Firstly, when it comes to Vampires you need to pick a clan. Each vampire is divided into them and they define your strengths and weaknesses as well as your overall personality.
The Clans
Ventrue
Elegant, aristocratic and regal, the Ventrue are the lords of the castle. It was Clan Ventrue that provided the cornerstone of the Kindred, and it is Clan Ventrue that directs and coaxes the secret vampiric organizations in its darkest hours. The majority of princes descend from Clan Ventrue.
The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good. Ventrue are mostly chosen from nobles, merchant princes or other wielders of power.
Vice: Only drink blood from those a Ventrue deems worthy.
Virtues:
Toreador
The Toreador are called many things -- "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and their mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, they do with passion. Whatever a Toreador is, they are with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry.
Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things -- that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire -- through their witty speech, graceful deeds, and simple, scintillating existence.
Vice: Enraptured by beauty
Virtues:
Tremere
With the power to rival the Kindred, Mages have long used powers of Magic since before recorded time. A group of elite mages led by a high mage named Tremere captured a rogue Vampire and studied him for some time before discovering that in order to increase their already fading powers of Magic, one must use the magical powers locked within Kindred blood. Only by becoming one with their enemies could they truly have greatness.
A costly and dangerous ritual was inacted. Lasting for weeks and requiring many sacrifices of human, animal and Kindred, this ritual was meant to grant the followers of Tremere the powers of the Kindred. However, something went wrong, and insted of simply granting Kindred powers, it altered them, changed them into some odd vampiric form of themselves. They became exactly what they hated. Kindred.
There were both good and bad sides to their new found forms. They could enact magic more powerful then ever before using a newly created discipline called Thaumaturgy that blends Kindred powers and that of the Mage.
But, however, they became even more hated by other Kindred. Hunted down for many years after their creation, the Tremere, as they are now named, found another result to their experiments. Their form as Kindred is not truly whole. Each year upon an appointed date no one out side of the clan has ever learned, all Tremere in the world must meet and reenact the exact same ritual that created them, or face a fate worse then death.
Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned with vile deeds earning the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.
Vice: Thin blood, must drink more and bleeds easily.
Virtues:
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Kindred. Most other vampires perceive the Brujah as nothing more than miscreants, but the truth of the matter is that genuine passion lies behind their beliefs, controversial or not.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and the clan adapts to the changing tides of the years; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.
Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments. Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Kindred.
Vice: Frenzy every time they take blood
Virtues:
Gangrel
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, they are probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.
Vice: Gain animal feature with each frenzy
Virtues:
Malkavian
At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad.
Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with). Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
Vice: Must have at least one derangement
Virtues:
Tzimisce
The Antediluvian known as Tzimisce, was created by Ynosh childe of Caine, in an attempt to excise his beast and quell its murderous and maddening howling within himself. Ynosh sought to bestow upon a mortal vessel the most protean and primordial seeds of his own flesh which could then be slain. What emerged was not some legendary monster or disfigured beast, but a talented and intuitive childe gifted with imagination and potential as well as a countenance as fluid as water.
Thus the Tzimisce were birthed, and the first saw his brethren and left them and their ruined city and pitiful games, and sought a new dominion in which to thrive and grow. The eldest too struggled against his beast and spent a mortal's age in secluded meditation and study, though deprived of its gifts for spellcraft, it now possessed the ability to change, and through this Tzimisce sought to find the true form, free of the thirst and curse within the gift it was bestowed. Eventually the eldest was drawn to the forested and desolate Carpathian Mountains where it settled. Leagues from Enoch and its siblings Tzimisce took power in the lands of Europe.
To this night the Tzimisce bear the gifts of the first insight, and an ancient and strong tie to their lands as well as the Antediluvian's powers over flesh. The ability to transmogrify our own visage and those of others, more so than any other gift, has come to earn our reputation among the other clans. Tzimisce's progeny are known as fiends for no less of a creature would so twist ones flesh and bone as well as that of its foes as they do.
Vice: Must sleep in at least one handful of own native soil each night.
Virtues:
Nosferatu
Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must. Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with `em all -- and that can get messy indeed....
Vice: Must always have ugly or revolting appearance.
Virtues:
Assamite
The Children of Haqim are a clan whose members come from varied backgrounds, interests and knowledge. While traditionally they came from the Middle East, their numbers now include members from Europe, Asia and as far east as Japan. They are assassins and masters of the blade, but that is only one aspect of this diverse clan. Their members are also accomplished sorcerers and wise scholars. Upon embrace each new Childer must chose a path on which to begin their training. The Warriors, Sorcerers and Viziers all work in a tightly knit community and in order to survive as they have for centuries, their members learn the workings of the other two paths as well, for one never knows when they will be called to serve the clan in a different matter. The Children of Haqim believe in the destruction of all of Caine's childer, and work without tiring to try to get closer to their founder, Haqim.
At one point the Assamites were so feared by other kindred, there was a curse placed on them by the Tremere to keep them feeding off of other vampires' blood. An Assamite interloper within the Tremere ranks caused the ritual to fail and in turn caused the Assamite blood to become toxic to other vampires instead. While this curse will eventually be removed, the hatred between the clans still burns, and the Assamites are still practicing Quietus, keeping their actions silent and secret, but still effective.
Vice: Easily addicted to blood vitae
Virtues:
Lasombra
This graceful, yet predatory clan, known as the Keepers, believe in embracing the damned ways of what they've become (IE: Murder, Predation, Frenzy). The bloodline's elders mainly consist of those from Spaniard or Italian heritage, although now, the clan embraces its members from all ethnic backgrounds. Most Kindred from the Lasombra clan are very attractive, and have aristocratic features about them, as they do not tolerate the weak or blue-collared. These descendants of Caine do not fear what they've become, and they do not reject all that is mortal, often times using the mortal beings as pawns in their games.
The Lasombra blood has been involved in the Church since its reign began; it's also whispered that the clan was very active in the spread of Christianity. However evil this clan may seem, they tend to stick together. In fact, most of the clan's numbers prefer to take up a haven with one another, but aren't so cozy with those outside of their blood.
The most noted thing about the Lasombra, however, is the discipline that was 'cursed' to them, known as Obtenebration. This gift imbues the Lasombra with the power to call forth the shadows and manipulate them at their whim. Their other powers also give them the ability to manipulate the living shells around them. By use of Dominate, they are able to manipulate minds instead of shadows, and if that doesn't work, they can use their supernatural strength, known as Potence, for intimidation.
Vice: Cannot see in mirrors or other reflective surfaces.
Virtues:
t is the will of God that you are what you are, and it is the will of God that the damned exist to show the world the evils of turning from him. That what you once were is not what you now are. As a mortal is a sheep, so are the damned wolves among them. The role of the predator is natural even if the predator is not. As man is above beast, so are the Damned above man. The Damned shall hide from those who still enjoy God's love, making themselves known only to exemplify fear. Our purpose is to serve, and when we stray from that purpose, we are to be chastened.
Techne Thanatou, Chapter 6
The Clans
Ventrue
Elegant, aristocratic and regal, the Ventrue are the lords of the castle. It was Clan Ventrue that provided the cornerstone of the Kindred, and it is Clan Ventrue that directs and coaxes the secret vampiric organizations in its darkest hours. The majority of princes descend from Clan Ventrue.
The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good. Ventrue are mostly chosen from nobles, merchant princes or other wielders of power.
Vice: Only drink blood from those a Ventrue deems worthy.
Virtues:
- Dominate
- Presence
- Fortitude
Toreador
The Toreador are called many things -- "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and their mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, they do with passion. Whatever a Toreador is, they are with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry.
Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things -- that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire -- through their witty speech, graceful deeds, and simple, scintillating existence.
Vice: Enraptured by beauty
Virtues:
- Auspex
- Presence
- Celerity
Tremere
With the power to rival the Kindred, Mages have long used powers of Magic since before recorded time. A group of elite mages led by a high mage named Tremere captured a rogue Vampire and studied him for some time before discovering that in order to increase their already fading powers of Magic, one must use the magical powers locked within Kindred blood. Only by becoming one with their enemies could they truly have greatness.
A costly and dangerous ritual was inacted. Lasting for weeks and requiring many sacrifices of human, animal and Kindred, this ritual was meant to grant the followers of Tremere the powers of the Kindred. However, something went wrong, and insted of simply granting Kindred powers, it altered them, changed them into some odd vampiric form of themselves. They became exactly what they hated. Kindred.
There were both good and bad sides to their new found forms. They could enact magic more powerful then ever before using a newly created discipline called Thaumaturgy that blends Kindred powers and that of the Mage.
But, however, they became even more hated by other Kindred. Hunted down for many years after their creation, the Tremere, as they are now named, found another result to their experiments. Their form as Kindred is not truly whole. Each year upon an appointed date no one out side of the clan has ever learned, all Tremere in the world must meet and reenact the exact same ritual that created them, or face a fate worse then death.
Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned with vile deeds earning the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.
Vice: Thin blood, must drink more and bleeds easily.
Virtues:
- Auspex
- Dominate
- Thaumaturgy
Brujah
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Kindred. Most other vampires perceive the Brujah as nothing more than miscreants, but the truth of the matter is that genuine passion lies behind their beliefs, controversial or not.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and the clan adapts to the changing tides of the years; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.
Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments. Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Kindred.
Vice: Frenzy every time they take blood
Virtues:
- Celerity
- Potence
- Presence
Gangrel
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, they are probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.
Vice: Gain animal feature with each frenzy
Virtues:
- Animalism
- Fortitude
- Protean
Malkavian
At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad.
Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with). Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
Vice: Must have at least one derangement
Virtues:
- Obfuscate
- Dominate
- Auspex
Tzimisce
The Antediluvian known as Tzimisce, was created by Ynosh childe of Caine, in an attempt to excise his beast and quell its murderous and maddening howling within himself. Ynosh sought to bestow upon a mortal vessel the most protean and primordial seeds of his own flesh which could then be slain. What emerged was not some legendary monster or disfigured beast, but a talented and intuitive childe gifted with imagination and potential as well as a countenance as fluid as water.
Thus the Tzimisce were birthed, and the first saw his brethren and left them and their ruined city and pitiful games, and sought a new dominion in which to thrive and grow. The eldest too struggled against his beast and spent a mortal's age in secluded meditation and study, though deprived of its gifts for spellcraft, it now possessed the ability to change, and through this Tzimisce sought to find the true form, free of the thirst and curse within the gift it was bestowed. Eventually the eldest was drawn to the forested and desolate Carpathian Mountains where it settled. Leagues from Enoch and its siblings Tzimisce took power in the lands of Europe.
To this night the Tzimisce bear the gifts of the first insight, and an ancient and strong tie to their lands as well as the Antediluvian's powers over flesh. The ability to transmogrify our own visage and those of others, more so than any other gift, has come to earn our reputation among the other clans. Tzimisce's progeny are known as fiends for no less of a creature would so twist ones flesh and bone as well as that of its foes as they do.
Vice: Must sleep in at least one handful of own native soil each night.
Virtues:
- Obfuscate
- Animalism
- Vicissitude
Nosferatu
Caine's childer are called "The Damned," and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must. Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with `em all -- and that can get messy indeed....
Vice: Must always have ugly or revolting appearance.
Virtues:
- Obfuscate
- Animalism
- Potence
Assamite
The Children of Haqim are a clan whose members come from varied backgrounds, interests and knowledge. While traditionally they came from the Middle East, their numbers now include members from Europe, Asia and as far east as Japan. They are assassins and masters of the blade, but that is only one aspect of this diverse clan. Their members are also accomplished sorcerers and wise scholars. Upon embrace each new Childer must chose a path on which to begin their training. The Warriors, Sorcerers and Viziers all work in a tightly knit community and in order to survive as they have for centuries, their members learn the workings of the other two paths as well, for one never knows when they will be called to serve the clan in a different matter. The Children of Haqim believe in the destruction of all of Caine's childer, and work without tiring to try to get closer to their founder, Haqim.
At one point the Assamites were so feared by other kindred, there was a curse placed on them by the Tremere to keep them feeding off of other vampires' blood. An Assamite interloper within the Tremere ranks caused the ritual to fail and in turn caused the Assamite blood to become toxic to other vampires instead. While this curse will eventually be removed, the hatred between the clans still burns, and the Assamites are still practicing Quietus, keeping their actions silent and secret, but still effective.
Vice: Easily addicted to blood vitae
Virtues:
- Quietus
- Obfuscate
- Celerity
Lasombra
This graceful, yet predatory clan, known as the Keepers, believe in embracing the damned ways of what they've become (IE: Murder, Predation, Frenzy). The bloodline's elders mainly consist of those from Spaniard or Italian heritage, although now, the clan embraces its members from all ethnic backgrounds. Most Kindred from the Lasombra clan are very attractive, and have aristocratic features about them, as they do not tolerate the weak or blue-collared. These descendants of Caine do not fear what they've become, and they do not reject all that is mortal, often times using the mortal beings as pawns in their games.
The Lasombra blood has been involved in the Church since its reign began; it's also whispered that the clan was very active in the spread of Christianity. However evil this clan may seem, they tend to stick together. In fact, most of the clan's numbers prefer to take up a haven with one another, but aren't so cozy with those outside of their blood.
The most noted thing about the Lasombra, however, is the discipline that was 'cursed' to them, known as Obtenebration. This gift imbues the Lasombra with the power to call forth the shadows and manipulate them at their whim. Their other powers also give them the ability to manipulate the living shells around them. By use of Dominate, they are able to manipulate minds instead of shadows, and if that doesn't work, they can use their supernatural strength, known as Potence, for intimidation.
Vice: Cannot see in mirrors or other reflective surfaces.
Virtues:
- Dominate
- Obtenebration
- Potence
t is the will of God that you are what you are, and it is the will of God that the damned exist to show the world the evils of turning from him. That what you once were is not what you now are. As a mortal is a sheep, so are the damned wolves among them. The role of the predator is natural even if the predator is not. As man is above beast, so are the Damned above man. The Damned shall hide from those who still enjoy God's love, making themselves known only to exemplify fear. Our purpose is to serve, and when we stray from that purpose, we are to be chastened.
Techne Thanatou, Chapter 6