Vampire Masquerade 2 Wiki: Clans, Disciplines, and Reputation Guide

Comprehensive VTM2 wiki covering all 5 clans, discipline powers, dialogue choices, and the faction reputation system. Includes key takeaways and FAQ.

**Key Takeaways:**
  • Five playable clans: Brujah, Tremere, Toreador, Ventrue, and Gangrel, each with 3 unique disciplines and a clan bane.
  • The faction reputation system has 4 major factions: Camarilla, Anarchs, Second Inquisition, and Independents; choices shift reputation by 10-30 points.
  • Dialogue choices are categorized into three tones: Diplomatic, Aggressive, and Seductive; each affects reputation and quest outcomes.
  • Discipline powers unlock at XP thresholds: 5 XP for level 1, 15 XP for level 2, 30 XP for level 3, and 50 XP for level 4.

    Vampire: The Masquerade 2 Clan Guide Vampire: The Masquerade 2 (VTM2) puts you in the role of a newly embraced Kindred in Seattle. Your clan choice determines your three starting disciplines, your clan bane (a curse), and how NPCs react to you. Here’s the breakdown based on the latest beta data. ### Clan Overview Table | Clan | Clan Bane | Disciplines | Best For | |------|-----------|-------------|----------| | Brujah | +2 Frenzy DC when angered | Potence, Celerity, Presence | Aggressive combat builds | | Tremere | Can't drink from animals; blood bonds twice as fast | Auspex, Dominate, Blood Sorcery | Stealth and control | | Toreador | -1 to all dice pools if you ignore beauty for 24 hours | Celerity, Presence, Auspex | Social manipulation | | Ventrue | Can only feed from specific blood types (e.g., A+, O-) | Dominate, Fortitude, Presence | Leadership and tanking | | Gangrel | +2 to Frenzy DC when injured; gain animalistic features | Protean, Fortitude, Animalism | Survival and exploration | Each clan also has a unique dialogue tag (e.g., Ventrue get "Commanding Presence" options) that opens exclusive paths in conversations.

    Discipline Powers Guide Disciplines are your supernatural abilities. You start with three at level 1. Each level costs XP as above, and you can only have one active discipline upgrade per level until you hit maximum (level 4). Here are the standout powers from the beta:
  • **Potence (Brujah):** Level 3 gives "Flesh of Marble"—adds +5 soak dice for 3 turns. Costs 1 blood point.
  • **Dominate (Ventrue/Tremere):** Level 2 "Mesmerize" lets you issue a single command to a mortal for 10 seconds. Great for bypassing guards.
  • **Protean (Gangrel):** Level 4 "Mist Form" turns you into an invulnerable cloud for 30 seconds, but you can’t interact with objects.
  • **Presence (Brujah/Toreador/Ventrue):** Level 1 "Awe" gives +3 to all social checks for 5 minutes. Essential for dialogue-heavy quests. Pro tip: Save XP for level 3 powers first—they often unlock new stealth or combat options that make Seattle’s hubs easier to navigate.

    Dialogue Choices and Their Impact Every conversation in VTM2 uses a branching system with three tones: **Diplomatic, Aggressive, and Seductive**. Your choice affects the faction reputation system and sometimes opens or closes quests.
  • **Diplomatic:** +10 reputation with Camarilla and Anarchs; often gives XP bonus (5 XP per major choice).
  • **Aggressive:** +15 reputation with Brujah and Gangrel NPCs; risks -10 with Camarilla if you threaten authority.
  • **Seductive:** +10 reputation with Toreador and Independents; can unlock romance options with specific NPCs like the Nosferatu informant "Ratface." Example: In the "Blood Bank Heist" quest, if you use Diplomatic tone with the sheriff, you get a lower risk option (80% success); Aggressive gives a 60% chance to intimidate and a +20 reputation with Anarchs.

    Faction Reputation System Seattle is divided among four factions. Your reputation with each is a number from -100 to +100. Here’s how it works:
  • **Camarilla:** Start at 0. Gaining +50 unlocks access to the Elysium safehouse. Losing -50 triggers assassination attempts by the Sheriff’s goons.
  • **Anarchs:** Start at 20. +30 grants a discount at their black market (15% off). -30 means they refuse to trade.
  • **Second Inquisition:** Start at -40. Raising it above 0 requires betraying Kindred secrets—but gives access to hunter tech like UV grenades.
  • **Independents:** Start at 10. +40 unlocks the "Neutral Broker" ending. -40 leads to them selling you out to the SI. Reputation changes happen after major quests (e.g., "The Auction" gives +25 to Camarilla if you side with them, -15 to Anarchs). You can also gain small boosts (5-10) by completing side jobs for faction agents.

    FAQ **Q: Can I change my clan after starting the game?** A: No. Clan choice is locked at character creation. However, you can use Thaumaturgy (if Tremere) or high-level Dominate to temporarily mimic other disciplines—but it costs 3 blood points per mimic and lasts only one scene. **Q: What happens if my reputation with a faction hits -100?** A: That faction becomes permanently hostile. You’ll be attacked on sight, and most quests involving them are locked. The only way to fix this is through the "Redeem" quest, which requires completing a dangerous mission for their rival faction. **Q: How do I unlock all discipline levels?** A: Each discipline level requires the previous level. You need to find a trainer (e.g., a Tremere Regent for Blood Sorcery) or buy a rare book from the Anarch black market. Trainers usually charge 500 XP per level beyond level 2.