VAMPIRE CLANS "THE CLANS" The following is a list of all the bloodlines that have formed into clans in the Dark Medieval World and therefore EmpireMUD AD. Use help on any of the clan names to get a more detailed description. *Assamites: The mysterious "Saracens" of the Middle East have perfected the art of the silent kill. *Brujah: Philosphers, scholars, and athletes, the fractious "zealots" pursue their dream of a perfect society. *Cappadocians: Seeking the wisdom of the grave, the "graverobbers" call on the spirits of the dead for enlightenment. *Followers of Set: Originally hailing from Egypt, the "serpents" spread corruption and vice in their path. *Gangrel: Wanderers and rustics, the "animals" are closer to the beasts of the forest than to any of their Cainite kin. *Lasombra: Masters of darkness and shadows, the "magisters" seek to control mortal and vampiric society alike. *Malkavians: Cursed with insanity, the "madmen" enjoy a surreal and disturbing insight. *Nosferatu: Hideous beyond words, the ostracized "lepers" are spies and informants without equals. *Ravnos: Wandering vagabonds and hucksters, the "charlatans" gleefully practice their arts of deception and theft. *Toreador: Lovers of art and beauty, the "artisans" freely indulge their tastes for the aesthetic. *Tremere: A recent and insular clan, the sorcerous "usurpers" are struggling to establish themselves. *Tzimisce: Terrible Slavic fleshcrafters, the "fiends" mercilessly rule over their mortal subjects. *Ventrue: Imperious and commanding, the "patricians" contsider it their duty to lead vampiric society. *Caitiff: The rare and luckless Cainites with no clan are outcasts and disgraced. # DISCIPLINES "VAMPIRE POWERS" The abilities possessed by only those that are from Caine's lineage, different clans of vampires can possess different disciplines inherently. Search for help on specific disciplines to learn more of them as well as which clans get them. *Animalism: Supernatural affinity with and control of animals *Auspex: Extrasensory perception, awareness, and premonitions *Celerity: Supernatural quickness and reflexes *Chimerstry: The ability to create illusions and hallucinations *Dementation: The ability to pass madness onto a victim *Dominate: Mind control practiced through the piercing gaze *Fortitude: Unearthly toughness *Mortis: The supernatural power to control aspects of death *Obfuscate: The ability to remain obscure and unseen, even in crowds *Obtenebration: The unnatural control over darkness *Potence: The discipline of physical vigor and strength *Presence: The ability to attract, sway, and control crowds *Protean: Shapechanging - from growing claws to melding with the earth *Quietus: The Assamite's arts of the silent kill *Serpentis: The reptilian, corruptive discipline of the Followers of Set *Thaumaturgy: The study and practice of sorcery through blood *Vicissitude: The Tzimisce art of flesh-shaping # GANGREL With the greatest knowledge of the forests, Gangrels are perhaps the most bestial of all the Cainite society. Many look down on them because of this, but those who befriend a Gangrel have found a friend for life. The loyal shapeshifters prefer death over a broken oath, and have proved so many times. All Gangrel share a kinship and are inseperable on the nights they meet and spin their tales of honor as they love to do. The Gangrel, like the Ravnos, are very nomadic. Unlike the Ravnos, the Gangrel are honorable and spirited vampires who love sharing tales of heroic deeds; be it by themselves, another vampire, or even a mortal. Disciplines: Animalism, Fortitude, Protean Weakness: Become less human with every frenzy Status: Hardcore only # TZIMISCE Taking only but the greatest pride in their dp,aoms, the Fiends are excellent scholars and hosts. Though they can often barely be recognized as human in their action and appearance, Tzimisce are the most hospitable of all Cainites because of their belief of their superiority to all vampires, and vampires' superiority to all humans. The Tzimisce view vampirism as a gift rather than a curse because of the awesome powers it bestows upon them. The Tzimisce hate the Tremere with a vengeance unrivalled. Disciplines: Animalism, Auspex, Vicissitude Weakness: Very territorial and tied to their land from life Status: Hardcore only # MALKAVIAN Caine was always a seeker of secrets, a delver into the greatest depths of knowledge. None, not even the studious Cappadocius or even the wise Saulot, could bring the knowledge Caine sought. Surprising to all, it was Malkav who brought Caine his wisom of all corners of the world. As the reward for such a gift, Caine bestowed a the purity of madness to Malkav's blood and therefore all of his progeny - though hardly any were jealous of such a "reward". Malkavians usually serve the Cainite world as the seers for the other clans, giving insight to them as Malkav did Caine. To the world of the humans, they play roles that fit their demeanor quite appropriately: jesters, clowns, tricksters, and of course, the village idiot. Though their madness can vary from fear of the color green to an obsession with counting all they see, all Malkavian have an odd quirk about them. Disciplines: Auspex, Dementation, Obfuscate Weakness: Always have a derangement of some sort which cannot be overcome Status: Softcore and Hardcore. # ASSAMITES Assamites know that vampires are the killers in the night and use this fact to their full advantage. Great assassins, Assamites get the powerful discipline known as Quietus that allows them to kill silently. To help this extent, they also employ the Obfuscate discipline to allow them to blend with the shadows while hunting their soon-to-fall prey. Assamites are often hired as assassins by Princes, making them feared by most Cainites. Not all assamites are assassins, however. Many also choose scholarly paths. Disciplines: Celerity, Obfuscate, Quietus Weakness: Always show signs of diablerie Status: Hardcore only # BRUJAH As the ultimate scholar-warrior types, they fight and research for their dream, a perfect coexistences between Cainites and mortals. The Brujah think much of the future, and they fight for whatever cause they may believe. Although they are a Clan of scholars, their different views have started a decay among their ranks as to how they should obtain their dreams. Some Brujah believe that Cainites and mortals should exist equally, while some believe that Cainites are above mortals just slightly. Disciplines: Celerity, Potence, Presence Weakness: Very susceptable to frenzy Status: Softcore or Hardcore # VENTRUE Knights and kings of the Cainite world, they believe themselves to be responsible for all Cainites and keeping the peace wherein. They hold tradition above all else and they hold etiquette and age close to this. The longer a Ventrue has been a Cainite, the more respect he will be given. Titles and lands obtained while still mortal matter little to the Ventrue, only the status obtained after the Embrace are of significance. There are no failures in Ventrue, only success and fondly remembered dead. Disciplines: Dominate, Fortitude, Presence Weakness: May only feed from humans Status: Softcore and Hardcore # TREMERE With their birth being the death of a Tzimisce elder and his two apprentices, the Tremere instantly came under heavy assault. The reason for the death of the elder was a search for immortality by Tremere, the leader of a house of mages that was obsessed with the perfection of their art. Not satisfied with the current state, Tremere himself killed Saulot, the founder of Clan Salubri, and took the Antediluvian's vitae. Often using Gangrel and Nosferatu in their foul experiments, Tremere have gained quite the reputation for evil and extreme vile. Since their magic was nearly destroyed by the Embraced, they created the unique discipline known as Thaumaturgy. From this they created the Gargoyles to endlessly serve Clan Tremere and its few allies. Disciplines: Auspex, Dominate, Thaumaturgy Weakness: More susceptible to the Blood Oath from other Tremere Status: Hardcore only # CAPPADOCIAN They are the "clan of death" to most Cainites, being obsessed with the secrets beyond the grave and shunned by most all other Clans because of this. Since they are unconcerned with earthly power, they are very trusted by other Cainites and the Ventrue have formed an unofficial alliance with them. Though the Cappadocians are very necro in their ways, they are one of the most studious of all Clans and vampires respect them for that if nothing else. For deeper reasons, the Cappadocians have very pale skin no matter how much blood they drink, and they will be more easily recognized as a vampire because of this. Disciplines: Auspex, Fortitude, Mortis Weakness: Especially pale skin, marking them as a vampire Status: Hardcore only # TOREADOR They are obsessed with beauty, letting it madly drive them forth. This has always been their way, since they think of themselves as the guardians of all things exquisite. Toreador, saddening to most other clans, are very appreciative of the human race. These lovers of beauty are heavily involved with The Church and the artwork inspired by such. The beautiful architecture of the cathedrals inspire many now, with their beautiful designs and mosaic paintings. Toreadors know the other clans care not for them, and they return the feelings, for they know inspirational artwork is all there is to live for. Disciplines: Auspex, Celerity, Presence Weakness: Obsession with beauty that fascinates them to an extreme Status: Softcore and Hardcore # RAVNOS Since they are the scoundrels, tramps, thieves, and dishonorable nomads of the Cainite society, they get much disrespect. The Ravnos are very solitary as well, making it a rarity that two are found in the same city. They travel all about whatever land they may infest, stealing and tricking at their heart's content. A Ravnos's greatest desire is freedom, and wise Cainites know not to deny them access to an area. Ravnos live by their wits and are constantly sharpening it for their survival. They will respect only those who attempt to live the same life as them and then rob the sucker blind. Discipline: Animalism, Chimerstry, Fortitude Weakness: Must indulge in some sort of vice Status: Softcore and Hardcore # "FOLLOWERS OF SET" SETITES Bearing an Egyptian decent, this Clan was founded by the old warrior and hunter Set, or sometime Sutehk. Hounding the desert night, Set become worshipped by Mortals as the God of Night. Since Set was banished by Osiris and/or Horus and claimed he would return, his vampiric followers known as the Setites vowed to make the world a more fitting place for their Sire's return. They believe that to corrupt a person they must give the person exactly what they want so that the desire will breed even greater desire. They addict their herd to prey by fostering ecstasy and indulgence, always teaching excess. Disciplines: Obfuscate, Presence, Serpentis Weakness: Twice as susceptible to sunlight Status: Hardcore only # NOSFERATU Cainites known reasonably as "the Damned," these repulsives undead claim the title better than all others. Their features are so warped and horrible, many cannot even bear to look at them. Though their smell and appearance are enough to rend even the most humile man disgraceful, they are to be respected because of the vast information all of the Nosferatu are able to obtain. They are the spies of the Cainite world and if there is a secret in the world, the Nosferatu know it. They believe the Embrace is truly a curse and often give it only to those who already suffer in their mortal lives. Pariahs, lepers, freaks, hermits, and all sorts of outcasts are prime targets for the Embrace of a Nosferatu. Disciplines: Animalism, Obfuscate, Potence Weakness: All are monstrously deformed, allowing no Appearance Status: Softcore and Hardcore # LASOMBRA Believing themselves to be superior to all other Cainites, they often feel pity for those who are inferior. They believe in Divine Right to rule of the superior, which often results in them constantly seeking power as well as making sure people in the position of power make decisions suited to them. The Lasombra, in their view, are superior to all other clans in mind, body, and breeding. Although some clans do obtain a modicum of respect from the Lasombra. Many of them fall prey to the game of politics and master the art of manipulation. Disciplines: Dominate, Obtenebration, Potence Weakness: They cannot be seen in mirrors or other reflective surfaces Status: Hardcore only # ANIMALISM Animalism is a discipline which deals with the Beast in vampires and animals. Even at low levels, Animalism allows a Vampire to speak in the feral tongue of nature. At higher levels, Animalism allows total mastery of the Beast in others. Powers ------ Feral Speech: Allows a vampire to speak the language of nature Noah's Call: Beckons several creatures from nearby areas Cowing of the Beast: Temporarily destroys another's Beast Ride the Wild Mind: Takes over the mind and body of the subject Drawing out the Beast: Transposes one's anger onto another Quickened Unity: Twist the Feral Will: Taunt the Caged Beast: # CHIMERSTRY Available innately only to the Ravnos, Chimerstry is the Discipline of deceit and trickery. At the lowest of levels Chimerstry is able to gift the vampire with the power of a simple illusion, whereas at great potency they can make many believe that the Infernal have risen from the ground to claim vengeance upon sinning souls. Powers ------ Ignis Fatuus: Creates a minor illusion that applies to only one sense. Dweomer: Like Ignis Fatuus, but applies to all sense. Apparition: This allows the powers mentioned above to be mobile. Permanency: Used with Fatuus or Dweomer, allows the illusion to continue in the vampire's absence. Horrid Reality: Makes one person believe completely that the illusion is real (fire burns, arrows wound him, walls prevent moving, etc). Mass Horror: Like Horrid Reality, but affects a wider range of victims. # FORTITUDE Very helpful in the Cainite world, Fortitude makes the evil nemesis of sunlight and fire a little bit less intimidating. Fortitude allows damage from all physical realms to be soaked, be it sword blows, arrows, and even the deadly power of fire and sun. It is rumored that vampires with high Fortitude are even capable of walking out in the day. # VICISSITUDE A Discipline known to the Fiends, not many outside of the clan are knowledgable of it (nor do they want to in most cases). Very similar to the Gangrel's Protean, but springing from a much more vile and evil place. With all of the powers of Vicissitude, the user must be touching their victim flesh to flesh. Powers ------ Malleable Visage: Allows the body parts of the vampire to be changed at will. Transmogrify the Mortal Clay: Like Malleable Visage, but to others. Rend the Osseous Frame: Allows the vampire to manipulate bone in the same way as flesh. Awaken the Zulo Shape: Gains a horrific monstrous and strong appearance. Ascendancy of the Sanguine Humor: Allows the vampire to turn into blood. Chiropteran Marauder: Like Zulo Shape, but more bat-like. # AUSPEX This vision-altering Discipline allows the vampire to see beyond that of mortal sight. At low levels vampires are able to do great feats such as doubling the range of their sight and hearing, but at higher levels is where the true power comes. It is rumored that great users of Auspex are able to speak into people's minds as well as see and hear miles beyond what should be allowed. Powers ------ Heightened Senses: Heavily increases the five sense. Soulsight: Allows the Cainite to see a person's 'halo,' or aura. Steal Secrets: The vampire can read thoughts and speak into a person's mind. Anima Walk: Stepping out of the physical shell, the vampire can move about freely. Farsight: Allows sight and hearing of far off distances, focused on a target. # CELERITY Vampire with this ever-useful Discipline can become but only blurs of motion to those who lack it. Moving with amazing speed, Celerity hastens all things the vampire does as well as adds heavy combat advantages. Many believe that if you move faster than your opponent can see, seldom is there a time when you shall fall. # DEMENTATION This Malkavian Discipline allows them to bestow madness upon others for a time. Ranging from merely detecting sanity to full insanity, even upon vampires and ghouls alike. Powers ------ Incubus Passion: Causes victim's emotion to double or even triple. Haunt the Soul: The victim sees strange visions out of the corner of their eye. Eyes of Chaos: Allows the vampire to tell how insane the victim truly is. Confusion: The victim becomes extremely docile and has memory lapses. Howling Lunacy: Derrangements fall upon the victim, driving them mad. Kiss of the Moon: The vampire whispers what insanity should befall the victim, and lo and behold, such is their fate. # DOMINATE As the name may suggest, this allows the vampire to have domination over another man's mind. Be this as simple as forcing someone to cough, recreate memories, or the powerful ability to have a soul listen to all the vampire orders, Dominate can be quite useful in most any situation. Powers ------ Observance of the Spoken Word: Cainite may order a one-word command that is obeyed. Murmur of the False Will: Forces thoughts or ideas upon the victim. Reveler's Memory: Allows the vampire to recreate and steal memories. Lure of Subtle Whispers: Cainite is capable of taking over minds of pliant victims. Vessel: Grants the Cainite complete control over the mind and body of the victim. Fealty: Allows the vampire to ensure loyalty to those who swear allegiance. # MORTIS Available innately only to the Cappadocians, Mortis is a Discipline dealing with the secrets that death holds. Mortis has been known to be able to a range of things dealing with death, from causing it with a single touch to denying it completely. Powers ------ Masque of Death: Makes the recipitent appear to be a corpse. Blight: The victim becomes old and feeble. Awaken: Allows the vampire to remove themselves from torpor. Death's Whisper: The vampire is able to make themseleves truly dead for a time. Black Death: Victim gains signs of plague, if a vampire, will instantly enter torpor. Vigor Mortis: Creates a servant to the vampire from a corpse. # OBFUSCATE The secretive and concealing powers of Obfuscate allow a Cainite to disappear from sight with only the thought of doing so. Higher skilled vampires in Obfuscate can do this even in front of others, while even more potency grants the vampire the ability to do it to others as well. Powers ------ Cloak of Shadows: Allows the vampire to disappear in not very well-lit rooms. Unseen Presence: The vampire removes his presence from everyone's eyes. Mask of a Thousand Faces: Other mugs can be masqueraded at will. Vanish from the Mind's Eye: Vampire can disappear from plain view while others are watching. Cloak the Gathering: Allows Obfuscate powers to be bestowed upon others. Soul Mask: The soul-halo can be manipulated, or even hidden, to the vampire's whim. # OBTENEBRATION Taking power over darkness is a favorite among the Lasombra, allowing the abyss to become their tool. Extremely intimidating to most of the natural world, Obtenebration displays a wide variety of powers spawning from pits unknown to even the Lasombra. From simply manipulating shadows to using shadows as a means of transportation. Powers ------ Shadow Play: Grants the vampires the ability to play tricks with light, or lack of. Nocturne: Covers a portion of the ground with impenetrable darkness. Arms of Ahriman: Shadowy tentacles can be used by the vampire with this power. Nightshades: Illusions of a shadowy nature, man-sized on average. Tenebrous Form: Allows the shape-shifting into a shadow. Walk the Abyss: The vampire can use shadows to 'teleport.' # POTENCE A strength that exceeds the power any mortal could know, Vampires with Potence are able to toss catapults at will and even tear down fortress gates. Melee becomes ten times more efficient to users of this Discipline as well, for a greatsword cutting through horses on the battlefield provides intimidation and a sway towards victory. # PRESENCE Being one of the most socially helpful Disciplines, Presence allows a vampire to instill a great varying amount of emotions in their subjects. On top of that, they can even sometimes order people about at their desire. Being able to sway unruly mobs and even convince upright nobles to perform foul deeds (or vice versa), Presence costs a lot put is, to most, very worth it. Powers: ------- Awe: Makes the Cainite more like-able and desire-able overall. Dread Gaze: Instills great terror in the victim, often making them run. Entrancement: Creates willing and obedient servants to the Cainite. Summon: Calls for anyone from any distance the vampire has met before to come. Majesty: Inspires respect, devotion, fear, or all in all those that see the vampire. Passion: Allows the vampire to instill love or rage in a person. # PROTEAN As Caine is set apart from God, so are his children. For vampires with Protean, they find themselves more intuned to the world around them. Earth and air become them as do the forms of wolf and bat, making it extremely useful forms of travel and safety. Vampires of the Discipline Protean can also form claws and view the night with perfect clarity. Powers ------ Witness of Darkness: With red glowing eyes, the vampire can see in perfect darkness. Talons of the Beast: Inflicting aggravated damage, the vampire possesses claws like that of a wolf or bear. Interred in the Earth: Melding with the earth, the vampire gains perfect safety. Form of the Beast: Allows the vampire to change into a wolf or bat. Body of Spirit: The body of the vampire becomes mist, but is susceptible to wind. Blissful Slumber: Allows the vampire to sleep in mist form. # QUIETUS A Discipline that the Assamite guard very exclusively, allowing the clan to further their fanatical cause. Assassins of the world would love to get their hands on these abilities, allowing one to kill in complete silence as well as sweat the blood from others. Powers ------ Silence of Death: The area around the vampire becomes completely silent. Weakness: Robs the victim of their vigor via poisonous blood. Disease: The victim bleeds from their ears, nose, and mouth and often displays fever like symptoms. Blood Agony: Allows weapons to be coated in the poisonous, aggravated wound-causing blood of the Assamite. Blood Essence: The vampire can diablerize a victim without feeding, storing it into a container instead. Blood Sweat: The victim begins sweating out their blood, causing many social problems as well as losing valuable vitae. # SERPENTIS The Followers of Set were gifted this Discipline by Set, and they guard its secrets carefully from all other Cainites. Being the way of the serpent and the tempter, the Setites only teach those they think are worthy of this art of corruption, and almost never to outsiders. Powers ------ The Eyes of the Serpent: The vampire's eyes become golden, causing all who look at them to be frozen in place. The Tongue of the Asp: An aggravated damage causing forked razor tongue. Bitumenous Felsh: Making the vampire nearly invulnerable, they need revived by the taste of blood. The Form of the Cobra: Allows the vampire to transform into a hideous and large snake. Cheat Thoth's Scale: Allows the Cainite to remove their heart and be invulnerable to staking. Breath of the Basilisk: Breathes a cloud of taint that causes corruption. # THAUMATURGY Use: path "<path power>" A closely guarded secret of the wizards come Cainites, the Tremere have extended their wizardry into the power of the blood. Combining power from the knowledge of the Order of Hermes, Thaumaturgy has formed several branches of magic, called Paths. Because of this, Cainites who possess Thaumaturgy are wily and diverse foes. Paths: Rego Vitae Creo Ignem Rego Motus Rego Tempestas Rego Aquam Rego Elementum Way of Levinbolt Path of Warding See also: HELP PATH <PATH NAME> # "REGO VITAE" Path of Rego Vitae A Taste for Blood: Attempts to discover information about a mortal or Cainite from their blood. Blood Rage: Causes the victim to use a point of blood beyond their will. Blood of Potency: Effectively lowers the generation of the Cainite for a time. Theft of Vitae: Cainite can get blood without the Kiss from mortals or Cainites. Cauldron of Blood: Causes the blood of a mortal or Cainite to boil, causing massive damage. # "CREO IGNEM" Path of Creo Ignem Size of the flame created relates to how many points a Cainite has, as the chart below details: * Candle ** Palm of flame *** Campfire **** Bonfire ***** Conflagration # "REGO MOTUS" Path of Rego Motus Allows the control of objects through blood, like telekinesis. How heavy of an object liftable depends on their level of Rego Motus, as the chart below details: * One pound ** 20 pounds *** 200 pounds **** 500 pounds ***** 1000 pounds # "REGO TEMPESTAS" Path of Rego Tempestas Allows weather to be under control of the Cainite, power depending upon the level at which they have in the path. The following charge details: * Fog ** Rain *** Wind **** Storm ***** Lightning Bolt # "REGO AQUAM" Path of Rego Aquam Eyes of the Sea: The vampire can peer into water, seeing all events the water has seen. Prison of Water: Water rises and imprisons the victim. Dehydrate: Allows the Cainite to remove water from the victim, causing horrible internal wounds. Flowing Wall: Creates a wall impassable by supernatural creatures. Blood to Water: Potent against all, changes the blood of the victim into water. # "REGO ELEMENTUM" Path of Rego Elementum Elemental Strength: Increases all physical attributes without the need of blood. Wooden Tongues: May speak with the spirit of an inanimate object to a degree. Animate the Unmoving: Allows the Cainite to order about chairs, doors, and the like. Elemental Form: Gives the Cainite the form of an object on the same height and weight. Summon Elemental: Summons a being of Earth, Air, Fire, or Water to serve the vampire. # STAKE Usage: stake <target> Stake is designed to incapacitate a vampire. You must first craft a stake and be holding it. After successfully staking a vampire it will be unable to move until someone unstakes it. Example: > stake Deacon # BITE Usage: bite <target> A vampire is only as good as the blood it drinks. Bite is used to bite a victim and drink their blood. This means that you will suck the blood from your victim until they have no blood remaining. This is vital to replenish your blood points. This WILL kill your victim, so use it cautiously. If this is used on another vampire and you succeed in diablorizing it, by removing all the blood, you will gain some of the qualities that the now deceased vampire had. Example: > bite wolf # EMBRACE Usage: embrace <target> Embrace is used for one thing and one thing alone. It is used to turn a human into a vampire. The victim will be turned into a ghoul following the embracing. Example: > embrace Exar # SLIT Usage: slit Slit is a vampire only command that is used to cut opens their wrist. Once the vampire has slit his wrist he will be able to feed blood to others. If no one is around he will continue to drip blood unless his wound is sealed. See also: SEAL # SEAL Usage: seal Seal is a vampire only command used to seal a slit wrist. If the wound is not sealed the vampire will continue to drip blood until they run out. This is not healthy for vampires so remember to seal all your slit wrists. See also: SLIT # $~