Revised Clan Advantages and Disadvantages
Brujah
& Brujah Antitribu
- Advantage: As free-thinkers and rebels, Brujah have contacts in their
field of revolution, be it gang warfare or socio-political theory. Camarilla
Brujah gain one free Ability of either Politics, Academics or
Streetwise and one free trait in the associated Influence of
Political, University or Street. Sabbat Brujah Antitribu
are not as organized as their Camarilla brothers, and thus aren't as
influential in the city. Instead, Sabbat Brujah Antitribu may select
any combination of two of the following Abilities: Politics, Academics,
Brawl and Streetwise. A Brujah can call upon the help of his
clanmates by issuing a Call-to-Arms. All Brujah in the given city respond with
a fevered devotion that breaks down the division between even Sect. Brujah and
Brujah Antitribu alike set aside their differences when a Call-to-Arms is
received. Failing to respond causes the offender to lose standing within his
or her Clan and he or she will be unable to gain the support of other Brujah
in the future.
- Disadvantage: Brujah are easily prone to violence. All Brujah suffer a 1
Trait penalty to tests of Self-Control/Instinct to avoid frenzy. Brujah
Antitribu of the Sabbat suffer the same penalty.
Malkavian &
Malkavian Antitribu
- Advantage: The Lunatics seem to be blessed with a special insight into the
workings of the hidden world. Because of this insight, all Malkavians receive
a free level of the Awareness Ability. Both Malkavian and Malkavian
Antitribu may take the Insight Background as high as x5. All Lunatics
seem to be able to recognize each other, by name, upon sight. Sometimes they
are even able to pass along tidbits of information. This Malkavian Madness
Network allows a Malkavian to communicate via a secret language. Sometimes
this manifests itself as speech that is understood only by the Malkavians and
sounds as gibberish to anyone else, other times it manifests as purely
telepathic communication. Both Malkavian and Sabbat Malkavian Antitribu
gain this Advantage.
- Disadvantage: All Malkavians are irrevocably insane. Camarilla Malkavians
begin the game with one Derangement of the player's choice. Sabbat Malkavian
Antitribu must begin with 2 Derangements. These Derangements may never
be removed, but may be temporarily overcome with Willpower. Additionally,
Sabbat Malkavian Antitribu may not spend a Willpower trait to control
theirselves in a frenzy. They must ride it through to the end.
Nosferatu &
Nosferatu Antitribu
- Advantage: All Nosferatu learn the ways of skulking and hiding, simply to
avoid unwanted attention. Nosferatu and Nosferatu Antitribu characters
alike receive one free level of both the Stealth and Survival
Abilities. All Nosferatu, Camarilla and Sabbat alike (for the Sewer Rats make
no distinction between Sect) share a communal Haven in the sewers deep beneath
the city. This Nosferatu Kingdom provides a safe place for all Nosferatu to
sleep if need be, as well as a place to exchange information. Nosferatu may
buy their first two levels of Sewer Lore without extensive research and
exploration.
- Disadvantage: The curse of Caine manifests itself in the appearance of a
Nosferatu. All Nosferatu must take the Negative Social Traits Repugnant x3
which may not be removed. Instead of Repugnant x3, you may choose to take 3
Negative Social traits from the Revised Clanbook: Nosferatu. Furthermore, no
Nosferatu may possess the Social Traits Alluring, Elegant, Gorgeous, Magnetic
or Seductive without calling upon the powers of Obfuscate. No Nosferatu may
initiate a Social Challenge when their true visages are apparent, except
challenges of intimidation. At the discretion of the player, a Nosteratu may
choose to take any combination of 3 Nosferatu Negative Social Traits, which
appear in the Revised Nosferatu Clanbook. These Traits are: Blighted,
Blubbery, Charred, Dreadful, Engorged, Flaccid, Mangy, Nauseating, Oozing,
Petrified, Putrefied, Pustulent, Reptilian, Repulsive, Rubbery, Scabrous,
Scarred, Skanky and Withered
Toreador & Toreador Antitribu
- Advantage: With their predilection for artistic skill, Toreador all have
some sort of unique talent. Toreador receive two free Traits in which he or
she may purchase extra levels of Academics, Crafts, Performance or
Subterfuge. Camarilla Toreador start with one free level of the Herd
Background. Sabbat Toreador do not. A Camarilla Toreador will receive a Harpy
position before a member of another Clan will.
- Disadvantage: Toreador are easily entranced by beauty. Anytime a Toreador
is presented with a work executed with the equivalency of 3 levels of either
Crafts or Performance he or she enters a fugue state in which
they are lost in the moment of beauty. Only by expending a Mental Trait can he
or she break this bond, although certain situations may break this state as
well, such as being attacked or elbowed by a neighbor. Sabbat Toreador
Antitribu have come to be facinated with pain and discomfort, whether
their own, or that of others. When confronted with a scene of pain, or the
oppoertunity to do harm, Toreador Antitribu must indulge in the dark
passion, or expend a Mental Trait not to. This may be as simple as a callous
remark, or as grave as torture or murder.
Tremere
- Advantage: Because of their mystical training, all Tremere receive one
free level of the Occult Ability and the Occult Influence.
Tremere must undergo rigorous one-on-one training with their tutors. All
Tremere receive on free level of Mentor reflecting their personal
tutors. Tremere may take familiars as Retainers. The exact nature of
the familiar is decided by the Storytellers.
- Disadvantage: Upon receiving the Embrace, all Tremere are required to
drink the combine blood of their elders. Therefore, all Tremere are one step
Blood Bound to their Clan elders. Tremere who fail in their duties or disobey
their elders are forced to drink again. Those who fail to report to their
superiors, or those who carry out their duties poorly can expect to be dealt
with harshly. Those who do not pull their own weight may find themselves
expendable.
- As of late summer '99, the Tremere Antitribu no longer exist.
Summoned to his Chantry in Mexico City by Goratrix, founder of the Tremere
Antitribu, the Bloodline, en masse, was mysteriously destroyed.
Those that survived were branded as Infernalists, and summarilly executed by
their own Sect, largly at the provocation of the Salubri Antitribu...
but this is only one of many rumors that surround their mysterious
disappearence.
Ventrue & Ventrue Antitribu
- Advantage: Because of their keen financial acumen and savvy, Camarilla
Ventrue begin the game with one free level of the Resources Background.
Camarilla Ventrue may begin with one free level of the Finance,
Etiquette or Politics Ability and the associated Influence of
Finance, High Society or Political. Sabbat Ventrue
Antitribu have a powerful reputation in the Sabbat. Sabbat Ventrue may
start the game with the additional Status trait of either Respected,
Righteous, Passionate or Feared. They may additionally take one of
the following Abilities free of cost: Academics, Finance, Leadership, Melee
of Politics. By simply making a few phone calls and doing a little
research, a Ventrue may establish the credentials of any Kindred claiming to
be Ventrue. In this way, one can discover the Sire, Grand-Sire and so on of
any individual Ventrue.
- Disadvantage: All Ventrue have rarefied tastes. They may only feed from
mortal blood meeting their dietary restriction. Ventrue must choose a
Selective Digestion upon character creation.
Lasombra
- Advantage: A long heritage of manipulation make the Lasombra
puppeteers par excellence. All Lasombra receive on free level of Church,
Political or Underworld Influence. As founders of the Sabbat, the
Lasombra are recognized for the destruction of there Antediluvian. All
Lasombra receive one extra free Status Trait within the Sabbat. Lasombra
always enter the city, regardless of how far the game has progressed, with the
Status of Initiated, as well as their extra Status received from their Clan
Advantage. Lasombra are know as natural leaders within the Sabbat. Lasombra
will always receive a Position within a city before any other Clan (with the
exception of the Tzimisce Clan Advantage).
- Disadvantage: Lasombra cast no reflection on mirrors or reflective
surfaces (like water or windows), nor do they appear on photographic film or
video cameras of any kind. A Lasombra’s lack of reflection always indicates
him as such, which makes it very hard for one to infiltrate the Camarilla.
Tzimisce
- Advantage: The fiends may begin the game with one free Trait of the
Occult Ability and one free level of either Church or
Occult Influence. Furthermore, a Tzimisce may purchase his or her first
two levels of any Lore Ability without the need for extensive research.
Tzimisce may take revenants as Retainers. The creation of the revenants
will be handled by the Storytellers. If the player deems it appropriate to his
or her character's concept, a Tzimisce may purchase the Discipline of
Koldunic Sorcery at in-clan cost, however this will only be given to
players the Storytellers feel are responsible role-players. Storytellers
reserve the right to deny anyone this Discipline for various reasons. A
Tzimisce will always get a position as Priscus or Pack Priest before a member
of another Clan.
- Disadvantage: A Tzimisce must sleep in at least two handfuls of soil
native to his or her homeland. Trait penalties are imposed as per the rules
presented on page 45 of Laws of the Night Revised. For this reason, Tzimisce
keep multiple havens. A Fiend whose Haven has been compromised is in dire
straits indeed.
Assamite &
Assamite Antitribu
- Advantage: Assamites are trained killers. They may start with on free
level of both the Brawl and Melee Abilities. Assamites may be
able to gain specialized equipment through their Clan at no extra cost. With
the permission of the Storytellers, an Assamite may be able to return to
Alamut and learn the rigorous teachings of Thaumaturgy at in-clan cost,
however this will only be given to player the Storytellers feel are
responsible role-players. Storytellers reserve the right to deny anyone this
Discipline for various reasons. Sabbat Assamite Antitribu automatically
gain the Sabbat Status trait of Feared. They may also take either the
Brawl or Melee Ability free of cost. Sabbat Assamites gain none
of the other benefits listed above, as Sabbat Assamites can not and do not
find nor enter the legendery Alamut.
- Disadvantage: As a result of their recent circumvention of the Tremere
curse, independent Assamites now share the same drawback as their Sabbat
cousins. All Assamites hunger for the vitae of the Kindred. Anytime an
Independent or Sabbat Assamite tastes the blood of another Kindred, he or she
must make a static Self-Control/Instincts check with a Difficulty of 4. If the
test is failed, then the taste is not enough, and the Assamites seizes the
Kindred and takes as much as he or she can in an attempt to commit Diablrie.
Even if the Assamite wins the test, the hunger should be roleplayed to the
best of the player's ability.
Followers of Set
- Advantage: The Followers of Set choose recruits with connections in the
underworld, crime and politics. All Setites gain one free level of the
Streetwise Ability and one free level of Political, Street or
Underworld Influence. With the permission of the Storytellers, a Setite
may, with the aid of the other more powerful members of his or her Clan, learn
the rigorous teachings of Thaumaturgy at out-of-clan cost, however this
will only be given to players the Storytellers feel are responsible
role-players. Storytellers reserve the right to deny anyone this Discipline
for various reasons.
- Disadvantage: Just as Set was banished from Egypt into the darkness, so to
do his followers hide in the shadows. Sunlight always inflicts one extra
Health Level of damage, and even under bright lights Setites suffer a 1 Trait
penalty to all challenges.
Gangrel &
Gangrel Antitribu
- Advantage: All Gangrel receive one free level of both the Animal
Ken and Survival Abilities. Gangrel are known to deal with Lupines
from time to time. Gangrel characters may buy their first 2 levels of
Lupine Lore without extensive research. While most vampires are
uncomfortable outside of cities, Gangrel are hardy nomads. Constantly on the
move, Gangrel rarely ever stay in one place for any amount of time. For this
reason, few Princes of Camarilla cities require a Gangrel to present himself.
Such idiocy would be a waste of time, as the Gangrel in question could up and
leave without notice at any given moment.
- Disadvantage: The marks of the Beast are present on a Gangrel’s visage.
Whenever a Gangrel frenzies, he or she gains on animal feature. These features
take the form of Negative Social Traits. Each time a Gangrel frenzies, the
character gains a new Negative Social Trait of Bestial, Feral or
Repugnant. These Traits can not be bought off with experience, and no
more than 5 Traits may be gained from this Disadvantage.
Giovanni
- Advantage: All Giovanni get one free level of Occult Ability and
the Occult Influence. The Giovanni lends it's financial ability to all
of it's members. Giovanni begin with one free level of Finance or
Health Influence. Giovanni may purchase a second level of one of these
Influences, or he or she may take one special level of the Retainers
Background, being a wraith. Wraith retainers will be created by the
Storytellers.
- Disadvantage: The bite of a Giovanni holds no Kiss, only pain. Each
Giovanni effectively has the Flaw Grip of the Damned. Furthermore, each
Blood Trait taken from a mortal victim is effectively 2 for the purposes of
determining the effects of blood loss.
Ravnos & Ravnos
Antitribu
- Advantage: Independent Ravnos gain on free level of the Streetwise
Ability and one free level of Street or Transportation
Influence. A Ravnos is expected to be a chaotic whirlwind of deception. Ravnos
are less likely to receive Negative Status for their actions. Once per game
session, a Ravnos may ignore the rewarding of Negative Status to him, or the
use of Positive Status against him. One or the other, not both. No
Prince would risk bringing down the wrath of the entire Clan by refusing a
Ravnos acknowledgment. Sabbat Ravnos Antitribu may take one level of
the Contacts or Street Influence Background. Their nomadic
senses instill in them a keen sense of how to survive in less than ideal
situations. Sabbat Ravnos may take an additional Stealth or
Survival Ability free of cost.
- Disadvantage: All Ravnos suffer from a weakness to their favored games and
scams. Each Ravnos has a “signature crime” and once per session he must
attempt to indulge in this act, Unless a Self-Control/Instinct test
(Difficulty 3) can be made.
Daughters
of Cacophony
- Advantage: Daughters of Cacophony do not Embrace the physically imperfect.
All Daughters gain one free Social Trait of Alluring, Elegant, Gorgeous,
Magnetic or Seductive. All Daughters start with The Performance:
Singing Ability, as well as a second level of any other Performance
and one free level of the High Society Influence.
- Disadvantage: The constant throb of the Sirens’ music plays through the
minds of all Daughters of Cacophony, and a Siren is deaf to all but her own
music. In Tests of Perception, a Daughter suffers a two Trait penalty in
challenge resolution. No Daughter may have more than two Perception-based
Mental Traits (Attentive, Discerning, Insightful, Observant and
Vigilant).
Salubri Antitribu
- Advantage: Salubri Antitribu gain on free level of the
Occult Ability. Additionally, Sabbat Salubri gains one Morality Trait,
free of charge, so long as he or she selects a Path of Enlightenment. This
cannot take the character above 3 Morality Traits at the beginning of the
game.
- Disadvantage: Salubri Antitribu must feed from a fallen foe or
otherwise by force. Blood given freely does not sustain them. Salubri
Antitribu must begin the game between the 10th and 12th Generation.
Samedi
- Advantage: Samedi have strong affinities for the nature of death and
decay. All Samedi begin the game with one free level of the Occult
Ability and one free level of Occult or Health Influence. Samedi
may, at the Storyteller's discretion, learn Necromancy at in-clan cost
without the need for a Giovanni instructor. Samedi begin their studies on the
Bone Path of Necromancy. Many of the Bloodline's members are
necromancers par excellence, however this will only be given to players
the Storytellers feel are responsible role-players. As usual, Storytellers
reserve the right to deny anyone this Discipline for various reasons.
- Disadvantage: The Samedi are hideous to behold. All Samedi must take a
combination of 3 of the following Negative Social Traits Repugnant,
Dreadful, Petrified, Putrefied and Withered, which may never be
removed. Furthermore, no Samedi may possess the Social Traits Alluring,
Elegant, Gorgeous, Magnetic or Seductive without calling upon the
powers of Obfuscate. No Samedi may initiate a Social Challenge when their true
visages are apparent, except challenges of intimidation.
Caitiff
& Panders
- Advantage: Caitiff and Pander have no Advantage, save that they may choose
which three Disciplines they wish to learn innately. Caitiff and Pander may
choose any three Disciplines, provided that at least three other Clans hold it
as in-clan ( Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,
Potence and Presence). Caitiff and Panders of the 14th Generation
may thake the Insight Background as high as x3. Caitiff and Panders of the
15th Generation may take the Insight Background as high as x5.
- Disadvantage: Neither Caitiff nor Pander may start the game below the 10th
Generation. rather, Caitiff and pander are encouraged to play even higher
Generations. The Flaw 14th Generation taken by a Caitff is worth 3 instead of
2 and the Flaw 15th Generation is worth 5 points instead of 4.
Ghoul Modifiers
- Brujah ghouls begin with on e free level of either the Streetwise,
Academics or Politics Ability and they must start with Potence. Brujah ghouls
must take the Negative Trait: Violent.
- Malkavian ghouls get on free level of Awareness and must start with a
Mental Flaw which in some manner resembles a full fledged Derangement.
Malkavian ghouls may choose from either Potence, Celerity or Fortitude.
- Nosferatu ghouls must take the Negative Social Trait: Repugnant. Nosferatu
ghouls get on free level of the Stealth Ability and must start with Potence.
- Toreador ghouls gain one free level of the Performance Ability and must
start with Celerity.
- Tremere may start with a Familiar for a Retainer. Tremere ghouls gain one
free level of the Occult Ability and may choose from either Potence, Celerity
or Fortitude.
- Ventrue ghouls begin with one free level of the Finance Ability and must
start with Fortitude.
- Lasombra ghouls begin with on free level of the Subterfuge Ability and
must start with Potence. Lasombra ghouls must take the Flaw: Faint Reflection.
- Tzimisce may take revenants as Retainers. Tzimisce ghouls gain one free
level of the Occult Ability and may choose either Potence, Celerity or
Fortitude.
- Assamite ghouls gain one free level of either the Melee or Brawl Abilities
and must start with Celerity.
- Gangrel ghouls begin with one free level of the Animal Ken or Survival
Abilities and must start with Fortitude.
- Giovanni may start with a wraith as a Retainer. Giovanni ghouls get one
free level of the Occult Ability and must begin with Potence.
- Followers of Set ghouls begin with one free level of the Subterfuge
Ability and may choose between Potence, Celerity or Fortitude.
- Ravnos ghouls start with on free level of the Streetwise Ability and must
start with Fortitude.
- Daughters of Cacophony ghouls begin with one free level of the Performance
(Singing) Ability and must start with Fortitude.
- Salubri Antitribu ghouls start with one free level of the Brawl
Ability and must begin with Fortitude.
- Samedi ghouls begin with one free level of the Occult Ability and must
begin with Fortitude. Samedi ghouls gain the Negative Social Trait: Repugnant.
Revenant Families & Modifiers
- Bratovich Revenants are 1 Trait down on all checks when resisting frenzy.
Disciplines: Animalism, Potence, Vicissitude
- Grimaldi Revenants begin the game completely Blood Bound to all members of
the city of Bishop ranking or higher. Disciplines: Celerity, Dominate,
Fortitude
- Obertus Revenants suffer from some form of the Obsessive/Compulsive
Derangement or some other intellectual instability. Disciplines: Auspex,
Obfuscate, Vicissitude
- Zantosa Revenants must make a Static Challenge vs. their current Willpower
rating to avoid becoming addicted to any pleasurable experiences they might
encounter. Disciplines: Auspex, Presence, Vicissitude
- Ducheski Revenants must choose Social as their Tertiary Attribute
Category, and may never have more than 3 Social Traits, one Appearance, one
Manipulation and one Charisma. Disciplines: Auspex, Dominate, Thaumaturgy
- Rafastio Revenants must win or tie two Simple Challenge on nights of the
new moon when attempting to use Disciplines. On nights of the waxing or waning
moons, Rafastio must win or tie only one Simple Challenge to use their
Disciplines. Disciplines: Animalism, Auspex, Thaumaturgy
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