Entrance Kiya's Past Clan History Stages of Knowledge Stereotypes Blood Bonding The Princess


 

Assamites

Brujah

Caitiff

Gangrel

Giovanni

Malkavian

Nosferatu

Ravnos

Toreador

Tremere

Ventrue

Camarilla

Sabbat

 

Assamites

Eagles brooding on a rock, but they can be called down.  Snare the eagle, and set it loose upon your enemies, and revel in the destruction it causes.  The most effective lure where this clan is concerned is the blood of other assamites, for ancient spells cast by Tremere prevent them from drinking the vitae of other clans.  If you would do injury to an Assamite, then trick them into drinking your own blood, or that of any other Cainite; to them it is a virulent  poison.  If you would weaken the clan, know that it's members can sometimes be persuaded to cheat  upon the blood-tithe they pay their elders, or withhold it all together.  Nothing so unsettles the Assamites as the thought of a rebellion within their own ranks.

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Brujah

When their destructiveness is guided to where it can do the most damage, these violent little fools can be quite entertaining.  By encouraging them to fight amongst themselves, or convincing them that it is the Ventrue, the Caitiff, or any other clan other then ourselves who are their enemy, we can gain much from their struggles.  Often members of this hot headed clan need weapons which only we can supply.  Consider favors owed a leash whereby individual Brujah may be controlled.  Additionally, their little tantrums deflect attention away from us to where it can do less damage, and so the various causes which the Brujah take to heart should always be encouraged.

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Caitiff

More then one Follower of Set has masqueraded as a Caitiff in order to seem harmless in another Kindred's eyes.  The results of such actions have hardened the Caitiffs' hearts against us.  Even so, they apparent sympathy which we show them has caused many among the clanless to look upon us kindly.  Encourage them to think of us as their equals, for are we not, like them, despised and distrusted by every other clan?  Uphold their suffering as noble, decry those who treat them as outcast and untouchable and watch their sentimental hearts warm towards us.

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Gangrel

Never forget that these bumpkins and scarecrows have Lupine allies.  A Gangrel befriended is one who can steer werewolves away from your temple.  They can also tell you much about Lupines and their weaknesses (although such information must usually be extracted from the Gangrel subtly).  To befriend a Gangrel, understand his need to travel, often swiftly and untroubled.  With or web of smugglers criss-crossing the globe, transport with no questions asked, it is easy for us to ensnare a Gangrel in our web.  A simple way of eliminating any treat a Gangrel presents you is by encouraging their frenzy.  Gangrel fall victim to the beast with ease: alert a Gangrel to a plot to flood her favorite wilderness, or cull her adopted wolf pack, and watch reason be replaced by the rampages of the Beast.  Mindless opponents are easier to manipulate.   Lastly, consider the paranoia Gangrel have of being manipulated; their resulting panic, once you have alerted them to their manipulation, will invariably render the Gangrel in question (or the vampire allegedly using them) ineffective.

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Giovanni

The Giovanni stand aloof from the squabbles of the Camarilla as do we; they also avoid our clan.  We do not need to corrupt them to bring them under our control; the Giovanni do a fine job of corrupting themselves.  To gain influence over a Giovanni, feed him misinformation through any of the Restless Dead you may be allied with.  Information is power, while misinformation brings power to others.

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Malkavian

Corrupting a Malkavian is never as easy as it seems.  Do not make the mistake of underestimating the childer of Malkav as do other clans.  Remember their role in Rome's subjugation of Egypt, and when you can, take revenge.  Their weakness, their insanity, is also their strength.  The arts we employ against ordinary minds are often useless against the insane.  Often the only way to delude a Malkavian is to either tell him the truth and hope he thinks it a lie; or claim the most unbelievable fancies to be concrete fact, and pray to Set that he believes you.

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Nosferatu

Be scrupulous in your dealings with the Nosferatu.  Their information network is second to none.  The most potent weapon we have against the Nosferatu is their fear of us.  They claim that we are demonic descendants of the founder of their cal.  "Niktuku," they call us, and shudder.  Exploit their terror of us, and exploit too the martyrdom their hideous appearance bestows upon them.  Treat them with sympathy and understanding, and you will gain their trust in return.  The Nosferatu are most useful to us when they consider us friends.

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Ravnos

Untrustworthy, enigmatic and dangerous.  Never trust a Ravnos, and never turn your back upon one, not if you wish to continue your existence.  The best weapon against them is exploitation of their pathological mania for crime.  By exposing the Ravnos to every possible opportunity for theft or deception, you ensure that they are so busy working against others that the Camarilla will focus it's anger against the Ravnos, and not us.  Alternatively, making a fool out of a Ravnos is another way to gain their services; a Ravnos will do anything to keep news of their humiliation from others in their clan.  Be warned that they will also do anything to gain revenge.

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Toreador

Despicable fools who consider themselves superior to other vampires because of their art.  Their addictions and obsessions often overlap with our own; throughout history theses fools have often been our foes.  Many Toreador appear to live on art alone; it, rather than blood would seem to provide their sustenance,  In Toreador of this nature, the most successful weapon against them is to destroy their art collection with forgeries.  Another weapon of use against Toreador would be the strong passions which exist between the peers of this clan.  Encourage one Toreador to humiliate another, and half your work is already done; the wounded party is likely to make any deal to gain satisfaction. Simply turning up at a Toreador's party and being friendly to her can spread more dissent than a year of covert campaigning.

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Tremere

The Tremere are so obsessed with gaining power that they often make bargains with us unheeding the consequences.  Exploit their lust for power, flatter them, and the Tremere become your tool to use as you see fit.  By corrupting a Tremere situated high in their hierarchy, one can spread shockwaves rippling above and below them through their laughably flimsy pyramid of power.  Conversely, a low-placed Tremere, once he is under your sway, can spread fear throughout the upper echelons of their clan by the simple fact of his rebellious existence.

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Ventrue

The Ventrue are our true enemies.  Had they not turned Rome against us, Egypt would still stand.  Like the Tremere, their weakness lies in their lust for power.  They are blinded by it.  To gain advantage over the Ventrue is easy.  One must merely play upon their love of pomp and grandeur, of the trappings of power.  Soon they will be so obsessed with appearance that the real power can be diverted away from them to where it will be more useful.  And when they are weak, the Ventrue can be destroyed.  Their other weakness lies in their rarefied tastes; eliminating a Ventrue's only blood supply save for that which you control, or addicting them to a drug at your disposal by first addicting their vessels, can be a key to considerable power.

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 Camarilla

What is there to be said of this organization of fools?  Simply that their Masquerade serves to conceal us, and our actions, from the mortal world as well as from the Damned.  They are so busy bickering amongst themselves that they do not notice us as we glide through the shadows, slowly undermining amongst themselves that they do not notice us as we glide through the shadows, slowly undermining everything they believe in and stand for.  Never forget that the Camarilla is a tool of the Antediluvians, our master's sworn enemies.  It is now plain that every setback suffered by the Camarilla harms that Third Generation.  We shall continue to secretly hunt the Camarilla until both it and the ancients who manipulate it are dust and forgotten.

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Sabbat

Many Sabbat foolishly insist that Set is as much their enemy as the Antediluvians.  Sabbat vampires who speak such blasphemies must be destroyed.  The remaining Sabbat are of little concern to us, save in that they make fine foes of that Camarilla.  Our plans take root in the rubble they leave behind, and their chaos only furthers our goals.  It is easy to gain control of the Sabbat by turning them one against the other.  Secrets fester with the Sabbat, and corruption eats it's way towards the sect's heart.

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All information was from the Setite clan book by White Wolf Publications.