The ClansEdit

Clan of the Camarilla 6: Brujah, Malkavian, Nosferatu, Toreador, Tremere, Ventrue. There are minimal slots for ghouls, Gangrel and Caitiff, but life for any of these will be miserable (we don't expect Caitiff or Gangrel to survive past night one)


Malkavian (needed)
Toreador (needed)
Tremere (no houses)
Ventrue (needed)


Gangrel (Capped)
Ghouls (MUST enter with a PC/NPC domitor)

Banned: Anything else.


  • Name: Brujah
  • Plural: Brujah
  • Nicknames: Rabble; Zealots
  • Disciplines: Celerity, Potence, Presence

Overview The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy.

The Brujah's disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.

Clan Advantage As free-thinkers and rebels, all Brujah have some sort of contacts from their field of revolution, be it gang warfare or socio-political theory. Thus, all Brujah gain one free Trait in Political, University or Street Influence, and an associated Ability Trait of Politics, Academics or Streetwise.
As an aside, Brujah tend to stick together tightly when trouble erupts, and indeed, "a call to arms" draws Brujah together for common cause even in spite of personal differences. Failure to respond to such a call causes the offender to lose standing within the clan, and to be unable to gain help from other Brujah. However, if there are only three Brujah in a given city, this solidarity is obviously not such an obvious advantage.

Clan Disadvantage The Brujah clan bears the scars of many insults and oppressions from the past. Thus, its members are easily prone to violence and frenzy. Indeed, among modern Brujah, even debate and discourse can become heated enough to incite rage. All Brujah suffer a one-Trait penalty on Virtue Tests of Self-Control.


  • Name: Malkavian
  • Plural: Malkavians
  • Nicknames: Kooks, Lunatics, Madmen, Clan of the Moon, Malks
  • Disciplines: Auspex, Dementation (Dominate in rare instances), Obfuscate

Overview At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).

Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.

Clan Advantage The Lunatics seem "blessed" with a special insight into the workings of the hidden world. Whether they discern small bits of knowledge from watching leaves for all they work divination with human entrails, all of Malkav's brood seem to follow hidden patterns that few others are even aware of. Because of this bizarre insight, all Malkavians gain a free level of Awareness.
Some Malkavians possess a strange link to others of their kind. Indeed, the Lunatics seem to be able to recognize one another on sight, and they even pass along bits of knowledge from time to time. This "madness network" may be the result of a true sharing of minds, or simply ranting--none outside the clan really know, and few wish to explore the matter too deeply.

Clan Disadvantage The members of Malkavian's clan are universally insane. All Malkavian characters suffer from a derangement of some sort. These sorts of personality disorders are not humorous--they are cracks in the workings of the mind, turning the Malkavian into something beyond the comprehension of even vampires. A Malkavian is unlikely to regress to a childlike or clownish state, collecting teddy bears and silly clothing. A Malkavian who wears blood-stained pajamas and babbles in a room full of teddy bears covered in entrails, seeking wisdom from a charnel pit--that's the sort of insanity that infects the Lunatics.
A Malkavian's initial derangement can be temporarily suppressed with Willpower Traits like any other derangement, but it can never be removed or cured permanently.


  • Name: Nosferatu
  • Plural: Nosferatu
  • Nicknames: Sewer Rats, Lepers, Nos
  • Disciplines: Animalism, Obfuscate, Potence

Overview Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must.

Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forgo the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with 'em all - and that can get messy indeed.

Clan Advantage All Nosferatu learn the ways of skulking and hiding, simply to avoid unwanted attention. With their signature command of a city's hidden byways, they discover lost hideaways and secrets. As a result, all Nosferatu have at least one Trait of Stealth at no cost and they also gain one Ability Trait of Survival at no cost.

Clan Disadvantage The hideous countenance of the Nosferatu precludes ever holding normal social relationships without the use of concealment or misdirection. No Nosferatu may possess the Social Traits Alluring, Elegant, Gorgeous, Magnetic or Seductive without calling on special powers (such as the Obfuscate discipline) to gain those Traits. Furthermore, all Nosferatu suffer from the Negative Social Traits Repugnant x3 whenever their true forms are apparent. These Traits may never be removed with Experience Traits or Free Traits. A Nosferatu in his "normal" visage cannot initiate any Social Challenges except for the purposes of intimidation, although he may defend against Social Challenges normally.

Note: we are requiring that at least one of your clan weaknesses traits be Repugnant. The other two traits can be any adjective you can think up that would be appropriate to the physical description of your character. Talk to the ST's to get some ideas or look in the Nosferatu Clanbook (Revised).


  • Name: Toreador
  • Plural: Toreador
  • Nicknames: Degenerates, Artisans (archaic), Torries
  • Disciplines: Auspex, Celerity, Presence

Overview The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.

To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence

Clan Advantage With their predilection for artistic skills, the Toreador all have some sort of unique talents. Even those Toreador who have no real artistic ability learn to become patrons of the arts, to engage in social sniping and to buy what they can't create. Every Toreador vampire begins with Academics, Crafts, Performance or Subterfuge Abilities (one Trait each of any two, or two Traits of one).
A Toreador can also call on artistic talents to hunt and feed. Though she may have a stable Herd like any other Kindred, a Toreador can also find willing mortal victims by use of artistic ability and patronage ("Would you like to come upstairs and see my etchings?"). A Toreador can gain one Blood Trait for each level possessed in the aforementioned Abilities; each Blood Trait gained in this fashion requires 15 minutes out of play. Gaining Blood Traits in this fashion does use up the Abilities in question, sot he Toreador may be limited in her feeding if she has already used some of her Abilities.

Clan Disadvantage The Toreador are easily entranced by beauty. Every work of art is a key to insight, whether in the form of sculpture, poetry, a lovely face, even a clear sky spangled with stars. As such, beauty draws the attention of the Toreador, often to the exclusion of all else. When presented with a work of great art (generally, one executed with the equivalent of three levels of Crafts, Expression or Performance Traits, though some special case may require more or less), a Toreador becomes absorbed in the task of examining and understanding the work, lost in a fugue state. The Toreador can only break from this state willingly by expending a Mental Trait, although injury or other distractions (such as attack or being elbowed by a neighbor) can also break this enthrallment.


  • Name: Tremere
  • Plural: Tremere
  • Nicknames: Warlocks, Wizards, Usurpers
  • Disciplines: Auspex, Dominate, Thaumaturgy

Overview Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.

Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their sorcerous powers in service to the Camarilla almost as much as they use the Camarilla in service to themselves.

Clan Advantage As a result of their training in the mystical arts, all Tremere gain one Occutl Ability and one Occult Influence automatically. This bonus represents their basic knowledge of magical practices and their clan's contacts within arcane circles.
Because of the tightly knit structure of the clan, Tremere can expect assistance and instruction from higher-ranking members of the clan. However, members must still perform their duties. Tremere cannot simply expect all of their problems to be solved by their superiors--the clan does not tolerate laggards. Tremere vampires can expect that any Mentor they may have will always offer assistance (if the Storyteller rules that doing so is within the Mentor's capabilities), but conversely, they will always be required to fulfill a specific duty afterward.

Clan Disadvantage On receiving the Embrace, all new Tremere are forced to drink from a chalice containing the blood of seven elders of the clan. From this mixture of blood, the neonate comes one step toward a blood bond to the elders and, through them, to the clan as a whole. Tremere who fail in their duties or who disobey orders may be forced to drink again of such a mixture, stepping closer to total obedience to the clan.
Tremre who fail to report to their superiors, or who do not successfully carry out their duties, can also expect their superiors to deal with them harshly. Members of the clan who do not pull their own weight quickly find that they are expendable.


  • Name: Ventrue
  • Plural: Ventrue
  • Nicknames: Blue Bloods, Clan of Kings, Suits
  • Disciplines: Dominate, Fortitude, Presence

Overview Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good.

In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.

Clan Advantage Because of their keen financial acumen and savvy, all Ventrue characters begin play with an extra Trait of the Resources Background that can never be lost permanently. All Ventrue additionally gain one Trait of Finance, High Society or Political Influence (player's choice) due to their connections to society and social manipulation. Even those Ventrue without such ties themselves may call on their clanmates for appropriate aid, effectively granting them the same capabilities.
Ventrue tend to keep detailed records of lineage and heritage. As a result, the Ventrue clan, though not as hierarchical as the Tremere, can prove difficult to infiltrate; nearly every Ventrue is recorded somewhere in the clan's family trees. Though it may take several months to track down a particular lineage, a Ventrue can usually contact others of his clan and discover the sire, grandsire and so on of a particular Ventrue claimant, thus establishing "credentials" of a sort.

Clan Disadvantage All Ventrue have rarefied tastes, to the point of excluding all other prey except their chosen taste. Ventrue may only feed from mortal blood meeting with their particular dietary restriction. A given Ventrue might be able to feed only from young women or from businessmen or perhaps only from those experiencing terror. A Ventrue reflexively regurgitates any blood taken from any other source, gaining no nourishment. This restriction does not apply to vampiric vitae, though, and it may be suppressed long enough for a Ventrue to Embrace a new childe.
Because of their restrictions on feeding, Ventrue typically come into play each game session with one Blood Trait less than other vampires (though this shortage can be ameliorated with the Herd background, as usual).