Aptitude: +1 with scholasticism. Tremere are studious creatures; they add one die to all Mental tasks involving scholarly knowledge (research, occult lore, science, deciphering languages, etc.).
Advantage: Wizard's Familiar.
All Tremere are taught a ritual to create a familiar. A familiar is a small
creature alchemically created from the vampire's blood. Some familiars
look like black cats, others look like bats, and still others resemble
grotesque little horned gargoyles. A familiar is usually about the size
of a cat; it has ratings of 1 in all Traits, but when dodging or sneaking,
its Physical is considered to be 4. It has four Health Levels and takes
one die of pain penalties per Health Level lost. A familiar can telepathically
communicate with its master when within 50 feet of her. Familiars are most
commonly used as spies. If slain, a familiar can be re-created via a five-night
ritual and the expenditure of five Blood Levels (one per night).
Weakness: Hierarchy. All Tremere are expected to be loyal to the Seven Elders who rule the clan - but just in case, all Tremere are required to drink the blood of the Seven Elders. This ingestion creates a mystic link among all members of the Tremere, but particularly between elder and younger Tremere. A Tremere character must make a Psychic roll to resist a direct command from a Tremere elder (difficulty varies, depending on the absurdity of the command - for example, refusing a request to deliver a message would be difficulty 5 or 6, but refusing a command to kill oneself would be difficulty 2). Additionally, Tremere elders need spend one fewer Blood Level than usual when using Dominate powers against recalcitrant younglings.
Clan Disciplines: Auspex,
Dominate, Thaumaturgy