Clan Tremere

Clan Tremere is the second youngest of the vampiric clans, having just come into existence during the Dark Ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather – and in their bid for power, the Tremere have accumulated more enemies than most.

The original Tremere clan weakness consists of an initiation, which requires all neonates to drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood Bound to the clan, and therefore must watch their step very carefully when around their leaders. Upon the introduction of V20, the clan weakness was modified to run more deeply with the blood the Tremere study so: vampires of Clan Tremere are blood bound by only two draughts of another Kindred's vitae. The first draught is treated as if another vampire had two. As of V5, the clan weakness has changed to reflect recent events within the clan's history: the Tremere are no longer able to create Blood Bonds with other Kindred through normal means. Tremere also have the Compulsion of Perfectionism: nothing but the best satisfies the vampire. Anything less than exceptional performance instills a profound sense of failure, and they often repeat tasks obsessively to get them "just right". Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labors under a two-dice penalty to all dice pools. The penalty is reduced to one die for a repeated action and removed entirely on a second repeat.