This is an ancillary document that will appeal mainly to fans of the artist formerly known as Devon Oratz, although fans of “Old World of Darkness” Vampire: The Masquerade might find it an interesting piece of marginalia. It is first and foremost a document for internal use, further defining the vampiric clans that exist in the Nyctaphobia; Hope In The Mist; Gilead/Vampires Will Never Hurt You universe and further differentiating them from the Vampire: The Masquerade clans they were based on circa 2004.
Clans are divided into two major meta-factions, clans which participate in the Wild Hunt (taking part in annual “wildings” in which entire human towns are slaughtered, and the Cotillion, which prioritize the concealment of vampire kind from human awareness above all else and which do not take part in or approve of wildings, although they are not actively at war with the Wild Hunt. Vampire: The Masquerade players will recognize elements of the Sabbat in the former and elements of the Camarilla in the latter.
Vulgar Labels: Serpents, Typhoid Maries
Philosophy: Wild Hunt
Members: Lorenzo Medici, Meriwether Davis, Catherine Faraday, Melciah Salomon
Abilities: Standard Vampire Abilities, Hypnotic Gaze, Blood-Venom
Notes: Clan Nightshade is by far the most important of the vampiric bloodlines to the overarching plot of the as-yet unfinished Nyctaphobia/Hope In The Mists saga. All of the major named vampire characters from Gilead/Vampires Will Never Hurt You belong to Clan Nightshade. In Vampires Will Never Hurt You, the rewrite of Gilead, Clan Nightshade will have a unique ability where anyone they bite but don’t drain completely will rise as an extremely weak vampire without any of Clan Nightshade’s special abilities. This does not follow “the rules” of how vampires in general are presented in Nyctaphobia, because every other clan must create vampires through an act of abundant intentionality, draining them down to a few drops of human blood and then feeding them their own vampire blood until they are reborn as undead. This is also the only way that Clan Nightshade can create full-blooded members, rather than blood-hungry ghouls. In addition to the vampire-plague spreading venom of their ordinary bite, older members of Clan Nightshade can transmute their own blood into a venom deadly or paralytic even to fellow vampires.
Spoilers: In the rewrite of Gilead, Vampires Will Never Hurt You, Clan Nightshade will be the clan we see “on camera” to be compromised by the Cult of Shade.
Vulgar Labels: The Busybodies, Management
Members: Seth Rowald, Monica Winters, Hawthorne
Abilities: Standard Vampire Abilities, Levitation, Thaumaturgy, Hypnotic Gaze
Notes: The Minders is the second most important clan in the Nyctaphobia/Hope In The Mists trilogy, playing a reasonably significant role in the early parts of Hope In The Mists. They uphold with grave seriousness the dual responsibility of ensuring that humans remain under the misapprehension that vampires are purely the stuff of fiction and monitoring the greater world of magic and the supernatural for existential threats to vampire kind. The Minders have thoroughly compromised many or most human intelligence and law enforcement organizations, so their access to human law enforcement personnel and equipment is unparalleled.
Vulgar Labels: Furries, Hairballs
Philosophy: Wild Hunt
Abilities: Standard Vampire Abilities, Animal Forms
Notes: Many humans in their moments of pants-shitting terror mistake the Loup-Garou for werewolves before being torn apart by them, an understandable confusion. The Loup-Garou are not actually werewolves, however, and can take the forms of bats, ravens, timberwolves, and rare individuals have been reported to take on a variety of exotic “creatures of the night” such as mountain lions, panthers, bears, or tigers.
Vulgar Names: Snobs, Eurotrash
Abilities: Standard Vampire Abilities, Hypnotic Gaze, Fascination
Notes: Clan Rose is made up of individuals who are passionate about art in all its forms, and as an organization, is almost exclusively dedicated to the preservation of the very greatest works of art made by man and vampire. Vampiric art and vampiric performance art tends towards the grand guignol, with human life little valued and blood and corpses preferred mediums for artistes to work in. The unique Clan Rose power of fascination
Vulgar Names: Gargoyles is already a disrespectful epithet. This bloodline does not have a proper name.
Philosophy: Wild Hunt
Abilities: Standard Vampire Abilities, Talons, Claws, and Fangs, Winged Flight
Gargoyles don’t appear remotely like human beings, instead somewhere in appearance between Max Schreck’s Count Orlok in the 1922 silent film Nosferatu and something that might have given H.R. Giger nightmares. Of all the “wilding” factions, the Gargoyles are historically the most cooperative with the Cotillion factions, for reasons that are, after all, fairly obvious. The Gargoyles complete their wildings within the assigned time-periods and geographical coordinates, reliably not going “overboard”, which has led to most of the other Hunt factions referring to them as “the Cotillion’s (butt-ugly) bitch”.
Vulgar Names: Necrophiliacs, Creeps
Abilities: Standard Vampire Abilities, Necromancy, Shadow-Play
A very pure bloodline of French and Italian origin, many have hinted or more than hinted that the purity comes from a carefully curated mixture of necrophilia and incest. While it is fairly parallel to the story, it still might count as a spoiler that Clan Umbra is entirely loyal to the Cult of Shade and has been since time immemorial: however, the Minders have known about this for long enough to prepare “ contingencies” for this primarily European bloodline, a shadow war between the Minders (aided by the Gargoyles) and Clan Umbra that can be assumed to happen somewhere between the events of Gilead/Vampires Will Never Hurt You and the events of Hope In The Mists.
Vulgar Names: Gypsies, Pikeys
Philosophy: Wild Hunt
Abilities: Standard Vampire Abilities, Hypnotic Gaze, Levitation, Fascination
Not all Romani are vampires but Romani vampires consider themselves Romani first and vampires second. Every stereotype and epithet assigned to real world “Gypsies” is stapled to the Romani Clan by the other vampires of the world. They are almost universally distrusted and regarded with at best suspicion. It is the fact that vampires as a rule don’t particularly trust each other—that and the delicate internal politics of the Cotillion and the Wild Hunt and the other minor bloodlines not worth mentioning here—that allows the Romani clan to navigate vampire society as well as it does, perpetually a potential “enemy of my enemy” to someone.
For any VtM players who didn’t follow, here’s how I collapsed the original thirteen or fourteen clans into seven. Clan Assamite and Followers of Set: Clan Nightshade; Clans Ventrue and Tremere: the Minders; Clan Brujah, not used; Clan Malkavian, not used; Clans Tzimisce and Nosferatu, Gargoyles; Clans Toreador and Tzimisce, Clan Rose; Clans Giovannni and Lasombra, Clan Umbra; Ravnos, Romani.
Standardizing Vampire Abilities Kind Of Sort Of Without Numbers
Abilities and weaknesses. And did I mention standardizing and without numbers? What an ask of an ex game designer. Vampires in fiction are like snowflakes, no two are exactly alike, from the sparkling twinks of “Twilight” to the bloody tornadoes of fangs and rust from Ben Templesmith’s and Steve Niles’ work on 30 Days of Night. Here is my best attempt at presenting MOSTLY WITH WORDS AND NOT NUMBERS YOUR BASIC GILEAD/VWNHY vampire’s abilities.
Strength: Anywhere between twice and ten times as strong as a minimum would be your basic range. Double the range for each century the vampire’s been alive. In areas where agility and skill also inform strength (like swinging a sword), hundreds of times human competence might be seen. A vampire who had spent two centuries serving as samurai could cut you apart before you saw his hand move.
Toughness: Largely indifferent to bullets except for large caliber shotgun blasts and the like which only slow them down. Decapitation kills, impalement paralyzes, usually the former than the latter. Anything else (fire, blades, blunt force trauma, just plain running them over with cars) damages them normally, but they have a hyperbolically quick regeneration factor. Let’s stay it starts as Wolverine/4 and doubles for every two centuries they survive as a vampire. It never reaches a speed greater than, Wolverine x 4 but in terms of what a vampire can regenerate from, the rules of ridiculousness are “weapons free”. As long as it has blood to drink, a vampire can regenerate to more or less “full health” after being burned in a fire until nothing but a blackened skeletal husk remained. Exactly this happened to Lorenzo in Gilead. The only thing that stops vampiric regeneration is the paralyzing stake through he heart.
Speed: Any vampire can move too fast for you to see. The differences in speed that come with clans and centuries only matter in showdowns between vampires. Vampires are more perceptive than humans—about as perceptive as a wolf at night, with human intellect—but they can still be surprised. A vampire that isn’t paying any attention isn’t any harder to hit than a human that isn’t paying any attention.
Weakness: The Sun: Each clan reacts a little differently. The sun destroys young blood of Clan Nightshade and the Gargoyles and instantly incinerates even elders of Clan Umbra. Elders of Clan Nightshade and Elder Gargoyles are deeply sickened and weakened by the sun. For the Minders and Clan Rose, sun means weakness and unconsciousness for young bloods, and an inability to use your powers even for elders. For Clan Romani and the Loup-Garoup, young blood felt weak and sickly in the daylight, but sufficiently aged Elders suffer no special handicap from the sun.
Other Weaknesses: All but the oldest elders can enter a domicile without special permission and cross running water; only the oldest elders need sleep in the soil of their homeland. If a cross is brandished at a vampire, what matters is the faith of the holder in the object. So a Star of David in the hands of a pious Jew is better than a crucifix in the hands of a half-assed Christian. Holy water see above: the person doing the blessing needs to be a true believer. By the same principal, areas that count as “hallowed ground” will be rare. Garlic does not do anything. Only the Loup-Garoup care about silver bullets or other things made of silver. Most vampires would list “fire” under their dislikes.
Innate Abilities: Most vampires have telekinesis of a level commensurate with their age. All vampires can telempathically communicate with their children.