Most vampires fall into different Clans, these are specific families of vampire that are rooted in a common Antediluvian of the third generation. The Different clans feature different abilities as well as different political structures among themselves, and different weaknesses that are unique to them in particular.

The clans common in the Camarilla are: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue


Known in vampire society as non­conformists and revolutionaries, the Brujah are best known for questioning authority and defending a cause with overwhelming passion. Many of their elders are philosophers and scholars, recalling the time they were philosopher­kings in ancient Carthage; their modern descendants have acquired a reputation as a noisy rabble, better at railing against perceived injustice than providing unified answers. Despite their disagreements the clan tends to stay together, and no one questions their skill as fighters.

Disciplines : Celerity, Potence, Presence

Advantage: Brujah are a tight­knit clan, and can call upon the support of their clanmates in times of trouble. Those who fail to respond may lose standing in the clan. Brujah begin with one free Trait of Neighborhood, Politics, or University Influence, and a related Ability Trait in Streetwise, Politics, or Academics.

Disadvantage: Brujah are more prone than other vampires to losing control; they suffer a one­ Trait penalty in tests of Self­Control/Instinct.


Rugged, feral individualists, the Gangrel are most at home in the wild rather than the cities 28 most Kindred prefer. Gangrel are respected for their ability to survive in the wild, even in areas inhabited by werewolves, and feared for their savage prowess in a fight. No­nonsense and practical, few Gangrel have much use for politics. Many Kindred consider them to be as unsophisticated as the animals they resemble, best used as scouts and front­line fighters.

Disciplines : Animalism, Fortitude, Protean

Advantage: Known as wanderers, the Gangrel are able to travel from city to city without the suspicion accorded to other Clans. Gangrel begin with one free level each of the Animal Ken and Survival Abilities and the Inoffensive to Animals Merit for free.

Disadvantage: As the Gangrel's Beast breaks free, it marks their flesh; every time a Gangrel frenzies, they gain an animalistic feature. These Frenzy Traits can be hidden. If the character possesses the Appearance Background, they lose one level per trait gained. Appearance cannot fall below zero; beyond this point, these features represent a potential Masquerade breach and should be handled through roleplaying.

Frenzy Traits can be bought off at the cost of one permanent dot (not Trait) of Willpower for each Trait to be removed. Doing so represents making a supreme effort of will to reassert one’s human form over the power of the Beast. This can be done immediately or at a later time.


Derided and feared by others, the Malkavians are a clan of seers and strange visionaries, unpredictable but possessed of a unique insight. Insanity runs in the blood of the clan, and all its members are touched by it. They range from violent lunatics to quietly driven visionaries and are impossible to predict or pigeonhole.

Disciplines : Auspex, Dominate, Obfuscate.

Advantage: All Malkavians are connected to the Madness Network, a mysterious link that connects them through their shared insanity. Effects are determined by the Storytellers. Malkavians will be informed through the Network when one of their clan dies within the city. Malkavians cannot automatically recognize each other, but they can determine whether or not other vampires are "on” the Madness Network. After some social interaction, a Malkavian character can call for a Static Mental Challenge with a difficulty of eight (retests with Awareness.) On a win, they learn whether the subject has reacted to the Madness Network during the conversation. Ties result in no information. The effect of a loss will be adjudicated by the Storytellers. Malkavians begin play with a free level of Awareness.

Disadvantage: All Malkavians possess at least one derangement, which must be chosen during character creation. This derangement may be temporarily suppressed with the use of Willpower, but may never be removed or cured.


Misshapen and deformed, the Nosferatu are twisted by the blood of their clan into the shape of inhuman monsters. Looked down upon by the more social clans and unable to blend with mortal society, most Nosferatu hide in secluded havens, often maintaining an extensive network of tunnels in the city sewers. Their stealth and shared pariah status makes them masters of information, however, and they are often privy to many of the city’s secrets.

Though individuals can be found wherever Kindred roam, the core of the Nosferatu are staunchly loyal to the Camarilla. However, the clan exhibits a greater degree of camaraderie across factional lines than most, no matter how much their respective leaders might disapprove.

Disciplines : Animalism, Obfuscate, Potence

Advantage: As expert spies and information brokers, the Nosferatu gain a bonus to Watches. For any Watch on which they spend at least one point, they gain a one­point bonus. Nosferatu begin play with one free level each of Stealth and Survival.

Disadvantage: The hideous appearance of the Nosferatu makes it difficult for them to interact with others. Their deformities can never be permanently removed, and depending on their nature, may be difficult to hide by non­supernatural means. While their true appearance is visible, Nosferatu are down 3 Traits on Social Challenges, and may not initiate Social Challenges except to intimidate mortals. They may not possess the Appearance Background.


The Toreador are driven by art and beauty. Among the most social of the clans, they tend to mingle at the highest levels of mortal society, encouraging artists of all types in their pursuit of elegance. Other vampires may consider them dilettantes, but they have little use for the opinions of their inferiors.

Disciplines : Auspex, Celerity, Presence

Advantage: The Toreador can draw on their artistic abilities to find victims on which to feed. For each Trait of Academics, Crafts, Performance, or Subterfuge the character spends, they may gain one Blood Trait. (This does count as a use of the Ability) This can be done before the start of a session, as with the Herd Background. A Toreador begins with two Traits chosen from the above­listed Abilities.

Disadvantage: The highly refined tastes of the Toreador can cause them to become entranced by beauty, unable to look away. When viewing an item of Craft 3 or above, or an example of Performance or Expression of 3 or above, a Toreador must make a Static Mental Challenge at 1.5 times the Crafts/Performance/Expression level. In other words, the challenge to not be entranced by a Crafts 3 item has a difficulty of 5, Crafts 4 has a difficulty of 6, and Crafts 5 has a difficulty of 8. They may escape from their reverie by spending a Mental Trait, or be jolted out of it by injury or other distractions. This weakness generally only applies to traditional visual arts (painting, sculpture, etc.) or performing arts (singing, poetry) intended as artistic expression, not anything that might be perceived as beautiful. For example, a florist could not breed a Craft 4 flower, but a Craft 4 floral arrangement is possible. This weakness may not apply to objects in a non­artistic context (a Toreador might be distracted by a Craft 5 katana hanging on a wall, but not if it’s being swung toward their head in combat). 


Once a house of mortal mages, the Tremere became vampires during the Dark Ages in a bid for immortality. They retain their patterns of behavior in undeath; the Tremere are masters of mysticism, bound into a strong hierarchy. Controlled by the Masters in Vienna, their control extends downwards through a pyramidal organization to the lowest apprentice. The Tremere seek to organize and control all mystical and occult knowledge, and exert control throughout vampiric society toward this end; they track rogue thaumaturges and infernalists for destruction. Tremere depend on their city’s chantry (an enchanted workspace/library) for research opportunities and learning new Thaumaturgy (the magical Discipline). The location of a chantry is a closely­held secret, and the building typically has extensive mystical defenses.

Disciplines : Auspex, Dominate, Thaumaturgy

Advantage: The clan hierarchy allows Tremere to call upon clan resources for help, although individuals are still expected to carry their weight. A Mentor within the clan will always provide assistance, although they will expect a duty to be fulfilled afterwards. Tremere begin with one free Occult Ability Trait and one free Occult Influence as well as the Rite of Introduction and one other Basic ritual of the player’s choice.

Disadvantage: The Tremere were created to be a hierarchical society, and as such, the blood bond is a strong part of their clan. It only takes two drinks of blood for a Tremere to be fully bonded (the first drink takes them to the second level of blood bond, and the second to the third).


Refined and aristocratic, the Ventrue consider themselves the natural leaders of the Camarilla. Once nobles and princes, they now rule the business world, and their political acumen and commanding powers ensure their influence among vampires.

Disciplines : Dominate, Fortitude, Presence

Advantage: Ventrue keep close track of their lineages; given time, an individual’s place in the clan can be confirmed and their heritage traced. Ventrue begin with one free level of the Resources background and one Trait of Finance, High Society or Politics Influence.

Disadvantage: The tastes of the Ventrue are rarefied to the point that they may only feed on one class of mortals (young men, blondes, chefs, alcoholics, etc.) Blood from any other mortal source (including animals) is regurgitated This restriction does not apply to vampiric vitae. 

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