3rd Ed Rules and ChartsB'tara K'tahn10107653rd Ed Rules and Charts~ B'tara K'tahnCharacter CreationB'tara K'tahn101077B'tara K'tahn101076Character Creation~ B'tara K'tahn Process StepsB'tara K'tahn101078B'tara K'tahn101077 Process Stepsv B'tara K'tahn*-Concept / Attributes / Abilities / AdvantagesB'tara K'tahn101079B'tara K'tahn101078-Concept / Attributes / Abilities / Advantages*v B'tara K'tahnStep one : Character Concept Choose Concept,Clan,Nature, and Deamoner Step two: Select Attributes Priortize the three catagtories: Physical, Social, Mental (7/5/3) Your character automaticly has one dot (point) in each attribute. Rate Physical traits: Strength, Dexterity,Stamina Rate Social traits: Charisma, Manipulation, Appearance Rate Mental Stats: Perception, Intelligence, Wits Step three: Select Abilities Priortize the three catagories: Talents, Skills, Knowledges (13/9/5) Choose Talents, Skills, Knowledges No ability higher than 3 at this time Step four: Select Advantages Choose Disciplines (3), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot(point) in each virtue Step five: Finishing Touches Record Humanity ( equal to Conscience + Self Control), Willpower (equal to Courage) and Blood Pool Spend Freebie points (15) Record Humanity (equal to Conscience + Self Control), Willpower (equal to Courage) and Blood Pool. Spend Freebie Points (15)Sample ConceptsB'tara K'tahn101080B'tara K'tahn101077Sample Concepts~ B'tara K'tahn*Sample ConceptsB'tara K'tahn101081B'tara K'tahn101080Sample Concepts*~ B'tara K'tahnCriminal -- jailbird, Mafioso, drig dealer, thug, thief, fence Drifter -- bum , smuggler, prostitute, junkie, pilgrim, biker, gambler Intellectual -- writer, student, scientist, philosopher, social critic Investigator -- detective, beat cop, government agent, withch-hunter Kid -- child, runaway, outcast, urchin, gangbanger Professional -- engineer, doctor, computer programmer, lawyer Soldier -- bodyguard, enforcer,mercenary, Green Beret Worker -- trucker, farmer, manservent, constuction laborer Archetypes (Nature and Demeanor)B'tara K'tahn101082B'tara K'tahn101077 Archetypes (Nature and Demeanor)v B'tara K'tahn* ArchetypesB'tara K'tahn101083B'tara K'tahn101082 Archetypes*v B'tara K'tahnArchitect - Your build a better future Autocrat - You need control Bon Vivant - Unlife is for pleasure Bravo - Strength is all that matters Caregiver - Everyone needs nurturing Celebrant - You exist for your passion Child - Won't somebody be there for you Competitor - You must be the best Conformist - You follow and assist Conniver - Others exist for your benefit Curmudgeon - Nothing is worthwi\hile Deviant - You exist for no one's pleasure but your own Director -- You oversee what must be done Fanatic - The cause is all that matters Gallant - You're not the showstopper, you're the show. Judge - The truth is out there Loner - You make your own way Martyr - You suffer for the great good Masochist - You test your limits everynight Monster - You're Damned, so act like it. Pedagogue - You save others through knowledge Penitent - Unlife is a curse to atone for. Perfectionist - Nothing is good enough Rebel - You follow no ones rules Rogue - Those who can, win. Those who can't, lose. You can Survivor - Nothing can keep you down Thrill-seeker - The rush is all that matters Trickster - Laughter dims the pain Visionary - There is something beyond all this. DiscplinesB'tara K'tahn101084B'tara K'tahn101077 Discplinesv B'tara K'tahn* DiscplinesB'tara K'tahn101085B'tara K'tahn101084 Discplines*v B'tara K'tahnAnimalism - Super natural affinity with control of animals Auspex - Extrasensory perception, awarness and premonitions Celerity - Supernatural quickness Dementation - The ability to pass madness on to a victim. Dominate - Mind control practiced throught the piercing gaze. Fortitude - Unearthly toughness, even to the point of resiting fire and sunlight Necromancy - The supernatural power to summon and control the dead Obfuscate - The ability to remain obscure and unseen, even in crowds Obtenebration - Unearthly control over shadows Potence - The discipline of physical vigor and strength Presence - The abiity to attract, sway and control crowds Protean - Shapechanging, from growing claws to melding with the earth Quietus - The Assamites' art of assasination - Silence Serpentis - The reptilian Discipline of the Followers of Set Thaumaturgy - The study and practice of blood sorcery Viscissitude - The Tzimisce art of flesh-shaping. BackgroundsB'tara K'tahn101086B'tara K'tahn101077 Backgroundsv B'tara K'tahn* BackgroundsB'tara K'tahn101087B'tara K'tahn101086 Backgrounds*v B'tara K'tahnIAllies - Human confederates, usually family or friends. Contacts - The number of informations sources the character posesses Fame - How well-know the character is among the mortals Generation -- How far removed from Cain the character is Herd - The vessels to which the character has free and safe access. Influence - The character's political power within mortal society. Mentor - The Kindred patron who advises and supports the character. Resources - Wealth, belongins and monthly income Retainers - Followers, guards and servants. Status - the characters standing in undead society.ChartsB'tara K'tahn101088B'tara K'tahn101077Chartsv B'tara K'tahnGeneration ChartB'tara K'tahn101089B'tara K'tahn101088Generation Chartv B'tara K'tahnGeneration ChartB'tara K'tahn101090B'tara K'tahn101089Generation Chartv B'tara K'tahn Max Trait RatingBlood Pool MaxBlood Point/turnThirdFourthFifthSixthSeventhEighthNinthTenthEleventhTwelfth Thirteenth +109876555555???50403020151413121110???10864321111Freebie point costB'tara K'tahn101091B'tara K'tahn101088Freebie point costv B'tara K'tahnTrait Cost Attribute 5 per dot Ability 2 per dot Discipline 7 per dot Background 1 per dot Virtue 2 per dot Humanity 1 per dot Willpower 1 per dotExp point costB'tara K'tahn101092B'tara K'tahn101088Exp point costv B'tara K'tahnHCR = Current Rating Trait Cost New Ability 3 New Path (Necro 7 or Thaum) New Discpline 10 Attribute CR X 4 Ability CR X 2 Clan Discipline CR X 5* Other Displine CR X 7* Secondary Path CR X 4 Necro or Thaum Virtue CR X 2 ** Humanity CR X 2 Willpower CR *Caitiff have no clan-based Diciplines, jus as they have no clan. For them, the cost of raising Disciplines is the current rating x 6 for all Disciplines. This is both a curse and a blessing of being Clanless. ** Increasing a Virtue through experience does not increase Traits based on that Virtue(Humanity, Willpower)Blood pool chartB'tara K'tahn101093B'tara K'tahn101088Blood pool chartv B'tara K'tahnVessel Blood Pool Vampire 10 - ??? Werewolf 25 Average Human 10 Child 5 Cow 5 Dog 2 Cat 1 Plasma bag 1 Rat 1/2 Bat/Bird 1/4 Vampire ClansB'tara K'tahn101094B'tara K'tahn101076 Vampire Clans~ B'tara K'tahnBrujahB'tara K'tahn101095B'tara K'tahn101094Brujah~ B'tara K'tahn NicknameB'tara K'tahn101096B'tara K'tahn101095Nickname ~ B'tara K'tahnRabble SectB'tara K'tahn101097B'tara K'tahn101095Sect ~ B'tara K'tahn CamirillaHavenB'tara K'tahn101098B'tara K'tahn101095Haven~ B'tara K'tahnJBrujah live wherever they choose, frequently kicking whatever unlucky individuals lived there before them. By habit they move about quite a bit, never staying in one place for longer than a month. They typically possess many different "safe houses" where they can hide in times of turmoil. A new tactic of some Brujah is to move in with suburban families, Dominating them into submission. The Brujah "hang out" with the family for a few weeks, and then move on when they get bored. Certain Brujah "recruit" the rebellious teenagers in the households just before they move on.  BackgroundB'tara K'tahn101099B'tara K'tahn101095 Background~ B'tara K'tahn~Brujah naturally prefer rebels when they choose their progeny. Only rarely is a neonate guided through the process. Typically, new Brujah are left to their own devices, summoned and aided only at the whim of the sire. Often the sire remains anonymous, so as to avoid the wrath of a strict prince. Often a sire will create more than one childe at a time, forming a brood. Brujah don't always seek the permission of the prince when they create progeny, so the chances of the childer's survival are greater if there is a group of them. It is a strategy of numbers - the more progeny created, the more likely some will survive. CharacterB'tara K'tahn101100B'tara K'tahn101095 Character~ B'tara K'tahn"Brujah often have criminal or punk concepts, but many of them are intellectuals as well. They normally have very aggressive Demeanors and very extreme Natures. Physical Attributes are primary, as are Skills. Brujah commonly have Contacts, Allies and Herd as their Background Traits.Clan DisciplinesB'tara K'tahn101101B'tara K'tahn101095Clan Disciplines~ B'tara K'tahnCelerityB'tara K'tahn101102B'tara K'tahn101101Celerity~ B'tara K'tahnThis Discipline explains the superior quickness of vampires. A rating in Celerity allows a vampire to move extremely quickly in times of stress and take multiple actions in a single turn. While anyone can decide to split their Dice Pool during a single turn, a character with Celerity can perform extra actions without penalty. One extra action is allowed per point of Celerity, and the vampire may use his/her entire dice pool for each one. One Blood Point must be spent every turn that the character uses Celerity, even if he does not take all the actions allowed. For instance, if a vampire has a Celerity rating of 4, and wishes to take three actions in a single turn, he will need to spend a blood point. PotenceB'tara K'tahn101103B'tara K'tahn101101Potence~ B'tara K'tahnThis Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap great distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit. System: The character's rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succedd at most strength rolls automatically without needing to make a roll at all. In melee and brawling combat, the automatic successes count on the damage roll. You do not need to burn a blood point for this discipline it is always on. PresenceB'tara K'tahn101104B'tara K'tahn101101Presence~ B'tara K'tahn1 " Awe Roll: Charisma + Acting, difficulty 7 The vampire can make others attracted to her. Once a target has spent one willpower point for each success, the effect is ignored, and the target can not be affected for the rest of the scene. The number of victims affected is as follows: 1 suc. one person 2 suc. two people 3 suc. six people 4 suc. twenty people 5 suc. everyone in the vicinity 2 " Dread Gaze Roll: Charisma + Intimidation, difficulty Wits + 3 The vampire can adopt a threatening presence against a victim. In addition to the loss of one die per success on the next action, the victim is affected as follows: botch The victim is immune to all further uses of Presence by the vampire for the remainder of the story. failure All accumulated successes are lost. 1 suc. The victim is cowed. 3 suc. The victim flees in horror. If cornered, she will often adopt the fetal position at the vampires feet. 3 " Entrancement Roll: Appearance + Empathy, difficulty Willpower The vampire may enchant the target, who will seek to please the vampire, of her own free will. The effects last for the following time periods: 1 suc. one hour. 2 suc. one day. 3 suc. one week. 4 suc. one month. 5 suc. one year. 4 " Summon Roll: Charisma + Subterfuge, difficulty variable The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, as follows: dif. 4 The target has previously succumbed to the vampires use of Presence. dif. 5 The target is someone the vampire knows. dif. 7 The target is a stranger. dif. 8 The target has previously resisted the vampires use of Presence. The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, The target will always find the Caster even if the vampire changes location after using this power. The degree of the effect is as follows: 1 suc. The target approaches, but with hesitation. 2 suc. The target approaches, but tentatively. 3 suc. The target approaches. 4 suc. The target approaches with great haste. 5 suc. The target rushes as quickly as possible. 5 " Majesty Resist: Courage, difficulty Charisma + Intimidation The vampire is automatically respected and feared. 6 " Aire of Elation (Clanbook:Toreador) Resist: Self-Control, difficulty Wits + Expression (Comedy) The vampire can invoke laughter in others; they will find whatever she does or says to be hilarious. In fact, they will have to make a resistance roll to do anything more than laugh. 6 " Enrage Roll: Manipulation + Subterfuge, difficulty 8 The vampire may enrage others. Vampires so enraged must immediately spend a willpower point to avoid frenzy. The number of victims affected is as follows: 1 suc. two people 2 suc. four people 3 suc. eight people 4 suc. twenty people 5 suc. everyone in the vicinity 6 " Intensification (Clanbook:Toreador) Resist: Self-Control, difficulty 7 By spending twenty blood points (no more than five per day), the vampire can cause an inanimate object to provoke an emotion of her choice in anyone who looks at it. This object must be one that looks like it was intended to provoke such a reaction. 6 " Love Roll: Charisma + Acting, difficulty Willpower The vampire can influence a victim as if the victim was blood-bound to her, and under the influence of Entrancement, as described above. 6 " Sirens Song (Clanbook:Toreador) The vampire may use her music to invoke Awe in all who hear it, even on a recording. She may also try to inspire certain emotions with her music, but this can be unpredictable. This power also grants three extra dice in all music-related rolls. 6 " Star Magnetism (Clanbook:Toreador) The vampire can extend the influence of the power Awe to anyone who sees her on film, or sees a painting of her, if it is a good likeness. She may consciously refrain from doing this, but at all other times, if someone takes a picture of her (even without her knowledge), the resulting film will exhibit the effects. Anyone who sees the film who wishes to resist must do so each time they see the film. 6 " Two-Tiered Communication (Clanbook:Toreador) Roll: Manipulation + Empathy, difficulty 10 - Perception By spending a blood point, the vampire may tell a target one thing verbally, and send a different message subliminally. The number of successes required is determined by the extent of the difference between the superficial message and the real message. 7 " Mask Empathy Roll: Manipulation + Subterfuge, difficulty Willpower Resist (vampires): Willpower, difficulty 6 The vampire may make a group of people lose all special interests, like love, friendship, or comraderie, in each other. The number of victims affected is as follows: 1 suc. three people 2 suc. six people 3 suc. fifteen people 4 suc. thirty people 5 suc. everyone in the vicinity 7 " Mind Numb Roll: Manipulation + Intimidation, difficulty Willpower Resist (vampires): Willpower, difficulty 6 The vampire may make a group of people apathethic, even if in danger, or insulted. The number of victims affected is as follows: 1 suc. three people 2 suc. six people 3 suc. fifteen people 4 suc. thirty people 5 suc. everyone in the vicinity 8 " Invoke Frenzy Roll: Manipulation + Empathy, difficulty Willpower Resist: Self-Control, difficulty 7 The vampire may put a vampire into a frenzy. The type of frenzy is at the discretion of the vampire. 9 " Heart of the City Roll: Charisma + Area Knowledge, difficulty 10 The vampire may make all in a city feel any emotion she wants them to feel, for the following time periods: 1 suc. one minute 2 suc. ten minutes 3 suc. one hour 4 suc. one day 5 suc. one week 10 " Dream World Roll: Wits + Etiquette, difficulty 9 The vampire may broadcast messages, in dreams, to the entire world, or one city, or one individual. The impact of these dreams is as follows: 1 suc. The target may or may not remember the dream, but it may have subconscious effect. 2 suc. The target remembers bits and pieces of the dream. 3 suc. The target remembers most of the dream. 4 suc. The target remembers all of the dream, and will later reflect on it. 5 suc. The target has probably been permanently traumatized by the dream, and will certainly never forget it. QuoteB'tara K'tahn101105B'tara K'tahn101095Quote~ B'tara K'tahn"All creatures of sentience deserve to be free - it is our born right. When we overthrow this decadent system that attempts to rule us, we can overthrow the system that rules the mortals as well. We shall be the saviors of the Earth." OrginizationB'tara K'tahn101106B'tara K'tahn101095 Orginization~ B'tara K'tahnThis clan is poorly organized and rarely meets formally. However, its membership supports the anarchs more than any other clan. Indeed, it lies at the movement's core. WeaknessesB'tara K'tahn101107B'tara K'tahn101095 Weaknesses~ B'tara K'tahn,The members of this clan fall into frenzies far more readily than other vampires. However, the Brujah flatly deny this; indeed, they become exceedingly hostile (even to the point of frenzy) if the subject is raised. The difficulty for frenzy rolls is always two higher than the number listed. StereotypesB'tara K'tahn101108B'tara K'tahn101095 Stereotypes~ B'tara K'tahnGangrelB'tara K'tahn101109B'tara K'tahn101108Gangrel~ B'tara K'tahn)They know how to fight, that's for sure. MalkavianB'tara K'tahn101110B'tara K'tahn101108 Malkavian~ B'tara K'tahn8Some make fine compatriots, though they're all weirdos. NosferatuB'tara K'tahn101111B'tara K'tahn101108 Nosferatu~ B'tara K'tahnwThey are rejected unjustly because of how they look. We are the only ones who respect them despite their bestiality.ToreadorB'tara K'tahn101112B'tara K'tahn101108Toreador~ B'tara K'tahn]Effete bastards. They would make decent allies save for their addiction to the human vices.TremereB'tara K'tahn101113B'tara K'tahn101108Tremere~ B'tara K'tahn9Our archrivals. None are worse than these manipulators. VantrueB'tara K'tahn101114B'tara K'tahn101108Vantrue~ B'tara K'tahnQThese contemptible, conniving politicians are hypocrites of the highest degree.GangrelB'tara K'tahn101115B'tara K'tahn101094Gangrel~ B'tara K'tahn NicknameB'tara K'tahn101116B'tara K'tahn101115Nickname ~ B'tara K'tahn Outlanders SectB'tara K'tahn101117B'tara K'tahn101115Sect ~ B'tara K'tahnCamirilla and SabbatHavenB'tara K'tahn101118B'tara K'tahn101115Haven~ B'tara K'tahnGangrel are nomadic by nature and almost never create permanent dwellings. Though they may live within a single city, they will usually not create havens for themselves, but will instead sleep in a different place each day. They are often found in parks, zoos or semi-wooded areas in the city. Most of them are able to meld with the earth and do so each dawn to escape the sun. BackgroundB'tara K'tahn101119B'tara K'tahn101115 Background~ B'tara K'tahnGangrel always pick their progeny very carefully, seeking those who are survivors. However, once they Embrace these mortals, they abandon them, leaving the childer to make their own way in the world. Though sires may watch from a distance, they almost never interfere. When the time is right, they present themselves to their fledglings and teach them the ways of the clan. CharacterB'tara K'tahn101120B'tara K'tahn101115 Character~ B'tara K'tahnGangrel often have drifter or Working Joe concepts. Their Natures and Demeanors tend to be quite similar. Physical Attributes are primary, as are Talent Abilities. Normal Background Traits are Allies (the Gypsies) and Mentor (their sires).Clan DisciplinesB'tara K'tahn101121B'tara K'tahn101115Clan Disciplines~ B'tara K'tahn AnimalismB'tara K'tahn101122B'tara K'tahn101121 Animalism~ B'tara K'tahn1 " Sweet Whispers Roll: Man. + Animal Ken, difficulty 6 With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication. 2 " The Beckoning Roll: Cha. + Survival, difficulty 6 By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted. 1 suc. One animal responds. 2 suc. A quarter of the animals in range respond. 3 suc. Half of the amimals in range respond. 4 suc. Most of the animals in range respond. 5 suc. All of the animals in range respond. 3 " Song of Serenity Roll: Man. + Empathy, difficulty 7 Demand: successes = Willpower or more The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned. 4 " Sharing of Spirits Roll: Cha. + Animal Ken, difficulty 8 With eye contact, the vampire may possess an animal, but goes into torpor in so doing. Less than three successes means that willpower points must be spent if an act is against an animals instincts. 1 suc. Successful possession of the animal. 2 suc. As above. Also, Auspex can be used. 3 suc. As above. Also, Presence can be used. 4 suc. As above. Also, Dominate can be used. 5 suc. As above. Also, Thaumaturgy can be used. This occasionally leads to the vampire retaining some instincts of the animal; a roll of Wits + Empathy, difficulty 8, may be required for the vampire to reclaim her mind afterward. 5 " Drawing out the Beast Roll: Man. + Animal Ken, difficulty 8 The vampire may transfer her Beast to someone else, who will frenzy instead of her. 1 suc. The Beast is transferred to an unintended target. 2 suc. The Beast is transferred, but the vampire is exhausted, and gets no actions the next turn. 3 suc. The Beast is transferred to its intended target. If the victim leaves while in frenzy, the vampires Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way. 6 " Songs in the Dark (Clanbook:Nosferatu) Roll: Cha. + Survival, difficulty 8 The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy. If the roll botches, the thing will be quite hostile to the vampire. 6 " Animal Succulence All blood that the vampire drinks from animals is doubled before it is added to the her blood pool. 6 " Shared Soul Roll: Per. + Animal Ken, difficulty 6 By touching an animal, the vampire may share her experiences with an animal, and will learn of the animals experiences. This power costs one willpower point per turn. 6 " Shepherds Innocence Roll: Cha. + Animal Ken, difficulty ??? The vampire may become very attractive to animals, which will trust her and aid her. 6 " Species Speech Roll: Cha. + Animal Ken, difficulty 8 Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species. 7 " Conquer the Beast Roll: Willpower, difficulty 7 The vampire may enter a frenzy over which she has a significant degree of control. A botch means that an uncontrolled frenzy was achieved. This power costs one willpower point per turn. 7 " Masters Voice As Species Speech, but the group of animals may be of several species. 8 " Mass Summons Roll: Man. + Leadership, difficulty 7 the vampire may summon all animals, or all animals of a specific kind, in a given area. Two successes are required to summon an animal given contrary orders, four successes are required to summon ghouls that were not created by the vampire, and five successes are required to summon animals that would endanger themselves by responding to the summons. 1 suc. All animals within a block in the city, or half a mile in the wilderness, will respond. 2 suc. All animals within two blocks in the city, or a mile in the wilderness, will respond. 3 suc. All animals within five blocks in the city, or five miles in the wilderness, will respond. 4 suc. All animals within half a mile in the city, or seven miles in the wilderness, will respond. 5 suc. All animals within a mile in the city, or ten miles in the wilderness, will respond. 8 " Twin Spirits Roll: Man. + Intimidation, difficulty 6 The vampire may control an animal as if she was inside it, but also may act in her own body. When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one. This power lasts for the following time periods: 1 suc. one hour. 2 suc. six hours. 3 suc. one day. 4 suc. one week. 5 suc. indefinitely. 9 " Flesh Bond Roll: Sta. + Animal Ken, difficulty 7 The vampire may take an animal into herself. She must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released. Roll: Sta. + Empathy, difficulty 7 The vampire may enter an animal. She may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal. 10 " Army of Beasts Roll: Leadership + Survival, difficulty 6 The vampire may control, and become one with, all animals in a given range. With one success, the range is a mile. Each additional success doubles the range.  FortitudeB'tara K'tahn101123B'tara K'tahn101121 Fortitude~ B'tara K'tahnA type of supernatural toughness and vigor which allows Kindred extra advantages in reisiting the harm to which their kind is especially vulnerable. All vampires have a powerful constitution , and are able to shrug off the injury inflicted by guns and weapons of all sorts. However, most are very susceptable to sunlight and fire, and are easily harmed by them. Those with Fortitude are not easily bowed by even these elemental forces, and are even more resistant to "normal" injuries. System: Fortitude provides the ability to resist sunlight and fire to those who possesses it. For each level of Fortitude a character possesses, he may roll one die to soak aggrivated damage. Fortitude is also added to a character's ability to soak other wounds. ProteanB'tara K'tahn101124B'tara K'tahn101121Protean~ B'tara K'tahn Y1 " Gleam of Red Eyes The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete. 2 " Wolf Claws By spending one blood point, the vampire may grow one-inch claws on her fingers, which do aggravated damage. This change takes one turn to complete. 3 " Earth Meld By spending one blood point, the vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor. 4 " Shadow of the Beast By spending one blood point over three turns, the vampire can transform into a wolf or a bat. This may also be done by spending three blood over one turn, if the vampires generation allows it. 5 " Form of Mist By spending one blood point over three turns, the vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around. This may also be done by spending three blood over one turn, if the vampires generation allows it. 6 " Adaptibility (Clanbook:Gangrel) The vampire may survive and function in a particular extreme environment, such as extreme cold, underwater, etc. The environment in which the vampire may exist is chosen when she learns this power, and may not subsequently be changed. 6 " Flesh of Marble The vampires skin, while retaining its usual flexibility, is as hard as stone, and she will take only half-damage (round down) from everything except fire and sunlight. 6 " Earth Control The vampire may move around in the earth, as if swimming in it. Chases under earth may be resolved by both parties making Strength + Athletics rolls. 7 " Homunculus By pulling some flesh from the back of her mouth, the vampire may summon a three-inch-tall copy of herself, which has a personality that is a warped version of her own. This creature lacks disciplines, will die if it runs out of blood or suffers two levels of aggravated wounds, burns one blood point per hour, and may hold three blood points at a time. 7 " Form of the Ghost By spending a blood point, the vampire can become insubstantial. The vampires appearance doesnt change, she can move as if real, she is not affected by gravity or wind, and she may pass through solid objects. 8 " Movement of the Slow Body The vampire may move at an inch per minute, even if she is staked, or would otherwise be unable to move. 9 " Dual Form The vampire may split into two weaker versions of herself, unless one of her attributes is at zero. For each new replicant, all attributes are reduced by one, and blood pool and the amount of blood that can be spent are each halved. Unless the character has the appropriate Auspex powers, there is no communication between them beyond intuition. The two characters may reunite by touching, but this is quite nauseating for others to watch. 10 " Body of the Sun By spending three blood points, the vampire may turn into a nearly invulnerable fireball, and may remain in this state by spending two blood points per turn. If a target is touched by it, she takes aggravated damage (difficulty 9, wounds of two on resistance roll). If a vampire looks at the vampire for more than one turn, they will be blinded for one hour. The vampire is invulnerable to all physical attack, and sunlight will only hurt her if she botches a Stamina roll, difficulty 6.  WeaknessesB'tara K'tahn101125B'tara K'tahn101115 Weaknesses~ B'tara K'tahnGangrel become increasingly animal-like each time they frenzy - the player of a Gangrel character must pick a new animal feature each and every time the character does so. As Gangrel age, they increasingly resemble that which they truly are - the Beast. These features tend to negatively affect the character's social skills. For every five animal features gained, the player must lower one of the character's Social Attributes by one. OrginizationB'tara K'tahn101126B'tara K'tahn101115 Orginization~ B'tara K'tahnThe Gangrel do not really consider themselves a clan. They almost never have clan meetings and rarely attend Camarilla councils. However, they do tend to enjoy each other's company more than that of other Kindred and can often be found together. QuoteB'tara K'tahn101127B'tara K'tahn101115Quote~ B'tara K'tahn"The city is not our home. It is simply the only place where we are allowed to exist for long. Our people have become ill and deranged because we have lived in this purgatory so long and have grown dependent on the tainted blood of the mortals."  StereotypesB'tara K'tahn101128B'tara K'tahn101115 Stereotypes~ B'tara K'tahnBrujahB'tara K'tahn101129B'tara K'tahn101128Brujah~ B'tara K'tahn3Their virtue is pure, but their vision is cloudy.  MalkavianB'tara K'tahn101130B'tara K'tahn101128 Malkavian~ B'tara K'tahnPThey are reservoirs of immense power, but even they do not know how to tap it. NosferatuB'tara K'tahn101131B'tara K'tahn101128 Nosferatu~ B'tara K'tahn=Kindred of strong spirit; we have much in common with them. ToreadorB'tara K'tahn101132B'tara K'tahn101128Toreador~ B'tara K'tahnnWe hold them in contempt because they have earned nothing better. They must learn to serve instead of take.TremereB'tara K'tahn101133B'tara K'tahn101128Tremere~ B'tara K'tahnhThough they do not realize it, we are enemies. They follow the wrong path and seek to destroy us all.VentrueB'tara K'tahn101134B'tara K'tahn101128Ventrue~ B'tara K'tahnvEvery sect must have leaders; every leader must serve the sect. Our leaders are neither worse nor better than most. MalkavianB'tara K'tahn101135B'tara K'tahn101094 Malkavian~ B'tara K'tahn NicknameB'tara K'tahn101136B'tara K'tahn101135Nickname ~ B'tara K'tahnLunatics SectB'tara K'tahn101137B'tara K'tahn101135Sect ~ B'tara K'tahn CamarillaHavenB'tara K'tahn101138B'tara K'tahn101135Haven~ B'tara K'tahnMalkavians live anywhere they feel comfortable. Many of them seek out hospitals and asylums to reside in. Some are even assumed to be inmates by the staff.  BackgroundB'tara K'tahn101139B'tara K'tahn101135 Background~ B'tara K'tahnThe members of this clan only select those who are close to death as neonates, or those who are so insane that existence as a vampire is of little consequence. They believe all mortals should have a chance to live out their natural lives. CharacterB'tara K'tahn101140B'tara K'tahn101135 Character~ B'tara K'tahnMalkavians can have any sort of concept - the weirder the better. They may have a variety of different Demeanors, which are rarely indicative of their true Natures. Mental Attributes are primary, as are Talent Abilities. Malkavians can have nearly any Background Trait.Clan DisciplinesB'tara K'tahn101141B'tara K'tahn101135Clan Disciplines~ B'tara K'tahnAuspexB'tara K'tahn101142B'tara K'tahn101141Auspex~ B'tara K'tahn21 " Heightened Senses Secret Roll: Auspex, difficulty ??? The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim. 2 " Aura Perception Roll: Per. + Empathy, difficulty 8 The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below. 1 suc. The vampire can tell if the aura is pale or bright, IE vampire or otherwise. 2 suc. The predominant color can be distinguished. 3 suc. Patterns can be recognized. 4 suc. Shifts in color or pattern can be detected. 5 suc. All aspects of the aura can be read. CONDITION AURA COLORS Afraid Orange Aggressive Purple Angry Red Bitter Brown Calm Light Blue Compassionate Pink Conservative Lavender Depressed Gray Desirous or Lustful Deep Red Distrustful Light Green Enraged Crimson Envious Violet Excited Rose Generous Vermilion Happy Black Idealistic Yellow Innocent White Love Blue Obsessed Green Sad Silver Spiritual Gold Suspicious Dark Blue A Vampire appropriate color is pale Confused mottle, shifting color Daydreaming sharp, flickering colors Diabolist black veins Frenzied rapidly rippling colors Psychotic hypnotic, swirling color Magic Use myriad sparkles 3 " The Spirits Touch Roll: Per. + Empathy, difficulty ??? The vampire may touch an object, and get psychic impressions of the last one who touched it. 4 " Telepathy Roll: Int. + Subterfuge, difficulty Willpower The vampire may read a targets mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read. 5 " Psychic Projection Roll: Per. + Occult, difficulty ??? The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane. In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that she may manifest as a ghostly form for one turn by spending a willpower point. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina. All damage causes loss of willpower points, rather than Health levels. 6 " Babble (Clanbook:Malkavian) Roll: Cha. + Empathy, difficulty Willpower The vampire can converse with a number of other targets up to her Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to her Empathy rating, at any distance. However, all such communications must be spoken aloud, at the same volume as would be necessary to be heard if the speaker was in the same setting as the listener. No roll is needed for a willing target. 6 " Clairvoyance Roll: Per. + Empathy, difficulty 6 The vampire may see and hear events in a distant place of her choice. She may also use other Auspex powers in conjunction with this one, but each such use is rolled separately. 6 " The Dreaming Roll: Wits + Empathy, difficulty 7 The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep. 6 " Eagles Sight The vampire may psychically scan a birds eye view of an area of a radius of two miles, from an apparent view of about 250 feet up. If she also has Clairvoyance, she may close in on a smaller area. 6 " Insight of the Talespinner (Clanbook:Toreador) By spending a blood point, the vampire can tell a story off the top of her head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors. Others so afflicted may roll Wits + Empathy, difficulty 8, but must listen until the story is finished if they score less than three successes. This power also grants a -3 difficulty modifier to all storytelling-related rolls. 6 " Prediction Roll: Per. + Empathy, difficulty Willpower By spending a blood point, the vampire may predict a targets next comment. With three successes, she may predict the targets next action. Each success gives the vampire a one-die bonus to all Social rolls directed at the target, and each success beyond the second imposes a one-die penalty to all rolls directed against the vampire. 6 " Sense Emotion Roll: Per. + Empathy, difficulty 7 The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions. 6 " Telepatic Communication Roll: Cha. + Empathy, difficulty Willpower The vampire can converse psychically with a target in line-of-sight, project images, transmit sensory input, etc. No roll is needed for a willing target. 6 " What People Want to Hear (Clanbook:Toreador) Resist: Willpower, difficulty 7 By spending a blood point, the vampire can know exactly what to say to get a desired response from another. If the target of this power believes the vampires statement to be fundamentally wrong, she may resist, as above. This power usually doesnt permanently change a persons viewpoint, but it can. 7 " Melange (Clanbook:Malkavian) The vampire can see an alternate view of reality, gaining whatever insights can be gained from the Storytellers descriptions, which should be confusing, gibberish, and/or bullshit. While using this power, the vampire loses half of all of her dice pools (rounding down the loss), and is susceptible to missing details in the "real world". 7 " Personality Metamorph (Clanbook:Toreador) By spending two blood points, the vampire may create a personality, and adopt it as her own. This personality has its own Nature, Demeanor, abilities, mental and social attributes, Willpower, and Humanity. Sometimes, the new personality will even have a different set of disciplines, or a different Path of Enlightenment. Usually, physical attributes and Appearance remain unchanged. This power lasts for one scene, though the vampire may pay one blood per scene to extend its effects. 7 " Soul Scan Roll: Per. + Investigation, difficulty 6 The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate. 7 " Spirit Link Roll: Wits + Etiquette, difficulty 6 The vampire may telepathically link one person to herself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading. 8 " Malkavian Madness Network (Clanbook:Malkavian) Roll: Empathy + Willpower, difficulty 6 The vampire may inform other Malkavians of, and organize, the meetings that no one has been able to figure out. This only informs other Malkavians about the meeting; it does not obligate them to attend. 1 suc. All Malkavians within three blocks. 3 suc. All Malkavians within ten blocks. 5 suc. All Malkavians within three miles. 7 suc. All Malkavians within ten miles. 10 suc. All Malkavians in the city. 13 suc. All Malkavians in the area (IE county). 15 suc. All Malkavians on the continent. 20 suc. All Malkavians in the world. All Malkavians so contacted (and all similarly insane individuals, at the Storytellers discretion) then get a secret roll of Perception + Malkavian Time, difficulty 6, to determine how far in advance they learn of the meeting. Those not contacted have no way of detecting the use of this power. 1 suc. The meeting just started. If you hurry, you might make it before its over. 2 suc. The meeting is tomorrow. 3 suc. The meeting is in a week. 4 suc. The meeting is in a week, and you have some idea of its purpose. 5 suc. The meeting is in a week, and you know exactly what will be discussed. 8 " Psychic Assault Roll: Man. + Intimidation, difficulty 8 Resist: Willpower, difficulty 8 The vampire may do psychic damage to a target. If the target is a vampire, a willpower point must also be spent. If this assault reduces the target to zero willpower points, the target is rendered unconscious; with three or more successes, if the target is rendered unconscious, she awakens with a derangement. This power does damage as follows: Botch The target is immune to all further such assaults from the vampire for the rest of the night. Failure The target is unharmed, and may roll Perception + Occult, difficulty 6, to perceive the attack. 1 suc. The target loses a willpower point. Also, a Courage roll may be required, at the option of the Storyteller. 2 suc. The target loses 3 willpower points. A Courage roll is required, difficulty Auspex. 3 suc. The target loses 6 willpower points. A Courage roll is required, difficulty Auspex. 4 suc. The target loses all willpower points. Her Willpower is permanently halved. 5 suc. The target rolls Willpower, and dies if the roll fails. If successful, effect is that of four successes. 8 " Omniscience Roll: Per. + Empathy, difficulty 6 The vampire may perceive anything the Storyteller feels like telling her. She may learn about events, or individuals, and there is no limit to how much can be learned, except for how successful she is on the roll. Individuals with Obfuscate 8 or higher can not be detected or studied in this fashon. 9 " Precognition Roll: Int. + Alertness, difficulty 8 The vampire may see the future of any location with which she is familiar. These visions are based on the assumption that none of the current circumstances will change, and they do not take into account the plans of those who might act to change the future. The length of time by which the vampire can see ahead is as follows: 1 suc. one hour. 2 suc. one day. 3 suc. one week. 4 suc. one month. 5 suc. one year. 10 " Pulse of the Canaille Roll: Humanity, difficulty variable The vampire may learn about a group of people. The difficulty varies according to the size of the group being studied, as follows: dif. 6 an organization. dif. 7 a city. dif. 8 a region. dif. 9 a country. dif. 10 the world. If the group of people is being controlled, then all aspects of all controlling forces will be seen, with enough successes. What the vampire learns from using this power is as follows: 1 suc. The vampire senses moods and attitudes. 2 suc. The vampire also senses the potential and future of the group. 3 suc. The vampire also sense the degree to which they are being controlled. 4 suc. The vampire also senses the aura of the controlling force. 5 suc. The vampire also knows who is controlling them, and why. DominateB'tara K'tahn101143B'tara K'tahn101141Dominate~ B'tara K'tahn1 " Command the Wearied Mind Roll: Man. + Intimidation, difficulty Willpower With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues. 2 " Mesmerize Roll: Man. + Leadership, difficulty Willpower The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given. 1 suc. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient. 3 suc. The target can be made to act in ways that she otherwise wouldnt, except in the case of self-endangering behavior. 5 suc. Nearly any command may be given, Storyteller nimdyd excepted. 3 " The Forgetful Mind Roll: Wits + Subterfuge, difficulty Willpower With eye contact, the vampire can alter her targets memories. 1 suc. The vampire may cause limited memory loss lasting a day, with control over which memories are lost. 2 suc. The vampire may cause more permanent memory loss. 3 suc. The vampire may make slight alterations to her victims memory. 4 suc. The vampire may alter or remove an entire scene from her victims memory. 5 suc. The vampire may reconstruct entire periods of a victims life. 4 " Conditioning Roll: Cha. + Leadership, difficulty Willpower The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victims Self-Control, the victim will act as if dominated even in the vampires absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two. 5 " Possession Roll: Cha. + Intimidation, difficulty 7 Resist: Willpower, difficulty 7 With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points. 6 " Loyalty Those on whom the vampire has used the Dominate discipline are considered to have five extra dots in Willpower, when resisting other users of the Dominate discipline. 6 " Obedience The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient. 6 " Rationalize Roll: Man. + Subterfuge, difficulty Wits + Self-Control The vampire can make a victim of Dominate believe that she is acting of her own accord. 1 suc. The target wont suspect she has been dominated... at first. 2 suc. The target will suspect something... eventually. 3 suc. The target can only be convinced by others that the action was not her idea. 4 suc. The target will only suspect something if shown hard evidence. 5 suc. The target will ignore all evidence, and may become angry if the point is pressed. 6 " Tranquility Target: Humanity, difficulty 7 Roll: Willpower, difficulty 9 minus Target successes Demand: successes = 3 or more The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attcak her. 7 " Mob Rule The vampire may dominate more that one victim. Each success in a given roll above the required number represents another person who can be Dominated. The roll is determined using the most difficult target; if she is unaffected, the rest of the targets are unaffected. Eye contact is only required for the first target. 7 " Repression of the Obvious (Clanbook:Malkavian) Roll: Per. + Empathy, difficulty Willpower The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three successes cause the victim to blurt out the thought being repressed. 8 " Far Mastery Roll: Per. + Empathy, difficulty 6 The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a willpower point. 9 " Best Intentions Roll: Cha. + Intimidation, difficulty Willpower The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampires interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity. 10 " Puppet Master Roll: Cha. + Empathy, difficulty Willpower + 2 The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim. 1 suc. The victim occasionally acts as the vampire would. 2 suc. The victim feels both her mind and the other in her head, and is appropriately confused. 3 suc. The victim usually acts as the vampire would. 4 suc. The victim almost always acts as the vampire would. 5 suc. The victim may be roleplayed by the vampire.  ObfuscateB'tara K'tahn101144B'tara K'tahn101141 Obfuscate~ B'tara K'tahn1 " Cloak of Shadows The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required. 2 " Unseen Presence Roll: Wits + Stealth, difficulty 6 The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat. 3 " Mask of the Thousand Faces Roll: Man. + Acting, difficulty 7 The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation. 1 suc. A little different. She could still be picked from a police lineup. 2 suc. A bit more different. Descriptions vary. 3 suc. The desired appearance is successfully broadcast. 4 suc. Appearance, movements, and mannerisms are all radically different. 5 suc. Even race or gender can be altered. 4 " Vanish From the Minds Eye Roll: Cha. + Stealth, difficulty Wits + Alertness Demand: successes = 3 or more The vampire can disappear from view. If more successes are gained than a targets Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly. 5 " Cloak the Gathering The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group. 6 " Conceal Roll: Wits + Stealth, difficulty 6 An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her. 6 " Mind Blank Roll: Int. + Subterfuge, difficulty 7 Resist: Per. + Empathy, difficulty 9 The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact. 6 " Scrawl (Clanbook:Malkavian) The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavians sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc. 6 " Soul Mask The vampire may adopt a mask that changes the color of her aura. The color of the vampires mask is chosen when she learns this power, and may not subsequently be changed. 7 " Cache Having successfully used a power of Obfuscate on someone or something other than herself, the vampire may maintain it even when she or the target leaves. 7 " Cloak Roll: Wits + Subterfuge, difficulty 6 Resist: Per. + Empathy, difficulty 8 The vampire may make her aura invisible. If a target wishes to perceive the vampires aura, she must make a resisting roll as above, and if she succeeds, she may then use Aura Perception to read the aura. 7 " Visit Faeryland (Clanbook:Malkavian) The vampire may visit Arcadia. The vampire disappears from the "real" world, and can not be detected by any means. When the vampire returns to the "real" world, it is at the same time and place where she left it. 8 " Old Friends Roll: Man. + Acting, difficulty Per. + Alertness The vampire can persuade a target that she is a friend. This target will treat her as a friend, often telling her things that she otherwise wouldnt, and generally treating the vampire in a very friendly manner. 9 " Create Name Resist: any roll involving supernatural perceptions Demand: successes = 6 or more The vampire may create a new identity, with its own aura, personality, Nature, Demeanor, etc. 10 " Memories Fading Glimpse Roll: Man. + Stealth, difficulty 8 No one remembers the vampire. Not even if they read about her, or see her on film. The vampire must roll only if she meets someone who once knew her. 1 suc. The target remembers one minor, mundane thing about the vampire. 2 suc. The target knows that she remembers, but doesnt know anything about the vampire. 3 suc. The target feels a vestige of recognition. 4 suc. The target gets a feeling about the vampire. 5 suc. The target doesnt notice a damned thing amiss.  WeaknessesB'tara K'tahn101145B'tara K'tahn101135 Weaknesses~ B'tara K'tahnMAll members of this clan have some sort of Derangement. In fact, characters begin the game with one. The player may choose any Derangement (see Chapter Eight), but the character will never be able to completely overcome it, no matter how much Willpower is spent. The touch of madness is always upon the members of this line. OrganizationB'tara K'tahn101146B'tara K'tahn101135 Organization~ B'tara K'tahn{Many Malkavians probably do not understand that they are a clan, and the rest are busy denying that they are Malkavians. QuoteB'tara K'tahn101147B'tara K'tahn101135Quote~ B'tara K'tahn"Madness you say! Do you fear me? Are you afraid of what I might do, of what I might say? What a fascinating reaction. Don't you find it somewhat encumbering?" StereotypesB'tara K'tahn101148B'tara K'tahn101135 Stereotypes~ B'tara K'tahnBrujahB'tara K'tahn101149B'tara K'tahn101148Brujah~ B'tara K'tahnLThey have a vision, but in their fanaticism they are as blind as the rest.GangrelB'tara K'tahn101150B'tara K'tahn101148Gangrel~ B'tara K'tahnLThey are different from the rest, as are we, but they are even more lonely. NosferatuB'tara K'tahn101151B'tara K'tahn101148 Nosferatu~ B'tara K'tahnThey are the most amusing of all the clans and perhaps the most honest, for they so obviously are what the others try so hard to avoid.ToreadorB'tara K'tahn101152B'tara K'tahn101148Toreador~ B'tara K'tahnSuch gleeful hedonists it is not a life they live, but an everlasting death. But if they should ever comprehend that, their party would end. TremereB'tara K'tahn101153B'tara K'tahn101148Tremere~ B'tara K'tahnThey perceive what we perceive, but hide from it. They still strive to avoid that which is inevitable. Nature is full of cycles.VentrueB'tara K'tahn101154B'tara K'tahn101148Ventrue~ B'tara K'tahnSThey are the most fun to play games with, for they take it all so very seriously. NosferatuB'tara K'tahn101155B'tara K'tahn101094 Nosferatu~ B'tara K'tahn NicknameB'tara K'tahn101156B'tara K'tahn101155Nickname ~ B'tara K'tahn Sewer Rats SectB'tara K'tahn101157B'tara K'tahn101155Sect ~ B'tara K'tahn CamirillaHavenB'tara K'tahn101158B'tara K'tahn101155Haven~ B'tara K'tahn BackgroundB'tara K'tahn101159B'tara K'tahn101155 Background~ B'tara K'tahn CharacterB'tara K'tahn101160B'tara K'tahn101155 Character~ B'tara K'tahnClan DisciplinesB'tara K'tahn101161B'tara K'tahn101155Clan Disciplines~ B'tara K'tahn AnimalismB'tara K'tahn101162B'tara K'tahn101161 Animalism~ B'tara K'tahn1 " Sweet Whispers Roll: Man. + Animal Ken, difficulty 6 With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication. 2 " The Beckoning Roll: Cha. + Survival, difficulty 6 By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted. 1 suc. One animal responds. 2 suc. A quarter of the animals in range respond. 3 suc. Half of the amimals in range respond. 4 suc. Most of the animals in range respond. 5 suc. All of the animals in range respond. 3 " Song of Serenity Roll: Man. + Empathy, difficulty 7 Demand: successes = Willpower or more The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned. 4 " Sharing of Spirits Roll: Cha. + Animal Ken, difficulty 8 With eye contact, the vampire may possess an animal, but goes into torpor in so doing. Less than three successes means that willpower points must be spent if an act is against an animals instincts. 1 suc. Successful possession of the animal. 2 suc. As above. Also, Auspex can be used. 3 suc. As above. Also, Presence can be used. 4 suc. As above. Also, Dominate can be used. 5 suc. As above. Also, Thaumaturgy can be used. This occasionally leads to the vampire retaining some instincts of the animal; a roll of Wits + Empathy, difficulty 8, may be required for the vampire to reclaim her mind afterward. 5 " Drawing out the Beast Roll: Man. + Animal Ken, difficulty 8 The vampire may transfer her Beast to someone else, who will frenzy instead of her. 1 suc. The Beast is transferred to an unintended target. 2 suc. The Beast is transferred, but the vampire is exhausted, and gets no actions the next turn. 3 suc. The Beast is transferred to its intended target. If the victim leaves while in frenzy, the vampires Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way. 6 " Songs in the Dark (Clanbook:Nosferatu) Roll: Cha. + Survival, difficulty 8 The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy. If the roll botches, the thing will be quite hostile to the vampire. 6 " Animal Succulence All blood that the vampire drinks from animals is doubled before it is added to the her blood pool. 6 " Shared Soul Roll: Per. + Animal Ken, difficulty 6 By touching an animal, the vampire may share her experiences with an animal, and will learn of the animals experiences. This power costs one willpower point per turn. 6 " Shepherds Innocence Roll: Cha. + Animal Ken, difficulty ??? The vampire may become very attractive to animals, which will trust her and aid her. 6 " Species Speech Roll: Cha. + Animal Ken, difficulty 8 Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species. 7 " Conquer the Beast Roll: Willpower, difficulty 7 The vampire may enter a frenzy over which she has a significant degree of control. A botch means that an uncontrolled frenzy was achieved. This power costs one willpower point per turn. 7 " Masters Voice As Species Speech, but the group of animals may be of several species. 8 " Mass Summons Roll: Man. + Leadership, difficulty 7 the vampire may summon all animals, or all animals of a specific kind, in a given area. Two successes are required to summon an animal given contrary orders, four successes are required to summon ghouls that were not created by the vampire, and five successes are required to summon animals that would endanger themselves by responding to the summons. 1 suc. All animals within a block in the city, or half a mile in the wilderness, will respond. 2 suc. All animals within two blocks in the city, or a mile in the wilderness, will respond. 3 suc. All animals within five blocks in the city, or five miles in the wilderness, will respond. 4 suc. All animals within half a mile in the city, or seven miles in the wilderness, will respond. 5 suc. All animals within a mile in the city, or ten miles in the wilderness, will respond. 8 " Twin Spirits Roll: Man. + Intimidation, difficulty 6 The vampire may control an animal as if she was inside it, but also may act in her own body. When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one. This power lasts for the following time periods: 1 suc. one hour. 2 suc. six hours. 3 suc. one day. 4 suc. one week. 5 suc. indefinitely. 9 " Flesh Bond Roll: Sta. + Animal Ken, difficulty 7 The vampire may take an animal into herself. She must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released. Roll: Sta. + Empathy, difficulty 7 The vampire may enter an animal. She may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal. 10 " Army of Beasts Roll: Leadership + Survival, difficulty 6 The vampire may control, and become one with, all animals in a given range. With one success, the range is a mile. Each additional success doubles the range.  ObfuscateB'tara K'tahn101163B'tara K'tahn101161 Obfuscate~ B'tara K'tahn1 " Cloak of Shadows The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required. 2 " Unseen Presence Roll: Wits + Stealth, difficulty 6 The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat. 3 " Mask of the Thousand Faces Roll: Man. + Acting, difficulty 7 The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation. 1 suc. A little different. She could still be picked from a police lineup. 2 suc. A bit more different. Descriptions vary. 3 suc. The desired appearance is successfully broadcast. 4 suc. Appearance, movements, and mannerisms are all radically different. 5 suc. Even race or gender can be altered. 4 " Vanish From the Minds Eye Roll: Cha. + Stealth, difficulty Wits + Alertness Demand: successes = 3 or more The vampire can disappear from view. If more successes are gained than a targets Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly. 5 " Cloak the Gathering The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group. 6 " Conceal Roll: Wits + Stealth, difficulty 6 An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her. 6 " Mind Blank Roll: Int. + Subterfuge, difficulty 7 Resist: Per. + Empathy, difficulty 9 The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact. 6 " Scrawl (Clanbook:Malkavian) The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavians sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc. 6 " Soul Mask The vampire may adopt a mask that changes the color of her aura. The color of the vampires mask is chosen when she learns this power, and may not subsequently be changed. 7 " Cache Having successfully used a power of Obfuscate on someone or something other than herself, the vampire may maintain it even when she or the target leaves. 7 " Cloak Roll: Wits + Subterfuge, difficulty 6 Resist: Per. + Empathy, difficulty 8 The vampire may make her aura invisible. If a target wishes to perceive the vampires aura, she must make a resisting roll as above, and if she succeeds, she may then use Aura Perception to read the aura. 7 " Visit Faeryland (Clanbook:Malkavian) The vampire may visit Arcadia. The vampire disappears from the "real" world, and can not be detected by any means. When the vampire returns to the "real" world, it is at the same time and place where she left it. 8 " Old Friends Roll: Man. + Acting, difficulty Per. + Alertness The vampire can persuade a target that she is a friend. This target will treat her as a friend, often telling her things that she otherwise wouldnt, and generally treating the vampire in a very friendly manner. 9 " Create Name Resist: any roll involving supernatural perceptions Demand: successes = 6 or more The vampire may create a new identity, with its own aura, personality, Nature, Demeanor, etc. 10 " Memories Fading Glimpse Roll: Man. + Stealth, difficulty 8 No one remembers the vampire. Not even if they read about her, or see her on film. The vampire must roll only if she meets someone who once knew her. 1 suc. The target remembers one minor, mundane thing about the vampire. 2 suc. The target knows that she remembers, but doesnt know anything about the vampire. 3 suc. The target feels a vestige of recognition. 4 suc. The target gets a feeling about the vampire. 5 suc. The target doesnt notice a damned thing amiss. PotenceB'tara K'tahn101164B'tara K'tahn101161Potence~ B'tara K'tahnThis Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap great distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit. System: The character's rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succedd at most strength rolls automatically without needing to make a roll at all. In melee and brawling combat, the automatic successes count on the damage roll. You do not need to burn a blood point for this discipline it is always on.  WeaknessesB'tara K'tahn101165B'tara K'tahn101155 Weaknesses~ B'tara K'tahn OrganizationB'tara K'tahn101166B'tara K'tahn101155 Organization~ B'tara K'tahnQuoteB'tara K'tahn101167B'tara K'tahn101155Quote~ B'tara K'tahn StereotypesB'tara K'tahn101168B'tara K'tahn101155 Stereotypes~ B'tara K'tahnBrujahB'tara K'tahn101169B'tara K'tahn101168Brujah~ B'tara K'tahnGangrelB'tara K'tahn101170B'tara K'tahn101168Gangrel~ B'tara K'tahn MalkavianB'tara K'tahn101171B'tara K'tahn101168 Malkavian~ B'tara K'tahnToreadorB'tara K'tahn101172B'tara K'tahn101168Toreador~ B'tara K'tahnTremereB'tara K'tahn101173B'tara K'tahn101168Tremere~ B'tara K'tahnVentrueB'tara K'tahn101174B'tara K'tahn101168Ventrue~ B'tara K'tahnToreadorB'tara K'tahn101175B'tara K'tahn101094Toreador~ B'tara K'tahnNickname:DegeneratesB'tara K'tahn101176B'tara K'tahn101175Nickname:Degenerates~ B'tara K'tahnSect: CamarillaB'tara K'tahn101177B'tara K'tahn101175Sect: Camarilla~ B'tara K'tahnHavenB'tara K'tahn101178B'tara K'tahn101175Haven~ B'tara K'tahnA block of textB'tara K'tahn101179B'tara K'tahn101178A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101180B'tara K'tahn101175 Background~ B'tara K'tahnA block of textB'tara K'tahn101181B'tara K'tahn101180A block of text~ B'tara K'tahn CharacterB'tara K'tahn101182B'tara K'tahn101175 Character~ B'tara K'tahnA block of textB'tara K'tahn101183B'tara K'tahn101182A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101184B'tara K'tahn101175Clan Disciplines~ B'tara K'tahnAuspexB'tara K'tahn101185B'tara K'tahn101184Auspex~ B'tara K'tahnCelerityB'tara K'tahn101186B'tara K'tahn101184Celerity~ B'tara K'tahnPresenceB'tara K'tahn101187B'tara K'tahn101184Presence~ B'tara K'tahn WeaknessesB'tara K'tahn101188B'tara K'tahn101175 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101189B'tara K'tahn101188A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101190B'tara K'tahn101175 Organization~ B'tara K'tahnA block of textB'tara K'tahn101191B'tara K'tahn101190A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101192B'tara K'tahn101175 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101193B'tara K'tahn101192A block of text~ B'tara K'tahnQuote:B'tara K'tahn101194B'tara K'tahn101175Quote:~ B'tara K'tahnA block of textB'tara K'tahn101195B'tara K'tahn101194A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101196B'tara K'tahn101175 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101197B'tara K'tahn101196Assamite~ B'tara K'tahnA block of textB'tara K'tahn101198B'tara K'tahn101197A block of text~ B'tara K'tahnBrujahB'tara K'tahn101199B'tara K'tahn101196Brujah~ B'tara K'tahnA block of textB'tara K'tahn101200B'tara K'tahn101199A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101201B'tara K'tahn101196Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101202B'tara K'tahn101201A block of text~ B'tara K'tahnGangrelB'tara K'tahn101203B'tara K'tahn101196Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101204B'tara K'tahn101203A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101205B'tara K'tahn101196Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101206B'tara K'tahn101205A block of text~ B'tara K'tahnLasombraB'tara K'tahn101207B'tara K'tahn101196Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101208B'tara K'tahn101207A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101209B'tara K'tahn101196 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101210B'tara K'tahn101209A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101211B'tara K'tahn101196 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101212B'tara K'tahn101211A block of text~ B'tara K'tahnRavnosB'tara K'tahn101213B'tara K'tahn101196Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101214B'tara K'tahn101213A block of text~ B'tara K'tahnTremereB'tara K'tahn101215B'tara K'tahn101196Tremere~ B'tara K'tahnA block of textB'tara K'tahn101216B'tara K'tahn101215A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101217B'tara K'tahn101196Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101218B'tara K'tahn101217A block of text~ B'tara K'tahnVentrueB'tara K'tahn101219B'tara K'tahn101196Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101220B'tara K'tahn101219A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101221B'tara K'tahn101196Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101222B'tara K'tahn101221A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101223B'tara K'tahn101196 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101224B'tara K'tahn101223A block of text~ B'tara K'tahnSabatB'tara K'tahn101225B'tara K'tahn101196Sabat~ B'tara K'tahnA block of textB'tara K'tahn101226B'tara K'tahn101225A block of text~ B'tara K'tahnTremereB'tara K'tahn101227B'tara K'tahn101094Tremere~ B'tara K'tahnNickname: WarlocksB'tara K'tahn101228B'tara K'tahn101227Nickname: Warlocks~ B'tara K'tahnSect: CamarillaB'tara K'tahn101229B'tara K'tahn101227Sect: Camarilla~ B'tara K'tahnHavenB'tara K'tahn101230B'tara K'tahn101227Haven~ B'tara K'tahnA block of textB'tara K'tahn101231B'tara K'tahn101230A block of text~ B'tara K'tahn Haven:While Warlocks may maintain their own ind- vidual havens(often complete with extensive libraies), the clan maintains a chantry in every city that harbors a strong Tremere presence. A chantry is open to any of Tremere's bloodline and absolutely forbidden to all others. The Warlocks are infamous for their well-guarde havens; almost all boast mystical wards that even other Tremere would find difficult to circumvent. BackgroundB'tara K'tahn101232B'tara K'tahn101227 Background~ B'tara K'tahnA block of textB'tara K'tahn101233B'tara K'tahn101232A block of text~ B'tara K'tahn CharacterB'tara K'tahn101234B'tara K'tahn101227 Character~ B'tara K'tahnA block of textB'tara K'tahn101235B'tara K'tahn101234A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101236B'tara K'tahn101227Clan Disciplines~ B'tara K'tahnAuspexB'tara K'tahn101237B'tara K'tahn101236Auspex~ B'tara K'tahnDominateB'tara K'tahn101238B'tara K'tahn101236Dominate~ B'tara K'tahn ThaugmaturgyB'tara K'tahn101239B'tara K'tahn101236 Thaugmaturgy~ B'tara K'tahn WeaknessesB'tara K'tahn101240B'tara K'tahn101227 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101241B'tara K'tahn101240A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101242B'tara K'tahn101227 Organization~ B'tara K'tahnA block of textB'tara K'tahn101243B'tara K'tahn101242A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101244B'tara K'tahn101227 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101245B'tara K'tahn101244A block of text~ B'tara K'tahnQuote:B'tara K'tahn101246B'tara K'tahn101227Quote:~ B'tara K'tahnA block of textB'tara K'tahn101247B'tara K'tahn101246A block of text~ B'tara K'tahnWe are more than vampires. We ar the next step in Cainite evolution. We will direct the others if they allow us to do so, or we will stand alone if we must. StereotypesB'tara K'tahn101248B'tara K'tahn101227 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101249B'tara K'tahn101248Assamite~ B'tara K'tahnA block of textB'tara K'tahn101250B'tara K'tahn101249A block of text~ B'tara K'tahnWhat is there to say? If they have twarted our sorceries, then we have no choice but to erase them from the face of the planet as quicly as we can --- or convince others to do it for us.BrujahB'tara K'tahn101251B'tara K'tahn101248Brujah~ B'tara K'tahnA block of textB'tara K'tahn101252B'tara K'tahn101251A block of text~ B'tara K'tahnTime has been cruel. When we first met, the brujah were scholors of our kind. Now they have crumbled to a sorry state, and we have taken up the flame of knowledge in their stead. It is only fitting, but it seems wastefull. No matter.Followers of SetB'tara K'tahn101253B'tara K'tahn101248Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101254B'tara K'tahn101253A block of text~ B'tara K'tahnGangrelB'tara K'tahn101255B'tara K'tahn101248Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101256B'tara K'tahn101255A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101257B'tara K'tahn101248Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101258B'tara K'tahn101257A block of text~ B'tara K'tahnLasombraB'tara K'tahn101259B'tara K'tahn101248Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101260B'tara K'tahn101259A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101261B'tara K'tahn101248 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101262B'tara K'tahn101261A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101263B'tara K'tahn101248 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101264B'tara K'tahn101263A block of text~ B'tara K'tahnRavnosB'tara K'tahn101265B'tara K'tahn101248Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101266B'tara K'tahn101265A block of text~ B'tara K'tahnToreadorB'tara K'tahn101267B'tara K'tahn101248Toreador~ B'tara K'tahnA block of textB'tara K'tahn101268B'tara K'tahn101267A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101269B'tara K'tahn101248Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101270B'tara K'tahn101269A block of text~ B'tara K'tahnVentrueB'tara K'tahn101271B'tara K'tahn101248Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101272B'tara K'tahn101271A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101273B'tara K'tahn101248Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101274B'tara K'tahn101273A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101275B'tara K'tahn101248 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101276B'tara K'tahn101275A block of text~ B'tara K'tahnSabatB'tara K'tahn101277B'tara K'tahn101248Sabat~ B'tara K'tahnA block of textB'tara K'tahn101278B'tara K'tahn101277A block of text~ B'tara K'tahnVentrueB'tara K'tahn101279B'tara K'tahn101094Ventrue~ B'tara K'tahnNickname: Blue BloodsB'tara K'tahn101280B'tara K'tahn101279Nickname: Blue Bloods~ B'tara K'tahnSect: CamarillaB'tara K'tahn101281B'tara K'tahn101279Sect: Camarilla~ B'tara K'tahnHavenB'tara K'tahn101282B'tara K'tahn101279Haven~ B'tara K'tahnA block of textB'tara K'tahn101283B'tara K'tahn101282A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101284B'tara K'tahn101279 Background~ B'tara K'tahnA block of textB'tara K'tahn101285B'tara K'tahn101284A block of text~ B'tara K'tahn CharacterB'tara K'tahn101286B'tara K'tahn101279 Character~ B'tara K'tahnA block of textB'tara K'tahn101287B'tara K'tahn101286A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101288B'tara K'tahn101279Clan Disciplines~ B'tara K'tahnDominateB'tara K'tahn101289B'tara K'tahn101288Dominate~ B'tara K'tahn FortitudeB'tara K'tahn101290B'tara K'tahn101288 Fortitude~ B'tara K'tahnPresenceB'tara K'tahn101291B'tara K'tahn101288Presence~ B'tara K'tahn WeaknessesB'tara K'tahn101292B'tara K'tahn101279 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101293B'tara K'tahn101292A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101294B'tara K'tahn101279 Organization~ B'tara K'tahnA block of textB'tara K'tahn101295B'tara K'tahn101294A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101296B'tara K'tahn101279 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101297B'tara K'tahn101296A block of text~ B'tara K'tahnQuote:B'tara K'tahn101298B'tara K'tahn101279Quote:~ B'tara K'tahnA block of textB'tara K'tahn101299B'tara K'tahn101298A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101300B'tara K'tahn101279 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101301B'tara K'tahn101300Assamite~ B'tara K'tahnA block of textB'tara K'tahn101302B'tara K'tahn101301A block of text~ B'tara K'tahnBrujahB'tara K'tahn101303B'tara K'tahn101300Brujah~ B'tara K'tahnA block of textB'tara K'tahn101304B'tara K'tahn101303A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101305B'tara K'tahn101300Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101306B'tara K'tahn101305A block of text~ B'tara K'tahnGangrelB'tara K'tahn101307B'tara K'tahn101300Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101308B'tara K'tahn101307A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101309B'tara K'tahn101300Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101310B'tara K'tahn101309A block of text~ B'tara K'tahnLasombraB'tara K'tahn101311B'tara K'tahn101300Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101312B'tara K'tahn101311A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101313B'tara K'tahn101300 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101314B'tara K'tahn101313A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101315B'tara K'tahn101300 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101316B'tara K'tahn101315A block of text~ B'tara K'tahnRavnosB'tara K'tahn101317B'tara K'tahn101300Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101318B'tara K'tahn101317A block of text~ B'tara K'tahnToreadorB'tara K'tahn101319B'tara K'tahn101300Toreador~ B'tara K'tahnA block of textB'tara K'tahn101320B'tara K'tahn101319A block of text~ B'tara K'tahnTremereB'tara K'tahn101321B'tara K'tahn101300Tremere~ B'tara K'tahnA block of textB'tara K'tahn101322B'tara K'tahn101321A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101323B'tara K'tahn101300Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101324B'tara K'tahn101323A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101325B'tara K'tahn101300Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101326B'tara K'tahn101325A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101327B'tara K'tahn101300 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101328B'tara K'tahn101327A block of text~ B'tara K'tahnSabatB'tara K'tahn101329B'tara K'tahn101300Sabat~ B'tara K'tahnA block of textB'tara K'tahn101330B'tara K'tahn101329A block of text~ B'tara K'tahnLasombraB'tara K'tahn101331B'tara K'tahn101094Lasombra~ B'tara K'tahn)Nickname: Keepers (as in My Brother's ..)B'tara K'tahn101332B'tara K'tahn101331)Nickname: Keepers (as in My Brother's ..)~ B'tara K'tahn Sect: SabbatB'tara K'tahn101333B'tara K'tahn101331 Sect: Sabbat~ B'tara K'tahnHavenB'tara K'tahn101334B'tara K'tahn101331Haven~ B'tara K'tahnA block of textB'tara K'tahn101335B'tara K'tahn101334A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101336B'tara K'tahn101331 Background~ B'tara K'tahnA block of textB'tara K'tahn101337B'tara K'tahn101336A block of text~ B'tara K'tahn CharacterB'tara K'tahn101338B'tara K'tahn101331 Character~ B'tara K'tahnA block of textB'tara K'tahn101339B'tara K'tahn101338A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101340B'tara K'tahn101331Clan Disciplines~ B'tara K'tahnDominateB'tara K'tahn101341B'tara K'tahn101340Dominate~ B'tara K'tahn ObtenebrationB'tara K'tahn101342B'tara K'tahn101340 Obtenebration~ B'tara K'tahnPotenceB'tara K'tahn101343B'tara K'tahn101340Potence~ B'tara K'tahn WeaknessesB'tara K'tahn101344B'tara K'tahn101331 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101345B'tara K'tahn101344A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101346B'tara K'tahn101331 Organization~ B'tara K'tahnA block of textB'tara K'tahn101347B'tara K'tahn101346A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101348B'tara K'tahn101331 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101349B'tara K'tahn101348A block of text~ B'tara K'tahnQuote:B'tara K'tahn101350B'tara K'tahn101331Quote:~ B'tara K'tahnA block of textB'tara K'tahn101351B'tara K'tahn101350A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101352B'tara K'tahn101331 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101353B'tara K'tahn101352Assamite~ B'tara K'tahnA block of textB'tara K'tahn101354B'tara K'tahn101353A block of text~ B'tara K'tahnBrujahB'tara K'tahn101355B'tara K'tahn101352Brujah~ B'tara K'tahnA block of textB'tara K'tahn101356B'tara K'tahn101355A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101357B'tara K'tahn101352Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101358B'tara K'tahn101357A block of text~ B'tara K'tahnGangrelB'tara K'tahn101359B'tara K'tahn101352Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101360B'tara K'tahn101359A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101361B'tara K'tahn101352Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101362B'tara K'tahn101361A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101363B'tara K'tahn101352 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101364B'tara K'tahn101363A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101365B'tara K'tahn101352 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101366B'tara K'tahn101365A block of text~ B'tara K'tahnRavnosB'tara K'tahn101367B'tara K'tahn101352Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101368B'tara K'tahn101367A block of text~ B'tara K'tahnToreadorB'tara K'tahn101369B'tara K'tahn101352Toreador~ B'tara K'tahnA block of textB'tara K'tahn101370B'tara K'tahn101369A block of text~ B'tara K'tahnTremereB'tara K'tahn101371B'tara K'tahn101352Tremere~ B'tara K'tahnA block of textB'tara K'tahn101372B'tara K'tahn101371A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101373B'tara K'tahn101352Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101374B'tara K'tahn101373A block of text~ B'tara K'tahnVentrueB'tara K'tahn101375B'tara K'tahn101352Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101376B'tara K'tahn101375A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101377B'tara K'tahn101352Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101378B'tara K'tahn101377A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101379B'tara K'tahn101352 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101380B'tara K'tahn101379A block of text~ B'tara K'tahnSabatB'tara K'tahn101381B'tara K'tahn101352Sabat~ B'tara K'tahnA block of textB'tara K'tahn101382B'tara K'tahn101381A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101383B'tara K'tahn101094Tzimisce~ B'tara K'tahnNickname: FiendsB'tara K'tahn101384B'tara K'tahn101383Nickname: Fiends~ B'tara K'tahn Sect: SabbatB'tara K'tahn101385B'tara K'tahn101383 Sect: Sabbat~ B'tara K'tahnHavenB'tara K'tahn101386B'tara K'tahn101383Haven~ B'tara K'tahnA block of textB'tara K'tahn101387B'tara K'tahn101386A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101388B'tara K'tahn101383 Background~ B'tara K'tahnA block of textB'tara K'tahn101389B'tara K'tahn101388A block of text~ B'tara K'tahn CharacterB'tara K'tahn101390B'tara K'tahn101383 Character~ B'tara K'tahnA block of textB'tara K'tahn101391B'tara K'tahn101390A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101392B'tara K'tahn101383Clan Disciplines~ B'tara K'tahn AnimalismB'tara K'tahn101393B'tara K'tahn101392 Animalism~ B'tara K'tahnAuxpexB'tara K'tahn101394B'tara K'tahn101392Auxpex~ B'tara K'tahn VicissitudeB'tara K'tahn101395B'tara K'tahn101392 Vicissitude~ B'tara K'tahn WeaknessesB'tara K'tahn101396B'tara K'tahn101383 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101397B'tara K'tahn101396A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101398B'tara K'tahn101383 Organization~ B'tara K'tahnA block of textB'tara K'tahn101399B'tara K'tahn101398A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101400B'tara K'tahn101383 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101401B'tara K'tahn101400A block of text~ B'tara K'tahnQuote:B'tara K'tahn101402B'tara K'tahn101383Quote:~ B'tara K'tahnA block of textB'tara K'tahn101403B'tara K'tahn101402A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101404B'tara K'tahn101383 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101405B'tara K'tahn101404Assamite~ B'tara K'tahnA block of textB'tara K'tahn101406B'tara K'tahn101405A block of text~ B'tara K'tahnBrujahB'tara K'tahn101407B'tara K'tahn101404Brujah~ B'tara K'tahnA block of textB'tara K'tahn101408B'tara K'tahn101407A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101409B'tara K'tahn101404Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101410B'tara K'tahn101409A block of text~ B'tara K'tahnGangrelB'tara K'tahn101411B'tara K'tahn101404Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101412B'tara K'tahn101411A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101413B'tara K'tahn101404Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101414B'tara K'tahn101413A block of text~ B'tara K'tahnLasombraB'tara K'tahn101415B'tara K'tahn101404Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101416B'tara K'tahn101415A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101417B'tara K'tahn101404 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101418B'tara K'tahn101417A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101419B'tara K'tahn101404 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101420B'tara K'tahn101419A block of text~ B'tara K'tahnRavnosB'tara K'tahn101421B'tara K'tahn101404Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101422B'tara K'tahn101421A block of text~ B'tara K'tahnToreadorB'tara K'tahn101423B'tara K'tahn101404Toreador~ B'tara K'tahnA block of textB'tara K'tahn101424B'tara K'tahn101423A block of text~ B'tara K'tahnTremereB'tara K'tahn101425B'tara K'tahn101404Tremere~ B'tara K'tahnA block of textB'tara K'tahn101426B'tara K'tahn101425A block of text~ B'tara K'tahnVentrueB'tara K'tahn101427B'tara K'tahn101404Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101428B'tara K'tahn101427A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101429B'tara K'tahn101404Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101430B'tara K'tahn101429A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101431B'tara K'tahn101404 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101432B'tara K'tahn101431A block of text~ B'tara K'tahnSabatB'tara K'tahn101433B'tara K'tahn101404Sabat~ B'tara K'tahnA block of textB'tara K'tahn101434B'tara K'tahn101433A block of text~ B'tara K'tahnAssamiteB'tara K'tahn101435B'tara K'tahn101094Assamite~ B'tara K'tahnNickname: AssasinsB'tara K'tahn101436B'tara K'tahn101435Nickname: Assasins~ B'tara K'tahnSect: IndependentB'tara K'tahn101437B'tara K'tahn101435Sect: Independent~ B'tara K'tahnHavenB'tara K'tahn101438B'tara K'tahn101435Haven~ B'tara K'tahnA block of textB'tara K'tahn101439B'tara K'tahn101438A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101440B'tara K'tahn101435 Background~ B'tara K'tahnA block of textB'tara K'tahn101441B'tara K'tahn101440A block of text~ B'tara K'tahn CharacterB'tara K'tahn101442B'tara K'tahn101435 Character~ B'tara K'tahnA block of textB'tara K'tahn101443B'tara K'tahn101442A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101444B'tara K'tahn101435Clan Disciplines~ B'tara K'tahnCelerityB'tara K'tahn101445B'tara K'tahn101444Celerity~ B'tara K'tahn ObfuscateB'tara K'tahn101446B'tara K'tahn101444 Obfuscate~ B'tara K'tahnQuietusB'tara K'tahn101447B'tara K'tahn101444Quietus~ B'tara K'tahn WeaknessesB'tara K'tahn101448B'tara K'tahn101435 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101449B'tara K'tahn101448A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101450B'tara K'tahn101435 Organization~ B'tara K'tahnA block of textB'tara K'tahn101451B'tara K'tahn101450A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101452B'tara K'tahn101435 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101453B'tara K'tahn101452A block of text~ B'tara K'tahnQuote:B'tara K'tahn101454B'tara K'tahn101435Quote:~ B'tara K'tahnA block of textB'tara K'tahn101455B'tara K'tahn101454A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101456B'tara K'tahn101435 Stereotypes~ B'tara K'tahnBrujahB'tara K'tahn101457B'tara K'tahn101456Brujah~ B'tara K'tahnA block of textB'tara K'tahn101458B'tara K'tahn101457A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101459B'tara K'tahn101456Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101460B'tara K'tahn101459A block of text~ B'tara K'tahnGangrelB'tara K'tahn101461B'tara K'tahn101456Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101462B'tara K'tahn101461A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101463B'tara K'tahn101456Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101464B'tara K'tahn101463A block of text~ B'tara K'tahnLasombraB'tara K'tahn101465B'tara K'tahn101456Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101466B'tara K'tahn101465A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101467B'tara K'tahn101456 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101468B'tara K'tahn101467A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101469B'tara K'tahn101456 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101470B'tara K'tahn101469A block of text~ B'tara K'tahnRavnosB'tara K'tahn101471B'tara K'tahn101456Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101472B'tara K'tahn101471A block of text~ B'tara K'tahnToreadorB'tara K'tahn101473B'tara K'tahn101456Toreador~ B'tara K'tahnA block of textB'tara K'tahn101474B'tara K'tahn101473A block of text~ B'tara K'tahnTremereB'tara K'tahn101475B'tara K'tahn101456Tremere~ B'tara K'tahnA block of textB'tara K'tahn101476B'tara K'tahn101475A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101477B'tara K'tahn101456Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101478B'tara K'tahn101477A block of text~ B'tara K'tahnVentrueB'tara K'tahn101479B'tara K'tahn101456Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101480B'tara K'tahn101479A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101481B'tara K'tahn101456Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101482B'tara K'tahn101481A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101483B'tara K'tahn101456 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101484B'tara K'tahn101483A block of text~ B'tara K'tahnSabatB'tara K'tahn101485B'tara K'tahn101456Sabat~ B'tara K'tahnA block of textB'tara K'tahn101486B'tara K'tahn101485A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101487B'tara K'tahn101094Followers of Set~ B'tara K'tahnNickname: SerpentsB'tara K'tahn101488B'tara K'tahn101487Nickname: Serpents~ B'tara K'tahnSect: IndependentB'tara K'tahn101489B'tara K'tahn101487Sect: Independent~ B'tara K'tahn BackgroundB'tara K'tahn101490B'tara K'tahn101487 Background~ B'tara K'tahnHavenB'tara K'tahn101491B'tara K'tahn101490Haven~ B'tara K'tahnA block of textB'tara K'tahn101492B'tara K'tahn101491A block of text~ B'tara K'tahn CharacterB'tara K'tahn101493B'tara K'tahn101487 Character~ B'tara K'tahnA block of textB'tara K'tahn101494B'tara K'tahn101493A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101495B'tara K'tahn101487Clan Disciplines~ B'tara K'tahn ObfuscateB'tara K'tahn101496B'tara K'tahn101495 Obfuscate~ B'tara K'tahnPresenceB'tara K'tahn101497B'tara K'tahn101495Presence~ B'tara K'tahn SerpentisB'tara K'tahn101498B'tara K'tahn101495 Serpentis~ B'tara K'tahn WeaknessesB'tara K'tahn101499B'tara K'tahn101487 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101500B'tara K'tahn101499A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101501B'tara K'tahn101487 Organization~ B'tara K'tahnA block of textB'tara K'tahn101502B'tara K'tahn101501A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101503B'tara K'tahn101487 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101504B'tara K'tahn101503A block of text~ B'tara K'tahnQuote:B'tara K'tahn101505B'tara K'tahn101487Quote:~ B'tara K'tahnA block of textB'tara K'tahn101506B'tara K'tahn101505A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101507B'tara K'tahn101487 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101508B'tara K'tahn101507Assamite~ B'tara K'tahnA block of textB'tara K'tahn101509B'tara K'tahn101508A block of text~ B'tara K'tahnBrujahB'tara K'tahn101510B'tara K'tahn101507Brujah~ B'tara K'tahnA block of textB'tara K'tahn101511B'tara K'tahn101510A block of text~ B'tara K'tahnGangrelB'tara K'tahn101512B'tara K'tahn101507Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101513B'tara K'tahn101512A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101514B'tara K'tahn101507Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101515B'tara K'tahn101514A block of text~ B'tara K'tahnLasombraB'tara K'tahn101516B'tara K'tahn101507Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101517B'tara K'tahn101516A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101518B'tara K'tahn101507 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101519B'tara K'tahn101518A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101520B'tara K'tahn101507 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101521B'tara K'tahn101520A block of text~ B'tara K'tahnRavnosB'tara K'tahn101522B'tara K'tahn101507Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101523B'tara K'tahn101522A block of text~ B'tara K'tahnToreadorB'tara K'tahn101524B'tara K'tahn101507Toreador~ B'tara K'tahnA block of textB'tara K'tahn101525B'tara K'tahn101524A block of text~ B'tara K'tahnTremereB'tara K'tahn101526B'tara K'tahn101507Tremere~ B'tara K'tahnA block of textB'tara K'tahn101527B'tara K'tahn101526A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101528B'tara K'tahn101507Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101529B'tara K'tahn101528A block of text~ B'tara K'tahnVentrueB'tara K'tahn101530B'tara K'tahn101507Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101531B'tara K'tahn101530A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101532B'tara K'tahn101507Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101533B'tara K'tahn101532A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101534B'tara K'tahn101507 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101535B'tara K'tahn101534A block of text~ B'tara K'tahnSabatB'tara K'tahn101536B'tara K'tahn101507Sabat~ B'tara K'tahnA block of textB'tara K'tahn101537B'tara K'tahn101536A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101538B'tara K'tahn101094Giovanni~ B'tara K'tahnNickname: NecromancersB'tara K'tahn101539B'tara K'tahn101538Nickname: Necromancers~ B'tara K'tahnSect: IndependentB'tara K'tahn101540B'tara K'tahn101538Sect: Independent~ B'tara K'tahnHavenB'tara K'tahn101541B'tara K'tahn101538Haven~ B'tara K'tahnA block of textB'tara K'tahn101542B'tara K'tahn101541A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101543B'tara K'tahn101538 Background~ B'tara K'tahnA block of textB'tara K'tahn101544B'tara K'tahn101543A block of text~ B'tara K'tahn CharacterB'tara K'tahn101545B'tara K'tahn101538 Character~ B'tara K'tahnA block of textB'tara K'tahn101546B'tara K'tahn101545A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101547B'tara K'tahn101538Clan Disciplines~ B'tara K'tahnDominateB'tara K'tahn101548B'tara K'tahn101547Dominate~ B'tara K'tahn NecromancyB'tara K'tahn101549B'tara K'tahn101547 Necromancy~ B'tara K'tahnPotenceB'tara K'tahn101550B'tara K'tahn101547Potence~ B'tara K'tahn WeaknessesB'tara K'tahn101551B'tara K'tahn101538 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101552B'tara K'tahn101551A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101553B'tara K'tahn101538 Organization~ B'tara K'tahnA block of textB'tara K'tahn101554B'tara K'tahn101553A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101555B'tara K'tahn101538 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101556B'tara K'tahn101555A block of text~ B'tara K'tahnQuote:B'tara K'tahn101557B'tara K'tahn101538Quote:~ B'tara K'tahnA block of textB'tara K'tahn101558B'tara K'tahn101557A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101559B'tara K'tahn101538 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101560B'tara K'tahn101559Assamite~ B'tara K'tahnA block of textB'tara K'tahn101561B'tara K'tahn101560A block of text~ B'tara K'tahnBrujahB'tara K'tahn101562B'tara K'tahn101559Brujah~ B'tara K'tahnA block of textB'tara K'tahn101563B'tara K'tahn101562A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101564B'tara K'tahn101559Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101565B'tara K'tahn101564A block of text~ B'tara K'tahnGangrelB'tara K'tahn101566B'tara K'tahn101559Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101567B'tara K'tahn101566A block of text~ B'tara K'tahnLasombraB'tara K'tahn101568B'tara K'tahn101559Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101569B'tara K'tahn101568A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101570B'tara K'tahn101559 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101571B'tara K'tahn101570A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101572B'tara K'tahn101559 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101573B'tara K'tahn101572A block of text~ B'tara K'tahnRavnosB'tara K'tahn101574B'tara K'tahn101559Ravnos~ B'tara K'tahnA block of textB'tara K'tahn101575B'tara K'tahn101574A block of text~ B'tara K'tahnToreadorB'tara K'tahn101576B'tara K'tahn101559Toreador~ B'tara K'tahnA block of textB'tara K'tahn101577B'tara K'tahn101576A block of text~ B'tara K'tahnTremereB'tara K'tahn101578B'tara K'tahn101559Tremere~ B'tara K'tahnA block of textB'tara K'tahn101579B'tara K'tahn101578A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101580B'tara K'tahn101559Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101581B'tara K'tahn101580A block of text~ B'tara K'tahnVentrueB'tara K'tahn101582B'tara K'tahn101559Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101583B'tara K'tahn101582A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101584B'tara K'tahn101559Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101585B'tara K'tahn101584A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101586B'tara K'tahn101559 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101587B'tara K'tahn101586A block of text~ B'tara K'tahnSabatB'tara K'tahn101588B'tara K'tahn101559Sabat~ B'tara K'tahnA block of textB'tara K'tahn101589B'tara K'tahn101588A block of text~ B'tara K'tahnRavnosB'tara K'tahn101590B'tara K'tahn101094Ravnos~ B'tara K'tahnNickname: DeceiversB'tara K'tahn101591B'tara K'tahn101590Nickname: Deceivers~ B'tara K'tahnSect: IndependentB'tara K'tahn101592B'tara K'tahn101590Sect: Independent~ B'tara K'tahnHavenB'tara K'tahn101593B'tara K'tahn101590Haven~ B'tara K'tahnA block of textB'tara K'tahn101594B'tara K'tahn101593A block of text~ B'tara K'tahn BackgroundB'tara K'tahn101595B'tara K'tahn101590 Background~ B'tara K'tahnA block of textB'tara K'tahn101596B'tara K'tahn101595A block of text~ B'tara K'tahn CharacterB'tara K'tahn101597B'tara K'tahn101590 Character~ B'tara K'tahnA block of textB'tara K'tahn101598B'tara K'tahn101597A block of text~ B'tara K'tahnClan DisciplinesB'tara K'tahn101599B'tara K'tahn101590Clan Disciplines~ B'tara K'tahn animalismB'tara K'tahn101600B'tara K'tahn101599 animalism~ B'tara K'tahn ChimestryB'tara K'tahn101601B'tara K'tahn101599 Chimestry~ B'tara K'tahn FortitudeB'tara K'tahn101602B'tara K'tahn101599 Fortitude~ B'tara K'tahn WeaknessesB'tara K'tahn101603B'tara K'tahn101590 Weaknesses~ B'tara K'tahnA block of textB'tara K'tahn101604B'tara K'tahn101603A block of text~ B'tara K'tahn OrganizationB'tara K'tahn101605B'tara K'tahn101590 Organization~ B'tara K'tahnA block of textB'tara K'tahn101606B'tara K'tahn101605A block of text~ B'tara K'tahn Blood linesB'tara K'tahn101607B'tara K'tahn101590 Blood lines~ B'tara K'tahnA block of textB'tara K'tahn101608B'tara K'tahn101607A block of text~ B'tara K'tahnQuote:B'tara K'tahn101609B'tara K'tahn101590Quote:~ B'tara K'tahnA block of textB'tara K'tahn101610B'tara K'tahn101609A block of text~ B'tara K'tahn StereotypesB'tara K'tahn101611B'tara K'tahn101590 Stereotypes~ B'tara K'tahnAssamiteB'tara K'tahn101612B'tara K'tahn101611Assamite~ B'tara K'tahnA block of textB'tara K'tahn101613B'tara K'tahn101612A block of text~ B'tara K'tahnBrujahB'tara K'tahn101614B'tara K'tahn101611Brujah~ B'tara K'tahnA block of textB'tara K'tahn101615B'tara K'tahn101614A block of text~ B'tara K'tahnFollowers of SetB'tara K'tahn101616B'tara K'tahn101611Followers of Set~ B'tara K'tahnA block of textB'tara K'tahn101617B'tara K'tahn101616A block of text~ B'tara K'tahnGangrelB'tara K'tahn101618B'tara K'tahn101611Gangrel~ B'tara K'tahnA block of textB'tara K'tahn101619B'tara K'tahn101618A block of text~ B'tara K'tahnGiovanniB'tara K'tahn101620B'tara K'tahn101611Giovanni~ B'tara K'tahnA block of textB'tara K'tahn101621B'tara K'tahn101620A block of text~ B'tara K'tahnLasombraB'tara K'tahn101622B'tara K'tahn101611Lasombra~ B'tara K'tahnA block of textB'tara K'tahn101623B'tara K'tahn101622A block of text~ B'tara K'tahn MalkavianB'tara K'tahn101624B'tara K'tahn101611 Malkavian~ B'tara K'tahnA block of textB'tara K'tahn101625B'tara K'tahn101624A block of text~ B'tara K'tahn NosferatuB'tara K'tahn101626B'tara K'tahn101611 Nosferatu~ B'tara K'tahnA block of textB'tara K'tahn101627B'tara K'tahn101626A block of text~ B'tara K'tahnToreadorB'tara K'tahn101628B'tara K'tahn101611Toreador~ B'tara K'tahnA block of textB'tara K'tahn101629B'tara K'tahn101628A block of text~ B'tara K'tahnTremereB'tara K'tahn101630B'tara K'tahn101611Tremere~ B'tara K'tahnA block of textB'tara K'tahn101631B'tara K'tahn101630A block of text~ B'tara K'tahnTzimisceB'tara K'tahn101632B'tara K'tahn101611Tzimisce~ B'tara K'tahnA block of textB'tara K'tahn101633B'tara K'tahn101632A block of text~ B'tara K'tahnVentrueB'tara K'tahn101634B'tara K'tahn101611Ventrue~ B'tara K'tahnA block of textB'tara K'tahn101635B'tara K'tahn101634A block of text~ B'tara K'tahnCaitiffB'tara K'tahn101636B'tara K'tahn101611Caitiff~ B'tara K'tahnA block of textB'tara K'tahn101637B'tara K'tahn101636A block of text~ B'tara K'tahn CamarillaB'tara K'tahn101638B'tara K'tahn101611 Camarilla~ B'tara K'tahnA block of textB'tara K'tahn101639B'tara K'tahn101638A block of text~ B'tara K'tahnSabatB'tara K'tahn101640B'tara K'tahn101611Sabat~ B'tara K'tahnA block of textB'tara K'tahn101641B'tara K'tahn101640A block of text~ B'tara K'tahn