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
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