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Discussion in 'THREAD ARCHIVES' started by Almalthia, Nov 14, 2015.
So was thinking of creating a Vampire RP...Anyone interested?
Give us more information on the kinds of lore above. Pretend I know nothing about vampires.
I would be interested could have help you with an idea if need be
MAKE THIS A THING.
Always up for a great Vampire RP and would love to help with the plot line and such if need be!
Hey, isn't this peachie?
Just wondering what kind of a vampire plot r u considering ?
I voted Ann Rice, but that's because I'm a fan of the books. What sort of plot did you have in mind?
I thinks they wants us to pick so, it's most likely masquerade.
OMG...I so wasn't getting alerts for this!!!!!!!!!!
Anne Rice Vamps:
Look exactly the same as you did in death=yes
Heightened senses to point of super-human=yes
needs a bit of homeland soil, can't cross running water, turn into wolves, bats, mist
Supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more super-human rather than horror feel. The 13 clans added late in the development process provided a much needed character class-like system based on vampiric archetypes. The cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror. The gloomy and exaggerated version of the real world that the vampires inhabit, called the "World of Darkness," forms an already bleak canvas against which the stories and struggles of characters are painted. The theme would seek to address include a retaining of the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery, and often violent ambitions of their own kind. Each vampire has a Humanity score, measuring how closely in touch with his human nature the vampire is; as it decreases, the vampire becomes more susceptible to his Beast, the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity. Brutal, immoral actions risk lowering a vampire's Humanity score. If the individual's Humanity drops to zero, the Beast takes over and the vampire is in a state of constant frenzy known as Wassail.
Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood. They are truly undead as their hearts do not beat, they do not require food or drink, they do not age, and their skin is cold and pale. The only sustenance they require is blood. Despite their undead status vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy (though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as "loss of Humanity") Other tropes or weaknesses are described as mere legends or superstitions such as a vampire's victim becoming a vampire simply from a bite, that they are repulsed by garlic or holy symbols, or that they are animated by some demonic spirit.
Sunlight is fearsome and deadly to vampires of this canon and at most they can tolerate a few seconds of exposure before perishing. A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed. Arguably their biggest weakness is what is known in-game as the Beast. The Beast is a savage, carnal predatory drive within all vampires. The Beast seeks only to satisfy its base urge to survive. Anger, mortal threats, hunger, or blood lust are some of the things that can cause the Beast to rise. The Beast is capable of taking over the vampire's conscious mind, forcing them into a frenzied state where they take violent, often deeply regrettable, actions that they perhaps otherwise would not. One of the major themes of Vampire is characters' battle to strike a balance between their violent, predatory nature and being morally responsible before their humanity is eroded by this powerful force within themselves. This theme is summed up in the axiom, "The Beast I am, Lest The Beast I Become."
Vampires may enter a deathlike sleep called torpor. Torpor may be caused by near-fatal injuries or may be entered voluntarily. In-game, the level of the vampire's humanity determines how long they sleep for. Though they cannot die of old age, vampires in this setting can die. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death-to truly die. Torpor allows the vampire release from their existential pain but it also may make them vulnerable. Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.
Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. Vampires gain vitae by drinking blood. In-game, this accumulation of vitae is called blood pool. This represents the amount of vitae the player has available to expend to fuel supernatural powers, to heal wounds, or to increase their physical strength, agility, or stamina. Characters can replace lost Vitae by drinking more blood.
A vampire's vitae can inspire false feelings of love and foster dependency if drunk by others. This addiction to vampiric blood is called the Blood Bond. The vampire performing the bond is called a regnant and the one being bound is called a thrall. In most cases, a victim must drink three times from the same vampire to become bonded. Once bonded, the victim feels something akin to love for the vampire and they become the most important person in their life. They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant. Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a limited form of group blood bonding called the Vaulderie that inspires loyalty and sodality among the sect. It also has the power to break blood bonds which normally require time, willpower and the extended absence of the regnant in order to do so.
Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a sire, the newly created vampire a childe and the creation process is referred to as the embrace. Very little vitae is required to trigger the transformation but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old.
A vampire's relative power is limited by something called their Generation, which is set at the time of their embrace. Generation is the vampire's distance from the race's mythical founder, Caine, who is alleged to be the first vampire. For example, a ninth generation is nine generations from Caine. Should this ninth generation vampire embrace someone their progeny would be tenth generation regardless of how many times they do this. Generation is largely a fixed trait but characters can lower their generation by committing diablerie — the drinking of the soul of a vampire of lower generation. Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.
Motivations and mores surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled. Among the Sabbat or the Anarchs the norms are much looser. Individual clans, especially the Independent Clans, have different norms, rituals and restrictions surrounding the creation of new vampires. Some only embrace a certain ethnic group, such as the Romani with the Ravnos or within certain mortal families as with the Giovanni. Others simply look for certain qualities such as the ability to survive, intelligence, curiosity or artistic talent. Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.
Myths and origins
Vampires in the World of Darkness believe that their race or curse originates with the Biblical figure of Caine. For murdering his brother he was cursed by God, they believe, with a similar vampiric state. It is believed that Caine eventually created Childer, who became the Second Generation to keep him company, and they in turn made the Third. The Third were supposedly numbered thirteen and founded the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Caine's rule in the legendary city known as Enoch, or the First City. When God caused the Great Flood, however, the city was destroyed and Caine disappeared, leaving his Childer to fend for themselves. The third generation eventually rose up and slew their sires, and Caine, upon discovering this, cursed them. Caine's curse is supposedly the reason each clan now has its own weakness. These myths are collected in an in-game document of dubious reliability known as the Book of Nod. Those who study the mythical vampire origins are called Noddists. According to Noddist mythology, there are claims that Caine will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them. This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.
Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients. The Camarilla is more dismissive, either claiming that Caine is nothing more than a myth or metaphor or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world. Regardless as to whether or not the myths are true in the context of the game the myth of Caine lays out important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.
Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.
In Vampire: The Masquerade, the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist. The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.
Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions. The First Tradition reads:
"Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood."
This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it. During this period vampires were destroyed in large numbers by vampire hunters which prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.
The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it. Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished. Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon. When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.
The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.
Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.
An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders. While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive. Characters are loosely divided into several age groups. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.
Fledgling - Newly Embraced vampires who have yet to formally enter vampire society. Fledglings are still too ignorant and weak to survive on their own (though some among the Sabbat manage it) and are dependent on their Sires for protection and education.
Neonates - Though still young, neonates have proven that they can survive on their own and is seen as a full-fledged member of their society.
Ancilla - Ancilla have survived a few decades or perhaps a few centuries. They have also likely accomplished something in their time for their sect or clan though what this might be varies.
Elder - A relative term that could indicate a vampire is anywhere between 200 and 1,000 years old. They generally have a great deal of wealth, influence, or power to leverage in the Jyhad.
Methuselah - Methuselah range between 1,000 and 2,000 years old. At this age, vampires begin to retreat from society and many do not survive the profound changes brought on by surviving this long.
Antediluvian -Antediluvians are believed to be those vampires of the Third Generation who are descended from Cain’s original childer. There are rumored to be only thirteen of them.
Clans and sects
Vampires organize and divide themselves politically and ideologically into sects which form governing structure for undead societies. Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions. The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but come with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.
Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.
The Camarilla — Nicknamed the "Ivory Tower", the Camarilla strictly adheres to a set of ancient laws known as the Traditions. The Camarilla was created as a reaction to the Inquisition and sees its purpose as maintaining the Masquerade as a means of ensuring the survival of all Kindred. The Traditions are enforced and order in each jurisdiction (usually one city in the mortal world) maintained by a powerful leader known as a Prince. It is the Prince's duty to interpret the Traditions and act as judge, jury, and executioner. The Camarilla describes itself in idealistic terms suggesting it is a genteel society of undead peers but harbors a vast, complex, and rigid hierarchy that breeds ancient rivalries and vicious political machinations. The Camarilla actively denies or suppresses myths about Gehenna and the race's legendary ancient founders. Camarilla vampires refer to themselves (and all other vampires) as "Kindred" as a means of reminding themselves of their origins in humanity. Camarilla vampires often refer to humans as "Kine", an archaic term for cattle. The Sabbat scorn the idea of vampires being Kindred referring to themselves as Cainites preferring to emphasize their origins in the blood of Cain. They often use more vulgar epithets for their human vessels.
The Anarch Movement — Ostensibly a faction within the Camarilla, the Anarch Movement are decentralized groups of vampires spread out across the world who question what they see as the Camarilla's outmoded means of governing. It contains a diverse range of ideologies but they believe in a more equitable redistribution of power between Kindred.
The Sabbat — Nicknamed the "Sword of Caine", the Sabbat was formed during the Anarch Revolt in response to the oppressive rule of the Elder vampires. The Sabbat do not openly follow the Traditions but instead adhere to a system of self-rule, freedom, and interdependence as outlined in the Code of Milan. The Sabbat actively believe that Gehenna is real and it is their duty to protect Cainites from the predation of the Antediluvians. The Sabbat believe themselves superior to humans and ultimately believe that they should rule over the human world rather than hide from it. Many have a flagrant disregard for human life which is evinced in the brutal tactics they use in the Jyhad. While anyone may ostensibly claim membership in the Camarilla the Sabbat have brutal initiation rites where characters must prove their loyalty. They also practice cult-like rituals and a form of ceremonial group Blood Bonding, called Vaulderie, to ensure loyalty.
The Inconnu — A mysterious sect of elders rumored to have achieved or are in pursuit of Golconda; a sort of redemptive transcendence for the Damned. The most visible sign of the sect are its Monitors who sometimes take up residence in a territory.
Tal’Mahe’Ra — Otherwise known as the "True Black Hand", the Tal’Mahe’Ra is a strange and insular sect with its base of operations deep in the Shadowlands. Its motivations and purpose are unknown and most know very little about it.
The Independents — The Independent Clans operate outside of the Camarilla or the Sabbat. Many of them function like small-scale Sects, such as the Followers of Set or the Giovanni, with specific agendas in mind. Others, such as the Ravnos are more individualistic. The Assamites lie between these extremes, having a centralized hierarchy in the Middle East, but generally operating as freelance mercenaries. These are the only four proper Clans to be regarded as independent (prior to the game's third edition, in which Clan Gangrel formally left the Camarilla), but "Antitribu" splinters of other clans may become independent agencies, as may the more minor "Bloodlines" which do not hold full Clan status.
A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the East, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.
A clan is the character's vampire family. All characters of a single clan allegedly descend from the clan's Antediluvian founders. It is widely accepted that there are thirteen clans with thirteen founders though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them but a clan is not something a character chooses it is something they are Embraced into. Those with out a clan are known as Caitiff and are considered outsiders.
The 13 Clans
Vampire: The Masquerade introduces the use of 13 clans (or major bloodlines) in the game. Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian, for they survived God's biblical flood. Each Antediluvian is a “grandchilde” of Cain, who killed Abel and was cursed by God and His archangels into becoming the first vampire. Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad, and use their clansmen to fight this war for them.
Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.
Assamite: A cult of undead assassins based in the middle east. They kill for hire and are paid in Vitae for use in special rituals that bring the clan's members closer to Cain. They possess a specialized Discipline called Quietus which aids in stealth and killing. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie. As a result, the clan could not consume Vitae without suffering terrible wounds and is unable to benefit from Diablerie. (This curse was broken in the game's third edition, and the "Antitribu" faction in the Sabbat was never affected by it; un-cursed Assamites are instead highly susceptible to "blood addiction", and may be driven to compulsively attack other vampires for their Vitae). Assamites are largely independent of sects.
Brujah: In ancient times, the Brujah were a clan of noble philosophers and warriors-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues and anti-authoritarians. Brujah possess great passion but this same passion makes it harder for them to resist the Beast. Brujah are one of the seven founding clans of the Camarilla.
Followers of Set: A clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god Set. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline is Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damange from sunlight as other Kindred. Followers of Set independent of the sects considering themselves a sect unto themselves.
Gangrel: A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy they begin to resemble the Beast taking on animal features and disfigurements. Gangrel are one of the seven founding clans of the Camarilla, although they broke from it close to the end of the game line.
Giovanni: The Giovanni originate from a wealthy Venetian merchant family of necromancers whose patriarch, Augustus Giovanni, was embraced into clan Cappodocian. Giovanni exterminated the parent clan, Diablerized its founder, and founded a new clan but in doing so gained the enmity of the larger Kindred community. Branded "Devil Kindred" the Giovanni were able to make peace with the rest of the clan by swearing to remain neutral in the Jyhad. The Giovanni are tight-knit, highly organized, and embrace only within certain mortal families. The Giovanni appear to be only interested in wealth and necromancy but these are simply a means to an end. The clan's founder wishes to remove the barrier between the living world and the dead in order to reign supreme. The clan's weakness is that their bite (which in other vampires is normally pleasurable to the victim) causes excruciating pain. The Giovanni are independent.
Lasombra: Darkly aristocratic vampires who see power over others and self-mastery as their noblesse oblige. As one of the two founding clans of the Sabbat they gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness. Perhaps as a result of their signature Discipline they do not appear in mirrors or on film.
Malkavian: A clan of lunatics whose madness grants them strange insight. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in one manner or an other. They are one of the seven founding clans of the Camarilla.
Nosferatu: Clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. Their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; and as a result, they often traffic in information. All Nosferatu are hideously ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.
Ravnos: Clan Ravnos have reputations as outcasts and troublesome thieves and charlatans. While some among them follow Indian spiritual beliefs of cycles of incarnation others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.
Toreador: A clan of sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. The Toreador are entralled by the ever changing mortal world and are one of the few clans, as a whole, to seek to keep up with it. Toreador often Embrace for beauty or to preserve some artistic talent. Beauty can utterly captivate them causing them to become immobilized and unable to act for a period of time. They are one of the founding seven clans of the Camarilla.
Tremere: A clan of blood sorcerers and mages originally belonging to the Order of Hermes. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allow them to use the power of their blood to cast spells but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized and its members are all partially Blood Bound to the ruling seven Elders of the clan. They are one of the founding seven clans of the Camarilla.
Tzimisce: Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasbomra the Tzimisce also claim to have destroyed their founder and are pillar of the Sabbat. Alien but mystical the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced they become increasingly debilitated.
Ventrue: The Ventrue are the aristocrats and kings of vampires having historically played a leadership role among the clans. Clan Ventrue seek power and wealth to support their legacy of rulership over Kindred and Kine. Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which the player selects at character creation.
Most Sabbat vampires consider themselves to be the “anti-Clans” or antitribu in rebellion against their parent clans' values, goals, or loyalties. For example, Toreador within the Sabbat style themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name. The Lasombra and Tzimisce do not consider themselves antitribu as most of their members are within the Sabbat. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan. A Sabbat offshoot of the Followers of Setites is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.
Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad. Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.
Baali: An obscure and malevolent bloodline of demon worshiping vampires legendarily descended from Baal-the-Destroyer. Baali practice a dark Discipline called Daimoinon which allows them to summon the powers of hell, learn dark secrets, or exploit other's weaknesses. Baali are repulsed by holy symbols. If the Baali join a sect at all they do so under false pretenses. Their true loyalties are to their infernal master.
Blood Brothers: Members of the Sabbat. Artificially created as shock troops, they are born in groups of seemingingly identical "twins" or "triplets" etcetera, and have the power to share wounds with other members of the same group.
Daughters of Cacophony: A mysterious mix of Malkavian, Toreador, and Ventrue, who all claim parentage for the bloodline, the Daughters of Cacophony are devoted to singing of all kinds. They practice a special discipline called Melpominee which allows them to enhance their voices to increase their beauty, or even cause madness or wounds. Daughters exist in small numbers in both sects or as independents.
Gargoyles: Created by the Tremere from other Kindred during their early nights to defend them from their enemies the gargoyle bloodline is exactly what the name entails: stone-skinned, demonic looking, winged monsters who designed to haunt the exterior of castles. Some remain enslaved by Tremere magic but others have freed themselves an joined the Camarilla. Besides being hideous, gargoyles easily fall prey to supernatural mind control.
Harbingers of Skulls: Rumored to be an ancient bloodline freshly awakened from torpor, the Harbingers of Skulls are necromancers loyal only to the Sabbat. They resemble rotting corpses similar to the Samedi Some believe that they are the long lost remains of the Cappidocians.
Kiaysd: The calm and studious, fey-touched Kiayd descend from clan Lasbomra. They are a rare bloodline ostensibly loyal to the Sabbat but more interested in their scholarship than the Jyhad. Iron inflicts terrible wounds on them and may even cause them to frenzy.
Laibon: Originally presented as a single Bloodline of African vampires, which were later expanded into a multi-clan society with their own hardcover sourcebook.
Lamia: A particularly obscure Bloodline, thought extinct.
Lhiannon: Celtic vampires with powers of druidic witchcraft. Thought extinct.
Nagarajah: Members of the True Black Hand. Asiatic vampires who eat flesh as well as drinking blood.
Old Clan Tzimisce: Members of the True Black Hand. The Tzimisce clan as they were prior to joining the Sabbat and being "infected" by the Vissicitude discipline. The legendary Dracula is likely to be a member of the Old Clan, and others of the Bloodline share similar characteristics - a background in Slavic aristocracy, a deep tie to the lands of Carpathia, and so forth.
Salubri: The Salubri were one of the thirteen original clans until their founder, Saulot, was diablerized by Tremere. Since then the bloodline has been nearly hunted into extinction by the hands of their usurpers. Far from the reputation of their evil diablerists the former clan practices a Discipline known as Obeah which has the power to heal bodies and minds. The bloodline intentionally keeps itself small with only seven in existence at any given time. The entire bloodline is devoted to finding Golconda. Salubri cannot feed from unwilling victims. All of this is untrue of the Sabbat branch of the Salubri, who are as "evil" as the original Salubri are "good", practicing compulsive warfare and using their "Valeren" discipline, a perversion and reversal of Obeah, to literally steal human souls. Due to a mix of Tremere propaganda and encounters with the Antitribu faction, Salubri in general are feared and reviled by nearly all vampires, which keeps them on the fringes of vampire society.
Samedi: A loathsome necromantic bloodline arising from the Caribbean, being embraced by the Samedi literally causes the victim to appear as a walking corpse. One of the few vampires as horrendous as the Nosferatu, the Samedi practice necromancy and a special Discipline called Thanatosis which they use to weaken or cause death in others. Samedi exist in small numbers in both sects or as independents.
True Brujah: Members of the True Black Hand. Ostensibly the original Brujah clan, whose Antediluvian was displaced by a renegade offspring of their founder. Virtually the exact opposite of "false" Brujah, the bloodline's members are coldly unemotional, but possess the ability to manipulate the flow of time.
-CLAPS SO DAMN HARD-
now i REAALYYYY wanna join
I'd be interested
So personally my preference is Masquerade or Anne Rice, leaning more Masque thought. Since its unlike the other RPs that are doing the whole Vamp thing. If we did an original creation we could combine a few (NOT TWILIGHT) and see what we come up with. I am open to that too. I'd like to appoint co-GMs as well since I'm hoping for a big draw. Who's down for that?
@andrew21234 @Komasan @SashaBliss @Ex Machina @Shayla @Akashi @Satan's Mistress @Salsacookies
It's a nice thought *thumbs up*
I don't remember much about the Masquerade. I read some of the RP books a long time ago, and if that is it I will play as a Follower of Set. This clan fits me perfectly. I was a little disappointed with your breakdown of the Anne Rice vamps, there is so much more to them than what you've presented, but I thought it was because you (and most in group) are leaning toward Masquerade.
I'm all for something original too, something that combines them all, and then let our imagination take over. We can be warring for territory, branding humans like cattle, etc... or a plague is killing humans and we vampires are going to starve if we don't do something - we can have different vampire clans fighting for what little humans are left, and also have humans fight us, etc... ideas I have. LOL
I was a little rushed on the Anne Rice version and I thought most people, ie yourself and myself included, know more about them than Masque. And honestly I am disappointed that I did that and have been kicking myself since. I like the combination idea mostly due to the balance that it sets but I also know that in playing Masque that you can customize the character to be more Anne Rice or more traditional. I love that you have a clan set out already!!!!!!
I got an idea of some vampires, I'll PM it to you.
Count me in.