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: Denizens by Night :
Kindred : Vampires of 2077

The Clans

::: CHildren of Caine :::

The Clans of Cain are not as they were.  The corporate Wars took a toll on Kindred society as we know it. 

  • the Camarilla lay in shambles, crumbling to the weight of the Megacorporations that now control the world.

  • Sabbat clans have integrated into this new society and pass themselves off as Cyberpunks.  (The Technology heavy vampiric clan of 2077.) 

  • Anarch nations found their freedom in the fall of the Camarilla, but now turn their attentions to the Megacorporations.

Corporate Colonialism has changed the world forever, and the clans had to adapt to survive in this world.  What you will learn below is just how much each clan has changed in the world.

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The Nature of the game is not dominance over the Human Race... it is survival.

::: The Clans Of Caine 2077 :::

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: Banu Haqim :​

The Banu Haqim, have more business than in 2077 than they have had in centuries.  Many possess contacts with megacorps; this is in fact their primary source of income.  In the other hand, with the constant tensions with the few remaining Elders, others, there is rich business to be had for Elder Vitae.

  • Clan Discipline (Vizier Bloodline):  Celerity, Obfuscate, Quietus

  • Clan Discipline (Warrior Bloodline):  Celerity, Auspex, Quietus

  • Clan Weakness:  Permanent Aura of Diablerie.  Frenzy difficulty check increases by 3.

  • Clan Bonus:  Access to Blood Sorcery. 

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: Brujah :

The modern  world has even more place for rebels than the late 20th Century.  Inconoclasts are found leading street gangs, and a few are at the cutting edge of music.  You won't find them on major labels, however.  The Idealists are losing support for their tactics; with the world changing so fast, the Iconoclasts insist there is no time to plan ahead so far.  The Individuals are gaining the most ground; most of them can be found in music or as street ops, although a few can be found pulling the strings on the few Corps they could get into without attracting Ventrue or Giovanni interests.

  • Clan Disciplines:  Celerity, Potence, Presence

  • Clan Weakness:  Increased Difficulty of Frenzy by +2 Successes​

  • Clan Bonus(es):  

    • Blood Potency Lvl.3:  Spark of Rage - Spend 1 Essence. Roll Resolve + Potence vs Target's Willpower.  If Target fails, they become Enraged at a chosen target for 1 turn/success scored.​

    • Blood Potency Lvl.5:  Spark of Rage affects all persons within 20m of the Brujah.

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: Gangrel :

Travel has become much more difficult in the last fifty years.  Most Gangrel find a Nomad family to run with, occationally the Ravnos's caravans.  If they run with a human pack, they don't do so for very long.  In the city, they stay to themsevles, maintaining their loner image, often becoming Solos or Medics.

  • Clan Disciplines:  Animalism, Fortitude, Protean

  • Clan Weakness:  Gain an Animal Characteristic each time the Frenzy (Temporary)

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: Hecata :

This Clan, under the Leadership of Giovanni Famiglia, continues to operate from the Giovanni stronghold in Venice, reaching out to gain control of as much of the wealth they can manage to grab.  In the last few decades, they have come into indirect conflict with the Ventrue numerous times.  With the formation of the Giovanni Corporation, they are seen as a greater danger than ever before, much to the dismay of those remnants of the Camarilla.

  • Clan Disciplines:  Dominate, Potence, Necromancy

  • Clan Weakness:  Victims of the Vampire's Kiss (bite) take +1 Damage, resulting in less blood being able to be received from the victim.

  • Clan Bonus:  Access to Necromantic Rites.

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: Lasombra :

The Lasombra clan is considered extinct by the standards of the human world.  With the invention of cybertechnology and other advancements, this clan has faded into obscurity.  While mortals are largely oblivious to them, the Kindred know the truth.  The Clan weakness has rendered them practically invisible to most technology and cyberoptics.  This makes the doubly precarious due to their inability to cast a reflection, which makes them invaluable against smart weapons and any form of video recording by normal standards. These days, this clan is more mythological, but a myth that is highly valued in 2077. 

  • Clan Disciplines:  Dominate, Potence, Obtenibration

  • Clan Weakness:  Lasombra do not cast a reflections.

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: Malkavian :

Members of this Clan still congregate where madness and insanity are common.  Naturally this means they could be anywhere in most modern American Cities.

  • Clan Disciplines:  Auspex, Obfuscate, Dementation

  • Clan Weakness:  All members of Clan Malkavian suffer from a permanent, incurable derangement

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: The Ministry :

The Ministry is rising rapidly.  Their Clan's wares are bought and sold nearly everywhere.  In fact, some pride themselves on purchasing these items or services.  Many can be found dealing the latest and greatest in designer drugs, running the nastier gangs, and otherwise being frustratingly annoying, but always from behind the scenes and in the shadows.

  • Clan Disciplines:  Obfuscate, Presence, Serpentis

  • Clan Weakness:  Exposure to Sunlight gives +2 Aggravated Damage

  • Clan Bonus(es):  Access to Ahku Rites.

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: Nosferatu :

The Nosferatu remain separated from Mortal and Kindred society for the most part, although their information network has expanded to even greater levels.  Members of this clan are likely to know almost anything about almost anyone.

  • Clan Disciplines:  Animalism, Obfuscate, Potence

  • Clan Weakness:  All Nosferatu have an Appearance score of zero, and they may never improve it.

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: Ravnos :

The American members of this Clan travel about as Nomads, wandering from city to city, trying to find what enjoyment they can in their particular form of unlife.

  • Clan Disciplines:  Animalism, Fortitude, Chimerstry

  • Clan Weakness:  Each Ravnos has a penchant for some sort of vice — lying, cruelty, or theft, for example. When presented with the opportunity to engage in that vice, the Ravnos must indulge it unless her player succeeds on a Self-Control or Instincts roll (difficulty 6).

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: Toreador :

This clan continues to be a powerful influence in the remaining Neo-Camarilla circles. Several influential Toreador own several Enertainment Corps specializing in every medium available in the world of 2077.

  • Clan Disciplines:  Auspex, Celerity, Presence

  • Clan Weakness:  When a Toreador experiences something truly remarkable — a person, an objet d’art, a lovely sunrise — the player must make a Self-Control or Instincts roll (difficulty 6).

    • Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention.

    • If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends.

    • Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.

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: Tremere :

Many of the Tremere have puppets in the middle to upper levels of several Corps, incliding those controlled by Ventrue and Giovanni.  The Tremere are still interested in gaining influence in the mortal world, and the balance of power has shifted from national governments to the Megacorporations.  During the last pilgrimage to Transylvania to meet with Tremere, it was noticed that he was behaving strangely.

  • Clan Disciplines:  Auspex, Dominate, Thaumaturgy

  • Clan Weakness:  It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three

    • the first drink counts as if the Tremere had taken two drinks.

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: Tzimisce :

The Tzimsce have found ascension in 2077 as body mods, cyberware and biosculpting has become part of the norm in the human society. As such, Tzimisce are have been praised as being some of the best ripper doctors in 2077.  They normally appear as otherworldly beatiful, hauntingly perfect modellesque beings, and their services are highly sought after by celebrities and other media-types.

  • Clan Disciplines:  Animalism, Auspex, Vicissitude

  • Clan Weakness:  The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil”

    • Each night spent without this physical connection to her land limits all of the Tzimisce’s dice successes to one-half. 

    • The penalty remains until she rests for a full day amid her earth once more.​

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: Ventrue :

The Ventrue posses much influence since many of the more powerful shareholders in many Corporations are in their pockets.  Money, favors, Dominate and Blood Bonds ensure their status in the human world.  Even wonder why cybernetics are unpopular in Europe?  Still, the Ventrue was hit the hardest during the corporate wars, and though they do not have the influence they once had, they are still quite a threat, and rival to the Giovanni.

  • Clan Disciplines:  Dominate, Fortitude, Presence

  • Clan Weakness:  The Ventrue have rarified tastes, and they find only one specific type of mortal blood palatable and vital for them.

    • When a player creates a Ventrue character, he should decide with the Storyteller what specific type of blood suits the character, and this choice is permanent.

    • Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. 

    • Vampiric blood is exempt from this restriction.

Requiem by Night
An Homebrewed Chronicle of the World Beyond Gehenna.  World of Darkness remains a property of White Wolf publishing and Paradox Entertainment. Proudly created with Wix.com.

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