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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.
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