Oxford University Role Playing Games Society
Clans of the Camarilla
Clans of the Camarilla
The Camarilla is composed of seven of the vampire clans. Each has
different abilities or Disciplines; these are described at the end. The
Called anarchs by some and visionaries by others (primarily themselves),
the Brujah are Clan which has changed much since its earliest nights.
They are divided into three chief groups; the iconoclasts are by far the
numerous, and are the source of the stereotypical Brujah - loud, arrogant
and very angry. The Idealists are at the other extreme; as scholars and
diplomats, they seek to recreate the glory of the city Carthage, wherein
Kine and Kindred lived together in harmony, until a coalition of the other
Clans brought it low. The third group, the Individualists, walk between
these extremes, trying to find their own path in the night.
The disciplines of the Brujah are Potence, Celerity and Presence;
they suffer more deeply from the rages of the Beast Within than do most
These are the most nomadic of the Kindred, being amongst the few who
will brave the wilderness and the dangers that it brings - lack of prey,
being exposed to sunlight, and the lethal werewolves who name themselves
Garou. They are highly prized as messengers when more conventional means
fail, and as warriors of great skill, but as the ages pass, they become
more and more bestial in appearance themselves, and tend to withdraw from
The Gangrel disciplines are Fortitude, Animalism and Protean, the
last of these is almost unheard of outside of this clan.
The Blood of Malkav brings both madness and enlightenment, though not
always in equal measure. Little is understood about this Clan, except
that each member is insane in their own unique way, and they exist in a
state barely within the influence of the Camarilla. It is rumored that
they are members of the Sabbat, deal with demons and are the creators of
all the chaos in the world. If they are rarely respected, they are often
The Malkavian disciplines are Obfuscate, Auspex and Dementation, a
discipline unique to the Clan.
These Kindred are all, without fail, hideously ugly. The vitae
running through their veins dissolves whatever features they may have
possessed, leaving them inhuman and outcast. They live in the places
which the Kine would rather forget, the darkest parts of sewers and the
most dilapidated buildings of slums. It is mostly due to their influence
that the underbellies of most cities are labyrinths to which no accurate
map exists. The Nosferatu act as information brokers in the city; with
their powers they may hide in plain sight, and view the world through the
bodies of animals.
The disciplines of the Nosferatu are Obfuscate, Animalism and
The Toreador are, along with the Ventrue, the mightiest clan of the
Camarilla. They are a mixture of models, artists and wannabies. They have
defined the social structure of the Camarilla from its earliest days, and
it is by their measure that individual Kindred of all of the Clans rise
and fall. The Havens of Elder Toreador are full of priceless art in all
its forms, as well as perhaps a few attempts made by the Elders
The Toreador disciplines are Presence, Celerity and Auspex.
The only Clan to rival the disgust in which the Nosferatu and the
suspicion in which the Malkvians are held, the magi of Kindred society
are secretive indeed. Each city with a Tremere presence holds a Chantry,
where their arcane artifacts and books of Thaumaturgical lore are held,
and most Kindred would give much for such items. This is the youngest of
the Clans, barely a millennia old, but their ruthlessness and power is
such that the others have no choice but to admit the Warlocks to their
Their disciplines are Auspex, Dominate and,
unique to their Clan, Thaumaturgy.
If the Toreador are the artists and socialites of Vampire society, then
the Ventrue are its nobility. The Clan with both the greatest wealth and
influence in the mortal world, it is hailed as the founder of the
Camarilla, and names such as Hardestadt, Mithras and now Giles Rentre*
are held up as martyrs for the greatest of Vampire sects. More Princes
are drawn from the ranks of this Clan than any other, including Lady
Anne, previously Prince of London, as well as the returned Mithras. They follow the motto "To rule in
Blood is to rule in truth".
The disciplines of Fortitude, Presence and Dominate are the
bloodright of the Ventrue.
* The Hero of Oxford and Destroyer of Job. His sacrifice was the greater
because he was forced to pretend to be a Caitiff owing to the
machinations of Don Marco, a former Ventrue Primogen of Oxford now
revealed to be a diabolist, and destroyed.
The weak-blooded are members of no Clan, and are universally reviled.
When they are allowed to stay in a city, it is at the sufferance of the
Prince, and few obtain such permission. This leaves them with few options
- some are relegated to the most dangerous feeding areas, and perish or
go insane, while others go rogue and ignore the Camarillas' authority,
and meet their end at the hands of Archons.
The Caitiff, being of mongrel blood, develop disciplines as they are
fortunate enough to be taught them.
Animalism - The ability to communicate with and master both animals and
the Beast Within, the ravening force which threatens every Kindred's
Auspex - This is the art of supernatural sight, telepathy and the
enhancement of the mind.
Celerity - Supernatural speed and agility.
Dementation - The ability to drive others insane, and draw upon the
abilities of insight that come from madness. Unique to the Malkavians.
Dominate - The overriding of the will of a victim with that of the
Fortitude - Both endurance and resistance to physical harm come from
Obfuscate - The ability to conceal oneself and others from detection.
Potence - Supernatural strength.
Presence - The ability to control the emotions of others.
Protean - The ability to change shape and alter the substance of one's
own body. Unique to the Gangrel.
Thaumaturgy - Magic based on the power inherent in the Vitae (blood) of
the Kindred. Unique to the Tremere.