CLAN MEKHET PDF

The Mekhet embody the idea of a shadowy vampire lord, omniscient and unseen. Nicknamed “Shadows” by the other clans, Mekhet are. Vampires have always been creatures of the night by design, but none more so than the dwellers in darkness who compose Clan Mekhet. The Mekhet are omnipresent. The Tremere appeared as a pillar of clan loyalty. The Mekhet aren’t any more loyal to their clan than any other.

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It is assumed that each clan descended from a single progenitor, who passed to each of his descendants, or childerhis unique gifts and flaws.

They are often called Succubieven if they are male a few males insist upon being called Incubi instead, but most do not bother. You should check them out.

Unlike the previous game, even members of bloodlines can be said to belong to the parent clan also. Who are you trying to be now? Ventrue are regal vampires who value power and dominion to the point of obsession, self-styled “lords of the night” they represent vampirism as a metaphor for maddening power, like Bram Stoker’s Dracula.

Clan Mekhet

The Gangrel embody the idea meknet vampires as predatory feral demons. Of course, indulging Vice carries its own drawbacks such as accelerated loss of humanity. Each House is instigated to claim vengeance for this kingdom by their Specters, the spirits of the noble women slain by the Kindred.

The hallmarks of the clan are stealth and wisdom, so it is entirely fitting that they are associated with darkness — the better to hide them and the source of the knowledge they exhume. The clan’s symbol is a caln brush-stroke rendition of a predator’s eye, seemingly made up of various animals.

This version of VII is actually split into six clans with their own set of Disciplines, favored attributes, and weaknesses: The relationship a Coan maintains with his obvious inhumanity and its social implications varies greatly, ranging from crippling self-pity to ecstatic pride; some hide their hideousness while others revel in it, marveled at what they have become, as each one explores his own otherness uniquely.

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The meihet facilitators of Kindred society, the keepers of secrets. Vampires have always been creatures of the night by design, but none more so than the dwellers in darkness who compose Clan Mekhet. Although they compose a clan born of darkness, these Shadows, as they are mkhet, interpret that darkness in many ways. And so the Mekhet struggle for position, swapping Masks as they move up and down the ranks.

The Requiem Clans and Bloodlines Werewolf: The Mekhet feel their sense of self slowly fray away and unravel around them, leaving them clutching to whatever artificial fragments of identity they can claim.

Mekhet bloodlines

Agonistes Mediterranean historians and philosophers who seek to record and retain the knowledge Kindred lose over time and in torpor ; Mnemosyne fervent vampires who possess the ability to share memories and experiences through blood ties ; the Morbus lineage of European origin that suffers the Requiem with tainted Vitae; Norvegi an inbred, degenerate cult of spies and thieves ; Sangiovanni Venetian necromancers who maintain a tight family structure that Embraces exclusively from its own mortal stock.

They are especially gifted in Vigor superhuman strengthObfuscate supernatural stealthand their unique Discipline, Nightmare, that taps into a target’s worst fears forcing it to live them.

They favor the virtues of self: The Akhud’s clan disciplines are Celerity superhuman speedPraestantia superhuman dexterityand Obfuscate supernatural stealth. JavaScript is currently disabled. Less philosophical and more viscerally impassioned Shadows are often drawn to the ranks of the unaligned, whose ideology of freedom or anonymity… is an easy fit for the wild at heart.

The Mekhet originated in Egypt and are believed to be one of the oldest clans.

The Akhud clan weakness makes them unable to knowingly harm or betray other members of their clan or the mortal descendants of their founder. We’ve already been saving your edits, so if you upgrade now you will have instant access to your previous versions. But by doing this, hiding on the fringes, listening to other people live their lives or experience the highs and lows of their Requiems, they become something less… something hollow.

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A Mekhet infiltrator is gracious or invisible, not a sloppy vandal. The idea of single source is not certain. Retrieved from ” https: Nonetheless, some clanwide structure does exist. The Masquerade — Redemption. In the role-playing game Vampire: Yet more Mekhet are diviners of secrets, questing after information itself forgotten and thus relegated to the darkness of memory.

In addition to the Primogen in any Mekhetheavy city, the Shadows often give more deference to a Priscus in clan affairs than do members of other clans, particularly if a Priscus has mekyet a reputation for wisdom. The Requiem by White Wolf Game Studiovampire characters belong to one of five fictional clanseach of which is representative of an archetype in vampire literature.

Clans and Bloodlines in Vampire: The Requiem – Wikipedia

Unsourced material may be challenged and removed. The Shadows Vampires have always been creatures of the night by design, but none more so than the dwellers in darkness who compose Clan Mekhet. The Dark Ages Victorian Age: A Daeva who has an opportunity to indulge his favorite vice and fails to do so finds his resolve weakened reflected in the game mechanics as lost Willpower points.

Additionally, the Akhud are tormented by dlan whispers of the demon Shaddad, represented mechanically by a small penalty to derangement rolls, as well as a penalty to resist frenzy in any scene in which they speak, write, hear or read the name Shaddad.

In terms of game mechanics, this translates as a reduced experience point cost to learn them. It’s like having a rewind button for your campaign. Vampires of sufficient age and potency of blood may create their own bloodlines rather than joining ones already established; the process is clxn, and no vampire may belong to more than one bloodline. Some Mekhet prefer to keep close to where the action is.