Independent Clans
~Assamite~
From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament.
Nicknames: Assassins
Clan Disciplines: Celerity, Obfuscate, Quietus.
Weakness: The Tremere blood curse has been dropped, and they are free to feed upon whatever vampire they deem to. Now they have a renewed thirst for blood. All suffer from a hunger for vampiric vitae, one that cannot be easily controlled.. Soooo.. Watch your necks!
~Baali~
This line of Vampires originated in Mesopotamia; it was once much more extensive and powerful, but was decimated by a coalition of several other Clans who found the Baali's rituals vile even by Kindred standards. Since then, the line has existed in anonymity for millennia; most other Kindred believe them to be a legend, and Baali usually pose as Caitiffs around other Kindred. They have slowly spread over Europe and into the Americas, and some have joined the Sabbat. Baali are devil-worshippers. They are more committed to utter evil then the most psychotic Malkavian or brutal Sabbat Bishop. They firmly believe in the eventual ascension of utter darkness and that Vampires are the chosen minions of the Powers that Wait on earth. They do not wish to maintain a Masquerade from their chosen prey, or even for Vampiric supremacy like the Sabbat - they wish to summon their great lords back into the world, to turn the planet into a demon-ridden hell.
Nickname: Demons
Disciplines: Obfuscate, Presence, Daimoinon
Weakness: Baali are affected by religious symbols, just like the traditional movie Vampire, and take double damage from Faith.
**Unfortunately, we are not accepting this clan at this time.
~Daughters of Cacaphony~
The Daughters are distinctly modern phenomena despite their Classical name. No Kindred claims to have heard of them before the 1700s, and if they had existed, vampires feel sure they would have known. The Daughters are such masters of song that most Kindred believe they are an offshoot of the Toreador, though those who have been on the receiving end of their powers think the Malkavians had more influence.
Nickname: Sirens
Disciplines: Fortitude, Melpominee, Presence
Weaknesses: The Daughters of Cacophony are so caught up in their music that they hear it constantly. As a result of this distraction, the difficulties of all a Daughter's Perception rolls are increased by one. Additionally, a Daughter's Alertness can never exceed three.
**VERY limited in accepting
~Gangrel~
Of all vampires the outlanders are prehaps closest to their inner nature. These nomatic 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.
Nickname: Outlanders
Clan Disciplines: Animalism, Fortitude, Protean
Weakness: Whenever a Gangrel frenzies, he/she gains an animalistic feature, a negative social trait of beastial, feral or repugnant. These traits can never be bought off without some sort of magical assistance (Vicissitude or Obfuscate)
~Gargoyles~
For centuries the Gargoyles served the Tremere with great loyalty, despite the numerous abuses heaped on them by their masters. Finally, the ill-treatment grew too great for even their dull spirits to tolerate. During the late Middle Ages, the Gargoyles broke away from the Tremere; some scattered into the wilds of Europe, some flocked to the great cities such as Paris, while others offered their services as mercenaries and sentinels to any Kindred or Magus who could pay their price in gold and vitæ.
Nicknames: Formally Slaves, now a hodge-podge including Freemen, Runaways, and Rockheads, depending on who's using the nickname. Calling a free Gargoyle a Slave is a wonderful way to have a large, stone-encrusted fist punched through your abdomen repeatedly
Disciplines: Fortitude, Potence, Visceratika
Weaknesses: Gargoyles have an appearance of zero, much like the Nosferatu from whence they are partially derived. Also, as a race created to be slaves, their Willpower is treated as two lower when resisting Domination or Magi mind-control spells.
**VERY limited in accepting, must have a good background provided.
~Giovanni~
No other clan is more intent on maintaining a front of respectability than the Giovanni, and none is more repulsive at heart. Giovanni vampires are rich merchants, speculators and investors who spend most of their nights manipulating their vast assets from skyscraper offices. They spend the rest of their nights in crypts and mausoleums carrying out their dark and morbid rites.
Nickname: Necromancers
Clan Disciplines: Dominate, Necromancy, Potence
Weaknesses: Living creatures upon whom the Giovanni feed take twice as much damage as they otherwise should. Thus, if a Giovanni drank one Blood Point, her victim would take two Health Levels of damage. For this reason, Giovanni are among the most prominent blood bankers and take vitae from people who have died moments before whenever possible.
~Ravnos~
The Ravnos clan shares many characteristics with the Gangrel, but there is no other clan with which it more differs. The Gangrel are loners; the Ravnos love companionship. The Gangrel are combative; the Ravnos try to avoid direct physical confrontations. The Gangrel are honest and forthright; the Ravnos are masters of lies and deceit. The most obvious similarity between Ravnos and Gangrel is the nomadic lifestyle common to both. Few Ravnos would ever consider staying in one city for an extended amount of time. Those who have adapted to an urban lifestyle change their havens on a regular basis, never staying in one for more than a month.
Nickname: Gypsies
Clan Disciplines: Animalism, Chimerstry, Fortitude
Weaknesses: Ravnos are infamous for their trickery. Each has a specific area of thievery and deception in which she is especially interested, and practices it every chance she gets. In fact, a Ravnos must make a Self-Control roll (difficulty 6) not to perform her crime of choice when the opportunity presents itself.
~Samedi~
The Samedi bloodline may be an offshoot of the Nosferatu, or possibly a branch of the Giovanni. Neither clan will take the credit (or the blame?) for these Kindred. The Samedi bloodline has only been around for a few hundred years. The line appeared in Italy and the Caribbean. Only a very few of these Kindred have come to the United States.
Nickname: Stiffs or Zombies
Disciplines: Necromancy, Obfuscate, Thanatosis
Weaknesses: Like the Nosferatu, the Samedi are hideous to look upon and suffer from a zero in Appearance. The stench of decay wafts from these Kindred, even in the lightest of winds, and the unusual texture of the Samedi's skin is enough to repulse even the strongest constitutions
~Setite~
The Followers of Set, or Setites as they often call themselves, make up one of the most widely loathed clans in the world. The Camarilla decision to ask the Setites to join came only after weeks of divisive debate, and the fact that few Setites responded to the call was met with a wave of relief from the young sect. Although few Setites have become members of the Camarilla, this has not stopped factions within the sect from making use of their special talents. In the world of Kindred politics, the Followers of Set have the distinction of being regarded as a necessary evil The Followers claim to be able to trace their clan's lineage back to the Egyptian Dark God himself. The truth of this statement, however, remains unrevealed. In any event, they are darkly powerful beings with unclear interests beyond the assumption of mortal and supernatural power.
Nickname: Sand-Snakes
Clan Disciplines: Obfuscate, Presence, Serpentis
Weaknesses: Setites are extremely susceptible to sunlight. Double the dice for damage from any exposure to it. They are also susceptible to bright lights and subtract one from all Dice Pools while in bright light (i.e., spotlights, nightclub strobe lights, searchlights, magnesium flares, etc.).