Welcome back, everyone!
So, today we're starting our look into ghoul families with the Crassus. These excerpts will be a tad shorter than the others, as the ghouls don't cover nearly as much page count, but I'll try to include the really fun bits.
The Crassus first appeared in Ghouls, way back in 2005, and are one of two Ventrue families; the Alley Men were Ventrue instead of Gangrel for reasons that are a bit beyond me, but they got updated in Half-Damned, so that's neither here nor there. The original version of the Crassus was... hm. You know what, I'm not gonna dress this up: they were boring. Imagine a Ventrue ghoul family, make them a bit gaudy, add in some edgy crap, and you'll have the Crassus in their original form. I really try not to be snitty about the older books, because it's way too easy to dunk on these things with 20/20 hindsight, but boy oh boy has Ghouls burned me every time I give it the benefit of the doubt. That's a discussion for another day, though.
That said, the Crassus weren't all that objectionable. Mostly (we'll get to that). They were just a bit dull. They also presented a problem of having a really intrinsic Ancient Rome connection. Because Ghouls came out two years before Requiem for Rome, the Ventrue are assumed to have been running the show in the Camarilla. Rather than write around that problem, I decided to embrace it. The Crassus say the vampire who made them ghouls was a Ventrue, not a Julii, and their curse kinda backs them up. Part of the hook of the bloodline is how that all jives with the canon of the game; you'll even find a story seed about it.
The other issue was what to do with their niche. When I say the original entry was dull, I mostly mean that they're generic. They're Ventrue ghouls who are wealthy and trashy. The original entry has some gross stuff about them being toys for vampires to play with, which, in addition to being very icky, isn't an interesting character to play. To put it another way, they were totally reactive. So, they needed a rebranding.
I don't quite remember where I came up with luck manipulation, but I suspect it had to do with their logo. Their symbol resembles a wheel of fortune, and I think it must've got me wondering about how these trashy ghouls actually acquired their wealth back in Rome. I also had just finished some Malkavia drafts, and that might've influenced what's going on with them too.
(Someone mentioned above that the entry doesn't bring up the Atariya, which seems like an obvious connection. In short, I didn't remember they existed! That said, after looking at Hurt Locker, I'm okay with not including that link; the Crassus are luck thieves, whereas the Atariya are "just" lucky. Plus I don't think every similar phenomena in the CofD has to know about each other.)
The only other change I made was softening their connection to the Invictus. They probably are mostly Invictus ghouls considering what they do, but I wanted them to be a bit more open to the covenants. You can still treat them as Invictus-only without any trouble, though.
At any rate, once I got past the old version, the Crassus were a lot of fun to write, so I hope you enjoy the excerpt! Tomorrow, I'll be introducing you to the DeRoses, who'd just love to talk to you. About anything, really...
Crassus: The ones who play the odds
"Call it."
Where we came from
Once upon a time in Ancient Rome, Quintus Crassus was an architect, a drunk, a gambler, and shit at all three. The last one in particular. Apparently he’d made it his life mission to squander a vast inheritance; when Quintus wasn’t reneging on a contract, he was dicking around the circuses, or anywhere else that would let him throw sesterces at a bad bet. He did have one talent, though, if you could call it that. As much as the dice mocked him, they reserved a greater spite for those who took him to the cleaners. Maybe the Fates saw poor sportsmanship in fleecing such a loser, but those who beat Quintus too badly suffered unexpected turns. One might break a finger on the marble table as she pulled in her winnings, or soil fine new clothes in horseshit as they crossed the road from the races. On one occasion, a centurion dropped a dagger through his crotch.
Quintus had no control over these retributions, but he enjoyed the petty thrill of them, at least until they got him banned from every gambling house in the Eternal City. However, it also caught the attention of a vampire called Lysander. The elder had laired in Rome for almost as long as the Camarilla, but was not one of the Propinqui. The Crassus family chronicle speaks of some ill will he held for the Julii, though it’s vague on detail. Quintus’s bad luck intrigued Lysander, and he invited the fool to come gamble with him at the Circus Maximus. When a brazier fell and almost burned a hole through Lysander’s chest, right after he’d finished winning the mortal’s last copper, he knew he’d found an asset.
As a ghoul, Quintus’s star rose. The Kindred blood in his veins put him on the straight and narrow, and he began to win his gambles. Or rather, others started losing them. Quintus never did improve his talent for playing the odds, but his opponents got a lot worse. Maybe the Vitae focused his fortune, or maybe the high just cleared his booze-addled brain enough to weaponize it — but Crassus never thought much about the cause. As long as he got his fix, anyone he touched fell to some random blight.
The modern Crassus downplay this history, exaggerating their founder’s rise to wealth with tales of real canny estate deals and glad-handing with Julius Caesar. Nonetheless, Quintus’s many children bore the same luck-sapping touch, and it’s still their only real talent. As for Lysander? Never heard from again after the reign of Vespasian, but he got what he wanted. The night the Camarilla fell, Crassus courtesans passed among the Senex, offering their wrists to all who desired them.
Who we are tonight
Post-Rome, the Crassus rebranded and expanded. No longer just gamblers and luck vampires for hire, they built an empire on always being able to eke out a win or break even. The All Night Society employs Crassus ghouls as both hexes to throw at enemies and piggy banks for when the Danse Macabre proves a poor investment. With interest, of course.
The Age of Discovery only added to the family’s coffers. The Crassus were early investors in the New World’s plunder, and one of their branches was fortunate enough to be on the right side of the Revolutionary War. These saloon owners watered and grifted Minutemen, set up gambling dens in the Dakotas, and made a small foothold in the early stock exchange with uncanny investments. Most modern Crassus descend from or were members of this group. Unbound from European class concerns, they embraced a corrosive American Dream, amassing vast riches without regard to taste or scruples.
Kindred and mortal alike know not to cross the self-described Caesars, even if they do make tempting targets. The Crassus are forever nouveau riche, as if the reality of having a millennia-old fortune never quite sank in. Indeed, their modern nickname comes more from their Vegas interests than their imperial past. The Coolers are sleazy at best and social blights at worst, tacking their name to all manner of tacky projects, from Roman-themed resorts to American-style plutocracy. And yet, the cash keeps flowing upward. Consequences are poor people problems, and on the rare occasion fate comes knocking, weaseling out is just a matter of tapping the right shoulder.
The Crassus do fear one thing, however: the Ventrue. The Caesars whore out to any vampire willing to give them a taste, but they’re bound to the Lords in a way few other Ventrue ghoul families are. The clan holds all the trumps, and (not for lack of trying) the Crassus have never found a way to cash out. The Lords only lend their blood, and if the Crassus displease them, they’re prepared to take it back.
With interest, of course.
Benefit: The Crassus are richer than Croesus, but not out of any business sense. They strip the luck from their rivals’ souls and know just enough to spend it in all the right places. At character creation, Coolers gain the Thief of Fate Merit (Chronicles of Darkness, p. 60). Ventrue Kindred are immune to this effect, as is any vampire with whom a Crassus ghoul shares a third-stage blood bond. Other family members are also immune. In addition, Caesars may purchase Dynasty Membership within their local branch, substituting their family Status for Clan Status.
PS: Also, SomethingFishy's illustration for the Crassus character might be my favourite one in the book. He embodies the word douchebag.
So, today we're starting our look into ghoul families with the Crassus. These excerpts will be a tad shorter than the others, as the ghouls don't cover nearly as much page count, but I'll try to include the really fun bits.
The Crassus first appeared in Ghouls, way back in 2005, and are one of two Ventrue families; the Alley Men were Ventrue instead of Gangrel for reasons that are a bit beyond me, but they got updated in Half-Damned, so that's neither here nor there. The original version of the Crassus was... hm. You know what, I'm not gonna dress this up: they were boring. Imagine a Ventrue ghoul family, make them a bit gaudy, add in some edgy crap, and you'll have the Crassus in their original form. I really try not to be snitty about the older books, because it's way too easy to dunk on these things with 20/20 hindsight, but boy oh boy has Ghouls burned me every time I give it the benefit of the doubt. That's a discussion for another day, though.
That said, the Crassus weren't all that objectionable. Mostly (we'll get to that). They were just a bit dull. They also presented a problem of having a really intrinsic Ancient Rome connection. Because Ghouls came out two years before Requiem for Rome, the Ventrue are assumed to have been running the show in the Camarilla. Rather than write around that problem, I decided to embrace it. The Crassus say the vampire who made them ghouls was a Ventrue, not a Julii, and their curse kinda backs them up. Part of the hook of the bloodline is how that all jives with the canon of the game; you'll even find a story seed about it.
The other issue was what to do with their niche. When I say the original entry was dull, I mostly mean that they're generic. They're Ventrue ghouls who are wealthy and trashy. The original entry has some gross stuff about them being toys for vampires to play with, which, in addition to being very icky, isn't an interesting character to play. To put it another way, they were totally reactive. So, they needed a rebranding.
I don't quite remember where I came up with luck manipulation, but I suspect it had to do with their logo. Their symbol resembles a wheel of fortune, and I think it must've got me wondering about how these trashy ghouls actually acquired their wealth back in Rome. I also had just finished some Malkavia drafts, and that might've influenced what's going on with them too.
(Someone mentioned above that the entry doesn't bring up the Atariya, which seems like an obvious connection. In short, I didn't remember they existed! That said, after looking at Hurt Locker, I'm okay with not including that link; the Crassus are luck thieves, whereas the Atariya are "just" lucky. Plus I don't think every similar phenomena in the CofD has to know about each other.)
The only other change I made was softening their connection to the Invictus. They probably are mostly Invictus ghouls considering what they do, but I wanted them to be a bit more open to the covenants. You can still treat them as Invictus-only without any trouble, though.
At any rate, once I got past the old version, the Crassus were a lot of fun to write, so I hope you enjoy the excerpt! Tomorrow, I'll be introducing you to the DeRoses, who'd just love to talk to you. About anything, really...
Crassus: The ones who play the odds
"Call it."
Where we came from
Once upon a time in Ancient Rome, Quintus Crassus was an architect, a drunk, a gambler, and shit at all three. The last one in particular. Apparently he’d made it his life mission to squander a vast inheritance; when Quintus wasn’t reneging on a contract, he was dicking around the circuses, or anywhere else that would let him throw sesterces at a bad bet. He did have one talent, though, if you could call it that. As much as the dice mocked him, they reserved a greater spite for those who took him to the cleaners. Maybe the Fates saw poor sportsmanship in fleecing such a loser, but those who beat Quintus too badly suffered unexpected turns. One might break a finger on the marble table as she pulled in her winnings, or soil fine new clothes in horseshit as they crossed the road from the races. On one occasion, a centurion dropped a dagger through his crotch.
Quintus had no control over these retributions, but he enjoyed the petty thrill of them, at least until they got him banned from every gambling house in the Eternal City. However, it also caught the attention of a vampire called Lysander. The elder had laired in Rome for almost as long as the Camarilla, but was not one of the Propinqui. The Crassus family chronicle speaks of some ill will he held for the Julii, though it’s vague on detail. Quintus’s bad luck intrigued Lysander, and he invited the fool to come gamble with him at the Circus Maximus. When a brazier fell and almost burned a hole through Lysander’s chest, right after he’d finished winning the mortal’s last copper, he knew he’d found an asset.
As a ghoul, Quintus’s star rose. The Kindred blood in his veins put him on the straight and narrow, and he began to win his gambles. Or rather, others started losing them. Quintus never did improve his talent for playing the odds, but his opponents got a lot worse. Maybe the Vitae focused his fortune, or maybe the high just cleared his booze-addled brain enough to weaponize it — but Crassus never thought much about the cause. As long as he got his fix, anyone he touched fell to some random blight.
The modern Crassus downplay this history, exaggerating their founder’s rise to wealth with tales of real canny estate deals and glad-handing with Julius Caesar. Nonetheless, Quintus’s many children bore the same luck-sapping touch, and it’s still their only real talent. As for Lysander? Never heard from again after the reign of Vespasian, but he got what he wanted. The night the Camarilla fell, Crassus courtesans passed among the Senex, offering their wrists to all who desired them.
Who we are tonight
Post-Rome, the Crassus rebranded and expanded. No longer just gamblers and luck vampires for hire, they built an empire on always being able to eke out a win or break even. The All Night Society employs Crassus ghouls as both hexes to throw at enemies and piggy banks for when the Danse Macabre proves a poor investment. With interest, of course.
The Age of Discovery only added to the family’s coffers. The Crassus were early investors in the New World’s plunder, and one of their branches was fortunate enough to be on the right side of the Revolutionary War. These saloon owners watered and grifted Minutemen, set up gambling dens in the Dakotas, and made a small foothold in the early stock exchange with uncanny investments. Most modern Crassus descend from or were members of this group. Unbound from European class concerns, they embraced a corrosive American Dream, amassing vast riches without regard to taste or scruples.
Kindred and mortal alike know not to cross the self-described Caesars, even if they do make tempting targets. The Crassus are forever nouveau riche, as if the reality of having a millennia-old fortune never quite sank in. Indeed, their modern nickname comes more from their Vegas interests than their imperial past. The Coolers are sleazy at best and social blights at worst, tacking their name to all manner of tacky projects, from Roman-themed resorts to American-style plutocracy. And yet, the cash keeps flowing upward. Consequences are poor people problems, and on the rare occasion fate comes knocking, weaseling out is just a matter of tapping the right shoulder.
The Crassus do fear one thing, however: the Ventrue. The Caesars whore out to any vampire willing to give them a taste, but they’re bound to the Lords in a way few other Ventrue ghoul families are. The clan holds all the trumps, and (not for lack of trying) the Crassus have never found a way to cash out. The Lords only lend their blood, and if the Crassus displease them, they’re prepared to take it back.
With interest, of course.
Benefit: The Crassus are richer than Croesus, but not out of any business sense. They strip the luck from their rivals’ souls and know just enough to spend it in all the right places. At character creation, Coolers gain the Thief of Fate Merit (Chronicles of Darkness, p. 60). Ventrue Kindred are immune to this effect, as is any vampire with whom a Crassus ghoul shares a third-stage blood bond. Other family members are also immune. In addition, Caesars may purchase Dynasty Membership within their local branch, substituting their family Status for Clan Status.
PS: Also, SomethingFishy's illustration for the Crassus character might be my favourite one in the book. He embodies the word douchebag.
Comment