The Clans
According to the ancient myths, Caine's grandchilder, the Antediluvians, numbered 13. Each of these Antediluvians, the stories continue, founded a great clan of vampiric descendants, all of whom bore the gifts - and the stigmata - of their progenitors.
Eons and lies have shrouded the truth of this story, but there can be no denying that 13 clans of Kindred walk the Earth. These clans bestow distinguishing benefices and taints upon vampires Embraced into them; thus the Nosferatu are infamous for their hideousness, for example, while the Brujah are notorious for their violent tempers.
Clans act as combination families, social cliques and schools. For example, the violent Brujah disciplines its childer to become inhumanly strong, fast and fearsome, while the sorcerous Tremere instructs its disciples in the ways of ESP, mind control and magic. Some clans are insular and tightly knit, with definite social structures and worldwide agendas; others are loose and anarchic, united by little save their common blood.
When creating a vampire, the player must choose one of these seven clans. (There are six other clans - four neutral and two Sabbat clans - but this kit does not concern itself with them.) Each clan provides an Aptitude (a certain mundane feat at which clan members excel), an Advantage (an area of supernatural specialty or societal influence), and a Weakness (a mystic curse laid upon the clan in ancient, or not so ancient, times). Each clan also provides certain Disciplines - mystic powers which the clan teaches to its members.
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.
Aptitude: +1 with combat. Brujah are natural fighters; when in combat, a Brujah may add one die to any one action taken per turn.
Advantage: Blood Rage. A Brujah may spend a Blood Level to enter a semicontrolled form of frenzy. While under the Blood Rage, the vampire may ignore the effects of pain, but must attack foes directly, without missiles or non-Physical Disciplines (no firearms when one has the opportunity to tear one's foe apart with bare hands!).
Weakness: Blood Madness. Brujah anger much more quickly than other vampires do. All difficulties to resist frenzy increase by one (maximum 6).
Clan Disciplines: Celerity, Fortitude, Presence
Gangrel
Of all vampires, the Gangrel are perhaps 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 shapeshifters. 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.
Aptitude: +1 in the outdoors. When in natural surroundings (a park counts; a city street doesn't), a Gangrel may add one die to any one action taken per turn.
Advantage: Hunter's Instinct. Gangrel are natural predators; by spending a Blood Level, the Gangrel may automatically gain the initiative next turn, even against foes with Celerity. Alternatively, the Gangrel may apply his instinct to hunting; by spending a Blood Level, he will automatically succeed in a hunt, unless there is absolutely no prey to be found in the vicinity.
Weakness: Bloodlust. Gangrel are tainted by the Beast Within. Over time, many Gangrel develop animal features, such as catlike eyes, fur, or batlike snouts and ears. In any event, Gangrel often find it difficult to spare wounded or beaten foes; to do so, the Gangrel must make a Psychic roll (difficulty 4).
Clan Disciplines: Animalism, Fortitude, Protean
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.
Aptitude: +1 with trickery. When attempting to deceive (or avoid being deceived), a Malkavian may add one die to appropriate rolls.
Advantage: Lunatic's Insight. Once per story, the Malkavian may make aMental roll (difficulty 4); if she succeeds, she may ask the Storyteller one yes-or-no question about the current situation, which must be answered truthfully.
Weakness: Mad Fits. At the beginning of the game session, the Storyteller rolls a six-sided die. The number rolled is the number of times he may ask the Malkavian's player to make a Psychic roll (difficulty 4). The Storyteller may call for this roll at any time. If the player fails, the Malkavian falls into a frothing, gibbering fit for one turn. While in the fit, the Malkavian may do nothing except writhe, babble and twitch; she may not even defend herself if attacked.
Clan Disciplines: Auspex, Dominate, Obfuscate
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.
Aptitude: +1 with stealth. Nosferatu are natural sneaks and may add one die to all situations involving hiding, moving silently, or other stealth-related feats.
Advantage: Horrid Visage. Nosferatu are hideous creatures, but this can actually serve them in good stead. When first confronting potential opponents or prey (appearing from invisibility, stepping out in front of them, etc.), the Nosferatu may roll six dice (difficulty of the target's Psychic +2). If this roll succeeds, the opponent is so stunned with terror and disgust that he may take no action for one turn.
Weakness: Loathsome. As has been mentioned, Nosferatu are horrifically foul to look at, and not overly pleasant to boot. A Nosferatu's Social Trait is considered to be zero - though when intimidating others, he may substitute his Physical Trait for a Social Trait.
Clan Disciplines: Animalism, Obfuscate, Potence
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 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.
Aptitude: +1 to perception. Toreador are natural critics; while irritating, this trait occasionally serves them in good stead. Toreador add one die to any task involving observation or alertness (for example, detecting an ambush or spotting a hidden wall safe).
Advantage: Herd. Toreador glide elegantly through nightlife and are invariably at the center of whatever social scene they choose to grace. Accordingly, Toreador attract a following of friends, acquaintances, lovers, ex-lovers, sycophants and other hangers-on. Most of these mortals are unaware their "charming friend" is a vampire. The majority are relatively worthless, but some might know useful information or have useful skills. In any event, they are useful sources of blood; once per story, a Toreador with access to his herd may completely replenish his Blood Levels.
Weakness: Rapture. Toreador are lovers of the aesthetic and beautiful. When a Toreador views, hears or even smells something that is (in the Storyteller's opinion) truly beautiful, he must make a Mental roll (difficulty 4) or become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Mental roll to "break the spell."
Clan Disciplines: Auspex, Celerity, Presence
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 sorcerous powers in service to the Camarillaalmost as much as they use the Camarilla in service to themselves.
Aptitude: +1 with scholasticism. Tremere are studious creatures; they add one die to all Mental tasks involving scholarly knowledge (research, occult lore, science, deciphering languages, etc.).
Advantage: Wizard's Familiar. All Tremere are taught a ritual to create a familiar. A familiar is a small creature alchemically created from the vampire's blood. Some familiars look like black cats, others look like bats, and still others resemble grotesque little horned gargoyles. A familiar is usually about the size of a cat; it has ratings of 1 in all Traits, but when dodging or sneaking, its Physical is considered to be 4. It has four Health Levels and takes one die of pain penalties per Health Level lost. A familiar can telepathically communicate with its master when within 50 feet of her. Familiars are most commonly used as spies. If slain, a familiar can be re-created via a five-night ritual and the expenditure of five Blood Levels (one per night).
Weakness: Hierarchy. All Tremere are expected to be loyal to the Seven Elders who rule the clan - but just in case, all Tremere are required to drink the blood of the Seven Elders. This ingestion creates a mystic link among all members of the Tremere, but particularly between elder and younger Tremere. A Tremere character must make a Psychic roll to resist a direct command from a Tremere elder (difficulty varies, depending on the absurdity of the command - for example, refusing a request to deliver a message would be difficulty 5 or 6, but refusing a command to kill oneself would be difficulty 2). Additionally, Tremere elders need spend one fewer Blood Level than usual when using Dominate powers against recalcitrant younglings.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
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.
Aptitude: +1 with commands. Ventrue are nothing if not charismatic; they add one die to all Social rolls to lead or command others. This includes many uses of the Dominate Discipline.
Advantage: Wealth. Most Ventrue are filthy rich; even those who aren't may call on the financial aid of their clanmates. Once per story, the character may access a large source of funds (perhaps a Swiss bank account, perhaps laundered money, perhaps a trust fund or a stipend from her sire).
Weakness: Rarefied Tastes. Ventrue are elegant and discriminating, even when it comes to blood. Not just any blood will do for a Ventrue; the player must pick a certain type of blood on which her character feeds (only from musicians, only from virgins, only from royalty, only Shriners, etc.). This blood, and only this blood, will satisfy the Ventrue's palate; she will drink nothing else, even if starving.
Clan Disciplines: Dominate, Fortitude, Presence