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  2. This is an organized gallery of Vampire: The Masquerade symbols. For symbols specific to VTM: Vampire: The Masquerade - Bloodhunt, see Vampire: The Masquerade - Bloodhunt symbols.

    • Clan

      Clan is a term used by vampires to describe the major groups...

  3. The new symbol represents the mysterious goddess Hecata who is composed of three women but also that the clan is composed of several (re-) united bloodlines. The original Followers of Set symbol resembled the god Set.

  4. Symbols: The eagle; Arabic and Farsi scripts (hadith); daggers (jambiya); a red hand-print; black flowers, geometric and symmetrical patterns. Mottos: “Blood is Law”; “Kneel to the Mountain”; Musical motifs: none. The Banu Haqim move in silence, after all. Fashion: traditional Arabic kaffiyeh and robes; hijab for women.

    • Clans in General
    • Peace and Anarchy
    • Kings and Commanders
    • Life and Death
    • Knowledge and Secrets
    • Classic Vampires
    • Outcasts

    Unless specifically stated to the contrary, the first rule of any clan is to follow the clan's philosophies to the absolute letter. This isn't just an unspoken law, however; the Blood of a clan carries the genetic memories of the individual that founded it, which means that particular vampire's desires and shortcomings are passed down to their prog...

    Banu Haqim

    It's a bit tricky to maintain a sense of justice when you're a blood-sucking creature of the night, but the Banu Haqim have found a way. The members of this clan are champions of the status quo, acting as mediators and peacekeepers. The Banu Haqim prefer to Embrace those with similar qualities, and are compelled to punish anyone who they see as going against the grain. RELATED: Things About Vampire: The Masquerade - Bloodhunt You Only Know If You Played The Tabletop Game

    Brujah

    The flip-side of the Banu Haqim, the members of the Brujah are old-school anarchists, rallying against whoever's in a position of power. Due to their Bane, the Brujah are a testy lot, viable to explode with anger and violence at even a minor setback. Many of the Brujah fancy themselves as freedom fighters, though whose freedom their fighting for varies wildly.

    Lasombra

    You gotta be ruthless to make it to the top, and that's the personal credo of the Lasombra. Every member of the Lasombra craves the highest power and will step on whoever stands in the way of that power, even other clan members. Absolutely nothing is off the table, to the point that some Lasombra will begin charting out plans decades in advance for a shot at the crown.

    Ventrue

    In the eyes of the Ventrue, some are bred to follow, and others are bred to rule. For the Ventrue, if they're not a king, they're nothing. A Ventrue will always go out of their way to assume command of a situation, whether they're actually qualified for it or not. Only those at the absolute peak of society are chosen for Embrace by the Ventrue.

    Gangrel

    If you thought beastly matters were more of a werewolf thing, think again. The Gangrel are naturally in tune with the ways of the wild, able to survive proficiently in either city settings or the untamed wilderness. With their skill in shapeshifting, the Gangrel can adapt to just about any situation, though they can get lost in their animalistic instincts if they get carried away.

    Hecata

    Most vampires, surprisingly, aren't that into dead things, but the Hecata are the rare exception. If it's dead, the Hecata want to know about it, and in detail. That fascination has given them proficiency in the ways of spirit summoning. When suffering from Compulsion, a Hecata will carefully study those around them for signs of injury or illness on the off chance they get to look at a dead person.

    Malkavian

    Knowledge is the heaviest burden there is, and nobody understands that better than the Malkavian. The members of this clan are constantly beset by visions of the truth of the universe, many of which mortal and immortal minds were never meant to know. This almost invariably results in fractured mental states, which can devolve into wild rambling and prophesizing when empowered by hunger.

    The Ministry

    Even in the realms of the immortal, everything has a price tag, and the Ministry knows what it is. The members of the Ministry are compelled to "liberate" themselves and others from whatever they think binds them, be it possessions or people. To make this happen, they'll usually employ various forms of trickery, bribery, and entrapment. If you've got an upper limit, the Ministry will find it. RELATED: Vampire: The Masquerade - Bloodlhunt: Relatable Things Every Player Does

    Nosferatu

    An exceptionally unlucky clan, the Nosferatu are hit particularly hard by their Embrace, transforming into horrifically disfigured monsters. So intense are their physical mutations, that appearing in public for but a moment would jeopardize the Masquerade. As such, the Nosferatu live exclusively in the shadows of the sewers. On the upside, this disposition has made them excellent spies and informants, and in fact, their Compulsion makes them ravenous for secrets and information rather than bl...

    Ravnos

    For the Ravnos, danger is quite literally a way of life. They are compelled to seek danger and chancein whatever form they can find it, and never stay tied down in one place for very long. This is due both to their tendency to swindle others out of their valuables and their Banes, which will cause their bodies to quite literally burst into flames if they stay idle for too long.

    Tzimisce

    Another embodiment of classic vampirism, ownership is the name of the Tzimisce's game. They want it all, be it people, material possessions, social power, and even abstract concepts. If it can be owned, a Tzimisce wants to own it. The Tzimisce are also known as the "Dragons," and this is an apt nickname, as the Tzimisce must maintain a hoard of owned things nearby for a peaceful sleep.

    Toreador

    The Toreador embody the classic trope of hedonistic vampires. In an effort to bring a little spice into their unlives, the Toreador will Embrace numerous lovers, particularly artists and poets, all in pursuit of the ultimate hedonistic beauty. Classy aestheticsare so important to the Toreador, that an absence of good taste is actually physically painful to them.

    Salubri

    A rare breed of kindness and empathy, the Salubri often choose to Embrace those on death's door, seeking to give them a second chance at life (or at least a rough approximation of it). Unfortunately, kindness is not a valuable trait in a vampire, and due to the fact that Salubri blood tastes like the finest vintage wine to other vampires, the clan has been hunted to near-extinction.

    Thin-Blood

    The Embrace is not always an exact science. Sometimes, a victim may receive some vampiric abilities but still maintain the ability to move about during the day or don't need to drink blood. Thin-Bloods are looked down upon by vampire society, both because they're not full vampires and because the emergence of Thin-Bloods is allegedly a sign of the end of days. While not recognized as a clan per se, there are enough Thin-Bloods around for them to organize, and their ability to move about durin...

    Caitiff

    Similar to Thin-Bloods, something can occasionally go sideways with the Embrace, resulting in a full vampire with no clan specifics. Caitiffs are vampires in the objective sense, but they have no Disciplines, Banes, or Compulsions. Nothing ties a Caitiff down, and they are free to live life as they choose, though that also means not having the support network that comes with a proper clan. NEXT: Play Vampire: The Masquerade If You Want More Roleplaying Than D&D

    • Daniel Trock
  5. I haven't seen a side-by-side comparison of the V20/Revised clan symbols and their V5 updates anywhere, so I made a quick & dirty one in MS Paint. Not included are the symbols for the Caitiff, Thin-Bloods, and Salubri, because they either didn't change or don't have counterparts from another edition.

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