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Post new topic   Reply to topic |{The Dead Keep Dancing}| ((OOC Thread)) Hang out and Chat!

Interested?
Yes! It looks fascinating.
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 90%  [ 9 ]
Nah...not really into vampires.
10%
 10%  [ 1 ]
Total Votes : 10

Inamorata



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 PostPosted: Fri Oct 15, 2010 2:49 pm Reply with quote        
::Welcome to the OOC Thread for The Dead Keep Dancing::

This thread will contain all of the information and current back story for The Dead Keep Dancing, as well as housing all of the accepted character sheets. It will also be used for players to discuss with one another about personal plot lines, make suggestions about events and plots they think would be interesting and general chat about the game. All discussion of Vampire: The Masquerade and vampires in general is also welcome.

Please keep in mind that this role play is only based off of V:TM, and is not strictly itself part of the V:TM game. I in no way take credit for anything V:TM related - the clans, laws, histories and backgrounds all belong to the creators of Vampire: The Masquerade.

The following posts will go into detail on the Clans, Mechanics and Details of the Vampire race. The Role Play thread itself is found here. Enjoy and remember, were here to have fun!

::OOC Thread Rules::
1. Follow T.O.S
2. No Flaming
3. No Spam
4. Keep it PG-13
I reserve the right to change or alter the rules as I see fit.

::Index::
Cainite History | Vampire Mechanics |The Clans | Current Plotlines | Character Sheets | Vampiric Society | Resource Links | Banners

Inamorata



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 PostPosted: Fri Oct 15, 2010 2:50 pm Reply with quote        
::The History of Cain and His Children::

Vampires - or Cainites, as they call themselves - exist for centuries and often seem unchanging to mortal eyes. Even Cainite society, however, has undergone evolution, upheaval and strife.

Caine and the First Nights
According to Kindred myth, the first of their kind was Caine, the first murderer. For his crime, Caine was cursed by God and thereby transformed into a vampire. Exiled from his people, Caine was forced to stalk the fringes of civilization, fearful of the sun and ravenous for blood.

In his loneliness, Caine came upon a mighty witch named Lilith, who had been Adam's first wife. Lilith taught Caine how to use his blood for mighty magic (indeed, a few heretics claim that Lilith, not Caine, was the First Vampire). Lilith taught Caine many things, including how to use his blood to evoke mystic powers - and how to create others of his kind.

The Second Generation and the First City
At first Caine refused to beget, believing it wrong to curse the world with others of his kind. But eventually he grew lonely and brought three others into the vampiric fold. These three in turn begat 13 more, and these voracious monsters went among the early peoples of the world, carelessly feeding and using mortals as puppets in their sibling feuds. Caine, outraged by this behavior, forbade the creation of any more progeny. Gathering his childer and grandchilder to him, Caine built a great city - the First City in the world - and here vampires and mortals coexisted in peace.

The Antediluvians and the Clans
It could not last. Caine's childer squabbled for their sire's affections, and once again the mortals were used as pawns in the feud. Finally the city was thrown down - some say a natural disaster was the cause; others, that a spurned childe's vengeful sorcery precipitated the cataclysm. Caine vanished into the wastes, never to be heard from again. The three vampires of the Second Generation likewise disappeared into the mists of legend. But Caine's 13 grandchilder, free from restraint, began breeding new vampires with abandon. The 13 vampires became known as Antediluvians, and their childer, created in their images, inherited the Antediluvians' magical gifts and curses. Thus were the clans formed.

The Dark Ages
The clans spread across the world, sowing discord and misery. Though each successive generation of vampires proved weaker than the last, they made up for it with greater numbers. In the ziggurats of Babylon, in the palaces of Crete, in the tribunals of Rome, vampires ruled as shadowy tyrants, forever using mortals as food and unwitting soldiers. Vampire warred with vampire, clan with clan, and thus - from the ancient rivalries of the First City - was born the great Jyhad, which is still fought today.

The Kindred reached their worst excesses during the early Middle Ages. During this period, many vampires ruled openly, smothering peasant and lord alike beneath their nocturnal grip. The vampiric population reached unhealthy numbers, and it seemed that the Earth would belong to the Kindred forever.

The Anarch Revolt
Again, it could not last. The Children of Caine, in their hubris, began to flaunt their power flagrantly. Terrified peasants whispered of the monsters in their midst - and the Church began to listen. The reports of a few horrified priests spawned a frenzied Inquisition, and vengeful mortals rose up in a tide of fire and blood. Though individually much more powerful than mortals, even the mightiest vampires could not stand against the humans' sheer numbers; vampire after vampire was dragged from its lair and hurled into fire or sunlight.

In the throes of the Inquisition, a current of revolt gripped the Children of Caine. Younger vampires, who were being deployed as sacrificial lambs by terrified elders, began to rise up against their sires and masters. In Eastern Europe, a group of vampires learned how to sever the mystic bonds through which sires controlled their childer. Soon all of Europe seethed beneath a nocturnal revolt, as rebellious childer threw off the yoke of their masters. Between the Inquisition and the revolt of the vampire "anarchs," it seemed as though the Kindred would not survive.

Our role play takes place before the 13 clans broke off and created the Camarilla - opting to stay hidden in effort to draw off suspicion.
(Taken from here)
Inamorata



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 PostPosted: Fri Oct 15, 2010 2:50 pm Reply with quote        
::The Mechanics of Being Vampire::


The Laws of Cain

The laws of Cain are the immutable laws that govern Cainite/Vampiric society. Over all, there are not many limitations for the vampires - these laws, however, are absolute. Those who are found to have broken them are hunted down and killed mercilessly. These laws are those given directly from Cain himself, passed from Sire to Child and enforced by the Princes of each Domain. The Laws are as follows:
1. The Masquerade
Thou shall not reveal thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
2. The Domain
Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.
3. The Progeny
Thou shall sire another only with the permission of thine elder. If thou createst another without thine elder's leave, both thee and thy progeny shall be slain.
4. The Accounting
Those thou create are thine own childer. Until thy progeny shall be released, thou shall command them in all things. Their sins are thine to endure.
4. Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one 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 Embrace

Vampires are created through a process called the Embrace. The Embrace is similar to normal vampiric feeding - the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit - a drop or two - is necessary to turn the mortal into an undead. This process can even be performed on a dead human, provided the body is still warm.

Once the blood is returned, the mortal "awakens" and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal's body undergoes a series of subtle transformations; he learns to use the Blood in his body, and he is taught the special powers of his clan. He is now a vampire.

Some vampire clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the clan and the line.

Generations

Generations are just like human/mortal generations of lineage. They are the amount of times removed from Cain you are with first generation being Cain himself, second being his children (The Antedeluvians) and on down the line from there.

The current lowest generation level is 12. You may not be higher than 10 right now with out special consent from the head of the game, this will only be given out sparingly and only to those who have proven they have the role play skill to back it up.

The Generation system is important to note because, like the Clans, they are a part of the the Cainite caste system. The higher up you are in the Generational list, the more elite you are. Those of a higher generation are often looked upon with longing and hightened respect by those below them and, when needed, can often dominate or intimidate those of a lower generation, while those of the higher generation in turn tend to look down on those of a lower lineage.

Your Generation is determined by the generation of your sire. If your sire was a 10th generation vampire, then you will be of the 11th generation, and so forth. The generation you are also dictates how powerful you are. The higher your generation, the closer to Cain you are, and the stronger his blood is in your veins. However, it is also important to note that the higher your generation is, the stronger the Beast with in you is, and the more easily you could succumb to it with out the will power to resist.

To re-cap: There are 12 generations total at present. You may be no lower than 12th generation, and no higher than 10th with out specific permission and an incredibly well written backstory.

Feeding

Blood is essential to a vampire's existence. At its most basic level, it is a vampire's food and water, but it is far more than that. It is capable of achieving many things, including supernatural healing, fuelling supernatural powers, and making a vampire stronger or tougher.

It is possible to feed upon animals, instead of humans, but it is far less filling and takes far more of them to gain sustenance than humans, as well as tasting utterly disgusting. Often, feeding from animals results in their death, while feeding from humans can require no more than a minute or two of draining to become fully fed. However, it is important to note that if you feed for more than a minute, you risk causing serious injury. More than that, and you will kill them.

The act of feeding is something is done with varying amounts of finess and can be role played however you like. Keep in mind the Laws of Cain when you go hunting though - you must never kill (or hide it really well if you do) and you must never break the masquerade. If you do not feed for prolonged periodes of time, or loose too much blood, you risk succumbing to something called "The Frenzy" which is, in essence, a dissent into madness, in which you will feed and kill indescriminately untill you are glutted on blood and fall into a torpor or deep sleep.

A milder version of The Frenzy can also be innitiated by various situations. Depending on the character you play and how animalistic or bestial they are, stressful situation may cause this to happen. This descent into Frenzy is temporary and will usually wear off after the situation has passed or the vampire has left the subject causing the stressor.

Be creative and remember not to be too graphically gorey, keep it PG-13!

The Kiss

The Kiss is a side-effect of feeding on mortals. They feel an almost orgasmic, euphoric sensation the moment you start drawing their blood. Noone can explain why this happens, but it is possible to cause addiction when done to the same mortal more than once. The chance of addiction greatly increases the more times they are fed upon.


Demeanor/Nature

Going along with your character concept is your character's Nature and Demeanour. These have been included here only for your own reference in making a character - it is not required that you use these in your character sheet, but it helps to get to know your character better if you think of what these might be. These describe two aspects of your character's being.

A character's Nature is his innermost self; his motivation for continuing to get up each day (or night, in the case of Cainites); his basic purpose in life (in his own opinion). We don't usually reveal our true self to the rest of the world, however, so characters also have a Demeanour, which describes the face a character shows to everyone else. In the rare case that your character is the sort of forthcoming person who wears her heart on her sleeve, her Nature and Demeanour can be the same thing.

Nature and Demeanour are chosen from a list of Archetypes which sum up a variety of character motivations in one or two words. The Archetypes listed below are compiled from the Faith and Fire and Laws of the Night sourcebooks. Other White Wolf sourcebooks, such as Vampire: the Masquerade, The Camarilla Guide and The Sabbat Guide, have other examples available.

It is important to note that your Nature and Demeanour aren't necessarily the be-all and end-all of your character. Certain actions that go against your Nature and Demeanour are certainly possible in-game, though these would certainly be unusual circumstances, and your character's Nature and Demeanour would likely colour how she feels about them.

ARCHETYPES

Architect: You want to make an indelible mark upon the world that will impact people in a hundred years.
Autocrat: You take charge of situations, because you're the only one who knows how to do things right.
Barbarian: You shun society, because its expectations and social mores do you no favours.
Bon Vivant: Your life seems meaningless, so you console yourself with having a good time.
Bravo: You bully others into doing things your way or getting out of your way.
Caretaker: You look after others, whether they thank you for it or not.
Celebrant: You place joy above all else, and keep it close to you at all costs.
Child: You rely on others to look after you.
Competitor: Everything is a contest; and you intend to win.
Conformist: You follow others' lead in life, and this suits you just fine.
Conniver: Why do the dirty work when someone else can do it for you?
Curmudgeon: Life and everything in it is just plain awful, and you want to be sure everyone knows it.
Defender: There is a cause which you have devoted yourself to, and you do all in your power to defend it.
Deviant: You shun normalcy in all its forms.
Director: Order and structure are the only means to keep the world working.
Dreamer: You live in a fantasy world of your own creation, and you intend to keep it that way.
Fanatic: You live for a single cause, truth, or purpose, and you do so fervently.
Gallant: Style, and more to the point, how others perceive you, is all that matters in the world.
Jester: Laughter is your commodity, and you use it to bring humility to the haughty denizens of the world by exposing their follies for all to see.
Judge: You hold the law or a personal code of ethics above all else, and you judge others based on these tenets.
Loner: For some reason or another, you don't belong in society.
Martyr: When you take on the burden of your ideals, everyone benefits.
Masochist: Pain and suffering are merely life's tests to separate the weak from the strong.
Monster: You mind is a malignant machine that steeps itself in evil at every turn.
Pedagogue: Your purpose in the world is to impart wisdom to others, and you find it satisfying to do so, even if others do not always welcome your efforts.
Penitent: Some great sin plagues your past, and you will not rest until you have atoned for it.
Perfectionist: Everything must be “just so”. Flaws are for the weak.
Rebel: Authority is no friend of yours. You rail against the system with every bone in your body.
Rogue: The only person who has ever mattered is yourself, and that's the way it will stay.
Survivor: You do whatever it takes to survive in the harsh world you live in.
Thrill-Seeker: You constantly pursue danger and the high it gives you.
Traditionalist: Preserve the old ways, and you will preserve your existence.
Visionary: You inspire others through your dreams and goals.


Roads of Enlightenment

Vampires have a primal side to their souls, called The Beast, which is unleashed when they are Embraced. The Beast acts purely on instinct; it desires blood to survive, it seeks to dominate its enemies (usually through their destruction), and shelter from the things it fears (fire and sunlight). These things would have taken over the vampire's psyche completely were it not for the Roads of Enlightenment and their accompanying Virtues.

There are many different Roads of Enlightenment, with each one representing a moral code of ethics by which a vampire can live in order to either distance himself from the Beast, or else come to terms with its existence. It is possible to loose yourself to the beast forever by consistantly going against the ethics of the road you have chosen.


ROAD OF THE BEAST
Virtues: Conviction, Instinct, Courage
This Road is all about embracing your Beast as a companion rather than viewing it as something to be kept caged. Adherents to this Road believe that you should do what you need to in order to survive, and that is all. Taking more is indulgent, whereas taking less is just plain stupid. To show mercy to one's enemies is to show weakness, for only the strong survive. Adherents to the Beast live in the present. They do not dwell on the past, nor do they look to the future. They live for now.

ROAD OF HEAVEN
Virtues: Conscience, Self-Control, Courage
Those on the Road of Heaven believe that God cursed Caine and all of his descendants, and that in turn they are cursed, and thus they must do all within their power to redeem themselves in His eyes, or else that they are now marked as His Vengeance upon the earth. Alternatively, some feel that they are somehow blessed by God, and that they have been chosen by Him to carry out His work in the world. Regardless of the stance they take on God, adherents to the Road of Heaven believe that God's Word is law, and that defiance of His Law leads to eternal damnation. Adherents to Heaven love and serve God with every action, and in doing so, deny the Devil by denying all creatures of Hell, including the very Beast which resides within them. Adherents can be found in the Catholic, Jewish and Muslim faiths, although some religious variations will exist in the Hierarchy of Sins for each religious dogma.

ROAD OF HUMANITY
Virtues: Conscience, Self-Control, Courage
Those on Humanity cling to the tenets that were important to them in their mortal days: killing is wrong; stealing is wrong; “Do unto others as you would have them do unto you”. The ability to reason separates Man from the beasts, and thus Cainites on Humanity use this moral code to distance themselves from the Beast within. This Road comes naturally to most new vampires, since most were taught these basic tenets from the time of their mortal birth.

ROAD OF KINGS
Virtues: Conviction, Self-Control, Courage
Based on the classical ideals of the Natural Order of Things, The Road of Kings places Cainites above humanity as God placed humankind above animals. An adherent to Kings believes that there are only two roles in the world: that of the master, and that of the servant. Mortals are beneath an adherent to Kings, as is the Beast within. They desire power above all else, and gain it by seizing it for their own rather than waiting for others to acquire it for them.

That is not to say that all adherents to Kings have license to lord themselves over others, however. The Road also teaches its adherents to respect those who are above them (so long as their actions are deserving of such respect), and to show honour by keeping one's word.

ROAD OF SIN
Virtues: Conviction, Instinct, Courage
Adherents to The Road of Sin believe that they are already damned, so now nothing is forbidden. Essentially, the Curse of Caine has freed them from moral restraint, whether by mortal laws or God's laws, so they act as they please completely without hesitation. They claim the Beast for their own, but do not let it claim them. By indulging in everything they desire, they keep the Beast at bay, for if it is getting everything it needs anyway, what reason will it ever have to take permanent control?

Derangements

Derangements are an optional character trait (with the exception of Malkavians, of course, who must all take one Derangement at character creation) that you can take. They are a detriment to your character and are very challenging to play. A derangement is what we call today a mental illness. They can be anything from being O.C.D to being Manic Depressive or Schizophrenic.

Skills/Abilities

The following list and descriptions are of the various special skills/abilities specific to vampires. They are the gifts of Cain, handed down through the blood. Some of them are specific to only one clan, and so cannot be learned unless taught by another character of that clan. You may not start with these abilities, no matter how detailed your backstory reasoning is - if you wish to learn these abilities, you must find a player playing a character in that clan who has mastered the ability so that you may role play learning the skill.

ANIMALISM
The powers associated with Animalism allow control over the beasts and birds of the world, as well as the Beast which resides inside the heart of every Cainite. This skill will allow you to speak with animals, control animals and allows you to bring out the Beast with in all Cainites. This means that you may calm down a vampire suffering Bloodlust or Frenzy. You are able to, with strong effort, possess the minds of animals.

AUSPEX
The powers of Auspex are related to taking one's senses (both human and superhuman) to new heights. Auspex can be used to pierce the deceptions of Obfuscate. Note that if you do manage to pierce your target's Obfuscate, the effect is broken only for you, not others around you.

With this skill you are able to: tell when some one is lieing, read the surface thoughts of any one chosen target and see the the auras of spirits. You are also able to read the energy imprints on items, which will tell you information about where the item came from and, some times, give you strong mental images related to the item. If this item belongs to another player, you may PM them to ask them for information about the item, which they must answer truthfully. You are also able to leave you body or 'spirit walk', which allows you to leave your body and travel the world over, even where the sun shines, and fly to any place under the moon, all at the speed of thought. The down side is that you cannot feel or know what is happening to you body, which is left entirely defenseless. You cannot be felt or interacted with while doing this, though someone with the Auspex skill may be able to sense your aura.

CELERITY
Celerity grants a character the ability to move abnormally fast for short spradic bursts at will.

CHIMERSTRY
The hallmark Discipline of the Ravnos clan allows the creation of illusions. This skill is only usable at creation by those of the Ravnos clan, but may be learned later through role play if a willing player with a characher in this clan is found. The illusions created are proportionate to the amount of energy used - the more energy you expend, the more complex and 'real' the illusion. The strongest illusions are those that can mimic all five of the natural senses and last for prolonged periodes of time that may move.

DEMENTATION
The Discipline, proprietary to the Malkavian clan, allows the user to inspire the throes of madness in others. Like Chemistry, this skill may not be purchased outside of the Malkavian clan at character creation. Again, like for Chemistry, the amount of control you have on another's mental and emotional state is directly proportionate to the amount of energy and mental strain exerted. Minimal effort will yeild the ability to subtly influence surface emotions, while maximum effort will allow for you to push your own derangement on another person for a day of real time.

You are also able to, by speaking, use your skill to make others forgo sanity for the madness that lies with in them. How they role play that madness is up to the players whos characters are present to hear your character speak, but they must roleplay madness of some sort. This is temporary.

DOMINATE
This Discipline allows the user control over the minds of others. To use Dominate, you must have eye contact with your target. Additionally, you may only use Dominate on vampires of a generation equal to or weaker than your own. Those of stronger generation are completely immune to your Dominate powers. Minimal effort yeilds surface domination, which allows you to make the listener adhere to single word commands. Maximum effort allows for the victim to rewrite the targets memory and possess them.

FORTITUDE
Fortitude grants powers of amazing supernatural resilience.

MORTIS
The magic of death and decay practised for millennia by the Cappadocians consists of multiple paths and numerous rituals. This skill is only usable by the Cappadocian clan at character creation. By sacrificing your own blood (which brings you closer to thirst and the Frenzy) you are able to ritualistically effect the things around you. You are able to cause a higher decay rate in corpses to disguise kills or even completely dissolve them. At higher levels of rituals you may also raise the freshly dead into zombies. The complexity of what you can do depends on how much blood you sacrifice. Just remember that if you sacrifice too much blood, you'll fall to the Frenzy of blood lust.

Because this is a ritualistic skill you must role play all of the ritual qualities - I.E. you must fully describe performing the ritual.

OBFUSCATE
Obfuscate is the skill of supernatural stealth. Most of the powers create the effect of passing unseen in an area. The powers granted by Obfuscate do not confer “invisibility” per se; rather, you bend the perceptions of others around you so that they “fail to notice” your presence. For example, people swerve to avoid you, or else don't hear your footsteps moving across a room. This skill is primarily used by the Nosferatu, however it is not specific to their clan.

Cainites with the Auspex Discipline and other supernatural creatures with powers granting supernatural senses can attempt to pierce your Obfuscate.

OBTENEBRATION
Clan Lasombra is notorious for many things. One of these is their mastery of Obtenebration, a skill that allows the wielder to conjure and manipulate shadows and darkness. This skill is usable at character creation only by the Lasombra clan. You may use the shadows to conceal you or to blind others, or just about anything you can think of. The shadows can be dispelled by bright lights.

POTENCE
Potence grants its Cainite masters superhuman strength.

PRESENCE
This skill allows the user to manipulate the emotions of others to her whim.

PROTEAN
The feral shapeshifting skill of the Gangrel Clan has ensured their survival in otherwise hostile lands since time immemorial. This skill is indicative of the Gangrel clan and can't be chosen at character creation by any other clan. This skill allows the vampire to change it's shape into any animal at will. Partial transformation is also possible, the vampire may shift to gain the claws, teeth or eyes of a feral beast.

SERPENTIS
This proprietary skill of the Followers of Set allows the user to take on many aspects of the serpent, as well as other mysterious powers related to the clan's dark god. This skill may only be taken by the Followers of Set clan at character creation. This skill is similar to Protean, only it applies solely to snakes, rather than all animals. One of the primary characteristics of this skill is the use of a long forked tongue that can be used to attack victims and, if they are mortal, the tines of the fork can be embedded in the mortal's flesh to drain them of blood.
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 PostPosted: Fri Oct 15, 2010 2:50 pm Reply with quote        
::The Clans::

The thirteen vampiric bloodlines, known as clans, are a driving force in Cainite society. Their members are many and varied, but they often share a common thread. Even mavericks among the clans find their experience coloured by the line they were Embraced into.

There are thirteen clans to chose from, each of which has their own advantages, disadvantages, special Disciplines, strengths, weaknesses, and stereotypes. The following post presents a brief overview of the clans. The High Clans are presented before the Low Clans. The individual clans are listed alphabetically within them. For the purposes of this game, not all 13 are included. Only those listed below are available for play at this time.

If you decide that no clan fits your concept, you can, with Plot permission, choose to be a Caitiff (a vampire without any clan allegiance). Caitiff have no inherent Clan Advantage or Disadvantage, though they do have certain benefits and drawbacks. On the plus side, Caitiff are able to learn some of the clan specific abilities more easily than others. On the down side, Caitiff have an extremely hard time within Cainite society. They are spat upon even more than the Low Clans are, and they are often hunted and killed upon discovery.


:Clan Breakdown:

Description: A very brief description of the clan, its stereotypes, its culture, and its overall goals. More detailed information can be found on each clan in Faith and Fire, other White Wolf sourcebooks, or various online sources.

Roleplaying Hints: Tips on how you might go about portraying a member of the clan.

Disadvantage: Each of the thirteen clans is somehow cursed. The Clan Disadvantage is a detriment beyond the frailties that all vampires suffer which cannot ever be permanently escaped.

Suggested Viae: The Roads of Enlightenment that are most common among members of the clan. It should be mentioned that certain clans have Roads which are exclusive to their line.

:High Clans:

The High Clans feel that they are the leaders of the Cainites, and that the Low Clans are to obey them.

BRUJAH
Brujah are the warrior-philosophers among Cainites. Every Brujah has a vision of how they want to change the world for the better, and as such, they will put everything on the line to fulfill their goal, even if they have to impose it through force. Brujah naturally rely on like-minded individuals around them in order to achieve their goals. In addition, Brujah are extremely loyal to one another. If one Brujah calls upon his brothers and sisters for aid, then they all answer the call. Of course, this means you need to answer the calls of your brothers as well, but it can really come in handy where it counts.

Roleplaying Hints: You are resourceful, using whatever cards you have been dealt to your advantage, Whether you choose to smash the skulls of your opposition into dust with brute force or bring them to reason with your silver tongue, the choice is up to you. Change is always a good thing, if you are the one changing it to how it bests fits your perfect world.

Disadvantage: Due to the fervour that courses through your veins, you are more easily driven into a frenzy or bloodlust rage.

Suggested Viae: Kings, Heaven, Humanity

CAPPADOCIAN
The Cappadocians are the sages and wise men of the Cainite world. Many were scholars, bookkeepers, and clergymen before their Embrace, but their quest for academics did not stop there. In fact, it intensifies their desire for mental enlightenment. Even though their studies encompass all things intellectual, the Cappadocians are most passionate about the subjects of death and undeath – and what lies beyond it. Cappadocians are so renowned among scholars that they can gain access to just about any library.

Roleplaying Hints: Death – You are almost obsessed with it. You are curious about it, whether it's your own undeath, or the inner workings of another Cainite, or the processes of decay undergone by corpses in thousand-year-old crypts. How you can sustain consciousness, yet have no heartbeat, is a mystery wrapped in an enigma, coated with a riddle. Such fascination has made mortals become boring and unworthy of your attention, rarely giving them second thought. And though your fascination makes you slightly alienated from other Cainites, you don't mind working in solitude. In fact, you prefer it.

Disadvantage: Cappadocians are cursed to resemble the corpses they are so obsessed with. Their skin is cold, dry, and utterly lifeless, going beyond even the waxen, pallid state that vampires normally achieve upon the Embrace. Unlike members of other clans, it is impossible for a Cappadocian to pass for being mortal. Your countenance does not escape the notice of mortals, either.

Suggested Viae: Heaven, Sin, Bones

LASOMBRA
If the other High Clans are seen as kings, then the Lasombra are the Kings of Kings (or at least, that's what they think). They feel that their blood runs thickest through their veins, and are atop the hierarchy of the Cainites. To them, the Low Clans only exist to serve their every whim. Lasombra embody the purest of the pure Cainites. To them, no one is on par with their divinity. They are masters of shadows, and born of noble blood, and thus seek to rule by right. Because of Clan Lasombra's place as the highest Cainite peerage, they are well-regarded within Cainite society. They are notorious manipulators in the halls of mortal power often having high influences in the Church, Academic or Political spheres.

Roleplaying Hints: You are better than everyone in your mind. No one can hold a candle to your sheer splendor. Though you associate well with the other High Clans, you still think you are higher up than them. Low Clans are the dirt on your shoe, hardly even fit to serve as your slaves. You were most likely born into a noble family or achieved a high political position in life, and a lifetime of privilege has transferred over into your undeath. Your clanmates respect your ancestry, just as you respect their heritage.

Disadvantage: The Lasombra curse is two-fold. First, they lack a reflection, and thus cannot be seen in mirrors or reflective surfaces of any kind. Secondly, due to their ties to darkness and shadow, Lasombra are even more sensitive to light and light based attacks than most Cainites - they take double the natural damage gained.

Suggested Viae: Heaven, Kings, Night

TOREADOR
While other Cainites diverge from the path of their mortal selves, the Toreador embrace what they once were. By keeping themselves grounded and in touch with mortals, they feel like they can keep the Beast within them calm and in line. They are great lovers of art , seeking to surround themselves by beauty and grace. Indeed, many Toreador are among the greatest artisans in the world. Many Toreador find themselves in and amongst the politics of mortals and Cainites, whether by choice, or by mishap. Some even get entangled in business of the Church, feeling that it may be a source of redemption in an otherwise sinful life. Toreador are artists of all sorts, and are thus far more adept at artistic pursuits than most others. The beauty and renown of the artwork produced by the Toreador is such that you can use your artistic talent to gain access to blood.

Roleplaying Hints:
Though your heart does not beat, it still feels and appreciates the things you once did as a mortal. You have a greater respect for fine things such as art, pottery, poetry, and music, and are quite the connoisseur. When you cannot find such things of beauty, you take it upon yourself to create, making the world a better place by adding some great work of art to otherwise bland surroundings. Being in touch with your mortal side is never a bad thing. Feelings of passion, jealousy, and fear can still course through you, just as if you were still living. Mortal life fascinates you, and there may be a way yet to restore you to your former glory.

Disadvantage: Members of Clan Toreador are so taken by beauty that they are utterly entranced by it to the exclusion of all else. If a Toreador is in sight of a masterwork item or witnesses an exquisit performance, they enter a euphoric state of mind in which they cannot perform any action other than to stare at the object of beauty unless they spend an extreme amount of will to break the trance it induces. If the Toreador is attacked or the object of her entrancement leaves her line of sight, the entrancement is broken. Toreador never enter this state while they are in combat.

Suggested Viae: Humanity, Kings

:Low Clans:

The Low Clans are (often unfairly) shunned and spat upon by the upper echelons of European vampiric society. Still, they have carved places for themselves in the underbelly of the world. In fact, much as the High Clans are loathe to admit it, the Low Clans are often integral to allow their rule to continue.

ASSAMITE
Assamites come originally from the hot Eastern lands of Outremer, though many have spread across Northern Africa and into Iberia, and are devout in their servitude to Haqim and his laws. Many also follow the regional religion; Islam. Looked upon as assassins and diablerists, they aren't always welcome in Europe, or anywhere outside their homelands. They see any who do not follow their ways as infidels, and will never give up their ways for those who are undeserving.

Role Playing Hints: Though one clan, the Assamites are broken into three different castes: Warriors, Sorcerers, and Viziers. Warriors are the front line defenders of the clan, performing their martial duties with the stealth and agility of the greatest assassins. Sorcerers are wielders of an ancient blood sorcery. Viziers are the bookkeepers, politicians, and all around intellectuals of the clan.

Disadvantage: Warriors are forever marked with the vile act of diablerie. As such, when their auras are examined for the act, it always appears as if they are guilty of having performed it, regardless of whether this is the case or not.
Sorcerers show more easily what they truly are. The mark of sorcery is etched upon their soul and so is more easily seen. vizier's mind is so transfixed upon study that he becomes obsessed with it.
All viziers have an Obsessive/Compulsive Derangement related to their highest academic Ability. If another Ability overtakes their original one, then the focus of the Derangement changes.

Suggested Viae: Heaven, Humanity, Kings, Blood

FOLLOWERS OF SET
The Followers of Set claim to be descendants of the Egyptian God Set himself, rather than Caine. They adore spreading misfortune, disease, tragedy and disaster among others. They peddle vices, aiding others to succumb to their temptations and desires. They desire to spread Set's influence to make his place in this world more secure and dominant. As veritable snakes that sneak their way in to just about any level of society to spread vice and corruption, Followers of Set gain influences others might not have in the courts and streets of our world. They are also masters of trade and commerce.

Roleplaying Hints: You follow the ways of the old God, Set. No one outside of your clan follows or understand your ways, but you can use their weaknesses against them, giving you advantage over them. Aid others in their vices, egg on their desires to sin, praise their indulgences, revel in their downfall.

Disadvantage: Due to their ties to the God of Darkness, Followers of Set take double damage from Sunlight. Even bright lights from torches or the moon cause them discomfort.

Suggested Viae: Beast, Kings, Sin, Typhon

GANGREL
Gangrel are the most savage of all the Cainites. They prefer woodlands over cities, and an open sky to a roof over their head. They are almost like wolves, forming packs, working together, relying on one another for survival. No longer bound by civilization, they have become one with the wilderness where most Cainites would not dare to tread. Gangrel are masters of surviving out in the wilderness, either through martial prowess or simply knowing how not to get killed.

Roleplaying Hints: You are close to an animal, and should present yourself as such. Wild hair, animal-like features, primal attitude, etc. You are hardy and can survive just about anywhere. Society's expectations are lost on you, for you care not for their rules and norms. You come and go as you please. As far as you're concerned, the rules of others don't apply to you.

Disadvantage: Gangrel are closely tied to the Beast Within, so much so that when they frenzy, the Beast manifests itself upon the Gangrel's countenance. This can come in the form of cat's eyes, bull's horns, feathers, fur, or bat's ears (and it doesn't necessarily match each time, either).

Suggested Viae: Beast is the most common, but Gangrel will follow any major Road.

MALKAVIAN Please note that this class is restricted. Permission will only be granted to a few people who have proven to have good role playing skills.
While Malkavians see themselves as prophets and seers, blessed with gifts others would only dream of having, the rest of the world sees them as madmen. Feared for their lack of control over their minds, they are also revered for their brief, but miraculous moments of sheer genius.

Roleplaying Hints: Though mad, you feel you have attained a higher process of thought, capable of seeing and knowing things beyond anyone else. Your deranged mind is a blessing in disguise, and you revel in every moment of it. Such insanity has its drawbacks, of course, for you are literally crazy, but somewhere in the madness is that moment of clarity when everything makes sense. You would never want anyone to know what type of madness you suffer from. Indeed you would go through pains to keep your madness secret - that way it can never be exploited.

Special Advantage: In addition, once per week, a Malkavian can consult the patterns in the world around them in order to gain insight into a particular question they might have. To use this power, consult the head of the game (Inamorata) in PMs. The quality of the answer you receive is based on your roleplay and the question you ask.

Disadvantage: All Malkavians start with a Derangement that can never be cured or overcome. This is the madness of being constantly in contact with such vast powers, and seeing so much of the other world.

Suggested Viae: Any, though many follow Humanity

NOSFERATU
The Nosferatu are the most easily-recognized and frightening to behold of all the clans, when they deign to be visible, that is. They wear the Curse of Caine on their faces and bodies as for all to see, for they are cursed with a terrible disfigurement. Because of their curse (or perhaps in spite of it), they have carved a place for themselves in vampiric society as masters of stealth and secret-mongering. Everyone knows that if you want to know something badly enough, you consult the Nosferatu, though you will pay dearly for their services.

Roleplaying Hints: Even though you look like a monster, you do not have to act like one. Your disfigurement could humble you, allowing you to push past people's exterior, and see the true actions of their heart. Or you could be the monster your face resembles. Concealing your visage is up to you, but if you chose to show your true self, expect those around you to treat you with less respect.

Disadvantage: The blood of the Nosferatu permanently transforms its fledgling members into disgusting monsters. Elongated ears, puckered skin, oozing pustules and scraggly body hair are all possible manifestations of the Nosferatu curse. Your hideous features are up to you.

Suggested Viae: Beast, Heaven, Sin

RAVNOS
The Ravnos are the epitomes of indulgence, always letting their cravings get the best of them. They are compelled to sin, be it lust, greed, pride, theft, or something else. Ravnos have found a place for themselves among the Gypsy people, and like their mortal allies, they rarely stay in one place for long, for they overstay their welcome very quickly. Having little to no interest in warfare, Ravnos prefer to attack their foes from the inside, bringing down their organization through corruption. Many hide their true nature and Clan in order to save themselves from persecution.

Roleplaying Hints: You are not liked, that is obvious. Indulgence is your first name. You help yourself to anything you desire, at just about any time. You travel constantly from place to place, for your clever games of vice are not considered fun by others once you start pulling the wool over their collective eyes, which you do very well, thank you.

Disadvantage: All Ravnos are masters of vice and corruption. Indeed, they cannot help but indulge in vice, for the Blood calls for them to do so. You must chose a vice at character creation, for example greed, lust, using others, gambling, drug use, etc. If the opportunity to Sin arises, you cannot refuse to indulge. If no opportunity to indulge in the vice presents itself through the course of a night, you must make an opportunity to indulge in it.

Suggested Viae: Sin, Humanity, Paradox
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 PostPosted: Fri Oct 15, 2010 2:50 pm Reply with quote        
::A Note on Cainite/Vampiric Society::

Cainite society is structured as a caste system, not unlike the mortal society. This system is integral to how the society runs - mainly with all the shit rolling uphill. That is to say, it is the elders who deal with the problems. As a newer generation or younger made childer, your only task is to go about your business and break no rules. As long as you follow the etiquette you are taught upon awakening, you'll have no cause for concern.

Ofcourse, not everyone's goal is to be a good little puppy. Some of you may choose to play an anarchist, going against the rules and breaking the laws as you see fit. Be warned, if this is the path you choose, prepare for the wrath of the elders and a swift death. The trick is knowing where to bend the rules, how to toe the line. The following section will outline the structure of the cainite society and detail some of the information on the courts - the rest, you will need to find out IC.


The Domain - Domains are the areas governed by specific Princes in cainite society. They are the 'provinces' under cainite protection and control. Unlike the mortal system, which has each area overseen by a Lord, who answers to his King, the Princes are each given autonomy, effectively each Domain is it's own autonomous country. Despite this, the Princes will, in times of great peril, form a council in which all current Princes will have a voice.

The Prince - The Prince (or Princess) is the top ranked person with in any one domain. He or she is, for all intents and purposes, your ruler. The govern the area you are in, and are due the highest amount of respect. When you enter any domain for the first time, you must present yourself to them, at which point they will either acknowledge you (which allows for your status in the domain to be accepted and respected), or have you removed. Usually, they will acknowledge you. Until the Prince (or princess) has acknowledged you, you are of the lowest class and are not fully acknowledged by any of the others who have already been acknowledged. It is to these people the burden of taking a Cainite life falls, when one has broken the laws and proven to be a liability.

The Consort - Second only to the Prince or Princess, this is their partner or mate. Cainites, because they live so long, can tend to spend centuries with one specific person. Rarely, the also take permanent partners, or mates. For the Prince or Princess, these mates are often their equals in skill and power, and tend to the social world of Cainite society where the Prince deals with the political and outside world. Where the Prince is focused on defense and smooth running of his Domain, the Companion focuses on the oder and control of the Social setting. Often, it will be the purview of the Companion to arrange and host all gatherings and social functions called by the Prince.

The Seneschals and Head of Guard - The Seneschal is the advisor to the Prince, apprising him of matters of concern and often governing the lands under his control when he is out or unavailable. The head of the Princes personal Guard is also of a comparable ranking with in the society, as he or she is the one who carries out executions, inforces the law. If the seneschal is the Prince's left hand, the Guard is his right, weilding the sword.

The rest of the caste system is dependant on the domain you are in and based on the influences and acknowledgements of the individuals. The lowest in pecking order are those who have not been Acknowledged by the Prince, the highest under the Seneschal and Head of Guard are those who have the most influence and are titled with in the Cainite society.

Outside of the Domain there is also an overarching caste system, ruled over by the cainite Courts of the Damned. Each country has one such court, over which presides the eldest among the Princes in that country. France's court is called the Court of Love, while the English court is known as the Golden Court and is presided over by the Prince of London and his Consort. With in each court, the highest rankins are given to the Princes, which the youngest being of lower ranking than the next oldest under the head of the court. In this setting the Prince of the Court is called King, but ONLY when he is presiding over the entire court.

The courts are only called into session twice a year, but the ranking you recieve is made widely known and respected. Once you are acknowledged in any domain, if you have been granted an acknowledgement and ranking in one of the courts, you must be given the respect and statust deserved in that domain as well. It is customary to remind each prince, when you enter his domain, if you have such influence with in any of the courts through out the world.
Inamorata



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 PostPosted: Fri Oct 15, 2010 2:50 pm Reply with quote        
::Character Sheets - Vampires::

Quote:
Name: Inamorata
Character Name: Lady Jacqueline Leblanc, Countess of Redford
Age: 125, 20 by appearance
Race: Vampire
Clan: Lasombra
Generation: 10th
Road: Road of Kings
Skills/Abilities: Obtenebration, Auspex and Potence
Derangements/Weaknesses:
Jacquelines greatest weakness is lust for power. While she is subtle and is never obvious, she will do almost anything to ensure her standing and power are untouchable.
Description:
Lady Jacqueline is an elegant woman, finely boned and delicate looking. She has pale colouring - Soft, golden curls usually set in effortless looking tumbling coiffes, pale coloured skin and ice blue eyes. She is always impeccably well dressed in the latest fashions straight from France. She is a lady of standing and pedigree and holds herself as such. She stands at only 5"3, but the way she carries herself tends to impress upon others as if she were taller and more imposing.
Back Story:
Jacqueline was born to the Viscount of Bonnevielle and his wife 125 years previous to when our story begins. She lived through out Elizabeth I's reign. From her birth to her death she was raised as any respectable young woman of breeding in the nobility was. She was married off at the age of 16, and a quick marriage due to her exaulted lineage and gentle breeding, as much as to her large dowry. Her marriage was short - her husband was old, though wealthy, and died not long after. At 18 she took the notice of her sire, Lord Blackthorn of the English aristocracy. He later told her that he could not ignore her poise and beauty, or the sharp, unswerving wit with which she ruled her contemporaries. After three years of stalking her, he married, and then Embraced her, bringing her from France to London. Blackthorn was not only an exaulted and acknowledged member of the English vampiric Court, he was also a close personal friend of the Prince. Because of this, Jacqueline's status was raised far above most of her fellows. Over the years, she fostered a friendship with Lady Blackwood, the Prince's Consort, which became even closer once Lord Blackthorn was caught and killed some years later by the Hunters of the Church. She has since remarried to a mortal, whom she has enlasved for the purposes of keeping all of her estates and funding. Her domination art is subtle and undetectable and allows her to continue her life in London. She and Lady Blackwood are currently the two most powerful women with in the cainite London Domain.

Quote:
Name: Keylaleigh
Character Name: Maurice Remington
Age: 113, Looks about 30
Race: Vampire
Clan: Nosferatu
Generation: 11th
Road: Road of Sin
Skills/Abilities: Fortitude, Animalism, Obfuscate
Derangements/Weaknesses:
Other than the obvious problem with his appearance, his limp prevents him from moving too quickly, therefore greatly reducing his speed.
Description:
As all Nosferatu are, Maurice is a sight to behold. His skin is papery and yellowed, and his face is skeletal, with dark, sunken-in eyes and a mouth that always seems to form a wide grimace.His once beautiful hair is almost gone, and what is left is a thin and stringy white mess that goes to his shoulders. His fingers are long and bony with sharp nails that are naturally brown and unhealthy looking and his ears curve upwards into points. He walks with a noticable limp and has a hunched over posture. Because of this, he looks to be a little under five feet. Maurice's clothing consists of a dark, hooded cloak to hide his face, a simple white shirt, and black trousers with boots.
Back Story:
Maurice was born to a small family on a small farm just a few hours outside of London. Being the eldest, he was expected to inherit the farm once his parents died, so he learned everything there was to being a farmer. His life seemed to have a predictable pattern from that point, inherit the farm, find a wife, have children, grow old, die. The usual for someone of his standing. But then he met Samuel, a strange-looking beggar that spent his time outside the tavern. On his twentieth birthday, Maurice witnessed one of the burlier men in the small town hassle Samuel, pushing the beggar and calling him all sorts of foul names. Maurice, being the generally kind man, stood up for the beggar and shooed the men away. He didn't see Samuel for long after that.
A few years later, the beggar came back to him, started talking strangely, asking Maurice to follow him to London. Without any notice to his parents, he left for London. While hitching a ride in the back of a vegetable cart, they got to talking, and he fell asleep. He didn't remember much of the rest of the ride after that, but when he woke up, he felt... different. Upon looking in a pool at himself, he was horrified at the face that stared back at him. Fortunately, Samuel was nearby and told him everything. About Cain's Children, and how he had been chosen to be his successor after years of watching. The beggar taught Maurice how to use his abilities to fold shadows around him and control rats and other animals to gather information for him. Eventually, he became comfortable with is appearance and fell into his role of informant. After about four years, Samuel decided that it was safe to move on to another city and leave Maurice in charge of the small information running business that his sire before him had started...

Inamorata



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 PostPosted: Fri Oct 15, 2010 2:51 pm Reply with quote        
::Character Sheets - Humans::

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 PostPosted: Fri Oct 15, 2010 2:51 pm Reply with quote        
::Current and Passed Plot::

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 PostPosted: Fri Oct 15, 2010 2:51 pm Reply with quote        
Reserved for future use.
Inamorata



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Reserved for future use.
Inamorata



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 PostPosted: Fri Oct 15, 2010 2:52 pm Reply with quote        
::Resource Links::


Quick over view of Cainite History:
http://manhattan_by_night.tripod.com/manhattan_wod/id71.html
Vampire: The Masquerade Wiki:
http://en.wikipedia.org/wiki/Vampire:_The_Masquerade
English History Wiki:
http://en.wikipedia.org/wiki/Timeline_of_British_history_%281600%E2%80%931699%29
Overview of British History:
http://www.spartacus.schoolnet.co.uk/Britain.html
1600's Fashion:
http://en.wikipedia.org/wiki/1600%E2%80%931650_in_fashion

::Banners::

This first banner was drawn and made by me, ofcourse. It features our Lady Allegra Devonport, Consort to the Prince. Smile

Code:
[url=http://midorea.com/viewtopic.php?t=7758&highlight=][img]http://i79.photobucket.com/albums/j134/bakaichigo/TDKDBanner2.png[/img][/url]

Inamorata



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 PostPosted: Fri Oct 15, 2010 2:52 pm Reply with quote        
Alright. This thread is officially open! You may come in and chat, ask questions and be curious while I continue to amass information and set up the role play.

Welcome to the world of Vampires!
Inamorata



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 PostPosted: Sat Oct 16, 2010 11:39 pm Reply with quote        
The role play is now officially open and accepting profiles!

Any questions, comments or concerns can either be directly PM'd to me, or posted here in the OOC thread!

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Keylaleigh



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 PostPosted: Mon Oct 18, 2010 10:00 am Reply with quote        
I might consider this one. I've been wanting to play a Nosferatu for quite some time.

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Inamorata



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 PostPosted: Mon Oct 18, 2010 12:05 pm Reply with quote        
Ooo Nosferatu! Happy I was wondering if anyone would want to play one, since they tend to be so physically deformed and so on. I would love to see what you come up with if you do decide to join! Smile

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