A tabletop roleplaying game in the New World of Darkness line and Spiritual Successor of Vampire: The Masquerade. Players take the roles of vampires, people Cursed with eternal (un)life, supernatural power, and — oh, yeah — bloodlust and a fatal sunlight allergy.In Requiem nobody knows exactly how the vampirism curse started. Some believe that they were cursed The Powers That Be for a specific purpose, others believe that vampires are a concealed part of natural world and there are those who think it's not important at all. But one thing is for sure, vampires have stalked and preyed on humanity for a very long time.The mortals killed and brought back as vampires are in for a tough existence. The first thing to be noticed is the ever-present Beast, the name given to the urges that drive vampires away from their Humanity (one of them being an endless thirst for the blood of the living). Then there is the fact that fire and sunlight are the bane of their existance. They also have to socialize with other bloodsuckers that compose vampire society, which can be roughly described as vicious, and most likely deal with hunters and/or other nasty creatures that go bump in the night. Every night since the first is a battle for survival (metaphorical, or not). In addition (maybe as a compensation) they get powers like immortality, super strength and supernatural charm, just to name a few, aside from the possibility that one night they may become the almighty overlords of the afterdark.The various Splats of Vampire are as follows:The Clans: A Clan is basically a blood family which is determined by the Sire. Instead of the previous game's thirteen (and then some) clans, clans being the most distinctive (and easily litigated) feature of White Wolf's system, it was whittled down to five "archetype" Clans, but each one of them has tons of Bloodlines that adds a few more variations.
Daeva: Faster, stronger and sexier, the Succubi are the sex symbols of the vampire race. As expected they are good-looking or at least very charming. However, out of the five Clans, they are the most tragically inhuman since they are as dead emotionally as they are physically and because of this many of them become jaded and depraved. Their Disciplines are: Celerity, Majesty and Vigor.
Gangrel: Vampires capable of great ferocity and insight. The Savages may be simple minded, but their special bond with the Beast give them a sagacity matched by no other Clan, and, in fact, some of the wisest vampires out there are Gangrel. On the other hand, while other vampires tend towards more... human evil, the Gangrel do boast some atrocious monsters. Their Disciplines are: Animalism, Protean and Resilience
The Covenants: The political parties and/or religions of the Kindred.
The Carthian Movement: Composed mostly by Neonates, the Carthians seek the best form of government for vampires based on mortal social systems which can be anything from strict Representative Republicanism to clan-based tyranny. Ironically, while Invictus-ruled cities generally tend to have the Carthian dissidents be the least amoral vampires in town, the Carthian-ruled cities detailed in the setting so far have all set new world records for going downhill fast. Apparently they make a far better opposition than administration.
The Circle of the Crone: An anthology of faiths and pagan cults that worships a variety of feminine deities incorporated in one entity, creatrix of vampires, the Crone (a.k.a. the Mother of all Monsters) and promote the idea that vampires are perfectly natural (in the way that leeches are natural). They practice the blood sorcery ofCrúac that, as a downside, distances them from humanity.
Lancea Sanctum: Founded by the Roman Centurion Longinus, the Sanctified believe that God cursed them as vampires to unleash His Wrath upon sinners. They can range anything from Catholic (most common) to Jewish and Muslim in pomp and circumstance. Theban Sorcery, their kind of magic, is the invocation of dark miracles upon the world.
Belial's Brood: Infernalists, self-titled the Forsworn, that believe that they should lose all traces of humanity and give themselves over to the Beast.
VII: They engage in terrorist acts against other vampires, and their minds can't be read beyond getting the image of the roman numeral 7. Beyond that, there is no canonical explanation for who VII are.
For more details on Clans, Covenants and other creatures that composes the Requiem line go to Character Sheet
A God Am I - Every member of the Asnam bloodline. To wit, the Asnam are a Daeva bloodline whose special abilities allow them to make a ghouled human appear prettier than he really is, transfer blood or willpower to or from one of her ghouls over large distances, sleep in the body of a ghoul and prepare a child in such such a way that, when the Asnam suffers Final Death their soul is transferred into the body of the child. They are also true egomanics, which allows the Storyteller to grossly underplay the difficulty of a task up to two times per scene.
Almighty Janitor: A few, but one of the more straight examples of the trope is Sam, from the New Orleans setting book.
Everybody knows Sam. Sam is the friendly if quiet fellow who meanders around town, occasionally muttering to himself in low and often hushed tones. Sam is the unassuming homeless man who spends most of his time in one of the few New Orleans parks that aren’t regularly monopolized by the flow of mortal men in ugly pants (most notably Audobon Park, Louis Armstrong Park and the northern half of City Park). Sam is the crumpled old wino who keeps to himself. Everybody knows Sam—right? Wrong.
In truth, Sam is probably, in terms of physical and mystical might, the single most powerful vampire in the entire state of Louisiana. He was an elder when the current elders of the city were barely more than fledglings themselves, and faked his own Final Death, falling into torpor, where he slept until the late 20th or early 21st century. And he appears to have slept at the center of a network of Ley Lines, which...changed him somehow.
The Circle of the Crone are barely even an Ancient Tradition, much less a conspiracy, given how splintered they are as an organization. Nonetheless, they've managed to pass down the secrets of Cruac for millenia, so there's at least something to them.
The Ordo Dracul is a subversion because they don't even really care about vampire politics, much less the affairs of mortals, so long as they're allowed to study in peace.
The Carthians are a subversion because they're not really all that ancient- they only date back to the Enlightenment, which makes them practically neonates compared to the other Covenants.
Apparently Powerless Puppetmaster: The Phanariot and the Louchet are ghouls who have developed an immunity to the Viniculum, either through a collective pact with an otherworldly entity (Phanariot) or as part of a deal with true Kindred to remove some of the Blessed with Suck qualities of existence (the Louchet). Since it's assumed that ghouls are more or less the collective kicked dogs of the vampiric world, everyone who doesn't know of their existence beforehand assumes they're just loyal gofers. Naturally, this is an impression they do everything in their power to cultivate, right up until they ask Who's Laughing Now? and cut off their "master's" head.
Appeal To Novelty: The Carthian Movement was initially just a collection of rabble-rousing neonates that were angry about the stodginess and perpetual stasis of vampire society. But then a few elders thought it might be a nice idea to try out some of these strange new ideas like "democracy" and "personal liberty," and soon the Movement rose to prominence alongside all the other covenants.
Appeal To Tradition: The Invictus inherently trust things that are old because they are proven, rather than new things that are potentially unreliable and volatile. This includes their political beliefs, of course, but it also extends to their personal belongings and tastes (part of the reason they tend to retain fashion styles from their time alive, even if they're several hundred years out of date).
Apocalypse Maiden - This is either the Crone, or a potential daughter of hers. No one's entirely sure.
Authority Equals Asskicking: Any vampire that lives long enough to become Prince is probably not someone you want to mess with... unless they're a Puppet King, in which case they are probably controlled by someone you don't want to mess with.
This also goes for most Primogen, and anyone who manages to get into the leadership of their respective Covenants.
As a general rule, the more titles an Invictus noble has, the less you'll want to be on their bad side.
Averted (mostly) with the Ordo Dracul. Rank in the Ordo is generally earned through study of the Coils of the Dragon, which often requires so much time that they don't really have time to kick ass. That said, do not mess with one of the Sworn of the Axe, who are this trope Up to Eleven.
Badass: Lots of characters can become it, but a special mention goes to CountFuckingDracula, a seven-foot, bald, tattooed biker Gangrel who despite only having a Blood Potency of 3 (making him in theory 100 years of age, though he acts considerably younger) has hellish combat skills, excellent Disciplines that many listed Elders would be proud of, who despite how insanely violent he can be is still quite intelligent and learned.
Badass Bookworm - Besides the inherent badassery that comes from knowing certain Coils (such as learning not to frenzy and how to minimize damage from fire and sunlight), the Ordo has an entire group of these known as the Sworn of the Axe. They were founded by Mara, the most violent of the Brides of Dracula, and they will gladly kill you if you threaten the Ordo.
Because I Say So - A Prince never needs to explain him or herself to anyone, and can punish anyone who questions them. However, as a matter of practicality, Princes will usually at least explain their actions to the Primogen, since Princes that seem to act too recklessly can often find themselves without their jobs... or their heads.
However, any vampire with a hint of survival instinct will learn early on not to question their superiors, especially not the Prince.
Being Good Sucks - Not all the time; it's more that Evil Feels Good. However, the opposite of the Gangrel Red Surrender—which may or may not even be real, but which is rumored to exist—results in getting penalties where the Surrender gives benefits and vice versa, for a single night once per week...and one other ironic twist:
It feels awful. Humanity is no pleasant thing. Denying the Beast feels sick, wrong, tainted. The vampire concentrates overmuch on all the wrong things she’s done and recognizes herself for the monster that she is.
Blessed with Suck - It is not fun to be a vampire. Those who disagree tend to become ash in the wind one way or another.
An interesting case study of this are Bloodlines. Bloodlines can be born from a vampire getting incredibly old and powerful in blood manipulation, allowing them to create a special Discipline or make an Out of Clan into an In Clan Discipline, making it cheaper to buy. The downside? The vampire and likely most if not all of their progeny now get an extraWeaksauce Weakness, even if they don't want the spiffy new powers! It's no surprise that a good number of bloodlines were created as a result of said founder surviving a particularly nasty curse.
Of particular note are the Kallisti, a Daeva bloodline outlined in the Invictus sourcebook. On paper, they are the ultimate social manipulators, with Dominate, Majesty, and a bloodline Discipline called Perfidy, which is basically emotional control geared towards causing as much chaos as possible. Plus, they have access to Celerity if things get dicey. The catch? Their bloodline weakness is that their blood doesn't cause Vinculum. This doesn't sound too bad until you realize that since vampires (once they reach an appropriate age) can only feed from other vampires, any elder would give his left arm for a blood slave that he can drink freely from without any emotional ties. The Invictus practically keeps them as pets, letting them play tiddly winks with local politics as long as their elders can tap their veins whenever they please. If you're a Kallisti, and word gets out about the weakness of your bloodline, expect a long stay chained up in an elder's basement as he farms you for blood.
Blood Bath - One bloodline of vampires, the Galloi, bathe in blood to make themselves more beautiful.
Macellarius and Noctoku feeding habits are this trope. Noctoku, at least, can absorb blood through their skin.
Blood Magic: Both the Acolytes and the Sanctified are users of this, though Theban Sorcery depends on other reagents, and Cruac is pure Blood Magic.
Bomb Throwing Anarchists: Subverted with Belial's Brood: The Forsworn are anarchists, and they do throw bombs, but their sourcebook shows that they actually don't view chaos as an end in and of itself-it's actually part of their Pursuit, the philosophic journey towards the platonic ideal of "the Beast".
Some more radical chapters of the Carthians can approach this trope.
But Not Too Foreign - A plot point introduced in Night Horrors: Immortal Sinners. The character Emily Eupraxus Washington was inducted into the ancient Roman Eupraxus bloodline, who are treated as the figureheads of the Invictus Covenant. Emily's half-Japanese, and is portrayed as an ineffectual ruler and moe blob. The plot is that the elder Invictus are largely racist feudal Europeans, but they dare not act against their crown jewel. The younger Invictus, on the other hand, love Emily because her combined lineage and bloodline show that the Invictus is capable of adapting to the modern world.Allegedly, the Japanese ancestry also pleases a large part of the fan base.
Came Back Wrong - The Nosferatu. Some are The Grotesque, but most simply have something about them — eyes that are an unnatural color, an odor, the way they move, or even an aura about them — that is just not right.
The expanded rules on draugr give us larvae: Kindred who, whether by curse or accident, are brought into the Requiem at Humanity 0.
Then you've got the Hollow Mekhet. Rather than being Embraced on the cusp of death, they were Embraced several days after. However, this has given them time for their ka to depart, which means they cast no shadow, don't reflect in mirrors or resolve on any film medium, can't be heard over a phone or tape recorder... oh, and their ka is still pinned to this mortal coil, can do all these things, and will make the Mekhet's nights living hell if it's not placated with the right rituals.
Cannibal Clan - The Oberloch bloodline seem to be based on the Cannibal Clan types you see in horror movies like the The Texas Chainsaw Massacre, but are actually derived from the redneck thing. A truer cannibal clan would be the Noctoku, who feed on other vampires exclusively, or the Macellarius, who do that occasionally, but really emphasize the family unit.
Cannibalism Superpower: The Macellarius, a Ventrue Bloodline, possess the unique power of Gustus. This allows them to, among other things, consume, digest and gain Vitae from human flesh, store extra Vitae as body fat and to spew highly acidic bile. Sounds more repulsive than convenient, right? Except that at it's highest rank, Gustus allows you to absorb the powers and copy the abilities of others by consuming their flesh, and it works on mortals and fiends alike. Munchkinsahoy!
Card-Carrying Villain: Belial's Brood is fully aware that they are evil by human standards, and they could not care less.
Classical Movie Vampire - One of the three elder vampires claiming to be Dracula is a fellow nicknamed "Hollywood Drac." He's described as looking like a cross between Bela Lugosi and Christopher Lee, and is pictured wearing the traditional white-tie evening clothes, black cape, and pendant.
Color-Coded for Your Convenience: The Invictus from Florence has a formal dress code that includes the use of of differently colored sashes for each clan, the Daeva use red and gold, the Gangrel use red and brown, the Mekhet use indigo and silver, the Nosferatu use black and green and the Ventrue use purple and gold.
Cosplay - People who play in the LARP version of the game, Mind's Eye Theater, often dress-up as their characters or major NPCs. The actual rulebook for the LARP even uses pictures of some players cosplaying as New Orleans mainstays Pearl Chastain and Baron Cimetiere, who himself is cosplaying Baron Samedi.
Crippling Overspecialization - The Moroi bloodline are a group of uber-predators kept as assassins by the Ordo Dracul. They boast strength and toughness beyond even undead norm, they have both Obfuscate (vampiric stealth) and Animalism (animal control), and they're an option for both Gangrel and Nosferatu, meaning that they have relatively easy access to Protean (shapeshifting) and Nightmare (inflicting fear), though they're no longer in-clan. They also have murderous urges even more powerful than other vampires that take up most of their concentration, and while they're not precisely deformed, they have yellowish skin and their air of menace allows even oblivious humans to understand there's something wrong with them. So yeah, good if you want to fight, sneak, or assassinate, bad if you want to, say, carry on a normal conversation, or do more than basic math.
Cross Over - It doesn't involve metaplot since it doesn't exist in this iteration of the WoD, but it's still worth pointing out!
The Dead Wolves bloodline from Shadows of Mexico are wolf-blooded who just so happen to have been Embraced before the First Change. Sort of. So I guess Big Screwed-Up Family as well? Their bloodline discipline references the mechanics for the various moons and their related skills in Werewolf as well.
The Bohagande bloodline are tricky gamblers whose founders consist of a cowboy Gangrel with a crow instead of bat form, and what is basically a Shoshone Acanthus mage. They even make use of Mage's sympathetic magic system with their bloodline discipline, so bonus points for that!
Horrifically, Belial gets similar treatment. Dracula, too.
Not entirely true with Dracula. He's not The Messiah to the Ordo Dracul, he's just a really smart guy they all want to emulate. It's a bit more like modern physicists idolizing Einstein or Maxwell, or rock musicians looking up to the Beatles.
Ghuls tend to see themselves as this: They are cursed to be necrophages for eternity in return for their dark sorcery as mortals...at the age they were cursed...with Functional Magic intact...Charm Person...and the complete lack of anything resembling the Beast. It's at that point that the silver lining gets so thick you can't see the cloud.
Ancient Bloodlines speaks of a vampiric Babylonian priestess' lesbian lover being taken from her forcibly by the En emperor. Turns out the lover eventually fell for her abductor in typical NTR fashion. Unlike other cuckold stories, the priestess got her revenge on them by creating the Iltani and edimmu.
The trope is taken Up to Eleven with the Honeymoon Hijackers Charles and Charlene Greengrass. They were kidnapped and turned into vampires on their respective wedding nights by cruel sires, with their spouses killed. Charles and Charlene meet one another ten years after their abductions, instantly recognize the predicament of the other, and fall in love. They diablerize their sires, escape vampire society, get into a scary codependent relationship, then perform cuckolding scenarios and serial killings on any recently married couple they can find.note Diablerie causes vampires to sometimes pickup traits of the soul they ate. It's implied that's why the couple do what they do, despite their actions mirroring their own tragic histories.
Mess with their heads. Get it so the victims love their keepers, will do anything for them (even better if they can work one of the couple against the other—so sweet, that betrayal).
Darker and Edgier: Unlike in Masquerade, it isn't actually possible to embrace your new power without giving into the Beast, at least partially-which means it's impossible to remain a moral individual and have something resembling power in vampiric society. And that's the least bad thing that will happen to you. Yeah, Blessed with Suckdoesn't begin to describe Kindred.
Darkest Africa: Requiem for Rome has a section detailing how a game set in sub-Saharan Africa might be like. It's described like this trope, but it may be justified.
Dark Is Somewhat Less Evil: The Mekhet hate fire and sunlight even more than other vampires, and the Nosferatu are literally impossible to like. They're also the clans with the least amount of mental effects the Beast has on them, so it's easier for them to be good...which isn't saying much.
The Gangrel are a close second. They're just not very cerebral, although they don't have to indulge their dark sides or go crazy. But they can. Oh, how they can...
A more appropriate version of Dark Is Not Evil can be found with the Khaibit. Their bloodline power is Obtenebration, granting power over shadows and increased ability to operate in the dark... and they specialize as demon-hunters and bodyguards.
The Gangrel get the Red Surrender, which allows them to yield more power from going into Frenzy. Problem is, it also makes it harder to succeed at non-bestial skills... oh, and it's addictive.
Belial's Brood get Investments, demonstrations of their symbiotic relationship with the Beast and their understanding of vampiric nature. If things like tearing off your hands to serve as puppets or climbing up walls with your fingers weren't obviously creepy enough, they get easier to buy the lower your Karma Meter goes.
Day of the Jackboot: While the Carthians are generally presented as having philosophies rooted in modern democratic and republican ideals, they also count fascists and communists among their number. And sometimes, those Carthians manage to take control of a city...
Deaf Composer - Any vampire cooks, by virtue of having normal food taste utterly rancid. For that matter, virtually any vampire artist of any sort lacks any emotional insight or expression, regardless of how many dots the player puts into Expression and Manipulation, because vampires are, not to put too fine a point on it, dead inside.
Democracy Is Bad - The Invictus don't believe in democracy, as it's easy to subvert with their psychic Disciplines. The Invictus Emperor story is actually a Space Whale Aesop about this.
Demonic Possession - Dominate 5: any human so possessed this way tends to go insane or even catatonic.
Pick a Strix. Any Strix. Chances are he's done this at least once, probably more.
Depending on the Artist: As different artists are commissioned to work on the same characters, this trope is in full effect.
Ghouls has detailed mechanics for conception and gestation... in the context of breeding humans as blood slaves. The author even directly states that having a player character use these rules is an (his words) exercise in cruelty.
Dying Like Animals - Almost every human is a Bat, the vampires are all Moles to humans and Mice to their elders, and Hunters are the rare humans who can see past the masquerade and try to stop the bad supernaturals.
Dysfunction Junction - Enforced by the Predator's Taint rule. Basically, vampires are meant to be solitary hunters, and thus the Beast tries to go into either a rage or a fear frenzy upon running across another vampire for the first time (the type of frenzy depending on whether the triggering vampire is of lower or higher Blood Potency, respectively). A roll is made to avoid this, but if it fails, well... It can be also be bypassed entirely if both possess the second level of Obfuscate.
Empty Shell - What excessive uses of Dominate can do to a person.
Subverted with the Empty Liars—they're called that because they have false memories of being a human and don't have blood, only eldritch secrets they've picked up. But personality-wise, they're indistinguishable from normal people, even to the point of having a Morality score.
Enemy Within - All vampires suffer from The Beast, an animalistic, id-like force with a hint of supernatural malice, that attempts to compel them into immediately satisfying their instinctive urges, such as craving for blood, fear of sunlight or anger at the slightest provocation, no matter the circumstances. Its motives can be summarised as "Hunt. Kill. Feed. Sleep. Repeat."
Hollow Mekhet have another Enemy Within: part of their soul is detached from their body and exists in reflective surfaces. They can only subsist on carrion and stagnant water and generally do not like their hosts.
Members of the "Romanist" belief (the theory that the first vampires arose spontaneously from certain members of the Julio-Claudian Caesars) sometimes wonder if Nero might have been the first Daeva... they invariably go back to speculating that the Daeva's founder was either his mother, Agrippina, or his aunt-in-law, Messalina. The reason is that general consensus is, simply; Nero was far too much of a jerk to have become the founder of the Succubus clan. Such a petty, preening poseur is nowhere near charismatic or attractive enough to be the founder of the Succubus clan, who, for all their glitz, only an idiot mistakes for vapid fools.
The Melissidae are a Ventrue bloodline descended from a woman who tried to encourage humans to forsake their humanity and instead become a literal hive, forsaking individual thought for the good of the hive — a philosophy that would have been "hideously wrong" even without having an unnatural, undead thing at the center of the hive, as the book notes. They are such psychotic, abusive, soulless monsters that the other vampires actually organised en masse to wipe them out.
Draugr (vampires who have hit the rock bottom of the Karma Meter and become utterly inhuman) aren't appreciated by vampires at the best of times. The kicker is, they tend to be driven solely by their Vice, and come in two levels of intelligence, one that can vaguely pass for human(ish), the other utterly primal. Whenever a bestial draugr driven by Lust comes into being, the local vampires invariably band together to destroy it. As Wicked Dead notes, it's not often that vampires get to feel like heroes — but destroying draugr of this stripe is one of those times.
Ventrue has a running narrative about a dead girl who's trying to protect herself from the strix by performing a lot of really creepy ritual killings around places full of negative feelings. She claims the rituals are from the only ones that can fight the strix, the equally mysterious "Perfecti." That's basically Belial's Brood.
Evil Virtues: Part of what makes Belial's Brood such an effective organization is True Companions. This is in contrast to every other Kindred in existence.
Evilutionary Biology: The modus operandi of the Ordo Dracul, thanks to the Coils of the Dragon. Subverted in that most of the changes are done to oneself, intentionally... although there's always a need for more test subjects.
Also, the origin of the Azerkatil bloodline, which was created through experimentation with bloodline "genetics" and rampant diablerie. This alone would be a good reason to fear the Azerkatil, even if they weren't a bloodline specifically created to hunt other vampires.
Fanservice - Justified since it's explained that the art for the books is often commissioned before the written material is finished, so the pictures will sometimes not match the text! The end result is that we get illustrations of sexy vampire girls (and guys!) for no appreciable reason.
Fantastic Drug: Vampire blood. Just don't mention this to most of them. They're kind of sensitive about it.
Solace, from the Mythologies sourcebook. Basically, it makes a vampire feel like they're alive again.
Bloodroot is about as fantastic as you can get — it's a vampire-specific narcotic from another dimension.
Fantastic Fragility: The allure of Bloodlines is they give their members a fourth discipline (sometimes unique) at in-clan cost, making it much easier to gain terrifying new powers. The downside? A whole new weakness to bog you down, ranging from nuisances like not being able to embrace men (Qedeshah) to the crippling like not having fangs or the kiss (Norvegi).
The Qedeshah weakness is a bit more than a nuisance. They also can't produce the effects of the kiss and their bite is, in fact, more painful than it reasonably should be. Any who do attempt to embrace someone of the male persuasion end up with a black, slimy pile of goo where their prospective childe once stood.
Fantastic Racism - The clanbooks bring up the idea that the Daeva and Ventrue are the top of vampire society, while the Mekhet are looked down upon. The Gangrel are equated with dogs, and Nosferatu? Worms.
The Lancea Sanctum faction called the Crimson Cavalry is the Christian Identity Movement with vampire clans taken into consideration. Wow.
The Deucalion bloodline of the Ventrue is all about this. They believe the Ventrue are truly superior to other clans, and their response to this ranges from "help the other clans get over their weaknesses" to "lord over them like the wastes of blood they are." Their bloodline-exclusive Discipline relies on inflicting exaggerated versions of the clan weaknesses on other vampires... but the book mentions that no one in the line has unlocked the fifth level, centered around the Ventrue tendency towards madness, because that would require admitting the Ventrue are flawed.
Fantasy Axis of Evil - The Vampires as a whole belong to the Fallen among the other "races" of the New World of Darkness, but this trope can also apply to the five Clans. You should note, however, that they may might not fall squarely under each category...
Savage: The Gangrel may be considered both Savages (indeed, their nickname) and Eldritches, because of the greater influence The Beast have on them.
Eldritch: The Nosferatu due their appearance, but a little Crafty by nature.
Humanoid: The Daeva or, even, the Ventrue, but it suits better the Mekhet since they lack true uniqueness.
Fallen: All over the Daeva with a hint of Humanoid because they blend easily among mortals.
Crafty: The Ventrue and their machinations/lust for power, but they do show a dash of Fallen.
The Crimson Cavalry are the Christian Identity Movement from the US, UK, and South Africa.
The Lancea Sanctum has variant creeds associated with Judaism, Islam, and other branches of Christianity.
The Amanotsukai is Shinto with vampires.
The Carthian Movement is rooted heavily in Enlightenment philosophy and post-Enlightenment politics, and has much the same problems with vampire society that Enlightenment philosophers had with European monarchies.
Fate Worse Than Death - Ultimately every vampire will surrender to their beast and become either a mindless beast or a careful predator. For some that is a Fate Worse Than Death but for some (just read the Belial's Brood description above) it's a blessing.
Five Races - The five vampire clans. Complicated by the facts that there was a sixth clan, the Julii in ancient Rome, who were replaced by the Ventrue, and that the Mekhet have an alternative clan weakness in the form of the Hollow, introduced in their clanbook.
For Science! - The stated motive behind many of the more horrible thing the Ordo Dracula do. For example, "Following the Dragon's Tail," which involves murdering a frequently randomly selected innocent, just to observe the effect of the murder on the victim's friends and family, as a lesson in the unpredictability of the consequences of one's actions. An expanded version, called "Counting the Dragon's Scales," involves a number of vampires and coordinated mass slaughter, and is intended to allow the study of what happens when an entire city collectively craps itself in terror.
They also entertain ideas about Embracing people completely unprepared for vampirism (suicides, the disabled) for the reason of seeing whether or not the Beast's survival urge can overcome their mentality.
The Crassus estate actually has an insane asylum for all their family members who were unable to use their money and power to fix themselves up from all the rapes. Their estate has a wing with a coterie of Invictus in it, as well... This family is doomed.
They have created two more ghoul families specifically for the Crassus to piss on? It just never ends. One family is perpetual butlers with undeveloped vocal cords, who are systematically killed the second they become self-aware of their condition, and the other is a purpose-bred family of pit fighters knowing no life outside the arena.
Then we have the Strix, who being The Unfettered now, primarily prosecute vampires for this reason.
A Strix in the opening of the strix chapter speaks of his decaying possessions, and how he/she doesn't know who he really is anymore, or why he does all these terrible things. "...and I wouldn't have it any other way."
Fully-Embraced Fiend: Belial's Brood is composed of vampires who have collectively decided "screw humanity" and become the best monsters they can be.
Gothic Punk: Less so than the Old World of Darkness; it's more Gothic Horror, although traces remain
Such as the outfits. Dear gods, the outfits...
Grand Theft Me: Members of the En bloodline have a semi-sentient Beast that encourages them to commit diablerie, and indeed grants additional benefits at higher Blood Potency. As a result, however, an En that reaches Humanity 0 doesn't become a draugr- instead, they're possessed by their Beast and become a victim of this trope.
Played straight in Wicked Dead, with the introduction of the Dampyr. Thing is, each and every Dampyr is a walking curse incarnate, designed to utterly shatter a vampire's unlife... and thanks to the nature of their powers, the Dampyr are often utterly oblivious to the effects they have on the vampires around them. Most aren't even aware vampires exist.
Healing Factor: Requires Vitae, one point heals two bashing or one lethal damage (and guns deal bashing to vampires). Aggravated damage is more expensive.
Horror Hunger: Vampires and blood, among whom the Noctuku in Requiem take it to new levels. They're not only blood drinking monsters, but addicted to cannibalism. That's right, they need to eat the flesh of the living (animals, humans, and vampires) or suffer crippling hunger pains and worsening social and mental abilities. Worse, they still can't digest, so it all comes right back up.
Arguably worse are the Macellarius, who aren't addicted to cannibalism, but do it anyway for the heck of it.
According to the "Mythologies" sourcebook for Requiem, any powerful vampire has a reason to be tempted to eat human livers. If they can keep it down overday, then they'll "dilute" their blood, allowing them to drink less powerful blood (so a Blood Potency 7+ liver-eater no longer needs to feed on other vampires) for a time. Of course, it only lasts about a fortnight to a month, and then they need to eat another liver.
Hot-Blooded: The Tianpian Xiao, who share the weakness that they must periodically use their bloodline discipline to release excess emotion into the people around them. If they fail to do so, the emotional buildup eventually renders them useless.
I Hate You, Vampire Dad: Considering the Embrace doesn't need to be consensual, it's not surprising that a number of vampires are less than fond of their sires. Add on to this the fact that many vampires become jaded, inhuman and extremely manipulative, and you have a decent chance of having a permanent, mystical tie to someone you really wish would take a long walk at sunrise.
I Love the Dead: One way the Sangiovanni bloodline weakness can manifest, though it's considered impolite to bring up such topics when the bloodline meets formally.
I'm a Humanitarian: The Noctuku, a bloodline of the Nosferatu whose members have a taste for the flesh of other vampires. They regulary have to consume another vampire's flesh (even though they can't keep it down and don't gain any nourishment from it) or risk going into a hunger frenzy.
What makes the Noctuku really fit that trope is that they actually don't need vampire flesh; pork and lamb will do just fine, but no, they just prefer other vampires.
There's also the Macellarius, a Ventrue bloodline of villainous gluttons whose extra weakness is they bloat to obesity shortly after joining the bloodline and keep going year after year. While they gorge themselves on just about everything, they also eat their victims alive instead of just drinking their blood, as their unique powers allow them to convert raw flesh into extra nutrition. Considering that Vampires cannot digest anything other than vitae, and must eventually vomit up anything else they eat as a bloody slurry, the ends to Macellarius dinner parties tend to be messy, to say the very least.
Humanoid Abomination: Empty Liars, who appear to be perfectly normal to all senses, and even think they're mortals...except to Aura Sight, which shows them to completely lack an aura (protip-everything sapient, even monsters who were never human, has an aura), have and induce false memories of their entire "life story", and when exposed to Blood Magic, quickly drop all pretense and observe. More importantly for blood sorcerers, they're walking lexicons of all the spells they've seen-drinking their blood is like digesting an entire Tome of Eldritch Lore at once.
In the Blood: This is actually the premise of the Shadows of Mexico setting. It even points out that racism, of all things, is somehow rooted into the land and is considered a valid mental derangement along with obsessive compulsive disorder.
A potential Prince for Mexico is Malintzinita, a daughter of Cortez and La Malinche. She's torn between her native roots and Spanish culture. She created a bloodline that emphasizes this.
The Lancea Sanctum branches in Mexico are generally more accepting of those who worship the pagan gods of the region. This is because those gods are potentially their precursors.
In the Invictus, your vampiric ancestry (grand-sires and above) determines how easily you can be accepted. This applies to all Invictus domains, not just in Mexico.
A good many bloodlines are, quite frankly, Cursed with Suckand the core book makes it clear that if a vampire has a sire or grandsire in said bloodline, they may "reflexively" join despite not wanting to. Some kindred will often go to great lengths trying to avoid this by running away or joining a (they think/hope) less sucky bloodline.
The Melissidae bloodline are known to not do anything if their childer run away. They just assume that the blood will take care of itself. So far, it always has.
Joke Character: The Players, a bloodline with so many drawbacks and weaknesses that they scare other vampires - nothing can be that weak without some dark surprises, can it? (They're largely a winking poke at Vampire fanboys.)
Karma Meter: The Humanity rating, which displays how close your character is to the Beast.
Although not technically living, the Sangiovanni like to create animated puppets out of corpses. With high enough levels of Malvolio, their bloodline discipline, these zombies can remain indefinitely without decomposing, and they can even gain a semblance of intelligence, to serve their undead masters better.
Malevolent Masked Men: Many Nosferatu like to wear masks, either to conceal their disfigurement or just to creep people out. "Unyielding Mask" is a purchaseable Nosferatu Merit, a mask permanently affixed to the wearer's face that protects him from mental control by other vampires and grants him a bonus to the social skill of his choice. How a vampire with a mask permanently stuck to his face is physically able to feed is left unaddressed.
Masquerade: Vampires have codified this into an explicit Tradition, and the Invictus covenant is intent on making sure it stays upheld.
Metaplot: Not nearly as much as the last game, but increasing references to the Strix (and the possibility that they have had a prominent effect on shaping the Kindred) as well as hints of their imminent return (culminating in them being given stats and details in Wicked Dead) might just about qualify.
The Ventrue book references the end of Vidal's control of New Orleans, as well as the maybe-Final Death of the Baron.
Mighty Whitey: An extremely egregious example is given in Circle of the Crone. The Japanese faction, the Amanotsukai, were once led by a Dutch girl during the early days of Japan's collapsed isolation. She was made leader after the Japanese sun goddess Amaterasu protected her from burning to death by the sun.
Mind Rape: High level Dominate qualifies. While altering memories or even possessing someone might be done for the greater good, using Dominate to condition someone is always a sin against high-to-mid level Humanity, no matter how well intentioned you might be in doing it.
The Duchange bloodline's La Touche Illusoire power lets a Kindred launch a psychic pattern of touches, prods, and caresses on some victim. On an exceptional success, you can LITERALLY rape someone with your mind! Higher levels allow you to hit someone with intense pain (or... the exact opposite) and completely recolor their emotional perceptions, to the point of having someone adore you as you advance on them with a chainsaw.
Monster Lord: Bloodlines and elders with high Blood Potency, obligating them to act monstrously to other monsters.
The Ventrue would have you believe that each and every one of then is one too.
Kindred with Animalism and a whole lot of ghouled dogs, which are referred to as Hellhounds.
Going into torpor is a traumatic experience at the best of times, and even when it's done voluntarily a vampire tends to experience terrible nightmares during the course of the long sleep. It's not uncommon for a vampire to develop total amnesia when he awakens, and while this is the worst case scenario, even if your memories do survive mostly intact, they're often distorted and confused. It's easy for a vampire to become convinced they lived a life very different to the one they actually led.
And because there are no vampires from ancient times with wholly reliable memories, the clans each have multiple legends about where they came from and who created them. This also sets the stage for the storyteller to bring story elements completely from left field if they so choose, as there isn't any one canon origin story.
My Beloved Smother: The Qedeshah Bloodline, who incorporate the scariest aspects of motherhood.
My Death Is Just the Beginning: If a powerful and amoral blood sorcerer dies, there's a chance his Beast will anchor itself to his ash remains, which if undisturbed, will form a bizzare, ghost-like entity called an Ash That Devours. If it eats enough vampires, it will transform itself back into the original blood sorcerer, and he's likely to be pissed.
My Significance Sense Is Tingling: The New World of Darkness in general is fond of the notion that when something big happens, even people who don't believe in the supernatural feel it. From the Chicago sourcebook, when discussing the prospect of an elder moving to a new city:
Elders rarely move to Chicago, because elders rarely move, because Kindred who move rarely survive to become elders. Thus, when one shows up, people notice. It’s not just the Harpies, not just the courtiers, not just the hooked-up Invictus Ventrue political hacks. Any Kindred who talks to any other Kindred is likely to hear rumors, no matter how half-baked or illogical. No matter how faded the truth may be from cycling through Chinese Whispers, every Kindred with even the faintest fear of his own kind will hear: something big is coming.
Mythology Gag: In Vampire: The Masquerade, Mekhet was the name of a mysterious being who may or may not be a secret Antedeluvian with epic conspiracy theories. The clan of the same name keeps the mystery alive, to the point that it may be their new hat.
The first example Ventrue in their clanbook is an upstart, arrogant entitled brat with the surname LaCroix and unorthodox methods that ruffle his superiors. An expy Sebastian LaCroix, really.
In Kindred of the East, Malaysia was a lawless, dangerous place ruled by the Golden Court of the Penangallan Queens. In this game, they're exactly the same, even down to the title. The only difference is they now work for the largely European Invictus. Another reference to the Kuei-jin is the elevation of larvae. Awfully similar to what that game did for chih-mei.
Neo Paganism: Many newly-founded cults of the Circle of the Crone tend to take their cues from neo-pagan ideas, assuming they're not directly drawing from an older pagan religion.
Nietzsche Wannabe: Forsworn who bother explaining themselves tend to come off like this, what with the obsession with "the lies of society" and such. As far as vampires go, they're probably right.
Obsfucating Stupidity: Here's a hint-if a Prince seems too stupid to actually control a domain, but or she has done so anyway for a long time, it's probably because he or she isn't. Mexican Prince Malintzinita, for example, seems to be a dumb, apathetic party girl...who is actually a Properly ParanoidIron Lady who uses said parties primarily to eavesdrop on her endless roster of would-be assassins.
Ominous Owl: The basic form of the Strix is an owl made of shadow and ash.
It gets worse. The Vitae drives ghouls to love their masters, no matter what. Only extraordinary hatred or long-term deprivation of blood has a shot at breaking this bond, which means a lot of vampires feel perfectly okay with abusing their ghouls in ways that would get them put on trial in an international tribunal, were they doing such things to a prisoner of war rather than their blood-addicted servants. Also, since the blood allows for regeneration, don't expect pity for any injuries you may suffer from the depravities of your vampire master, or anything that might happen to you while performing the duties your master expects of you. Obviously, many ghouls are not right in the head.
Our Vampires Are Different: All vampires share the same common weaknesses, but each clan has a unique new weakness and each Bloodline (a sub-group of a clan) has an extra one. Some are more traditional for others; the Zelani, an offshoot of the Daeva, can't enter homes uninvited (mainly due to the horrible crimes inflicted on their progenitor by her sire during a home invasion).
Wicked Dead offers up a number of non-Kindred vampires ranging from the Mnemovores, who feed on memories, to the Jiang Shi, the fabled "hopping corpses".
And the Ordo Dracul are working on making themselves more different, getting rid of or lessening those certain weaknesses in particular.
Chronicler's Guide, a book written to give suggestions and ideas to Game Masters to create games, is the embodiment of this trope: There is a section that deals with making the vampires clanless, with suggestions of how to create new vampiric features and weaknesses. Another section suggests making the Beast into the calculative, manipulative Other and discusses the possible implications for the chronicle. Last but not least, there's a section dedicated to revamp the whole system to make vampires the utter debased monsters they are.
Parental Incest: The Ghoul splatbook has a vampire that keeps her Ghoul in check by a combination of sex and denial of blood. Y'know, typical vampire stuff. But by the end we find out that the Ghoul is her own father, who took this state upon himself so that he could forever watch over his daughter.
People Farm: Shadows of the UK present a vampire conspiracy involving hunting down recent immigrants to the UK and harvesting their blood repeatedly in stalls for use as easy food and fantasy-style healing potions.
Any vampire can keep a "Herd" of mortals that they regularly feed off of. Such vampires are typically not as abusive as this trope usually implies, but as cited above, they can be if they want to.
Plaguemaster: The Morbus Bloodline. Subverted in that they HAVE to spread illnesses because they can only feed from the diseased.
Many Morbus try to avoid spreading illness unintentionally, however, by feeding only off of people with one specific illness. Otherwise, they present major threats to the Masquerade and someone may come along to shoot the plague dog.
Power Born of Madness: The Malkavians of the oWoD became a Ventrue bloodline called the Malkovians in the new WoD. The basic concept is mostly the same, though they don't have Dementation anymore, but a form of Domination that, if it backfires, causes the vampire to be consumed by madness again for a time.
And with a recent Ventrue splatbook, Malkavia is now a disease that affects vampires causing madness and allowing access to Dementation. It's fitting because the whole Ventrue clan is now crazier than dropping acid in Disneyland.
Red Right Hand: All of vampire Clan Nosferatu, albeit less so than in Vampire: The Masquerade.
Reed Richards Is Useless: Both averted and played straight numerous times. Many vampires have the power to change the world—but most don't, despite canonically having the means and desire. Vampires are beings locked in stasis, and they in fact don't do well with change.
"I have learned that the Damned must not make our own salvation. Because we can only destroy what plans we make; because we are Damned.”
Reptiles Are Abhorrent: An alternate creation mythology for vampires is that they are descended from the son (Lilu) or daughter (Lilit/Lilitu) of Eve and the Serpent of Eden. The suggestions for tweaking the game in manners implying that this could be true are: adding asps and pythons to the "default forms" (wolf and bat) for Shape of the Beast (or even replacing wolf and bat); making it easier to ghoul snakes; rendering vampires immune to snake venom (by core rules, it's one of the few natural toxins that do affect them); and letting vampires paralyze with their gaze as an innate, non-Discipline power.
Scare 'Em Straight: This is essentially what the Lancea Sanctum's declared Divine Purpose for Vampires is. Vampires are Damned to not feel God's grace, but still remain in the shadows of His Creation to make sure those still blessed with His love (read: mortals) don't start to revel in sin and wander too long in the dark places of the world. If they do, well, Vampires have anarsenalofways to make mortals high-tail it back to Church.
Sense Freak: The Strix in modern times. Also, the Duchange, whose bloodline weakness specifically invokes this.
Seven Deadly Sins: Mentioned in the Requiem Chronicler's Guide, one way to interpret each of the clans is that they are symbolic of one of the seven deadly sins. Daeva represent Lust, Gangrel represent Wrath, Mekhet represent Envy, Nosferatu represent Sloth, Ventrue represent Pride, Julii represent Gluttony, and Seven represent Greed.
Shirtless Scene: Common in the splatbook art, particularly for Solomon Birch and Duce Carter.
Shoot the Dog: A common ending for draugr, plague dogs and diablerists, along with anyone else who becomes too great of a threat to the Masquerade.
Signature Move: Each of the five Clans have one exclusive Discipline that they are very good at. This also applies to some Bloodlines, specially if the fourth Discipline gained is a unique one.
Sliding Scale of Vampire Friendliness: It's just barely on the middle-ish area. A really determined Kindred could potentially go their entire Requiem without killing...but just about every "biological" and social factor is against them. Feeding requirements only get tougher with age, the Beast means every emotional stimulus can potentially lead to murder, the Danse causes most neonates to get callous, fast. And all their powers make it so very easy to get corrupted.
Ironically, the Ordo Dracul, the covenant with the most tools to minimize the curse that makes the above so slanted to unfriendly, are also one of the likeliest covenants to turn a member into an amoral creature that cares nothing for humans or morality.
Space Whale Aesop: The point of the Invictus Emperor story, as well as why the Invictus doesn't like democracy, seems to be the aesop that Kindred magic makes it easy to subvert democracy and support Social Darwinism, so why even bother?
Spiritual Successor: The game tries to capture the vital essence of "Vampire: The Masquerade" while still being its own, independent entity.
Stages of Monster Grief: Varies, but the Circle of the Crone and Lancea Sanctum are particularly devoted to promoting their dark sides, while the Ordo Dracul wants to transcend it (whatever that may involve). Belial's Brood just want to have fun and paint the town O positive.
State Sec: The Sworn of the Ordo Dracul are like this. They have their own branches with their own spheres of influence that overlap and override with non-Sworn members. In the event that the Prince is an unSworn Dragon, the Sworn can use him as a puppet and the Prince will pretty much let them.
Status Quo Is God: The Lancea Sanctum and the Circle of the Crone accuse each other of being the Religion of Evil, the Carthians think the Invictus is The Empire, the Invictus thinks that the Carthians are Dirty Communists, and the Ordo Dracul thinks that everyone else is Too Dumb to Live. However, it's not like those factions are ever at war or anything. They just do politics...
There's also the Melissidea bloodline. They often have beehive hairdos. With actual bees. Their Dominate stops working so well on humans, works better on bugs, and they take advantage of the fact that their insides are unused to act as colonies for insects. Oh, and they can make a Vitae based honey that turns those who eat it into part of their Hive Mind. They were supposedly wiped out because of the danger they posed to Kindred society.
Specific example: Frances Black, the focus character of Shadows in the Dark: Mekhet. Outwardly, she seems like a cheerful, friendly, and kind person. Inwardly? Literally a quarter of the book focuses on her wandering around in a haze after her Embrace sent her hurdling over the Despair Event Horizon, even to the point where she has a brief psychotic break and develops a delusion about being a normal, happy woman. She knows it too-her Arc Words are "death makes you shallow."
Straw Feminist: The Daughters of The Goddess, one of the many Circle of The Crone factions.
Strawman Political: The various Covenants aren't particularly given to fair characterizations of each other, but it gets especially bad when the Carthians and the Invictus are talking about each other.
Interestingly, Carthian beliefs range the entire modern political spectrum, covering everything from anarchism to communism to libertarianism to fascism, and everything in-between or beyond. However, because the Movement emphasizes personal rights and freedoms, which are primarily post-Enlightenment values, they are all considered to the left of the Invictus, which still operates on a feudal model of government.
Superpowered Evil Side: Each Vampire's mind and soul are also home to a Beast, which consists of nothing but mindless impulses of rage, hunger, and just enough self-preservation to hide from the sun. Falling into a frenzy means that this Beast takes control, granting extra strength and some resistance to mental control, but at the cost of being controlled by hunger/anger/fear for the duration. A Vampire can attempt to "Ride the Wave" of the Frenzy, allowing him a small measure of control, but it's by no means a sure thing.
There's also the Red Surrender which Gangrel can perform, which allows them access to the talents of the Beast for extended periods of time, at a cost of some control over their actions and addiction to the way it feels.
The Invictus Covenant book introduced the Sotoha, a bloodline of not-quite samurai (they prefer the term "Retainer") who gain all the benefits, but few of the flaws, of going into frenzy. Control over direction, the ability to reason...but things still gotta die, and they can become a little...focused...on that. Don't forget they're Ventrue, so there's extra crazy! Which is unfortunate, because some of them remain in this state for years...
One of the books presents an optional alternate version called The Other, which is much more intelligent and is actually a voice in the vampire's head trying to take control. When he goes into Frenzy, the vampire is much more calm and collected now because the Other is in control, although a lot of the mechanical results come out much the same.
Total Party Kill: This can happen very easily early on if several members of a coterie blow their Predator's Taint roll when first being introduced to their covenant members.
Tranquil Fury: Each clan seems to have a different variation of Frenzy, but a number of comments in the Mekhet clanbook hint that theirs veers towards "broken Terminator."
Then there are the Sotoha, whose bloodline-exclusive Discipline allows them to master their own Frenzies without "losing face." It's possible for one of them to spend decades in Frenzy while looking to all the world like a perfectly poised vampire.
Underground City: If enough Nosferatu live in a city and have enough pull to influence water and subway design, they can create one from unused and self-dug areas.
Villainous Glutton: The Macellarius and Nelapsi bloodlines are both like this, though different takes. They even share the in-universe nickname of "Gluttons". Macellarius are a Ventrue bloodline who grow repulsively fat and are addicted to eating just about everything they can; their unique Discipline, Gustus, lets them actually digest and take power from eating human flesh. Their manners are notoriously disgusting; a Macellarius feast is a Roman orgy of bloated vampires gorging themselves on exotic blood, raw meat, human flesh and human foodstuffs, the diners gobbling noisly, belching rotten gouts of gas, and vomiting bloody slurry when their vampire natures reject the indigestibles they have glutted themselves upon. Nelapsi, meanwhile, are a Daeva bloodline with almost insatiable appetites; they physically need far more blood than almost any other sort of vampire, and so they are always hunting, always hungry.
There's a fun scenario where a Burakhumin causes a zombie apocalypse with his skill in Getsumei.
Weapons-Grade Vocabulary: This features the Spina bloodline, a line of courtly and refined duelists and knights. One power of their bloodline Discipline, Courtoise, allows them to insult their target so badly they take damage.
Wolf Man: Gangrel, kinda. Only one bloodline in Shadows of Mexico can actually go half wolf/half man
World Half Empty: The oppressive helplessness of the setting is what appeals to many.
You Are Worth Hell: Some people join their Kindred lovers in undeath, fully understanding the horrible existence to come, under the impression that their love is indeed worth hell. In the case of the Lancea Sanctum, their main creed actually does believe that hell awaits! But they Embrace out of love anyway.