The Elders say there are thirteen vampire clans. Seven clans formed the Camarilla, four high clans and three low Clans. Two clans fully embraced the Anarch Rebellion and from that foundation formed the dreaded Sabbat. Six Clans remained Independent. The Caitiff aren't really a Clan. Thirteen is a nice, round number, but perhaps the math does not math correctly? There is probably a story or secret there somewhere. Anyway, they are all listed below, organized that way. Each Clan has three in-clan Disciplines, a Bane (which afflicts all members of the family), a Compulsion (a route by which the Beast tries to exploit the members of the clan when hungry or stressed), an Advantage (usually role-play oriented and reflecting the clan's style), and a Cookie (free stuff, usually about two dots worth and appropriate to the family).

The Blue Bloods value power and leadership more than anything else in their existence. Tradition and lineage are also important; their Embraces are carefully chosen from actual royalty and the most "successful" members of humanity, the most driven and accomplished.

Anything can be art, and most Divas are or surround themselves with artists of some sort, always trying to create or find something they perceive to be beautiful. Potential embraces are mortals who stand out from the background and shine brightly enough to deserve notice. The definition of "beauty" is wide, inclusive, and open to personal taste.

The Warlocks have a unique origin story. During the 8th century, Tremere, a mortal mage, unwittingly discovered immortality - the vampiric sort. Clan Tremere was structured in a rigid hierarchy known as the Pyramid of Power. In modern nights, the Second Inquisition destroyed the prime chantry, leaving the clan in confusion.

Rebellion. Revolution. Revolt. Regardless of their background, most Brujah have some cause that they fight for. Members of this clan rarely Embrace the meek. When the Rebels see a violation of their ideals, they make it known - loudly, and when necessary, violently. However, many know change also calls for charm and inspiration. This clan loves philosophy and has been at the heart of most of history's revolutions.

Unbound by city limits and unchained from creature comforts, these Ferals go where they wish, because they are ready for whatever they may find. This clan Embraces survivors of all sorts.

Throughout time, mortals have whispered stories of wise diviners, Oracles who are possessed with the ability to see beyond the mundane. Such mortals have drawn the attention of this clan from its beginning. However, insight comes at a cost. All Malks have a sense of reality that is twisted in some way.

No other Kindred can understand the pain of the Sewer Rats long Embrace, of their body swelling, twisting, breaking, and reforming. No other Kindred knows the shock of the first look in the mirror and seeing a nightmare. Other Nos have experienced all of this, which often brings them together as close-knit family.

This clan is built on obtaining power and wielding it ruthlessly. For centuries, the Shadows were among the rulers of the Sabbat. With its downfall, most have switched sides and now vie for positions of power within the Camarilla. However, that switch came at a cost. Many Princes required that in order to join, a Lasombra had to prove their loyalty by putting an older member of the Sabbat to the torch. As a result, modern Lasombra are just as elegant and predatory, but even more ruthless than the founders of the Sabbat who drank the blood of their Elders.

Above all things, the Dragons care about dominion. Some value owning an area, others value control of certain types of people. Whether a neighborhood, a gang, or a corporation is the hoard, they are relentless in pursuit of their ambition and very difficult to remove once they have claimed their prize. To be Tzimisce is to possess because it is right to do so. Once mighty leaders of the Sabbat, few Tzimisce have joined the Camarilla openly. Tzimisce are obsessive about their domains, and where once they controlled the Sabbat, now the Anarch Movement has proved a fertile playground for what were once known as the fiends.

The Banu Haqim, or Children of Haqim, are balanced between Judges, Warriors, and Scholars. The one constant among them all is a strong sense of justice. They have a well deserved reputation as assassins and executioners, but the rumors about bloodlust and demon worship are probably baseless slander.

The Hecata are a union of all the surviving bloodlines that focus on the study and mastery of death itself. Whether a vampire is Giovanni, Cappadocian, Lamia, Samedi, Nagaraja, or an even stranger designation, all are Scions of Death. Ironically, they are all truly one lineage. Millenia of infighting obscured that. but now there has been a Reunion.

Their mission is true freedom, bringing spiritual liberation to all descendants of Caine - using temptation and subversion. Criminals, heretics, and the irreligious are the most common targets of the fraudsters, con artists, politicians, and self-help gurus of this clan. The Serpents of the Ministry are usually sincere believers in the Cult of Set. Detractors say it is really a very naughty religion, not a true clan.

Ravnos prefer subtlety over physicality, masters of deception and manipulation. This mentality is well known to other clans, and many of the Ravens keep their true identity hidden. When discovered, they move on to places unfamiliar with their ways. They often view themselves as trickster gods, with a duty to "instruct" others. This attitude and their need to keep moving earns them precious few allies, but they take these hardships in stride.

If Vampire society is about the long game, Salubri are probably the losers. Vicious, dangerous slanders against the Cyclops go unchecked because there are simply not enough Salubri left to refute them. All Salubri are marked by a third eye in the middle of their forehead. It can be concealed, but never truly hidden. Once revered scholars and sages, now they are fugitives.

The traditional clans would like to pretend that all Caitiff are created through pitiable accidents. The truth is that sometimes the blood doesn't run true. Even more alarming, sometimes Caitiff Embrace, creating... more Caitiff. Vampires of a generation greater than 13 are ALWAYS Caitiff. Blood that thin means they are barely vampires at all. In the Sabbat, there was a vampire named Josef Pander who wanted to make the Caitiff a real clan. Too bad the Sabbat collapsed.
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