Which Clan?

All vampires share the ‘basic’ abilities. In choosing a clan from this list, allows your specific abilities to be accentuated and to be your skill or proclivity. First there is a brief summary of each clan and this is followed by more detailed information about them. If you wish, you can be independent of this list, especially if you already have a persona with a backstory that you wish to develop.

High Clans.

Brujah Philosopher warriors

Cappadocian Scholars / advisors, who hold secrets from beyond death

Lasambra Rule from the shadows. Power seekers

Toreador Creators and patrons of the Arts

Tzimisce Barbarian Lord and Masters

Ventrue Kings and Queens of the living and unloving

Low Clans.

Assamite. Murderous heathens from the East

Gangrel Beasts and Barbarians

Malkavian Madmen/ madwomen and prophets

Nosferatu Hideously deformed monsters

Ravnos Wandering thieves and liars

Setites Insidious silver-tongued manipulators who serve the dark Egyptian god Set, from whom they take their name

Tremere. Warlocks who have forced their way into the vampire world of the Night

Malkavians

SUMMARY:

Every last vampire of Malkavians s blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. The Malkavians possess a rare ability (Discipline) called Dementation, which can alter the way a victim senses reality.

ABILITIES:

*Auspex- supernatural senses.

*Obfuscate- vampires to conceal themselves and create some manner of illusions.

*Dementation- alters the way a victim senses reality.

WEAKNESS:

When a Malkavian is Sired, they gain at least one derangement at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.

 

Nosferatu:

SUMMARY:

The most visibly cursed of all Kindred; the Embrace warps each Nosferatu into a hideously deformed creature. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection. Nosferatu strongly stress clan loyalty over almost everything else. Given their hideous appearance, they depend heavily on clan support structures for everything from havens to food.

ABILITIES:

*Animalism- communicates with and gain dominance over creatures of nature.

*Obfuscate- allows vampires to conceal themselves and create some manner of illusions.

*Potence- supernatural strength.

WEAKNESS:

Nosferatu are absolutely loathsome to look at, and have a deeply ingrained complex about physical beauty.

 

Toreador

SUMMARY:

The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself. The Toreador portray themselves as the vampires closest to the living breathing pulse of the humans around them, they claim that this is what keeps them so vital and modern.

ABILITIES:

*Auspex- supernatural senses.

*Celerity- supernatural speed and finesse.

*Presence- supernatural allure and emotional manipulation.

WEAKNESS:

The members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them, and become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a strong willpower to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours.

 

Tremere

SUMMARY:

In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a sub-sect. Given their history as usurpers and power-grabbers, they are obsessed with the image and reputation of their clan.

ABILITIES:

*Auspex- supernatural senses.

*Dominate- overwhelms another person's mind with the vampire's will.

*Thaumaturgy- is the closely guarded secret blood magic.

WEAKNESS:

All Tremere are at least one step toward being Blood Bound to the clan, they are more dependent on their clans then other vampires.

 

Ventrue

SUMMARY:

The Ventrue are the rulers, leaders and politicos of the Camarilla. The Ventrue perceive themselves as the most powerful of the vampiric clans thanks to their wealth, social influence, and powers over the thoughts and feelings of others. The Ventrue have their own nigh-inviolable code of etiquette.

ABILITIES:

*Presence- supernatural allure and emotional manipulation.

*Dominate- overwhelms another person's mind with the vampire's will.

*Fortitude- ability to resist fire and sunlight.

WEAKNESS:

Ventrue have exacting and rarefied tastes, even when it comes to blood. The Vampire can only feed from Ventrue or virgins, even if they are starving or under duress.

 

Gangrel

SUMMARY:

Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast. Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting. What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings.

 

ABILITIES:

*Animalism- communicates with and gain dominance over creatures of nature.

*Fortitude- ability to resist fire and sunlight.

*Protean- ability to change form, from growing feral claws to evaporating into a cloud of mist.

WEAKNESS: Become more animal-like each frenzy, so if they do not learn to control their inner beast, they will become one.

 

Brujah

SUMMARY:

The Brujah are warriors, but always warriors for a cause. The fierce heat of passion burns within their cold, dead breasts and it drives them to champion causes that they believe can set the world right. Some Brujah follow the great philosophies and religions of the past, while others adopt new faiths and ideals with equal vigor and convince themselves that the salvation of the fallen world lies there.

ABILITES:

*Celerity- supernatural speed and finesse.

*Potence- supernatural strength

*Presence- supernatural allure and emotional manipulation.

WEAKNESS:

Cannot resist frenzy very well, they are very likely to spill blood if confronted.

 

Setites

SUMMARY:

The Followers of Set (or Setites) are a clan of vampires who believe their founder was the Egyptian god Set, and practice with great skill the arts of corruption, deceit and ancient sorcery. To their thinking, the weapons of addiction, seduction and decay are the oldest and finest of means to an end.

ABILITIES:

*Obfuscate- allows vampires to conceal themselves and create some manner of illusions.

*Presence- supernatural allure and emotional manipulation.

*Serpentis- shape changing abilities, though it also encompasses corruption and other characteristics associated with snakes

WEAKNESS:

Extremely susceptible to sunlight, and very sensitive to even bright lights.

 

Cappadocians

SUMMARY:

The Cappadocians are experts into study and control of corpses and spirits. Since the war with the Giovanni, Smogg have rebuilt the clan and over the centuries developed new divination through contact with powerful Cappadocians spirits and horrific ways to inflict torment after death.

 

ABILITIES:

*Auspex- supernatural senses and divination.

*Fortitude- ability to resist fire and sunlight.

*Mortis- mastery of death.

 

WEAKNESS:

They are not good in social settings or with dealing with those of the living, being use to studying all their lives has destroyed all charm.