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Vampire - Masquerade
« on: August 18, 2008, 01:05:27 PM »
Vampire: The Masquerade
 
Note
Although Roleplay City do not allow existing characters from gaming (or any broadcast media or literature) we have made an exception for Masquerade species charts, designed by White Wolf Game Studio, simply for roleplaying variety and the followers on our boards. Please note that your characters should be customised and invented by you based off the following information.
 
For more information about Masquerade structure, click here
 
Clans
  • Kingship Clan (Ventrue)
  • Learned Clan (Brujah)
  • Clan of Usurpers (Tremere)
  • Clan of the Beast (Gangrel)
  • Moon Clan (Malkavian)
  • Clan of the Hidden (Nosferatu)
  • Clan of the Rose (Toreador)
  • Wanderer Clan (Ravnos)
  • Night Clan (Lasombra)
  • Healer's Clan (Salubri)
  • Clan of the Hunt (Assamites)
  • Clan of Shapers (Tzimisce)
  • Snake Clan (Setites)
  • Clan of Death (Cappadocians)

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Re: Vampire - Masquerade
« Reply #1 on: August 18, 2008, 01:10:40 PM »
Brujah
[pronounced: Brew-Ha]
 



Nickname: Rabble

 
Characteristic:
The Brujah clan is almost completely composed of rebels of one kind or another, forever searching for the ultimate expression of their individuality. The Brujah are punks, skinheads, bikers, death-rockers, freaks, socialists and anarchists. They tend to be stubborn, highly aggressive, ruthless, sensitive to slights, and extremely vengeful. They are the most uncontrollable of all the Kindred.
 
These malcontents tend to be fanatical in their disparate beliefs - the only thing that unites them is their desire to overthrow the social system, be it vampiric or mortal, and replace it with one of their own making (or with nothing at all). Many are bullheaded crusaders of the worst sort, devoted to their cause until they become blind to any other shades of the truth.
Though the Brujah are incredibly fractious, they aid each other in times of need, regardless of past disputes and antagonisms. If the Brujah call is made, others will respond, but the gathered host will be enraged if they think the call was unwarranted.
 
The clan is poorly organized and only occasionally holds informal meetings. Indeed, Brujah rely on their chaotic behavior to gain the results they desire. Other Kindred allow them their eccentricities; indeed, certain activities that would get other Kindred extinguished earn them only the remark, "Oh, a Brujah." Insolent outbursts and fevered ravings are to be expected from the Brujah. The other Kindred have simply learned to provide the Brujah an amount of leeway which would be given to no other vampire.
 
Appearance: Brujah tend to dress in whatever style is the most outrageous of the period, though some dress in a way that conflicts with the rest of the clan so as to be the "most" rebellious. Leather coats, spiked hair, chains and black boots are common today, as are the various garbs of antiquity, especially those of the Renaissance. They may also dress and assume the attitudes of street hoods, neo-Nazis, or even Deadheads.
 
Haven: Brujah live wherever they choose, frequently kicking whatever unlucky individuals lived there before them. By habit they move about quite a bit, never staying in one place for longer than a month. They typically possess many different "safe houses" where they can hide in times of turmoil. A new tactic of some Brujah is to move in with suburban families, Dominating them into submission. The Brujah "hang out" with the family for a few weeks, and then move on when they get bored. Certain Brujah "recruit" the rebellious teenagers in the households just before they move on.
 
Background: Brujah naturally prefer rebels when they choose their progeny. Only rarely is a neonate guided through the process. Typically, new Brujah are left to their own devices, summoned and aided only at the whim of the sire. Often the sire remains anonymous, so as to avoid the wrath of a strict prince. Often a sire will create more than one childe at a time, forming a brood. Brujah don\'t always seek the permission of the prince when they create progeny, so the chances of the childer\'s survival are greater if there is a group of them. It is a strategy of numbers - the more progeny created, the more likely some will survive.
 
Personality Type: Brujah often have criminal or punk concepts, but many of them are intellectuals as well. They normally have very aggressive demeanors and very extreme natures. Physical attributes are primary, as are skills.
 
Weaknesses: The members of this clan fall into frenzies far more readily than other vampires. However, the Brujah flatly deny this; indeed, they become exceedingly hostile (even to the point of frenzy) if the subject is raised.
 
Organization: This clan is poorly organized and rarely meets formally. However, its membership supports the anarchs more than any other clan. Indeed, it lies at the movement\'s core. Supports neither Camarilla nor Sabbat.
 
Brujah Quote: "All creatures of sentience deserve to be free - it is our born right. When we overthrow this decadent system that attempts to rule us, we can overthrow the system that rules the mortals as well. We shall be the saviors of the Earth."
 
How Brujah view the other clans:
  • Nosferatu - They are rejected unjustly because of how they look. We are the only ones who respect them despite their bestiality.
  • Tremere - Our archrivals. None are worse than these manipulators.
  • Ventrue - These contemptible, conniving politicians are hypocrites of the highest degree.
  • Gangrel - They know how to fight, that\'s for sure.
  • Toreador - Effete bastards. They would make decent allies save for their addiction to the human vices.
  • Malkavian - Some make fine compatriots, though they\'re all weirdos.
Disciplines:
[LIST=1]
  • Celerity - Supernatural Speed
  • Potence - Supernatural Strength
  • Presence - Supernatural Charisma

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Re: Vampire - Masquerade
« Reply #2 on: August 18, 2008, 01:15:59 PM »
    Gangrel



    Nickname: Outlanders
     

    Characteristic: The Gangrel are wanderers, rarely staying in one place for any length of time. In this, they differ greatly from most Kindred, who tend to find a haven and cling to it. There are no established leaders of the clan; on the whole, Gangrel are unconcerned with such things. Withdrawn, quiet and solemn, they certainly keep their cards close to their chests.
     
    This is a clan of survivors - vampires capable of making it on their own. They do not despise civilization or the society of other Kindred - they simply do not require it. They are known for their lack of concern when crossing the lands of the Lupines (werewolves), for it is said they have friends among the shapechangers.
     
    The Gangrel are themselves very capable shapeshifters, which may explain their ability to cross the wild areas unmolested. There are no reports of them being able to transform into anything other than wolves and bats, but there are old tales of Gangrel elders who could achieve a mist form. Perhaps because of this Protean Discipline, their features often resemble those of animals; indeed, some of the oldest Gangrel barely resemble human beings anymore.
     
    The Gangrel are closely affiliated with the Gypsies; in fact, if the stories are to be believed, the Gypsies are the mortal descendants of the Antediluvian who founded the Gangrel line. They are under his protection, and any Kindred who harms or Embraces one of them will answer to him. Regardless of whether this is true or not, Kindred are loath to harm Gypsies. Members of the Gangrel clan are expected, through long-standing tradition, to aid the Gypsies whenever necessary. It has been known for Gangrel to be aided by the Gypsies as well. Certain Gangrel have adopted much from the Gypsy culture, including mannerisms, linguistic elements, and even dress.
     
    Appearance: The members of this clan often have animalistic features, especially if they have the Protean Discipline. They are usually quite rustic in dress and mannerisms.
     
    Haven: Gangrel are nomadic by nature and almost never create permanent dwellings. Though they may live within a single city, they will usually not create havens for themselves, but will instead sleep in a different place each day. They are often found in parks, zoos or semi-wooded areas in the city. Most of them are able to meld with the earth and do so each dawn to escape the sun.
     
    Background: Gangrel always pick their progeny very carefully, seeking those who are survivors. However, once they Embrace these mortals, they abandon them, leaving the childer to make their own way in the world. Though sires may watch from a distance, they almost never interfere. When the time is right, they present themselves to their fledglings and teach them the ways of the clan.
     
    Personality Type: Gangrel often have drifter or Working Joe concepts. Their natures and demeanors tend to be quite similar. They have many skills and talents, and they often put trust in their Allies (the Gypsies) and their Mentor (their sire).
     
    Weaknesses: Gangrel become increasingly animal-like each time they frenzy - the player of a Gangrel character must pick a new animal feature each time the character loses control. As Gangrel age, they increasingly resemble that which they truly are - the Beast. These features tend to negatively affect the character\'s social skills.
     
    Organization: The Gangrel do not really consider themselves a clan. They almost never have clan meetings and rarely attend Camarilla councils. However, they do tend to enjoy each other\'s company more than that of other Kindred and can often be found together.
     
    Gangrel Quote:"The city is not our home. It is simply the only place where we are allowed to exist for long. Our people have become ill and deranged because we have lived in this purgatory so long and have grown dependent on the tainted blood of the mortals."
     
    How Gangrel view the other clans:
    • Nosferatu - Kindred of strong spirit; we have much in common with them.
    • Tremere - Though they do not realize it, we are enemies. They follow the wrong path and seek to destroy us all.
    • Ventrue - Every sect must have leaders; every leader must serve the sect. Our leaders are neither worse nor better than most.
    • Toreador - We hold them in contempt because they have earned nothing better. They must learn to serve instead of take.
    • Brujah - Their virtue is pure, but their vision is cloudy.
    • Malkavian - They are reservoirs of immense power, but even they do not know how to tap it.
    Disciplines:[LIST=1]
    • Animalism - Summon Creature
    • Fortitude - Supernatural Stamina
    • Protean - Shapechanging

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    Re: Vampire - Masquerade
    « Reply #3 on: August 18, 2008, 01:21:18 PM »
    Malkavian
     

     
    Nickname:
    Kooks


    Character:
    The Malkavians are insane, one and all. From madness, however, comes wisdom, and from wisdom comes power. The Malkavians are true creatures of chaos. However, the Malkavians are also known to be clowns and pranksters. As with all things connected with them, not everything makes sense.
     
    This clan is infamous for its destructive and nihilistic members. Malkavians have a reputation for sadistic behavior and for holding little grasp of the humanity they still retain. In truth, such Malkavians are a minority. The members of this clan regularly surprise the Kindred; often they do not seem insane. Some Kindred believe the Malkavians have an undeserved reputation, and have been sullied by a few truly psychotic members. However, remember that sometimes the most normal-seeming people have the least grasp on reality.
     
    The Malkavians have a time-honored tradition of playing practical jokes upon Kindred and kine alike. The nature of these "pranks" can vary wildly, ranging from the harmlessly fun to the potentially lethal. The Malkavians, when they interact with one another at all, tend to award prestige within the clan on the basis of these pranks. Many Malkavians solemnly believe that the Jyhad is a joke created by the founder of their line.
    The Malkavians are very picky about whom they Embrace. Typically, only those on the verge of insanity are chosen. The members of this clan search long and hard for those who have seen so much truth that they have descended into the pits of chaos, and thus have unique perspectives on reality. Indeed, if the progeny-to-be is sane, the sire will make the Embrace and Becoming as difficult as possible, seeking to drive the mortal mad in the process.
     
    Appearance: The members of this clan have different looks and live vastly differing lifestyles.
     
    Haven: Malkavians live anywhere they feel comfortable. Many of them seek out hospitals and asylums to reside in. Some are even assumed to be inmates by the staff.
     
    Background: The members of this clan only select those who are close to death as neonates, or those who are so insane that existence as a vampire is of little consequence. They believe all mortals should have a chance to live out their natural lives.
     
    Personality Type: Malkavians can have any sort of concept - the weirder the better. They may have a variety of different demeanors, which are rarely indicative of their true natures. Often a Malkavian won\'t recall their mortal existence.
     
    Weaknesses: All members of this clan have some sort of derangement. The player may choose any derangement but the character will never be able to completely overcome it, no matter what they get up to. The touch of madness is always upon the members of this line.
     
    Organization: Many Malkavians probably do not understand that they are a clan, and the rest are busy denying that they are Malkavians.
    [SIZE=+1]
    Malkavian Quote: [/SIZE]"Madness you say! Do you fear me? Are you afraid of what I might do, of what I might say? What a fascinating reaction. Don\'t you find it somewhat encumbering?"
     
    [SIZE=+2]How Malkavians view the other clans:
    [/SIZE]

    • Nosferatu - They are the most amusing of all the clans and perhaps the most honest, for they so obviously are what the others try so hard to avoid.
    • Tremere - They perceive what we perceive, but hide from it. They still strive to avoid that which is inevitable. Nature is full of cycles.
    • Ventrue - They are the most fun to play games with, for they take it all so very seriously.
    • Gangrel - They are different from the rest, as are we, but they are even more lonely.
    • Toreador - Such gleeful hedonists it is not a life they live, but an everlasting death. But if they should ever comprehend that, their party would end.
    • Brujah - They have a vision, but in their fanaticism they are as blind as the rest.
    Disciplines:
    [LIST=1]
    • Auspex - Able to see auras
    • Dementation - Can impose temporary insanity on another
    • Obfuscate - Invisibility (the power to become \'dim\')

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    Re: Vampire - Masquerade
    « Reply #4 on: August 18, 2008, 01:26:04 PM »
    Nosferatu



     
    Nickname:
    Sewer Rats


    Characteristic:
    The Nosferatu are the least human-appearing of all the clans. They look something like feral animals. Their smell and appearance are revolting - one could even say monstrous. Long, bulbous ears, coarse-skinned skulls covered with tufts of hair, and elongated faces splotched with disgusting warts and lumps are among their less nauseating features.
     
    After Nosferatu have been Embraced, they undergo an exceptionally painful period of transformation. Over a period of weeks, they slowly shift from their mortal countenances to their Nosferatu visages. In the beginning, the childer may revel in their newfound powers, but soon the pain and the changes will begin. The psychological trauma of becoming such a loathsome monstrosity is often more painful than the physical symptoms.
     
    Nosferatu usually Embrace those mortals who are twisted in one way or another: emotionally, physically, spiritually or intellectually. They consider the Embrace too horrific to bestow on any worthwhile human beings. With the change into vampires, the Nosferatu hope to somehow redeem the mortals, to give them a second chance. It is surprising how often it works. Underneath the grim exterior, the Nosferatu are practical and surprisingly sane.
     
    It is said they revel in being dirty and disgusting and do little to make themselves look better (not that there is very much they could do). Indeed, they are cheerful amid their squalor, especially when others are forced to enter their realm. They are known for being grumpy and lewd, and cannot be trusted to conform to the standards of civilized society.
    Though their Obfuscate Discipline enables the Nosferatu to travel through mortal society, they are unable to interact with it. Therefore they must live apart. The habits that develop from such an existence extend even to their interactions with other vampires. They avoid all contact, preferring their own solitary existence to the chaos of interacting with others.
     
    Though Nosferatu may not fraternize with other vampires, they do remain surprisingly cognizant about the affairs of the city. They favor such tactics as listening to the conversations of other vampires from hiding, and Nosferatu have even been known to sneak into the prince\'s haven to discover the deepest secrets of this elder. Anyone wishing to know any information about the city or its immortal inhabitants need only speak with a Nosferatu.
     
    The Nosferatu do stay in contact with one another, and have developed a unique subculture among the Kindred. They play host to one another with the most elaborate politeness and gentility. They share the information they garner among themselves, and as a result are probably the best-informed of the Kindred.
     
    Appearance: The changes that the curse has wrought upon the members of this clan are the most dominant of any bloodline. They sport huge fangs, their skin is coarse and wrinkled, and they typically have no hair (except in all the wrong places).
     
    Haven: The Nosferatu most often live underground, either in dank cellars or within the city sewer system. When they do live above ground, they frequent abandoned houses or graveyards.
     
    Background: They tend to choose their fledglings from the castoffs and failures of society: the homeless, the mentally ill and the hopelessly antisocial.
     
    Personality Types: Most Nosferatu have lower-class concepts, and tend to have a strong contrast between their natures and demeanors.
    [SIZE=+1]
    [/SIZE]Weaknesses: Nosferatu are so ugly that they have an Appearance of zero. Simply cross the entire Attribute off the character sheet. Nosferatu fail any action that involves their Appearance (they really are hideous).
     
    Organization: They tend to look out for themselves and mingle little with others. They are united in spirit, with an established network, but almost never have formal clan meetings of any sort.
     
    Nosferatu Quote: "I don\'t look for trouble, but if it comes, I hide from it. Damn right, pretty boy. You may call me chicken, but I\'ve known a lot of Kindred over the years who got smart just a few seconds too late. It\'s not like we can\'t die, it\'s just that it don\'t come natural any more."
     
    [SIZE=+2]How Nosferatu view the other clans:[/SIZE]
    • Tremere - Shady characters; they\'re up to something.
    • Ventrue - Too damn proper; something\'s stuck up their ass
    • Gangrel - Good blokes; they know who they are.
    • Toreador - Empty-headed whelps who should be spanked.
    • Brujah - Nice enough fellas, once you get past the crap.
    • Malkavian - Creepy, ain\'t they? Don\'t even trust \'em.
    Disciplines:
    [LIST=1]
    • Animalism - Summon Creature
    • Obfuscate - Invisibility (the power to become \'dim\')
    • Potence - Supernatural Strength

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    Re: Vampire - Masquerade
    « Reply #5 on: August 18, 2008, 01:31:02 PM »
    Toreador



     
    Nickname: Degenerates
     
    Characteristic:
    The members of this clan are known for their hedonism, though that is a misinterpretation of what they truly are. They are proud and regal Kindred, highly excitable, and they cultivate expensive tastes - but hedonism is going a bit too far. Artists are always so misunderstood.
     
    The Toreador are the most sophisticated of the clans. They are concerned with beauty in a way no mortal can fathom. They use the rarefied senses and tastes given to them by the Embrace to become as consumed and impassioned as possible. Ideally, to a Toreador, nothing matters as much as beauty, though in many cases the search for beauty is overwhelmed by the search for pleasure, and the Toreador becomes little more than a sensualist.
     
    Like all true artists, they search for a truth beyond an existence they fear to be meaningless. It is that struggle for truth, and ultimately salvation, that has inspired them with what they consider to be their mission - protectors of the genius of the human race. They are truly in love with the vigor and passion of the mortals, and never tire of marveling at their creations.
     
    The clan as a whole considers its members conservationists; their protectorate consists of the world\'s greatest artists. They specifically seek out those whom they consider to be the most talented and grant them the boon of immortality, thus preserving their genius against the ravages of aging and death. They constantly search for new talent and spend a great deal of time deciding whom to preserve and whom to leave to their fate. Among the Toreador are some of the greatest musicians and artists who ever lived.
     
    The greatest weakness of the Toreador is their sensitivity to beauty. They so reflexively surround themselves with elegance and luxury that they often lose themselves in the endless pursuit of vice after vice. Some among this clan become concerned with nothing but their own continued pleasure - the reputation of the entire clan is affected by their excesses.
     
    Appearance: The members of this clan are usually good-looking. They always dress in the very latest fashions from the most expensive stores. Of all the Kindred, only the Toreador manage (or bother) to keep up with the ever-changing panoply of human fashion.
     
    Haven: They often live in luxury condos or apartments near the center of the city, as close to the action as possible.
     
    Background: They pride themselves on only selecting the most exemplary members of human society for initiation into their clan. Most members were artists or musicians, and many continue their artistic pursuits in undeath.
     
    Character Creation: Toreador often have entertainer or dilettante concepts. They have flamboyant demeanors, but may have very unique natures. Very Social, with backgrounds that often touch fame, fortune or vast social networks.
    [SIZE=+1]
    [/SIZE]Weaknesses: The members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them, and become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a successful Willpower roll to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours. This trait explains why Toreador so often fall in love with mortals.
     
    Organization: The members of this clan meet frequently, though these gatherings are more social occasions than councils. In times of great urgency, they become united and ferociously active, but typically they are too apathetic to be much of a force.
     
    Quote: "I remember my first love, a beautiful woman with a silver laugh. For nine years we were constant companions, but in the end I had to let her go. She begged me to take her but I could not. You may call me cruel, but in the end I realized she was not a true artist, but an imitator. She was unworthy. I don\'t think I have ever recovered."
     
    [SIZE=+2]How Toreador view the other clans:[/SIZE]
    • Nosferatu - These loathsome beasts ought to have been expelled from the Camarilla long ago. They hate all beauty and despise us for ours.
    • Tremere - Honesty is not a word we associate with this clan, but we respect them for their dedication.
    • Ventrue - The patricians of our kind, the Ventrue are the only ones with the refinement to appreciate art, though not as we do.
    • Gangrel - We don\'t claim to understand them. Are they Kindred at all?
    • Brujah - They have little respect for the accomplishments of civilization, but they do understand the virtue of change.
    • Malkavian - Though chaos can be beautiful, it would be a difficult life.
    Disciplines:
    [LIST=1]
    • Auspex - Can see auras
    • Celerity - Supernatural Speed
    • Presence - Supernatural Charisma

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    Re: Vampire - Masquerade
    « Reply #6 on: August 18, 2008, 01:40:40 PM »
      Tremere





      Nickname: Warlocks
       
      Characteristics:
      The members of this clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe they must use the other clans in order to prosper. "Be friendly with them, let them think that we are one with them, but never forget that we serve our clan first and foremost," the Tremere elders whisper to their progeny. "If you must use your friends in service to the clan, then you know that your time was not wasted."
       
      The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their "art" for the powers and eternal life of the vampire. They have never named a founder, and some claim they have none, having instead harnessed mystical powers to achieve their state. Most elder Kindred discount this claim, however.
       
      Their link to the substance of blood apparently runs deep, and they are rumored to be able to use blood in special ways to gain extraordinary powers. Many also believe that the knowledge of those practices has been passed down from generation to generation, and that it is now viewed by the younger Tremere as natural and commonplace - certainly not magic.
       
      The leaders of this clan are based in Vienna, though they have chantries ("guild houses" for the practice of magic) on every continent of the world. A council of seven elders is said to control the entire clan from the Vienna chantry. From that locus, they maintain a tightly ordered, highly hierarchical group, one that allows no outsider to view their inner workings.
       
      Tremere typically have immense love for and loyalty to their clan, and the younger members of Clan Tremere are expected to obey their elders without question. This is not as true in practice as it once was, however. Though there are some rebels and anarchs from the Tremere line, it is thought that they are posing as such on the orders of the clan, as part of its long-term plots.
       
      Appearance: Tremere traditionally wear black coats or even cloaks with high, upturned collars and arcane symbols sewn on the lining. Though this is no longer universal, they still prefer black, impressive-looking clothing (such as the pinstripe power suit). Many Tremere also carry props such as canes; some of these "ornaments" are rumored to be potent mystical talismans.
       
      Haven: The Tremere clan operates a chantry in almost every city where it has members. All those of the Tremere clan are welcome in any chantry. Those who live on their own have a wide variety of accommodations.
       
      Background: They choose the most aggressive and ambitious people as their neonates, preferring males. They carefully train and nurture them for years, calling them "apprentices."
       
      Personality Type: Tremere usually have professional and highly educated concepts and their Natures and Demeanors tend to be archetypes connected with power or science. Mental Attributes are primary, as are Knowledge Abilities. They often have the Mentor Background Trait.
       
      Weaknesses: Tremere neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood Bound to the clan, and therefore must watch their step very carefully when around their leaders.
       
      Organization: The Tremere are tightly organized and very hierarchical. The younger members are expected to obey the older ones without question, but this is not as strong a tenet as it once was.
       
      Tremere Quote: "We must survive Gehenna and establish the tenets of the new world order once the horror is overcome. If we are to succeed, we must control the other clans. No more time can be wasted. If they cannot be convinced to aid us, they must be forced."
       
      [SIZE=+2]How Tremere view the other clans:[/SIZE]
      • Nosferatu - These creatures may make useful servants, but they are too noxious to tolerate for long.
      • Ventrue - Too fractious to be truly effective; nonetheless, they are our chief rivals for control of the Camarilla.
      • Gangrel - Noble Kindred, in their own way.
      • Toreador - Idle hedonists. They do not understand that Gehenna will end their way of life forever.
      • Brujah - Ignorant revolutionaries who don\'t even comprehend what it is that they oppose. They respect only power.
      • Malkavian - So often they seem normal, but all their lineage carry their strange curse. They are occasionally useful.
      Disciplines:
      [LIST=1]
      • Auspex - Can see auras
      • Dominate - Mind control over others
      • Thaumaturgy - Ability to use blood magic

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      Re: Vampire - Masquerade
      « Reply #7 on: August 18, 2008, 01:46:53 PM »
      Ventrue


      Nickname: Blue Bloods
       
      Characteristics:
      Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard to make their lives comfortable. They are most frequently the leaders in the Camarilla, and are cautious, honorable, social and elegant Kindred.
       
      The Ventrue fancy themselves a clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the clan, but many are unable to give up the habits and dress of the time when they were Embraced. The attitudes and beliefs of one\'s mortal days are never forgotten by a Ventrue.
       
      They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control of the city. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid.
       
      There is a strong Ventrue tradition that any member of the line may find safe refuge with any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow clan members before the need arises for this tradition to be invoked. Harboring a fugitive in one\'s haven can be detrimental to one\'s welfare.
       
      They are very proud of their leadership of vampire society, and will always insist that they were the founders of the Camarilla. They will do nearly anything to retain their grip on the politics of the cities and the Camarilla, and are exceedingly protective of their reputations.
       
      Appearance: The Ventrue do not change their ways easily, so they often dress in very old-fashioned styles - lace and ruffles, top hats and evening coats. Younger members still dress very well - preppy would best describe it.
       
      Haven: They tend to make their homes in mansions, often their mortal dwellings.
       
      Background: Typically they select older and more experienced people as neonates, usually members of the upper class. Sometimes they will only Embrace their own mortal descendants.
       
      [SIZE=+1]Personality Type: [/SIZE]Ventrue tend to have upper class concepts. Mental attributes are primary, and often they are knowledgeable and intelligent. Often resourceful and influential.
       
      Weaknesses: Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood her character can feed upon, e.g. only young men, no animals, only virgins, etc. The character will feed on no other type of blood, not even if she is starving or under duress.
       
      Organization: Though the Ventrue clan meets often, their councils are sarcastically called "debating societies" because of the amount of talk and lack of action. The Ventrue consider this the only civilized way to get anything done.
       
      Quote: "The best way to get even with one\'s enemies is to outlive them. Because we are reasonable and above such petty concerns as vengeance, we are the leaders among our kind. Our colleagues do little to support the Camarilla, so we must bear the burden alone."
       
      How Ventrue view the other clans:
      • Nosferatu - Frightful creatures, but they can\'t help being what they are.
      • Tremere - Good chaps, support the Camarilla 100%, but they have uncertain motivations.
      • Gangrel - They are somewhat uncouth, but can be trusted.
      • Toreador - Tasteful and creative, if a bit unrestrained.
      • Brujah - Bullies and rebels all. They are uncontrollable and untamable.
      • Malkavian - They are not half as crazy as they pretend to be.
      Disciplines:
      [LIST=1]
      • Dominate - Mind control over others
      • Fortitude - Supernatural Stamina
      • Presence - Supernatural Charisma

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      Re: Vampire - Masquerade
      « Reply #8 on: August 18, 2008, 01:57:12 PM »
        Lasombra



        Nickname: The Shadow
         
        Characteristics:
        The Lasombra are in many ways the Sabbat\'s answer to the Ventrue Clan. They are invariably talented and have a commanding air about them; even when they are not selected from aristocratic stock, they are skilled manipulators, tempters and plotters.
         
        They have the ability to create and control shadows (appropriate, given that their name comes from the Spanish for "the shadow"). Unlike other vampires, the Lasombra do not cast reflections in mirrors or other surfaces, and are even more susceptible to sunlight - this is most certainly attributed to their Obtenebration abilities.
         
        Some Lasombra share with their clan founder\'s affinity for the ocean, often staring at the ocean or taking long sea voyages. Many Lasombra antitribu even live at sea, as pirates along waterways historically dominated by Spanish, Italian, or Portuguese colonialism and trade.
         
        Appearance: Well-dressed, and often primped, the Lasombra\'s vanity comes through in their often highly-fashionable appearance. When selecting a progeny, physical appearance has importance. Many Lasombra are attractive in some way.
         
        Haven: Often the Lasombra will choose a place by the ocean. Whether it be a little shack on the beach or a mansion on the cliffs, they will be inexplicably drawn.
         
        Background:
        The Lasombra are one of two major clans forming the majority of the Sabbat, along with the Tzimisce. These were the only two clans to achieve any major success during the Anarch Revolt, and are even rumoured to have destroyed their clan founders, called Antediluvians.
         
        The Lasombra tend to occupy posts of responsibility in the Sabbat, which is not surprising considering their interest for politics and power. They see themselves as rivals of the Ventrue, leading their own organisation. The sabbatic titles and rites of catholic inspiration come from the Lasombra and in particular from the prominent Monçada.
         
        The clan\'s rare antitribu are affiliated with the Camarilla. They are usually powerful individuals, both in age and influence,and even the neonates of the bloodline are of high generations, taking advantage of the potent blood of their sires.
         
        Disciplines:[LIST=1]
        • Potence - Superhuman Strength
        • Dominate - Ability to control the minds of others
        • Obtenebration - Ability to manipulate shadows and the Abyss
        Note: Obtenebration: manipulate shadows and even the unformed substance of the primordial void, known as the Abyss. The effects they can create range from causing flittering shadows which have actual substance, transforming their own bodies into an expression of darkness and emptiness, and even the ability to temporarily submerge a small area of the immediate environment into the Abyss itself.

        Because of this closeness with the shadows and the Abyss, all Lasombra are unable to cast reflections in either water or mirrors, and cannot be caught on film.  They are also extra sensitive to the damage of the sun\'s rays, even as Ancients, and cannot risk even a short burst of sunlight.

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        Re: Vampire - Masquerade
        « Reply #9 on: August 18, 2008, 07:11:24 PM »
          Tzimisce
          (pronounced Chee-MEE-See)
           
           

           
          Characteristics: The Tzimisce consider themselves apart from and superior to other Kindred, by dint of their unique Disciplines, unnatural ethical views and the inner-structure of their Clan. Many Tzmisce are warriors or religious leaders within the Sabbat, though many lead existences devoid of other Vampiric contact, instead surrounding themselves with servants and slaves. They are obsessed with their birthplaces and graves, usually possessing some of the soil from the location of their Embrace, over which they are fiercely territorial.
           
          The Tzimisce are known for their body altering technique, called Vicissitude or, less formally, "fleshcrafting". Tzimisce can supernaturally alter the bodies of living and undead organisms, even to the point of melting them. For this clan, body alteration is an art and a philosophy. In the modern ages, most Tzimisce are simultaneously radical transhumanists, posthumanists, and prescriptive social Darwinists. Sooner or later, many Tzimisce become totally lost in this detached and inhuman way of thinking, often losing all contact with the concepts of mercy, compassion, or moral or ethical value as understood by the human mind.
           
          The Tzimisce seek physical and spiritual purification and perfection, though their interpretations of these concepts are often alien or incomprehensible to humans and sometimes even to other vampires. They often "fleshcraft" themselves into forms they believe to be beautiful and/or terrifying. The most common "path of enlightenment" for a Tzimisce is called the "Path of Metamorphosis", and is a replacement for their lost humanity. Tzimisce with this path only have one goal with their whole existence: to become so powerful that the whole world becomes part of themselves — Azhi Dahaka, when the world becomes a part of yourself, a sort of inverted Nirvana.
           
          History
           
          The Tzimisce were one of the High Clans. In medieval times, it was common for the Tzimisce to hold vast domains in Eastern Europe, and command armies of men, ghouls and monsters of their own making; in some places they were revered or worshipped almost as gods. The most infamous Tzimisce was Vlad Ţepeş, commonly known as Dracula.
           
          The Tzimisce were among the preferred victims of the Tremere clan, who often employed Tzimisce as raw material to craft Gargoyles. The Tzimisce of old held the Tremere in utmost contempt.
           
          During the Dark Ages, the younger members of the clan were subject to blood bonds with their elders, until they found a way to break them and slaughtered most of their masters. This ritual is called Vaulderie and consists of a blood bond with the pack members rather than a single elder, thus bonding to a community (or pack) of fellow Tzimisce and breaking their sire\'s control upon them. The Vaulderie is now one of the Auctoritas Ritae and practiced by all of the Sabbat, in theory at least.
           
          Old Clan Tzimisce
           
          The Old Clan Tzimisce are a subgroup of Tzimisce denying Vicissitude, instead wielding the mental power of Dominate. They consider themselves the aristocracy of the Clan and dress themselves very anachronistically, often entirely in black and white. They are the last known true masters of Koldunic Sorcery, the Tzimisce\'s elemental sorcery drawn from union with the great entity Kupala, who is theorized to cause the decay of their homeland. Rumours have it they somehow inoculated their Childer to be immune to the effects of the Vaulderie and sent them into the Sabbat as spies. While this is mostly ignored, certain powerful Sabbat become nervous whilst thinking of it.
           
          Revenant families
           
          Revenants are families of ghouls created by the Tzimisce by inbreeding countless generations of ghouls of the same family. This practice was started as early as the 9th century A.D., and resulted in families of ghouls with hereditary powers. They were and are used by the Tzimisce as infiltrators, warriors, servants, seneschals, and in some cases as their contact with the mortal world or as breeding stock for new vampires. Besides some minor families that have been destroyed, several such families still survive into the modern nights, namely the Zantosa, Bratovitch, Grimaldi, and Obertus families.
           
          The Cathedral of Flesh
           
          The Cathedral of Flesh is a gigantic living being formed into a cathedral. Tzimisce legend and aesthetics hold it the most beautiful creation ever. It is said that the high priest was part of the cathedral and that he spoke with its walls instead of showing himself in person. The cathedral has moved several times since it was created and is now located under New York City.
           
          The Cathedral of Flesh is actually Tzimisce itself, the clan\'s Antediluvian founder. It has transcended humanity and vampirism to become a gigantic blob of constantly mutating flesh.
           
          Disciplines
          [LIST=1]
          • Vicissitude - Body Altering, Flesh Craft
          • Animalism - Summon Creature
          • Auspex - Can see auras

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          Re: Vampire - Masquerade
          « Reply #10 on: August 18, 2008, 07:53:41 PM »
          The Salubri
           

           
          Nickname: Healers
           
          The Salubri are a little-known Bloodline of Kindred, ostracized and hunted to near-extinction due to the dedicated slander campaigns against them by the Tremere. They are chiefly marked by their possession of a third eye in the center of their foreheads. While typically concealable, this eye makes it harder for these Kindred to blend in with normal society or with other vampires. This third eye, when closed, resembles a thin scar, but when the Salubri use their healing powers, the eye opens, looking detached and serene. Its presence is related to the Discipline of the Salubri, but is not exclusive to the Salubri Bloodline. Salubri who never develop Obeah never develop a third eye, and Kindred of other lineages who learn these Salubri healing or warrior powers will also develop a third eye.
           
          Feeding
           
          Distancing them further from other Kindred, the typical Salubri can only gain sustenance from blood that is willingly given, thus divorcing them from the typical image of vampires as life-stealing monsters.
           
          History
           
          In ancient times, the Salubri were once a full Clan, divided into two castes, the Healers and the Warriors. Their founder, Saulot, was said to be the wisest and most merciful of the Antediluvians (ancient vampires; the thirteen grandchilder of Caine) as well as Caine\'s favored childe.
           
          Stories of Saulot relieving Malkav of his most wrenching bouts of madness mingle with tales of Malkav interpreting Saulot\'s strange visions. Supposedly, in the First City, many people followed Saulot willingly and came to him frequently to heal the sick and injured as well as settle disputes. It is rumored that the reason why Caine favored Salout over all his other childer was because his mercy and compassion reminded him of his lost brother, Abel.
           
          The caste of the warrior finds its origins in the time of the city of Enoch, or even earlier, when Samiel, child of Saulot, rebelled against his lot as a placid healer.
           
          The Salubri were nearly wiped out during the Dark Ages era, when Tremere himself, the founder of the Tremere clan, consumed Salout\'s soul in diablerie and initiated a campaign of destruction against the Clan as a whole to hide his misdeed. The ease with which this was accomplished is still one of the enigmas of the time, however, it can be theorized that the Salubri\'s tendency to embrace seldom and to travel alone made them easy targets as they were too few and too scattered to easily defend themselves from the slander. No doubt the disappearance and/or destruction as a result of the Inquisition of many of the elder vampires who remembered the Salubri\'s original reputation helped the Tremere alter perceptions of Saulot\'s clan. Salubri cease to be a clan to become a bloodline with the "death" of their Antediluvian.
           
          The Final Nights
           
          In modern times, there are said to be only seven Salubri Healers in existence at once. They quest for the vampiric enlightenment called Golconda, and when one of them believes they have found it, they create a childe, undergoing ritual diablerie to strengthen the new vampire and thus increase their chance of survival. Rumors also speak of Salubri who have been questing for Golconda since the Dark Age.
           
           
          Disciplines
          Auspex - Can see auras
          Fortitude - Supernatural Stamina
          Obeah - Can heal others, including mortals

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          Re: Vampire - Masquerade
          « Reply #11 on: August 21, 2008, 05:27:03 PM »
          Assamites
           
          Characteristics: The Assamites are a group of skilled, select assassins who often commit contract killings in exchange for the blood of other vampires. Even when compared to other vampires, the Assamite appear overly obsessed with blood, due to a clan weakness which causes an addiction to the blood of other vampires.
           
          Much of the Assamite symbology is Arabic in origin. Even the clan stronghold, Alamut, is based in a mountain range in the Middle Eastern region. The Hashshashin cult that once occupied this fortress is what inspired the first version of the Assamites.
           
          Structure: Aside from warriors/assassins, there are also scholars, known as Viziers, and sorcerers. Effectively the clan consists of three bloodlines, known as castes, each with slightly different Disciplines and weaknesses.
          Even though most Assamites claim independence from the sects, they still collaborate with both the Camarilla and the Sabbat whenever such an alliance suits their purposes. Over time a few Assamite factions have permanently defected to the sects however, notably the antitribu (who joined the Sabbat) and the smaller group of Schismatics that sought protection in the Camarilla.
           
          The Assamites clan Discipline is Quietus, which alters the internal chemistry and alchemical balance of the vitae (or blood) of the practitioner or his/her victims. The Discipline was developed as a tool for carrying out the Clan\'s original purpose as defined by its founder Haqim as judges and police to their fellow Cainites during the age of the First City of Enoch. The Discipline\'s effects range from the novice ability to use one\'s blood as a potent poison to causing an entire Cainite bloodline to "weep" blood.
           
          Another trait which differentiates the Assamites from the other vampire clans is that they were never cursed by Caine, the first vampire. Despite this, they were still subject to two powerful curses from other sources. The first such curse originated with the Baali bloodline during the Assamite clan\'s attempted destruction of that family. The results of this curse was that the entire warrior caste of the Assamite clan became afflicted with a tremendous blood-lust for the vitae of other vampires, even to the extent of addiction after only one taste of another Cainite\'s blood. The second curse occurred at the hands of the Tremere around the time of the Anarch Revolt. This curse, intended as punishment for the clan\'s addiction to vampire blood as a result of the first curse, caused the entire Assamite clan to have a severe allergic reaction to the vitae of other vampires. Only the Assamites that joined the Sabbat and thus became antitribu, and a few disobedient loners who refused to succumb to the curse were spared this fate. Recently, however, the Assamites have managed to shrug free of the Tremere curse due to the awakening of one of their most ancient and powerful methuselahs, named Ur-Shulgi, and have resumed feeding on other vampires.
           
          Unlike the other lines of vampires, who become paler as they age, Assamites grow darker - their eldest members being the shade of obsidian. There is one notable exception to this; Al Ashrad, former Amr of the clan, has pure white skin and no one has been able or willing to explain this.