History Characters / VampireTheMasquerade

20th Jun '16 11:26:05 AM narm00
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* [[Characters/VampireTheMasqueradeCharactersCamarilla Camarilla]]
* [[Characters/VampireTheMasqueradeSabbat Sabbat]]

to:

* [[Characters/VampireTheMasqueradeCharactersCamarilla Camarilla]]
Camarilla Clans]]
* [[Characters/VampireTheMasqueradeSabbat Sabbat]]Sabbat Clans]]



[[index]]




to:

[[/index]]
17th Jun '16 1:43:33 PM CharlesPhipps
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Added DiffLines:

! Vampire: The Masquerade (Video Game) Characters

* Characters/VampireTheMasqueradeRedemption
* Characters/VampireTheMasqueradeBloodlines
16th Jun '16 11:53:44 AM narm00
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* [[Characters/VampireTheMasqeuradeExtinctClansAndBloodlines Extinct Clans and Bloodlines]]

to:

* [[Characters/VampireTheMasqeuradeExtinctClansAndBloodlines [[Characters/VampireTheMasqueradeExtinctClansAndBloodlines Extinct Clans and Bloodlines]]
15th Jun '16 2:47:57 PM CharlesPhipps
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[[foldercontrol]]
! The Camarilla
[[folder: Overall Tropes]]
[[quoteright:114:http://static.tvtropes.org/pmwiki/pub/images/ba695b5d6fba17cd4c04236a7a7c57ba.png]]

Dedicated to ensuring that mortals never learn that vampires exist, the Camarilla enforces strict order upon the Kindred it claims as its members through rigorously-enforced traditions and rules; as such, the Sabbat are their direct antithesis in almost every way- including their belief in the Antediluvians.
----

* AncientConspiracy: They've been running the world for a long time. Interestingly, they refuse to believe the AncientConspiracy of the Antediluvians.
* AntiHero: As the ''Guide to the Camarilla'' points out, the Camarilla aren't the "vampire good guys" in any sense of the word; they're just the most stable and rational of the sects.
* ArbitraryScepticism: Despite being composed entirely of vampires and having irregular contact with mages, ghosts, fairies, mummies and other otherworldly forces, the Camarilla refuse to believe in the Antediluvians as a matter of principle.
* BlackAndGreyMorality: They're vampires, sure, but they're not all bad. [[TokenEvilTeammate Except maybe the Tremere...]]
* BlackmailIsSuchAnUglyWord: They, as a rule, refer to themselves as 'Kindred.' In some settings, just using the word ''vampire'' to refer to them at all is considered gauche at best and at worst, just flat out rude. The act of turning a mortal into a vampire is the 'embrace,' the rather incestuous favor currying and often times brutal politicking is referred to as 'prestation...'
* DeadlyDecadentCourt: And even ''that'' could be an understatement.
* [[EverybodyHasStandards Even The Camarilla Has Standards]]: At the sect's foundation, the Giovanni (who didn't want to join anyway) were told that they ''couldn't'' become a part of the Camarilla - note that the Camarilla theoretically claims ''all'' vampires as members, and the Giovanni ''still'' didn't meet their standards. [[ReligionOfEvil The Followers of Set]], however, were secretly invited for their assistance in helping take the Assamites down (the Setites turned them down, as they were loyal to Set and his purpose).
* FiveManBand: At least compared to the Sabbat's FiveBadBand.
** TheLeader: Ventrue
** TheLancer: Tremere
** TheSmartGuy: Nosferatu / Malkavian
** TheBigGuy: Brujah / Gangrel
** TheChick: Toreador
* HumansAreTheRealMonsters: The party line of the Camarilla asserts that the primary reason for the Masquerade is that if humans were ever to discover that vampires really ''do'' in fact exist, the humans would wipe them off the face of the Earth in short order. They are ''very clearly'' not wrong.
* KickTheDog: Signed a formal peace treaty with the Giovanni officially recognizing them as an independent clan and the successors to the Cappadocians as the Clan of Death. This allowed the Giovanni to hunt down the last remaining Cappadocians with impunity. [[spoiler: The Cappadocians who were ''not'' destroyed are, quite understandably, a bit pissed about that.]]
* The {{Masquerade}}: They enforce it by any means necessary, from falsifying records to executing witnesses- and perpetrators.
* MutantDraftBoard: In theory, the Camarilla claims all vampires as its members. The existence of rival sects does not make them happy.
* ObstructiveCodeOfConduct: The Six Traditions.
* OrderVersusChaos: Against the Sabbat and the Anarchs, the Camarilla most definitely represent order.
* PragmaticVillainy: At their worst they can be pretty heinous, reprehensible, and sociopathic... and yet, unlike [[CardCarryingVillain the Sabbat]], they never really KickTheDog just for the hell of it. Most everything about the Camarilla comes from someplace cold and unfeeling and logical, and Kindred with a tendency towards StupidEvil are usually offed for being indiscreet if nothing else. The Camarilla roll their eyes at StupidGood Kindred, seeing them as [[WideEyedIdealist wide eyed idealists]] who are naive in a cruel and unforgiving world, but are in comparison much more tolerant of them, so long as the Kindred in question keep the Masquerade in mind and don't become [[SpannerInTheWorks spanners in the works]] for the people in charge.
* SitcomArchNemesis: The Nosferatu/Toreador clan rivalry can feel like this at times.
* TeethClenchedTeamwork: Doesn't even begin to cover it. The Camarilla is filled to the brim with so much political intrigue and so many heated rivalries that they can barely get anything done. And that's on ''a good day.'' They certainly lucked out because, all things considered, [[ArchEnemy the Sabbat]] really isn't much better.
* VampireMonarch: Each Camarilla-controlled city is ruled by a Prince; however, despite their relative autonomy, they still have to answer to the Camarilla's Inner Circle...
[[/folder]]

[[folder: Brujah]]
[[quoteright:280:http://static.tvtropes.org/pmwiki/pub/images/ea207f034472a6784bc671b49b69a392.png]]

A clan of former warrior-scholars, the Brujah was one of the founding clans of the Camarilla; unfortunately, by the modern nights, they have degenerated into a clan more or less composed of street punks and brutes. They are passionate, however, and always ready to rally under a banner worthy of their cause.
----

* BadassBiker: Often tend to evoke this image.
* BerserkButton: If a Brujah doesn't already have a HairTriggerTemper, expect her to at least have something that makes him/her go berserk.
* BoisterousBruiser: Has given birth to a lot of these, Smiling Jack probably being the best example.
* BombThrowingAnarchists: Often characterized as this. Subverted, given the Clan is still allied with the Camarilla despite their misgivings. Played straight in the case of the Brujah Antitribu, who really are as violent and chaos-addicted as the clan stereotype suggests.
* GenderFlip: A version exists between the editions of the game in regards to Troile, who is referred to as a male in the first edition, female in the ''Gehenna'' scenarios, and is said to have [[AmbiguousGender intentionally kept it questionable]] in the Revised edition; nonetheless, he/she has generally been described as masculine.
* GeniusBruiser: Surprisingly, many members of the clan tend to be this even in the modern nights.
* HairTriggerTemper: Brujah have a tendency to Frenzy a lot easier than other vampire clans.
** Pointing it out to them [[BerserkButton might be a bad idea]].
* HypocriticalHeartwarming: Even Brujah who hate one another get pretty pissed when anyone else gives their clan mates shit.
* JerkWithAHeartOfGold: Surprisingly many of these exist within the clan. While often rude, noisy and very unruly, they are very passionate individuals and are on par with the Toreador when it comes to understanding the human world.
* LightningBruiser: Thanks to the Disciplines of Celerity and Potence.
* {{Lunacy}}: In the ''Gehenna'' scenario [[spoiler:"Fair Is Foul," the entire clan is afflicted with this flaw.]]
* ObfuscatingStupidity: In the past, intelligent Brujah have played to the clan stereotype in order to fool their enemies, pretending to be more crude and foul-tempered than they actually are to lull opponents into complacency. Nowadays, the stereotype is more common than ever.
* ProudScholarRace: They ''used'' to be this.
* ProudWarriorRace: What they are now.
* RebelliousSpirit: The Brujah are not afraid of letting their voice go heard if they are displeased. This is, after all, the clan that gave birth to the Anarch Revolts, and as a result, the Anarch Movement.
* SealedGoodInACan / SealedEvilInACan: In the ''Gehenna'' scenario [[spoiler:"Fair Is Foul," Ilyes, the original Brujah antediluvian, turns out to have survived the attempt on his life thanks to his mastery of Temporis; unfortunately, he ended up accidentally displacing himself in time for over a hundred thousand years until he finally emerges in the Final Nights. Depending on what side you take in this particular version of Gehenna, Ilyes can be either sealed good or sealed evil- in either case, he's escaped by the start of the game.]]
* SelfMadeOrphan: Possibly. One theory holds that Troile, the Clan's founder, was a vampiric version of one of these. Under the impression that her sire, Ilyes, the Brujah Antediluvian, was planning to kill Troile in order to correct the mistake he'd made in embracing her, she diablerized him and seized control of the clan. In one ''Gehenna'' scenario, [[spoiler:"Fair is Foul", it is revealled that Ilyes is still alive and in the mood for vengeance.]] Others believe this is a smear created by the Ventrue.
* SitcomArchnemesis: With the Ventrue.
* SourSupporter: To the Ventrue and by extension to the rest of the Camarilla. Most elders of the clan are still a little grumpy over the loss of Carthage to the Ventrue, but they still accept and support their role in the Camarilla to varying degrees.
* TheSpock: The clan's true Antediluvian was this, exemplifying the Brujah's original nature as unemotional scholars rather than passionate warrior-poets.
* TheStoic: Extremely rare in the modern nights amongst the clan, but in the clan's ancient past, the Brujah were one of the clans that had their hands in the shaping of ancient Greece, specifically Athens, which also happens to be the birthplace of the ideal of stoicism. [[{{Irony}} A little ironic, then]], that the clan that likely had the most hand in shaping the very concept of stoicism could fall so far from such a path by the modern nights.
* SuperSpeed: Via Celerity.
* SuperStrength: Potence is another one of their Disciplines, befitting their nature as a warrior clan.
* WarriorPoet: What they used to be in the past.
* {{Wrath}}: The clan's main sin, which causes them considerable problems. The fact that they are probably the most dangerous clan in a straight up fight makes things even worse.
[[/folder]]

[[folder: Gangrel]]
[[quoteright:339:http://static.tvtropes.org/pmwiki/pub/images/f25ef0936f13f62c9f36f29e9b778ebe.png]]

Free-spirited and animalistic, the Gangrel are much closer to the Beast than vampires of other clans; loners and nomads by nature, they prefer to dwell in the wilderness beyond human civilization, communing with the animals and enjoying the thrill of the hunt. Though they were one of the founding clans of the Camarilla, during the Final Nights, they left the Camarila altogether and become an independent clan.
----

* AnimalEyes: A common option for frenzied transformations.
* AscendToAHigherPlaneOfExistence: [[spoiler: Ennoia manages to achieve this in "The Crucible of God," being one of the few Antediluvians to achieve godhood.]]
* BeastMan: Gangrel who have frenzied too often tend to resemble this.
* TheBeastmaster: Their mastery of Animalism allows them control over the beasts they dwell alongside.
* BigCreepyCrawlies: Sometimes, Frenzying may result in a Gangrel taking on insectoid or arachnid attributes.
* CountryMouse: Most Gangrel disparage urban life, with the exception of the City Gangrel Bloodline.
* DishingOutDirt: Thanks to their mastery of Protean.
* ElementalShapeshifter: At higher levels of Protean, Gangrel can transform themselves into living fire; they can also meld with the earth, allowing them to travel unseen beneath the ground and avoid sunlight at a moment's notice. The clan founder, Ennoia, like many surviving Antediluvians, takes the clan disciplines further than any other- in this case, melding with the entire planet and allowing herself to be lulled to sleep by the earth's core. [[spoiler: In the Gehenna scenario "The Crucible of God," she takes this even further by only manifesting in the form of earthquakes and other natural disasters, swallowing anyone who tries to enter the Earth.]]
* FishPeople: The Mariner Bloodline have adapted to living almost exclusively in and on the ocean. Intially, their piscine nature is technically limited to fact that their use of the Protean discipline is modeled after various forms of sea creatures instead of the usual bats and wolves; however, they take on animalistic features like all Gangrel after frenzy. They just exslucively take the features of sea creatures.
* GeniusBruiser: Much like the Brujah, some Gangrel have eschewed the traditional stereotype and become intellectuals- among them the famous scholar Beckett.
* HuntingTheMostDangerousGame: A popular pastime among the Antitribu, and often how Gangrel choose new targets to Embrace.
* InitiationCeremony: Immediately after being embraced, Gangrel childer are abandoned in the wilderness and left there until the transformation and their first few nights alone are complete, whereupon they are accepted into the clan.
* TheMindIsAPlaythingOfTheBody: A possible consequence of repeated frenzies, Gangrel can grow more and more animalistic in both mind and body. [[spoiler: In "Fair Is Foul," some even lose the ability to speak.]]
* NobleSavage: Averted. They have their vices like any other vampire. The Followers of Set handbook is quick to point this out.
* OddFriendship: With the Nosferatu; despite the fact that the two clans rarely meet in their chosen habitats, they treat each other with surprising empathy. Some speculate this is because the Gangrel know that they, too, might just become as monstrous-looking as the Nosferatu; others believe that the Nosferatu understand what it means to lose all sense of self-image and identity. In any case, both clans have great respect for one another.
* PersonOfMassDestruction: [[spoiler: Out of all the Antediluvians released in "The Crucible of God," Ennoia undoubtedly does the most damage: not only does she actually destroy the Shaper's physical body, but goes on to obliterate entire cities in her search for food.]]
* PettingZooPeople: The revised handbook advises players to try and avoid turning frenzying Gangrel into these.
* PowerIncontinence: [[spoiler: "Fair Is Foul" sees the Gangrel lose control of Protean and begin shapeshifting at random.]]
* ProudWarriorRace: A Gangrel will not like it if you look down on him.
* RedRightHand: Every time a Gangrel character frenzies, he or she develops an animalistic feature- a tail, catlike eyes, tusks, scaly skin, and so-on.
* ScrewThisImOuttaHere: What the Clan as a whole has done.
* SixthRanger: Of a sort, as anyone who knows anything about their clan culture might be confused about why exactly they choose to align themselves with the rigidly structured and socially based Camarilla. At the Convention of Thorns, while the other six clans had made their choice pretty much from the get go, the Gangrel simply joined up because it seemed a better alternative than joining the raving Sabbat hordes or going it alone permeanently as independents.
** They were the only clan to ever, as a whole, consider joining the Anarchs. Even the Brujah only join the Free Movement on an individual basis.
* SuperToughness: Thanks to their use of Fortitude.
* VoluntaryShapeshifting: The clan-unique discipline of Protean allows this. At the earliest levels, this merely grants a character the ability to grow claws or see in the dark; at higher levels, it allows them to transform into wolves, bats, clouds of mist, even fire.
* WingedHumanoid: Another possible result of frenzying. Unfortunately, the wings can't be used to fly- only glide.
* WorthyOpponent: Though they rarely deign to trust them, the Gangrel consider the Lasombra worthy of respect for their skills as leaders and brutal honesty; in turn, the Lasombra admire the Gangrel for their strength of character and ferocity.
[[/folder]]

[[folder: Malkavians]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/e65b2c8423c16f71e41723f413830629.png]]

The madmen. The Malkavians all share the curse of insanity- along with the power to project it onto others, making them a clan to be feared. On the other hand, their madness gives them a unique insight into things that the other clans don't have, and there's often some kind of method behind their madness. They all share a connection through the Malkavian Madness Network, a hive-mind rumored to be part of the consciousness of the clan founder itself, Malkav.
----

* AxCrazy: In some cases.
* ChaoticStupid: Certain players use Malkavian insanity as an excuse to indulge in "wacky" behavior. Enter the infamous "Fishmalk".
* CloudCuckoolander: Counts more than a few of these to their numbers.
* TheCloudCuckoolanderWasRight: All too often.
* TheCollectorOfTheStrange: One of the character archetypes from the revised clanbook.
* CreepyChild: [[spoiler: In "Nightshade," Malkav himself appears as a group of hive-minded little girls.]]
* DarkerAndEdgier: The revised edition clanbook, which depicts mental illness in a much more tragic light than its whimsical first edition predecessor.
* TheDreaded: A lot of other vampires do not like the Malkavians for their use of Dementation. As one pouts it "Domination might control the mind, but Dementation destroys the soul."
* FunnySchizophrenia: Unfortunately, some players choose to play Malkavians as wacky, gibberish-spouting comedians with no gauge on their behaviour- leading to them being dubbed "Fishmalks."
* GoMadFromTheRevelation: Every single member of the clan is driven incurably insane by their experiences during the Embrace. Assuming, of course, they weren't already insane to begin with.
* HiveMind: The Malkavian Madness Network is an example of genuine shared consciousness, allowing members of the Clan to communicate and share information. [[spoiler:Unfortunately for Malkavian players, during the events of "The Crucible of God," he awakens and starts spreading his consciousness across the entire network, slowly taking over the minds of his children.]]
* HumanityIsInsane: Some Malkavians think so.
* InfectiousInsanity: One of the most common aspects f Dementation. [[spoiler: Taken to extremes during "The Crucible of God," when Malkav's lunacy actually starts infecting ordinary human beings, transforming them into unrestrained berserkers or cold-hearted sociopaths.]]
** Even happens ''within'' the Clan. Back during the Dark Ages, the Malkavians who planned to join the Camarilla did... ''something'' that wiped Dementation from their chunk of the clan and replaced it with Dominate, making them more at-home in the sect and leaving the madness powers to the antitribu. Centuries later, the antitribu pull a Great Prank and send it surging ''back'' through the entire clan.
* ItMakesSenseInContext: In-universe. The first edition clanbook features clan abilities that appear deranged to onlookers but actually serve practical purposes. For example, Malkavians' indecipherable writing is actually code that only other Malkavians can read. A Malkavian's indecipherable scrawl on the wall or graffiti on a building is actually a hidden message to other clan members. A Malkavian who appears to be talking to herself may actually be having a long-distance telepathic conversation with others of her kind.
* MadArtist: Some Malkavians fit this trope.
** Averted in that most Malkavians with a flair for the arts express their creativity in positive ways. The character templates in the revised Malkavian clanbook include a bipolar musician and an art gallery owner who displays art created by psychiatric patients.
* TheMadHatter: Some Malkavians behave in this fashion.
* MadOracle: Their abilities can give them the ability to see the future. More often than not, it will be incomprehensible.
* TheMentallyDisturbed: The first edition clanbook depicts the Malkavians' insanity as a form of enlightened thinking that makes them quirky. The revised edition, however, depicts mental illness more realistically as tragic, sometimes disabling, but not necessarily an obstacle to a meaningful life.
* MindRape: A possible function of Dementation.
* NightmareFuelStationAttendant: The sheer way Dementation can ruin a person's sanity causes them to be this.
* ObfuscatingInsanity: More than one Malkavian has had it in their best interests to appear even more insane than they already are in order to get their desired results.
* TheOphelia: A possible character archetype for Malkavians.
** The Plague Bride, a friend and childe of Malkav who brings comfort to tormented Malkavians, embodies this trope.
* PowerBornOfMadness: The Dementation discipline.
* PowerIncontinence: [[spoiler: In "Fair Is Foul," the clan loses all control of Dementation and starts unleashing it on almost everyone in range. Even worse, as Gehenna continues, Dementation doesn't weaken like most disciplines: it starts growing more powerful - to the point that it [[RealityWarper starts to alter the physical world]].]]
* ThePrankster: Several Malkavians have dedicated themselves to disrupting human/Kindred society and preconceptions via elaborate practical jokes; unfortunately, the aforementioned Fishmalks tend to portray this as common to all Malkavian characters.
* ProudScholarRace: Because of their lateral way of thinking, Clan Malkavian has produced a significant minority of scholars. The clan as a whole is said to know [[GoMadFromTheRevelation 'all of the answers and none of the questions.']]
* RedHerring: Usually very good at delivering these.
* ScienceRelatedMemeticDisorder: A possibility for Malkavians of a scientific bent.
* TalkingToThemself: Subverted. Malkavians who appear to be talking to themselves may actually be having a telepathic conversation with other clanmates via the Malkavian Madness Network.
* TricksterMentor: The first edition clanbook depicts the Malkavians as this for the Camarilla. Malkavians prank fellow kindred in order to [[BreakTheHaughty teach them humility]] or help them see reality from a new perspective.
* WithGreatPowerComesGreatInsanity
[[/folder]]

[[folder: Nosferatu]]
[[quoteright:294:http://static.tvtropes.org/pmwiki/pub/images/7f89b4f76eb5100f019ce28d6d572c41.png]]

The most visibly cursed of all clans, the Nosferatu are hideously disfigured by their embrace; forced to hide in sewers to conceal their true nature from mortals and disparaged by the rest of the Camarilla, the clan has nonetheless thrived in their subterranean environment- mainly because their outcast nature forces them to bond together in a way that most clans rarely do. Serving the Camarilla primarily as information brokers, they tend to know pretty much anything that happens in any town they are present in.
----

* AbsurdlySpaciousSewer: Their preferred living habitats and thoroughfares. Justified, given the clan likely had a hand in the civic planning that led to their construction.
** BeneathTheEarth: They also build vast underground havens beneath said sewers.
* AllOfTheOtherReindeer: Often subject to considerable mockery by the other clans, particularly the Toreador.
* AnimalEyeSpy: Via Animalism.
* BadassBookworm: Thanks to Potence, the nerdier characters inducted into the clan tend to become these in combat.
* BaldOfAwesome / BaldOfEvil: The vast majority of Nosferatu are bald.
* TheBeastmaster: Thanks to the discipline of Animalism, Nosferatu can tame the animals that dwell alongside them- rats, stray dogs and cats, even the occasional SewerGator. More impressively, they can also make these same animals grow to immense sizes by feeding them some of their blood. [[spoiler: The Clan's founder, Absimiliard, has an entire army of ghouled monsters at his command; during "The Crucible of God," he actually goes so far as to enter the field during the day, hidden inside the belly of the gigantic ghoul lizard at the head of his army.]]
* BeautyEqualsGoodness: Not necessarily.
* BeautyToBeast: The result of the Embrace.
* BerserkButton: Most Nosferatu develop a very deep and abiding hatred for arrogant, beautiful people- in particular, the Toreador.
* BodyHorror: The clanbooks go into exquisite detail as to the agonizing transformation inherent in the Nosferatu embrace; it generally takes about a week to run its course, and throughout the process, the newly-embraced childe will be in constant pain. Because no two Nosferatu are quite the same, the transformation is vastly different in every case: sometimes, the cartilage of the nose and ears distends, creating pointed ears or an elongated nose; in other cases, it dissolves, resulting in a gaping crater when the childe's nose used to be. On the final day, the skull itself begins to warp out of shape, flattening, stretching or collapsing altogether.
** In a few rare cases, a childe will be deformed beyond all functionality by the embrace, resulting in feeble monstrosities that cannot survive without assistance- perhaps because their limbs have become too long and warped to support them, or their sensory organs have dropped off, or their skeletons have liquified. In any case, most of these are killed as soon as their embrace is concluded, but a few are kept alive by horribly misguided Sires.
* BreakTheHaughty: Basically the whole point behind embracing Cleopatras.
* CreativeSterility: Subverted. Thanks to their alienation from both mortal and vampire society, the Nosferatu maintain a healthy spark of creativity; some create sculpture gardens built from raw materials and debris with their SuperStrength; others play haunting melodies using the acoustics of the subway system; some even cultivate fungi gardens. In a twisted way, they're better artists than the Toreador.
* CursedWithAwesome: Initial reactions to the embrace may vary from horror to disgust to acceptance, but even most Cleopatras will eventually come to love their new situation- assuming they don't die first.
* DarkIsNotEvil: While not exactly hero material, the Nosferatu aren't automatically villains despite their repulsive appearances; in fact, during the Dark Ages, Nosferatu agents went out of their way to shelter Salubri fugitives.
-->Such pure faith in such tainted shells! It makes me weep to think of it. Would that Saulot's gifts would let me heal the Lepers of their curse, as Christ healed the leper in Jerusalem!
* TheFagin: A few particularly vile members of the clan act as this, feeding their blood to orphans, beggars and other desperate slum-inhabitants in order to form gangs and blood-cults.
* GardenOfEvil: Some Nosferatu warrens sport large fungi gardens, often used as a secondary line of defence against intruders: because they have been exposded to Nosferatu blood, these mushrooms often grow and change in bizarre ways- some becoming deadly poisonous even to vampires, some [[FungusHumongous growing to the size of trees]] and forming a maze around the warrens... some even ''move.''
* GossipyHens: Sometimes. A popular Nosferatu game is to take a relatively innocuous piece of gossip and see how it can be overexaggerated and fictionalized before releasing it into the public domain, preferably the local Brujah.
* TheGrotesque: Not all of them are as noble as the trope would suggest, but the clan tends to be a lot more honest than most of the Camarilla. [[spoiler: "Fair Is Foul" presents Gehenna as making them even uglier than usual.]]
* {{Invisibility}}: Chances are, you won't even know a Nosferatu has been eavesdropping on your conversation until it's too late.
* KarmicTransformation: The embrace of a Cleopatra, intended to punish the victim for an unbearable mixture of beauty and arrogance.
** Though this is played with somewhat, as it's pointed out that, while vain beauties ''are'' frequently embraced into the clan, it is also not unheard of for some Nosferatu to embrace beautiful mortals who explicitly ''don't'' deserve it, '''[[EvilIsPetty just]]''' out of petty spitefulness born from their own horrid condition.
* KnowledgeBroker: They spend their days collection secrets and other information, for the most part.
* LooksLikeOrlok: Though no two Nosferatu look exactly the same, quite a few of them tend to follow in this particular mould. Since the Nosferatu are named after the film Orlok comes from (and have powers similar to his), this is likely intentional.
* MadArtist: One notable subculture among the Nosferatu is that of the "Leatherfaces"; essentially serial killers, they go out of their way to ensure that every murder they commit is a work of art in every way- to the point that one Leatherface stopped right in the middle of a killing because "the lighting wasn't right."
* MasterOfDisguise: Thanks to their mastery of Obfuscate- specifically the technique known as "Mask of a Thousand Faces," - Nosferatu are experts at changing their appearances if need be. Unfortunately, this has resulted in a subculture of Nosferatu vampires called "Skins," who use this technique as a way of coping with their deformities, crafting new identities in a vain attempt to recapture their mortal lives- often with unpleasant results when the "Skin" is finally discovered.
* TheMorlocks: No two look alike, but the stereotype of the clan is this.
* MysteriousAntarctica: It's rumoured that Absimiliard is currently hiding beneath Antarctica.
* {{Nerd}}: Due to their status as outcasts and pariahs, the Nosferatu clan tends to embrace people disconnected from mortal society; however, they also tend to embrace those with skills that can benefit the clan as a whole- leading several nerdy characters to end up getting inducted into the Nosferatu, from the Tunnel Crawler concept to Mitnick from ''VampireTheMasqueradeBloodlines.''
* NightmareFace: Theyre is a reason why seeing them is a violation of the Masquerade.
* NightmareFetishist: Both mainstream Nosferatu and Antitribu have a thing for creating and collecting things designed to horrify and disgust those outside the clan- to the point that "Gross Childe" is actually a character concept.
* OddFriendship: With the Gangrel; with one clan being composed of outsiders with no love for urban environments and the other being composed of ''outcasts'' largely dependant on cities and their byproducts, it's a bit hard to see how they'd ever form friendships. However, because both have lost connection to their humanity, they have surprising empathy for one another.
* OurGhoulsAreCreepier: Nosferatu ghouls are second only to victims of the Tzimisce in terms of sheer creepiness; because Absimiliard's curse is carried in the blood of all his children, ghouls also inherit a greatly reduced version of it for every drop of Nosferatu blood they drink. While it doesn't result in them becoming ''quite'' as hideous as their masters, it does result in them appearing [[UncannyValley ever-so-slightly unnerving]] to people around them; extreme cases have been known to become almost as ugly, though, and many of them are found as worshippers in Fagin blood cults.
* PaterFamilicide: It's believed that Absimiliard, the Antediluvian founder of the clan, is hell-bent on killing every last one of his children- apparently in the vain hope that Caine will forgive him and restore his appearance to normal - and has dispatched monstrous creatures called the Nictuku to exterminate the Nosferatu wherever they are found. It is for this reason that the clan has remained so unified: they need to be ready for when the Nictuku attack.
* PowerIncontinence: [[spoiler: Obfuscate is one of the many disciplines that become unreliable during Gehenna; many Nosferatu find this out the hard way, with Skins changing back in public, endangering the Masquerade.]]
* ThePrankster: Despite how direly serious the clan can be at times, this doesn't stop them from siring some pretty dedicated practical jokesters; occasionally, the clan itself has strayed into this territory in regards to people it doesn't like, via delivering misinformation and spreading unrest (the Brujah are the most common targets of this).
* ProudScholarRace: Nosferatu are obsessed with acquiring knowledge in almost any form, and though espionage and tactical information is the most common, the Clan has also fostered several accomplished scholars and occult experts.
* PunishedWithUgly: The Cleopatras are a natural recipient of this; selected from the ranks of those too beautiful and vain for the local Nosferatu to tolerate, just about every aspect of their new lives- from the initial disfiguration to the new home in the depths of the sewers- is designed to demoralize and humiliate them. Some Nosferatu do this in order to teach the Cleopatra a lesson, while others do it [[ForTheEvulz for their own sick amusement.]] The Toreador see the Nosferatu as the living embodiment of the trope.
** The Nosferatu founder, Absimiliard, was punished this way by Caine himself.
* ScavengerHunt: A popular game among the clan, often used to hone a Nosferatu's abilities.
* SewerGator: Nosferatu vampires will sometimes train alligators to protect their lairs beneath the cities represented by the Reptile Buddy merit. Some of the problems with alligators actually living in the sewers can be {{handwave}}d by the vampires turning them into [[OurGhoulsAreCreepier ghouls]]. Calebros, the ex-[[VampireMonarch prince]] of [[BigApplesauce New York]], has a gigantic pet albino alligator called Charioteer that is trained to ferry visitors through the sewers to one of his sanctums.
* TheSneakyGuy: The ''whole clan.''
* TheSpymaster: Elders and primogen of the clan usually take this role.
* StealthExpert: Even without Obfuscate, Nosferatu are experts at remaining unseen. In fact, many actually consider it an ostentatious waste of blood, and advise members to only use Obfuscate when normal methods will not suffice. [[spoiler: This advice turns out to be rather prescient given the events of Gehenna, when the Withering results in disciplines failing at particularly inconvenient moments.]]
* SuperStrength: The Potence discipline; unlike other wielders of this particular discipline, the Nosferatu have found [[MundaneUtility many applications for it outside combat]]- punching through solid rock in order to build new tunnels, or bending steel for the creation of traps or subterranean artworks.
* TakingYouWithMe: In the event that their defenses have been breached and they are facing a FateWorseThanDeath at the hands of invaders, Nosferatu have been known to deliberately collapse the roof of the warren to ensure that they at least take the enemy with them.
* ThingsThatGoBumpInTheNight: Either due to personal preference or an inability to find blood anywhere else, some Nosferatu have taken to feeding on children; these vampires are labelled "boogeymen" by both their fellow Kindred and their victims.
* TrapMaster: Because of their need to defend themselves from either [[TabletopGame/WerewolfTheApocalypse Black Spiral Dancers]] or the Nictuku, the Nosferatu have become adept at trapping almost every single entrance to their havens and warrens with landmines, electrocution traps, pitfalls, and so on.
* TrueCompanions: The Nosferatu are one of the few clans that ever reach this level of unity; because nobody else can understand or tolerate them, they rarely bother with the usual array of politics and backstabbing common to the Tremere and the Ventrue, and because they are under daily threat of being discovered and killed, few ever leave the Clan.
* TunnelKing: To say the ''least.''
* UnderestimatingBadassery: Other clans have a nasty habit of underestimating just how powerful the Nosferatu really are; this usually lasts right up until they make the mistake of trying to bully a Nosferatu on home turf.
** One Tremere Elder made the mistake of writing a treatise on the Nosferatu that characterized them as "subhuman" and "instinctual," only capable of surviving with the generous assistance of the Camarilla. The manuscript was never finished; the author was found dead, having been dissected with his own surgical tools- and nobody was able to identify his murderer.
** Some Tzimisce are under the impression that they would be able to gain the allegiance of the entire Nosferatu clan by using Vicissitude to return them to normal; not only do these attempts fail thanks to Absimiliard's curse, but after growing accustomed to their newfound appearances, the Nosferatu are rarely willing to listen to such overtures.
** A line from the Book of Nod ("In war, the Nosferatu are the first to die") has led many to underestimate the clan. Unfortunately, as al-Ashrad pointed out in the Revised Assamite Clanbook, the quote is actually a mistranslation: what it actually says is "In war, the Nosferatu are the first to ''disappear."'' In other words, when the clan renowned for knowing everything ahead of everyone else decides to take cover, [[DontAskJustRun you're in trouble]].
** In ''VampireTheMasqueradeBloodlines,'' many characters seem to be under the impression that Andrei the Tzimisce has trapped the Hollywood Nosferatu in their warren, and Andrei himself believes that his fleshcrafted warriors are about to "gouge out the eyes of the Camarilla." In reality, only one Nosferatu has been killed; the others are safely hidden in the depths of the warren; lastly, far from being trapped, the Nosferatu primogen has set up a tunnel leading directly to the surface.
* WeAreEverywhere: And it's not restricted to their use of Obfuscation or Animalism, either. Like many clans, the Nosferatu have several ghouls placed in key positions across the cities they dwell in. However, unlike the Ventrue or the Toreador, they don't ghoul officials or leaders; instead, Nosferatu ghouls are usually janitors, bureaucrats and other lowly workers- ideally people considered BeneathSuspicion.

[[/folder]]

[[folder: Toreador]]
[[quoteright:408:http://static.tvtropes.org/pmwiki/pub/images/765bd1c5808e57b809acc4048bb70be6.png]]

The social elite of the Camarilla, the Toreador are mainly composed of the beautiful, the artists and visionaries in their former lives, and dedicate themselves to these pursuits even in the afterlife. One of the most influential clans in the founding on the Camarilla, the Toreador probably is one of the clans most tied to the human world, through culture and social interactions with the kine, particularily the upper classes. As to this, they have much influence over the kine of any city, especially the cultural sections.
----

* AgentPeacock: Oftentimes.
* AttentionDeficitOohShiny
* AuraVision: Masters of Auspex.
* TheBeautifulElite: Oh, very much so.
* BewareTheNiceOnes: It's mentioned that the Toreador can get downright ''terrifying'' once they begin to succumb to their inner beast. They're called the degenerates for a reason...
* BrainlessBeauty: Seen as this by some of the other clans in the Camarilla, particularly the Nosferatu.
* BunnyEarsLawyer: While seen by many Camarilla at large as brainless dilettantes, they are remarkably skilled. The Toreador clanbook notes that they make excellent sheriffs since they excel at investigation and interrogation.
* CombatAestheticist: Disciplines such as martial arts and swordsmanship are pursued avidly as art forms by a notable minority of the clan.
* DeadpanSnarker: Experienced Toreadors have been described as able to ruin reputations with but a 'pithy comeback'.
* DistractedByTheSexy: The Toreador clan flaw means that they easily get attached to something they find beautiful.
** DistractedByMyOwnSexy: Even their own reflections.
* EmotionalBruiser: Combat-oriented Toreador tend to evoke this.
* FriendlyNeighborhoodVampire: Of all the modern clans, the Toreador is most likely to fit into this category. As social creatures, they tend to be involved in all aspects of a society, and host things ranging from fine galleries and high society, to children's theater.
* {{Glamour}}: Skilled users of the Presence discipline.
* GossipyHens: A role the Toreador excel at. One of their greatest talents is "accidentally" revealing secrets in front of a Nosferatu.
* TheGunslinger: Combine [[AuraVision Auspex]] with [[SuperSpeed Celerity]] and the Toreador interestingly have a natural knack for this.
* TheHeart: It was said when the Camarilla were created that the Ventrue were the mind behind the organization, but the Toreador were its soul.
* MadArtist: The Toreador Antitribu's style of art tends to be rather... bizarre in contrast to their Camarilla cousins.
* TheManBehindTheMan: This is the way Toreador prefer to hold power.
--> "Our influence is forever. The prince's is not."
* MasterSwordsman: Some Toreador are this, yes.
* MayflyDecemberRomance: As the most human of the clans, they are the most likely to form romantic attachments with humans.
* {{Narcissist}}
** TheFightingNarcissist: In some cases.
* {{Socialite}}
* SomethingAboutARose: Their symbol is the Rose, and they are called the Clan of the Rose.
* StrawCritic: In addition to artists and cultural people, the clan also counts to its ranks quite a few critics, which can sometimes lean in this direction.
* UpperClassTwit: Can evoke this, particularly during the 1st edition.
* TheVamp: Are almost always beautiful, and command great sex appeal.
* VampiresAreRich: Toreador are often patrons of the arts, and often have money to do it.
* VampiresAreSexGods: The Toreadors are the most likely to invoke this trope and often Embrace attractive mortals.
* VampiresOwnNightClubs: Well, the Toreador often do.
* WickedCultured: Most are incredibly high society.
[[/folder]]

[[folder: Tremere]]
[[quoteright:302:http://static.tvtropes.org/pmwiki/pub/images/440cae0eab79331dcb533c70503be87f.png]]

Vampire warlocks who originated from the now-extinct House Tremere of the [[TabletopGame/MageTheAscension Order of Hermes]] back during the medieval times, Clan Tremere did not attain immortality through traditional embraces, but through magical experiments on Kindred. Though it took some time for the Tremere to gain any kind of legitimacy as a clan, they eventually helped form the Camarilla and aid the Ventrue in keeping order in their society. Masters of blood magic and the arcane amongst the kindred, they follow a rigid power structure where each childe is blood bound to their elders, extending all the way to the Council of Seven that rules the clan- and the mysterious Tremere himself.
----

* AmbitionIsEvil: Only the Ventrue exemplify this better.
* BloodMagic: Their speciality.
* BadassBookworm: Most Tremere are embraced from scholars and mystics, and often devote themselves to learning. Of course, they fight hard if pressed.
* TheChessmaster: Tremere elders are renowned for devious, scheming behaviour and long-running schemes; Tremere himself is master planner- when he's conscious, of course- [[spoiler: as "The Crucible of God" demonstrates.]]
* CourtMage: Their role in the Camarilla.
* DealWithTheDevil: Most contracts signed with the Tremere are signed in blood, meaning that the party is practically a slave until the contract is completed.
** On the other hand, the clan generally discourages literal Infernalism. Not because they have any moral objection to consorting with demons, but because they see it as a lazy shortcut to power.
* EvilSorcerer: Tremere and his lieutenants.
* TheFriendNobodyLikes: The rest of the Camarilla really just kind of tolerates them. Accepted, respected even... but by no means liked.
* GrandTheftMe: [[spoiler: In later supplements- ''Gehenna,'' for example- it's revealed that after diablerizing Saulot, Tremere ended up being possessed by the dead Antediluvian's spirit. Though Tremere spent most of his time in torpor in an attempt to regain control, he failed during the Final Nights and was forced out of his body- leading him to perform a GrandTheftMe of his own on Goratrix, one of his former lieutenants.]]
* IKnowYourTrueName: In "The Crucible of God," it's revealed that Tremere has been trying to discern the true name of [[spoiler: ''the entire human race.'' And he got it. It was the Human Genome Project.]]
* ImmortalityImmorality: Tremere and his House had been immortal for much of their lives before becoming vampires, thanks to their proficiency in magic; however, as humanity [[ClapYourHandsIfYouBelieve began to lose their belief in magic]], the House's immortality began to fail- resulting in the Clan ''stealing'' immortality from captured Tzimisce vampires. And it didn't stop there: in order to gain legitimacy and power, Tremere himself went so far as to diablerize the sleeping Salubri Antidiluvian, [[BigGood Saulot]]; for good measure, his underlings had the rest of the Salubri branded as demon-worshippers and hunted down.
* KlingonPromotion: The only way to get anywhere in the higher echelons of the pyramid is to kill your direct superior in a WizardDuel.
* LaserGuidedKarma: [[spoiler: Tremere ends up getting evicted from his own body by the Antediluvian he tried to steal power from.]] Also, [[spoiler: things do not end well for the Tremere Clan in Gehenna]]:
** [[spoiler: To begin with, in "Fair is Foul," the entire clan develops Salubri third eyes- features from the very clan they tried to destroy.]]
** [[spoiler: In "Nightshade," Tremere- in Goratrix' body- manages to diablerize Tzimisce and regain his lost power... only to have it fail at a critical moment due to [[PowerIncontinence the Withering]], resulting in him getting minced to death by the player characters.]]
** [[spoiler: Finally, in "The Crucible of God," the entire Council of Seven gets wiped out, and the Clan loses all their former power with the fall of the Masquerade and the human-vampire war that follows it. Towards the end of the scenario, Tremere himself uses a blood ritual to control all humans and Kindred on the planet, hoping to destroy the Antediluvians and secure global domination for himself- with the players' help, of course; unfortunately, thanks to the process that allowed Tremere to become a vampire in the first place, he's left open to possession by the Tzimisce Antediluvian, resulting in the complete destruction of Tremere's soul and Tzimisce using the ritual to spread himself throughout humanity.]]
* MagicalLibrary: Not uncommon amongst its members.
* MagicVersusScience: Averted. While magic is more common among the Tremere, a significant number of them use scientific advancement, often in conjunction with magic.
* MadScientist: While most Tremere use magic, quite a number use science to advance themselves.
* ManipulativeBastard: Quite a few of their members are renowed for manipulating whole clans and sects to accomplish their ends.
* TheOmniscientCouncilOfVagueness: The Council of Seven; nobody is quite sure what they're up to at the best of times...
* OurGargoylesRock: The Clan used to create and use Gargoyles as servants back in the middle ages, using the blood of Tzimisce, Gangrel and Nosferatu vampires. It did not end very well: quite apart from earning the lasting emnity of the Gangrel and the Nosferatu (with the Tzimisce already despising the Tremere over their method of achieving immortality), the Gargoyles actually staged a revolution and left the clan's service en masse.
* PlayingWithFire: One of their most well-known abilities.
* {{Pride}}: Tremere's vice of choice.
* ProudScholarRace: A DarkerAndEdgier variant.
* ThePurge: Though famous for performing an especially unpleasant one on the Salubri, during the Modern Nights, the Tremere clan also went out of their way to purge their clan of traitors and Antitribu via a blood ritual.
* PyramidPower: Their clan is modelled on a pyramid, symbolizing the rigid hierarchy and control of many by an elevated few.
* RuleOfSeven: A habit of their organization, particularly in the case of the Council of Seven.
* SecretArt: They don't share their blood magics with just anyone.
* ShoutOut: They're essentially House Tremere from ''TabletopGame/ArsMagica'' turned into vampires, since Jonathan Tweet and Mark Rein·Hagen worked on both games.
* TheSocialDarwinist: The Tremere indoctrination process and overall lifestyle is ''supposed'' to weed out the weak. Apprentices committing suicide is not at all an uncommon occurrence, and after a certain point, a WizardDuel to the death is the only way one can progress further in rank.
* SorcerousOverlord: Elders of the clan tend to evoke this- Tremere and Goratix in particular.
* SquishyWizard: Averted, they can be just as combat-oriented as any other clan.
* [[spoiler: ThirdEye]]: [[spoiler: Tremere vampires begin spontaneously developing these during Gehenna as a sign that Tremere has lost his battle with Saulot.]]
* TokenEvilTeammate: For the Camarilla. They're in an organization of undying, parasitic monsters. [[BlackAndGrayMorality They]] ''[[BlackAndGrayMorality still]]'' [[BlackAndGrayMorality fit]]. Though, when the [[AlwaysChaoticEvil Sabbat]] are your measuring stick, the bar is set pretty low. They also win extra points for [[ThePurge purging]] the Salubri, [[TokenGoodTeammate the token good teammate]] for the ''entire vampiric race.''
* WizardDuel: A way of solving disputes (or a possible avenue of advancement within the Tremere hierarchy) is to defeat another Tremere in a blood magic duel, termed a 'Certamen.' Once the rank of Pontifex has been reached, [[KlingonPromotion Certamen to the death]] [[TheSocialDarwinist is actually the]] ''[[TheSocialDarwinist only]]'' [[TheSocialDarwinist means of further advancement.]]
[[/folder]]

[[folder: Ventrue]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/0e8188a8f4a71ab08db05f1837e761e1.png]]

Also known as Blue Bloods, the Ventrue are natural leaders, and as such, they believe it is their duty to rule. It is no surprise that they were the most influential clan in the forming of the Camarilla. Because of this, they are some of the strongest supporters of the sect in the modern nights, and tend to have a skill for management and leadership that is hard to match. After all, a strong organization needs a strong leader to survive.
----

* AffablyEvil: Even the nastier ones are surprisingly polite, even when faced with [[FaceDeathWithDignity final death]] [[AFateWorseThanDeath or worse]].
* AuthorityEqualsAsskicking: Played straight in ages past, not so much in modern nights. The rare Ventrues from blue collar backgrounds is also likely to take up [[SuperStrength Potence.]]
* BadassInANiceSuit: Their belief is that they must stand out in a crowd, not stick out. Thus, most wear nice suits.
* BerserkButton: Ventrue [[TheStoic do not react emotionally]], but if you mention the Lasombra, expect a cold stare and a thinning of the lips. Mention the Ventrue antitribu and... [[SuspiciouslySpecificDenial That is, there's no such thing.]]
* BlueBlood: Heck, it's even their nickname.
* CharmPerson: As masters of the Dominate discipline, the Ventrue are natural examples of this. However, many of them consider reliance on it to be vulgar, preferring to rely on more traditional methods of persuasion before resorting to mind control.
* TheChessmaster: If a Ventrue isn't playing someone against another, it's a rare occurence.
* CorruptCorporateExecutive: What they tend towards in modern nights, to the point where modern members uses business terminology to refer to their clan structure, i.e. the most influential elders are "the Board of Directors."
* DeadlyGame: Some Ventrue wage proxy contests through human pawns and bet on the outcome, usually ruining the pawns in the process. It's considered tacky but innocuous, so long as the Masquerade isn't broken.
* DeadpanSnarker: An attitude favored by the Ventrue.
--> '''Ventrue:'''(about the Toreador) For every King, there is a Queen. And there are many queens among the Rose clan.
* {{Greed}} and {{Pride}}: They are a proud people like many other vampires, but they are the only ones who love money for it's own sake.
* InitiationCeremony: Called the 'agoge', just like the Spartan tradition. A childe wishing to be accepted by the clan must take over an aspect of the business world. This can be whatever the childe wants, but he cannot interfere with the business of anyone who assists the childe. As such, most Ventrue, even if they don't care for the childe, will assist.
* KneelBeforeZod: A Ventrue prince or elder ''will'' have you kneeling before them, whether you want to or not.
* ManipulativeBastard: Mind control is their last resort, they will scheme using any method they can.
* MoreThanMindControl: Dominate is mind control, but it cannot make someone self-destructive or defy their nature. But many Ventrue know how to use words to get around that limitation.
* ObstructiveCodeOfConduct: In addition to the Traditions, the Ventrue have a lengthy, if technically-unofficial, list of rules and guidelines for those within the clan, covering everything from the use of Disciplines and social interaction to what colors should be worn at clan meetings.
* OnlySaneMan: They like to ''think'' they are this for the Camarilla, (and in general) and while there may be some degree of truth to that, like most vampires they are generally NotSoAboveItAll.
* PickyPeopleEater: Every Ventrue can only feed from a single type of human, which could be anything from virgins to gay men to a particular ethnicity. Blood that doesn't match the bill provides no benefits and gets vomited up. Kindred blood is immune from this. During Gehenna, though, this changes, and Ventrue are only able to feed from other Ventrue.
* ProudMerchantRace: Certainly has shades of this. Money is power, and the Ventrue ''love'' being in power. Aristocrats and plutocrats alike often find a place within this clan, and the stereotype that Ventrue run Fortune 500 companies and multi-million corporations around the globe is certainly well-earned.
* TheRival: As a clan, the only people who can match the Ventrue for leadership are the Tremere (who are rigidly organized and determined), and the Toreador (who can influence just about anyone). Fortunately, the Tremere are not exactly trusted, and the Toreador would rather attend to their own personal projects.
* ScrewTheRulesIHaveConnections: Thanks to Dominate and Presence, they have the ear of just about anyone in their field.
* ScrewTheRulesIHaveMoney: A lot of money.
* SmallNameBigEgo: Unfortunately, due to their nature as leaders, some Ventrue view themselves as more influential than they actually are. This usually results in [[KlingonPromotion replacement by someone more... capable.]]
* SmartPeoplePlayChess: Ventrue consider the "game of kings" to be suitable for the Clan of Kings, hence the existence of Ventrue chess societies, where play is naturally SeriousBusiness.
* TheStoic: The Ventrue don't allow themselves to display strong emotions, since they see it as "common" and a sign of weakness.
-->"Anger is impolitic. Impoliteness is a sin."
** NotSoStoic: Still, when their plans crumble around them, it's not uncommon for them to experience a VillainousBreakdown of terrifying proportions. [[spoiler:Just look at [[VampireTheMasqueradeBloodlines Sebastian LaCroix]]]].
* SuperToughness: Enemies of the clan tend to forget that the Ventrue possess Fortitude: Even if they lack the disciplines to make them better at fighting, they still have the ability to shrug off attacks that would obliterate other Kindred.
* TeethClenchedTeamwork: Most Ventrue don't particularly care for each other, but a Ventrue will aid another Ventrue if asked (Ventrue are also instructed never to ask unless it is desperately needed.) In addition, Ventrue will often participate in the initation ceremony of another's childe, if only because the ceremony involves taking over an aspect of business, often bringing to ruin rival competitors. Anyone who assists is considered off-limits.
* ThickerThanWater: Members are expected to place the clan's well-being first, which includes providing assistance to clanmates in times of need, regardless of how much risk it would entail. Individual Ventrue might hate each other, but they present a united front against everyone else.
* TranquilFury: They may not tear your guts out or beat you to death if you get them angry; they probably won't even raise their voice; but you ''will'' understand when you have pissed one off.
* UnderestimatingBadassery: Some clans have a lot of trouble figuring out just how the Ventrue ever rose to power. As the revised Assamite clanbook rightly points out, the Ventrue not only have the benefits of Fortitude, but thanks to Dominate, they also have the backing of almost everyone they've ever come in contact with.
* UpperClassTwit: Between them and the Toreador, this is often invoked by other clans.
* VampiresAreRich: More likely than not, any particular Ventrue will have a ''huge'' amount of money at their disposal. It's emphasized that the money itself matters just as much as what you can do with it and [[EveryManHasHisPrice who you can buy]].
* VegetarianVampire: Often forced into this, due to their clan flaw making them to only able to drink from certain victims, which can vary from mildly-annoying to damn near impossible.
* WickedCultured: They are as wicked as any other, but culture and politeness is more important to them than almost any other clan.
[[/folder]]

!The Sabbat
[[folder: Overall Tropes]]
[[quoteright:114:http://static.tvtropes.org/pmwiki/pub/images/b8fc8cb7a22ec6f909851450462948aa.png]]

Believing themselves to be the true masters of the world and superior to humanity in every way, the Sabbat embrace their monstrous natures wholeheartedly. Enemies of the Camarilla in every respect, they oppose both the Masquerade and the disbelief in Antediluvians - who the Sabbat claim are secretly orchestrating the Camarilla's every move.
----

* AlwaysChaoticEvil: Gets this treatment from both the Camarilla and the Anarchs.
** Played straight in Revised with the only decent Sabbat, the Path of Harmony followers, getting exterminated.
* BlueAndOrangeMorality: The Sabbat happily enforces Paths of Enlightenment- which don't really abide by any human morals- to keep the Beast at bay.
** Subverted in Revised as the number of Path followers are minuscule. Most Sabbat are just poseurs at overcoming their humanity.
* CassandraTruth: Regarding the existence of the Antediluvians.
* EqualOpportunityEvil: For such a bloodthirsty, unapologetically monstrous sect, they're remarkably all inclusive. The Sabbat is made up of antitribu from pretty much every clan, as well as a pretty much ''extinct'' one [[spoiler: or two.]] Though this doesn't stop the Tzimisce and ''especially'' the Lasombra from looking down upon just about all of their comrades.
* EvenEvilHasStandards: The Sabbat, monsters as they are, do not allow demon worship and will kill any that practice it.
** That said, [[TabletopGame/DemonTheFallen demons can themselves be awfully sympathetic figures...]]
* EvilIsPetty: In contrast with the Camarilla's more subdued PragmaticVillainy, the Sabbat are often (and ''[[EvilIsHammy loudly]]'') complete asshats just for the sake of it.
* FiveBadBand:
** BigBad: Lasombra
** TheDragon: Tzimisce, Ventrue antitribu
** TheEvilGenius: Nosferatu Antitribu, Serpents of the Light
** TheBrute: Brujah antitribu, Gangrel antitribu, Malkavian antitribu, Salubri antitribu
** TheDarkChick: Toreador antitribu, Ravnos antitribu, Panders
** TheSixthRanger: Harbingers of Skulls, Kiasyd
* KnightTemplar: They even have a rank literally named templar.
* NobleDemon: Followers of the Path of Honorable Accord are all about this.
* OrderVersusChaos: In the eyes of the Camarilla, they tend to solidly occupy the chaos side. The sect in itself is a lot more complex than that, however, not really sticking to any side of the spectrum.
* ReligionOfEvil: Worshipping Caine, the first vampire.
[[/folder]]

[[folder: Antitribu]]
Members of other clans not formally part of the Sabbat who have defected and joined the Sabbat instead. Antitribu basically means against the clan, and as such, most of these offshoots tend to occupy the Sabbat unless they are antitribu of a clan that is already part of the Sabbat.
----

* AxCrazy: Malkavian, Brujah and Gangrel antitribu tend to be a lot more unhinged than their origin clan- not a good thing in the case of the Malkavians.
* CannonFodder: What they essentially serve as to the Lasombra and Tzimisce.
* EvilCounterpart: To their Camarilla and Independent cousins.
* {{Foil}}: They serve as this to many of their mainstream clan members. Ventrue Antis, for example, are noble warriors versus Camarilla Ventrue who are primarily focused on finance and politics.
* NotSoDifferent: Literally, in the case of Nosferatu antitribu due to Clan loyalty preceding sect loyalty. In fact, Camarilla Nosferatu often trade information with their antitribu counterparts, and see if anything would upset the status quo. No one has been able to find any definite proof of these dealings thanks to their skills at remaining undetected.
[[/folder]]

[[folder: Lasombra]]
[[quoteright:336:http://static.tvtropes.org/pmwiki/pub/images/a8898ef68c914e96cc1705f3a1bca8c9.png]]

The leaders of the Sabbat, the Lasombra clan is well known for their ruthless natures and Darwinist beliefs. Arrogant, power-hungry and treacherous, they practise a unique Discipline that allows them to manipulate the shadows- making them deadly opponents in combat.
----

* BerserkButton: They do not like the Ventrue, or any Lasombra who join the Camarilla. Officially, Lasombra refuse to acknowledge that their ''antitribu'' exist, but that doesn't stop them from making any rumored ''antitribu'' priority targets.
* BreakTheCutie: Their preferred tactic in choosing recruits, as those who don't crack under the strain are judged worthy. One example found in the revised handbook recounts the story of a paraplegic writer selected for the Embrace: In this case, his sire spent five years doing her very best to ruin his life in every way she could before finally deciding that he was worthy to join the Clan.
* BreakTheHaughty: [[spoiler: Much to their embarrasment, the Lasombra are forced to swallow their pride and follow Ventrue leadership in "The Crucible of God." The humiliation is threefold: After centuries of despising weakness, they had to admit they were too weak to survive alone; despite having prided themselves as being a clan of leaders, they ended up becoming subservient; and finally, they ended up being led by their most hated enemies, the Ventrue.]]
* CastingAShadow: Their signature discipline of Obtenebration, which allows them control over not only ordinary shadows but the primeval darkness of the Abyss. Once practitioners have moved beyond simply hiding their movements, they can create deadly CombatTentacles and InstantArmour from elemental darkness, teleport themselves from shadow to shadow, summon shades to do their bidding, even transform themselves into [[LivingShadow Living Shadows]]. [[spoiler: As with all Antediluvians, theirs is even better at it, to the point of becoming a creature of pure darkness residing within the Abyss.]]
* CharmPerson: Much like the Ventrue, the Lasombra possess Dominate. Unlike the Ventrue, they possess no qualms about using it in place of regular negotiations.
* ChronicBackstabbingDisorder: As one of the most ambitious clans in the game, this is a given. [[spoiler: The Lasombra Antediluvian is no exception, as Gehenna demonstrates; in the event that you take his side during "Fair Is Foul," he kills you as soon as YouHaveOutlivedYourUsefulness... and the text actually mocks you for being gullible enough to trust him.]]
* DarkIsEvil: They control shadows, and are quite evil.
* EldritchAbomination: [[spoiler: Their Antediluvian, who has become a creature of pure shadow by the time of Gehenna.]]
* FakingTheDead: [[spoiler: The Lasombra Antediluvian; though the Sabbat report that they successfully diablerized him centuries ago, nobody seems to be able to remember exactly how it happened. Worrying, to anyone who knows of the Lasombra's proficiency with Dominate.]]
* FantasticRacism: As a whole, the clan despises ghouls, seeing them as mortal intruders in a world that only vampires have a right to inhabit; as such, they tolerate them only as convenient sources of money or substitutes for mirrors.
* TheFightingNarcissist: Vain and hopelessly self-obsessed, many Lasombra are often driven to considerable frustration by their lack of reflection; as such, they have a habit of creating ghouls solely for grooming purposes- with vicious punishments in store for leaving a single hair out of place.
* LaserGuidedKarma: [[spoiler: The social darwinism and constant diablerie prevalent to their leadership of the Sabbat finally backfires on them during "The Crucible of God," leaving their numbers too depleted to retain autonomy as a clan. With humanity gearing up for war against the vampires and no other source of aid in sight, the Lasombra reluctantly pledge their allegiance to the Ventrue/Toreador/Setite alliance.]]
* LivingShadow: One of the more advanced techniques of Obtenebration is temporarily becoming one of these. [[spoiler: The clan's Antediluvian has become a permanent example.]]
* TheManBehindTheMan: One of the things that Lasombra sires look for in future children is the ability to manipulate events while staying out of the limelight.
* ManipulativeBastard: In no small part due to possessing Dominate.
* TheMirrorShowsYourTrueSelf: Lasombra cast no reflection, and will actually appear invisible to photographs and security cameras.
* TheNightThatNeverEnds: [[spoiler: The clan's Antediluvian starts one of these in "The Crucible of God," spreading himself across the entire planet to create a permanent state of night; during this time, countless plants die without sunlight and the earth's temperature rapidly cools, to the point that the tropics experience frost. Many humans freeze to death as heat sources fail them, their souls immediately devoured by the hungry Antediluvian overhead; many Kindred die as well, devoured by the shadows themselves. Then, a month after the nightfall began, it ends with a rain of blood as the Antediluvian is slain; nobody knows who killed him or how.]]
* PowerIncontinence: [[spoiler: As with many clans, the Lasombra begin to lose control over their most-valued disciplines in "Fair Is Foul": Shadows normally controllable through Obtenebration start to attack the wielder, and - at higher levels - punching holes in reality and allowing the Abyss to flow through...]]
* ScrewTheRulesIHaveMoney: Similar to the Ventrue in this regard, the Labsombra have a tendency to ghoul accountants, lawyers, bankers and other experts in financial matters for this very purpose.
* SmartPeoplePlayChess: The clan has something of a fascination with the game, and see proficiency in it as a sign of success.
* SocialDarwinist: Believe strongly in this, hence their lengthy tests of their future recruits.
* TheStoic: Much like the Ventrue, they believe in distancing themselves from emotion. This is particularly true in dealing with their clan weakness. Most Lasombra will pose for portraits, but one who hires a Tzimisce to fleshcraft a ghoul will be mocked.
* SuperStrength: Wielders of the Potence discipline; appropriate, given their belief in strength.
* WeakenedByTheLight: Lasombra take double damage from sunlight, and lose a die if they are in areas with bright light.
[[/folder]]

[[folder: Tzimisce]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/aec8cbcae049cdf67f42e78586823dfa.png]]

The scholars and clergy of the Sabbat, the Tzimisce do not merely disparage their humanity, but have successfully discarded it altogether: with the ability to manipulate human (and immortal) tissue by touch, a viewpoint bordering on alien, and a prediliction for torturing and experimenting on humans and vampires alike, the Tzimisice are known as Fiends for good reason...
----

* AboveGoodAndEvil: Most other would see them as evil. Tzimisce simply don't care.
* AffablyEvil: Because of their deeply-held beliefs regarding hospitality, the Tzimisce are unfailingly polite and gracious even to their enemies, particularly when on home territory.
* AndIMustScream: The fate of those used as decoration around a Tzimisce's lair; one particularly horrific case involves several unfortunate victims being woven into wallpaper, still alive and conscious.
* AssimilationPlot: [[spoiler: The Tzimisce Antediluvian is revealed to be operating one of these in the Gehenna scenario "The Crucible of God." Having been left under New York, he starts growing into a hideous blob of flesh that spreads throughout the city, draining humans and vampires alike- and absorbing all Tzimisce in the area. Then, having acquired enough energy to exist as spirit alone, he allows its body to be destroyed by the sun and begins [[BodySurf periodically taking over the bodies]] of anyone with Tzimisce blood- including the Tremere. This eventually results in the Antediluvian sabotaging Tremere's ritual to control all humans and vampires alike by possessing him at a critical moment; he then alters the ritual, allowing him to contaminate and control everyone on the planet- except for the player characters.]]
* BadPowersBadPeople: Only the Baali are perhaps more wicked.
* TheBeastmaster: As masters of both Animalism and the Blood Bond, the Tzimisce rarely lose control of the ghouled monsters they create.
* BerserkButton: Most members of the clan utterly despise Tremere for gaining immortality by stealing it from Tzimisce elders, and ensure that any Tremere unlucky enough to be captured in a Sabbat raid will suffer a long and excruciating demise.
* BigBad: [[spoiler: The Tzimisce Antediluvian is this in "The Crucible of God," having far more apocalyptic designs than any other Antediluvian in the scenario, even eclipsing Tremere's plan in sheer ambition.]]
* BlobMonster: An option for Tzimisce who like the plasmic form. [[spoiler: This is also the Antediluvian's first major appearance in "The Crucible of God."]]
* BloodMagic: Kolundic Sorcery.
* BloodyMurder: Not only can Tzimisce transform themselves into mobile blood and slide under doors and through keyholes, but they can also make the blood into deadly acid.
* BlueAndOrangeMorality: Thanks to their unique powers, ancient traditions and self-deifying philosophies, most members of the clan tend to hold very strange perspectives on the world around them; as they grow older and modify themselves through Vicissitude, these attitudes grow steadily more alien and their motives increasingly incomprehsible. As the manual itself says, "while younger fiends might be described as merciless or sadistic, elders of the line simply fail to comprehend mercy or suffering- or perhaps they do comprehend, but no longer consider such emotions relevant."
* BodyHorror: Most of the effects of Vicissitude involve this to some extent or another, particularly when used against enemies and captives.
* ClassicalMovieVampire: Of all the clans, the ''Old Clan'' Tzimisce are the most likely to be this, and it is even implied that Dracula himself is a member of the clan. Unlike the modern Tzimisce, they substitute Dominate for Vicissitude, and are stereotyped as being old, of relatively low generation, as well as possessing large tracts of land and mortal retainers.
* CombatTentacles: A common choice for Tzimisce self-modifications.
* EasySexChange: A potential function of Vicissitude, judging by the presence of Doktor Totentanz, previously Dr Heinrich Lundt.
** Not to mention Vykos, who is referred to as "it" instead of a gender pronoun. Previously male, Vykos removed his genitals and forswore any gender to demonstrate his detachment from humanity.
* EldritchAbomination: The Tzimisce Antediluvian is commonly seen as this. [[spoiler: In the Gehenna scenarios that feature him, he goes out of his way to prove his credentials in this field, especially in "The Crucible of God," in which he first appears as a gigantic blob of living flesh that devours all of New York, then as a disembodied spirit that periodically possesses any vampire descended from him and uses it to reshape plants and animals into monstrous new forms across the world... and finally as ''all of humanity and vampires put together.'' His control over both is so unshakable that it takes the Wrath of God- as called down by Saulot and the player characters- to finally finish him off.]]
* FakingTheDead: [[spoiler: The Tzimisce Antediluvian; much like Lasombra, he was supposedly found and diablerized many centuries ago. In reality, he actually killed his would-be-assassin and used Vicissitude to [[DeadPersonImpersonation impersonate him]] until he could retreat into seclusion again.]]
* FleshGolem: The ''Vozhd'' War Ghoul; among the most terrifying creature in the Tzimisce menagerie, the average ''Vozhd'' is actually fifteen or more ghouls moulded into one gigantic monster through a mixture of Vicissitude and Koldunic magic. Driven insane by the process, lobotomized with Vicissitude and starved before a fight, the War Ghouls were particularly dreaded before the Modern Nights. However, the ''Vozhd'' is a prime example of AwesomeButImpractical: the creation rites are long and extremely complicated even when only one is meant to be produced; in combat, they're liable to be just as dangerous to their masters as they are to the enemy; at times, the sight of just one such War Ghoul has been known to force enemies of the Tzimisce to join forces against it; and finally, the proliferation of LAW rockets, shaped charges, grenades and other modern weaponry make it much easier to kill than it once was. As such, the ''Vozhd'' isn't widely used anymore.
* GenuineHumanHide: Those of the clan who don't stop at making furniture out of people may extend their talents to making clothes out of people. In fact,at least one Tzimisce fashion designer liked tailoring clothes out of rewoven human tissue and selling them to Ventrue and Toreador clients; as well as being essentially spies for their mistress, the skin and sinew used in their creation was taken from homeless people- just so the designer could get a cheap laugh out of seeing a Toreador vampire dressed in a beggar's skin.
* GrandTheftMe: [[spoiler: Throughout the various Gehenna scenarios, the Tzimisce antediluvian demonstrates the ability to take control of any vampire descended from him or in possession of his blood; in two seperate scenarios, both Tremere and Saulot are completely dominated by him.]]
* HorrifyingTheHorror: The Tzimisce are alien and unknowable, and between their powers and being just rare and reclusive enough to feed into quite a few horror tropes, the clan has become in-universe NightmareFuel even to the other undead monstrosities. One ghoul handbook had the narrator do a rundown on the vampire clans. When he got to the Tzimisce, he broke down and could only repeat that you must [[FateWorseThanDeath never let them catch you alive]].
* LovecraftianSuperpower: The Tzimisce possess a clan-unique discipline known as "Vicissitude," (also known as Fleshcrafting) which allows them to mould and shape flesh, tissue, blood and bone as if it were clay; members of the clan use it wherever possible- for decorating their havens, for experimenting on captives, for creating monsters and guard animals, or for altering their own appearance. During a very brief DorkAge, Vicissitude was reimagined as the result of a supernatural virus from the Umbra, thus playing up the Lovecraftian aspects; this has since been retconned.
* MadArtist: Those of the clan not interested in experimenting for practical reasons will do so for aesthetic reasons, and as usual, the materials will be very much alive. Some prominent members have been known to boast of paintings, sculptures, even furniture still alive after decades of their first fleshcrafting- and still crying.
* MadScientist: Often obsessed with exploring their vampiric "superiority" or the "inferiority" of humans, many Tzimisce fulfil this particular role. Because of their clan's reliance on ghouls, even the less philosophically-inclined members end up becoming this as they create new varieties of ghouled monsters via Vicissitude.
* MagicPlasticSurgery: A popular use of Vicissitude; in fact, it's become so popular among the clan that few members retain their original appearance once they master the basics: some remake themselves as terrifying [[HumanoidAbomination inhuman monstrosities]], while others sculpt themselves into creatures of impossible beauty.
* MalevolentMutilation: Another popular use.
* MultiArmedAndDangerous: A possibility for Tzimisce self-modifications.
* OneWingedAngel: At higher levels, Vicissitude can be very useful in combat for allowing Tzimisce vampires to shape themselves into monsters at a moment's notice: one good example is the "Horrid Form," an eight-foot-tall monster with clawed hands, leathery, kevlar-like skin, massive jaws and incredible strength; another is the "Plasmic Form," a wave of mobile, sentient blood immune to everything except sunlight and fire.
* OurGhoulsAreCreepier: Unlike much of the Sabbat, the Tzimisce have a prediliction for utilizing ghouls, apparently due to being far too choosy about embracing childer to bother with mass-embracing shovelheads. Along with the armies of slaves, test subjects and monsters ghouled by the clan every month, the Tzimisce also have access to a number of ancient families that, thanks to constant exposure to vampire blood over the centuries, have become immortals in their own right. Still loyal to their vampire benefactors, these indentured families can aid the clan in many ways, providing fleshcrafted hounds, occult information, key access to mortal society, and so on. Some eventually prove themselves as capable servants, and become vampires themselves.
** In "The Crucible of God," ghouls start to become even creepier as [[spoiler: Tzimisce himself begins randomly ghouling creatures across the planet, transforming whole sections of wildlife into fleshcrafted monstrosities; even after the Antediluvian's death, these nightmarish creatures remain, becoming part of the natural environment following Gehenna.]]
* {{Ouroboros}}: The symbol of the clan.
* PetTheDog: They are one of the only clans in the modern nights that still insists upon the Salubri's innocence. Then again, it's the Tremere (who the Tzimisce '''hate''') who are pushing [[BlatantLies that story]], so it makes sense why the Tzimisce still defend them.
* PowerIncontinence: [[spoiler: The clan loses control of Vicissitude in "Fair Is Foul," frequently losing their ability to wield it with any degree of accuracy or control. In extreme cases, some Tzimisce are reduced to a permanent state of ShapeShifterSwanSong. On the upside, a few learn the ability to use it without touch.]]
* ProudScholarRace: A ''very'' dark twist on the trope.
* PunishedWithUgly: In some cases, Tzimisce punish their ghouls by ruining their faces with Vicissitude and then promising to restore ''one'' feature of their face for every year of perfect service- ''perfect'' service, without even the slightest instance of failure. Nobody has yet succeeded.
* RedRightHand: Even if they've made themselves beautiful through fleshcrafting, many Tzimisce can't resist adding the odd inhuman trait.
* SacredHospitality: The older a Tzimisce is, the more likely he is to believe in this.
** This actually becomes a plot point in "The Crucible of God." [[spoiler: In this Gehenna scenario, your team is joined by Lambach Ruthven, grandchilde of Tzimisce himself; spared from being devoured like the other Tzimisce vampires in order to act as a final witness for when his grandsire consumes all life on earth, he's lapsed into depression. However, he is still a deep believer in SacredHospitality, and if the players treat him kindly, he will grant them a boon in return.]]
* TheSocialDarwinist: Some members of the clan espouse these kind of beliefs.
* TheresNoPlaceLikeHome: Tzimisce require two handfuls of earth from their home in order to sleep. If they don't, it halves their dice pools.
* ThoseWackyNazis: Despite insisting that they didn't actually inspire Hitler or the creation of the Nazi party, the Tzimisce profited immensely from it; they were able to use the death camps as makeshift laboratories and feeding grounds, and managed to find several valuable recruits among the Nazi membership- one of the most notable being Doktor Totentanz.
* TortureTechnician: Any member of the clan worth his salt is an expert at both physical and psychological torture, and ready to do so- for extracting information, performing [[ForScience experimentation]], creating art, or [[ForTheEvulz personal enjoyment]]. Every single discipline they possess can be put to use in a torture session: Auspex can be used to learn a victim's fears and humiliating secrets; Animalism allows the summoning and direction of maggots, spiders and other creatures that might provoke horror in a victim; Vicissitude can not only be used to mutilate, but it can also allow the user to assume an attractive form to tempt the victim- or a horrific one to terrify it. Blood Bonds are also considered useful in utterly breaking a victim's spirit, thanks to the emotional attachments that can be formed and abused as a result. However, some Tzimisce prefer not to use supernatural methods at all: at least one elder still brags about how he once "convinced" a Gangrel Archon to talk with the aid of a [[NoodleImplements disposable razor blade, three needles, a pack of Holiday Inn matches, a rubber tube and a gallon of Clorox.]]
* {{Transhuman}}: What many profess to.
* {{Ubermensch}}: What they believe themselves to be.
* TheUnfettered: Tzimisce are the most alien and inhuman of all vampires.
* VampireVords: Many elders tend to speak like this, which is justified since the original Tzimisce domains were located around Romania.
* VoluntaryShapeshifting
* WipeThatSmileOffYourFace: In the event that a servant, test subject or food-source is making too much noise, Tzimisce have been known to simply erase the unfortunate's mouth with a touch.
* WorthyOpponent: The Tzimisce generally think this of the Ventrue, almost name-dropping the trope in the second-edition clanbook. With [[BlueAndOrangeMorality the Tzimisce]], it's [[FateWorseThanDeath not a good thing]].
[[/folder]]

!The Anarchs
[[folder: Overall Tropes]]
[[quoteright:125:http://static.tvtropes.org/pmwiki/pub/images/4262f8127c30ef740c16455918510a47.png]]

The smallest of the three main sects, the Anarchs reject both the oppressive rule of the Camarilla and the zealousness of the Sabbat. They draw numbers from nearly all clans present, mainly Camarilla ones, and Brujah in particular, but quite a few ex-Sabbat members have been convinced to join the fray over time and a small but notable minority of independent clans. All of them do tend to have one thing in common, however, which is desire for change.
----

* AntiHero: Like the Camarilla, they aren't exactly good guys, but at least they keep in touch with their humanity.
* BadassGrandpa: The rare few elders of the sect tend to explicitly deny any leadership roles with the justification that doing otherwise would make them no better than the Camarilla and the Sabbat. Instead, they remain fighting at the front lines with the neonates. For a specific example, just look at Smiling Jack, who is 300 years old but still manages to be a friendly mentor to many new blood.
* BloodSport: While usually not resulting in final death, the Anarchs have a lot of games that would be considered lethal by human standards, ranging from two opponents hitting each other with a blunt weapon until one gives up or goes into torpor, to paintball tag using real guns and ammunition.
* BombThrowingAnarchists: Averted, despite the name of the sect, on a larger level. While the sect does have a few of these, they also count to their numbers a surprising amount of scholars and diplomats.
* FaceHeelTurn / HeelFaceTurn: Almost universally the latter if you leave the Sabbat for the movement, and a bit of both sides of the coin if you're from the Camarilla.
* TheGadfly: A tactic they sometimes employ simply to make elders lose their tempers inside of Elysium.
* IHateYouVampireDad: One of the core reasons many Kindred join the sect.
* TheLastDJ: Tends to serve this role to the Camarilla.
* OrderVersusChaos: Clear-cut chaos to counter the Camarilla's order, with minor variations.
* RebelliousSpirit: ''Very'' prominent within the movement. Doubly so with the Brujah anarchs.
* ViceCity: Los Angeles as the center of the Anarch Free State quickly devolved into this after the ousting of the Camarilla in the 1940's, and remained as such until the New Promise Mandarinate arrived in California and shook up the power balance in the region. The ''Gehenna'' novel claims that the Anarchs reclaimed LA shortly before Gehenna started.
* YourTerroristsAreOurFreedomFighters

[[/folder]]

!The Inconnu
[[folder: Overall Tropes]]
The Inconnu are a mysterious sect of whom little is known, aside from an association with Golconda.
----

* AncientConspiracy: Believed to trace their origins to ancient Rome.
** Actually an AncientTradition, which makes it rare as the Inconnu are mostly devoted to achieving Golconda and staying out of mortal affairs.
* BigGood: As close as exists in the vampire world.
* FriendlyNeighborhoodVampire: They're so powerful they really don't have to do the causal brutality and evil of the other vampire factions.
* ShroudedInMyth: No-one has the faintest clue what they're about. In Kindred society, this is deeply unnerving.
* TheWatcher: The Monitors, members of the Inconnu who oversee particular cities, but mainly remain aloof from events.
[[/folder]]

!The Tal'Mahe'Ra
[[folder:Overall Tropes]]
Known also as the ''manus nigrum'' or the True Black Hand, the Tal'Mahe'Ra are a hidden apocalypse cult dedicated to the Antediluvians that hunts the infernal, protects humanity (for certain values of 'protect'), and tries to manipulate the other sects to serve their ends.
----

* AncientConspiracy: The oldest known Kindred sect still active, dating back three thousand years.
* DemonSlaying: Hunt down demons and infernalists with extreme prejudice.
* EldritchLocation: Enoch is the First City of vampires cast into the Underworld by the Great Flood, which has had millennia-worth of dead cities layered onto it by necromancers; the AlienGeometries that wander the city are actively lethal. Those who control Enoch will shape the end of the world.
* LetsYouAndHimFight: The Tal'Mahe'Ra wants the Camarilla and Sabbat fighting, as it keeps them occupied and distracted, their attention turned inwards to vampire society.
* TheMole: Have a number spread throughout Kindred society, some of whom are highly ranked in the other sects.
* TheNecrocracy: Enoch, their base in the Underworld.
* {{Necromancer}}: Originating in a [[TabletopGame/MageTheAscension group of Chakravanti necromancers]] and being based in the Underworld, they have a number, most notably the Nagaraja and the Harbringers of Skulls.
* NukeEm: Notoriously had their original version destroyed by a relic nuke in Ends of Empire for ''TabletopGame/WraithTheOblivion''... which ended up helping to trigger the Sixth Great Maelstrom.
* OneSteveLimit: Intentionally averted. The Sabbat also has a group called the Black Hand, and the Tal'Mahe'Ra make use of the Sabbat Hand to help conceal their activities. They distinguish between the two by calling the Sabbat Hand the False Hand.
* PredatorTurnedProtector: The Tal'Mahe'Ra aren't big on behaving humanely or acting like humans, but they are, at their best, dedicated to protecting humanity.
* {{Retcon}}: First in the revised Vampire Storyteller's Handbook, undermining their presentation as undead Illuminati in Dirty Secrets of the Black Hand, then again in V20 Black Hand, which kept much of [=DSotBH's=] gonzo weirdness but toned down the more OTT elements.
* ShroudedInMyth: They're sitting on a lot of things they don't fully understand and which may or may not be what they think.
[[/folder]]

!The Neutral Clans
[[folder: Assamites]]
[[quoteright:412:http://static.tvtropes.org/pmwiki/pub/images/57d7c3e9c7a6bd6981b701e22053b3bd.png]]

To other Kindred, the Assamites are assassins supreme, unholy terrors hungry for the blood of other vampires. As the Assamites see it, however, they are protectors of mortals and judges of the Kindred, a duty they believe to have inherited from their Antediluvian founder. They are unusual among the clans in that they are comprised of three castes: warriors, viziers and sorcerers. While based in the Middle East, the clan claims members from both genders and every ethnicity.

* AuraVision: The viziers in the modern nights have Auspex; in the Dark Ages, the sorcerers had it as a caste discipline as well.
* BadassBookworm: The sorcerer and vizier castes.
* BloodMagic: Assamite Sorcery.
* BloodyMurder: Quietus, their signature discipline, possessed by all three castes.
* CannibalismSuperpower: Prior to the formation of the Camarilla, the Assamites saw diablerie as a perfectly acceptable means of bringing themselves closer to their founder- though they rarely used it on other members of the clan. However, the newly-formed Camarilla took a dim view of this practise, and commissioned the Tremere to put an end to it- leading to a...
* {{Curse}}: The Tremere's blood-curse prevents any Assamite from ingesting the vitae of other Kindred. Unfortunately, the curse has begun to fail in modern nights...
** Before the Tremere laid their curse, the Baali laid one of their own - an addiction to the blood of other vampires, amplifying and aggravating the clan practice of diablerie.
* DeaderThanDead: While diablerie can be committed by any vampire, the Assamites were known for it.
* FriendlyNeighborhoodVampire: The Assamites try for this - the Law of Protection expects them to protect mortals from other Kindred and treat them with honor.
* TheHashshashin: They formed the ancient organization, and they often serve as assassins.
* ImAHumanitarian: Thanks to their widespread use of diablerie in the past, the Assamites are generally considered the vampire equivalent of this.
* {{Invisibility}}: Both the warriors and the sorcerers possess Obfuscate.
* MurderInc: They believe killing, particularly vampires, brings them closer to Hakim.
* OnlyKnownByTheirNickname: "Assamite" is other Kindred's name for them, based on a mispronunciation of their own name for themselves, the Children of Haqim.
* ProfessionalKiller
* ProudScholarRace / ProudWarriorRace: Depending on the caste.
* ThePurge: In Revised, the Fourth Generation ur-Shulgi rises from slumber... and proceeds to eliminate those Assamites who do not revere Haqim above all else, including those who follow mortal religions (Islam is the clan's majority religion, but not the only one).
** TheMigration: The clan schisms over ur-Shulgi's interpretation of the Law of Judgment - "Judge those of Caine's blood, and punish them should they be found wanting" - which holds that ''all'' non-Assamite Kindred have been found wanting, are ultimately a blight on existence, and should be eliminated. As much as a third of the clan, not on board with the idea of Kindred genocide, and/or wishing to practice their mortal religion, petition for membership in the Camarilla. In addition, the dispossessed, those Assamites independent of the clan's hierarchy, see ''their'' numbers rise to about a third of the clan, as a sizable number of Assamites decide they want nothing to do with ur-Shulgi, the Camarilla, ''or'' the Sabbat.
* {{Retcon}}: In their original clanbook, the Assamites were portrayed as a fanatical cult of Kindred assassins; later writeups retconned this as a faction within the larger clan.
* SuperSpeed: Both the warriors and viziers possess Celerity.
* UndeathlyPallor: Subverted; unlike other vampires, Assamites actually grow steadily darker as they age, to the point that elders look as though they've been carved from obsidian.
** Al-Ashrad, leader of the sorcerer caste, is the sole exception, having pale white skin. None of the other Assamites know why.
[[/folder]]

[[folder: Followers of Set]]
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/4b57377c5a69e51c634a90dba9ba0f01.png]]

A cult believing themselves to be the vampiric descendants of the Egyptian god Set, the Setites devote themselves to corrupting others, human and vampire alike. In this way, they gather new recruits for the cult and prepare the world for the return of their infamous founder.

* BlueAndOrangeMorality: The Path of Typhon, which takes the process of corruption, humiliation and gradual devotion to Set into truly bizarre levels.
* BreakTheHaughty: How most mortal devotees are taught the Path of Typhon, via their future sires going out of their way to completely ruin their lives and push them towards "The Revelation of the Void," whereupon the future member of the cult is stripped of all worldly attachments and devoted entirely to Set.
* TheCorrupter: The Clan's [[PlanetOfHats hat]]; religiously devoted to spreading corruption in order to attain new members for the cult, they will use any methods imaginable: money, power, sex, drugs, knowledge- anything, so long as it ensures the moral decay of a victim and further devotion to the cult. The Path of Typhon often requires that this become part of the embrace, with some prospective sires seeking out individuals vulnerable to corruption in some way and orchestrating their downfall prior to inducting them into the clan- Maria Kenyon and the Psychiatrist and Mystic Artist templates from the Followers of Set Revised Clanbook being prime examples.
* EnemyCivilWar: There are three main bloodlines among the Setites, and they despise each other. The normal Followers, who serve Set, the daitya (Blasphemers), who serve Shiva, and the Serpents of the Light (Cobras), who believe Set to be their enemy.
* UsefulNotes/{{Gnosticism}}: The default Setite belief system resembles the Gnostic one: to the Setite mind, the truth of the universe, that all are able to become [[AGodAmI as powerful as gods]], has been concealed by the Demiurge and his Aeons, who have imposed false systems of law and morality to hide the truth and enslave humanity. It is Set and his childer's goal to cast down the Demiurge and reveal the truth. Other Setite bloodlines share the belief in becoming as gods, even if their loyalties aren't with Set.
* TheHedonist: The Path of Typhon requires that its followers spend time indulging their desires to the fullest; however, this is in order to realize that their desires ultimately have no real hold over them.
* IHaveManyNames: Set, otherwise known as Sutekh, Typhon, Jormundgandr, Nergal, Dis, and many others.
* LaserGuidedKarma: [[spoiler: Gehenna was ''not'' kind to the Serpents]]:
** [[spoiler: In "Nightshade," the Setites finally succeed in bringing Sutekh back from the dead. Unfortunately, he's not very impressed by the current state of his progeny, and decides that none of them are worthy of his blood: a massacre follows as the resurrected Antediluvian goes about reclaiming his blood and enslaving the few dozen survivors that remain.]]
** [[spoiler: At the end of the same scenario, Set himself forces the reincarnated Saulot to drink from the Cainite Vial, believing it will destroy him. Instead, it kills Caine, allowing Saulot to call down divine retribution on all the Antediluvians gathered there, including Set.]]
** [[spoiler: In "The Crucible of God," the Setites try and resurrect their master yet again, this time leaving the war between humans and vampires en mass for a pilgrimmage to Ombos; there, they conduct a ritual to draw Set out of the underworld, sacrificing dozens of humans and vampires alike. Though the ritual works, Set is unable to leave the underworld, so he instills a compulsion in all of his childer to join him there: mass suicides follow, with ghouls poisoning themselves and vampires incinerating themselves with gasoline or explosives. By the morning, few Setites are left on the planet.]]
* ManipulativeBastard: They control many vices, and use them against their clients.
* MasterOfIllusion: The daitya, a bloodline of the Followers from India, use this.
* OddNameOut: Their clan's formal name is technically 'Clan Followers of Set.'
* PetTheDog: The Setites are known to treat their clan's ghouls far better than other vampires do, seeing them as relative equals rather than slaves to be used then discarded when they are no longer of use.
* RedRightHand: Some clan flaws can provide Setites with these- most of them being reptilian in nature.
* ReligionOfEvil: Set is quite an evil deity, and most of them follow him.
* ReptilesAreAbhorrent: As well as being utterly vile, their symbol of choice is a serpent- and their clan-unique discipline is called Serpentis, for obvious reasons.
* ScaledUp: The Setites possess a discipline known Serpentis, allowing them to assume reptillian traits- amongst other things. At early levels, they can make their eyes snakelike and hypnotic, grow a long, forked tongue and poisonous fangs, or form hard, scaly skin; eventually, they will graduate to transforming into a six-foot-long cobra. Advanced powers are even more extraordinary, allowing a Setite to take their transformations to OneWingedAngel proportions.
** A few clan flaws have a Setite take on permanent reptilian features.
* SecretKeeper: The Serpents are the only ones who are fully aware of the Giovanni's efforts to bring about [[TheEndOfTheWorldAsWeKnowIt the Endless Night.]] For their own reasons, they keep this information to themselves.
* ShapeshifterModeLock: [[spoiler: Serpentis becomes dangerously unreliable in "Fair Is Foul," with users running the risk of being unable to shed their reptilian features.]]
* TheUnfettered: Much of the Path of Typhon involves trying to become this by casting off all customs, laws and traditional notions of good and evil.
* WeakenedByTheLight: Like Lasombra, they are weakened by bright light.
[[/folder]]

[[folder: Giovanni]]
[[quoteright:255:http://static.tvtropes.org/pmwiki/pub/images/5454279f390cab110e1a1bb5d136541c.png]]

Originally a Renaissance-era family of Italian necromancers before their embrace by the Cappadocians, the Giovanni remain a family even in modern nights, drawing new recruits exclusively from their mortal relations- which, thanks to the longevity of the family line, has expanded across the world over the past few centuries under many different names. However, much like the Tremere, they attained power as a clan by usurping it: Augustus Giovanni diablerized his sire Cappadocius and had the entire Cappadocian clan wiped out. It is for this reason- along with their necromantic practices- that few Kindred ever trust the Giovanni.

* AGodAmI: [[spoiler: As of Gehenna, Augustus Giovanni has decided to take his sire's route to godhood via the Apotheosis ritual. It fails miserably, thanks to the players.]]
* BadPowersBadPeople: The family is known for its signature discipline of Necromancy, allowing them to interact with [[TableTopGame/WraithTheOblivion wraiths.]] It doesn't automatically compel the ghosts to do what they want, however, and rather than simply convincing the wraiths to serve them, the Giovanni usually just use their powers to enslave the spirits by either torturing them, using their loved ones as leverage, or otherwise manipulating their emotions by doing things like [[ILoveTheDead screwing the ghosts' remains.]] This can end badly for the Giovanni when the ghosts they use [[SanitySlippage occasionally go insane]] [[TheDogBitesBack and tear their tormentors apart.]] Ambrogino Giovanni's hand is know to have turned into a blighted, rotted claw from constant use of this discipline over the centuries.
* BlueAndOrangeMorality: The Giovanni follow the Path of Bones, which enforces the study of death to subdue the Beast.
* BigBadWannabe: Augustus Giovanni, especially in "Nightshade." He's a cunning strategist and the best necromancer of the modern nights... but still nowhere near as strong or as clever as he thinks he is. [[spoiler: At least part of this is due to his utter failure to actually consume Cappadocius' soul while diablerizing him, leaving him weaker compared to most Antediluvians.]] Gehenna amps up his failures tenfold: [[spoiler: in "Nightshade," he ends up reduced to hunting through the ruins of Kaymakli for a way of finishing the Apotheosis ritual and dying thanks to the players.]]
* BigScrewedUpFamily: Domestic abuse, incest, necrophilia, sibling rivalry, political infighting... it only gets worse when you take into account that the only way to achieve status among the clan is competition between family members.
** It's pointed out the Giovanni are as sadistic, warped, and degenerate as the most depraved of ghoul families beneath all the airs they put on, to the point that, deep down inside, they're really just like one of those inbred hillbilly families you would find in a teen slasher flick, only with ''a lot'' more money.
* BreakTheHaughty: [[spoiler: "The Crucible of God" sees the clan lose all their influence over mortal society when the existence of vampires is unveiled, and unlike the Ventrue, they aren't able to recoup their losses. For good measure, the Giovanni's headquarters in Venice are mysteriously obliterated, killing off most of their leaders and scattering the family to the four winds.]]
* TheClan: There's no getting around the fact that the Giovanni family is huge, with branches in England, Scotland, the United States, South America, and many, ''many'' others.
* CollectorOfTheStrange: They love collecting occult artifacts and keeping them around their homes.
* DroppedABridgeOnHim: In "Crucible of God," the Giovanni headquarters in Venice gets whacked with a freak storm that wipes out more than half the clan.
* FatBastard: Augustus Giovanni.
* [[spoiler: GenocideBackfire]]: [[spoiler: Unlike the Salubri, the Cappadocians really were exterminated in the purge started by their usurpers. Unfortunately, this resulted in the clan using their mastery of the Mortis discipline to take control of the underworld; worse still, fifty members of the clan successfully returned from the grave in the modern nights, rebranding themselves "Harbingers of Skulls" and swearing vengeance upon the Giovanni.]]
* ILoveTheDead: The Ventrue mock them for this.
--> '''Ventrue:''' They never learned the meaning of right and wrong. And what not to stick their cock into.
* TheMafia: Several of their branches have fingers in organized crime to some degree or another- including the Mafia, as their own [=WoD=] handbook makes clear.
* {{Necromancer}}
* NinjaPirateZombieRobot: Vampire + necromancer + the mob.
* ObviouslyEvil: They're incestuous, cannibalistic, degenerate, omnicidal vampire necromancers ([[ArsonMurderAndJaywalking not to mention bankers]]) with penchants for sadism, necrophilia, slavery, domestic abuse, high finance backstabbing, and all other kinds of nasty stuff. [[TheMafia They're involved in organized crime]] and perform dark necromantic rituals that make even other vampires uneasy. They exterminated the clan they used to be a part of wholesale, [[ColdBloodedTorture oftentimes horrifically torturing its members in the process]], and mass murder is rather casually part of the family's MO, as it provides more resources for them to work with. Totally, one-hundred percent nice guys. [[GenreSavvy Japheth and Constancia]] could tell what [[FatBastard kind of a man]] Augustus Giovanni was the moment they met him, but failed to convince [[HorribleJudgeOfCharacter Cappadocius]] not to embrace him.
* OliveGarden
* OmnicidalManiac: [[spoiler: The Giovanni's ultimate goal is to bring about an "Endless Night," with the Afterlife and the real world merged into a single realm that they could rule. They would go about this by collecting 100 million wraiths - 50 million by tracking them down in both the real world and the Afterlife, another 50 by setting off a global nuclear war and harvesting the massive bounty of souls that would result. Then these wraiths would be used to shatter the Veil, merging the worlds. Unfortunately, it's believed that the attempt would have gone horribly wrong, killing the inhabitants of both worlds. Fortunately, Gehenna brings this plan to an end before it can get too far.]]
* OurGhoulsAreCreepier: Unlike other clans, the Giovanni use ghouling (or "the Proxy Kiss" as they call it) as part of promotion. Once a family member has been found worthy in a certain field, he or she will be made into a ghoul; after further competition- and decades of service, in some cases- the ghoul will eventually be embraced.
* ThePatriarch: Augustus Giovanni - or, as the younger members call him, "Uncle Augie."
* ThePurge: Much like the Tremere, they went out of their way to exterminate the clan they stole power from. Unlike the Salubri, no Cappadocians escaped the massacre[[spoiler:...except the ones that managed to escape an in-clan purge almost a millenia ago.]]
* {{Sadist}}: Comes up so often in the family that they might actually be genetically predisposed to it, and the Rossellini branch in particular (known for being forceful necromancers with skills on par with the main family) are known for this. [[BadPowersBadPeople It doesn't help that this is actually a useful thing to be when you're a necromancer, as being cruel, deviant, and emotionally manipulative is probably the easiest way to bend wraiths to your will.]]
* ScrewTheRulesIHaveConnections: Assuming they haven't already got a family member working there, the Giovanni will probably have a friend or two in the upper echelons of the local government or corporations.
* ScrewTheRulesIHaveMoney: Their wealth as a clan is second only to the Ventrue.
* SmugSnake: Augustus Giovanni.
* VampireBitesSuck: In sharp comparison to the [[KissOfTheVampire intensely pleasurable bites]] of other vampires, Giovanni bites are extremely painful to mortals. Of course, with their connections and regular access to corpses, it's rarely a problem for the clan. In fact, the real problems with their feeding habits come from the fact that the Giovanni bite is also painful to the Giovanni itself, as is any type of feeding that does not involve the direct sources of blood.
* VillainousIncest: Let's just say that Giovanni vampires can take "Inbred" as a flaw and leave it at that.
* UncannyFamilyResemblance: [[spoiler: "Fair Is Foul" has the Giovanni clan start to resemble the Cappadocians, their bodies showing advancing signs of decay as Gehenna continues.]]
* UndeathlyPallor: An optional merit for a Giovanni gives them as a clan weakness (and thus restores the KissOfTheVampire that most in the clan lack). However, as this is a throwback to the Cappadocian clan, this results in some level of distrust from other Giovanni.
* ZeroPercentApprovalRating: Likely the single most despised clan of all in modern nights, only barely tolerated by the Camarilla and the other Independents, and have at least two minor bloodlines actively working against them. Almost none of the other clans have anything nice to say about the Giovanni in their respective handbooks, with clan stereotypes often degenerating into [[TheReasonYouSuckSpeech Reason You Suck Speeches]]: those who don't regard them with suspicion invariably regard them with contempt and mockery, painting them (quite accurately) as inbred and self-absorbed, and the Malkavians go out of their way to point out that the ghosts hate them too. About the only clan that ever had any measure of respect for them were the Cappadocians, and quite a few of them weren't sure if Augustus and his family could be trusted; but they did- and [[UngratefulBastard the Giovanni diablerized their leader and killed them all]]. [[spoiler: As a result, the Harbingers of Skulls, being resurrected Cappadocians, hate the Giovanni more than any other clan in existence.]]
** Even the ''handbook'' on Gehenna hates Augustus.
-->... the most hated of all the Antediluvians- the disgusting, incestuous, bloated and selfish bastard Augustus. He's Cappadocius' biggest mistake, and nothing more than a plague on the world since his inclusion in the ranks of the damned.

[[/folder]]

[[folder: Ravnos]]
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/98f72077defd2521bc3eb8ac720701bb.png]]

Gypsies, criminals and tricksters, the Ravnos are a clan trusted by few- and for good reason. They were among the hardest hit by the Week of Nightmares, when their Antediluvian awoke from his slumber and wrought havoc across India before finally being brought down by the Technocracy; thanks to their founder's predations and death, few Ravnos remain in the Final Nights.

* BlueAndOrangeMorality: The Ravnos embrace the Path of Paradox, which- in the original Indian version- is most definitely this. The western variant... Not so much.
* ConMan: A role they excel in.
* DeadpanSnarker: Quite a bit of the revised Ravnos clanbook was snarking at the others. Comes of being a clan of jokers to start with and then [[StepfordSnarker having little left to lose]] after the [[WhamEpisode Week of Nightmares]].
* ItAmusedMe: Actually enforced by the western branch of the clan.
* KarmicTrickster: Also something they excel in.
* LastOfHisKind: After the Week of Nightmares, their numbers are much reduced, though by how much depends on the book.
* MasterOfIllusion: Through their mastery of the Chimerstry discipline.
* MrViceGuy: By default, all heroic examples of the clan have some kind of vice they are associated with. It takes a willpower check to avoid indulging in it.
* {{Romani}}: What the western branch tends to draw most of their embraces from in the modern nights.
* WoundedGazelleGambit: A tactic they commonly employ following the Week of Nightmares.

[[/folder]]

!"Extinct" Clans
[[folder: Cappadocians]]
[[quoteright:312:http://static.tvtropes.org/pmwiki/pub/images/fee09e4d74e6fce91e7dd8aaabcee9ab.png]]

Known as Graverobbers, the Cappadocians were the original Clan of Death, scholars who sought to understand the secrets of death and undeath. In pursuit of that goal, they brought the Giovanni family into the clan - only to have Augustus Giovanni diablerise the Antediluvian, and the Giovanni wipe out the Cappodocians.

* [[spoiler:AGodAmI]]: [[spoiler:Cappadocius received a vision which he interpreted to mean he should ''diablerise God'', and sought to put it into practice.]]
* BadassBookworm: Scholarship was prized among the clan.
* DreamingOfThingsToCome: Some Graverobbers were prone to crippling and maddening prophetic visions which the Cappadocians who didn't deeply repress the traumatic memories identified as the eventual destruction of the entire clan. [[{{Foreshadowing}} Cappadocians of Giovanni lineage were known to be strangely untouched by this phenomenon.]]
* {{Necromancer}}
* [[spoiler: NotQuiteDead]]: [[spoiler: More and more so in later books. The Samedi are implied to be survivors of the Cappadocians who escalated their clan weakness to better hide themselves from the Giovanni. The Mla Watu bloodline in Africa is also heavily implied to be splintered off from the Cappadocians. Then there are the [[MultipleChoicePast Harbingers of Skulls]]...]]
* ProudScholarRace: They were arguably the most passive (if not quite outright benevolent) of the clans. Needless to say, in the [[CrapsackWorld Classical World]] [[ExactlyWhatItSaysOnTheTin of Darkness]], they, along with the [[TokenGoodTeammate Salubri]], were [[spoiler:[[NotQuiteDead (supposedly)]]]] wiped out first.
* UndeathlyPallor: Their clan flaw was an enhanced version of the one that afflicts most vampires - they can't even spend blood to temporarily appear alive. In some cases, it would progress to [[BodyHorror their bodies beginning to rot]] - this leads some of the older vampires to think that the Samedi and the Harbingers of Skulls are descended from the clan. [[spoiler: The former might be, and the latter definitely are.]]
[[/folder]]

[[folder: Salubri]]
[[quoteright:375:http://static.tvtropes.org/pmwiki/pub/images/3dece52e6dde55868e0b1061ab6a9215.png]]

Known as Unicorns, the Salubri were carers and protectors, divided into three castes: healers, warriors and watchers. They were the peacemakers in ancient times, before their founder, Saulot, was diablerized by Tremere in the 12th century. Following a massive smear campaign painting them as [[YourSoulIsMine soul-sucking horrors]], there are few healer Salubri left alive. Meanwhile, Adonai, a surviving warrior Salubri, was so angry at the Tremere that in order to seek his revenge he sided with the Sabbat and sired numerous childer to aid him. As such, there are about a hundred Salubri ''antitribu'', who wield a corrupt form of the warrior caste's Valeren. Most of the watcher caste remains where it always has, hidden in the Far East seeking secrets.

* AscendedDemon: Saulot himself, having reached Golconda; the surviving healer Salubri aspire to reach this state.
* BerserkButton: The warriors of the Salubri despise the Baali, and even gentle Saulot viewed them as an abomination. For diablerizing Saulot and branding them as outcasts, the Tremere are similarly loathed.
* BigGood: Saulot, in most interpretations of the character- including two out of the four Gehenna scenarios. [[spoiler: A third, "Fair is Foul," reinterprets him as a Machiavellian schemer; he's still more benevolent than most Antediluvians, but a lot darker than he was when still in a state of Golconda.]]
* DefectorFromDecadence: Inverted - Adonai, burning with a need to punish the Tremere, defected ''to'' decadence by joining the Sabbat and founding the Salubri ''antitribu''.
* FlamingSword: A signature Velaren discipline lets a vampire coat any melee weapon with his blood, turning it into a blazing weapon that inflicts aggravated damage.
* FriendlyNeighborhoodVampire: The healers are likely to invoke this, as their weakness is that they lose health if they feed from an unwilling victim.
* HealingHands: Obeah, the healers' signature discipline, can let them heal wounds (physical or psychological) or deal with pain.
* HeroWithBadPublicity: The Tremere smeared them as soul stealers.
* KnightInSourArmor: Playing a Salubri who's dedicated to being the FriendlyNeighborhoodVampire has a 99% chance of being this trope. Being haunted by both Camarilla and Sabbat and even bloody [[MageTheAscension mages]] will take quite a toll on any Salubri sooner or later. The Vampire Storytellers Companion provides information about the magi's involvement.
--> "This isolation proved his undoing, however. At some unknown point in time, he entered Torpor, perhaps voluntarily. During the Middle Ages, a group of power-hungry magi unearthed Saulot's resting place. The most powerful of these magi slew the Ancient, slaking his own thirst on Saulot's blood. It's said that Saulot didn't resist, knowing that it was his time to pass. To complete the deed, the cabal of magi hunted Saulot's childer to near extinction.The modern Salubri are the lineage of those of Saulot's brood who managed to escape the purge led by the magi, at least according to what information they told others. The magi are believed to hunt them to this very night, and likely have some connection to the Tremere."
* ThePurge: The entire European clan was a victim of this, courtesy of the Tremere and their allies.
* ThirdEye: This opens whenever a 2nd level or higher Discipline of the Obeah or Valeren discipline is used.
* TokenGoodTeammate: To the ''entire vampiric race.'' They were even all but wiped out by the [[TokenEvilTeammate Tremere.]]
* WhatIf: ''V20 Dark Ages'' poses the question of what would happen if the Salubri reunified during the 13th century. [[spoiler:The modern day setting would be one where the Sabbat is ascendant, headed by the Lasombra, Salubri and Tzimisce - and thanks to the Salubri presence, calmer and more philosophical than it currently is - while the Camarilla is limited to the American South and some European cities.]]
[[/folder]]

!Bloodlines
[[folder: Ahrimanes]]
An all-female bloodline that consisted entirely of female former Gangrel, the Ahrimanes began with a single Gangrel ''antitribu'' who renounced both sects and her own clan, altering her own vitae with unknown magic and becoming the first Ahrimane. These vampires were incapable of siring, but could turn other vampires into one of them.

* AmazonBrigade: An all-woman bloodline who dressed for combat and did not shy away from violence.
* [[BeastMan Beast Woman]]: Not uncommon, given that they were all former Gangrel, and any animal-like features incurred before becoming an Ahrimane would have gone unchanged.
** AnimalEyes: A common form of the above; notably, their founder possessed cat-eyes as a result.
* TheBeastmaster: Left over from their Gangrel origins.
* DeepSouth: Most or all of the Ahrimanes made their havens in this part of the country.
* DoesNotLikeMen: There were no male Ahrimanes, because the bloodline's founder had no interest in converting them. It's technically possible, but no one has ever done it.
* FantasticRacism: In addition to their hatred against men, they also dislike whites. They almost never Embraced white women, and often attacked whites unprovoked.
* NatureSpirit: Spiritus, the Ahrimanes' signature Discipline, allows the user to get in touch with these, from which vampires (being undead abominations) are usually barred.
* [[OneGenderRace One-Gender Bloodline]]: All Ahrimanes were female, although this is by choice rather than a requirement.
* {{Retcon}}: According to ''V20 Dark Ages'', the modern Ahrimanes were the resurrection of a Dark Ages bloodline who traced their origin back to one of the [[Myth/NorseMythology Valkyrje]].
[[/folder]]

[[folder:Anda]]
A Gangrel bloodline who Embraced from the Mongols, seeing themselves as protectors of their mortal kin. Fell into decline after the death of Kublai Khan, and are believed extinct by the present day.

* TheBeastmaster: Animalism.
* FriendlyNeighborhoodVampire: More for pragmatic reasons than anything else, recognising the need to keep their tribe-cum-herd defended.
* InitiationCeremony: Candidates for the Anda Embrace would be bathed in a river, a ritual funerary bathing in the Mongol tradition.
* SuperToughness: Fortitude.
* VoluntaryShapeshifting: Kept Protean as one of their bloodline disciplines.
[[/folder]]

[[folder: Baali]]
Devoted almost entirely to the worship of demons and the spreading of carnage and corruption, the Baali are among the most twisted of all bloodlines. Their past is often mired in contradiction and myths: some stories state that they began with a rogue vampire calling upon demonic forces to wage war on the other clans; others claim they stem from an ancient cult devoted to appeasing a race of ancient demi-gods known as the Children; others still accuse Ashur or even Saulot of creating them.

* TheCorrupter: They attempt to corrupt the Camarilla and Sabbat to serve their masters, and if that doesn't work, [[KillEmAll kill them.]]
* CrossMeltingAura: The "Unholy Aura" merit takes this trope to the extreme. Holy relics crumble in their touch, holy men and women flee in terror, and places of worship are corrupted to evil. This doesn't stop their clan flaw, however.
* DealWithTheDevil: Many of their powers stem from this.
* DevilInPlainSight: They often pose as Tremere, helped by the fact their blood may well descend from Saulot.
* EldritchAbomination: The Children; a cabal of primeval beings native to the darkness that existed prior to the creation of the world, they were almost wiped out by "Let There Be Light." Falling to the newly-created earth, the survivors burrowed into the earth and sealed themselves away there; eventually, humans discovered the sleeping monsters and began to worship them in the hopes of gaining some of their godlike power- up until they realized that doing so was actually bringing the Children dangerously close to wakefulness and TheEndOfTheWorldAsWeKnowIt. So, in a desperate attempt to lull them back to sleep- and keep drawing power from them without fear of death- their worshippers set about comitting horrific acts of mass-murder and rape. According to the clanbook, the Baali are merely the latest in line to carry on their worship.
* FliesEqualsEvil: A particularly horrific Baali sect known as the Avatars of the Swarm embrace this trope wholeheartedly. They do not follow the Children or any of the other usual demonic entities that the Baali worship; instead, they devote themselves to the propagation of vast swarms of ghoul flies, even using human prisoners as incubators for the larvae. Favoured devotees are often haloed with clouds of insects (the Lord of the Flies flaw). Some members of the sect even make themselves into broodmothers for the swarms, allowing themselves to be used as incubators and ritualistically cutting themselves open to release the matured flies- over and over again. As for the unique embrace for this particular sect... it requires an OrificeInvasion. [[spoiler: In the introduction to the clanbook, the orifice of choice is the urethra.]] Enough said.
* HolyBurnsEvil: The bloodline weakness; one way or another, they're particularly vulnerable to true faith, whether it's more effective against them or causes them more damage.
* InitiationCeremony: Baali have arguably the most disturbing initiation ceremony of all clans or bloodlines. It starts with a prospective sire gathering a huge pit of decomposing corpses; then, a human heart will be filled with the sire's blood and buried at the very bottom of the pit; finally, the selected childer will be drained almost to death and flung into the pit. In order to survive, would-be-recruits have to crawl (or, depending on the consistancy of the bodies, ''[[NauseaFuel swim]]'') through the corpses until they can find it and drain it. If they fail, they join the bodies mouldering in the pit.
* MultipleChoicePast: More so than most, even given the number of retcons over the line's history. Did they originate in the Second City or Ashur? Were they founded by a corrupt member of the Fourth Generation who turned to infernalism, or were they spawned by one of the Third Generation? If it was one of the Third Generation, was it Cappadocius, Saulot, the Tzimisce Antediluvian, or someone unknown? And how many 'original' Fourth Generation Baali were there - one, three, four, or thirteen?
** The Baali's own take, as presented in the Baali clanbook and ''The Black Hand: A Guide to the Tal'Mahe'Ra'', is that one of the Third Generation came to the Children-worshipping city of Ashur, and vastly displeased by the pettiness of their evil, massacred the whole city, tossing them into the well where they'd made their sacrifices to the Children. He then let some of his blood flow into the well, that some might be Embraced to remember his lesson, creating the first Baali. Even then, however, there are multiple versions of just what happened.
* MySpeciesDothProtestTooMuch: ''The Black Hand: A Guide to the Tal'Mahe'Ra'' presents two factions of Baali: the infernalists everyone knows and hates, and the anti-infernalists, who are out to stop the infernalists from breaking the world, and are more than willing to eradicate them with extreme prejudice in order to do so. Neither side is ''good'', both performing monstrous deeds in pursuit of their goals, but [[BlackAndGrayMorality one side serves demons and the other side is hellbent on eliminating them]].
* RedRightHand: The "Touched From Beyond" flaw, in which the Baali's interaction with demonic forces begins to manifest on his body; this can range from the relatively subtle (warts, club feet, foul smell) to the obviously supernatural (rotting skin, additional limbs, or vestigial wings).
* ReligionOfEvil: ''Every'' faith espoused by the Baali.
* SealedEvilInACan: The Children, again. Unusually for this trope, virtually nobody, including most Baali, wants them unsealed.
* TheUnfettered
* ZeroPercentApprovalRating: I mean, the Giovanni are hated by everyone, but when it comes to the Baali, [[EveryoneHasStandards most everyone's]] policy is [[KillEmAll kill on sight.]] It's a measure of just ''how'' hated the Baali are that, in ''The Black Hand: A Guide to the Tal'Mahe'Ra'', the Black Hand goes to extreme lengths, even by vampire standards, to ensure that the leader of the anti-infernalist faction is telling them the truth, including mentally and physically torturing him, thaumaturgically binding him, and ensuring that he and all the members of the faction are blood bound to patrons among the Black Hand, and even then there's still a good chunk of the Hand who want him killed painfully.
[[/folder]]

[[folder: Blood Brothers]]
A Sabbat bloodline created by Tremere and Tzimisce sorcerers to serve as shock troops. They're created in batches via magic, as they're unable to Embrace. Their creation process removes much of any individuality or creativity they might have possessed - anyone who comes through with their personality remaining gets killed. They operate in groups, and have usually been fleshcrafted to look alike.

* BodyHorror: A frequent result of their discipline, Sanguinus, as it allows them to share body parts with each other.
** BlobMonster: What a group of Blood Brothers can become with the highest level of Sanguinus. If left to their own devices, they will remain one forever.
* CreativeSterility: To the extent that it renders them DumbMuscle.
* HiveMind: Enabled by Sanguinus, letting the Brothers share their abilities and senses, and communicate with each other via telepathy.
* MagicPlasticSurgery: Typically receive this so they all look alike.
* SuperStrength: Potence.
* SuperToughness: Fortitude.
* {{Synchronization}}: Their weakness; when one Blood Brother feels pain, they all feel it.
* UndyingLoyalty: To their handlers, and to the Sabbat.
[[/folder]]

[[folder: Bonsam]]
Once, there was a hunter who stumbled upon a darkness from before time. Seeking a material host, the darkness poured into the hunter, succeeding only in killing him... but the hunter rose again the next night as one of the undead, now animated by the darkness.

Such is the story of the first of the Bonsam, a Dark Ages African bloodline. However, the original hunter claims he never Embraced... which, if he's telling the truth, raises some interesting questions about the bloodline's origins.

The Bonsam themselves are typically lone hunters who are extremely territorial about their chosen domains, expecting vampiric trespassers to leave immediately.

* TheHermit: Bonsam aren't the sociable type; even when they sire childer, they leave them on their own to learn the basics before approaching them. If the childe doesn't make it, they obviously weren't up to scratch.
* {{Invisibility}}: Having Obfuscate means they don't give their prey a chance to see them coming.
* StealthExpert: Such that their epithets are "Stalkers" and "Unseen".
* SuperStrength: Potence.
* VoluntaryShapeshifting: Via the Abombwe Discipline.
[[/folder]]

[[folder: Danava]]
The Danava are Indian "cousins" to the Ventrue (both claim the other to be descended from them). Priest-kings in their native lands, they seek to use their Thaumaturgy to attain some form of transcendence, becoming something greater.

* AGodAmI: Some Danava claim to be ''asuras'' (demons) in human form. Others claim to be descendants of the goddess Danu. All seek transendence of their mortal form.
* BloodMagic: Thaumaturgy.
* CharmPerson: Like their "cousins", they're wielders of Dominate.
* TheFettered: The Danava abide by the order the gods have set down, and find the idea of breaking oaths to the gods utterly abhorrent.
* SuperToughness: Fortitude.
[[/folder]]

[[folder: Daughters of Cacophony]]
An all-female bloodline of singers known as the Sirens. They do not work with either faction, and are disinterested in the Jyhad.

* AmazonBrigade: They are mostly women.
* BrownNote: Can evoke this with their songs and their Discipline, Melpominee.
* IncessantMusicMadness: Their weakness means they always hear music, making Perception rolls difficult.
* [[OneGenderRace One Gender Bloodline]]: Subverted; there is nothing preventing them from recruiting men, and during the Victorian era, they did. But the men all disappeared at one point and they stopped embracing them after that.
** The V20 corebook leaves the possibility of male members of the bloodline open, even having a name for them: The Sons of Discord.

[[/folder]]

[[folder:Gargoyles]]
In the Tremere's early nights, they found themselves in combat with the Tzimisce, who were... displeased, to say the least, at the Tremere's using Tzimisce in their rituals. As a consequence, they sought to create potent servants to protect them, and discovered a way to transform certain vampires (Gangrel, Nosferatu or Tzimisce) into Gargoyles. Eventually, many broke free of the Tremere's magics, becoming independent. They also developed the ability to Embrace mortals into their ranks as well.

* BeautyToBeast: Typically somewhere in their origin.
* BodyHorror: The Gargoyle change. Yes, even for former Nosferatu. Gargoyle wings come from ''somewhere'', after all...
* DishingOutDirt: The Visceratika Discipline gives them a certain amount of power over stone - they can see throughout structures, and merge with and move through stone.
* EvenEvilHasStandards: Other Kindred don't like discussing where the Tremere's original Gargoyles come from.
* {{Flight}}: A Gargoyle-specific Discipline, though they tend to see it as simply part of what they are.
* NightmareFace
* OurGargoylesRock
* SuperStrength: Potence.
* SuperToughness: Fortitude, primarily, although one Visceratika power allows them to bolster it.
* TraumaInducedAmnesia: The typical result of Gargoyle creation, thanks to the magic involved.
* TurnedAgainstTheirMasters: Free Gargoyles.
** Then again, Tremere [[ManchurianAgent indoctrination runs deep]], and most Gargoyles retain subtle programming so that, if nothing else, they won't defect to the Sabbat. So in spite of their animosity, most Freemen join the Camarilla, where the Tremere can keep an eye on them.
* WasOnceAMan: Or vampire, depending on their origin.
* WeakWilled: In addition to being hideous, Gargoyles are highly susceptible to mind control, from any source. A product of Tremere practices ingraining a slave mentality onto the bloodline.
[[/folder]]

[[folder: Harbingers of Skulls]]
A mysterious cabal of necromancers and sorcerers, the Harbingers of Skulls are commonly allied with the Sabbat- but only out of convenience. Though there are only fifty Harbingers in existence and none of them have ever embraced, their proficiency in magic and necromancy makes them a force to be reckoned with. Dessicated and corpselike, the few members willing to talk have claimed that they have actually escaped from the Underworld to inhabit the bodies of corpses, and are now seeking vengeance against the clan that wronged them...

* BackFromTheDead: What they claim. [[spoiler: It turns out they're telling the truth; more to the point, they're actually Cappadocians - hence their vendetta against the Giovanni.]]
* BerserkButton: The Giovanni. Also, the Tzimisce strongly advise against offering to repair their faces with Vicissitude; even being marginal allies with the Sabbat doesn't stop them from retaliating violently.
* BlackCloak: Most of them tend to wear cloaks and shrouds, partly to hide their dessication but mostly to make dramatic impressions.
* LeanAndMean
* MalevolentMaskedMen: Many of them wear ceremonial masks.
* MultipleChoicePast: Though it's clear that [[spoiler: they're actually resurrected Cappadocians]], their origin stories tend to change slightly in different books: [[spoiler: in most, they're just victims of the Giovanni and out for revenge; however, in the Gehenna scenario "Nightshade," they're actually survivors of "The Feast of Folly" and comprised of the clan rejects sealed at the bottom of Kaymalki by Cappadocius himself.]]
* {{Necromancer}}
* NightmareFace: They look downright repulsive.
* OhCrap: Tends to be the last words of any Giovanni unlucky enough to cross their path.
* TheReveal: ''The Black Hand: A Guide to the Tal'Mahe'Ra'' reveals [[spoiler:there's another faction of the bloodline which isn't interested in avenging themselves on the Giovanni, instead preferring to focus on necromantic pursuits. This branch of the Harbingers ''does'' Embrace in order to stay abreast of the living world]].
* RoaringRampageOfRevenge: Against the Giovanni [[spoiler: and any of the other clans who allowed the Cappadocians' destruction to go unpunished.]]
* SkullForAHead: Thanks to the decay of their bodies, the Harbingers are just a thin layer of tattered skin away from being a clear-cut example of this; they already sport a very unnerving death's head grin.
* TookALevelInBadass: [[spoiler: In unlife, the Cappadocians were inquisitive scholars with little interest in anything beyond their studies. Betrayal, Final Death and the return from the Underworld transformed them into a driven, vengeful army of necromancers hell-bent on destroying those who wronged them.]]

[[/folder]]

[[folder: Impundulu]]
The Impundulu are another Dark Ages African bloodline who do not claim descent from Caine; their founder was a necromancer who was killed by a spirit and rose to undeath thanks to the power it had left in him.

* {{Glamour}}: Have Presence as a bloodline Discipline.
* {{Necromancer}}: Their founder was, and they've inherited his talent for it.
* PickyPeopleEater: The Impundulu can only feed off their founder's revenant descendants, the Bomkazi family of witches (fortunately, the Bomkazi's powers allow them to heal, meaning a given Impundulu needs only a few to feed off). However, the Impundulu are running into problems, since the Bomkazi are either becoming so inbred they're developing problems or so distant from the family their blood can't sustain the Impundulu.
* SuperToughness: Fortitude.
[[/folder]]

[[folder: Kiasyd]]
A fae-blooded offshoot of the Lasombra, the Kiasyd are only nominally Sabbat; their interests lie elsewhere, and there are so few Kiasyd that they often remain cloistered in their havens, undisturbed, for as long as their unlife lasts. Kiasyd are obsessed with the accumulation of knowledge, often on esoteric subjects like Wraiths, the Fae, and the afterlife.

* AffablyEvil: Tending more towards "Neutral" than "Evil."
* BlackEyesOfEvil / PurpleEyes
* {{Bookworm}}: A clan-wide example, as Kiasyd can happily spend centuries in their own well-stocked libraries.
* CastingAShadow: They wield Obtenebration.
* TheFairFolk: Right down to their clan weakness being [[ColdIron weakness to iron]].
* LonersAreFreaks: Their only interaction with others is generally limited to their own clan.
* NonActionGuy: Individual Kiasyd may or may not have combat abilities, but even those associated with the Sabbat prefer verbal to physical sparring.
* PointyEars: A hint to their fae heritage.
* {{Retcon}}: ''V20 Dark Ages'' retcons what the Kiasyd historically were, saying that in times past, they were what happened when a vampire successfully Embraced a faerie-blooded human, and any childer they sired would likewise be Kiasyd. Each "first generation" Kiasyd got Mytherceria plus two Disciplines from their sire's clan, along with some physical mark of their faerie nature, which they passed on to their childer. The established bloodline was a Lasombra-descended version with particularly noticeable markings. ''The Black Hand: A Guide to the Tal'Male'Ra'' says the established bloodline took the Kiasyd name for themselves, while other faerie-blooded vampires became known as the Maeghar.
* SacredHospitality: They pride themselves on being gracious hosts, so long as the guest meets their intellectual expectations.
* UndeathlyPallor: More so than other vampires, as their skin faintly glows in the moonlight.

[[/folder]]

[[folder:Lamia]]
A Cappadocian bloodline, almost exclusively comprised of women, who served as bodyguards for their parent clan. They were effectively wiped out following the Giovanni's usurpation, with the last known dying in the 18th century.

* AmazonBrigade: Between most Lamia being women, and their role as bodyguards for the Cappadocians, they were pretty much this.
* {{Necromancer}}
* PoisonousPerson: Their bloodline weakness; they were carriers of a wasting disease, and ran the risk of spreading it to those they fed on.
* SuperStrength: Potence.
* SuperToughness: Fortitude.
[[/folder]]

[[folder:Lhiannan]]
A Gangrel bloodline said to have been created from a fusion between a vampire known as the Crone and a spirit of the forests. Never very numerous, they were all destroyed by the end of the 14th century... though as so often with the Kindred, there are rumors of their return in modern nights.

* TheBeastmaster: Animalism.
* BloodMagic: Ogham, their bloodline discipline, which allows them to call on spirits to assist them in certain ways.
* NatureSpirit: Every Lhiannan is bound to a fragment of the spirit that joined with their founder, making them easier to spot with Auspex.
[[/folder]]

[[folder: Nagaraja]]
Long ago, a Middle-Eastern death cult - who may or may not have been [[TabletopGame/MageTheAscension death-mages]] - became fascinated by unlife and vampiric undeath, eventually becoming vampires themselves. Necromancers and thaumaturgists, they are few in number and obsessed with the secrets of death, to the point that, until recently, they made their havens in the [[TabletopGame/WraithTheOblivion land of the dead]].

* HorrorHunger: Even more so than other vampires. They don't just drink blood, they have to eat human flesh.
* ImAHumanitarian: See above.
* LonersAreFreaks: Not only is the bloodline independent from both the Camarilla and the Sabbat, but the individual members are rarely in contact and have no overall organization.
* {{Necromancer}}
* SlasherSmile: Intentionally averted by the Nagrajara, who avoid smiling since they have jagged, pointed teeth instead of the usual retractable fangs.

[[/folder]]

[[folder: Noiad]]
A Gangrel bloodline who served as defenders of a nomadic tribe called the Samí. Unfortunately, in the name of protecting their mortal flock, the Noiad drove them almost to destruction, pushing them away from the herds that would sustain them. Their weakness prevented them from feeding on animals.

* AuraVision: Auspex.
* TheBeastmaster: Thanks to Animalism.
* FriendlyNeighborhoodVampire: Subverted; the Noiad ended up almost destroying the Samí in the name of protection.
* {{Seers}}: Had a preference for Embracing mortal diviners among their kin.
* VoluntaryShapeshifting: Thanks to Protean.
[[/folder]]

[[folder: Ramanga]]
A Dark Ages African bloodline born from a DealWithTheDevil between a sidelined royal daughter and a dark spirit, the Ramanga seek to ensconse themselves as the powers behind mortal thrones.

* CastingAShadow: With Obtenebration.
* EvilChancellor: Their preferred role, controlling mortal rulers as {{Puppet King}}s.
* {{Glamour}}: Thanks to Presence.
* ManipulativeBastard: How they generally operate.
[[/folder]]

[[folder: Samedi]]
A bloodline of unknown origin, but speculated to be an offshoot of the Giovanni clan due to their links to necromancy, death and decay, the Samedi all share one thing in common in that they all look like they are in a constant state of decay, which only gets worse the older they get.

* BodyHorror: To an arguably worse level than the Nosferatu, the Samedi become increasingly more decomposed and dead-looking as the time goes on, even to the point of making social interaction too difficult due to physical limitations.
* {{Necromancer}}
* VoodooZombie: While not zombies per se, the Samedi will eventually come to look like them as they grow older, and they have strong ties to voodoo magic.
[[/folder]]

[[folder: True Brujah]]
An offshoot of the normal Brujah clan that claims its origins as the 'original' clan, either as vampires sired by the original Brujah antediluvian (known as Ilyes) or their childer. As such, they consider themselves the true clan Brujah. It is unknown if this is true or not; certainly the bloodline bears some similarity to the Brujah clan proper (They share two of their three disciplines, and Celerity bears similarity to Temporis). Others claim the story is a smear job. Either way, they seem to be freed from the blood of Troile's weaknesses; they are as unaffected by the clan flaw of the main Brujah clan. Due to this, they are extremely logical and emotionless, a direct contrast to the main clan.

* BadassBookworm: Tend to be much more cerebral than the regular Brujah, while still retaining the same martial prowess.
* BlackSheep: It is heavily implied in one of the ''Gehenna'' scenarios [[spoiler:that Ilyes did only sire Troile, meaning the claim that the True Brujah are the direct bloodline from Ilyes himself is an outright fabrication. As such, it is also implied that Ilyes hates the True Brujah ''even more'' than the normal clan.]]
* DangerousForbiddenTechnique: A lot of the high-level abilities provided by Temporis are insanely powerful, but take a toll on the user's body and can cause him to die if he doesn't stop it at the right moment.
* FantasticRacism: They are ''not'' fans of the regular Brujah, who they see as "Troile's bastards".
* TheMole: A lot of them actually hide within the ranks of the main Brujah clan, in order to bring them back into the fold when the time is right.
* TheSpock: Quite apart from their calm, analytical minds, True Brujah have a hard time even summoning the slightest emotion, much like their original sire.
* TimeMaster: Through the Temporis discipline.
[[/folder]]

[[folder: Caitiff]]
Technically not a clan or even a bloodline, Caitiff are pure and simple clanless vampires. Often castoffs from vampire society and almost universally looked down on, Caitiff often have a ''very'' hard time getting by night by night simply due to the fact that nobody wants them. While their lack of clan ties cuts them off from their clan benefits, however, they are not affected by the clan flaws of their sire's clan either.

* BlackSheep: Usually just get abandoned by their sires after embrace due to the lack of clan traits displayed. The Nosferatu in particular are disgusted by their embraced Caitiff due to this.
* ButtMonkey: Literally the lowest kindred on the vampire chain aside from thin-bloods (who often tend to be caitiff themselves). Vampire society isn't exactly kind to anyone, but these people get it worse than anybody.
* ClapYourHandsIfYouBelieve: A minor example. Caitiff are not traitless Vampires, and their pre-conceptions about Vampires have a tendency to influence them somewhat. This not only influences strengths and weaknesses, but is the canon explanation for the disciplines they have when sired.
* IHateYouVampireDad: Not surprising with how much their sires usually hate them.
* ParentalAbandonment: Often simply get abandoned shortly after getting embraced- not a good thing if you live in a Camarilla city.
[[/folder]]

[[folder:Children of Osiris]]
The Children of Osiris are more of a sect than a clan or bloodline, focused on learning how to overcome the Beast and maintain Humanity. Vampires join by choice, rather than being Embraced, and members of any clan or bloodline can join. Children of Osiris keep their original Disciplines and weakness, and gain access to the unique discipline of Bardo. Their founder, Osiris, was torn to pieces by Set, but was brought {{back from the dead}} by Isis, at the cost of being unable to sire new childer, which led him to found the sect.

In the Revised timeline, Osiris, now effectively [[TabletopGame/MummyTheResurrection the god of the underworld Egyptian myth held him to be]], transformed loyal members of the Children human.

* ArchEnemy: The Followers of Set. They might be willing to accept a truly repentant Setite, but so far the situation has never arisen.
* CameBackWrong: Osiris, albeit mildly so.
[[/folder]]

!Notable [=NPCs=]

[[folder:Theo Bell]]

Signature character of Clan Brujah. An escaped slave from Mississippi in life, Bell is now an archon of the Camarilla, one of its most feared and capable operatives.

* TheAce: A living legend amongst the Camarilla's archons, despite being a relatively young and high-generation vampire.
* {{Badass}}: One of the Camarilla's best fighters. He can go toe-to-toe even with ''werewolves''.
* ConsummateProfessional
* DepletedPhlebotinumShells: He uses [[KillItWithFire Dragon's Breath rounds]] for his shotgun, excellent against fellow Kindred.
* DisappearedDad: His father was taken from him when Theo's slave-owner split the slaves into different groups and sold half of them. He never found his dad again.
* HeKnowsTooMuch: Not Bell himself, but Beckett, who happens to know that Hardestadt the Elder, the actual Camarilla founder, has suffered Final Death, and that his Childe, Hardestadt the Younger, has replaced him. Therefore, Bell is tasked with destroying Beckett to keep the secret.
* {{Irony}}: Despite his role as a keeper of peace and law, his Nature is listed as Rebel.
* MySpeciesDothProtestTooMuch: A non-rebellious, cool-headed Brujah who treats everything with quiet seriousness.
* ParentalSubstitute: His Sire, Don Cerro, is this to him.
* RedBaron: 'Killa-B'
* SawedOffShotgun: His weapon of choice.
* ScaryBlackMan
* TheBerserker: According to his official character sheet, he suffers from the "Berserk" Derangement, in a strong contrast to his usual behavior.
* TheStoic: Again, contrasting the typical Brujah stereotype, he surrounds himself with an air of quiet professionalism.
* WeAREStrugglingTogether: Avoiding this is one of his primary motivations for siding against the Anarchs, even if he may sympathize with their cause.

[[/folder]]

[[folder:Beckett]]

Signature character of Clan Gangrel, alongside Ramona. A Noddist historian. Basically, he studies the origin of vampires.

* AdventurerArchaeologist: A Noddist specifically, who seeks to find the true origins of vampires.
* [[spoiler:AndTheAdventureContinues: He does his last job as a Noddist, which is to chronicle Gehenna.]]
* AntiHero: He really just wants to do his research.
* ArbitrarySkepticism: So you're a vampire. Of course Caine doesn't exist.
** FlatEarthAtheist: What the above turns him into. [[spoiler: He stops being one when he gets to meet someone implied to be Caine.]]
* BadassBookworm: He's an AdventurerArchaeologist and a GeniusBruiser. Do the math.
* BadassCrew: With [[CastingAShadow Lucita]] and [[MadOracle Anatole]] since they're Lasombra and Malkavian respectively.
* [[spoiler:BittersweetEnding: Beckett knows he is going to die soon but Caine alias Kapaneus gives him the opportunity to do what Beckett does best, which is to record down the events of Gehenna.]]
* TheChosenOne: [[spoiler:Appointed by Caine to see the events of Gehenna.]]
* CoolShades: It's to hide his animalistic eyes.
** SunglassesAtNight: Natch.
* DaywalkingVampire: Subverted. It still hurts him but he has a higher endurance to daylight than the majority.
* TheDrifter: He really doesn't have a place to call home. He just ups and leaves as soon as he finds something to research on.
* GentlemanAndAScholar: One of the more approachable vampires who would use manipulation as a last resort. He is also studying the origins of vampirism.
* GentlemanSnarker
* GeniusBruiser: Let's just say he would still be quite formidable even without the vampire powers.
* [[spoiler: [[GodWasMyCoPilot Caine Was My Traveling Partner.]]]]
* [[spoiler:HeroicBSOD: Is subjected to this once he realized that all his work was for naught and nothing could be done to stop Gehenna.]]
** [[spoiler: GracefulLoser: Once he recovers. It helps that he had a meaningful conversation with Caine. He accepts it as a funny joke.]]
* IGaveMyWord: Is one of the few powerful vampires who actually mean this.
* [[Really700YearsOld Really 300 Years Old.]]
* SecretKeeper: Beckett, as a scholar, knows many things that others would kill to keep hidden. However, he only uses it to be left alone.
* SuperToughness: Has a level of Fortitude that has some mistake him for a DaywalkingVampire.
* TrueCompanions: See BadassCrew for details. [[spoiler: Unfortunately, Anatole is DrivenToSuicide with an AssimilationPlot and Lucita commits a FaceHeelTurn.]]
* UnresolvedSexualTension: With Victoria Ash. [[spoiler:It would never be reconciled since she dies in the events of Gehenna.]]
* WatchingTheSunset: Inverted. He watched the sun rise for once [[AndTheAdventureContinues before he goes back to sleep.]]
* [[spoiler:WeUsedToBeFriends: With Lucita]]
[[/folder]]

[[folder:Ramona]]

Signature character of Clan Gangrel, alongside Beckett. A Gangrel Neonate who was born in a rough Los Angeles neighborhood. Turned only very recently and without the aid of a Sire, she still struggles with the difficulties of vampirism and trying to guard her humanity against the clutches of the Beast.

* ActionSurvivor: An ordinary girl thrown into the world of the Kindred without any external help. She really doesnít have much experience with vampirism at all, but she does her best to get by. Ramona and her coterie even survived a werewolf encounter once.
* AndThisIsFor: Ramona [[spoiler: Lists the names of all her fallen as she strikes down Leopold, ending with Zhavonís]].
* AntiHero: A bit cold and very troubled by her Beast, but still fairly heroic, as far as Kindred go.
* AttemptedRape: Ramona saves a human girl called Zhavon from this fate.
** RescueRomance: For a given value of ďromanceĒ, but Ramona certainly ends up infatuated with the girl she saved and repeatedly seeks her out to watch her against her own better judgement.
* [[BeastMan Beast Woman]]: Due to her Clanís curse, her early frenzies result in developing reptilian claw-feet and animal-like ears.
* BlessedWithSuck: [[spoiler: Itís her spirit sight that causes Leopold to be defeated in the end, but it also makes Ramonaís life hell.]]
* ContemplateOurNavels: You'd think a Gangrel chick straight out of LA gang life would be more of a do-type than a thinker, but you'd be wrong. Ramona is extremely introspective, beating out even some of the perpetually scheming elders around her in that department.
* DontMakeMeDestroyYou: Why she tries to avoid Zhavon, despite her obsessive desire to seek her out.
* DontYouDarePityMe: Fiercely independent as she is, Ramona is not a fan of being pitied.
* DrivenToSuicide: [[spoiler: Her past guilt and the constant torment of her spirit vision eventually make her gouge out her eyes. As she is never heard from again, one can assume this to be her end.]]
** TogetherInDeath: [[spoiler: Spirits find her in this state and take her to the afterlife to reunite with her fallen people. Perhaps she even gets to reunite with Zhavon.]]
* EarthyBarefootCharacter: Downplayed. She does go barefoot most of the time, but that is because [[spoiler: Her Gangrel curse gave her clawed feet, so few shoe types will fit her.]]
* EnemyWithin: She is initially rather prone to giving in to the Beast.
* EyeScream: [[spoiler: As mentioned: Unable to take the curse of her spirit vision anymore, Ramona eventually gouges out her eyes.]]
* ForgottenFallenFriend: A very determined aversion.
* FreudianTrio: Her little coterie in the beginning. She is the Ego to Darnellís Id and Jenís Superego.
* FriendlyNeighborhoodVampire: Refuses to indulge in the scheming ways of Camarilla or the brutality of the Sabbat and just wants to get by and keep the people she cares for safe. In gameplay terms, she is listed with Humanity 6, which equals slightly cold, but still fairly human.
* GuiltComplex: Develops an ever-growing one over the course of the story.
* HeroesLoveDogs: She does, and mentions she has to outright resist the urge to cuddle up to a doggy when she sees one.
* IfYouKillHimYouWillBeJustLikeHim: [[spoiler:Invokes this trope on ''herself'' shortly before the aforementioned EyeScream, calling herself no better than Leopold for having destroyed him, then resolves to at least be better than him in breaking free of the curse of her eyes.]]
* IHateYouVampireDad: She is ''not'' happy with what Tanner has done to her and [[spoiler: initially plots his destruction after meeting him for the first time]].
* ILetGwenStacyDie: [[spoiler: Regarding Zhavon and to a lesser extent her companions Jen, Darnell, and the rest of the Gangrel at the Gather.]]
* {{Irony}}: Extremely independent-minded as she is, she still ends up with an inseparable tie to her fellow Gangrel, going so far as to [[spoiler: end up joining their ranks in the afterlife.]]
* JerkWithAHeartOfGold: Ramona is rude, abrasive, easily offended, somewhat cold and pretty poor with words, but unlike many vampires, she very much has a conscience.
* KnightInSourArmor: For all her faults and troubles, she takes pride in being neither a thief nor a murderer and intends to keep it that way.
* {{Medium}}: After an encounter with an old Native American Gangrel called Blackfeather, she finds that she can suddenly see the connections between the material and the spirit world and the ghosts that dwell within.
* MercyKill: Ramona does this to [[spoiler:Zhavon after the latter's been deformed and crippled by Leopoldís attempts to turn her into a living piece of art to the point where even vampirism could not save her.]]
* MoralityChain: Subverted with the death of [[spoiler:Zhavon, which initially seems like such a situation, with Ramona remarking how cold and uncaring she is now feeling, but in time, she ends up being Ramonaís MoralityChain even in death.]]
* MyGreatestFailure: [[spoiler: You can guess by now whose death is this for her.]]
* OneOfTheseIsNotLikeTheOthers: The only neonate among the signature characters.
* ParentalAbandonment: Not her actual parents, but her Sire embraced her and then left her to fend for herself. [[spoiler: At least for the first few years.]]
* PowerIncontinence: [[spoiler:Ramona eventually canít turn off her spirit sight anymore, causing her to see traces of the dead everywhere.]]
* SkilledButNaive: An alright survivor and good with her disciplines, but largely ignorant of the vampiric world.
* SoleSurvivor: [[spoiler: First of her little coterie, then of the Gangrel battle against Leopold.]]
* StalkerWithACrush / StalkerWithoutACrush: Ramonaís obsession with a certain human girl causes her to watch her through the window several times and eventually even makes the Gangrel seek her out in a different town. Her reasons for this are not entirely clear: While she seems to see herself before the transformation in Zhavon and desires to protect her, she is also deeply excited by the idea of taking her blood.
* SurvivalMantra / MadnessMantra: She switches between several over the course of the story, but ''Ashes to Ashes'' is prominent.
* TheQuietOne: She doesnít talk much.
* VoluntaryShapeshifting: Exceptionally skilled with Protean for her age, as she manages to reach the fourth level of the Discipline within less than three years of vampiric existence. For the typical Gangrel Neonate, this takes at least ten years, often more, if they do not neglect their other disciplines.
* YouRemindMeOfMyself: Zhavon reminds her of her pre-Kindred existence, hence why Ramona is so protective of her.

[[/folder]]

[[folder:Anatole]]

Signature character of Clan Malkavian. Anatole seeks redemption in finding the truth about the history of vampires.

* TheAtoner: He believes that finding the origins of vampires will redeem him.
* [[spoiler:BackFromTheDead: Not that his suicide stops him from giving warnings about Gehenna.]]
* BadassPreacher: He was strong in his convictions during his life. His unlife just made him more ... devoted.
** TheFundamentalist: Not that he minds people who believe him.
* CassandraTruth: Beckett seriously should listen to Malkavians.
** IWarnedYou: Like hell vampires should have just listened to him.
* CloudCuckooLander: It comes with being a MadOracle.
* [[spoiler:DrivenToSuicide: Fused with this blob composed of other Malkavians, willingly.]]
* LivingEmotionalCrutch: To Lucita. [[spoiler: She loses it after his death. See her entry to see how badly affected she was.]]
* ReallySevenHundredYearsOld: Born 1173 CE, Embraced 1193 CE.
* TalkingInYourDreams: [[spoiler: Despite his death]] Anatole still keeps in contact with Beckett when Beckett sleeps. Though this is just because Gehenna is starting.
* WhosLaughingNow: Downplayed. But yeah, pretty smug about being right.
[[/folder]]

[[folder:Calebros]]

Signature character of Clan Nosferatu.

[[/folder]]

[[folder:Victoria Ash]]

Signature character of Clan Toreador.

[[/folder]]

[[folder:Aisling Sturbridge]]

Signature character of Clan Tremere.

[[/folder]]

[[folder:Jan Pieterzoon]]

Signature character of Clan Ventrue.

[[/folder]]

[[folder:Lucita y Aragon]]

Signature character of Clan Lasombra. She accompanies Anatole and Beckett in their travels.

* AloofDarkHairedGirl: How she's drawn.
* BerserkButton: Do not compare her to Monçada. Ever. [[spoiler: Even after her FaceHeelTurn, especially when it's [[NotSoDifferent justified.]]]]
* BiTheWay: Had prior relationships with Anatole and Fatima.
* CombatTentacles: As shadow appendages.
* [[spoiler: TheCorrupter: Post FaceHeelTurn.]]
* DarkAndTroubledPast: Ran away a lot. Her father couldn't even be bothered to discipline her and decided to force her to go to church thinking it would make her more tolerable. Except there was [[DirtyOldMonk Monçada]].
* [[spoiler:DefiantToTheEnd: She really lets [[TheAssimilator Assimilating]] EldritchAbomination [[BackFromTheDead revived]] Monçada have it when he absorbs her.]]
* EverythingsBetterWithPrincesses: Subverted. She's a princess (specifically the daughter of King Alfonse II of Aragorn) but nothing has EVER got easy for her.
* [[spoiler:FaceHeelTurn: After [[LivingEmotionalCrutch Anatole]] commits suicide. She loses her humanity and rejoins the Sabbat.]]
* [[spoiler:HeroicSacrifice: Subverted. It was more that standing up to her BackFromTheDead EvilMentor and then letting Beckett and the others escape was just a by-product of doing so.]]
* [[spoiler:KickedUpstairs: Archbishop after her FaceHeelTurn]]
* MentorOccupationalHazard: Subverted. She killed him, not that [[KickTheSonOfABitch anyone would shed tears for him.]]
* NotSoDifferent: With [[DirtyOldMonk Ambrosio]] [[FatBastard Luis]] [[EvilMentor Monçada.]] Averted, at first. [[spoiler: but Anatole dies, making her feel lost and bitter. She rejoins the Sabbat and takes Monçada's position and it soon begins to be glaringly obvious she's become him.]]
* ReallySevenHundredYearsOld: Embraced in 1190 CE.
* ReconcileTheBitterFoes: Played with. She and Fatima were lovers who didn't part amiably, then Gehenna began to take place so they met each other to part on better terms. [[spoiler: Which was just in time because Fatima dies not long after.]]
* [[spoiler:TogetherInDeath: With Anatole.]]
** [[spoiler:DiedHappilyEverAfter: She cries when she sees Anatole again.]]
* TraumaCongaLine: She's really a woobie. Her father didn't care much for her, then she was embraced by a DirtyOldMonk and had to be under his finger for a long time. She found a measure of happiness with Anatole and Beckett.
** [[spoiler: YankTheDogsChain: Of course, Anatole had to die.]]
* TheVamp: Subverted. She is just a vampire. A mean, vicious and ferocious one at that.
* [[spoiler: WeUsedToBeFriends: She fell apart and distanced herself with Beckett and Fatima after Anatole's death.]]
[[/folder]]

[[folder:Sascha Vykos]]

Signature character of Clan Tzimisce. He, or rather it since he got castrated, is an elder vampire that personally helped the Anarch revolt and the creation of the Sabbat. It is a fervent scholar, much like Beckett, though it has a different approach to its 'investigations.' It spends its time roaming different Sabbat domains and trying to recover the Toreador Methuselah Michael's dream for a vampiric, perfect city, as well as turning people into armchairs. It is TheRival for Beckett.

* AGodAmI
* AndIMustScream: All of its furniture is made from the still conscious flesh of its victims.
* AxCrazy: Sascha Vykos has a reputation for handing out body horror and fates worse then death like Christmas candy.
* BadassBookworm
* BodyHorror: It can do this thanks to Vicissitude.
* CloudCuckooLander: While completely straight faced and stoic, Vykos isn't exactly a paragon of mental health.
* EnemyMine: Works with Camarilla Justicar Jan Pieterzoon in one of the Gehenna scenarios.
* EvenEvilHasStandards: Complete monster it may be, but even Sascha Vykos hates the Antediluvians.
** PragmaticVillainy: They'd wipe out everything.
* TheFettered: To the mad dream of Michael.
* ForScience: One of its primary motivations, when it's not doing it...
* ForTheEvulz
* GenderBender: Via its mastery of Vicissitude, Sascha has modified its gender to the point that it no longer appears to have one.
* InfernalParadise: Its ultimate dream is to realize Michael's vision for a reborn Constantinople, built from the flesh and bones of its enemies.
* MadArtist
* OnlyKnownByTheirNickname: Originally, his name was Myca Vykos.
* ReallySevenHundredYearsOld: Born in 976 CE, Embraced in 1002 CE.
* SelfMadeOrphan: Diablerized his sire.
* TheStoic: Apparently an (un)lifelong characteristic; he was having trouble engaging with sensuality even in the 1200s.
* TortureTechnician: It comes with being a Tzimisce.
* UncannyValley[[invoked]]: Invokes this.
[[/folder]]

[[folder:Fatima al-Faqadi]]

Signature character of Clan Assamite.

[[/folder]]

[[folder:Hesha Ruhadze]]

Signature character of the Followers of Set. One of the most prominent Setites, Hesha is an archaelogist and art historian, working to gather as much ancient lore as he can in order to bring about the awakening of Set.

* AdventurerArchaeologist
* AnimalMotifs: The Snake, of course. While with most Setites, its sensuality and corruptive nature are played up, Hesha more closely resembles the silver-tongued, fiercely intelligent manipulator that appears in the Book of Genesis.
* BadassBookworm: There's a reason the Setites used to be called "The Clan of Scholars" in the Middle Ages. Hesha shows us why.
* BenevolentBoss: He is relatively kind to his underlings, building a reputation of avenging their deaths without mercy. He is also always working towards a fairly amicable, somewhat family-like climate. While he is not above brainwashing them, he still believes that a motivated follower is much more useful than one that has been coerced and so goes to great lengths in explaining and justifying himself. Hesha also seems to entirely avoid YouHaveFailedMe and other violent punishments that are so popular among elders.
* BlueAndOrangeMorality: As a Theophidian, his primary goal is the accumulation of knowledge that could benefit the Setite cause. His secondary goals are the spread of corruption and the strengthening of his own faith in Set.
* ConsummateLiar: Hesha may appear reasonable, honest and even noble in that stoic, all-business manner, but make no mistake: He very, very much likes to twist facts to make himself appear in a better light.
* CrazyPrepared: As is expected of any elder vampire.
* DangerouslyGenreSavvy: Recognizes the behavior that leads many vampires to their doom sooner or later and gracefully sidesteps it.
* {{Determinator}}: Compared to most Kindred, he has an excellent control of the Beast, owing to his high rank in the Path of Typhon, but also to well thought-out feeding habits and care in avoiding temptations.
* EvenEvilHasLovedOnes: Cold as he may be, even Hesha cannot deny he holds a degree of affection for his underlings.
* FamedInStory: One of the most prominent Setites in existence, looked up to by many and respected even among other Clans.
* InsistentTerminology: He does not care for being lumped together with Cainites. He is a ''Setite'', thank you very much.
* ManipulativeBastard: Don't let his sympathetic traits fool you. He's at least as bad as any other elder.
* {{Omniglot}}: His EstablishingCharacterMoment is educating a fellow Follower of Set on the fine nuances of changing one's accent and choice of words in order to pass for an individual of different nationality. In game terms, he has Linguistics 5 as well as the Natural Linguist merit. That's at least ''16'' languages.
* PathOfInspiration: Follows the Path of Typhon, a Setite-only Path of Enlightenment.
* PragmaticVillainy: Hesha in a nutshell.
* ReasonableAuthorityFigure: To his followers, but also to other vampires, to a degree. At the very least, they are more willing to strike deals with him than with most Setites.
* StereotypeFlip: Yeah, no snake-worshipping orgies of drugs and sex here.
* TheChessmaster
* TheStoic: If he shows emotion, it's probably deliberate and meant to trick you.
* TruthInTelevision: Going against the exaggerated ObviouslyEvil stereotype of Setites, Hesha represents the modus operandi of many real-world cults, using supposed benevolence and the manipulation of facts to make themselves look better, playing to individual weaknesses and desires in order to trick people into joininhg.
* VillainWithGoodPublicity: Hesha in a nutshell. He has even been known to deceive readers into thinking he might be a genuinely good person.

[[/folder]]

[[folder:Isabel Giovanni]]

Signature character of Clan Giovanni.

[[/folder]]

[[folder:Khalil Ravana]]

Signature character of Clan Ravnos.

[[/folder]]

[[folder:Leopold]]

A young Toreador artist who specializes in sculpting. He suffers from a bad artist's block. [[spoiler:In actuality, Leopold is a Tremere Antitribu. Obtaining an ancient artifact called the Eye of Hazimel by random chance, he ends up becoming the BigBad of the Clan Novel Saga.]]

[[/folder]]

[[folder:Caine/[[spoiler: Kapaneus]]]]

The Progenitor of vampires. He is ShroudedInMyth and rife with AlternativeCharacterInterpretation.

* [[spoiler:AlmightyJanitor: Caine as a taxi driver? Seriously? [[BlatantLies Nope, he's also not the Greek vampire Kapaneus who has a really off Greek accent that travels with Beckett.]]]]
* AlternativeCharacterInterpretation: Already rife with these in-universe. Some say he's a {{Benevolent Precursor|s}}, NeglectfulPrecursor, or even an [[AbusivePrecursors abusive one]].
** [[spoiler: Canon from the Final Nights suggests that Caine is benevolent but neglectful and merely wants to be left alone, but has decided to take responsibility for his actions.]]
* CainAndAbel: The original, natch, and what turned him into the First Vampire.
* FateWorseThanDeath: He was given a chance of redemption for his original crime and turned it down. Thrice. For that, he was cursed with vampirism.
* [[spoiler:GoodAllAlong: Subverted. He is benevolent but not exactly a good guy, considering he was callous enough to have left vampires to their own devices just because he couldn't understand them.]]
** [[spoiler: SealedGoodInACan: Not exactly a sterling example but he is a force of ambiguous benevolence.]]
* [[spoiler:HyperCompetentSidekick: Which serves to foreshadow that Kapaneus isn't all he seems to be.]]
* MonsterProgenitor
* ReallySevenHundredYearsOld: Older than most of recorded history. Possibly a TimeAbyss, depending on how much time he's spent up and around.
* WalkingSpoiler
* WalkingTheEarth: Smiling Jack claims that Caine travelled with him around the world in VampireTheMasqueradeBloodlines. [[spoiler: He does the same with Beckett in the events of Gehenna, though Beckett wasn't aware of it.]]
[[/folder]]

to:

[[foldercontrol]]
! The Camarilla
[[folder: Overall Tropes]]
[[quoteright:114:http://static.tvtropes.org/pmwiki/pub/images/ba695b5d6fba17cd4c04236a7a7c57ba.png]]

Dedicated to ensuring that mortals never learn that vampires exist, the Camarilla enforces strict order upon the Kindred it claims as its members through rigorously-enforced traditions and rules; as such, the Sabbat are their direct antithesis in almost every way- including their belief in the Antediluvians.
----

* AncientConspiracy: They've been running the world for a long time. Interestingly, they refuse to believe the AncientConspiracy of the Antediluvians.
* AntiHero: As the ''Guide to the Camarilla'' points out, the Camarilla aren't the "vampire good guys" in any sense of the word; they're just the most stable and rational of the sects.
* ArbitraryScepticism: Despite being composed entirely of vampires and having irregular contact with mages, ghosts, fairies, mummies and other otherworldly forces, the Camarilla refuse to believe in the Antediluvians as a matter of principle.
* BlackAndGreyMorality: They're vampires, sure, but they're not all bad. [[TokenEvilTeammate Except maybe the Tremere...]]
* BlackmailIsSuchAnUglyWord: They, as a rule, refer to themselves as 'Kindred.' In some settings, just using the word ''vampire'' to refer to them at all is considered gauche at best and at worst, just flat out rude. The act of turning a mortal into a vampire is the 'embrace,' the rather incestuous favor currying and often times brutal politicking is referred to as 'prestation...'
* DeadlyDecadentCourt: And even ''that'' could be an understatement.
* [[EverybodyHasStandards Even The Camarilla Has Standards]]: At the sect's foundation, the Giovanni (who didn't want to join anyway) were told that they ''couldn't'' become a part of the Camarilla - note that the Camarilla theoretically claims ''all'' vampires as members, and the Giovanni ''still'' didn't meet their standards. [[ReligionOfEvil The Followers of Set]], however, were secretly invited for their assistance in helping take the Assamites down (the Setites turned them down, as they were loyal to Set and his purpose).
* FiveManBand: At least compared to the Sabbat's FiveBadBand.
** TheLeader: Ventrue
** TheLancer: Tremere
** TheSmartGuy: Nosferatu / Malkavian
** TheBigGuy: Brujah / Gangrel
** TheChick: Toreador
* HumansAreTheRealMonsters: The party line of the Camarilla asserts that the primary reason for the Masquerade is that if humans were ever to discover that vampires really ''do'' in fact exist, the humans would wipe them off the face of the Earth in short order. They are ''very clearly'' not wrong.
* KickTheDog: Signed a formal peace treaty with the Giovanni officially recognizing them as an independent clan and the successors to the Cappadocians as the Clan of Death. This allowed the Giovanni to hunt down the last remaining Cappadocians with impunity. [[spoiler: The Cappadocians who were ''not'' destroyed are, quite understandably, a bit pissed about that.]]
* The {{Masquerade}}: They enforce it by any means necessary, from falsifying records to executing witnesses- and perpetrators.
* MutantDraftBoard: In theory, the Camarilla claims all vampires as its members. The existence of rival sects does not make them happy.
* ObstructiveCodeOfConduct: The Six Traditions.
* OrderVersusChaos: Against the Sabbat and the Anarchs, the Camarilla most definitely represent order.
* PragmaticVillainy: At their worst they can be pretty heinous, reprehensible, and sociopathic... and yet, unlike [[CardCarryingVillain the Sabbat]], they never really KickTheDog just for the hell of it. Most everything about the Camarilla comes from someplace cold and unfeeling and logical, and Kindred with a tendency towards StupidEvil are usually offed for being indiscreet if nothing else. The Camarilla roll their eyes at StupidGood Kindred, seeing them as [[WideEyedIdealist wide eyed idealists]] who are naive in a cruel and unforgiving world, but are in comparison much more tolerant of them, so long as the Kindred in question keep the Masquerade in mind and don't become [[SpannerInTheWorks spanners in the works]] for the people in charge.
* SitcomArchNemesis: The Nosferatu/Toreador clan rivalry can feel like this at times.
* TeethClenchedTeamwork: Doesn't even begin to cover it. The Camarilla is filled to the brim with so much political intrigue and so many heated rivalries that they can barely get anything done. And that's on ''a good day.'' They certainly lucked out because, all things considered, [[ArchEnemy the Sabbat]] really isn't much better.
* VampireMonarch: Each Camarilla-controlled city is ruled by a Prince; however, despite their relative autonomy, they still have to answer to the Camarilla's Inner Circle...
[[/folder]]

[[folder: Brujah]]
[[quoteright:280:http://static.tvtropes.org/pmwiki/pub/images/ea207f034472a6784bc671b49b69a392.png]]

A clan of former warrior-scholars, the Brujah was one of the founding clans of the Camarilla; unfortunately, by the modern nights, they have degenerated into a clan more or less composed of street punks and brutes. They are passionate, however, and always ready to rally under a banner worthy of their cause.
----

* BadassBiker: Often tend to evoke this image.
* BerserkButton: If a Brujah doesn't already have a HairTriggerTemper, expect her to at least have something that makes him/her go berserk.
* BoisterousBruiser: Has given birth to a lot of these, Smiling Jack probably being the best example.
* BombThrowingAnarchists: Often characterized as this. Subverted, given the Clan is still allied with the Camarilla despite their misgivings. Played straight in the case of the Brujah Antitribu, who really are as violent and chaos-addicted as the clan stereotype suggests.
* GenderFlip: A version exists between the editions of the game in regards to Troile, who is referred to as a male in the first edition, female in the ''Gehenna'' scenarios, and is said to have [[AmbiguousGender intentionally kept it questionable]] in the Revised edition; nonetheless, he/she has generally been described as masculine.
* GeniusBruiser: Surprisingly, many members of the clan tend to be this even in the modern nights.
* HairTriggerTemper: Brujah have a tendency to Frenzy a lot easier than other vampire clans.
** Pointing it out to them [[BerserkButton might be a bad idea]].
* HypocriticalHeartwarming: Even Brujah who hate one another get pretty pissed when anyone else gives their clan mates shit.
* JerkWithAHeartOfGold: Surprisingly many of these exist within the clan. While often rude, noisy and very unruly, they are very passionate individuals and are on par with the Toreador when it comes to understanding the human world.
* LightningBruiser: Thanks to the Disciplines of Celerity and Potence.
* {{Lunacy}}: In the ''Gehenna'' scenario [[spoiler:"Fair Is Foul," the entire clan is afflicted with this flaw.]]
* ObfuscatingStupidity: In the past, intelligent Brujah have played to the clan stereotype in order to fool their enemies, pretending to be more crude and foul-tempered than they actually are to lull opponents into complacency. Nowadays, the stereotype is more common than ever.
* ProudScholarRace: They ''used'' to be this.
* ProudWarriorRace: What they are now.
* RebelliousSpirit: The Brujah are not afraid of letting their voice go heard if they are displeased. This is, after all, the clan that gave birth to the Anarch Revolts, and as a result, the Anarch Movement.
* SealedGoodInACan / SealedEvilInACan: In the ''Gehenna'' scenario [[spoiler:"Fair Is Foul," Ilyes, the original Brujah antediluvian, turns out to have survived the attempt on his life thanks to his mastery of Temporis; unfortunately, he ended up accidentally displacing himself in time for over a hundred thousand years until he finally emerges in the Final Nights. Depending on what side you take in this particular version of Gehenna, Ilyes can be either sealed good or sealed evil- in either case, he's escaped by the start of the game.]]
* SelfMadeOrphan: Possibly. One theory holds that Troile, the Clan's founder, was a vampiric version of one of these. Under the impression that her sire, Ilyes, the Brujah Antediluvian, was planning to kill Troile in order to correct the mistake he'd made in embracing her, she diablerized him and seized control of the clan. In one ''Gehenna'' scenario, [[spoiler:"Fair is Foul", it is revealled that Ilyes is still alive and in the mood for vengeance.]] Others believe this is a smear created by the Ventrue.
* SitcomArchnemesis: With the Ventrue.
* SourSupporter: To the Ventrue and by extension to the rest of the Camarilla. Most elders of the clan are still a little grumpy over the loss of Carthage to the Ventrue, but they still accept and support their role in the Camarilla to varying degrees.
* TheSpock: The clan's true Antediluvian was this, exemplifying the Brujah's original nature as unemotional scholars rather than passionate warrior-poets.
* TheStoic: Extremely rare in the modern nights amongst the clan, but in the clan's ancient past, the Brujah were one of the clans that had their hands in the shaping of ancient Greece, specifically Athens, which also happens to be the birthplace of the ideal of stoicism. [[{{Irony}} A little ironic, then]], that the clan that likely had the most hand in shaping the very concept of stoicism could fall so far from such a path by the modern nights.
* SuperSpeed: Via Celerity.
* SuperStrength: Potence is another one of their Disciplines, befitting their nature as a warrior clan.
* WarriorPoet: What they used to be in the past.
* {{Wrath}}: The clan's main sin, which causes them considerable problems. The fact that they are probably the most dangerous clan in a straight up fight makes things even worse.
[[/folder]]

[[folder: Gangrel]]
[[quoteright:339:http://static.tvtropes.org/pmwiki/pub/images/f25ef0936f13f62c9f36f29e9b778ebe.png]]

Free-spirited and animalistic, the Gangrel are much closer to the Beast than vampires of other clans; loners and nomads by nature, they prefer to dwell in the wilderness beyond human civilization, communing with the animals and enjoying the thrill of the hunt. Though they were one of the founding clans of the Camarilla, during the Final Nights, they left the Camarila altogether and become an independent clan.
----

* AnimalEyes: A common option for frenzied transformations.
* AscendToAHigherPlaneOfExistence: [[spoiler: Ennoia manages to achieve this in "The Crucible of God," being one of the few Antediluvians to achieve godhood.]]
* BeastMan: Gangrel who have frenzied too often tend to resemble this.
* TheBeastmaster: Their mastery of Animalism allows them control over the beasts they dwell alongside.
* BigCreepyCrawlies: Sometimes, Frenzying may result in a Gangrel taking on insectoid or arachnid attributes.
* CountryMouse: Most Gangrel disparage urban life, with the exception of the City Gangrel Bloodline.
* DishingOutDirt: Thanks to their mastery of Protean.
* ElementalShapeshifter: At higher levels of Protean, Gangrel can transform themselves into living fire; they can also meld with the earth, allowing them to travel unseen beneath the ground and avoid sunlight at a moment's notice. The clan founder, Ennoia, like many surviving Antediluvians, takes the clan disciplines further than any other- in this case, melding with the entire planet and allowing herself to be lulled to sleep by the earth's core. [[spoiler: In the Gehenna scenario "The Crucible of God," she takes this even further by only manifesting in the form of earthquakes and other natural disasters, swallowing anyone who tries to enter the Earth.]]
* FishPeople: The Mariner Bloodline have adapted to living almost exclusively in and on the ocean. Intially, their piscine nature is technically limited to fact that their use of the Protean discipline is modeled after various forms of sea creatures instead of the usual bats and wolves; however, they take on animalistic features like all Gangrel after frenzy. They just exslucively take the features of sea creatures.
* GeniusBruiser: Much like the Brujah, some Gangrel have eschewed the traditional stereotype and become intellectuals- among them the famous scholar Beckett.
* HuntingTheMostDangerousGame: A popular pastime among the Antitribu, and often how Gangrel choose new targets to Embrace.
* InitiationCeremony: Immediately after being embraced, Gangrel childer are abandoned in the wilderness and left there until the transformation and their first few nights alone are complete, whereupon they are accepted into the clan.
* TheMindIsAPlaythingOfTheBody: A possible consequence of repeated frenzies, Gangrel can grow more and more animalistic in both mind and body. [[spoiler: In "Fair Is Foul," some even lose the ability to speak.]]
* NobleSavage: Averted. They have their vices like any other vampire. The Followers of Set handbook is quick to point this out.
* OddFriendship: With the Nosferatu; despite the fact that the two clans rarely meet in their chosen habitats, they treat each other with surprising empathy. Some speculate this is because the Gangrel know that they, too, might just become as monstrous-looking as the Nosferatu; others believe that the Nosferatu understand what it means to lose all sense of self-image and identity. In any case, both clans have great respect for one another.
* PersonOfMassDestruction: [[spoiler: Out of all the Antediluvians released in "The Crucible of God," Ennoia undoubtedly does the most damage: not only does she actually destroy the Shaper's physical body, but goes on to obliterate entire cities in her search for food.]]
* PettingZooPeople: The revised handbook advises players to try and avoid turning frenzying Gangrel into these.
* PowerIncontinence: [[spoiler: "Fair Is Foul" sees the Gangrel lose control of Protean and begin shapeshifting at random.]]
* ProudWarriorRace: A Gangrel will not like it if you look down on him.
* RedRightHand: Every time a Gangrel character frenzies, he or she develops an animalistic feature- a tail, catlike eyes, tusks, scaly skin, and so-on.
* ScrewThisImOuttaHere: What the Clan as a whole has done.
* SixthRanger: Of a sort, as anyone who knows anything about their clan culture might be confused about why exactly they choose to align themselves with the rigidly structured and socially based Camarilla. At the Convention of Thorns, while the other six clans had made their choice pretty much from the get go, the Gangrel simply joined up because it seemed a better alternative than joining the raving Sabbat hordes or going it alone permeanently as independents.
** They were the only clan to ever, as a whole, consider joining the Anarchs. Even the Brujah only join the Free Movement on an individual basis.
* SuperToughness: Thanks to their use of Fortitude.
* VoluntaryShapeshifting: The clan-unique discipline of Protean allows this. At the earliest levels, this merely grants a character the ability to grow claws or see in the dark; at higher levels, it allows them to transform into wolves, bats, clouds of mist, even fire.
* WingedHumanoid: Another possible result of frenzying. Unfortunately, the wings can't be used to fly- only glide.
* WorthyOpponent: Though they rarely deign to trust them, the Gangrel consider the Lasombra worthy of respect for their skills as leaders and brutal honesty; in turn, the Lasombra admire the Gangrel for their strength of character and ferocity.
[[/folder]]

[[folder: Malkavians]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/e65b2c8423c16f71e41723f413830629.png]]

The madmen. The Malkavians all share the curse of insanity- along with the power to project it onto others, making them a clan to be feared. On the other hand, their madness gives them a unique insight into things that the other clans don't have, and there's often some kind of method behind their madness. They all share a connection through the Malkavian Madness Network, a hive-mind rumored to be part of the consciousness of the clan founder itself, Malkav.
----

* AxCrazy: In some cases.
* ChaoticStupid: Certain players use Malkavian insanity as an excuse to indulge in "wacky" behavior. Enter the infamous "Fishmalk".
* CloudCuckoolander: Counts more than a few of these to their numbers.
* TheCloudCuckoolanderWasRight: All too often.
* TheCollectorOfTheStrange: One of the character archetypes from the revised clanbook.
* CreepyChild: [[spoiler: In "Nightshade," Malkav himself appears as a group of hive-minded little girls.]]
* DarkerAndEdgier: The revised edition clanbook, which depicts mental illness in a much more tragic light than its whimsical first edition predecessor.
* TheDreaded: A lot of other vampires do not like the Malkavians for their use of Dementation. As one pouts it "Domination might control the mind, but Dementation destroys the soul."
* FunnySchizophrenia: Unfortunately, some players choose to play Malkavians as wacky, gibberish-spouting comedians with no gauge on their behaviour- leading to them being dubbed "Fishmalks."
* GoMadFromTheRevelation: Every single member of the clan is driven incurably insane by their experiences during the Embrace. Assuming, of course, they weren't already insane to begin with.
* HiveMind: The Malkavian Madness Network is an example of genuine shared consciousness, allowing members of the Clan to communicate and share information. [[spoiler:Unfortunately for Malkavian players, during the events of "The Crucible of God," he awakens and starts spreading his consciousness across the entire network, slowly taking over the minds of his children.]]
* HumanityIsInsane: Some Malkavians think so.
* InfectiousInsanity: One of the most common aspects f Dementation. [[spoiler: Taken to extremes during "The Crucible of God," when Malkav's lunacy actually starts infecting ordinary human beings, transforming them into unrestrained berserkers or cold-hearted sociopaths.]]
** Even happens ''within'' the Clan. Back during the Dark Ages, the Malkavians who planned to join the Camarilla did... ''something'' that wiped Dementation from their chunk of the clan and replaced it with Dominate, making them more at-home in the sect and leaving the madness powers to the antitribu. Centuries later, the antitribu pull a Great Prank and send it surging ''back'' through the entire clan.
* ItMakesSenseInContext: In-universe. The first edition clanbook features clan abilities that appear deranged to onlookers but actually serve practical purposes. For example, Malkavians' indecipherable writing is actually code that only other Malkavians can read. A Malkavian's indecipherable scrawl on the wall or graffiti on a building is actually a hidden message to other clan members. A Malkavian who appears to be talking to herself may actually be having a long-distance telepathic conversation with others of her kind.
* MadArtist: Some Malkavians fit this trope.
** Averted in that most Malkavians with a flair for the arts express their creativity in positive ways. The character templates in the revised Malkavian clanbook include a bipolar musician and an art gallery owner who displays art created by psychiatric patients.
* TheMadHatter: Some Malkavians behave in this fashion.
* MadOracle: Their abilities can give them the ability to see the future. More often than not, it will be incomprehensible.
* TheMentallyDisturbed: The first edition clanbook depicts the Malkavians' insanity as a form of enlightened thinking that makes them quirky. The revised edition, however, depicts mental illness more realistically as tragic, sometimes disabling, but not necessarily an obstacle to a meaningful life.
* MindRape: A possible function of Dementation.
* NightmareFuelStationAttendant: The sheer way Dementation can ruin a person's sanity causes them to be this.
* ObfuscatingInsanity: More than one Malkavian has had it in their best interests to appear even more insane than they already are in order to get their desired results.
* TheOphelia: A possible character archetype for Malkavians.
** The Plague Bride, a friend and childe of Malkav who brings comfort to tormented Malkavians, embodies this trope.
* PowerBornOfMadness: The Dementation discipline.
* PowerIncontinence: [[spoiler: In "Fair Is Foul," the clan loses all control of Dementation and starts unleashing it on almost everyone in range. Even worse, as Gehenna continues, Dementation doesn't weaken like most disciplines: it starts growing more powerful - to the point that it [[RealityWarper starts to alter the physical world]].]]
* ThePrankster: Several Malkavians have dedicated themselves to disrupting human/Kindred society and preconceptions via elaborate practical jokes; unfortunately, the aforementioned Fishmalks tend to portray this as common to all Malkavian characters.
* ProudScholarRace: Because of their lateral way of thinking, Clan Malkavian has produced a significant minority of scholars. The clan as a whole is said to know [[GoMadFromTheRevelation 'all of the answers and none of the questions.']]
* RedHerring: Usually very good at delivering these.
* ScienceRelatedMemeticDisorder: A possibility for Malkavians of a scientific bent.
* TalkingToThemself: Subverted. Malkavians who appear to be talking to themselves may actually be having a telepathic conversation with other clanmates via the Malkavian Madness Network.
* TricksterMentor: The first edition clanbook depicts the Malkavians as this for the Camarilla. Malkavians prank fellow kindred in order to [[BreakTheHaughty teach them humility]] or help them see reality from a new perspective.
* WithGreatPowerComesGreatInsanity
[[/folder]]

[[folder: Nosferatu]]
[[quoteright:294:http://static.tvtropes.org/pmwiki/pub/images/7f89b4f76eb5100f019ce28d6d572c41.png]]

The most visibly cursed of all clans, the Nosferatu are hideously disfigured by their embrace; forced to hide in sewers to conceal their true nature from mortals and disparaged by the rest of the Camarilla, the clan has nonetheless thrived in their subterranean environment- mainly because their outcast nature forces them to bond together in a way that most clans rarely do. Serving the Camarilla primarily as information brokers, they tend to know pretty much anything that happens in any town they are present in.
----

* AbsurdlySpaciousSewer: Their preferred living habitats and thoroughfares. Justified, given the clan likely had a hand in the civic planning that led to their construction.
** BeneathTheEarth: They also build vast underground havens beneath said sewers.
* AllOfTheOtherReindeer: Often subject to considerable mockery by the other clans, particularly the Toreador.
* AnimalEyeSpy: Via Animalism.
* BadassBookworm: Thanks to Potence, the nerdier characters inducted into the clan tend to become these in combat.
* BaldOfAwesome / BaldOfEvil: The vast majority of Nosferatu are bald.
* TheBeastmaster: Thanks to the discipline of Animalism, Nosferatu can tame the animals that dwell alongside them- rats, stray dogs and cats, even the occasional SewerGator. More impressively, they can also make these same animals grow to immense sizes by feeding them some of their blood. [[spoiler: The Clan's founder, Absimiliard, has an entire army of ghouled monsters at his command; during "The Crucible of God," he actually goes so far as to enter the field during the day, hidden inside the belly of the gigantic ghoul lizard at the head of his army.]]
* BeautyEqualsGoodness: Not necessarily.
* BeautyToBeast: The result of the Embrace.
* BerserkButton: Most Nosferatu develop a very deep and abiding hatred for arrogant, beautiful people- in particular, the Toreador.
* BodyHorror: The clanbooks go into exquisite detail as to the agonizing transformation inherent in the Nosferatu embrace; it generally takes about a week to run its course, and throughout the process, the newly-embraced childe will be in constant pain. Because no two Nosferatu are quite the same, the transformation is vastly different in every case: sometimes, the cartilage of the nose and ears distends, creating pointed ears or an elongated nose; in other cases, it dissolves, resulting in a gaping crater when the childe's nose used to be. On the final day, the skull itself begins to warp out of shape, flattening, stretching or collapsing altogether.
** In a few rare cases, a childe will be deformed beyond all functionality by the embrace, resulting in feeble monstrosities that cannot survive without assistance- perhaps because their limbs have become too long and warped to support them, or their sensory organs have dropped off, or their skeletons have liquified. In any case, most of these are killed as soon as their embrace is concluded, but a few are kept alive by horribly misguided Sires.
* BreakTheHaughty: Basically the whole point behind embracing Cleopatras.
* CreativeSterility: Subverted. Thanks to their alienation from both mortal and vampire society, the Nosferatu maintain a healthy spark of creativity; some create sculpture gardens built from raw materials and debris with their SuperStrength; others play haunting melodies using the acoustics of the subway system; some even cultivate fungi gardens. In a twisted way, they're better artists than the Toreador.
* CursedWithAwesome: Initial reactions to the embrace may vary from horror to disgust to acceptance, but even most Cleopatras will eventually come to love their new situation- assuming they don't die first.
* DarkIsNotEvil: While not exactly hero material, the Nosferatu aren't automatically villains despite their repulsive appearances; in fact, during the Dark Ages, Nosferatu agents went out of their way to shelter Salubri fugitives.
-->Such pure faith in such tainted shells! It makes me weep to think of it. Would that Saulot's gifts would let me heal the Lepers of their curse, as Christ healed the leper in Jerusalem!
* TheFagin: A few particularly vile members of the clan act as this, feeding their blood to orphans, beggars and other desperate slum-inhabitants in order to form gangs and blood-cults.
* GardenOfEvil: Some Nosferatu warrens sport large fungi gardens, often used as a secondary line of defence against intruders: because they have been exposded to Nosferatu blood, these mushrooms often grow and change in bizarre ways- some becoming deadly poisonous even to vampires, some [[FungusHumongous growing to the size of trees]] and forming a maze around the warrens... some even ''move.''
* GossipyHens: Sometimes. A popular Nosferatu game is to take a relatively innocuous piece of gossip and see how it can be overexaggerated and fictionalized before releasing it into the public domain, preferably the local Brujah.
* TheGrotesque: Not all of them are as noble as the trope would suggest, but the clan tends to be a lot more honest than most of the Camarilla. [[spoiler: "Fair Is Foul" presents Gehenna as making them even uglier than usual.]]
* {{Invisibility}}: Chances are, you won't even know a Nosferatu has been eavesdropping on your conversation until it's too late.
* KarmicTransformation: The embrace of a Cleopatra, intended to punish the victim for an unbearable mixture of beauty and arrogance.
** Though this is played with somewhat, as it's pointed out that, while vain beauties ''are'' frequently embraced into the clan, it is also not unheard of for some Nosferatu to embrace beautiful mortals who explicitly ''don't'' deserve it, '''[[EvilIsPetty just]]''' out of petty spitefulness born from their own horrid condition.
* KnowledgeBroker: They spend their days collection secrets and other information, for the most part.
* LooksLikeOrlok: Though no two Nosferatu look exactly the same, quite a few of them tend to follow in this particular mould. Since the Nosferatu are named after the film Orlok comes from (and have powers similar to his), this is likely intentional.
* MadArtist: One notable subculture among the Nosferatu is that of the "Leatherfaces"; essentially serial killers, they go out of their way to ensure that every murder they commit is a work of art in every way- to the point that one Leatherface stopped right in the middle of a killing because "the lighting wasn't right."
* MasterOfDisguise: Thanks to their mastery of Obfuscate- specifically the technique known as "Mask of a Thousand Faces," - Nosferatu are experts at changing their appearances if need be. Unfortunately, this has resulted in a subculture of Nosferatu vampires called "Skins," who use this technique as a way of coping with their deformities, crafting new identities in a vain attempt to recapture their mortal lives- often with unpleasant results when the "Skin" is finally discovered.
* TheMorlocks: No two look alike, but the stereotype of the clan is this.
* MysteriousAntarctica: It's rumoured that Absimiliard is currently hiding beneath Antarctica.
* {{Nerd}}: Due to their status as outcasts and pariahs, the Nosferatu clan tends to embrace people disconnected from mortal society; however, they also tend to embrace those with skills that can benefit the clan as a whole- leading several nerdy characters to end up getting inducted into the Nosferatu, from the Tunnel Crawler concept to Mitnick from ''VampireTheMasqueradeBloodlines.''
* NightmareFace: Theyre is a reason why seeing them is a violation of the Masquerade.
* NightmareFetishist: Both mainstream Nosferatu and Antitribu have a thing for creating and collecting things designed to horrify and disgust those outside the clan- to the point that "Gross Childe" is actually a character concept.
* OddFriendship: With the Gangrel; with one clan being composed of outsiders with no love for urban environments and the other being composed of ''outcasts'' largely dependant on cities and their byproducts, it's a bit hard to see how they'd ever form friendships. However, because both have lost connection to their humanity, they have surprising empathy for one another.
* OurGhoulsAreCreepier: Nosferatu ghouls are second only to victims of the Tzimisce in terms of sheer creepiness; because Absimiliard's curse is carried in the blood of all his children, ghouls also inherit a greatly reduced version of it for every drop of Nosferatu blood they drink. While it doesn't result in them becoming ''quite'' as hideous as their masters, it does result in them appearing [[UncannyValley ever-so-slightly unnerving]] to people around them; extreme cases have been known to become almost as ugly, though, and many of them are found as worshippers in Fagin blood cults.
* PaterFamilicide: It's believed that Absimiliard, the Antediluvian founder of the clan, is hell-bent on killing every last one of his children- apparently in the vain hope that Caine will forgive him and restore his appearance to normal - and has dispatched monstrous creatures called the Nictuku to exterminate the Nosferatu wherever they are found. It is for this reason that the clan has remained so unified: they need to be ready for when the Nictuku attack.
* PowerIncontinence: [[spoiler: Obfuscate is one of the many disciplines that become unreliable during Gehenna; many Nosferatu find this out the hard way, with Skins changing back in public, endangering the Masquerade.]]
* ThePrankster: Despite how direly serious the clan can be at times, this doesn't stop them from siring some pretty dedicated practical jokesters; occasionally, the clan itself has strayed into this territory in regards to people it doesn't like, via delivering misinformation and spreading unrest (the Brujah are the most common targets of this).
* ProudScholarRace: Nosferatu are obsessed with acquiring knowledge in almost any form, and though espionage and tactical information is the most common, the Clan has also fostered several accomplished scholars and occult experts.
* PunishedWithUgly: The Cleopatras are a natural recipient of this; selected from the ranks of those too beautiful and vain for the local Nosferatu to tolerate, just about every aspect of their new lives- from the initial disfiguration to the new home in the depths of the sewers- is designed to demoralize and humiliate them. Some Nosferatu do this in order to teach the Cleopatra a lesson, while others do it [[ForTheEvulz for their own sick amusement.]] The Toreador see the Nosferatu as the living embodiment of the trope.
** The Nosferatu founder, Absimiliard, was punished this way by Caine himself.
* ScavengerHunt: A popular game among the clan, often used to hone a Nosferatu's abilities.
* SewerGator: Nosferatu vampires will sometimes train alligators to protect their lairs beneath the cities represented by the Reptile Buddy merit. Some of the problems with alligators actually living in the sewers can be {{handwave}}d by the vampires turning them into [[OurGhoulsAreCreepier ghouls]]. Calebros, the ex-[[VampireMonarch prince]] of [[BigApplesauce New York]], has a gigantic pet albino alligator called Charioteer that is trained to ferry visitors through the sewers to one of his sanctums.
* TheSneakyGuy: The ''whole clan.''
* TheSpymaster: Elders and primogen of the clan usually take this role.
* StealthExpert: Even without Obfuscate, Nosferatu are experts at remaining unseen. In fact, many actually consider it an ostentatious waste of blood, and advise members to only use Obfuscate when normal methods will not suffice. [[spoiler: This advice turns out to be rather prescient given the events of Gehenna, when the Withering results in disciplines failing at particularly inconvenient moments.]]
* SuperStrength: The Potence discipline; unlike other wielders of this particular discipline, the Nosferatu have found [[MundaneUtility many applications for it outside combat]]- punching through solid rock in order to build new tunnels, or bending steel for the creation of traps or subterranean artworks.
* TakingYouWithMe: In the event that their defenses have been breached and they are facing a FateWorseThanDeath at the hands of invaders, Nosferatu have been known to deliberately collapse the roof of the warren to ensure that they at least take the enemy with them.
* ThingsThatGoBumpInTheNight: Either due to personal preference or an inability to find blood anywhere else, some Nosferatu have taken to feeding on children; these vampires are labelled "boogeymen" by both their fellow Kindred and their victims.
* TrapMaster: Because of their need to defend themselves from either [[TabletopGame/WerewolfTheApocalypse Black Spiral Dancers]] or the Nictuku, the Nosferatu have become adept at trapping almost every single entrance to their havens and warrens with landmines, electrocution traps, pitfalls, and so on.
* TrueCompanions: The Nosferatu are one of the few clans that ever reach this level of unity; because nobody else can understand or tolerate them, they rarely bother with the usual array of politics and backstabbing common to the Tremere and the Ventrue, and because they are under daily threat of being discovered and killed, few ever leave the Clan.
* TunnelKing: To say the ''least.''
* UnderestimatingBadassery: Other clans have a nasty habit of underestimating just how powerful the Nosferatu really are; this usually lasts right up until they make the mistake of trying to bully a Nosferatu on home turf.
** One Tremere Elder made the mistake of writing a treatise on the Nosferatu that characterized them as "subhuman" and "instinctual," only capable of surviving with the generous assistance of the Camarilla. The manuscript was never finished; the author was found dead, having been dissected with his own surgical tools- and nobody was able to identify his murderer.
** Some Tzimisce are under the impression that they would be able to gain the allegiance of the entire Nosferatu clan by using Vicissitude to return them to normal; not only do these attempts fail thanks to Absimiliard's curse, but after growing accustomed to their newfound appearances, the Nosferatu are rarely willing to listen to such overtures.
** A line from the Book of Nod ("In war, the Nosferatu are the first to die") has led many to underestimate the clan. Unfortunately, as al-Ashrad pointed out in the Revised Assamite Clanbook, the quote is actually a mistranslation: what it actually says is "In war, the Nosferatu are the first to ''disappear."'' In other words, when the clan renowned for knowing everything ahead of everyone else decides to take cover, [[DontAskJustRun you're in trouble]].
** In ''VampireTheMasqueradeBloodlines,'' many characters seem to be under the impression that Andrei the Tzimisce has trapped the Hollywood Nosferatu in their warren, and Andrei himself believes that his fleshcrafted warriors are about to "gouge out the eyes of the Camarilla." In reality, only one Nosferatu has been killed; the others are safely hidden in the depths of the warren; lastly, far from being trapped, the Nosferatu primogen has set up a tunnel leading directly to the surface.
* WeAreEverywhere: And it's not restricted to their use of Obfuscation or Animalism, either. Like many clans, the Nosferatu have several ghouls placed in key positions across the cities they dwell in. However, unlike the Ventrue or the Toreador, they don't ghoul officials or leaders; instead, Nosferatu ghouls are usually janitors, bureaucrats and other lowly workers- ideally people considered BeneathSuspicion.

[[/folder]]

[[folder: Toreador]]
[[quoteright:408:http://static.tvtropes.org/pmwiki/pub/images/765bd1c5808e57b809acc4048bb70be6.png]]

The social elite of the Camarilla, the Toreador are mainly composed of the beautiful, the artists and visionaries in their former lives, and dedicate themselves to these pursuits even in the afterlife. One of the most influential clans in the founding on the Camarilla, the Toreador probably is one of the clans most tied to the human world, through culture and social interactions with the kine, particularily the upper classes. As to this, they have much influence over the kine of any city, especially the cultural sections.
----

* AgentPeacock: Oftentimes.
* AttentionDeficitOohShiny
* AuraVision: Masters of Auspex.
* TheBeautifulElite: Oh, very much so.
* BewareTheNiceOnes: It's mentioned that the Toreador can get downright ''terrifying'' once they begin to succumb to their inner beast. They're called the degenerates for a reason...
* BrainlessBeauty: Seen as this by some of the other clans in the Camarilla, particularly the Nosferatu.
* BunnyEarsLawyer: While seen by many Camarilla at large as brainless dilettantes, they are remarkably skilled. The Toreador clanbook notes that they make excellent sheriffs since they excel at investigation and interrogation.
* CombatAestheticist: Disciplines such as martial arts and swordsmanship are pursued avidly as art forms by a notable minority of the clan.
* DeadpanSnarker: Experienced Toreadors have been described as able to ruin reputations with but a 'pithy comeback'.
* DistractedByTheSexy: The Toreador clan flaw means that they easily get attached to something they find beautiful.
** DistractedByMyOwnSexy: Even their own reflections.
* EmotionalBruiser: Combat-oriented Toreador tend to evoke this.
* FriendlyNeighborhoodVampire: Of all the modern clans, the Toreador is most likely to fit into this category. As social creatures, they tend to be involved in all aspects of a society, and host things ranging from fine galleries and high society, to children's theater.
* {{Glamour}}: Skilled users of the Presence discipline.
* GossipyHens: A role the Toreador excel at. One of their greatest talents is "accidentally" revealing secrets in front of a Nosferatu.
* TheGunslinger: Combine [[AuraVision Auspex]] with [[SuperSpeed Celerity]] and the Toreador interestingly have a natural knack for this.
* TheHeart: It was said when the Camarilla were created that the Ventrue were the mind behind the organization, but the Toreador were its soul.
* MadArtist: The Toreador Antitribu's style of art tends to be rather... bizarre in contrast to their Camarilla cousins.
* TheManBehindTheMan: This is the way Toreador prefer to hold power.
--> "Our influence is forever. The prince's is not."
* MasterSwordsman: Some Toreador are this, yes.
* MayflyDecemberRomance: As the most human of the clans, they are the most likely to form romantic attachments with humans.
* {{Narcissist}}
** TheFightingNarcissist: In some cases.
* {{Socialite}}
* SomethingAboutARose: Their symbol is the Rose, and they are called the Clan of the Rose.
* StrawCritic: In addition to artists and cultural people, the clan also counts to its ranks quite a few critics, which can sometimes lean in this direction.
* UpperClassTwit: Can evoke this, particularly during the 1st edition.
* TheVamp: Are almost always beautiful, and command great sex appeal.
* VampiresAreRich: Toreador are often patrons of the arts, and often have money to do it.
* VampiresAreSexGods: The Toreadors are the most likely to invoke this trope and often Embrace attractive mortals.
* VampiresOwnNightClubs: Well, the Toreador often do.
* WickedCultured: Most are incredibly high society.
[[/folder]]

[[folder: Tremere]]
[[quoteright:302:http://static.tvtropes.org/pmwiki/pub/images/440cae0eab79331dcb533c70503be87f.png]]

Vampire warlocks who originated from the now-extinct House Tremere of the [[TabletopGame/MageTheAscension Order of Hermes]] back during the medieval times, Clan Tremere did not attain immortality through traditional embraces, but through magical experiments on Kindred. Though it took some time for the Tremere to gain any kind of legitimacy as a clan, they eventually helped form the Camarilla and aid the Ventrue in keeping order in their society. Masters of blood magic and the arcane amongst the kindred, they follow a rigid power structure where each childe is blood bound to their elders, extending all the way to the Council of Seven that rules the clan- and the mysterious Tremere himself.
----

* AmbitionIsEvil: Only the Ventrue exemplify this better.
* BloodMagic: Their speciality.
* BadassBookworm: Most Tremere are embraced from scholars and mystics, and often devote themselves to learning. Of course, they fight hard if pressed.
* TheChessmaster: Tremere elders are renowned for devious, scheming behaviour and long-running schemes; Tremere himself is master planner- when he's conscious, of course- [[spoiler: as "The Crucible of God" demonstrates.]]
* CourtMage: Their role in the Camarilla.
* DealWithTheDevil: Most contracts signed with the Tremere are signed in blood, meaning that the party is practically a slave until the contract is completed.
** On the other hand, the clan generally discourages literal Infernalism. Not because they have any moral objection to consorting with demons, but because they see it as a lazy shortcut to power.
* EvilSorcerer: Tremere and his lieutenants.
* TheFriendNobodyLikes: The rest of the Camarilla really just kind of tolerates them. Accepted, respected even... but by no means liked.
* GrandTheftMe: [[spoiler: In later supplements- ''Gehenna,'' for example- it's revealed that after diablerizing Saulot, Tremere ended up being possessed by the dead Antediluvian's spirit. Though Tremere spent most of his time in torpor in an attempt to regain control, he failed during the Final Nights and was forced out of his body- leading him to perform a GrandTheftMe of his own on Goratrix, one of his former lieutenants.]]
* IKnowYourTrueName: In "The Crucible of God," it's revealed that Tremere has been trying to discern the true name of [[spoiler: ''the entire human race.'' And he got it. It was the Human Genome Project.]]
* ImmortalityImmorality: Tremere and his House had been immortal for much of their lives before becoming vampires, thanks to their proficiency in magic; however, as humanity [[ClapYourHandsIfYouBelieve began to lose their belief in magic]], the House's immortality began to fail- resulting in the Clan ''stealing'' immortality from captured Tzimisce vampires. And it didn't stop there: in order to gain legitimacy and power, Tremere himself went so far as to diablerize the sleeping Salubri Antidiluvian, [[BigGood Saulot]]; for good measure, his underlings had the rest of the Salubri branded as demon-worshippers and hunted down.
* KlingonPromotion: The only way to get anywhere in the higher echelons of the pyramid is to kill your direct superior in a WizardDuel.
* LaserGuidedKarma: [[spoiler: Tremere ends up getting evicted from his own body by the Antediluvian he tried to steal power from.]] Also, [[spoiler: things do not end well for the Tremere Clan in Gehenna]]:
** [[spoiler: To begin with, in "Fair is Foul," the entire clan develops Salubri third eyes- features from the very clan they tried to destroy.]]
** [[spoiler: In "Nightshade," Tremere- in Goratrix' body- manages to diablerize Tzimisce and regain his lost power... only to have it fail at a critical moment due to [[PowerIncontinence the Withering]], resulting in him getting minced to death by the player characters.]]
** [[spoiler: Finally, in "The Crucible of God," the entire Council of Seven gets wiped out, and the Clan loses all their former power with the fall of the Masquerade and the human-vampire war that follows it. Towards the end of the scenario, Tremere himself uses a blood ritual to control all humans and Kindred on the planet, hoping to destroy the Antediluvians and secure global domination for himself- with the players' help, of course; unfortunately, thanks to the process that allowed Tremere to become a vampire in the first place, he's left open to possession by the Tzimisce Antediluvian, resulting in the complete destruction of Tremere's soul and Tzimisce using the ritual to spread himself throughout humanity.]]
* MagicalLibrary: Not uncommon amongst its members.
* MagicVersusScience: Averted. While magic is more common among the Tremere, a significant number of them use scientific advancement, often in conjunction with magic.
* MadScientist: While most Tremere use magic, quite a number use science to advance themselves.
* ManipulativeBastard: Quite a few of their members are renowed for manipulating whole clans and sects to accomplish their ends.
* TheOmniscientCouncilOfVagueness: The Council of Seven; nobody is quite sure what they're up to at the best of times...
* OurGargoylesRock: The Clan used to create and use Gargoyles as servants back in the middle ages, using the blood of Tzimisce, Gangrel and Nosferatu vampires. It did not end very well: quite apart from earning the lasting emnity of the Gangrel and the Nosferatu (with the Tzimisce already despising the Tremere over their method of achieving immortality), the Gargoyles actually staged a revolution and left the clan's service en masse.
* PlayingWithFire: One of their most well-known abilities.
* {{Pride}}: Tremere's vice of choice.
* ProudScholarRace: A DarkerAndEdgier variant.
* ThePurge: Though famous for performing an especially unpleasant one on the Salubri, during the Modern Nights, the Tremere clan also went out of their way to purge their clan of traitors and Antitribu via a blood ritual.
* PyramidPower: Their clan is modelled on a pyramid, symbolizing the rigid hierarchy and control of many by an elevated few.
* RuleOfSeven: A habit of their organization, particularly in the case of the Council of Seven.
* SecretArt: They don't share their blood magics with just anyone.
* ShoutOut: They're essentially House Tremere from ''TabletopGame/ArsMagica'' turned into vampires, since Jonathan Tweet and Mark Rein·Hagen worked on both games.
* TheSocialDarwinist: The Tremere indoctrination process and overall lifestyle is ''supposed'' to weed out the weak. Apprentices committing suicide is not at all an uncommon occurrence, and after a certain point, a WizardDuel to the death is the only way one can progress further in rank.
* SorcerousOverlord: Elders of the clan tend to evoke this- Tremere and Goratix in particular.
* SquishyWizard: Averted, they can be just as combat-oriented as any other clan.
* [[spoiler: ThirdEye]]: [[spoiler: Tremere vampires begin spontaneously developing these during Gehenna as a sign that Tremere has lost his battle with Saulot.]]
* TokenEvilTeammate: For the Camarilla. They're in an organization of undying, parasitic monsters. [[BlackAndGrayMorality They]] ''[[BlackAndGrayMorality still]]'' [[BlackAndGrayMorality fit]]. Though, when the [[AlwaysChaoticEvil Sabbat]] are your measuring stick, the bar is set pretty low. They also win extra points for [[ThePurge purging]] the Salubri, [[TokenGoodTeammate the token good teammate]] for the ''entire vampiric race.''
* WizardDuel: A way of solving disputes (or a possible avenue of advancement within the Tremere hierarchy) is to defeat another Tremere in a blood magic duel, termed a 'Certamen.' Once the rank of Pontifex has been reached, [[KlingonPromotion Certamen to the death]] [[TheSocialDarwinist is actually the]] ''[[TheSocialDarwinist only]]'' [[TheSocialDarwinist means of further advancement.]]
[[/folder]]

[[folder: Ventrue]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/0e8188a8f4a71ab08db05f1837e761e1.png]]

Also known as Blue Bloods, the Ventrue are natural leaders, and as such, they believe it is their duty to rule. It is no surprise that they were the most influential clan in the forming of the Camarilla. Because of this, they are some of the strongest supporters of the sect in the modern nights, and tend to have a skill for management and leadership that is hard to match. After all, a strong organization needs a strong leader to survive.
----

* AffablyEvil: Even the nastier ones are surprisingly polite, even when faced with [[FaceDeathWithDignity final death]] [[AFateWorseThanDeath or worse]].
* AuthorityEqualsAsskicking: Played straight in ages past, not so much in modern nights. The rare Ventrues from blue collar backgrounds is also likely to take up [[SuperStrength Potence.]]
* BadassInANiceSuit: Their belief is that they must stand out in a crowd, not stick out. Thus, most wear nice suits.
* BerserkButton: Ventrue [[TheStoic do not react emotionally]], but if you mention the Lasombra, expect a cold stare and a thinning of the lips. Mention the Ventrue antitribu and... [[SuspiciouslySpecificDenial That is, there's no such thing.]]
* BlueBlood: Heck, it's even their nickname.
* CharmPerson: As masters of the Dominate discipline, the Ventrue are natural examples of this. However, many of them consider reliance on it to be vulgar, preferring to rely on more traditional methods of persuasion before resorting to mind control.
* TheChessmaster: If a Ventrue isn't playing someone against another, it's a rare occurence.
* CorruptCorporateExecutive: What they tend towards in modern nights, to the point where modern members uses business terminology to refer to their clan structure, i.e. the most influential elders are "the Board of Directors."
* DeadlyGame: Some Ventrue wage proxy contests through human pawns and bet on the outcome, usually ruining the pawns in the process. It's considered tacky but innocuous, so long as the Masquerade isn't broken.
* DeadpanSnarker: An attitude favored by the Ventrue.
--> '''Ventrue:'''(about the Toreador) For every King, there is a Queen. And there are many queens among the Rose clan.
* {{Greed}} and {{Pride}}: They are a proud people like many other vampires, but they are the only ones who love money for it's own sake.
* InitiationCeremony: Called the 'agoge', just like the Spartan tradition. A childe wishing to be accepted by the clan must take over an aspect of the business world. This can be whatever the childe wants, but he cannot interfere with the business of anyone who assists the childe. As such, most Ventrue, even if they don't care for the childe, will assist.
* KneelBeforeZod: A Ventrue prince or elder ''will'' have you kneeling before them, whether you want to or not.
* ManipulativeBastard: Mind control is their last resort, they will scheme using any method they can.
* MoreThanMindControl: Dominate is mind control, but it cannot make someone self-destructive or defy their nature. But many Ventrue know how to use words to get around that limitation.
* ObstructiveCodeOfConduct: In addition to the Traditions, the Ventrue have a lengthy, if technically-unofficial, list of rules and guidelines for those within the clan, covering everything from the use of Disciplines and social interaction to what colors should be worn at clan meetings.
* OnlySaneMan: They like to ''think'' they are this for the Camarilla, (and in general) and while there may be some degree of truth to that, like most vampires they are generally NotSoAboveItAll.
* PickyPeopleEater: Every Ventrue can only feed from a single type of human, which could be anything from virgins to gay men to a particular ethnicity. Blood that doesn't match the bill provides no benefits and gets vomited up. Kindred blood is immune from this. During Gehenna, though, this changes, and Ventrue are only able to feed from other Ventrue.
* ProudMerchantRace: Certainly has shades of this. Money is power, and the Ventrue ''love'' being in power. Aristocrats and plutocrats alike often find a place within this clan, and the stereotype that Ventrue run Fortune 500 companies and multi-million corporations around the globe is certainly well-earned.
* TheRival: As a clan, the only people who can match the Ventrue for leadership are the Tremere (who are rigidly organized and determined), and the Toreador (who can influence just about anyone). Fortunately, the Tremere are not exactly trusted, and the Toreador would rather attend to their own personal projects.
* ScrewTheRulesIHaveConnections: Thanks to Dominate and Presence, they have the ear of just about anyone in their field.
* ScrewTheRulesIHaveMoney: A lot of money.
* SmallNameBigEgo: Unfortunately, due to their nature as leaders, some Ventrue view themselves as more influential than they actually are. This usually results in [[KlingonPromotion replacement by someone more... capable.]]
* SmartPeoplePlayChess: Ventrue consider the "game of kings" to be suitable for the Clan of Kings, hence the existence of Ventrue chess societies, where play is naturally SeriousBusiness.
* TheStoic: The Ventrue don't allow themselves to display strong emotions, since they see it as "common" and a sign of weakness.
-->"Anger is impolitic. Impoliteness is a sin."
** NotSoStoic: Still, when their plans crumble around them, it's not uncommon for them to experience a VillainousBreakdown of terrifying proportions. [[spoiler:Just look at [[VampireTheMasqueradeBloodlines Sebastian LaCroix]]]].
* SuperToughness: Enemies of the clan tend to forget that the Ventrue possess Fortitude: Even if they lack the disciplines to make them better at fighting, they still have the ability to shrug off attacks that would obliterate other Kindred.
* TeethClenchedTeamwork: Most Ventrue don't particularly care for each other, but a Ventrue will aid another Ventrue if asked (Ventrue are also instructed never to ask unless it is desperately needed.) In addition, Ventrue will often participate in the initation ceremony of another's childe, if only because the ceremony involves taking over an aspect of business, often bringing to ruin rival competitors. Anyone who assists is considered off-limits.
* ThickerThanWater: Members are expected to place the clan's well-being first, which includes providing assistance to clanmates in times of need, regardless of how much risk it would entail. Individual Ventrue might hate each other, but they present a united front against everyone else.
* TranquilFury: They may not tear your guts out or beat you to death if you get them angry; they probably won't even raise their voice; but you ''will'' understand when you have pissed one off.
* UnderestimatingBadassery: Some clans have a lot of trouble figuring out just how the Ventrue ever rose to power. As the revised Assamite clanbook rightly points out, the Ventrue not only have the benefits of Fortitude, but thanks to Dominate, they also have the backing of almost everyone they've ever come in contact with.
* UpperClassTwit: Between them and the Toreador, this is often invoked by other clans.
* VampiresAreRich: More likely than not, any particular Ventrue will have a ''huge'' amount of money at their disposal. It's emphasized that the money itself matters just as much as what you can do with it and [[EveryManHasHisPrice who you can buy]].
* VegetarianVampire: Often forced into this, due to their clan flaw making them to only able to drink from certain victims, which can vary from mildly-annoying to damn near impossible.
* WickedCultured: They are as wicked as any other, but culture and politeness is more important to them than almost any other clan.
[[/folder]]

!The Sabbat
[[folder: Overall Tropes]]
[[quoteright:114:http://static.tvtropes.org/pmwiki/pub/images/b8fc8cb7a22ec6f909851450462948aa.png]]

Believing themselves to be the true masters of the world and superior to humanity in every way, the Sabbat embrace their monstrous natures wholeheartedly. Enemies of the Camarilla in every respect, they oppose both the Masquerade and the disbelief in Antediluvians - who the Sabbat claim are secretly orchestrating the Camarilla's every move.
----

* AlwaysChaoticEvil: Gets this treatment from both the Camarilla and the Anarchs.
** Played straight in Revised with the only decent Sabbat, the Path of Harmony followers, getting exterminated.
* BlueAndOrangeMorality: The Sabbat happily enforces Paths of Enlightenment- which don't really abide by any human morals- to keep the Beast at bay.
** Subverted in Revised as the number of Path followers are minuscule. Most Sabbat are just poseurs at overcoming their humanity.
* CassandraTruth: Regarding the existence of the Antediluvians.
* EqualOpportunityEvil: For such a bloodthirsty, unapologetically monstrous sect, they're remarkably all inclusive. The Sabbat is made up of antitribu from pretty much every clan, as well as a pretty much ''extinct'' one [[spoiler: or two.]] Though this doesn't stop the Tzimisce and ''especially'' the Lasombra from looking down upon just about all of their comrades.
* EvenEvilHasStandards: The Sabbat, monsters as they are, do not allow demon worship and will kill any that practice it.
** That said, [[TabletopGame/DemonTheFallen demons can themselves be awfully sympathetic figures...]]
* EvilIsPetty: In contrast with the Camarilla's more subdued PragmaticVillainy, the Sabbat are often (and ''[[EvilIsHammy loudly]]'') complete asshats just for the sake of it.
* FiveBadBand:
** BigBad: Lasombra
** TheDragon: Tzimisce, Ventrue antitribu
** TheEvilGenius: Nosferatu Antitribu, Serpents of the Light
** TheBrute: Brujah antitribu, Gangrel antitribu, Malkavian antitribu, Salubri antitribu
** TheDarkChick: Toreador antitribu, Ravnos antitribu, Panders
** TheSixthRanger: Harbingers of Skulls, Kiasyd
* KnightTemplar: They even have a rank literally named templar.
* NobleDemon: Followers of the Path of Honorable Accord are all about this.
* OrderVersusChaos: In the eyes of the Camarilla, they tend to solidly occupy the chaos side. The sect in itself is a lot more complex than that, however, not really sticking to any side of the spectrum.
* ReligionOfEvil: Worshipping Caine, the first vampire.
[[/folder]]

[[folder: Antitribu]]
Members of other clans not formally part of the Sabbat who have defected and joined the Sabbat instead. Antitribu basically means against the clan, and as such, most of these offshoots tend to occupy the Sabbat unless they are antitribu of a clan that is already part of the Sabbat.
----

* AxCrazy: Malkavian, Brujah and Gangrel antitribu tend to be a lot more unhinged than their origin clan- not a good thing in the case of the Malkavians.
* CannonFodder: What they essentially serve as to the Lasombra and Tzimisce.
* EvilCounterpart: To their Camarilla and Independent cousins.
* {{Foil}}: They serve as this to many of their mainstream clan members. Ventrue Antis, for example, are noble warriors versus Camarilla Ventrue who are primarily focused on finance and politics.
* NotSoDifferent: Literally, in the case of Nosferatu antitribu due to Clan loyalty preceding sect loyalty. In fact, Camarilla Nosferatu often trade information with their antitribu counterparts, and see if anything would upset the status quo. No one has been able to find any definite proof of these dealings thanks to their skills at remaining undetected.
[[/folder]]

[[folder: Lasombra]]
[[quoteright:336:http://static.tvtropes.org/pmwiki/pub/images/a8898ef68c914e96cc1705f3a1bca8c9.png]]

The leaders of the Sabbat, the Lasombra clan is well known for their ruthless natures and Darwinist beliefs. Arrogant, power-hungry and treacherous, they practise a unique Discipline that allows them to manipulate the shadows- making them deadly opponents in combat.
----

* BerserkButton: They do not like the Ventrue, or any Lasombra who join the Camarilla. Officially, Lasombra refuse to acknowledge that their ''antitribu'' exist, but that doesn't stop them from making any rumored ''antitribu'' priority targets.
* BreakTheCutie: Their preferred tactic in choosing recruits, as those who don't crack under the strain are judged worthy. One example found in the revised handbook recounts the story of a paraplegic writer selected for the Embrace: In this case, his sire spent five years doing her very best to ruin his life in every way she could before finally deciding that he was worthy to join the Clan.
* BreakTheHaughty: [[spoiler: Much to their embarrasment, the Lasombra are forced to swallow their pride and follow Ventrue leadership in "The Crucible of God." The humiliation is threefold: After centuries of despising weakness, they had to admit they were too weak to survive alone; despite having prided themselves as being a clan of leaders, they ended up becoming subservient; and finally, they ended up being led by their most hated enemies, the Ventrue.]]
* CastingAShadow: Their signature discipline of Obtenebration, which allows them control over not only ordinary shadows but the primeval darkness of the Abyss. Once practitioners have moved beyond simply hiding their movements, they can create deadly CombatTentacles and InstantArmour from elemental darkness, teleport themselves from shadow to shadow, summon shades to do their bidding, even transform themselves into [[LivingShadow Living Shadows]]. [[spoiler: As with all Antediluvians, theirs is even better at it, to the point of becoming a creature of pure darkness residing within the Abyss.]]
* CharmPerson: Much like the Ventrue, the Lasombra possess Dominate. Unlike the Ventrue, they possess no qualms about using it in place of regular negotiations.
* ChronicBackstabbingDisorder: As one of the most ambitious clans in the game, this is a given. [[spoiler: The Lasombra Antediluvian is no exception, as Gehenna demonstrates; in the event that you take his side during "Fair Is Foul," he kills you as soon as YouHaveOutlivedYourUsefulness... and the text actually mocks you for being gullible enough to trust him.]]
* DarkIsEvil: They control shadows, and are quite evil.
* EldritchAbomination: [[spoiler: Their Antediluvian, who has become a creature of pure shadow by the time of Gehenna.]]
* FakingTheDead: [[spoiler: The Lasombra Antediluvian; though the Sabbat report that they successfully diablerized him centuries ago, nobody seems to be able to remember exactly how it happened. Worrying, to anyone who knows of the Lasombra's proficiency with Dominate.]]
* FantasticRacism: As a whole, the clan despises ghouls, seeing them as mortal intruders in a world that only vampires have a right to inhabit; as such, they tolerate them only as convenient sources of money or substitutes for mirrors.
* TheFightingNarcissist: Vain and hopelessly self-obsessed, many Lasombra are often driven to considerable frustration by their lack of reflection; as such, they have a habit of creating ghouls solely for grooming purposes- with vicious punishments in store for leaving a single hair out of place.
* LaserGuidedKarma: [[spoiler: The social darwinism and constant diablerie prevalent to their leadership of the Sabbat finally backfires on them during "The Crucible of God," leaving their numbers too depleted to retain autonomy as a clan. With humanity gearing up for war against the vampires and no other source of aid in sight, the Lasombra reluctantly pledge their allegiance to the Ventrue/Toreador/Setite alliance.]]
* LivingShadow: One of the more advanced techniques of Obtenebration is temporarily becoming one of these. [[spoiler: The clan's Antediluvian has become a permanent example.]]
* TheManBehindTheMan: One of the things that Lasombra sires look for in future children is the ability to manipulate events while staying out of the limelight.
* ManipulativeBastard: In no small part due to possessing Dominate.
* TheMirrorShowsYourTrueSelf: Lasombra cast no reflection, and will actually appear invisible to photographs and security cameras.
* TheNightThatNeverEnds: [[spoiler: The clan's Antediluvian starts one of these in "The Crucible of God," spreading himself across the entire planet to create a permanent state of night; during this time, countless plants die without sunlight and the earth's temperature rapidly cools, to the point that the tropics experience frost. Many humans freeze to death as heat sources fail them, their souls immediately devoured by the hungry Antediluvian overhead; many Kindred die as well, devoured by the shadows themselves. Then, a month after the nightfall began, it ends with a rain of blood as the Antediluvian is slain; nobody knows who killed him or how.]]
* PowerIncontinence: [[spoiler: As with many clans, the Lasombra begin to lose control over their most-valued disciplines in "Fair Is Foul": Shadows normally controllable through Obtenebration start to attack the wielder, and - at higher levels - punching holes in reality and allowing the Abyss to flow through...]]
* ScrewTheRulesIHaveMoney: Similar to the Ventrue in this regard, the Labsombra have a tendency to ghoul accountants, lawyers, bankers and other experts in financial matters for this very purpose.
* SmartPeoplePlayChess: The clan has something of a fascination with the game, and see proficiency in it as a sign of success.
* SocialDarwinist: Believe strongly in this, hence their lengthy tests of their future recruits.
* TheStoic: Much like the Ventrue, they believe in distancing themselves from emotion. This is particularly true in dealing with their clan weakness. Most Lasombra will pose for portraits, but one who hires a Tzimisce to fleshcraft a ghoul will be mocked.
* SuperStrength: Wielders of the Potence discipline; appropriate, given their belief in strength.
* WeakenedByTheLight: Lasombra take double damage from sunlight, and lose a die if they are in areas with bright light.
[[/folder]]

[[folder: Tzimisce]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/aec8cbcae049cdf67f42e78586823dfa.png]]

The scholars and clergy of the Sabbat, the Tzimisce do not merely disparage their humanity, but have successfully discarded it altogether: with the ability to manipulate human (and immortal) tissue by touch, a viewpoint bordering on alien, and a prediliction for torturing and experimenting on humans and vampires alike, the Tzimisice are known as Fiends for good reason...
----

* AboveGoodAndEvil: Most other would see them as evil. Tzimisce simply don't care.
* AffablyEvil: Because of their deeply-held beliefs regarding hospitality, the Tzimisce are unfailingly polite and gracious even to their enemies, particularly when on home territory.
* AndIMustScream: The fate of those used as decoration around a Tzimisce's lair; one particularly horrific case involves several unfortunate victims being woven into wallpaper, still alive and conscious.
* AssimilationPlot: [[spoiler: The Tzimisce Antediluvian is revealed to be operating one of these in the Gehenna scenario "The Crucible of God." Having been left under New York, he starts growing into a hideous blob of flesh that spreads throughout the city, draining humans and vampires alike- and absorbing all Tzimisce in the area. Then, having acquired enough energy to exist as spirit alone, he allows its body to be destroyed by the sun and begins [[BodySurf periodically taking over the bodies]] of anyone with Tzimisce blood- including the Tremere. This eventually results in the Antediluvian sabotaging Tremere's ritual to control all humans and vampires alike by possessing him at a critical moment; he then alters the ritual, allowing him to contaminate and control everyone on the planet- except for the player characters.]]
* BadPowersBadPeople: Only the Baali are perhaps more wicked.
* TheBeastmaster: As masters of both Animalism and the Blood Bond, the Tzimisce rarely lose control of the ghouled monsters they create.
* BerserkButton: Most members of the clan utterly despise Tremere for gaining immortality by stealing it from Tzimisce elders, and ensure that any Tremere unlucky enough to be captured in a Sabbat raid will suffer a long and excruciating demise.
* BigBad: [[spoiler: The Tzimisce Antediluvian is this in "The Crucible of God," having far more apocalyptic designs than any other Antediluvian in the scenario, even eclipsing Tremere's plan in sheer ambition.]]
* BlobMonster: An option for Tzimisce who like the plasmic form. [[spoiler: This is also the Antediluvian's first major appearance in "The Crucible of God."]]
* BloodMagic: Kolundic Sorcery.
* BloodyMurder: Not only can Tzimisce transform themselves into mobile blood and slide under doors and through keyholes, but they can also make the blood into deadly acid.
* BlueAndOrangeMorality: Thanks to their unique powers, ancient traditions and self-deifying philosophies, most members of the clan tend to hold very strange perspectives on the world around them; as they grow older and modify themselves through Vicissitude, these attitudes grow steadily more alien and their motives increasingly incomprehsible. As the manual itself says, "while younger fiends might be described as merciless or sadistic, elders of the line simply fail to comprehend mercy or suffering- or perhaps they do comprehend, but no longer consider such emotions relevant."
* BodyHorror: Most of the effects of Vicissitude involve this to some extent or another, particularly when used against enemies and captives.
* ClassicalMovieVampire: Of all the clans, the ''Old Clan'' Tzimisce are the most likely to be this, and it is even implied that Dracula himself is a member of the clan. Unlike the modern Tzimisce, they substitute Dominate for Vicissitude, and are stereotyped as being old, of relatively low generation, as well as possessing large tracts of land and mortal retainers.
* CombatTentacles: A common choice for Tzimisce self-modifications.
* EasySexChange: A potential function of Vicissitude, judging by the presence of Doktor Totentanz, previously Dr Heinrich Lundt.
** Not to mention Vykos, who is referred to as "it" instead of a gender pronoun. Previously male, Vykos removed his genitals and forswore any gender to demonstrate his detachment from humanity.
* EldritchAbomination: The Tzimisce Antediluvian is commonly seen as this. [[spoiler: In the Gehenna scenarios that feature him, he goes out of his way to prove his credentials in this field, especially in "The Crucible of God," in which he first appears as a gigantic blob of living flesh that devours all of New York, then as a disembodied spirit that periodically possesses any vampire descended from him and uses it to reshape plants and animals into monstrous new forms across the world... and finally as ''all of humanity and vampires put together.'' His control over both is so unshakable that it takes the Wrath of God- as called down by Saulot and the player characters- to finally finish him off.]]
* FakingTheDead: [[spoiler: The Tzimisce Antediluvian; much like Lasombra, he was supposedly found and diablerized many centuries ago. In reality, he actually killed his would-be-assassin and used Vicissitude to [[DeadPersonImpersonation impersonate him]] until he could retreat into seclusion again.]]
* FleshGolem: The ''Vozhd'' War Ghoul; among the most terrifying creature in the Tzimisce menagerie, the average ''Vozhd'' is actually fifteen or more ghouls moulded into one gigantic monster through a mixture of Vicissitude and Koldunic magic. Driven insane by the process, lobotomized with Vicissitude and starved before a fight, the War Ghouls were particularly dreaded before the Modern Nights. However, the ''Vozhd'' is a prime example of AwesomeButImpractical: the creation rites are long and extremely complicated even when only one is meant to be produced; in combat, they're liable to be just as dangerous to their masters as they are to the enemy; at times, the sight of just one such War Ghoul has been known to force enemies of the Tzimisce to join forces against it; and finally, the proliferation of LAW rockets, shaped charges, grenades and other modern weaponry make it much easier to kill than it once was. As such, the ''Vozhd'' isn't widely used anymore.
* GenuineHumanHide: Those of the clan who don't stop at making furniture out of people may extend their talents to making clothes out of people. In fact,at least one Tzimisce fashion designer liked tailoring clothes out of rewoven human tissue and selling them to Ventrue and Toreador clients; as well as being essentially spies for their mistress, the skin and sinew used in their creation was taken from homeless people- just so the designer could get a cheap laugh out of seeing a Toreador vampire dressed in a beggar's skin.
* GrandTheftMe: [[spoiler: Throughout the various Gehenna scenarios, the Tzimisce antediluvian demonstrates the ability to take control of any vampire descended from him or in possession of his blood; in two seperate scenarios, both Tremere and Saulot are completely dominated by him.]]
* HorrifyingTheHorror: The Tzimisce are alien and unknowable, and between their powers and being just rare and reclusive enough to feed into quite a few horror tropes, the clan has become in-universe NightmareFuel even to the other undead monstrosities. One ghoul handbook had the narrator do a rundown on the vampire clans. When he got to the Tzimisce, he broke down and could only repeat that you must [[FateWorseThanDeath never let them catch you alive]].
* LovecraftianSuperpower: The Tzimisce possess a clan-unique discipline known as "Vicissitude," (also known as Fleshcrafting) which allows them to mould and shape flesh, tissue, blood and bone as if it were clay; members of the clan use it wherever possible- for decorating their havens, for experimenting on captives, for creating monsters and guard animals, or for altering their own appearance. During a very brief DorkAge, Vicissitude was reimagined as the result of a supernatural virus from the Umbra, thus playing up the Lovecraftian aspects; this has since been retconned.
* MadArtist: Those of the clan not interested in experimenting for practical reasons will do so for aesthetic reasons, and as usual, the materials will be very much alive. Some prominent members have been known to boast of paintings, sculptures, even furniture still alive after decades of their first fleshcrafting- and still crying.
* MadScientist: Often obsessed with exploring their vampiric "superiority" or the "inferiority" of humans, many Tzimisce fulfil this particular role. Because of their clan's reliance on ghouls, even the less philosophically-inclined members end up becoming this as they create new varieties of ghouled monsters via Vicissitude.
* MagicPlasticSurgery: A popular use of Vicissitude; in fact, it's become so popular among the clan that few members retain their original appearance once they master the basics: some remake themselves as terrifying [[HumanoidAbomination inhuman monstrosities]], while others sculpt themselves into creatures of impossible beauty.
* MalevolentMutilation: Another popular use.
* MultiArmedAndDangerous: A possibility for Tzimisce self-modifications.
* OneWingedAngel: At higher levels, Vicissitude can be very useful in combat for allowing Tzimisce vampires to shape themselves into monsters at a moment's notice: one good example is the "Horrid Form," an eight-foot-tall monster with clawed hands, leathery, kevlar-like skin, massive jaws and incredible strength; another is the "Plasmic Form," a wave of mobile, sentient blood immune to everything except sunlight and fire.
* OurGhoulsAreCreepier: Unlike much of the Sabbat, the Tzimisce have a prediliction for utilizing ghouls, apparently due to being far too choosy about embracing childer to bother with mass-embracing shovelheads. Along with the armies of slaves, test subjects and monsters ghouled by the clan every month, the Tzimisce also have access to a number of ancient families that, thanks to constant exposure to vampire blood over the centuries, have become immortals in their own right. Still loyal to their vampire benefactors, these indentured families can aid the clan in many ways, providing fleshcrafted hounds, occult information, key access to mortal society, and so on. Some eventually prove themselves as capable servants, and become vampires themselves.
** In "The Crucible of God," ghouls start to become even creepier as [[spoiler: Tzimisce himself begins randomly ghouling creatures across the planet, transforming whole sections of wildlife into fleshcrafted monstrosities; even after the Antediluvian's death, these nightmarish creatures remain, becoming part of the natural environment following Gehenna.]]
* {{Ouroboros}}: The symbol of the clan.
* PetTheDog: They are one of the only clans in the modern nights that still insists upon the Salubri's innocence. Then again, it's the Tremere (who the Tzimisce '''hate''') who are pushing [[BlatantLies that story]], so it makes sense why the Tzimisce still defend them.
* PowerIncontinence: [[spoiler: The clan loses control of Vicissitude in "Fair Is Foul," frequently losing their ability to wield it with any degree of accuracy or control. In extreme cases, some Tzimisce are reduced to a permanent state of ShapeShifterSwanSong. On the upside, a few learn the ability to use it without touch.]]
* ProudScholarRace: A ''very'' dark twist on the trope.
* PunishedWithUgly: In some cases, Tzimisce punish their ghouls by ruining their faces with Vicissitude and then promising to restore ''one'' feature of their face for every year of perfect service- ''perfect'' service, without even the slightest instance of failure. Nobody has yet succeeded.
* RedRightHand: Even if they've made themselves beautiful through fleshcrafting, many Tzimisce can't resist adding the odd inhuman trait.
* SacredHospitality: The older a Tzimisce is, the more likely he is to believe in this.
** This actually becomes a plot point in "The Crucible of God." [[spoiler: In this Gehenna scenario, your team is joined by Lambach Ruthven, grandchilde of Tzimisce himself; spared from being devoured like the other Tzimisce vampires in order to act as a final witness for when his grandsire consumes all life on earth, he's lapsed into depression. However, he is still a deep believer in SacredHospitality, and if the players treat him kindly, he will grant them a boon in return.]]
* TheSocialDarwinist: Some members of the clan espouse these kind of beliefs.
* TheresNoPlaceLikeHome: Tzimisce require two handfuls of earth from their home in order to sleep. If they don't, it halves their dice pools.
* ThoseWackyNazis: Despite insisting that they didn't actually inspire Hitler or the creation of the Nazi party, the Tzimisce profited immensely from it; they were able to use the death camps as makeshift laboratories and feeding grounds, and managed to find several valuable recruits among the Nazi membership- one of the most notable being Doktor Totentanz.
* TortureTechnician: Any member of the clan worth his salt is an expert at both physical and psychological torture, and ready to do so- for extracting information, performing [[ForScience experimentation]], creating art, or [[ForTheEvulz personal enjoyment]]. Every single discipline they possess can be put to use in a torture session: Auspex can be used to learn a victim's fears and humiliating secrets; Animalism allows the summoning and direction of maggots, spiders and other creatures that might provoke horror in a victim; Vicissitude can not only be used to mutilate, but it can also allow the user to assume an attractive form to tempt the victim- or a horrific one to terrify it. Blood Bonds are also considered useful in utterly breaking a victim's spirit, thanks to the emotional attachments that can be formed and abused as a result. However, some Tzimisce prefer not to use supernatural methods at all: at least one elder still brags about how he once "convinced" a Gangrel Archon to talk with the aid of a [[NoodleImplements disposable razor blade, three needles, a pack of Holiday Inn matches, a rubber tube and a gallon of Clorox.]]
* {{Transhuman}}: What many profess to.
* {{Ubermensch}}: What they believe themselves to be.
* TheUnfettered: Tzimisce are the most alien and inhuman of all vampires.
* VampireVords: Many elders tend to speak like this, which is justified since the original Tzimisce domains were located around Romania.
* VoluntaryShapeshifting
* WipeThatSmileOffYourFace: In the event that a servant, test subject or food-source is making too much noise, Tzimisce have been known to simply erase the unfortunate's mouth with a touch.
* WorthyOpponent: The Tzimisce generally think this of the Ventrue, almost name-dropping the trope in the second-edition clanbook. With [[BlueAndOrangeMorality the Tzimisce]], it's [[FateWorseThanDeath not a good thing]].
[[/folder]]

!The Anarchs
[[folder: Overall Tropes]]
[[quoteright:125:http://static.tvtropes.org/pmwiki/pub/images/4262f8127c30ef740c16455918510a47.png]]

The smallest of the three main sects, the Anarchs reject both the oppressive rule of the Camarilla and the zealousness of the Sabbat. They draw numbers from nearly all clans present, mainly Camarilla ones, and Brujah in particular, but quite a few ex-Sabbat members have been convinced to join the fray over time and a small but notable minority of independent clans. All of them do tend to have one thing in common, however, which is desire for change.
----

* AntiHero: Like the Camarilla, they aren't exactly good guys, but at least they keep in touch with their humanity.
* BadassGrandpa: The rare few elders of the sect tend to explicitly deny any leadership roles with the justification that doing otherwise would make them no better than the Camarilla and the Sabbat. Instead, they remain fighting at the front lines with the neonates. For a specific example, just look at Smiling Jack, who is 300 years old but still manages to be a friendly mentor to many new blood.
* BloodSport: While usually not resulting in final death, the Anarchs have a lot of games that would be considered lethal by human standards, ranging from two opponents hitting each other with a blunt weapon until one gives up or goes into torpor, to paintball tag using real guns and ammunition.
* BombThrowingAnarchists: Averted, despite the name of the sect, on a larger level. While the sect does have a few of these, they also count to their numbers a surprising amount of scholars and diplomats.
* FaceHeelTurn / HeelFaceTurn: Almost universally the latter if you leave the Sabbat for the movement, and a bit of both sides of the coin if you're from the Camarilla.
* TheGadfly: A tactic they sometimes employ simply to make elders lose their tempers inside of Elysium.
* IHateYouVampireDad: One of the core reasons many Kindred join the sect.
* TheLastDJ: Tends to serve this role to the Camarilla.
* OrderVersusChaos: Clear-cut chaos to counter the Camarilla's order, with minor variations.
* RebelliousSpirit: ''Very'' prominent within the movement. Doubly so with the Brujah anarchs.
* ViceCity: Los Angeles as the center of the Anarch Free State quickly devolved into this after the ousting of the Camarilla in the 1940's, and remained as such until the New Promise Mandarinate arrived in California and shook up the power balance in the region. The ''Gehenna'' novel claims that the Anarchs reclaimed LA shortly before Gehenna started.
* YourTerroristsAreOurFreedomFighters

[[/folder]]

!The Inconnu
[[folder: Overall Tropes]]
The Inconnu are a mysterious sect of whom little is known, aside from an association with Golconda.
----

* AncientConspiracy: Believed to trace their origins to ancient Rome.
** Actually an AncientTradition, which makes it rare as the Inconnu are mostly devoted to achieving Golconda and staying out of mortal affairs.
* BigGood: As close as exists in the vampire world.
* FriendlyNeighborhoodVampire: They're so powerful they really don't have to do the causal brutality and evil of the other vampire factions.
* ShroudedInMyth: No-one has the faintest clue what they're about. In Kindred society, this is deeply unnerving.
* TheWatcher: The Monitors, members of the Inconnu who oversee particular cities, but mainly remain aloof from events.
[[/folder]]

!The Tal'Mahe'Ra
[[folder:Overall Tropes]]
Known also as the ''manus nigrum'' or the True Black Hand, the Tal'Mahe'Ra are a hidden apocalypse cult dedicated to the Antediluvians that hunts the infernal, protects humanity (for certain values of 'protect'), and tries to manipulate the other sects to serve their ends.
----

* AncientConspiracy: The oldest known Kindred sect still active, dating back three thousand years.
* DemonSlaying: Hunt down demons and infernalists with extreme prejudice.
* EldritchLocation: Enoch is the First City of vampires cast into the Underworld by the Great Flood, which has had millennia-worth of dead cities layered onto it by necromancers; the AlienGeometries that wander the city are actively lethal. Those who control Enoch will shape the end of the world.
* LetsYouAndHimFight: The Tal'Mahe'Ra wants the Camarilla and Sabbat fighting, as it keeps them occupied and distracted, their attention turned inwards to vampire society.
* TheMole: Have a number spread throughout Kindred society, some of whom are highly ranked in the other sects.
* TheNecrocracy: Enoch, their base in the Underworld.
* {{Necromancer}}: Originating in a [[TabletopGame/MageTheAscension group of Chakravanti necromancers]] and being based in the Underworld, they have a number, most notably the Nagaraja and the Harbringers of Skulls.
* NukeEm: Notoriously had their original version destroyed by a relic nuke in Ends of Empire for ''TabletopGame/WraithTheOblivion''... which ended up helping to trigger the Sixth Great Maelstrom.
* OneSteveLimit: Intentionally averted. The Sabbat also has a group called the Black Hand, and the Tal'Mahe'Ra make use of the Sabbat Hand to help conceal their activities. They distinguish between the two by calling the Sabbat Hand the False Hand.
* PredatorTurnedProtector: The Tal'Mahe'Ra aren't big on behaving humanely or acting like humans, but they are, at their best, dedicated to protecting humanity.
* {{Retcon}}: First in the revised Vampire Storyteller's Handbook, undermining their presentation as undead Illuminati in Dirty Secrets of the Black Hand, then again in V20 Black Hand, which kept much of [=DSotBH's=] gonzo weirdness but toned down the more OTT elements.
* ShroudedInMyth: They're sitting on a lot of things they don't fully understand and which may or may not be what they think.
[[/folder]]

!The Neutral Clans
[[folder: Assamites]]
[[quoteright:412:http://static.tvtropes.org/pmwiki/pub/images/57d7c3e9c7a6bd6981b701e22053b3bd.png]]

To other Kindred, the Assamites are assassins supreme, unholy terrors hungry for the blood of other vampires. As the Assamites see it, however, they are protectors of mortals and judges of the Kindred, a duty they believe to have inherited from their Antediluvian founder. They are unusual among the clans in that they are comprised of three castes: warriors, viziers and sorcerers. While based in the Middle East, the clan claims members from both genders and every ethnicity.

* AuraVision: The viziers in the modern nights have Auspex; in the Dark Ages, the sorcerers had it as a caste discipline as well.
* BadassBookworm: The sorcerer and vizier castes.
* BloodMagic: Assamite Sorcery.
* BloodyMurder: Quietus, their signature discipline, possessed by all three castes.
* CannibalismSuperpower: Prior to the formation of the Camarilla, the Assamites saw diablerie as a perfectly acceptable means of bringing themselves closer to their founder- though they rarely used it on other members of the clan. However, the newly-formed Camarilla took a dim view of this practise, and commissioned the Tremere to put an end to it- leading to a...
* {{Curse}}: The Tremere's blood-curse prevents any Assamite from ingesting the vitae of other Kindred. Unfortunately, the curse has begun to fail in modern nights...
** Before the Tremere laid their curse, the Baali laid one of their own - an addiction to the blood of other vampires, amplifying and aggravating the clan practice of diablerie.
* DeaderThanDead: While diablerie can be committed by any vampire, the Assamites were known for it.
* FriendlyNeighborhoodVampire: The Assamites try for this - the Law of Protection expects them to protect mortals from other Kindred and treat them with honor.
* TheHashshashin: They formed the ancient organization, and they often serve as assassins.
* ImAHumanitarian: Thanks to their widespread use of diablerie in the past, the Assamites are generally considered the vampire equivalent of this.
* {{Invisibility}}: Both the warriors and the sorcerers possess Obfuscate.
* MurderInc: They believe killing, particularly vampires, brings them closer to Hakim.
* OnlyKnownByTheirNickname: "Assamite" is other Kindred's name for them, based on a mispronunciation of their own name for themselves, the Children of Haqim.
* ProfessionalKiller
* ProudScholarRace / ProudWarriorRace: Depending on the caste.
* ThePurge: In Revised, the Fourth Generation ur-Shulgi rises from slumber... and proceeds to eliminate those Assamites who do not revere Haqim above all else, including those who follow mortal religions (Islam is the clan's majority religion, but not the only one).
** TheMigration: The clan schisms over ur-Shulgi's interpretation of the Law of Judgment - "Judge those of Caine's blood, and punish them should they be found wanting" - which holds that ''all'' non-Assamite Kindred have been found wanting, are ultimately a blight on existence, and should be eliminated. As much as a third of the clan, not on board with the idea of Kindred genocide, and/or wishing to practice their mortal religion, petition for membership in the Camarilla. In addition, the dispossessed, those Assamites independent of the clan's hierarchy, see ''their'' numbers rise to about a third of the clan, as a sizable number of Assamites decide they want nothing to do with ur-Shulgi, the Camarilla, ''or'' the Sabbat.
* {{Retcon}}: In their original clanbook, the Assamites were portrayed as a fanatical cult of Kindred assassins; later writeups retconned this as a faction within the larger clan.
* SuperSpeed: Both the warriors and viziers possess Celerity.
* UndeathlyPallor: Subverted; unlike other vampires, Assamites actually grow steadily darker as they age, to the point that elders look as though they've been carved from obsidian.
** Al-Ashrad, leader of the sorcerer caste, is the sole exception, having pale white skin. None of the other Assamites know why.
[[/folder]]

[[folder: Followers of Set]]
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/4b57377c5a69e51c634a90dba9ba0f01.png]]

A cult believing themselves to be the vampiric descendants of the Egyptian god Set, the Setites devote themselves to corrupting others, human and vampire alike. In this way, they gather new recruits for the cult and prepare the world for the return of their infamous founder.

* BlueAndOrangeMorality: The Path of Typhon, which takes the process of corruption, humiliation and gradual devotion to Set into truly bizarre levels.
* BreakTheHaughty: How most mortal devotees are taught the Path of Typhon, via their future sires going out of their way to completely ruin their lives and push them towards "The Revelation of the Void," whereupon the future member of the cult is stripped of all worldly attachments and devoted entirely to Set.
* TheCorrupter: The Clan's [[PlanetOfHats hat]]; religiously devoted to spreading corruption in order to attain new members for the cult, they will use any methods imaginable: money, power, sex, drugs, knowledge- anything, so long as it ensures the moral decay of a victim and further devotion to the cult. The Path of Typhon often requires that this become part of the embrace, with some prospective sires seeking out individuals vulnerable to corruption in some way and orchestrating their downfall prior to inducting them into the clan- Maria Kenyon and the Psychiatrist and Mystic Artist templates from the Followers of Set Revised Clanbook being prime examples.
* EnemyCivilWar: There are three main bloodlines among the Setites, and they despise each other. The normal Followers, who serve Set, the daitya (Blasphemers), who serve Shiva, and the Serpents of the Light (Cobras), who believe Set to be their enemy.
* UsefulNotes/{{Gnosticism}}: The default Setite belief system resembles the Gnostic one: to the Setite mind, the truth of the universe, that all are able to become [[AGodAmI as powerful as gods]], has been concealed by the Demiurge and his Aeons, who have imposed false systems of law and morality to hide the truth and enslave humanity. It is Set and his childer's goal to cast down the Demiurge and reveal the truth. Other Setite bloodlines share the belief in becoming as gods, even if their loyalties aren't with Set.
* TheHedonist: The Path of Typhon requires that its followers spend time indulging their desires to the fullest; however, this is in order to realize that their desires ultimately have no real hold over them.
* IHaveManyNames: Set, otherwise known as Sutekh, Typhon, Jormundgandr, Nergal, Dis, and many others.
* LaserGuidedKarma: [[spoiler: Gehenna was ''not'' kind to the Serpents]]:
** [[spoiler: In "Nightshade," the Setites finally succeed in bringing Sutekh back from the dead. Unfortunately, he's not very impressed by the current state of his progeny, and decides that none of them are worthy of his blood: a massacre follows as the resurrected Antediluvian goes about reclaiming his blood and enslaving the few dozen survivors that remain.]]
** [[spoiler: At the end of the same scenario, Set himself forces the reincarnated Saulot to drink from the Cainite Vial, believing it will destroy him. Instead, it kills Caine, allowing Saulot to call down divine retribution on all the Antediluvians gathered there, including Set.]]
** [[spoiler: In "The Crucible of God," the Setites try and resurrect their master yet again, this time leaving the war between humans and vampires en mass for a pilgrimmage to Ombos; there, they conduct a ritual to draw Set out of the underworld, sacrificing dozens of humans and vampires alike. Though the ritual works, Set is unable to leave the underworld, so he instills a compulsion in all of his childer to join him there: mass suicides follow, with ghouls poisoning themselves and vampires incinerating themselves with gasoline or explosives. By the morning, few Setites are left on the planet.]]
* ManipulativeBastard: They control many vices, and use them against their clients.
* MasterOfIllusion: The daitya, a bloodline of the Followers from India, use this.
* OddNameOut: Their clan's formal name is technically 'Clan Followers of Set.'
* PetTheDog: The Setites are known to treat their clan's ghouls far better than other vampires do, seeing them as relative equals rather than slaves to be used then discarded when they are no longer of use.
* RedRightHand: Some clan flaws can provide Setites with these- most of them being reptilian in nature.
* ReligionOfEvil: Set is quite an evil deity, and most of them follow him.
* ReptilesAreAbhorrent: As well as being utterly vile, their symbol of choice is a serpent- and their clan-unique discipline is called Serpentis, for obvious reasons.
* ScaledUp: The Setites possess a discipline known Serpentis, allowing them to assume reptillian traits- amongst other things. At early levels, they can make their eyes snakelike and hypnotic, grow a long, forked tongue and poisonous fangs, or form hard, scaly skin; eventually, they will graduate to transforming into a six-foot-long cobra. Advanced powers are even more extraordinary, allowing a Setite to take their transformations to OneWingedAngel proportions.
** A few clan flaws have a Setite take on permanent reptilian features.
* SecretKeeper: The Serpents are the only ones who are fully aware of the Giovanni's efforts to bring about [[TheEndOfTheWorldAsWeKnowIt the Endless Night.]] For their own reasons, they keep this information to themselves.
* ShapeshifterModeLock: [[spoiler: Serpentis becomes dangerously unreliable in "Fair Is Foul," with users running the risk of being unable to shed their reptilian features.]]
* TheUnfettered: Much of the Path of Typhon involves trying to become this by casting off all customs, laws and traditional notions of good and evil.
* WeakenedByTheLight: Like Lasombra, they are weakened by bright light.
[[/folder]]

[[folder: Giovanni]]
[[quoteright:255:http://static.tvtropes.org/pmwiki/pub/images/5454279f390cab110e1a1bb5d136541c.png]]

Originally a Renaissance-era family of Italian necromancers before their embrace by the Cappadocians, the Giovanni remain a family even in modern nights, drawing new recruits exclusively from their mortal relations- which, thanks to the longevity of the family line, has expanded across the world over the past few centuries under many different names. However, much like the Tremere, they attained power as a clan by usurping it: Augustus Giovanni diablerized his sire Cappadocius and had the entire Cappadocian clan wiped out. It is for this reason- along with their necromantic practices- that few Kindred ever trust the Giovanni.

* AGodAmI: [[spoiler: As of Gehenna, Augustus Giovanni has decided to take his sire's route to godhood via the Apotheosis ritual. It fails miserably, thanks to the players.]]
* BadPowersBadPeople: The family is known for its signature discipline of Necromancy, allowing them to interact with [[TableTopGame/WraithTheOblivion wraiths.]] It doesn't automatically compel the ghosts to do what they want, however, and rather than simply convincing the wraiths to serve them, the Giovanni usually just use their powers to enslave the spirits by either torturing them, using their loved ones as leverage, or otherwise manipulating their emotions by doing things like [[ILoveTheDead screwing the ghosts' remains.]] This can end badly for the Giovanni when the ghosts they use [[SanitySlippage occasionally go insane]] [[TheDogBitesBack and tear their tormentors apart.]] Ambrogino Giovanni's hand is know to have turned into a blighted, rotted claw from constant use of this discipline over the centuries.
* BlueAndOrangeMorality: The Giovanni follow the Path of Bones, which enforces the study of death to subdue the Beast.
* BigBadWannabe: Augustus Giovanni, especially in "Nightshade." He's a cunning strategist and the best necromancer of the modern nights... but still nowhere near as strong or as clever as he thinks he is. [[spoiler: At least part of this is due to his utter failure to actually consume Cappadocius' soul while diablerizing him, leaving him weaker compared to most Antediluvians.]] Gehenna amps up his failures tenfold: [[spoiler: in "Nightshade," he ends up reduced to hunting through the ruins of Kaymakli for a way of finishing the Apotheosis ritual and dying thanks to the players.]]
* BigScrewedUpFamily: Domestic abuse, incest, necrophilia, sibling rivalry, political infighting... it only gets worse when you take into account that the only way to achieve status among the clan is competition between family members.
** It's pointed out the Giovanni are as sadistic, warped, and degenerate as the most depraved of ghoul families beneath all the airs they put on, to the point that, deep down inside, they're really just like one of those inbred hillbilly families you would find in a teen slasher flick, only with ''a lot'' more money.
* BreakTheHaughty: [[spoiler: "The Crucible of God" sees the clan lose all their influence over mortal society when the existence of vampires is unveiled, and unlike the Ventrue, they aren't able to recoup their losses. For good measure, the Giovanni's headquarters in Venice are mysteriously obliterated, killing off most of their leaders and scattering the family to the four winds.]]
* TheClan: There's no getting around the fact that the Giovanni family is huge, with branches in England, Scotland, the United States, South America, and many, ''many'' others.
* CollectorOfTheStrange: They love collecting occult artifacts and keeping them around their homes.
* DroppedABridgeOnHim: In "Crucible of God," the Giovanni headquarters in Venice gets whacked with a freak storm that wipes out more than half the clan.
* FatBastard: Augustus Giovanni.
* [[spoiler: GenocideBackfire]]: [[spoiler: Unlike the Salubri, the Cappadocians really were exterminated in the purge started by their usurpers. Unfortunately, this resulted in the clan using their mastery of the Mortis discipline to take control of the underworld; worse still, fifty members of the clan successfully returned from the grave in the modern nights, rebranding themselves "Harbingers of Skulls" and swearing vengeance upon the Giovanni.]]
* ILoveTheDead: The Ventrue mock them for this.
--> '''Ventrue:''' They never learned the meaning of right and wrong. And what not to stick their cock into.
* TheMafia: Several of their branches have fingers in organized crime to some degree or another- including the Mafia, as their own [=WoD=] handbook makes clear.
* {{Necromancer}}
* NinjaPirateZombieRobot: Vampire + necromancer + the mob.
* ObviouslyEvil: They're incestuous, cannibalistic, degenerate, omnicidal vampire necromancers ([[ArsonMurderAndJaywalking not to mention bankers]]) with penchants for sadism, necrophilia, slavery, domestic abuse, high finance backstabbing, and all other kinds of nasty stuff. [[TheMafia They're involved in organized crime]] and perform dark necromantic rituals that make even other vampires uneasy. They exterminated the clan they used to be a part of wholesale, [[ColdBloodedTorture oftentimes horrifically torturing its members in the process]], and mass murder is rather casually part of the family's MO, as it provides more resources for them to work with. Totally, one-hundred percent nice guys. [[GenreSavvy Japheth and Constancia]] could tell what [[FatBastard kind of a man]] Augustus Giovanni was the moment they met him, but failed to convince [[HorribleJudgeOfCharacter Cappadocius]] not to embrace him.
* OliveGarden
* OmnicidalManiac: [[spoiler: The Giovanni's ultimate goal is to bring about an "Endless Night," with the Afterlife and the real world merged into a single realm that they could rule. They would go about this by collecting 100 million wraiths - 50 million by tracking them down in both the real world and the Afterlife, another 50 by setting off a global nuclear war and harvesting the massive bounty of souls that would result. Then these wraiths would be used to shatter the Veil, merging the worlds. Unfortunately, it's believed that the attempt would have gone horribly wrong, killing the inhabitants of both worlds. Fortunately, Gehenna brings this plan to an end before it can get too far.]]
* OurGhoulsAreCreepier: Unlike other clans, the Giovanni use ghouling (or "the Proxy Kiss" as they call it) as part of promotion. Once a family member has been found worthy in a certain field, he or she will be made into a ghoul; after further competition- and decades of service, in some cases- the ghoul will eventually be embraced.
* ThePatriarch: Augustus Giovanni - or, as the younger members call him, "Uncle Augie."
* ThePurge: Much like the Tremere, they went out of their way to exterminate the clan they stole power from. Unlike the Salubri, no Cappadocians escaped the massacre[[spoiler:...except the ones that managed to escape an in-clan purge almost a millenia ago.]]
* {{Sadist}}: Comes up so often in the family that they might actually be genetically predisposed to it, and the Rossellini branch in particular (known for being forceful necromancers with skills on par with the main family) are known for this. [[BadPowersBadPeople It doesn't help that this is actually a useful thing to be when you're a necromancer, as being cruel, deviant, and emotionally manipulative is probably the easiest way to bend wraiths to your will.]]
* ScrewTheRulesIHaveConnections: Assuming they haven't already got a family member working there, the Giovanni will probably have a friend or two in the upper echelons of the local government or corporations.
* ScrewTheRulesIHaveMoney: Their wealth as a clan is second only to the Ventrue.
* SmugSnake: Augustus Giovanni.
* VampireBitesSuck: In sharp comparison to the [[KissOfTheVampire intensely pleasurable bites]] of other vampires, Giovanni bites are extremely painful to mortals. Of course, with their connections and regular access to corpses, it's rarely a problem for the clan. In fact, the real problems with their feeding habits come from the fact that the Giovanni bite is also painful to the Giovanni itself, as is any type of feeding that does not involve the direct sources of blood.
* VillainousIncest: Let's just say that Giovanni vampires can take "Inbred" as a flaw and leave it at that.
* UncannyFamilyResemblance: [[spoiler: "Fair Is Foul" has the Giovanni clan start to resemble the Cappadocians, their bodies showing advancing signs of decay as Gehenna continues.]]
* UndeathlyPallor: An optional merit for a Giovanni gives them as a clan weakness (and thus restores the KissOfTheVampire that most in the clan lack). However, as this is a throwback to the Cappadocian clan, this results in some level of distrust from other Giovanni.
* ZeroPercentApprovalRating: Likely the single most despised clan of all in modern nights, only barely tolerated by the Camarilla and the other Independents, and have at least two minor bloodlines actively working against them. Almost none of the other clans have anything nice to say about the Giovanni in their respective handbooks, with clan stereotypes often degenerating into [[TheReasonYouSuckSpeech Reason You Suck Speeches]]: those who don't regard them with suspicion invariably regard them with contempt and mockery, painting them (quite accurately) as inbred and self-absorbed, and the Malkavians go out of their way to point out that the ghosts hate them too. About the only clan that ever had any measure of respect for them were the Cappadocians, and quite a few of them weren't sure if Augustus and his family could be trusted; but they did- and [[UngratefulBastard the Giovanni diablerized their leader and killed them all]]. [[spoiler: As a result, the Harbingers of Skulls, being resurrected Cappadocians, hate the Giovanni more than any other clan in existence.]]
** Even the ''handbook'' on Gehenna hates Augustus.
-->... the most hated of all the Antediluvians- the disgusting, incestuous, bloated and selfish bastard Augustus. He's Cappadocius' biggest mistake, and nothing more than a plague on the world since his inclusion in the ranks of the damned.

[[/folder]]

[[folder: Ravnos]]
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/98f72077defd2521bc3eb8ac720701bb.png]]

Gypsies, criminals and tricksters, the Ravnos are a clan trusted by few- and for good reason. They were among the hardest hit by the Week of Nightmares, when their Antediluvian awoke from his slumber and wrought havoc across India before finally being brought down by the Technocracy; thanks to their founder's predations and death, few Ravnos remain in the Final Nights.

* BlueAndOrangeMorality: The Ravnos embrace the Path of Paradox, which- in the original Indian version- is most definitely this. The western variant... Not so much.
* ConMan: A role they excel in.
* DeadpanSnarker: Quite a bit of the revised Ravnos clanbook was snarking at the others. Comes of being a clan of jokers to start with and then [[StepfordSnarker having little left to lose]] after the [[WhamEpisode Week of Nightmares]].
* ItAmusedMe: Actually enforced by the western branch of the clan.
* KarmicTrickster: Also something they excel in.
* LastOfHisKind: After the Week of Nightmares, their numbers are much reduced, though by how much depends on the book.
* MasterOfIllusion: Through their mastery of the Chimerstry discipline.
* MrViceGuy: By default, all heroic examples of the clan have some kind of vice they are associated with. It takes a willpower check to avoid indulging in it.
* {{Romani}}: What the western branch tends to draw most of their embraces from in the modern nights.
* WoundedGazelleGambit: A tactic they commonly employ following the Week of Nightmares.

[[/folder]]

!"Extinct" Clans
[[folder: Cappadocians]]
[[quoteright:312:http://static.tvtropes.org/pmwiki/pub/images/fee09e4d74e6fce91e7dd8aaabcee9ab.png]]

Known as Graverobbers, the Cappadocians were the original Clan of Death, scholars who sought to understand the secrets of death and undeath. In pursuit of that goal, they brought the Giovanni family into the clan - only to have Augustus Giovanni diablerise the Antediluvian, and the Giovanni wipe out the Cappodocians.

* [[spoiler:AGodAmI]]: [[spoiler:Cappadocius received a vision which he interpreted to mean he should ''diablerise God'', and sought to put it into practice.]]
* BadassBookworm: Scholarship was prized among the clan.
* DreamingOfThingsToCome: Some Graverobbers were prone to crippling and maddening prophetic visions which the Cappadocians who didn't deeply repress the traumatic memories identified as the eventual destruction of the entire clan. [[{{Foreshadowing}} Cappadocians of Giovanni lineage were known to be strangely untouched by this phenomenon.]]
* {{Necromancer}}
* [[spoiler: NotQuiteDead]]: [[spoiler: More and more so in later books. The Samedi are implied to be survivors of the Cappadocians who escalated their clan weakness to better hide themselves from the Giovanni. The Mla Watu bloodline in Africa is also heavily implied to be splintered off from the Cappadocians. Then there are the [[MultipleChoicePast Harbingers of Skulls]]...]]
* ProudScholarRace: They were arguably the most passive (if not quite outright benevolent) of the clans. Needless to say, in the [[CrapsackWorld Classical World]] [[ExactlyWhatItSaysOnTheTin of Darkness]], they, along with the [[TokenGoodTeammate Salubri]], were [[spoiler:[[NotQuiteDead (supposedly)]]]] wiped out first.
* UndeathlyPallor: Their clan flaw was an enhanced version of the one that afflicts most vampires - they can't even spend blood to temporarily appear alive. In some cases, it would progress to [[BodyHorror their bodies beginning to rot]] - this leads some of the older vampires to think that the Samedi and the Harbingers of Skulls are descended from the clan. [[spoiler: The former might be, and the latter definitely are.]]
[[/folder]]

[[folder: Salubri]]
[[quoteright:375:http://static.tvtropes.org/pmwiki/pub/images/3dece52e6dde55868e0b1061ab6a9215.png]]

Known as Unicorns, the Salubri were carers and protectors, divided into three castes: healers, warriors and watchers. They were the peacemakers in ancient times, before their founder, Saulot, was diablerized by Tremere in the 12th century. Following a massive smear campaign painting them as [[YourSoulIsMine soul-sucking horrors]], there are few healer Salubri left alive. Meanwhile, Adonai, a surviving warrior Salubri, was so angry at the Tremere that in order to seek his revenge he sided with the Sabbat and sired numerous childer to aid him. As such, there are about a hundred Salubri ''antitribu'', who wield a corrupt form of the warrior caste's Valeren. Most of the watcher caste remains where it always has, hidden in the Far East seeking secrets.

* AscendedDemon: Saulot himself, having reached Golconda; the surviving healer Salubri aspire to reach this state.
* BerserkButton: The warriors of the Salubri despise the Baali, and even gentle Saulot viewed them as an abomination. For diablerizing Saulot and branding them as outcasts, the Tremere are similarly loathed.
* BigGood: Saulot, in most interpretations of the character- including two out of the four Gehenna scenarios. [[spoiler: A third, "Fair is Foul," reinterprets him as a Machiavellian schemer; he's still more benevolent than most Antediluvians, but a lot darker than he was when still in a state of Golconda.]]
* DefectorFromDecadence: Inverted - Adonai, burning with a need to punish the Tremere, defected ''to'' decadence by joining the Sabbat and founding the Salubri ''antitribu''.
* FlamingSword: A signature Velaren discipline lets a vampire coat any melee weapon with his blood, turning it into a blazing weapon that inflicts aggravated damage.
* FriendlyNeighborhoodVampire: The healers are likely to invoke this, as their weakness is that they lose health if they feed from an unwilling victim.
* HealingHands: Obeah, the healers' signature discipline, can let them heal wounds (physical or psychological) or deal with pain.
* HeroWithBadPublicity: The Tremere smeared them as soul stealers.
* KnightInSourArmor: Playing a Salubri who's dedicated to being the FriendlyNeighborhoodVampire has a 99% chance of being this trope. Being haunted by both Camarilla and Sabbat and even bloody [[MageTheAscension mages]] will take quite a toll on any Salubri sooner or later. The Vampire Storytellers Companion provides information about the magi's involvement.
--> "This isolation proved his undoing, however. At some unknown point in time, he entered Torpor, perhaps voluntarily. During the Middle Ages, a group of power-hungry magi unearthed Saulot's resting place. The most powerful of these magi slew the Ancient, slaking his own thirst on Saulot's blood. It's said that Saulot didn't resist, knowing that it was his time to pass. To complete the deed, the cabal of magi hunted Saulot's childer to near extinction.The modern Salubri are the lineage of those of Saulot's brood who managed to escape the purge led by the magi, at least according to what information they told others. The magi are believed to hunt them to this very night, and likely have some connection to the Tremere."
* ThePurge: The entire European clan was a victim of this, courtesy of the Tremere and their allies.
* ThirdEye: This opens whenever a 2nd level or higher Discipline of the Obeah or Valeren discipline is used.
* TokenGoodTeammate: To the ''entire vampiric race.'' They were even all but wiped out by the [[TokenEvilTeammate Tremere.]]
* WhatIf: ''V20 Dark Ages'' poses the question of what would happen if the Salubri reunified during the 13th century. [[spoiler:The modern day setting would be one where the Sabbat is ascendant, headed by the Lasombra, Salubri and Tzimisce - and thanks to the Salubri presence, calmer and more philosophical than it currently is - while the Camarilla is limited to the American South and some European cities.]]
[[/folder]]

!Bloodlines
[[folder: Ahrimanes]]
An all-female bloodline that consisted entirely of female former Gangrel, the Ahrimanes began with a single Gangrel ''antitribu'' who renounced both sects and her own clan, altering her own vitae with unknown magic and becoming the first Ahrimane. These vampires were incapable of siring, but could turn other vampires into one of them.

* AmazonBrigade: An all-woman bloodline who dressed for combat and did not shy away from violence.
* [[BeastMan Beast Woman]]: Not uncommon, given that they were all former Gangrel, and any animal-like features incurred before becoming an Ahrimane would have gone unchanged.
** AnimalEyes: A common form of the above; notably, their founder possessed cat-eyes as a result.
* TheBeastmaster: Left over from their Gangrel origins.
* DeepSouth: Most or all of the Ahrimanes made their havens in this part of the country.
* DoesNotLikeMen: There were no male Ahrimanes, because the bloodline's founder had no interest in converting them. It's technically possible, but no one has ever done it.
* FantasticRacism: In addition to their hatred against men, they also dislike whites. They almost never Embraced white women, and often attacked whites unprovoked.
* NatureSpirit: Spiritus, the Ahrimanes' signature Discipline, allows the user to get in touch with these, from which vampires (being undead abominations) are usually barred.
* [[OneGenderRace One-Gender Bloodline]]: All Ahrimanes were female, although this is by choice rather than a requirement.
* {{Retcon}}: According to ''V20 Dark Ages'', the modern Ahrimanes were the resurrection of a Dark Ages bloodline who traced their origin back to one of the [[Myth/NorseMythology Valkyrje]].
[[/folder]]

[[folder:Anda]]
A Gangrel bloodline who Embraced from the Mongols, seeing themselves as protectors of their mortal kin. Fell into decline after the death of Kublai Khan, and are believed extinct by the present day.

* TheBeastmaster: Animalism.
* FriendlyNeighborhoodVampire: More for pragmatic reasons than anything else, recognising the need to keep their tribe-cum-herd defended.
* InitiationCeremony: Candidates for the Anda Embrace would be bathed in a river, a ritual funerary bathing in the Mongol tradition.
* SuperToughness: Fortitude.
* VoluntaryShapeshifting: Kept Protean as one of their bloodline disciplines.
[[/folder]]

[[folder: Baali]]
Devoted almost entirely to the worship of demons and the spreading of carnage and corruption, the Baali are among the most twisted of all bloodlines. Their past is often mired in contradiction and myths: some stories state that they began with a rogue vampire calling upon demonic forces to wage war on the other clans; others claim they stem from an ancient cult devoted to appeasing a race of ancient demi-gods known as the Children; others still accuse Ashur or even Saulot of creating them.

* TheCorrupter: They attempt to corrupt the Camarilla and Sabbat to serve their masters, and if that doesn't work, [[KillEmAll kill them.]]
* CrossMeltingAura: The "Unholy Aura" merit takes this trope to the extreme. Holy relics crumble in their touch, holy men and women flee in terror, and places of worship are corrupted to evil. This doesn't stop their clan flaw, however.
* DealWithTheDevil: Many of their powers stem from this.
* DevilInPlainSight: They often pose as Tremere, helped by the fact their blood may well descend from Saulot.
* EldritchAbomination: The Children; a cabal of primeval beings native to the darkness that existed prior to the creation of the world, they were almost wiped out by "Let There Be Light." Falling to the newly-created earth, the survivors burrowed into the earth and sealed themselves away there; eventually, humans discovered the sleeping monsters and began to worship them in the hopes of gaining some of their godlike power- up until they realized that doing so was actually bringing the Children dangerously close to wakefulness and TheEndOfTheWorldAsWeKnowIt. So, in a desperate attempt to lull them back to sleep- and keep drawing power from them without fear of death- their worshippers set about comitting horrific acts of mass-murder and rape. According to the clanbook, the Baali are merely the latest in line to carry on their worship.
* FliesEqualsEvil: A particularly horrific Baali sect known as the Avatars of the Swarm embrace this trope wholeheartedly. They do not follow the Children or any of the other usual demonic entities that the Baali worship; instead, they devote themselves to the propagation of vast swarms of ghoul flies, even using human prisoners as incubators for the larvae. Favoured devotees are often haloed with clouds of insects (the Lord of the Flies flaw). Some members of the sect even make themselves into broodmothers for the swarms, allowing themselves to be used as incubators and ritualistically cutting themselves open to release the matured flies- over and over again. As for the unique embrace for this particular sect... it requires an OrificeInvasion. [[spoiler: In the introduction to the clanbook, the orifice of choice is the urethra.]] Enough said.
* HolyBurnsEvil: The bloodline weakness; one way or another, they're particularly vulnerable to true faith, whether it's more effective against them or causes them more damage.
* InitiationCeremony: Baali have arguably the most disturbing initiation ceremony of all clans or bloodlines. It starts with a prospective sire gathering a huge pit of decomposing corpses; then, a human heart will be filled with the sire's blood and buried at the very bottom of the pit; finally, the selected childer will be drained almost to death and flung into the pit. In order to survive, would-be-recruits have to crawl (or, depending on the consistancy of the bodies, ''[[NauseaFuel swim]]'') through the corpses until they can find it and drain it. If they fail, they join the bodies mouldering in the pit.
* MultipleChoicePast: More so than most, even given the number of retcons over the line's history. Did they originate in the Second City or Ashur? Were they founded by a corrupt member of the Fourth Generation who turned to infernalism, or were they spawned by one of the Third Generation? If it was one of the Third Generation, was it Cappadocius, Saulot, the Tzimisce Antediluvian, or someone unknown? And how many 'original' Fourth Generation Baali were there - one, three, four, or thirteen?
** The Baali's own take, as presented in the Baali clanbook and ''The Black Hand: A Guide to the Tal'Mahe'Ra'', is that one of the Third Generation came to the Children-worshipping city of Ashur, and vastly displeased by the pettiness of their evil, massacred the whole city, tossing them into the well where they'd made their sacrifices to the Children. He then let some of his blood flow into the well, that some might be Embraced to remember his lesson, creating the first Baali. Even then, however, there are multiple versions of just what happened.
* MySpeciesDothProtestTooMuch: ''The Black Hand: A Guide to the Tal'Mahe'Ra'' presents two factions of Baali: the infernalists everyone knows and hates, and the anti-infernalists, who are out to stop the infernalists from breaking the world, and are more than willing to eradicate them with extreme prejudice in order to do so. Neither side is ''good'', both performing monstrous deeds in pursuit of their goals, but [[BlackAndGrayMorality one side serves demons and the other side is hellbent on eliminating them]].
* RedRightHand: The "Touched From Beyond" flaw, in which the Baali's interaction with demonic forces begins to manifest on his body; this can range from the relatively subtle (warts, club feet, foul smell) to the obviously supernatural (rotting skin, additional limbs, or vestigial wings).
* ReligionOfEvil: ''Every'' faith espoused by the Baali.
* SealedEvilInACan: The Children, again. Unusually for this trope, virtually nobody, including most Baali, wants them unsealed.
* TheUnfettered
* ZeroPercentApprovalRating: I mean, the Giovanni are hated by everyone, but when it comes to the Baali, [[EveryoneHasStandards most everyone's]] policy is [[KillEmAll kill on sight.]] It's a measure of just ''how'' hated the Baali are that, in ''The Black Hand: A Guide to the Tal'Mahe'Ra'', the Black Hand goes to extreme lengths, even by vampire standards, to ensure that the leader of the anti-infernalist faction is telling them the truth, including mentally and physically torturing him, thaumaturgically binding him, and ensuring that he and all the members of the faction are blood bound to patrons among the Black Hand, and even then there's still a good chunk of the Hand who want him killed painfully.
[[/folder]]

[[folder: Blood Brothers]]
A Sabbat bloodline created by Tremere and Tzimisce sorcerers to serve as shock troops. They're created in batches via magic, as they're unable to Embrace. Their creation process removes much of any individuality or creativity they might have possessed - anyone who comes through with their personality remaining gets killed. They operate in groups, and have usually been fleshcrafted to look alike.

* BodyHorror: A frequent result of their discipline, Sanguinus, as it allows them to share body parts with each other.
** BlobMonster: What a group of Blood Brothers can become with the highest level of Sanguinus. If left to their own devices, they will remain one forever.
* CreativeSterility: To the extent that it renders them DumbMuscle.
* HiveMind: Enabled by Sanguinus, letting the Brothers share their abilities and senses, and communicate with each other via telepathy.
* MagicPlasticSurgery: Typically receive this so they all look alike.
* SuperStrength: Potence.
* SuperToughness: Fortitude.
* {{Synchronization}}: Their weakness; when one Blood Brother feels pain, they all feel it.
* UndyingLoyalty: To their handlers, and to the Sabbat.
[[/folder]]

[[folder: Bonsam]]
Once, there was a hunter who stumbled upon a darkness from before time. Seeking a material host, the darkness poured into the hunter, succeeding only in killing him... but the hunter rose again the next night as one of the undead, now animated by the darkness.

Such is the story of the first of the Bonsam, a Dark Ages African bloodline. However, the original hunter claims he never Embraced... which, if he's telling the truth, raises some interesting questions about the bloodline's origins.

The Bonsam themselves are typically lone hunters who are extremely territorial about their chosen domains, expecting vampiric trespassers to leave immediately.

* TheHermit: Bonsam aren't the sociable type; even when they sire childer, they leave them on their own to learn the basics before approaching them. If the childe doesn't make it, they obviously weren't up to scratch.
* {{Invisibility}}: Having Obfuscate means they don't give their prey a chance to see them coming.
* StealthExpert: Such that their epithets are "Stalkers" and "Unseen".
* SuperStrength: Potence.
* VoluntaryShapeshifting: Via the Abombwe Discipline.
[[/folder]]

[[folder: Danava]]
The Danava are Indian "cousins" to the Ventrue (both claim the other to be descended from them). Priest-kings in their native lands, they seek to use their Thaumaturgy to attain some form of transcendence, becoming something greater.

* AGodAmI: Some Danava claim to be ''asuras'' (demons) in human form. Others claim to be descendants of the goddess Danu. All seek transendence of their mortal form.
* BloodMagic: Thaumaturgy.
* CharmPerson: Like their "cousins", they're wielders of Dominate.
* TheFettered: The Danava abide by the order the gods have set down, and find the idea of breaking oaths to the gods utterly abhorrent.
* SuperToughness: Fortitude.
[[/folder]]

[[folder: Daughters of Cacophony]]
An all-female bloodline of singers known as the Sirens. They do not work with either faction, and are disinterested in the Jyhad.

* AmazonBrigade: They are mostly women.
* BrownNote: Can evoke this with their songs and their Discipline, Melpominee.
* IncessantMusicMadness: Their weakness means they always hear music, making Perception rolls difficult.
* [[OneGenderRace One Gender Bloodline]]: Subverted; there is nothing preventing them from recruiting men, and during the Victorian era, they did. But the men all disappeared at one point and they stopped embracing them after that.
** The V20 corebook leaves the possibility of male members of the bloodline open, even having a name for them: The Sons of Discord.

[[/folder]]

[[folder:Gargoyles]]
In the Tremere's early nights, they found themselves in combat with the Tzimisce, who were... displeased, to say the least, at the Tremere's using Tzimisce in their rituals. As a consequence, they sought to create potent servants to protect them, and discovered a way to transform certain vampires (Gangrel, Nosferatu or Tzimisce) into Gargoyles. Eventually, many broke free of the Tremere's magics, becoming independent. They also developed the ability to Embrace mortals into their ranks as well.

* BeautyToBeast: Typically somewhere in their origin.
* BodyHorror: The Gargoyle change. Yes, even for former Nosferatu. Gargoyle wings come from ''somewhere'', after all...
* DishingOutDirt: The Visceratika Discipline gives them a certain amount of power over stone - they can see throughout structures, and merge with and move through stone.
* EvenEvilHasStandards: Other Kindred don't like discussing where the Tremere's original Gargoyles come from.
* {{Flight}}: A Gargoyle-specific Discipline, though they tend to see it as simply part of what they are.
* NightmareFace
* OurGargoylesRock
* SuperStrength: Potence.
* SuperToughness: Fortitude, primarily, although one Visceratika power allows them to bolster it.
* TraumaInducedAmnesia: The typical result of Gargoyle creation, thanks to the magic involved.
* TurnedAgainstTheirMasters: Free Gargoyles.
** Then again, Tremere [[ManchurianAgent indoctrination runs deep]], and most Gargoyles retain subtle programming so that, if nothing else, they won't defect to the Sabbat. So in spite of their animosity, most Freemen join the Camarilla, where the Tremere can keep an eye on them.
* WasOnceAMan: Or vampire, depending on their origin.
* WeakWilled: In addition to being hideous, Gargoyles are highly susceptible to mind control, from any source. A product of Tremere practices ingraining a slave mentality onto the bloodline.
[[/folder]]

[[folder: Harbingers of Skulls]]
A mysterious cabal of necromancers and sorcerers, the Harbingers of Skulls are commonly allied with the Sabbat- but only out of convenience. Though there are only fifty Harbingers in existence and none of them have ever embraced, their proficiency in magic and necromancy makes them a force to be reckoned with. Dessicated and corpselike, the few members willing to talk have claimed that they have actually escaped from the Underworld to inhabit the bodies of corpses, and are now seeking vengeance against the clan that wronged them...

* BackFromTheDead: What they claim. [[spoiler: It turns out they're telling the truth; more to the point, they're actually Cappadocians - hence their vendetta against the Giovanni.]]
* BerserkButton: The Giovanni. Also, the Tzimisce strongly advise against offering to repair their faces with Vicissitude; even being marginal allies with the Sabbat doesn't stop them from retaliating violently.
* BlackCloak: Most of them tend to wear cloaks and shrouds, partly to hide their dessication but mostly to make dramatic impressions.
* LeanAndMean
* MalevolentMaskedMen: Many of them wear ceremonial masks.
* MultipleChoicePast: Though it's clear that [[spoiler: they're actually resurrected Cappadocians]], their origin stories tend to change slightly in different books: [[spoiler: in most, they're just victims of the Giovanni and out for revenge; however, in the Gehenna scenario "Nightshade," they're actually survivors of "The Feast of Folly" and comprised of the clan rejects sealed at the bottom of Kaymalki by Cappadocius himself.]]
* {{Necromancer}}
* NightmareFace: They look downright repulsive.
* OhCrap: Tends to be the last words of any Giovanni unlucky enough to cross their path.
* TheReveal: ''The Black Hand: A Guide to the Tal'Mahe'Ra'' reveals [[spoiler:there's another faction of the bloodline which isn't interested in avenging themselves on the Giovanni, instead preferring to focus on necromantic pursuits. This branch of the Harbingers ''does'' Embrace in order to stay abreast of the living world]].
* RoaringRampageOfRevenge: Against the Giovanni [[spoiler: and any of the other clans who allowed the Cappadocians' destruction to go unpunished.]]
* SkullForAHead: Thanks to the decay of their bodies, the Harbingers are just a thin layer of tattered skin away from being a clear-cut example of this; they already sport a very unnerving death's head grin.
* TookALevelInBadass: [[spoiler: In unlife, the Cappadocians were inquisitive scholars with little interest in anything beyond their studies. Betrayal, Final Death and the return from the Underworld transformed them into a driven, vengeful army of necromancers hell-bent on destroying those who wronged them.]]

[[/folder]]

[[folder: Impundulu]]
The Impundulu are another Dark Ages African bloodline who do not claim descent from Caine; their founder was a necromancer who was killed by a spirit and rose to undeath thanks to the power it had left in him.

* {{Glamour}}: Have Presence as a bloodline Discipline.
* {{Necromancer}}: Their founder was, and they've inherited his talent for it.
* PickyPeopleEater: The Impundulu can only feed off their founder's revenant descendants, the Bomkazi family of witches (fortunately, the Bomkazi's powers allow them to heal, meaning a given Impundulu needs only a few to feed off). However, the Impundulu are running into problems, since the Bomkazi are either becoming so inbred they're developing problems or so distant from the family their blood can't sustain the Impundulu.
* SuperToughness: Fortitude.
[[/folder]]

[[folder: Kiasyd]]
A fae-blooded offshoot of the Lasombra, the Kiasyd are only nominally Sabbat; their interests lie elsewhere, and there are so few Kiasyd that they often remain cloistered in their havens, undisturbed, for as long as their unlife lasts. Kiasyd are obsessed with the accumulation of knowledge, often on esoteric subjects like Wraiths, the Fae, and the afterlife.

* AffablyEvil: Tending more towards "Neutral" than "Evil."
* BlackEyesOfEvil / PurpleEyes
* {{Bookworm}}: A clan-wide example, as Kiasyd can happily spend centuries in their own well-stocked libraries.
* CastingAShadow: They wield Obtenebration.
* TheFairFolk: Right down to their clan weakness being [[ColdIron weakness to iron]].
* LonersAreFreaks: Their only interaction with others is generally limited to their own clan.
* NonActionGuy: Individual Kiasyd may or may not have combat abilities, but even those associated with the Sabbat prefer verbal to physical sparring.
* PointyEars: A hint to their fae heritage.
* {{Retcon}}: ''V20 Dark Ages'' retcons what the Kiasyd historically were, saying that in times past, they were what happened when a vampire successfully Embraced a faerie-blooded human, and any childer they sired would likewise be Kiasyd. Each "first generation" Kiasyd got Mytherceria plus two Disciplines from their sire's clan, along with some physical mark of their faerie nature, which they passed on to their childer. The established bloodline was a Lasombra-descended version with particularly noticeable markings. ''The Black Hand: A Guide to the Tal'Male'Ra'' says the established bloodline took the Kiasyd name for themselves, while other faerie-blooded vampires became known as the Maeghar.
* SacredHospitality: They pride themselves on being gracious hosts, so long as the guest meets their intellectual expectations.
* UndeathlyPallor: More so than other vampires, as their skin faintly glows in the moonlight.

[[/folder]]

[[folder:Lamia]]
A Cappadocian bloodline, almost exclusively comprised of women, who served as bodyguards for their parent clan. They were effectively wiped out following the Giovanni's usurpation, with the last known dying in the 18th century.

* AmazonBrigade: Between most Lamia being women, and their role as bodyguards for the Cappadocians, they were pretty much this.
* {{Necromancer}}
* PoisonousPerson: Their bloodline weakness; they were carriers of a wasting disease, and ran the risk of spreading it to those they fed on.
* SuperStrength: Potence.
* SuperToughness: Fortitude.
[[/folder]]

[[folder:Lhiannan]]
A Gangrel bloodline said to have been created from a fusion between a vampire known as the Crone and a spirit of the forests. Never very numerous, they were all destroyed by the end of the 14th century... though as so often with the Kindred, there are rumors of their return in modern nights.

* TheBeastmaster: Animalism.
* BloodMagic: Ogham, their bloodline discipline, which allows them to call on spirits to assist them in certain ways.
* NatureSpirit: Every Lhiannan is bound to a fragment of the spirit that joined with their founder, making them easier to spot with Auspex.
[[/folder]]

[[folder: Nagaraja]]
Long ago, a Middle-Eastern death cult - who may or may not have been [[TabletopGame/MageTheAscension death-mages]] - became fascinated by unlife and vampiric undeath, eventually becoming vampires themselves. Necromancers and thaumaturgists, they are few in number and obsessed with the secrets of death, to the point that, until recently, they made their havens in the [[TabletopGame/WraithTheOblivion land of the dead]].

* HorrorHunger: Even more so than other vampires. They don't just drink blood, they have to eat human flesh.
* ImAHumanitarian: See above.
* LonersAreFreaks: Not only is the bloodline independent from both the Camarilla and the Sabbat, but the individual members are rarely in contact and have no overall organization.
* {{Necromancer}}
* SlasherSmile: Intentionally averted by the Nagrajara, who avoid smiling since they have jagged, pointed teeth instead of the usual retractable fangs.

[[/folder]]

[[folder: Noiad]]
A Gangrel bloodline who served as defenders of a nomadic tribe called the Samí. Unfortunately, in the name of protecting their mortal flock, the Noiad drove them almost to destruction, pushing them away from the herds that would sustain them. Their weakness prevented them from feeding on animals.

* AuraVision: Auspex.
* TheBeastmaster: Thanks to Animalism.
* FriendlyNeighborhoodVampire: Subverted; the Noiad ended up almost destroying the Samí in the name of protection.
* {{Seers}}: Had a preference for Embracing mortal diviners among their kin.
* VoluntaryShapeshifting: Thanks to Protean.
[[/folder]]

[[folder: Ramanga]]
A Dark Ages African bloodline born from a DealWithTheDevil between a sidelined royal daughter and a dark spirit, the Ramanga seek to ensconse themselves as the powers behind mortal thrones.

* CastingAShadow: With Obtenebration.
* EvilChancellor: Their preferred role, controlling mortal rulers as {{Puppet King}}s.
* {{Glamour}}: Thanks to Presence.
* ManipulativeBastard: How they generally operate.
[[/folder]]

[[folder: Samedi]]
A bloodline of unknown origin, but speculated to be an offshoot of the Giovanni clan due to their links to necromancy, death and decay, the Samedi all share one thing in common in that they all look like they are in a constant state of decay, which only gets worse the older they get.

* BodyHorror: To an arguably worse level than the Nosferatu, the Samedi become increasingly more decomposed and dead-looking as the time goes on, even to the point of making social interaction too difficult due to physical limitations.
* {{Necromancer}}
* VoodooZombie: While not zombies per se, the Samedi will eventually come to look like them as they grow older, and they have strong ties to voodoo magic.
[[/folder]]

[[folder: True Brujah]]
An offshoot of the normal Brujah clan that claims its origins as the 'original' clan, either as vampires sired by the original Brujah antediluvian (known as Ilyes) or their childer. As such, they consider themselves the true clan Brujah. It is unknown if this is true or not; certainly the bloodline bears some similarity to the Brujah clan proper (They share two of their three disciplines, and Celerity bears similarity to Temporis). Others claim the story is a smear job. Either way, they seem to be freed from the blood of Troile's weaknesses; they are as unaffected by the clan flaw of the main Brujah clan. Due to this, they are extremely logical and emotionless, a direct contrast to the main clan.

* BadassBookworm: Tend to be much more cerebral than the regular Brujah, while still retaining the same martial prowess.
* BlackSheep: It is heavily implied in one of the ''Gehenna'' scenarios [[spoiler:that Ilyes did only sire Troile, meaning the claim that the True Brujah are the direct bloodline from Ilyes himself is an outright fabrication. As such, it is also implied that Ilyes hates the True Brujah ''even more'' than the normal clan.]]
* DangerousForbiddenTechnique: A lot of the high-level abilities provided by Temporis are insanely powerful, but take a toll on the user's body and can cause him to die if he doesn't stop it at the right moment.
* FantasticRacism: They are ''not'' fans of the regular Brujah, who they see as "Troile's bastards".
* TheMole: A lot of them actually hide within the ranks of the main Brujah clan, in order to bring them back into the fold when the time is right.
* TheSpock: Quite apart from their calm, analytical minds, True Brujah have a hard time even summoning the slightest emotion, much like their original sire.
* TimeMaster: Through the Temporis discipline.
[[/folder]]

[[folder: Caitiff]]
Technically not a clan or even a bloodline, Caitiff are pure and simple clanless vampires. Often castoffs from vampire society and almost universally looked down on, Caitiff often have a ''very'' hard time getting by night by night simply due to the fact that nobody wants them. While their lack of clan ties cuts them off from their clan benefits, however, they are not affected by the clan flaws of their sire's clan either.

* BlackSheep: Usually just get abandoned by their sires after embrace due to the lack of clan traits displayed. The Nosferatu in particular are disgusted by their embraced Caitiff due to this.
* ButtMonkey: Literally the lowest kindred on the vampire chain aside from thin-bloods (who often tend to be caitiff themselves). Vampire society isn't exactly kind to anyone, but these people get it worse than anybody.
* ClapYourHandsIfYouBelieve: A minor example. Caitiff are not traitless Vampires, and their pre-conceptions about Vampires have a tendency to influence them somewhat. This not only influences strengths and weaknesses, but is the canon explanation for the disciplines they have when sired.
* IHateYouVampireDad: Not surprising with how much their sires usually hate them.
* ParentalAbandonment: Often simply get abandoned shortly after getting embraced- not a good thing if you live in a Camarilla city.
[[/folder]]

[[folder:Children of Osiris]]
The Children of Osiris are more of a sect than a clan or bloodline, focused on learning how to overcome the Beast and maintain Humanity. Vampires join by choice, rather than being Embraced, and members of any clan or bloodline can join. Children of Osiris keep their original Disciplines and weakness, and gain access to the unique discipline of Bardo. Their founder, Osiris, was torn to pieces by Set, but was brought {{back from the dead}} by Isis, at the cost of being unable to sire new childer, which led him to found the sect.

In the Revised timeline, Osiris, now effectively [[TabletopGame/MummyTheResurrection the god of the underworld Egyptian myth held him to be]], transformed loyal members of the Children human.

* ArchEnemy: The Followers of Set. They might be willing to accept a truly repentant Setite, but so far the situation has never arisen.
* CameBackWrong: Osiris, albeit mildly so.
[[/folder]]

!Notable [=NPCs=]

[[folder:Theo Bell]]

Signature character of Clan Brujah. An escaped slave from Mississippi in life, Bell is now an archon of the Camarilla, one of its most feared and capable operatives.

* TheAce: A living legend amongst the Camarilla's archons, despite being a relatively young and high-generation vampire.
* {{Badass}}: One of the Camarilla's best fighters. He can go toe-to-toe even with ''werewolves''.
* ConsummateProfessional
* DepletedPhlebotinumShells: He uses [[KillItWithFire Dragon's Breath rounds]] for his shotgun, excellent against fellow Kindred.
* DisappearedDad: His father was taken from him when Theo's slave-owner split the slaves into different groups and sold half of them. He never found his dad again.
* HeKnowsTooMuch: Not Bell himself, but Beckett, who happens to know that Hardestadt the Elder, the actual Camarilla founder, has suffered Final Death, and that his Childe, Hardestadt the Younger, has replaced him. Therefore, Bell is tasked with destroying Beckett to keep the secret.
* {{Irony}}: Despite his role as a keeper of peace and law, his Nature is listed as Rebel.
* MySpeciesDothProtestTooMuch: A non-rebellious, cool-headed Brujah who treats everything with quiet seriousness.
* ParentalSubstitute: His Sire, Don Cerro, is this to him.
* RedBaron: 'Killa-B'
* SawedOffShotgun: His weapon of choice.
* ScaryBlackMan
* TheBerserker: According to his official character sheet, he suffers from the "Berserk" Derangement, in a strong contrast to his usual behavior.
* TheStoic: Again, contrasting the typical Brujah stereotype, he surrounds himself with an air of quiet professionalism.
* WeAREStrugglingTogether: Avoiding this is one of his primary motivations for siding against the Anarchs, even if he may sympathize with their cause.

[[/folder]]

[[folder:Beckett]]

Signature character of Clan Gangrel, alongside Ramona. A Noddist historian. Basically, he studies the origin of vampires.

* AdventurerArchaeologist: A Noddist specifically, who seeks to find the true origins of vampires.
* [[spoiler:AndTheAdventureContinues: He does his last job as a Noddist, which is to chronicle Gehenna.]]
* AntiHero: He really just wants to do his research.
* ArbitrarySkepticism: So you're a vampire. Of course Caine doesn't exist.
** FlatEarthAtheist: What the above turns him into. [[spoiler: He stops being one when he gets to meet someone implied to be Caine.]]
* BadassBookworm: He's an AdventurerArchaeologist and a GeniusBruiser. Do the math.
* BadassCrew: With [[CastingAShadow Lucita]] and [[MadOracle Anatole]] since they're Lasombra and Malkavian respectively.
* [[spoiler:BittersweetEnding: Beckett knows he is going to die soon but Caine alias Kapaneus gives him the opportunity to do what Beckett does best, which is to record down the events of Gehenna.]]
* TheChosenOne: [[spoiler:Appointed by Caine to see the events of Gehenna.]]
* CoolShades: It's to hide his animalistic eyes.
** SunglassesAtNight: Natch.
* DaywalkingVampire: Subverted. It still hurts him but he has a higher endurance to daylight than the majority.
* TheDrifter: He really doesn't have a place to call home. He just ups and leaves as soon as he finds something to research on.
* GentlemanAndAScholar: One of the more approachable vampires who would use manipulation as a last resort. He is also studying the origins of vampirism.
* GentlemanSnarker
* GeniusBruiser: Let's just say he would still be quite formidable even without the vampire powers.
* [[spoiler: [[GodWasMyCoPilot Caine Was My Traveling Partner.]]]]
* [[spoiler:HeroicBSOD: Is subjected to this once he realized that all his work was for naught and nothing could be done to stop Gehenna.]]
** [[spoiler: GracefulLoser: Once he recovers. It helps that he had a meaningful conversation with Caine. He accepts it as a funny joke.]]
* IGaveMyWord: Is one of the few powerful vampires who actually mean this.
* [[Really700YearsOld Really 300 Years Old.]]
* SecretKeeper: Beckett, as a scholar, knows many things that others would kill to keep hidden. However, he only uses it to be left alone.
* SuperToughness: Has a level of Fortitude that has some mistake him for a DaywalkingVampire.
* TrueCompanions: See BadassCrew for details. [[spoiler: Unfortunately, Anatole is DrivenToSuicide with an AssimilationPlot and Lucita commits a FaceHeelTurn.]]
* UnresolvedSexualTension: With Victoria Ash. [[spoiler:It would never be reconciled since she dies in the events of Gehenna.]]
* WatchingTheSunset: Inverted. He watched the sun rise for once [[AndTheAdventureContinues before he goes back to sleep.]]
* [[spoiler:WeUsedToBeFriends: With Lucita]]
[[/folder]]

[[folder:Ramona]]

Signature character of Clan Gangrel, alongside Beckett. A Gangrel Neonate who was born in a rough Los Angeles neighborhood. Turned only very recently and without the aid of a Sire, she still struggles with the difficulties of vampirism and trying to guard her humanity against the clutches of the Beast.

* ActionSurvivor: An ordinary girl thrown into the world of the Kindred without any external help. She really doesnít have much experience with vampirism at all, but she does her best to get by. Ramona and her coterie even survived a werewolf encounter once.
* AndThisIsFor: Ramona [[spoiler: Lists the names of all her fallen as she strikes down Leopold, ending with Zhavonís]].
* AntiHero: A bit cold and very troubled by her Beast, but still fairly heroic, as far as Kindred go.
* AttemptedRape: Ramona saves a human girl called Zhavon from this fate.
** RescueRomance: For a given value of ďromanceĒ, but Ramona certainly ends up infatuated with the girl she saved and repeatedly seeks her out to watch her against her own better judgement.
* [[BeastMan Beast Woman]]: Due to her Clanís curse, her early frenzies result in developing reptilian claw-feet and animal-like ears.
* BlessedWithSuck: [[spoiler: Itís her spirit sight that causes Leopold to be defeated in the end, but it also makes Ramonaís life hell.]]
* ContemplateOurNavels: You'd think a Gangrel chick straight out of LA gang life would be more of a do-type than a thinker, but you'd be wrong. Ramona is extremely introspective, beating out even some of the perpetually scheming elders around her in that department.
* DontMakeMeDestroyYou: Why she tries to avoid Zhavon, despite her obsessive desire to seek her out.
* DontYouDarePityMe: Fiercely independent as she is, Ramona is not a fan of being pitied.
* DrivenToSuicide: [[spoiler: Her past guilt and the constant torment of her spirit vision eventually make her gouge out her eyes. As she is never heard from again, one can assume this to be her end.]]
** TogetherInDeath: [[spoiler: Spirits find her in this state and take her to the afterlife to reunite with her fallen people. Perhaps she even gets to reunite with Zhavon.]]
* EarthyBarefootCharacter: Downplayed. She does go barefoot most of the time, but that is because [[spoiler: Her Gangrel curse gave her clawed feet, so few shoe types will fit her.]]
* EnemyWithin: She is initially rather prone to giving in to the Beast.
* EyeScream: [[spoiler: As mentioned: Unable to take the curse of her spirit vision anymore, Ramona eventually gouges out her eyes.]]
* ForgottenFallenFriend: A very determined aversion.
* FreudianTrio: Her little coterie in the beginning. She is the Ego to Darnellís Id and Jenís Superego.
* FriendlyNeighborhoodVampire: Refuses to indulge in the scheming ways of Camarilla or the brutality of the Sabbat and just wants to get by and keep the people she cares for safe. In gameplay terms, she is listed with Humanity 6, which equals slightly cold, but still fairly human.
* GuiltComplex: Develops an ever-growing one over the course of the story.
* HeroesLoveDogs: She does, and mentions she has to outright resist the urge to cuddle up to a doggy when she sees one.
* IfYouKillHimYouWillBeJustLikeHim: [[spoiler:Invokes this trope on ''herself'' shortly before the aforementioned EyeScream, calling herself no better than Leopold for having destroyed him, then resolves to at least be better than him in breaking free of the curse of her eyes.]]
* IHateYouVampireDad: She is ''not'' happy with what Tanner has done to her and [[spoiler: initially plots his destruction after meeting him for the first time]].
* ILetGwenStacyDie: [[spoiler: Regarding Zhavon and to a lesser extent her companions Jen, Darnell, and the rest of the Gangrel at the Gather.]]
* {{Irony}}: Extremely independent-minded as she is, she still ends up with an inseparable tie to her fellow Gangrel, going so far as to [[spoiler: end up joining their ranks in the afterlife.]]
* JerkWithAHeartOfGold: Ramona is rude, abrasive, easily offended, somewhat cold and pretty poor with words, but unlike many vampires, she very much has a conscience.
* KnightInSourArmor: For all her faults and troubles, she takes pride in being neither a thief nor a murderer and intends to keep it that way.
* {{Medium}}: After an encounter with an old Native American Gangrel called Blackfeather, she finds that she can suddenly see the connections between the material and the spirit world and the ghosts that dwell within.
* MercyKill: Ramona does this to [[spoiler:Zhavon after the latter's been deformed and crippled by Leopoldís attempts to turn her into a living piece of art to the point where even vampirism could not save her.]]
* MoralityChain: Subverted with the death of [[spoiler:Zhavon, which initially seems like such a situation, with Ramona remarking how cold and uncaring she is now feeling, but in time, she ends up being Ramonaís MoralityChain even in death.]]
* MyGreatestFailure: [[spoiler: You can guess by now whose death is this for her.]]
* OneOfTheseIsNotLikeTheOthers: The only neonate among the signature characters.
* ParentalAbandonment: Not her actual parents, but her Sire embraced her and then left her to fend for herself. [[spoiler: At least for the first few years.]]
* PowerIncontinence: [[spoiler:Ramona eventually canít turn off her spirit sight anymore, causing her to see traces of the dead everywhere.]]
* SkilledButNaive: An alright survivor and good with her disciplines, but largely ignorant of the vampiric world.
* SoleSurvivor: [[spoiler: First of her little coterie, then of the Gangrel battle against Leopold.]]
* StalkerWithACrush / StalkerWithoutACrush: Ramonaís obsession with a certain human girl causes her to watch her through the window several times and eventually even makes the Gangrel seek her out in a different town. Her reasons for this are not entirely clear: While she seems to see herself before the transformation in Zhavon and desires to protect her, she is also deeply excited by the idea of taking her blood.
* SurvivalMantra / MadnessMantra: She switches between several over the course of the story, but ''Ashes to Ashes'' is prominent.
* TheQuietOne: She doesnít talk much.
* VoluntaryShapeshifting: Exceptionally skilled with Protean for her age, as she manages to reach the fourth level of the Discipline within less than three years of vampiric existence. For the typical Gangrel Neonate, this takes at least ten years, often more, if they do not neglect their other disciplines.
* YouRemindMeOfMyself: Zhavon reminds her of her pre-Kindred existence, hence why Ramona is so protective of her.

[[/folder]]

[[folder:Anatole]]

Signature character of Clan Malkavian. Anatole seeks redemption in finding the truth about the history of vampires.

* TheAtoner: He believes that finding the origins of vampires will redeem him.
* [[spoiler:BackFromTheDead: Not that his suicide stops him from giving warnings about Gehenna.]]
* BadassPreacher: He was strong in his convictions during his life. His unlife just made him more ... devoted.
** TheFundamentalist: Not that he minds people who believe him.
* CassandraTruth: Beckett seriously should listen to Malkavians.
** IWarnedYou: Like hell vampires should have just listened to him.
* CloudCuckooLander: It comes with being a MadOracle.
* [[spoiler:DrivenToSuicide: Fused with this blob composed of other Malkavians, willingly.]]
* LivingEmotionalCrutch: To Lucita. [[spoiler: She loses it after his death. See her entry to see how badly affected she was.]]
* ReallySevenHundredYearsOld: Born 1173 CE, Embraced 1193 CE.
* TalkingInYourDreams: [[spoiler: Despite his death]] Anatole still keeps in contact with Beckett when Beckett sleeps. Though this is just because Gehenna is starting.
* WhosLaughingNow: Downplayed. But yeah, pretty smug about being right.
[[/folder]]

[[folder:Calebros]]

Signature character of Clan Nosferatu.

[[/folder]]

[[folder:Victoria Ash]]

Signature character of Clan Toreador.

[[/folder]]

[[folder:Aisling Sturbridge]]

Signature character of Clan Tremere.

[[/folder]]

[[folder:Jan Pieterzoon]]

Signature character of Clan Ventrue.

[[/folder]]

[[folder:Lucita y Aragon]]

Signature character of Clan Lasombra. She accompanies Anatole and Beckett in their travels.

* AloofDarkHairedGirl: How she's drawn.
* BerserkButton: Do not compare her to Monçada. Ever. [[spoiler: Even after her FaceHeelTurn, especially when it's [[NotSoDifferent justified.]]]]
* BiTheWay: Had prior relationships with Anatole and Fatima.
* CombatTentacles: As shadow appendages.
* [[spoiler: TheCorrupter: Post FaceHeelTurn.]]
* DarkAndTroubledPast: Ran away a lot. Her father couldn't even be bothered to discipline her and decided to force her to go to church thinking it would make her more tolerable. Except there was [[DirtyOldMonk Monçada]].
* [[spoiler:DefiantToTheEnd: She really lets [[TheAssimilator Assimilating]] EldritchAbomination [[BackFromTheDead revived]] Monçada have it when he absorbs her.]]
* EverythingsBetterWithPrincesses: Subverted. She's a princess (specifically the daughter of King Alfonse II of Aragorn) but nothing has EVER got easy for her.
* [[spoiler:FaceHeelTurn: After [[LivingEmotionalCrutch Anatole]] commits suicide. She loses her humanity and rejoins the Sabbat.]]
* [[spoiler:HeroicSacrifice: Subverted. It was more that standing up to her BackFromTheDead EvilMentor and then letting Beckett and the others escape was just a by-product of doing so.]]
* [[spoiler:KickedUpstairs: Archbishop after her FaceHeelTurn]]
* MentorOccupationalHazard: Subverted. She killed him, not that [[KickTheSonOfABitch anyone would shed tears for him.]]
* NotSoDifferent: With [[DirtyOldMonk Ambrosio]] [[FatBastard Luis]] [[EvilMentor Monçada.]] Averted, at first. [[spoiler: but Anatole dies, making her feel lost and bitter. She rejoins the Sabbat and takes Monçada's position and it soon begins to be glaringly obvious she's become him.]]
* ReallySevenHundredYearsOld: Embraced in 1190 CE.
* ReconcileTheBitterFoes: Played with. She and Fatima were lovers who didn't part amiably, then Gehenna began to take place so they met each other to part on better terms. [[spoiler: Which was just in time because Fatima dies not long after.]]
* [[spoiler:TogetherInDeath: With Anatole.]]
** [[spoiler:DiedHappilyEverAfter: She cries when she sees Anatole again.]]
* TraumaCongaLine: She's really a woobie. Her father didn't care much for her, then she was embraced by a DirtyOldMonk and had to be under his finger for a long time. She found a measure of happiness with Anatole and Beckett.
** [[spoiler: YankTheDogsChain: Of course, Anatole had to die.]]
* TheVamp: Subverted. She is just a vampire. A mean, vicious and ferocious one at that.
* [[spoiler: WeUsedToBeFriends: She fell apart and distanced herself with Beckett and Fatima after Anatole's death.]]
[[/folder]]

[[folder:Sascha Vykos]]

Signature character of Clan Tzimisce. He, or rather it since he got castrated, is an elder vampire that personally helped the Anarch revolt and the creation of the Sabbat. It is a fervent scholar, much like Beckett, though it has a different approach to its 'investigations.' It spends its time roaming different Sabbat domains and trying to recover the Toreador Methuselah Michael's dream for a vampiric, perfect city, as well as turning people into armchairs. It is TheRival for Beckett.

* AGodAmI
* AndIMustScream: All of its furniture is made from the still conscious flesh of its victims.
* AxCrazy: Sascha Vykos has a reputation for handing out body horror and fates worse then death like Christmas candy.
* BadassBookworm
* BodyHorror: It can do this thanks to Vicissitude.
* CloudCuckooLander: While completely straight faced and stoic, Vykos isn't exactly a paragon of mental health.
* EnemyMine: Works with Camarilla Justicar Jan Pieterzoon in one of the Gehenna scenarios.
* EvenEvilHasStandards: Complete monster it may be, but even Sascha Vykos hates the Antediluvians.
** PragmaticVillainy: They'd wipe out everything.
* TheFettered: To the mad dream of Michael.
* ForScience: One of its primary motivations, when it's not doing it...
* ForTheEvulz
* GenderBender: Via its mastery of Vicissitude, Sascha has modified its gender to the point that it no longer appears to have one.
* InfernalParadise: Its ultimate dream is to realize Michael's vision for a reborn Constantinople, built from the flesh and bones of its enemies.
* MadArtist
* OnlyKnownByTheirNickname: Originally, his name was Myca Vykos.
* ReallySevenHundredYearsOld: Born in 976 CE, Embraced in 1002 CE.
* SelfMadeOrphan: Diablerized his sire.
* TheStoic: Apparently an (un)lifelong characteristic; he was having trouble engaging with sensuality even in the 1200s.
* TortureTechnician: It comes with being a Tzimisce.
* UncannyValley[[invoked]]: Invokes this.
[[/folder]]

[[folder:Fatima al-Faqadi]]

Signature character of Clan Assamite.

[[/folder]]

[[folder:Hesha Ruhadze]]

Signature character of the Followers of Set. One of the most prominent Setites, Hesha is an archaelogist and art historian, working to gather as much ancient lore as he can in order to bring about the awakening of Set.

* AdventurerArchaeologist
* AnimalMotifs: The Snake, of course. While with most Setites, its sensuality and corruptive nature are played up, Hesha more closely resembles the silver-tongued, fiercely intelligent manipulator that appears in the Book of Genesis.
* BadassBookworm: There's a reason the Setites used to be called "The Clan of Scholars" in the Middle Ages. Hesha shows us why.
* BenevolentBoss: He is relatively kind to his underlings, building a reputation of avenging their deaths without mercy. He is also always working towards a fairly amicable, somewhat family-like climate. While he is not above brainwashing them, he still believes that a motivated follower is much more useful than one that has been coerced and so goes to great lengths in explaining and justifying himself. Hesha also seems to entirely avoid YouHaveFailedMe and other violent punishments that are so popular among elders.
* BlueAndOrangeMorality: As a Theophidian, his primary goal is the accumulation of knowledge that could benefit the Setite cause. His secondary goals are the spread of corruption and the strengthening of his own faith in Set.
* ConsummateLiar: Hesha may appear reasonable, honest and even noble in that stoic, all-business manner, but make no mistake: He very, very much likes to twist facts to make himself appear in a better light.
* CrazyPrepared: As is expected of any elder vampire.
* DangerouslyGenreSavvy: Recognizes the behavior that leads many vampires to their doom sooner or later and gracefully sidesteps it.
* {{Determinator}}: Compared to most Kindred, he has an excellent control of the Beast, owing to his high rank in the Path of Typhon, but also to well thought-out feeding habits and care in avoiding temptations.
* EvenEvilHasLovedOnes: Cold as he may be, even Hesha cannot deny he holds a degree of affection for his underlings.
* FamedInStory: One of the most prominent Setites in existence, looked up to by many and respected even among other Clans.
* InsistentTerminology: He does not care for being lumped together with Cainites. He is a ''Setite'', thank you very much.
* ManipulativeBastard: Don't let his sympathetic traits fool you. He's at least as bad as any other elder.
* {{Omniglot}}: His EstablishingCharacterMoment is educating a fellow Follower of Set on the fine nuances of changing one's accent and choice of words in order to pass for an individual of different nationality. In game terms, he has Linguistics 5 as well as the Natural Linguist merit. That's at least ''16'' languages.
* PathOfInspiration: Follows the Path of Typhon, a Setite-only Path of Enlightenment.
* PragmaticVillainy: Hesha in a nutshell.
* ReasonableAuthorityFigure: To his followers, but also to other vampires, to a degree. At the very least, they are more willing to strike deals with him than with most Setites.
* StereotypeFlip: Yeah, no snake-worshipping orgies of drugs and sex here.
* TheChessmaster
* TheStoic: If he shows emotion, it's probably deliberate and meant to trick you.
* TruthInTelevision: Going against the exaggerated ObviouslyEvil stereotype of Setites, Hesha represents the modus operandi of many real-world cults, using supposed benevolence and the manipulation of facts to make themselves look better, playing to individual weaknesses and desires in order to trick people into joininhg.
* VillainWithGoodPublicity: Hesha in a nutshell. He has even been known to deceive readers into thinking he might be a genuinely good person.

[[/folder]]

[[folder:Isabel Giovanni]]

Signature character of Clan Giovanni.

[[/folder]]

[[folder:Khalil Ravana]]

Signature character of Clan Ravnos.

[[/folder]]

[[folder:Leopold]]

A young Toreador artist who specializes in sculpting. He suffers from a bad artist's block. [[spoiler:In actuality, Leopold is a Tremere Antitribu. Obtaining an ancient artifact called the Eye of Hazimel by random chance, he ends up becoming the BigBad of the Clan Novel Saga.]]

[[/folder]]

[[folder:Caine/[[spoiler: Kapaneus]]]]

The Progenitor of vampires. He is ShroudedInMyth and rife with AlternativeCharacterInterpretation.

* [[spoiler:AlmightyJanitor: Caine as a taxi driver? Seriously? [[BlatantLies Nope, he's also not the Greek vampire Kapaneus who has a really off Greek accent that travels with Beckett.]]]]
* AlternativeCharacterInterpretation: Already rife with these in-universe. Some say he's a {{Benevolent Precursor|s}}, NeglectfulPrecursor, or even an [[AbusivePrecursors abusive one]].
** [[spoiler: Canon from the Final Nights suggests that Caine is benevolent but neglectful and merely wants to be left alone, but has decided to take responsibility for his actions.]]
* CainAndAbel: The original, natch, and what turned him into the First Vampire.
* FateWorseThanDeath: He was given a chance of redemption for his original crime and turned it down. Thrice. For that, he was cursed with vampirism.
* [[spoiler:GoodAllAlong: Subverted. He is benevolent but not exactly a good guy, considering he was callous enough to have left vampires to their own devices just because he couldn't understand them.]]
** [[spoiler: SealedGoodInACan: Not exactly a sterling example but he is a force of ambiguous benevolence.]]
* [[spoiler:HyperCompetentSidekick: Which serves to foreshadow that Kapaneus isn't all he seems to be.]]
* MonsterProgenitor
* ReallySevenHundredYearsOld: Older than most of recorded history. Possibly a TimeAbyss, depending on how much time he's spent up and around.
* WalkingSpoiler
* WalkingTheEarth: Smiling Jack claims that Caine travelled with him around the world in VampireTheMasqueradeBloodlines. [[spoiler: He does the same with Beckett in the events of Gehenna, though Beckett wasn't aware of it.]]
[[/folder]]
----
15th Jun '16 2:41:59 PM CharlesPhipps
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* [[Characters/VampireTheMasqeuradeExtinctClans Extinct Clans]]
* [[Characters/VampireTheMasqueradeBloodlinesTabletopGame Bloodlines (Tabletop Game)]]

to:

* [[Characters/VampireTheMasqeuradeExtinctClans [[Characters/VampireTheMasqeuradeExtinctClansAndBloodlines Extinct Clans]]
* [[Characters/VampireTheMasqueradeBloodlinesTabletopGame Bloodlines (Tabletop Game)]]
Clans and Bloodlines]]
15th Jun '16 2:39:24 PM CharlesPhipps
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15th Jun '16 2:36:22 PM CharlesPhipps
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! Vampire: The Masquerade (Tabletop Game) Characters



* [[Characters/VampireTheMasqueradeCharactersCamarilla ]]

to:

* [[Characters/VampireTheMasqueradeCharactersCamarilla ]]Camarilla]]
15th Jun '16 2:35:41 PM CharlesPhipps
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* [[Characters/VampireTheMasqueradeBloodlines Bloodlines]]

to:

* [[Characters/VampireTheMasqueradeBloodlines Bloodlines]][[Characters/VampireTheMasqueradeBloodlinesTabletopGame Bloodlines (Tabletop Game)]]
15th Jun '16 2:34:49 PM CharlesPhipps
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Added DiffLines:

[[index]]
* [[Characters/VampireTheMasqueradeCharactersCamarilla ]]
* [[Characters/VampireTheMasqueradeSabbat Sabbat]]
* [[Characters/VampireTheMasqueradeOtherSects Other Sects]]
* [[Characters/VampireTheMasqueradeIndependents Independent Clans]]
* [[Characters/VampireTheMasqeuradeExtinctClans Extinct Clans]]
* [[Characters/VampireTheMasqueradeBloodlines Bloodlines]]
* [[Characters/VampireTheMasqueradeSignatureCharacters Signature Characters]]
[[/index]]
15th Jun '16 12:33:55 AM narm00
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* {{Foil}}: They serve as this many of their mainstream clan members. Ventrue Antis, for example, are noble warriors versus Camarilla Ventrue who are primarily merchants.

to:

* {{Foil}}: They serve as this to many of their mainstream clan members. Ventrue Antis, for example, are noble warriors versus Camarilla Ventrue who are primarily merchants.focused on finance and politics.



* NamesTheSame: The Black Hand of the Sabbat, which is entirely intentional, helping the Tal'Mahe'Ra's concealment. The Tal'Mahe'Ra distinguish between the two by calling the Sabbat Hand the False Hand.


Added DiffLines:

* OneSteveLimit: Intentionally averted. The Sabbat also has a group called the Black Hand, and the Tal'Mahe'Ra make use of the Sabbat Hand to help conceal their activities. They distinguish between the two by calling the Sabbat Hand the False Hand.
This list shows the last 10 events of 346. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Characters.VampireTheMasquerade