Vampire: The Masquerade - BECOMING

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un jour je serai de retour près de toi
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  • We will be using the 'Vampire: The Masquerade 20th Anniversary Edition' rules, so please make sure you're at least familiar with them (if you're a long-time Vamp player, have a glance through and make sure you've got a grasp of the changes).
  • Be assertive, even aggressive with your playstyle; Vampire is about making important decisions and sticking with them, not just following the crowd. It's important to be decisive in an RP like this, too, otherwise we'll all just drift about aimlessly and the game will die.
  • Backgrounds such as 'Generation' are blacklisted; you're playing neonate Kindred fresh to London's vampire society, not centuries-old Elders with power, connections and influence.
  • Camarilla and Anarch-aligned vampires only, thanks. This is a game designed around people who are new to the setting, and the Sabbat tend to... complicate things.
  • No, you can't play a character from a different 'World of Darkness' sourcebook.
  • No, I don't give a fuck how great that one Changeling character you have is, and how well you reckon he'll fit into the game. Vampires only; we're keeping this newbie-friendly, alright?
  • Make sure you justify the points you spend with your character. You have Melee at 3 dots? That means you're really damn good at fighting with weapons; where did you learn such skills? You have Intelligence at 4? That means you're extremely fucking smart; make sure this is outlined in your character. Any unjustified dots in skills will be noticed and picked upon merciliessly, you have been warned.
  • This is London, so guns are rare, hard to get ammunition for and extremely fucking illegal; firing one off in the middle of a fight could well draw kine authorities, and thus risk a Masquerade breach. So if you're packing such a weapon and/or have the skills to use one, best be ready to justify it.
  • Malkavians are restricted for the most part; if you have a great idea for playing one, message me and we'll discuss it. Otherwise, choose another clan. Malkavians are great additions to the game if played well, but if played badly they're disruptive, game-breaking and fucking annoying.
  • Don't be a chaotic-random, game de-railing prick, or else I will feed you to a werewolf.
  • No, we're not following Vampire: The Masquerade's frankly labrynthian canon; it's confusing, far too extensive and limits what we're capable of doing so bollocks to it, we're running our own damn show.

FREQUENTLY ASKED QUESTIONS

"So what is this 'Vampire: The Masquerade' malarkey anyways?"
'Vampire: The Masquerade' is a tabletop RPG system originally published in 1991, centred around vampires in a modern gothic-punk world. The title of the series comes from "The Masquerade", referring to the Camarilla's attempts to hide vampirism from humans and their governments, but is also a double entendre referring to vampires' efforts to convince themselves that they are not truly monsters.

The system focuses on storytelling and characterisation rather than combat, levelling and other things one might associate with D&D, so it's a different style of tabletop RPG than what you'd often see run on Iwaku. Perhaps better-suited.

We'll find out, I suppose.

"What do you do in this game, then?"
Well, you're a cunting vampire, aren't you?

In short, you play a recently-sired vampire (aka. someone who's only recently become a vampire) taking their first steps into the bizarre, ancient and dangerous world of the Kindred (that's what vampires tend to call themselves). Political structures have existed for centuries, built up by vampire elders who hold all the power, a single word can be as dangerous as a bullet, and it's generally safe to assume that absolutely every vampire you meet is out to fuck you over in some way.

New vampires tend not to last long. You best learn the ropes fast and pick a side in the conflict that's brewing in Kindred society.

"How does it all work?"
It involves dice. If that's not your thing, I fear this isn't for you sadly.

In situations where there's a chance of your character failing in what they're trying to do and this failure having dangerous ramifications, dice are brought into the equation to figure out if they succeed. The number of dice you roll depends on the statistics you've assigned to represent the skills your character possesses.

Sounds complicated? Trust me, it isn't; 'V:tM' is a fairly simple and intuitive system that doesn't take much to learn. You want to see complex? You should check out GURPS, that shit is insane.

"Where can I get the rules?"
I'm not going to go linking to a .pdf of the rules, because that's liable to get us all in shit. There are, however, SRDs online where you can find the rules for character creation and the like. The rest of what you need to know is explained elsewhere in the OOC.

"I hear there's multiple versions of Vampire: The Masquerade. Which one are you using for this?"
We are using the 20th Anniversary Edition rules for this game; they're the most up-to-date of the rules for 'V:tM' so it makes sense.

"Why have you limited this game to only the original Thirteen Clans?"
Because I'm trying to keep things simple, as we're likely to have folks new to Vamp playing.

The numerous sourcebooks and expansions White Wolf released over the years added a metric fuck-ton of new clans and groups to the canon, and frankly a lot of them are fucking terrible. The original thirteen, meanwhile, are pretty diverse, interesting and broad enough to keep everyone happy without needlessly complicating the whole thing.

"Why have you put constraints on who can play as a Malkavian vampire, but not on other clans?"
Because fishmalks.

Or, to explain it without in-jokes, Malkavians are very hard to play well, and way too easy to play badly. Bad Malkavian characters can very often be extremely disruptive to the game and, on a personal note, annoying as fuck. If you think you have a cool idea for one please do talk to me about it and we'll see what we can work out. But otherwise? Pick a different clan.

"Can I play as a character from another World of Darkness sourcebook?"
No.

"Can I play as a Changeling?"
Die in a fire.

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The Camarilla is also known as "The Ivory Tower," and the Sect lives up to that moniker. Created in the 15th century, the Camarilla was formed to preserve and protect vampire society against the decimation brought on by the Inquisition as well as the power drain presented by the War of Princes during the Dark Ages. The leaders of the Camarilla ruthlessly enforced the Tradition of the Masquerade, elevating it to the Sect's highest law, a priority they continue to pursue even in modern nights.

The Camarilla considers itself to be vampire society, and there is some validity to their hubris. It is the largest Sect of Kindred, after all, and nearly any city on the globe likely has some Camarilla presence. A Kindred who walks into a new city and looks for the local vampire population will, more often than not, find a Camarilla court. Camarilla cities are not as cosmopolitan as the Sect asserts. While Kindred of any lineage can claim membership, most come from the founding Clans of the Camarilla: the Brujah, Gangrel, Malkavians, Nosferatu, Toreador, Tremere, and Ventrue. These Clans helped to create the Camarilla, and they have a seat on the Inner Circle. Vampires of other bloodlines can attend conclave and meetings, but they are treated as minority voices or simply ignored.

After the Sabbat formed, the Camarilla opposed them as the only way to preserve and protect the Masquerade and its own Kindred. Since then, the Camarilla has been in an alternating cold and hot war, trading territories like two warring nations, and anyone who does not stand with the Camarilla against the Sabbat may be considered to be aiding the enemy.

As a result of this ongoing conflict with the Sabbat, in modern nights the Ivory Tower is crumbling, losing a few bricks here and there while it proudly proclaims itself to be strong and whole.

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Any who doubt the monstrous nature of the Kindred need look no further than the twisted visages of the Nosferatu Clan.

Cursed in a far more physical way than any other clan, those who undergo the Embrace of a Nosferatu vampire are transformed into hideous monsters in their transition from human to Kindred. This marks them out amongst the undead, and the Sewer Rats, as they are colloquially known, suffer heavy social stigmas.

To their credit, the Nosferatu come to possess many of the whispered secrets of their reluctant fellows. The Sewer Rats enjoy a grudging respect as the information-brokers of the Kindred, given their supernatural acumen at stealth and the fact that many Kindred would rather ignore them than acknowledge them. Savvy Nosferatu exploit this for all it's worth, turning the hypocrisy of other vampires to their own profit.


"Oh, wow, you haven't flinched in almost two minutes. Guess I get prettier when you want something."

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Perhaps more than any other group, the Gangrel Clan embraces the Beast that exists within them.

Wary, aloof and frequently taking on aspects of animals associated with the Kindred (indeed, some Gangrel are capable of shifting into animalistic form), most of them prefer to spend their nights stalking prey or wilding on the rooftops than minding Princely edicts or lobbying for recognition of domain. Theirs is a tense relationship with vampire society, and Outlanders are among the most frequent to turn Anarch or Autarkis. In some localities, the Gangrel have collectively abandoned membership in any Sect — insofar as the Gangrel truly ever do anything collectively.


"This is not a place for you, and it is too late to turn back. Run, little man."

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The socialites and visionaries of the Kindred, the Toreador, or Degenerates as many call them, are the vampires most likely to be found in the affairs of mortals. From their perspective when the sun fades, darkness gives rise to an eternal and wondrous world. Everything is fraught with wonder and terror, low politics and sensual glories, the profound and the profane, and an undeniable undercurrent of the sanguinary.

Toreador culture is a mixture of sybarites, dilettantes, and visionaries. Some
Toreador, with echoes of mortal passion, Embrace lovers or "project" progeny who seem to fly in the face of every Toreador custom. Ideas, trends, and "the next great thing" spread through the Clan, and other Kindred often look to the Toreador to guide them.


"Long after you die, I will still be young, beautiful and adored by all whose lives I touch."

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Possibly the youngest of the Thirteen Clans, the Tremere have fought fang-and-claw to carve a niche for themselves in Kindred society.

Stories claim many things about the clan; that they were once a cabal of human mages whose exploration led to their becoming Kindred; that they stole the Curse of Cain from an unknown Antediluvian; that they attempted to create an elixir of immortality from vampire blood, but the flawed results transformed them into monsters. The history — and, indeed, the modern legacy — of the Tremere is one marked by Clan war, centuries-old grudges, and the stain of unwholesome mysteries long left unsolved.

Tonight, Clan Tremere is a Clan shaped by its practice of blood sorcery. A flexible Discipline, Thaumaturgy is heavily entrenched within the Tremere, and their hierarchical Clan structure maintains cultic havens known as chantries to study its uses and share secrets among each other. To the Tremere, blood is both sustenance and the source of mystical power; they gather in their witch-houses to further their understanding of the vitae that is such a focal point of their unlives.


"When the world refuses to give, he who makes himself a master of the world may still take."

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Fiery warrior-poets, rebels and provocateurs, the legacy of the Brujah is one of halcyon greatness marred by their own fiery natures. Theirs was the glory of ancient Carthage, but Ventrue treachery in ancient Rome brought the dream to an end.

Since then, the Brujah have borne a grudge, a grudge carried into these modern nights.

As rebels, it's in their nature to challenge the status quo — though sometimes, without adequate opposition, they embody the status quo themselves. It works out fine, because there's always a hot-blooded Brujah waiting in the wings to bring down an uppity Clanmate grown too comfortable in the role of rebel-turned-dictator. More so than any other Clan, the Brujah still feel the flames of the passions that once inspired them as mortals. Clan Brujah loves a cause and is quick to act on a stirring speech, accusation of injustice, or a call to arms.


"I'll give you a head start. You're the tortoise and I'm the hare — a pissed-off, fuck-the-world hare with a score to settle and a thirst like the devil's own."

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Clan Malkavian shows that it is possible to be damned twice.

Once damned for the Curse of Cain that they carry in their veins, the Lunatics are damned again by the turmoil that disturbs their hearts and minds. Upon the Embrace, every Malkavian is afflicted with an insurmountable insanity that fractures her outlook for every night thereafter, making her unlife one of madness. Some consider this a form of oracular insight, while others simply consider them dangerous.

Make no mistake: Malkavian insanity is a painful, alienating phenomenon, but it occasionally provides the Lunatics with bursts of in-sight or heretofore unknown perspective. Their precarious stability makes it hard for other Kindred (or, indeed, any vessels with whom they may meet) to interact with Malkavians. The Clan some-times indulges in elaborate, terrifying, and dangerous "pranks" which do little to endear them to other vampires. These incidents are nominally meant to educate the target, but the lesson can often be lost between the vampire's scramble for safety and the inability to parse the Malkavian's inner logic.


"I was trying to turn water into wine. Where the fuck did all this blood come from? Oh, well… waste not, want not."

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Throughout history, while the other Clans have skulked about their petty intrigues, the Ventrue have curried favour with Caesar, whispered into the ear of Charlemagne, bankrolled the Age of Exploration, and even swayed policy in the Holy See. Theirs
is a legacy of rulership, from Ventrue fledglings starting their climb to the top to the mightiest elders whose influence spans the world.

Tonight, the Ventrue are a synthesis of the modern and the ancient, often in stark contrast within the Clan and among one another. Theirs is money of old, from the vaults of Croesus, but their young manipulate stock markets and influence currencies. Elders may command armies or even whole governments, while neonates conjure their assets from a website or smart phone app.

But for all their wealth, their distinguished history, and their status among the
Damned, each and every Ventrue must still seek that one resource that makes Kindred society egalitarian.

Blood.


"There is no shame to bending the knee to one such as myself, so pay your fucking tribute before I lose my temper."


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Over the past few centuries, the fatal dance between the Camarilla and the Sabbat has changed vampire society. Their bloody Jyhad has shaped the secret history of the world, destroying millions of mortal lives in the process. However, there are some Clans who witness both Sects tear at each other's throats in the name of their ancient feud and decide that they would prefer to watch from the sidelines.

These four lineages can claim their place as proper Clans, but share a strong disinterest in getting involved in the war between the Camarilla and the Sabbat.
Granted, individual members of these Clans (usually younger Kindred) show up in the ranks of both Sects from time to time, but the elders of the independent Clans have their own goals in mind, goals that would conflict with allegiance or loyalty to a Sect.

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The Ravnos move like the rumours that surround them.

They are the thief in the night, the raksha chased by the wind, the nightmare-dream too fearful to be real. Whether associated with the Romani folk of Europe or the grave-robbing ghûl of Western Asia, Kindred society burdens the Ravnos with prejudices of foulness, uncleanliness, and wickedness.

With reputations like these, the Ravnos are considered outsiders even among those Kindred who do not ally themselves with Sects. Many young Ravnos tend toward nomadic unlives, moving from one domain to the next or hiding on the fringes of established territories where they can escape if local Kindred sentiment turns against them.

The Ravnos practice a unique Discipline known as Chimerstry that convinces their enemies that they see things that do not exist. Chimerstry does much to convince Kindred that the Ravnos trade in lies and misdirection, but it can also prove to be a Deceiver's salvation and ease the vagaries of an outcast unlife.

"What? Those aren't bones. They're wind chimes. Everything is going to be fine. Relax."

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Not unlike the Tremere, the Giovanni are seen as usurpers.

A powerful family in the Venetian Renaissance, the Giovanni family amassed a fortune. However, with the family's rise came hubris, as its paterfamilias sought ever more power, and with that hubris came horror. With his earthly power at its apex, Augustus Giovanni turned to the arts of controlling the dead, and in doing so, gained the Embrace from a forgotten Antediluvian. With a conclave of conspirators, the Giovanni plunged a now-forgotten Clan into oblivion and built their own legacy on its corpse.

Since those first nights, the Giovanni have accepted no limits on their ambitions, despite opposition from Kindred outside their Clan and a well-deserved reputation as "Devil Kindred." They studied for-bidden arts, becoming formidable in the nigrimancy that allowed them power over the spirits of the departed. The Giovanni are known for the insular nature of their Clan and the incestuous practices by which they populate it. A few outside families and factions fall under Giovanni auspices, but the vast majority of the Clan comes from the debased mortal family.

In public view, the Giovanni make a great show of humility and respect. Part of this gentility is a habit of centuries, still in place from when the other Clans hunted the usurping Necromancers (and to preserve their hard-won neutrality from the conflict between the Camarilla and the Sabbat). For the most part, the Giovanni participate little in the Jyhad, pursuing their own agenda of cultivating wealth and building a foundation of power in the lands beyond the veil of death.

"You misunderstand the situation if you think you are important to me alive."

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The childer of Haqim, known as Assamites to the rest of the Kindred, are a silent knife in the dark, an order of bloodthirsty assassins who participate in the secret wars of the undead by operating as killers for hire. Outside the purview of the Sects, the Assamites are true independents and mercenaries, hiring out to whoever can pay their blood-price and ungoverned by the will of Prince or Priscus.

In truth, the Assamites are more than simple thugs and killers. Theirs is a complex but insular Clan predicated upon the three principles of wisdom, sorcery, and diablerie. Most Assamites that other vampires encounter are members of the warrior caste, however, so Kindred society has painted them all with that brush. For their part, the Assassins have done nothing to stop this misunderstanding. If it helps them acquire contracts and it occludes the true nature of their Clan, the better for them.

Long ago, the Assamites were brought to heel by a powerful curse to curb their bloodlust, levied by the Tremere at the behest of the Camarilla. They cannot taste the vitae of vampires without it causing them harm. In their ongoing quest to lower their Generation and bring themselves closer to their holy figure, Haqim (whom some outside scholars claim was of the Second Generation, while others insist he was a judge appointed by the other Antediluvians), the Assamites must re-fine the blood of Kindred into an alchemical solution.

Were it not for this mystical yoke, the Assamites would surely be unchecked on a crusade of unholy diablerie.

"Your blood is anathema to me, but the act of spilling it brings me closer to Haqim."

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Addiction, debasement, corruption, and desperation strike fear into many Kindred who worry that theirs will become an unlife of ruin, but to the Followers of
Set, these and more are the tools of the trade. Pimps, pushers, and priests, the Setites cater to the needs of the desperate, and convert them to a nihilistic cause in doing so.

The Followers of Set are as much a chthonic religion as they are a Clan, though the faith includes the Clan. Its mythology is complex and convoluted, an impenetrable pantheon of god-monsters. At the apex of this worship stands a syncretism of the Egyptian Lord of the Underworld Set and the Greek hydra Typhon, as much spiritual guardians of secret places as they are the "liberators" of other's souls. To outsiders, this is all blasphemous religious affectation, but to devout Setites, the cult and cause are real, and their dark lord works his will through them.

Needless to say, the politics of desperation and the placation of evil gods place the Serpents on the outside of Kindred society. The Setites are fine with this. The
Kindred can often find themselves in need of what the Followers of Set purvey, and the extra "service" of secrecy is one the Setites are happy to provide — at a premium. The Setites offer a devil's deal, but on their own terms.

"Yes, I think I can supply that… for the right price, of course."



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While the "Kindred" (a term the Sabbat despise) of the Ivory Tower cower among mortals and cling to outdated Traditions, the Sabbat prefer to indulge in their vampiric nature. They refuse to wear the tattered rags of humanity or to act as slaves and cattle to their elders. Besides, vampires are clearly and openly superior to mortals — do humans lie down with cows and call them brother? As such, Sabbat vampires consider mortals to be tools and food at best, and have little tolerance for "Cainites" who pretend to be human. They are inherently alien and literally inhumane.

But the Sword of Caine isn't just a collection of gore-streaked psychotics running around shopping malls with chainsaws, though this is the image most vampires outside the Sect have of them. They reject humanity as a moral basis for their lives, so they have turned to other alternatives. They adhere to a wide variety of Paths of Enlightenment, philosophical tenets that force the Beast into a narrow channel and allow the Cainite to maintain a day-to-day existence that resembles stability (if not sanity). Further, the Sabbat not only rebel against morality, but also against their own inclinations towards solitude. They frequently join together into packs that act as one part religious cult, one part political faction, and one part combat unit.

Between moral devotion, pack loyalty, and the need to rebel, Sabbat cities are devoid of the calm, quiet society of the Camarilla court. Tensions are always high in Sabbat "dioceses," and the Cainite's surroundings of-ten reflect their explosive natures. In cities controlled by Sabbat, murder, robberies, rape, and assault are commonplace. The Sword of Caine threatens every city it possesses, insinuating itself into urban landscapes until they become nothing but raw resources for the eternal crusade.

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To the mind of a Lasombra, it is better to reign in hell than to serve in heaven.

Fear, frenzy, the power to determine whether another lives or dies: these are at the root of the power that the Lasombra hold dear. Whereas other vampires try vainly to hold the Beast at bay or give themselves wholly to it, the Lasombra beat the Beast into submission, invoking it when it suits them but leaving it trapped inside when they wish to govern themselves.

It is with these predilections that the Lasombra style themselves a "dark nobility," an aristocracy of the night that chose the supremacy of the Cainites over veneration of the Masquerade.

Their regard for such ideas as redemption and salvation are cynical at best, and much of the pomp that shaped the Clan's pre-Sabbat outlook remains only with a sense of blackest irony or open mockery. The grandeur and rituals of the Church and aristocracy remain dear to the Lasombra, however, and the Clan was instrumental not only in establishing many of the rituals of the Sabbat, but in the institutions that keep it from descending into chaos each night.

While the night belongs to all Kindred, the Lasombra are truly born to darkness, to the degree that their very Clan name reveals their tie to shadow. Theirs is the Discipline of Obtenebration, and it allows them to wield the stuff of shadow and darkness, and even reach beyond the darkness of the physical world into the abyss that lies beyond.

"Wielding the shadows is an extension of controlling the darkness into which we are all Embraced."

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A blood moon casts a crimson light over the land beyond the forest and something fearsome howls its ag-ony into the night. The Tzimisce call these lands their ancestral home. Since time out of mind the Fiends have been masters and lords of the domains of much of Eastern Europe. But theirs is a proud, selfish Clan for which tradition goes only so far despite their aristocrat-ic origins. In fact, the Clan claims to have destroyed its Antediluvian, and in the wake of that momentous event, helped establish the foundations of the Sabbat.

Tzimisce practice a strange Discipline known as Vicissitude that allows them to twist the skin and bone of their victims. In many cases, they refine their fleshly arts by practicing upon themselves, but they just as frequently use it upon their lackeys and retainers, turning their boyars and szlachta into monstrous thralls.

Clan Tzimisce is a Clan of extremes, and long, cold nights spent in remote castles have turned the Fiends' perspectives both greatly inward and outward.

"Why on earth would you think I wanted you to stop screaming? I find the results so much more melodious when you indulge your fear."


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These words and terms are used throughout Kindred society, regardless of age or rank.
  • Anarch: 1) A member of the Anarch Movement. 2) Any Kindred rebel who opposes the tyranny of elders.
  • Anarch Movement, The: The Sect within the Camarilla comprised of Anarchs who want to reform or overthrow the rule of the elders.
  • Barrens, The: The areas of a city unfit for life, including graveyards, abandoned buildings, industrial wastelands, and areas of irreversible urban blight.
  • Becoming, The: The moment one passes from being a fledgling into "full" vampire status as a neonate. In the Camarilla, one may not Become until her sire deems her ready and gains the Prince's approval.
  • Book of Nod, The: A collection of Kindred legend and history.
  • Beast, The: The inchoate drives and urges that threaten to turn a vampire into a mindless, ravening monster.
  • Blood: A vampire's heritage; that which makes a vampire a vampire. Usage: I doubt her claims to such esteemed Blood.
  • Blood Bond: A mystical power over another individual engendered by partaking of a particular vampire's blood thrice; accepting blood from a vampire is an acknowledgment of her mastery.
  • Caitiff: A vampire of unknown Clan, or of no Clan at all. Caitiff are typically of high Generation, where Caine's blood is too diluted to pass on any consistent characteristics.
  • Camarilla, The: A Sect of vampires devoted primarily to maintaining the Traditions, particularly that of the Masquerade.
  • Childe: A vampire created through the Embrace - the childe is the progeny of her sire. This term is often used derogatorily, indicating inexperience. Plural childer.
  • Clan: A group of vampires who share common characteristics passed on by the blood. There are 13 known Clans, all of which were reputedly founded by members of the Third Generation.
  • Coterie: A small group of Kindred, united by the need for support and sometimes common interests. In the Sabbat, coteries are called "packs."
  • Diablerie: The consumption of another Kindred's blood, to the point of the victim's Final Death. Vampires may lower their Generation permanently through this abhorrent practice.
  • Domain: The area of a particular vampire's influence. Princes claim entire cities as their domains, sometimes allowing lesser vampires to claim domain within.
  • Elder: A vampire who has experienced at least two or more centuries of unlife. Elders are the most active participants in the Jyhad.
  • Elysium: A place where vampires may gather without fear of harm (although some Sects, such as the Sabbat, respect Elysium less than the Camarilla does). Elysium is commonly established in opera houses, theatres, museums, and other locations of culture.
  • Embrace, The: The act of transforming a mortal into a vampire. The Embrace requires the vampire to drain her victim and then replace that victim's blood with a bit of her own.
  • Final Death, The: When a vampire ceases to exist, crossing the line from undeath into death.
  • Fledgling: A newly created vampire, still under her sire's protection.
  • Gehenna: The rumoured Armageddon when the Antediluvians will rise from their torpor and devour the race of vampires and the world.
  • Generation: The number of "steps" between a vampire and the mythical Caine; how far descended from the First Vampire a given vampire is.
  • Ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her of blood first (which would create a vampire instead).
  • Haven: A vampire's "home"; where she finds sanctuary from the sun.
  • Hunger, The: The urge to feed. For vampires, the Hunger replaces all other drives with its own powerful call.
  • Inconnu: A Sect of vampires who have removed themselves from Kindred concerns and, largely, the Jyhad. Many Methuselahs are rumoured to exist among the Inconnu.
  • Jyhad, The: The secret, self-destructive war waged between the Generations. Elder vampires manipulate their lessers, using them as pawns in a terrible game whose rules defy comprehension.
  • Kindred: The race of vampires as a whole, or a single vampire. According to rumour, this term came about in the 15th or 16th century, after the Great Anarch Revolt. Sabbat vampires scorn the term, preferring the word "Cainite" instead.
  • Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who receive it.
  • Lupine: A werewolf, the natural and mortal enemy of the vampire race. Plural Lupines.
  • Lush: A vampire who typically feeds from drugged or drunk mortals in order to experience their inebriation.
  • Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected and effete.
  • Man, The: The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.
  • Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from humanity. Designed to protect vampires from destruction at the hands of mankind, the Masquerade was adopted after the Inquisition claimed many Kindred unlives.
  • Prince: A vampire who has claimed a given expanse of domain as her own, generally a city, and supports that claim against all others. The term can refer to a Kindred of either sex. In the Sabbat, this Cainite is called the "Archbishop," and in Anarch cities she is called the "Baron."
  • Rogue: A vampire who feeds upon the vitae of other Cainites, out of necessity or depravity.
  • Sabbat, The: A Sect of vampires that rejects human-ity, embracing their monstrous natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than hide from them.
  • Sect: A group of vampires arguably united under a common philosophy. The three most widely known Sects currently populating the night are the Camarilla, the Sabbat, and the Anarch Movement.
  • Sire: A vampire's "parent"; the Kindred who created her.
  • Vessel: A source of vitae for sustenance or pleasure, primarily mortal.

These words and terms are old and archaic, used far more often by elder vampires with several centuries under their belts than the younger generations skulking the modern nights. Some view them as a sign of stature, some consider them amusingly out-dated, and others, particularly Anarchs, consider them elder propaganda.
  • Amaranth: The act of consuming another Kindred's blood, q.v. diablerie.
  • Ancilla: A "proven" vampire, between the elders and the neonates. Plural ancillae.
  • Antediluvian: A member of the dreaded Third Gen-eration, one of the eldest Kindred in existence.
  • Antitribu: An "anti-Clan," or one who has turned her back on the Sect that her Clan has founded (usually by joining the Sabbat). Some antitribu have evolved into new bloodlines.
  • Autarkis: A Kindred who remains outside the larger vampire society of a given city and often refuses to ac-knowledge the claim of a Prince, Archbishop, or Baron.
  • Blood Oath: See blood bond.
  • Cainite: A vampire; a member of the race of Caine.
  • Canaille: The bovine masses of humanity, especially the uncultured and unsavoury. The Canaille are viewed primarily as a source of sustenance.
  • Cauchemar: A vampire who feeds exclusively on sleeping victims.
  • Consanguineous: Literally, "of the same blood," generally denotes lineage.
  • Cunctator: A vampire who avoids killing when delivering the Kiss; one who takes so little blood as to avoid bringing about her prey's death.
  • Domitor: A ghoul's master; one who feeds her blood and issues her commands.
  • Footpad: One who feeds from derelicts and other chaff of society. Footpads may not maintain permanent havens.
  • Gentry: A Kindred who preys at nightclubs, bars, and other establishments of the "red-light district."
  • Golconda: A fabled state of vampiric transcendence; the true mastery of the Beast and balance of opposing urges and principles. Rumoured to be similar to mortal nirvana, Golconda is greatly touted but rarely achieved.
  • Humanitas: The extent to which a Kindred still maintains her humanity.
  • Kine: A term for mortals, largely contemptuous. The phrase "Kindred and kine" refers to the world at large; everything.
  • Leech: A human who drinks vampire blood, yet acknowledges no master.
  • Lextalionis: The code of the Kindred and the system for punishing transgression; the blood hunt. It suggests Hammurabian or Biblical justice — an eye for an eye, and punishment in keeping with the grievance.
  • Lineage: A vampire's bloodline; the Kindred's sire, sire's sire, etc.
  • Methuselah: A vampire who has existed for a millennium or more; an elder who no longer participates in Kindred society. Methuselahs are rumoured to hail from the Fourth and Fifth Generations.
  • Neonate: A young Kindred, recently Embraced.
  • Papillon: The red-light district; the area of town punctuated by drinking establishments, brothels, gambling houses, and other locales of ill repute (in London, this would be the Soho district). The prime hunting grounds of a city, where the disappearance of mortals goes hand in hand with the area's general seediness.
  • Progeny: All of a given vampire's childer, collectively.
  • Praxis: The right of Princes to govern; the Prince's claim to domain. This term also refers to the Prince's matters of policy and individual edicts and motions.
  • Regnant: A Kindred who holds a blood bond over another.
  • Retainer: A human who serves a vampiric master. This term is almost archaic, referring to a time when vampires kept vast entourages of mortal servants as part of their estates.
  • Siren: A vampire who seduces mortals in order to drink from them, and then only takes a small quantity of blood, so as to avoid killing them.
  • Suspire: The rumoured epiphany experienced just prior to the attainment of Golconda.
  • Third Mortal, The: Caine, who was cast out and became the First Vampire.
  • Thrall: A vampire under the effects of a blood bond, having drunk another Kindred's blood thrice.
  • Vitae: Blood.
  • Whelp: A derogatory term for a young Kindred, originally used with exclusive reference to one's own progeny.
  • Wight: Human; man; a mortal.
  • Witch-hunter: A mortal who searches out and destroys vampires.
  • Whig: A contemptuous term for a vampire who possesses an interest in mortal trends and fashions.

Used almost exclusively by younger Kindred or lower members of vampire society. Looked upon with distaste by Elders (and younger Kindred with pretensions to something grander).
  • Alleycat: A vampire who keeps no permanent haven, but sleeps in a different location each night. This term also refers to a vampire who feeds exclusively from the homeless, vagrants, and other elements of low society.
  • Banking: The practice of "withdrawing" blood from blood banks and hospital reserves. This blood has little taste; though it will sustain a vampire, and elder Kindred eschew this base indulgence. A Kindred who en-gages in this practice is known as a Banker.
  • Black Hand: A mistaken misnomer for the Sabbat as a whole used by Camarilla vampires (the Black Hand is actually a faction within the Sabbat).
  • Blister: A vampire "Typhoid Mary" who contracts a mortal disease and spreads it to each vessel upon whom he feeds.
  • Bloodline: 1) A vampire's heritage (see lineage). 2) A pedigree of vampires similar to a Clan, but that cannot trace their creation back to one of the Third Generation.
  • Blood Doll: A mortal who freely gives her blood to a vampire. Most blood dolls gain a perverse satisfaction from the Kiss, and actively seek out vampires who will take their vitae.
  • Butterfly: One who mingles among the mortal high-society element and feeds exclusively from the famous and wealthy.
  • Casanova: A vampire who seduces mortals to take their blood, but does not kill them. Casanovas typically erase the memory of their presence from their vessels' minds (see Cauchemar).
  • Change, The: The moment an individual ceases to be a mortal and becomes one of the Kindred.
  • Damned, The: The race of Cainites; all vampires.
  • Donor: A sarcastic term for a vessel, typically human.
  • Farmer: A term of mockery for vampires who refuse to feed on human blood, instead taking sustenance from animals.
  • Fief: A sarcastic term for a vampire's domain or claim thereof, most commonly used in reference to a Prince.
  • Head: A Kindred who feeds upon those who have imbibed alcohol or drugs, so as to vicariously experience the same sensations. Those Kindred who prefer individual drugs have their "poison" prefixed to the term head (e.g., methhead, dopehead, smackhead).
  • Headhunter: A vampire who hunts and feeds from other Kindred (see Rogue).
  • Juicebag: A contemptuous term for mortals, indicating that their sole use is for sustenance. Also "juice box."
  • Lick: A vampire; one of the race of Kindred.
  • Rack, The: The hunting ground of choice, including bars, nightclubs, drug dens, whorehouses and other bacchanalian locales, where mortals go missing all the time (see Papillon).
  • Rake: A habitual visitor to the Rack, especially in the interests of feeding (see Gentry).
  • Sandman: A vampire who feeds only upon sleeping victims.
  • Slumming: The practice of feeding from derelicts, the homeless, and other dregs of society; one who does this regularly is known as a Slummer.
  • Stalker: A mortal who hunts down and destroys Kindred (see Witch-hunter).
  • Tease: A term for a female Casanova.
  • Turf:1) A modern affectation used in reference to a domain. 2) The area under a given gang's influence.
  • Vegetary: A term of contempt for one who drinks exclusively from animals (see Farmer).

  • Ability: These are Traits that describe what a character knows and has learned, rather than her physical and psychological make-up. Abilities are Traits such as Intimidation, Firearms, and Occult.
  • Action: An action is the performance of a deed, which is a consciously willed physical, social, or mental activity. When players announce that their characters are doing something, they are taking an action.
  • Advantage: This is a catchall category that de-scribes the mystical Disciplines and Backgrounds of a character.
  • Attribute: These are Traits that describe what a character inherently is. Attributes are such things as Strength, Charisma, and Intelligence.
  • Botch: A disastrous failure, indicated by rolling one or more 1s and no successes on the dice rolled for an action.
  • Character: Each player creates a character, an individual he portrays over the course of the chronicle.
  • Dice Pool: This describes the dice you have in your hand after adding together your different Traits. It is the number of dice you can roll for that action.
  • Difficulty: This is a number that can range from 2 to 10 (but usually from 3 to 9) which measures the difficulty of an action a character takes. The player needs to roll that number or higher on at least one of the dice in his dice pool.
  • Downtime: The time spent between scenes, where no roleplaying is done and turns are not used. Actions might be made, and the Storyteller might give some descriptions, but generally time passes quickly. It also refers to a technique of "off-scene" roleplaying that Storytellers can use.
  • Extended Action: An action that requires a certain number of rolled successes, accumulated over several turns, for the character to succeed.
  • Health: This is a measure of the degree to which a character is wounded or injured.
  • Points: The temporary score of a Trait such as Willpower and blood pool — the squares, not the circles.
  • Rating: A number describing the permanent value of a Trait — most often a number from 1 to 5, though sometimes a number from 1 to 10.
  • Reflexive Action: A situation in which dice might be rolled, but that does not count as an action for the purpose of calculating dice pools. Examples of reflexive actions are soak rolls and Willpower rolls to resist mind control.
  • Resisted Action: An action that two different characters take against each other. Both compare their number of successes, and the character with the most wins.
  • Scene: A single episode of the story; a time and place in which actions and events take place moment by moment.
  • Simple Action: An action that requires the player to get only one success to succeed, though more successes indicate a better job or result.
  • Storyteller: The person who creates and guides the story by assuming the roles of all characters not taken by the players and determining all events beyond the control of the players.
  • System: A specific set of complications used in a certain situation; rules to help guide the rolling of dice to create dramatic action.
  • Trait: Any Attribute, Ability, Advantage, or other character index that can be described as a number (in terms of dots).
  • Troupe: The group of players, including the Storyteller, who play Vampire, usually on a regular basis.
  • Willpower: A measure of a character's self-confidence and internal control. Willpower works differently from most Traits - it is often spent rather than rolled.


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The dark and misty streets of London are not safe, even for the Kindred.

Territories
Once a city held tight in the grip of the Ivory Tower, the London of modern nights is a changed place. No longer is the Camarilla the dominant faction; though ostensibly they hold the most territory, their long war with the Sabbat has allowed for an uprising of the Anarch Movement within the borders of London, particularly in the inner-districts.

Westminster, the heart of the city, is held by the Camarilla and they have no intention of ever letting it go; the city's court, known as the Shadow Parliament, is held in the district, where the Prince resides over matters and concerns. Outside of this district, however, the Ivory Tower has little stake in the centre of London; they hold districts in the West End, the affluent and upper class areas were they can dine off the cream of mortal society to their heart's content. They also hold the district of Havering out in the East End.

The centre of London is where the Anarch Movement holds the most sway; they control the inner-city slums and ghettos, the grim high-rise estates. It's not pretty but it's theirs, and if the Camarilla wants it back they're going to have to bleed for it. The close proximity to the Sabbat-held Lewisham means that districts like Southwark and the Tower Hamlets are frequently areas of urban violence as the Anarchs defend their territory from the encroaching Cainites.

The Sabbat emerged as the underdogs in their struggles against the Camarilla in London, but they're not gone from the city. The inner-city district of Lewisham is their only main piece of territory, a hub of social decay and urban violence as the presence of the Cainites and their lax approach to the Masquerade takes its toll. Rumours persist that the Sabbat are recovering fast from the blows dealt to them in previous nights, and will soon attempt to expand their borders once more.

With the Sabbat presence within London, an uneasy truce holds between Camarilla and the Anarchs as per the rule of 'the enemy of my enemy is my friend'. Both sides are aware that the Cainites present a greater threat that must be dealt with, but neither is under the illusion that they are allies; there is enmity and distrust between the two, with both holding grudges and grievances against the other.

Prominent Kindred
'Gorgeous' George Cousineau, Prince of London
The decline of Camarilla influence in London over the last decade or so was largely blamed upon London's previous prince, an elder who had slowly descended into nepotism, paranoia and borderline insanity; he perceived threats where there were none, snubbed prominent Kindred in favour of his own childer, and began to take the term 'prince' all too seriously when he started trying to establish himself as some sort of vampire monarch.

His rule, however, ended overnight, when he suddenly and mysteriously 'abdicated' from his position. His childer were found dead, or else vanished as well, and into the power gap with the support of the city's Primogen stepped the prominent Toreador George Cousineau. A popular, charismatic leader, he has done much to try to rally the flailing Camarilla and re-assert it's influence, as well as succeeded in forging a truce with the Anarchs, however unsteady.

Despite his friendly, outgoing appearance, though, dark rumours persist of the new Prince. Few know how he managed to pull his overnight coup, and those who do aren't saying anything. This has in part helped to solidify his rule, for the fear of the unknown is one of the greatest fears of all.

Saucy Jack, Sheriff of London
With the new Prince came a new Sheriff, a dark and shadowy figure known as Saucy Jack. Whether he truly is the Jack, who ripped through Whitechapel's prostitutes in the late 19th Century, or merely styling himself after the infamous figure is not known, and so far no-one has been brave enough to ask.

Rarely seen, the Sheriff's Nosferatu heritage allows him to move silently and unseen through the city, only adding to his fearful reputation. He is believed to have played a key role in George Cousineau's coup, helping to make the previous regime 'disappear' overnight.

Harry Rothstein, Baron of Camden
Rare is the Toreador who finds himself amongst the ranks of the Anarchs, and even rarer is the Anarch Toreador who rises to the position of Baron, but Harry is a rare guy. A patron of the arts and lover of music, he has called Camden home for many nights and is deeply involved with the music scene of the borough.

His rise to the status of one of the most prominent Anarch figures of the city is due in no small part to his musical inclination; he became fascinated with the punk movement around the same time he grew disillusioned with the old Prince's increasingly authoritarian rule, leading to his aiding of the Anarchs in breaking away from the Camarilla. Even after the change in Camarilla leadership he has remained part of the movement; despite their shared lineage Harry has little love for the new Prince, distrusting his methods and friendly facade.

Harry runs several bars and nightclubs across the borough, particularly in Camden Town, which act as gathering points and hangouts for many of the city's Anarchs. Despite his clan he is a well-respected figure in the movement, with many looking to him for counsel on matters.

Dmitri Stoichita, Bishop of London
Though their influence does not extend far outside of the borders of Lewisham, the Sabbat still pose a threat to the Kindred of London outside of their sect. They are led by Bishop Dmitri Stoichita, a Tzimisce vampire with a rumoured fixation on refining the vampire form to a higher level of existence.

Due to their enigmatic nature and violent attitudes towards other vampires, however, little is known of the Sabbat in London or their leader.



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QUICK AND DIRTY GUIDE TO 'VAMPIRE: THE MASQUERADE' CHARACTER CREATION


STEP ONE: Build a 'Character Concept'
From the outset it's important to have an idea in mind for what sort of character you're going to be making? Do you want to play a thuggish, impassioned Brujah heavily involved in the counter-culture movement, or a smooth-talking Ventrue with corporate executive experience? This will help you spend your points appropriately in order to craft the character you have envisioned.

STEP TWO: Choose your 'Clan', 'Nature' and 'Demeanour'
Your Clan is the lineage of your sire, like a family that shares similar traits and abilities. Each have their upsides and their negative aspects, and some have special Disciplines that only they really have access to. A vampire's Clan is a very defining aspect of their unlife, so choose wisely.

Next comes the choice of Nature and Demeanour. Demeanour is the way characters present themselves to the outside world. It is the 'mask' they wears to protect their inner self. A character's Demeanour often differs from her Nature, though it might not. Nature, meanwhile, is the character's 'real' self, the person she truly is. The Archetype a player chooses reflects that character's deep-rooted feelings about herself, others, and the world. Nature should not be the only aspect of a character's true personality, merely the most dominant. Nature is also used to determine a character's ability to regain Willpower points.
You now have an idea of what sort of person your character might be.

STEP THREE: Choose your 'Attributes'
Now we get to the point-spending part of character creation in Vampire. Attributes represent your raw ability, unhampered by skills you learn through life. They're how strong you are, how attractive or charismatic, how intelligent.

Attributes are broken down into three categories; Physical, Mental and Social. Choose one as your primary category, one as your secondary and one as your tertiary. Your primary category has 7 dots to spend in it, making it your most powerful, your secondary has 5 and your tertiary just 3.

Each Attribute starts with one dot (unless you're a Nosferatu, in which case scrub that 'Appearance' dot because you're truly hideous to behold) already. You cannot hold off spending points in one category to spend them in another.
You now know what your character's raw nature is like.

STEP FOUR: Choose your 'Abilities'
Abilities are the skills and techniques you have picked up throughout your life; combined with Attributes, the dots you spend here will represent the number of dice you will be able to roll when situations arise. They represent how well you can handle a blade, your knowledge of medicine and other traits.

Like Attributes, Abilities are broken into three categories; Talents, Skills and Knowledges. Also like Attributes, you're going to choose one as your primary, your secondary and your tertiary. Your primary category receives 13 dots to spend, your secondary 9 and your tertiary 7. Abilities start out with zero dots (no freebies), and you can't raise a stat higher than 3 dots at this stage of character creation, so spread them out as best you can.

STEP FIVE: Note your Clan Abilities and Disadvantages
A vampire's unlife experience will vary depending on which Clan they have been sired into. A Nosferatu, as has been noted, has access to certain powers that are harder for other vampires to learn, but can never spend any points on Appearance due to being completely hideous to behold. The Tremere, meanwhile, have access to the jealously guarded secret of Thaumaturgy, but are more easily blood-bound than other vampires.

Note what Disciplines your Clan grants you access to, and note the weakness of your Clan as well. They'll be relevant soon.

STEP SIX: Choose your 'Advantages'
This is where the more supernatural elements of your character begin to take hold. To start with, you get to choose your starting Disciplines.

Disciplines represent the powers and abilities beyond the norm that vampires possess; being able to run faster than humanly possible or render yourself invisible to the eye. To begin with, you have 3 dots to split between your Clan's starting Disciplines. You can't choose non-Clan powers yet, that comes later.

Next up is Backgrounds. Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and you should always rationalise how you came to possess them, as well as what they represent. You have 5 dots to split between Backgrounds, and please bear in mind that for this RP the background 'Generation' is not available.

Finally, we come to Virtues. These dots represent the shape of a character's ethical code and describe their commitment to their chosen morality. Virtues exist to help give a character a sense of being, not to force players to portray their characters in a given way. There are three Virtues; Conscience (the character's ability to recognise right from wrong), Self-Control (the character's mental discipline and how well they can resist the Beast inside them) and Courage (the character's bravery and ability to face down terrifying situations). Each begins with one dot and you may spread 7 dots amongst them.
Getting a little heavy, I know. Don't worry, though, we're almost done.

STEP SEVEN: Finishing Touches
Now it's time to calculate a few stats and assign your Freebie Points.

First up, let's figure out your Humanity. Humanity represents how much like a mortal you remain; the higher it is, the more tied you are to human behaviour, and the lower it is the more you are succumbing to the Beast. Your Humanity is equal to your Conscience plus your Self-Control.

Next up is Willpower, a pool of points you can spend to represent your character pushing himself further than he would usually be able to. Willpower is equal to your Courage total.

Last of these is your Blood Pool. This is the simplest of the lot; simply roll a d10 in the DiceBox. That's your starting Blood Pool (don't worry, you can increase it in-game).

The final part of character creation is spending your Freebie Points. These allow you to further customise your character, develop them further into what you had in mind for your concept. They also allow you to buy more Disciplines, or raise Abilities higher than three dots.

You have 15 Freebie Points to spend, but understand that this is 15 points and not 15 dots. Think of the points as a currency that you spend to buy dots, the cost based on the table below.
<table><tbody><tr><td>Trait</td><td>Cost</td></tr><tr><td>Attribute</td><td>5 per dot</td>/tr><tr><td>Ability</td><td>2 per dot</td></tr><tr><td>Discipline</td><td>7 per dot</td></tr><tr><td>Background</td><td>1 per dot</td></tr><tr><td>Virtue</td><td>2 per dot</td></tr><tr><td>Humanity</td><td>2 per dot</td></tr><tr><td>Willpower</td><td>1 per dot</td></tr></tbody></table>

And there you have it.



CHARACTER SHEET
Name: [What your character is known as in the Kindred community. This can be a full name, such as 'Arthur Hammil', or a nickname of some sort, for example 'Damsel'.]
Gender: [Dude or dudette?]
Age (upon Embrace): [What age were you were you were Embraced? Upon becoming a vampire, a person remains the same physical age for the rest of their existence. Over 18, please; we're not delving into Kirsten Dunst in 'Interview With the Vampire' territory.]
Clan: [Which of the Clans does your character belong to?]
Nature:
Demeanour:
Generation:

Faction: [Where do your character's loyalties lie? The Camarilla, the Anarchs, or are they largely independent? The Sabbat aren't playable in this chronicle.]
Personality: [What sort of person is your character? What impression of their character do they project?]
Reputation: [The Kindred community is extremely insular and gossipy; one's reputation is very often the difference between unlife and Final Death. What sort of reputation does your character have? Are they well-regarded or largely unknown?]
History: [What is your character's story? How did they come to be Embraced, and what have they done since then?]

ATTRIBUTES
Physical
Strength: [*][ ][ ][ ][ ]
Dexterity: [*][ ][ ][ ][ ]
Stamina: [*][ ][ ][ ][ ]
Social
Charisma: [*][ ][ ][ ][ ]
Manipulation: [*][ ][ ][ ][ ]
Appearance: [*][ ][ ][ ][ ]
Mental
Perception: [*][ ][ ][ ][ ]
Intelligence: [*][ ][ ][ ][ ]
Wits: [*][ ][ ][ ][ ]

ABILITIES
Talents
Alertness: [ ][ ][ ][ ][ ]
Athletics: [ ][ ][ ][ ][ ]
Awareness: [ ][ ][ ][ ][ ]
Brawl: [ ][ ][ ][ ][ ]
Empathy: [ ][ ][ ][ ][ ]
Expression: [ ][ ][ ][ ][ ]
Intimidation: [ ][ ][ ][ ][ ]
Leadership: [ ][ ][ ][ ][ ]
Streetwise: [ ][ ][ ][ ][ ]
Subterfuge: [ ][ ][ ][ ][ ]
Skills
Animal Ken: [ ][ ][ ][ ][ ]
Crafts: [ ][ ][ ][ ][ ]
Drive: [ ][ ][ ][ ][ ]
Etiquette: [ ][ ][ ][ ][ ]
Firearms: [ ][ ][ ][ ][ ]
Larceny: [ ][ ][ ][ ][ ]
Melee: [ ][ ][ ][ ][ ]
Performance: [ ][ ][ ][ ][ ]
Stealth: [ ][ ][ ][ ][ ]
Survival: [ ][ ][ ][ ][ ]
Knowledges
Academics: [ ][ ][ ][ ][ ]
Computer: [ ][ ][ ][ ][ ]
Finance: [ ][ ][ ][ ][ ]
Investigation: [ ][ ][ ][ ][ ]
Law: [ ][ ][ ][ ][ ]
Medicine: [ ][ ][ ][ ][ ]
Occult: [ ][ ][ ][ ][ ]
Politics: [ ][ ][ ][ ][ ]
Science: [ ][ ][ ][ ][ ]
Technology: [ ][ ][ ][ ][ ]

ADVANTAGES & ASSORTED STATS
Disciplines
Sample: [ ][ ][ ][ ][ ]
Sample: [ ][ ][ ][ ][ ]
Sample: [ ][ ][ ][ ][ ]
Backgrounds
Sample: [ ][ ][ ][ ][ ]
Virtues
Conscience: [*][ ][ ][ ][ ]
Self-Control: [*][ ][ ][ ][ ]
Courage: [*][ ][ ][ ][ ]

Disadvantage: (Each Clan has a flaw, a hindrance that can flare up and cause problems for them. What is yours?)

Blood Pool: x

Even Kindred need shit to get by.

Commonly equipment in World of Darkness games is bought based on certain stats (Resources, in the case of Vampire), and guys are welcome to grab stuff based around that as you normally would.

However, we're going to do things a little differently as well.

Each character TWO FREE ITEMS a the start of the game. These items need to hold a certain significance to your character, or else be necessary tools for the activities your character engages in (a Nosferatu's set of lockpicks, for example, or an Assamite's blade). One of these items can be a vehicle if you choose, just nothing too ridiculous.

And be ready to justify what you choose.
 
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[MENTION=1337]Hydronine[/MENTION], [MENTION=3049]CosmicWeinerDog[/MENTION], [MENTION=12]Ochalla[/MENTION], [MENTION=2097]ThE_DeAd[/MENTION], [MENTION=69]Vay[/MENTION], WE'RE BACK, BITCHES.

The old thread lurks in the Graveyard somewhere, but your character sheets are easily recoverable (unless, of course, you want to run with something else this time around). I've got exams looming but no epic, life-absorbing dissertations to write anymore, so hopefully things will work out better this time round.

LET'S GET THIS SHIT DONE.
 
Good thing I practically subscribe to everything I post in. I'll come up with something, I never made a char in the first place, I was confused about it I think, lol.
 
Good thing I practically subscribe to everything I post in. I'll come up with something, I never made a char in the first place, I was confused about it I think, lol.

If its about the character creation system, ping me next time I'm on Skype and we can go over it. Once you have an idea of the type of character you want to play and how they get things done its a fairly simple matter for one of us to translate that into points. Glad you decided to join us for this round. :)
 
I shall believe this when I get a response to my previous post in the IC thread! :P
 
Its coming CWD. I'm just reworking it.
 
Name: Eric Jeremiah Sanderson Reference
Gender: Male
Age (upon Embrace): 23
Clan: Lasombra
Nature: Rogue
Demeanour: Socialite
Generation: 13th
Faction: Camarilla.

Personality: As a mortal he was smart, but too easy going for his own good, never getting great scores due to simply not being bothered enough to exert himself. After he was embraced however his sire, seeing his potential pointed out his every failure and told him this was his second chance to succeed. He doesn't want to waste this rebirth, and with the sense of decayed grandeur that is laughed at by most Sabat Lasombra impressed on him he seeks to use his new abilities to become in unlife what he failed to in life.

Reputation: Only recently emancipated he isn't largely known, yet, those who do know him have only seen the parts of him he chooses to display.

History: While in community college Eric was taken in by his sire, to be an easy source of food and possible protégé. They would go out, the sire buying him drink after drink and then enjoying the alcohol in his blood. Eric, for his part became addicted to the Kiss, and soon friends became concerned over his slipping attendance and steep decline in social activity, one in particular became worried enough to follow him.

That night is a blur to him, a blur of strong drinks, bodies pressed against each other, dancing, teeth, and a friend's terrified face. When he woke up he was different and could never be the same again. The friend he was told was dead, or as good as as far as he was concerned, and there was no time to regret what had happened, a whole new world awaited.

[SIZE=+2]ATTRIBUTES[/SIZE]


Physical (3) +1

Strength:
[*]
[*][ ][ ][ ]
Dexterity:
[*]
[*]
[*][ ][ ]
Stamina:
[*]
[*][ ][ ][ ]

Social (7)

Charisma:
[*]
[*]
[*][ ][ ]
Manipulation:
[*]
[*]
[*][ ][ ]
Appearance:
[*]
[*]
[*]
[*][ ]

Mental (5)

Perception:
[*]
[*][ ][ ][ ]
Intelligence:
[*]
[*]
[*][ ][ ]
Wits:
[*]
[*]
[*][ ][ ]

[SIZE=+2]ABILITIES[/SIZE]

Talents (13) +1

Alertness: [ ][ ][ ][ ][ ]
Athletics: [ ][ ][ ][ ][ ]
Awareness:
[*]
[*][ ][ ][ ]
Brawl: [ ][ ][ ][ ][ ]
Empathy:
[*]
[*]
[*][ ][ ]
Expression:
[*]
[*]
[*]
[*][ ]
Intimidation:
[*]
[*][ ][ ][ ]
Leadership:
[*]
[*]
[*][ ][ ]
Streetwise: [ ][ ][ ][ ][ ]
Subterfuge: [ ][ ][ ][ ][ ]

Skills 7

Animal Ken: [ ][ ][ ][ ][ ]
Crafts: [ ][ ][ ][ ][ ]
Drive:
[*]
[*][ ][ ][ ]
Etiquette:
[*]
[*]
[*][ ][ ]
Firearms: [ ][ ][ ][ ][ ]
Larceny: [ ][ ][ ][ ][ ]
Melee: [ ][ ][ ][ ][ ]
Performance:
[*]
[*][ ][ ][ ]
Stealth: [ ][ ][ ][ ][ ]
Survival: [ ][ ][ ][ ][ ]

Knowledges 9

Academics:
[*]
[*]
[*][ ][ ]
Computer:
[*]
[*][ ][ ][ ]
Finance:
[*]
[*][ ][ ][ ]
Investigation: [ ][ ][ ][ ][ ]
Law: [ ][ ][ ][ ][ ]
Medicine: [ ][ ][ ][ ][ ]
Occult: [ ][ ][ ][ ][ ]
Politics:
[*]
[*][ ][ ][ ]
Science: [ ][ ][ ][ ][ ]
Technology: [ ][ ][ ][ ][ ]



[SIZE=+2]ADVANTAGES[/SIZE]

Disciplines +1

Dominate:
[*]
[*][ ][ ][ ]
Obtenebration:
[*]
[*][ ][ ][ ]
Potence: [ ][ ][ ][ ][ ]

Backgrounds +1

Domain:
[*]
[*][ ][ ][ ] Security:
[*]
[*][ ][ ][ ]
Resources:
[*]
[*][ ][ ]

Virtues

Conscience:
[*]
[*][ ][ ][ ]
Conviction:
[*]
[*]
[*]
[*][ ]
Courage:
[*]
[*]
[*]
[*][ ]


Weaknesses: Lasombra vampires cast no reflections.
Whether in a mirror, in a body of water, on a polished
surface, or in the rear-view of a taxicab, the image of
the Keeper does not reflect.


Humanity: xxxxxx
Willpower: xxxx
Blood Pool: xxxxxxxx



[SIZE=+2]N[SIZE=+2]OTABLE [SIZE=+2]POSSESSIONS[/SIZE][/SIZE][/SIZE]

http://www.zcars.com.au/images/opel-insignia51.jpg

A gift from his sire to celebrate his emancipation.

http://www.venusilluminated.com/AnkhofTauP508.jpg

Another gift from his sire, this one when he was embraced.
 
Last edited:
Name: Alice Kalmadi
Gender: Chick
Age (upon Embrace): 23
Clan: Caitiff
Nature: Survivor
Demeanour: Perfectionist
Generation:13th


Faction: The Camarilla, maybe?


Personality: Skittish & cautious, people might think of her more as a scared mouse then anything else, but she can act like a cornered animal as well. Who she was before the events of her Embrace was warm, caring and able to see the best in people. She's starting to smile again and while the nights still seem bizarre to her, she's learning to enjoy them.


Reputation: Not one to make long associations with the few Caitiff that have met her. She is known to be an aloof neophyte, though its thought that she just needs time to come around and be more sociable with her own kind.


History: Alice had it all! She had a full fledge scholarship to go to school in Italy for music, she was getting to play the cello to her hearts desire, she had good looks and good grades and if she was a bit shy, she had a ready smile at least. Then she came home for holiday and tried to make plans with her best friend from high school, except he was hard to pin down. She then overheard a mutual friend talk of concern about who he was hanging out with, she even talked to his collage mates and learned even these new people were worried. She then went to where she was told he often hung out and saw more then she should of. Time melted away. She knew not how long she was kept confined, how long she was newly made before she escaped, or was allowed to leave. Her maker taught her, taught her what she needed to survive the nights and the scars of those lessons are still healing, not on the outside but within.


ATTRIBUTES
Physical
Strength:
[*][ ][ ][ ][ ]
Dexterity:
[*]
[*][ ][ ][ ]
Stamina:
[*]
[*]
[*][ ][ ]
Social
Charisma:
[*]
[*]
[*]
[*][ ]
Manipulation:
[*]
[*][ ][ ][ ]
Appearance:
[*]
[*]
[*]
[*][ ]
Mental
Perception:
[*]
[*]
[*][ ][ ]
Intelligence:
[*]
[*]
[*][ ][ ]
Wits:
[*]
[*]
[*][ ][ ]


ABILITIES
Talents
Alertness:
[*]
[*][ ][ ][ ]
Athletics: [ ][ ][ ][ ][ ]
Awareness:
[*]
[*][ ][ ][ ]
Brawl: [ ][ ][ ][ ][ ]
Empathy:
[*]
[*][ ][ ][ ]
Expression:
[*]
[*]
[*][ ][ ]
Intimidation:
[*][ ][ ][ ][ ]
Leadership:
[*][ ][ ][ ][ ]
Streetwise: [ ][ ][ ][ ][ ]
Subterfuge:
[*]
[*][ ][ ][ ]
Skills
Animal Ken:
[*][ ][ ][ ][ ]
Crafts: [ ][ ][ ][ ][ ]
Drive:
[*][ ][ ][ ][ ]
Etiquette:
[*]
[*][ ][ ][ ]
Firearms: [ ][ ][ ][ ][ ]
Larceny: [ ][ ][ ][ ][ ]
Melee: [ ][ ][ ][ ][ ]
Performance:
[*]
[*]
[*]
[*][ ]
Stealth:
[*]
[*][ ][ ][ ]
Survival: [ ][ ][ ][ ][ ]
Knowledges
Academics:
[*][ ][ ][ ][ ]
Computer:
[*]
[*][ ][ ][ ]
Finance:
[*]
[*][ ][ ][ ]
Investigation:
[*][ ][ ][ ][ ]
Law: [ ][ ][ ][ ][ ]
Medicine: [ ][ ][ ][ ][ ]
Occult: [ ][ ][ ][ ][ ]
Politics: [ ][ ][ ][ ][ ]
Science: [ ][ ][ ][ ][ ]
Technology:
[*][ ][ ][ ][ ]


ADVANTAGES
Caitiff can purchase any Discipline at character creation, but thereafter have to pay six times current rating for any and all powers purchased with experience points. On a more basic level Caitiff suffer a social stigma from not being a part of an accepted clan. As a result, more established Kindred feel free to snub or denigrate Caitiff freely.


Disciplines
Auspex:
[*][ ][ ][ ][ ]
Presence:
[*][ ][ ][ ][ ]
Potence:
[*][ ][ ][ ][ ]
Celerity:
[*][ ][ ][ ][ ]
Backgrounds
Domain:
[*][ ][ ][ ][ ]
Herd:
[*]
[*][ ][ ][ ]
Retainer:
[*][ ][ ][ ][ ]
Resources:
[*][ ][ ][ ][ ]
Virtues
Conscience:
[*]
[*]
[*][ ][ ]
Conviction:
[*]
[*]
[*][ ][ ]
Courage:
[*]
[*]
[*]
[*][ ]


Humanity:
[*]
[*]
[*]
[*]
[*]
[*][ ][ ][ ][ ]
Willpower:
[*]
[*]
[*]
[*]
[*]


Blood Pool: xxxxxxx
[Ocha has rolled 1 10-sided dice with results: 7 [Total: 7 Average: 7]]
[Ocha for Alice] -01:12 Jan 09

Equipment:

A smart phone
A lap top
An ornate lighter of "sentimental" value.
 
Name: Lana Vy Amrit
Gender:
Ovaries and Fallopian tubes
Age: 24
Clan: Tremere
Nature: Sadist
Demeanour:
Soldier
Generation:
13th

Appearance:
http://i1074.photobucket.com/albums/w403/Trancekitsune/sb10064310c-001.jpg

Faction:
Camarilla

Personality:
Madness and chaos and cruelty was all that was needed to fuel the machines and machinations that Lana ran on in life before the The Embrace. She strove to make something of herself and her odd scientific interest in spite of teasing, bullying, and unkindness. Now they are the factors that boiled and simmered her down to a rather ugly core. In her current existence, she is nothing short of the curiosity and cruelty of a child, melded with intellectual ruthlessness of a scientist. Cold and detached, yet, always happy to do what might be pushed her way. She's more than a little happy with how things have turned out, seeing as now she's studying the other side of how caustic acids work.

Reputation:
Smart, cold, detached and always up for odd jobs, a little too happy with her abilities- as long as someone provides her an ample amount of subjects to study, she'll do what's asked of her.

History:
Ironically, the thing that fascinated Lana in life is now an aspect of her unlife- The study of caustic acids and their lingering affects on the human body. In life, no one wanted to hear about the studies she read, or how long it took for chlorine bleach to cause notable harm to a body; No one wanted to hear about how hydrochloric acid could irreversibly damage the intestines. She was the ire and butt of many jokes, and it was a good thing she never required much socialization or the lack of friends would have driven her mad. She was eventually taken in by a company or two, but her behavior.... or lack-there-of, left her in a position with no job. She had the drive, she had the time, she had the intelligence, but simply the fact that she didn't give a rat's ass about a co-worker's newlyborn would seem set people off, in her view. The call for people like her started to grow less and less as environmental; concerns grew more and more important... The only thing she could do was work for the other team, where her favorite subject would be shown in a dark light. The nerve... She'd rather handle lye bare-handed, than to talk to some hippies about how the acids used in the process of making paper was detrimental to the fucking environment. She eventually had a run-in with what would become her sire at a bar, though, she had never been to one before that night, she had never wanted to leave- someone finally talked to her and understood what she meant. All of her dreams and hopes... all of her grades and studies were laid bare in these odd talks over what became three beers, one appletini, and five shots. She must have said something right- because that was the night that finally everything fit into fucking place.... everything was where it should be.... should have been all along... Why study the affects of a caustic substance with a dropper when you can secrete it from your fucking fingertips?

[SIZE=+2]ATTRIBUTES[/SIZE]

Physical (5)

Strength:
[*]
[*][][][]
Dexterity:
[*]
[*]
[*][][]
Stamina:
[*]
[*]
[*][][]

Social (3)

Charisma:
[*][][][][]
Manipulation:
[*]
[*]
[*][][]
Appearance:
[*]
[*][][][]

Mental (7) +1

Perception:
[*]
[*][][][]
Intelligence:
[*]
[*]
[*]
[*]
[*]
Wits:
[*]
[*]
[*]
[*][]


[SIZE=+2]ABILITIES[/SIZE]

Talents (7) +1

Alertness:
[*][][][][]
Athletics: [][][][][]
Awareness:
[*][][][][]
Brawl: [][][][][]
Empathy: [][][][][]
Expression:
[*][][][][]
Intimidation:
[*]
[*][][][]
Leadership: [][][][][]
Streetwise: [][][][][]
Subterfuge:
[*]
[*]
[*][][]

Skills (9)

Animal Ken: [][][][][]
Crafts:
[*][][][][]
Drive:
[*]
[*]
[*][][]
Etiquette:
[*][][][][]
Firearms: [][][][][]
Larceny: [][][][][]
Melee: [][][][][]
Performance: [][][][][]
Stealth:
[*]
[*][][][]
Survival:
[*]
[*][][][]

Knowledges (13) +1

Academics:
[*]
[*]
[*][][]
Computer:
[*][][][][]
Finance:
[*][][][][]
Investigation: [][][][][]
Law: [][][][][]
Medicine:
[*]
[*]
[*][][]
Occult: [][][][][]
Politics: [][][][][]
Science:
[*]
[*]
[*]
[*][]
Technology:
[*]
[*][][][]



[SIZE=+2]ADVANTAGES & ASSORTED STATS[/SIZE]
Advantages

Disciplines +1

Thaumalogy- Acidic Touch, Path- Hands of Destruction

Auspex: [][][][][]
Dominate: [][][][][]
Thaumalogy:
[*]
[*]
[*]
[*][]

Backgrounds

Domain:
[*]
[*][][][]
Retainers:
[*][][][][]
Resources:
[*]
[*][][][]

One servant to help her with her victims. Not very bright at all, at most, seems to be only able to fetch a fleeing victim, or hold them down- Doesn't really have a name, or need for one, Has one burn on the left side of its face, from not following Lana's orders.

Weaknesses:
Tremere dependency on blood is even
more pronounced than that of other Kindred. It takes
only two draughts of another vampire's blood for a
Tremere to become blood bound instead of the normal
three — the first drink counts as if the Tremere had taken
two drinks. (For more information on the blood bond, see
p. 286). The elders of the Clan are well aware of this, and
seek to impart loyalty to the Clan by forcing all neonate
Warlocks to drink of the (transubstantiated) blood of the
seven Tremere elders soon after their Embrace.

Virtues

Conscience:
[*][][][][]
Conviction:
[*]
[*]
[*][][]
Courage:
[*]
[*][][][]
Humanity: XXXX
Willpower: XX
Blood Pool: XXXXXXXX


Equipment

Collapsible Gurney-
Let's face it, this woman does not care for many fine things, she's a little odd, and if she can manage it, she'd do away with a lot of humans, just out of personal enjoyment. And given how her touch can burn, can you blame her for needing something to hold them still? http://foldingcarts.com/wp-content/uploads/2013/01/289EasyLoader_mainpic.jpg

Hospital-grade restraints-
Because a gurney without something to hold the body onto it, is useless.

Leather gloves-
a gift from her sire, perhaps also a bit of a joke as well- they're slightly too small, she struggles to get them on and off, but she won't throw them away or ask for a different size, she just thinks she needs to wear them in.http://img.alibaba.com/wsphoto/v0/5...enuine-Winter-long-leather-Gloves-L012NQ-.jpg

Bottle of cleaning solution-
because you never know when you might have to clean up stains from a dead body. She likes that gurney to be as spotless as she can manage.

 
Name: Vincenzo 'Vincent' Giovannni
Gender: Male
Age (upon Embrace): 28
Clan: Giovanni
Nature: Sage
Demeanour: Critic
Generation: 13th

Faction: Independent


Appearance: http://fc00.deviantart.net/fs71/i/20...os-d4zucdv.jpg


Personality: What was a subject of intregue in life has become an obsession in unlife. Vincenzo spends most of himself in the libraries of the local Giovanni compound. In his mind if it isn't related to the study of the dark arts, it doesn't matter. A stoic man with a presence about him that suggests he's seen more than any being of this terrestrial realm ever should.Curious events seldom seem to surprise Vincenzo. Its as if his contact with the shadowlands has brought him revelations about what is to come in the final nights. Just what those revelations are no one knows. But his cold nature makes him particularly hard to reach. Even the most skilled Harpies find it hard to get him to share his secrets.


Reputation:


"I've seen this guy around Elysium a few times; most of those waps give me the creeps and this guy is no exception. Walking around with that flat expression on his face acting all humble. The prince and the clan primogens lap this act up. " - Maxfield O'Bradeigh, Brujah Neonate


"Interesting fella, if you can get him to say more than a handful of words to you. He's definitely seen things that no ordinary whelp would have by now. Them Gios love their prodigies. I heard he's a direct descendent of some big wig Venetian elder. Some even say it's Diego himself. Either way, I'm not about to go digging for information." – Glenn Thompson, Gangrel Ancillae


"A pleasure to have in court; that sire of his has taught him well. He speaks with the respect of a Kindred three times his age and never steps above his station. If more neonates had the sense to conduct themselves the way this one did their average life expectancy would be much higher. He may even prove to be a threat some day. Until then I'll keep him down in my little black book." His Lordship Edward Kurnst– Ventrue Elder


History:


Every Giovanni is brought up with the belief that they are the inheritants of a great legacy. To most people its no great surprise. Where I come from it is common for a man to be proud of his heritage. However in my family it went far beyond that. We were told that we were cut from a different cloth than the rest. But if we wanted to be more than a baclgrpund in our great tapestry, we would have to prove our worth to the inner circle or be cast aside, never to have our true potential realized.


And so it comes to pass that every young Giovanni is instilled with a desperate drive to out do his or her peers. Some become great artists others become business moguls, still more pursue less legitamate professions. But the game is the same. Each one of us is gambling that our discipline is the one that will catch the attention of our elders. And when that happened there was no great celebration, no one was told you had been made. People just knew, it was in the way you walked, the company you kept and the responsibilities you were given.


My father had managed to achieve a great many things for the family in his life time. He'd established a chain of funeral homes in cities across Europe. He'd come to learn that death was an attractive business to the Family. You were sure to never run out of customers. His success had earned him respect from The Comission enough that he was often asked to do favours for their representatives.


Though he was never made himself, he did offer me some insight into some of the strange things he had seen and heard in his time.Growing up, I had heard whispers of the things that went on at these more exclusive family gatherings. Strange rituals conducted at private gatherings, the convenient loss of cadavers on their way to the crematorium, curious artifacts transported with great secrecy.


These were my first inklings that the Family was involved in darker things than drug trafficking and money laundering.


It was with this assumption that I chose to study the history of the ancient mystery schools and occult society. My youth was spent pouring over ancient texts that told of a world beyond ours known as the void. A place where ghosts and unspeakable creatures never meant for this world lurked. Naturally I did not dare share any thoughts with my fellow professors about the existence of such things. My lectures and papers discussed the cultural significance of this lore. But in private I began to procure my own collection of curiosities. Looking for something that would unlock the true secrets of the shadowlands.


It was around this time that I was approached by a distant cousin who claimed to be a member of the inner circle. He began to press me about my work, quite interested in the field. He told me the elders had been watching me for some time and would like to invite me to a gathering in Venice.
It was there that I was embraced by my sire and awakened to the true legacy of the Giovanni and granted the key to unlock the power over life and death.


ATTRIBUTES


Physical
Strength:
[*][ *][ ][ ][ ]
Dexterity:
[*][ *][ ][ ][ ]
Stamina:
[*][ *][ ][ ][ ]


Social
Charisma:
[*][ *][ ][ ][ ]
Manipulation:
[*][* ][* ][ *][ ]
Appearance:
[*][ *][ ][ ][ ]

Mental +1
Perception:
[*][ *][* ][ *][ ]
Intelligence:
[*][ *][* ][ *][ ]
Wits:
[*][ *][ *][ ][ ]




ABILITIES


Talents
Alertness: [* ][* ][* ][ ][ ]
Athletics: [ ][ ][ ][ ][ ]
Awareness: [ ][ ][ ][ ][ ]
Brawl: [ ][][ ][ ][ ]
Empathy: [ ][ ][ ][ ][ ]
Expression: [ ][ ][ ][ ][ ]
Intimidation: [* ][ *][ ][ ][ ]
Leadership: [* ][ *][ ][ ][ ]
Streetwise: [ *][ ][ ][ ][ ]
Subterfuge: [ *][* ][* ][ ][ ]


Skills +1
Animal Ken: [ ][ ][ ][ ][ ]
Crafts: [ *][* ][ ][ ][ ]
Drive: [ ][ ][ ][ ][ ]
Etiquette: [ *][ *][ ][ ][ ]
Firearms: [ ]
[*][ ][ ][ ]
Larceny: [ ][ ][ ][ ][ ]
Melee: [ * ][ * ][ ][ ][ ]
Performance: [ ][ ][ ][ ][ ]
Stealth: [ ][ ][ ][ ][ ]
Survival: [* ][ *][ ][ ][ ]


Knowledges
Academics: [ *][* ][* ][ ][ ]
Computer: [ ][ ][ ][ ][ ]
Finance: [ ][ ][ ][ ][ ]
Investigation: [ *][* ]
[*][ ][ ]
Law: [ ][ ][ ][ ][ ]
Medicine: [ ][ ][ ][ ][ ]
Occult: [ *][* ]
[*][* ][ ]
Politics: [ *][* ][* ][ ][ ]
Science: [ ][ ][ ][ ][ ]
Technology: [ ][ ][ ][ ][ ]



ADVANTAGES


Disciplines + 1
Necromancy (The Sepulchre Path) : [* ]
[*][ *][* ][ ]
Necromancy (The Ash Path):
[*][ ][ ][ ] [ ]
Dominate: [ ][ ][ ][ ][ ]
Potence: [ ][ ][ ][ ][ ]


Backgrounds +1
Mentor:
[*]
[*][ ][ ][ ]
Herd:
[*]
[*]
Domain:
[*][ *]

Virtues
Conscience:
[*][ ][ ][ ][ ]
Conviction:
[*][ *][ *][ *]
[*]
Courage:
[*]
[*][ *][* ][ ]


Blood Pool: x (someone's going to be making a hunting roll in their first post ^^)


[ThE_DeAd has rolled 1 10-sided dice with results: 1 [Total: 1 Average: 1]]
[ThE_DeAd enters.] -10:18 Jan 09
[Chat Cleared by: System::Timeout (No Users)] -10:18 Jan 09
Willpower: ****
Humanity: ******



Equipment:

Audi A8 Luxury Sedan

Late Renaissance Era Rapier

Venetian Dagger

Cellular Phone
 
ummm hey, butting in here....but how similar are the rules to the VtM 20th anniversary edition to the Vampire the Requiem edition? just wondering cuz i have VtR but not Vtm...
 
ummm hey, butting in here....but how similar are the rules to the VtM 20th anniversary edition to the Vampire the Requiem edition? just wondering cuz i have VtR but not Vtm...

They're fairly similar as far as the dice system and rolls. If you can make a VtR character sheet you can make a VtM sheet. The clans are different and so are the cainite politics. But since this is a starter game you should be fine. I have a primer on VtM20 ed if your interested.
 
i would love to look at that primer, it would be very helpful actually. i've actually been playing vtr for a while, which is why im really interested in this ^_^
 
Name: Edward Hammond (Soon to be called Deadward by the kindred community)
Apearance: http://th06.deviantart.net/fs70/PRE/...acomZombie.jpg (This is the closest thing I could find that fit the bill, but it's not quite right. Try to imagine him as being more burn victim-ee. Sections of skin are peeling and flaking off, Ash like skin color, occasional boils on the skin, long bony fingers with jagged and unkept nails at the end) Pre-Embrace: http://fc09.deviantart.net/fs30/f/20...obias_Cray.jpg
Gender: Duder
Age: 32
Clan: Nosferatu
Nature: Revolutionary
Demeanour: Joker
Generation: (GM determined)

Faction: If the anarchs get ahold of this guy, they'll have his ear.
Personality: A character that overcasts the grim luck granted his way with a dark sense of humor, poking fun at his condition and the way his condition is perceived by those around him.
Reputation: Deadward is happy playing the role of the simple man, but his tongue and his idealism often gets the better of him.
History: A left over remnant of the initial invasion into Iraq Ed took a dishonorable discharge after breaking the nose of one of his highers upon the refusal of what he claimed to be an extremely unlawful order. Left to fend for himself post deployment rather than rely on the support groups provided for veterans, the man bounced from job to job finally picking up seasonal work as a bar tender in downtown Chicago. During a shift where a female patron was slapped openly, Edward proceeded to be fired once again after dribbling the man's face between a bottle of Jack Daniels and a barstool. Shortly afterwards, a warrant was placed for the Vet's arrest pending the incident. Rather than see it through, the man pooled what remaining money he had and hopped a plane overseas. Shortly after his arrival in London, the Vet caught himself some unsightly attention from a super natural source and found himself in the Embrace of an Nosferatu.

ATTRIBUTES
Attributes
Physical
Strength:
[*]
[*]
[*][ ][ ]
Dexterity:
[*]
[*][ ][ ][ ]
Stamina:
[*]
[*]
[*]
[*]
[*]
Social
Charisma:
[*]
[*][ ][ ][ ]
Manipulation:
[*]
[*]
[*][ ][ ]
Appearance:[ ] (can never be added to)
Mental
Perception:
[*]
[*]
[*][ ][ ]
Intelligence:
[*]
[*][ ][ ][ ]
Wits:
[*]
[*]
[*][ ][ ]


ABILITIES
Abilities
Talents
Alertness:
[*][ ][ ][ ][ ]
Athletics:
[*]
[*][ ][ ][ ]
Awareness: [ ][ ][ ][ ][ ]
Brawl:
[*]
[*]
[*]
[*][ ]
Empathy:
[*][ ][ ][ ][ ]
Expression: [ ][ ][ ][ ][ ]
Intimidation:
[*]
[*][ ][ ][ ]
Leadership: [ ][ ][ ][ ][ ]
Streetwise:
[*]
[*][ ][ ][ ]
Subterfuge:
[*][ ][ ][ ][ ]
Skills
Animal Ken: [ ][ ][ ][ ][ ]
Crafts: [ ][ ][ ][ ][ ]
Drive:
[*][ ][ ][ ][ ]
Etiquette: [ ][ ][ ][ ][ ]
Firearms:
[*][ ][ ][ ][ ]
Larceny: [ ][ ][ ][ ][ ]
Melee:
[*]
[*]
[*]
[*][ ]
Performance: [ ][ ][ ][ ][ ]
Stealth:
[*]
[*]
[*][ ][ ]
Survival:
[*]
[*]
[*][ ][ ]
Knowledges
Academics: [ ][ ][ ][ ][ ]
Computer:
[*]
[*][ ][ ][ ]
Finance: [ ][ ][ ][ ][ ]
Investigation:
[*]
[*]
[*]
[*][ ]
Law: [ ][ ][ ][ ][ ]
Medicine: [ ][ ][ ][ ][ ]
Occult: [ ][ ][ ][ ][ ]
Politics:
[*][ ][ ][ ][ ]
Science: [ ][ ][ ][ ][ ]
Technology: [ ][ ][ ][ ][ ]


ADVANTAGES
Advantages
Disciplines
Potence:
[*][ ][ ][ ][ ]
Obfuscate:
[*]
[*][ ][ ][ ]
Animalism: [ ][ ][ ][ ][ ]
Fortitude:
[*][ ][ ][ ][ ]
Backgrounds
Allies:
[*]
[*][ ][ ][ ]
Contacts:
[*][ ][ ][ ][ ]
Influence:
[*]
[*][ ][ ][ ]
Virtues
Conscience:
[*]
[*]
[*]
[*][ ]
Self Control:
[*]
[*][ ][ ][ ]
Courage:
[*]
[*]
[*]
[*][ ]

DISADVANTAGES: Most Social actions based on first impressions, except intimidation and the like, fail automatically.

Humanity: xxxxxx
Willpower: xxxx(xxxx)
Blood Pool: xxxxxxx

[CosmicWeinerDog has rolled 1 10-sided dice with results: 7 [Total: 7 Average: 7]]
[CosmicWeinerDog enters.] -08:02 Jan 08
[Chat Cleared by: System::Timeout (No Users)] -02:48 Jan 07

Equipment:

Range Rover 4x4
In vehicle survival kit containing a shovel, basic mechanics tools, and most importantly this thing

tumblr_m6lx7zByzd1rsq1ojo1_500.jpg


"I have no fucking clue what it does, but it looked painful."


 
ummm hey, butting in here....but how similar are the rules to the VtM 20th anniversary edition to the Vampire the Requiem edition? just wondering cuz i have VtR but not Vtm...

They're pretty similar; if you've played one you'll pick up the other very quickly. Attributes and Abilities and the like all function pretty much as they do in Requiem, though skill tests are a little different.

Vay's link will help you out, and if you're interested some cheeky chap/chapette has put together an SRD for the character creation rules here. And if you have any questions, there's plenty of folks in this thread who've played a fair bit of Masqerade and can help you out.
 
Yeah! Vay's awesome, he helped me go through my sheet and made sure I understood everything! I'm really lookin forward to this- so... um... just checking, does everything check out on our sheets and whatnot?