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Tremere

Knowledge is power. You stole both.

What Are You?

You were Embraced because you had the mind for it. The Tremere recruit from academics, occultists, researchers, surgeons, and anyone whose hunger for knowledge borders on compulsive. Your Clan was founded by a cabal of mortal sorcerers who couldn't accept their own mortality, so they stole the secret of vampirism through ritual experimentation, murdering thousands of mortals and vivisecting hundreds of Kindred to crack the formula. They got what they wanted, and it got them right back. Every Tremere carries that original sin in their blood, and the other Kindred Clans have never let them forget it.

For centuries, the Tremere maintained a rigid internal hierarchy called the Pyramid, enforced through magical Blood Bonds that chained every member to their superiors. Then the Second Inquisition found their headquarters in Vienna and burned it to the ground. The Pyramid shattered, the bonds broke, and the Clan scattered. Now the Warlocks operate as independent agents; some cling to the old ways, some embrace the chaos, and all of them are selling their services to whomever pays most handsomely. Blood Sorcery (particularly the Rituals) is the Tremere's unique currency, and the other Clans need it badly enough to tolerate the vampires who practice it. You are useful, mistrusted, and fully aware of both.

The cost is control; specifically, losing it. Your blood can no longer bind other Kindred. The very tool your Clan used to enforce loyalty for centuries simply stopped working, and nobody actually knows why. You can still be bound by others, which means the leash only works in one direction now. In a society built on leverage and obligation, that asymmetry is a serious vulnerability, and every Tremere feels it.

Disciplines

Choose 2 to start: Auspex | Blood Sorcery | Dominate

Bane: Defanged Blood

Your Vitae cannot Blood Bond other Kindred. The tool your Clan used in ages past holds little sway over others. You can still be Bound by Kindred from other Clans, but your blood offers no such leverage in return. You can still Bond mortals and Ghouls, but it takes an additional number of Feedings equal to your Blood Potency (minimum 1) beyond the normal requirement for the Blood Bond to take hold.

Compulsion: Perfectionism

When you fail to meet your own exacting standards (a roll result you consider beneath you, a sloppy outcome, an imprecise solution), you feel compelled to repeat the task until it's flawless.

Until you achieve a 12+ on any roll or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls. If you repeat an action you've already attempted in this scene, reduce the penalty by 1 (minimum 0) on rolls to do it right this time.

Clan Perks

You get 2 unique abilities:

Arcane Appraisal: You can identify the presence and general nature of supernatural effects, Blood Sorcery, active Disciplines, wards, and curses without rolling. You sense the fingerprints of the Blood the way a chemist reads a reaction. Determining specific details (who cast it, when, exact parameters) requires Catch the Scent or Discipline use.

A Warlock's Services: When you use Blood Sorcery or occult expertise to solve a problem for someone outside your Coterie, you automatically create a Debt over them. They may not acknowledge it, but the Blood remembers who owes whom. Within the Coterie, your services are technically free, but your Coterie members each owe you 1 starting Debt at character creation. Don't let them forget it.

Clan Experience

Once each per session, gain +1 XP when you...

  • Acquire forbidden, rare, or dangerous knowledge that no one else at the table possesses
  • Perform Blood Sorcery or a ritual that meaningfully advances the Coterie's goals
  • Leverage your expertise to extract payment, favors, or concessions from someone who needed your help

Archetypes

  • Scholar: The answer exists, you just haven't found the right book yet.
    • Blood -1 | Shadow +0 | Resolve +1 | Demeanor +1 | Wits +2
  • Witcher: Theory is useful. Practice is better. Results are everything.
    • Blood +2 | Shadow +1 | Resolve +1 | Demeanor -1 | Wits +0
  • Iconoclast: The Pyramid fell and the old guard failed. Time to build something that actually works.
    • Blood -1 | Shadow +1 | Resolve +0 | Demeanor +2 | Wits +1
  • Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1