Advantages and Disadvantages:


Brujah:

-All brujah gain one free influence in Political,University,or Street.they also gain an associated ability in Politics,Academics,or Streetwise. Brujah also have the option to call on their brethren for serious troubles.

- All Brujah suffer a 1 trait penalty on all Self Control/Instinct tests

 


Gangrel:

-Gangrel are allowed to move around freely and rarely are forced to deal with Camarilla or Sabbat authorities Gangrel can also learn Lupine Lore at no extra cost by observing the patterns of Garou. Gangrel gain the abilities of Survival and Animal Ken free.

-Gangrel frenzies mark the visage of the Gangrel with an animalistic feature. Each time this happens the Gangrel gains a Negative social trait of Bestial,Feral,or Repugnant. These cannot bought off or gotten rid of without magickal assistance. No more than 5 negative traits can be gained with this disadvantage.

 


Tzimisce:

-Tzimisce gain 1 free ability trait of Occult. They can also purchase Lore abilities much easier. the first 2 levels of any Lore may be bought without much in the way of study or specialized text or equipment. Tzimisces may also posses Revenants as retainers.

-Tzimisce must rest with at least 2 handfulls of earth each night. Each day that this not possible the Tzimisce suffers a 1 trait penalty on all challenges. These penalties are removed on a 1-for-1 basis for each day the tzimisce recovers.


 Lasombra:

-All Lasombra gain a free influence of either Church,Political, or Underworld. As movers and shakers in the Sabbat they also gain an automatic free Status Trait.

-All Lasombra suffer an additonal level of damage from sunlight. They also do not show up in any reflective surfaces.


 Giovanni:

-Each Giovanni gains a free influence in either Finance or Health, and they may take either a further level of influence or select a Retainer which is defined as a Wraith.

-The Giovanni Kiss holds no Ecstasy only pain and terror. Mortal victims are rendered insensate. Blood taken from victims inflicts an extra level of damage for each blood trait stolen. This only affects mortal victims, and adds nothing to ordinary bite damage.


 Ravnos:

-Ravnos gain 1 level of Streetwise ability for free. They also gain a free influence in their choice of Street or Transportation

-Ravnos must perform their signature crime at least once per game session unless they manage a Self Control/Instinct roll against a difficulty of 3 traits with the usual risks of a failed virtue test.


 Assamite:

-Due to training, Assamites gain 1 free Melee and 1 free Brawl ability. They may at the ST's discretion have access to weapons and weapon caches.

-Assamites thirst for the blood of other cainites.Each time they take the blood of another Kindred, they must make a Self Control/ Instinct test against a difficulty of 4 traits or develop a taste for the kindred's blood. Each time the assamite encounters the target they must make a similar Virtue test or fly into a frenzy. Even if they succeed, the Assamite will still be visibly hungry.


 Ventrue:

-All Ventrue gain 1 level of Resources which they can never lose permanently. They also gain a free Influence in either Finance,High Society, Or Political. Ventrue Geneaolgies also preclude most attempts at clan infiltration

-Ventrue have rarified tastes in blood and are unable to consume blood not of their chosen type. (Kindred blood is excluded, and this can be suppressed long enough to create a childe) Ventrue enter play with one less blood trait than normal.


 Toreador:

-Toreador start play with 2 free abilities which can be chosen from: Academics,Crafts,Performance,or Subterfuge. The Toreador can also use these abilities as if they were a Herd score to attract new victims.(Gaining blood in this way does use up the aformentioned abilities.

-Toreador are easily entranced by beauty. they enter a fugue state which they must expend a mental trait to shake off (allthough outside distractions may jar them out of this trance.) Antitribu tend to want to act out their sociopathic impulses instead going into a fugue and must similarly expend a mental trait to forestall unacceptable behaivor when opportunities present themselves.


 Tremere:

-Tremer Gain 1 free Occult Influence and 1 free Occult Ability. While Tremere usually have to follow orders they also receive help from their elders.

-Tremere start play one step blood bound to the council of 7.


 Malkavian:

-All malkavians gain a free trait of Awareness. Malkavians can recognize their own on sight.

-all Malkavian start with one derrangement which can never be removed or permanently suppressed. WP may be spent to temporarily suppress it as normal.

 


Nosferatu:

- Each Nosferatu gains one free trait of Stealth and Survival abilities.

- Each Nosferatu has Repugnant x3 which can never be removed by XP or free traits. they may not initiate social challenges with mortals in their true form except intimidation they may however defend normally. No Nosferatu may possess social appearance traits without the use of special powers


 Daughters of Cacophony:

-Each Daughter recieves a free ability trait of Performance:Singing. They may also choose a free high society influence trait or an additional Performance trait.

-Because they are listening to their own inner music, Daughters are 2 traits down on any challenge involving perception. No Daughter can ever have more than 2 perception based mental traits.


 Samedi:

-allthough they pay the same price for out of clan disciplines, Samedi can learn Necromancy without the need of a Giovanni tutor. They start with the Sepulchre path.

-Cannot initiate any social challenges except for those involving intimidation. They cannot posses the social traits of Alluring, Gorgeous, or Seductive. Each Samedi possesses RepugnantX3 which can never be removed.


 Salubri:

- Salubri tend to be of a higher generation. they gain 2 bonus traits for the purposes of raising generation. if they do not spend them for this they cannot be used for anything else.

-Salubri cannot feed on unwilling victims. doing so causes them to lose a temporary WP trait immediately. He must also make a Conscience/Conviction test with a difficulty of 3 traits or lose morality traits as normal. Salubri are also hunted by many including the entire tremere clan.


 Followers of Set:

-1 free Streetwise ability, plus 1 level of either Political,Street, or Underworld influence.

-Exposure to sunlight inflcits an additonal health level of damage to Setites. Bright lights of any sort cause Setites to be 1 trait down on challenges until they are out of the light.


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