![Guide for Vampire Race LrY1T2g](https://i.imgur.com/LrY1T2g.png)
![Guide for Vampire Race IdiXkhK](https://i.imgur.com/IdiXkhK.png)
![Guide for Vampire Race Zo8KGaS](https://i.imgur.com/zo8KGaS.png)
![Guide for Vampire Race 5idrqV2](https://i.imgur.com/5idrqV2.png)
- Clinically dead, they do not age from the moment of their death. Their skin instead pales further as their age increases. In that sense, Vampires can live forever.
- Vampires do not breathe.
- Vampires do not have a heartbeat.
- Vampires do not gain any nourishment from beverages and food. Food cannot be digested by vampires and is thus vomited.
- Vampires animate their bodies by expending blood each night.
- Vampires are nocturnal creatures and have a natural aversion to sunlight. Those who can't withstand direct sunlight will burst into flames after short contact.
- Vampires secrete blood instead of any other bodily fluids.
- Vampires are immune to most diseases, drugs and poisons.
![Guide for Vampire Race J5rwute](https://i.imgur.com/J5rwute.png)
Optional Dive :
Vampires are usually portrayed as creatures that sustain their living by feeding on another life essence, be it human or animal, or any living organism that carries blood. There are many theories surrounding the existence of Vampires, The Book of Nod itself depicts Caine as being the very first damned, being exiled by the God and doomed to travel the roads of Nod, the eastern part of Eden. Within the walls of Nod, he met a heretical demon Lilith, who taught Caine the basics of vampire powers, after they both partake in the ritual, Caine was visited by the "Three Angels" who gave him a chance to forget the past and repent any misdemeanor he has committed. He refused each Angel, and in return each Angel has cursed him, the first curse being vulnerability to sunlight, fear and weakness to fire, and "the beast" that feeds on the essence of other beings. After he was cursed, he was visited by the last Angel, who gave him the only path of enlightenment, the path of Golconda, by the mercy of God. After all this, Caine becomes Awakened, and in return possesses all of the standard vampire disciplines. After becoming Awakened, Caine had studied and researched the Path of Blood, and because of it, he was able to break free of the blood bond between him and Lilith. Set free as he deems, he left Lilith to pursue other ideals.
After years of travel, Caine had stopped in a city that was named Ubar long ago, the king of the city, King Enoch, had stepped down as the King and let Caine rule the town instead, possibly out of fear of Caines power. After a while and a tragic accident, Caine had no interest of embracing any awakened, fearing that he will take more lives than he will save. However, Enoch, interested in Caines power, had requested the embrace, to which Caine had agreed on after endless bargaining and begging. After the embrace, Caine honored the very first embrace, and named the city after Enoch.
Time went on, Enoch continued to bargain with Caine, asking for more brothers and sisters to join their cause, Caine had accepted his plea, and thus followed off with yet another embrace, this time being Irad, the iconic symbol of power and might, he was put in charge of the military, ultimately standing as Caines second-in-arms.
Afterwards came an embrace out of pure love, Caine had embraced Zillah, who was the symbol of beauty. She was the very first childer to have been in a blood bond (similar to Lilith) with Caine.
Thus the Second Generation were born, who in return, sired thirteen Antediluvians (not named Antediluvian at that point).
The city soon became the powerhouse, it was the center of culture and knowledge, giving visitors and travelers alike everything they had needed, however, all of this had changed after the Deluge happened, a Deluge, in bible, was a flood that was simulated by God in order to wipe out the humanity, this had destroyed the city and left it in the ground.
That is why the Antediluvians are named as they are, because they survived the great Deluge, thus named Antediluvians. (Antediluvian meaning pre-flood). However, due to Caine's sudden disappearance, the childer were left to wonder the lands not knowing what to do, thus the remaining Antediluvians had killed the Second Generation. This is where Clan weaknesses come in play, Caine realized that the Antediluvians wiped out his childer, therefore cursing each and every Antediluvian with a curse that would initially transfer to the vampires they would embrace.
The Antediluvians grew in power over the millenia, and the great Clans sprung up from their offspring. Some are rumored to have survived to this day, waging a proxy war across the world. Their reasons and powers unknown, they represent a threat to most Kindred.
The Camarilla asserts that the Antediluvians are dead or never even existed, and actively persecutes those who publicly say otherwise. This is part propaganda part genuine belief on their half. Those Kindred who believe the Antediluvians are alive rarely have any real information regarding them and are prone to act rashly and with paranoia, such as by joining the Sabbat or a Gehenna cult. Furthermore, very few of the sect's members are over five centuries old and have thus missed the last period during which the Antediluvians were visibly active. As secular knowledge becomes prevalent, more and more Kindred view the story of Caine and the Antediluvians as creation myths, nothing more.
![Guide for Vampire Race 202cwgE](https://i.imgur.com/202cwgE.png)
- When a vampire is Embraced, their internal organs wither away, and almost all their body fluids are replaced by blood.
- Vampires change considerably after the Embrace. As a result of these processes, the vampire is paler and generally thinner than they were before the Embrace.
- Death Stasis: Apart from wounds, vampires are restored to their condition at the time of Embrace every time they rise up for the night. This physical condition eventually extends to their mindsets - old vampires find it very hard to learn new things.
![Guide for Vampire Race Htd0K5B](https://i.imgur.com/Htd0K5B.png)
There are three things that particularly affect the vampire's behavior, and those are:
-The Beast.
-Degeneration and the Path of Enlightenement the Vampire pursues. (Read more...)
-Their Clan Curse/Weakness.
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. When subjected to specific stimuli such as hunger, fear, anger or other forms of strong emotion - your character risks frenzying. This results in a lapse in judgement and the unleashing of one's inner beast.
- Fire and Sunlight, as well as other supernatural forms of fear can drive a vampire into Rotshcreck. Rotschreck will hysterically flee from whatever caused the discomfort. (Read more...)
- When Hungry, the sight of blood can rouse a Vampire's Beast, forcing them to act upon their animalistic instincts.
- When provoked, physically threatened or under perril - the Vampire might enter a state of Frenzy. Frenzy is when the Beast takes over the vampire's personality. (Read more...)
- Aside from the Beast caged within each Vampire, there are behavioral changes that might tie to their clan weaknesses or curses. Though most visibly manifested in Clan Malkavian, these sudden changes are not limited to them.
- You've recently died; probably in a very cruel fashion. As a vampire, you will retain most of your personality as a mortal, however keep in mind the changes brought about by death. Though you might still like poetry, music or fishing by the lakeside in moonlight, you need to figure out how death will fit into the mix.
![Guide for Vampire Race KLJ9UrN](https://i.imgur.com/KLJ9UrN.png)
A vampire is deemed Hungry when their Blood Pool is reduced below 3.
Usually, a vampire that hasn't fed for some time will feel hungry and, might just go berserk, after a small sight of blood or a smell of it, that's rare and depends on how hungry he is, but once he's hungry, everything to him will look like a good bite, and all by all, you should always try finding a person to feed on once you're hungry ingame. Vampires can also satiate their thirst on animal blood and bloodpacks. They are not limited to the blood of humanoid creatures. Some Vampires feed exclusively on Werewolves or even other Vampires.
Hunger, could, by a chance take over the vampires body, and act only as a predator and not a semi-human like being, you could also talk different with others once you're hungry, probably even threaten them out of that hunger.
![Guide for Vampire Race BGc89Ag](https://i.imgur.com/BGc89Ag.png)
Vitae is used for a variety of things:
- Blood is often required to fuel a Vampire's Discipline and other powers.
- Spending blood is the only way a vampire can heal wounds.
- A vampire can temporarily increase their Strength, Stamina (Endurance) or Dexterity (Speed) by expending blood. This ability is possessed by all Vampires and called a Blood Buff.
- A Vampire can feed their blood to an animal, mortal or other vampires. This results in a Blood Bond and/or a ghoulification process.
- Using blood, a vampire may will himself to appear more human for some time. Flushing their skin, emulating breathing and other superficial effects can be faked.
- Blood is spent automatically each night a vampire animates their body.
![Guide for Vampire Race Vd7gi3g](https://i.imgur.com/vd7gi3g.png)
There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines which are unique to particular clans or are practiced by bloodlines and Thin-Blooded vampires.
Training in each of the 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.
As an Initiation character, you will unlock three disciplines inherent to your own Clan, with one dot in each of them. The Disciplines your character can have depend on your clan, generation, and sometimes age. However, bear in mind you can learn Disciplines from other clans or players.
Click here for an extended list of all the Vampire powers.
![Guide for Vampire Race 30DAfId](https://i.imgur.com/30DAfId.png)
The lower your Generation, the stronger and purer your vampiric blood is. Low generation provides several benefits. Dominate cannot be used on vampires of a lower generation than the character, and some other Disciplines are weaker as well. The number of blood points a Cainite can spend a turn and the maximum size of their blood pool also increases as generation is lowered.
Luckily, you are not bound to your generation. By diablerizing (cannibalizing) a vampire of a greater potency, you can usurp their place on the family tree. You will thus become more powerful and gain greater blood potency.
![Guide for Vampire Race 38hcrcP](https://i.imgur.com/38hcrcP.png)
Clans
Clan: A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.
A Kindred's clan is his lineage, the vampiric "family" into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.
Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity.
The 13 major clans:
Spoiler :
From the Dark Medieval into the modern nights, the thirteen recognized clans are:
Clan Assamite (aka Banu Haqim) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
Clan Giovanni - an insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
The Lasombra - proud nobles who command the very essence of darkness and shadow , to the point of worshipping it, some say.
Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
The Followers of Set - venerate a chthonic god while seeking out the world's secret places and protecting ancient artifacts.
Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
Clan Ravnos - nomads and tricksters who can force the mind to see what isn't there, though they are slaves to the vices they indulge in.
Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
Clan Assamite (aka Banu Haqim) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
Clan Giovanni - an insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
The Lasombra - proud nobles who command the very essence of darkness and shadow , to the point of worshipping it, some say.
Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
The Followers of Set - venerate a chthonic god while seeking out the world's secret places and protecting ancient artifacts.
Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
Clan Ravnos - nomads and tricksters who can force the mind to see what isn't there, though they are slaves to the vices they indulge in.
Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
There are also 'lesser' clans, namely Bloodlines. They represent offshoots of a Clan, with fewer members or less power. Though they have made their mark on history, neither of the Bloodlines can contend with the greater clans, and their members are scattered around the world in thin numbers or concentrated in very specific areas.
Cells
Coteries - The Camarilla term used to define a group of a few Kindred who band together under a common goal. Safety in numbers and common prosperity appeal to most neonates.
Packs - Mostly used by the Sabbat, it represents a few Vampires tied together by a bond called the Viniculum. Members of a pack usually share the same goals and often fight together, boasting good cooperation and an unrivaled yet sadistic brotherly bond.
Sects
A sect is an organization of vampires who agree in some way on a common goal. Perhaps not the means to achieve that goal. Often times one joins a sect for protection or because of ideological alignments. Such as one might join the Sabbat if they are considered heretical to the Camarilla. As the term goes, "The Enemy of my Enemy is my Friend."
The Camarilla: The largest organization of vampires in existence. Often made up of primary clans, whom have banded together the Camarilla is also the most strict organization. Their structure consists of a hierarchy in which all are not represented as even close to equal. Their laws are known as the Traditions, the enforcement of which are overseen by a Prince.
The Sabbat: The Sabbat is an end of the world cult, which is organized behind the ideal that Caine, the first vampire will return. The Sabbat is also known as the Sword of Caine, they firmly believe mortals are less than them and disregard the masquerade or veil in favor of the ideology that "Slaves shall Serve". They follow the Code of Milan which represents the ideologies of the clans bound within the Sabbat.
The Anarchs: "We might not know what we're for, but we know what we're against." Is the slogan of the Anarch of the modern nights. They want more freedom, they are against the grasp of the Camarilla, but not entirely, or maybe not at all. Change from within is the best kind of change! The Anarchs agree there needs to be a change, but most of them don't know what that change is, or how to achieve it. The Camarilla consider them a rebelling teenage child and therefore govern them as their own.
The Others: Across the world many lesser sects have sprung up. The Inconnu, The Tal'Mahe'Ra and a few others still struggle in the shadows. The lesser sects boast more secrecy and their clandestine goals are safely guarded.
![Guide for Vampire Race CIyXdUQ](https://i.imgur.com/cIyXdUQ.png)
First Tradition: The MasqueradeThou shall not reveal thy true nature to those not of the Blood.Doing such shall renounce thy claims of Blood.The Masquerade is arguably the most important Tradition. It stipulates that Kindred must not reveal themselves to Kine (humans/mortals). Whether accidentally or on purpose, violations of this rule are generally met with death if the fuck up is severe and hard to cover up. The Camarilla actively pursues such violations and make sure the secrets are well hidden, but this is getting harder and harder in the Final Nights. There are several things that can count as a violation, this list is brief and does not limit itself to: - Showing your fangs, claws, supernatural deformities and other vampirism features in public.- Using extraordinary speed, or flashy feats of strength. Displaying inhuman resilience and other physically impossible things.- Using supernatural abilities in public, save for subtle disciplines such as Dominate, Presence, etc. If you shapeshift into a bird and fly away from a few thugs, expect serious repercussions once the Camarilla finds out. - Regenerating your wounds in public.- Telling people that you are a Vampire, whether or not they believe you. [/li]
Second Tradition: The DomainThy domain is thine own concern.All others owe thee respect while in it.None may challenge thy word while in thy domain.Mostly referring to the authority and edicts of a Prince, this rule stipulates that they are in charge and may dictate terms according to their wishes. This rule is not always enforced by the larger sect, and there have been known cases of staged Coup d'Etat or Camarilla themselves involving their lieutenants into domain affairs. [/li]
Third Tradition: The ProgenyThou shall only Sire another with the permission of thine Elder.If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.This rule simply means you cannot create other Vampires unless you're specifically given permission. [/li]
Fourth Tradition: The AccountingThose thou create are thine own children.Until thy Progeny shall be Released, thou shall command them in all things.Their sins are thine to endure.This rule stipulates that a Sire is responsible for their Childe (the vampire they created) until they learn the ropes and are capable of managing on their own. If you embrace a Vampire and they break the veil, you may be punished accordingly for neglecting to teach them properly. [/li]
Fifth Tradition: The HospitalityHonor 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.This is a very important rule, one you are expected to follow as well. It stipulates that as a newly arrived Vampire, you must present yourself to whoever is in charge of the domain and introduce yourself. This is often done in the Elysium or other vampire gatherings, but may also be handled privately. A proper form of introduction as dictated by etiquette must include your Clan, sire and prior origins. You may also be asked to define a goal for your visit. [/li]
Sixth Tradition: The DestructionThou 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. This law stipulates that Vampires are strictly forbidden from killing another vampire. There are obviously exceptions to this rule, and a blind eye is occasionally turned to some crimes of this order. In times of war, mistakes can happen. Generally, you would need a very serious reason to attack another vampire directly.[/li]
![Guide for Vampire Race DInCJJE](https://i.imgur.com/dInCJJE.png)
Walking the Rope:
The first thing you'll need to do is learn how the local society operates. You will need to find the proper ways to find other Vampires and mingle with them. It is common knowledge that they delve in the Club Red of the Elysium. Common knowledge to the Camarilla and Sabbat, of course. The domain is run by a Brujah Elder called Isaac Wylcoff. As a fledgeling, you will need to learn how to follow the Traditions and what the elaborate rules of undead society demand of you.
Combining Forces:
Another thing you could focus on is finding other vampires of similar interests and allying yourself with them. Having grouped up, you can then undertake missions and such to bolster your resources or gain boons from the Camarilla elders. Together you can practice, share disciplines among each other and so on.
The Camarilla:
Having initiated yourself in the domain, you will then become a direct subsidiary of the sect, perhaps unwillingly so. As such, the option presents itself for you to struggle and rise through the ranks. Some of the roleplay you do may relate to finding the favor of elders and gaining their guidance and training, proving your worth to them and progressing through the ranks of your local Sect. Though the position of Seneschal is far fetched, there may be a role for you to play!
Power Struggle:
Another core aspect of vampire roleplay is the power struggle. As a Fledgeling, you are liable to mess up. Your weakness will end in punishment. There will also be others who constantly try to get at you. You will need to get stronger, whether in the number of allies, resources - or simply strong. Your character will embark on a journey to gain more powers and disciplines, and when they feel ready - perhaps even lower their Generation by canibalizing their seniors.
Below you will find the list of clans you can choose from without an elaborate application.
Credits:
Raven
Metal
Armaros
Coeus
WhiteWolf Wikipedia
Raven
Metal
Armaros
Coeus
WhiteWolf Wikipedia