Vampires
There is only one type of vampire. But there are 10 clans each have different abilities and
statistics so choose wisley for u cannot change clan!
Brujah
The Brujah are inheritors of a majestic and ancient
legacy, which is unfortunate. Tonight's Brujah seem
less like a clan and more like a mob. Punks,
terrorists, revolutionaries, criminals, gangbangers and
the like make up the Brujah; the clan seems to be
united in nothing save its contempt for the institutions
of vampire and mortal society. Well, this is not
entirely true; Clan Brujah are among the most savage
vampires, and the most trivial slight or annoyance may trigger a howling Brujah
frenzy. The Brujah's disunity keeps the clan tenuously, but
Brujah thugs routinely defect to the anarchs, the better to strike against their
hated elders. Even the "tamer" Brujah annoy the elders and princes routinely
through acts of defiance and rebellion. Despite their recalcitrance, however,
Brujah are valued as warriors; they are perhaps the most dangerous vampires
in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are
notorious for their tempers.
- Ferel Claws - turns fingers into razor sharp claws that could tear you apart.
- Haven Portal - Takes the vampire to safety
- Snake Armour - An ability stolen from an ancient vampire race, it covers the user in thick scales which stop any magic attack fro hurting. Lasts a duration of 5 minutes.
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, she is 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.
- Wolf Form - does as it says changes them into a wolf not a werewolf and ordinary wolf.
- Summon Werewolf - They summon a werewolf to aid them but it weakens the user.
- Increased Strenth
Lasombra
They succeeded in destroying all of the founders and
elders outside of its sect. The Lasombra clan is also
the clan of leadership. They are some of the most
ruthless and manipulative vampires in existence. They
value strength and reward those who posses it.
The Lasombra
knew they would be severely punished for the destruction of their elders, so
they had to keep the remaining anarchs strong. The Lasombra took the lead
role in organizing the remaining anarchs. Since that time, they
have enjoyed a great deal of prestige within the sect. All but one one of the
Regents have been of this clan. Most Lasombra are members of founded
packs since it is easier for them to increase their power in this way.
- Ferel Claws
- Summon Snake
- Ice Flame - sends a special type of fire ball which is the only type of magic able to penetrate the snake armour.
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.
- Hell Scream - sends a stream of flame from the mouth
- Insane Screech - a scream so high pitched it causes u to drop to yuor knees unable to do anything. Doesn't affect reptiles.
- Sacrifice - sacrifices 3/4 of their energy to create a powerful beam of energy which can be fired at anything
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.
- Cloak of Shadows - makes them completley invisable.
- Mask of a Thousand Faces - can make them look like any human or vampire.
- Skin Meld - can heal themselfs.
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 her 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, she does with passion. Whatever a Toreador
is, she is 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.
- Paint Ball - it may sound weak but dont be fooled this ball can blind you for 5 minutes
- Blood Blast - summons a ball of blood and as it hits it drains the target of its strenth. Hurts user as well.
- Theft of Vitae - steals a targets blood, can only be used once. Target doesn't die just gets weakened.
Tremere
Even among vampires, the insular Clan Tremere
bears a reputation for treachery. This reputation is
well earned; the Tremere were formerly a cabal of
human wizards who, hungering for immortal life,
wrested the secrets of vampirism from unwilling
Kindred. Such vile deeds earned the clan a sinister
reputation; even today, certain vampire clans would
love nothing better than to destroy the entire Tremere
line. Nonetheless, Clan Tremere holds a place in the Camarilla, for its members
were instrumental in suppressing the Inquisition and supporting the
Masquerade. Then, too, the Tremere have proved themselves dangerous
enemies - and powerful allies.
- Lightening Bolt - fires a weak bolt of lightening, will hurt but not kill. If the enemy is heavely shielded by scales it will do no affect.
- Fire Ring - surrounds them in a ring of fire which gradually increases in size for 5 minutes.
- Ice Blast - fires an extreley weak ice ball which can stun the enemy but not har him.
Tzimitze
The Tzimitze is a clan of very arcane vampires. This
clan is as fascinated by the occult as the Tremere
are. But do not possess nearly as wide a scope of
knowledge. The Tzimitze is a scholarly clan, and
most of its members are highly educated. The clan is
one of the most honorable of all vampire bloodlines.
Tzimitze have 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.
The Tzimitze cadre stretched across the Baltic regions of Eastern Europe for
many centuries. It established a great power base until the Tremere, then a
house of mortal wizards, established convenants in what is today northern
Bulgaria. The two coexisted for a time, not intruding upon one another.
Eventually, the power mad Tremere captured some Tzimitze and used them in
perverse rituals aimed at extracting the essence of their immortality. Some
Tzimitzes believe this was the beginning of the Tremere as a clan.
- Blood Lust - send the target into a frenzy if a vampire, while in a frenzy the target cant attack. Lasts one minute.
- Fire Ball - send a small ball of fire at an enemy.
- Fire Rain - Causes fire to pour from the skies and hit a selected area. Be warned this makes the user to weak to defend and can damage the user as well as the enemy.
Ventrue
Even in the modern age, 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. In ancient nights, Ventrue were chosen
from nobles, merchant princes or other wielders of power. In modern times the
clan recruits from wealthy "old-money" families, ruthless corporate climbers,
and politicians. Although Ventrue move in the same social circles as the
Toreador, they do not fritter away their existences in frivolity and idle chatter.
The Ventrue proudly wear the privileges of leadership, and stoically bear its
burdens. Thus has it always been; thus shall it always be.
- Persuasion - can talk an enemy who isn't wild e.g. assamite vampire, human ect to stop fighting. Doesnt affect Grangel or any type of were.
- Dark Spit - launches a thick black which blinds until hit.
- Energy Drain - absorbs any type of agic, cant be used more than twice a day,
Assamite
The Assamite Antitribu are the assasins. However, they do not
ask for the blood from the leaders of the sect. Instead, they ritually slay the
eldest of their own clan every 100 years through a special diablerie ceremony.
This elder has some of the blood of the Lasombra founder, a third generation
vampire, running through his veins. The elder exists for a century as the closest
Assamite Antitribu to Caine himself, ruling under the title Hulul. At the end of
the 100 year reign, the next in line drinks the precious vitae from the previous
ruler, and so it passes on throughout history.
- Shadow Meld - helps them hide in the shadows but can still be spotted or sniffed out by the vampires worst enemy, the werewolf
- Back Stab - Makes them able to strike 5 times faster than before.
- Flame Knife - can throw knifes made of fire