AHRIMANES-All are females Gangrel transformed to new Bloodline. Mostly in Southeast America, Spanish/Mexican Ancestry. Work with Sabbat, not part of it(keep eye on Lupines). Typical Concepts are Professional, Working Jane. Havens usually large mansions outside populated areas with underground lairs. Travel extensively, but only in territory. Dress practically, armed. Nature usually Survivor, Power-Oriented. Demeanors are anything. Common Backgrounds are Contacts, Resources, Retainers, must have 3 Mentor points. Disciplines: Animalism, Presence, Spiritus. Weakness: Can't create Childe/Blood Bonds. MUST HAVE STORYTELLER PERMISSION TO PLAY

ASSAMITES-Vampiric assassins. Don't take all contracts but follow one until target/self dead, has proof client lied in contract. Payment is portion of client blood. If 200 Blood Points gathered: lower generation with ritual. Practice version of Middle Eastern religions. If killed not on contract, entire clan will avenge. If Target kills, clan will not harm Target, may honor target. Usually Middle Eastern. Many former soldiers, explorers, criminals. Natures and Demeanors similar but almost never same. Haven usually out of way place or Alamut(Assamite headquarters). Any Attributes and Skills primary. Typical backgrounds are Mentor, Clan Prestige. Disciplines: Celerity, Obfuscate, Quietus. Weakness: Take 1 non-agg Health Level damage/BP taken from Kindred, give 10% blood tithe to sire. ANTITRIBU: Not clan weakness. Addicted to Kindred vitae. Taste outside Vaulderie roll Instincts(dif BP drunk+3). Fail: roll Instincts(dif 5) next time sense Kindred vitae. Fail=frenzy, do anything to drink as much as possible. Continue desire for such blood. Preferred Paths: Caine, Honorable Accord.

BAALI-Devil worshippers trying to resummon evil lords back to earth. Most believe them myth. When dealing with other Kindred, pose as Caitiff. Try to be nondescript(high Presence gives aura of evil). Maintain havens in remote areas to practice rituals. Typically intelligent, driven, callous, always interested in occult. Typical Concepts are Dilettante, Professor. Must have 1 dot in Occult. Mental Attributes and Talents Primary. Usually form small covens, of 3-6 Kindred. Disciplines: Obfuscate, Presence, Daimoinon. Weakness: affected by religious symbols(as flaw), Faith has twice effect. MUST HAVE STORYTELLER PERMISSION TO PLAY

BLOOD BROTHERS-Created by Sabbat Tremere/Tzimisce, act as one through Blood Bond. Tend to look same, generally misshapen. Live in Sabbat Communal Havens as Shock Troops. Typically military, criminal Concepts. Individuality not prized. Physical Attributes, Talents primary. Found in packs of 3-7. Disciplines: Celerity, Potence, Sanguinus. Weakness: all feel each other's pain, if 1 damaged, all take same wound penalty for next round. Also, all Blood Bond to 1 another. MUST HAVE STORYTELLER PERMISSION TO PLAY

BRUJAH-Embraced from most radical groups. Known for rebelliousness, get away with things other Kindred don't. Create Childer in groups so some survive wrath of Prince. Usually criminal, punk concepts. Aggressive Demeanors, extreme Natures. Physical Attributes and Skills primary. Typical Backgrounds are Allies, Contacts, Herd. Havens usually wherever they chose(by force). Disciplines: Celerity, Potence, Presence. Weakness: dif for frenzy rolls +2. ANTITRIBU: Preferred Paths: Power and the Inner Voice, Cathari, or Harmony.

CHILDREN OF OSIRIS-Members from other clans who have joined for their teachings to preserve their Humanity. Heavily opposed to Followers of Set. Don't ever create progeny. Usually avoid other Kindred. All other statistics as former clan. Disciplines: Bardo and any known before joining. Weakness: that of original clan. MUST HAVE STORYTELLER PERMISSION TO PLAY

DAUGHTERS OF CACOPHONY-Relatively new clan. Considered offshoot of Toreadors(or possibly Malkavians). Affiliate with both Camarilla and Sabbat. All members singers, sing beautifully or deadly. Considered unpredictable by others for intent of songs. Usually have little Fame and don't Embrace anyone famous. Members are both sexes. Havens usually trendy lofts, nightclubs. Almost all with Entertainer concepts, Natures usually split between Visionary, Praise-Seeker. May take any Demeanor. Social Attributes and Talents primary. Typical backgrounds are small amount of Fame, Herd. Many have the BABY FACE merit. Disciplines: Fortitude, Melpominee, Presence. Weakness: Hear music constantly. All Perception rolls +1; Alertness cannot exceed 3.

FOLLOWERS OF SET-Masters of corruption waiting for return of founder. Want to control all through corruption. Some join Camarilla, most want it destroyed. Many run drug/crime rings. Control Haitian, Jamaican, Middle East groups. Usually hated. Many Middle Eastern with red hair. Havens in caverns under base. Outsider Concept, Curmudgeon, Deviant Natures, any Demeanor needed. Social Attributes, Talents primary. Backgrounds: Retainers, Contacts, Allies. Disciplines: Obfuscate, Presence, Serpentis. Weakness: x2 damage from sunlight. -1 from pools in bright light.

GAKI-An Asian Clan, Gaki generally distrust foreigners, only embrace certain people as Karmic Wheel dictates. Tightly bound by honor as of clan and individuals(usually Japanese). Automatically have EAT FOOD merit. Can walk outside during day if heavily fogged, smogged or clouded by wearing sunglasses and high sunblock. Fear sleep, will go to great lengths to avoid it. They must make an Willpower roll during day if fully fed, safe from attack, without any ongoing projects. At less than 3 Blood Points, can only perceive targets and mist. They can concentrate Willpower to see the rest of the world for short time, but lose it quickly until fed fully. Gaki don't feed from animals, people too young or too enlightened. Unknown if Western Clans can feed from them. Have Hengeyokai allies, a race of shapechanging cats(See A World Of Darkness pp. 107-8 for more info). Attributes, Abilities, Natures and Demeanors are based on their use for the clan. Disciplines: Dominate, Presence, Rift. Weakness: See above. MUST HAVE STORYTELLER PERMISSION TO PLAY

GANGREL-Nomadic vampires. Wander from place to place(whether city or country). Allies of Lupines, Gypsies. Must help Gypsies when needed(vice versa). No haven. Drifter, Working Joe Concepts. Natures and Demeanors similar. Physical Attributes and Talents primary. Typical Backgrounds are Allies. No clan structure, rarely attend Kindred functions. Disciplines: Animalism, Fortitude, Protean. Weakness: 1 animal feature/frenzy. Features -1 to 1 Social Attribute/5 frenzies. ANTITRIBU: 2 types: City/Country. Country: like Gangrel but hate Lupines, avoid Gypsies; prefer Native Americans. City: hate Lupines, avoid Gypsies, permanent haven. City Disciplines: Celerity, Obfuscate, Protean. Preferred Paths: Harmony or Honorable Accord.
GARGOYLES-Created by Tremere in early days as shock troops/servants, broke from Tremere. Will hire out to anyone who can meet price. Created from composites of several different things (Gangrel, Nosferatu), they are as ugly as Nosferatu with demonic appearance. Possess batlike wings which grow as they advance in VISCERATIKA(allow them to fly at 5 mph/level). Havens usually underground or tall abandoned buildings. Embrace just about anyone(magic involved in creation almost makes Childe forget former life). Physical Attributes and Talents primary. Have very few Backgrounds. Disciplines: Fortitude, Potence, Visceratika. Weakness: Appearance of 0. Also, Willpower treated -2 lower when resisting Dominate or Magi-mind control.

GIOVANNI-Vampiric necromancers/businessmen. Former Mages turned Kindred. Sworn to stay out of Kindred politics. Over centuries since creation, have built world-wide merchant empire, motives remain unknown. All clan members are of Giovanni family as are most  ghouls/retainers. Founder, Augustus Giovanni, still leads clan. Due of Necromantic practices, always try to give off air of respectability. Havens are mansions, expensive condos, at least 1 hideaway in sewer/graveyard. All of Italian descent. Usually Professional Concepts, Deviant, Architect Natures, any Demeanor. Typical Backgrounds are Resources, Retainers. Mental Attributes, Knowledges primary. Disciplines: Dominate, Potence, Necromancy. Weakness: Living creatures fed from take 2x damage as would otherwise.

KIASYD-Result of Lasombra combining with fae. Usually scholars, prefer living in city without other members of clan. Merging changes their appearance. Gain from 6"-2' in height, extremely thin with translucent white skin, oval shaped, solid black eyes and gain a bluish tint when fed. Maintain permanent havens(where they stay until it falls apart) with vast underground galleries containing unusual stonework. Usually most polite and intelligent of humans, embrace twists them. Don't drink directly from vessel. Usually Dilettante, Working Joe Concept, normal Demeanors, completely different Natures. Backgrounds are Herd, Retainers, Resources. Mental Attributes, Knowledges primary. Many know FAERIE MECHANICS. Disciplines: Mytherceria, Necromancy, Obtenebration. Weakness: pure iron: around=+1 frenzy dif, touched=automatic frenzy roll, damaged=agg wounds. MUST HAVE STORYTELLER PERMISSION TO PLAY

LASOMBRA-Leaders of Sabbat, formed after destroying elders in Anarch Revolution. Masters of manipulation/intrigue, perfected into discipline to control shadows/night. Use most Retainers to keep tighter reign. Dress well, live as wealth provides. Usually Sabbat pack havens(elders maintain private havens). Concepts for providing power, any Demeanor, leader oriented Nature. Social Attributes, any Abilities primary, high Leadership. Backgrounds are Contacts, Resources, Retainers, Sabbat Status. Preferred Paths: Power & the Inner Voice, Honorable Accord. Disciplines: Dominate, Obtenebration, Potence. Weakness: Don't appear in mirrors, photographs or film.

MALKAVIAN-All insane in some way(some don't appear to be). Usually great pranksters. Only Embrace insane/those on the verge of insanity. If still sane, will make Embrace as difficult as possible to drive them insane. Look, live any way desired, sometimes living in hospitals or asylums. Believe all mortals should have a chance to live out natural lives(but don't just Embrace elderly). Have any Nature, Demeanor, Concept and Backgrounds. Disciplines: Auspex, Dominate, Obfuscate. Weakness: Begin with 1 Derangement never completely overcome. ANTITRIBU: Disciplines: Auspex, Dementation, Obfuscate. 2 Permanent Derangements. Any Path.

NAGARAJA-Created by Euthanatos experiment. Now vampiric cannibals. Have power over dead. Black Hand enforcers in Shadowlands. Dress in black/white/blood-red, cloak conceal necromancer equipment. Havens "haunted"(easier to pass to Shadowlands). Basement with coffin, laboratory, food supply. Embrace middle-aged knowledgeable of death(not killer). Dilettante, Professional, Outsider, Criminal Concept, Loner Demeanor, Deviant Nature. Mental Attributes, Knowledges primary. Backgrounds: Allies, Contact, Retainer. Paths: Self-Focus, Death and Soul, Lilith, Scorched Heart. Disciplines: Auspex, Necromancy, Nihilistics. Weakness: Eat flesh, drink blood. -1 die to Physical Attributes/night flesh not eaten.

NOSFERATU-Hideous appearance, can't interact with mortal society. Embrace unusually painful. Avoid others except Nosferatu, collect info on city, inhabitants. Usually Embrace only those twisted in some way, seek to redeem them. Most surprisingly sane and practical. Usually lower-class concepts. Natures, Demeanors tend to contrast strongly. Physical Attributes and Talents primary. Havens most often cellars or sewers, some live in abandoned houses, graveyards. Disciplines: Animalism, Obfuscate, Potence. Weakness: automatically have Appearance 0. Any action using Appearance automatically fails. ANTITRIBU: Preferred Paths: Harmony, Caine, Honorable Accord.

OLD CLAN TZIMISCE-Enemies of Sabbat Childer, wage war against Vicissitude. Good understanding of Thaumaturgy, science. Wait for day when sire returns, to destroy Vicissitude. In all other ways, they are as Childer. Dress in clothing popular 100 years ago. Solid black accented with white most popular. Embrace 30-40, well-educated, intelligent, time spent selecting them. All elders of nobility, Childer Dilettantes, Professionals, Soldiers. Natures, Demeanors similar, never identical. Almost always self-serving, honorable, evil,  trustworthy. Mental Attributes, Skills/Knowledges primary. Backgrounds are Influence, Resources, Retainers. Preferred Paths: Caine, Death and the Soul, Scorched Heart, Lilith. Disciplines: Animalism, Auspex, Dominate. Weakness: see Tzimisce.

RAVNOS-Gangrel offshoot, much different from it. Con artists by nature, travel, living Gangrel/Gypsy lifestyle. Only accepted among Gypsies of own family. Steal from outsiders, clan members or friends immune. Take honor very seriously, once word given, will keep it. Aside from this, are opposite of Gangrel. Usually Rom descent, though not always. Like Gangrel, have no real haven, usually Embrace members of family, but has changed in recent times. Usually Drifter, Outsider Concepts, Jester Nature, any Demeanor. Social Attributes and Talents primary. Backgrounds are Retainers. Most follow Path of Paradox. Disciplines: Animalism, Chimerstry, Fortitude. Weakness: Specific area of thievery, deception. Roll Self-Control(dif 6) to not perform crime when opportunity presented. ANTITRIBU: Honor extends to all of Sabbat but not Ravnos outside sect. Few are Gypsies, dislike Gypsies. Preferred Paths: Harmony. 

SALUBRI-Peaceful Kindred hunted by Tremere, almost destroyed. Few exist, all 8th generation. Achieve Golconda, find/Embrace Childe, allowing them to Diablerize Sire. Possess healing discipline, help mortals whenever can. Have third eye in forehead. Havens usually far from other Kindred, protected by mortals. Embrace those of highest Humanity. Have almost any Concept, usually Caregiver Nature, any Demeanor. Mental Attributes and Knowledges primary. Must take 5 dots Generation, Herd. Disciplines: Auspex, Fortitude, Obeah. Weakness: blood taken from person who resists, take 1 Health Level/Blood Point(must be healed with blood), strive toward Golconda, straying results in dire consequences(inability to regain Willpower). MUST HAVE STORYTELLER PERMISSION TO PLAY

SAMEDI-New bloodline, identified by constantly rotting flesh, smell of decay. Work for both Sabbat and Camarilla, known to have good relations with Nosferatu and Giovanni and only usefulness as bodyguards and assassins has kept them alive this long. Look like corpses in the advanced stages of decomposition. Prefer to maintain havens in or near graveyards. Rarely associate with others. Almost all fascinated with death during mortal lives. Mental Attributes and Knowledges primary. Usually coroners or morticians before Embrace, any Concept, Nature, Demeanor. Disciplines: Necromancy, Obfuscate, Thanatosis. Weakness: 0 Appearance, stench will repulse most.

SERPENTS OF THE LIGHT-Haitian cult broken with Setites, joined Sabbat. Newest, fastest growing clans in Sabbat, still 1 of smallest. Favor black, won't wear anything Setites wear. Prefer dark havens, try to stay with pack. Outsider, Criminal, Dilettante, Politician Concepts. Visionary, Deviant, Conniver Nature, any Demeanor. Mental Attributes and Talents primary. No backgrounds common. Preferred Paths: Caine, Cathari, Death and the Soul, Honorable Accord. Disciplines: Obfuscate, Presence, Serpentis. Weakness: as Followers of Set

TOREADOR-Preserve all beauty for eternity. Embrace mostly artists, seek out new talent to inspire/help achieve great works. 2 groups: Artistes and Poseurs. Artistes=true artists Poseurs=fake art. Both groups feel same about beauty. Usually good-looking, dressed in latest fashions. Havens often places of luxury as close to city's action as possible. Entertainer, Dilettante Concepts, flamboyant Demeanors, unique Natures. Social Attributes, Skills primary. Common backgrounds are Fame, Resources, Retainers. Disciplines: Auspex, Celerity, Presence. Weakness: Overcome by beauty, become immobilized. Require successful Willpower roll to break trance. ANTITRIBU: Preferred Paths: Cathari, Death and the Soul, Harmony, Honorable Accord.

TREMERE-Created by Order of Hermes ritual, turned Kindred. Mages have become Kindred Mages. Mastered the unique Blood Magic. Clan noted for intrigue, deception, drive to rule Camarilla. Members very loyal to clan and structured around chantries based on Magickal power. Wear black, impressive clothing. Sleep in clan Chantry or private Haven(vary). Usually Professional, highly educated concepts. Natures and Demeanors connected to science or power. Mental Attributes and Knowledges primary. Often possess Mentor Background. Disciplines: Auspex, Dominate, Thaumaturgy. Weakness: 1 step toward Blood Bond. ANTITRIBU: Preferred Paths: Honorable Accord, Death and the Soul, Caine, rumored Evil Relations. Weakness: mark on head any Tremere can see, can't gain open leadership in Sabbat.

TRUE BRUJAH-Remains of original clan Brujah before Brujah was diablerized by Troile. Wait for the night they can take back clan. Rarely interact with others, spend most of time gathering info, developing powers. Constantly prepare for war against False Brujah. Prefer expensive, custom-fitted suits, will dress as Brujah when infiltrating. Live in large estates, isolated places and Alternate Identities have havens fitting clan portrayed. Embrace only brightest, bravest thinkers. Dilettante, Outsider, Professional Concepts. Any Nature and Demeanor except Conformist. Mental Attributes and Knowledges primary. Backgrounds are Alternate Identity, Contacts, Resources. Preferred Paths: Scorched Heart, Self-Focus, Power and the Inner Voice, Lilith. Disciplines: Potence, Presence, Temporis, Weakness: Cold, detached, passionless. Regaining Humanity is more difficult.

TZIMISCE-Among most evil of clans. Helped Lasombra put Sabbat together. Destroyed most of elders during Anarch Revolution. Seek to gain Tremere's understanding of magick. Always very grim and serious, highly value privacy. Dress in very old-fashioned manner, from about 100 years ago. Resemble traditional vampire of legend. Maintain large mansions away from everyone, stay in communal havens for only short periods of time. Embrace intelligent, well-educated, middle-aged with Professional Concepts. Natures, Demeanors similar but not identical. Mental Attributes and Knowledges primary. Common Backgrounds are Contacts, Mentor, Resources, Sabbat Status. Preferred Paths: Death and the Soul, Caine, Honorable Accord. Disciplines: Animalism, Auspex, Vicissitude. Weakness: Need 2 handful of earth from land important to them as mortals when asleep. Lose 1/2 Dice Pools from all actions every 24 hrs until to 1 die if not.

VENTRUE-Camarilla leaders noted as businessmen, elite of society  Embraced in. Many were nobles. Strong tendency to remain as were in age Embraced. Found among upper crust of society. Havens in mansions(usually their mortal homes). Embrace older people of high power. Upper class Concepts . Mental Attributes and Knowledges primary. Backgrounds are Resources, Influences. Disciplines: Dominate, Fortitude, Presence. Weakness: only 1 type of blood to feed from. ANTITRIBU: Rebels. Preferred Paths: Honorable Accord and Cathari.

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