At this time, we are looking to flesh out pillar clans. Until further notice, all other clans will not be approved. Thank you.


* It should be noted that the Kindred of the city are predominately Camarilla. While Independents are tolerated so long as they respect the Traditions, Sabbat are highly antagonistic to the setting and as such are inappropriate for play. *

* * There are no current slots open for Kindred below 8th generation. * *


==== THE CLANS ====

Click on a clan to read more. (Chrome only)





Quote: "I'll give you a head start. You're the tortoise and I'm the hare -- a pissed-off, fuck-the-world hare with a score to settle and a thirst like the devil's own."

The legacy of the Brujah is one of halcyon greatness marred by their own fiery natures. Theirs was the glory of ancient Carthage, but Ventrue treachery in ancient Rome brought the dream to an end. Since then, the Brujah have borne a grudge. Tonight, the Brujah are rebels and provocateurs, bat-swinging hooligans, and agents of change in a society long crippled by stasis. As rebels, it's in their nature to challenge the status quo -- though sometimes, without adequate opposition, they embody the status quo themselves. It works out fine, because there's always a hot-blooded Brujah waiting in the wings to bring down an uppity Clanmate grown too comfortable in the role of rebel-turned-dictator.


Quote: "This is not a place for you, and it is too late to turn back. Run, little man."

A glint of red eyes in the darkness, the scent of a predator's musk, a flash of fangs, the sound of flesh tearing: These mark the presence of the Gangrel. More than any other Clan, the Gangrel resemble the beasts associated with the legends of vampires: Bats, wolves, and other creatures of darkness. Indeed, the Outlanders may develop the ability to transform themselves into these and other, more primal forms. The Gangrel have other characteristics in common with animals as well. Many shun the elaborate social constructs of both Kindred and kine. A number of them prefer to move alone or as a member of small packs or coteries. Most are tough and, when pressed, ferocious. And when Gangrel succumb to the depredations of the Beast, they are left with some feature redolent of the animal kingdom.


Quote: "I was trying to turn water into wine. Where the fuck did all this blood come from? Oh, well -- waste not, want not."

Clan Malkavian is twice damned: once by the curse of being Kindred, and again by the turmoil that disturbs their hearts and minds. Upon the Embrace, every Malkavian is afflicted with an insurmountable insanity that fractures her outlook for every night thereafter, making her unlife one of madness. Some consider this a form of oracular insight, while others simply consider them dangerous. Make no mistake: Malkavian insanity is a painful, alienating phenomenon, but it occasionally provides the Lunatics with bursts of insight or heretofore unknown perspective. Madness for the Malkavians may take the form of any clinical form of insanity, or it may be a hyperacuity of senses others don't know they have; a supernatural puppeteer pulling the Malkavian's strings, or a sense that the Malkavian is somehow ahead of evolutionary schedule. A Malkavian may believe herself to be an idea given physical form or an avatar of some concept the World of Darkness has yet to encounter. She may be a nonstop ravening psychopath, or may be a mostly lucid individual sometimes rendered catatonic by fear of an impending cosmic cataclysm.


Quote: "Nobody down here but us boogeymen. Hey, whose head is this?"

Those who doubt that the Embrace is a curse need look no further than the Nosferatu. Twisted by the mark of Caine, members of Clan Nosferatu are warped by the Embrace into hideous monsters. As such, they skulk and keep to the shadows, and they often rouse the ire and mockery of other Kindred for their nightmarish appearances. Still others are so terrified or revolted by the Nosferatu that these warped Kindred have little social interaction at all. To their credit, the Nosferatu come to possess many of the whispered secrets of their reluctant fellows. The Sewer Rats enjoy a grudging respect as the information-brokers of the Kindred, given their supernatural acumen at stealth and the fact that many Kindred would rather ignore them than acknowledge them. Savvy Nosferatu exploit this for all it's worth, turning the hypocrisy of other vampires to their own profit.


Quote: "Long after you die, I will still be young, beautiful, and adored by everyone whose life I touch."

From the Toreador perspective, when the sun fades, darkness gives rise to an eternal and wondrous world. Everything is fraught with wonder and terror, low politics and sensual glories, the profound and the profane, and an undeniable undercurrent of the sanguinary. These Kindred are the Toreador, and they spend unlives ensconced in pleasure. Of course, for vampires of this disposition, it's easy to become jaded and bitter. More than the other Clans, Toreador often succumb to ennui, or fight the eventual boredom of unchanging immortality by playing at rivalries. An excess of stimulation turns them into slaves to the sensations they seek. The most debased Toreador can become true monsters, sinking to unimaginable levels of depravity in order to feel anything at all.


Quote: "When the world refuses to give, he who makes himself a master of the world may still take."

In nights long lost to the passage of time, the Tremere existed, though they were something else. Those early Tremere then made a bargain -- or wrought a spell, or any number of other harrowing methods attributed to the Clan -- that changed them from what they had been into the vampires they are tonight. Some claim they stole the Curse of Caine from a torpid Antediluvian, or that they concocted the flawed immortality of the Kindred from the stolen vitae of other vampires. Such mysterious origins, which some describe as treacherous or even blasphemous, haunt the Tremere, as the other Clans look upon them with mistrust and suspicion. The history -- and, indeed, the modern legacy -- of the Tremere is one marked by Clan war, centuries-old grudges, and the stain of unwholesome mysteries long left unsolved.


Quote: "There is no shame to bending the knee to one such as myself, so pay your fucking tribute before I lose my temper."

Throughout history, while the other Clans have skulked about their petty intrigues, the Ventrue have curried favor with Caesar, whispered into the ear of Charlemagne, bankrolled the Age of Exploration, and even swayed policy in the Holy See. Theirs is a legacy of rulership, from Ventrue fledglings starting their climb to the top to the mightiest elders whose influence spans the world. Long have they played kingmaker in the shadows in the mortal world, and long have they been the Clan of Kings among the Kindred.


Quote: "Stop treating me like shit. I didn't ask for this!"

Unwanted and abandoned, the Caitiff have swelled the ranks of Kindred society in the past few decades. They are the results of mistakes, regrets, frenzies, and poor choices. Many are lucky to have even a vague recollection of their sire and the Embrace, while most stumble around with no understanding of what they are. Those that find a way to survive are the exception instead of the rule, and some of these Trash grow to become notorious Kindred in their own right.

Ghoul (With PC domitor)

Quote: "No, you listen to me. I don't care who you are or who you're with; the lady asked not to be disturbed. And she isn't going to be. Capisce?"

When most vampires think of ghouls, by default they picture the vassal. Many Cainites find it inconceivable to create ghouls for any other purpose; indeed, to most kindred, any ghouls other than vassals are blasphemies.


Currently Unavailable Clans


Ahrimanes (Limited: 1 max)

Quote: "We are an evolution of your disease, an awakening from the nightmare of Caine. Come, sister. Awaken."

The strange tale of the Ahrimanes begins with a Sabbat Gangrel antitribu named Muricia. Caught between two warring factions of Sabbat Gangrel, she watched as her packmates were pulled into the conflict and ultimately killed. She renounced the Sabbat and the Gangrel Clan entirely, now calling herself "an Ahrimane," and called upon shamanic magic to alter herself. How exactly this was accomplished is still a mystery. One theory is that Muricia was an anomaly even before she attempted her magical working, and had access to powers that other vampires didn't. Another (possibly more plausible) theory is that Muricia had help from mortal sorcerers who were hoping the effect would spread throughout the Kindred of the world, sterilizing them and preventing any new vampires from being created.

Assamite - Vizier *

Quote: "Seventy virgins. Seventy Kindred in the city. Virgin blood -- have any of the Kindred in the city consumed the blood of their own childer? Well, find out!"

Assamite viziers are and always have been a vital part of the Clan. Magical knowledge and research remains the purview of the sorcerers, but the viziers are necessary for compiling and uncovering information on philosophy, government, the arts, and religion. The viziers have acted as leaders within the Clan -- not where matters of war are concerned (this they wisely leave to the warrior Assamites), but when it comes to understanding and relating to mortals, the viziers make the best consultants.

Assamite - Warrior *

Quote: "Your blood is anathema to me, but the act of spilling it brings me closer to Haqim."

The childer of Haqim, known as Assamites to the rest of the Kindred, are a silent knife in the dark, an order of bloodthirsty assassins who participate in the secret wars of the undead by operating as killers for hire. Outside the purview of the Sects, the Assamites are true independents and mercenaries, hiring out to whoever can pay their blood-price and ungoverned by the will of Prince or Priscus. By the time a mark realizes that he's being hunted by an Assamite, it's often far too late. Needless to say, this makes the Assamites both feared and reviled by many of the other Clans.

Assamite - Sorcerer *

Quote: "We were calling down gentle rain and terrible storms when your people were still making crude charcoal marks on cave walls. Don't presume to know us."

Outsiders to Clan Assamite don't see the caste divisions clearly, but the Saracens have a history of blood magic that predates that of the Tremere. Assamite sorcerers began in the Second City, conscripted or lured into the Clan with the promise of immortality in which to perfect their magic. They were tasked with providing magical support, and for centuries, they were simply one caste of the Assamite Clan.

 * Your character is likely tolerated at best, it will be difficult to acquire status, if your character defects from their chosen allegiance you can expect that they will be Blood hunted and your character will likely be killed (Based on Roleplay). If this is your choice of storyline please work with the ops to ensure we can provide you with the best possible story arc available. As always there IS possibility for exceptions dependent on roleplay.


Quote: Quote: "Everyone must ride with Charon, by and by. We merely wish to know what to ask him before we step onto his boat."

The Cappadocians were a Clan that focused on death and undeath. Their founder, an ancient known simply as "Cappadocius" ("of Cappadocia"), did not attempt to rule his Clan. He asked only that they continue the search for truth and the secrets of life and death. The Clan's ancestral roots were rumored to be somewhere in Asia Minor, but by the end of the Dark Ages they had spread throughout Europe. Known as scholars, mystics, and necromancers, the Cappadocians were as firmly entrenched in the Cainite society of their time as any of the Clans of the Camarilla are tonight.

Gangrel - Mariners

Quote: "Why did I leave the land? Because in the sea, the sharks just swim up and bite you. They don't smile first."

The Mariners are Gangrel who have chosen to dwell full-time in the ocean. Gangrel aquarii (as they are sometimes known to scholarly Kindred) swim below the sunlit zone, their Fortitude Discipline keeping them safe from the pressure that would otherwise crush them. They ascend at night to feed, usually on sharks and whales, but they aren't choosy -- anything with blood is fair game. A shipwreck is a smorgasbord for the Mariners, and a large enough disaster is one of the few events that might draw more than one to the same region.

Gangrel - Noiad

Quote: "We are the children of Midnight Sun. We have a family. We have what you never could. And you want to tear it all down, don't you?"

Few Kindred have ever beheld the Northern Lights. The trek to the far reaches of the world, in a place inhospitable to man, beast, or vampire, with no reliable way to feed is enough to put even the most curious Cainite off the idea. And yet, a bloodline of vampires managed to dwell close enough to see these lights on a regular basis. This line -- the Noiad -- felt it was their sacred duty to witness the Northern Lights and interpret the will of the gods. Their mortal charges, a nomadic tribe called the Samí, lived in fear and awe of their godlike protectors. The Noiad defended the Samí from outside threats, both natural and supernatural, and acted as shamans and teachers for these wanderers. In return, the Samí gave of their blood and kept the Noiad safe during the long months with no darkness.

Daughters of Cacophony

Quote: "I heard the song as I died. It led me out of darkness and cold, and it came to my lips with my mother-sister's blood. And now I sing, because to end the song would be to end all."

The Daughters of Cacophony emerged as a distinct bloodline sometime during the 19th century. Before that, of course, there were always Kindred who saw music and song as a way to remain sane. Kindred scholars believe that the Daughters sprang from the blood of either Clan Toreador (for their passionate artistic pursuit) or Malkavian (given their propensity for causing madness), but their supernatural powers point more toward Clan Ventrue. It's something of a moot point, as the "first" Daughter of Cacophony is unknown. Regardless of their origins, the Sirens (as they are called in Kindred circles) are all singers, and the bloodline has always been predominantly female.

Followers of Set

Quote: "I know what you need."

Addiction, debasement, corruption, and desperation strike fear into many Kindred who worry that theirs will become an unlife of ruin, but to the Followers of Set, these and more are the tools of the trade. Pimps, pushers, and priests, the Setites cater to the needs of the desperate, and convert them to a nihilistic cause in doing so. Whether one needs flesh, money, drugs, or dark secrets, the Followers of Set can provide it, and when they do so, they all but guarantee themselves a return visit from those who seek them.

Gargoyles (Free)

Quote: "Master. Why did you burn her? She only wanted to fly free for one night... yes, master. I obey."

The Tremere unveiled the Gargoyle bloodline in AD 1167, and the Slaves have been a steady, if infrequent, part of Kindred society ever since. Gargoyles might, in fact, be one reason that the Tremere weren't exterminated entirely in their first few centuries of existence. These odd quasi-Kindred often look like their stone namesakes -- rocky-skinned, ugly, winged creatures that exist only to serve their masters. Or such was the case for several hundred years. Recently, though, many of the Slaves have thrown off their chains and joined the Camarilla. Why the Gargoyles choose to ally themselves with the Sect that also protects their former masters is anyone's guess. One of the going theories is that it's a slap in the Warlocks' collective face, but most Kindred don't give the Gargoyles credit for being that sophisticated. More likely, the Rockheads simply realize that in the Camarilla, their talents will be recognized and no one will try and order them around (at least not directly).


Quote: "You misunderstand the situation if you think you're important to me alive."

Achieving prominence during the Venetian Renaissance, the Giovanni family built their fortune on the rise of the middle class and the ready profit of banking and Mediterranean trade (and the criminal enterprise that came with it). However, with the family's rise came hubris, as its paterfamilias sought ever more power, and with that hubris came horror. With his earthly power at its apex, Augustus Giovanni turned to the arts of controlling the dead, and in doing so, gained the Embrace from a forgotten Antediluvian. With a conclave of conspirators, the Giovanni plunged a now-forgotten Clan into oblivion and built their own legacy on its corpse.

Lasombra Antitribu

Quote: "I watched the fires of the Reconquista. I saw the trenches of the Great War and the fires that burned Dresden. The so-called "Sword of Caine" does not fill me with dread."

Lasombra antitribu are simply members of Clan Lasombra who either predate the Sabbat and refused to join, or who disagree with the Sabbat's philosophies. They are rare in either case, because the Sabbat goes out of its way to destroy them, but a few persist. Some join the Camarilla, while others remain independent. As a rule, they carry the Machiavellian attitude that typifies the Lasombra -- they fully expect that they will win the Jyhad, and they are willing to do what is necessary to do so. They just feel that their Clan as a whole made the wrong choice.


Quote: Ravnos

The Ravnos move like the rumors that surround them. They are the thief in the night, the raksha chased by the wind, the nightmare-dream too fearful to be real. Whether associated with the Romani folk of Europe or the grave-robbing ghûl of Western Asia, Kindred society burdens the Ravnos with prejudices of foulness, uncleanliness, and wickedness. With reputations like these, the Ravnos are considered outsiders even among those Kindred who do not ally themselves with Sects. Many young Ravnos tend toward nomadic unlives, moving from one domain to the next or hiding on the fringes of established territories where they can escape if local Kindred sentiment turns against them. This exacerbates their reputations as transients, gypsies, and vagrant scourges, but Ravnos vampires adapt well, thriving in their marginalized role. In fact, many choose to make themselves into the ravening terrors that other Kindred believe them to be.

Samedi (Limited: 1 Max)

Quote: "Make fun of me one more time and I'll hug you, you prissy bitch."

If the Nosferatu are repulsive and the Harbingers of Skulls are hideous, a word hasn't yet been invented to describe the Samedi. Resembling nothing so much as walking, rotting corpses, these odd vampires take their name and their origin from the Caribbean and the religion of vodoun (popularly known as voodoo). Baron Samedi, in legend, was a loa of death and ancestor worship. The vampires that bear his name and visage (for Samedi is often portrayed as a corpse, albeit not one so disgusting as the Stiffs) also often share his rude, blunt demeanor. In fact, a vampire going by the name of "Baron Samedi" seems to be the founder, or at least the oldest extant member, of the bloodline.

Ishtarri (Limited slots to 1 in play at any time)

Quote: "I find all aspects of the mortal world to be alluring, and I crave to taste everything again and again and again..."

Whether or not these Laibon descended from the Babylonian goddess Ishtar is nearly impossible to prove, though they claim her name. Like her, they have cheated the land of death and escaped its clutches more than once, and they offer up others to take their place.

Independent Ghouls

Quote: "You know just as well as I do that you can't do everything yourself - or have you forgotten that you're exclusively nocturnal? Trust me, I'm reliable help, and my price isn't hard to pay at all."

An Independent's road is a hard one. Kindred view these masterless ghouls as dangerous and uncontrollable - and a vampire very much resents what he doesn't control. Usually, the only recourse is to trap and kill vampires in order to gain their blood. And sure, you can always rationalize it to yourself - vampire are unnatural, blood-drinking parasites, afterall - but the fact remains that now you kill for your fix. But hey, it's not like you're the first addict to do so, right? And it isn't like you're killing people...

Dhampir (May only be a secondary character) (Limited: 2 max] (1 slot taken)

Quote: "Who are you? WHAT are you? Leave me ALONE! [CRASH!]

A Dhampir is a thing the Cainites believed could never happen: the offspring of a mortal and a vampire. Camarilla and Sabbat, elder and neonate, they all knew that their true blood ties came by adoption, through the Embrace. They knew that life never comes from the undead. Vampires have childer, not children.

[Sabbat] (Possible clans for defectors to the Tower and similar concepts.)


Quote: "Why on earth would you think I wanted you to stop screaming? I find the results so much more melodious when you indulge your fear."

A blood moon casts a crimson light over the land beyond the forest and something fearsome howls its agony into the night. The Tzimisce call these lands their ancestral home. Since time out of mind the Fiends have been masters and lords of the domains of much of Eastern Europe. But theirs is a proud, selfish Clan for which tradition goes only so far despite their aristocratic origins. In fact, the Clan claims to have destroyed its Antediluvian, and in the wake of that momentous event, helped establish the foundations of the Sabbat.

Kiasyd (Only 1 in play) (Slot filled)

Quote: "I didn't invite you in. Leave. Touch nothing except the floor and the doorknob, or I swear on the moon and the stars I will have you on the other side of that mirror by morning."

The Kiasyd are, as a rule, calm and studious. They prefer to remain ensconced within their havens, poring over ancient texts, maps, artifacts, and other bits of antiquity. Other Kindred, it seems, can't understand how a lineage of vampires that is so very strange could be nothing more than scholars. To hear the rumor-mill tell it, the Kiasyd can feed only on the blood of infants, or faeries, or unspoiled virgins. Their otherworldly heritage comes not from the Good Folk, but from demons and the forces of Hell. Their odd appearance isn't because of mutation in their vitae, but a God-given warning: These are not Kindred. They are other.

City Gangrel

Quote: "The new community center is finally open. Call up the pack."

The Sabbat boasts two Gangrel lines, the City and the Country Gangrel. The City Gangrel remind some Kindred of coyotes -- they are creatures well-suited for wilderness life, but they adapt to an urban existence quite smoothly. The high preponderance of prey in the cities, coupled with the Gangrel's inherent mutability of blood, has allowed the line to flourish. Their association with the Sabbat means that they Embrace prolifically, but also that their unlife expectancy is short.

Nosferatu Antitribu

Quote: "There's always a scarier beastie. Look: You're scarier than Dahmer or Gacy. I'm scarier than you. And... well. There are things scarier than me. Let's leave it at that."

The Nosferatu of the Sabbat aren't too different from their Camarilla brethren. Both branches of the Clan tend toward subterranean havens, and both branches use their considerable skill in stealth and control of vermin to traffic in information. Just as the more beautiful Kindred of the Camarilla must occasionally get their feet dirty going to see a Nosferatu information broker, the Cainites call upon their deformed comrades for secrets and tactics.


Not Approved Clans


Gangrel - Anda
Children of Osiris
Old Clan Tzimisce
Salubri - Healers
Salubri - Wu Zao


Assaamite Antitribu (Unconquered)
Blood Brothers
Brujah Antitribu
Gangrel Antitribu (Country)
Harbingers of Skulls
Malkavian Antitribu
Ravnos Antitribu
Salubri - Warriors
Serpents of the Light
Toreador Antitribu
Tremere Antitribu
Ventrue Antitribu

[Revenant Families]


[Kindred of the Ebony Kingdom]

Followers of Set
Xi Dundu

[Kindred of the East]

Resplendent Crane
Bone Flower
Thousand Whispers
Thrashing Dragon




Out of Clan Disciplines Potence, Celerity, Fortitude, Presence, Auspex, Obfuscate, Animalism, Dominate, Presence. (You may have up to 2 of these with a good background explanation.)
ALL combo disciplines
Willpower 8 or higher

Not Approved

Clan specific disciplines learned out of clan. (Anything not listed under "Out of Clan Restricted" must make use of the Merit: Additional Discipline and have a good write up explaining why.)
No powers, clans, concepts or such from Dirty Secrets of the Black Hand will be approved.


==== MERITS & FLAWS ====


Iron Will
Precocious (This merit is only good for a single ability)
Additional Discipline
Nine Lives
14th Generation (May only be taken by Secondary characters)
15th Generation (May only be taken by Secondary characters)
Disease Carrier

Not Approved

True Faith
Blood Hunted (4pt or 6pt)
Red List




Alternate Identity 3 or higher
Domain of 3 or higher
Fame of 3 or higher
Any specific Influence 3 or higher
Mentor 3 or higher
Resource of 4
Status may be purchased from 1-5 but must follow the status guidelines found in House Rules: Vampires and Status and House Rules: The Status Game

Not Approved

Black Hand Membership
Resoruce 5