
Character Creation
Vampire Creation Rules can be found Here: http://www.darknyght.org/vtmcreate.html We'll only go through the changes specific to Tremere.
- Attributes
- Standard: (7/5/3)
- Abilities
- Standard: (13/9/5)
- Advantages
- Backgounds: Standard (5)
- Disciplines: Standard (3)
- Virtues: (7) Your character automatically has one dot in each virtue. (Path of Humanity, no other Paths accepted for Tremere.)
- Finishing Touches
- Record Humanity, Willpower, & Blood Pool
- Freebie points: (15-30 as needed)
- Clan Tremere receives a free dot in Linguistics, Occult, and Clan Knowledge-Tremere. For more information on Lore at Character Creation, goHere
- Choose Merits & Flaws (If desired)
Merits and Flaws allowed can be found
Here:
- Clan Disciplines
- Auspex
- Dominate
- Thaumaturgy
Currently, we are accepting Paths and Rituals from the following volumes:
- Vampire: The Masquerade 3rd Edition
- The Guide to the Camarilla
- Blood Magic: Secrets of Thaumaturgy
- Clanbook: Tremere Revised
Rituals or Paths from previous works or Guide to the Sabbat requires Special Approval and will not be accepted without a *good* backstory.
- Things to think about when creating a Tremere
All of the following are great traits for getting into the mindset of a Warlock. Through the rigors of Thaumaturgy, Strong Will and Mental attributes are key.
- Abilities:
Alertness, Dodge, Empathy, Intimidation, Leadership, Subterfuge, Stealth, Security, Ettique
Any Knowledge is good, Specificly Occult and Linguistics.
- Backgrounds:
Allies, Contacts, Resources
- Merits:
Concentration, Eidetic Memory, Time Sense, Concentration,
Natural Linguist
Mental merits work well for many Tremere
Supernatural Merits are appropriate based on History.
- Flaws:
Dark Secret, Overconfident, Clan Emnity
- No-Nos
- Magical Resistance (2-Pt. Merit) , Inherent Resistance to the rituals of Tremere does not a good Apprentice make. The Revised Clanbook offers a better solution for that poor soul who has problems learning his art-Thaumaturgically Inept (5-Pt. Supernatural flaw)
- Weak Willed (3-pt. Flaw) as the FAQ will show you, Tremere weed out the weak...
- Unbondable (3-Pt. Merit) as it negates the clan weakness as it were, this merit is not allowed.
- True Faith (7 Pt-Merit) As Thaumaturgy cannot mimic "Faith" powers, the instance that an Apprentice could go through the rigors of becoming Tremere and remaining connected tot he devine is rare indeed.
- Backgrounds:
- Disciplines:
Due to current SLs, no outside Magic disciplines are being allowed. Necromancy, Settite & Assimite Sorcerery and Koldunic magic are as closely guarded by other clans as Thaumaturgy is to the Tremere. On the flip side, Non-Tremere Kindred with Thaumaturgy must be special approved by myself and expect a very short lifespan.
Tremere FAQ v2.0
So I want to play a Tremere, but I've never read the Clanbook...
Hey, can I play a Rogue Tremere?
What about Anarch Tremere?
What's the deal with the Antitribue and their Mark?
What are "Circle of Mysteries"?
What should my characters Primary Path be?
How long does it take to learn a Ritual?
Can I play a Gargoyle?
Why does the Vampire Page say the clan is full?
Question: So I want to play a Tremere, but I've never read the Clanbook, It can't be much different from any other clan right?
Answer: Wrong. Tremere are unlike any other clan in existance. their sheer Heirarchy makes them unique. Therefore I faithfully submit the following things to think about before submitting a Tremere character for submission (Thanks to Raven):
A Tremere character must, realistically, have the following characteristics:
- The ability to deal with authority - if you create a character that can't stand
authority, refuses to take orders, and rebels against his superiors, they will be killed
in the Prelude! This is just a fact - the Tremere *will not* tolerate insubordination in
their Childer. Either you are prepared to work as part of the Clan, or you are killed.
Please bear this in mind when creating a character!
- A realistic level of competence. Tremere take failure badly. You will need to create,
and play, a character that is reasonably competent at dealing with the world as a whole.
If you were the kind of character who failed repeatedly, you would have been killed.
- The ability to keep secrets. The Tremere are extremely secretive, and guard their
understanding of the occult world jealously. If a Tremere had no ability to retain this
secret knowledge, they would not survive for long.
- A willingness to 'fit in'. Tremere strive to present a united front to the world at
large, whatever is going on behind the scenes. A Tremere who wasn't able to do this would
suffer badly, and possibly be destroyed.
There
is still quite a wide selection of types of Tremere character possible, but please bear in
mind the Clan protects itself, its image, and its interests ruthlessly. Secrets will
usually be discovered, and inappropriate or incompetent individuals weeded out. When you
have an idea for a character, please check to see whether it would have been destroyed in
the past.
Visit Raven's Page: Here
Back to top
Question: Hey, can I play a Rogue Tremere?
Answer: All approved Tremere in the city are members of the chantry. At this time we are not accepting any "Rogue Tremere" Or Anarchs (See Below). According to Clanbook Tremere Revised P. 40: "Rogues are those who have horribly broken with the clan.". While the Tremere Oath dictates that a tribunal be brought up to name one Rogue, the hunting of Rogues is an instant boon magnet and a source of much prestige in the pursuit of rank among the Tremere. When finally allowed...they will be hunted with no mercy.
Back to top
Question: What about Anarch Tremere?
Answer: Again we consult Clanbook: Tremere Revised P. 40 "Tremere Anarchs hovers on the fringe of acceptabilty" Hunting Anarch Tremere are seen largely as a waste of resources. However I still have issues with the Clan Weakness. Having Tremere thumb their nose at the Camarilla and at the Pyramid is simply harder than it looks...and requires expenditure of Will to break the Council's influence. As such, no Anarch Tremere are allowed at this time.
Back to top
Question: What's the deal with the Antitribue and their Mark?
Answer: The Antitribue are Dead. Clanbook: Tremere Revised P. 43 In Mexico City, 1998, All Sabbat Tremere met with their founder Goratrix. Only Goratrix survived in truth, though that knowledge is hidden, indeed Tremere's battle with Salout are only known to Twelve in the world. (Characters who survived the Transylvania Chronicles).
As the Clanbook has the Flaw-Double Betrayer (4-Pt. Social Flaw) I thought I might note what *exactly* the Mark of House Goratrix is-
When the Tremere cursed Goratrix and his followers, it effected any Tremere who participates in the Vaulderie. They gain the Betrayer's sigil, a mystic rune afflicting the cursed's forehead, visible to others of Tremere Blood. (-Clanbook Tremere Revised, P. 42-43)
As it *is* possible that Camarilla Tremere could go over to the Sabbat, They would not be considered Antitribue. They would still receive the 4 pt flaw Double Betrayer. Note however, that they have to defend against the emerging Salubri Antitribue. Add in the Tzimisce, who will not be so happy to receive competition after regaining their hold as "Chief Sorcerers" with their Koldunic art. And on a final note there is that little warning of what happened to the *LAST* bunch of Tremere who joined the Sabbat...In time Sabbat Tremere will be allowed if the Storyline dictates, but none will be approved through character creation.
Back to top
Question: What are "Circle of Mysteries"?
Answer: The Tremere are based on the idea of a Pyramid. The founder, Magus Tremere, is the head. The lower levels were planned to grow X 7, so we find the Council of Seven, the next level we find 49 Pontifices, we can then believe there are 343 Lords, and if their ultimate plans come to light, a staggering 2401 Regents, with 16,807 Apprentices . While the world could not sustain 19,608 Tremere, we can at least confirm the number for the first three levels.
When an apprentice is embraced they are initiated as "Apprentice of the First Circle of Mystery". There are 7 circles to each rank. Once an Apprentice reaches the third circle he learns new freedom as he is no longer solely under his Sire's care, and reports to the Regent himself. Once he reaches the 7th Circle he is considered a "full Magus" and enjoys many of the freedoms that the Regent does, he cannot proceed to the rank of Regent of the First Circle of Mystery unless a chantry opens up, or the current Regent is challenged for their position. For more information on Circle of Mysteries and what is needed to aquire a higher circle, go Here, or see Blood Magic P. 60
Back to top
Question: What should my characters Primary Path be?
Answer: Almost every Tremere studies the Path of Blood as his or her Primary Path. It encompasses some of the most fundamental principles of Thaumaturgy. (V:tM 3rd Edition P. 178) Most Regents will want to know why the Path of Blood was not chosen and do not be suprised to enter a new chantry and find yourself suddenly spending your time learning the Path of Blood to "catch up" to the others.
Back to top
Question: How long does it take to learn a ritual?
Answer: The Blood Magic book P. 86 Quotes the following: (Be aware this applies only to learning rituals, not creating them.)
- Ritual Level-Estimated Time To Learn
- Level One-One Week
- Level Two-One Month
- Level Three-One Season (Three Months)
- Level Four-Two Seasons
- Level Five-One Year
Back to top
Question: Can I play a Gargoyle?
Answer: Although there will be Gargoyles on the site from time to time, they are the domain of the Storyteller as a Non-Player Character (NPC). No Player Character (PC) Gargoyles are being accepted at this time.
Back to top
Question: Why does the Vampire Page say the clan is full?
Answer: A large city (High Kindred population) Chantry ideally holds only seven Magus (One Regent, Six Apprentices). Once we have Seven Tremere characters on the site we close the clan for submissions. If you are intersted in playing a Tremere and the clan is not currently available, you have one of two options:
1) E-mail me. If a current player is not on often and wishes to pull his character (we usually arrange a "exchange" in the storyline, sending one Apprentice off while another comes in, sort of like a "Tremere Exchange Program"). If an opening comes up, I send out e-mails to interested parties and allow the new Tremere on a first come, first serve basis.
2) Play a Mortal or a Tremere Ghoul. If you play an Occult-minded mortal you will more than likely gain the attention of the Tremere and have a good chance at being embraced or at least ghouled. In turn, Tremere ghouls, after proving themselves, often find their rewards by being brought over into the clan. If you have any questions on whether or not the clan is open or closed for submissions, consult the following Page
Back to top
And that about covers it. Again, if you need any assistance feel free to email me at the addy below.
-Matthew
tremere@darknyght.org
UIN: 13947871
Back