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Character Creation

 

 

Clan Sobriquet:- Devil-Worshippers

 

Appearance:-Khulari Vampires always wear sombre colours to reflect their dark natures. They all develop jet-black eyes and a deep, echoing voice. It is possible to suppress these signs with a Willpower roll (difficulty eight), but most don't bother. Also, when a Khulari is annoyed (I.E. close to Frenzy), licks of black lightning or flame will play about his skin, and his eyes will flash whenever he speaks. (these traits add one automatic success to all Intimidation rolls when the Vampire is angry)

 

Character Generation:-Characters will usually be students of the Occult in their mortal life, and carry that on to their unlife, if they weren't, they soon will be. The Khulari also hardly ever choose Childer who look older than thirty, this was a trend set by an infamous and influential pack of Khulari who wanted more aesthetically pleasing Vampires within the Clan. Nature and Demeanour are similar, usually with leader or scholar concepts, though Supernatural Warrior concepts are not unheard of. (See Lord Keitel von Arstall, Important Figures of Clan Khulari).

 

Clan Weakness:-All Khulari possess the Flaw:-Taint of Corruption, and they are insanely possessive, if someone takes one of their possessions, they must make a Frenzy roll immediately, the same applies for territorial infractions. Also, the different factions have their own weaknesses, which supernaturally manifest after their ritual induction into said group.

 

Clan Disciplines:-Daimoinon, Omnipitude, Auspex (experience cost =current level x five)

 

Secondary Disciplines:-Thaumaturgy, Necromancy, Potence, Celerity, Fortitude (experience cost =current level x six, though above level three it costs current level x 7, as it would for any other Kindred.)

 

Path of Ascendance

 

This path is only available to the Khulari and members of the Sabbat who are in close contact (i.e. very few.) with them. It is specifically geared towards preparing the Vampire for becoming a Demi-God. And once the Vampire reaches Golconda, or the Khulari's interpretation of it and purchases the Level 10 Omnipitude power Ascendance, he is effectively a Demi-God. The only comfort for Camarilla Vampires who know of this is that Khulari who have Ascended usually only leave the Umbra to feed.

 

Hierarchy of Sin

 

10:- Not spending at least two hours a night in the Umbral realm of the Netherworld, in communion with Daemons or studying.

9:-Declining the opportunity to become closer to Caine.

8:-Refusing to Diablerise a Tremere Elder.

7:-Refusing to destroy an enemy (Camarilla) Kindred.

6:-Endangering the sanctity of the Bloodline's Ebon Fortress.

5:-Failing to strive for Ascendance.

4:-Revealing the secrets of Clan Disciplines to Camarilla.

3:-Revealing the secrets of Clan Disciplines to Tremere.

2:-Revealing the secrets of Clan Disciplines to Mortals not sanctioned for the Embrace

1:- Slaying a Daemon or another Khulari, unless they have been Marked for Death.

 

Ethics of the Path of Ascendance

 

Take every opportunity to commit Amaranth upon One's enemies, for as One becomes closer to Caine, One becomes closer to Godhood.

 

Slay the Camarilla wherever possible, they are a threat to Ascendance.

 

Never reveal the Clan's secrets to those who are not destined to Become.

 

Study your Art, for it is an essential tool towards Godhood, because, after all, knowledge is power.

 

Never refuse an opportunity to weaken the Tremere, commit Amaranth upon their elders and bring their power into the fold.

 

All other Vampires save the Tzimisce are beneath us, use them as such.

 

The Kine are but cattle and our breeding stock, choose carefully your Childer from these sheep.

 

Aid the Tzimisce with their studies, for they too, seek to transcend the flesh.

 

Defend the sanctity of the Ebon Fortress, for your Founder lies there, as does all the knowledge of Aeons of study.

 

Clan Stereotypes:-

The Clan's stereotype of the other is given first, the other Clan's impressions of the Khulari are given second and in italics.

 

Assamites:- They have their uses, but in the end, they are but another food source, albeit a dangerous one.

These mad Diabolists are responsible for the death of one of our greatest assassins, kill them all, especially the Hunter. The Yezidi were better than these monsters.

 

Brujah:- Megalomaniacal scum, wipe them from the Tellurian.

Who? I've never even heard of them.

 

Caitiff:- These Kindred are labelled 'thin-blooded' by the Camarilla, the truth is, they are more than capable of creating their own new Disciplines and could usurp the others with a little organisation, sadly, they are all too lacking in said trait.

Not another Clan, they're popping up left right and centre, what, they've been around since before the Christians, where are they then?

 

Daughters of Cacophony:- These Sirens can twist the most strong-willed Vampire into a gibbering wreck with their voices, admire them, and wear earplugs.

Khulari, I've heard that name somewhere, haven't gotta clue. By the way, have you heard my new song?

 

Gangrel:- Their mastery of the Beast is commendable, we should try and turn them to our ways.

That name has not been spoken for two thousand years, why now?

 

Gaki:- The Oriental Vampires known as the Kuei-Jin are nothing like us, some of their kind are more human than most mortals, and others are more grotesque than the Samedi, all are powerful and hate the Western Kindred with a passion.

The Khulari understand the need to maintain ties with the Spirits, for are we not Spirits trapped in this realm?

 

Giovanni:- these schemers are to be respected, from a distance. They stink of corruption and their bite proves it. They slaughtered their fathers, the Cappadocian Clan, and their sister Clan, the Lamia, from whom they get their noxious bite.

What, vampires with more contact with Wraiths than us? Impossible, even the Wraiths have less contact with Wraiths than we do.

 

Laibon:- This name has not passed the lips of a European for centuries. We know not if they still exist. If they do, then they will be in their home of the Dark Continent of Africa, running with their Beasts.

They are masters of Spirit and destruction, let them be, and come run with my Beast.

 

Malkavians:- Their madness brings great insight into the ways of mysticism, learn what you can from them and then evacuate the area rather swiftly lest they afflict you with their madness.

Yes, yes, the walls talk to me of vampires in consort with Daemons, the Khulari. They know much and should be feared for it.

 

Nosferatu:- They are exceedingly adept at garnering information, for a price, but remember, they also have information on you.

Khulari, let me think, nope, nothing on them save for the fact that they can travel to the spirit plane like werewolves. That info'll cost you.

 

Ravnos:- These false Gypsies are masters of illusion, when around these cut-purses, watch your belongings, and if one deigns to steal from you, unleash the full fury of your Beast and ride the wave.

I heard they got some real Weig-filled stuff, lets steal it.

 

Salubri:- They have powers that scare the Camarilla, for that, they are to be admired. They are in their second incarnation, remember the original Salubri, this second line of Salubri is the same as the first, healers and herbalists, though the Tremere would still label them 'Soul-Stealing Demons'. Their founder was a Kuei-Jin traitor, named Zao-Lat. His stolen and bastardised version of their Dragon's Tears Shintai comes nowhere near the power of the Kuei-Jin version.

I haven't heard of these vampires before, who are they?

 

Samedi:- These foul abominations know more about Death than most, when dealing with them, follow this simple philosophy, stay upwind. We have reason to believe that they are the Cappadocian remnants from when their progeny, the Giovanni, purged them.

The Restless Dead speak to me of these vampires, able to shapeshift into demons and other things. I wouldn't mind learning from some of them, if I could find them.

 

Setites:- Set is powerful and once held communion with Asmodeus, respect his Childer for they follow his ways.

Their Lord, Asmodeus, is powerful. Treat them with respect, lest they use their dark powers on you.

 

Toreador:- Decadent fools. Show them a few mere trinkets and they will be as putty in your hands.

Their works of art are fascinating. I've got this crystal off one of them, it's got flowing red smoke inside it, it's almost as if I can hear it whispering.

 

Tremere:- Slay these thieving fools, drink of their Vitæ and souls. They stole their gift from the Salubri, Gangrel and Tzimisce, and for this, they should die. All I can say on the matter is, kill them with extreme prejudice and bring their Vitæ into the fold.

They are worse than the Baali, do not suffer them to Undeath, slay them with more urgency than you would slay a Salubri, these vampires could flay your soul from your body in less time than a Salubri and then sell you to the Wraiths.

 

Ventrue:- These little manipulators should be spanked and sent on their way like the children they are.

It will be hard to manipulate a vampire that knows as much as they do.

 

 

Sect Stereotypes:-

 

Anarchs:- These little upstarts may well be a deciding force in the Jyhad of the Camarilla, help them eliminate the Camarilla wherever possible, and if one starts ranting in their usual 'fuck the system' fashion, just nod and pretend to listen. They are expendable tools, when their efficiency and usefulness has passed, show them the Glory of the Dawn.

Who are the Khulari, a new death metal band?

 

The Camarilla:- They are but pawns of our grandfathers. Even Diablerie is too good for them.

The Tremere give foreboding images of these spirit-lovers, keep them at arms length

 

The Sabbat:- The Sabbat are feared and respected by all, we know them as allies.

Our only Allies, and with powers such as theirs, they need to stay that way.

 

Inconnu:- The Ascended are powerful and know much, leave them be, or face their wrath.

They have no quarrel with us, nor we with them.

 

Views on the Others

 

Lupines:- We admire them for their strength and ties to the Spirit Realm, were it not for them, we would not have our most fundamental powers. Aid them wherever possible and make sure they know your heritage as one of the Khulari.

They are the best of a bad lot, they revere the Old Ways as we do, and one of their heroes sacrificed his unlife to try and slay the Wyrm.

 

The Fae:- tread carefully around the Fair Folk, for to anger one is to visit wrath unknown upon oneself, and yet, if one takes a shine to you, you couldn't wish for a more pleasant companion.

They play the best sombre and macabre music possible for one who is not Kith.

 

Wraiths:- The Restless dead are none too fond of the Kindred through the machinations of the Giovanni, who bind them into artefacts and tie them to places.

As long as they wage war with the other Kindred and continue to protect us from the Giovanni, we will ally with them.

 

Mortal Mages:- We owe these Kine some respect, for we have lost the ability to cast such powerful magicks. Watch yourself around them though, for they may be searching for some Vampiric Vitae for a ritual of some sort.

I met one in the Umbra once, said he guarded the Bridge across the Abyss, he had a killer axe, I did NOT want to mess with him, he was huge!

 

 

New Merits and Flaws.

 

Umbral Slip (1pt. Merit)

The bearer of this Merit finds it easy to traverse the Gauntlet, specifically, they lower the difficulty by –2, (minimum of 3, 2 if playing in Dark Ages). The only down side is that when agitated, the Vampire has a chance of unwillingly slipping into the Umbra.

 

Dark Presence (4pt. Merit)

Vampires with Dark Presence are feared by all, they always seem to be one step from rending someone in half or destroying all around them. This Merit adds three dice to all Intimidation and Manipulation rolls, and lowers their difficulties by –1, but increases the difficulty to avoid Frenzy by +2. The physical reason for this is, the Beast is very close to the surface for these vampires, and it is this which unnerves people.

 

Spirit Ties (2pt. Merit)

The Vampire can gain Gnosis like a Werewolf or Spirit and may use their Gnosis pool to add to any rolls involving Occult or Spiritual matters. It may then be added to with experience, costing Current Level x3. The Vampire starts with three points of permanent Gnosis.

 

Berserker (3pt Merit)

Some Daemons gift their Disciples with Rage and the recipient may then spend them in the same way as a Werewolf, they can be used to add extra actions within a turn and for healing. To regain Rage, any situation that induces frustration or mild anger adds one point, anything above this adds two or more. When the Vampire's Rage Statistic maximum is reached and they gain another Rage point, a Frenzy roll must be made at +1 difficulty for every point over the maximum. It costs Current Level x3 to buy an extra point and the Vampire starts with 4 permanent Rage points.

 

Magically Inept (2pt Flaw)

Among a Clan of Summoners and Enchanters, this is a very detrimental Flaw to possess. Any roll pertaining to Magick, the Occult or even Thaumaturgy must be made at +3 difficulty, with a maximum of 9.

 

Tremere Defector (4pt. Flaw)

A Tremere Defector is likely to spend centuries atoning for his Clan's wrongs. He will always be at +3 difficulty on Social rolls with Khulari and anyone who is involved with the Khulari (Tzimisce). The Camarilla will not even speak to them and probably try to destroy them at the drop of a hat. Some Khulari with Sabbat ties are petitioning the Elder Council for the right to kill any Defector who transgresses the laws by even the merest fraction.

 

Sabbat Liaison (1pt. Merit)

The Vampire is a full member of both Clan Khulari and the Sabbat. On occasion, they must make reports to their superiors (choose either Khulari or Sabbat when taking the Merit), and can call upon both Sect's resources when necessary.

 

Mark of the Beast (2pt. Flaw)

The Vampire has been marked by his Superior Daemon and is at a disadvantage among those in the know (Occult 3+) when those in question are not favourably disposed to the Vampire's Superior. All Social rolls made while in conversation with someone who dislikes the Kindred's 'benefactor' are at +2 difficulty, or only +1 if they are also Khulari. Though among other Kindred with the same Daemon Totem are at –1.

 

Bane Magnet (3pt. Flaw)

The Vampire has somehow acquired a feature that Banes hate, these spirits of the Wyrm will taunt and harass the Vampire when in the Umbra, and cause strange things to happen around the Vampire when they least expect it.(little accidents or insulting comments aimed at those around him). This must be role-played by the Storyteller and possibly the other members of the Troupe when it manifests. This flaw may, (if the storyteller is exceedingly cruel and sadistic) turn it into the Possessed Flaw at some point.

 

Possessed by Bane (6pt. Flaw)

The Vampire has actually been possessed by a rather stupid and unwary Bane and now has foetid breath that smells like they use decaying blood as a mouthwash, and they constantly feel ill. There is one upside, however, they may spit their tainted blood like a weapon. For full details on this type of Fomor, see Freak Legion: A Player's Guide to Fomori. (Reader discretion advised)

 

Fire Resistance (6-7pt Merit)

Somehow, the Vampire has gained a natural resistance to fire, be it through constant exposure to the Anti-Flame of the Shadowlands or some other means. For 6 points, the Vampire may soak its damaging effects as though they had twice their Stamina Rating (this is akin to a phantom version of Fortitude). For 7 points, the damage from fire is no longer aggravated. (The Storyteller has final say in whether this Merit is allowed, as it influences the flow of the game quite strongly. The Storyteller could say, for example, that only half the damage is non-aggravated when rounded down, so, if Karl took three Health Levels of damage, two would be aggravated and one could be healed next turn with a Blood Point. This Merit also gives the Vampire some respite from Rötschreck, enabling them to add an extra level to their Courage or Morale rating for the purpose of avoiding fire-induced Frenzy. Vampires with this Merit, however, must spend one and a half times as much Experience to raise their Stamina or Fortitude. This resistance does not protect the Khulari from sunlight, though there are rumoured to be artefacts enabling immunity to the ravages of the light when worn.

 

*****New Secondary abilities*******

Summoning. (Knowledge)

 

The Vampire may add these dice to his Dice Pool for any roll involving Summoning and Banishing Spirits and Daemons. These dice may also be applied to rolls to recognise a Daemon's Sigil or Daemonic presence.

Specialties: Preparation, Incantation, Binding, Certain Spirit Type (e.g. pain, love etc)

 

 

Ritual Magick (Knowledge)

Specialties: Satanic, Hermetic, Writing Rituals, Leading Rituals

 

 

Enchantment (Skill)

The vampire has the ability to create enchanted weapons. For each success on a Dexterity + Enchantment roll, difficulty 9, while forging a weapon or other item, you can imbue it with a power relative to your level in Enchantment. Masamune, the maker of the legendary sword of the same name was rumoured to have a rating of ten, while the maker of something like a Spirit Axe would have a rating of six or seven. Enchanted items are usually made as gifts or masterworks. They can pull huge sums of money or very big favours and as such are used as a bargaining tool by the more skilled possessors of this Skill. Making such items can take whole mortal lifetimes.

Specialties: Weapons, Protection, Multiple Enchantments, SoulForging.

 

 

 

New Backgrounds

 

Artefact

You have acquired a magickal artefact from somewhere, whether it be a Stygian Steel axe, or a Sword of Quietus, work the details out with the Storyteller.

 

Legions of Darkness Membership

The Legions of Darkness are the military arm of the Khulari, composed of Kindred, Ghouls, Homunculi, Daemons and even Wraiths. They may call upon twice their Membership rating in Legionnaires. (see the end of document for basic Legionnaires statistics)Each Legionnaire has a marking tattoo on his left hand and may activate it with the expenditure of three Blood Points, within three turns, a squad of Legionnaires will jump from the Umbra.

 

Daemon Totem

A Vampire with this Background has pledged fealty to a Daemon and has a mental link with his Lord. Each Daemon has a different Alignment and aids his servant in different ways. Each dot in this background is a dot from which you may draw to add to your statistics. (in other words, if you had a rating of three in this background, you could add three dots to the statistics associated with that Daemon. These dots are permanent and cannot be rearranged once chosen). Additionally, Your Totem may intervene in a situation on your behalf, depending on your current rating and Role-playing. (To work this out, spend three Willpower points and shout the Daemon's name. You will be pulled to his personal Realm and quizzed as to why you have requested his assistance. Your rating will show his disposition towards you, though it will nearly always be better than with an unaligned Vampire. If he deigns your cause worthy, he will manifest and deal with the situation with utmost expediency. This all takes place 'In-between the Moments' as a poetic Khulari once said. And so, no-one will be aware of what you have done until your Totem appears and starts mangling limbs. To shorten this process, use Manipulation + Subterfuge rolls against the Daemon's Intelligence (not a good idea because most Daemons are very intelligent, ratings of nine or above.) and three or more successes means you get his aid.) This background is bought at +1 to the normal cost for backgrounds, so if Steve, playing the Khulari Vampire, Radu, buys three dots in this background, he would actually use six points. Unstinting loyalty and service may warrant occasional additional raises in rating. To gain the Prince as a Pack Totem, the pack must lobby Him for His Blessing. If he Graces the Pack with his power, each member gains a Level Three Alignment to Him. (this must be role-played, and only awarded if the Storyteller thinks it done to high standard any Vampire with a previous Alignment of less than 3 will be raised to 3. A Vampire with an Alignment to another Daemon Prince will gain no assistance or gifts, as one cannot serve two masters. A Vampire with an existing Alignment to the same Prince and whose Alignment is higher than 3 receives an extra dot.)

 

 

Brawl Manoeuvres

 

Spine Breaker

 

Roll: Dexterity + Brawl Difficulty: 8

Damage: Strength +4 + special Actions: 3

The Vampire takes up his opponent as though he were but a bale of wheat and smashes him down upon his knee, shattering the opponent's spine. If he spends another action, he may lift him up and put him behind his neck and slowly break his spinal column, adding another two dice to damage. This move is extremely sadistic and leaves all but the most resilient of opponents crippled. If used on a mortal, they cannot hope to walk or do anything for themselves ever again, additionally, mortals, including Lupines must make a Stamina roll and gain two successes or die from body-shock, though Lupines may use Rage to augment their roll and subsequent healing. This damage is considered non-aggravated unless the knee they are dropped on has silver spikes or some other weapon capable of hurting Supernaturals. The Vampire must have at least Strength 3 and Brawl 3 to perform this manoeuvre.

 

Limb Rend

 

Roll: Dexterity + Brawl Difficulty: 9

Damage: Special Actions: 2

With ratings in Strength and Brawl of at least 3 to perform this, the Vampire takes hold of a limb, sets his feet and tears the limb from the foe's body amid a fountain of gore and screams of agony. One Berserker by the name of Karvak the Executioner is said to have torn a full twenty heads off in one battle, keeping them all on pikes or his battle-standard. To tear off a limb, the Vampire must nominate a target limb and then succeed in the roll stated above. Then, the target must make a Stamina roll and may add his Strength to it, and succeed in a resisted roll against the Vampire who desires his limb, using the Vampire's Willpower as the difficulty. Otherwise, he loses the limb and takes five Health Levels of aggravated damage, if the head was the target, and the attacker succeeds, then the opponent is dead, obviously. A very, very sadistic version of this manoeuvre involves taking hold of the jaw, and wrenching it clean off. Only the cruellest vampires employ this variation regularly.

 

Face Rake

 

Roll Dexterity + Brawl Difficulty 8

Damage Strength +2 Special Actions 1

A Vampire with claws or clawed gauntlets may make a Face Rake. This vicious attack causes the attacker's Strength +2 in damage and also reduces the Vampire's appearance by two dots until the damage can be healed. If any 10s are gained on the damage roll, re-roll them, and if they cause damage, work that out and also blind the character on the receiving end. This is permanent for mortals, but Kindred can regenerate their eyes and face. However, if seven or more damage successes are made, the Kindred loses an eye, and a dot of Appearance, permanently. Again, as with Limb Rend, this is a sadistic practice. With Celerity or Blood Point expenditure, numerous Face Rakes could be made, turning the recipient into a faceless horror.

 

 

Legionnaires.

The following statistics are for generating a small contingent of Legionnaires when the relevant background's power is used. There are three types of Legionnaire, Khulari Legionnaires, Daemonic Legionnaires, and Spirit Legionnaires.

Khulari Legionnaire

Strength 4, Dexterity 4, Stamina 3, Charisma 2, Manipulation 3, Appearance 3, Perception 3, Intelligence 3, Wits 3.

Alertness 2, Brawl 3, Dodge 2, Intimidation 2.

Firearms 3, Melee 3, Stealth 3

Occult 4

Omnipitude 3, Potence 2, Celerity 1.

Blood Pool 15, Willpower 7

Description: From your average thug to snappy guys in suits with mini-Uzis, almost every type of Khulari is represented here.

 

Daemonic Legionnaire

Strength 6, Dexterity 4, Stamina 4, Charisma 4, Manipulation 3, Appearance 2, Perception 3, Intelligence 4, Wits 5

Alertness 5, Brawl 6, Dodge 3, Intimidation 5

Firearms 3, Melee 4, Stealth 5, Flight 6

Occult 8,

Daimoinon 6, Celerity 4, Potence 3, Fortitude 3, Maleficia 5, Striga 3

Blood Pool 20, Willpower 10, Rage 8, Gnosis 7

Description: These guys are the Legion's Shock-Troopers. They usually stand at nine feet tall and have large, flaming weapons. They have a tendency to fly over someone and lop their head off.

 

Spirit Legionnaire (Use these stats or use the ones given in Wraith: The Oblivion, as then you can use the full range of Wraithly powers.)

Strength 3, Dexterity 3, Stamina 5, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 3, Wits 3

Rage 7, Gnosis 6

Willpower 8

Description: Even some of the Restless Dead are given membership into the Legions of Darkness. They quite often join just so they belong to something other than a Guild. Most manifest as tattered knights or semi-dismembered corpses. They have a knack of making the enemy run a mile.

 

***********Daemon Totems***********

 

The Method of Summoning your Totem is described above, though it is better not to try and manipulate them into doing something for you as the results are listed with each Daemon Totem. Once you have made a choice for your Totem, it cannot be reversed because you are then spiritually tied to them. And, as any follower of a Daemon Prince will tell you, the Punishments are far outweighed by the benefits of following one of these Daemons.

Alaemon, Daemon Prince of Magick

Associated Attributes & Skills: Intelligence, Subterfuge, Occult, Summoning and Ritual Magick.

Alaemon resides in the Realm of Hidden Knowledge, a place stacked with Occult Knowledge that takes the form of a massive library. Alaemon treats all his Disciples as students, and will take the attitude of the master showing the pupil what to do. If a roll to vie for his assistance botches, the Vampire is dragged into his Realm to contemplate the meaning of 'Crying Wolf' for a period determined by the Storyteller. If summoned, assume ratings of 5+ in all attributes associated with Magick and 4+ for combat 15 Health Levels. He can throw Fire and Lightning and has three actions per turn and regenerates Health at the rate of 2 per turn.

 

Asmodeus, King of the Netherworld, Daemon Prince of Conflict

Associated Attributes & Skills: Strength, Stamina, Brawl, Melee, Archery and Survival.

Asmodeus is the ruler of the Netherworld and resides at the Heart of said place in a fortress filled with the sounds of war. He is very predisposed with ruling the Netherworld so all attempts to garner his physical assistance are at +1. If a roll to gain his aid botches, the Vampire receives two Health Levels of damage that cannot be healed for the period of a month, and they also lose all benefits of following Him for that time. He has all attributes at 6+ and regenerates Health Levels at the rate of 3 per turn. He has five actions per turn and can take 20 Health Levels before he decides enough is enough. Additionally, the Vampire may exchange two of the 'freebie' dots granted by this Background for Two dots in the Legions of Darkness Membership Background, because the Legions serve Asmodeus indirectly.

 

Belial, Daemon Prince of Lies

Associated Attributes & Skills: Wits, Empathy, Larceny (in Dark Ages), Streetwise, Subterfuge, Stealth and Law.

Belial's name literally means 'Liar' and he is a master at his art. He resides somewhere in the Realm of Deception. Those who try to get his aid and botch their rolls are summarily stripped of their benefits for a period determined by the Storyteller, and are branded with the word 'Liar' on their forehead for the same amount of time.

 

Pyro, Daemon Prince of Fire

Associated Attributes and Skills: Demolition, Fire-Eating and Fire-Walking.

Most Vampires shudder at his name, but those who follow him do not fear his essence, for by virtue of following him, he gifts them with the ability to withstand the ravages of his being. A Vampire who is unlucky enough to botch an Assistance roll will be stripped of his benefits for a month and will be burned visibly, reducing his Appearance by 2 for that period.

 

Lilith, Daemon Princess of Vampires.

Associated Attributes & Skills: Charisma, Appearance, Manipulation, Acting, Subterfuge and Seduction.

Some say Lilith was the First Vampire, though most Cainites see this as Heresy of the highest order. When asked about this, Lilith just smiles seductively and purrs 'that's none of your business, sexy'. Some Kindred who have had dealings with her describe her as a 'gorgeous creature who can make you do anything'. If she was the First Vampire, she is no longer, she Ascended to Daemonhood before the Antediluvians were but a twinkle in Caine's eye. If she is petitioned for assistance and the Vampire cannot give a good enough reason, he or she is whisked away to the Realm of Carnality and subjected to S&M that would make a Tzimisce cry tears of pain.

 

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