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PLEASE NOTE The following Vampire rules are not the creation of this author, but a heavily modified version of the Vanmpire: Intoductory Kit. The material presented here (a small part of the entire kit) is meant to be used as a review of how the material could be modified to create Vampires in the Street Fighter game. Such characters will not be compatible with other White Wolf products. The REAL Intoductory Kit can be seen at the White Wolf homepage. Thanks!

Unless the Storyteller is running an all-vampire campaign in Street Fighter, is is advised that Vampires not be allowed as player-characters, as they are far more powerful than normal characters.

 Never more shall vampires rule openly, the lords of the Camarilla decreed. We shall hide among the mortals, and conceal our natures from our prey, and in a few decades the mortals will know vampires only as myths.
Thus, the Masquerade was born, and the Inquisition gradually forgot its original target. Those anarchs who would not join the Camarilla were driven into the wastes, from which they would later emerge as the dread Sabbat cult. With the discovery of the New World and the dawn of science, humanity gradually forgot about the Kindred, relegating them to the status of childhood legends.
 But, though hidden, vampires were still quite real. The wars of the Jyhad raged on, though the nights of open battle were replaced by sudden ambushes and maneuvering of human pawns. Weaving their webs throughout the ever-expanding cities, the Kindred eschewed their previous games for more methodical but no less deadly ones.

The Modern Nights and Gehenna
 And the wars continued down the centuries, and continue still. The Jyhad rages as it always has - though skyscrapers take the place of castles, machine-guns and missiles replace swords and torches, and stock portfolios substitute for vaults of gold, the game remains the same. Kindred battles Kindred, clan battles clan, Camarilla battles Sabbat, as they have for eons. Vampiric feuds begun during the nights of Charlemagne play themselves out on the streets of New York City; an insult whispered in the court of the Sun King may find itself answered by a corporate takeover in Sao Paolo. The ever-swelling cities provide countless opportunities for feeding, powermongering - and war.

 Increasingly, vampires speak of Gehenna - the long-prophesied night of apocalypse when the most ancient vampires, the mythical Antediluvians, will rise from their hidden lairs to devour all the younger vampires. This Gehenna, so the Kindred say, will presage the end of the world, as vampires and mortals alike are consumed in an inexorable tide of blood. Some vampires strive to prevent Gehenna, some fatalistically await it, and still others consider it a myth. Those who believe in Gehenna, however, say that the end time comes very soon - perhaps in a matter of years.

The Camarilla
 The Camarilla is a great sect of vampires that formed in the late medieval period. A vampire "United Nations" of sorts, it was formed to protect vampires from the purges of the Inquisition, to uphold the Traditions of Caine, and to enforce the great Masquerade. Many Camarilla vampires, remembering the nights of fire when vampires were uprooted and destroyed, uphold the Masquerade fanatically. Camarilla vampires reject the idea of vampires as monstrous predators, instead preferring to live clandestinely among mortals and feed cautiously.
 The Camarilla is the most populous sect, and (in theory) the most powerful. But it comprises seven clans of vampires, each with its own culture and agenda, and this renders it prone to discord. Ruled as it is by a fractious sort of parliamentarianism, the Camarilla is slow to act and often indecisive in the face of threats; when it brings its combined might to bear, however, the Camarilla is virtually unstoppable.
 Beginning characters are assumed to be Camarilla vampires, and to belong to one of the seven clans. The clans are:

Brujah: A clan of violent, antiauthoritarian vampires espousing freedom from societal restrictions.
Gangrel: A clan of solitary, nomadic shapeshifters who prefer the wilderness to the confines of the cities.
Malkavian: A bizarre clan of lunatics whose members are infamous for their insanity - and insight.
Nosferatu: A loathsome clan of deformed monsters who skulk in subterranean tunnels and sewers.
Toreador: A clan of elegant, passionate vampires who patronize artists, musicians, actors and the like.
Tremere: A secretive, treacherous clan of vampire warlocks who practice blood magic.
Ventrue: A clan of aristocrats and nobles who consider it their duty to lead the Camarilla.

 Vampires are very hierarchical creatures. The vampires of the Camarilla, in particular, have created an elaborate structure to ensure order among the undead.
 Vampiric territory (generally consisting of cities and outlying suburbs) is divided into fiefdoms. Each fiefdom is ruled by a prince, a mighty vampire elder. This figure may grant lesser vampires hunting territories within his (or her; "prince" is used unisexually) fiefdom; these territories are referred to as domains.

The Prince
 The ruling vampire of a Camarilla-held territory is called the prince. This powerful vampire is usually of Clan Ventrue or Toreador; however, Brujah, Nosferatu or even Malkavian princes are not unknown. The prince has absolute power to establish, grant or strip domains, and to declare certain areas off limits for hunting. The prince may declare certain areas as Elysium (neutral ground where violence is prohibited), and may call blood hunts on rebels and malcontents who violate the Six Traditions.
 Princes tend to control city-sized regions; thus, there is a Prince of Paris, a Prince of Chicago, a Prince of Atlanta, etc. Because a city's prince has often lived in the area for centuries, she has had ample time to build a power structure, and usually knows far more about the workings of "her" city than rebellious anarchs give her credit for.

The Primogen
 The prince is often served by a council of advisors chosen from powerful elders of the various clans. These elders are collectively called primogen. Though, in theory, a prince's rule is absolute, a prince who fails to heed her primogen often finds herself deposed or killed in short order. The primogen are formidable forces in their own right, and ceaselessly intrigue against each other and the prince.

The Elders
 Elders are vampires who have existed for 300 or more years. They have mastered many magical powers during this time; most elders are deadly and formidable creatures. Elders tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals.

The Ancillae
 Below the elders are the ancillae. Ancillae are most often vampires who have lived from 100 to 300 years of unlife, though certain ambitious younglings may achieve the rank
prematurely. As their name suggests, ancillae often serve as aides and agents for elders or the court; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of the elders.

The Neonates
 Lowest in rank are the neonates, those vampires created less than a century ago. Though occasionally cherished, neonates are often deployed as pawns by scheming elders. This callous treatment, combined with the value recent generations place on individuality, often causes neonates to resent their elders. After all, when one came of age during the Summer of Love, it is hard to empathize with a reactionary old tyrant who grew up amid feudal oaths and Divine Rights.

 Most beginning characters are presumed to be neonates. Vampire elders are usually far more powerful than the characters created through the rules in this kit.

Character Creation
 Now that you know a little bit about the world of the undead, it is time to create a character. Character creation consists of three basic choices: choice of clan, ranking of Traits, and choice of Disciplines. Additionally, every vampire starts with 10 Chi (Blood) Levels and seven Health Levels; Blood and Health Levels can increase or decrease as the character injures or heals herself, feeds or grows hungry.
 Creating a character is easy, involving just a few simple choices. It is a good idea to have a general concept of what you want your vampire to be like (Was he a gangbanger abducted off the street? A rich boy chosen at a society ball? A computer specialist picked for expedience by an ancient vampire who knows nothing about "those infernal contraptions"?). Even this is not necessary, however; a concept can be created as you go.
 The first thing to do is pick the character's team (clan); this provides a lot of details about the character's strengths, weaknesses and general outlook on existence. Do you want to be an angry Brujah punk? A loathsome, sewer-creeping Nosferatu? A gorgeous, immaculate Toreador? Once a clan is chosen, write down the listed Aptitude, Advantage and Weakness. Make a note of the Disciplines as well, so you'll have them handy during the Discipline-choosing phase.|
A Vampire character is created in the normal fashion otherwise, in regard to Attributes, Abilities, Style, Techniques and Backgrounds.

 Now, pick your character's Discipline Levels. Each clan teaches three Disciplines - magical powers - to its members, but some vampires are more adept with some Disciplines than others.  A beginning character may choose one of two "Discipline schemes":
 Two clan Disciplines
 One clan Discipline, plus an additional 10 freebie points to spend on Traits. (If this option is chosen, the vampire may raise one Trait to 6 - superhuman capacity, at character creation. Vampire characters still pay normal costs to raise attributes to superhuman levels after character creation.)

 That's about it. Write down your character's Blood (Chi) Levels (10), Health Levels (7), and make up some further details about your vampire. Chi is always considered a 10 for Vampires, regardless of their Style.
 What is her name? What does she look like? Does she still have mortal friends? Does she hate vampires of another clan? What outstanding personality traits does she have?
 Once this is done, your character is ready to enter the world of the eternal night.
 Details about clans, Traits and Disciplines can be found on the following pages.

Character-Creation Quick Chart
Choose Team (clan): Write down the clan Aptitude, Advantage and Weakness. The choice of clan also determines which Disciplines you may select for your character.
Choose Disciplines: Each clan has Disciplines listed with it. These are the clan Disciplines, powers in which a particular clan specializes. The player may choose one of the two Discipline schemes.
Write down Health and Blood Levels: Beginning characters start with 10 Blood Levels (they are assumed to have recently fed).-
Give your character a name, and make up some details about her appearance, personality, mannerisms and other features salient to roleplaying.

Vampire Maneuvers
Like other Strange backgrounds, the character can use his Vampire background in place of any Focus requirement. For example, if a Maneuvwer requires the character to have a Focus of 3, he may still aquire the Maneuver if he has a Vampire Background of 3. Vampires may choose Maneuvers that fall into thier Disiplines category.

Animalisim: Balance, Flight, Levitation, Animal Control, Animal Summoning, Comprehend Animal Languages, Super Hearing, Tracking
Protean: Claws (Superior), Psychokenetic Channeling, Wallwalking
Dominate: Cobra Charm, Entrancing Cobra, Mind Control, Mind Reading, Psychic Vise, Telepathy
Presence: Death's Visage, Entrancing Cobra
Obfuscate: Ghost Form, Shrouded Moon, Fog
Potence: Potence
Celerity: Speed of the Moongoose
Fortitude: Tough Skin
Auspex: Detect, Full Vision, Super Hearing, Tracking, Telescopic Vision, Read Object
Thaumaturgy: Acts as the Wizard background, allowing the Vampire to use his Vampire Background in place of Focus requirements to gain Focus Maneuvers.
Free Maneuvers: Leech, Regeneration (Vampire version), Immortality

Balance (pg 91) The character maintains perfect balance by using Chi energies
Focus Maneuver
To learn: focus 4
Power Points: vampire (animalism) 4

Claws, Superior (New Maneuver)
Focus Maneuver
To learn: Focus 1
Power Points: Vampire (Protean) 3
Description: Some fighters have claws, then there are the fighter's who have claws. These fighters are usualy mutants, supernatural creatures or some other bizzare type of character who possess extremely large and powerful cutting weapons that are part of thier own body, but sometimes as long as knives or swords.
System: This power gives the character the Basic Claw attacks, but each attack has a +2 damage modifier.
Modifiers: Cost: none, Speed: as basic Attacks, damage +2 to Basic Claw Attacks, move: as basic Claw Maneuver

Cobra Charm *(Hypnotize) (sf 127) The fighter exerts a hypnotic trance on a victim
Focus Maneuver
To Learn: focus 2
Power Points: vampire (dominate) 3

Death's Visage (Dread Gaze)(pg 92) The fighter causes fear within an opponent
Focus Maneuver
To Learn: focus 3
Power Points: vampire (presence) 3

Entrancing Cobra (Mezmerize)(pg 94) The fighter attempts to confuse the victim with strange mystical powers
Focus Maneuver
To Learn: focus 2
Power Points: vampire (dominate, presence) 4

Flight (pg 95) The practitioner can create gusts of wind that he can ride upon
Focus Maneuver
To learn: First, the character must master Flight athletics 1, focus 2, vampire 3, then he may move on to learn Lightness athletics 2, focus 3, vampire 3, flight
Power Points: vampire (animalism) 2

Ghost Form (Mist Form)(sf 127) The practitioner can turn his body insubstantial !
Focus Maneuver
To Learn: vampire 5 Note that while this maneuver does not require others, it is difficult to learn
Power Points: vampire (obfuscate) 5

Potence (New maneuver, Vampire only) The vampire becomes stronger for a moment
Focus Maneuver
To Learn: vampire 3
Power Points: vampire 3
System: For each Chi the vampire spends, his Strength Attribute is increased by one until the end of the turn. this can be used in conjuction with any Basic Maneuver.
Modifiers: see above.

Levitation (con 115) The fighter can fly or levitate by using his inner power
Focus Maneuver
To Learn: vampire (animalism) 5 Levitation is incredibly difficult to master.
Power Points: baraquah, kabaddi 3, kung fu, lua, shotokan karate, silat, tai chi chaun, wu shu 4

Leech (The Embrace) (pg 96) By touching his opponent, the character can transfer thier life to himself
Focus Maneuver
To learn: vampire 3, grab 2
Power Points: free to those with the Vampire Background
Note: The character gains one health or one Chi per health stolen from an enemy. This is diffrent from the normal Leech Power

Mind Control (sos 29) The fighter takes over the mind of his opponent
Focus Maneuver
To Learn: This is an incredible maneuver, and learning it can take years. First, the practitioner must learn Psychic Vise vampire 4, and Mind Reading focus 4, telepathy (telpathy requires vampire 3). He may learn Psychic Vise and Telepathy/Mind Reading in any order. Then he is finaly prepared to learn Mind Control vampire 5, psychic vise, mind control
Power Points: vampire (dominate) 5

Mind Reading* (sf 129) The fighter can read the thoughts of his opponent, possibly predicting moves
Focus Maneuver
To Learn: First the character must learn Telepathy vampire 3, then Mind Reading vampire 4, telepathy
Power Points: vampire 3

Psychic Vise (sos 30) This fearsome power strips an opponent of his willpower, weakening him and his resolve
Focus Maneuver
To Learn: vampire 4
Power Points: vampire (dominate) 4

Psychokenetic Channeling *(sos 30) The fighter summons great Chi energy to add to an attack's power
Focus Maneuver
To Learn: vampire 3
Power Points: vampire (potence) 4

Regeneration, Vampire
The character can instantly heal himself with a moment of concentration, but cannot heal naturally.
Focus Maneuver
To learn: vampire 3
Power Points: Free to any character with the Vampire Background
Note: The Vampire can only regenerate himself, and not others

Shrouded Moon (Obfuscate) (pg 98) The fighter can slip away into shadows, or become invisible
Focus Maneuver
To Learn: vampire 2, athletics 1
Power Points: vampire (obfuscate) 2

Speed of the Mongoose (Celerity) (pg 99) The fighter can burst into inbelevible speeds for short periods of time
Focus Maneuver
To Learn: vampire 3
Power Points: vampire (celerity) 3

Telepathy* (sf 130) The character can comminicate by thinking
Focus Maneuver
To Learn: vampire 3 Some practitioners continue to learn Mind Reading focus 4, telepathy
Power Points: vampire 2

Toughskin* (Fortitude)(sf 130) The character can focus his Chi energy to become temporarily tougher
Focus Maneuver
To learn: vampire 2
Power Points: vampire (fortitude) 2

Special Powers:

Animal Control (Requires Focus 2, Power Points: Vampire (animalism)1)
Allows the character to charm and control any animals he can make eye contact with.

Animal Summoning (Requires Focus 3, Power Points: Vampire (animalism)1)
The character can call telepathicly to animals in the surrounding area, and they will come to him, although this does not mean he can control them.

Comprehend Languages (Requires Focus 4, Insight 4, Power Points: Vampire (animalism; speak with animal version only) 1)
The character can comprehend any language spoken to him. Another version of this power allows the character to understand animal speech!

Fog (Requires Focus 1, Power Points: Vampire (Obfuscate) 1)
The character seems to be followed by a fog cloud that creates a mysterious and frightening appearance for the fighter. It seems to appear only at night.

Detect (Requires Focus 2, Power Points: Vampire (Auspex, may choose one type per purchase) 2)
The character can concentrate and detect the direction of the closest source of a certain thing. The player must decide what the character can detect when the character is created. Magic, Life, Dragons and Vampires are all good examples.

Immortality (free to Vampire: The Masquerade Vampires)
(Requires Focus 5 or one dot in the Dragon, Undead, Angel/Demon, God of Old, or Vampire Background Power Points: 1)
The character will not die from normal againg.

Wall - Walking (Requires Focus 1, Athletics 2, Dexterity 2, Power Points: Vampire (Protean) 2)
The character can climb up walls and across ceilings with ease, much like a spider.

Full Vision (Requires Focus 2, Power Points: Vampire (Auspex) 2)
The character can see in all directions

Super Hearing (Requires Focus 2, Power Points:Vampire (Auspex, Animalism) 2)
The character can make Perception rolls to hear things a normal person could not. Whispers, a cry for help a mile away, etc.

Tracking (Requires Focus 2 or one dot in Animal Hybird, Power Points:Vampire (Animalism, Auspex) 1)
The charcter has an uncanny ability to track down people by use of thier scent and trail.

Telescopic Vision (Requires Focus 2, Power Points: Vampire (Auspex) 2)
The character can make Perception rolls to see things that are far away, not normaly possible with the human eyes

Read Object (Requires Focus 2, Power Points: Vampire (Auspex) 2)
By touching an object, the character can catch glimpses of what has happened to it in the past.

 The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy.
 The Brujah's disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.
 Aptitude: +1 with combat. Brujah are natural fighters; when in combat, a Brujah may add one die to any one Maneuver's Damage per turn, or a bonus of +2 to Speed.
 Advantage: Blood Rage. A Brujah may spend a Blood (Chi) Point to enter a semicontrolled form of frenzy. While under the Blood Rage, the vampire may ignore the effects of pain (ignore dizzy results), but must attack foes directly, without projectiles or non-Physical Disciplines (no firearms when one has the opportunity to tear one's foe apart with bare hands!). In a tournament, this cost is increased to 1 Chi (Blood) per turn.
 Weakness: Blood Madness. Brujah anger much more quickly than other vampires do. All difficulties to resist frenzy increase by one (maximum 6).
 Clan Disciplines: Celerity, Potence, Presence

 Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.
 Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.
 Aptitude: +1 in the outdoors. When in natural surroundings (a park counts; a city street doesn't), a Gangrel may add one die to any one Maneuver's damage per turn, or a bonus of +2 Speed.
 Advantage: Hunter's Instinct. Gangrel are natural predators; by spending a Chi (Blood) Level, the Gangrel may automatically gain a higher Speed on any Maneuver taken, even against foes with Celerity. If two characters with this ability both use a Blood Point to gain the highest Speed, the points cancel each other out and normal rules for Speed apply. Alternatively, the Gangrel may apply his instinct to hunting; by spending a Blood Level, he will automatically succeed in a hunt, unless there is absolutely no prey to be found in the vicinity.
 Weakness: Bloodlust. Gangrel are tainted by the Beast Within. Over time, many Gangrel develop animal features, such as catlike eyes, fur, or batlike snouts and ears. In any event, Gangrel often find it difficult to spare wounded or beaten foes; to do so, the Gangrel must make a Willpower roll (difficulty 4), and gain at least 2 successes. This does not give the character any bonuses or levels of Animal Hybird, just an inhuman appearance.
 Clan Disciplines: Animalism, Fortitude, Protean

 At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).
 Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
 Aptitude: +1 with trickery. When attempting to deceive (or avoid being deceived), a Malkavian may add one die to appropriate rolls.
 Advantage: Lunatic's Insight. Once per story, the Malkavian may make a Wits roll (difficulty 4), and gain at least 1 success; if she succeeds, she may ask the Storyteller one yes-or-no question about the current situation, which must be answered truthfully.
 Weakness: Mad Fits. At the beginning of the game session, the Storyteller rolls a six-sided die. The number rolled is the number of times he may ask the Malkavian's player to make a Willpower roll (difficulty 4). The Storyteller may call for this roll at any time. If the player fails (gains no successes), the Malkavian falls into a frothing, gibbering fit for one turn. While in the fit, the Malkavian may do nothing except writhe, babble and twitch; she may not even defend herself if attacked. In tournaments, Malkavian characters hold thier insanity at bay until they have an opportunity to let loose without danger. They will not attack a dizzied foe, instead taking the time to enter thier mad fits. While in these fits, they may make no Maneuver or action, including trying to gain Glory.
 Clan Disciplines: Auspex, Dominate, Obfuscate

 Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must.
 Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with 'em all - and that can get messy indeed.
 Aptitude: +1 with stealth. Nosferatu are natural sneaks and may add one die to all situations involving hiding, moving silently, or other stealth-related feats. This ability does not apply in a tournament.
 Advantage: Horrid Visage. Nosferatu are hideous creatures, but this can actually serve them in good stead. When first confronting potential opponents or prey (appearing from invisibility, stepping out in front of them, etc.), the Nosferatu may roll six dice (difficulty of the target's Willpower). If this roll succeeds, the opponent is so stunned with terror and disgust that he may take no action for one turn. If the character has hidden his form, he may reveal it in the first turn of a tournament, causing the opposing character to be dizzied for all purposes, if the roll is successful.
 Weakness: Loathsome. As has been mentioned, Nosferatu are horrifically foul to look at, and not overly pleasant to boot. A Nosferatu's Social Attributes are considered to be zero before character creation (as opposed to the normal 1)- though when intimidating others, he may substitute his Vampire Background Trait for a Social Trait.
 Clan Disciplines: Animalism, Obfuscate, Potence

 The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.
 To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.
 Aptitude: +1 to perception. Toreador are natural critics; while irritating, this trait occasionally serves them in good stead. Toreador add one die to any task involving observation or alertness (for example, detecting an ambush or spotting a hidden wall safe).
 Advantage: Herd. Toreador glide elegantly through nightlife and are invariably at the center of whatever social scene they choose to grace. Accordingly, Toreador attract a following of friends, acquaintances, lovers, ex-lovers, sycophants and other hangers-on. Most of these mortals are unaware their "charming friend" is a vampire. The majority are relatively worthless, but some might know useful information or have useful skills. In any event, they are useful sources of blood; once per story, a Toreador with access to his herd may completely replenish his Blood Levels.
 Weakness: Rapture. Toreador are lovers of the aesthetic and beautiful. When a Toreador views, hears or even smells something that is (in the Storyteller's opinion) truly beautiful, he must make a Mental roll (difficulty 4) or become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Mental roll to "break the spell." This weakness, fourtunatly, does not apply in tournaments. Combat is rarely pretty.
 Clan Disciplines: Auspex, Celerity, Presence

 Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.
 Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their sorcerous powers in service to the Camarillaalmost as much as they use the Camarilla in service to themselves.
 Aptitude: +1 with scholasticism. Tremere are studious creatures; they add one die to all Mental tasks involving scholarly knowledge (research, occult lore, science, deciphering languages, etc.).
 Advantage: Tremere Vampires are also sorcerers. A Tremere character may purchase any Focus powers as a "spell", but must pay the highest Power Point cost listed for that Maneuver, unless, of course, it is normally part of his style. The "spells" must be located and studied, however, and the Storyteller has full say on which Focus Maneuvers exist also as spells and which do not.
 Weakness: Hierarchy. All Tremere are expected to be loyal to the Seven Elders who rule the clan - but just in case, all Tremere are required to drink the blood of the Seven Elders. This ingestion creates a mystic link among all members of the Tremere, but particularly between elder and younger Tremere. A Tremere character must make a Psychic roll to resist a direct command from a Tremere elder (difficulty varies, depending on the absurdity of the command - for example, refusing a request to deliver a message would be difficulty 5 or 6, but refusing a command to kill oneself would be difficulty 2). Additionally, Tremere elders need spend one fewer Blood Level than usual when using Dominate powers against recalcitrant younglings.
 Clan Disciplines: Auspex, Dominate, Thaumaturgy

 Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good.
 In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.
 Aptitude: +1 with commands. Ventrue are nothing if not charismatic; they add one die to all Social rolls to lead or command others. This includes many uses of the Dominate Discipline.
 Advantage: Wealth. Most Ventrue are filthy rich; even those who aren't may call on the financial aid of their clanmates. Once per story, the character may access a large source of funds (perhaps a Swiss bank account, perhaps laundered money, perhaps a trust fund or a stipend from her sire). These characters automaticaly have 3 Resources Background before character creation begins.
 Weakness: Rarefied Tastes. Ventrue are elegant and discriminating, even when it comes to blood. Not just any blood will do for a Ventrue; the player must pick a certain type of blood on which her character feeds (only from musicians, only from virgins, only from royalty, only Shriners, etc.). This blood, and only this blood, will satisfy the Ventrue's palate; she will drink nothing else, even if starving.
 Clan Disciplines: Dominate, Fortitude, Presence

The Six Traditions
Camarilla vampires swear to uphold the legendary Six Traditions of Caine, the laws which Caine supposedly passed to his progeny. Like any other laws, the Traditions are commonly ignored, bent or violated outright.
The First Tradition:
The Masquerade
Thou shall not reveal thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
The Second Tradition:
The Domain|
Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.
The Third Tradition:
The Progeny
Thou shall sire another only with the permission of thine elder. If thou createst another without thine elder's leave, both thee and thy progeny shall be slain.
The Fourth Tradition:
The Accounting
Those thou create are thine own childer. Until thy progeny shall be released, thou shall command them in all things. Their sins are thine to endure.
The Fifth Tradition:
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.
The Sixth Tradition:
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.

The Sabbat
____The Camarilla's bitter rival is the dread sect called the Sabbat. Originally the remnants of the shattered anarch packs, the Sabbat has evolved - or devolved - into something much deadlier. The Sabbat would "liberate" all vampires from the chains of the Camarilla and their sires. The ultimate Social Darwinists, the Sabbat espouses the tenet of vampiric supremacy - the doctrine that, because vampires are highest on the food chain, they should not hide from mortals, but instead dominate them outright. This attitude toward humans often manifests itself in actions that appear horrific and cruel by mortal standards; accordingly, the Sabbat is often branded a sect of violent evildoers by outraged Camarilla vampires.
____Two clans lead the Sabbat. The Lasombra clan is the most prestigious clan and is dreaded for its members' control over the stuff of shadow. Its ally and occasional rival is the Tzimisce, a clan of twisted scholars and sorcerers infamous for cruelty. Tzimisce are said to have the power to warp and mold their own and others' flesh and bone.
The Anarchs
____Some younger vampires strive to remain free of both Camarilla and Sabbat control. These vampires style themselves "anarchs" in homage to the warriors who led the great revolt of the 15th century. For the most part these modern anarchs are ragtag bands of Brujah and Caitiff predators, though all clans are represented in their ranks. The Camarilla treats them as it would termites - individually insignificant, but potentially crippling if allowed to breed and fester.
The Neutrals
____Four clans choose to remain neutral in the great Jyhad, bartering their services to (and jockeying for power with) Camarilla and Sabbat indifferently. These are: the Assamites, a deadly clan of vampire assassins based in the Middle East; the Followers of Set, a dark cult of vampires devoted to the worship of the snake-god Set; the Giovanni, an insular family of incestuous necromancers and financiers; and the Ravnos, a nomadic line of Gypsy charlatans and thieves.
The Inconnu
____Finally, certain ancient vampires withdraw from the sects' games altogether, seeking solitude amid the wastes. These old ones, called Inconnu, reject the power-games of the clans and sects, instead seeking self-mastery and enlightenment. Some whisper of a darker purpose behind the Inconnu's withdrawal from the Jyhad, but most vampires think of Inconnu as nothing more than deluded recluses.

The Jyhad
Since the nights of antiquity, the Children of Caine have struggled for supremacy. Leaders, cultures, nations and armies have all been pawns in the secret war, and vampiric conspiracies have influenced much (though by no means all) of human history. Few things are as they seem in the vampires' nocturnal world; a political coup, economic crash or social trend may be merely the surface manifestation veiling a centuries-old struggle. Vampire elders command from the shadows, manipulating mortals and other vampires alike - and the elders are often manipulated in turn. Indeed, most combatants may not even realize for whom they fight, or why.

The Methuselahs
Ask a mortal to name the most dangerous predator on Earth, and he might mention a Bengal tiger, a Nile crocodile or a great white shark. Ask the same question of a vampire, and often one will hear the word "Methuselah" leaving those cold lips.
Simply put, Methuselahs are ancient vampires - beings that have survived for over a millennium. Having been undead for so long, Methuselahs often undergo profound physiological and psychological changes. From a vampire's point of view, the most horrible of these is a predilection for vampire blood - just as vampires stalk mortals, so they are occasionally stalked in turn.
Most vampires prefer to ignore the existence of the Methuselahs, considering them near-extinct aberrations akin to dinosaurs. It is ironic, then, how many of the plots of the Jyhad can ultimately be traced to these ancient, shadowy progenitors.

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