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All Vampire the Masquerade Bloodlines 2 clans

What are the Vampire the Masquerade Bloodlines 2 clans? Darkness has returned to Seattle. There are rumblings of war, the political structure is in shambles, and an old, powerful elder - you - has just awakened, bound by mysterious, bizarre magic. This is Vampire: The Masquerade - Bloodlines 2.


It's been 20 years, so you may be a little rusty on all things World of Darkness. As the curtain slowly but surely ascends on Vampire the Masquerade Bloodlines 2 and our shadowy protagonists slither into the light, here are all the clans you can choose from in the sequel to one of the best vampire games ever made.


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RELATED LINKS:

Vampire The Masquerade Bloodlines 2 delayed, surprising no one

Vampire The Masquerade Bloodlines 2 release date window, latest news

Vampire The Masquerade Bloodlines 2 finally shows off gameplay

Camarilla Court

The team at The Chinese Room has been hard at work, and we’re excited to show you the cast of our Camarilla Kindred this week.

Seattle has been dominated by the Camarilla for a century. It is an organisation of Vampires that has fingers in many aspects of mortal society to keep power. The Camarilla Court is under the leadership of a Prince who dictates the laws maintaining the Masquerade. Under the Prince, there are several official positions, such as Primogen who represent major clans and a Sheriff to enforce Camarilla law. Each has a place in the nightly affairs of Seattle.

Exploring the city will introduce you to these Kindred, and you’ll have the opportunity to talk to and learn about them in their preferred surroundings. Phyre’s relationship with each can develop as you spend more time with them. Depending on how you play the games of vampire politics with them, they may grow to adore or abhor you.

In this diary, we’re sharing some profiles of the Kindred in Seattle’s Camarilla, provided by Writer Cherish Goldstraw and Narrative Director Ian Thomas, as if someone were describing them to you in-universe. This is the structure of the Camarilla, as you’ll learn about it at the start of the story.

In previous Diaries, you might have met some characters who are also part of the Camarilla and hold titles in it. Fletcher the Master of Elysium, Niko the Banu Haqim Primogen, Simeon “Silky” Ladock the Brujah Primogen and Mrs Thorn the Tremere Magister can be found living in Seattle too. You can find them in their respective Dev Diaries.

[h2]J J Campbell [/h2]
Ventrue, Prince
[h3]Quote [/h3]
"I know. I see the smile that does not reach your eyes. I see the brow that furrows, the dawn of panic. I see the tension in your shoulders, the hands that clench. Oh yes. I know. Why should my next word not end you?"
[h3]Description [/h3]
Campbell is power personified. As the last century grew, he consolidated the Kindred’s hold on the streets; as the city rose, so did Weaver Tower and the Court, with tendrils into politics, business, society, and the underworld. Once Lou’s protege, it is now Campbell – urbane, perceptive, commanding – who leads Seattle into the future as Prince of the city.


[h2]Lou Graham [/h2]
Ventrue, Ex-Prince
[h3]Quote [/h3]
“Oh, this is ridiculous – something must be done. I know it is quite the fashion to hear a wide range of opinions, but blood under the nails is such a nuisance.”
[h3]Description [/h3]
In life, Lou Graham pulled all the strings of the elite in Seattle; she had the ears of politicians, criminals, blue bloods and commoners alike. In unlife she has spent more than a century deepening that hold. She looms over Seattle as a storm cloud, a constant factor in the choices of even the most powerful Kindred despite her absence from day-to-day politics. To badmouth Lou Graham is to badmouth the city, and this city has a habit of burying its foes down deep.


[h2]Ryong Choi [/h2]
Ventrue, Seneschal
[h3]Quote [/h3]
“I’m not sure you grasp the situation. You will act in this as my agent, and in return you will gain both the benefits and responsibilities of that. It is not negotiable. You could, of course, refuse. But the sun is rising.”
[h3]Description [/h3]
Ryong is of a new breed, a dealmaker, modern, efficient, and pragmatic. With a city under threat and with the Masquerade in tatters, Ryong is the calm centre of the chaos, negotiating, out-maneuvering, and doing everything that must be done to maintain stability. She is not afraid to cut away dead flesh if it will help save the whole.


[h2]Michael “Tolly” Tolliver [/h2]
Nosferatu, Herald
[h3]Quote [/h3]
“Hey, it’s the festive season; I’m just out for a stroll. I figure I bring joy to the world. And this little chat is courtesy of my selfless desire to entertain the elderly, so listen up, Nomad!”
[h3]Description [/h3]
Most Nosferatu will hide themselves away from the world, but Tolly knows how little attention today’s mortals really pay to anything. The gregarious and gleeful intelligencer will be found where he’s least expected, always spinning webs for the Court, nudging this, gathering compromising information on that. Tolly knows where the bodies are buried, and has probably dug them up, critiqued their dress sense, and had a long and very pointed conversation with them about their stupid indiscretions.


[h2]Benny Muldoon [/h2]
Brujah, Sheriff
[h3]Quote [/h3]
“You have one night - ONE NIGHT - to sort your business and get the fuck outta Seattle. After that, it's open season.”
[h3]Description [/h3]
Benny is the attack-dog of the Court, the enforcer, the bruiser, the bone-breaker. You want him leashed up and snarling at your enemies, not biting at your heels, so get on his good side. He despises those who he sees as lesser bloodlines, and prides himself on his ability to sniff out those who are working against Seattle’s best interests. If you’re lucky, you’ll find him standing at the Prince’s side. If you’re less lucky, you’ll encounter him elsewhere.


[h2]Safia Ulusoy [/h2]
Tremere, Researcher
[h3]Quote [/h3]
“That’s... fascinating. Uh. You wouldn’t mind if I take a closer look? Fourteenth century, I’m almost sure... and look at these markings! Hermetic in nature, obviously! Could you just let me... oops! Sorry. I’ll clean that up.”
[h3]Description [/h3]
Safia is the eager enthusiast, her attention caught by theories, facts, and the fascination of learning from both the old and the new. If the Court has questions, she is the one to find answers; her skill with thaumaturgy and her dogged research techniques have proven her worth to Seattle, no matter the current standing of her clan. Recently, she’s been investigating the city’s growing thin-blood population, a particular concern to the Court. However, her focus does tend to distract her from the more mundane world. You’ll probably find her in her lab or lost in a pile of books at the Wake the Dead coffee-bar.


[h2]Ysabella Moore [/h2]
Toreador, Primogen
[h3]Quote [/h3]
“The delicate brutality to pursue one special idea... all art is violence without the right canvas.”
[h3]Description [/h3]
Ysabella, queen of the nightlife, stalks her way through Seattle’s society as trend-setter, bon vivant, nightclub diva, and performance artist extraordinaire. Her legendary events at the Atrium nightclub thrill and shock – the mortals flock to be part of her world. There are some in the Court who believe she treads perilously close to the edge of the Masquerade. Ysabella wields her art like a weapon – to her, self-expression is much more important than any stricture.


[h2]Willem Axel [/h2]
Nosferatu, Secret Keeper
[h3]Quote [/h3]
“You don't understand, Nomad... if I took away their little black book, all their secrets... what would they have left?”
[h3]Description [/h3]
Willem is the Prince’s archivist, keeping a century of secrets safe from the prying eyes of mortals and kindred alike. He’s long ago hidden himself away from Seattle’s society, unwilling to show his face on the streets, but maintains his contacts amongst the Kindred and the Court and the underworld of the city. Willem is never one to put himself forward or voice his opinion and this might lead others to overlook him or take him for granted, but he has the trades, transgressions, and debts are at his fingertips and such knowledge can be used as a knife.





Vampire: The Masquerade - Bloodlines 2 has been delayed again, this time until the first half of 2025

Vampire: The Masquerade - Bloodlines 2 has been delayed yet again, pushing the troubled RPG into the first half of 2025. Publishers Paradox Interactive and developers The Chinese Room say the delay will allow them to continue to polish the game, respond to feedback, and expand on its story.


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La suite pour Bloodlines 2

Good evening,

Today, The Chinese Room’s Alex Skidmore, Creative Director for Vampire: The Masquerade - Bloodlines 2, and Mattias Lilja, Deputy CEO for Paradox Interactive, share an update on Bloodlines 2.

[previewyoutube][/previewyoutube]
To quickly recap, Mattias and Alex share:
  • Bloodlines 2’s release window has been updated to the first half of 2025.
  • Paradox and The Chinese Room’s commitment to delivering a high-quality action RPG for Vampire fans, new and old.
  • Some of the things they're excited about working on with the additional time.

The Chinese Room and Paradox will continue to post frequent updates, including Dev Diaries, deep dives, and more. We are not going into a quiet period; our teams have been hard at work making the best possible Vampire Action RPG and have lots of cool stuff to share.

[h3]Why are you updating the release window?[/h3]
Earlier this year, Paradox reaffirmed our commitment to delivering high-quality games to our players, and the launch update is a proactive decision derived from this commitment. Though the game is in a good enough place that we could have maintained our planned release window, Paradox and The Chinese Room collaboratively decided to prioritize polish.

[h3]What will the additional time be used for?[/h3]
It will be used to create a quality assurance buffer, giving more time between testing and launch, ensuring we release the game when it’s ready. The extra time gives us an opportunity to adjust certain areas, such as Fabien, and incorporate other community feedback.

We will also use the time to expand the game’s story, and now Bloodlines 2 will have more than twice as many endings as its predecessor.

[h3]What’s next?[/h3]
World of Darkness and The Chinese Room will continue to engage with Bloodlines 2 fans.

We’ll discuss everything from our vampire take on Seattle to social feeding and the different factions in the city. We’ll also introduce you to more characters, giving you a chance to get familiar with the Kindred, who controls the city from the shadows, ahead of the game’s launch.

It has been a long journey, but we’re near the final stages of development and will share the release date once we are confident with the game’s level of polish.

Seattle welcomes you to explore its dark vampiric underbelly in 2025; until then, stay tuned to our social media channels for more Bloodlines 2 updates: Discord, Twitter, Facebook, and Instagram.

- Paradox Interactive and The Chinese Room

Dialogue Choice Systems

The summer break is over, and we’re back with a juicy Dev Diary for you. Today, Sarah Longthorne, TCR's Senior Narrative Designer and Writer, will delve into the intricacies of our dialogue systems and the thought processes behind their design for Bloodlines 2. Just a small warning: This journal delves into the inner workings of the branching dialogue code, which potentially contains minor spoilers.

[hr][/hr]
“The presentation of dialogue options is different in Bloodlines 2 – a lot of it stems from TCR’s legacy of celebrating fully-realised characterisation and empowering voice actors to do more heavy lifting and explore more nuance.

To give an example, when selecting a dialogue option, players should know exactly what they’re opting into (we’ve all known the frustration of ‘But that’s not what I thought that meant!’), but the kind of spelling-out this requires precludes the ability to lean into the strengths of actors. This would also have caused problems for UI, since Phyre often has more to say that can be reasonably presented on screen—especially when we’re also catering to console. Ultimately, the needs of the player were integral: players should have all the information they need about their selected option and should feel confident in their choice, while the actor is allowed more playfulness in following that directive.

Now, seeing as you’re reading a Dev Diary, I assume that means you’ve seen some game materials that we have already shared, which means you’ll have noticed an early result of the above dilemma: we initially toyed with representing our dialogue choices in summary, to make the intention of the branch abundantly clear and lean harder into our ‘strategic’ approach to roleplay (more on that shortly).

However, this quickly revealed itself as the wrong direction—and not just because you guys (rightly) said so. Getting into the weeds of our conversations, I found that the choices on offer felt samey when viewed from above, even when the content was entirely different—zoom too far out and you lose fine detail, which is where your flavour lives.

So we settled on a compromise, the tried-and-true next best thing: (carefully) paraphrased speech.

[h3]But what about the content of these choices? [/h3]

Remember what I said about strategies? The best way to approach choice design is to look at your theme. In Bloodlines 1, your options are a mixture of strategy and humanity (with other options thrown in to honour, for example, your clan). The same is true in other titles: in Baldur’s Gate 3, choice options are themed roughly around a simplified version of the morality alignment seen in D&D; in Telltale’s The Walking Dead, they are themed around the central question of ‘Do you have to be cruel to survive?’.

VtM’s World of Darkness is so named for its cynical perspective—its blood-tinted glasses, if you will. Kindred are a natural extension, a metaphor of that worldview. The recurring motif is typically ‘How can I get what I want?’, with little being left off the table, though with room enough for those fading echoes of humanity to cling on—or at least, appear to do so. In this way, Bloodlines 1’s approach of marrying strategy with morality is the ideal direction, and it’s the one we’ve chosen.

[h3]But what does that mean for division of choice in more concrete terms? In other words, what courses of action might an Elder vampire such as Phyre consider?[/h3]

The first, and most obvious, is to lean into their status, age, potency and power to intimidate those around them. In other contexts, this can manifest as being willing to voice the unpopular opinion, and being direct about it—‘not beating around the bush’, so to speak. After all, nobody fucks with an elder, right? Right?

[h3]But what if they do? What if, after a century in torpor, your age is all that’s going for you? [/h3]

Age counts for a lot, true, but being Kindred is about more than what’s supernaturally afforded to you, and a clever vampire will have more up their sleeve than what their abilities allow—other ways of exerting control. After all, Bloodlines without some political scheming and intrigue just wouldn’t be Bloodlines. And that doesn’t even account for Phyre’s unique and, well, unfortunate circumstances. (Picture, if you will, the eyes-looking-to-the-side emoji.)

Throwing your weight around isn’t always the best option, especially in a world overrun with big egos and at least thirteen different species of narcissists. Sometimes, the best way to deal with someone is to let them take the W… for now. Stroke their pride, affirm their delusions, whisper honeyed lies and fall under the radar of capability. Become the listening ear, the comforting shoulder, the trusted disciple. Such a strategy can take you far… assuming your victim buys it.

[h3]Two ways to play the game—two extremes. So what occupies the middle ground? [/h3]

A shrewd Kindred may know better than to bet it all on a big play. Knowledge is power, both others’ knowledge of you and your knowledge of them. Better, sometimes, to remain a mystery, to let others show their hand. Perhaps you achieve this straightforwardly, by responding to questions with more questions, or indirectly by choosing words that might provoke a reply, a telling outburst. By scooting back from the table, flipping the board and laying the game bare. If social navigation among Kindred is a careful masquerade, what happens when you rip off another’s mask and expose the subtext—say, with perceptive observations?

Of course, your options are not always strictly limited to these three approaches (we haven’t forgotten about Clan-specific options, for instance), and how each approach manifests will not always be uniform. You may also be sitting here wondering where humanity factors in.

The beauty of this system lies in subjective interpretation, both by you and others. Unless clearly indicated, we will never assume the intent for your choice on your behalf. Perhaps you were buttering up Lou Graham so your treachery would go unnoticed, but perhaps you genuinely admire her? Perhaps you wanted to make sure the young Prince understood the hierarchy so they wouldn’t mess with your plans, or perhaps they were simply getting on your nerves? Strategy or sincerity—that much is up to you.

But of course, that won’t stop other characters from having their own interpretation.

Conversations are not an exception to gameplay, but an expression of it, and if gameplay is a test of skill, conversations are a test of emotional intelligence. To that end, each of our characters in Bloodlines 2 has their own preferences and biases rooted firmly in who they are and what drives them, which – combined with your choices – determines and flavours their opinion of you. This is a little more in-depth than like or dislike; to give a few simplistic and unrepresentative examples (no spoilers!): perhaps the compliment that so pleased the Primogen came across as sarcasm to the thin-blood? Perhaps to the Brujah your bullying was a blush of life? So you see, reactions to your choices are not uniform, but unique to the NPC and their unique disposition, and you’ll have to put some work into figuring out what makes them tick.



Above is a screenshot from our Inky editor showing how player choice influences perception and relationship in aggregate.

In the top choice, Phyre protests Lou’s intrusion on a private meeting, and if Lou is not used to this behaviour from Phyre, she will be slightly taken aback, responding with “Someone’s touchy tonight” before rejoining the branch that everyone else who took this option will see: “My childe and I have no secrets, do we, darling?”

Regardless, choosing this option will adversely affect Lou’s opinion of Phyre – indicated by ~Lou_DislikedThat – which over time can layer with her perception that Phyre is a bully, an empath or a sage. (RF_Unimpressed) represents the nature of her displeasure, which feeds the UI players will see.

In the second, softer choice option – “Welcome” – Lou’s interpretation of Phyre's response is again distorted by her existing perception of who Phyre is, which in turn affects whether her opinion of Phyre goes up or down.

If she’s used to you being aggressive, but here you choose the softer route, she’ll assume you’re being sarcastic and become annoyed, lowering her opinion – after all, Lou is fluent in sarcasm, so it’s no stretch that she would project this into others.

However, if you’re not usually aggressive then she’ll take you at your word and respond favourably, with her opinion rising in tandem. In this branch, there is no merge: players either see “Well there’s no need for sarcasm” or “And it’s in part thanks to you”.




Two variations of Lou reacting to the above scene, depending on if you irritate or please her.

But this is also accumulative. If you have always come across as weak, for better or worse, sudden strength could have its own, unique response. The same goes if you have a reputation for directness, or for keeping your cards close to your chest. Things like your Clan and the details of your legend colour how others see you, as well as the colour of the lens through which they filter their reality, but so do your actions over time. And let’s not forget context and situational factors—what worked once won’t necessarily work every time. We don’t want you getting complacent, picking options transactionally to fill up some bar or progress some metric; we want you thinking, and engaging from moment to moment.

As a Kindred would.”

- The Chinese Room’s Senior Narrative Designer and Writer Sarah Longthorne



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