Brujah Once philosopher-kings of old,
clan Brujah now represents the most violent and agitating Kindred who walk the night. It is said that they were cast from
Caine's presence when they slew their Antideluvian. No matter what the cause, the rabble exhibit blatant disregard for authority
and an incredible passion for the cause of change. The Camarilla grants a certain respect to these rebels since they possess
great martial strength and will. Clan Disciplines: Celerity, Potence and Presence Character Concepts: Schoolyard bully,
criminal, drug dealer, mafia hitman, punk, squatter, prize fighter, assassin, eco-terrorist, bodyguard, fascist, nihilist,
gangsta, revolutionary.
True Brujah: these are the descendants of the original
Brujah Antediluvian. They do not care for the childer of the vampire that diablerized their progenitor. They are
the masters of Temporis, a truly awesome discipline that deals with the fabric of time.
Malkavian Malkav's cursed blood has
maddened his childer, and all Kindred will admit, if only silently to themselves, a certain fear of the Malkavians. This madness
can take any form and manifest at any time with terribly disturbing results. These pranksters have finally pulled a grand
one; it seems that every childer of Malkav has become a little more insane in the last few months, and they could be anyone.
Clan Disciplines: Auspex, Dementaion and Obfuscate Character Concepts: Bum, musician, psychotherapist, madman, axe-murderer,
genius, oracle, vitually any background is possible.
Nosferatu The child of this clan undergoes
a horrible change after the embrace as over several weeks their mortal guise transform into the hideous abomination that is
a Kindred of the Nosferatu. Because of their hideousness, they often hide in sewers and no-man's land, hunting like cats to
avoid being seen, or fooling mortal eyes. Nosferatu are known well for their information networks. Its fascinating what some
people will throw away, and every piece of garbage and gossip seems to eventually find its way to these enterprising Kindred.
Clan Disciplines: Animalism, Obfuscate and Potence Character Concepts: Derelict, drifter, debutante, architect, psycho,
sewer worker, outcast.
Toreador No Kindred savor their eternal
unlife like these. Whether Poseur or Artiste, Toreador are multifaceted creatures, connected well with mortal affairs, and
committed to the Camarilla like none save the Ventrue. Toreador will often be beautiful creatures, their sires having chosen
mortals whose features would be enhanced by the Embrace. Clan Disciplines: Auspex, Celerity and Presence Character
Concepts: Artist, poet, musician, roadie, dilettante, art critic, model, actor, jetsetter.
Tremere These Warlocks are among the
most powerful of the Kindred, having clawed their way into the World of Darkness with will and dark magic. They are not trusted,
loved or often sought out, but when they speak, the Camarilla listens. The elders of several other clans are after this clan,
and so while they politic with the best, they are very cautious, perhaps even paranoid. The clan is very much based on a strict
hierarchy, the neonate being forced to drink the blood of the clan elders upon his Embrace. Clan Disciplines: Auspex,
Dominate and Thaumaturgy Character Concepts: Sorcerer, pyramid climber, scholar, professor, shattered Mage.
Ventrue Leaders of the Camarilla, the Ventrue
are tasteful, genteel and honorable Kindred, who often find others to be impatient or brash. These noble vampires support
the Masquerade and other Traditions, fighting not as knights of old but as corporate power mongers and politicians. Clan
Disciplines: Dominate, Fortitude and Presence Character Concepts: Business man, stock broker, presidential candidates,
blue blood, investor.
Lasombra Graceful and predatory,
the Lasombra may be the epitome of vampiric existence. They guide the Sabbat's actions, having seeded the sect's philosophy
with a bizarre reflection of Catholic ritual. Their powerful ability to manipulate shadows and revel in their nocturnal might.
They manipulate and lead as though they were made for it, and their Spanish and Italian heritage presents an imposing image
classically dressed and writhing with shadows. Clan Disciplines: Dominate, Obtenebration and Potence Character Concepts:
Politician, manager, noble, ambassador, craftsman, secret leader.
Tzimisce The Fiends are
a powerful clan and provide the Sabbat with much of their power and fanaticism. They possess the terrifying power to reshape
flesh and bone, and an indelible fascination with death and the vampiric condition. Indeed, none know more about Caine's curse
than these twisted Kindred. The clan once held power over all eastern Europe, but at the time of the Anarch Revolt, the younger
Tzimisce turned on their elders, and the Tremere had warred on them since that clan's conception. Clan Disciplines: Animalism,
Auspex and Vicissitude Character Concepts: Unheeded scientist, mad baron, doctor, prosthetic specialist, sorcerer, embraced
revenant.
Gangrel The nomadic and sometimes feral
clan Gangrel may be the Kindred closest to knowing who they are. They somehow seem to travel thw wilderness without arousing
the wrath of the werewolves, and travel easily into cities without invoking a prince's sometimes legendary paranoia. While
they share strong combat efficiency with the Brujah, Gangrel prowess stems from animalistic instinct rather than anarchic
rage. The clan as a whole interacts little with other Kindred, preferring to travel alone or in small coteries or with Gypsy
families, and has recently withdrawn from the Camarilla Clan Disciplines: Animalism, Fortitude and Protean Character
Concepts: Loner, freak, trapper, wanderer, biker, runner, werewolf impersonator, lost Kindred.
Assamite These mysterious Kindred of
the Middle East terrify many European and American vampires. Their vast knowledge of murder and assassination, and their greatest
sacrament is diablerie, as they take payment for their killing in vampire vitae. To them, the amaranth is a way to become
closer to the One. Not long ago, the clan somehow shattered its bond of blood with the Tremere. This was not the usual blood
bond, of course. The Assamites had been cursed through a powerful ritual that made it impossible for them to drink Kindred
blood. No they are somewhat more aggressive; Assamites now kill other Kindred without provocation or contracts. The blood
is the life, after all. Clan Disciplines: Celerity, Obfuscate and Quietus Character Concepts: Murderer, street beggar,
tribal African, black ops, soldier, criminal hit man.
Followers of Set Setites are generally
mistrusted and despised, their presence and powers causing inevitable decay within any Camarilla city. The scariest thing
about the clan may be its strange manifestation of faith; faith in the power of their own blood. Setites actually believe
their sire to have been Set of Egypt, the darkling desert hunter God. His childer prepare the world for the Great God's return.
They are powerful in Africa and the Middle East, many may have had contact with the dangerous Cathayans. Clan Disciplines:
Obfuscate, Presence and Serpentis Character Concepts: Ghoul, con-man, priest, socialite, cultist, pimp, corporate master.
Giovanni Affluent, respectful, classical
and well-mannered, the Giovanni may be a young clan, but they make up for any youthful weaknesses with great power and purpose.
It is said that with all the money these Venetians had accumulated, they were set upon by boredom, and then turned past all
weaker entertainments straight on to Nigrimancy, the study of death and the dead, a black art. Clan Disciplines: Dominate,
Necromancy and Potence Character Concepts: Most Giovanni share the name by birth as well as blood, but not all. The most
likely for Embrace are successful merchants, leaders, charismatics or investors, and all must undergo a ghouldom first.
Ravnos Perhaps born from the Gypsy
stock, these wicked tricksters are travelers and confidence men of the first order. They are also few in number since the
awakening and possible death of their founder during the Week of Nightmares. Their sense of humor and skill at playing devilish
games of the mind ensures that they are strongly mistrusted and perpetually watched. The Ravnos do have a sense of honor,
but it differs so greatly with any similar sense possessed of Camarilla princes, so they may not be accepted into a city.
Not much is known of the clan elders, as no information has ever come from a reliable source. Clan Disciplines: Animalism,
Chimerstry and Fortitude Character Concepts: Gypsy, dead head, roadster, runaway, card shark.
Baali
The Baali of modern nights masquerade as being from
other clans, the better to save their skins. They are actively hunted by the major sects because of their dark affiliations
and powers. Many of the newer Baali have forgotten the ancient entities that the clan worshipped, and have fallen to worshipping
Western ideals of evil. Some members of the clan make demonic pacts, while those true to the old ways try to reach for the
ancient names of power. Either way, the Baali are granted truly terrible powers for their faith and worship and will
corrupt anyone, vampire or otherwise, in service of their masters. The Baali are not accepted into any sect willingly
and are actively hunted by most vampires.
Cappadocian: the Antediluvian of clan Cappadocian was
diablerized by Augustus Giovanni. The Giovanni then went about purging the Cappadocians and the Lamia from the World
of Darkness. In modern times, the Lamia are gone and the Cappadocians, thought to be extinct, may have reappeared. Ironically,
they had been the clan of death and were obsessed with what was beyond. They may have found out firsthand.
Laibon: they are very, very, VERY rare, but they do exist
in modern times.
Lhiannan: the Lhiannan were eradicated by the Church's
hunters, as they were pagan vampires very attuned to the traditions of ley lines and runes. Their discipline, which
used such runes, made them rather easy to point out.
Salubri: Saulot, the Antediluvian who founded the Salubri
clan, was diablerized by Tremere in 1133. Thereafter, the Salubri clan was hunted into near extinction. They were known as
healers and great warriors. They spent their unlives running from hunters and seeking Golconda. Upon finding Golconda,
they prepared a childe for embrace, and forced the child to diablerize them (another reason why their numbers remained so
low).
Daughters of Cacophony: they are masters of song, and
their music can inflict damage and insanity on those who hear it. They are a small bloodline and a recent one, and aren't
too commonly used. They tend to remind people of the Toreador, which is the most likely clan to have spawned them.
Samedi: the Samedi are even worse off than the Nosferatu.
They're not only butt ugly, but they're constantly rotting. They're stuck that way. Talk about a clan that doesn't get played
much. It has members in the Camarilla and Sabbat, but is probably more independent than anything else.
Talmarek:
Clan of the Bloody Fist
This clan dates back centuries. Back to when HE disappeared.
Their search for HIM is never ending.
This clan is usually peaceful unless provoked. They
are very intelligent and despise stupidity and warmongering. Beware if you ever agetate any of the Talmarek.
Caitiff/Panders: these are the clanless, those vampires
who don't know their lineage and don't show signs of which clan they were embraced into. In the Sabbat, they are known
as Panders. They have no set clan disciplines and have Kineticism open to them. They are mostly of higher generations,
and are becoming a more common experience. Some whisper that they increasing numbers of clanless are a sign of Gehenna, as
foretold in the Book of Nod. In the Sabbat, Panders are used as cannon fodder and rarely are allowed to lead.
In the Camarilla, the clanless are the lowest of the low and are barely allowed to live.
|