CAVALIER and CAVALIER ANTITRIBU
Concept by TyLyon@aol.com; Expanded by Thomas Coleman (doc@intac.com) (16 May 1995)
Disciplines
Potence, Prowess (Essentially the same as the Accuraisis discipline), Presence.
History
In the days of Carthage, the Brujah and Ventrue lived in peace. Like all civilizations, they had a strong military to protect themselves from invaders and infidels. The elite soldiers were called Cavaliers. They were embraced by combining the blood of the Ventrue and the Brujah into a Golden Chalice. Only those passing a rigid test of morality were admitted. These warriors fought hard when Carthage fell, and rumors have it that they were all lost.Cavaliers must have a humanity of seven or higher at character creation. This is due to their good nature. Cavaliers may also take True Faith merit without a ten humanity restriction, and for four points in merits. If the Cavalier strives for Golconda, her insights allow her to learn Thaumaturgy as a clan discipline. All other costs for Thaumaturgy (Paths) are normal.
But everybody must have a drawback, or everyone would play this clan!
Weakness
Cavaliers have a Strict Code of Honor, and cannot take this merit. If anyone weaker than the Cavalier asks for help, the Cavalier must do everything in her power to help. The Cavalier may have status, but the Cavalier may never hold a boon on another Kindred. If the Cavalier's Humanity drops below six, then he must immediately quest to regain the humanity.That to me says it all. The Clan is great, but the politics of Vampires has Prestigitation at the top. This Clan can ask for boons, and will be indebted, but they will never gain status by granting boons. Vampires can ask Cavaliers for anything, and will never get compensated for it.
Cavalier antitribu
Disciplines
Fortitude, Prowess (Essentially the same as the Accuraisis discipline), Presence.
Description
But what of those who did not pass the test? Those soldiers were resentful, hateful, and spiteful. They created their own ritual. On one night, the Ventrue would embrace the soldier. On the next, the Brujah would embrace the new Vampire again. The next night the Ventrue would find her fangs in the soldier's neck. This repeated process would warp the soldier, making him stronger than the goody-two shoe Cavaliers of the Camarilla. It is said that the antitribu were responsible for the fall of Carthage.
Advantages
These dark knights have the power of hell at their beckon call. If they become infernalists, which many of them are, Dark Thaumaturgy become a clan discipline. All other costs concerning Dark Thaumaturgy are normal (Paths). They begin with a one point investment, that does not give them a witch's nipple. This investment does not make them an infernalist. It is the next point they take that causes them to do so.
Disadvantages
Because of their strange embrace, they cannot sire progeny (they may not take infertile vitae flaw). They must find a Ventrue and Brujah who are willing to perform this ritual for them. Cavalier antitribu must maintain a path rating of seven or higher. Because of their nature, they tend to be leaders. But since they have always been outcasts, they bond themselves to their pack. If the Cavalier antitribu drinks the blood of a Kindred whose Viniculum rating is greater than three, the rating becomes a ten. If their path drops to below a six, they must immediately quest to regain the Path. If they are infernalists, then they will be hunted by Inquistors, since all Dark Cavaliers tend to show Infernal Behavior (the one point).There you go, a brand new clan that is on the same power level as all other clans. The Paladin Idea is what kept me going. These vampires might have a new Merit I have in my game:
+5 Merit: Well balanced
Sans mentis, Sans corporis. Sound of Mind, Sound of Body. For some reason, you believed these words in your everyday life. You exercised your mind and your body. Didn't hurt your social life, either. You begin the game with 5/5/5 in Attributes, rather than 7/5/3.