Base Clans and Covenants
Daeva
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). In this way, they can be seen as a successor to the Toreador from The Masquerade, which have similar behavior and similar weakness; this is further reflected in Requiem by the appearance of the Toreador as a Daeva bloodline, complete with their "original" weakness to beauty.
The symbol of the Daeva is a thorny rose entwining an ornamental dagger.
Gangrel
The Gangrel clan from Vampire: The Masquerade was recreated for Vampire: The Requiem as one of the five major clans. In Vampire: The Requiem, their close connection with the Beast has 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 atribues, and subtracting ones from the total successes rolled.
As indicated by their preferred disciplines, Gangrels tend to be more physically oriented than other clans. Unlike the Gangrel of the Masquerade, Requiem's Gangrel have no ties at all to Werewolves, and are not "in touch with nature" any deeper than being in touch with their inner Beast. One of the Gangrel's bloodlines is the Bruja, a collection of bikers and thugs loosely based on Vampire: The Masquerades Brujah.
The symbol of the Gangrel is a stylized brush-stroke rendition of a predator's eye, seemingly made up of various animal parts.
Mekhet
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 shadow 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, master of none. Their uncanny ability for knowing that which they shouldn't is based on the ease of 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 and Followers of Set from The Masquerade, which have similar behavior, goals, and weakness.
Nosferatu
The Nosferatu were originally a clan from Vampire: The Masquerade, their flawed blood rendering each of them physically hideous in a unique way (see Nosferatu). The Nosferatu of Vampire: The Requiem have expanded on this weakness, by rendering them disturbing in a different way - rather than a physical deformity, they each have something less obviously inhuman wrong with them, be it a terrible scent, a broken and screeching voice, a sickly pallor, or something less specific. This allows them to interact with mortals without violating the Masquerade, though they still suffer severe social drawbacks, represented mechanically by preventing Nosferatu characters from re-rolling tens, and subracting ones rolled from the total number of successes.
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.
Their symbol is a clenched fist, surrounded by maggot-ridden skulls.
Ventrue
The Ventrue are the movers and shakers of vampire society. In times past they were the nobility of the vampire world, but, recognizing that the world has changed, have modelled 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 mind 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 Malkovian bloodline, based on the Malkavian clan in the older game, is a Ventrue offshoot in which this tendency to derangement is further strengthened (manifesting in-game as a mandatory minor derangement at character creation that can not be removed.)
Their tendency towards dominance is reflected in their clan Disciplines - Resilience to resist that which would wrest power from them, Animalism to command lesser species, and their unique Discipline of Dominate, which grants them the power to control a sentient's actions.
The clan emblem of the Ventrue is a scepter inside a crown, superimposed over an inverted isoceles triangle.