The Six Clans of the Camarilla
& the Caitiff


We are accepting characters that belong to the six basic Clans of
the Camarilla and Acknowledged Caitiff. (Just so you know, we
are embracing the White Wolf metaplot that has the Gangrel Clan
leaving the Camarilla. The Gangrel, in our game universe, are not
an integral part of the Camarilla.) Here is a quick listing of the
acceptable Clans (including a quick summation, their Clan
Disciplines and their Advantages and Disadvantages):

Brujah: 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.
The Brujah are, for the most part, "malcontents, punks, rebels and revolutionaries." They are philosophical, to some extent, and back their ideals with a "fiery passion matched by few other" Kindred.
Disciplines: Celerity, Potence, Presence.
Clan Advantage: All Brujah start the game with one free Background Influence of Political, Street, or University. They also start the game with one free Ability of Academics, Politics or Streetwise, as appropriate to the Influence they chose. Finally, although this is not considered a "true" advantage, all Brujah are expected to help others within the Clan. Failure to assist your fellow Brujah usually leads to loss of standing within the Clan.
Clan Disadvantage: All Brujah are prone to Frenzy. Accordingly, they suffer a one-Trait penalty on all Virtue Tests of Self-Control.

Gangrel: Of all vampires, the Gangrel are perhapsClan Gangrel: (Included for reference.)  closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shape shifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. In these modern nights Gangrel have left the Camarilla are independent.
The Gangrel are "the undisputed masters of the wild," possessing "unmatched prowess in survival." The Gangrel are "survivors, woods-men and animal lovers," who often wander the world, shunning most of the political infighting of the Camarilla.
Disciplines: Animalism, Fortitude, Protean.
Clan Advantage: All Gangrel start the game with one free Ability of Animal Ken and Survival.
Clan Disadvantage: Whenever a Gangrel frenzies, they gain an animalistic feature. Further frenzies cause these animalistic features to become more pronounced, or add more features. Each time a Gangrel frenzies, they gain a new Negative Social Trait of either Bestial, Feral or Repugnant. These Negative Traits cannot be both off or removed without "magical assistance." Only five Negative Traits can be gained in this manner.
Clan Malkavian: 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.

The Malkavians are insane, their sanity shattered in horrible ways because of the Embrace. No two Malkavians are the same - the Malkavians are "unpredictable, potentially dangerous and absolutely free from the confines and expectations of normalcy."
We are not allowing Dementation at character creation. Don?t ask, don?t bitch, or don?t get a Malk.
Disciplines: Auspex, Dominate, Obfuscate. Malkavians are not allowed to choose whether they wish to have Dementation or Dominate as a Clan Discipline, but they may have actions occur in character that allow them to learn Dementation as a secondary discipline with the same cost as an out of clan discipline.
Clan Advantage: All Malkavians start the game with one free Ability of Awareness due to their unique insights. Additionally, all Malkavians have are linked to others of their clan - a sort of "madness network" that sometimes allows them to share knowledge without really talking. In game this translates as always being able to tell who the other true members of clan 
Clan Disadvantage: All Malkavians are insane, and therefore start the game with one Derangement (which does not give you any additional free traits for character creation). Quote from Laws of the Night - Revised "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 the charnel pit - that's the sort of insanity that infects the [Malkavians.]" (Page 33.) Please keep in mind that is the sort of thing that can be very difficult to play, especially in the Camarilla where they are clinging to their humanity. However as much as they may disapprove you have to violate a tradition to be "legally" destroyed by anyone without the prince's consent. Hope you don't have a particularly sentimental prince.

Nosferatu: 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 forego 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.
The Nosferatu are horribly deformed and hideous beasts, their bodies being twisted beyond belief due to the Blood within them. Because of their deformities, the Nosferatu usually end up hiding and skulking, interacting on the fringes of society, becoming "spies and rumormongers of the first order," selling the secrets they learn to survive.
Disciplines: Animalism, Obfuscate, Potence.
Clan Advantage: All Nosferatu start the game with one free Ability of Stealth and Survival.
Clan Disadvantage: All Nosferatu are hideously ugly. According, no Nosferatu may possess the Social Traits Alluring, Gorgeous or Seductive without using "special powers" (like Obfuscate). Furthermore, all Nosferatu gain the Negative Social Traits of Repugnant x3 when a Nosferatu's true form is apparent - these Negative Social Traits cannot be removed with Free Traits (or Experience). Finally, when a Nosferatu is in their "normal" visage, they cannot initiate any Social Challenges except for purposes of intimidation.

Toreador: 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 Toreadors 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. Toreadors know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.
The Toreador are artists, one way or another. Some Toreador patronize the arts, some create the artistic works, others work on making artforms out of things that most people wouldn't think of as art, and others are art. They are passionate, sensual and sometimes viewed as the "guardians of culture."
Disciplines: Auspex, Celerity, Presence.
Clan Advantage: All Toreador start off with Academics, Crafts, Performance or Subterfuge Abilities (one Trait each of any two, or two Traits of any one). Also, a Toreador can use their artistic abilities to hunt and feed (in addition to having a Herd Background). A Toreador can gain one Blood Trait for each level of Academics, Crafts, Performance or Subterfuge Abilities they possess. However, it should be noted that gaining Blood Traits in in this method does use up those Abilities.
Clan Disadvantage: All Toreador are easily entranced by beauty. When presented with a great work of art (generally viewed as one executed with three levels of Crafts, Performance or other applicable Ability), they become asborbed in examining the work and enter a fugue-like state. A Toreador can only break out of this trance by expending a Mental Trait, although injury or other distractions (such as being elbowed by a neighbor or attacked) can break this entrancement.
Tremere: 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 magical powers in service to the Camarilla almost as much as they use the Camarilla in service to themselves.
The Tremere are magicians and wizards, capable of using powerful magic to achieve their goals. Among their ranks are "Freemasons, mystics, witches, New Agers and antiquarians." The Clan does not draw from occultists only; "politicians, financiers, scientists and soldiers" can also be found within the Tremere. They loyal to their Clan first, and the Camarilla second. Others within the Camarilla distrust them due to their insular nature, but they can be powerful enough to command respect.
Disciplines: Auspex, Dominate, Thamaturgy.
Clan Advantage: All Tremere start off with an Occult Ability and an Occult Influence automatically. Additionally, due to the tightly-knit nature of the Clan, all Tremere can expect assistance and instruction from higher-ranking members of the Clan. Any Mentor that a Tremere has will always attempt to offer assistance, but the Tremere will have to perform a task for the Mentor later.
Clan Disadvantage: All Tremere are made to drink from a chalice containing the blood of the Clan Elders at Embrace. All Tremere are, therefore, one-step Blood Bound to the Elders of the Clan (and technically, the whole clan). Tremere who fail in their duties or are disobedient may be forced to drink this mixture again, become more and more bound to the Clan Elders. However this is a very misleading statement. That is NOT the end of the Clan flaw. If you are a member of clan Tremere you must be a part of the hierarchy, and are subject to abuse from those above you.

Ventrue: 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.
The Ventrue are, effectively, the leaders of the Camarilla. Members of this clan feel that they have a duty and obligation to lead and protect the other Kindred, working to gain "prestige, influence and wealth" in order to form allegiances that they can call upon to defend the Camarilla.
Disciplines: Dominate, Fortitude, Presence.
Clan Advantage: All Ventrue start the game with one free Background of Resources that can never be permanently lost. Additionally, all Ventrue gain a single Finance, High Society or Political Influence due to their connections to society and their social manipulation skills.
Clan Disadvantage: All Ventrue have "rarefied tastes," to the point of excluding all other prey except one. Ventrue may only feed from mortal blood meeting with their particular restrictions. For example, a Ventrue might only be able to feed from young women or businessmen or their cousins or people who are drunk. A Ventrue reflexively regurgitates any blood that does not meet their restrictions. This does not apply to Vampiric blood, and it may be suppressed long enough to Embrace new childer.

Caitiff. The Caitiff are those poor Kindred who technically do not belong to a Clan. They are outcasts, usually outside of the Camarilla, unprotected and forlorn. However, in this game, we are requiring that all Caitiff characters be members of the Camarilla.
Disciplines: Technically, Caitiff do not have any Clan Disciplines. However, each Caitiff may choose to learn any of the "common" Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence or Presence). As this is a Camarilla game we strongly recommend that you do NOT choose a Caitiff as a character because you will not likely succeed at any of the usual goals. For instance getting status, domain, or even Aknowledged will all be far more difficult than for others because you do not have powerful elders to speak on your behalf. Also even the boon system is likely to be unfair for you. You must always accept a far less boon than others would be granted because you should be grateful for anything you get.
Clan Advantage: The Caitiff, having no Clan, have no Clan Advantages.
Clan Disadvantage: Normally, the Caitiff would have no Clan Disadvantages as well. However, for this game, we are requiring that Caitiff must be members of the Camarilla. [Otherwise there is no reason for you to be there at all, as most games take place in Elysium or the rack, and if you ARE NOT a member of the Camarilla all those other vampires will likely call the Scourge and have you killed.] That means that all Caitiff must purchase at least one Status Trait (the trait of Acknowledged) with their Background Traits. They do not get this Trait for free, unlike other members of the Camarilla. Sorry guys but you have to explain why the fuck the prince would let you into the city in the first place.