Clan and Discipline Guidelines

# **TL:DR**

## Clans

**Clans allowed to everyone:** Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue, Caitiff.

**Clans recommended to those with experience:** Lasombra, Tzimisce, Assamites, Giovanni, Followers of Set, Ravnos.

**Clans requiring experience:** Salubri Warriors, Giovanni families (Dunsirn, Pisanob, Putanesca), Assamite castes, Ravnos castes, Setite castes, Gangrel variants (City, Greek, Mariners), Knights of the Moon, Old Clan Tzimisce, Samedi, Serpents of the Light, Daughters of Cacophony, Gargoyles, Kiasyd/Maeghar

**Clans requiring a very good justification:** Lamia, Nagaraja, Cappadocians, Telyavelic Tremere, Tlacique, Salubri Healer, Ahrimanes, Anda, Danava, , Lhiannan, Noiad. Laibon, Children of Osiris, Nictuku, True Brujah.

**Clans Banned:** Harbingers of Skulls (As they don't exist yet in the timeline), Blood Brothers (Not playable by a single person) , Baali, Angellis Ater, Azaneali (And any number of infernalists)

## Disciplines

**Easy to learn with no teacher:** Celerity, Fortitude, Potence

**Easy to learn with a teacher:** Animalism, Auspex, Dominate, Obfuscate, Presence

**Hard to learn with a teacher:** Chimerstry, Dementation, Obtenebration, Protean, Quietus, Serpentis, Vicissitude, Visceratika.

**All but impossible:** Melpominee, Mytherceria, Obeah, Valeren, Spiritus, Thanatosis.

**Impossible:** Abombwe, Bardo, Daimonion, Flight, Sanguinus, Temporis

## Magic

**Available out of clan at your own risk:** Thaumaturgy, Necromancy

**Available in clan at your own risk, regulated out of clan:** Dur-An-Ki, Sadhana, Akhu

**Heavily regulated:** Koldunic Sorcery, Abyss Mysticism

# **Clans and Bloodlines**

Those just starting their jump into the Vampire the Masquerade may know of the 7 main Camarilla clans. Those more knowledgeable may know the 13 big clans and Caitiff. Those who dived deeper into the lore of the game will find a myriad of bloodlines they may be eager to play. There are only a few things we outright ban. Though for some others, we may require a degree of commitment and clear understanding of what the lore entails. Just because you want to play a Nictuku doesn't mean we will be ignoring the lore and history associated with that clan. For those less experienced, it may be a good idea to stick to more common clans that allow for a larger pool of concepts and inflict less restrictions. Here are some guidelines for choosing a clan:

**The main 8:** Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue, Caitiff. The most common and populated clans, ones that allow for the most flexibility in concepts and the least restrictions. Come in normal and Antitribu variety. If you doubt, choose one of these. Please note that “less” restrictions doesn't mean “none at all”.

**The Sabbat and Independant clans:** Lasombra, Tzimisce, Assamites, Giovanni, Followers of Set, Ravnos. These clans come with a fair bit of baggage. If you intend to choose them, make sure you know what it entails.

**Common bloodlines and rare clans:** Salubri, Giovanni families (Dunsirn, Pisanob, Putanesca), Assamite castes, Ravnos castes, Setite castes, Gangrel variants (City, Greek, Mariners), Knights of the Moon, Old Clan Tzimisce, Samedi, Serpents of the Light, Daughters of Cacophony, Gargoyles. Still a fairly sensible choice, in our chronicles at least. If you know all the lore associated with them, are aware of the limitations and are ready to put up with them, go ahead.

**Rare bloodlines:** Lamia, Nagaraja, Cappadocians, Telyavelic Tremere, Tlacique, Salubri castes, Ahrimanes, Anda, Danava, Kiasyd, Lhiannan, Noiad. These are a little bit more of a stretch. Make sure you have a good backstory to support such a concept and a good reason for choosing them.

**Restricted clans and bloodlines:** Laibon, Children of Osiris, Nictuku, True Brujah. They are extremely rare and have powers/lore we are hesitant to introduce into the game. Your IC and OOC conduct, as well as your backstory need to give us confidence that you won't abuse them.

**Banned clans and bloodlines:** Harbingers of Skulls (As they don't exist yet in the timeline), Blood Brothers (Not playable by a single person) , Baali, Angellis Ater, Azaneali (And any number of infernalists)

# **Picking up Out of Clan Disciplines**

Both in your backstory and in play, you may come to a point where you will be interested in learning a discipline that doesn't belong to your clan. Or maybe you will be offered to teach it, in exchange for something. In both cases, you need to know how rare the discipline you are looking at is and how much it will cost you to learn it. In all cases, a teacher may teach the student a discipline only up to 1 dot lower than their own mastery. The blood sorceries are discussed separately.

**Physical Disciplines:** Celerity, Fortitude, Potence. Need no teacher to learn. You probably should pick them up.

**Common Disciplines:** Animalism, Auspex, Dominate, Obfuscate, Presence. Many clans have them, and they are fairly easy to acquire.

**Signature disciplines of common clans:** Chimerstry, Dementation, Obtenebration, Protean, Quietus, Serpentis, Vicissitude, Visceratika. Learning one of these to 2 dots is already a feat. Learning more puts you easily in the equivalent of a Blood or a Life Boon. If you make good friends with the clans in question, you may learn it with less painful consequences.

**Signature disciplines of rare clans:** Melpominee, Mytherceria, Obeah, Valeren, Spiritus, Thanatosis. If you want to take them out of clan, possibly reconsider. If you really want to, give a very good reason for having them. VERY good.

**Disciplines that are not allowed out of clan:** Abombwe, Bardo, Daimonion, Flight, Sanguinus, Temporis

# **Magic and Sorceries**

Man, magic is cool isn't it? Everyone wants some. However, know that it comes with dangers that may seem unfair. That said, here are some guidelines for learning different magics, both in your backstory and later In Character:

## Thaumaturgy: The magic of the Tremere.

If you are a Tremere you have it. But remember, unlike most disciplines, even if it is In Clan for you, you still need a good source of information like a library or a knowledgeable teacher to get anything other than your basic primary path and 5 rituals. It is the most common form of magic and one that you are more likely to learn. There are 4 situations in which you have it, here's what you can expect from them:

1. You are a loyal tremere of the Pyramid. In this case, you are someone who abides by the The Tremere Oath and follows the rules of secrecy that House and Clan dictates. Expect to never be able to teach said discipline to anyone without a very good reason and a permission from the regent. Expect to be killed or brainwashed for disobeying The Oath in blatant ways.
2. You are a Rogue Tremere. Someone who has escaped and is hiding from the Pyramid, be it by their own power or protection of sects like Sabbat and Anarchs. Expect to be hunted as soon as it gets out who you are. If you have protection, expect to be hunted more carefully. But good news! If you are a Tremere by embrace you are likely to be reabsorbed into the House and Clan upon capture instead of being killed. Whether you like it or not. You won’t like it.
3. You are a member of any other clan or a lucky (unlucky?) Caitiff. You know Thaumaturgy without being supposed to know it. You, my friend, are the unluckiest of them all. Expect to be hunted down. Survive, by your own merit or that of your allies. You will likely need allies. Upon capture, the likely outcome for you is death. In cases of you being too valuable, a deal or an absorption into the House and Clan is possible. But you better be very sure you are truly valuable, because from that depends just how badly is your mind is going to be washed in the process.
4. You are a member of any other clan that learned it the right way. You are a rare creature indeed. You have most likely traded knowledge of Thaumaturgy for that of other rare disciplines or a great boon to House and Clan. You are likely to not know too much. You are expected to keep it secret and not reveal your knowledge. You are expected to never share it. You are expected to stay in good relations with the Tremere. If any of these points are compromised significantly you may suddenly find yourself in third category.

## Necromancy: The art of commanding the dead

A staple of clan Giovanni, this sorcery is less common but paradoxically more safe to possess. Like any other magic, it requires a source of knowledge to gain the most of it. The situations in which you possess it are as follows:

1. You are a Giovanni. Welcome to the family. Your family is everything. You serve the family. Family takes care of you. Don't think you can escape it. Everyone knows there are no rogue Giovanni.
2. You are a member of a bloodline or a caitiff who has it inclan. Not a common thing but it happens. As long as you don't scream on the street about it, and preferably shroud your knowledge in mystery you will be fine. If you become brazen you will attract the interest of Giovanni and Tremere. That eventuality will not be one you enjoy.
3. You are a member of any other clan that learned it. There isn't really a “right” way to learn Necromancy. This situation is more dangerous than having it In Clan, not the least because you are likely to not have all the knowledge you need to practice it safely. The dead don’t always enjoy being toyed with. And as always, keep it secret if you don't want to become a toy that Tremere and Giovanni will fight over. It doesn't end well for the toy.

## Assamite Sorcery, Sadhana, Setite Sorcery: The Magic of the Clans

The Clan specific sorceries are… clan specific. Go figure. They are secrets guarded closely by the clans in question and not taught even to the majority of the clan. Even more so than any other magic, it requires a source of knowledge to gain the most of it as it’s not an In Clan discipline. The situations in which you possess it are as follows:

1. You are a member of said clans magician caste. This is the most likely scenario and only thing you need to be concerned with is keeping the Tremere off your tail. As those magics are close to Thaumaturgy they practice, they will have additional interest in catching you and learning your secrets. Of course, you can't allow that to happen. And teaching your wisdom to undeserving outsiders willingly is inviting a death sentence from your own clan.
2. You are a member of said clan but not its magician caste. It’s not unheard of but it means that you have done great service to the clan and you are in close connection to it and the greater agenda of it. Otherwise, see 1st category.
3. You are an outsider who learned it the right way. You are a convert. You have accepted the philosophy and vision of the clan in question, have passed a multitude of tests and have been shown great trust. Be proud. Don’t fuck it up. Otherwise see 1st category.
4. You are an outsider who learned it the wrong way. You stole it. Expect ire of the rightful owners. Expect Tremere to chase you down as an easy knowledge source. Pray that the secret doesn't come out. Good luck.

## Koldunic Sorcery: The Old Wisdom.

One of the rarest forms of magic, practised mainly by Old Clan Tzimiche. The elders of the Main Clan also practice it. Make sure you have a library to support your pursuits, they won’t be easy. The situations in which you possess it are as follows:

1. You are from the Old Clan. It is as close as it gets to having it the right way. As any other magician, you should stay well away from Tremere and their hunger for knowledge. They will pull you into tiny pieces to get it. Teaching something as dangerous as it is a heavy choice and a hard process but if you believe in the student, you can go ahead.
2. You are from the Main Clan Tzimisce. Your deal with the Soul Eater inside you makes it hard for you to learn the magic that is fully opposite to it but it is possible. Please see Misc House Rules and 1st category.
3. You are from any other clan who learned it, one way or the other. As long as you have an explanation to the process, you should simply refer to the 1st category.

## Abyss Mysticism: Magic?

A practice of the Lasombra who have dived into the Void far too deeply. It's not very powerful, very rare, heavy with side effects and dangerous. If you are taking it, know what you sign up for. That said, here's the ways you can have it.

1. You are a lasombra. You likely learned it from your sire. You have my sympathies. Still, if someone has a chance of managing it, it's you. Tremere will be very interested in your knowledge if they find out you possess it. You know it’ll only lead to their ruin but in the process, they will break you too.
2. You are a member of any other clan. ….Why? How? What are you doing with your unlife? You were likely taught it as a cruel joke. The Abyss will consume you.

## Other traditions

**Mortis**: Not allowed outside of the Cappadocian clan. No, they won't teach you.

**Ogham**: Not allowed outside of Lhiannan

**Sihr**: Currently banned, may be adapted

**Dark Thaumaturgy**: Banned

**Sielanic Thaumaturgy**: Does not exist. Paths may be adapted into Thaumaturgy

**Anarch Sorcery**: Another name for Thaumaturgy

**Voudoun Necromancy**: See Necromancy.

**Wanga**: Currently banned, may be adapted

**Incantation**: Homebrew system. See house rules.\

## Availability of magic and likelihood that you will be approved to have it:

**Thaumaturgy**: The most common magic type. Just know what you sign up for.

**Necromancy**: Normal for Giovanni and some bloodlines. Just have a reason for it.

**Clan Magics**: Acceptable for the clan, possible for a convert, unlikely for an outsider. Expect to justify it.

**Koldunic Sorcery**: A strange and potentially very dangerous magic. Only available with a proper backstory and a confidence from the staff that there won't be frenzied volcano castings on the streets.

**Abyss Mysticism**: Well if you want it. Likely to be allowed only on a Lasombra and only with a good backstory.

## Paths of Magic:

There are many paths across many different editions. While all of them are now available to you to take, not all of them are as common as others. It is unlikely that your Tremere has learned Path of Binding the Abyss as soon as he was embraced and it's the only path he knows. As a rule, start with more common paths, build your way to the rare. Ranking all of them is a rather useless endeavor, but here is an attempt that you may use as guidelines:

1. 1. Path of Blood, Lure of Flames, Movement of the Mind, Path of Conjuring, Elemental Mastery, Green Path, Neptune's Might, Weather Control, Alchemy, The Hearth Path, Path of Transmutation
	2. Hands of Destruction, Path of Technomancy, Biothaumaturgy, Path of Curses, Vine of Dionysus, Levinbolt, Path of Mercury, Oneiromancy
	3. Mastery of the Mortal Shell, Path of Fathers Vengeance, Spirit Manipulation, Gift of Morpheus, Way of Warding, Path of Better Self, Focused Mind, Path of Corruption,
	4. Restricted to In Game Only learning: Thaumaturgical Countermagic, Focused Mind

## Rituals

If your character starts with magic they may know one ritual per Path dot they possess, both Primary and Secondary. Additional rituals are purchased at the cost of Ritual Level x 2 EXP.

## Multiple Magic Traditions:

Knowing one way of magic is rare. Knowing two is rarer. Knowing more than that is unheard of. If you know two magic traditions you are likely a Tremere. With a proper backstory it will be allowed. Knowing more than two is not possible without a miracle coming from the sky to convince us.

# **Paths of Enlightenment**

Who needs the boring old humanity when you can embrace what you are? That’s where it's at man. True freedom from shackles of mortality! While all of that is true, you need to remember one very important thing: Vampire the Masquerade is not a game about consequence free killings. It is a game about ideals, moralities and how one grapples with them. We do not allow for the “Path of whatever the hell I was going to do anyways”. Full stop. Picking up a path during character creation means signing up for a much harder roleplay experience. Picking up a path In play means a long and painful process of being born anew. We will not allow a Character stepping on a Path if we don't see an understanding of what it entails. That said, here are a few guidelines you need to know about the paths:

1. We mostly use Revised Paths of Enlightenment. If there are multiple versions, we default to Revised. Old Roads and Paths derived from them are possible but much much rarer, as they are mostly forgotten.
2. Paths are restrictive. Such is their purpose. No path will ever be easier or grant more freedom than Humanity. If you think that by stepping on a Path you will gain instead of lose, you are missing the point.
3. Some Paths are native to the clans. It’s much more likely that said clan will be the only ones approved for said Path.
4. Not all sects are friendly to the paths. In Camarilla, they are actively discouraged. Only rare elders and methuselas follow them. For the most part Camarilla propagates Humanity and the absolute majority of it follow Humanity. Anarchs are mostly young and disorganised. They are naturally more suited for Humanity, though some rare amongst them may follow a Path that they learned in ways not associated with the Anarch movement. Sabbat and Independants is where most paths are found. If you are dead set on playing a path, these are your likely sects.

# **New things being adapted**

Some things take more effort than others to adapt. Things like combo disciplines only need a quick look. Magic may take longer. Paths may not be allowed completely to not compromise the restrictiveness of them. If you want something adapted, it's usually possible if you talk with the Storytellers and, crucially, show us that you put just as much effort into it as we do. Some rare things may be offered as a reward for good roleplaying that put your character into a detrimental position, or likely killed them in exchange for a good story. Please understand that we are trying, but we are only human. It's very hard to keep everything in even a semblance of a balance. While something may seem just a little change to you, it could be very hard to fit into the system we are trying to build.

# **“Why does he get X and I don't”**

I get it, some things may seem unfair. But there is usually a reason behind them. Sometimes it’s an In Character play that leads a Character to a position of power. Sometimes you may not know it. Sometimes it may be a result of the Storytellers decision that some things simply are too rare and powerful to allow them to the Players who make impulsive decisions. Please keep in mind, we don’t want to allow you something and then punish you for it. It will be easier for everyone if it's simply not allowed in the first place.