ON BEING CLAN-BOUND
On occasion, Tremere get the full Clan-wide bond. It happens, and while there are many people who would say it removes the ability for live-action roleplayers to determine their own destinies, that's not entirely true. Here's why.
It's the idea of the social contract, you give up certain "freedoms" and get certain rewards. As a Tremere, you have already given up the freedom to go where you want when you want, but this is also an advantage in disguise! Being part of a structurally sound Clan has it's good points too, like the wall of fear and cooperation Tremere present, when many other groups are too busy going about their personal fractious business. That's because Tremere usually are all destroyed if they don't cooperate in times of crisis. It's what being a young clan is all about.
Being bound to the Clan simply alters this social contract a little. Some people, because of their position, are bound from the start. It's a flaw you can ask your Storyteller about, but is sort of concept dependent. Not everyone can be bound to the Clan and still be effective. It removes personal initiative, and to a certain extent, the ability to research effectively. Thusly, academics are often tolerated moreso before being bound, because once they are any chance of recouping the Clan's investment in them is gone. Magically active character concepts, conversely, are the most frequently bound, usually because of loyalty concerns. For example, a converted mage often has a hard time of adjusting to the fact they are no longer in the ascension war; they have changed sides. This change in sides is common with the supernatural recruit character templates.
So what does it mean to be bound to the Clan? It means, not unlike the Malkavian derangement filter, you must pass everything you hear and do through a filtering process. The good of the Clan and aid to your clansmen supercedes all other concerns. A clan-wide bond is weaker than one between individuals, but affects all Camarilla Tremere. This is a tough task, so don't think about doing this without considering the ramifications of how this will affect your destiny in the game.
The easiest way to play a Clan bond is to be fiercely loyal to the Clan. This means that you will probably not disobey a direct order when it seems in the best interest of Tremere. You are by no means an automaton who will do whatever another Tremere says, though regrettably there are always some individuals who will take this simplistic view of your condition (usually poor roleplayers, too). There is only one way to deal with them; obviously someone who would ask you to endanger the Clan's position and safety must be of questionable loyalty. Remember, your loyalty is NEVER in question. That's the advantage here. Use it.
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