Ventrue
You were born to rule, and your Embrace made it official.
What Are You?¶
You were Embraced because you already carried yourself like you were in charge. The Ventrue recruit from overachievers, power brokers, royalty, and people who've spent their mortal lives accumulating influence; politicians, executives, military officers, old money heirs, and anyone who treats authority as a natural state rather than something to be earned. Your sire chose you because the Clan's most sacred tradition is the Embrace itself, and a Ventrue who Embraces a weak link embarrasses the entire lineage. You are expected to lead. Anything else is beneath you.
The Ventrue are the establishment. They make the rules, enforce the rules, and punish anyone who breaks the rules, which conveniently keeps them at the top. For centuries, the Ventrue have held more positions of power than any other Clan and they will fight to keep it that way. These nights, open leadership is too dangerous; the smart ones operate as shadow directors, reclusive donors, and silent partners, influencing mortal institutions from just off-stage. They resent having to hide, but they're pragmatic enough to do it anyway. In a Coterie, every Ventrue considers themselves the natural leader, and they might even be right. They're also the ones most likely to keep the group functional through sheer force of organizational will.
The cost is your palate. Your blood is excruciatingly particular about what it will accept. Every Ventrue can only feed from a specific, narrow category of mortal that caters exactly to their taste. Anything outside your preference comes right back up. This turns every feeding into a logistical exercise, and the more obscure your requirement, the harder your nights get. You're the most powerful Clan at the table but you can be brought to your knees by not being able to find the right lunch.
Disciplines¶
Choose 2 to start: Dominate | Fortitude | Presence
Bane: Rarefied Palate¶
At character creation, define your exclusive feeding preference: a narrow, specific category of vessel (e.g., redheads, military veterans, people experiencing grief, individuals of noble descent, methamphetamine users, etc.) Blood from anyone outside your preference provides no sustenance; you vomit it back up within moments. Ventrue with the Blood Leech Predator Type are especially susceptible to going hungry.
You can sense whether a vessel matches your preference by spending a moment in close proximity and rolling +Wits; on a 7+, you know for certain if they fit the bill. It's like sniffing your food to check for mold.
At Blood Potency 3+, the dietary restriction narrows further — work with your Storyteller to define how. What was once "soldiers" might become "combat veterans with active PTSD." What was once "redheads" might become "natural redheads under 30." The pickier you are, the better they taste.
Compulsion: Arrogance¶
When you perceive a situation as leaderless, disorganized, or poorly handled, your blood demands you take command immediately and visibly.
Until someone obeys a direct order you've given without supernatural enforcement or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls not dedicated to establishing authority. The order must be genuine, not a technicality or contrivance (telling someone to pass the salt doesn't count).
Clan Perks¶
You get 2 unique abilities:
Tactical Command: When you give a direct, specific order to a Coterie member or another ally during a tense or dangerous situation and they follow it, they gain Advantage and +1 Forward on the roll to execute it. You can only issue one such order per scene, so make it count.
Unyielding Privilege: You have weathered many years of plots, betrayals, and attempts on your unlife (or you carry the blood of those who have). When you Stay Chill to resist mundane or supernatural coercion, mental domination, or intimidation from any source, treat a roll of 6- as a 7-9.
Clan Experience¶
Once each per session, gain +1 XP when you...
- Organize your Coterie's actions in a way that leads to a measurably better outcome than individual effort would have
- Navigate or leverage mortal institutions (finance, law, government, media) to advance your Coterie's position
- Maintain your composure and authority in a situation where losing either would have had serious consequences
Archetypes¶
- Executive: Decisions flow upstream. Consequences flow downstream. You manage both.
- Blood -1 | Shadow +0 | Resolve +1 | Demeanor +2 | Wits +1
- Commander: Your Coterie is your unit, and you will drag them through hell and back whether they like it or not.
- Blood +1 | Shadow -1 | Resolve +2 | Demeanor +1 | Wits +0
- Old Guard: You remember when the rules meant something. You intend to remind everyone else.
- Blood +0 | Shadow +1 | Resolve +1 | Demeanor -1 | Wits +2
- Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1