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* 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.

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* PragmaticVillainy: At their worst they can be pretty heinous, reprehensible, and sociopathic... and yet, unlike [[CardCarryingVillain the Sabbat]], they never really KickTheDog just [[ForTheEvulzjust for the hell of it.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.
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Would the World of Darkness as a whole be worse off if the Toreador ran the Camarilla?


* 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.

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* 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, Fortunately for the Ventrue, the Tremere are not exactly trusted, and the Toreador would rather attend to their own personal projects.
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** 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.

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** On the other hand, the clan generally discourages literal Infernalism. [[PragmaticVillainy Not because they have any moral objection to consorting with demons, but because they see it as a lazy shortcut to power.power]].
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* 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.

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* 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 exclusively take the features of sea creatures.

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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.


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* CompellingVoice: As masters of the Dominate discipline, the Ventrue are natural examples of this. Very useful for when Presence fail, or when you are having a private meeting. 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.

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* 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.

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* CharmPerson: Presence isn't as powerful as Dominate, but it can affect an entire room of audience. Very useful for when they need to make a public speech.
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.
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* TheyLookLikeEveryoneElse: Plenty of them have derangements that are not immediately obvious.
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* {{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.''

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* {{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.''VideoGame/VampireTheMasqueradeBloodlines.''



** 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.

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** In ''VampireTheMasqueradeBloodlines,'' ''VideoGame/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.



** 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]]]].

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** 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 [[VideoGame/VampireTheMasqueradeBloodlines Sebastian LaCroix]]]].
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* BadassBookworm: Most Tremere are embraced from scholars and mystics, and often devote themselves to learning. Of course, they fight hard if pressed.

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* BadassBookworm: Most Tremere are embraced from scholars and mystics, and often devote themselves to learning. Of course, they fight hard if pressed.pressed and any Sabbat siege of a Camarilla city makes the local chantry a priority target since the Tremere supply heavy arcane firepower to support the frontline Brujah.



* MagicVersusScience: Averted. While magic is more common among the Tremere, a significant number of them use scientific advancement, often in conjunction with magic.

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* MagicVersusScience: Averted. While magic is more common among the Tremere, a significant number of them use scientific advancement, often in conjunction with magic. A neonate even developed the path of Technomancy, and though many elders are uneasy with it, it's very likely he had support from at least one since neonates usually don't develop whole thaumaturgic paths from thin air.



* 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.

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* 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 success was debateable, as the lasting emnity program earned them the enmity of the Gangrel and the Nosferatu (with the (the Tzimisce already despising the Tremere over their method of achieving immortality), just wanted to kill them even more) and the Gargoyles actually staged escaped en masse after a revolution and left while, but they were instrumental in making sure the clan's service en masse.clan survived its infancy rather than being wiped out by the Tzimisce.



* RuleOfSeven: A habit of their organization, particularly in the case of the Council of Seven.

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* RuleOfSeven: A habit of their organization, particularly in the case of the Council of Seven. Ideally, it would extend all the way down, from Councilmember to Pontifex to Lord to Regent to Apprentice, with every holder of one rank having seven subordinates of the next-lower rank, but there are quite a few holes in the roster in practice.
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* 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."

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* TheDreaded: A lot of other vampires do not like the Malkavians for their use of Dementation. As one pouts it puts it, "Domination might control the mind, but Dementation destroys the soul."



* 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.]]

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* 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," God", he awakens and starts spreading his consciousness across the entire network, slowly taking over the minds of his children.]]



* 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.]]

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* InfectiousInsanity: One of the most common aspects f of Dementation. [[spoiler: Taken to extremes during "The Crucible of God," God", when Malkav's lunacy actually starts infecting ordinary human beings, transforming them into unrestrained berserkers or cold-hearted sociopaths.]]



* 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]].]]

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* PowerIncontinence: [[spoiler: In "Fair Is Foul," 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]].]]



* 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.']]

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* 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.']]questions'.]]
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* DarkSecret: Perhaps the biggest one in the entire organization is that [[spoiler: Hardestadt The Elder was successfully diablerized by the Anarch Tyler in 1395. His childe, Hardestadt The Younger, impersonated him and took his place among the founders to prevent the whole thing from falling apart.]] Save for a select few members of Clan Ventrue, being aware of this will get you killed.

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* DarkSecret: Perhaps the biggest one in the entire organization is that [[spoiler: Hardestadt The Elder was successfully diablerized by the Anarch Tyler in 1395. His childe, Hardestadt The Younger, impersonated him and took his place among the founders to prevent the whole thing from falling apart.]] Save for a select few members of Clan Ventrue, being aware of this will likely get you killed.
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* DarkSecret: Perhaps the biggest one in the entire organization is that [[spoiler: Hardestadt The Elder was successfully diablerized by the Anarch Tyler in 1395. His childe, Hardestadt The Younger, impersonated him and took his place among the founders to prevent the whole thing from falling apart.]] Being aware of this will get you killed.

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* DarkSecret: Perhaps the biggest one in the entire organization is that [[spoiler: Hardestadt The Elder was successfully diablerized by the Anarch Tyler in 1395. His childe, Hardestadt The Younger, impersonated him and took his place among the founders to prevent the whole thing from falling apart.]] Being Save for a select few members of Clan Ventrue, being aware of this will get you killed.
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* DarkSecret: Perhaps the biggest one in the entire organization is that [[spoiler: Hardestadt The Elder was successfully diablerized by the Anarch Tyler in 1395. His childe, Hardestadt The Younger, impersonated him and took his place among the founders to prevent the whole thing from falling apart.]] Being aware of this will get you killed.
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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Hospitality, that a prince knows the vampires that are residing in his/her territory, or The Accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.

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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Hospitality, that a prince knows the vampires that are residing in his/her territory, or The Accounting, which makes you responsible for your childe's actions) The Anarchs' Anarchs as a whole just have a problem with it because most elders ''in'' The the Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.
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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Hospitality, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.

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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Hospitality, that a prince knows the vampires that are residing in his/her territory, or the accounting, The Accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.
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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Domain, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.

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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Domain, (Hospitality, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.
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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Domain, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.

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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Domain, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' as a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.
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* JerkassHasAPoint: The Camarilla is based around this as a faction. Even some of the more reasonable Anarchs admit that it's hard to argue a lot of their points, such as the importance of the Masquerade or the pivotal functions the other Traditions serve. (Domain, that a prince knows the vampires that are residing in his/her territory, or the accounting, which makes you responsible for your childe's actions) The Anarchs' a whole just have a problem with it because most elders ''in'' The Camarilla are corrupt and manipulative and there seems to be little room for advancement for younger vampires other than as expendable tools.
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** Also, it's easy to forget that the Toreador were a part of the vampire coalition that eradicated Carthage.

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** Also, it's easy to forget that the Toreador were a part of the vampire coalition that eradicated helped to eradicate Carthage.
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** Also, it's easy to forget that the Toreador were a part of the vampire coalition that eradicated Carthage.

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* 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...'


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* InsistentTerminology: 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...'
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* HiddenDepths: They were considered one of the high clans in The Middle Ages, and The Book Of Nod refers to them as 'The Learned Clan.' Even in the modern times, they're the clan with the strongest ties to mortal academia.

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* HiddenDepths: They were considered one of the high clans in The Middle Ages, and The Book Of Nod refers to them as [[BadassBookworm 'The Learned Clan.' ']] Even in the modern times, they're the clan with the strongest ties to mortal academia.
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* HiddenDepths: They were considered one of the high clans in The Middle Ages, and The Book Of Nod refers to them as 'The Learned Clan.' Even in the modern times, they're the clan with the strongest ties to mortal academia.
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* Irony: They were a big part of the original Anarch Revolt, which was the primary catalyst for the ultimate creation of The Camarilla. So not only are they one of the most important clans in regards to the sect's foundational history, The Camarilla is essentially the 'egalitarian' organization they were fighting for at the time.

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* Irony: {{Irony}}: They were a big part of the original Anarch Revolt, which was the primary catalyst for the ultimate creation of The Camarilla. So not only are they one of the most important clans in regards to the sect's foundational history, The Camarilla is essentially the 'egalitarian' organization they were fighting for at the time.
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* CoolPeopleRebelAgainstAuthority: If they can agree on most anything as a clan, it's this. They've been constantly challenging the status-quo of Kindred society throughout history.


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* Irony: They were a big part of the original Anarch Revolt, which was the primary catalyst for the ultimate creation of The Camarilla. So not only are they one of the most important clans in regards to the sect's foundational history, The Camarilla is essentially the 'egalitarian' organization they were fighting for at the time.
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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.

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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- way -- including their belief in the Antediluvians.



* The {{Masquerade}}: They enforce it by any means necessary, from falsifying records to executing witnesses- and perpetrators.

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* The {{Masquerade}}: They enforce it by any means necessary, from falsifying records to executing witnesses- witnesses -- and perpetrators.



* 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.]]

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* 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- evil -- in either case, he's escaped by the start of the game.]]



* 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.]]

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* 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- 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.]]



* GeniusBruiser: Much like the Brujah, some Gangrel have eschewed the traditional stereotype and become intellectuals- among them the famous scholar Beckett.

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* GeniusBruiser: Much like the Brujah, some Gangrel have eschewed the traditional stereotype and become intellectuals- intellectuals -- among them the famous scholar Beckett.



* RedRightHand: Every time a Gangrel character frenzies, he or she develops an animalistic feature- a tail, catlike eyes, tusks, scaly skin, and so-on.

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* RedRightHand: Every time a Gangrel character frenzies, he or she develops an animalistic feature- feature -- a tail, catlike eyes, tusks, scaly skin, and so-on.so on.



* WingedHumanoid: Another possible result of frenzying. Unfortunately, the wings can't be used to fly- only glide.

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* WingedHumanoid: Another possible result of frenzying. Unfortunately, the wings can't be used to fly- fly, but only to glide.



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.

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The madmen. The Malkavians all share the curse of insanity- 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.



* 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."

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* FunnySchizophrenia: Unfortunately, some players choose to play Malkavians as wacky, gibberish-spouting comedians with no gauge on their behaviour- behaviour -- leading to them being dubbed "Fishmalks."



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.

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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- 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.



* 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.]]

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* TheBeastmaster: Thanks to the discipline of Animalism, Nosferatu can tame the animals that dwell alongside them- 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.]]



* BerserkButton: Most Nosferatu develop a very deep and abiding hatred for arrogant, beautiful people- in particular, the Toreador.

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* BerserkButton: Most Nosferatu develop a very deep and abiding hatred for arrogant, beautiful people- people -- in particular, the Toreador.



** 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.

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** 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- 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.



* 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.

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* 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- situation -- assuming they don't die first.



* 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.''

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* 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- 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.''



* 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.

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* 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- 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- 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- lives -- often with unpleasant results when the "Skin" is finally discovered.



* {{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.''

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* {{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- whole -- leading several nerdy characters to end up getting inducted into the Nosferatu, from the Tunnel Crawler concept to Mitnick from ''VampireTheMasqueradeBloodlines.''



* 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.

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* NightmareFetishist: Both mainstream Nosferatu and Antitribu have a thing for creating and collecting things designed to horrify and disgust those outside the clan- clan -- to the point that "Gross Childe" is actually a character concept.



* 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.

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* PaterFamilicide: It's believed that Absimiliard, the Antediluvian founder of the clan, is hell-bent on killing every last one of his children- 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.



* 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.

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* 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- lives -- from the initial disfiguration to the new home in the depths of the sewers- 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.



* 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.

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* SuperStrength: The Potence discipline; unlike other wielders of this particular discipline, the Nosferatu have found [[MundaneUtility many applications for it outside combat]]- combat]] -- punching through solid rock in order to build new tunnels, or bending steel for the creation of traps or subterranean artworks.



** 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.

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** 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- tools -- and nobody was able to identify his murderer.



* 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.

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* 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- workers -- ideally people considered BeneathSuspicion.



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.

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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- clan -- and the mysterious Tremere himself.



* 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.]]

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* TheChessmaster: Tremere elders are renowned for devious, scheming behaviour and long-running schemes; Tremere himself is master planner- planner -- when he's conscious, of course- course -- [[spoiler: as "The Crucible of God" demonstrates.]]



* 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.]]

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* GrandTheftMe: [[spoiler: In later supplements- supplements -- ''Gehenna,'' for example- 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- body -- leading him to perform a GrandTheftMe of his own on Goratrix, one of his former lieutenants.]]



* 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.

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* 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- 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.



** [[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.]]

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** [[spoiler: To begin with, in "Fair is Foul," the entire clan develops Salubri third eyes- eyes -- features from the very clan they tried to destroy.]]
** [[spoiler: In "Nightshade," Tremere- Tremere -- in Goratrix' body- 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.]]
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* SuspiciouslySpecificDenial: Clan Tremere would like to once again remind you that they most certainly do ''not'' [[BlatantLies possess a ritual that can shatter blood bonds.]] [[ImpliedDeathThreat Stop speaking such nonsense.]]
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* FantasticRacism: Despite the claims of being an organization for all vampires in the world, the Camarilla only offers political benefits to the members of the seven core clans. Non-core clans such as Lasombra or Assamite, and clanless vampires can be Camarilla members, but they are barred from taking specific clan-representative offices, such as Whip, Primogen, Justicar or Inner Circle member, and those offices that do not officially require core clan membership, such as Prince or Sheriff, are noticeably less accessible for them. The Gangrel also lost their status as a core clan in 1999.
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[[foldercontrol]]
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! 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.
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* 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]]

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