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Vampire: The Masquerade Rated: R(PG)


Heartless Me
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First of all this RPG sign up is going to take a lot of reading and if that bothers you then this rpg probably isnot for you, second if violence, vulgarity and adult themes are not your style then once again i'd advise against signing up, with that out of the way happy reading and hope to see alot of sign ups! ^_^ BTW, this sign up will take about 3 posts for all the information so please don't hit me for spamming. lol

Vampires
Bloodsucking corpses from the grave to feast on the blood of the living. Monsters damned to Hell who avoid their punishment through life unlawfully stolen. Erotic predators who take thier sustenance from innocent, struggling - or, perhaps, willing? - men and women.
Since time's beginning, humanity has spoken of the vampire - the undead, the demonic spirit embodied in human flesh, the corpses risen from its grave possessed of a burning hunger for warm blood. From Hungary to Hong Kong, from New Dehli to New York, people throughout the world have experienced chills of delicious terror contemplating the deeds of the night-stalking vampire. The vampire has haunted novels, stories, TV series, video games, clothing, even breakfast cereal.
But these stories are myths, Right?
Wrong.
Vampires have walked among us from prehistoric times. They walk among us still. They have fought a great and secret war from the earliest nights of human history. And this eternal struggle's final outcome may determine humanity's future - or its ultimate damnation.


Here's the lowdown on vampires. Yes, they are undead. Yes they can be hurt/killed by sunlight, fire, and a few other things. A wooden stake through the heart won't kill them but it will immobilize them. Crosses and holy water do not do anything against a vampire unless the wielder has the true faith behind their relics to back them up.


There are different clans among the Vampire each with their own set of disciplines and weaknesses. Also There are several different sects of vampires that will be described either here in this sign up or in the rpg itself.

The Clans of the Cammarilla are-

Brujah(broojah)-Clan Brujah is largely composte of rebels, both with and without causes. Individualistic, outspoken and turbulen, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Cammarilla Kindred. Most other vampires percieve the Brujah as nothing more than punks and rebels, but the truth of the matter is that genuine passion lies behind their polemics. Brujah kindred adopt pet passions and casuses, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak with their minds, then indulge in a bit of destruction afterward to illustrate their points.

Disciplines-Celerity, Potence, Presense

Weakness-Fiery passion is at once the brujah's blessing and curse. Though they are quick to adopt a cause, they are equally as quick to fall to frenzy. Of course the Brujah rabidly deny this penchant for excitement, and become quite hostile when the issue is raised.

Quote-"Think for yourself, or your better off dead. Either way, I'M satisfied."

Gangrel: Of all the vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown perhaps it has something to do with the fact that the Gangrel themselves are perhaps shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like Brujah, the Gangrel are fierce warriors; unlike the Brujah, Gangrel fercotiy does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after tlosing themselves to frenzy, animalistic features often appear on their bodies.

Disciplines-Animalism, Fortitude, Protean

Weaknesses-Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature may be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or even feathers.

Quote-"You provided worthy sport, mortal. Now, though, the chase has ended."

Malkavian: Even other damned fear the Malkavians. The cursed blood of their clan has plluted their minds, with the result that every last malkavian around the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpowering homicidal tendencie's to near catatonia. In many cases, there's no way to tell a malkavian apart from the "Sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets. For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments(at least, to their fellow vampires knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatic's heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's madness.

Disciplines-Auspex, Dementation(or Dominate), Obfuscate

Weakness-Every last vampire of the Malkavian Clan is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other clan members actually call it a special blessing, a gift of insight. If you choose this as your characters clan you must choose at least one derangement and it can never be removed or cured in any way.

Quote: "Laugh if you like. Doesn't matter. Assume that you're so much smarter than the poor, broken lunatic. Doesn't matter. But think about this: You're a dead thing, same as me. You died and were reborn...as this. What makes you and me different? Simple - I REMEMBER what I saw when I was full and truly dead. You'd be mad, too."

Nosferatu: Caines childer are called "The Damned" and no vampires ebody this more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu aretwisted and deformed by the curse of vampirism. Other kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and ostracized by the other Children of Caine, who consider them disgusting and interact with them only when they must. Following the Embrace Nosferatu Childer suffer an agonizing transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the mortals, Nosferatu must dwell in subterranean sewers and catacombs forever after.

Disciplines-Animalism, Obfuscate, Potence

Weakness-As mentioned above, Nosferatu are absolutely loathsome to look at. All Nosferatu have social ratings of 0. Neither will it ever increase throughout game play.

Quote: "Come here, little boy, howsabout a kiss? *phlegmy, wheezing hack* Whazza matter? Big bad gangbanger scared now? Don't so much much like being a victim, eh? Well, get used to it, 'cuz you ain't seen the half of it!"

Toreador: The Toreador are called many things - Degenerates, artistes, poseurs and hedonists being but a few. But any such lumpen categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can bea pplied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a toreador is, she is with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians, or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador tout themselves as cultivators of all that is best about humanity. Occasionally, a particularly gifted or inspired creator is embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of humanity's greatest artists, poets and musicians into its ranks; of course, if one thing can be said about the Toreador, it is that no two of them agree on what "gifted" or "inspired" means.

Disciplines-Auspex, Celerity, Presense

Weakness-Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous. When a Toreador views, hears, ore even smeels something that is truely beautiful - a person, a painting, a song, a particularly lovely sunrise - they must struggle against all they have not to become entranced by the sensation. The Toreador will stand in rapt fascination for as long as the beautiful thing is within senses reach. Enraptured Toreador may not even defend themselve's if attacked, though being wounded may very well snap them out of their trance.

Quote: "Oh, yes, isn't she exquisite? Yes, she's my newest find - I'm her muse, the sweet little creature. Imagine! And what of- Oh, Thomas? Why, I could hardly say - after all, he had his '15 minutes,' as they say, but it just wasn't going to last, and it all became very tedious, so I had to say adieu. Suicide? Really? Silly boy - he should thank me, then, that I didn't give him the Embrace. It would have mde things so difficult after all."

Tremere: Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan Tremere are anyting but ignored. Those who have heard of hte clan's doings are typically suspicious of the Clan Tremere, and with good reason - for the Warlocks are aptly named. Through thier own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent - if not more so - than any other power of the Blood. Paired with the clan's rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing. According to some kindred records, the Tremere came into being as a clan very recently, at least by an immortals standards. Legend has it that during Europes dark ages, a cabal of human wizards enacted a great ritual over the slumbering body of an Antediluvian and thereby wersted for themselves the gift of vampirism. War followed soon thereafter - the fledgling clan found itself besieged by enraged kindred on every side.

Disciplines-Auspex, Dominate, Thaumaturgy

Weakness-By clan law, all neonate Tremere must drink the blood of the clan's seven elders when they are created. All Tremere are at least one step toward being blood bound to their elders, and therefore usually act with great clan loyalty - in order to avoid having such loyalty forced upon them. What's more, this arrangement meanst hat Tremere are harde-pressed to resist the will of their elders; making it more difficult to act against the effects of the dominate discipline when used by their clan elders.

Quote: "We are more than Vampires. We are the next step in Cainite evolution. We will direct the others if they allow us to, or we will stand alone if we must. But we will survive.."

Ventrue: The kindred of clan Ventrue have a reputation for being honorable, genteel and of impeccable taste. From time out of mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern nightsthe clan recruites from wealthy "old money" families. ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires preserve their stability and maintain order for the Camarilla. Other kindred often mistake this for arrogance or avarice, but to the Ventrue, their shepherd's role is more burden than honor. Ventrue support the Masquerade wholeheartedly, feeling that under its auspices the best existence for all vampires may be obtained. To the Ventrue mind, other clans are brash and impetuous. Too concerned with thier short-term comfort, other vampires gladly give up an eternity tommorow for a bit of vitae tonight. Without the Ventrue, there would be no Masquerade; without the Masquerade, there would be no vampires. Thus, the Ventrue have the weight of Atlas upon their shoulders. They bear their burden with a stiff upper lip and just a hint of noblisse oblige. No other clan could lead the Children of Caine in the nights of Imminent Gehenna(apocolypse basically) - or so the Ventrue are apt to say. After all, their reputation rests on it.

Disciplines-Dominate, Fortitude, Presense

Weakness-Ventrue taste is rarefied to the point of exclusivity, and each caln member may partake of only a certain type of mortal blood. For example, a particular Ventrue might feed exclusively from virgins, blonde men, naked children, or clergy. The vampire will feed on no other type of blood, even if starving or under duress. Ventrue may feed on vampire blood normally.

Quote: "The guidance of the damned is my burden to bear, not yours. You would do well, however, to ask yourself whether your unlife is one of benefit to the Children of Caine, or a detriment. I have already made MY judgement."

Now we move on to the Leading clans of the Sabbat. Keep in mind that the clans of the cammarilla are not 100% aligned, there are members of every cammarilla clan in the sabbat except for the Tremere. These clans go by the term Antittribu, which means Anti-Tribe. Warning, I love the lasombra that's why it's so long.

Lasombra: The Lasombra clan has fallen from grace - and they love it. simultaneously graceful and predatory, the Lasombra guide - and, when neccessary, whip - the Sabbat into an implacable force. Turning their backs on the humans they once were, Lasombra give themselves wholly over to the dark majesty of the Embrace. Murder, frenzy, predation: why fear these things, many lasombra ask, if one is meant to be a vampire? In contrast to the Tzimisce though, Lasombra generally seek not to reject all things mortal, but to shape them for their own pleasure. Lasombra are best known for their discipline of Obtenebration, a means by which they call forth a tangable "living" darkness, manipulating it at their whim. Clan doctrine holds that this "darkness" is in fact the stuff of the vampiric soul, which has been simultaneously strengthened and corrupted by the embrace.

Disciplines- Dominate, Obtenebration, Potence

Weakness-Lasombra vampires cast no reflections. They cannot be seen in mirrors, bodies of water, reflective windows, polished metals, photographs, security camera's, etc. This curious anomaly even extends to the clothes they wear and the objects they carry. Many Kindred believe that the Lasombra have been cursed in this mannar for their vanity. Additionally, due to their penchant for darkness, Lasombra hurt that much more by sunlight.

Quote: "Shadows? Hah! I wield darkness itself, not mere shadows! Tell me - could a shadow do this?"

Tzimisce(Zhi-Mee-See): If Clan Lasombra is the heart of the Sabbat, the Tzimisce are the soul. Even aother vampires grow uneasy areound these eerie Kindred, and the clans nickname of "feinds" was given to it in nights past by horrified Kindred of other lines. The Tizimisce's signature Discipline of Vicissitude is the subject of particular dread; tales speak of crippling disfigurements inflicted on a whim, of ghastly "experiments" and tortures refined beyond human - or vampiric - comprehension and endurance.

Disciplines-Animalism, Auspex, Vicissitude

Weakness-Tzimisce are very territorial creatures, maintaining a particular haven and guarding it ferociously. Whenever a Tzimisce sleeps, she must surround herself with at least two handfuls of earth from a place important to her as a mortal - perhaps the earth of her birthplace or the graveyard where she underwent her creation rites. Failure to meet this requirement cuts the overall performance of the Tzimisce in half every 24 hours until all actions are limited to the human minimum. This degeneration of self lasts until they rest for a full day amidst their own earth once more.

Quote: "Welcome; a thousand welcomes! I am honored that we could put aside the Jyhad's foolish rivalrie's for a night, that you might come under my eaves in the spirit of - eh? You start? Ahh - that noise! A trifle! Nothing that need concern you sweet guest!"
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With the worst of it put behind me, I get to now move onto the clans of the independants, those who may or may not involve themselve's with the Jyhad and the battle with the sabbat and cammarilla but will never completely ally with either one.

Assamites: From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can bpay their price. The price they charge for their work is the vitae of the other Kindred; for the Assamites, diablerie is the greatest sacrment. Assamites tend to avoid the affairs of the Cammarilla and the Sabbat, working for either or both sides in pursuit of their goals. They do circulate among sect-held citie's; other Kindred find them useful for slaying rivals, enforcing blood hunts, scoourging undesirable childer, and infiltrating rivals' power bases. However, Assamites rarely form true alliances with other kindred, for they consider other Children of Caine to be of inferior stock. Unlike other clans, the Assamites do not claim to have a founder of the third generation. Rather, they believe their founder to be a member of the SECOND generation, making all other Cainites flawed copies of themselves.

Disciplines-Celerity, Obfuscate, Quietus

Weakness-In light of their recent circumvention of the Teremere blood-curse, the Assamites have reacquired thier appreciable tasted for vitae, particularly that of other kindred. Having been forced to rely on alchemical blood potions for much of it's modern history, the clan is easily addicted to the blood of other vampires.

Quote: "Save your breath, weak one - no one will hear your screams. Now aid me on my journey back to Haqim's grace."

Followers of Set: The Followers of Set, more coomonly referred to as "Setites," are mistrusted perhaps more than any other clan. Their ties with the archetypal Serpent of myth are well-known, and bolstered by their disturbing powers. They are custodians of knowledge that, according to their claims, predates even the First City. When they enter a city, the Cainite power structure almost inevitably erodes. But most unnerving of all, they share a dark and powerful faith as a clan - a faith that the blood of gods pulses in their cold veins. Of course, the clan's very name is proof of such faith. According to most Setites, their founderwas none other than the dark god of ancient Egypt, a hunter without equal in the desert night. Other tales state that set was an Antediluvian - at LEAST - who enshrined himself as a god among the Egyptians. In either case, Set's rule went unquestioned until he was challenged by a being named Osiris - whom some call a vampire, and others something else. Their war lasted for centuries, but ultimately Set was cast out of Egypt into the darkness. And yet, his followers claim, that it was in the darkness that wise ancient set began his rule in earnest. Although great Set vanished from the world, his childer work to ensure that the world will be in a suitable state for his return - advancing their own schemems in the process, of course.

Clan Disciplines-Obfuscate, Presense, Serpentis

Clan Weakness-The setites, as creatures of the most ancient darkness, have a severe allergy to bright lights of all sorts, and sunlight in particular. The light of the sun is almost doubly effecient to members of this clan. They also find it more difficult to function under bright artificial lighting.

Quote: "Please. I'd thought you above such abysmal Judeo-Christian fallacies. 'The serpent is not to be trusted.' 'Knowledge is the source of all evil.' Why do you think parents instill such beliefs in their children - or that your sire reared you in like fashion? Why would they balk at sharing wisdom? As. You begin to understand. Would you like to sit and speak with me now?"

Giovanni: The Giovanni are respectful, genteel and well-mannered. Affluent beyond imagination, Clan Giovanni traces it's roots back to before the Renaissance, to a family of merchant princes. The clan still maintains its original home in Venice, in a thousand-year-old loggia just outside of the heart of the city. No other clan makes such a spectacle of humility and propriety as does the giovanni. And no other clan hides its blasphemous secrets as well. According to tales whispered in Camarilla salons and Sabbat esbats, the Giovanni's money spoiled the family, and the Venetians turned to "nigrimancy" out of perverse boredom. Surprisingly enough, the family demonstrated a great aptitude for trafficking with the dead, and thier newfound abilities caught the eye of a forgotten antediluvian. The vampire embraced the head of the family, Agustus Giovanni, and brought him into the world of the Damned. This particular Antediluvian, the legends say, had a profound interest in death, and the embrace of Giovanni and his family was intended to further the vampires knowledge of what lay beyond the wall of mortality.

Clan Disciplines-Dominate, Necromancy, Potence

Clan Weakness-The Giovanni "Kiss" causes excruciating pain in mortals who recieve it. In fact, the bite of a Giovanni vampire often kills mortal victim from shock before the poor soul has a chance to die from blood loss.

Quote: "Consider taking a different tone with me. You are, after all, worth as much to the Giovanni dead as you are undead."

Ravnos: If ever a clan was renowned for a wickedly black sense of humor the ravnos would be that clan. These Cainites are decievers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood, or even their victims freedom. Like Mephistopholes or Old Scratch, the Ravnos ply their devils deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs. Although many Ravnos see themselve's as great tricksters, the generally benevolent tricks of Coyote and Raven aren't so much their style. Instead they draw on a tradition of illusion and deciet inherited from the rakshasas and "ghuls" of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup or bargain. And THESE devils have been making their wagers and bargains for a long time indeed.

Clan Disciplines-Animalism, Chimestry, Fortitude

Clan Weakness-The Ravnos have induldged in their particular vices so long that they have become addicted to them. Each Ravnos has a weakness of some sort of trickery, deceit or mischief, whether it be gambling, lying, theft, blackmail or even a cleverly framed murder. It takes alot of concentration and self control to keep from indulging in thier vice when opportunity arises.

Quote: "If itd been me stealing the sun, I wouldn't have given it to the humans to keep them warm. I'd have drowned it in the ocean and started buying the kine's souls by selling them fire."

Caitiff: Caitiff are clanless. Be it they were abandoned just after the Embrace or their sire's were killed before they knew the truth about what they are. They have little true knowledge of their Cainite past, what they know is what they are and how they can be hurt. I apologize if this is to little information but that is basically it.

Caitiff Disciplines: Auspex, Fortitude, Potence(Default disciplines, you may choose others but for exclusive clan disciplines such as Protean, Obtenebration, Quietus, etc you better have a damn good reason why you have it).

Caitiff Weakness: They are spurned by almost every clan, the only one's that welcome them are the dread Sabbat and once they join, they are never the same.


Now on we move to a short explanation of the different sects. I will start with the Camarilla.

The Camarilla came about in an attempt to hold vampire society together against the power of the Inquisition in the 15th century. Under it's iron guidance, the Tradition of the Masquerade grew from a cautious suggestion to the guiding principle of kindred unlife. Even today, the Camarilla concerns itself with the enforcement of the Masquerade, maintaining harmony with kindred and kine, and battling the Sabbat, which it views as its direct opponant.

The Camarilla touts itself as the society of the kindred, and it is partially correct. It is the largest sect of undead on the planet. Almost any vampire, regardless of lineage, may claim membership in the Camarilla. In truth, the Camarilla asserts that all vampires are already under it's aegis, regardless of the wishes of teh vampires in question.

Over the years, the sect has attempted to extend their influence over other areas of vampire life, and each time has had its hands roundly slapped for its insolence. Princes brokk no interference in the affairs of their cities, while the ancient Methuselahs scoff at the temerity of the younglings who think they can play at Jyhad. In the end, the Camarilla's influence begins and ends with protecting the masquerade and ensuring kindred-kine coexistance.


THE TRADITIONS OF THE MASQUERADE

1. The Masquerade- Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall renounce they claims to the blood.

2. The Domain- Thy domain is thy concern. All others owe thee respect while in it. None may challange thy word in thy domain.

3. The Progeny- Thou shalt sire another only with the permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shalt be slain.

4. The Accounting- Those thy create are thine own childer. Until thy progeny shall be released, thou shalt command them in all things. Their sin's are thine to endure.

5. Hospitality- Honor one another's domain. When thou comest to a foreign city, thou shalt present thyself to the wone who ruleth there. Without the word of acceptance, thou art nothing.

6. Destruction- Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.


The Camarillas archenemy is the monstrous sect known as the Sabbat. Perceived as mindless savages and bloodthirsty feinds by the Camarilla clans alike, the Sabbat is vilified among the society of the Damned, and for good reason. They're not just the reasons other Kindred claim. while the "kindred" of the Camarilla espouse concealing themselves among the mortals and maintaining the tattered vestiges of their Humanity, the Sabbat favors a different philosophy. Not content to cower like beaten dogs from humans, nor to act as pawns in the schemes of their elders, Sabbat vampires instead prefer to revel in thier undead nature.

As the Sabbat reasons, vampires are a cut above mortals, who are merely food or diversion. Isn't kindred vitae more powerful than mortal blood? Don't vampires have unnatural powers with which to assert themselves over the bovine masses? Who needs petty mortal morality when one is a blood drinking, immortal monster? The Sabbat, though, involves far more than simple "carte blanche" to behave as abominably as one chooses. Sabbat vampires are inherently alien, and their behavior reflects this.

Sabbat vampires wish no place among humans or those who pretend to be humans. They loathe humankind except as sustenance, and they lack the ability to relate to vampires who cannot accept their natures. They even rebel against their own solitairy unlives, traveling in wild nomadic packs instead of eking out secretive, isolated existances. For this reason, tensions run high in the Sabbat, and the sect's surroundings often suffer for it. Cities held by the sect are some of the most violent places in existence, challenged for this dubious honor only where Sabbat and Camarilla vie for supremecy. Mexico City, Detroit, Miami, and Montreal are all under teh purview of the Sabbat. Cities in contention include New York; Washington, DC; Buffalo; and Atlanta. A city under Sabbat control or conquest is an explosive, volatile place; murders occur nightly, and rape and robbery are to be expected at every turn. In the World of Darkness, these cities have themselves grown toward the alien and away from the human, abandoned as they are to the depredations of the monsters who prowl their allyways.


And last but not least, the independants.

Since the close of the Middle Ages, the dangerous pavanne danced by Camarilla and Sabbat has shaped the face of Kindred society. The bloody conflict has broken millions of human lives and shaped the secret history of cities across the world.

Of course, there are some clans that watch both sects leap at one another's throats in the name of the Jyhad - and prefer to have none of that, thank you very much. Although they certainly have the pedigree of true clans (as apposed to the mongrel bloodlines that occasionally surface), the four independant clans share a powerful disinclination to taking sides in the Jyhad. Of course, some of the younger members of each clan can be found in both Camarilla and Sabbat. However, elders of the independant clans plot toward other inscrutable purposes, purposes that would be delayed by such nonsense as sect allegiance.
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With the clans and sects out of the way I can now continue on to an explanation of teh vampire disciplines.

Animalism: The beast resides in all creatures, from lice-ridden rats to powerful kindred elders. The Discipline of Animalism allws the vampire to develop a close intense connection with his primordial nature. He not only communicates empathically with the lower beasts, but also projects his own force of will upon them directing the animals to do his bidding. Additionally, as the vampire grows stronger, he can use Animalism to control the Beast within mortals and even other supernaturals.

*Feral whispers: This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast thereby allowing him to communicat or issue simple commands. The kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it is not necessary to "speak" in chirps, hisses or barks, some vampires find that in doing so helps strenghten the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the kindred must look into the beast's eyes again to regain contact.

**Beckoning: The vampires connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal - howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning only works on a single species at a time.

***Quell the Beast: As the Supreme predators of teh natural world, kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, assertive emotions - hope, fury, inspiration - within the target. The kindred must either touch his subject or star into her eyes to channel his will effectively.

****Subsume the Spirit: By locking his gaze with that of a beast the vampire may psychically possess the animal. Some older kindred believe that since hanimals have no souls, only spirits, the vampire can move his own soul into the animals body. Most younger vampires think it's a matter of transferring one's consciousness into the animals mind. In either case, it's agreed that the beast's weaker spirit(or mind) is pushed aside by the kindred's own consciousness. The vampire's body falls into a motionless state akin to torpor while his mind takes control of teh animal's actions, remaining this way until the kindred's consciousness returns.

*****Drawing out the Beast: At this level of Animalism, the kindred has a keen understanding of the Beast Within. Whenever this predator spirit threatens to overwhelm the vampire's soul and send him into frenzy, hey may instead release his feral urges upon another creature. The recipient of the vampire's Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, the vampire's own behavior, expressions and even speech patterns are evident in the subject's savage actions.


Auspex: This Discipline bestows uncanny sensory abilitie's upon the vampire. While Auspex initially heightens all of the kindreds senses significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic aura's that flow around her and even project her mind into another beings thoughs. Furthermore, Auspex can pierce the disguises that Obfuscate creates.

*Heightened Senses: This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise bbecome far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in teh floor. The kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires.

**Aura Perception: Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.

***The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, learning who handled the object, when he last held it and what was done with it recently.

****Telepathy: The vampire projects a portion of her consciousness into a nearby mortals mind, creating a mental link through which she can communicate wordlessly or even read the target's deepest thoughts. The kindred "hears" in her own mind the thoughs plucked from a subject as if they were spoken to her.

*****Psychic Projection: The kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire's astral form is immune to physical damage and fatigue, and can "fly" with blinding speed anywhere across the earth - or even underground - so long as she remains below the moons orbit.


Celerity: The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing speed and swiftness in times of stress. Mortals and even kindred lacking this discipline move as if in slow motion compared to the astonishing blur the vampire becomes.

*-*****: Each level you place within this power you become faster for a longer amount of times, in effect you would be able to act that many more times before a vampire without celerity would be able to react.

Chimestry: The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The elders of the clan, when properly approached, speak cryptically of "ghuls" and rakshasas, and the shapeshifting antics of their Antediluvian founder are the subject of many a dark campfire tale among the clan. But whatever the source, the nomadic Ravnos have a potent weapon in teh form of their Discipline of Chimistry.

*Ignis Fatuus: The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the image of a curtain, or the feel of raw silk. Note that although tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage.

**Fata Morgana: The Cainite may now create illusions that appeal to all the senses, although they remain static. For example, the vampire could throw a mirage over a dank basement, making it appear to be a sumptuous boudoir, although she could not create flickering candles or a flowing fountain. Again the dweomer has no solid presense although it's easy enough to make a filthy matress on two saw horses feel like a four-poster bed.

***Apparition: Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with the first two powers. Thus the Ravnos could create the illusion of a living being, running water, fluttering drapes or a roaring fire.

****Permenancy: This power, also used in conjunction with the first two powers, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos can cloak thier temporary havens in false trappings of luxury, or ward off tresspassers with illusory guard dogs.

*****Horrid Reality: Rather than create simple illusions, the vampire can now project hallucinations directly into a victims mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; although other people can try to convince the victim that his terrors are not real, he won't believe them.


Dementation: The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it, and pour it into the minds of those around him. Though in former nights this power was practiced by Malkavians of the Sabbat, in recent years it has spread throughout the clan. Some kindred speculate that this "infection" might be yet another move in the Jyhad; a few vampires, of particularly paranoid bent, even whisper that the Malkavians will be the harbingers of the final nights.

*Passion: The vampire may stir his victims emotions, either heightening them to a fevered pitch or blunting them until the target is completely desesnsitized. The Caininte may not choose which emotion is effected; she may only amplify or dull emotions alredy present in the target. In this way, a vampire can turn a mild irritation into a frothing rage or a dull true love into casual intrest.

**The Haunting: The vampire may stir the sensory centers of his victim's brain, flooding the victim's senses with visions, sounds, scents, or feelings that aren't really there. The images regardless of the sense to which they appeal are only fleeting "glimpses," barely perceptible to the victim. The vampire using Dementation cannot control what the victim percieves, but may choose which sense is effected.

***Eyes of Chaos: This power allows a vampire to take advantage of the fractured wisdom hidden in insanity. She may scrutinize the "Patterns" of a persons soul, the convolutions of a vampire's inner nature, or even random events in nature itself. The kindred with this power can discern the most well-hidden psychoses, or gain insight into a person's true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhand.

****Voice of Madness: By merely addressing his victims aloud, the Malkavian can drive targets into fits of blind rage or fear, forcing tehm to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this power's use, although offending Malkavians often claim that they were merely encouraging people to act "according to their natures." Unfortunately for the vampire concerned, he runs a very real risk of falling prey to his own voice's power.

*****Total Insanity: The vampire pulls the madness from the deepest recesses of thier targets mind, focusing it into an overwhelming waves of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.


Dominate: This Discipline involves influencing the very thoughts and actions of others through the vampire's own force of will. Use of Dominate requires that the kindred capture his victim's eye; as such it may be used against only a single target at a time. The extent of this control depends on the particular power being applied.

*Command: The vampire locks yes with the subject and speaks a one-word command whih must be obeyed instantly. The order must be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, belch, stop, follow. If the command is at all confusing or ambiguous, the subject my respond slowly to perform the task poorly. The subject cannot be ordered to do something directly harmful to himself, so a command like "die" is innefective.

**Mesmerize: With this power, a vampire can verbally implant a fals thought or hypnotic suggestion in the subjects subconscious mind. Both kindred and target must be free from distraction, since mesmerize requires intense concentration and precise wording to be effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, although the two need to maintain eye contact only as long as it takes to implant the idea.

***The Forgetful Mind: After capturing the subject's gaze, the vampire delves into the subject's memorie's, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the kindred operates much like a hypnotist, asking directed questions and alsteration depends on what the vampire desires. He may alter the subject's mind only slightly- quite effective for eliminating memmories of the victim meeting or even being fed upon by the vampire - or utterly undo the victim's memorie's of her past.

****Conditioning: Through sustained manipulation, the vampire can make a subject more pliant to the kindred's will. Over time, the victim becomes increasingly susceptile to the vampire's influence while simultaneously growing more resistant to the corrupting efforts of other immortals. Gaining complete control over a subject's mind is no small task, taking weeks or even month's to accomplish.

*****Possession: At this level of Dominate, the force of the kindred's psyche is such that it can utterly supplant the mind of a mortal subject. Speaking is not required, although the vampire must capture the victims gaze. During the psychic struggle, the contestants' eyes are locked on one another.

Fortitude: All vampires posses a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resiliance and vigor far beyond even normal vampire thoughness. Kindred with this power ignore the mightiest punches and barely feel the hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire, and terminal falls.

*-*****: Once again like Celerity, the more levels you have in this power, the more damage you are able to take without being effected.

Necromancy: If you want to play a Giovanni, you are expected to already know how Necromancy works according to the book because I'm not going to go into the details of all the paths and rituals.

Obfuscate: This uncanny power enables Kindred to conceal themselve's from other's sight. By simply wishing to remain unseen, a vampire can disappear, even if he stands in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes any observers into thinking he has vanished. Additional uses of Obfuscate include changing the kindred's features and concealing other people or objects.

*Cloak of Shadows: At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presense. He steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover and out of direct lighting. The immortal's concealment vanishes if he moves, attacks, or falls under direct light. Furthermore, the vampire's deception cannot stand concentrated observation without fading.

**Unseen Presense: With Experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he passes by. People move unconsiously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the warea with unaknowledged fear. The vampire remains ignored indefinetely unless someone deliberately seeks him out or he inadvertantly reveals himself.

***Mask of a Thousand Faces: The vampire can influence the perception of others, causing them to see someone different from the immortal himself. Although the kindred's physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.

****Vanish from the Minds Eye: This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away iven if he stands directly before someone.

*****Cloak the Gathering: At this degree of ower, the vampire may extend his concealing abilitie's to cover an area. The immortal may use any obfuscate power upon those nearby as well as upon himself if he wishes.

Obtenebration: The bailiwick of the Lasombra, the Obtenebration Discipline grants its user power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the "keepers". Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a kindred control over the stuff of her soul, allowing her to coax it tangibly forth.

*Shadow Play: This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truely "Create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows kindred to seperate shadows from their casting bodies and even shape darkness into the shadows of things that are not truely there.

**Shroud of Night: The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to the tales of those Lasombra who claim that the darkness is something more than mere shadow.

***Arms of the Abyss: Refining their control over darkness, the kindred can create prehensile tentacles the emerge from patches of dim lighting, these tentacles may grasp, restrain and constrict foes. They are as strong as their master's strength+potence(if applicable)

****Black Metamorphosis: The Lasombra cals upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and whispy tentacles extrude from his torso and abdomen. Though still humanoid, the Lasombra takes on an almost demonic appearance, as the dakrness within him bubbles to the surface.

*****Tenebrous Form: At this level, the kindreds mastery of darkness is so extensive that she may physically "become" it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow-vampire gains the ability to see in utter darkness.
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Potence: Vampires endowed with this Discipline possess preternatural strength. Potence enables a vampire to leap tremendous distances, lift massive weights and strike opponants with terrifying force. Even the lowest ranks of this power gift the kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they appear to be flying, toss cars aside like tin cans, and punch through concret as if it were cardboard. While the mental Disciplines are awe-inspiring, Potence's brute effectivenes is formiddable in it's own right.

*-*****:As Celerity and Fortitude. The more skilled you are, the stronger your supernatural strength is increasing the amount of damage you do and how far you can jump.

Presense: This is the Discipline of Supernatural attraction. Kindred who develop presense can inspire zealous ferver, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have.

*Awe: Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be closer to her and are very receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said - the hearts of those afeected lean toward the vampire's opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselve's outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire's favor almost before her opponants know that the tide has turned.

**Dread Gaze: While all kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolance, hidding loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalward individual will fall back from the vampire's horrific visage.

***Entrancement: This power bends others' emotions, making them the vampire's willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire's every desire. Since this is done willingly out of love (albeit a perversion of it) instead of through sapping the subjects' wills, these servants retain their creativity and individuality.

****Summon: This impressive power enables the vampire to call to hersoelf any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance in the physical world. The subject of the summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his summoner - even if the vampire moves to a new location, the subject redirects his ouwn course as soon as he can. After all, he's coming to the vampire herself, not some predetermined site.

*****Majesty: At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously demonic. Majesty inspires universal respect, devotion, fear - or all these emotions at once - in those around the vamprie. The weak scramble to obey her every whim, even the most dauntless find it almost impossible to deny her.


Protean- This Discipline allows the vampire to manipulate his physical form. Some kindred view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolve's and bats, transform into mist and meld into the earth.

*Eyes of the Beast-The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details even in the darkest basement or cave. The vampires Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.

**Feral Claws-The vampires nails transform into long bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominant in the claws as well, making them fearsome weapons against other immortals. It's rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.

***Earth Meld: One of the most prized powers the gangrel possess, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth.

****This endows the vampire with the legendary ability to transform into a wolf or bat. A kindred changed in this way is a particularly imposing representitive of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Sumbsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of teh beast form - increased senses for the wolf and flight for the bat. Some vampires are reputed to change into other animal forms better suited to their environment.

*****Mist form: This truly unsettling power enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal's will. He floats at a brisk pace and my slip under doors, through screens, down pipes and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot dispers his mist shape.


Quietus: The Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood based discipline focuses on the destruction of it's target through varying means. Quietus does not always cause a "quick" death; the Assassins rely upon its secret lethality to hide their involvement with their victims.

*Silence of Death: Many Assamites claim never to have heard their targets' death screams. Silence of Death imbues the Assamite with a mystical silence that radiates from her body muting all noise within a certain vicinity. No sound occurse inside this zone, though sounds originating outside the area of effect may be heard by anyone in it. Rumors abound of certain skilled Assamite viziers who have the ability to silence a location rather than a circumference that follows them, but no proof of this has been forthcoming.

**Scorpion's Touch: By changing the properties of her blood, an Assamite may create powerful venom that strips her prey of his resiliance. This power is greatly feared by other kindred, and all manner of hideous tales concerning methods of delivery circulate among trembling coterie's. Assamites are known to dliver the poison by coating their weappons with it. blighting their opponants with a touch, or spitting it like a cobra.

***Dagon's Call: This terrible and recently rediscovered power allows an assamite to drown her target in his own blood. By concentrating, the Assamite bursts her targets bloodvessels and fills his lungs with vitae that proceeds to strangle him from within. The blood actually constricts the targets body from the inside as it floods through his system; thus, it works even on unbreathing kindred. Until the target collapses on the ground in agotny or death throes, this power has not visible effect, and many assamites prefer it because it leaves no trace of their presense.

****Baal's Caress: The Penultimate use of blood as a weapon, Baal's Caress allows the Assamite to stransmute her blood into a virulent ichor that destroys any living or undead flesh it touches.

*****Taste of Death: A refinement of Baal's Caress, Taste of Death allows the Assamite to spit caustic blood at her target. The blood coughed forth with this power burns flesh and corrodes bone; some Assamites have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge.

Serpentis: Serpentis is the legacy of Set, his gift to his children. The Followers of Set carefully guard this Discipline's secrets, teaching the reptilian art only to those they deem worthy(almost NEVER outsiders). Most Cainites fear the setites purely because of this Discipline, the way of the serpent and the tempter. Serpentis can evoke an almost primordial fear in others, particularly those who recall the tale of Eden. After all, hiss the Setites, the serpent was an evil older than Caine himeself.

*The Eyes of the Serpent: This power grants the setite the legendary hypnotic gaze of the serpent. The Setite's eyes become gold with large black irises, the mortals in the character's vicinity find themselve's strangely attracted to him. A mortal who meets the vampire's beguiling gaze is immobilized. Until the vampire takes his eyes off his mortal victim, the person is frozen in place.

**The Tongue of the Asp: The Setite may lengthen her tongue at will, splitting it into a fork like that of a serpent. The toungue may reach 18inches and makes a terrifyingly effective weapon in close combat.

***The Skin of the Adder: By calling upon her Blood, the vampire may transform her skin into a Mottled scaly hide. A vampire in this form becomes more supple and flexible.

****The Form of the Cobra: The Setite may change his form into that of a huge black cobra. The serpent weighs about as much as the vampire's human form, stretches over 10 feet long, and is as thick as a womans thigh. Form of the Cobra grants several advantages, including a venemous bite, the ability to slither through small holes, and a greatly enhanced sense of smell. The character may use any Disciplines while in this for save those that require hands.

*****The heart of darkness: Setites with mastery of Serpentis may pull her heart from her body. She can even use this ability on other Cainites though this requires several hours of gruesome surgery. Only the new nmoon, the invisible moon, may grant this power success. If performed under any other moon the rite fails. Upon removing her heart, the setite places it in a small clay urn, and then carefully hides or burie's the urn. She cannot be staked by any wood that pierces her breast, and finds it easier to resist frenzy. The heart is the seat of emotion, after all.

Thaumaturgy: See necromancy.

Vicissitude: This is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to Protean, Vicissitude allows the Feinds to shape and sculpt their own and others flesh and bone. When a Tzimisce uses Vicissitude to alter humans, ghouls and vampires of higher generation, the effects of the power are permenant; vampires of equal or lower generation may heal the effects of Vicissitude as though they were aggravated wounds.

*Malleable Visage: A vampire with this power may alster her own bodily perameters: height, build, voice, facial features, and sink tone, among other things. Such changes are cosmetic and minor in scope - no more than a foot of height cained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.

**Fleshcraft: This power is similar to the first, above, but allows the vampire to perform drastic grotesque alterations on other creatures. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Anything but bone, may be transformed.

***Bonecraft: This terrible power allows a vampire to manipulate bone in the same mannar that flesh is shaped. In conjunction with fleshcraft, above, this power enables a Vicissitude practitioner to deforem a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh shaping arts, unless the vampire wants to inflict injury on the victim.

****Horrid Form: The Tzimisce use this power to become hideous monsters; naturally, this provides great advantages in combat. The vampire's stature increases to a full eight feet; the skin becomes a sickly greenish-grey or greyish-black chitin; the arms become apelike and ropy, tipped with ragged black nails; and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.

*****Blood Form: A vampire with this power can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire's normal vitae; she can use it to nurish herself and others, create ghouls, or establish blood bonds. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.


Now at the end of my Explanation of the gameworld in general, I will now give you the details on the character sheet.

Character Bio

Name
Age(apparent and actual) note: Age is power so please have your character not be older than 120yrs.
Physical description
Clan
Generation-(14-8th gen... the lower you are the more powerful.)
Haven
Personality
Background

Character ablilities(You get 15points to distribute among the groupage Max score of 5)

Physical
Social
Mental
Willpower
Note: Your attractiveness is your social plus one half your physical.. AKA appearance=5 for Seth.

Disciplines(Four dots in disciplines are allowed to your character).
1.
2.
3.


Not that difficult yes? Here is My character.

Character Bio

Name: Seth Brennon
Age(appears 19 is actually 76yrs old)
Physical description Approximately five feet and nine inches tall one hundred and fifty-five pound with dark brown almost black hair and steel grey eyes. His body is well proportioned and toned yet not muscular. He normally wears nicer clothing such as khakis and polo shirts... He's got the classic ventrue superiority syndrome of course but it's not nearly as much as it is with most of his clan.
Clan: Ventrue
Generation-(14-8th gen... the lower you are the more powerful.)
Haven-His haven rests in a penthouse in downtown New York city. It is a spacious 2 bedroom loft apartment on the top of a high rise residential building.
Personality-Very laid back and easy to get along with but does at like a pretentious ******* everyonce in a while. He's always up for a good laugh as long as it's at someone else's expense.
Background-He grew up in NYC a child of the city he loves everythign about it. His mother was a successful surgeon and his father a wealthy stock broker in wallstreet when he was alive. After graduating law school at a very young age he caught the eye of a newly eldered vampire and was brought into the World of Darkness under his guidance and converted into the agressive night shift prosecutor in NYC.

Character ablilities

Physical 2
Social 4
Mental 5
Willpower 4
Note: Your attractiveness is your social plus one half your physical.. AKA appearance=5 for Seth.

Disciplines
1. Dominate *
2. Fortitude **
3. Presense *
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[color=indigo][B]Name:[/B] Ryoko Hokori

[B]Age:[/B] Actual 75/ Appearance 15

[B]Clan:[/B] Gangrel

[B]Generation:[/B] 9

[B]Appearance:[/B] Boy cut extremely short black hair, a thick long strand on the right front of hair is an Electric blue. Green cat shaped eyes, which laminate in darkness. Slightly pointed ears. Blending in with humans except for her eyes and ears. Silky pale skin, and a slender figure. Wears a black tank top and blue jean shorts with straggled edges. She wears no shoes and has a thick metal ring around her right ankle.

[B]Personality:[/B] Liking only animals and various plants, Ryoko is a solitary person. If approached by any male she usually feeds on him if shes hungry. If approached by a female depending on the looks of the woman and the time Ryoko is approached depends on whether she feasts, leaves the scene or decides to talk to the stranger. Extremely rarely talks to anyone she is approached by, for she is always hungry. If encountered by a person with an animal she bypasses as lets them live.

[B]Background:[/B] Embraced as a virgin, Ryoko was alone in life except for her pet cat which still follows her around. Taking on the Wiccan faith and a life of solitude, having little to no emotions. She stalks the streets of New Orleans, sticking mainly to the parks and the outskirts of town, feasting on young handsome males, settling for anything else. Always having been intune with nature and animals she finds it easy to control and manipulate them. She has often favored cats and wolves, alas her catlike features. She lives in n old run-down house on Patanya St. Which was burtn down once in the 1500's. (The place like in Interview with the Vampire: Same location and all. LOL thats where i live! *screams*)

[B]Equipment:[/B] Wearing a old blue backpack with one strap. She carries a retractable dagger in her right pocket and in the backpacks she has thick glass jars of different liquids, the contents of the jars are still unknown. Also in the backpack she carries two locked small chests. One contains tons of throwing stars, and the others contents are unknown. She also wears a necklace with a silver pentagram on it, and small hoop earings, silver.

[B]ATTRIBUTES[/B]

Physical 3
Social 3
Mental 5
Willpower 4

Appearence 4

[B]Disciplines[/B]

Animalism 2
Fortitude 1
Protean 2
[/color]
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[color=blue][size=1] Sure, I'll join...

Character Bio

Name: Raellyra

Age: 73(Actual), 17(Appears)

Physical description: Long (half-way down the back) blonde hair, baby blue eyes, she blends in with humans easily. She usually wears a white dress, with a silver bracelet on her right arm. Preferring no shoes, when the situation calls for it, she'll don sandals.

Clan: Ravnos

Generation:9th

Personality: Raellyra is a clasical Ravnos. Those who know her (and many don't), know her wickedly wry sense of humour, and her appreciation of irony. Her weakness lies, of course, in the fact that she loves deception. She'll consciously play on her innocent appearence. The people who have been introduced to her know her not as Raellyra. She'll give them different names, backgrounds, and lifestyles. Some know her as Saide, some know her as Raina, other know her Lareina, others still as Zahlie, and it's led to some sticky situations.

Background:When Raellyra was Embraced, she was 17, and from a lowly background. She'd spent her life making up stories of spys and thieves, and when she was made, the temptation to join them grew stronger. Her sire was a man going by the name of Michael, and he'd found her by a riverbank, sitting there at night, unprotected. Now, Raellyra lives in the hustle bustle of New York, being everyone, and no one at the same time. She is a gracious host, charming many into what she wants.

Character ablilities

Physical:3
Social:5
Mental:4
Willpower: 3
Attractiveness:6 and a half

Disciplines(Four dots in disciplines are allowed to your character).
1.Animalism:1
2.Chimestry:2
3.Fortitude:1



...what's going to happen in the RPG? It seems interesting...I can't wait to find out the plot. [/color][/size]
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*Edit*

Name: Siren Kojia

Apparent age: 18

Physical description: Onyx hair down to Sirens lower back is plaited into tiny braids capped in silver and held back by a gray leather strip. She wears tight black leather pants and a blue gray dress slit to the hips. Silver eyes with small blue flecks sparkle dangerously. Wiry muscle ripples throughout her body and a small black tattoo of a dragon sits just below her left ear. Tangles of black lines encircle her left wrist? Small black stones set into a circle of silver hang at her throat...

Clan: Lasombra

Generation: 9th

Personality: Siren has the tendency to swear a lot and to tease and seduce mortals? Easily offended and temperamental she has a taste for revenge... She is out spoken and highly opinionated although she tries to keep an open mind... Siren can be reckless and out of control when she enters a fight... She enjoys starting brawls and out drinking the tavern scum... A rowdy vampire...

Background: Siren had always been fascinated with darkness and shadow? Even as a small child she had always loved the evil characters in the books her mother read to her? Embraced on her 18th birthday, Siren was a willing victim?

Character abilities

Physical: 5
Social:2
Mental:3
Willpower: 5

Attractiveness: 4 1/2

Disciplines
1. Dominate: *
2. Obtenebration: **
3. Potence: *
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Guest pyro_kai
sweet a V:tM rp im in to the fullest but one question.....why do those clans only have three abillities.........well i guess i will have to make due and i will post my character sheet as well as my stats (just to show you a more in depth look on my character)

______________________________________________________________________[URL=http://www.geocities.com/calintz_shinjunko/brujah_rockers.html?1033233159259]Brujah Rockers[/URL]


Name: Donnie

apparent age: around his 20's

Physical description: A young looker in his mid 20's His matted blonde dreadlocks and peice meal clothing give him the look of a true street survivor. An normal physique toned and pale.

Clan: Brujah

Generation: 8th gen

Personality: Donnie is the scum of the Sabbat plain and simple. He runs around showing off his powers and disciplines like it were no thing at all. The prince of new york was forced to banish him and now he wanders for no apparent reason.He has made a few sirings but he was forced to kill them off for their weakness.

Background: Donnie was embraced when he was in his 20's. Not alot is known of him and he wished to have his own bloodline. And not the pure blood of troile he wanted a blood line like the bastard race of caine. His own to control and reak havoc on the streets thats until he was banished from the city and forced to wander being shunned from city to city. Hell the only place he was aloud was daytona and that was the worst place to be around. Likewise he grew up on the streets of New York. Living in the Red Hook in District 16, at an early age he took to street fighting and gangs. Bitten by a drunken brujah named "Happy Jack". He soon killed his sire when he was in one of his drunken spells. And thats about all that is known of Donnie.

Character ablilities

Physical:5
Social:4
Mental:4
Willpower: 5
Attractiveness:5

Disciplines(Four dots in disciplines are allowed to your character).
1.Celerity:1
2.Potence:2
3.Presence:1
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