Playable clans

I. BRUJAH ___ The Brujah are passionate idealists. At times, this passion can lead them to trouble since they tend to make their arguments with their fists and not words. Their rage means the Brujah start with a -2 to Frenzy checks, but they get a +1 to their Unarmed feat.

Disciplines: Celerity, Potence, Presence

II. GANGREL ___ If any clan were close to the Beast, it would be the wildly nomadic Gangrel. Usually preferring to be loners, the Gangrel clan has recently severed its ties with the Camarilla. With their feral nature, the Gangrel are much more attuned to animals and have the ability to take on animal forms. Like the Brujah, members of Clan Gangrel receive a -1 to Frenzy checks. When Frenzied, the Gangrel receive a +5 to strength on top of the regular +5 that all vampires receive as well as +5 bonuses to Wits and Stamina.

Disciplines: Animalism, Fortitude, Protean

III. MALKAVIAN ___ Insane by nature, the Malkavians see the world in a different light than anyone else. This “insight” allows Malkavians to see the true intentions of others. However, it also means they have a much more difficult time communicating with others on occasion. The nature of the Malkavians gives them a +2 bonus to the Inspection Feat.

Disciplines: Auspex, Dementation, Obfuscate

IV. NOSFERATU ___ Hideous and disgusting, the Nosferatu are cursed with a grotesque form. Forced into the shadows of the night, the Nosferatu have learned to adapt and hide from society. Due to their hideous nature, the Nosferatu start with an Appearance of zero and their Seduction Feat can never be any higher than zero. Relying on rats for blood, the Nosferatu get 3 blood points when feeding on them.

Disciplines: Animalism, Obfuscate, Potence

V. TOREADOR ___ The Toreador envision themselves as artists and visionaries. They seek the best of refinements, believe in being on the cutting edge and wearing haute couture. With their close ties to human society, the Toreador gain or lose double the amount of humanity when committing acts that benefit or harm human society.

Disciplines: Auspex, Celerity, Presence

VI. TREMERE ___ The least trusted of the Camarilla clans, the Tremere are blood sorcerers. Using blood magic, or Thaumaturgy, the Tremere guard their secrets quite religiously and do not take outsiders into their confidence. Relying on their blood magic, the Tremere can only have a maximum of 4 for their physical attributes.

Disciplines: Auspex, Dominate, Thaumaturgy

VII. VENTRUE ___ The leaders of the Camarilla, the Ventrue enforce the Masquerade. With their large bank accounts, the Ventrue have acquired quite expensive tastes. This allows them to gain easier acceptance into the Camarilla, however, they cannot lower themselves to ever feed on rats. The Ventrue are the only clan that can use Dominate to affect a conversation.

Disciplines: Dominate, Fortitude, Presence