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The Brujah are known for their radical & rebellious nature.

They value those who are willing to


stand up for themselves & others in any given situation. They consider themselves warriors
fighting for a cause, and they are motivated by their strong emotions, physical strength, &
unwavering commitment to their beliefs, whatever they may be. Kindred often mistake them for
street punks or anarchists looking for trouble, but this is not an accurate representation of who
they truly are.
Individuals who identify as Caitiff are often viewed with suspicion and fear by other vampires due
to their lack of belonging to a specific clan. They are not bound by the restrictions of other
bloodlines, which can lead to unpredictable behaviour. Many Caitiff are rejected by their clans out
of shame, envy, or fear. As a result, they may distance themselves either out of shame or pride, as
they possess unique traits not found in their sire's Clan.

The Gangrel are a Clan that are more animalistic than others. They are able to survive and thrive
in any environment, whether it be the wilderness or the city. They possess shapeshifting abilities
that even make other vampires hesitant. Gangrels are known to be fiercely territorial and are more
focused on action and accomplishments rather than appearances and status.

The Malkavians have the ability to perceive and predict truths that are concealed from others
through their blood. Similar to the "wise madmen" depicted in poetry, their fragmented
perspective arises from comprehending too much of the world simultaneously and experiencing
emotions that are too intense to handle.

The Nosferatu's curse is visible in their twisted and deformed bodies. They operate on the
outskirts of cities, gathering intel and exchanging information. They use their supernatural
abilities and animals to remain hidden. Their Embrace is a painful transformation that can take
weeks, leaving them as monstrous beings with deformities similar to birth defects or severe
injuries. Some may appear normal but carry hidden conditions.

Toreador vampires are known for their captivating charm, alluring presence, and artistic talent.
They often Embrace individuals who possess similar traits, hoping to reignite their own passion
and emotions. These supernatural beings possess an uncanny grace and charisma, constantly
seeking new experiences and excitement. However, their pursuit of thrill often leaves behind a trail
of heartbroken lovers and unfortunate victims.

Clan Tremere was originally a group of mortal mages who desired immortality but ended up
becoming vampires. They have since developed the ability to manipulate their own blood and use
their sorcery to control both mortal and vampire societies. Though they possess great power, many
vampires are wary of their cunning tactics.

The Duskborn, also known as Thin-Bloods, are beings that are neither fully mortal nor vampire.
Their constantly shifting nature elicits feelings of pity, jealousy, and fear among those around
them. Despite being looked down upon by most vampires, the thin-blooded have united to resist
their oppressors by using their immunity to sunlight and their adaptable powers. They do not
belong to any clans and are not recognized as a clan by most Kindred, as they are the result of
being embraced too far from the progenitor, Caine.
The Ventrue have earned their title as the Clan of Kings through their selective process of
choosing their offspring from individuals who are familiar with power, wealth, and influence. They
consider themselves as the aristocrats of the vampire community, and their members are expected
to take charge whenever possible. They are not afraid to face challenges in order to lead from the
front.
The Banu Haqim struggle with the conflict between their natural desire for vampire blood and
their dedication to justice. They are strict judges who strongly adhere to a moral code, and they
only turn mortals into vampires who can assess and manage risks, enforce laws and customs, and
penalize wrongdoers. Anyone found guilty of a transgression considered unforgivable by a Childe
of Haqim will face punishment, which may include being drained of their life force through
Diablerie.

The Ministry, also known as The Followers of Set, is a cult-like clan that always has something to
offer. They seek out individuals who are skilled in using temptation as a weapon and embrace
those who have the ability to sway, entrap, and ultimately liberate their targets from their
possessions, allegiance, or even faith. Everything has a price for the Setites, who are known for
being devious, tricksters, tempters, and liars. Because of their tendency to play all sides during
major conflicts, their relationships in both the modern age and the past have been rocky at best.

The Lasombra Clan are notorious for their willingness to do whatever it takes to succeed. They
value ruthlessness in their offspring, and their reputation as untrustworthy outsiders is well-
earned. Rather than seeking the spotlight, they prefer to act behind the scenes, pulling the strings
of power. The end goal is all that matters and sentiments like sympathy or morality only hinder
their ascent to power. They typically choose to Embrace individuals who have proven their mettle
by overcoming great odds, surviving dangerous situations, or demonstrating exceptional abilities.

The Hecata are a group of vampire bloodlines that specialize in necromancy and the study of
death. They have a particular interest in the afterlife and are capable of resurrecting the dead or
using their services for their own benefit. With the ability to summon and control spirits, they are
difficult to avoid. This clan is well-versed in the arts of death and communication with the
deceased.

The Ravnos are a Clan known for their mastery of misdirection and their preference for subtle
tactics over brute force. Despite their near-annihilation during the Week of Nightmares, they have
managed to survive and continue to thrive in the shadows. Their ability to charm and disappear in
the blink of an eye is truly remarkable, and those who have been fooled by them quickly learn to
question their own senses when in the presence of the Tricksters. Always on the move, the Ravnos
must constantly stay one step ahead of their enemies or risk being consumed by their own cursed
flames.

The Tzsimice (pronounced "Zi-me-see") prioritize ownership and seek to conquer and dominate what
they possess. Their possession-oriented tendencies extend beyond material possessions and include
their own bodies. Many Tzsimice specializes in a type of Protean called Vicissitude, which enables
them to alter their bodies as they see fit, including the bodies of others, whether they consent or
not. They go beyond physical perfectionism and delve into the metaphysical, pushing the
boundaries of vampirism itself.

The Salubri, known for their wisdom and knowledge, are now a rare and hunted vampire clan.
Their highly desirable blood has been usurped by the undead Tremere, leaving the Salubri with a
legacy of tragedy and eternal struggle. Many Salubri are still being hunted for the actions of their
sires centuries ago, which has made it difficult for them to find safe havens within vampire
domains. Both Camarilla Princes and Anarch Barons are hesitant to allow the Salubri to stay for
long due to conflicts with other vampires.
ANY
Animalism is a Discipline that Auspex enables users to hone their
enables individuals to establish senses both physical and psychic in
a close and mystical connection order to bolster their awareness,
with the animal kingdom, as and perceptions, or even see visions
well as their own vampiric
of the future. Those who have this
Beast. This Discipline is
as a clan Discipline are the Hecata,
exclusive to the Gangrel,
Nosferatu, Ravnos, and Malkavian, Salubri, Toreador and
Tzimisce. Tremere.

Blood Sorcery is a type of blood Celerity powers up the movement


magic that allows the of the user, enabling them to have
practitioners to manipulate the unnatural quickness in their
blood, mortal or vampiric. movement and supernatural
Those have this as a clan reflexes. Those who have this as a
Discipline are the Banu Haqim clan Discipline are the Banu
and Tremere. Blood Sorcery Haqim, Brujah and Toreador.
Rituals are an extension of
Blood Sorcery.

Dominate enables the user to


Fortitude strengthens the user's
control others' minds through
eye contact and speech, and physical and mental resistance.
alter their memories. This skill Those who have this as a clan
is possessed by certain clans Discipline are the Gangrel, Hecata,
such as Lasombra, Malkavian, Salubri and Ventrue.
Salubri, Tremere, Tzimisce, and
Ventrue.

Oblivion has two branches. One


Obfuscate is the art of not allows the user to manipulate
being seen even in crowds shadows at will (Lasombra) and the
either through being wholly other is through the arts of
unseen or by blending in. Those necromancy or usage of spirits
who have this as a clan (Hecata), though both tap into the
Discipline are the Banu Haqim, Abyss. Oblivion Ceremonies are
Malkavian, The Ministry, an extension of Oblivion.
Nosferatu and Ravnos.

Potence enhances the physical Presence enables to user to use


abilities of those who possess it subtle manipulation, control and
as a clan Discipline. The Brujah, swaying of emotions to guide others
Nosferatu, and Lasombra are towards a goal. Those who have this
among those who have this as a clan Discipline are the Brujah,
Discipline. Ravnos, Toreador, The Ministry and
Ventrue.

Thin-blood Alchemy is a clan


Protean grants the ability to
"Discipline" exclusive to thin-bloods
change one's shape, grow claws,
that involves creating mixtures of
meld into the earth or become
blood, emotions, and other diverse
fog. Those who have this as a
ingredients to produce distinctive
clan Discipline are the Gangrel,
effects or replicate other Disciplines.
The Ministry and Tzimisce.
The Camarilla is an influential organization of Kindred with a deep-rooted history. Their aim is to
protect their society from the mortal world by upholding the masquerade and enforcing rules.
They are also a secretive group that helps the Elders maintain their power and influence over
global politics and business. The Camarilla functions as a system of governance and an
international union of cities with an Inner Circle, Justicars, and Archons who travel around the
world to maintain peace. Despite being part of an undead society, they prioritize preserving
humanity and consider themselves as protectors of mortals. Many Camarilla members possess
wealth, power, and age, and the inclusion of Anarch defects makes the sect an almost exclusively
upper-class group.
In most games, these are the go too options for the coterie to associate their vampires with.

The Anarch Movement has been around since the revolution against the Camarilla began. In
recent years, it has grown significantly as younger vampires struggle to understand why they must
obey the laws of Elders who don't care about them and only use them when needed. Any vampire
who is not under the control of the Camarilla is considered "unbound," and the Anarchs are a
visible subset of these unbound vampires who have chosen to fight back instead of hiding. They
fight to take control of territory from those who oppress them and have been successful due to the
disappearance of the ancient hands that held onto it. The Anarchs are seeking a revolution, and as
more and more Elders disappear and younger vampires appear, their numbers are growing. The
centuries-long lethargy has ended, and they are remembering how to fight.
This is an available sect option for those who want more of a challenge.

The Sabbat are monstrous creatures; vampire supremacists who see themselves above mortals and
do not care for them. They are a sect that evokes fear at its mention with their ideologies being
met with loathing. The Sword of Caine wages a war against the Antediluvians, a Gehenna War,
seeking to claim revenge for Caine and the ancient betrayal done to him by his childer. Their goal
is to destroy the Antediluvians and subject the mortal world to a world with vampires at the top.
In their effort to make themselves the ultimate predators, they have ironically shackled themselves
to the beast. The sect deindividualized, indoctrinated, and collectively Blood Bound each Cainite
in an effort to make fanatical members of their organization.
This sect is not available to play as in Vampire: The Masquerade Fifth Edition (V5)

The Ashirra are a sect consisting of Islamic vampires who declare their faith in Allah. They believe
redemption for the Kindred was among the promises Muhammad made if they choose to follow
Allah. Not all Islamic vampires are a member of this sect, and not all Ashirra Kindred are Islamic.
While some vampires are true followers of Islam, the vast majority of Kindred involved in the
Ashirra follow Islam because it is convenient for them or to make it easier to operate in the Middle
East. Like the Camarilla or Sabbat, the Ashirra is prone to power plays and political maneuvering.
In some instances, Ashirra can be used to refer to any vampire who follows Islam. Since the
Vermillion Wedding, a political blood bond, they are allied with the Camarilla. They are not
"Islamic Camarilla."
Not advised to be a part of if you are brand new and/or are not Islamic.
OR SUCCESS

CRITICAL
SUCCESS (2=4)

OR MESSY
CRITICAL

FAILURE

BESTIAL
FAILURE

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