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 Ventrue - Blue Bloods

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Ventrue - Blue Bloods Empty
PostSubject: Ventrue - Blue Bloods   Ventrue - Blue Bloods EmptyFri Mar 26, 2010 10:35 pm

Known as ‘Blue Bloods’, the Kindred of the Ventrue are seen as the most honorable, genteel and tasteful of all the clans. They have, from the beginning, been the leaders of the Camarilla, enforcing the traditions and shaping the society. In nights past the Ventrue took their stock for nobility successful merchant princes. Today, they choose successful businessmen, politicians, and from already established rich families. They are often seen as arrogant for their staunch belief in order, stability, and the Masquerade, but this is the burden they are willing to take. They believe without their sacrifice and leadership, there would be no Masquerade and no stability. Reputation and achievement takes a Kindred in the clan a long way; however, none of that counts if he lacks the influence to use it. Most are quick to slant the Ventrue as pompous tyrants, but the majority of the time it is the Ventrue that is gone to for help. Their influence can range anywhere from the media right thought to the church. They are the lords of the Camarilla and the will have it no other way.

Clan Flaw: The Ventrues tastes are so refined that the type of blood they accept becomes exclusive to a particular type. This is chosen at character creation, and can be anything. For example: children, virgins, bald men, clergy etc. They are unable to feed form anything other than their chosen type, no matter what; however, they can feed from other vampires freely and without constraint.

Clan Disciplines: Dominate, Fortitude, Presence
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Ventrue - Blue Bloods Empty
PostSubject: Re: Ventrue - Blue Bloods   Ventrue - Blue Bloods EmptySat Mar 27, 2010 5:40 pm

Paragon (6 pt Merit)
The Embrace has awakened within you an aspect of personality that others find particularly compelling. You may select any one Background from the following group: Allies, Black Hand Membership, Clan Prestige, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Sabbat Status or Status. Your maximum Trait score in that Background may exceed your normal generation limit by one. For example, a 10th-generation Kindred may take this Merit and enjoy the benefits of a Contacts Background of 6. You may take this Merit for only one Background, which may drop (and therefore rise again) at the Storytellers discretion. Players should choose this Merit only for a Background that makes sense -- a Camarilla archon is unlikely to have a Black Hand Membership Background of 7, for example.

Majesty (2 pt Merit)
Everything about you seems to be particularly noble: the way you walk, speak, and feel. You are at a -2 difficulty on all social rolls.

Pet Project (3 pt Merit)
A major political force in the Camarilla is grooming you to take their seat. Should it be a member of the Primogen, or the Prince himself, you are at a -2 difficulty on all social rolls with that person. Additionally, since they are putting such an investment into you, they may dispatch their minions to protect you.

Piercing Gaze (3 pt Merit)
Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3.

Iron Stomach (7 pt Merit)
The taste of Ventrue is so refined that they can normally feed from only one class of mortal. With this merit, the Ventrue-in-question may temporarily ingest the blood of any other class as well, and even hold it for a brief time.
If the character decides to feed from someone other than his pre-set class of mortals, he must first expend two Willpower points. As long as he wishes to keep the blood in his system, he must expend an additional Willpower point everywhere. Should he run out of Willpower or no longer wish to stomach the stuff, he vomits the blood back up immediately, and takes one unsoakable level of bashing damage in the process. This is considered a Supernatural merit.

Rumors (2 pt Flaw)
You must have done something wrong, because the harpies are spitting out rumors about you like crazy. You are at a +1 difficulty on all social rolls with anyone whos heard these rumors, and harpies will most likely not talk to you at all.

Anti-Ventrue (4 pt Flaw)
Youre the exact opposite of a Ventrue - instead of being graceful, you are clumsy. Instead of being handsome and charming, you are bland, unappealing, and annoying. Other Ventrue will give you no end of grief for your lack of any Blue Blood qualities whatsoever, and you are at a +3 difficulty on all social rolls with other Ventrue who do not possess this flaw. You may never purchase Clan Prestige.
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