Roleplaying Clans

These are clan names for RPG and should not be mistaken for real Vampyre clans. (Only exception see **)
Assamites Disciplines:
Celerity, Obfuscate, QuietusWeaknesses: 10% blood tithe to sires. Unable to imbibe blood of other Kindred. Each Blood Point causes 1 point of damage (non-aggravated).Description: Each Assamite is a trained killer. They are the assassins and the true hunters of the vampire world, and their abilities to disappear have made them the best. As assassins, they will only be hired by Princes, Archons and Justicars and do not stop until either the target or the Assamite is dead. Due to a Curse placed by the Tremere, Assamites are incapable of drinking the blood of another vampire. To the Assamites this is poison. Lurf RP: Independent
ROLEPLAYING CLANS page 1

Ba'ali Disciplines:
Celerity, DaimoinonWeaknesses: Affected by religious symbols, and take double damage from faith.Description: Lurf RP: Independent
Blood Brothers Disciplines: Celerity, Potency, SanguineWeaknesses: All feel each other's pain. If one is damaged, all the rest take the same wound penalty for the next round only.Description: Lurf RP: Independent

Brujah Disciplines:
Celerity, Potency, PresenceWeaknesses: Frenzy DifficultyDescription: The Brujah can trace their roots back to ancient Babylon, and the clay tablets of the first scholars. They were the lovers and guardians of knowledge, and the founder of their line was the inventor of written language. However, in their quest for freedom, they slew their founder and were banished from the first city. Today, the Brujah are scorned as riffraff who have lost their heritage and are without pride. For over a millennium they have been rebels among the Kindred, forever questioning and testing the Traditions. The clan is very poorly organized; its members meet only irregularly, and share little in common besides their love of rebellion. They are among the supports of the anarchist, and aiding them is one of the only matters upon which they ever agree. They are often underestimated, as much by themselves as anyone.Lurf RP: Camarilla

Cappadocians Disciplines:
Mortis, Auspex, FortitudeWeaknesses: Pallor. The Cappadocians are extremely pale and cold, no matter how much blood they drink. This makes them easily recognizable as vampires, if you know what you're looking for.Description: The Cappadocians were the true scholars of Death. They Mastered it and all it's facets till perfection, which resulted in the Mortis discipline. They had to cover their great experiment expenses by embracing a merchant family from Venice.Lurf RP: Independent

Harbingers of Skulls Disciplines:
Auspex, Fortitude, NecromancyWeaknesses: Description: The HoS are Cappadocians, liberated by Lazarus, aka Capuchin. These Kindred are all of the 8th Generation, or older (7th, 6th, etc.). They resemble dried up corpses, much like the Samedi. Their clan disciplines are Auspex, Fortitude, and Necromancy (Path of Mortuus).Lurf RP: Sabbat
Daughters of Cacophony Disciplines:
Fortitude, Melpominee, PresenceWeaknesses: All perception rolls more difficult by one. Alertness cannot be greater than three.Description: No one is sure where this bloodline originated. Due to the musical nature of their powers, most believe them to be an offshoot of the Toreador clan. Whoever their descendents, these vampires, for there are a few male members, are singers without compare. They can use their voices to perform incredible acts. However due to the small size of the bloodline and the fact that the Daughters only embrace those of little renown, they remain much a mystery to this day.Lurf RP: Independent

Gangrel Disciplines:
Animalism, Fortitude, ProteanWeaknesses: Become more animal-like each frenzy. Every 5 frenzies, remove 1 point from a Social Attribute.Description: Clan Gangrel is said to be the only clan whose founder is still involved in and concerned with the welfare of here progeny. Her concern for them is matched only by her concern for mortal descendants - the Gypsies. Though many Antediluvians use their progeny as pawns in the Jyhad, the Gangrel pride themselves on their freedom from such manipulation. There is a close bond between the clan and the Gypsies. In recent years, as Gahanna approaches, their interaction has been considerable.Lurf RP: Camarilla

Gargoyles Disciplines:
Fortitude, Potency, VisceratikaWeaknesses: Appearance of Zero, Willpower-2 when rolling vs. Domination or Magi Mind-Control Spells.Description: the Tremere created The Gargoyles during the 12th and 13th century. They needed assistance in their war against the Tzimisce. The Gargoyles, however found a way to reproduce through the laying of eggs. They are the only vampires who have a true reproductionLurf RP: Independent

Giovanni Disciplines:
Dominate, Necromancy, PotencyWeaknesses: Living creatures take double damage from drinking. (I.e.: For each Blood Point drunk, creature takes 2 health levels of damage.)Description: Long ago the founder of the clan, legend has it, embraced a Chantry of Necromancers in an attempt to bolster his power. In payment for this gift the Giovanni family diablorized their sire and eliminated all of his other progeny. Since that time the Giovanni have spent their unlives cultivating mortal influence and power to an extent unrivaled by any other clan. Every member of this clan is a member of the Giovanni family, and they are taught both how to use their natural vampiric powers and the strange craft of Necromancy.Lurf RP: Independent

Kindred of the East (Bushi / Gaki) Disciplines:
(Bushi) - Celerity, Kai, Presence (Gaki) - Auspex, Dominate, RiftWeaknesses: Description: Kindred of the East are the eastern vampires, who are not really Kindred at all, but a completely different kind of vampire, who call themselves Kuei-Jin. The Kuei-Jin have all died and returned from a hell they call the Yomi Worlds to their own bodies. While they can feed on blood they take life-force (Chi) in general. Their powers are not dependant upon blood but age and enlightenment. The Kuei-Jin and the Kindred have a rather poor relationship.It is no mere coincidence that the Gaki are known as hungry ghosts. All Gaki must expend two blood points per day, instead of the usual one required of Western Kindred. Additionally, the difficulties in resisting Hunger Frenzy are two levels higher, much like the Brujah. Gaki means the hungry dead in Japanese.Lurf RP: Independent

Lasombra Disciplines:
Dominate, Obtenebration, PotencyWeaknesses: Cannot be seen in mirrors. Makes them easy to detect by kine.Description: The Lasombra...a clan of prestige in the Sabbat. They succeeded in destroying all of the founders and elders outside of its sect. The Lasombra clan is also the clan of leadership. They are some of the most ruthless and manipulative vampires in existence. They value strength and reward those who posses it.The Lasombra are natural leaders. They rose to lead the Sabbat soon after the Brujah leaders betrayed the anarchs. The Lasombra knew they would be severely punished for the destruction of their elders, so they had to keep the remaining anarchs strong. The Lasombra took the lead role in organizing the remaining anarchs into the Sabbat. Since that time, they have enjoyed a great deal of prestige within the sect. All but one of the Regents has been of this clan. Most Lasombra are members of founded packs since it is easier for them to increase their power in this way. Lurf RP: Sabbat

Lamia (Dark Ages) Disciplines:
Deimos, Potency, MortisWeaknesses: Lamia are carriers of a virulent plague, which infects anything that they feed from, or anyone that drinks their blood. Mortals they feed from must win static Physical challenge or die within a few days, and Vampires who drink Lamia blood become carriers of the disease themselves. More humane Lamia feed from corpses and then burn the bodies.Description: An all-female line descended from a cult that worshipped Lilith, the Lamia serve as warriors, guards and agents for the Cappadocians, the clan that brought them into being.Lurf RP: Independent

Lhiannan (Dark Ages) Disciplines:
Animalism, Ogham, PresenceWeaknesses: Lhiannan are innately pagan, and are more strongly affected by Faith of any kind. Lhiannan cannot enter churches or other places of worship, and they lose all ties in Faith-related challenges.Description: A remnant of Europe's pagan past, the matriarchal Druids rule their dwindling lands through terror, sacrifice, and an open display of power that makes them easy targets for the Church and other powers.Lurf RP: Independent

Liabon (Dark Ages) Disciplines:
Abombwe, Animalism, FortitudeWeaknesses: Description: The Liabon are a little-known Bloodline of Vampires hailing from Africa. They do not subscribe to the Dominite myth, believing themselves to have an altogether different origin. They are very much in touch with their Primal sides, mastering Animalism, Fortitude and a unique Discipline called Abombwe which deals with tapping the spiritual power of the Beast in ways that exceed even Animalism. Virtually unknown in modern times (they keep an extremely low profile; most encounters with them appear to simply confuse those who've observed them into thinking that they are some strangely-powered Gangrel or other types), they were much respected in the Dark Ages as shamans, philosophers and storytellers.Lurf RP: Independent

Malkavian Disciplines:
Auspex, Dominate, ObfuscateWeaknesses: DerangementDescription: The history of the Malkavian clan is completely shrouded in the past. The Malkavians themselves have many tales about their origin, but do not believe most of them. A favored legend among the kindred is that the founder of the house was cursed by Dominion, and his descendants have lived with the madness since. The Malkavians have always existed on the periphery of the vampire culture, watching, but never truly involving themselves in it. Long ago, before the curse and the madness, the founder was said to be the greatest among third generation. Now it is his madness that keeps the weakest of those involved in the Jyhad "alive".Lurf RP: Camarilla

Nagaraja Disciplines:
Auspex, Necromancy, NihilisticsWeaknesses: Must eat flesh as well as drink blood.Description: The Nagaraja has managed to become Vampires without being embraced. They simply consumed. Lurf RP: Sabbat (Black Hand)

Nosferatu Disciplines:
Animalism, Obfuscate, PotenceWeaknesses: Hideous appearance. Description: It is the unfortunate plight of the members of this clan to display the beast within their hearts upon their countenances. Though their founder was known for his rabid predilections and monstrous impulses, the Nosferatu of today are known for being cool-headed. Though they tend to choose only the most depraved individuals as progeny, some how the members of this clan seem to retain their sanity better than most vampires. The founder is said to have been a man of regal visage who incurred the wrath of Dominion for his barbaric activities and was thereby cursed with the face of a hag. The savagery of his soul is reflected upon his face and that of all his progeny. Of course, many clans have legends in which an all-powerful Dominion curses their founder just as God cursed Dominion. It is not likely that all of these stories are true, but some, such as this, might be. Presently, the Nosferatu clan is estranged from their founder, and do not serve him - at least to their knowledge.Lurf RP: Camarilla

Nictuku Disciplines:
Obfuscate, Quietus, GrotesquesWeaknesses: Like the Nosferatu, the Nictuku have an appearance of 0 and automatically fail any rolls having to do with appearance. Actually, thanks to their horrible aura, they can barely interact with humans at all.Description: It is said that the Nictuku are the true clan, and that the Nosferatu are a bloodline of the Nictuku. Fortunately for the person who said this, he didn't say it around a Nosferatu. Lurf RP: Sabbat

Ravnos Disciplines:
Animalism, Chimerstry, FortitudeWeaknesses: Must make a self-control roll to prevent self from committing her crime of choice when the opportunity presents itself.Description: Much like the Gangrel, the Ravnos are wanderers. However unlike the Gangrel, the Ravnos prefer the company of others and prefer to live life as Gypsies instead of Nomads. Members o this clan are masters of deceit and trickery, and are much more prone to avoiding confrontations than beginning them. Because of their apparently cowardly nature and their skill with thievery, the Ravnos are not trusted by vampire society as a whole.Lurf RP: Independent
Salubri Disciplines:
Auspex, Fortitude, ObeahWeaknesses: Loses one health level for each Blood Point drunk from an unwilling victim. Character must persevere towards Golconda. Failure to do so results in inability to regain willpower.Description: The Salubri are seen as murderers and soul stealers by the rest of the clans. Nothing could be further from the truth. When the Tremere were first founded, they sought out Saulot, the founder of Clan Salubri and the first vampire to attain Golconda, and diablorized him for his power. Since that day the Tremere have hunted and killed all but a few of the former clan, and proceeded to spread rumors condemning the Salubri to the life of prey in the vampiric world. Because of this they pursue Golconda in remote locations away from Kindred and Kine alike.Lurf RP: Independent

Samedi Disciplines:
Necromancy, Obfuscate, ThanatosisWeaknesses: Appearance 0, repels all creatures due to smell.Description: While the Daughters of Cacophony are a bloodline beauteous in art, the Samedi are a bloodline hideous to behold. They look more like zombies than vampires, leading to a debate as to whether they are a branch of the Nosferatu clan or the Giovanni Necromancy. However these hideous and rotting creatures have demonstrated immense control over death and undead alike. They are often found acting as bodyguards and assassins for those willing to meet their price. A price lower than that of the Assamites, but then again they are not as skilled as the trained professionals.Lurf RP: Independent

** Setites (Followers of Set) Disciplines:(THIS IS THE ONLY CLAN ACTUALLY RECOGNISED BY THE SANGUINARIUM)
Obfuscate, Presence, SerpentisWeaknesses: Extremely susceptible to sunlight (double damage) Subtract one from all dice pools while in bright light.Description: While not one of the original 13 clans, this bloodline is the most distrusted and disliked clan in the vampire world. Setites are masters of moral, spiritual and physical corruption. They pride themselves in the amount of chaos they are able to create through the weaknesses of their targets. This clan has also gained much power through its unusual discipline of Serpentis, which enhances their abilities as corruptors and serpent worshipers.Lurf RP: Followers

Toreador Disciplines:
Auspex, Celerity, PresenceWeaknesses: May be fascinated by beauty. Willpower roll to break fascination.Description: Throughout history, the Toreador have been involved in the arts. This tradition is said to have begun with the first progeny of the founder, a pair of beautiful and artistically gifted twins. Their sire was a leader of the cabal of third generation vampires who slew their own sires. Though ruthless, he was very doting upon his progeny; proffering them far more independence than any other fourth generation vampires were given. They used their freedom to nurture the full panorama of the arts, and their sire protected them throughout war and famine. To this day, the Toreador claim that they are watched over by Arikel, their founder. Though the Toreador are not as formally organized as some other clans, they are furiously loyal to one another and to the art they claim to serve.Lurf RP: Camarilla

Tremere Disciplines:
Auspex, Dominate, ThaumaturgyWeaknesses: 1 step towards being blood bound to the clanDescription: The Tremere are unique and no other clan has a history as rich, yet short, as theirs. Long ago, there were others of their line who were not warlocks, nor did the clan have mastery over the discipline of Thaumaturgy. Less than 800 years ago, a metamorphosis occurred. Deep in the Romanian mountains, in the district known as Transylvania, a foolish clan leader embraced a group of magi from the ancient order. Combining their new powers with their ancient lore, the magi were quickly able to assume control of the clan. They Embraced many others from their arcane order, and drank the blood of all the elders of their clan. It is even hinted that the most powerful among them managed to hunt down and slay the founder of the line. The Tremere have adopted the most rigid hierarchical system among the clans, and this has allowed them to achieve great power within Kindred society. The other clans distrust the Tremere, both out of fear and a sense that something is not quite right with them. The political center of the Tremere is in Vienna.Lurf RP: Camarilla

True Brujah Disciplines:
Presence, Potence, TemporisWeaknesses: True Brujah are passionless. The cost of regaining Humanity/Path points is twice as high as normal.Description: The True Brujah are scholars to the core. Lurf RP: Sabbat (Black Hand)

Tzimisce Disciplines:
Animalism, Auspex, VicissitudeWeaknesses: Always in physical flux. May forget natural form over the centuries. In addition, must sleep surrounded by at least two handfuls of earth from a land important to them as mortals. (Usually homeland or graveyard interred in.) Failure to do so results in loss of half of all dice pools for next 24 hours, cumulative, until down to one die, until Tzimisce sleeps within his special earth. Description: The Tzimisce is a clan of very arcane vampires. This clan is as fascinated by the occult as the Tremere are. But do not possess nearly as wide a scope of knowledge. The Tzimisce is a scholarly clan, and most of its members are highly educated. The clan is one of the most honorable of all vampire bloodlines.Tzimisce have strong appreciation for learning. They are some of the most educated beings on earth. They seek to understand magic as well as science, but have not reached the level of the Tremere in this understanding. The Tzimisce cadre stretched across the Baltic regions of Eastern Europe for many centuries. It established a great power base until the Tremere, then a house of mortal wizards, established covenants in what is today northern Bulgaria. The two coexisted for a time, not intruding upon one another. Eventually, the power mad Tremere captured some Tzimisce and used them in perverse rituals aimed at extracting the essence of their immortality. Some Tzimisce believe this was the beginning of the Tremere as a clan. Lurf RP: Sabbat

Ventrue Disciplines:
Dominate, Fortitude, PresenceWeaknesses: Feeding restriction to a certain type of blood.Description: The Ventrue suspect that their founder has been slain by one of the Brujah clan. Though this is a blow to their pride, it has given them some distance and protection from the chaos and strife of the Jyhad. Without the intrigue and demands of a god-like founder, the Ventrue have achieved a remarkable independence from the Antediluvians. They do not know how much truth is contained in this legend, but it is nonetheless one of the basic tenets of their clan, no matter how much other Kindred scoff at it. Much of the respect accorded to the Ventrue is due to the independence they are perceived to have from the Antediluvians. It is out of pride for this respect they are given that they conceal their persecution of the Brujah clan. More princes and Justicars come from the Ventrue clan than from any other; they are clearly leaders of the Camarilla. The Ventrue have regular clan meetings in various parts of the world, including a Grand Council in London every seven years.Lurf RP: Camarilla


Caitiff / Panders Disciplines:
AnyWeaknesses: Social OstracizingDescription: Some Kindred do not have a clan at all, but are of bastard blood. This is sometimes because they were abandoned by their sire, or were Embraced an outcast vampire. A combination of thinness of blood and a lack of social training has made them Clan less. This is a fairly recent phenomenon, and thus they are disdained by many of the other Kindred. Though not many Caitiff are considered to be pariahs or anarchs, not all of them are outcasts. Some are accepted among the Damned, although few have yet reached an age where they have achieved any real power.Lurf RP: Independent / Sabbat

Old Clan Tzimisce:
They is so ancient that even the oldest legends speak only of their chider. They are the True Tzimisce, and all the Tzimisce of the Sabbat (and even the few within the Inconnu and the Camarilla) are their betrayers. Unlike the Lasombra some of their elders still proceed, including the clans original founder—possibly the most powerful of other kindred rivaling even Caine in power. Most of the old ones are unaffected by Vicissitude the discipline—plague that affects the younger Tzimisce clan of the Sabbat. Like all other Tzimisce, something deep inside them craves stability and permanence. They share a special connection to the land they claimed as their own in life. They must surround themselves with at least two handfuls of dirt from a land important to them in life. If they fail to do this, they cannot rest in peace and lose half their dice pools from all actions every 24 hours until down to one die. {Animalism, Auspex, Dominate}





The Sects

Camarilla
The Camarilla is the largest single sect of vampires as well as the most open; theoretically any vampire may claim membership, regardless of lineage. The Camarillas' primary concern is the maintenance and preservation of the Masquerade (as will the other five traditions,) Every 13 years there is a meeting of the elders of each clan (called a Conclave) This is the hub of the Camarilla. Each bloodline is allowed one representative to sit on the Inner circle. Only these individuals may vote, though all those attending may speak. The eldest member of each clan present places the vote for that clan. It is a majority of age. This is the primary reason the anarchs are so frustrated. The primary function of the Inner Circle is to appoint the Justicars, the judges of the sect. The seven clans that make up the Camarilla are as follows: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and the Ventrue. {Founded in the later part of the 14th century.}

Sabbat
The Sabbat is an organization composed solely of vampires. It is similar to the Camarilla in many respects, but has a number of special distinctions. The Sabbat is smaller than the Camarilla. Its doctrines are overwhelmingly more political and militaristic, and it is actively involved in constant warfare with the Camarilla. All members of the Sabbat are free from Blood Bounds to a particular vampire master, instead they are bound to an entire pack and the pack to an Archbishop as is the Archbishop's are bound to their own packs. In addition, the sect is steeped in tradition, millenarian doctrine and mysticism. It is completely secretive, so much so that most of what is known about the Sabbat outside the Sect is speculation. The Sabbat are known to heavily practice Diablerie, and readily break the Camarilla's traditions when they can get away with it. One does no go around declaring they are of the Sabbat, any gloating kindred stupid enough to brag about their position or especially give away sect secrets no matter how small will promptly be slain by the Sect if the offender survives their stupid actions.

Inconnu
"Inconnu" is mostly thought of as a classification for kindred whom have distanced themselves from the others of their kind. This is the eldest sect, the Inconnu is made up of ancients refuse to participate in the Kindred's' great Jyhad. As a whole, the Inconnu punish all of their order that continue to take part in the Jyhad or meddle in the affairs of lesser Kindred. The all also seek Golconda; most members of the Inconnu are of the forth and fifth generation and none are higher than the sixth.

Black Hand
(Tal'mahe'Ra)For most vampires, the Black Hand exists as an unseen bogeyman, a horrid monster used to terrify chider as they lay down in their coffins (well not really in the coffins.) Most vampires believe they will never encounter one of the mad shadow warriors, assuming that if they do not upset the Sabbat, the Black Hand will have no interest in them. The Black Hand is part of the Sabbat, which is composed of the most vicious and loyal vampires in existence. The "Hand" brands its members' right palm with a black crescent moon, to forever remind them of their responsibilities. Created during the first hundred years of the Sabbat (about 1650) Sabbat leaders do not trust the hand, and many of the sects fear their power. Of the thousands of Sabbat in the world only around 300 are members of the hand, and even low-level members know only what is necessary to get the job done. The top levels of the hand consist of four powerful warrior - politicians - generals collectively called the seraphim. All lower leaders are referred to as dominions. (The dirtiest secret of the Black Hand is that the Hand is not just part of the Sabbat. Indeed, it is a separate sect entirely. Shortly after the creation of the Sabbat, vampires secretly belonging to an ancient sect called the Tal'mahe'Ra allied with the Sabbat. The Sabbat or False, Hand continues to serve as a front for the True Hand. It also claims a mummy, an Abomination, and a small number of mages of the Verbena tradition; and wraiths (ghosts) as members.