Other White Wolf Clans


AN INTRODUCTION TO THE CLANS

To start off, all characters, disciplines and rules of the vampire role-playing in these sites are based of White Wolf Publishings Vampire the Masqurade books, which created the game of Vampire. So if your wondering who made the rules, created the clans types and what not, they did. With in the Vamipre game here are 12 basic clans and numerous bloodlines. Here I'm only going to over view the clans so you are familer with them.



BRUJAH:
The Brujah clan is almost completely composed of rebels of one kind or another, forever searching for the ultimate expression of their individuality. The Brujah are punks, skinheads, bikers, death-rockers, freaks, socialists and anarchists. They tend to be stubborn, highly aggressive, ruthless, sensitive to slights, and extremely vengeful. They are the most uncontrollable of all the Kindred. These malcontents tend to be fanatical in their disparate beliefs - the only thing that unites them is their desire to overthrow the social system, be it vampiric or mortal, and replace it with one of their own making (or with nothing at all).



GANGREL:
The Gangrel are wanderers, rarely staying in one place for any length of time. In this, they differ greatly from most Kindred, who tend to find a haven and cling to it. There are no established leaders of the clan; on the whole, Gangrel are unconcerned with such things. Withdrawn, quiet and solemn, they certainly keep their cards close to their chests.


This is a clan of survivors - vampires capable of making it on their own. They do not despise civilization or the society of other Kindred - they simply do not require it. They are known for their lack of concern when crossing the lands of the Lupines (werewolves), for it is said they have friends among the shapechangers.


The Gangrel are themselves very capable shapeshifters, which may explain their ability to cross the wild areas unmolested. There are no reports of them being able to transform into anything other than wolves and bats, but there are old tales of Gangrel elders who could achieve a mist form. Perhaps because of this Protean Discipline, their features often resemble those of animals; indeed, some of the oldest Gangrel barely resemble human beings anymore.



GIOVANNI:
No other clan is more intent on maintaining a front of respectability than the Giovanni, and none is more repulsive at heart. Giovanni vampires are rich merchants, speculators and investors who spend most of their nights manipulating their vast assets from skyscraper offices. They spend the rest of their nights in crypts and mausoleums carrying out their dark and morbid rites.


Legend has it the clan founder hoped to bolster his own power by Embracing a coven of Venetian necromancers. This coven was actually a tightly knit family of Giovanni who had strong trade interests in the Mediterranean region. The Giovanni repaid their sire for his gift by slaying him and all his other descendants. Vampires from around the world reacted with fear and horror, and many joined together to hunt these Devil Kindred. After almost a century of intermittent warfare the clan made peace with its foes by promising to maintain a low profile and keep out of Kindred politics. The Giovanni clan has apparently maintained its pledge to this day.



MALKAVIAN:
The Malkavians are insane, one and all. From madness, however, comes wisdom, and from wisdom comes power. The Malkavians are true creatures of chaos. However, the Malkavians are also known to be clowns and pranksters. As with all things connected with them, not everything makes sense.


This clan is infamous for its destructive and nihilistic members. Malkavians have a reputation for sadistic behavior and for holding little grasp of the humanity they still retain. In truth, such Malkavians are a minority. The members of this clan regularly surprise the Kindred; often they do not seem insane. Some Kindred believe the Malkavians have an undeserved reputation, and have been sullied by a few truly psychotic members. However, remember that sometimes the most normal-seeming people have the least grasp on reality.



NOSFERATU:
The Nosferatu are the least human-appearing of all the clans. They look something like feral animals. Their smell and appearance are revolting - one could even say monstrous. Long, bulbous ears, coarse-skinned skulls covered with tufts of hair, and elongated faces splotched with disgusting warts and lumps are among their less nauseating features.


After Nosferatu have been Embraced, they undergo an exceptionally painful period of transformation. Over a period of weeks, they slowly shift from their mortal countenances to their Nosferatu visages. In the beginning, the childer may revel in their newfound powers, but soon the pain and the changes will begin. The psychological trauma of becoming such a loathsome monstrosity is often more painful than the physical symptoms.


Nosferatu usually Embrace those mortals who are twisted in one way or another: emotionally, physically, spiritually or intellectually. They consider the Embrace too horrific to bestow on any worthwhile human beings. With the change into vampires, the Nosferatu hope to somehow redeem the mortals, to give them a second chance. It is surprising how often it works. Underneath the grim exterior, the Nosferatu are practical and surprisingly sane.



RAVNOS:
The Ravnos clan shares many characteristics with the Gangrel, but there is no other clan with which it more differs. The Gangrel are loners; the Ravnos love companionship. The Gangrel are combative; the Ravnos try to avoid direct physical confrontations. The Gangrel are honest and forthright; the Ravnos are masters of lies and deceit. The most obvious similarity between Ravnos and Gangrel is the nomadic lifestyle common to both. Few Ravnos would ever consider staying in one city for an extended amount of time. Those who have adapted to an urban lifestyle change their havens on a regular basis, never staying in one for more than a month.


Theft and con games are the most common aspects of the Ravnos lifestyle. Constant traveling makes it harder for Ravnos to be caught engaging in their favorite pastimes, and gives them an infinite number of marks and shills to take advantage of. Ravnos find no greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch his wallet, gun and pants while these Licks are around.



SETITES:
The Followers of Set, or Setites as they often call themselves, make up one of the most widely loathed clans in the world. The Camarilla decision to ask the Setites to join came only after weeks of divisive debate, and the fact that few Setites responded to the call was met with a wave of relief from the young sect.


The explanation for this reaction lies with the very nature of the Setites. They are the masters of moral and spiritual corruption. They seem to have an uncanny ability to find the weakness in any organization or individual, and the uncommon urge to exploit it. Drugs, sex, money and power are their weapons of corruption, and they take great delight in using them against Kindred and kine alike. The Setites believe that the power of decay and corruption is absolute; no one is immune.



TREMERE:
The members of this clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe they must use the other clans in order to prosper. "Be friendly with them, let them think that we are one with them, but never forget that we serve our clan first and foremost," the Tremere elders whisper to their progeny. "If you must use your friends in service to the clan, then you know that your time was not wasted."


The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their "art" for the powers and eternal life of the vampire. They have never named a founder, and some claim they have none, having instead harnessed mystical powers to achieve their state. Most elder Kindred discount this claim, however.


Their link to the substance of blood apparently runs deep, and they are rumored to be able to use blood in special ways to gain extraordinary powers. Many also believe that the knowledge of those practices has been passed down from generation to generation, and that it is now viewed by the younger Tremere as natural and commonplace - certainly not magic.



TZIMISCE:
The Tzimisce clan is renowned for its evil. Among the most renowned of this line is Vlad Tepes, the Impaler, who split from the clan and the sect. Tepes is especially infamous for his cruelty, but this trait is common among the members of the clan.


Tzimisces have a strong appreciation for learning. They are some of the most educated beings on earth. They seek to understand magic as well as science, but have not reached the level of the Tremere in this understanding. While they are inhuman, they show it to a lesser extent than do the Toreador antitribu, for instance. Most Tzimisces are grim and serious, noted for their lack of a sense of humor (or a twisted one, at best). They are also known for the high value they place on privacy.


The Tzimisce is the second most powerful and numerous clan of the Sabbat. The Lasombra hold the top position in both categories. However, the Tzimisce is a driving force behind Sabbat ideology, goals and planning. The Tzimisce clan appears happy to let the Lasombra take the lead in carrying out sect plans.



VENTRUE:
Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard to make their lives comfortable. They are most frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant Kindred.


The Ventrue fancy themselves a clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the clan, but many are unable to give up the habits and dress of the time when they were Embraced. The attitudes and beliefs of one's mortal days are never forgotten by a Ventrue.


They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control of the city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid.



ASSAMITE:
Vampires are the killers in the night, and none more so than the Assamites, slayers of both Kindred and kine. Called in regularly by the world's Justicars as archons and by princes as assassins, no clan is more feared by the Kindred. Secretive and taciturn, Assamites will travel anywhere in search of their targets, accepting as payment the blood of their employers.


While Assamites spend much of their time in the same solitary pursuits as other Kindred, they are best known for their skills as hired killers. In exchange for using their unique talents against the enemies of princes and anarchs alike, Assamites demand a portion of their employers' vitae. They do not accept every petition for aid, but once they have accepted a "contract," they consider themselves honor bound to carry out the exact word of the agreement.





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