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In the role-playing game Vampire: The Requiem by White Wolf Game Studio, vampire characters belong to one of five fictional clans, each of which is representative of an archetype in vampire literature. It is assumed that each clan descended from a single progenitor, who passed to each of his descendants, or Childe (also called Childer), his unique gifts and flaws.

The origins of the vampire species are mysterious. The idea of single source is not certain. Some have even suggested that each of the five main clans had a different origin.

Since Requiem was a reboot and re-imagining of White Wolf's previous game line, Vampire: the Masquerade, some of the clans and their traits are similar to clans that appeared in the previous line, though there are differences. In Requiem also, Bloodlines play a more important role, with many vampires belonging to a minor bloodline that branched away from a major clan. Unlike the previous game, even members of Bloodlines can be said to belong to the parent clan also.

Each clan is particularly gifted in three of the vampiric Disciplines. In terms of game mechanics, this translates as a reduced experience point cost to learn them. Each clan also possesses a specific weakness that is unique to them.

Clan Prisci

Daeva Gangrel Mekhet Nosferatu Ventrue


The Daeva are meant to be representatives of the deceitful, seductive vampire. Nicknamed "Succubi" by the other clans, Daeva are envied for the ease with which they move among mortals. Politically, the Invictus covenant is popular among Daeva.

Daeva are especially gifted in the vampiric Disciplines of Celerity (superhuman speed), Vigor (superhuman strength), and Majesty (the ability to attract, sway, and control the emotions of others). The clan weakness of the Daeva is that they find it very difficult to resist indulging themselves. A Daeva who has an opportunity to indulge his favorite vice and fails to do so finds his resolve weakened (reflected in the game mechanics as lost Willpower points). Parallels have been drawn between the Daeva and many clans from Vampire: The Masquerade. They have been seen as a successor to the Toreador, which have similar stereotypes in behavior and a similar weakness. They are in many ways similar to the Ishtarri, a Toreador Bloodline of Africa, with identical weakness and both having middle eastern naming origins.


The Gangrel clan from Vampire: The Masquerade was recreated for Vampire: The Requiem as one of the five major clans. In Masquerade, their close connection with the Beast left some members becoming animalistic and barbaric, to the point where some are unable to interact with mortals other than to feed. These members have left members of the other clans as viewing them as dim-witted and coarse.

Gangrel favor the Disciplines of Animalism (control over the beasts of nature and the Beast within a vampire's soul), Resilience (supernatural toughness), and Protean (shapeshifting). Gangrels have a unique weakness caused by their close connection to the Beast; their animalistic instincts are drawn close to their surface, clouding more reasoned thought. This is represented mechanically by preventing Gangrel characters from re-rolling tens on rolls requiring Mental attributes, and subtracting ones from the total successes rolled (excepting Perception rolls, to represent that their senses are not dulled).


The Mekhet embody the idea of the shadowy vampire lord, omniscient and unseen. Nicknamed "Shadows" by the other clans, Mekhet are known for the large number of secrets that they keep, and for knowing the secrets of others. In order to garner rank or respect within the clan, a Mekhet must demonstrate a greater ease and familiarity with some knowledge. If a Mekhet's knowledge about a specific subject surpasses that of the others, he is considered more capable and respected than a Jack of all trades. Their uncanny ability for knowing that which they shouldn't is based on the ease with which they master the Disciplines of Auspex (enhanced senses), Celerity (superhuman speed), and Obfuscate (supernatural stealth). However, as suits their nickname, the Mekhet are even more vulnerable to the ravages of sunlight and fire than other vampires, suffering an additional point of aggravated damage when burned. In this way, they can be seen as successor to the Assamites, Tremere, Followers of Set, and Lasombra from Vampire: The Masquerade, which has similar behavior, goals, and weakness.


The Nosferatu were originally a clan from Vampire: The Masquerade, their blood rendering each of them physically repulsive in a unique way. The Nosferatu of Vampire: The Requiem have expanded on this weakness, by rendering them disturbing in a different way - rather than just a physical deformity, they each have an inhuman air about them, be it a terrible scent, a broken and screeching voice, a sickly pallor, or something less specific. From this they suffer severe social drawbacks with others, represented mechanically by preventing Nosferatu characters from re-rolling tens, and subtracting ones rolled from the total number of successes in some Social-based dice pools.

Nosferatu are often found in less desirable portions of the city, such as the sewers, and are known as "Haunts".

The Nosferatu make extensive use of Vigor (inhuman strength), Obfuscate (supernatural stealth), and their unique Discipline, Nightmare, which grants them the ability to tap into the hidden fears of their targets.


The Ventrue are the movers and shakers of vampire society. Members of other clans call them "Lords". In times past they were the nobility of the vampire world, but, recognizing that the world has changed, have modeled themselves after the current elite - businessmen. The Ventrue are perhaps the most conventionally powerful of the vampiric clans as a result of their wealth, social influence, and commanding powers. The clan as a whole is quite conservative, be it in actions or customs. The Ventrue have their own etiquette which is nigh-inviolable.

Unlike the Ventrue clan from Vampire: The Masquerade, the re-imagined Ventrue of Vampire: The Requiem are not restricted to a specific type of blood. Instead, their minds have been subtly unbalanced by the power of their blood, cursing them with a susceptibility to madness, represented mechanically by a penalty to derangement rolls.

The Ventrue clan's tendency towards dominance is reflected in their clan Disciplines of Resilience (supernatural toughness), Animalism (control over the beasts of nature and the Beast within a vampire's soul), and their unique Discipline of Dominate (the power to control a sentient's actions).

Minor clans


The Akhud are presented as one of three possible versions of VII

The Akhud clan weakness makes them unable to knowingly harm or betray other members of their clan or the mortal descendants of their founder. Additionally, the Akhud are tormented by the whispers of the demon Shaddad, represented mechanically by a small penalty to derangement rolls, as well as a penalty to resist frenzy in any scene in which they speak, write, hear or read the name Shaddad.

The Akhud's clan disciplines are Celerity (superhuman speed), Praestantia (superhuman dexterity), and Obfuscate (supernatural stealth).

Additionally, supernatural differences between the Akhud and normal vampires prevent them from triggering or being affected by Predator's Taint, allow them to detect vampires and protect them from mind reading attempts.

The clan does not have a formal symbol, however it is associated with two symbols, both of which resemble the roman numeral VII.

The Betrayed

The Betrayed are presented as one of three possible versions of VII

This version of VII is actually split into six clans, with their own set of Disciplines, favored attributes, and weaknesses: House Alexander, House Grigorivich, House Irinavici, House Marisovich, House Petrovnavich, and House Semeonovic. These clans all originated with a Russian kingdom that was once protected by Kindred patrons, but were eventually attacked by them. Each House is instigated to claim vengeance for this kingdom by their Specters, the spirits of the noble women slain by the Kindred. The Houses have been known to war with each other as often as they war with Kindred.

Mechanically, they share the common VII traits of not being able to trigger Predator's Taint and the ability to identitify other vampires with a glance. Additionally, each Specter gives members of the six Houses a unique power, as well as another weakness.


The Julii are an ancient Roman Clan detailed in the Requiem for Rome setting. They claim descent from Remus, and distant kinship with the mortal family of the same name. They are the wealthiest, most powerful, most traditional, and most established clan in Rome, claiming credit for the creation of the Camarilla and the Masquerade. The clan is closely associated with the Senex (sitting among them by right of blood), and younger members often spend some time in the Legio Mortuum. The Julii are presumed to be extinct. It is implied that they could be the ancestors of the modern Ventrue. Additionally, the Embrace of a Strix creates a Julii childe.

The Julii have the same clan Disciplines as the Ventrue: Animalism, Dominate and Resilience. Unlike the Ventrue, the Julii clan weakness imposes a penalty on degeneration rolls rather than derangement rolls.


Briefly mentioned in Requiem for Rome, Traditories is the only name given to a clan that was supposedly destroyed by Aulus Julius and his followers sometime before the foundation of the Camarilla. The name Traditories is not the true name of the clan, as it was erased from history. The Traditories were accused of serving the Strix. They may also have survived as the modern Ventrue clan.


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