The Clans

"A sense of superiority is only pretentious in the Toreador. With the Ventrue, it's simply a statement of fact."

– Prince Alexander Meridian

According to Kindred mythology, Caine made three childer. These direct descendants sired the Third Generation of vampires before the Great Flood. These Antediluvians, or vampires from the time before the biblical Flood, became the progenitors of the modern clans. In modern nights, there are 13 clans, as well as the clanless Caitiff and thin-bloods. The clans have common powers, compulsions and weaknesses that are reflective of the Antediluvian from whom they descend. Each vampire character is a member of one of these families.

Every clan carries the echo of its founder in three ways. First, through Disciplines — the supernatural gifts unique to their bloodline. Each clan passes down three innate powers, though a vampire willing to taste another's Blood may unlock abilities beyond their birthright.

Second, through a Bane — a curse woven into the very fabric of the bloodline. Where sunlight and stakes threaten all Kindred equally, the Bane is personal, a flaw that deepens as a vampire's power grows. It is as much a part of the clan's identity as its gifts.

And third, through a Compulsion — the particular madness that surfaces when the Beast claws its way to the surface. Every vampire risks losing themselves to hunger and rage, but each clan's Beast wears a different mask, driving its host toward behaviours that are unmistakably their own.

Together, these three elements — power, curse, and compulsion — define what it means to belong to a clan. They shape how a vampire hunts, how they struggle, and ultimately, how they fall.

Banu Haqim

The Banu Haqim is a clan balanced between judges, warriors, and scholars, representing a triad of decision, action, and knowledge.

Brujah

Rebellion. Revolution. Revolt. Regardless of their background, most Brujah have some cause that they fight for.

Gangrel

Unbound by city limits and unchained from creature comforts, the Ferals of Clan Gangrel go where they wish because they are ready for whatever they may find.

Hecata

Atypical among Kindred for their origins, the Hecata is a union of the surviving bloodlines and clans that focused on the study and mastery of death itself.

Lasombra

There is nothing more absolute in the world than a Lasombra's belief in their own superiority. Theirs is a clan built on obtaining power and wielding it ruthlessly.

Malkavian

Throughout time, mortals have whispered stories of wise diviners, Oracles who are possessed with the ability to see beyond the mundane.

Nosferatu

From the first moments of their new existence, a Sewer Rat is separate from other vampires. No other Kindred can understand the pain of the Sewer Rat's long Embrace.

Ravnos

Ravnos prefer subtlety over physicality, masters of deception and manipulation. Why fight your way in when you can charm your way in.

Salubri

Vampire society is about the long game, in which there are winners and there are losers. The Salubri have suffered far more than their share of loss.

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The Ministry

The Ministry's mission is true freedom, bringing spiritual liberation to all descendants of Caine using temptation and subversion.

Toreador

A Toreador craves aesthetic perfection. This may come in the form of painting, music, performance, fashion, and everything in between.

Tremere

The Warlocks have a unique origin story from every other clan: During the 8th century, Tremere, a mortal mage, wanted to unlock the secrets of eternal life.

Tzimisce

Above all things, the Tzimisce care about dominion. Whether it is a neighborhood, a gang, or a company that a Dragon has claimed as its hoard, they are relentless in the pursuit of their ambitions.

Ventrue

From feudal lords to modern business executives, the Blue Bloods value power and leadership more than anything else in their existence.