Vampire The Masquerade Builds

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Apr 12, 2010  Tremere is probably the best ranged oriented vampire. Thaumaturgy is great and domination is great too, just alternate between blood missiles, mass blood missiles, suicide and blood explosion to dispatch every mob of enemies quickly and without losing much blood. And with auspex You can also own in ranged combat. Vampire the Masquerade: Bloodlines Character Creation So I finally got my copy of Troika Game's VTM:Bloodlines working on Steam again. However, the last time I played I got owned pretty much at every turn, so I figured I'dd turn to the boards to help me out.

The tabletop roleplaying game that started the line., the game's publishers, subverted many tropes of roleplaying games from the late 80s by making the player characters monsters (as opposed to heroes who hunt them) and installing a that makes violence a dubious solution in many situations. Vampires are divided up into clans (loose 'families' of related vampires with similar habits and traits), who in turn congregate in sects (broad—and warring—political parties of vampires who don't see eye-to-eye on a vampire's place in the world). The Camarilla, the status quo power holders of the setting who emphasize secrecy and indirect control of the human world, initially boast seven clans in their ranks: the rabble-rousing, independent minded; the aloof and wild; the bugshit insane; the disfigured and shadowy; the artsy and passionate; the magic-wielding; and the refined but power-hungryAt direct war with the Camarilla are the Sabbat, a sect of vampire anarchist religious fanatics who say to hell with hiding from humans. Oddly, there are only two clans wholly steeped in the Sabbat (with the rest of the ranks filled by outcasts from their parent clan): the and the. There are four clans who fancy themselves independent: the Assamites, Middle Eastern; the Followers of Set,; the Giovanni, an inbred; and the Ravnos. Jack: A Tzimisce? Those are some creepy evil bastards.

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Ran into one down in Mexico, had this whole village of experiments, like nothin' you ever seen in a movie. Sick, sick shit. Only really true of some Tzimisce - their motivation is more often toward a greater understanding of their discipline Vicissitude, the Path of Metamorphosis or both. Metamorphosis regards sharing information as a sin - if you aren't able to find out a secret then you aren't entitled to be given it. Dr.

Netchurch's motivation. By inflicting the same injury every time to test subjects and measuring their need for blood, he has discovered the blood point, which he terms VEU (vitae effectiveness unit). Netchurch responds to allegations of unethical practices by stating that every test subject has signed a disclaimer and is happy to participate.

What the Malkavian doctor does not realize is that he unknowingly Dominates others to become test subjects.: Cappadocius was diablerised on the fourth of April, 1444: 4/4/1444.: And then From Bad To Worse again. With on the horizon, that's the most logical direction of plot development, really.: Mentioned in the original Clanbook: Tremere, St. Germain was an accomplished healer and alchemist who did generally good things and was never witnessed feeding. In fact, it is rumored he created an elixir to provide himself sustenance.

Though linked to Clan Tremere, he is thought to be something much older. This was also the schtick of many Healer caste Salubri, with a lot of them taking on such roles as the village healer, benevolent priest, community spiritual advisor or charitable stranger.: Quite common among ancillae and elders. Some of the oldest Methuselahs have never gotten used to this newfangled invention called clothing. As pointed out in the Revised Edition core rulebook, this can make them easily-identified (though not always easy to kill) targets for hunters - after all, a vampire wearing 18th-century clothing in a modern dance club is definitely going to stand out.: A holdover from the very first edition, when Clan Malkavian was all about playing pranks on people and talking to faeries. Later editions' attempts to focus on the tragedy and seriousness of mental illness were often overshadowed by players playing 'wacky' vampires.

In LARP parlance these 'wacky' Malks are often referred to as Bunny Eared Malks, Fluffy Malks, or Fish Malks.: The natural enemies of the vampires are the eponymous creatures from the sister game.: And how! Many campaigns have become entirely self-sustaining (the Storyteller only serves as referee) because of this. Probably the best part is the occasional mention that the entire Jyhad, the long-running game of control and conquest between vampires, may have started as a practical joke. Oh, Malkav.: A very common starting enemy in most chronicles. Good as expendable, and little else. They are to VTM what Orcs and Goblins are to D&D.: The Brujah were originally philosophers.

Not so much these days.:. A particularly horrifying version: many Tzimisce use their fleshcrafting power to create lairs that are at least partially made out of the still-living flesh of their hapless ghouls. And then there's the Tzimisce Antediluvian, who figured the ghouls were hogging all the fun and became the bedrock of one of the biggest cities in the world. Poor.: The Presence discipline.: Quite a few examples. Animals are agitated by the presence of vampires without the Animalism discipline or Animal Ken skill.

Clan weaknesses give many vampires away. Most of them are also unable to keep food down, or approach fire. While Obfuscate may be used to conceal appearance or go invisible, innocents, children and those with True Faith can see through the glamour.

A vampire can only roll as many dice for a Self-Control check as they have blood points available; a particularly hungry vampire will likely lose control when presented with a source of blood sooner rather than later.: Who do you think marked Caine in the first place?.: A chronicle in Berlin By Night revolves around the appearance of an extremely powerful vampire who claims to be Caine. Investigation by the player coterie reveals that he is actually a 5th generation Ravnos being controlled by the Setites, who uses his level 8 Chimerstry to become a performing miracles.: The Assamites were originally portrayed as blood-thirsty monsters hated and feared by the other clans, but the revised clanbook put a much more positive spin on them as warriors against evil. Although later books tried to tone this down a bit, the Assamites are still the clan with the healthiest attitude towards humans, mostly ignoring them altogether. Their Path of Blood has avoiding killing mortals as a main tenet, so all the evil of the clan is directed towards other vampires.: Pretty much the and the.: Definitely in favor of swords, which can inflict lethal damage, while vampires are very resilient to gunfire.

A competent swordsman is a much more serious threat to a vampire than a sharpshooter.: The Brujah's clan weakness. Also true for any low-Humanity vampire.: A consequence of low Humanity. Some Sabbat vampires cannot bring themselves to rise from sleep even if their haven is on fire.: What would happen if an Baali vampire managed to succeed in using the 'Open the Way' power. Fortunately, this ritual is so complex, costly and likely to fail that it never worked in the few times in which it was attempted note When Clanbook: Baali laid the actual mechanics for attempting the ritual out. Well, let's just say it to pull off. And got what was coming to them.: The six surviving Salubri healers (if you believe they actually exist). The Tremere,so they convinced the Camarilla of the supposed horrible crimes comitted by the 'soul eaters'.: The vampires may have run society from the shadows since time immemorial and had a hand in everything from Rome to modern politics.

But it's explicitly stated that the Third Reich was all human-made. Not necessarily out of any moral consideration, mind you, but rather that they hate the idea of their food source killing itself off.: The Blood Brothers bloodline, created by vampire sorcerers to serve as shock troops, consists of groups of vampires that can share their senses and abilities and communicate telepathically. The process by which they’re created also destroys their creativity, individuality and personality.: It's strongly suggested that Malkav currently lives in the head of every vampire of Clan Malkavian as the Malkavian Madness Network, and it's normally tuned down.

When he turns it up, things get. Weird.: Caine cursed the Antediluvians (minus the virtuous ) with curses that stemmed from their own nature. This was passed to their childer.: Potent True Faith can do this. Areas with high Ambient Faith ratings generally cause great discomfort to Kindred; but vampires with low Humanity and self-control can actually be destroyed by them. The Baali's bloodline weakness makes them particularly susceptible to this. Of course, True Faith is rather rare in the World of Darkness.: Cappadocius ignored his childer's objections and embraced Augustus Giovanni, a depraved and ambitious man who would eventually diablerize him and destroy his clan.: The nicest player characters can at best become this.

The sourcebooks make it clear that, even in Golconda or at very high Humanity, a vampire is still an undead monstrosity.: There's the usual thirst for blood, which can lead a starving vampire into Frenzy trying to slake their thirst. And then there's Methuselah's Thirst. Simply put, elder vampires eventually can only derive sustenance from other vampires. But drinking vampire blood induces Blood Bond, so they would go all the way to But what about the truly ancient ones? If your elder needs to drink vampire blood, what would his elder drink?.: One theoretical possibility for a vampire that achieves Golconda is to become human again. Canonically, it's never been known to happen; whether a player could achieve it is left to the Storyteller's discretion. The climax of the 'Wormwood' Gehenna scenario, if your vampire was 'good' enough.

Poor Freox.: While many elder vampires are weird, the Assamite Methuselah Ur-Shulgi doesn't even pretend to anything resembling humanity. It is genderless, looks like a scarred, burned child, its thought processes are completely incomprehensible to lesser beings, and the rules for fighting it can be summed up with '.' .: Dominate powers. Also the first level of the Setites' special magic, which is called 'The Eyes of the Serpent.'

.: Camarilla elders will punish diablerists with horrible deaths and ban the practice in strongest terms - but quite a few of them got to where they are the very same way.: Really evil vampire factions also tend to use alternate based on this trope, so that they may wreck shit and do stuff without instant degeneration into animals.: The curse of the Nagaraja bloodline. Please note that this episode involves grossly unfair treatment of the players’ characters.

The characters become Destiny’s bitches. At every stage, examine the characters’ actions for ways that things might go wrong and make matters worse — and have that happen. In particular, remember that you, as Storyteller, can make Cainite powers fail at any time.: The Brujah antitribu wear purple as a sign of clan affiliation.

Mind, they are generally considered the Sabbat's shock troops. Badass indeed.: Vampires stop aging at the moment of their transformation, which leads to this trope. And often to.: There are settings for the Dark Ages, the, and.: The Followers of Set. Their whole faith revolves around corrupting others, including each other. Their special includes options like the Path of Ecstasy (sample moral precept: 'To resist temptation is a great wrong') and the Path of the Warrior (sample moral precept: 'You are a warrior; do not hesitate to kill').: Not counting the Followers of Set and the Baali (who worship demons), there are a few vampires that practice traditional religion:.

Saulot was one of the Antediluvians and regarded as the most faithful Cainite to God. He established the Road to Heaven (known as 'Via Caelis' among Christians and 'Tariq-el-Sama' among Muslims), a path that teaches vampires to control their Beast through religious devotion. The Lasombra were heavily involved with the Catholic Church and used it to, most notably the Spanish Inquisition to root out rival factions. One of the most well-known examples of this trope is, who viewed legitimately viewed vampirism as a gift and saw himself as God's instrument. Played with the Giovanni, who are nominally Catholic, but all they do is pay lip service to the faith. Still, because of their strict traditions, atheism is considered grounds for excommunication. The Ashirra, the dominant Middle Eastern sect, is based on adapting Islam to the vampiric condition, although it does accept (and respect) members from the other Abrahamic faiths.: Along with a worthy of any comic timeline.

Each new edition changes things and the flavor of the verse (even the 20th anniversary edition - it may not update the metaplot, but it still changes things up). There are splats that confound, sneer at or simply invalidate others, and the sheer amount of rumors is frankly ridiculous. There is a reason why Vampire is synonymous in RPG circles with metaplot. And railroading.: A tried-and-true combat tactic of the Ravnos and Ventrue. They can survive massive damage thanks to Fortitude, but like to play dead until their foe thinks he or she is done and walks away.: The Sabbat rite for siring.

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The embraced human is hit over the head with a shovel and buried. Those with strong wills manage to dig themselves out; the less fortunate fall into torpor. This was originally a Cappadocian tradition before adoption and perversion by the Sabbat. The Cappadocians would aim for the opposite effect: only those with enough willpower not to burst out of the grave in hungered and terrified frenzy were deemed suitable for the clan. The ones who panicked or frenzied were put down immediately, while those who endured were dug out and inducted into the Clan proper.: Vampire blood allows animals to grow far beyond normal size; naturally, the Nosferatu use giant ghoul rats (and even alligators) to defend their sewer lairs.: Often, the relationship between vampires and ghouls.

And between vampires and pet humans. And between vampires and other vampires.:. The Tremere like to organize themselves around the number seven, with each leader responsible for seven subordinates.

In practice, since there aren't enough Tremere around to realize this ambition, only the top of the pyramid obeys the rule of seven. In some versions of the healer Salubri, there are said to be only seven of them at any time.:. Three drinks of a vampire's blood binds the drinker to that vampire's will.

The Antediluvians (progenetors of the modern clans) were the third generation of vampires. The second generation consisted of three vampires.: The Toreador antitribu are undeniably this. In the Revised Edition of Guide to the Sabbat, they 'find human suffering, pain, and cruelty beautiful' and 'take pleasure in the torment of others and reveling in the gore with which they surround themselves.' Even some of the other Sabbat, believing that the 'Perverts' are rather then a specific purpose.: When Troile realized during the Battle of Carthage that the Brujah had lost, she embraced her 4th generation Baali lover and together they melded into the earth. The Ventrue had the Romans salt the earth to prevent them from rising again; however, there are mentions in the V20 books of an ancient Baali presence stirring in the ruins of Carthage.: Setites' powers revolve around turning into snakes. Gangrel can turn into any predatory creature, but a significantly powerful one can turn into a dragon. High-end Vicissitude powers such as Zulo war-form and Chiropteran Marauder allow the Tzimisce to turn into powerful beasts with a nightmarish aspect.:.

The level 5 Serpentis power allows a vampire to take out its own heart so that they are immune to staking and some other forms of attack; powerful Setites usually keep them in canopic jars. The Children of the Outer Dark are the Baali are supposed to keep asleep by performing monstrous atrocities. Problem is, there's the occasional Baali (or other infernalist) who gets it in their head to wake them up, or risks doing so by accident.: Of the supernatural sort; an advanced Auspex power allows a vampire to make up intricate stories on the spot.: To pierce through Obfuscate, a vampire needs an Auspex level greater than or equal to the level of the Obfuscate power.

Low-level Obfuscate powers fall to careful observation and some logical thinking.: The cover of the first Tzimisce splatbook combines this with. It displays a voluptuous and scantily clad blonde woman in a sexy pose.

Which is clued in on, ◊.: The emblem of Clan Malkavian is a shattered mirror, symbolising both their fractured minds and the fragments of deeper truths they see.: The best are coldly indifferent to humans. The worst, well.: The Toreadors (Snobs) and the Nosferatu (Slobs).: Clan Lasombra practically monopolizes this trope with all the factions within it implementing social darwinism in both their behavior and laws. They are completely unapologetic in their goal of creating a world where the weak are made to be subservient obeying the strong.:. The entire setting ended in 2004, one year before came alive. In the Camarilla sourcebook, it stated that the Masquerade was by that point already becoming more and more difficult to uphold because our society was voyeurist with international instantaneous devices in the hands of the humans. The 20th Anniversary edition updates the setting to the 2010s, with all the potential that implies. The artwork vampire in the Giovanni splat page of the V20 core even has a smartphone in hand.

And the fifth edition brings it to its logical conclusion: Technologically illiterate elders, neonates with weak powers and Sabbati with disdain for staying hidden can't keep up the masquerade in an era of ubiquitous public and private cameras and mass surveillance - and so the Second Inquisition begins.: There's a Nature/Demeanor literally called Sociopath a player character can have. It basically means that.: Among the favorite tropes of clan Brujah.: All over the place. Some highlights: Most Camarilla vamps are, with the occasional.

The Sabbat and Tzimisce in particular are fully into embracing their sadistic natures.: Each Ravnos has an irresistible vice as their clan weakness. Kleptomania is a very common choice among players.: A vampire's physical strength is disconnected from their physical appearance, allowing them to gain no matter what they look like. Pumping blood into your Strength, gaining levels of the Potence disciple, or simply upgrading your Strength stat over time can all grant you strength well beyond your appearance.: Subverted. Losing control to the Beast does not make you meaningfully stronger and the mindless frenzy associated with that is a major disadvantage more often than not.: A tactic commonly used by the Nosferatu; other users of Animalism can also pull it off.: The original Brujah clanbook has a premade character with the archetype of 'Fake Rapper.' He's a white poser obviously riffing on, whose record label infamously put out a phony autobiography claiming that he had gang ties. The character has no streetwise or combat abilities. He is contrasted on the next page by a 'real' rapper who looks more like Dr.

Dre and has the kind of stats you'd expect from a legitimate gang-banger.: Although possible, very few vampires would be driven to it. One Flaw a character can take is, which is usually a wound or injury of some sort, but can manifest as bleeding from the eyes.: Auspex 4.: The Salubri. It's linked to their special Discipline so much that any other vampire who manages to learn more than the first level will start growing one, too.: There are thirteen clans (not including Caitiff and Antitribu). Further, unless a player spends points during character creation, all player characters are thirteenth generation vampires.: Most Vampire: The Masquerade books come with one of these disclaimers. The book on Thaumaturgy states that the spells don't work, while the one on Paths states 'You are not a vampire'.: The proper way to play the Jyhad. Attacking a vampire is always extremely risky, since clever ones keep some strong abilities secret.

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Physical violence is also frowned upon unless in the right context. The most dangerous vampires prepare schemes covering decades that result in humiliation or destruction for the enemy. In any case, why would you need to fight a vampire if you can just manipulate the city council into demolishing their haven in the middle of the day?.: The Salubri were easily demonized by Tremere propaganda because Kindred believed they were too nice.: The true Salubri, whose fate smacks of.: Were surprisingly effective during the Inquisition. Turns out that a large mob wielding fire is a match for most vampires.: Pretty much every setting in the game is guaranteed to have a sleeping Methuselah or trapped demon secretly manipulating events and playing elders like pawns.

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In the Dark Ages supplements, expect a Baali coven to show up.: Appears in one form or another on the covers of the corebooks. Also, the clan symbol for the Toreador.: A few foolish or power-hungry princes enlist help from the Setites. It turns out as well as you'd expect.: The norm in this game. No vampire will just pat you on the back and reward you; they mean to use you.: Tzimisce with fleshcrafting can do this.: Elysium, those officially declared social hotspots where vampires gather and are forbidden from (direct) conflict.: More or less forced on Sabbat packs. Essentially, each member binds themselves to the pack in order to prevent domination by others. While members of the same pack don't necessarily like each other, the supernaturally enforced loyalty ensures personal differences have little or no impact on a pack's warfighting ability.: 'Child' is an available flaw.

As one puts it, 'In due time your name may cause shudders among the Kindred. But mortals will always ask why you're up so late on a school night.' .: Discussed and justified, in vampires frequently using their powers of mind control and their own skills at politicking to set these up. One preferred method of involves finding ways to revoke your rival's Undead Tax Exemption.

Lampshaded in The Book of Nod, where one of Cane's proverbs is 'in all times there is a Caesar, pay him his due,' and the annotation notes that one of the biggest modern threats to the Masquerade is the IRS and tax evasion by vampires.: Gets worse as a vampire ages (except for the Assamites, who grow darker, at least until 5e). The Blush of Life is a vampiric ability that allows a vampire to look hale and healthy, but the cost in blood points is tied to Humanity. Humanity of 8 and above can do it for free; each level lower than 8 costs an extra point. There is a flaw that prevents Blush of Life from being used, making this enforced; the Cappadocians universally had it as a clan flaw.: Many of the larger Nosferatu warrens.: One of the reasons ghosts exist.

The Giovanni exploit this by doing horrible, horrible things simply to produce wraiths so they can enslave them.: The demonic entity Kupala is bound within the soil of Eastern Europe.: The norm. Make the assumption that every NPC is secretly under an elder's control, and that every quest you perform benefits some other vampire who has been manipulating you from the start.: Transylvania in the World of Darkness, of course.: Come in normal and Imbued varieties. The best of them, armed with True Faith, supernatural powers and modern weaponry, can maybe take down an ancilla if they're lucky. However, they are a serious threat to neonates, and their numbers have started growing rapidly, so that they will eventually outnumber their enemies.: Caine, though he's not particularly interested in ruling his vampiric descendants. That task falls to the Antediluvians.: Possibly the, using a whopping thirteen clans to make sure they really covered all their bases when it comes to vampire myths - and when that proved insufficient, started introducing.: Many of them are. As the corebook points out, between being and having powers, it's not that hard for a vampire to accumulate lots of cash.

The Ventrue and the Giovanni also tend to recruit people who are already very wealthy into their clans.: There's no actual sex, but this trope is what the Presence Discipline is all about. It's a Clan Discipline for the Toreador and the Followers of Set, naturally. Whether or not vampires can have sex seems to vary, but the general consensus is that even when they can have it, they don't really enjoy it. It's a good means to an end sometimes, though.: The clan curse of the Giovanni, the Lamia bloodline in Dark Ages, and also a Flaw that can be taken by other Kindred. Also a natural side consequence of the Nagaraja clan weakness (needing to as well as blood).: In order to produce a vampire, the sire must exsanguinate a human to the brink of death, then feed them a few drops of vampire 'vitae' and make a huge effort of will to revive them (represented by the permanent loss of a, which must be bought back with ). Feeding vitae to a healthy human temporarily empowers them as a Ghoul instead.: Unlike Cainites, the Kuei-jin can obtain nourishment this way.: The Sabbat go on about fighting the Antediluvians when they're not torturing people. Turns out that having your Antediluvian destroyed in the past is the one thing that gives you a shot at surviving Gehenna.

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Note Too bad the Sabbat couldn't pull it off.: The Kindred are not. Vampires can be as good or as evil as any human, but it's tough to stay a nice guy and also stay alive (or undead) in the World of Darkness.: Vamps who let their karma meter slide too much may end up in this as well, as will those who run afoul of powerful Malkavians.: When vampires are hungry, this can lead to frenzy.: Older members of the Brujah clan have tendencies toward this. Younger members tend to be less cerebral and more smashy.: One of the main themes of the game.: The clan weakness of the Followers of Set.: As there are thirteen vampire clans, never mind multiple bloodlines, and each of them has a unique weakness, some examples of this trope are inevitable. Not having a reflection simply isn't in the same league as being an obviously hideous monster, incurably insane, or at the mercy of great beauty.: The Week of Nightmares, depicted at the end of the Time of Thin Blood book. The Ravnos Antediluvian wakes up and goes on a rampage in Bangladesh, causing the entire Ravnos clan to go insane for a week trying to kill each other and anyone else around, spitting out dangerous illusions. Three of the most powerful Eastern vampires try to stop him, conjuring a hurricane to block out the Sun.

The hurricane prevents the from using their orbital mirrors, so they launch a dual-plane (Skinland/Shadowland-affecting) nuclear weapon. It kills the Kuei-jin and hurts Ravnos. The hurricane dissipates and the Technocracy hits Ravnos with their mirrors of doom, which may not have worked if the Kuei-jin and the nuke hadn't hurt him first. In the wake an entire clan is near dead, the Antediluvians are clearly real and other consequences reverberate across all the other games.: Zig-zagged. The metaplot builds up to Gehenna, and finally it happens. Then gets walked back for fifth edition.: One flaw can give a character one, which will seriously hamper at least some part of their lives.

In addition, this is yet another creepy move that a Tzimisce can pull with Vicissitude.: Many cities in the setting, especially those controlled by the Sabbat. This makes a city or neighborhood much easier to defend for them, since they have a practically inexhaustible supply of shock troops in the local hoodlums. Camarilla attacks often make use of shock and awe tactics for a speedy victory, since they have no other means of forcing out mass-embracing Sabbat. Inverted when the Camarilla writes a city off.

The prince's last acts before retreating consist of letting mortal reformers and anti-corruption types loose. With the city's new Sabbat overlords deprived of resources and blood in the safer, cleaner city, it is ripe for a counter-attack.:. After an encounter with a Methuselah, the Gangrel justicar Xaviar realizes that the Camarilla has been lying all along about the Antediluvians. He responds by taking the clan out of the Camarilla. A Lasombra elder of the Sabbat recalls joining the Anarch Revolt after having an audience with Lasombra himself, and recognizing the evil of the creature. On the other side of the line, a Sabbat Lasombra archbishop takes himself and his city over to the Camarilla after growing disillusioned and disgusted with the Sabbat.: Camarilla Lasombra do not brook failure of any sort, and punish it with death.: How Diablerie generally works. The twist is that it's mostly 'evil' because it's inefficient, not because of the soul-consumption itself (regular feeding on mortals is thought to involve some soul-nibbling in itself).

The feeding vampire gains a maximum of one age category, and the victim must be two higher for the practice to reliably result in any gains. So thousands of years of valuable life experience are being lost, with most of the soul 'escaping', and the loss to the community and more importantly your prince's court is often crippling.:. The standard tactic of the Sabbat is to mass-embrace lots of people and throw them at the Camarilla. While these poor shovelheads are slaughtered by the enemy, they also help pin them down while more experienced Sabbat packs wipe them out. Rushes are also the best way to take down a lonely elder, who could easily solo an inexperienced coterie. The Ravnos practicing this in their battles with the Kuei-jin is what caused the Week of Nightmares. Long story short, the Ravnos would mass embrace childer, and send them into battle against their enemies.

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These increasingly weaker childer would die quickly. The increasing amount of deaths of these descendants is what eventually caused their Antediluvian to wake up.