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By el-Hayya

Matasuntha
For ages, the nomadic horsemen of the steppes held Europe in fear. The Matasuntha would have liked to have kept things that way. This line of Gangrel traces their origin back to a powerful elder named Matasuntha, who came from the east during the fall of Roman Empire, following the Huns, Goths, Slavs and other barbarian tribes. Gathering numerous Gangrel around her, her and her brood laid siege to Rome itself. Already weakened, the Camarilla lost a great deal of its power (and many of its members) to this terrible new threat from the east. And then, as suddenly as she had arrived, Matasuntha disappeared back onto the steppes. What became of her remains a mystery even to her bloodline, but the Matasuntha managed to claim domains throughout much of Eurasia. Centuries later, when the Mongols and Turkish tribes came off the steppes, the Matasuntha rode beside them. The oldest members of the bloodline could still remember the collapse of the Roman Empire, and gleefully sacked the cities of Russia, China and the Middle East. Some even wondered if Matasuntha had been involved in organizing the Mongol hordes, but there was no concrete proof one way or another. As the Mongol and Turk armies built their empires, the Matasuntha spread out across Eastern Europe, the Middle East and much of Asia. This did little to endear them to the eastern Kindred, many of whom still treat the "barbarians" with contempt and disdain. Unfortunately, the bloodline's glory has faded quite a bit since the days of the Golden Horde. Like their mortal kin, the Huns, Bulgars, Mongols, Uzbeks and other nomadic steppe tribes, the Matasuntha are superb horsemen. Their mastery of Animalism, combined with several secret Devotions, gave them a considerable advantage in former nights. They could cover vast amounts of land in a relatively short time. But tonight, in an age of international transportation, their methods are antiquated. Why ride a horse when you can take a train, car or helicopter and get there faster? The fact that the open tundra, steppes and deserts where they claim their domains are barely inhabited also means that other Kindred have largely forgotten the Matasuntha. Its probably better that way... While they are still relatively strong in areas like Hungary, their true home lies in the steppes of western and central Asia. In the most remote and backwater parts of Turkey, Iran, Afghanistan, Pakistan, the Former Soviet Union and western China, elder Matasuntha dream about tearing down civilization again. They have seen the modern era, with Soviet warheads, terrorism and the Russian mafia. And they think it has potential. Fortunately, most members of the line are more interested in fighting each other and other horrors that exist out on the steppe. The younger generation in particular prefers to take advantage of the nice things that civilization can offer. Going into the cities, they sell their talents out to the highest bidder as mercenaries, guards and warriors of the highest caliber. Parent Clan: Gangrel Nickname: Huns Covenant: The majority of the Matasuntha are Unaligned; in as much as that they spend most time out on the steppes and away from other Kindred. In Eastern Europe, both the Invictus and Carthian Movement have been known to attract Matasuntha mercenaries, though neither Covenant likely has anything to offer them in the long term. A few drift to the Circle of the Crone, bringing with them knowledge of Siberian and Mongolian shamanism, but most Matasuntha are fighter and not magicians. Ordo Dracul also has had some luck drawing Matasuntha, if only because of their strong geographic presence in Hungary. The Lancea Sanctum is somewhat weary of the bloodline, remembering too well the nights when the Huns laid siege to Rome itself. Still, a few Matasuntha (usually Orthodox) are members of the Lancea Sanctum. Appearance: Almost all Matasuntha are drawn from the nomadic peoples of Eurasia. The oldest of them are of Hun, Bulgar, Slav, Visigoth and Mongol bloodlines. Kazakhs, Turkmen, Qashqai, Pashtun, Manchu, Uighurs and others have all found their way into the bloodline over time. There are even numerous Hungarians from the European end, the Hungarians being the modern descendants of the Huns. Ultimately most Matasuntha look Asian, and often are short, leathery and bowlegged. Many wear traditional clothing of their people, such as leather boots, the del and a felt hat. Others dress in more practical modern clothing, especially former Soviet military clothing. Practicality is more important than appearance. As nomads, they often carry as many belongings with them as they can. Haven: Even more so than other Gangrel, the Matasuntha are truly nomadic. Many of them wander across the steppes and deserts of Central Asia. When they need shelter, they simply meld with the earth. The fact that the area is so sparsely populated means that they must often accompany their mortal tribesmen, if only for sustenance. Fortunately, the majority of the population in areas like Mongolia is still nomadic. Some Matasuntha do choose more permanent Havens, particularly in Eastern Europe (but also elsewhere; Samarqand is rumored to have a few sedentary Matasuntha for instance). But even they rarely have elaborate Havens. Background: The Matasuntha have traditionally been drawn from various nomadic cultures of the steppe and tundra, and often prefer to Embrace mortal relatives or descendants. In the past, warriors who proved themselves in battle, along with great

By el-Hayya leaders, were the prime choice. Occasionally a scout, shaman, bard or messenger would find their way into the bloodline though. In modern nights, the line has had to look for other traits. Herdsmen and hunters who keep the old ways are given preference, but criminals, tribal warlords and former soldiers have also been chosen. Few, if any, Matasuntha have made their way to the New World. They are pretty much limited to Europe and Asia. Character Creation: Not surprisingly, Physical Attributes are most highly valued by the Matasuntha. They tend to have high Stamina, Strength, Wits and Perception from living in the wilderness. As far as Skills go, Animal Ken is the most highly prized. Other important Skills include Survival, Athletics, Brawl, Intimidation, Stealth and Weaponry. Firearms is also fairly common amongst younger Matasuntha (within the last hundred years or so). Many Matasuntha also have some Social Skills, surprisingly, as they need to be able to haggle and tell stories. Merits tend to vary from individual to individual, though Mental and Physical Merits are far more common than Social ones. Resources and Haven are practically unheard of. Bloodline Disciplines: Animalism, Celerity, Protean, Resilience Weakness: In addition to the normal Gangrel weakness, the Matasuntha have the additional weakness of being unable to sleep in the same one-mile area for more than three nights in a row. If they do so, they incur a cumulative one die penalty on all Physical rolls each night after the third until they move to a new location. Organization: Although some Matasuntha are solitary, most of them follow a very elaborate system of organization based on a complex series of etiquette, social status and tribal relation. Most often, the Matasuntha will travel together in small groups (called "on") based off relation or tribal affinity with one another. Sometimes they even accompany their mortal kin. In the days of the golden horde, some Matasuntha followed the Great Khan's armies in even greater and more organized numbers, but these days have long since passed. Outside of that, the most important bond is that of Anda, or blood-brothers. Concepts: Bodyguard, horse breeder, hunter, lunatic dwelling on the steppes, messenger, mob enforcer, nomadic tribesman, Soviet military veteran, travelling musician, tribal warlord, wanna-be Mongol warrior miles or more in a night, running across the steppe at what sounds to those nearby to be a full horses gallop. However, he cannot stop for rest, blood, or conversation; once he has taken to running, he must keep moving or lose the benefits of this technique for the night. Cost: 1 Vitae Dice Pool: Stamina + Athletics + Animalism Action: Reflexive The vampire can move overland at a rate of 20 miles per hour until he stops or slows to less than half his full speed for any reason. Each additional success provides an extra 5 miles per hour to the characters rate of travel. The character can spend a point of Willpower to allow the Matasuntha to stop or slow without losing the effects of this Devotion; with an additional point of Willpower spent each turn that the character does not return to his normal speed. If this Willpower is not spent, the character loses the great speed and may not use this Devotion again until the following night. This Devotion costs 5 experience points to learn.

Shared Strength
(Animalism , Protean ) Most vampires frighten sensitive animals such as dogs, cats, and horses. The Matasuntha, however, depend on the steppe pony to survive and learn to create a supernatural bond with their steeds. Like many Mongols on long journeys or in times of hardship, the Matasuntha might drink the blood of a horse; those who know this Devotion sometimes return the favor. They can not only speak with their mount, but may grant it other benefits by feeding it some vitae. Cost: 1 Vitae the Matasuntha feeds to her steed Dice Pool: Presence + Animal Ken + Animalism Action: Instant Each success can be spent on one of the following abilities (which last for a number of days equal to the vampires dots in Animalism): Double the mounts maximum movement rate over long distances extra successes spent here increase the multiplier by one, so a Matasuntha who spends two successes on long distance movement enables her horse to move at triple normal speed. The creature will need only the normal amount of food and rest during this time. Double the mounts galloping speed as with long distance movement, extra successes spent on gallop speed increases the multiplier by one. Increase the mounts Physical Attributes by one, to a maximum of double the Attributes normal level. Adhere the Matasuntha to her mount; she cannot be unhorsed unless she chooses to leave the horses back. This grants a +1 die bonus to Weaponry rolls as well as any rolls involving riding. A spectacular success in an attempt to unhorse the vampire may, at the Storytellers option, damage the horse or rider rather than forcing the ride from the horses back.

Devotions
Steal the Terrible Swiftness
(Animalism , Resilience ) At times, the Matasuntha must cross enormous distance at great speed. Mongol riders are fast, covering more than a hundred miles a day under good conditions by riding three or four horses. (Even vast Mongol armies comprising 100,000 riders can cover fifty or sixty miles a day, more than four times what comparable European armies can cross.) This Devotion allows the Matasuntha to use the strength and speed of the Mongolian steppe pony when none are to be found. He can cover 100

By el-Hayya Vitae fed to a mount for the purpose of this Devotion do not count towards a vinculum or making the animal a ghoul. This Devotion is not incompatible with those states however. This Devotion costs 12 experience points to learn.

Itgens Embrace
(Animalism , Protean ) The Matasuntha feels a deep connection to the loose earth of the steppe they must wander night after night. For them, this earth is the body of Itgen, their Mother Goddess, and it is she who protects them from the harsh rays of the day. They believe that the favor of Itgen allows them to extend this protection to their close followers such as childer and ghouls so that these lessers may slumber alongside them. Most commonly, Matasuntha horsemen use this power to inter their ponies with them. Unlucky is the mortal who sees a mounted Mongol charge out of the very earth at dusk! Cost: 2 Vitae Dice Pool: Action: Instant The effects of this Devotion are indistinguishable from Haven of Soil, save that the vampire must expend an additional vitae point to bring another under the earth with her. The vampire can inter a ghoul, childe (or other vampire descendant), or another vampire who has a blood bond with her. An interred ghoul can be human or animal, but no larger than a horse. Only a vampire who traces her ancestry through the character, or is under a blood bond can be so interred. Both creatures must enter the earth at the same time, both feel the same effects, and both leave the earth when the elder who possesses this ability wills it to be so. More feral vampires find using this power on childer to be rather distasteful a whelp that cant dig or find its own holes until learning Haven of Soil isnt worth keeping. But more pragmatic vampires, especially after the rise of the Mongol Empire, put less stock in the barbarian mystique. This Devotion costs 10 experience points to learn.

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