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This world is bleak; it's rotten to its core. Bastions of so-called virtue and civilisation are just as corrupt and barbaric as those they denounce. There are bright spots, of course, but they swim in an ocean of degeneration and decay. But it's our world and we've survived somehow..but not because of our own doing. What? You thought mortals, those fragile cockroaches whose very nature is antithetical to all that you are- now, somehow managed to make this world what it is? No. You are wrong, so very, very wrong. All of those tales you were told as a child were true: vampires, the Kindred, us, rule the night; we have existed since time immemorial and have always been stalking the shadows of mortal civilisation; others exists as well: werewolves, ghosts, faeries, even mortals with magical powers exist. The world you once knew is gone. Innocence is a lie. Come: join the Danse Macabre.

Hello everyone! Thanks for taking the time to come and check out my thread for a play by post rp called: Vampire: Requiem for the Masquerade. This rp will be taken from Vampire: The Requiem, a New World of Darkness gameline published by White Wolf which is set in the World of Darkness, a world that is a dark reflection of our own. The basic concept of this rp is that of Vampire: the Requiem. In V:tR, the whole theme of the game is being something inhumane and struggling over the Beast. As your mortals thoughts and compassion begin to erode, you become completely inhumane and must learn to cope in this new and frightening world. Those who noticed the Masquerade part of the title must think that I am alluding to Vampire: the Masquerade which was Vampire: the Requiem's predecessor. I plan on including all of the Clans from V:tM (with some differences where they conflict, like the Daeva; who I plan to keep, and the Toread; who I might treat as a Bloodline or a separate Clan but flavoured quite differently from the Daeva or the Brujah and the Sons of the Brujah) as well as the sects along with the Covenants from V:tR. We will follow the rules from Vampire: the Requiem (except that I will change the Merit and Flaw system to that of Vampire: the Masquerade's 7 point Merit and Flaw system) and the Vampire Translation Guide (which details the translation of V:tM material to V:tR).

 

In this rp, you will take on the role of one of the Kindred, a vampire. You will forever be a slave to your hunger but you will no longer be weak; you will become strong and you will see the true world. You will face many adversaries and make many alliances; you will see magic and you will face monsters; but, most importantly, you will live as a vampire. You will have to make decisions, take sides, protect what you love and destroy what threatens your existence. You will be one of the children of the night. Some say the Final Nights are at our heels and that Gehenna is nigh while others revel in being what they are and yet others choose to lord over the night.

Your Requiem awaits you in the World of Darkness.

 

*Vampire: Requiem for a Masquerade is going to be very similar to that of Tales of Faerun, i.e. it's going to be a free form sandbox rpg with loose rules*

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Here are the basic RP rules that will be used with some variations and modifications:

 

 

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1) Have fun. If you are finding yourself always irritated or unhappy...then why are you here. Figure out the issue or go do something else.

2) Never forget the line between RP In Character and Out of Character and don't cross it. It is easy, especially when you have particularly intense RP, to take things personally. Don't....99% of the time it isn't all about you.

3) Start with a well made character. Have a decent background and personality to make your RP more fun and easier. Your character doesn't have to be set in stone. But having a solidly made character is important or your RP may peter out. Have your character have likes/dislikes, goals, dreams, an arch-enemy....this will help you flesh them out even more and bring them to life.

4) Relationship RP should be the ICING not the CAKE! Make it a side-quest if you will...not the main one.

5) You have to give a little to get a little. We all have RP storylines in which we want others to engage. That is what makes it fun, right? But if you find a friend knee-deep in a RP of their own, don't come in and hijack the RP for yourself or refuse to participate because its not all about YOU. Have fun and throw your lot in with them! Trust me, when your time comes around, people will remember that you play well with others.

6) Don't be a MaryJane! Don't decide that you are going to be a half-dragon or the long-lost illegitimate son of the King of Whoville. It doesn't work, it probably isn't in the lore anywhere, and it will lead only to your RP downfall. Eventually your “special” character will begin to dominate everyone else and their RP. No one will want to play with you...so make your character special in other ways.

7) No godmoding!! Remember, you only control YOUR character and not others. When you RP, do not take over the actions of other Rpers.

For example: Jon casts a frostbolt at Matt knocking him back into the wall and breaking his arms.

Instead try: Jon cast a frostbolt hoping to hit Matt and knocking him out of the way.

This allows the other player to take action. You can have decided before hand how this will go out. You can roll to see what actions happen or how bad an injury is.

8 )Soap Opera-ing. Many of us have wanted to play our character as crazy, a total badass or having an illness or amnesia. Those can all be valid and fun stories. The doom is in taking it too far or too long. These kind of stories ultimately leave little RP options for those around you. Always have movement and a goal in your RP...otherwise it goes nowhere.

9) Be willing to RP with anyone, anytime. Just because you are in a guild or Rping with a friend doesn't mean you can't include others. Walk-Up RP can lead to great things...or simply pass the time for a bit. If others don't RP EXACTLY like you...no sweat. Perhaps they are new and need some gentle guidance. So be open to everything!

10) Communication is the key. Always establish your RP boundaries when you are Rping with someone long-term. If you don't like swearing...or a particular kind of violence...or if you will take anything coming down the pike! Let others know. It avoids awkward and unpleasant conversations later.

 

11) No ancients or god powered beings.

 

12) If you want to play a Prince or other character that is much higher up in the vampiric political spectrum, I'm going to need 2-3 paragraphs explaining how they got that position.

 

13) Be creative and sensible about what you want to play. Don't go all out and act as if a vampire from a long forgotten Bloodline or Clan is a normal thing or if your character has vast powers over others. If your character does, he/she requires a special type of role playing. This means that they can't just go out and act like a lower powered Kindred does. They usually have duties to fulfill or things to attend to almost constantly.

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This could be interesting, will have to keep an eye on it. Would suggest though that you don't bother with the point system at all for the character sheets, that tends to bog down forum RPs in the worst way. It ends up being a hassle trying to keep up with all of it in the long run too. And it can scare off new players as well, making a sheet is hard enough for some people, saying they have to add points to them as well will turn quite a few people away.

Speaking from experience here, seen it happen too many times.

Will also leave these here for people unsure of what this all about and maybe to help them decide on their characters if they choose to join.

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Requiem

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Masquerade

With those two links you should find everything you need to know about the Vampire setting. :thumbsup:

 

 

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Character Creation Guidelines

- Each player is allowed up to 3 characters. No more than 2 can be active at one time. If you need to activate one character and deactivate another, just post so in this thread, but please don't forget to.

- I'm going with a 7 point Flaw max. Every Merit and Flaw that is from the World of Darkness core rulebook, Vampire: the Masquerade 20th Anniversary edition and Vampire: the Requiem are available, assuming you meet the criteria.

- Certain Merits are not allowed: Unbondable and Iron Will.

Experience

Neonate - Base character creation, no more than 20 years as a Vampire
Ancilla - +30 Freebie Points, 20 to 100 years as a Vampire
Elder - +75 Freebie Points, 100 to 300 years as a Vampire

Sect

Camarilla, Sabbat, Circle of the Crone, Invictus, Ordo Dracul, Lancea Sanctum, Belial's Brood, Carthians and Independent are all available and as the books detail with a few changes.

 

The Camarilla of V:tM and V:tR are different but, at the core, the same. The only difference is that the Camarilla of V:tR was formed in Ancient Rome and was destroyed in that time period while the Camarilla of V:tM was formed in the 15th century to save Kindred from the Inquisition. The Camarilla of V:tR is being used but in the modern nights, it was reconstructed and functions as the Camarilla does in V:tM though competing mostly with the Sabbat (their traditional enemies) and the Invictus.


Clans and Bloodlines

All Clans are available. Clans in vanilla V:tR are Daeva (sexy, seductive Kindred), Ventrue (overlord type of Kindred who want to rule), Nosferatu (deformed, monstrous Kindred), Mekhet (dark, knowledgeable Kindred) and Gangrel (animalistic, wild Kindred). Clans from Vampire: the Masquerade are Toreador, Ventrue, Nosferatu, Brujah, Followers of Set, Malkavian, Tremere, Lasombra, Tzimisce, Assamite, Gangrel, Giovanni, Ravnos, Cappadochian*, Salubri**.

 

*The Cappadochian Clan was thought to have been destroyed the the Giovanni in the Dark Ages, but it is rumored that some may still survive...

**There are only seven Salubria at any given time so they are very restricted to being playable. You need to come up with a good story about your Salubria character as many of them were destroyed.

There are no Antitribu in this game but the Antitribu could be added as a different effect to a Kindred.

 

Malkavians require some special consideration as their particular Clan flaw can lead to both wonderful roleplaying and dreadful, dreadful migraine inducing badness. Try to give some flavour to your Malkavian's madness rather than just making them wacky, add some dark touches to it to make it truly insane.

 

So far, all Clans will be playable but some things must be changed to go with the differences between V:tR and V:tM.

 

Toreador is a possible Bloodline in V:tR but is a Clan in V:tM. For right now, I'm going to keep it as a Bloodline but will replace the history to that of V:tM's Toreador.

 

Brujah is a Clan in V:tM and Bloodline in V:tR. I'm going to make them a separate Clan but have the history of V:tR's Brujah.

 

All other Clans are as they appear in their respective gamelines.


Bloodlines:

 

Bloodlines can be extremely fun to be a part of but very special attention must be paid attention to when creating a Kindred from a certain Bloodline.

 

Daeva Bloodlines:

 

 

  • Amara Havana - Guardians who believe themselves descended from gods, and defenders of that legacy
  • Anvari - Drug pushers, users, and addicts hail from this ancient lineage
  • Asnâm - Demon-spawn who consider themselves lords over all humanity
  • Brujah - Radical Carthian warriors who are slaves to the vice of Wrath
  • Californian Xiao - Emotionless beings who steal power from the emotions of others
  • Carnival - The Freaks are mutants, and they put their bizarre mutations to work in The Show
  • Children of Judas - Suicide Kings leave a trail of despair, walking over the broken remains of their victims
  • Duchagne - Easily bored manipulators of the senses and emotions of others
  • En - Power seekers of royal blood who will stop at nothing to gain absolute loyalty
  • Erzsébet - Kindred who cannot hide from the disfiguring effects of time
  • Eupraxus - Creatures who are both very beautiful and greatly unsettling
  • Followers of Set - Egyptian vicemongers who believe themselves the direct creations of the god Set
  • Gulikan - Those to whom scent is the finest of drinks
  • Kallisti - These social deconstructionists are greatly feared for their ability to destroy connections
  • Kinnaree - Social monsters who underestimate the consequences of killing.
  • Kuufukuji - Hungry whores who diverge from the beliefs of their more legendary Mekhet kin.
  • Malintzin - A lineage of vampires who suffer from the eternal madness, obsessed with inheritance
  • Mortifiers of the Flesh - Devout vampires who counter their pleasure seeking with great pain
  • Naditu - Those who seek to be around the richest and the most powerful
  • Nelapsi - Masters of fear and awe, the Locusts are feared by many Kindred for their rapacious thirsts
  • Ravnos - Nomadic con men and illusionists who rarely make permanent ties with any Covenant
  • Septemi - Altruists who refuse to accept the Lance's teaching that they are evil beings
  • Spina - Masters of polite combat, the Spina are an Invictus lineage of courtiers and duelists
  • Tianpàn Xiao - Whirlwinds of constantly shifting emotion who cause powerful emotions in others
  • Toreador - A lineage who classifies themselves as the most socially capable of Kindred
  • Zelani - A sisterhood with exceptional luck and the power to be in the right place at the right time​

 

Gangrel

  • Annunaku - Masters of their domain and all within, these Kindred are dangerous foes in their own territory
  • Barjot - The ties of blood are strong with this line, and they are never alone
  • Bohagande - With Lady Luck on their side, these Kindred are seldom welcomed and often scorned
  • Carnon - Rockers, revolutionaries, and punks, the Carnon have strong ties to the Beast, and to animals
  • Childer of the Morrigan - Witches and advisors who have the honed instincts of beasts and creatures
  • Dead Wolves - Wolf-bloods who were Embraced before their werewolf heritage could emerge
  • Empusae - Zealous believers of the chaotic Goddess of Witchcraft, Hecate
  • Hounds of Actaeon - Children of Artemis who have turned hunting into their way of life
  • Larvae - Dangerous barbarians, these Gangrel are even more cruel and degenerate than their parent clan
  • Les Gens Libres - Ex-slaves who are committed to the creation and preservation of freedom
  • Mabry - Fierce bikers and gangsters who have a powerful pack mentality
  • Moroi - A strange hybrid bloodline produced by a pact between the Gangrel and the Nosferatu
  • Mystikoi - A sect who seeks transcendence by delving all of the unknown mysteries of the universe
  • Nepheshim - Impoverished nomads who are always seeking, hoping to find divine enlightenment
  • Oberlochs - These are the monsters you find lurking in the small towns and backwoods
  • Ravnos - Nomadic con men and illusionists who rarely make permanent ties with any Covenant
  • Shepherds - Herders who protect humanity from the dangers of vampiric excess
  • Taifa - A bloodline of social and sophisticated Kindred, brining a touch of class to the Gangrel
  • The Mara - Silent and predatory Beasts who live much of their life under the water
  • Vedma - Witches, seers, and gypsies, the Vedma produce misinformation with their magic

 

Mekhet
  • Agonistes - A line dedicated to uncovering the hidden origins of vampiric society, especially Torpor
  • Alucinor - Gatekeepers between the waking and sleeping worlds
  • Angustri - Former ghouls who have risen to the status of full Kindred
  • Assamites - An ancient order of Mekhet who commit Diablerie as a means of becoming closer to "The One"
  • Bak-Ra - Sun worshippers who wish to break the vampiric curse to once again emerge into the sunlight
  • Brothers of Ypres - Cruel Kindred who are masters of pollution and chemical warfare
  • Család - Kindred with strong ties to their family, and to the history that surrounds them
  • Giovanni - A close-knit family rumored to be both mobsters and necromancers
  • Iltani - Fearsome assassins whose penchant for grudges is rivalled only by their powerful Beasts
  • Khaibit - A dying line of servants and demon hunters that can become one with the shadows
  • Kiasyd - Fae-tainted vampires created by means of dark magic.
  • Kuufukuji - Ascetic monks who seek self-control and wish not to indulge the Beast
  • Lasombra - Rare shadow magicians who are among the spiritual backbones of the Lancea Sanctum
  • Libitinarius - Morticians and practioners of funeral rites, who care more for the dead than the living
  • Lynx - Obsessive Kindred who see the interlocking connections between everything in the world
  • Mnemosyne - Memory-sharers who can browse the memories of all in their Bloodline
  • Morbus - Plaguebearers who feed on disease and its carriers
  • Norvegi - A hideous bloodline whose discipline is despised by the Kindred who hold power
  • Osites - Bone Monks who seek spiritual enlightenment by studying death
  • Players - Vampires who are easily mistaken for fakes, due to their immense desire to appear important
  • Qedeshah - Nursemaids who hold the power to heal injured Kindred
  • Sangiovanni - Disturbed necromancers whose dark arts are a fiercely guarded secret
  • Tismanu - Monks of the Order, who practice the divine arts of the Orthodox Church
Nosferatu
  • Adroanzi - African gardeners who control the land and plants around them in macabre ways
  • Azerkatil - A legendary bloodline thought to be able to kill Dracula
  • Baddacelli - Blind vampires who live by sound, not by sight
  • Burakumin - Individuals of lowly standing who have power over death
  • Calacas - Stalkers and creeps who talk with the dead to know as much as possible about their prey
  • Caporetti - Cold-loving vampires who took refuge in the Alps during the Great War
  • Cimitiere - A group of Haunts that paradoxically adhere to their morality with utmost care
  • The Cockscomb Society - Gents and gals who think that, despite their appearance, they can blend with humanity
  • Csejthe - Descendants of Bathory Erszebet who punish the Galloi for "stealing" their secret to being beautiful
  • Galloi - Distorted beings who bathe themselves and others in blood that gives temporary beauty
  • Gethsemani - Kindred who gain power from committing blasphemies against the Cross
  • Licinii - An ancient and fearsome bloodline fusing the Nosferatu with social dominance
  • Lygos - The creeping horrors that lurk in the dark and unlit spaces
  • Mayarap - Snake vampires who contemplate the sins of all the Kindred
  • Moroi - A strange hybrid bloodline produced by a pact between the Gangrel and the Nosferatu
  • Morotrophians - Lovers of order, who create boundaries to trap themselves and their prey
  • Noctuku - Freakish cannibals who eat the flesh of others for sustenance
  • Order of Sir Martin - An order with a terrifying disease pledged to uphold the laws of the First Estate
  • Rakshasa - Grotesquely inhuman Kindred who take animal forms
  • Telamones - Distressing Engineers who toil beneath the surface on vast and frightening projects
  • Usiri - Worshippers of Osiris who hid their information gathering powers into their blood
  • Yagnatia - An infertile bloodline who were once a part of Russian nobility
Ventrue
  • Adrestoi - Creatures of the cities whose emotions are tied to how well fed they stay
  • Apollinaire - Terrifying Kindred who have the power to lock and unlock the gates of the dead
  • Architects of the Monolith - Masons who control the city and those within it through secret magic
  • Bron - Eternal seekers of the Holy Grail, and the healing power it bears
  • Canda Bhanu - A bloodline of brahmin who believe they have been called to bring peace to the Kindred
  • Corajoso - A close-knit family of Portuguese Kindred who can read the blood of others
  • Deucalion - Zealous skinheads who want to prove the Ventrue is greater than all other clans
  • Dragolescu - High-society Kindred with a difficult to believe mastery of spirits
  • Geheim - Blood alchemists who can transmute Vitae into a variety of things
  • Giovanni - A close-knit family rumored to be both mobsters and necromancers
  • Gorgon - Crones who control serpents and cannot be separated from their influence
  • Icarians - Vampires dedicated to a higher cause, which gives them powerful social resistance
  • Lasombra - Rare shadow magicians who are among the spiritual backbones of the Lancea Sanctum
  • Licinii - An ancient and fearsome bloodline fusing the Ventrue with a disturbing façade
  • Macellarius - Gluttons who can eat food, and desire a constant stream of it
  • Malocusians - Kindred who have become one with their Havens, weaving them into elaborate webs
  • Melissidae - Kindred inspired by insects, who attempt to organize themselves into complex hives
  • Nahualli - Divided into two halves, they see the Beast as a dark mirror of their human selves
  • Rötgrafen - Descended from Vikings, these Kindred abhor heat, and, most of all, fire
  • Sons of Cade - Warrior Kindred who put their codes of honor before all else
  • Sotoha - Japanese Kindred who mask their emotions behind a barrier, hoping to avoid the Frenzy

Vampire: the Masquerade Bloodlines:

 

 

Assamite
  • Assamite Sorcerers - The sorcerer caste of the Assamites.
  • Assamite Viziers - The intellectual caste of the Assamites.
  • Assamite Warriors - The most common caste of Assamites.
    • Disciplines: Celerity, Obfuscate, Quietus
    • Weakness: Warriors are easily addicted to Cainite vitae and their auras show the black veins of Diablerie even if they have never committed it.
    • Assamite Antitribu - Long ago, these childer defected to the Sabbat, avoiding the curse of the Tremere and maintaining what they call "the True Black Hand"
      • Disciplines: Celerity, Obfuscate, Quietus
      • Weakness: Having split from the main Clan before the Convention of Thorns, Assamite antitribu avoided the blood-curse cast by the Tremere. They must roll Self-Control to avoid draining their targets dry when tasting another Cainite's blood, and risk becoming addicted
      • Notes: Assamite antitribu were never forced to tithe blood to their elders, and have always gained the full amount of blood from feeding.

​​

Cappadocian
  • Harbingers of Skulls - Skeletal necromancers that have allied with the Sabbat to avenge their Clan's destruction.
    • Disciplines: Auspex, Fortitude, Necromancy
    • Weakness: Skeletal and emaciated, the Harbingers all have Appearance ratings of 0. All rolls related to Appearance fail automatically.
  • Lamia - A cult dedicated to the worship of Lilith, they serve the Cappadocians as bodyguards and wander the world as warrior-priestesses.
    • Disciplines: Fortitude, Mortis, Potence
    • Weakness: The Seed of Lilith is a deadly plague that all Lamia carry in their bite. Anyone fed upon by a Lamia may be infected with it. Vampires become carriers themselves while they have any Lamia vitae in their bodies. The plague can be resisted with a Stamina roll (difficulty 8 for men, 6 for women), failure indicates death will follow in a few days for mortals.

 

Followers of Set
  • Daitya - Hindu bloodline of illusionists, thaumaturges, and snake-charmers.
  • Serpents of the Light - A Caribbean head of the Setite snake, this group is loosely affiliated with the Sabbat.
    • Disciplines: Same as parent Clan
    • Weaknesses: Sam as parent Clan
    • Note: The Serpents of the Light, in addition to their Disciplines, uniformally practice a form of voudoon (voodoo), which may grant them additional spells or rituals, at Storyteller discretion.
  • Tlacique - A cult of blood magicians native to Central America who plot against the Sabbat for decimating their bloodline.
  • Warrior Setites - A group of Setites who revere Set as a warrior and hunter

 

Gangrel
  • Anda - A nomadic bloodline of Mongol warriors
    • Disciplines: Same as parent Clan, with additional knowledge of special combo-Disciplines collectively referred to as Ma
    • Weakness: Because of their nomadic nature, Anda may not sleep within the same 1 mile area for more than three days. If they stay in one location too long, their dice pools are halved until they move on. Every frenzy, the Anda acquires an animalistic feature. Every 10 such features reduce a Social Attribute by one.
  • Ahrimanes - An all-female group of shamanistic magicians native to the American South, allied with the Sabbat. Presumed destroyed. Members are converted from Gangrel by a powerful ritual.
    • Disciplines: Animalism, Auspex, Protean, with additional, out-of-Clan knowledge of a Native American-based form of Thaumaturgy.
    • Disciplines (2nd Edition): Animalism, Presence, Spiritus
    • Weakness: Cannot Embrace or create Blood bonds. Retain any animal features gained during Gangrel existence.
  • Akunanse - The Laibon Legacy related to the Gangrel
    • Disciplines: Abombwe, Animalism, Fortitude
    • Weakness: For every 20 experience points acquired, the Akunanse gains one animalistic feature. Every 5 such features reduce a Social Attribute by 1.
  • Byzantine or Babylonian or Greek Gangrel - City-adapted Gangrel who may be the precursors of the City Gangrel.
  • City Gangrel - Sabbat Gangrel adapted to the urban environment.
  • Laibon - The Dark Ages bloodline of wandering African storytellers and shamans.
    • Disciplines: Abombwe, Animalism, Fortitude
    • Weakness: The Laibon Beast consumes a tithe of blood. Each time the Laibon's blood pool changes, the Beast consumes 1 blood point. If the change in blood pool is greater than 5 points, the Beast consumes a total of 2 points worth.
  • Lhiannan - Druidic vampires who masqueraded as pagan blood gods, nearly hunted to extinction by the Inquisition.
    • Disciplines: Animalism, Ogham, Presence
    • Weakness: All difficulty to detect the Lhiannan's nature are reduced by 2, even mortals feel uncomfortable in their presence. Also, a Lhiannan outside their territory loses 1 die from all pools for each week they are gone. Pools cannot be reduced to lower than the Lhiannan's Stamina. These dice return as soon as the Lhiannan is back in their territory.
  • Mariners - Gangrel specifically adapted to life in the ocean.
    • Disciplines: Same as parent Clan, but use a variant form of Protean oriented toward underwater life.
    • Weakness: Every frenzy, the Mariner acquires an animalistic feature. Every 3 such features reduces a Social Attribute by 1.
  • Noiad - Scandinavian Gangrel who are isolationist in the extreme, they act as spiritual guides for their people.
    • Disciplines: Animalism, Auspex, Protean
    • Weakness: The Noiad are unable to gain sustenance from the blood of animals.

Lasombra

  • Azaneali - Demon-worshipping husks born from the union of Lasombra and Baali blood.
    • Disciplines: Obfuscate, Obtenebration, Daimoinon OR Presence
    • Weakness: All Azaneali are sterile, as their blood is tainted and weak. Their devotion to demons also comes at great risk: many no longer have souls, and those who do are at constant risk of losing it to their infernal masters.

 

Malkavian
  • Dominate Malks - This is an unofficial name for Malkavians who retained the Dominate Discipline even after Dementation spread amongst the Camarilla Malkavians.
  • Malkavian Antitribu - While little practically separates the antitribu from their Camarilla cousins, Malkavians among the Sabbat tend to be even less inhibited when it comes to indulging in violence
    • Disciplines: Auspex, Dementation, Obfuscate
    • Weakness: Same as parent Clan with an additional inability to use Willpower to avoid frenzying (though they may still "ride" a frenzy, depending on their moral Path).

Ravnos

 


Tremere

 

Tzimisce
  • Kolduns - blood magicians, mentioned in the Revised Corebook.
  • Old Clan Tzimisce - A group of pre-Sabbat elders who reject Vicissitude and are members of the True Black Hand.
  • (Children of the Dracon - Devil's Advocates and cautious counsellors of the Tzimisce Clan, sworn to the living memory of the Dracon.
    • Disciplines: Animalism, Auspex, Vicissitude and/or Dominate
    • Weakness: as parent Clan
    • Notes: Children of the Dracon are drawn exclusively from either the Obertus revenant family or secondary families established by the Dracon. They do not learn Koldunic Sorcery, and may possess other incompatibilities with the Clan.)

 

Ventrue

 

Other

These bloodlines have no confirmed parent Clan or may come from multiple Clans.

  • Baali - Dark vampires who truck with infernal forces and are reviled by all.
    • Disciplines: Daimoinon, Obfuscate, Presence
    • Weakness: Baali must flee before symbols of faith and take double damage from Faith powers.
  • Daughters of Cacophony - A bloodline of musicians and singers. Male members are called Brothers of Discord.
    • Disciplines: Fortitude, Presence, Melpominee
    • Weakness: The music constantly in their heads limits their Alertness trait to 3 at most and imposes a +1 difficulty on all Perception rolls.
  • Nagaraja - Flesh-eating necromancers native to India.
    • Disciplines: Auspex, Dominate, Necromancy
    • Weakness: Nagaraja must eat human flesh to survive in addition to drinking blood.
  • Samedi - Rotting, ambulatory corpses who are connected with voodoo and native to the Caribbean.
    • Disciplines: Fortitude, Obfuscate, Thanatosis
    • Weakness: Their nature as rotting corpses means all Samedi have an Appearance of 0 and all rolls involving the Appearance Attribute automatically fail.

 

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This could be interesting, will have to keep an eye on it. Would suggest though that you don't bother with the point system at all for the character sheets, that tends to bog down forum RPs in the worst way. It ends up being a hassle trying to keep up with all of it in the long run too. And it can scare off new players as well, making a sheet is hard enough for some people, saying they have to add points to them as well will turn quite a few people away.

Speaking from experience here, seen it happen too many times.

Will also leave these here for people unsure of what this all about and maybe to help them decide on their characters if they choose to join.

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Requiem

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Masquerade

With those two links you should find everything you need to know about the Vampire setting. :thumbsup:

Yeah, I'm definitely not going to require many numbers at all ;D I'm only going to require the dot count for things like Abilities, Attributes, Merits, Flaws, Disciplines and Humanity/Path. Those are all rather simple to configure.

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WOD, been a very long time since I have heard this... I can barely remember anything about the setting. Figure I'll have to do some research....

 

That's okay. It's going to be a fairly easy going rp. You don't need to know everything, but you could brush up a little just in case you come across something that you might not remember or could conflict with the established lore.

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Here's the general character information that needs to be filled out. The more technical things will come later. [EDIT]: Updated

GENERAL INFORMATION:

Name:

Gender:

Race:

True Age:

Apparent Age:

Religion:

Clan:

Bloodline: (if applicable)

Covenant:

Covenant Faction: (if applicable)

Clan/Bloodline/Covenant Disciplines:

Path: (If applicable)

Haven:

APPEARANCE:


Height:

Weight:

Hair:

Eyes:

Skin:

Handedness:

Scars/Tattoos:


General physical description:

Voice:

Clothing/armor:

PERSONALITY:

General Personality Traits:

Fears:

Attitudes towards friends/strangers:

Opinion of the world:
HISTORY:

Past:


Embrace:


Birthplace:


Family/Relationships:

Living/Dead Family Members:

Friends:
Enemies:

Current Nationality:
Current Place of Residence:

OTHER INFORMATION:

Merits and Flaws:
Backgrounds:

Magic Items:

Edited by AltmerLover1313
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<p>Turk Pitt<br />

<br />

<br />

GENERAL INFORMATION:<br />

Gender: Male<br />

Race: Caucasian<br />

True Age: 73<br />

<br />

Apparent Age: 23<br />

Path: Potence<br />

Religion: Catholic<br />

<br />

Clan: Brujah<br />

<br />

Bloodline: Anarch<br />

<br />

Covenant:<br />

<br />

Covenant Faction: (if applicable)<br />

<br />

<br />

APPEARANCE:<br />

<br />

Height: 6' 2"<br />

<br />

Weight: 210<br />

<br />

Hair: Dark, shaved into a mohawk<br />

<br />

Eyes: Blue<br />

<br />

Skin: light<br />

<br />

Handedness: Right<br />

<br />

Scars/Tattoos: Some scars from his youth, most notably a cigar burn on the back of his neck given to him by his father. Various tattoos from his youth on the streets, prison tattoos on his arms and chest.<br />

<br />

<br />

<br />

General physical description: Well built, fairly hairy and possesses a athletic physique.<br />

<br />

<br />

<br />

Voice: Deep when angered but fairly normal.<br />

<br />

<br />

Clothing/armor: Black leather jacket with patch of a snake eating it's own tail (his gang's name is the Thousand Sons) a smiley face pin on the lapel, fingerless gloves with spikes on the knuckles and reflective rayban sunglasses.<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

PERSONALITY<br />

<br />

<br />

<br />

<br />

General Personality Traits: Doesn't tolerate disrespect, even to people he hates. A natural leader that leads by example not by might. Despite his martial preference to handling situations he is known for being fairly cunning in his dealings with other Kindred.<br />

<br />

<br />

Fears: Snakes and Nosferatu (they creep him out)<br />

<br />

<br />

Attitudes towards friends/strangers: Suspicious of strangers but very loyal to friends.<br />

<br />

<br />

Opinion of the world: He could watch it burn and not care, hates authority in all it's forms but respects the concept of the Masquerade.<br />

<br />

<br />

HISTORY<br />

<br />

<br />

Past: Raised on the New York streets to a junkie mother and an alcoholic dad that regularly beat him he learned to survive away from home, often living on his friends and girlfriends couches or squatting in warehouses. His childhood was often spent selling stolen booze or stealing cars and finding trouble. In school he played sports but never took to being a follower and often lead but his poor attendance had him removed from the team so he took to the streets where he found himself in the gang-life. It was there he met Marcus his longtime friend and cohort.<br />

<br />

They did pretty much everything together... breaking and entering and boosting cars for a local chop shop guy named Handsome Vinny. When Vinny got tired of Turk and Marcus' antics he had a rival gang take them out, Marcus was killed in a drive-by. Enraged Turk picked up a shotgun and a pistol and rode them down, killing the team meant to hit him. He found out Vinny was responsible and tracked him down and killed him. He was later picked up for the murder of the ganger and set to prison for six years.<br />

<br />

<br />

<br />

<br />

<br />

Embrace: When he got out he met Lucas, Lucas was a Brujah that had learned of Turk's exploits and sought him out. He had taken an interest in the human because of his natural firebrand personality and cunning, knowing that the Brujah would need a kindred like him so he gifted him with the Embrace.<br />

<br />

<br />

Birthplace: New York<br />

<br />

Family/Relationships: Mother: Veronica (Deceased) Father: James (Incarcerated for life for the murder of Veronica Pitt)<br />

Friends: Lucas, Neil and Two-Coins (his lieutenants) The Thousand Sons<br />

Enemies: Lobos and his Los Lobos gang.<br />

<br />

Current Nationality: American<br />

<br />

Current Place of Residence: Villamook Lighthouse; abandoned Lighthouse not far outside of boston.<br />

<br />

<br />

OTHER INFORMATION<br />

<br />

<br />

Merits and Flaws:<br />

Fast Reflexes<br />

Disarm<br />

Ambidextrous<br />

Gunslinger<br />

Stunt Driver<br />

<br />

Notoriety<br />

Fealty (Lucas)<br />

Lost Love<br />

<br />

<br />

<br />

<br />

<br />

Backgrounds: (if applicable)<br />

<br />

<br />

<br />

Magic Items:<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Pets/Animal Companions: Gabriel the Hellhound, his most loyal friend and child-hood dog. When his father was locked away he had already received the Embrace and his dog Gabriel was on it's last years, afraid of loosing his good friend he gave the dog some of his blood to convert it into a hellhound.<br />

<br />

<br />

<br />

Other: His motorcycle Jade, named after his first love this harley davidson is the only thing his father left him that didn't come with bad memories, his father and him built the bike together.</p>

Edited by Macman253
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This could be interesting, will have to keep an eye on it. Would suggest though that you don't bother with the point system at all for the character sheets, that tends to bog down forum RPs in the worst way. It ends up being a hassle trying to keep up with all of it in the long run too. And it can scare off new players as well, making a sheet is hard enough for some people, saying they have to add points to them as well will turn quite a few people away.

Speaking from experience here, seen it happen too many times.

Will also leave these here for people unsure of what this all about and maybe to help them decide on their characters if they choose to join.

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Requiem

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire%3A_The_Masquerade

With those two links you should find everything you need to know about the Vampire setting. :thumbsup:

Yeah, I'm definitely not going to require many numbers at all ;D I'm only going to require the dot count for things like Abilities, Attributes, Merits, Flaws, Disciplines and Humanity/Path. Those are all rather simple to configure.

Which is Exactly what I was talking about. The sheet that's up right now is perfect for a forum RP. It just needs the disciplines listed and you're good to go. All the added stuff is just gonna take away from it. Numbered stats are completely unnecessary unless there's going to be actual dice rolling which there doesn't seem to be any that's going to happen in this.

But again, this is just advice. Do with it what you will and enjoy yourselves, only thing that matters.

Edited by josh900
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