A clock for every clan : Banu Haqim
Pretty self-explanatory. A problem I have with V5 (and V:tM in general) is that they give you very little tools to actually run a game. Like they give you a bunch of flavor text and characters and stuff, but none of that is actually useful, as in "my game starts in an hour and I'd like something I can actually run, please".
So I'm gonna try and make a vampire plot / scenario / series of events your PCs can interact with featuring every clan. Maybe it'll inspire some people and I'll be able to steal theirs, you never know.
Characters : A local bigwig Kindred ('Abel'), a Banu Haqim ancillae ('Babel'), a Banu Haqim neonate ('Chad'). Abel is known to the PCs as a local power, the two BH aren't. Babel is Chad's sire.
Plot : Abel managed, somehow, to bloodbond Babel. They want to start a war with the nearest BH stronghold, and order Babel to order Chad to try to kill local kindreds, knowing Chad's going to get caught eventually, hopefully starting a war without it being connected to them. Chad doesn't know about the blood bond, but understands that something is very wrong. However, as a new BH, they can't disobey their Sire without signing up for execution.
1' : Rumors spread of a kerfuffle at Abel's Haven. This is Babel going after him (without telling Chad, they're too young to be useful) and failing, giving Abel the opportunity to ensnare them in a blood bond.
Do not progress this clock until said rumor has had time to fade from the PC's mind - we don't want them to connect the dots immediately, and Abel would wait for the rumours to fade so no one connects the dots.
4' : A few duskborn are killed in a manner that - to the knowledgeable - indicates a member of the Banu Haqim. This is Abel testing the waters, checking if Chad will do for their plot.
Have them target either a duskborn the PCs know or a friend of a friend of the PCs. Nobody else will care about a bunch of thin-bloods, that's why Abel chose them as a target.
Progress this clock when either :
A couple of weeks have passed (Abel moves on to step 2)
The PCs get a glimpse of Chad (Abel speeds up his plot now that Chad's been made)
The PCs start talking about a BH killing people (Abel hears about it and everything is going according to plan, time for step 2)
6' : A Banu Haqim attempts to murder a middling member of the community. The sloppiness of the failed assassination suggests a neonate.
You can have a couple of successful murders first if you feel like the PCs aren't invested, or if they need a couple more crime scenes to twig that the assassin is a BH. In that case, have Chad go after neonates - they're not that good enough of an assassin to take on more. Consider having one (and not a single more) of the victims be someone that mouthed off to Abel, but don't make a point of it : this is something the PCs must realize by themselves, and having an NPC point it out or straight up telling them about it after a memory check or something just gives the game away.
At this point the PCs should already be investigating, but if they're not have Chad kill / attempt to kill someone they like.
Progress this clock when a few days have passed.
8' : Members of both the Banu Haqim and the local community start to put out feelers regarding what exactly the fuck is going on there.
If the PCs have made public that they're investigating this, both local bigwigs and a BH emissary will come to them. The BH don't have any intention to start a war, and have no idea what's happening. The local bigwigs think the BH are up to something, and given that they have the advantage in terms of strength are very close to just going to town on them.
This is a good occasion to let the PCs learn about the existence of Babel and Chad, who the BH claim have gone AWOL since a hit was ordered on Abel. They'll only learn about this if they manage to get the BH representative to trust them.
Progress this clock when a few days have passed.
10' : Chad starts to crack under the pressure. Both the BH and local Kindred are closing in, and they know they're dead whatever happens. Depending on whether the PCs are close on their trail or not, they'll either try to explain their situation to the coterie or attempt to run.
If they meet the coterie, they won't surrender themselves unless the PCs are very convincing. They just desperately want someone to understand that none of this is their fault, that they didn't have a choice. The most likely outcome of the conversation is that the coterie fails to convince them to surrender and Chad tries to run.
Progress this clock when a few days have passed.
12' : At this point there's a few different ways this can go :
If the PCs have Chad in hand : the hunt begins for Babel, who is made to be the baddy by Chad's testimony. Abel will send Babel on a suicide mission against a local bigwig and attempt wash their hands of the plot. War likely averted, Abel still at large.
If the PCs talked to Chad but didn't manage to take them alive : nobody will believe them, or act on that information, without proof. the locals and the BH close in on Chad at the same time. If the PCs are there to talk things down then everyone has a chat with Chad and then goes on to look for Babel, who'll go on a suicide hit as above. War likely averted, Abel still at large.
If the PCs haven't talked to Chad : The locals and the BH representative close in on Chad at the same time. Things go very badly and a fight erupts if the PCs don't manage to calm things down. Most likely outcome is a war, with Abel still having Babel in reserve for whatever plot they have in mind.
If the PCs manage to connect the dots to Abel : They'll need some serious help to get proof. There's only a few days left to get evidence before Chad gets caught and war erupts. They could very well get there too late, and paint a target on their back in the middle of a war.
Now obviously a lot of this needs work - not enough points to Abel, you'd need some dice pools and shit for Chad and Babel, you need to establish a nearby BH community etc - but it's something you can easily plop down into pretty much any game with a minimum of effort. That's the kind of thing V5 needs to provide for their storytellers - actionable, gameable content that can be used with a minimum of tweaking.