advantage:
Sanctuary
-
A portion of any Domain’s sewers are
the sole property of the Nosferatu Clan. No other Kindred may access this
area without a Nosferatu guide, powerful Disciplines, or special Storyteller
dispensation
-
A Nosferatu standing near a manhole
cover or a sewer grate may use it for the “Fair Escape” rule.
Disadvantages:
Clan Disadvantage:
Horrid Visage
-
A Nosferatu may not initiate Social
challenges with others while their true face is apparent.
-
The exception to this rule is in challenges
of Intimidation or to threaten an opponent
-
All Nosferatu have the Repugnant Social
traits x 3
-
No Nosferatu may have the Social traits
Alluring, Elegant, Gorgeous, Magnetic or Seductive
-
The Nosferatu’s physical deformations
may not be cured or permanently corrected by any means (this includes Thaumaturgical
spells, Rituals, gifts, or practical, human medicine). Even Vicissitude
will only alter the physique for a night.)
Toreador
Advantages:
-
All Toreador begin play with 2 bonus
traits in either Academics, Crafts, Expression, Performance or Subterfuge
in any combination
Clan Advantage:
Idol of Millions
-
Toreador may call upon their artistic
Skills and Abilities to feed more easily. A Toreador can gain 1 Blood trait
for each level possessed in Academics, Crafts, Expression, Performance
and Subterfuge
-
Each Blood trait gained in this fashion
takes 10 minutes of out-of-play time
-
Gaining Blood traits in this fashion
uses up said Ability Traits
Disadvantages:
Clan Disadvantage:
The Rapture
-
When a Toreador is witness to a Crafts,
Expression or Performance of 3, they must make a Mental test versus 7 traits
to prevent entering a fugue state (retest with Willpower)
-
Any Crafts, Expression or Performance
with a rating of 4 or higher will have a Toreador enter into a blissful
Fugue (as per the Derangement) (No test required)
-
While in the Fugue state, the character
suffers a period of shutdown to the outside world as they are completely
captured and entranced by the object, person, performance, etc. The character
enters a trance-like state, and the control of it goes to the Narrator.
-
At the end of the Rapture, the character
regains consciousness with no memory of her actions
To resist the pull of the Rapture the
player must either:
o Take damage
o Make a Willpower test with Willpower
as a retest, then spend 1 Mental trait
o Be defeated in a Social challenge
as someone tries to pull them away from the stimulus
NOTE:
Players of Toreador should roleplay their characters’ resistance to being
pulled away from the stimulus of the Rapture. In this state, the Toreador
will ignore his surroundings and other responsibilities, even to the point
of endangering himself. Any reasonably unobtrusive foe can surprise the
distracted Toreador.
Tremere
Advantages:
-
All Tremere begin play with 1 level
in the Occult Ability and 1 trait of Occult Influence. The 1 Occult Influence
trait may never be lost. If Influence in the Occult is lost, the original
1 point remains unscathed
-
All Tremere gain ONE Ritual for every
level they gain in their primary path of Thaumaturgy. The level of the
Ritual must be lesser or equal to the level of the Path of Thaumaturgy
gained
Clan Advantage:
The Pyramid
-
Lower-ranking Tremere can expect training
in Disciplines and rituals. They may also claim residence at the Regent’s
Chantry
-
Tremere can expect that any Mentor they
have will always offer assistance, but, conversely, they will be expected
to fulfill a specific duty afterward
-
Tremere are allowed to seize any opportunity
to further their personal power so long as it does not jeopardize the Clan
as a whole
Disadvantages:
Because of the questionable origins
of Clan Tremere’s lineage, they are generally distrusted by the other Camarilla
Clans. Most functioning members of the Camarilla don’t exactly know why,
but the Clan is always viewed (even if it isn’t said out loud) to pursue
its own agenda first, and because of its secretive nature is further seen
as mysterious and possibly dangerous. But still, the Tremere are a solid
foundation in the Camarilla and have proven their loyalty as much as any
other clan.
Clan Disadvantage:
The Pyramid
-
ALL Tremere are 1 point Blood Bound
to the Council of Seven in Vienna. The Council also has access to 2 of
each character’s Blood traits, which were taken when the Tremere was introduced
as a childe.
-
The Head of a Chantry holds 1 Blood
trait of each member of that Chantry
-
Lower-ranked Tremere are seen as expendable
resources by their betters - and are treated as such
-
Tremere who fail in their duties or
who disobey orders may be forced to drink again from the Blood mixture
of the Council of Seven
-
Those who fail to report to their superiors
or who do not successfully carry out their duties are harshly punished
-
EVERY Tremere MUST win a test versus
9 traits to consciously commit actions that are directly subversive to
Clan Tremere (Willpower as a retest)
Ventrue
Advantages:
-
All Ventrue begin play with 1 trait
of Resources which can never be lost
-
All Ventrue begin play with 1 trait
in Financial, High Society or Political Influence
Clan Advantage:
Pedigree
-
All Ventrue have a traceable lineage
that can (and will) be produced upon any Elder’s request (this obviously
makes infiltration quite difficult). Any Ventrue line can be traced with
enough effort from a Clan member, however this may take several months
-
The Ventrue Clan as a whole are precieved
to be the scions of the Camarilla, continually expanding its influence
and territory as well as crusading for its interests. Their air of refinement,
stewardship and coordinated leadership award them a level of elevated social
standing amongst the members of the sect and as such all Ventrue begin
play with the Status Trait: Esteemed
Disadvantages:
Clan Disadvantage:
Rarefied Taste
-
Upon Embrace, each Ventrue instinctively
realizes that only one type or source of blood will satisfy their hunger.
Ventrue may only feed from mortal blood meeting with their particular dietary
restriction
-
Ventrue MUST feed from their specific
blood type (this usually means having a Herd)
-
A Ventrue must make a Self-Control test
versus 3 traits or enter a rage Frenzy if their Herd is endangered in any
way
-
When hungry (i.e. down to 4 Blood traits),
a Ventrue must make a Self-Control test at -1 when feeding on an appropriate
vessel
-
Any attempt by a Ventrue to ingest blood
not of their preferred source will cause the Kindred to reflexively regurgitate
the blood, gaining no nourishment
A Ventrue, under dire circumstances,
may attempt to choke (and keep) down blood not of their taste with the
expenditure of 1 Willpower per Blood trait. This feeding restriction does
not apply to Vampire vitae - it may be imbibed with no penalties. A Ventrue
may suppress their flaw long enough to embrace a childe, if necessary.
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