Clans and Bloodlines

The Blood of Caine is cursed and static, but even in unchanging death there can emerge new strains of horror and old strains can reappear suddenly, like plague resurfacing to ravage an unprepared populace. There are three varieties of vampiric blood groupings: Clans, their Variations and True Bloodlines. Purely social groups, such as most of the Sabbat Antitribu and the Giovani ghoul-families, are not listed.

Some Bloodlines and Variations have more than one Weakness. These are listed in sequence. All the listed Weaknesses apply fully, at all times. They are not choices.

Clans & Variations

Clans have the full recognition of vampiric society and the prestige of an Antediluvian Founder. Variations are still considered part of a Clan, though they have manifested alternate Disciplines or a slightly different Weakness. Some of these occur as adaptations to geographic location, others are the result of the vitae adapting to social pressures.

Assamites

For various reasons, there is no standard Assamite Clan. Instead, the Clan consists of three Castes (Sorcerer, Warrior and Vizier) who all have unique traits. The Warriors have also been the subject of two different magical curses, one from the Baali and one from the Tremere, which have altered their Weakness at various times.

Variation: Assamite Sorcerers (Long Night)

Clan Disciplines: Auspex, Obfuscate, Dur-An-Ki
Clan Weakness: Magical Aura -- Instantly revealed as a magic user to any means of supernatural detection. Supernatural powers of detection are treated as 2 ranks higher when used against them.

Variation: Assamite Sorcerers (War of Princes)

Clan Disciplines: Auspex, Celerity, Dur-An-Ki
Clan Weakness: Magical Aura -- Same as Long Night Sorcerers.

Variation: Assamite Sorcerers (Modern)

Clan Disciplines: Obfuscate, Quietus, Dur-An-Ki
Clan Weakness: Magical Aura -- Same as Long Night Sorcerers.

Variation: Assamite Viziers (Standard)

Clan Disciplines: Auspex, Celerity, Quietus Hematus
Clan Weakness: Obsessive Wisdom -- Gains a Compulsion related to their highest Knowledge or creative Ability. This Compulsion is also easily determined via supernatural senses such as Aura Sight.

Variation: Assamite Viziers (Byzantine)

Clan Disciplines: Auspex, Presence, Quietus Hematus
Clan Weakness: Obsessive Wisdom -- Same as Standard Viziers

Variation: Assamite Warriors (Original)

Clan Disciplines: Celerity, Obfuscate, Quietus Cruscitus
Clan Weakness: Stained Soul -- Always marked with the black-veined aura of a Diablerist

Variation: Assamite Warriors (Baali Curse)

Clan Disciplines: Same as Original
Clan Weakness: Blood Addiction -- Upon any taste of vampire blood, roll Self-Control (diff 3 + the number of points drunk). If this roll fails, the Assamite has become addicted and must check for Hunger Frenzy any time they come into contact with vampire blood in the future.

Variation: Assamite Warriors (Tremere Curse)

Clan Disciplines: Same as Original
Clan Weakness: Blood Allergy -- Drinking vampire blood causes one level of Lethal damage per point. All Diablerie attempts automatically fail and cause one Aggravated level of damage per point of Permanent Willpower the victim had.

Brujah

Clan Disciplines: Celerity, Potence, Presence
Clan Weakness: Berserker Beast -- All Frenzy checks are at +2 difficulty.

Cappadocians

Clan Disciplines: Auspex, Fortitude, Necromancy
Clan Weakness: Deathly Pallor -- All Social rolls are at +1 difficulty due to unnatural appearance, and blood cannot be used for a Flush of Life.

Followers of Set

Clan Disciplines: Obfuscate, Presence, Serpentis
Clan Weakness: Hated by Horus -- Sunlight deals twice the regular amount of damage to Setites. Even ordinary bright light causes a -1 penalty to all actions.

Variation: Warrior Setites

Clan Disciplines: Potence, Presence, Serpentis
Clan Weakness: Hated by Horus -- Same as Main Clan.

Variation: Children of Damballah

Clan Disciplines: Auspex, Presence, Serpentis
Clan Weakness: Hated by Horus -- Same as Main Clan.
Clan Weakness: Spiritually Offensive -- Every night, a Child must make a ritual offering to appease the local spirits. Roll Charisma + Occult roll (difficulty 8). If the ritual fails, or is not performed, gain the Haunted Flaw for the rest of the night.

Gangrel

Clan Disciplines: Animalism, Fortitude, Protean
Clan Weakness: Feral Features -- Each Frenzy causes a permanent, animalistic mutation to appear. Every 5 features reduces a Social Attribute by 1.

Variation: Gangrel (Dark Ages)

Clan Disciplines: Same as Main Clan
Clan Weakness: Revealed Beast -- After each Frenzy, an animalistic mutation or behavior develops, imposing +1 diff on relevant rolls. The feature will also result in one automatic failure of a relevant roll. After the automatic failure is used up, at Storyteller discretion, the mutation or behavior fades.

Variation: City Gangrel

Clan Disciplines: Celerity, Obfuscate, Protean
Clan Weakness: Feral Features -- Same as Main Clan, with a preference for urban animal mutations.

Variation: Greek Gangrel

Clan Disciplines: Animalism, Obfuscate, Protean
Clan Weakness: Feral Features -- Same as Main Clan, with a preference for urban animal mutations.

Variation: Mariner Gangrel

Clan Disciplines: Same as Main Clan
Clan Weakness: Aquatic Features -- Each Frenzy causes a permanent, piscine mutation to appear. Every 3 features reduces a Social Attribute by 1.

Giovani

Clan Disciplines: Dominate, Necromancy, Potence
Clan Weakness: Kiss of Lamia -- Feeding causes double damage to mortals, and causes intense pain to any subject.

Lasombra

Clan Disciplines: Dominate, Obtenebration, Potence
Clan Weakness: Shrouded Soul -- Never cast a reflection, and take an additional level of damage from Sunlight.

Variation: Angellis Ater

Clan Disciplines: Daimonion, Dominate, [Potence, Presence, or Obtenebration]
Clan Weakness: Shrouded Soul -- Same as Main Clan.

Malkavians

Clan Disciplines: Auspex, Dementation, Obfuscate
Clan Weakness: Incurable Madness -- Afflicted by a permanent Derangement.

Variation: Ananke

Clan Disciplines: Auspex, Dementation, Presence
Clan Weakness: Incurable Madness -- Same as Main Clan
Clan Weakness: Memento Mori -- Ananke are compelled to collect body parts as trophies from their kills. If their collection is lost, they cannot regain Willpower until they have gathered a new one. Trying not to take a trophy from any feeding or other kill requires a Willpower roll (diff 8).

Variation: Carrier Malkavians

Clan Disciplines: Auspex, Dominate, Obfuscate
Clan Weakness: Same as Main Clan

Nosferatu

Clan Disciplines: Animalism, Obfuscate, Potence
Clan Weakness: Monstrous Visage -- Appearance is always 0.

Ravnos

Clan Disciplines: Animalism, Chimerstry, Fortitude
Clan Weakness: Immutable Reality -- Addicted to a single form of behavior, must resist any chance to indulge by rolling Self-Control (diff 6)

Variation: Brahman or Phuri Dae

Clan Disciplines: Animalism, Auspex, Chimerstry
Clan Weakness: Immutable Reality -- Same as Main Clan.

Salubri

As with the Assamites, the Salubri Clan consists of three equal Castes. Each Caste has its own unique traits. The two more common Castes, Warrior and Healer, have had their Weaknesses changed dramatically under pressure from the Tremere attempt to destroy their Clan.

Variation: Salubri Healers (Original)

Clan Disciplines: Auspex, Presence, Valeren (Healer)
Clan Weakness: Shepherd's Curse -- Can only feed from the willing without suffering a -2 penalty to all actions for the entire night.

Variation: Salubri Healers (Modern)

Clan Disciplines: Auspex, Fortitude, Obeah
Clan Weakness: Peaceful Kiss -- Any attempt to feed from an unwilling victim costs a Willpower point.

Variation: Salubri Warriors (Original)

Clan Disciplines: Auspex, Fortitude, Valeren (Warrior)
Clan Weakness: Established Dominance -- Can only feed from those previously defeated in battle without suffering a -2 penalty to all actions for the entire night.

Variation: Salubri Warriors (Modern)

Clan Disciplines: Auspex, Fortitude, Valeren (Singular)
Clan Weakness: Hot Blooded -- Can only feed by force, otherwise the blood offers no benefit.

Variation: Salubri Watchers

Clan Disciplines: Auspex, Obfuscate, Valeren (Watcher)
Clan Weakness: Knowledge Addiction -- Must roll Willpower (diff 6) to resist any chance to search out or gain knowledge of a specific subject.

Toreador

Clan Disciplines: Auspex, Celerity, Presence
Clan Weakness: Entrancement -- After seeing any sight of great beauty, roll Self-Control (diff 5) to avoid entering a fugue state for the rest of the scene, or until the beauty is removed.

Variation: Toreador Antitribu

Clan Disciplines: Same as Main Clan
Clan Weakness: Savagery -- Must resist any chance to inflict physical or emotional pain with a Self-Control roll.

Tremere

Clan Disciplines: Auspex, Dominate, Thaumaturgy
Clan Weakness: Blood Sensitivity -- The first drink of a Blood Bond counts as the second. Any Vinculum scores are also rated 1 higher than normal.

Variation: Telyavelic Tremere

Clan Disciplines: Auspex, Presence, Thaumaturgy
Clan Weakness: Pagan Blood -- Telyavs are repelled by Christian symbols and are at +2 difficulty to resist Frenzy when confronted by True Faith.

Tzimisce

Clan Disciplines: Animalism, Auspex, Vicissitude
Clan Weakness: Earthbound -- Must sleep surrounded by the soil of their homeland or halve all dice pools each night until reduced to 1 die. A single night of proper rest, surrounded by their soil, will restore all lost dice.

Variation: Old Clan Tzimisce

Clan Disciplines: Animalism, Auspex, Dominate
Clan Weakness: Earthbound -- Same as Main Clan.

Ventrue

Clan Disciplines: Dominate, Fortitude, Presence
Clan Weakness: Selective Thirst -- Can only feed upon one specific type of mortal.

Variation: Counselor Ventrue

Clan Disciplines: Auspex, Dominate, Fortitude
Clan Weakness: Selective Thirst -- Same as Main Clan.

True Bloodlines

Bloodlines are, in some ways, minor Clans. Some may be easily traced back to their "parent" Clan, but others appear to have sprung into existence from nothing. Unlike mere Variations, Bloodlines often have only a single Discipline in common with a parent Clan, and may possess a unique magical ability all their own. Bloodlines also have quite distinct Weaknesses, generally unrelated to that of the parent Clan.

Ahrimanes

Bloodline Disciplines: Animalism, Potence, Spiritus
Bloodline Weakness: Unbound Blood -- Cannot create ghouls or Blood Bonds.

Variation: American Ahrimanes

Bloodline Disciplines: Animalism, Presence, Spiritus
Bloodline Weakness: Infertile Blood -- Cannot create ghouls, Blood Bonds, or sire new vampires.

Anda

Bloodline Disciplines: Animalism, Fortitude, Protean
Bloodline Weakness: Somnolent Beast -- Anda treat the hour before sunrise and the hour after sunset as if they were full daytime.

Variation: Nomadic Anda

Bloodline Disciplines: Same as Main Bloodline
Bloodline Weakness: Feral Features -- Every second Frenzy causes an animalistic mutation to appear. Every five such features reduces a Social Attribute by 1.
Bloodline Weakness: Wanderlust -- Nomadic Anda halve all their dice pools if they remain in a one-mile area for more than 72 hours.

Baali

Bloodline Disciplines: Daimonion, Obfuscate, Presence
Bloodline Weakness: Tormented -- Anyone attempting to use religious items against a Baali, unless that item has lain unused for more than 50 years, is considered to have a True Faith rating of 1 higher than normal.

Blood Brothers

Bloodline Disciplines: Fortitude, Potence, Sanguinis
Bloodline Weakness: Sterile Blood -- Blood Brothers cannot Embrace new vampires.
Bloodline Weakness: Hivebound -- If any member of a circle takes damage, all members of the circle suffer that member's wound penalty (if it is higher than their own).

Children of Osiris

Bloodline Disciplines: As per original Clan, with one replaced by Bardo
Bloodline Weakness: As per original Clan, plus the inability to sire new vampires.

Danava

Bloodline Disciplines: Dominate, Fortitude, Sadhana
Bloodline Weakness: Animal Taboo -- Cannot feed on animals.
Bloodline Weakness: Ritualized Feeding -- Blood taken during a feeding without at least 30 seconds of ritual prayer only offers half the normal value.

Daughters of Cacophony

Bloodline Disciplines: Fortitude, Melpominee, Presence
Bloodline Weakness: Eternal Song -- All Perception difficulties are increased by 2, and the Alertness Ability is capped at 3.

Gargoyles

Bloodline Disciplines: Flight, Fortitude, Potence, Visceratika
Bloodline Weakness: Stony Form -- Gargoyles have an Appearance of 0.
Bloodline Weakness: Broken Will -- Considered to have a Willpower score 2 lower when resisting any mind control powers.

Variation: Primitive Gargoyles (Dark Ages)

Bloodline Disciplines: Flight, Fortitude, Potence
Bloodline Weakness: Pack Mentality -- If forced to work alone, Gargoyles halve all dice pools.
Bloodline Weakness: Broken Will -- Considered to have a Willpower score 2 lower when resisting any mind control powers.

Harbingers of Skulls

Bloodline Disciplines: Auspex, Fortitude, Necromancy
Bloodline Weakness: Skeletal Visage -- Appearance is always 0. All Appearance rolls automatically fail.

Kiasyd

Bloodline Disciplines: As Sire's Clan, with one replaced by Mytherceria
Bloodline Weakness: Fae-Marked -- All rolls to recognize a Kiasyd as supernatural are at -1 difficulty
Bloodline Weakness: Fae's Bane -- All iron weapons inflict Aggravated damage. Iron wounds cause Frenzy or Rotschrek as if they were from fire.

Variation: Marconian Kiasyd

Bloodline Disciplines: Dominate, Mytherceria, Obtenebration
Bloodline Weakness: Iron Bane -- Touching iron provokes a Frenzy check, and iron weapons deal Aggravated damage.

Variation: Maeghar

Bloodline Disciplines: As Sire's Clan, with one replaced by Mytherceria or Necromancy
Bloodline Weakness: Fae-Marked -- All rolls to recognize a Maeghar as supernatural are at -1 difficulty
Bloodline Weakness: Iron Bane -- Touching iron provokes a Frenzy check, and iron weapons deal Aggravated damage.
Bloodline Weakness: Blood Taboo -- Maeghar cannot drink directly from humans, they must consume only spilled blood.

Lamiae

Bloodline Disciplines: Fortitude, Necromancy, Potence
Bloodline Weakness: Seed of Lilith -- A Lamia's bite infects the victim with a plague that deals 1 Lethal damage (diff 7 to soak) every night for a fortnight. Vampires who drink Lamiae blood gain this weakness for as long as they have Lamiae blood in their bodies.

Lhiannan

Bloodline Disciplines: Animalism, Ogham, Presence
Bloodline Weakness: Bound to Nature -- Each week outside the wilderness reduces all pools by 1 die. A single night spent in the wilderness restores all such lost dice.
Bloodline Weakness: Dying Spirit -- Lhiannan lose one point of Generation whenever they sire a childe.

Nagaraja

Bloodline Disciplines: Auspex, Dominate, Necromancy
Bloodline Weakness: Anthropophagy -- Every night a Nagaraja does not eat at least one Health Level's worth of human flesh, they lose 1 die from all Physical dice pools. Each lost die must be restored individually by eating a Health Level worth of human flesh.

Nictuku

Bloodline Disciplines: Auspex, Celerity, Potence
Bloodline Weakness: Immortal Hunger -- Gain only 1/3rd sustenance from mortals or animals.
Bloodline Weakness: Ravaged Form -- Each century of unlife transforms one point of Appearance into a point of a Physical Attribute.

Noiad

Bloodline Disciplines: Animalism, Auspex, Protean
Bloodline Weakness: Animal Bond -- Cannot feed from animals.

Samedi

Bloodline Disciplines: Fortitude, Obfuscate, Thanatosis
Bloodline Weakness: Rotten Form -- Appearance is 0. All Appearance rolls fail automatically.

Variation: Caribbean Samedi (Victorian Age)

Bloodline Disciplines: Necromancy, Obfuscate, Thanatosis
Bloodline Weakness: Rotten Form -- Same as Standard Samedi.

Tlacique

Bloodline Disciplines: Obfuscate, Presence, Protean
Bloodline Weakness: Attuned to Darkness -- Sunlight deals twice the regular amount of damage to Setites. Even ordinary bright light causes a -1 penalty to all actions.

True Brujah

Bloodline Disciplines: Potence, Presence, Temporis
Bloodline Weakness: Dead Hearts -- All Conscience or Conviction rolls are at +2 difficulty and all costs to raise Conscience, Conviction or Roads are doubled.

Warriors of Glycon

Bloodline Disciplines: Obfuscate, Potence, Serpentis
Bloodline Weakness: Hunger for Dominance -- Whenever presented with a chance to gain power in a chosen realm, or gain a convert to their religion, a Warrior must roll Willpower (diff 6) to resist pursuing that end with all their effort.
Bloodline Weakness: Greed for Submission -- They can also never refuse the surrender of an enemy.

Witches of Echidna

Bloodline Disciplines: Akhu, Animalism, Presence
Bloodline Weakness: Echidna's Visage -- Whenever making a Frenzy check, make a second Self-Control check to avoid assuming a monstrous (Appearance 0) serpentine form. Witches using Instinct cannot avoid the transformation.
Bloodline Weakness: Echidna's Hunger -- At the end of any scene in which a Witch used blood for anything but Akhu, an additional point of blood is consumed.

Laibon Legacies

Akunanse

Legacy Disciplines: Abombwe, Animalism, Fortitude
Legacy Weakness: Bestial Visage -- For every 20 Experience gained, one animal feature manifests. Every five features reduces a Social Attribute by 1.

Variation: Akunanse Sphinxes

Legacy Disciplines: Abombwe, Animalism, Fortitude
Legacy Weakness: Tithe of Blood -- For every 5 Blood Points spent or gained in any single scene, the Beast consumes a 6th point.

Bonsam

Legacy Disciplines: Abombwe, Obfuscate, Potence
Legacy Weakness: Primordial Terror -- Mortals seeing a Bonsam must roll Courage (diff 7) to avoid either fleeing in terror or attempting to destroy the monster with whatever weapons are at hand.

Guruhi

Legacy Disciplines: Animalism, Potence, Presence
Legacy Weakness: Soul Visage -- Appearance varies depending on the Orun and Aye scores of the Guruhi.

Impundulu

Legacy Disciplines: Fortitude, Necromancy, Presence
Legacy Weakness: Familiar Bond -- Can only feed on members of the Bomkazi Revenant Family.

Ishtarri

Legacy Disciplines: Celerity, Fortitude, Presence
Legacy Weakness: Gluttony -- Easily addicted to physical excesses, Ishtarri pick a single vice and must indulge it whenever given the chance. Their bodies change slowly to reflect their vice.

Kinyonyi

Legacy Disciplines: Animalism, Chimerstry, Fortitude
Legacy Weakness: Gossiping Beast -- After two weeks in the same Domain, Kinyonyi become compelled to gossip about the Domain's rulers. They must roll Self-Control + Subterfuge (diff 8) to resist the urge whenever given a chance. Each extra month in to Domain subtracts 1 die from the resist roll.

Mla Watu

Legacy Disciplines: Auspex, Fortitude, Necromancy
Legacy Weakness: Deathly Pallor -- All Appearance rolls are at +1 difficulty, and all attempts to detect them as vampires are at -1 difficulty.

Nagloper

Legacy Disciplines: Animalism, Auspex, Vicissitude
Legacy Weakness: Burrowing Beast -- Naglopers must sleep completely covered in earth or have all their dice pools halved. Each night they go without sleeping underground halves their pools again, until they are reduced to a single die. The penalty is entirely negated after spending a full day sleeping underground.

Nkulu Zao

Legacy Disciplines: Auspex, Fortitude, Obeah
Legacy Weakness: Peaceful Thirst -- Can only feed from willing vessels. Any resistance from a vessel causes them to will lose a point of Willpower and the blood to have no value.

Osebo

Legacy Disciplines: Auspex, Celerity, Potence
Legacy Weakness: Raging Beast -- All difficulties to resist Frenzy are raised by 2.

Ramanga

Legacy Disciplines: Obfuscate, Obtenebration, Presence
Legacy Weakness: Sympathetic Magic -- All difficulties to use Obtenebration and Presence against others are raised by 1 unless the Ramanga holds a physical piece of their target.

Shango

Legacy Disciplines: Celerity, Dur-an-ki, Obfuscate
Legacy Weakness: Blood Addiction -- After tasting a vampire's blood, roll Self-Control (diff 3 + the number of points drunk) to resist addiction. Once addicted to a vampire's blood, future meetings provoke Hunger Frenzy checks.

Xi Dundu

Legacy Disciplines: Dominate, Obtenebration, Potence
Legacy Weakness: Rejected by Earth -- Xi Dundu cannot cast shadows and must not sleep in contact with their native soil. If they touch their homeland's soil while sleeping, all dice pools are halved for the next day.