Playable Clans

For games run by Telgar, these are the Playable Clans and their associated variations.

Brujah

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

Cappadocians

Clan Disciplines: Auspex, Dominate, Fortitude⚠ </br> Clan Weakness: Necrotic Aura -- Cappadocians exude a spiritual blight as a result of their innate closeness to death. Insects die if they come too close and plants wither at the touch of a Graverobber. Extended periods of time in physical contact with a Cappadocian cause inexplicable weakness and fatigue, inflicting one level of Bashing damage per hour. This unnatural Aura of Death unnerves mortals and even vampires, adding 1 to the difficulty of all Social rolls not based on Intimidation. Finally, Cappadocians may never spend blood to appear more human; they are far closer to a corpse than a living being and cannot pretend otherwise.

Variation: Lamiae

Clan Disciplines: Dominate, Fortitude, Potence⚠ </br> Clan Weakness: Plaguebearer -- 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.

Gangrel

Clan Disciplines: Animalism, Fortitude, Protean⚠ </br> 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⚠ </br> Clan Weakness: Same as Main Clan, with a preference for urban animal mutations.

Variation: Greek Gangrel

Clan Disciplines: Animalism, Obfuscate, Protean⚠ </br> Clan Weakness: Same as Main Clan, with a preference for urban animal mutations.

Variation: Grove Gangrel

Clan Disciplines: Animalism, Auspex, Protean⚠ </br> Clan Weakness: Same as Main Clan, with a preference for animal behaviors over physical mutation.

Malkavians

Clan Disciplines: Auspex, Dominate, Obfuscate⚠ </br> Clan Weakness: Incurable Madness -- Afflicted by a permanent Derangement.

Variation: Haruspices

Clan Disciplines: Auspex, Presence, Obfuscate⚠ </br> Clan Weakness: Memento Mori -- A Haruspex is compelled to collect body parts as trophies. If their collection is lost, they cannot regain Willpower until they have gathered a new one. Trying not to take a trophy after any feeding or any kill requires a Willpower roll (diff 8).

Nosferatu

Clan Disciplines: Animalism, Obfuscate, Potence⚠ </br> Clan Weakness: Soul's Visage -- A Nosferatu's maximum Appearance is equal to 1/4th of their Road rating, rounded down. Even those Nosferatu with an Appearance of 1 or 2 are disfigured and project an unsettling air. Any Appearance-based rolls have a permanent +2 difficulty, unless related to Intimidation.

Toreador

Clan Disciplines: Auspex, Celerity, Presence⚠ </br> 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 sight is gone.

Ventrue

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

Variation: Counselor Ventrue

Clan Disciplines: Auspex, Dominate, Fortitude⚠ </br> Clan Weakness: Same as Main Clan.

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