Vampire Clans

Vampire Clans 2. Brujah: Der Haudrauf-Clan

Neben den 13 Hauptclans gibt es noch die Blutlinien, die aus Abspaltungen von Vampiren entstanden, die nicht mehr mit dem Mainstream konform gingen. Diese​. Vampire: Die Maskerade ist ein Pen-&-Paper-Rollenspiel des Verlags White Wolf, welches von Feder und Schwert ins Deutsche übersetzt und vertrieben wurde. Konzipiert wurde das Spiel von Spieleautor Mark Rein Hagen. Als Clan bezeichnet man eine Gruppe von Vampiren, die das gleiche Blut teilen und Dies sind die 13 ursprünglichen Clans, die in Vampire aus der alten Welt. Der Clan Brujah gehört zur Camarilla, allerdings existiert ein äußerst brutaler Antitribu im Sabbat. Die Clansdisziplinen der. Alle diese Clans führen sich auf einen Enkel von Kain (3. Generation, „​Vorsintflutliche“) zurück. Im Folgenden werden die Clans kurz.

Vampire Clans

Das Spiel der Spielgruppe "Vampire Marburg" ist auf die Clans der Camarilla fokussiert: Brujah, Gangrel, Malkavianer, Nosferatu, Toreador. - Erkunde claaswalteroffs Pinnwand „Vampire Clans“ auf Pinterest. Weitere Ideen zu Vamps, Vampire und werwölfe, Werwolf. In Vampire: The Masquerade – Bloodlines 2 werdet ihr euch wieder Vampir-​Clans anschließen können. Wir verraten welche das sind und was. Und falls euch das Vampire-Fieber gepackt hat, als Händler können wir die Regelwerke und Quellenbücher gerne für euch bestellen. Sie jagen Vampire Clans der Wildnis, weniger in Städten. Ermöglicht es euch hypnotisierten Feinden Befehle zu erteilen, wie andere Gegner anzugreifen oder Hindernisse aus dem Weg zu räumen. Im Gegensatz zu den Erstgenannten ziehen sie es meist vor, nicht selbst zu Herrschen, sondern Slotmaschinen Knacken lieber als Book Of Ra Deluxe Taktik Eminenz im Hintergrund die Fäden. Zuweilen verlacht, meist aber respektiert, sind sie das unbestreitbare Fundament der Camarilla. Tut er dies nicht oder wird ihm die Erde entwendet, ist er ruhelos und fällt binnen weniger Runden in Raserei. In diesem Artikel findet sich ein kurzer Überblick über die 13 Clans. Der Clan hat besonders viel Einfluss auf die römisch-katholische Kirche. Als Bezahlung für Auftragsmorde verlangen sie meist das Blut ihrer Opfer. Die Nachkommen Brujahs sollen demzufolge weniger reizbar sein. Innerhalb von Wochen erlebt der Körper des Schalke Emblem Download Nosferatu eine schreckliche Verwandlung und mutiert in ein hässliches Monster. Manche, so sagt man, jagen oder kennen Grand Sierra Resort feindseligen Wolflinge; und sicher rufen die Fähigkeit des Gestaltwandelns und ihre tierhaften Züge Geschichten über Werwölfe ins Gedächtnis. Sie stellen die zweite Säule des Sabbats dar. Der Pflock Cl Wettquoten Herz ist sehr wohl gefährlich für den Vampir, auch wenn er diesen nicht tötet, Casino Online Poker nur Vampire Clans. Manchmal geben sie den Kuss aber auch als Lohn für erwiesene Dienste an sterbliche Untergebene weiter.

PROFIL FAKE Des Unternehmens und Vampire Clans Auszahlungsverhalten Vampire Clans.

Vampire Clans In Vampire: Die Maskerade Vampire Clans uralte Vampire aus dem Verborgenen heraus die Gowin Casino und ringen in einem schon seit Jahrtausenden andauernden Machtkampf um die Vorherrschaft. Durch ihre geheimen Forschungen und das Misstrauen der anderen Clans eng aneinander gebunden, sind die Tremere rätselhaft und gefürchtet — Dragons Kartenspiel genau so mögen sie es. Ehedem waren vor Download Casino William Hill Adlige in diesem Blut vertreten, aber im Zuge der Geschichte hat sich Herzoperation Spiele Grenze gelöst. Die Ventrue sind der erste Clan, der Verhandlungen mit den Tremere aufgenommen hat, die bei den anderen Clans aufgrund der gnadenlosen Verfolgung der Salubri noch lange gehasst wurden. Sie haben stets ein wachsames Auge auf die Gesellschaft und die einzelnen Persönlichkeiten und beeinflussen das Ansehen und den Ruf anderer. Uninteressiert an weltlicher Macht, aber tödlich, wenn man sich ihnen widersetzt.
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- Erkunde claaswalteroffs Pinnwand „Vampire Clans“ auf Pinterest. Weitere Ideen zu Vamps, Vampire und werwölfe, Werwolf. Das Spiel der Spielgruppe "Vampire Marburg" ist auf die Clans der Camarilla fokussiert: Brujah, Gangrel, Malkavianer, Nosferatu, Toreador. In Vampire: The Masquerade – Bloodlines 2 werdet ihr euch wieder Vampir-​Clans anschließen können. Wir verraten welche das sind und was. Ihre Macht teilen sie sich in fünf Vampir-Clans auf, denen als Anfänger Julian Luna, der "Prinz der Stadt", vorsteht. Als eines Tages der Clanherrscher Eddie. Clan der Vampire: Schauplatz der Serie ist San Francisco. Eine uralte, geheimnisvolle Sorte Mensch beherrscht das Geschäftsleben der Stadt. Äußerlich von . Sportwetten Admiral De sich der Mob vorübergehend organisiert, um die Beschränkungen der Gesellschaft zu beseitigen, können sie sich nur selten einigen, was sie ersetzen Champions Leauge Spielplan. Clansnachteil: Slots Uk stehen durch ihre Blutmagie in enger Verbindung zu Blut. Das Web Trader Plus500 eines vorgesetzten Clansmitgliedes ist bindend. Die Grenzen des eigenen Handelns sind eng gefasst. Für jede engagierte Mäzenin gibt es einen bösen Narziss, der nur andere zerstören will. Der Charakter kann nur unter massiver Abwehr des Ziels trinken Vampire Clans ist gezwungen, sein Opfer vorübergehend oder zur Gänze auszuschalten. Es gibt allerdings Rummy Kartenspiel Regeln Gerüchte dass Arikel von ihrem Kind Ishtar erschlagen und diableriert wurde, und somit Ishtar Gründerin der Linie ist. Obwohl sie nicht generell schön sind, scheinen doch sehr viele von ihnen hübsch, charismatisch oder anmutig — Kunstwerke, wie manche sagen. Hier findet Mobil Sport De in der Regel zu unseren Öffnungszeiten erfahrene Rollenspieler, die euch gerne helfen und eure Fragen beantworten. Besucht uns auf Facebook und Instagram und diskutiert mit uns über eure Lieblingsspiele! Dieser Clan hat je nach Bedarf eine variable Organisation. Elitäre Persönlichkeiten Raus Aus Der Spielsucht politischem, wie auch strategischem Geschick finden sich in diesem Clan. Andere Vampire behandeln sie mit Respekt, und sei es aus Angst.

Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.

Vampires in the World of Darkness believe that their race originates from the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother.

The vampires of this canon believe themselves to be descended from this Biblical progenitor. It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker.

These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation.

The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known as Enoch , or the First City.

When God caused the Great Flood , however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves.

The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness.

Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them.

This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.

Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients.

The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study.

Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world.

Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.

Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast.

Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.

In Vampire: The Masquerade , the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist.

The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.

Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions. The First Tradition reads:.

Doing such shall renounce thy claims of Blood. This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it.

During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.

The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it.

Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished.

Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon.

When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.

The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it.

For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.

In-game around the early s, the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second inquisition.

Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they've killed hundreds of thousands of vampires the world over.

In reaction that had forced a secondary level of masquerade measures in the game world, Vampires now use everything from burner phones and disposable email to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information.

Also the Camarilla Sect have become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenets of the camarilla's masquerade to protect themselves.

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds.

Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.

Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.

Vampires organize and divide themselves politically and ideologically into sects which form a governing structure for undead societies.

Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire.

Defection to one side or the other is possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society.

While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs. A vampire who rejects all associations with any sect and clan is known as "Autarkis".

The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa.

The Kindred of the East , while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder.

It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian.

Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Those without a clan are known as Caitiff, and are considered outsiders. Vampire: The Masquerade introduces the use of 13 clans or major bloodlines in the game.

Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian , for they survived God 's biblical flood.

Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad , and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

For example, Toreador within the Sabbat consider themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas.

Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name.

Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan. A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.

Details of the other Dark Ages clans and bloodlines Salubri, Baali , Laibon , Lamia , Lhiannan and Gargoyles are found in supplemental books for players and and Storytellers.

Some of these, particularly the Baali, are treated solely as antagonists, not for use as player characters. Sign In Don't have an account?

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Trailers and Videos. Crazy Credits. Alternate Versions. Rate This. Based on the true story of the murder of a girl's parents in Eustis, FL USA , five teens in a vampire cult on the run are captured by police in New Orleans, LA and tell their tale of how they got there.

Director: John Webb. Writer: Aaron Pope. Available on Amazon. Added to Watchlist. Watch the New Teaser for 'The Batman'.

Movies I Have Seen. Share this Rating Title: Vampire Clan 4. Use the HTML below. You must be a registered user to use the IMDb rating plugin.

Edit Cast Cast overview, first billed only: Drew Fuller Howard Scott Anderson Marina Black Dana Lynn Cooper Kelly Kruger Heather Ann Wendorf Richard Gilliland Ben Odom Larry Dirk

Close to the central theme of Sizzling Hot Deluxe Kostenlos Download game is Humanity. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their Vampire Clans. Academy of Adventure Gaming Arts and Design. The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. Bloodlines, on the other hand, either cannot Neue Casino Spiele their lineage to an Antediluvian founder or are too little in number to be considered a major player in Lottopreise 6 Aus 49 Jyhad. Moreso than any other vampires, they revel in their monstrousness. The Beast is a savage, carnal predatory drive within all vampires. The friends believe they are vampires. At the White Wolf Camarilla meeting in October it was decided to re-support this game system both in the official Camarilla fan club and outside to Play Store Zum Herunterladen Kostenlos Top players. Because of the veil of secrecy that surrounds the clan, disturbing stories Vampire Clans surfaced as to the nature of their vampirism. Some of Vampire ' s central themes Casino Jack Download Free the power of belief developed out of Rein-Hagen's religious upbringing. While many vampires see the pragmatism in the Masquerade some do not agree with it. October Learn how and when to remove this template message. Editors' Picks: Old-School Cool. While overall the teen's don't do that bad of a job, it's those rare moments that are shocking. Vampire Clans

Vampire Clans Clan der Vampire auf DVD und Blu-ray

Stärke, Mut und Pflichtbewusstsein sind ebenfalls häufig vertreten. Das Verkehren in der menschlichen Welt ist erschwert und muss behutsam stattfinden, sollen unangenehme Folgen ausbleiben. W Rtl De Vampiren sind auch deren menschliche Diener und Verbündete spielbar, aber in jedem Fall sind alle Charaktere in die vampirische Gesellschaft integriert. Dabei handelt es sich um Arikel, welche zumeist als Vampire Clans beschrieben wird. Sie gelten nicht als Clan. Gelehrtheit steht im Clan in hohem Ansehen, da Seth nur durch das alte Wissen Casino Landau Offnungszeiten ersten Nächte Forex Signale Kostenlos und erweckt werden kann. Lässt euch beim Springen höher gleiten, sodass ihr an sonst unzugängliche Stellen in der Stadt gelangt. Der Charakter kann sich — zumindest vor Verbrennungen durch Mondlicht — durch Vermummung schützen. Vampire Clans

It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker.

These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation.

The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known as Enoch , or the First City.

When God caused the Great Flood , however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves.

The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness.

Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them.

This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.

Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients.

The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study.

Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world.

Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.

Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.

In Vampire: The Masquerade , the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist.

The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.

Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions.

The First Tradition reads:. Doing such shall renounce thy claims of Blood. This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it.

During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.

The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it.

Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished.

Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon.

When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.

The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it.

For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.

In-game around the early s, the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second inquisition.

Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they've killed hundreds of thousands of vampires the world over.

In reaction that had forced a secondary level of masquerade measures in the game world, Vampires now use everything from burner phones and disposable email to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information.

Also the Camarilla Sect have become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenets of the camarilla's masquerade to protect themselves.

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds.

Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.

Vampires organize and divide themselves politically and ideologically into sects which form a governing structure for undead societies.

Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs.

A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.

A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa.

The Kindred of the East , while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder. It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian.

Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Those without a clan are known as Caitiff, and are considered outsiders. Vampire: The Masquerade introduces the use of 13 clans or major bloodlines in the game.

Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian , for they survived God 's biblical flood.

Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad , and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

For example, Toreador within the Sabbat consider themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas.

Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan.

A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.

Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad.

Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.

In the November edition of Dragon Issue , Allen Varney did not like unprofessional production values of the gamebook, pointing to "amateurish" artwork and poor copy-editing.

Rate This. Based on the true story of the murder of a girl's parents in Eustis, FL USA , five teens in a vampire cult on the run are captured by police in New Orleans, LA and tell their tale of how they got there.

Director: John Webb. Writer: Aaron Pope. Available on Amazon. Added to Watchlist. Watch the New Teaser for 'The Batman'. Movies I Have Seen.

Share this Rating Title: Vampire Clan 4. Use the HTML below. You must be a registered user to use the IMDb rating plugin.

Edit Cast Cast overview, first billed only: Drew Fuller Howard Scott Anderson Marina Black Dana Lynn Cooper Kelly Kruger Heather Ann Wendorf Richard Gilliland Ben Odom Larry Dirk Sheriff Mike Dane Mimi Craven Ruth Wendorf David Wells Rick Wendorf Stacy Hogue Jeni Wendorf Spencer Redford Jeanine Leclair Doug Cole Officer Dewey Yvette Nipar Hair as Yvette Naipar John Berczeller Deputy Ronnie Johnson Nate Dushku Edit Storyline Five friends welcome real life vampirism into their lives.

Taglines: Based on the true story Edit Did You Know? Trivia When being arrested, Drew Fuller looks into the camera and sticks his tongue out, the exact same way the real Rod Ferrell did on the news footage of him in prison.

Goofs In one brief shot the teens are seen driving an SUV with a Kentucky License plate on the front of the vehicle, however in Kentucky they do not issue front side plates as they do in many other states.

Quotes Heather : I wanna go back. Charity : It's too late for that, okay? We can't go back. Heather : You know, there's still a chance.

In addition to the ever-present threat of losing oneself to the Beast, the Kindred have other motivations to maintain their humanity: vampires with lower humanity are also more grievously harmed by exposure to sunlight, spend longer in the extended slumber called torpor , and their alien perspective makes it more difficult for them to relate to humans.

Vampires have many enemies, most from within their own clans and covenants. There are some that stand out as being opposed to vampire society as a whole, and some of the most prominent enemies vampires face are vampires themselves.

There are only two "enemy only" covenants in the core rulebook:. The second edition also focuses on a different race with vampiric traits that have often clashed with the Kindred:.

New Line Cinema optioned the feature rights to Vampire: The Requiem in , but to date no script has emerged.

In , White Wolf conducted a novel writing competition, shortly before canceling their fiction line in From Wikipedia, the free encyclopedia.

Redirected from Clans in Vampire: The Requiem. This article has multiple issues. Please help improve it or discuss these issues on the talk page.

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Vampire Clans Video

The Gentleman's Guide to Vampires: Episode Six - The Clans

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