Also called Assamite in earlier editions. Think of a patient tracker or hired gun who treats every job as a matter of discipline and judgment. The Banu Haquim are feared for hunting other vampires, but need not be assassins for hire. Some also learn their own religious magic; that is not guaranteed to every character. They are often unaligned, and many are Muslim, but neither is required.
Bane Vampire blood can become dangerously addictive to the Banu Haquim.
Traditional Disciplines- Celerity — bursts of supernatural speed and rapid action.
- Obfuscate — concealment, disguise, and slipping out of notice.
- Quietus — blood sorcery focused on silence, poison, and killing.
The firebrand in the saloon who will challenge a railroad boss, a sheriff, or anyone else throwing their weight around. Brujah are passionate and strong-willed; that passion can make them inspiring allies or volatile opponents.
Bane Brujah are quick to anger. Resisting frenzy is harder for them; in roleplay, their temper can be both a strength and a liability.
Traditional Disciplines- Celerity — bursts of supernatural speed and rapid action.
- Potence — immense physical strength.
- Presence — supernatural charisma that inspires, attracts, or intimidates.
The smooth-talking stranger who knows what you want before you admit it. Setites tempt people with secrets, comfort, and forbidden knowledge, often working through a church, trading post, or other respectable front.
Bane Sunlight is especially dangerous to Setites, dealing them more harm than it does most vampires.
Traditional Disciplines- Obfuscate — concealment, disguise, and slipping out of notice.
- Presence — supernatural charisma that inspires, attracts, or intimidates.
- Serpentis — Setite powers tied to serpents, transformation, and temptation.
At home on the trail and wary of town, Gangrel are tough, self-reliant, and close to the wild. A lone scout or weather-beaten drifter might fit, though Gangrel are not all loners.
Bane When a Gangrel gives in to frenzy, they take on an animal feature. These marks can linger, making it harder to pass as fully human.
Traditional Disciplines- Animalism — communicate with, influence, and command animals.
- Fortitude — endure injuries and withstand harm.
- Protean — change your body, gain animal traits, and meld with the earth.
Picture a well-connected family of undertakers who can make the dead answer questions. Giovanni combine family business and money with a dangerous interest in ghosts and the afterlife.
Bane The Giovanni’s Kiss is agonizing rather than pleasurable. Feeding can hurt or frighten a victim, so it is difficult to pass off as an ordinary encounter.
Traditional Disciplines- Dominate — impose your will through supernatural commands.
- Necromancy — perceive, summon, and control spirits of the dead.
- Potence — immense physical strength.
The hard-eyed land baron or political operator who expects the room to fall silent when they enter. Lasombra seek control and are willing to use fear, ambition, and supernatural darkness to get it.
Bane Lasombra have no reflection, and cameras and other recording devices often fail to capture them properly. Their shadows can also behave strangely.
Traditional Disciplines- Dominate — impose your will through supernatural commands.
- Obtenebration — control supernatural darkness and shadow.
- Potence — immense physical strength.
An unsettling fortune-teller or sharp-eyed observer whose strange point of view sometimes catches what everyone else missed. Malkavians experience a distinctive mental or perceptual affliction; it should be played thoughtfully, not as a joke.
Bane Every Malkavian has a derangement that shapes how they experience the world. Work with staff to portray yours respectfully and in a way that fits the character.
Traditional Disciplines- Auspex — heightened senses, aura-reading, and psychic perception.
- Dementation — unsettle minds and intensify emotional or mental turmoil.
- Obfuscate — concealment, disguise, and slipping out of notice.
Often visibly changed by their curse, Nosferatu keep to the edges of society. They trade in information, hear what passes through the back rooms, and know how to disappear when trouble arrives.
Bane Their curse leaves them visibly monstrous. They cannot pass as ordinary people through looks alone, though clothing, acting, and supernatural concealment may help.
Traditional Disciplines- Animalism — communicate with, influence, and command animals.
- Obfuscate — concealment, disguise, and slipping out of notice.
- Potence — immense physical strength.
The quick-witted cardsharp or traveling confidence trickster who always has another story ready. Ravnos are known for deception and illusion, but a character can use those gifts in more ways than simply cheating at cards.
Bane Each Ravnos has a particular vice or compulsion that is hard to resist.
Traditional Disciplines- Animalism — communicate with, influence, and command animals.
- Chimerstry — create convincing sensory illusions.
- Fortitude — endure injuries and withstand harm.
The magnetic saloon singer, painter, or collector who can make a whole room pay attention. Toreador are moved by beauty and passion, and can be as captivated by a person or a cause as by art.
Bane A Toreador can become completely absorbed by something they find beautiful, losing track of danger and everything happening around them.
Traditional Disciplines- Auspex — heightened senses, aura-reading, and psychic perception.
- Celerity — bursts of supernatural speed and rapid action.
- Presence — supernatural charisma that inspires, attracts, or intimidates.
The bookish doctor, occult scholar, or discreet adviser with a locked case full of unsettling experiments. Tremere study blood magic and tend to belong to a tightly organized, secretive clan.
Bane Tremere are bound to their clan through blood, tying them to its hierarchy and making independence from their elders difficult.
Traditional Disciplines- Auspex — heightened senses, aura-reading, and psychic perception.
- Dominate — impose your will through supernatural commands.
- Thaumaturgy — structured blood magic with paths for different effects.
An eerie frontier physician or reclusive landowner with a profoundly unsettling idea of what a body should look like. Tzimisce can reshape flesh and bone, and are often possessive of the places and people they claim.
Bane A Tzimisce must rest with soil from a place important to them, often their homeland. Without it, they become increasingly exhausted and vulnerable.
Traditional Disciplines- Animalism — communicate with, influence, and command animals.
- Auspex — heightened senses, aura-reading, and psychic perception.
- Vicissitude — reshape flesh and bone, including your own.
The cattle baron, banker, or town founder who believes order depends on someone taking charge. Ventrue are natural power brokers, though their authority can come from charm, reputation, or a well-placed threat.
Bane Ventrue can only draw nourishment from a particular kind of blood. Each has their own preference, and blood outside it will not sustain them.
Traditional Disciplines- Dominate — impose your will through supernatural commands.
- Fortitude — endure injuries and withstand harm.
- Presence — supernatural charisma that inspires, attracts, or intimidates.