Juggtacular: No True Brujah. As for disciplines, you will be given abilites to your characters that would be about level 2 of the clan disciplines. Since we are running a more freeform game it will not be so by the numbers (see below).
I think is will keep to the following clans as available:
Assamite (warrior cast only)
Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors and scholars who seek to distance themselves from the Jyhad (the eternal struggle between ancient vampires). Throughout their history, they have remained self-sufficient and independent clan.
The Assamites have superhuman speed, have the ability to hide from plain sight, create areas where no sound can be heard and they can turn their blood into poison.
Often viewed as thugs, criminals and gangsters. Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with.
They have problem to keep their emotions in check.
The Brujah have superhuman speed, superhuman strength and the ability to entrance humans in their vicinity.
Setites (also called Followers of Set)
The Followers of Set (or Setites) are a clan who believe their founder was the Egyptian god Set. Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the Sects of other Kindred, and practice with great skill the arts of corruption, lust and deceit. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion".
They can stand sunlight even less than the normal vampire.
The Setites have the ability to hide in plain sight, the ability to entrance humans in their vicinity, immobilize humans with their gaze and turn their tongue into a weapon.
Nomads who hold closer ties to the wild places than most of their city-bound cousins, most often viewed as a lone warrior clan as they are very loosly knit not at all as other others. They most often have a more animalistic look as when they loose control over their Beast they turn more and more away from a human appearance.
The Gangrels have the ability to call on and talk to animals, they can stand much more beating than normal even among vampires and they have the ability to see in the dark even when there are no light at all. They can also grow terrible claws.
The youngest of all the clans and are not only a clan but also an Italian family. Their main focus are money and necromantic abilities. Their closeness with family runs into all things and not too seldom incest are actually encouraged to keep the blood pure.
Their bite when they drink blood most often kill the victim.
The Giovanni have supernatural strength, have the power to command humans and weaker vampires and finally they have the power to see the last moments of a corpse's life and summon and talk with ghosts.
The leaders of the sect called Sabbat, clan Lasombra are social Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the sect to their own purposes.
They cast no reflection.
The Lasombra have the power over shadows and darkness able to create pocket of darkness and move and shape natural shadows around them. They also have supernatural strength and the power to command humans and weaker vampires.
A clan of Kindred cursed with insanity from which they can never be freed. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
They all are cursed with insanity.
The Malkavians can sharpen their senses to supernatural level, they can see auras of the dead and living, they can hide in plain sight, they can enhance the emotions existing within the victim to near insane levels and cause their victim to have maddening hallucinations.
The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
They all look hideous and monstrous.
The Nosferatu have the ability to call on and talk to animals, can hide in plain sight and have supernatural strength.
Known for being wandering vagabonds and hucksters, the Ravnos are charlatans who gleefully practice their arts of deception and theft. Nobody in the west understood the Ravnos, and now in the Final Nights, it's too late to do so. Misunderstood as a clan of gypsies and tricksters, the western Ravnos are a minor and heretical branch of the undead lords of India.
They all have one vice they can't ignore.
The Ravnos have the ability to call on and talk to animals, they can stand much more beating than normal even among vampires and can create motionless illusions that can affect any of the five senses.
A clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. They are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators.
They gets entranced by beauty.
The Toreador can sharpen their senses to supernatural level, they can see auras of the dead and living, have supernatural speed and can entrance humans in their vicinity.
The second youngest clan, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of vampire sorcery, all of which elicit suspicion, fear, and respect from other Cainites.
They all live for their clan.
The Tremere can sharpen their senses to supernatural level, they can see auras of the dead and living, they have the power to command humans and weaker vampires and have access to vampiric sorcery.
The Tzimisce are a clan of scholars and flesh-shapers. If one were to described a Tzimisce as inhuman and sadistic, it would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.
Must rest on earth from home.
The Tzimisce have the ability to call on and talk to animals, they can sharpen their senses to supernatural level, they can see auras of the dead and living and they have the power to mold flesh and shange a body's appearance with their bare hands
The Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.
They can only drink blood from one type of source.
The Ventrue have the power to command humans and weaker vampires, they can entrance humans in their vicinity and they can stand much more beating than normal even among vampires.