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Clans of the Covenant

 
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Clans of the Covenant
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Necrosis
Ancient Blood


Joined: 31 Jan 2006
Posts: 322
Location: Carthage

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Brujah- Warriors (The True Brujah are a rare clan, have to get permission from a Founder before you can pick True Brujah).
Brujah consider themselves the ultimate warriors. There are two lines of the Brujah. The “modern” Brujah (which make up 90% of the Brujah) and the True Brujah. The normal Brujah are anarchists, they have hardly any regard for structure and are firm believers of the old adage "Might makes right". Usually the strongest Brujah will lead the others. The Brujah find it impossible to control their tempers in most situations. They tend to be over confidant and if any insult is given to them they respond with violence.
Clan Responsibilities: Training the Covenant in the art of war, Monthly Fight Night.
Weakness: Brujah are easy to frenzy, if they are ever attacked, even in a friendly manor, they will enter a blind rage and attempt to kill their attacker. If they start to lose, they may back down, but if they think they will win, they will fight until the death.
Disciplines: Celerity, Potence and Presence.
The True Brujah are not much like their younger offspring. The True Brujah are very sedate, to the point of being removed from nightly realities. Not much matters to the True Brujah and they, as a clan, are highly unmotivated. These Brujah, though looking to perfect mind and body are passionless creatures and display so much apathy that getting one to do something unless it is of the utmost importance is almost impossible. True Brujah will fight if ordered to, they strongly believe in organization, but will not fight on their own unless their unlives are threatened. They are openly hunted down and slain by the younger members of the clan, so no True Brujah will ever admit that they are in fact a member of the elder Brujah clan.
Weakness: True Brujah are pacifists and will never start a confrontation, although if pushed to it, they will end it.
Disciplines: Presence, Potence and Temporis.

Cappadocian- Mages, Battlefield Support clan (Rare clan, have to get permission from a Founder before you can pick this clan).
Cappadocians are known as the clan of death. They spend their nights studying death, the screams from mortals and captured vampires can be heard throughout the surrounding land echoing from their laboratories. They are a sturdy clan, but because of the time they spend in their laboratories their skin becomes deathly pale. Cappadocians must always pursue the study of death, there fore all Cappadocians must have the Necromancy skill. Cappadocians, who study death, tend to spend much time in Felucca. And it is hard to find a spot where more people die then at Champ Spawns. Therefore they tend to be masters of Champ spawns, and they usually have high “Valor” and even some “Justice”.
Clan Responsibilities: Not yet determined.
Weakness: Cappadocians are pale white, easily discernable from humans, so they must always have Savage Kin Paint, pale white elf skin or be in Vampiric Form from the Necromancy spell. All Cappadocians should have the Necromancy skill and be Knight of Valor at all times.
Disciplines: Auspex, Fortitude and Mortis.

Gangrel- Warriors, Animal Tamers (Country Gangrel only), Scouts, Bards (Country Gangrel only), Assassins (City Gangrel only).
The Gangrel, like the Brujah are divided into two lines. There are the Country Gangrel and the City Gangrel. All Gangrel share some common traits however. One is they must all have a working knowledge of the lands of Britannia. The Country Gangrel will find a hunting ground in an above ground natural setting and call it home, they will know every twist, turn and secret of the lad they call home. The City Gangrel will find a city and become intimately knowledgeable of every street, alley and shop. All Gangrel take on a new animal feature every time they Frenzy (get mad to the point of losing control). Gangrel must always be combat ready, if a call is made (and they are on with their Gangrel char). They must be at the meeting place and ready to fight and die in 2 minutes.
The Country Gangrel are nomadic and do not like to spend too much time in the cities. Over time they develop animalistic features. These are the vampires that can change into wolves and bats and control animals. They are a sturdy clan and are great warriors. Fame has little appeal to both lines of Gangrel. Rumor has it that some of the Country Gangrel have allies of the Lupine breed (werewolves).
Weakness: All Gangrel must pursue the “Virtue” of Sacrifice (you must have at least one level before you can become a Gangrel).
Disciplines: Animalism, Fortitude and Protean.
The City Gangrel are different from the Country Gangrel in that they prefer hunting in towns. The City Gangrel are not as durable as the Country Gangrel breed nor do they have the control over animals that their brethren have. Instead they are excellent in stealthing and they are superhumanly fast like the Brujah and Shakari. They do however share the Country Gangrel's weakness of having animalistic features, and they are always combat ready like the Country Gangrel.
Clan Responsibilities: Outdoor Guides for the Covenant. All Gangrel must be knowledgeable of the lands of Britannia.
Weakness: All Gangrel must pursue the “Virtue” of Sacrifice (you must have at least one level before you can become a Gangrel).
Disciplines: Celerity, Obfuscate and Protean.

Lasombra- Warriors, Mages, Scouts (This is a prestigious clan among the Black Hand, have to get permission from a Founder before you can pick this clan).
The members of clan Lasombra are the leaders of the Sabbat. They are also the masters of manipulating shadows and minds. Lasombra are superhumanly strong, both physically and of will. The clan has the ability to control shadows, and cast no reflection in mirrors or pools of water. The Lasombra are born leaders. Young members of the clan must attend meetings and events religiously, and once a Lasombra is in a leadership role (Bishop or above) he must run a Covenant sanctioned event such as a weekly hunt or monthly gathering.
Clan Responsibilities: Seeking out enemies and allies for the Covenant, leading Covenant events.
Weakness: Lasombra who do not show up for the weekly meeting or skip out on their own event, and are not excused lose double the blood points.
Disciplines: Dominate, Obtenebration and Potence.

Malkavian- Thieves, Scouts, Battlefield Support, Bards.
Malkavians are insane. They are also very insightful, many are prophets and scholars. Malkavians are chaotic in their actions, it is hard to second guess someone who does not know his own next move. The Malkavian psyche can range anywhere from Murdock (from the A-Team) to Hannibal Lector (from Silence of the Lambs). Malkavians always carry items the rest of us would find useless. Like a tribal mask or a rare item of no value to normal vampires.
Clan Responsibilities: Seeking out new members, overseeing the recruit stone and Revenants on it.
Weakness: All Malkavians are Insane.
Disciplines: Auspex, Dementation and Obfuscate.

Nagaraja- Mages, Battlefield Support clan (This is a rare clan, have to get permission from a Founder before you can pick this clan).
The Nagaraja the mages of the Sabbat and usually are Necromancers similar to the Cappadocians. Unlike Capadocians however, they study the afterlife more then the act of death. They were once mortal mages known as the Euthanatos Tradition. Now in undeath, they are devout servants of the Tal'Mahe'Ra. They can not survive on the blood of mortals alone, they must consume the flesh as well to survive. Once a night, they must chop up a human (or humanoid) body and eat from the corpse. Nagaraja have no more use or respect for humans then a human would have for a cow, therefore they do not make friends with humans. Most other vampires find their feeding habits disgusting, even by vampire standards, and shun the Nagaraja. Nagaraja have few friends. With their ability to see ghosts even when they are hiding, Nagaraja are well suited to detect spies, weather they are mortal, supernatural, or dead.
Clan Responsibilities: Not yet determined.
Weakness: To become a Nagaraja, you must have and forever maintain at least 100 Spirit Speak.
Disciplines: Auspex, Necromancy and Nihilistics and most learn some degree of Thaumaturgy as well.


Nosferatu- Animal Tamers, Warriors, Thieves, Scouts, Spy’s.
Nosferatu are horribly deformed and doomed to an existence of residing in caves and dungeons, shunned by humanity. Nosferatu are able to control animals. They are superhumanly strong and are masters of stealthing. Nosferatu are information gatherers, they love to find out things and then trade the information with vampires and people who would be able to benefit from it in exchange for things they need or just the enjoyment of watching the aftermath. Nosferatu must either be bald or have their hair dyed an unnatural color, their skin tone usually is an unnatural color as well (most Nosferatu tend to be elves for this reason). Nosferatu smell and look horrible, and they must role-play this frequently (otherwise people in UO tend to assume they are just like everyone else). Nosferatu are like Gangrel in a couple respects. One they do not value Fame at all, and they have their own hunting grounds. A Nosferatu hunting ground will always be under ground in a catacomb, cave, sewer or similar place. They will become intimately aware of every tunnel, nook and tomb of their “home”.
Clan Responsibilities: Guides in underground locations, maintain the Covenant spy network.
Weakness: All Nosferatu must pursue the “Virtue” of Sacrifice (you must have at least one level before you can become a Nosferatu).
Disciplines: Animalism, Obfuscate and Potence.

Ravnos- Thieves, Scouts, Animal Tamers, Mages, Bards.
The Ravnos are of Gypsy blood. All Ravnos are thieves or looters. They have no regard for ownership, they believe possession is 10/10’s of the law. They are able to create Illusions and are in tune with animals. Ravnos will steal whatever they can if it suits their likes. Getting a weapon back from a Ravnos can be quite difficult, be weary letting a Ravnos hold something for you for a "short" amount of time. Ravnos are not required to attack blues, as they are not warriors, but they must always use whatever skills they have to help the Covenant’s goals. Ravnos are never allowed to have positive karma.
Clan Responsibilities: Maintain Covenant thieves network.
Weakness: All Ravnos must be in the Thieves Guild at all times.
Disciplines: Animalism, Chimerstry and Fortitude.

Salubri- Warriors, Healers, Battlefield Support, Bards (This is a rare clan, have to get permission from a Founder before you can pick this clan).
Salubri are unmistakable for their third eye. These vampires have an eye in the center of their forehead. To conceal this, they almost always wear a helmet, headband or a tribal mask. These vampires want only to regain their humanity, they are the kindest of vampires. The other clans despise them because they remind them of their own lost humanity. The Salubri must always have a headpiece that covers their forehead, this must be worn around mortals as the sight of a third eye upon a person makes the mortals very difficult to control. It is also a ghastly sight, even for a vampire and most non-Salubri vampires will take offence to an uncovered third eye.
Clan Responsibilities: Covenant Healers, must always do anything they can to keep the members alive (they will always be the healer/cure/invis mages).
Weakness: As healers, all Salubri must be and always remain a Knight of Compassion.
Disciplines of Auspex, Fortitude and Obeah.

Shakari (Assamite)- Assassins, Warriors, Stealthers- (Rare clan, have to get permission from a Founder before you can pick this clan).
The Shakari are perhaps the most respected (feared) of the clans. Any vampire can kill a mortal, but the Shakari specialize in assassinating other vampires. The Shakari slay their prey and drink their blood, to this end they become addicted to kindred vitae (blood). If they are ever attacked (on accident or on purpose) the Shakari will not stop until the one of the two lies dead. The blood lust overcomes them easily. In some rare cases, legend has it that they have been able to regain their self control, but there are no documented cases of this (if an ally accidentally attacks you, of course you can not kill them, also in some cases if a member of your kamut accidentally attacks you in a hostile environment, you should opt not to kill them. Use common sense.) If the attacker can get away from the Shakari, and the Shakari has time to regain his composure, it is up to the Shakari weather or not he will kill the attacker the next time he sees him. The Shakari, if they accept an assassination, will not stop until the target is slain, or they themselves are slain. There are two lines of Shakari; they are both the same as far as clan abilities are concerned. There is the standard Shakari and then there is the Middle Eastern Shakari.
The Middle Eastern Shakari have dark skin tones (and generally an Arabic or Biblical sounding name). They are at war with an upstart religion they consider to be corrupting their lands, the Baali Mohammed’s radical followers are to be slain on sight. There is some dispute as to which line is the elder, although it is widely speculated that the desert-dwelling ones were the first. Clan Shakari was founded by a very powerful vampire named Haqim, for a non-Shakari even to mention his name is considered heresy by the Shakari clan and is usually punished by a quick death.
Clan Responsibilities: Shakari maintain the Covenant assassin network.
Weakness: If a Shakari is ever attacked, or given an assassination assignment, they will never relent, they will fight until either them or their enemy lies dead.
Disciplines: Celerity, Obfuscate and Quietus.

Toreador-Warriors, Battlefield Support, Artisans, Bards.
Toreador have an eye for beauty, beauty of course is subjective. What is beautiful to a vampire of the Sabbat would most likely be horrific to a mortal. Toreador are extremely perspective and this is their downfall. If a Toreador comes across something he finds interesting such as a gory painting or a well crafted sword he runs the risk of being mesmerized by it. Some Toreador have been burnt to death by the raising sun, they just could not tear their eyes off the beauty of the sunrise and its rays destroyed them. Toreador are superhumanly quick and have a way with others, they leave humans and weak willed vampires with a sense of awe.
Clan Responsibilities: Toreador are the leaders of all social gatherings, they must oversee any social event for the Covenant, they are also in charge of acquisitions for the Covenant. Toreador maintain control over the Covenant Artisans and are in charge of keeping our Artisans on task (hold mining nights, taking care of Covenant supplies, etc).
Weakness: Toreador must always look good. Their dress must be impeccable, their Hair color and skin tone the model of perfection. Toreador’s equipment and havens must also be the best they can possibly afford.
Disciplines: Auspex, Celerity and Presence.

Tremere- Mages, Battlefield Support (Rare Clan, must get permission from a Founder before you can pick this clan).
A powerful mortal mage by the name of Tremere kidnapped and collected vampires, from their blood he was able to make himself and his followers into vampires. After diablerizing his way to fourth generation, he then slew Salout, the clan founder of the Salubri clan. Tremere is now an Antideluvian, and his powers are legendary. One of his followers by the name of Goratrix, for reasons unknown, defected to the Sabbat. The Covenant now has the Tremere in its ranks. Can they be trusted? Only time will tell.
Tremere are masters of Blood Magic. Although some other clans know certain rituals and magics, Tremere are trulely the vampiric lords of magic. Upon breaking away from the Camarilla Tremere, Tremere himself cast a spell upon the Antitribu (the defectors). The spell makes all Tremere of the Sabbat recognizable by other Tremere, as the Camarilla Tremere can see a glowing symbol upon the foreheads of their Sabbat counterparts. This mark is not visible by anyone who is not Tremere.
Clan Responsibilities: Oversee all Covenant mage training.
Weakness: All Tremere must be grandmaster mages before they are embraced, and most study other forms of spellcasting as well. Tremere can not be “tank mages”, they must rely on magic as their primary source of power.
Disciplines: Auspex, Dominate and Thaumaturgy.

Tzimisce- Warriors, Mages, Thieves, Animal Tamers, Battlefield Support (Old Clan Tzimisce is a rare clan, have to get permission from a Founder before you can pick that clan).
Like the Brujah and the Gangrel, there are two lines of Tzimisce, the Old Clan Tzimisce and the normal clan. All Tzimisce are highly territorial. Anyone entering their haven without first gaining their permission will be ejected, slain or worse. Many vampires that go to "visit" a friend who is a Tzimisce and then forget to ask for permission to enter have ended up becoming a prisoner of their "friend". This "territoriality" extends to them as well. No Tzimisce can enter the haven of another person without first asking permission to enter their house, public buildings are exempt from this because by being public there is an open invitation for all to enter.
The Tzimisce are one of the most evil and depraved of all vampires. The old ones are very domineering and the younger ones have discovered the power of flesh crafting. Their ghouls are hideous monsters and as time goes on for the younger ones, they find it useful to add extra appendages and all sorts of deformities to their own bodies. One Tzimisce, having fallen in love with a little girl, embraced her and grafted her to his back. There is no limit to their depravity. (Tzimisce are one of the easiest clans to role-play if you have a dark side. Simply think of the most horrific thing you could possibly do, multiply it by ten, and do it every time you log on).
Clan Responsibilities: Tzimisce are the enforcers of role-playing. Anytime a member breaks character (in an unsanctioned location), Tzimisce have the right and responsibility to bring the member back into character. Tzimisce can actually attack members’ higher rank then them if they break character. Use common sense and if a Tzimisce disciplines you, do not let it become personal.
Weakness: All Tzimisce must be able to assume the Necromantic abilities, Horrid Form and follow the rules about territory mentioned above.
Old Clan Tzimisce Disciplines: Animalism, Auspex and Dominate.
The standard Tzimisce Disciplines: Animalism, Auspex and Vicissitude.

Ventrue- Warriors.
Ventrue are great warriors and tend to become lords of human populations. Clan Ventrue is one of the only clans that embrace high fame and karma. A strong Ventrue will have a respectable title given to him by his subjects and a huge bank vault, they are the nobility of the vampires. No self-respecting Ventrue would be caught undead in a suit of bone armor, they use only the best equipment. Another thing about the Ventrue is that they are extremely picky when it comes to feeding. It is true a Nosferatu can feed from a fish or even an orc, but each individual Ventrue will only feed off a certain "class" of people. Some feed off Nobles, others feed off only Thieves (killing a thief actually gets you karma). All Ventrue must maintain their image, wearing only the best armor, riding the best mounts and using the best weapons in combat. A Ventrue must do his best to raise his bank balance. He must hoard every gold piece he does not need to buy his equipment with and pay his retainers.
Clan Responsibilities: Clan Ventrue oversees all finances for the Covenant. They must see to it that the Covenant gold is always growing, and no clan can withdraw money from the coffers without the permission of Clan Ventrue.
Weakness: All Ventrue must be and always remain Lord or Ladies.
Disciplines: Dominate, Fortitude and Presence.

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