Characteristic:
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.
Allies:
Gangrel
Enemies: Toreador,
Ventrue
Disciplines:
Celerity - Supernatural Speed
Potence - Supernatural Strength
Presence - Supernatural Charisma
Weakness:
Blood Madness. Brujah anger much more quickly than other vampires
do. All difficulties to resist frenzy increase.
Gangrel
Symbol:
Wolf's Head
Characteristic:
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.
Allies:
Brujah
Enemies: Tremere
Enemies:
Animalism - Summon Creature
Fortitude - Supernatural Stamina
Protean - Shapechanging
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.
Malkavian
Symbol:
Broken
Mirror
Characteristic:
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.
Allies:
Nosferatu
Enemies: Tremere
Disciplines:
Auspex - Able to see auras
Dementation - Can impose their insanity on another
Obfuscate - Invisibility (the power to become 'dim')
Weakness:
Mad Fits. The Malkavian can randomly fall into a frothing, gibbering
fit. While in the fit, the Malkavian can do nothing except writhe,
babble and twitch; not even to defend themselves if attacked.
Nosferatu
Symbol:
Tragedy
(without Comedy)
Characteristic:
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.
Allies:
Malkavian
Enemies: Toreador
Disciplines:
Animalism - Summon Creature
Obfuscate - Invisibility (the power to become 'dim')
Potence - Supernatural Strength
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 - unable to intimidate, use diplomacy
and most certainly not seduce.
Toreador
Symbol:
Rose
Characteristic:
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.
Allies:
Ventrue
Enemies: Brujah, Nosferatu
Disciplines:
Auspex - Can see auras
Celerity - Supernatural Speed
Presence - Supernatural Charisma
Weakness:
Rapture. Toreador are lovers of the aesthetic and beautiful. When
a Toreador views, hears or even smells something that is truly beautiful,
they might 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 "break the spell."
Tremere
Symbol:
Male
symbol with a square within it
History
and Characteristics:
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 Camarilla almost as much
as they use the Camarilla in service to themselves.
Allies:
Ventrue
Enemies: Gangrel,
Malkavian, Nosferatu
Disciplines:
Auspex - Can see auras
Dominate - Mind control over others
Thaumaturgy - Ability to use blood magic
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 mostly cannot 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 very difficult, but refusing a command
to kill oneself would be a bit easier).
Ventrue
Symbol:
Sceptre
History
and Characteristics:
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.
Allies:
Tremere, Toreador
Enemies: Brujah
Disciplines:
Dominate - Mind control over others
Fortitude - Supernatural Stamina
Presence - Supernatural Charisma
Weakness:
Rarefied Tastes. Ventrue are elegant and discriminating, even when
it comes to blood. Not just any blood will do for a Ventrue; they
must pick a certain type of blood on which they 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; they are unable to drink anything else, even if starving.
Picture:
Vampire: The
Masquerade, Logo
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