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| [ Clan | Brujah | Caitiff | Gangrel | Malkavian | Nosferatu | Toreador | Tremere | Ventrue] |
A Clan is essentially an extended bloodline of vampires who share similar powers and weaknesses. Those Clans available for play are Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue. Caitiff are those without a Clan. Specific information about clans in Los Angeles is available in the '+news Theme' and '+news Undead' files. See also '+listinfo Clans'.
Brujah have the reputation of being the rebels and idealist of the vampire world. They are more physical than the other clans, and tend to have short tempers, especially when threatened. Clan Disciplines: Celerity, Potence, Presence Adv: Brujah begin chargen with 1 additional point of willpower. Dis: Brujah give away advantage when checking for frenzy.
The Caitiff are the clanless, those whose blood is too weak to carry the heritage. Caitiff are social outcasts for the most part, and every one of them created of weak blood. Their blood does not gain power as they age. Clan Disciplines: None. Adv: Caitiff start with their choice of Camarilla clan disciplines, except Thaumaturgy, in Chargen. Once out of Chargen, Out of Clan Disciplines cost slightly less experience than with other Clans. Dis: Caitiff do not have Clan Disciplines. Camarilla Society looks down on Caitiff. Caitiff may never hold Standing above 1 unless adopted by a Clan. The only known way for Caitiff to have stronger blood than Sanguinis 1 is through diablerie. See: +news systems/diablerie.
Gangrel are the wanderers of the vampire world. Some claim to be descended from gypsies, and most have an affinity with beasts; both animals and the Beast within. They alone of vampire kind seem to find succor in the wilderness rather than urban civilization. Clan Disciplines: Animalism, Fortitude, Protean Adv: All unstatted Gangrel ghouls are considered to have a 3 for all physical contest purposes. Gangrel ghouls with stats start with Fortitude in addition to Potence. Dis: Beast Traits cost double for Gangrel to buy off. Gangrel ghouls have the Lunacy and Vulnerability to Silver stigmas.
Malkavians, or "kooks," are mad. The Embrace strongly erodes their connection to humanity, making them insane when compared to humans. However, some speak that in their madness Malkavians have insight into vampirism that no other clan has. Clan Disciplines: Auspex, Dominate, Obfuscate Adv: Because of their disconnect from reality, Malkavians gain advantage on Frenzy contests. Dis: Malkavians begin play with a Monstrous Inhumanity Trait.
It is said that Nosferatu wear the Beast on the outside. They are all invariably hideous, and unless they hide themselves behind the masks of Obfuscate, cannot appear to mortals. They are gatherers of secrets, and often know things no-one else does. Clan Disciplines: Animalism, Obfuscate, Potence Adv: Nosferatu start with one level of City Secrets. They also are able to "buy off" their Beast Traits and Inhumanity Traits for half XP cost. Dis: Appearance is 0, and cannot be increased. Nosferatu always lose social challenges, except intimidation etc, while their true appearance is visible.
The Toreador are the artists, the clan closest to mortals. They seek beauty in all its forms, and feel most strongly what was lost in the Embrace. They have the gift of sight, and can see in art much that mortals do not. Clan Disciplines: Auspex, Celerity, Presence Adv: Because of their ties to Humanity, Toreador start with 1 level of Herd, and also receive advantage on Inhumanity Checks (Not frenzy checks, see +news systems/inhumanity traits). Dis: Because of their poignant sense of lost Humanity, Toreador must spend twice as much XP to buy off an Inhumanity Trait.
The Tremere are descended from mortal mages. They practice blood magic. Their clan is rigidly structured, subject to strict hierarchy. PLEASE NOTE: Tremere are available by application only. See +news Applications/Getting a Character. Clan Disciplines: Auspex, Dominate, Thaumaturgy Adv: Tremere begin the game with access to Thaumaturgy. Because of their clan, they all begin the game with 1 point in the "Mentor" background. Dis: All Tremere are at least one step bonded to the head of their Chantry, and to the elders of Vienna. Tremere must abide by their clan structure and mandates or risk destruction. Tremere may never ignore status or clan prestige in social contests.
The Ventrue consider themselves the rulers of vampire society. Certainly they are the rulers of large parts of Los Angeles. They may be the most powerful clan in the Camarilla. Clan Disciplines: Dominate, Fortitude, Presence Adv: Ventrue may create childer of 1 less Sanguinis for only half the normal cost, if they know how. This is reflected in Chargen with Ventrue having +1 Sanguinis to start. Ventrue also begin play with 1 free level of Resources. Dis: Ventrue have the Selective Feeder stigma.