Kindred (BtWoD)
Kindred are defined as those who have died and undergone the Embrace, haunting their own corpse in tandem with their Beast.
The Kindred in BtWoD are based on their VtM 20th Anniversary iteration, with sprinklings of prior, and future iterations thrown in as I see fit.
When it comes to their position in the metanarrative, not much has changed; their main population bases remain insular as hell, only really seeing the problems of the world as problems for Kindred. The Camarilla is still a loosely connected series of princedoms worried about where their next meal is coming from, the Sabbat is still worried about their ancestors waking up and drinking the world dry, etc. Those even lightly familiar with VtM should feel right at home with their position in BtWoD.
The fringes are where things start to bleed together with other Supernatural types in BtWoD; the Maeghar have been given a heightened connection to the Fair Folk, for instance. The Children of Osiris are an actual Clan now, and are a subsection of a greater cult that contains Sorcerers, Willworkers, Amenti, and more. Any Kindred with Necromancy is invariably going to stick their nose into the business of the Undead, and any Kindred with Ogham is going to get themselves involved with Spirits, and therefore Fera.
While this is all fine and good for those who like to play oddball Kindred, don't hesitate to play a Vampire's Vampire in an otherwise diverse crossover game! Sometimes what a party needs is a Toreador gossip-hound who loves to fuck what he eats and eat what he fucks. Sometimes, you need a punk-ass Brujah to hit a Garou like a freight train for mouthing off to your fae buddies.
Character Creation
Character creation has stayed mostly the same for Kindred. This process assumes that you're going to be creating a Neonate, by the way.
Neonate Kindred are considered MEDIUM Power Level.
- Step 1: Assign Fundamentals
- Choose Clan (and Bloodline, if needed)
- Choose Sect Allegiance
- Choose Nature/Demeanor
- Fill out other information @ the top of the sheet. - Step 2: Assign Attributes
- Use the 7/5/3 Split for Neonate Kindred.
- All Kindred start w/ 1 in every Attribute before assigning dots, unless otherwise specified (like for Clan Nosferatu). - Step 3: Assign Abilities
- Use the 13/9/5 Split for Neonate Kindred.
- No Kindred may have more than 3 dots in any Ability at this stage in Character Creation.
- Assign Specialties to 3 Abilities. Specialties work like they do in later CoD systems, granting 10-Again on relevant Rolls. - Step 4: Assign Kindred-specific Traits
- Assign 3 dots between the Kindred's In-Clan Disciplines. Only a single Variant of a Discipline may be purchased at this time, but any of them may be chosen.
- Assign 7 dots between the Kindred's Virtues. Virtues cannot have Specialties.
- - Kindred starting w/ allegiance to the Camarilla start w/ 1 dot in Conscience.
- - Kindred starting w/ allegiance to the Sabbat start w/ 1 dot in Courage.
- - Kindred starting w/ allegiance to an Independent Clan start w/ 1 dot in Self-Control.
- - Kindred starting w/ allegiance to a Small Independent start w/ 1 dot in whichever Virtue they please.
- Assign Humanity. Starting Humanity = Conscience + Self-Control.
- Assign Blood Pool + Generation. Neonate Kindred are assumed to be 13th Generation unless the Generation Background is purchased. - Step 5: Assign Willpower
- Starting Willpower is equal to the Kindred's Courage score. - Step 6: Assign Backgrounds
- Assign 5 dots between the Background options for Kindred. Kindred may pool their Background dots for specific Backgrounds when specified. - Step 7: Choose a Beast
- The Player recruits another Player at the table to play their Kindred's Beast when deemed appropriate by the Storyteller. - Step 8: Spend Freebies, Buy Advantages/Disadvantages
- All Kindred start w/ 15 Freebie Points to spend on whatever they choose.
- - At this stage, Abilities may be increased to rank 4 and 5.
- Buying a Disadvantage rewards additional Freebie Points, but a Kindred may only buy up to 7pts of Disadvantages.
- - Additionally, many Clans have specific Advantages + Disadvantages only they may purchase.
And that's it! Oh yeah, and Kindred start w/ 7 Health Steps, and the way they take DMG hasn't changed from 20th Anniversary. I'll probably punch that in later, don't worry.
Clans
Kindred still organize themselves into Clans in BtWod, but there are quite a few more of them than prior. All of the Clans listed are based on entries I found particularly interesting from oWoD, whereas elements have been taken from various VtR Clans just to add some extra spice and variety here and there.
There are four major social groups that all Kindred fall into (with the exception of loners, of course), and they should be familiar to any VtM player.
The Camarilla remains as the primary means of organization for much of the global Kindred scene. Many loyalties remain the same as well, but with the reintroduction of some Clans, things become a bit more complicated.
The Sabbat also remains as the Camarilla's counterpart. Some liberties have been taken when it comes to who is still loyal to who; for instance, the Lasombra are still nominally Sabbat, even if an upheaval is currently underway in-setting.
The Independent Clans are going to play a bigger role in BtWoD, with Clan Gangrel, Giovanni, and Ministry being the biggest ones to date.
Then, there are the Small Independents, or the Oddities, or the Bloodlines. These are everyone else too small in number to be considered "proper" Clans by the rest of the Kindred world, but still large enough to be players.
Astute readers would notice that the Anarchs are missing from this list. Well, I figure that since they only exist in reference to the Camarilla (and that they usually just end up replicating the Camarilla's pseudo-feudal social systems when they're in control), they should be a part of it. Playing an active critic of the Camarilla doesn't exempt you from status within it unless the Prince is a tyrannical bastard, and thus, the Anarchs have been simply turned into a political ideaology present within the Ivory Tower.
Don't let this stop you from playing an Anarch though! By all means, please play a classic Brujah/Gangrel rebel if that's what you like! I just figure I should be clear on my interpretation about Kindred society before moving on. And, of course, you can do whatever you like anyways! This is YOUR World of Darkness after all.
Without further ado then, let's get into listing the Clans themselves (and any significant Bloodlines they've spawned). These listings will contain links to the Clan's particular Page, so be sure to click around if you're interested!
- Clan Brujah
- Clan Cacophenes (+Baritones Bloodline)
- Clan Malkavian (+Ananke, Dominate Malkavian Bloodlines)
- Clan Nosferatu
- Clan Toreador (+Nephilim, Volgirre Bloodlines)
- Clan Tremere
- Clan Ventrue
Camarilla-aligned Antitribu: Banu Haqim, Lasombra, Lhiannan, Nagaraja, True Brujah, Tzimisce.
Sabbat-aligned Clans - Clan Banu Haqim (+Sorcerer, Vizier Banu Haqim Bloodlines)
- Clan Lasombra (+Angelis Ater Bloodline)
- Clan Lhiannan
- Clan Nagaraja
- Clan True Brujah
- Clan Tzimisce
Sabbat-aligned Antitribu: Brujah, Cacophenes, Malkavian, Nosferatu, Toreador, Tremere, Ventrue.
Independent Clans - Clan Ahrimanes
- Clan Baali (+Azanaeli, Nergali, Molochim Bloodlines)
- Clan Gangrel (+City, Country Bloodlines)
- Clan Gargoyle (+Scout, Sentinel, Warrior Bloodlines)
- Clan Giovanni (+Ghiberti, della Passaglia, Puttanesca, Rosselini Bloodlines)
- Clan Kiasyd
- Clan Koldun
- Clan Ministry (+Daitya, Serpents of the Light, Tlacique Bloodlines)
Small Independents - Clan Cappadocian
- Clan Children of Osiris
- Clan Maeghar
- Clan Nictuku
- Clan Salubri
- Clan Samedi
- Clan Telyav
Camarilla-aligned Clans
Author's Notes: You'll notice that Clan Ravnos is suspiciously gone from this list. The explanation for this is too long to fit on this page, so CLICK HERE to read if you're interested.
The TLDR of it is that, well, I tried.
Disciplines
Kindred have been kept mostly the same throughout development of BtWoD, but many Disciplines have been overhauled.
Disciplines now function like Thaumaturgies/Necromancies do in oWod, where there are multiple Variants or paths under the Discipline's Umbrella.
The first Variant the Kindred learns can be considered their "Primary" Variant, with additional Variants costing slightly more XP.
There are 24 Discipline "Trees" within BtWoD for Kindred to choose from, and each Clan treats 3 of them as being In-Clan, as VtM mechanics.
Here's the list:
- I. Animalism, the Discipline of Animal Kinship
Alongside its Base Form (based on VtM 20th Anniversary, Animalism has these Variants available:
- Spiritus
- Coil of the Wyrm
- Tezcatl - II. Auspex, the Discipline of Supernatural Sight
Alongside its Base Form (based on VtM 20th Anniversary), Auspex has these Variants available:
- Koldunic Way: Spirit
- Ash Path - III. Celerity, the Discipline of Supernatural Speed
Alongside its Base Form (based on VtM 20th Anniversary), Celerity has these Variants available:
- Praestantia
- Path of Mercury
- Transitus Velociter - IV. Chimerstry, the Discipline of Wyrded Illusions
- V. Daimonion, the Discipline of Infernal Blessings
- VI. Dementation, the Discipline of Mind Shattering
- VII. Dominate, the Discipline of Commanding Rulership
- VIII. Flight, the Discipline of Vampiric Flight
- IX. Fortitude, the Discipline of Supernatural Toughness
- X. Necromancy, the Discipline of Shadowlands Studies
- XI. Obfuscate, the Discipline of Supernatural Stealth
- XII. Obeah, the Discipline of Magical Healing/Soothing
- XIII. Obtenebration, the Discipline of Abyssal Channelling
- XIV. Ogham, the Discipline of Blood Witchery
- XV. Potence, the Discipline of Supernatural Strength
- XVI. Presence, the Discipline of Human Magnetism
- XVII. Protean, the Discipline of Bodily Transformation
- XVIII. Quietus, the Discipline of Bloody Succession
- XIX. Serpentis, the Discipline of Reptilian Metamorphosis
- XX. Temporis, the Discipline of Time Manipulation
- XXI. Thaumaturgy, the Discipline of Blood Magick
- XXII. Valeren, the Discipline of Penitent Rage
- XXIII. Vicissitude, the Discipline of Flesh Crafting
- XXIV. Visceratika, the Discipline of Flesh as Stone
Click on one of the Discipline Names to get going to its page!
XP Costs have been shifted around slightly for the sake of keeping the balance. Again, this should be familiar to those who've played Tremere/Giovanni/anyone investing in Thaumaturgy in the past. It's basically the same mechanics, just for everyone!
- If the Discipline is In-Clan, and it's the first Variant you've bought, it costs Current x5 XP.
- If the Discipline is In-Clan, and it's not the first Variant you've bought, it costs Current x6 XP.
- If the Discipline is Out of Clan, and it's the first Variant you've bought, it costs Current x7 XP
- If the Discipline is Out of Clan, and it's not the first Variant you've bought, it costs Current x8 XP.
- Caitiff always buy their Disciplines @ Current x7, regardless of Variant. The perks (and downsides) of being a weirdo!