# [[12 Clan Bane Variants|Clan Bane Variants]]
One of the fundamental traits of the vampire clans is their Bane. While there is overlap between [[52 Disciplines|Disciplines]], stereotypes, and the mortal spheres toward which they gravitate, each Bane is unique — as much a characteristic as a curse. Due to the nature of some stories, not all Banes will have much of an impact, or conversely might make a clan completely unplayable. A nomad-style chronicle makes the [[09 Ravnos|Ravnos]] Bane inconsequential, while a story focused on survival in the gutter might blow the [[16 Toreador|Toreador]] Bane out of proportion. This chapter presents alternative Banes for all clans, allowing troupes to switch them out in order to keep the setting fresh or to make sure that all clans stay playable. Any Bane variants should apply to clans as a whole, though, as they are a lineage’s signature trait and not an individual quirk. (This does not apply to the Twice Cursed Flaw, as it represents an extension of the Bane, not a swap.)
## Banu Haqim: Noxious Blood
Death lurks in the Blood of the so-called Assassins. While its effect on other vampires is the same as any vitae, it is poison to mortals and risks the life of anyone the [[05 Banu Haqim|Banu Haqim]] would try to make their ghoul or Blood Bond.
$\quad$A mortal drinking the Blood of a Banu Haqim vampire suffers Aggravated Damage equal to the Bane Severity of the vampire for each Rouse Check’s worth of Blood ingested. In addition, Banu Haqim vitae cannot be used to heal mortal injuries (see [[24 Ghouls#Maverick]]). Banu Haqim vitae does not have any other toxic properties; in amounts below the quantity needed to create a Blood Bond, it inflicts no damage even if injected directly into the bloodstream, for example.
*This variant is useful when the chronicle is focused on mortal society and interaction over that of other vampires. Banu Haqim ghouls will be rare, with only the hardiest mortals able to survive the tainted power they provide.*
## Brujah: Violence
Unliving vectors of revolt, the [[12 Brujah|Brujah]] cannot help but change things — often violently and not always for the better. While all vampires harbor a capacity for destruction, a hungry Brujah always does some kind of damage.
$\quad$On a messy critical result on any Skill test outside of combat, a Brujah vampire causes damage (physical or mental, depending on the situation) to the subject of their interaction equal to their Bane Severity, in addition to any other result of the Hunger dice. The damage is Aggravated unless the player spends a point of Willpower, making the damage Superficial instead.
*This variant makes sense in a chronicle where Frenzy – including the regular Brujah Bane – rarely comes into play either because of the narrative or the troupe going for a more rules-light approach.*
## Gangrel: Survival Instincts
Nothing matters more to the Animals than survival. Among the most tenacious of all vampire clans, the [[13 Gangrel|Gangrel]] can endure almost anything and thrive in the harshest conditions. Where the Beast can often put a vampire in unfavorable situations, a Gangrel’s instincts are calibrated foremost to make sure they see another night.
$\quad$Subtract dice equal to the Bane Severity of the Gangrel from any roll to resist Terror Frenzy. This cannot take the pool below one die.
*This variant is good for danger-filled chronicles where fire and sunlight are constant threats but where mental and social conflicts are less common, or if the troupe just doesn’t want to bother with tracking temporary dice penalties.*
## Hecata: Decay
The [[06 Hecata|Hecata]] connection to death and entropy cause them to practically radiate decay, slowly eating away at things both living and inert in their vicinity. Their havens turn decrepit in a matter of nights, plants wither around them, and even mortals grow haggard and sickly from prolonged exposure. Some Hecata come to terms with this, making do with dilapidated havens and few, if any, mortal servants. Those who don’t must spend considerable time and effort to keep their assets from decaying around them.
$\quad$Hecata vampires suffer additional dots in Flaws equal to their Bane Severity divided as they see fit among Retainer, Haven and Resources Flaws. These can either be taken at character creation or “bought off” by paying twice the amount of Background dots. In addition, purchasing dots in these Advantages costs an additional amount of experience points equal to Bane Severity.
*If the chronicle does not emphasize feeding scenes or the characters are able to procure vessels in more controlled ways, this variant can provide an interesting angle on the Hecata.*
## Lasombra: Callousness
Whether from their tendency to select particularly ruthless mortals for the Embrace or that _something_ gnawing at their psyche, [[07 Lasombra|Lasombra]] vampires tend toward the inhuman, regardless of sect or unlifestyle. Something just seems off about them and Lasombra who care about their sanity must be extra careful, lest their Beast take another bite out of their Humanity.
$\quad$When making a Remorse roll, deduct a number of dice equal to the Bane Severity of the Lasombra vampire. This cannot reduce the dice pool below one die.
*Chronicles that focus on Humanity and the loss of it can benefit from this variant, as can chronicles in historical settings that are light on technology.*
## Malkavian: Unnatural Manifestations
Even the most mundane-seeming Oracle raises the hackles of those around them when they tap into the powers of their eerie Blood. Although they rarely recognize the source of these sensations, mortals respond with notable unease when a [[14 Malkavian|Malkavian]] uses their powers, and other vampires can readily recognize the presence of a fellow undead.
$\quad$Whenever a Malkavian uses a Discipline power, mortals in close proximity (roughly in the same room or equivalent) are spooked and any social interaction with them apart from intimidation suffers a dice penalty equal to the Malkavian’s Bane Severity. This sensation isn’t Masquerade-breaking, but the mortal is struck by a sudden fear or dislike of the vampire, lasting one scene. Other vampires experience a similar sensation, instantly recognizing the Malkavian as a vampire, though no penalties apply to interactions with them.
*If the troupe wants to emphasize the discomfiting nature of Malkavians and highlight their weirdness, this variant can fit the bill.*
## Ministry: Cold-Blooded
Often compared to that of serpents, the Blood of the Ministers runs cold in more ways than one. Without fresh, warm blood in their veins they find it impossible to mimic the breath and heartbeat of a mortal, and even then the act requires considerable effort.
$\quad$A vampire of the [[08 Ministry|Ministry]] can only use Blush of Life if they have recently fed from a living vessel (in the same scene or up to roughly an hour ago, at the storyteller’s discretion), and when they do it requires a number of Rouse Checks equal to their Bane Severity rather than just one.
*Social and subtle chronicles where smooth interaction with mortals is at a premium can add tension to this variant.*
## Nosferatu: Infestation
No matter where they go or try to hide, swarms of vermin follow the [[15 Nosferatu|Nosferatu]]. Some are plagued by swarms of rats, others act as a beacon to roaches, while still others cannot get rid of the damn pigeons or their leavings. In many cases all of the above and more. No matter where they make their haven, they soon drive all other inhabitants away. Even a quick stop can provide unwelcome guests that stay long after the Sewer Rat leaves.
$\quad$A Nosferatu Haven is always infested with vermin_,_ causing a penalty equal to two plus their Bane Severity to any attempt at an activity (by anyone) that requires concentration, as well as social tests at the Storyteller’s discretion. In addition, any time a Nosferatu vampire spends a scene at an enclosed location, the vermin infestation yields a similar effect, though the penalty is equal only to the vampire’s Bane Severity. Any attempt to (temporarily) control the vermin with Animalism is done at a penalty equal to Bane Severity.
$\quad$Note that with this Bane, Nosferatu are not necessarily deformed, though they can still be weird-looking, if desired.
*Try this variant Bane if you want your chronicle’s Nosferatu to be repulsive in ways other than how they look, and to provide them with a more visible presence. Be aware that Nosferatu in this chronicle are unlikely to be invited to Elysium, unless they bring their own pest control crew.*
## Ravnos: Unbirth Name
[[09 Ravnos|Ravnos]] vampires rely on a single inviolable truth to anchor them as they ply their trade on the edge of the real: their name. Whatever name they went by at the time of their Embrace, the Tricksters take great care in hiding it, for anyone who knows this “unbirth name” gains power over them.
$\quad$Anyone who speaks a Ravnos’ unbirth name to their face receives a bonus equal to the Ravnos Bane Severity to resist their Discipline powers, and the Ravnos suffers an equal penalty to resist supernatural powers used by the name-wielding opponent.
*If the regular Bane would be too oppressive or insignificant (in very stationary or nomadic chronicles respectively) this variant can help define the Ravnos clan instead.*
## Salubri: Asceticism
Something in the Salubri resists the vampiric condition, and the more they indulge their Hunger, the less inclined their Blood is to obey them. Only in abstinence are they free to employ the full extent of their powers, as a Salubri vampire needs the pangs of starvation to avoid stymieing their supernatural abilities.
$\quad$When their Hunger is below three, Salubri vampires suffer a penalty equal to their Bane Severity to any Discipline dice pools. This is in addition to the third eye, described in the [[10 Salubri#Bane|Salubri Bane]] section.
*This variant provides characterization of the Salubri in chronicles where their hunted status isn’t practical or interesting to focus on, such as when the player coterie provides the majority of the vampires in the domain.*
## Toreador: Agonizing Empathy
The curse of the [[16 Toreador|Toreador]] is that they feel too much — sometimes literally — of the sensations around them. Especially in intimate moments such as feeding, a Diva physically suffers the agony they inflict on a mortal, damage to their dead bodies mimicking the harm inflicted on the vessel.
$\quad$When a Toreador vampire feeding causes damage to a mortal, the vampire suffers similar (usually Aggravated) damage in return, though a single feeding cannot cause more damage than their Bane Severity. The damage takes the form of involuntary internal bleeding, the vampire exhibiting vivid bruising in whatever spot matches the bite location on the victim.
*With the regular Toreador Bane being subject to a lot of Storyteller adjudication, this variant can fit troupes that desire stricter systems.*
## Tremere: Stolen Blood
Descending from vampires who appropriated the curse of Caine, [[17 Tremere|Tremere]] vampires are unable to utilize their Blood as effectively as Kindred of other clans. While they are able to call on it for Disciplines and animation, the inherent ability to perform superhuman feats is far harder for Tremere.
$\quad$When a Tremere vampire performs a Blood Surge they need to make Rouse Checks equal to their Bane Severity. If these Rouse Checks raise the vampire’s Hunger to 5 or higher, they can choose whether to back off their Blood Surge or to perform it and then immediately hit Hunger 5 afterward.
*This variant is useful when the chronicle focuses on vampire society and interaction over that of mortals, or if Blood Bonding is rare, such as in some Anarch domains.*
## Tzimisce: Cursed Courtesy
Just as many [[11 Tzimisce|Tzimisce]] are deadly serious about their own haven and property, so are they compelled to treat that of others. A Tzimisce vampire entering someone else’s home uninvited suffers severe distress and an almost physical desire to leave.
$\quad$A Tzimisce vampire wishing to enter a place of residence (homes and havens alike) uninvited must spend Willpower equal to their Bane Severity and also suffers a similar dice penalty to their Discipline pools during their stay. The invitation must be made by someone who lives (or unlives) there, and thus only actual inhabited homes or havens fulfill this condition. The Tzimisce can freely enter public or abandoned buildings; and flats or apartments count as separate homes for this purpose. Edge cases are left to the Storyteller’s discretion.
$\quad$Tzimisce using this Bane cannot take the corresponding Folkloric Block as a Flaw.
*If the chronicle is set in an established domain with few, if any, changes of haven, this variant Bane shines another spotlight on Tzimisce characteristics.*
## Ventrue: Hierarchy
While many [[18 Ventrue|Ventrue]] seek to lead, they are also swift to obey their superiors. In many cases chosen for a pragmatic mindset, Ventrue childer learn to heed their sire, and their Blood-borne instincts often make them yield in a similar way to any vampire of older Blood.
$\quad$A Ventrue vampire suffers a penalty to their Discipline dice pools equal to their Bane Severity when attempting to use their powers on a vampire of lower generation. They must also spend Willpower equal to their Bane Severity if they wish to directly attack a vampire of lower generation.
*If the chronicle does not focus on feeding scenes or the characters can procure vessels in more controlled ways, this variant helps define the Ventrue as everything from honoring anachronistic feudal social codes to being unabashed bootlickers.*
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