saber de clanes 344257123-V20-Lore-of-the-Bloodlines-11056187-pdf | Page 36

using mystical blood rites to enforce loyalty. Still, some spirits desire war and vengeance more than autonomy, and you’ll find plenty of that with the Sabbat. These Gargoyles will tell you they are sick of hiding and brooding. They want to do what they were made to do; destroy enemies. Whether out of mercenary loyalty or anarchistic love of destruction, these Gargoyles are a terrifying sight. Often, because we rarely declare our allegiances loudly, we’re lumped in with the Anarchs. They do make fine companions, since they are usually accepting of both our obvious appearance and our desire to not be tied down to one location. A few of us do believe in the cause, especially those who want the Tremere to pay for the crimes they committed during our creation. Friction occurs when they assume we’re interested in all their causes, which rarely happens. While Sects are a way of life for many Kindred, we rarely feel an urge to join. We fought for our freedom centuries ago. Joining a Sect can feel like trading one set of chains for another. Character and Traits Concepts Impeccable Majordomo You may look like a monster, but you pride yourself on your politeness and efficiency. You are trusted to run a holding all on your own, be it a chantry or perhaps a haven held by a coterie of Kindred. Newcomers put off by your fearsome looks are won over by your dry wit, your excellent taste in clothing, and your ability to quote the classics. Your calm demeanor can deceive some into thinking you’re a pushover, which is a fatal mistake. You’ll play the brute when necessary, though you’ll feel terrible about it the next evening. You’d much prefer a good book or a game of chess to the vicious politics of vampires. The Thing in the Basement They keep you in chains so that when you are unchained, you run hard and fast at wherever they point. They keep you hungry because they want you to tear apart whatever needs to be killed. They keep you out of sight of other Kindred, so the frightened tales they tell make you seem bigger and scarier when you are seen. You are a blunt, brutal solution to your master’s problems. You enjoy solving them, for the most part, as long as you don’t have to clean up the mess afterwards. You may be a dog on a leash, but that doesn’t mean you don’t enjoy the steaks that get tossed your way. Abolitionist The mere thought of how many of your brothers and sisters still willingly call themselves slaves drives you to the edge of frenzy. It’s been six hundred years after the Gargoyle Revolt, and so many still willingly live in the houses of those Tremere bastards. If they won’t free themselves, you must take up arms and protect your brothers and sisters by striking down the slave masters and breaking the chains. They’ll thank you when they are free. You’ve developed a reputation as a troublemaker in most cities, but you know that every city has need for someone that shakes up the status quo. You’re willing to ally yourself with anyone so long as they agree to assist your cause. Combination Disciplines The Shoulders of Atlas (Flight ••, Potence ••) The power of flight is one of the reasons the Gargoyles have existed for so long. Usually, they can only carry a limited amount of cargo based on their mastery of Flight. This combination allows them to apply some of their superhuman strength to carry bigger amounts at lower levels of Flight. System: This combination allows dots of Potence to count as dots of Flight when determining a Gargoyle’s carrying capacity (V20, p. 448). For example, if Jurgen the Gargoyle has Flight 2, Potence 2, and this ability, Jurgen can take off with 50 pounds/25 kgs of load but carry up to 100 pounds/45 kgs while flying. Speed is still limited by the mastery of Flight. This power costs 12 experience points to learn. Falconer’s Dive (Flight •, Visceratika ••••) Gargoyles swoop down on their enemies like few other Kindred can. “Death from above” is a common tactic of these vampires, but a select few can streamline their diving forms for minimum wind resistance and maximum impact on a target. System: The Kindred spends a point of Willpower to subtly make their body more aerodynamic as they fall. Using this ability requires room to maneuver high in the air or a great height to drop from, like the edge of a skyscraper. The Kindred makes a Dexterity + Athletics roll (difficulty 7) as an action. For each success rolled, they subtract 1 from the difficulty of their next Brawl or Melee roll on a target below them (minimum difficulty of 3). The Kindred must make the roll as their next action or they lose the bonus. Using it LORE OF THE BLOODLINES 35