Unlock Your Vampire Potential: Top Clans for Newbies in Vampire: The Masquerade!

Summary

  • Thin-Bloods are feared & shunned, carry omens of Gehenna.
  • The Tremere excel in Blood Sorcery, popular among VtM players.
  • Toreadors embody beauty, making them perfect for artists.

Vampire: the Masquerade is a widely admired tabletop role-playing game where players can assume the role of nocturnal beings in today’s world, but there are additional resources for different eras like the Victorian era or the Dark Ages. The vampires in these games encounter numerous dangers such as rival factions, power struggles, hunters, and other supernatural adversaries.

On the outside, the lore appears straightforward, but it hides a wealth of depth and intricacy. The vampires, often referred to as ‘kindred’ secretly, aren’t all alike. In fact, there are 15 distinct clans, each with unique abilities and drawbacks, and differing in complexity. For those seeking a less complex entry into the world of darkness, these clans could provide a more straightforward path.

9. Thin Bloods

Only One Foot in the Grave

  • Primary Allegiance: Anarchs
  • Disciplines: Thin-Blood Alchemy
  • Clan Bane: N/A
  • Compulsion: N/A

In contemporary times, the era of the watered-down vampires, often referred to as Thin-Bloods, is a chilling legend within the vampire community that’s increasingly becoming reality. This ominous sign foretells Gehenna, the vampire end times. These Thin-Bloods are generally shunned and at worst, pursued. Their name originates from their distant lineage from the original vampire species, making them weaker in comparison to full-blooded vampires. Some Thin-Bloods, however, possess a trace of life force in their blood, granting them abilities such as eating regular food, withstanding sunlight, or even giving birth.

As someone who’s not quite ready to bid farewell to this world entirely, I can choose to embody a Thin-Blooded being, maintaining a semi-life within it. This role offers access to merits like Lifelike, allowing me to appear more alive than the average individual. However, it’s crucial to be prepared for the prejudice that may come my way due to the perceived risks I might symbolize.

8. Tremere

Blood Sorcery is Simplified in 5th Edition

  • Primary Allegiance: Camarilla
  • Disciplines: Auspex, Dominate, Blood Sorcery
  • Clan Bane: Deficient Blood. The Tremere are no longer able to create Blood Bonds with other Kindred through normal means. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form.
  • Compulsion: Perfectionism. Until the vampire scores a critical win on a Skill roll or the scene ends, they have a two-dice penalty to all dice pools. The penalty is reduced to one die for a repeated action and removed entirely on a second repeat.

If you’re searching for practitioners of night magic, you won’t have to look any farther than Clan Tremere. While other clans occasionally delve into the craft of blood magic, it is the Warlocks who truly mastered it. Initially, the blood rituals might appear complex, but they are actually more organized than in earlier versions, making them easier for both experienced and novice players to grasp and utilize effectively.

Players frequently choose the Tremere due to their extensive wisdom and diverse ritual capabilities in the world of VtM, making them a favorite among many role-players.

7. Gangrel

Perfect for Animal Lovers

  • Primary Allegiance: Anarchs
  • Disciplines: Animalism, Fortitude, Protean
  • Clan Bane: Bestial Features. In frenzy, these Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward.
  • Compulsion: Feral Impulses. The vampire returns to an animalistic state. For one scene, the vampire gains a three-dice penalty to all rolls involving Manipulation and Intelligence. They can only speak in one-word sentences during this time.

Even though creatures of the night like vampires might be expected to shun nature and animals, Clan Gangrel demonstrates a different side. In fact, they often incorporate elements of nature into their very being. They tend to avoid the crowded city centers, instead seeking solitude near the outskirts of society to steer clear of conflicts with werewolves over territorial boundaries.

In this rephrased version, their clan’s unique abilities manifest as traits associated with various animals, such as growing feathers or developing claws, or acting distant and elusive like a cat. They possess powers over Protean to acquire formidable claws reminiscent of a tiger’s, and Animalism to communicate or control animals at will. This makes it an ideal clan for individuals enamored with animals who are embarking on their first journey within the world of Vampire: the Masquerade.

6. Caitiff

For Those Who Cannot Choose

  • Primary Allegiance: Anarchs
  • Disciplines: N/A
  • Clan Bane: Outcast. Caitiff improves Disciplines slower than other Kindred.
  • Compulsion: N/A

In the player manuals and the free V5 supplement, you’ll find a rich variety of VtM clans waiting to be chosen, with three more lost clans reintroduced into the game’s nightly activities. However, for novice tabletop role-playing gamers, this abundance of choices might feel overwhelming. But why pick just one? Let me explain.

The VtM player handbooks and free V5 supplement offer a vast selection of clans to choose from, including three newly reintroduced lost clans. For newcomers to the tabletop RPG scene, this can seem like too many choices. However, it’s important to pick a clan because each one offers unique abilities and roles within the game’s world.

For those struggling with inspiration, the Caitiff offers an intriguing option. Although categorized as a distinct clan, they are actually a type of vampire without a specific clan affiliation. This means they don’t inherit the weaknesses associated with a particular clan, nor do they gain access to their unique disciplines. However, this flexibility allows for greater customization, enabling players to design a vampire tailored to their preferred gameplay style and themes. While this may present some challenges during character creation, it also simplifies decision-making by reducing the number of choices to consider.

5. Lasombra

A Dark Reflection of the Ventrue

  • Primary Allegiance: Camarilla
  • Disciplines: Dominate, Oblivion, Potence
  • Clan Bane: Distorted Image. All reflections and recordings distort, flicker, or become transparent (though this does not conceal their identity with certainty). Microphones have the same difficulty with the vampire’s voice as cameras have with their image, touch technology becomes unresponsive at best, and their anomalous nature makes it harder to avoid electronic detection systems.
  • Compulsion: Ruthlessness. To the Lasombra, failure is not an option. The next action they fail after suffering this Compulsion causes all rolls to receive a penalty until a future attempt at the same action succeeds.

The Ventrue are frequently seen as guardians or caretakers within the Camarilla. In contrast, the Lasombra held that role for the Sabbat faction until they switched allegiances to the Camarilla. Consequently, the Lasombra are now regularly included in introductory narratives and can be a suitable pick for novice players.

For players diving into VtM 5e, exploring the Lasombra clan can provide a solid introduction to the game’s lore, as they may find themselves having to delve deeper into the Ventrue for a full understanding, despite potential suspicion from other clans, especially the Sabbat. Players taking on the role of Lasombra must navigate their allegiances carefully, whether it be through genuine loyalty or hidden motives they keep shrouded in secrecy.

4. Toreador

Bring Glitz and Glamor Wherever they Tread

  • Primary Allegiance: Camarilla
  • Disciplines: Auspex, Celerity, Presence
  • Clan Bane: Aesthetic Fixation. While the vampire finds themselves in less than beautiful surroundings, they lose the equivalent of their Bane Severity in dice from dice pools to use Disciplines
  • Compulsion: Obsession. Pick one feature, such as a person, a song, an artwork, blood spatter, or even a sunrise. The vampire can hardly take their attention from it, and if spoken to, they only talk about that subject. Any other actions receive a two-dice penalty. This compulsion lasts until they can no longer perceive the object or the scene ends.

Every society values its aesthetic guides and creators, and the Toreadors are an ideal group for all matters of beauty. Their keen appreciation can often be easily portrayed by selecting an item and expressing their deep affection for every aspect of it, offering illustrative instances as demonstrated previously.

Although Toreadors may possess greater complexity than the shallow stereotypes typically portrayed, these surface-level images can serve as a starting point for characters such as roses. As the narrative unfolds, these characters can evolve to demonstrate increased intelligence and empathy. The most accessible disciplines to begin with are Celerity, which enhances agility and grace, and Presence, which allows them to accentuate their attractive and alluring qualities. By choosing to play a Toreador, players have the ability to influence others’ decisions in their favor.

3. Ventrue

Natural Leaders

  • Primary Allegiance: Camarilla
  • Disciplines: Presence, Dominate, Fortitude
  • Clan Bane: Rarefied Tastes. When the Ventrue drinks the blood of a mortal who does not fall within their preference, they must spend Willpower equal to their Bane Severity, or they will vomit the blood from their bodies. With a Resolve + Awareness test, they can sense if a mortal they seek to feed from fits within their preference.
  • Compulsion: Arrogance. The Ventrue must force someone to obey a command given. The order cannot be given through supernatural means such as Dominate. Until they satisfy the requirements, they receive a two-dice penalty for any actions not directly related to leadership.

Every society needs a leader – someone who serves as a beacon, providing guidance and steering others towards their path, and maintaining order amidst the disorder that frequently arises. This is the role that the Ventrue are attracted to within the clandestine world of vampires, often playing political games in Camarilla to expand their power and dominion.

In essence, while it might appear complex when put into action, the idea is that Ventrue players often assume leadership roles within their particular coterie groups, a role they excel in. By emphasizing Presence and Dominate abilities, Ventrue typically don’t resort to physical fights to assert dominance. Instead, they can skillfully navigate confrontations through persuasion or intimidation.

2. Brujah

The Muscles of Every Coterie

  • Primary Allegiance: Anarchs
  • Disciplines: Potence, Presence, Celerity
  • Clan Bane: Violent Temper. A rage is simmering in the back of the mind with a Brujah, with the slightest provocation able to send them into a frenzied rage. Subtracts dice equal to the Bane Severity of the Brujah against Fury Frenzy.
  • Compulsion: Rebellion. The Brujah craves to take a stance against those who represent the status quo. This does not relent until they have gone against orders, expectations, or changed someone’s mind. During this Compulsion, they suffer a -2 to dice all pools.

In the realm of vampires, you’ll find beings pulsating with magical energy, boasting abilities to influence minds, foresee future events, or perform straightforward magic. The Brujah can sample these powers through their presence, but they are more famously recognized for their raw, untamed power that surges even more during their fits of anger.

The fiery Brujah may not fully encompass the potential of this clan, considering the True Brujah lineage, but it serves as an introductory choice for newcomers to the game. Typically, coteries might be deficient in physical power, and the Brujah can efficiently fill that gap. By focusing on Potence and Celerity abilities, they can transform into formidable fighters, effectively tackling the immediate physical perils of the night.

1. Nosferatu

Must Keep Their Disfigurements Hidden

  • Primary Allegiance: Camarilla
  • Disciplines: Animalism, Obfuscate, Potence
  • Clan Bane: Repulsiveness. All Nosferatu have the Repulsive Flaw (-2) and can never increase their rating in the Looks Merit. Any attempt to disguise themselves as non-deformed incurs a penalty to the dice pool equal to the character’s Bane Severity. However, most do not break the Masquerade by just being seen.
  • Compulsion: Cryptophilia. Vampires become consumed with a hunger for secrets, to know that which few or no one knows, almost as strong as that for blood. They also refuse to share secrets with others, except in strict trade for greater ones.

It’s not true for every vampire that they’ll look as appealing as Brad Pitt in “Interview with the Vampire.” Instead, many of them bear severe disfigurements akin to Count Orlok from the movie “Nosferatu.” Fittingly, this is where their specific lineage gets its unique name.

Nosferatu, because of their eerie appearance, tend to keep a low profile around others, which gives them the opportunity to collect secrets and data that they can exploit. In the game of VtM, this secretive nature allows players to observe more social situations without participating actively, allowing them to gradually get accustomed to role-playing before taking on more prominent roles in future chronicles if they choose to do so.

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2025-01-26 06:05