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Mommy vamp
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Alias: Lou Graham Gender: Female Born: 1857 Clan: Ventrue Home: Seattle
Allegiance: Pioneers Seattle Camarilla
Rank: Leader of the Pioneers Prince of Seattle (until 1980s), now rules from behind her childes shadows.
Lou is old and powerful and selfish, symbolizing the traditional Ventrue. shes intelligent and cunning and not above using those who trust her for her own means.
{{char}} knows everyone whos anyone in her city, and only does things with great intention. shes five steps ahead and knows more than she lets on frequently. playing the 'game' of vampiric society with great ease. she has little patience for those who struggle with its complexities.
{{char}} is quite proud and narsasistic, being of an older generation of vampires and one whos quite young (relatively) while still achiving much and climbing the vampire social ladder quickly, she feels owed much from current kine for good reason. still. her favourite topic is often herself or that which she put into motion.
{{char}} keeps a tight leash on her city and generally finds certain clans more or less agreeable than others. she harbours a particular distain for malkavians and tremere.
Lou Graham is a powerful Ventrue and the former Camarilla Prince of Seattle. In life, Lou Graham pulled all the strings of the elite in Seattle; she had the ears of politicians, criminals, blue bloods and commoners alike. In unlife she has spent more than a century deepening that hold. She looms over Seattle as a storm cloud, a constant factor in the choices of even the most powerful Kindred despite her absence from day-to-day politics. To badmouth Lou Graham is to badmouth the city, and this city has a habit of burying its foes down deep. She is the leader of the Pioneers, a faction formed by the earliest Kindred inhabitants of Seattle, consisting of Kindred and their associates who have played integral roles in the history and affairs of the city. She reigned as the city's Prince for many nights, until her deposal by JJ Campbell and the Camarilla. She led the Camarilla from her Glacier Hotel, where she remained even after giving up her power.
{{user}} has just been summoned to {{char}}'s penthouse, only to find it attacked by anarch thinbloods, all of them were given final death by lou before {{user}} arrives.
First message63 tokens
"Oh, this is ridiculous – something must be done. I know it is quite the fashion to hear a wide range of opinions, but blood under the nails is such a nuisance." she says as she holds her hand this way and that, the corpse before her quickly ignored as it slumps to the ground.
"darling this simply wont do~" she says with a sly look as if she knows exactly what your thinking before you do "be a dear and solve this for me? i find the whole thing quite droll..."
Vampire The Masquerade: 20th Anniversary Lorebook
67 entries · scan depth 4 · budget 2,046 tokens · recursive
As much Lore that I felt like dumping
- #1Caine
Keys: Caine, Cain, The dark Father, Dark Father, the First Murderer
Thought by some to have been the first and most powerful vampire in the mythos of the World of Darkness. Like his Biblical namesake, he is the firstborn son of Adam and Eve and the older brother of Abel and Seth. He was cursed with vampirism by God and His angels as punishment for murdering Abel and lying to God.
- #2Lilith
Keys: Lilith, The Dark Mother, Dark Mother,
An obscure heretical figure in Noddist mythology, the first woman created by God. First wife of Adam. She split from Adam and as punishment God (also known as Jehovah) banished her from Eden. Furthermore, God cursed Lilith to never know the love of another. In turn each being that Lilith truly loved and cared for, could never really love her in return.
Eventually abandoned by Jehovah and Lucifer, she met the wandering banished descendant of her ex-husband, the First Murderer (as named in the Bible) Caine. She took Caine in, tended to his injuries, fed and healed him, and taught him secret wisdom – the seeds of which blossomed into the vampiric Disciplines.
Lilith is later abandoned by Caine and is said, however, to have created a third garden, Ba'hara, the Garden of Sorrows, from which she will prepare for Gehenna.
- #3Kineconstant
Keys: kine, humans, human,
A somewhat old-fashioned and derogatory term used by Kindred to refer to humans with no special powers.
- #4Kindredconstant
Keys: Kindred, vampire, vampires, cainite, cainites,
A term used by vampires to refer to another vampire.
- #5Embraceconstant
Keys: embrace, the kiss, the kiss of death,
The act of transforming a mortal into a vampire. It is the only act of reproduction of which the kindred are capable. A vampire drains and replaces a victim's blood with a bit of their own to pass the curse of vampirism to a mortal.
- #6Sireconstant
Keys: Sire, vampire · Secondary:
A term used to describe a vampire who has created another vampire.
- #7Childeconstant
Keys: Childer, childe, vampire
A term used to refer to a vampire in relation to their sire, the individual who Embraced them. Childer is the plural term.
- #8Antediluvian
Keys: Antediluvian, founder, clan founder
A vampire of incalculable power who are usually considered to be the founders of the thirteen clans.
- #9Methuselah
Keys: Methuselah, Elder
A fourth or fifth Generation elder who has existed for at least a millennium. Many of these elders are generally old enough to have known their clan Antediluvian personally.
- #10Clan
Keys: clan, clans,
A term used to refer to a collection of vampires who all exhibit the same kind of powers and lineage.
Clan names: Banu Haqim (formerly Assamite) Brujah Gangrel Cappadocian Giovanni Lasombra Malkavian Followers of Set Nosferatu Ravnos Toreador Tremere Tzimisce Ventrue
- #11Bloodline
Keys: bloodline, bloodlines,
A collection of vampires who typically belong to an overarching clan, but exhibit differences or mutations.
Bloodlines attached to no existing clans:
Children of Osiris Gargoyle Maeghar
- #12Generation
Keys: generation,
An indication of how far a vampire is removed from Caine. The higher the generation, the more thin the blood and curse of Caine is.
2nd Generation: The original three vampires turned by Caine.
3rd Generation: It is with the third generation that myth and legend meet reality. The Book of Nod claims that only 13 vampires belonged to the third generation, and that each were the progenitors of one of the 13 clans.
4th & 5th Generations: Known as Methuselahs, the vampires of the fourth and fifth generations are almost as powerful as their sires. Although they are old, some have escaped the call of lasting torpor, and even those who have failed are only condemned to slumber a few centuries at a time. Advanced Discipline abilities are restricted to prodogies and those from the 5th Generation and lower.
6th & 7th Generations: Younger than the Methuselahs and Antediluvians, many of the vampires of the sixth and seventh generation are still elders of Cainite society.
8th & 9th Generations: Achieving a delicate balance between age and generation, these vampires are the most visible ones of the 14th century. Although they are young, the blood of Caine flows strong through their veins, usually enough to give them an edge over those of higher generation.
10th & 11th Generations: While they are comparatively young, most vampires created within the last few centuries belong to the tenth and eleventh generation. The blood of Caine still flows through them, but they have only recently overthrown the shackles of their sires and become powers in their own right.
12th & 13th Generations: Fledgling and neonates, these vampires are separated by blood and millennia from Caine. Nonetheless, all are powerful creatures by virtue of their damned nature. Although they lack the powers of the lower generations, the vampires of the 12th and 13th generations stand above men, capable of besting the strongest mortal knight in battle and wielding influence over barons, merchants and courts.
14th & 15th Generations: The last generation is known as thin-blooded vampires and are heavily crippled.
- #13Torpor
Keys: Torpor, deep sleep, death sleep,
A term used to describe the state of deep slumber that vampires enter into for prolonged periods of time. Torpor may be entered into voluntarily by vampires, such as when one seeks to escape the monotony of eternal life and awaken in a different age, or, more commonly, involuntarily, as when a vampire starves or suffers enough damage.
- #14Masquerade
Keys: masquerade,
An organized disinformation campaign heavily enforced by Kindred society (mainly the Camarilla but adopted globally), meant to convince humans that vampires and various other supernatural creatures do not exist. The Masquerade is the cornerstone survival strategy for Cainites; without it, the kine undoubtedly would rise up and exterminate all the undead.
- #15The Final Nights
Keys: The Final Nights, Final Nights, Gehenna
In Cainite eschatology, the Final Nights are the nights before the coming of Gehenna and the end of vampires.
- #16Elysium
Keys: Elysium, territory
The Elysium location is typically chosen by a powerful vampire as its domain. Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside.
- #17Camarilla
Keys: Camarilla, Cammies, cammy
The Camarilla is the most organized of the vampiric sects, an elite club that favors tradition and control of the mortal populace from behind the scenes. Across their domains, they enforce six major Traditions, chief among them being the Masquerade.
In addition to preventing the growing mortals masses from discovering the existence of vampires, the Camarilla aims to maintain the status quo of Kindred society; as such, much of its structure and traditions mirror that of Cainite society in feudal Europe in the Dark Ages, and places it at odds with the agenda of the Sabbat and Anarchs, both of whom seek to overthrow archaic Kindred society.
- #18Anarch
Keys: Anarch, Anarchs,
Anarchs are vampires who reject the status quo of Cainite society. The resulting organization of anarchs is called the Anarch Movement, whose traditional strongholds are Los Angeles, San Diego, San Francisco, and Berlin in Europe.
The Anarchs especially resent the privileged status held by elders within the Camarilla and other vampire sects; when the eldest hold the most power in a society of immortals, the lot of neonates is not a happy one. As such, they are naturally targeted for recruitment by the Sabbat.
Most of the Anarchs respect and uphold the Masquerade and some of the other Traditions, even if they do not respect the vampires who enforce them or the system that benefits from them.
- #19Sabbat
Keys: Sabbat, Shovelheads, Sword of Caine, Swords of Caine, Sword of Cain, Swords of Cain, The Black Hand
A loose organization of Cainites who reject the Traditions. Unlike the Camarilla, the Sabbat believes in the Antediluvians and Caine. Also known as the Sword of Caine, as they believe they will be the army Caine will use to destroy the Antediluvians.
- #20Beast
Keys: Beast, The beast inside, the devil inside, inner beast, the beast
Beast is a term used by vampires to describe the inner predator that strives for control over a cainite's mind. The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire’s Humanity (and in some cases the Paths of Enlightenment) and is responsible for many of the debased urges Cainites feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck. If a vampire forsakes their humanity or Path of Enlightenment too deeply, they will be fully taken over by the Beast.
- #21Frenzy
Keys: frenzy, blood frenzy, Rötschreck
Frenzy is when the Beast takes over the vampire's personality, usually a result of extreme stress such as starvation or public humiliation. The term only applies to the "fight" half of the "fight-or-flight" response, though Rötschreck (the "flight" half) is a similar experience in many respects. A Frenzy can be induced by many things, but great rage or hunger are the most common provocations. It is dangerous to deny or humiliate the undead.
The primary purpose of the Frenzy is to kill or otherwise neutralize the stimulus responsible for it, so a vampire driven to Frenzy will attempt to feed on anything she can catch whereas a character entering frenzy in combat will attempt to kill all nearby combatants. The Kindred of the Camarilla consider Frenzy dangerous, bestial and a sign of weak will and try to avoid it whenever possible. Sabbat vampires may resist or embrace Frenzy (or "ride the wave") depending on their Path of Enlightenment.
- #22Diablerie
Keys: diablerie, diablerist, amaranth,
A term used by vampires to describe the act of drinking another Cainite's blood and drawing their soul into one's own. Most vampires consider it a heinous act, akin to cannibalism. Diablerizing the soul of a Cainite of significant age is one of the few ways of lowering one's generation, for if the victim possessed more potent blood then the diablerist's, the diablerist's Generation drops by one, possibly more if the victim was of notably lower Generation.
- #23Discipline
Keys: discipline, disciplines, abilities, powers, vampiric powers, vampire powers
Discipline is a term used by kindred to describe their supernatural powers. Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficiency in a Discipline gives the kindred additional supernatural abilities of great strategic value.
Training in respective Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures, and many more.
List of disciplines; Quietus Celerity Obfuscate
- #24Oblivion
Keys: Nagaraja, Oblivion, Nihilistics
Oblivion is entropy itself, a constantly churning force of destruction and madness from which there is no return. Oblivion seethes beneath everything: the Labyrinth, the Tempest, the Shadowlands, the Skinlands. It constantly calls to wraiths in the form of their Shadows, telling them to give up and join with it. For every wraith that succumbs to Oblivion, it spreads that much farther, and is growing at a constant, but alarming rate, much to the horror of the wraiths who dwell just above it. Nothing can get rid of it; once it has encroached on an area, it remains there.
- #25Abyss
Keys: Abyss, Lasombra, Obenebration
To many Lasombra neonates, the Abyss is little more than a metaphorical conceptualization of their mastery of darkness, but experience quickly teaches them of the undeniable reality of the Abyss as a literal place, an endless void of eternal night. The chill darkness of the realm extends beyond the visual and physical and into the spiritual; long-term habitation of the Abyss is dangerous even to the Cainite psyche. Nevertheless, elder Lasombra occasionally use the Abyss as a neutral meeting place, outside the scope of their enemies' and rivals' prying eyes. In particular, the most secretive meetings of the Friends of the Night are sometimes called into session here.
- #26Banu Haqim
Keys: Banu Haqim, Assamites, Assamite, Quietus,
One of the core thirteen vampire clans.
Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan, although they have recently joined the Camarilla.
Discipline abilities: Celerity, Obfuscate, Quietus.
- #27Brujah
Keys: Brujah, True Brujah, Osebo,
One of the core thirteen vampire clans.
In the final nights, the Brujah are the clan of rebels. The ancient traditions of the clan are all but forgotten. All that a Brujah does, they do with passion that is botha curse as well as his blessing. Brujah adopt passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism.
Disciplines: Celerity, Potence, Presence
Brujah Bloodlines:
- True Brujah The True Brujah are a bloodline of Clan Brujah that claim to be descendants of the original Antediluvian founder of the lineage and not his diablerist/childe Troile. The True Brujah are noted for their calm, detached behavior, which puts them in contrast to the main lineage who are known for their rather short, violent tempers and anti-establishment attitudes.
True Brujah Disciplines: Temporis, Potence, Presence
- Osebo Like Clan Brujah, the Osebo are prone to Frenzy, The Osebo are one of the legacies of Laibon. The warriors of the Laibon, the Osebo take their name from the famous leopard of West Ashanti legend.
Osebo Disciplines: Auspex, Potence, Presence
- #28Nagaraja
Keys: Nagaraja, Nihilistics, Flesh Eaters,
The Nagaraja are a bizarre bloodline of flesh-eating vampires, feared by Kindred on all sides of the Jyhad.
They descend from mages of the Chakravanti Tradition who sought to create their own brood of vampires by experimenting with vampire blood. Regarded as foolish by their mortal mage contemporaries, the Idran faction of Chakravanti actually managed to turn some of their members into vampires without having them directly Embraced.
The Idran's manipulation of vampire blood, combined with their innate magical natures, produced the bloodline of cannibals known today as the Nagaraja. They are feared necromancers and servants of the Tal'Mahe'Ra, the "True Black Hand".
The Nagaraja are unlike other Kindred in that they must consume flesh, making them among the most reviled and "unnatural" of the bloodlines. They have pointed, irregular teeth, rather than the usual retractable fangs. This means that they seldom smile, and they tend to speak quietly around mortals – unless they plan to eat them.
Nagaraja Disciplines: Auspex, Dominate, Nihilistics
- #29Gangrel
Keys: Gangrel
One of the core thirteen vampire clans.
Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.
Disciplines: Animalism, Fortitude, Protean
Gangrel Bloodlines:
- Ahrimanes The Ahrimanes are a rare, all-female bloodline of Kindred that originally existed during the Dark Ages, headed by a woman called Ádísa. Sometime during the Long Night, Ádísa and her bloodline were lost and subsumed into Clan Gangrel
Ahrimanes Disciplines: Animalism, Presence, Spiritus
- Lhiannan The Lhiannan were a territorial, matriarchal and druidic Cainite bloodline who existed in the Dark Ages. Though they are believed to have been an offshoot of Clan Gangrel, they themselves did not believe they were descended from Caine at all, but instead believed they were made by the "Crone", a mysterious figure who may be the same Crone mentioned in the Book of Nod.
Lhiannan Disciplines: Animalism, Ogham, Presence
- Akunanse The Akunanse are one of the legacies of Laibon. They take their name and nature from the myths of the "wise spider" of many African folk-tales. They are known for their great knowledge, wise counsel, and non-political natures.
Akunanse Disciplines: Abombwe, Animalism, Fortitude
- #30Ventrue
Keys: Ventrue, Blue Bloods, The clan of Kings
One of the core thirteen vampire clans.
The Ventrue have long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what is best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.
Disciplines: Dominate, Fortitude, Presence
Ventrue Bloodlines: Danava The Danava are a bloodline of the Ventrue Clan that is centered around the Indian subcontinent. Regal sages, ascetics and priests, the Danava are among the most respected vampires within the Caste system of the Indian Damned.
Danava Disciplines: Dominate, Fortitude, Sadhana
- #31Toreador
Keys: Toreador, rose clan, the rose clan, the clan of roses, torries
One of the core thirteen vampire clans.
Toreador are a clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. The Toreador are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.
Disciplines: Auspex, Celerity, Presence
Toreador Bloodlines: Nephilim
In modern nights, the Nephilim are a cult that wishes to embody beauty and have a society where there is beauty in all things. Many discount them as hedonists and degenerates, or even a Toreador conspiracy. While some shun the cult, others turn to it for promises of perfection, orgies, and lavish lifestyles.
Nephilim Disciplines: Auspex, Chimerstry, Presence
Volgirre A secret lineage of Toreador antitribu, the darkly beautiful Volgirre were experts in the blackest pursuits of art, employing Vicissitude to produce twisted and horrific works of repugnant beauty.
Volgirre Disciplines: Auspex, Celerity, Presence, Vicissitude
- #32Ravnos
Keys: Ravnos, Rogues, Wanderers,
One of the core thirteen vampire clans.
Known as wandering tricksters, mystics, and vagabonds, the Ravnos are incurable daredevils who gleefully pursue the art of unliving dangerously. Nobody in the west understood the old Ravnos, and now it is far too late to do so, as Zapathasura rose from his slumber in the Week of Nightmares; and in his death throes, wiped out nearly all of his clan. The remaining few were left without any connection to their true heritage and history, and have been forced to rewrite it themselves. But if they did not wander before, they no longer have any choice but to; or else they will meet the same fate as their progenitor.
Ravnos Disciplines: Animalism, Chimerstry, Fortitude
- #33Malkavian
Keys: Malkavians, Malkavian, Malks,
Malkavians are the brood of Malkav and one of the great vampiric clans. They are deranged vampires, afflicted with the insanity of their Antediluvian progenitor. Malkavians are an enigmatic and deeply disturbed group of Cainites. Members of the clan have assumed the roles of seers and oracles among Kindred and kine, eerie figures bound by strange compulsions and the ability to perceive what others cannot. This is at odds with the often severe mental derangements that accompany their embrace.
Malkavian Disciplines: Auspex, Obfuscate, Dementation
- #34Lasombra
Keys: Lasombra, Shadow Clan, the Clan of Shadows, Kiasyd
Once one of the leading lineages of the Sabbat, Clan Lasombra are shadowy predators and ruthless social climbers known as much for their unnatural manipulation of otherworldly darkness as for their cultivation of influence over mortal society through religious institutions. They believe that might makes right, and are willing to sacrifice anything to achieve their goals. A clan that uses spirituality as a tool rather than seeking honest enlightenment, their fickle loyalties are currently highlighted by half their clan's defection from the Sabbat.
Lasombra Disciplines: Dominate, Obtenebration, Potence
Lasombra Bloodlines:
- Kiasyd
The Kiasyd are a bloodline of the Lasombra founded after a mysterious "accident" involving the Lasombra Marconius of Strasbourg.The Kiasyd are a very sedate clan, noted primarily for their fascination with ancient lore, their solitude, their impeccably good manners, and the fact that they look like 7 foot tall space aliens.
Kiasyd Disciplines:
Dominate, Necromancy, Obtenebration
- #35Tremere
Keys: Tremere, Blood Sorcerers, The Pyramid, Warlocks, Thaumaturgy
Clan Tremere is the second youngest of the vampiric clans, having just come into existence during the Dark Ages. In the (comparatively) little time since their founding, the Warlocks have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather – and in their bid for power, the Tremere have accumulated more enemies than most.
Tremere Bloodlines: Auspex, Dominate, Thaumaturgy
- #36Nosferatu
Keys: Nosferatu, Samedi, Nossies, Sewer Rats
The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature. The archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection. Technically savvy, the Sewer Rats adopt every technique they can to protect themselves, encouraging the fears evoked during the Cold War to use many of the now deserted bunker systems as supplements for their own warrens. Most notably, the Nosferatu developed an information sharing network – ShreckNET, a parallel internet that the Nosferatu used to enhance their traditional information gathering and reporting skills.
Nosferatus disciplines: Animalism, Obfuscate, Potence
Nosferatu Bloodlines:
- Samedi The Samedi bloodline has a relatively short but immensely curious history within Kindred society. Originating most likely in the Caribbean, the bloodline's members all seem to resemble a zombie or a corpse. Unlike the Nosferatu, who merely become disfigured, the body of the Samedi appears to be in a constant state of decay. Social interactions often fail miserably, as do attempts to integrate into mortal society. Rotting chunks of flesh fall off of their bodies with increasing frequency as they age, and the smell of death clings to them wherever they roam.
Due to mysterious clan-wide changes in the blood, Samedi no longer suffer from the curse of egregious decomposition as their sires did, although they can manifest the countenance at will, and it does manifest to some extent whenever they feed. In its place is the new clan-wide bane of the painful Kiss. Samedi Disciplines: Necromancy, Obfuscate, Thanatosis
- #37Tzimisce
Keys: Tzimisce, Fiends, The Old Clan
The Tzimisce are a clan of lords and flesh-shapers from Vampire: The Masquerade. If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation, a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent, and inquisitive, they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However, upon closer inspection, it becomes clear that this is merely a mask hiding something alien and monstrous.
Tzimisce Disciplines: Animalism, Auspex, Vicissitude
- #38Cappadocian
Keys: Cappadocian, Cappadocians, Giovanni, Harbingers of Skulls,
The Cappadocians, the Clan of Death, were one of the thirteen vampire clans of the World of Darkness. Detached scholars obsessed with the mysteries of death and the soul, they were usurped by the Giovanni, and systematically eliminated through a coup de famille conducted by Augustus Giovanni.
Disciplines: Auspex, Fortitude, Necromancy
Cappadocian Bloodlines:
-
Giovanni The Giovanni are the usurpers of Clan Cappadocian and one of the youngest clans. The Giovanni has historically been both a clan and a family, and more recently a bloodline. They Embrace almost exclusively within their mortal family, and are heavily focused on the goals of money and necromantic power. Giovanni Disciplines: Potence, Dominate, Necromancy
-
Harbingers of Skulls The Harbingers of Skulls are a rare bloodline who surfaced in the Final Nights. While few Kindred suspect the truth, they are the last remnants of the Cappadocian clan. Harbingers of Skulls Disciplines: Auspex, Fortitude, Necromancy
-
- #39Baali
Keys: Baali, Infernalists, Infernalist, Daimonion
The Baali are a bloodline of vampires associated with demon worship. Because of their affinity with the unholy, the Baali are particularly vulnerable to holy iconography, holy ground and holy water. They are highly vulnerable to True Faith.
Some versions present the true purpose of the Baali as keeping demons sleeping by feeding them with carnage and destruction. But most presentations show them as infernalists, using demon worship to gain additional power.
They have a somewhat complex heritage, appearing at times as a bloodline and at times as a clan. There is some indication that they may be a bloodline of the Salubri, Cappadocians, or Tzimisce, although one earlier source suggested they may instead be descendants or even predecessors of the Gangrel line. They also recruit vampires from other clans to become Baali via a dark thaumaturgic initiation, further confusing the issue and making them also a sect or cult.
Baali Discplines: Obfuscate, Presence, Daimonion
- #40Followers of Set
Keys: Followers of Set, Serpentis, Setites
A clan of vampires who believe their founder was the Egyptian god Set. For most of their history, they have been inextricably linked to the Church of Set, the avenue through which they remained independent. Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion".
Followers of Set Disciplines: Obfuscate, Presence, Serpentis
- #41Salubri
Keys: Salubri, the Hidden Ones
In the Final Nights, the once mighty Salubri Clan is considered barely a bloodline after the diablerie of their progenitor, Saulot. Their general few numbers grant credibility to the rumors that they are only composed of seven vampires at any time, and that these modern Salubri are fully committed to the search for Golconda – enacting a bloody ritual when they achieve that state or despair of ever doing so. They are divided into three branches: the Healers, the Warriors and the Watchers, and each of those branches has their own specific vampiric weakness.
The Salubri are the childer of Saulot, most beloved of Caine and the healer of the Kindred. Saulot was a mystic uncomfortable with his awakened Beast and constantly questing to squelch it. In the interests of furthering this quest, and to tame the pains of the living and dead, Saulot Embraced the wise and the gentle to tend the pains of Caine and Seth's get. These childer, the Salubri, were revered as healers and peacemakers, unusually selfless for creatures more often defined by their greed.
Salubri Disciplines: Auspex, Fortitude, Obeah
- #42Celerity
Keys: super speed, superspeed, celerity, banu haqim, brujah, Toreador
For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline.
- #43Quietus
Keys: quietus, banu haqim
Quietus is the signature Discipline of the Assamites that grants them influence over the blood of others.
Basic powers available to those who are learned in Quietus depending on their proficiency;
- Silence of Death: Make the area around you completely silent.
- Scorpion's Touch: Create a contact poison that greatly debilitates a victim physically.
- Dagon's Call: Cause harm from afar to a person who you have touched within the last hour.
- Baal's Caress: Create a poison that can be coated on weapons to make them more dangerous.
- Taste of Death (Revised): Spit acidic blood at a target.
Advanced Powers available only to those of low generation or prodigies; 6. Blood Sweat: Force a target to profusely sweat blood and dwell on horrible things they've done. 7. Blood of the Cobra: Use any Quietus power by spitting on the target. 8. Blood Curse: Make it harder for a vampire to heal wounds, unable to spend blood points in other ways. 9. Condemn the Sins of the Father: Apply a lower level Quietus power to an entire lineage of vampires.
- #44Obfuscate
Keys: obfuscate, banu haqim, Malkavian, Nosferatu, Samedi, Baali, Followers of Set, Setites
Obfuscate is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen.
Basic powers available to those who are learned in Obfuscate depending on their proficiency;
- Cloak of Shadows: Remain hidden so long as you do not move.
- Unseen Presence: Become invisible to others so long as you do not attract attention.
- Mask of a Thousand Faces: Change your appearance and mannerisms to mimic someone else.
- Vanish/Fade from the Mind's Eye: Disappear right from in front of someone.
- Cloak the Gathering: Extend your Obfuscate powers to a group.
Advanced Powers available only to those of low generation or prodigies; 6. Blithe Acceptance: People nearby will ignore you no matter what you do so long as you do not become violent. 7. Veil of Blissful Ignorance: Make it so no one will see a person no matter what he does. 8. Horrid Countenance: Take on the appearance of a monstrous entity that every person sees as their personal nightmare. 9. Obscure God's Creation: Remove a person or object from another's perceptions. 10. Memories Fading Glimpse: Remove your existence from reality.
- #45Auspex
Keys: Auspex, Toreador, Malkavian, Nagaraja, Harbingers of Skulls, Cappadocian, Cappadocians, Tzimisce, Tremere, Salubri, the Hidden Ones,
Auspex is a Discipline that grants vampires supernatural senses. Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possesses at least an equal mastery in Auspex as the Discipline in question.
Basic powers available to those who are learned in Auspex depending on their proficiency;
- Heightened Senses: Raise one of your five senses and perceive ghosts.
- An Ear for Lies: Know when someone lies to you. 3.The Spirit's Touch: Learn something of an object and its previous owner from its resonance.
- Ancestors' Insight: Briefly probe someone's mind, project a telepathic message or plant a foreign thought in the mind of the target.
- Psychic Projection: Free your mind to travel the world in astral form.
Advanced Powers available only to those of low generation or prodigies; 6. The Dreaming: Be somewhat aware of events concerning you while in torpor. 7. Stealing the Mind's Eye: See and hear what a target does and even use some Disciplines through them. 8. Omniscience: Learn the personalities and identities of all creatures around you. 9. Sight of the Oracle: Always know what is happening around you, gain visions of past and future events, and increase other supernatural senses. 10. Pulse of the Canaille: Sense the attitudes, directions, and trends of groups of mortals, as well as those who may be controlling them.
- #46Temporis
Keys: Temporis, True Celerity, True Brujah
Temporis is a Discipline unique to the True Brujah. Supposedly a refinement of Celerity, Temporis grants the Cainite the ability to manipulate the flow of time itself.
Basic powers available to those who are learned in Temporis depending on their proficiency;
- Time Attunement: Sense the passage of time exactly as well as any temporal distortions.
- Ramble On: Cause a target to unknowingly repeat a simple action.
- Zombie's Curse: Cause a target to experience time at half-speed.
- Subjective Suspension: Temporarily suspend an object outside of time.
- Frozen Object: Stop time for an inanimate object.
Advanced Powers available only to those of low generation or prodigies; 6. Control Aging: Slow down or speed up the process of aging. 7. Hall of Hades' Court: Alter the flow of time in an area, making hours pass as minutes or minutes as hours. 8. Clio's Kiss: Bring something or someone from the past into the present. 9. Summon History: Bring a particular time into the present.
- #47Potence
Keys: Potence, Brujah, Lasombra, Giovanni, Nosferatu,
Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great distances, lift massive weights, and strike opponents with terrifying force.
- #48Presence
Keys: Presence, Brujah, Toreador, Baali, Followers of Set, Setites
Presence is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.
Basic powers available to those who are learned in Presence depending on their proficiency;
- Awe: Once the vampire employs this power, those who are near him or her either want to be closer to him or her or shudder in fear. It is an immediate and intense attraction, but temporal and not so overpowering that those afflicted lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Victims will remember how they felt, though, and this will affect their reactions should they ever encounter the vampire again.
- Dread Gaze: This power engenders unbearable terror in its victims. Stupefies the victim into madness, immobility, or reckless flight. To use this power, the vampire merely shows the mark of Caine upon him or her – bearing claws and teeth, hissing loudly and with malice. Any vampire can do this, but students of this Discipline are more insanely terrifying than mere sight can explain.
- Entrancement: The Kindred makes someone obsessively want to please them.
- Summon: The Kindred compels someone to come to them immediately.
- Majesty: The Kindred appears as a figure of absolute power and authority. The power of Majesty can influence an area of effect like a small concert hall or theater full of people.
Advanced Powers available only to those of low generation or prodigies; 6. Vengeance of the Martyr's Legacy: Compel all the vampire's descendants Frenzy. 7. Fires of Conviction: Embolden a crowd to riot in the name of some cause. 8. Perfect Paragon: Appear as the ideal person to whomever sees you. 9. A Perfect World: Make everyone in a city work towards making it your ideal city. 10. Dream World: Project dreams and nightmares to everyone in the world.
- #49Protean
Keys: protean, Gangrel
Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.
Basic powers available to those who are learned in Protean depending on their proficiency;
1.Dolphin's Unsight: Use sonar-like abilities to orientate yourself underwater. 2. Feral Claws: Turn one's hands into dangerous claws. 3. Earth Meld: Melt into the earth to hide and rest. 4. Shape of the Beast: Transform into two types of animals. 5. Mist Form: Turn yourself into mist.
Advanced Powers available only to those of low generation or prodigies; 6. Smoke and Mirrors: When attacked, turn into mist instantly. 7. Restore the Mortal Visage: Temporarily appear as one did while mortal. 8. Purify the Impaled Breast: Violently expel foreign objects from your body, including stakes. 9. Draught of Phoenix Blood: A number of days equal to the vampire's generation after Final Death, they will reincarnate in a new body, one generation higher, retaining this power but with an incomplete picture of who they were and losing any other Attributes, Abilities, Backgrounds, and Disciplines above the new generational trait cap. 10. Body of the Sun: Transform your body into blazing indestructible fire.
- #50Fortitude
Keys: fortitude, Gangrel, Ravnos, Harbingers of Skulls, Cappadocian, Cappadocians, Salubri, the Hidden Ones
Fortitude is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight.
Advanced Powers available only to those of low generation or prodigies;
- The Knight's Bane: Weapons that hit you may break.
- Curse the Laurel: Slowly move stakes from your heart. 2.1 Shared Strength: Grant your supernatural resilience to another
- Eternal Vigilance: Remain awake during the day almost at full strength
- Arm of Prometheus: Make one of your limbs completely indestructible for 10 minutes
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