I found an interesting Clan. I will add and color them Red as I don't quite know what they are up to. Here is an excerpt from their Wiki Page:
Philosophe Knights (PK)
Neutral Point of View
The Philosophe Knights are a secretive group of scholars, recognized by their habit of sporting plain white masks. Their objective is to exterminate all ignorant and uneducated survivors of the Malton outbreak; they see the current chaos as a perfect time to complete their task.
It is reported that Philosophe Knights do not target anyone inside libraries, schools, museums, and the zoo. Survivors who fear execution can find safety in those buildings. This amnesty is not extended to enemies of the Philosophe Knights.
End of Neutral Point of View
I am in this club with MeatballKing (Lv41 Military)* who appears as follows: "This man is dressed in a ragged suit that still manages to exude an air of drawing room elegance. His face is hidden behind an ivory mask."
I will not say anything to him. I will gather my AP and leave as soon as I can. I urge everyone to remain away from this place as I would suspect him to kill me based on what I read in that passage above. Unfortunately I do not have the AP to go looking for another home. Is it no coincidence that their initials, PK could also mean they are Player Killers? I think not. Be wary of these ivory masked Rogues.
* Meatballking's abilities: * Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
o Pistol Training (An extra +25% to hit with a pistol.)
+ Advanced Pistol Training (An extra +10% to hit.)
o Shotgun Training (An extra +25% to hit with a shotgun.)
+ Advanced Shotgun Training (An extra +10% to hit.)
* Hand-to-Hand Combat (+15% to melee attacks.)
o Knife Combat (An extra +15% when attacking with a knife.)
o Axe Proficiency (An extra +15% when attacking with an axe.)
* Free Running (Can move between adjacent buildings without stepping outside.)
* NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
o Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
+ NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
* First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
o Surgery (Player can heal a further 5HP if working in a hospital with power.)
* Diagnosis (The HP values of nearby survivors are displayed next to their name.)
* Shopping (Player may choose which stores to loot, when searching a mall.)
o Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
* Body Building (Player has a maximum of 60 Hit Points instead of 50.)
* Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
* Construction (Player is able to barricade buildings.)
* Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
* Headshot (If you kill a zombie, it must spend an extra 5AP to stand up.)
* Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
o Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
o Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
o Scent Death (Zombie can sense the largest nearby groups of zombies and corpses, including members of its group, and distinguish revivifying bodies.)
* Digestion (Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.)
o Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)
* Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
o Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
o Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
o Rend Flesh (Hand attacks deal an extra 1 damage.)
o Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
o Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)
* Memories of Life (Zombie is able to open doors to buildings.)
o Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
o Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
o Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
o Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)
* Lurching Gait (Zombie can walk as fast as the living.)
o Ankle Grab (Zombie only spends 1AP standing up.)
Real name: Matt
MeatballKing can make me a meatball just as easily as a survivor as he can as a Zed.