Ventrue
In their own eyes, only the Clan of Kings has the restraint, the wisdom, the control, and the pedigree to lead their kind through the night. Throughout their time as god-kings of ancient Babylon and lords and ladies of the Dark Ages to their contemporary roles as guardians of royal blood, majority shareholders, and campaign fund backers, they have been obsessed with the impulse to rule. They collect their tithes in the form of precious blood, ensuring the growth of their legacy.
While many other clans claim positions of influence in politics and business, no one can rival the Ventrue in the game of pure power and wealth. But lately, their arrogant projections as divinely chosen rulers, better fit to lead than any other clan, have begun to falter. Time is running out. As they feel their privileges slipping through their fingers, the Ventrue tighten their grip and fight fang and claw to remain in control as the masters of their kind.
Clan Ventrue has long been the leaders of the Camarilla, holding more positions of power than any other clan, and they are loath to give that up. Even after losing their most prominent representative to a Brujah assassination, the Ventrue continue to maintain that they are destined to rule all Kindred, no matter the sacrifices involved.
The Ventrue believe in the strength of tradition and lineage. The Embrace is one of the their most important rituals, and the choice of childe affects the way other members of the clan treat the sire. Ventrue therefore aim to Embrace overachievers, politically or financially powerful kine, or those with a talent that sets them apart from the masses.
These nights, the Ventrue are cautious. The talentless fall by the wayside, while the best blend in with humanity as bankers, shadow directors, reclusive moguls, and chiefs of staff. No longer can a Ventrue openly lead a board or take a prominent position in a mortal community. They resent having to influence their surroundings from the shadows, but know that the risk of a fatal Masquerade breach is too high to risk anything else.
The Ventrue are the establishment. They set and maintain the rules, punishing those who break them, and occasionally rewarding those who follow. Their critics consider them tyrants or the jailers of other Kindred. The uncomfortable truth is that without them, the Masquerade, and the Camarilla with it, would have fallen long ago. The Ventrue are more loyal to their cause these nights than ever before, adversity only making them more determined to succeed and more certain that they have the right to do whatever it takes.
Disciplines:
1. Dominate: The Ventrue consider themselves the masters of this Discipline, using it primarily to exert their will on vassals and kine. When feeding, a Ventrue may command a mortal to bare their neck, or use Dominate to erase all memory of a feeding. Ventrue also expertly use this Discipline to protect the Masquerade.
2. Fortitude: Fortitude enables the Ventrue to keep their thrones even when armies array against them, and to weather every blade, bullet, and bomb. They use the Discipline to feed in adverse situations, physical or otherwise. Where other Kindred might run short on vitae, the Ventrue resist the environment and take their fill.
3. Presence: The Ventrue seek to tame the court and build the love and devotion of others toward their rule, and Presence is a helpful tool. The Discipline is also used by the Ventrue who wants others to see how easy they acquire vessels. The clan values conservation of time and resources, and Presence allows a hungry blue blood to be efficient when luring their prey.
Clan Bane:
The Ventrue are in possession of rarefied palates. When a Ventrue drinks blood from any mortal outside their preference, a profound exertion of will is required or the blood taken surges back up as scarlet vomit. Preferences range greatly, from Ventrue who can only feed from genuine brunettes, individuals of Swiss descent, or homosexuals, to others who can only feed from soldiers, mortals who suffer from PTSD, or methamphetamine users. With a Resolve + Awareness test (Difficulty 4 or more) your character can sense if a mortal possesses the blood they require. If you want your character to feed from anything but their preferred victim, you must spend Willpower points equal to the character’s Bane Severity.
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