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.
Anti-Hero: 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.
Arbitrary Scepticism: 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.
Order Versus Chaos: Against the Sabbat and the Anarchs, the Camarilla most definitely represent order.
Vampire Monarch: 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...
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.
Boisterous Bruiser: Has given birth to a lot of these, Smiling Jack probably being the best example.
Bomb-Throwing Anarchists: 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.
Gender Flip: 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 intentionally kept it questionable in the Revised edition; nonetheless, he/she has generally been described as masculine.
Genius Bruiser: Surprisingly, many members of the clan tend to be this even in the modern nights.
Jerk with a Heart of Gold: Surprisingly many of these exist within the clan. While often rude, noisy and very unruly, they are very passionate individuals and are generally one of the clans best in touch with their human side.
Lunacy: In the Gehenna scenario "Fair Is Foul," the entire clan is afflicted with this flaw.
Obfuscating Stupidity: 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.
Rebellious Spirit: 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.
Sealed Good in a Can / Sealed Evil in a Can: In the Gehenna scenario "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.
Self-Made Orphan: 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, "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.
Sour Supporter: 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.
The Spock: The clan's true Antediluvian was this, exemplifying the Brujah's original nature as unemotional scholars rather than passionate warrior-poets.
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.
Elemental Shapeshifter: 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. 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.
Fish People: 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 modelled after various forms of sea creatures instead of the usual bats and wolves; however, after Frenzying a few times, they begin to take on animalistic features- scales, tentacles, fins, and so on.
Genius Bruiser: Much like the Brujah, some Gangrel have eschewed the traditional stereotype and become intellectuals- among them the famous scholar Beckett.
Initiation Ceremony: 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.
The Mind Is a Plaything of the Body: A possible consequence of repeated frenzies, Gangrel can grow more and more animalistic in both mind and body. In "Fair Is Foul," some even lose the ability to speak.
Odd Friendship: 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.
Person of Mass Destruction: 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.
Petting Zoo People: The revised handbook advises players to try and avoid turning frenzying Gangrel into these.
Power Incontinence: "Fair Is Foul" sees the Gangrel lose control of Protean and begin shapeshifting at random.
Voluntary Shapeshifting: 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.
Winged Humanoid: Another possible result of frenzying. Unfortunately, the wings can't be used to fly- only glide.
Worthy Opponent: 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.
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.
Creepy Child: In "Nightshade," Malkav himself appears as a group of hive-minded children.
Darker and Edgier: The revised edition clanbook, which depicts mental illness in a much more tragic light than its whimsical first edition predecessor.
Funny Schizophrenia: Unfortunately, some players choose to play Malkavians as wacky, gibberish-spouting comedians with no gauge on their behaviour- leading to them being dubbed "Fishmalks."
Go Mad from the Revelation: Every single member of the clan is driven incurably insane by their experiences during the embrace, assuming they weren't already.
Hive Mind: The Malkavian Madness Network is an example of genuine shared consciousness, allowing members of the Clan to communicate and share information. 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.
Infectious Insanity: Dementation in a nutshell. 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.
It Makes Sense in Context: 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.
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.
The Mentally Disturbed: 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.
Power Incontinence: 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 starts to alter the physical world.
The Prankster: 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.
Talking to Themself: Subverted. Malkavians who appear to be talking to themselves may actually be having a telepathic conversation with other clanmates via the Malkavian Madness Network.
Trickster Mentor: The first edition clanbook depicts the Malkavians as this for the Camarilla. Malkavians prank fellow kindred in order to teach them humility or help them see reality from a new perspective.
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.
Absurdly Spacious Sewer: Their preferred living habitats and thoroughfares. Justified, given the clan likely had a hand in the civic planning that led to their construction.
The Beastmaster: Thanks to the discipline of Animalism, Nosferatu can tame the animals that dwell alongside them- rats, stray dogs and cats, even the occasional aligator. More impressively, they can also make these same animals grow to immense sizes by feeding them some of their blood. 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.
Berserk Button: Most Nosferatu develop a very deep and abiding hatred for arrogant, beautiful people- in particular, the Toreador.
Body Horror: 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.
Creative Sterility: 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 Super Strength; 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.
Cursed with Awesome: 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.
Dark Is Not Evil: 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!
The Fagin: 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.
Garden of Evil: 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 growing to the size of trees and forming a maze around the warrens... some even move.
Gossipy Hens: 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.
The Grotesque: 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. "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.
Karmic Transformation: The embrace of a Cleopatra, intended to punish the victim for an unbearable mixture of beauty and arrogance.
Looks Like Orlok: Though no two Nosferatu look exactly the same, quite a few of them tend to follow in this particular mould.
Mad Artist: 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."
Master of Disguise: 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.
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 Vampire: The Masquerade – Bloodlines.
Nightmare Fetishist: 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.
Odd Friendship: 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.
Our Ghouls Are Creepier: 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 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.
Pater Familicide: 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.
Power Incontinence: 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.
The Prankster: 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).
Proud Scholar Race: 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.
Punished with Ugly: 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 for their own sick amusement.
The Nosferatu founder, Absimiliard, was punished this way by Caine himself.
Scavenger Hunt: A popular game among the clan, often used to hone a Nosferatu's abilities.
The Spymaster: Elders and primogen of the clan usually take this role.
Stealth Expert: 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. This advice turns out to be rather prescient given the events of Gehenna, when the Withering results in disciplines failing at particularly inconvenient moments.
Super Strength: The Potence discipline; unlike other wielders of this particular discipline, the Nosferatu have found 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.
Taking You with Me: In the event that their defences have been breached and they are facing a Fate Worse than Death 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.
Things That Go Bump in the Night: 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.
Trap Master: Because of their need to defend themselves from either 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.
True Companions: 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.
Underestimating Badassery: 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, you're in trouble.
In Vampire: The Masquerade – Bloodlines, 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 Nosferaty primogen has set up a tunnel leading directly to the surface.
We Are Everywhere: And it's not restricted to their use of Obfuscation or Animalism, either. Like many clans, the Nosferatu has 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 Beneath Suspicion.
The social elite of the Camarilla, the Toreador are mainly composed of the beautiful, the arists and visionaries of 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.
Brainless Beauty: Seen as this by some of the other clans in the Camarilla, particularly the Nosferatu.
Bunny-Ears Lawyer: 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.
Vampire warlocks who originated from the now-extinct House Tremere of the 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.
The Chessmaster: Tremere elders are renowned for devious, scheming behaviour and long-running schemes; Tremere himself is master planner- when he's conscious, of course- as "The Crucible of God" demonstrates.
Grand Theft Me: 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 Grand Theft Me of his own on Goratrix, one of his former lieutenants.
I Know Your True Name: In "The Crucible of God," it's revealed that Tremere has been trying to discern the true name of the entire human race.
Immortality Immorality: Tremere and his House had been immortal for much of their lives before becoming vampires, thanks to their proficiency in magic; however, as humanity began to lose their belief in magic, the House's immortality began 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, Saulot; for good measure, his underlings had the rest of the Salubri branded as demon-worshippers and hunted down.
Laser-Guided Karma: Tremere ends up getting evicted from his own body by the Antediluvian he tried to steal power from. Also, things do not end well for the Tremere Clan in Gehenna:
To begin with, in "Fair is Foul," the entire clan develops Salubri third eyes- features from the very clan they tried to destroy.
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 the Withering, resulting in him getting minced to death by the player characters.
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.
Our Gargoyles Rock: 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.
The Purge: 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.
Pyramid Power: Their clan is modelled on a pyramid, symbolizing the rigid hierarchy and control of many by an elevated few.
Rule of Seven: A habit of their organization, particularly in the case of the Council of Seven.
Secret Art: They don't share their blood magics with just anyone.
Shout-Out: They're essentially House Tremere from Ars Magica turned into vampires, since Jonathan Tweet and Mark Rein·Hagen worked on both games.
Sorcerous Overlord: Elders of the clan tend to evoke this- Tremere and Goratix in particular.
Squishy Wizard: Averted, they can be just as combat-oriented as any other clan.
Third Eye: Tremere vampires begin sponteneously developing these during Gehenna as a sign that Tremere has lost his battle with Saulot.
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.
Charm Person: As masters of the Domination 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.
Corrupt Corporate Executive: 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."
Deadly Game: 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.
More than Mind Control: Dominate is mind control, but it cannot make someone self-destructive or defy their nature. Many Ventrue use this to get around that limitation.
Obstructive Code of Conduct: 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.
Picky People Eater: 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, though the restriction doesn't extend to Kindred blood.
The Rival: 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.
Super Toughness: Enemies of the clan tend to forget that the Ventrue possess Fortitude: No matter how bad they are in combat, they still have the ability to shrug off attacks that would obliterate other Kindred.
Thicker Than Water: 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.
Tranquil Fury: 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.
Underestimating Badassery: 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.
Vampires Are Rich: 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 who you can buy.
Vegetarian Vampire: 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.
Believing themselves to be the true masters of the world and superior to humanity in every way, the Sabbat embrace their monstrous natures wholeheartedly. Enemies of the Camarilla in every respect, they oppose both the Masquerade and the disbelief in Antediluvians- who the Sabbat claim are secretly orchestrating the Camarilla's every move.
Noble Demon: Followers of the Path of Honorable Accord are all about this.
Order Versus Chaos: In the eyes of the Camarilla, they tend to solidly occupy the chaos side. The sect in itself is a lot more complex than that, however, not really sticking to any side of the spectrum.
Members of other clans not formally part of the Sabbat who have defected and joined the Sabbat instead. Antitribu basically means against the clan, and as such, most of these offshoots tend to occupy the Sabbat unless they are antitribu of a clan that is already part of the Sabbat.
Ax-Crazy: Malkavian, Brujah and Gangrel antitribu tend to be a lot more unhinged than their origin clan- not a good thing in the case of the Malkavians.
The leaders of the Sabbat, the Lasombra clan is well known for their ruthless natures and Darwinist beliefs. Arrogant, power-hungry and treacherous, they practise a unique Discipline that allows them to manipulate the shadows- making them deadly opponents in combat.
Berserk Button: They do not like the Ventrue, or any Lasombra who join the Camarilla. Officially, Lasombra refuse to acknowledge that their antitribu exist, but that doesn't stop them from making any rumored antitribu priority targets.
Break the Cutie: Their preferred tactic in choosing recruits, as those who don't crack under the strain are judged worthy. One example found in the revised handbook recounts the story of a paraplegic writer selected for the Embrace: In this case, his sire spent five years doing her very best to ruin his life in every way she could before finally deciding that he was worthy to join the Clan.
Break the Haughty: Much to their embarrasment, the Lasombra are forced to swallow their pride and follow Ventrue leadership in "The Crucible of God." The humiliation is threefold: After centuries of despising weakness, they had to admit they were too weak to survive alone; despite having prided themselves as being a clan of leaders, they ended up becoming subservient; and finally, they ended up being led by their most hated enemies, the Ventrue.
Casting a Shadow: Their signature discipline of Obtenebration, which allows them control over not only ordinary shadows but the primeval darkness of the Abyss. Once practitioners have moved beyond simply hiding their movements, they can create deadly Combat Tentacles and Instant Armour from elemental darkness, teleport themselves from shadow to shadow, summon shades to do their bidding, even transform themselves into Living Shadows. As with all Antediluvians, theirs is even better at it, to the point of becoming a creature of pure darkness residing within the Abyss.
Charm Person: Much like the Ventrue, the Lasombra possess Dominate. Unlike the Ventrue, they possess no qualms about using it in place of regular negotiations.
Chronic Backstabbing Disorder: As one of the most ambitious clans in the game, this is a given. The Lasombra Antediluvian is no exception, as Gehenna demonstrates; in the event that you take his side during "Fair Is Foul," he kills you as soon as You Have Outlived Your Usefulness... and the text actually mocks you for being gullible enough to trust him.
Eldritch Abomination: Their Antediluvian, who has become a creature of pure shadow by the time of Gehenna.
Faking the Dead: The Lasombra Antediluvian; though the Sabbat report that they successfully diablerized him centuries ago, nobody seems to be able to remember exactly how it happened. Worrying, to anyone who knows of the Lasombra's proficiency with Dominate.
Fantastic Racism: As a whole, the clan despises ghouls, seeing them as mortal intruders in a world that only vampires have a right to inhabit; as such, they tolerate them only as convenient sources of money or substitutes for mirrors.
The Fighting Narcissist: Vain and hopelessly self-obsessed, many Lasombra are often driven to considerable frustration by their lack of reflection; as such, they have a habit of creating ghouls solely for grooming purposes- with vicious punishments in store for leaving a single hair out of place.
Laser-Guided Karma: The social darwinism and constant diablerie prevalent to their leadership of the Sabbat finally backfires on them during "The Crucible of God," leaving their numbers too depleted to retain autonomy as a clan. With humanity gearing up for war against the vampires and no other source of aid in sight, the Lasombra reluctantly pledge their allegiance to the Ventrue/Toreador/Setite alliance.
Living Shadow: One of the more advanced techniques of Obtenebration is temporarily becoming one of these. The clan's Antediluvian has become a permanent example.
The Man Behind the Man: One of the things that Lasombra sires look for in future children is the ability to manipulate events while staying out of the limelight.
The Night That Never Ends: The clan's Antediluvian starts one of these in "The Crucible of God," spreading himself across the entire planet to create a permanent state of night; during this time, countless plants die without sunlight and the earth's temperature rapidly cools, to the point that the tropics experience frost. Many humans freeze to death as heat sources fail them, their souls immediately devoured by the hungry Antediluvian overhead; many Kindred die as well, devoured by the shadows themselves. Then, a month after the nightfall began, it ends with a rain of blood as the Antediluvian is slain; nobody knows who killed him or how.
Power Incontinence: As with many clans, the Lasombra begin to lose control over their most-valued disciplines in "Fair Is Foul": Shadows normally controllable through Obtenebration start to attack the wielder, and - at higher levels - punching holes in reality and allowing the Abyss to flow through...
Screw the Rules, I Have Money!: Similar to the Ventrue in this regard, the Labsombra have a tendency to ghoul accountants, lawyers, bankers and other experts in financial matters for this very purpose.
Smart People Play Chess: The clan has something of a fascination with the game, and see proficiency in it as a sign of success.
Social Darwinist: Believe strongly in this, hence their lengthy tests of their future recruits.
The Stoic: Much like the Ventrue, they believe in distancing themselves from emotion.
Super Strength: Wielders of the Potence discipline; appropriate, given their belief in strength.
Weakened by the Light: Lasombra take double damage from sunlight, and lose a die if they are in areas with bright light.
The scholars and clergy of the Sabbat, the Tzimisce do not merely disparage their humanity, but have successfully discarded it altogether: with the ability to manipulate human (and immortal) tissue by touch, a viewpoint bordering on alien, and a prediliction for torturing and experimenting on humans and vampires alike, the Tzimisice are known as Fiends for good reason...
Affably Evil: Because of their deeply-held beliefs regarding hospitality, the Tzimisce are unfailingly polite and gracious even to their enemies, particularly when on home territory.
And I Must Scream: The fate of those used as decoration around a Tzimisce's lair; one particularly horrific case involves several unfortunate victims being woven into wallpaper, still alive and conscious.
Assimilation Plot: The Tzimisce Antediluvian is revealed to be operating one of these in the Gehenna scenario "The Crucible of God." Having been left under New York, he starts growing into a hideous blob of flesh that spreads throughout the city, draining humans and vampires alike- and absorbing all Tzimisce in the area. Then, having acquired enough energy to exist as spirit alone, he allows its body to be destroyed by the sun and begins periodically taking over the bodies of anyone with Tzimisce blood- including the Tremere. This eventually results in the Antediluvian sabotaging Tremere's ritual to control all humans and vampires alike by possessing him at a critical moment; he then alters the ritual, allowing him to contaminate and control everyone on the planet- except for the player characters.
The Beastmaster: As masters of both Animalism and the Blood Bond, the Tzimisce rarely lose control of the ghouled monsters they create.
Berserk Button: Most members of the clan utterly despise Tremere for gaining immortality by stealing it from Tzimisce elders, and ensure that any Tremere unlucky enough to be captured in a Sabbat raid will suffer a long and excruciating demise.
Big Bad: The Tzimisce Antediluvian is this in "The Crucible of God," having far more apocalyptic designs than any other Antediluvian in the scenario, even eclipsing Tremere's plan in sheer ambition.
Blob Monster: An option for Tzimisce who like the plasmic form. This is also the Antediluvian's first major appearance in "The Crucible of God."
Bloody Murder: Not only can Tzimisce transform themselves into mobile blood and slide under doors and through keyholes, but they can also make the blood into deadly acid.
Blue and Orange Morality: Thanks to their unique powers, ancient traditions and self-deifying philosophies, most members of the clan tend to hold very strange perspectives on the world around them; as they grow older and modify themselves through Vicissitude, these attitudes grow steadily more alien and their motives increasingly incomprehsible. As the manual itself says, "while younger fiends might be described as merciless or sadistic, elders of the line simply fail to comprehend mercy or suffering- or perhaps they do comprehend, but no longer consider such emotions relevant."
Body Horror: Most of the effects of Vicissitude involve this to some extent or another, particularly when used against enemies and captives.
Classical Movie Vampire: Of all the clans, the Tzimisce are the most likely to be this, and it is even implied that Dracula himself is a member of the clan.
Easy Sex Change: A potential function of Vicissitude, judging by the presence of Doktor Totentanz, previously Dr Heinrich Lundt.
Eldritch Abomination: The Tzimisce Antediluvian is commonly seen as this. In the Gehenna scenarios that feature him, he goes out of his way to prove his credentials in this field, especially in "The Crucible of God," in which he first appears as a gigantic blob of living flesh that devours all of New York, then as a disembodied spirit that periodically possesses any vampire descended from him and uses it to reshape plants and animals into monstrous new forms across the world... and finally as all of humanity and vampires put together. His control over both is so unshakable that it takes the Wrath of God- as called down by Saulot and the player characters- to finally finish him off.
Faking the Dead: The Tzimisce Antediluvian; much like Lasombra, he was supposedly found and diablerized many centuries ago. In reality, he actually killed his would-be-assassin and used Vicissitude to impersonate him until he could retreat into seclusion again.
Flesh Golem: The Vozhd War Ghoul; among the most terrifying creature in the Tzimisce menagerie, the average Vozhd is actually fifteen or more ghouls moulded into one gigantic monster through a mixture of Vicissitude and Koldunic magic. Driven insane by the process, lobotomized with Vicissitude and starved before a fight, the War Ghouls were particularly dreaded before the Modern Nights. However, the Vozhd is a prime example of Awesome, but Impractical: the creation rites are long and extremely complicated even when only one is meant to be produced; in combat, they're liable to be just as dangerous to their masters as they are to the enemy; at times, the sight of just one such War Ghoul has been known to force enemies of the Tzimisce to join forces against it; and finally, the proliferation of LAW rockets, shaped charges, grenades and other modern weaponry make it much easier to kill than it once was. As such, the Vozhd isn't widely used anymore.
Genuine Human Hide: Those of the clan who don't stop at making furniture out of people may extend their talents to making clothes out of people. In fact,at least one Tzimisce fashion designer liked tailoring clothes out of rewoven human tissue and selling them to Ventrue and Toreador clients; as well as being essentially spies for their mistress, the skin and sinew used in their creation was taken from homeless people- just so the designer could get a cheap laugh out of seeing a Toreador vampire dressed in a beggar's skin.
Grand Theft Me: Throughout the various Gehenna scenarios, the Tzimisce antediluvian demonstrates the ability to take control of any vampire descended from him or in possession of his blood; in two seperate scenarios, both Tremere and Saulot are completely dominated by him.
Horrifying the Horror: The Tzimisce are alien and unknowable, and between their powers and being just rare and reclusive enough to feed into quite a few horror tropes, the clan has become in-universe Nightmare Fuel even to the other undead monstrosities. One ghoul handbook had the narrator do a rundown on the vampire clans. When he got to the Tzimisce, he broke down and could only repeat that you must never let them catch you alive.
Lovecraftian Superpower: The Tzimisce possess a clan-unique discipline known as "Vicissitude," (also known as Fleshcrafting) which allows them to mould and shape flesh, tissue, blood and bone as if it were clay; members of the clan use it wherever possible- for decorating their havens, for experimenting on captives, for creating monsters and guard animals, or for altering their own appearance. During a very brief Dork Age, Vicissitude was reimagined as the result of a supernatural virus from the Umbra, thus playing up the Lovecraftian aspects; this has since been retconned.
Mad Artist: Those of the clan not interested in experimenting for practical reasons will do so for aesthetic reasons, and as usual, the materials will be very much alive. Some prominent members have been known to boast of paintings, sculptures, even furniture still alive after decades of their first fleshcrafting- and still crying.
Mad Scientist: Often obsessed with exploring their vampiric "superiority" or the "inferiority" of humans, many Tzimisce fulfil this particular role. Because of their clan's reliance on ghouls, even the less philosophically-inclined members end up becoming this as they create new varieties of ghouled monsters via Vicissitude.
Magic Plastic Surgery: A popular use of Vicissitude; in fact, it's become so popular among the clan that few members retain their original appearance once they master the basics: some remake themselves as terrifying inhuman monstrosities, while others sculpt themselves into creatures of impossible beauty.
One-Winged Angel: At higher levels, Vicissitude can be very useful in combat for allowing Tzimisce vampires to shape themselves into monsters at a moment's notice: one good example is the "Horrid Form," an eight-foot-tall monster with clawed hands, leathery, kevlar-like skin, massive jaws and incredible strength; another is the "Plasmic Form," a wave of mobile, sentient blood immune to everything except sunlight and fire.
Our Ghouls Are Creepier: Unlike much of the Sabbat, the Tzimisce have a prediliction for utilizing ghouls, apparently due to being far too chosy about embracing childer to bother with mass-embracing shovelheads. Along with the armies of slaves, test subjects and monsters ghouled by the clan every month, the Tzimisce also have access to a number of ancient families that, thanks to constant exposure to vampire blood over the centuries, have become immortals in their own right. Still loyal to their vampire benefactors, these indentured families can aid the clan in many ways, providing fleshcrafted hounds, occult information, key access to mortal society, and so on. Some eventually prove themselves as capable servants, and become vampires themselves.
In "The Crucible of God," ghouls start to become even creepier as Tzimisce himself begins randomly ghouling creatures across the planet, transforming whole sections of wildlife into fleshcrafted monstrosities; even after the Antediluvian's death, these nightmarish creatures remain, becoming part of the natural environment following Gehenna.
Power Incontinence: The clan loses control of Vicissitude in "Fair Is Foul," frequently losing their ability to wield it with any degree of accuracy or control. In extreme cases, some Tzimisce are reduced to a permanent state of Shape Shifter Swan Song. On the upside, a few learn the ability to use it without touch.
Punished with Ugly: In some cases, Tzimisce punish their ghouls by ruining their faces with Vicissitude and then promising to restore one feature of their face for every year of perfect service- perfect service, without even the slightest instance of failure. Nobody has yet succeeded.
Red Right Hand: Even if they've made themselves beautiful through fleshcrafting, many Tzimisce can't resist adding the odd inhuman trait.
This actually becomes a plot point in "The Crucible of God." In this Gehenna scenario, your team is joined by Lambach Ruthven, grandchilde of Tzimisce himself; spared from being devoured like the other Tzimisce vampires in order to act as a final witness for when his grandsire consumes all life on earth, he's lapsed into depression. However, he is still a deep believer in Sacred Hospitality, and if the players treat him kindly, he will grant them a boon in return.
There's No Place Like Home: Tzimisce require two handfuls of earth from their home in order to sleep. If they don't, it halves their dice pools.
Those Wacky Nazis: Despite insisting that they didn't actually inspire Hitler or the creation of the Nazi party, the Tzimisce profited immensely from it; they were able to use the death camps as makeshift laboratories and feeding grounds, and managed to find several valuable recruits among the Nazi membership- one of the most notable being Doktor Totentanz.
Torture Technician: Any member of the clan worth his salt is an expert at both physical and psychological torture, and ready to do so- for extracting information, performing experimentation, creating art, or personal enjoyment. Every single discipline they possess can be put to use in a torture session: Auspex can be used to learn a victim's fears and humiliating secrets; Animalism allows the summoning and direction of maggots, spiders and other creatures that might provoke horror in a victim; Vicissitude can not only be used to mutilate, but it can also allow the user to assume an attractive form to tempt the victim- or a horrific one to terrify it. Blood Bonds are also considered useful in utterly breaking a victim's spirit, thanks to the emotional attachments that can be formed and abused as a result. However, some Tzimisce prefer not to use supernatural methods at all: at least one elder still brags about how he once "convinced" a Gangrel Archon to talk with the aid of a disposable razor blade, three needles, a pack of Holiday Inn matches, a rubber tube and a gallon of Clorox.
The smallest of the three sects, the Anarchs reject both the oppressive rule of the Camarilla and the zealousness of the Sabbat. They draw numbers from nearly all clans present, mainly Camarilla ones, and Brujah in particular, but quite a few ex-Sabbat members have been convinced to join the fray over time and a small but notable minority of independent clans. All of them do tend to have one thing in common, however, which is desire for change.
Anti-Hero: Like the Camarilla, they aren't exactly good guys, but at least they keep in touch with their humanity.
Badass Grandpa: The rare few elders of the sect tend to explicitly deny any leadership roles with the justification that doing otherwise would make them no better than the Camarilla and the Sabbat. Instead, they remain fighting at the front lines with the neonates. For a specific example, just look at Smiling Jack, who is 300 years old but still manages to be a friendly mentor to many new blood.
Blood Sport: While usually not resulting in final death, the Anarchs have a lot of games that would be considered lethal by human standards, ranging from two opponents hitting each other with a blunt weapon until one gives up or goes into torpor, to paintball tag using real guns and ammunition.
Bomb-Throwing Anarchists: Averted, despite the name of the sect, on a larger level. While the sect does have a few of these, they also count to their numbers a surprising amount of scholars and diplomats.
Face-Heel Turn / Heel-Face Turn: Almost universally the latter if you leave the Sabbat for the movement, and a bit of both sides of the coin if you're from the Camarilla.
The Gadfly: A tactic they sometimes employ simply to make elders lose their tempers inside of Elysium.
The Last DJ: Tends to serve this role to the Camarilla.
Order Versus Chaos: Clear-cut chaos to counter the Camarilla's order, with minor variations.
Rebellious Spirit: Very prominent within the movement. Doubly so with the Brujah anarchs.
Vice City: Los Angeles as the center of the Anarch Free State quickly devolved into this after the ousting of the Camarilla in the 1940's, and remained as such until the New Promise Mandarinate arrived in California and shook up the power balance in the region. The Gehenna novel claims that the Anarchs reclaimed LA shortly before Gehenna started.
To other Kindred, the Assamites are assassins supreme, unholy terrors hungry for the blood of other vampires. As the Assamites see it, however, they are protectors of mortals and judges of the Kindred, a duty they believe to have inherited from their Antediluvian founder. They are unusual among the clans in that they are comprised of three castes: warriors, viziers and sorcerers. While based in the Middle East, the clan claims members from both genders and every ethnicity.
Aura Vision: The viziers in the modern nights have Auspex; in the Dark Ages, the sorcerers had it as a caste discipline as well.
Bloody Murder: Quietus, their signature discipline, possessed by all three castes.
Cannibalism Superpower: Prior to the formation of the Camarilla, the Assamites saw diablerie as a perfectly acceptable means of bringing themselves closer to their founder- though they rarely used it on other members of the clan. However, the newly-formed Camarilla took a dim view of this practise, and commissioned the Tremere to put an end to it- leading to a...
Curse: The Tremere's blood-curse prevents any Assamite from ingesting the vitae of other Kindred. Unfortunately, the curse has begun to fail in modern nights...
Before the Tremere laid their curse, the Baali laid one of their own - an addiction to the blood of other vampires, amplifying and aggravating the clan practice of diablerie.
Friendly Neighborhood Vampire: The Assamites try for this - the Law of Protection expects them to protect mortals from other Kindred and treat them with honor.
The Purge: In Revised, the Fourth Generation ur-Shulgi rises from slumber... and proceeds to eliminate those Assamites who do not revere Haqim above all else, including those who follow mortal religions (Islam is the clan's majority religion, but not the only one).
The Migration: The clan schisms over ur-Shulgi's interpretation of the Law of Judgment - "Judge those of Caine's blood, and punish them should they be found wanting" - which holds that all non-Assamite Kindred have been found wanting, are ultimately a blight on existence, and should be eliminated. As much as a third of the clan, not on board with the idea of Kindred genocide, and/or wishing to practice their mortal religion, petition for membership in the Camarilla. In addition, the dispossessed, those Assamites independent of the clan's hierarchy, see their numbers rise to about a third of the clan, as a sizable number of Assamites decide they want nothing to do with ur-Shulgi, the Camarilla, or the Sabbat.
Retcon: In their original clanbook, the Assamites were portrayed as a fanatical cult of Kindred assassins; later writeups retconned this as a faction within the larger clan.
Super Speed: Both the warriors and viziers possess Celerity.
Undeathly Pallor: Subverted; unlike other vampires, Assamites actually grow steadily darker as they age, to the point that elders look as though they've been carved from obsidian.
Al-Ashrad, leader of the sorcerer caste, is the sole exception, having pale white skin. None of the other Assamites know why.
Followers of Set
A cult believing themselves to be the vampiric descendents of the Egyptian god Set, the Setites devote themselves to corrupting others, human and vampire alike. In this way, they gather new recruits for the cult and prepare the world for the return of their infamous founder.
Blue and Orange Morality: The Path of Typhon, which takes the process of corruption, humiliation and gradual devotion to Set into truly bizarre levels.
Break the Haughty: How most mortal devotees are taught the Path of Typhon, via their future sires going out of their way to completely ruin their lives and push them towards "The Revelation of the Void," whereupon the future member of the cult is stripped of all worldly attachments and devoted entirely to Set.
The Corrupter: The Clan's hat; religiously devoted to spreading corruption in order to attain new members for the cult, they will use any methods imaginable: money, power, sex, drugs, knowledge- anything, so long as it ensures the moral decay of a victim and further devotion to the cult. The Path of Typhon often requires that this become part of the embrace, with some prospective sires seeking out individuals vulnerable to corruption in some way and orchestrating their downfall prior to inducting them into the clan- Maria Kenyon and the Psychiatrist and Mystic Artist templates from the Followers of Set Revised Clanbook being prime examples.
Enemy Civil War: There are three main bloodlines among the Setites, and they despise each other. The normal Followers, who serve Set, the daitya (Blasphemers), who serve Shiva, and the Serpents of the Light (Cobras), who believe Set to be their enemy.
Gnosticism: The default Setite belief system resembles the Gnostic one: to the Setite mind, the truth of the universe, that all are able to become as powerful as gods, has been concealed by the Demiurge and his Aeons, who have imposed false systems of law and morality to hide the truth and enslave humanity. It is Set and his childer's goal to cast down the Demiurge and reveal the truth.
The Hedonist: The Path of Typhon requires that its followers spend time indulging their desires to the fullest; however, this is in order to realize that their desires ultimately have no real hold over them.
I Have Many Names: Set, otherwise known as Sutekh, Typhon, Jormundgandr, Nergal, Dis, and many others.
In "Nightshade," the Setites finally succeed in bringing Sutekh back from the dead. Unfortunately, he's not very impressed by the current state of his progeny, and decides that none of them are worthy of his blood: a massacre follows as the resurrected Antediluvian goes about reclaiming his blood and enslaving the few dozen survivors that remain.
At the end of the same scenario, Set himself forces the reincarnated Saulot to drink from the Cainite Vial, believing it will destroy him. Instead, it kills Caine, allowing Saulot to call down divine retribution on all the Antediluvians gathered there, including Set.
In "The Crucible of God," the Setites try and resurrect their master yet again, this time leaving the war between humans and vampires en mass for a pilgrimmage to Ombos; there, they conduct a ritual to draw Set out of the underworld, sacrificing dozens of humans and vampires alike. Though the ritual works, Set is unable to leave the underworld, so he instills a compulsion in all of his childer to join him there: mass suicides follow, with ghouls poisoning themselves and vampires incinerating themselves with gasoline or explosives. By the morning, few Setites are left on the planet.
Reptiles Are Abhorrent: As well as being utterly vile, their symbol of choice is a serpent- and their clan-unique discipline is called Serpentis, for obvious reasons.
Scaled Up: The Setites possess a discipline known Serpentis, allowing them to assume reptillian traits- amongst other things. At early levels, they can make their eyes snakelike and hypnotic, grow a long, forked tongue and poisonous fangs, or form hard, scaly skin; eventually, they will graduate to transforming into a six-foot-long cobra. Advanced powers are even more extraordinary, allowing a Setite to take their transformations to One-Winged Angel proportions.
A few clan flaws have a Setite take on permanent reptilian features.
Shapeshifter Mode Lock: Serpentis becomes dangerously unreliable in "Fair Is Foul," with users running the risk of being unable to shed their reptilian features.
The Unfettered: Much of the Path of Typhon involves trying to become this by casting off all customs, laws and traditional notions of good and evil.
Originally a Renaissance-era family of Italian necromancers before their embrace by the Cappadocians, the Giovanni remain a family even in modern nights, drawing new recruits exclusively from their mortal relations- which, thanks to the longevity of the family line, has expanded across the world over the past few centuries under many different names. However, much like the Tremere, they attained power as a clan by usurping it: Augustus Giovanni diablerized his sire Cappadocius and had the entire Cappadocian clan wiped out. It is for this reason- along with their necromantic practices- that few Kindred ever trust the Giovanni.
A God Am I: As of Gehenna, Augustus Giovanni has decided to take his sire's route to godhood via the Apotheosis ritual. It fails miserably, thanks to the players.
Big Bad Wannabe: Augustus Giovanni, especially in "Nightshade." He's a cunning strategist and the best necromancer of the modern nights... but still nowhere near as strong or as clever as he thinks he is. At least part of this is due to his utter failure to actually consume Cappadocius' soul while diablerizing him, leaving him weaker compared to most Antediluvians. Gehenna amps up his failures tenfold: in "Nightshade," he ends up reduced to hunting through the ruins of Kaymakli for a way of finishing the Apotheosis ritual and dying thanks to the players.
Big Screwed-Up Family: Domestic abuse, incest, necrophilia, sibling rivalry, political infighting... it only gets worse when you take into account that the only way to achieve status among the clan is competition between family members.
Break the Haughty: "The Crucible of God" sees the clan lose all their influence over mortal society when the existence of vampires is unveiled, and unlike the Ventrue, they aren't able to recoup their losses. For good measure, the Giovanni's headquarters in Venice are mysteriously obliterated, killing off most of their leaders and scattering the family to the four winds.
The Clan: There's no getting around the fact that the Giovanni family is huge, with branches in England, Scotland, the United States, South America, and many, many others.
Genocide Backfire: Unlike the Salubri, the Cappadocians really were exterminated in the purge started by their usurpers. Unfortunately, this resulted in the clan using their mastery of the Mortis discipline to take control of the underworld; worse still, fifty members of the clan successfully returned from the grave in the modern nights, rebranding themselves "Harbingers of Skulls" and swearing vengeance upon the Giovanni.
Omnicidal Maniac: The Giovanni's ultimate goal is to bring about an "Endless Night," with the Afterlife and the real world merged into a single realm that they could rule. They would go about this by collecting 100 million wraiths - 50 million by tracking them down in both the real world and the Afterlife, another 50 by setting off a global nuclear war and harvesting the massive bounty of souls that would result. Then these wraiths would be used to shatter the Veil, merging the worlds. Unfortunately, it's believed that the attempt would have gone horribly wrong, killing the inhabitants of both worlds. Fortunately, Gehenna brings this plan to an end before it can get too far.
Our Ghouls Are Creepier: Unlike other clans, the Giovanni use ghouling (or "the Proxy Kiss" as they call it) as part of promotion. Once a family member has been found worthy in a certain field, he or she will be made into a ghoul; after further competition- and decades of service, in some cases- the ghoul will eventually be embraced.
The Patriarch: Augustus Giovanni - or, as the younger members call him, "Uncle Augie."
The Purge: Much like the Tremere, they went out of their way to exterminate the clan they stole power from. Unlike the Salubri, no Cappadocians escaped the massacre.
Screw the Rules, I Have Connections!: Assuming they haven't already got a family member working there, the Giovanni will probably have a friend or two in the upper echelons of the local government or corporations.
Vampire Bites Suck: In sharp comparison to the intensely pleasurable bites of other vampires, Giovanni bites are extremely painful to mortals. Of course, with their connections and regular access to corpses, it's rarely a problem for the clan.
Villainous Incest: Let's just say that Giovanni vampires can take "Inbred" as a flaw and leave it at that.
Uncanny Family Resemblance: "Fair Is Foul" has the Giovanni clan start to resemble the Cappadocians, their bodies showing advancing signs of decay as Gehenna continues.
0% Approval Rating: Likely the single most despised clan of all in modern nights, only barely tolerated by the Camarilla and the other Independents, and have at least two minor bloodlines actively working against them. Almost none of the other clans have anything nice to say about the Giovanni in their respective handbooks, with clan stereotypes often degenerating into Reason You Suck Speeches: those who don't regard them with suspicion invariably regard them with contempt and mockery, painting them (quite accurately) as inbred and self-absorbed, and the Malkavians go out of their way to point out that the ghosts hate them too. About the only clan that ever had any measure of respect for them were the Cappadocians, and quite a few of them weren't sure if Augustus and his family could be trusted; but they did- and the Giovanni diablerized their leader and killed them all. As a result, the Harbingers of Skulls, being resurrected Cappadocians, hate the Giovanni more than any other clan in existence.
Even the handbook on Gehenna hates Augustus.
... the most hated of all the Antediluvians- the disgusting, incestuous, bloated and selfish bastard Augustus. He's Cappadocius' biggest mistake, and nothing more than a plague on the world since his inclusion in the ranks of the damned.
Gypsies, criminals and tricksters, the Ravnos are a clan trusted by few- and for good reason. They were among the hardest hit by the Week of Nightmares, when their Antediluvian awoke from his slumber and wrought havoc across India before finally being brought down by the Technocracy; thanks to their founder's predations and death, few Ravnos remain in the Final Nights.
Blue and Orange Morality: The Ravnos embrace the Path of Paradox, which- in the original Indian version- is most definitely this. The western variant... Not so much.
Known as Graverobbers, the Cappadocians were the original Clan of Death, scholars who sought to understand the secrets of death and undeath. In pursuit of that goal, they brought the Giovanni family into the clan - only to have Augustus Giovanni diablerise the Antediluvian, and the Giovanni wipe out the Cappodocians.
Known as Unicorns, these were the healers of the Kindred. They were the peacemakers in ancient times, before their founder, Saulot, was diablerized by Tremere in the 12th century. Following a massive smear campaigns painting them as soul-sucking horrors, there are few Salubri left alive.
Ascended Vampire: Saulot himself, having reached Golconda; all other Salubri aspire to reach this state.
Berserk Button: The warriors of the Salubri despise the Baali, and even gentle Saulot viewed them as an abomination. For diablerizing Saulot and branding them as outcasts, the Tremere are similarly loathed.
Big Good: Saulot, in most interpretations of the character- including two out of the four Gehenna scenarios. A third, "Fair is Foul," reinterprets him as a Machiavellian schemer; he's still more benevolent than most Antediluvians, but a lot darker than he was when still in a state of Golconda.
Defector from Decadence: Inverted - Adonai, sick of his clan's pacifism and burning with a need to punish the Tremere, defected to decadence by joining the Sabbat and founding the Salubri antitribu.
An all-female bloodline that consisted entirely of female former Gangrel, the Ahrimanes began with a single Gangrel antitribu who renounced both sects and her own clan, altering her own vitae with unknown magic and becoming the first Ahrimane. These vampires were incapable of siring, but could turn other vampires into one of them.
Amazon Brigade: An all-woman bloodline who dressed for combat and did not shy away from violence.
Beast Woman: Not uncommon, given that they were all former Gangrel, and any animal-like features incurred before becoming an Ahrimane would have gone unchanged.
Animal Eyes: A common form of the above; notably, their founder possessed cat-eyes as a result.
Deep South: Most or all of the Ahrimanes made their havens in this part of the country.
Does Not Like Men: There were no male Ahrimanes, because the bloodline's founder had no interest in converting them.
Nature Spirit: Spiritus, the Ahrimanes' signature Discipline, allows the user to get in touch with these, from which vampires (being undead abominations) are usually barred.
One-Gender Bloodline: All Ahrimanes were female, though presumably they could have converted male vampires as well.
Devoted almost entirely to the worship of demons and the spreading of carnage and corruption, the Baali are among the most twisted of all bloodlines. Their past is often mired in contradiction and myths: some stories state that they began with a rogue vampire calling upon demonic forces to wage war on the other clans; others claim they stem from an ancient cult devoted to appeasing a race of ancient demi-gods known as the Children; others still accuse Ashur or even Saulot of creating them.
The Corrupter: They attempt to corrupt the Camarilla and Sabbat to serve their masters, and if that doesn't work, kill them.
Cross-Melting Aura: Despite being twice as vulnerable to Faith, Baali that take the "Infernal Aura" flaw repel and terrify the devoutly religious by presence alone. Meanwhile, the "Unholy Aura" merit takes this trope even further: in the owner's presence, relics crumble to dust, holy men and women flee in terror, and places of worship are corrupted to evil. For good measure, the owner is also made immune to the clan weakness.
Eldritch Abomination: The Children; a cabal of primeval beings native to the darkness that existed prior to the creation of the world, they were almost wiped out by "Let There Be Light." Falling to the newly-created earth, the survivors burrowed into the earth and sealed themselves away there; eventually, humans discovered the sleeping monsters and began to worship them in the hopes of gaining some of their godlike power- up until they realized that doing so was actually bringing the Children dangerously close to wakefulness and The End of the World as We Know It. So, in a desperate attempt to lull them back to sleep- and keep drawing power from them without fear of death- their worshippers set about comitting horrific acts of mass-murder and rape. According to the clanbook, the Baali are merely the latest in line to carry on their worship.
Flies Equals Evil: A particularly horrific Baali sect known as the Avatars of the Swarm embrace this trope wholeheartedly. They do not believe in the Children or any of the other usual demonic entities that the Baali worship; instead, they devote themselves to the propagation of vast swarms of ghoul flies, even using human prisoners as incubators for the larvae. Favoured devotees are often haloed with clouds of insects (the Lord of the Flies flaw). Some members of the sect even make themselves into broodmothers for the swarms, allowing themselves to be used as incubators and ritualistically cutting themselves open to release the matured flies- over and over again. As for the unique embrace for this particular sect... it requires an Orifice Invasion. In the introduction to the clanbook, the orifice of choice is the urethra. Enough said.
Holy Burns Evil: The Bloodline weakness; they take double damage from Faith.
Initiation Ceremony: Baali have arguably the most disturbing initiation ceremony of all clans or bloodlines. It starts with a prospective sire gathering a huge pit of decomposing corpses; then, a human heart will be filled with the sire's blood and buried at the very bottom of the pit; finally, the selected childer will be drained almost to death and flung into the pit. In order to survive, would-be-recruits have to crawl (or, depending on the consistancy of the bodies, swim) through the corpses until they can find it and drain it. If they fail, they join the bodies mouldering in the pit.
Sealed Evil in a Can: The Children, again. Unusually for this trope, nobody- the Baali least of all - wants them unsealed.
Red Right Hand: The "Touched From Beyond" flaw, in which the Baali's interaction with demonic forces begins to manifest on his body; this can range from the relatively subtle (warts, club feet, foul smell) to the obviously supernatural (rotting skin, additional limbs, or vestigial wings).
One Gender Bloodline: Subverted, there is nothing preventing them from recruiting men, and during the Victorian era, they did. But the men all disappeared at one point and they stopped embracing them after that.
Harbingers of Skulls
A mysterious cabal of necromancers and sorcerers, the Harbingers of Skulls are commonly allied with the Sabbat- but only out of convenience. Though there are only fifty Harbingers in existence and none of them have ever embraced, their proficiency in magic and necromancy makes them a force to be reckoned with. Dessicated and corpselike, the few members willing to talk have claimed that they have actually escaped from the Underworld to inhabit the bodies of corpses, and are now seeking vengeance against the clan that wronged them...
Back from the Dead: What they claim. It turns out they're telling the truth; more to the point, they're actually Cappadocians- hence their vendetta against the Giovanni.
Berserk Button: The Giovanni. Also, the Tzimisce strongly advise against offering to repair their faces with Vicissitude; even being marginal allies with the Sabbat doesn't stop them from retalliating violently.
Black Cloak: Most of them tend to wear cloaks and shrouds, partly to hide their dessication but mostly to make dramatic impressions.
Multiple Choice Past: Though it's clear that they're actually resurrected Cappadocians, their origin stories tend to change slightly in different books: in most, they're just victims of the Giovanni and out for revenge; however, in the Gehenna scenario "Nightshade," they're actually survivors of "The Feast of Folly" and comprised of the clan rejects sealed at the bottom of Kaymalki by Cappadocius himself.
Oh Crap: Tends to be the last words of any Giovanni unlucky enough to cross their path.
Roaring Rampage of Revenge: Against the Giovanni and any of the other clans who allowed the Cappadocians' destruction to go unpunished.
Skull for a Head: Thanks to the decay of their bodies, the Harbingers are just a thin layer of tattered skin away from being a clear-cut example of this; they already sport a very unnerving death's head grin.
Took a Level in Badass: In unlife, the Cappadocians were inquisitive scholars with little interest in anything beyond their studies. Betrayal, Final Death and the return from the Underworld transformed them into a driven, vengeful army of necromancers hell-bent on destroying those who wronged them.
A fae-blooded offshoot of the Lasombra, the Kiasyd are only nominally Sabbat; their interests lie elsewhere, and there are so few Kiasyd that they often remain cloistered in their havens, undisturbed, for as long as their unlife lasts. Kiasyd are obsessed with the accumulation of knowledge, often on esoteric subjects like Wraiths, the Fae, and the afterlife.
Sacred Hospitality: They pride themselves on being gracious hosts, so long as the guest meets their intellectual expectations.
Undeathly Pallor: More so than other vampires, as their skin faintly glows in the moonlight.
Long ago, a Middle-Eastern death cult - who may or may not have been death-mages - became fascinated by unlife and vampiric undeath, eventually becoming vampires themselves. Necromancers and thaumaturgists, they are few in number and obsessed with the secrets of death, to the point that, until recently, they made their havens in the land of the dead.
Horror Hunger: Even more so than other vampires. They don't just drink blood, they have to eat human flesh.
Slasher Smile: Intentionally averted by the Nagrajara, who avoid smiling since they have jagged, pointed teeth instead of the usual retractable fangs.
A bloodline of unknown origin, but speculated to be an offshoot of the Giovanni clan due to their links to necromancy, death and decay, the Samedi all share one thing in common in that they all look like they are in a constant state of decay, which only gets worse the older they get.
Body Horror: To an arguably worse level than the Nosferatu, the Samedi become increasingly more decomposed and dead-looking as the time goes on, even to the point of making social interaction too difficult due to physical limitations.
Voodoo Zombie: While not zombies per se, the Samedi will eventually come to look like them as they grow older, and they have strong ties to voodoo magic.
An offshoot of the normal Brujah clan that claims its origins as the 'original' clan, either as vampires sired by the original Brujah antediluvian (known as Ilyes) or their childer. As such, they consider themselves the true clan Brujah. It is unknown if this is true or not; certainly the bloodline bears some similarity to the Brujah clan proper (They share two of their three disciplines, and Celerity bears similarity to Temporis). Others claim the story is a smear job. Either way, they seem to be freed from the blood of Troile's weaknesses; they are as unaffected by the clan flaw of the main Brujah clan. Due to this, they are extremely logical and emotionless, a direct contrast to the main clan.
Black Sheep: It is heavily implied in one of the Gehenna scenarios that Ilyes did only sire Troile, meaning the claim that the True Brujah are the direct bloodline from Ilyes himself is an outright fabrication. As such, it is also implied that Ilyes hates the True Brujah even more than the normal clan.
The Mole: A lot of them actually hide within the ranks of the main Brujah clan, in order to bring them back into the fold when the time is right.
The Spock: Quite apart from their calm, analytical minds, True Brujah have a hard time even summoning the slightest emotion, much like their original sire.
Technically not a clan or even a bloodline, Caitiff are pure and simple clanless vampires. Often castoffs from vampire society and almost universally looked down on, Caitiff often have a very hard time getting by night by night simply due to the fact that nobody wants them. While their lack of clan ties cuts them off from their clan benefits, however, they are not affected by the clan flaws of their sire's clan either.
Black Sheep: Usually just get abandoned by their sires after embrace due to the lack of clan traits displayed. The Nosferatu in particular are disgusted by their embraced Caitiff due to this.
Butt Monkey: Literally the lowest kindred on the vampire chain aside from thin-bloods (who often tend to be caitiff themselves). Vampire society isn't exactly kind to anyone, but these people get it worse than anybody.
Clap Your Hands If You Believe: A minor example. Caitiff are not traitless Vampires, and their pre-conceptions about Vampires have a tendency to influence them somewhat. This not only influences strengths and weaknesses, but is the canon explanation for the disciplines they have when sired.
Dark and Troubled Past: Ran away a lot. Her father couldn't even be bothered to discipline her and decided to force her to go to church thinking it would make her more tolerable. Except there was Moncada.
Not So Different: With AmbrosioLuisMonçada. Averted, at first. but Anatole dies, making her feel lost and bitter. She rejoins the Sabbat and takes Moncada's position and it soon begins to be glaringly obvious she's become him.
Reconcile The Bitter Foes: Played with. She and Fatima were lovers who didn't part amiably then Gehenna began to take place so they met each other to part on better terms. Which was just in time because Fatima dies not long after.
Trauma Conga Line: She's really a woobie. Her father didn't care much for her, then she was embraced by a Dirty Old Monk and had to be under his finger for a long time. She found a measure of happiness with Anatole and Beckett.
The Vamp: Subverted. She is just a vampire. A mean, vicious and ferocious one at that.
We Used to Be Friends: She fell apart and distanced herself with Beckett and Fatima after Anatole's death.
He, or rather it since he got castrated, is an elder Tzimisce that personally helped the Anarch revolt and the creation of the Sabbat. It is a fervent scholar, much like Beckett, though it has a different approach to its 'investigations.' It spends its time roaming different Sabbat domains and trying to recover the Toreador Methuselah Michael's dream for a vampiric, perfect city, as well as turning people into armchairs. It is The Rival for Beckett.
Canon from the Final Nights suggests that Caine is benevolent but neglectful and merely wants to be left alone, but has decided to take responsibility for his actions.
Cain and Abel: The original, natch, and what turned him into the First Vampire.
Fate Worse than Death: He is speculated to have disappeared as punishment for committing the original sin.
Good All Along: Subverted. He is benevolent but not exactly what you can say good, considering he was callous enough to have left vampires to do their own things just because he couldn't understand it.
Sealed Good in a Can: Not what you can say a sterling example but he is a force of ambiguous benevolence.