Nickname: Mutts
Appearance: Most Panders are young (at least in terms of Cainite age), and they af fect contemporary styles. Because of their rebellious natures and counterculture origins, many Panders wear styles adopted by “rebel” cultures — biker leathers, punk mohawks, goth makeup, skinhead boots or gang colors. In fact, the Panders sometimes seem frozen in the mindset they held at the time of their Embrace, wearing styles years, if not decades, out of mortal fashion. This is less likely a counter-fashion statement than it is a simple lack of awareness that times have changed. Many elders smirk at this, realizing that even the youngest of vampires becomes a static individual, much like themselves, who sometimes continue to wear the styles popular in their own mortal days.
Haven: Panders often make their havens wherever the pack does, and they are frequently charged with the haven’s maintenance if no ghoul exists to take care of it. Panders almost never maintain private havens, finding some security in being with the pack at all times. The Mutts also prefer havens with some connection to their lives before becoming vampires—motorcycle mechanic shops, crackhouses, heroin dens, nightclubs and the like.
Background: Panders generally Embrace from the low levels of society, recruiting from the miscreants and excitable rebels who make excellent fodder for the Sabbat’s war efforts. A number of true psychotics and sociopaths have made their way into the Panders’ ranks, but these individuals often die merciful deaths among the fires of the sieges. Still, the Panders are hardly a stable bloodline, populated by those too angry with society at large (for whatever reason) to become a useful part of it.
Character Creation: Panders have violent or rebellious
concepts, and they often possess strongly individualistic Natures (though there are a fair share of Conformists who simply
want to belong). Demeanors can be literally anything. Physical
Attributes, Talents and Skills are the most popular among the
Panders, and few have much in the way of Backgrounds. Most
Panders still cling to their Humanity, but a few of the more
critical thinkers among the Mutts sometimes adopt the Path of
Cathari or the Path of Honorable Accord.
Clan Disciplines: None. Like non-Sabbat Caitiff, Panders may take any Disciplines they want. Discipline information
Weaknesses: Panders have no inherent, Blood-bestowed weakness. Note, however, that the Panders are given only grudging respect, and they generally get stuck with the Sabbat’s shit work. Also, no Pander may begin the game at better than Ninth generation (though they may increase this via diablerie or other means during the game).
Organization: The organization of the Panders depends largely on their pack. Some all-Panders packs have ganglike structures, or are organized like skinhead chapters. Others have no formal structure; they simply resemble gatherings of subcultures. When Panders become part of cosmopolitan packs, they often find themselves low in the ranks. Most Panders toughly acknowledge Joseph Pander, though many believe his time has past and that the bloodline should just get on with the business of being vampires.
Quote: I’m not interested in your holier-than-thou shtick. I
have business to do, and if you’re not with me, you’re against me.
And I break those who stand against me.
(Guide to Sabbat)