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The vampires call themselves kindred in the noWoD. This page is for the clans and special rules that they abide by.

Advantages and Rules

Natural advantages

  • Kindred adds their blood potency to their health. Kindred can take an astonishing amount of damage before succumbing to it.
  • Kindred adds their celerity dots to their speed.

Generation and Blood Potency

Kindred, despite their belief, share a generation from the inception of their clan. The generation measures how close the vampire is to the base oft he clan, thus influencing the amount of power said vampire has in his blood. It's more a measure of potential than actual power, but it does confer some bonuses to the kindred.

Some benefits are constant for all kindred from having low generation:

  • +3 Resistance against Domination and Presence from Higher Generation Kindred
  • +2 Resistance against The Vinculum from Higher Generation Kindred
Generation
Merit Dots1 Generation Blood/Turn Max Blood2 Intensity3 Max BP4 Min BP5 Feeding Potency5
Special 15th -1 -2 +1 6 1 +2
Special 14th -1 -1 +1 6 1 +1
None 13th +0 +0 +2 7 1 +0
●● 12th +0 +1 +2 7 1 +0
●●●● 11th +1 +2 +2 7 1 +0
●●●●● ● 10th +1 +3 +2 8 1 +0
●●●●● ●●● 9th +2 +5 +3 8 1 -1
●●●●● ●●●●● 8th +2 +7 +3 8 1 -1
Unavailable 7th +3 +9 +3 9 2 -1
Unavailable 6th +3 +12 +3 9 3 -1
Unavailable 5th +4 +15 +4 9 5 -2
Unavailable 4th +4 +20 +4 10 7 -2
Unavailable 3rd +5 +50 +4 10 9 -2

1) Starting as a kindred of this high generation is very risky and dangerous. other kindred can sense their 'low potency' blood after a moments interaction with them. If playing a generation above 13th, the Storyteller assigns 4 dots of merits per point of higher generation. These points are lost as per the sanctity of merits rule if the player achieves a lower generation
2) The amount of extra blood a vampire of this generation can spend compared to that of a 13th generation vampire. Thus a Blood Potency 1, 11th generation vampire could store 12 Blood Points instead of 10. There's always a minimum spending rate of 1 per turn
3) The bonus each blood point spent for physical intensity grants to a single physical attribute for a turn
4) The Maximum Blood Potency a vampire of this generation can reach through age. Blood Potency can still be increased by Diableri and Experience
5) The minimum Blood Potency a vampire of this generation can be reduced to via torpor. Regardless of how long the torpor lasts, the vampire never drops below this blood potency
6) When calculating on what the vampire can gain sustenance from, adjust its Blood Potency by this amount. This a 4th generation vampire of blood potency 9 would be treated as if it had Blood Potency 7 when calulating what it can feed on


Factions

Covenants

Factions vtmr

Smaller and more individual kindred organizations are called covenants. These have their own rules and often co-exist in cities. Covnenats can co-exist with sects, but it's very difficult to co-exists with the Camarilla without paying at least lip service to their ideals and ideas.

Each covenant differ from city to city but the independent factions may fight both Camarilla and Sabbat influences in their cities, although the Camarilla is usually welcomed as long as they don't try to grab power in the city. Some of the border regions however, are slowly falling into the hands of the Camarilla.

The most defining part of the independent covenants are the fact that they uphold the traditions and have mostly the same power strucutre as the Camarilla. Elders sit on top while their childer run their errands and obey their orders. Thus the anarch's are usually not very fond of the Independent Covenants, with the exception fo the Carthian movement. The one covenant who goes against this is the Carthian Movement, who are an aggressive version of the Anarch movement, who not only predate the current Anarch Free State but also seeks to expand the Anarch ideas of meritocracy and democracy.

Major Factions

The Invictus (Independent, Camarilla): The invictus claims that they are the durect descnendants of the first Camarilla. They build dynasties and form a sort of proto camarilla even in cities were the camarilla lack any real influence. Their dependency on their elders puts them at odds with the sabbat and the anarchs.
bonus: May purchase Feudal Oaths merits.

The circle of the Crone (Independent, Sabbat): the circle are pagan blood sorcerord and worshippers of ancient gods rolled into one. The circle hoards whst they clain is ancient knowledge of blood magic and stranger things. They seek to end the stranglehold that the tremere hold over blood magic. Their methods and open worship of pagan idols puts them at odds with the Camarilla.
bonus: May purchase Cruac as a clan discipline.

the Carthian movement (all): a militant anarchist movement who seek to impose meritocracy and less dependency on elders. Carthians are wildly seen as destabilizing and dangerous but they do have their uses...
bonus: May purchase Carthian Law merits

the cult of ancients (independent, Camarilla ): The cult of ancients worship elder campires. They seek out their resting places and seek to shield them from the world. They hope to find and wake ancients who hold long lost knowledge and power. They violently oppose the sabbat who seek to destroy elders.
bonus: May purchase Venefica as a clan discipline

The order of Hellas (All): the order was founded in medieval times by a group of vampires who ran into somethibg even stranger than them. The order seeks out other supernaturals and hope to learn their secrets and gain new powers and insights from them.
bonus: May purchase Lore skills at -1 experience cost.

Ordo Dracul (independent, Sabbat): a radical group who seek to alter and change as vampires. They seek to become more than vsmpires and many tzimisce count themselves as members of the order. The order offers their coils to anyone willing to join and learn.
bonus: May purchase Coils as a clan discipline.

Lancea Sanctum (all): the sanctified are true believers in their own eyes. They all follow the divine will of a higher beeing and stand in opposition of the pagans and those who worship the elder kindred. The spear is very prominent in the sabbat, but differ wildly in their interpretations of the holy texts from their camarilla counterpart.
bonus: May purchase Theban Sorcery as a clan discipline.

Minor Factions

Signori mercantili (all): A mercantile faction that thrives on trading and procuring wares for the other factions. The faction has very deep ties with the Giovanni and works with both the Camarilla and Sabbat.
bonus:

Sects

There are, in principality, 2 powerful sects in the world during the 21st century. The Camarilla and the Sabbat. The upstart Anarch movement would like to claim status as a sect, but for the moment their power is far to limited in scope to be a full blown sect. Their ties to the Carthian movement are also limiting their status as a sect somewhat. Outside of the Anarch state, its hard to tell the difference between an anarch and a Carthian.

Two smaller sects also rule the night in asia and africa. The assamites once helf near omnipotence in their area until the mongol invasion and the setites held absolute control over egypt for millenia until thry lost ground to foreign foes.

The Camarilla

...is what would happen if the Invicuts manage to achieve domination of an entire hemisphere. The Camarilla has grown since its inception during the 16th century and has become nigh omnipotent in its sphere of influence. Dominating most of western Europe and the eastern USA, the Camarilla holds more financial power in their hands than perhaps all the other kindred put together. The Camarilla has since its inception tried to spread and has so far succeded well although its expansion has now become severly threatened by the Sabbat.

The Sabbat

...is not as crazy as most would have you believe. Instead of having elders ruling over younger kindred, the Sabbat instead creates a communal bond in their packs by a shared vinculum to the other members. They also full out acknowledge the existance of the antideluvians and are dedicated to fighting against them. While being noble in purpose, the Sabbat has been usurped by the same power struggle that plague the Camarilla and many packs are left to fend for themselves. Yet they are a very popular choice among kindred who accept who they are and want to be a part of something bigger. They are extremely powerful in their home domain of eastern europe and have also gained a great measure of power in the nothern parts of south america and central america. Their current stronghold is Mexico City. After the formation of the Camarilla they began to credit the so called Sabbath with everything that went badly. While they did this to unite their childer against a common enemy a lot of people joined the Sabbath instead as they saw them as a powerful alternative to the Camarilla or the independent factions.

The Anarchs

...is an organization that grew forth from carthian influences over the westcoast of the USA. They formed a sect that all agreed (in theory) to have a meritocracy and democracy instead of a top down feudal system were age rules. The Anarch free state was created at the dawn of the 20th century and has since then grown in power and influence in the western parts of the USA and many independent vampires has joined the anarchs. They are very close to the Carthian Movement and some Camarilla elders accuse the Carthian movement to be nothing more than anarchists who wishes to destroy the workings of the elders to found a new society of anarchy and chaos. The anarch free state is both ab ally and foe of the carthians however, as the carthian movement feels the anarchs has failed them by becoming a larger group instead of staying smalm and local, while also being exactly what a lot of carthians want.

The Followers of Set

...rose from the ashes of the kindred society that dissappeared with the fall of Egypt and the rise of the Roman Camarilla (also known as the first Camarilla). They became increasingly powerful during the dark ages and despite the rise of Islam and Christianity, they kept most of their power intact by seducing and corrupting anyone within their reach. Despite the Assamites being their most powerful foe, the Setites suffered an ironic setback when their foes were nearly destroyed by the Anda. They usurped their positions and spread themselves so thin that other kindred could attack their power base in Egypt. The full scale war in their homeland drew the interest of other supernatural creatures who has since dominated Egypt. The followers of set, while being ruled by the setite clan, contains many other clans.

The Assamites (all)

...almost omnipotent in their domain before the mongol invasion, the assamites has fallen from their once mighty position. In the modern nights their power has been crippled both by infighting and by outside foes. The setites are still vying for power in the same region and the rise of the Camarilla and the Sabbat has caused serious loss of power for the clan. Still, the assamite clan is feared and respected by most kindred. Recently, the clan has started to recruit from other clans to bolster their numbers.

The Clans & Bloodlines

There are many different clans of the kindred. Over the ages, many different breeds of vampires has come into the world and sought to rule humanity. Some have intermingled and become more alike. Some believe they are descendants of the first vampire Caine while others believe they're simply creatures who have co-evolved. In ancient days, some of the kindred gathered togheter and created ancient societies of blood drinkers who ruled openly or in in the shadows. But today, there are 3 global organizations and dozens of smaller local factions that rule kindred life. Not all vampires belong to the established clans, but most do...

Major Clans

Brujah - Passionate Philosophers

Primary Faction: The Camarilla
Secondary Faction: Independent or Sabbat
Once ranked among the most prestigeous and powerful clans and even ruling openly in old Carthage, the Clan has since fallen from grace and is nowdays mostly seen as rabble and anarchists. The Brujah of old are long gone and have been replaced by the current clan.
Clan Disciplines: Celerity, Majesty, Vigor
Favored Attribute: Intelligence or Presence
Weakness: -2 to all frenzy checks

Daeva - Willful Sinners

Primary Faction: The Camarilla
Secondary Faction: Independent
In some ways the polar opposite of the Setites, the Daeva don't just embrace sin, they revel in it! The Daeva is the archetypical 'romance' vampire who seems preternatural strong, alluring and fast. While the Daeva and brujah might have shared a clan background in ancient times, these days the clans are only alike in their primary disciplines. The Daeva seldom spend time thinking of philosophy and rather abuse mortals and other kindred alike.

Most of the clan support the Camarilla very strongly. Mostly because the Camarilla uphold the masquerade and the Willful Sinners always find their life easier when they can hide themselves more easily among their prey.
Clan Disciplines: Celerity, Majesty, Vigor
Favored Attributes: Dexterity or Manipulation
Weakness: The Daeva fall more easier than most others. Whenever a Daeva is offered a chance to indulge his vice, he loses a point of willpower if he choses not to do so. If he has no willpower left, he automatically indulges his sin. He regains willpower as regular from indulging his vice.

Gangrel - Nomads and Wildlings

Primary Faction: (City Gangrel) The Camarilla, (Wild Gangrel) Independent (Circle of the Crone)
Secondary Faction: The Sabbat
Clan Gangrel, much like Clan ventrue, have been split into two parts by the rise of civilization. Those gangrel who have accustomed to the rise of cities are the modern gangrel who have since favored the Camarilla while those who have remained in the wilderness are known as "Wildlings". The rise of the two different clans has affected their weaknesses and they have long began to differentiate into two different clans. Mention this however, and both parts of the clan might just show you how not different their claws are...
Clan Disciplines: Animalism, Protean, Resilience
Favored Attribute: Composure or Stamina
Wildling Weakness: All rolls including Mental stats lacks the '0' again quality and '1's subtract from successes
City Gangrel Weakness: All rolls including Social stats lacks the '0' again quality and '1's subtract from successes

Giovanni

Primary Faction: Independent (Giovanni)
Secondary Faction: Independent (The Invictus)
The Giovanni were once part of the Mekhet... or at least some believe that. The Giovanni however, know that their clan founder managed to increase the strength of his blood despite his youth by diablerizing one of the fabled antideluvians.
Clan Disciplines: Dominate, Vigor, Necromancy
Favored Attribute: Resolve or Strength
Weakness: The Giovanni lack The Kiss and victims must roll Stamina + Resolve to not scream outright in pain. The bite mark of a Giovanni leaves a horrid wound that only heals when the Health level heals. On other vampires, the kiss functions normally.

Lasombra

Primary Faction: The Sabbat
Secondary Faction: Independent (Lancea et Sanctum, Invictus)

The Lasombra were once a clan united under the church of Christ. Their control and influence over the Church were so vast that one could number other clans presence in the church within most areas on one hand. The inquisition changed all this though. As kindred were driven away from mortal society, the Lasombra split into two parts. One part joined the Sabbat and another part kept their independence alive and well by joining the Church of the Spear.


Clan Disciplines: Dominate, Obtenebration, Vigor
Favored Attribute: Dexterity or Composure
Weakness: +1 damage from Sunlight, cast no reflection

Malkavian

Primary Faction: The Camarilla
Secondary Factions: A clan of prophets, seers and madmen, the Malkavian clan has both its ups and downs. A rare clan who prefers to embrace those who they see as "worthy" of their 'prophetic' abilities, they are also known for their 'malkavian madness' which steems from their visions and extended senses. The Malkavians are the masters of the Auspex discipline and all Malkavians are also connected to the Madness Network although only a few have the connection required to reach out and speak to it.
Clan Disciplines: Auspex, Dementation, Obfuscate
Favored Attributes: Wits or Manipulation
Weakness: Sadly, prophetic abilities has their price... All malkavians suffer one permanent derangement and any rolls to incur further derangements are made at a -2 penalty. (i.e. a Malkavian with 5 humanity would roll only 2 dice to avoid further derangements if falling).

Mekhet

Primary Faction: Independent (Varies)
Secondary Faction: The Camarilla
The Mekhet hail from ancient north africa and middle east. They have a possible origin in Egypt and those Mekhet still present there today, who have formed a cohessive sect and not joined the Setites, tell of a strange origin in which they were made into vampires by a ancient darkness who had fallen from "the depths of the abyss". Noddists claim this darkness would either be Lilith or Caine, while others claim that a more ancient evil would be the origin of the Mekhet.

In the Camarilla, the Mekhet serve a similiar roll as the nosferatu. They are superb spies and possess the ability to both be hidden and see all they need to see. They pick up things that few others pick up and their powers are often seen as near magical even by other kindred. What the mekhet lack however, is the structure and organization of the Nosferatu.


Favored Attribute: Intelligence or Wits
Clan Disciplines: Auspex, Celerity, Obfuscate
Additional Weakness: Mekhet are very weak against sunlight and thus suffer 1 additional point of damage from Sunlight.

Assamite

Primary Faction: Independent (Assamite Covenant)
The clan known as Assamite were once numerous and powerful in the middle east. Close to ruling openly, only the serpernts of Set had any real power to oppose them and the Mekhet of the old chose to operate from the shadows. The coming of the Anda and the Mongol Horde changed all that however. Their ancient fortress burned under the attack of the eastern barbarians and many of the clan elders perished as they thought the combined strength of the Anda and the Serpents. Some christian vampires also lent a hand when the Assamite's close to invulnerable position were picked apart piece by piece.

Once so ruthlessly weakened, it took hundreds of years for the clan to gather their power again only to be struck by the powerful curse cast by the Tremere. This curse banned them from drinking any kindred blood and forced them to accept Camarilla rule in the near middle east. It was after this that they started accepting any clan into their ranks as long as they had the necessary skills to join the Assamite clan.

These days, the clan is once more on the rise. Despite being few in numbers, their near mythical legend that kindred all over the western hemisphere fear provide them with power beyond most other kindred. With the rise of once of their eldest members, they've also managed to shrug of the power of the Tremere Curse.


Favored Attribute: Dexterity or Composure
Clan Disciplines: Celerity, Obfuscate, Quietus
Weakness: The Assamite weakness is ingrained into their very soul. Their aura always displays as if they've diablerized recently and their aura seems weird and strange. Against beings capable of viewing their aura or soul, the Assamite has a -2 penalty to all socialize rolls.

Nosferatu - Haunts and Rats

Primary Faction: (Haunt) The Sabbat, (Rat) The Camarilla
Secondary Faction: Independent
The Nosferatu is a clan divided... a clan originally were two different clans, but thanks to mistrust and prejudice by the other clans, has grouped together to form a single whole, which over the ages has evolved. The first clan, born from the hideous fear of death that man posses are possibly the more physically imposing. But the other half is probably more feared not just for the fear itself, but for their information. Nowdays, both clans seemingly co-mingle and some have even taken given the nickname of Stalkers to the ones who posses their own unique discipline... Nightmare.
Favored Attribute: Strength or Intelligence
Clan Disciplines: Nightmare, Obfuscate, Vigor
Clan Weakness: While not all hideously deformed, the Nosferatu all project some sort of uneasiness even unto other vampires. '1's remove successes on social rolls and '0's doesn't explode.

Ravnos

Primary Faction: Independent (Varies)
Secondary Faction: The Camarilla or The Sabbat
An indian lineage that might possibly have once been a ventrue bloodline. Nowdays, the clan is as spread as the wind and their ancients roots are hardly remembered by any of the kindred who nowdays travel Europe or the USA. For those who are of older stock however, or who have been embraced outside the western world, these memories run deeper and more throughly. The Ravnos has their stronghold in India and even though the underground supernatural landscape is ravaged by a tight battle with the Kue-Jin, the nights of India is strong with passion and power.
Favored Attribute: Stamina or Manipulation
Clan Disciplines: Animalism, Chemistry, Fortitude
Weakness: The Ravnos suffer much like the Daeva from their Vice. They lose a point of willpower whenever they don't indulge in their vice.

Setite

Primary Faction: Independent (Followers of Set)
Secibdart Faction: The Camarilla

The Followers of Set are Egyptian vampires who claim to have been created by Set. Most Setites simply don't care about the mythos of Caine and seek to corrupt others and bring them under their sway. In this way, they are much the opposite of the Daeva. The Setites are extremely powerful in Egypt and northern Africa. The followers aren't just a clan though. They're also the leaders of their own sect, into which they invite other kindred.

Rumours claim that the the Setites may be a bloodline of the Mekhet, but these rumours are rebuked by all Setites who are politically inclined.

Favored Attribute: Dexterity or Manipulation
Clan Disciplines: Majesty, Obfuscate, Serpentis
Weakness: Humanity is treated as two steps lower for sunlight damage and in bright light, all dice pools are capped by Humanity

Toreador - Artists

Primary Faction: The Camarilla
Secondary Faction: Independent or Sabbat
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Clan Disciplines: Auspex, Celerity, Majesty
Favored Attribute: Presence or Wis
Weakness: -2 to all frenzy checks

Tremere

Tzimisce

Ventrue - The Lords and Kings of Kindred

Minor Clans

Akhud - Vengeful Hunters

Primary Faction: Independent
Rumoured to be a clan who came from a single brood, sired from 5 kings, the Akhud have surfaced throughout history to hunt and to strike swift vengeance against their foes. The Akhud are strangely united in their clan loyalties. Few Akhud ever strike against eachother even if they are on the opposing side of a conflict.
Clan Disciplines: Celerity, Obfuscate, Praestantia
Favored attributes: Dexterity or Wits
Weakness: The Akhud find themselves unable to hurt those who they are either blood bound to, have blood bound or whom share the same clan or family line that they do. They take a dice penalty of (10-humanity)/2. If the dice pool is reduced to 0, a failure is a dramatic failure instead.

Leithuma

Primary Faction: Independent
Originally a bloodline with ambitions, the Leithuma bloodline has risen far since their inception. Their original founder, a man named Mikael, swore to hunt down and diablerize one of the ancient antideluvians. Rumour has it that he succeded and the brood he left in his wake has since risen to power in various positions of the world. These nights, the Leithuma struggle to be recognized as a clan and they fight a bitter battle against all who would deny their claim and who view them as lesser than an actual clan.
Clan Disciplines: Celerity, Presence, Resilience
Favored Attributes: Stamina or Manipulation
Weakness: Emotionally deadened to the world around them, the Leithuma suffers a -2 penalty to all rolls that depend on knowing the feelings of another person. Lies, sense motive and other such feats are their bane.

Caitiff

Primary Faction: Anarch
Caitiff are vampires without any discernable bloodline. They lack the weakness and unique clan disciplines of other kindred.
Clan Disciplines: None
Favored Attributes: Any one attribute
Weakness: All disciplines cost 4 experience points per dot for Caitiff.

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