Vampire - The Masquerade: The Final Nights

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PrinceOfShapeir

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It is a world of darkness. Ancient monsters stalk the world of mortals, hidden from our sight. Perhaps the most insidious of these are the Vampires who walk the night alongside Humanity, drawing upon them for both sustenance and progeny. These immortal monsters have manipulated Humanity for millennia, hiding from our knowledge behind their Masquerade.

Today these Vampires have spread nearly all over the world, waging shadowy wars among their own kind. One such war is brewing within the city of San Diego in the aftermath of the demise of the leader of that city. Responsibility for leading the city in the time ahead now falls to the Primogen Council, a group of Vampires who represent the various Clans within a city.

And while the Primogen lead the city, their agents must begin the labor of piecing together the mystery of who assassinated the Prince, why and how, an investigation that will lead them into greater darkness than they find even within their own souls.

Meanwhile, from the shadows Elder Vampires whisper about dark events - a bright, red star hangs in the night sky, and the world itself seems tense and wary, as though an ancient evil that has long slumbered is awakening. There are those who say that these are the Final Nights, and that soon the Apocalypse spoken of in Vampiric myths and legends is soon to be upon them - Gehenna.


Alright, Vampire the Masquerade is a tabletop RPG made by White Wolf that I'm going to attempt to adapt into an RP. While I would prefer most or all of my people were at least passingly familiar with the setting, I can't rely on that so let's give a basic rundown of it.

1: It takes place in the World of Darkness, a world that is more or less identical to modern Earth, at least from a Human perspective. However, there's all sorts of nasty stuff out there just out of sight.

2: A rundown of Vampire weaknesses - garlic, crosses, holy ground, etc, are all pretty much completely useless. Sunlight is completely devastating, killing a Vampire within a second or two of direct exposure. Fire is highly effective, as Vampire skin tends to by dry and rather waxy. Vampires can be repelled or even wounded by persons exhibiting True Faith, but people exhibiting True Faith are extremely rare - someone like, say, Joan of Arc might have had True Faith. Your neighborhood pastor, probably not. It doesn't really matter what they have faith in, only that their faith is extreme. Driving a stake through a Vampire's heart is not fatal, but it does render the Vampire completely paralyzed until the stake is removed. Beheading the Vampire is immediately fatal.

If you're not interested in fully killing them, Vampires can be driven into a state known as torpor if they're badly enough hurt, and that can be done with anything from your bare fists to firearms. While they'll eventually wake up from this assuming you don't finish the job, they can go down for a very long time, sometimes on the order of centuries.

When destroyed, a Vampire's body turns to ashes in seconds. When forced into Torpor, the Vampire's body decays, looking like a mummified corpse.


Welcome to The Final Nights, a Vampire: The Masquerade RP I've been working on for some time. We'll be doing things a little bit differently in this RP. Each player will play two characters, one a member of the Primogen Council, the other one of the Council's agents. These agents I intend to be the progeny of one of the Primogen. You cannot play your own Primogen's progeny.

Due to certain issues with this, character creation will probably be a lengthy and rather involved process as each pair works to get their characters properly aligned. I'm not going to wait until I've got a full stack to decide who gets what clan, instead I'll give it a day or so from the first time someone gives me a decent sheet for one of the roles, then I'll lock it for them.

While I have no problem with a character that is not the archetypical kind of character expected of that clan, I would appreciate if people would keep the clan preferences and natures in mind when creating their characters. That said, I do -not- want to see any Fishmalks. Those of you familiar with the setting will know what I mean. Those who do not, well, basically it's a Malkavian whose insanity takes the form of being wacky and zany. That's not insanity, that's being a spaz. You can be a funny Malkavian without being a moron.

Likewise, I will have a big problem with someone who makes a Malkavian whose insanity is that they have no empathy or morality, i.e. sociopaths. You're a Vampire, sociopathy comes with the territory.

Obviously, Nosferatu are expected to be fucked up looking and the more creative you can be with the deformities the better.

Owing to the immense power and potential for abuse by Tremere, I want experienced roleplayers I can trust playing those characters.

Giovanni, Baali, True Brujah, Tzimisce, are off limits. I will consider characters from other Bloodlines and Independent Clans and from Lasombra and Old Clan Tzimisce.

The Cappadocians and Harbingers of Skulls are off limits.

I will consider Kuei-Jin, Thin-Blood, Ghoul, and Hunter characters in addition to Vampires. Anything else is off limits.

The Camarilla: The Camarilla seeks to bring order to the chaos of Vampiric life. They seek to chain the Beast and preserve the Masquerade, and have created a number of strict laws to accomplish this.

The Camarilla is also dedicated to preserving the power of the Elders, restraining the younger Generations of Vampires from gaining much true power. The Laws of the Camarilla are laid down in the Six Traditions.

1: The Masquerade. Vampires must hide heir existence from mortal society. They must hide the signs of their passage, feed with restraint to avoid leaving a trail of corpses, and avoid using overtly supernatural disciplines in view of witnesses. Those who violate this Tradition face death.

2: Domain. Vampires must respect claimed domain, and not violate it by feeding on their land or from their herd without permission. This does not apply to territory claimed by Vampires loyal to the Sabbat. However, only Elders may claim a domain, and these claims are only respected when they demonstrate they are capable of holding it.

3: Progeny. Vampires may not Sire without the permission of the Elders. Typically this means the city's Prince.

4: Accounting. Once a Vampire has gained the right to sire progeny, they are directly responsible for their subsequent behavior, and as a result are expected to teach their childe the information they will need to survive, including the Six Traditions.

5: Hospitality. Upon entering a city, a Vampire is to present themselves to the leader or leaders of the city, i.e., the Prince or the Primogen. Not doing this quickly is dangerous, and more than a few Vampires have been taken to Final Death for ignoring this Tradition.

6: Destruction. Vampires are forbidden from slaying other Vampires without the permission of the Elders. When the Elders call for a Vampire's death, typically for violating the Traditions, a Blood Hunt is called upon that Vampire. When that happens, all Kindred are expected to participate in hunting down and bringing Final Death to the Vampire.

The Anarchs: The Anarchs are a loose coalition of Vampires opposed to the hidebound, traditional, pyramid structure of the Camarilla. Anarchs are typically loosely organized and highly passionate young Vampires, predominantly Brujah with a large minority of Gangrel and Malkavian and smaller numbers of Toreador. Tremere, Nosferatu, and Ventrue are rare but not unknown within the Sect. The Anarchs are no friends to the Camarilla, but an open state of war between the Camarilla and the Anarch Free State has not existed since the 1940s, when the Anarchs rose up and drove the Camarilla from California for the rest of the 20th century. Currently, the Anarchs and Camarilla in California co-exist, but the situation is a powder keg that threatens to detonate at any time with the right provocation.

The Sabbat: The Sabbat were once in many ways similar to the new Anarchs - young, passionate Vampires seeking to overthrow the rule of the Elders and improve the status quo, but while they had far greater success militarily their ideals quickly degenerated, the Sabbat quickly turning to oppose the Elders on every front - not just denying them control but actively risking the Masquerade, absolutely forsaking their Humanity to allow the Beast to roam free, mass-embracing Vampires for use as cannon fodder.

The Sabbat's stated ultimate goal is the destruction of the Antediluvians and the preventing of Gehenna. They claim to search the world for the Antediluvians, searching ancient crypts and mausoleums for the forefathers, while simultaneously waging a war against the Camarilla, who they claim are the pawns of the Fathers.

The Sabbat operate in tightly knit packs that willingly perform a mass Blood Bond, a process known as the Vinculum. All members of the pack spill their blood into a single container and mingle their blood, then each drinks of it, blood bonding each to their partners, creating a bond and loyalty that runs as deep as the blood itself.
Inconnu: The Inconnu are a small, little known group of Vampires. All are powerful and ancient, and almost none know their true purpose. The goals, members, and even the truth of their existence is a matter of whispers and rumors.

Kuei-Jin: The Kuei-Jin are sometimes called Vampires of the East, but make no mistake, they are not Kindred. The differences between Kuei-Jin and Kindred are many and varied, too numerous to list. The important things are these: The Kuei-Jin despise Kindred, a feeling that is mutual. The Kuei-Jin are powerful, powerful enough to challenge Kindred dominance. The Kuei-Jin have already won many victories, having established a beachhead into the United States after driving the Anarchs from San Francisco.

Since their defeat in Los Angeles in 2004 however, the Kuei-Jin have not made further moves against Kindred positions within the United States or elsewhere, seeming content to build up their strength for the last eight years.

The Society of Leopold: The Society of Leopold is the modern-day Inquisition, a secret organization within the Catholic Church dedicated to the extermination of 'Demonkind'. While the Society would be quite willing to exterminate every supernatural being they possibly could, their true focus is upon Vampires. For the last eight years they have been more restrained than usual, their operations scaled back. The most likely cause of this was the death of Inquisitor Bach and his entire contingent, a significant percentage of the Inquisition's strength, particularly Bach, one of the greatest Hunters in the Inquisition.

These are not all the Vampire Clans, but you don't really need to know about Independent Clans right now.

Camarilla Aligned: While the Camarilla claims all Vampires are welcome, these seven clans form the vast majority of its number. The new Anarchs are likewise primarily from these seven.

Brujah: The Brujah are known for their passions and their ideals, and as such the clan forms much of the membership of the Anarch Movement. The blood of the Brujah flows hot, driving them towards extremes. Rare to find is a cold, calculating Brujah, even in old Brujah who have endured centuries of ennui they still speak and act with vigor and strength. Wielding the combination of the Celerity and Potence disciplines, the Brujah are deadly warriors.
Gangrel: Animalistic and fiercely independent, Clan Gangrel is only loosely a part of the Camarilla. They're often derided by more sophisticated clans for their lack of social mores, but make no mistake, the Gangrel are not to be trifled with, their Beast always close to the surface and giving them unique abilities. Wielding their unique Protean discipline, they are capable of shifting their shape into numerous forms.

Malkavian: No other clan evokes more varied reactions than Clan Malkavian - Amusement. Fear. Contempt. Awe. Hatred. Terror. The Malkavian curse twists their minds, leaving each Malkavian with a unique, incurable insanity. As a result, the Malkavian have developed a very complicated reputation. Sometimes called Mad Seers for their unique insight, the Malkavian curse granting them incredible abilities of insight and foresight - within the Clan, the Malkavians refer to this as the Malkavian Madness Network. In addition to the Network, the Malkavians also wield the unique discipline of Dementation, allowing them to twist and warp the minds of others.

Nosferatu: Where the curse of Malkavian twists the mind, the curse of Nosferatu twists the body. Each and every Nosferatu is a hideous, monstrous fiend, their bodies mutated and twisted by the Embrace. A few make the mistake of viewing the Nosferatu and their curse with pity, a misplaced pity that is likely to result in your final death. The Nosferatu as a clan are proud of their state, reveling in the disgust and horror they bring to more effete Vampires like the Toreador. The Nosferatu act as the eyes and ears of the Camarilla, the clan always ready to embrace the next step in technology and as such they have become masters of the digital realm, gathering their vast web of knowledge from their fortified havens deep underground.

Toreador: In every way, the Toreador are the most Human of the Vampires. They are passionate beings, full of life and hopes and dreams. They are also often shallow, petty, vindictive, and cruel. As a Clan, the Toreador consider themselves artists and critics, embracing the potential of their immortality to sample the delights of the ages. While some clans scorn the Toreador for their perceived weakness, the Toreador are master manipulators and are second only to the Ventrue in their mastery of the realm of politics.

Tremere: The Tremere were not formed by the childer of Caine, but rather by mortal sorcerers forcing the change upon themselves to preserve their waning powers, their theft of Vampirism causing the Tremere to become mortal enemies to Clan Tzimisce, whom they had stolen vitae from to facilitate the change. The Tremere wield powerful blood magic and are feared and mistrusted by the rest of the Camarilla, however their immense power also affords them respect.

Ventrue: Clan Ventrue are the leaders of the Kindred, or so they would like you to believe. Clan Ventrue is naturally adept at the game, the Clan having embraced in the echelons of the noble and powerful for millennia. While Ventrue are not the most powerful clan of Vampires in a fight, their uncontested mastery of the Dominate discipline grants them power over the minds of others, a power they are keen to use.

Sabbat-Aligned Clans: It should be noted that while the Lasombra and Tzimisce are incredibly rarely found among the Camarilla, the opposite is not true of most Camarilla clans. The Sabbat counts numerous members of every Camarilla clan in its number save the Tremere. These Kindred who go against their Clan are known as Antitribu. I will be hesitant to accept Antitribu, particularly Tzimisce.

Lasombra: The Lasombra are in many ways akin to the Ventrue, acting as the leadership of the Sabbat. However, the Lasombra are far more keen for combat than the Ventrue, wielding their unique Obtenebration discipline to great effect in battle. Outside of it, the Lasombra are known for two things - their regal, imperious natures and their peculiar sense of vanity. The Lasombra Curse renders them without a reflection, and as a result many Lasombra's havens are filled with paintings of themselves.

Tzimisce: Monsters among monsters, the Tzimisce are perhaps the most feared of all clans. To describe the Clan as evil would be a gross understatement of the facts. While the young among the clan might be described as sadistic or cruel, the older Tzimisce become so divorced from Humanity that they may as well be completely alien, incapable of truly comprehending the concept of mercy or suffering. Wielding their unique Vicissitude discipline, the Tzimisce are fleshcrafters, weaving flesh, sinew, and bones to craft terrible monsters out of both their victims and themselves.


The Physical Disciplines

Potence: A Vampire uses the power of the Blood to grant his/herself superhuman strength. Native to Brujah and Nosferatu.

Celerity: A Vampire uses the power of the Blood to grant his/herself superhuman speed and agility. Native to Brujah and Toreador.

Fortitude: A Vampire uses the power of the Blood to grant his/herself superhuman durability. Native to Gangrel and Ventrue.

Mental Disciplines:

Dominate: A Vampire uses the power of the Blood to control and manipulate the minds of others. Native to Ventrue and Tremere.

Presence: A Vampire uses the power of the Blood to grant his/herself an aura of dominance and power. Native to Ventrue, Toreador and Brujah.
Animalism: A Vampire uses the power of the Blood to force animals to do his/her bidding. Native to Gangrel and Nosferatu.
Auspex: A Vampire uses the power of the Blood to grant his/herself supernatural senses. Native to Malkavian, Tremere and Toreador.
Obfuscate: A Vampire uses the power of the Blood to create illusions and turn his/herself invisible. Native to Malkavian and Nosferatu.

Unique Disciplines:

Dementation: A Malkavian uses the Blood to bring insanity to those who oppose him/her.

Thaumaturgy: A Tremere uses the power of the Blood in sorcerous rituals.

Protean: A Gangrel uses the power of the Blood to shift and change shape.

There are many, many more disciplines than these eleven, but they are Bloodline or Non-Camarilla clan restricted and as such will not be used by Player Characters.

1999: The Week of Nightmares, as a being suspected by many to have been the Ravnos Antediluvian Ravana arose from a crypt within India. Within one week, almost the entire Ravnos clan had been wiped out. Every being that fought Ravana was slain. Ravana himself was destroyed when an unknown power attacked Ravana with nuclear armaments. This was later spun into having been an Indian nuclear weapons test.

2004: The Ankaran Sarcophagus Incident. Details of this incident are extremely sketchy, and few can agree on even basic details. It is known that during this time, the legendary Vampires Smiling Jack and Beckett were both in Los Angeles, and that a considerable amount of panic regarding a suspected Antediluvian wracked the city for weeks. Regardless of the details, Los Angeles has fallen back into the dominion of the Anarchs.

2006: War between the Camarilla and Sabbat reaches a fever pitch within the United States as Sabbat led by Bishop Thomas Hearst wage a full scale assault on the Camarilla bastion of Philadelphia. Within one month, Camarilla within the city have been decimated and the Prince has been reduced to ash. In the wake of this incredible victory, Sabbat forces across the United States and soon the globe begin aggressively attacking Camarilla positions, causing crippling defeats all across the Eastern seaboard, from Miami to New York City. The only remaining Camarilla-dominated city on the Eastern Seaboard is Atlanta, all others heavily contested or outright fallen to the Sabbat.

2008: Camarilla leadership sends eight relatively young, powerful Vampires along with their childer and ghouls and sends them to take command of a force intended to secure the heavily contested city of San Diego within the Anarch Free State. For the next three years they would wage a war against the Kuei-Jin and Sabbat who dominated the city, forming an uneasy alliance with the regional Anarchs. The aid of these eight and their coteries turned the tide, and they planted the Camarilla flag in San Diego, reclaiming it after nearly seventy years. The leader of the eight, a Ventrue named Elizabeth Marl, became the new Prince of San Diego, with the members of her coterie becoming the Primogen.

2013: Elizabeth Marl and her childe, Johnathan Strall, were assassinated by forces unknown, their Haven attacked by unknown agents, who burned the Haven and left little but ashes. As a result of this, leadership of San Diego now falls to the Council of Primogen, who face a new war against a hidden enemy.
 

PrinceOfShapeir

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In ancient times two brothers - Caine and Abel - presented offerings to God - Abel offered the blood of the firstborn of their flock, and Caine the first of the harvest. Abel's offering of blood was accepted, but God rejected Caine's offering of crops. In anger and confusion, Caine quarreled with his brother, and slew him.
Caine's sin could not be hidden from God's eyes, and God cursed him, condemning him to never again walk under the sunlight, to crave blood and fear fire, and to eternally be both betrayer and betrayed.

Caine fled into the east, passing from Eden into the lands of Nod, and there he met a woman who called herself Lilith, and he knew her. She taught him that there was far more to him than the curses that he bore, and taught him of deadly powers he might wield.
Centuries passed, and a day came that Caine could learn no more from Lilith, and he spurned her. He began his solitary travels once again and he came to a great city built by the progeny of Seth, his second brother. He came to the King of this city who was called Enoch, and he spilt the King's blood with his teeth, and his blood mingled with Enoch's, and he became Caine's childe. Caine would repeat this act twice more to Irad, a great warrior, and Zillah, a beautiful woman who Caine coveted.

In their own turn, Enoch, Irad, and Zillah would create their own progeny, thirteen in number. A time soon came that Caine departed the city for a time, and in that time the Thirteen turned upon their Sires, and slew them, and cast their ashes to the wind. But when Caine returned, he cried out for the loss of his childer, and he cursed the Thirteen to bear terrible curses. Their sin was seen by God, and he cast down a great deluge that consumed the City and all other land. In time this deluge would be returned to the land and sky from whence it had come, leaving only handfuls of the Children of Seth still alive, and hidden in dark caves and stony cairns the Children of Caine survived as well, and would soon awake to continue their depredations.

Millennia would pass. Kingdoms would rise and fall - Sumeria, Mesopotamia, Babylon, Macedon, Carthage, Rome, but all throughout the Children of Caine walked among them, feeding on the Children of Seth, manipulating them, using them to create more of their kind. Some of the Cainites ruled openly, dominating regions with their powers, others worked subtly in the shadows. It was in this time that they gained the name they would most commonly be known by, Vampire.

The age of the unmasked depredation of Vampires would come to an end a thousand years after the emergence of the Christian faith, as Inquisitors raised armies and brought fire and steel to the Vampires, destroying many and driving more into the shadows, never to reveal themselves again for fear of death.

In the wake of this devastating war, Vampire childer rose against their Elders, a rebellion that would come to be called the Anarch revolt. The Anarchs sought to destroy the Thirteen Progenitors, who had come to be known as the Antediluvians, and the overthrow of the power of the Elders.

These Anarchs waged a brutal war against their Elders for years, until finally the Elders
defeated them and forced them to once again submit to their rule, under a new order known as the Camarilla that would dominate the will and actions of the young Vampires while maintaining the strength of the Elders.

However, some of the Anarchs escaped capture and would continue in the shadows, regaining strength and preparing to continue their war against the Elders. They became known as the Sabbat, the Sword of Caine. They would continue to attempt to seek and slay the Antediluvians in their ancient lairs, and while their goal was admirable, they soon became power-mongers like their Elders, and far more monstrous. They did not restrain their Beasts, instead letting it run wild.

The Sabbat would not be the last Anarchs. Centuries later on the eastern coast of the United States a new generation of childer would rise against their Elders, winning victories and carving out much of California from both Camarilla and Sabbat control, forming it into an Anarch Free State.

Kindred: A word Vampires use to refer to other Cainite Vampires

Cainite: See above. Similar, Child/Childe of Caine.

Childe: A Vampire's progeny. Also a term of scorn and contempt, suggesting that the Vampire referred to is young, stupid, and/or weak. Plural, childer.

Diablerie: When a Vampire drains another Vampire of their blood and with the last great drink consumes the other Vampire's soul, gaining that Vampire's strength. Diablerie is highly illegal in the Camarilla, but common among the Sabbat. A user of Diablerie is called a Diablerist. Some prefer to refer to Diablerie as Amaranth.

The Embrace: The act of converting a mortal into a Vampire. First the Vampire must drain the mortal of all blood, then force his or her own blood into the mortal's mouth. A few hours later, the mortal will awaken a new Vampire.

Sire: A Vampire's progenitor, the one who embraced that Vampire.

Fledgling: A complete newborn Vampire, still unaware of the facts of the world. Often a term of contempt.

Neonate: A young Vampire. Sometimes also a term of contempt.

Ancillae: A Vampire that is old and smart enough to be no longer directly watched over by his or her sire, but has not yet gained the power of an Elder.

Elder: A Vampire of over a century in age that has amassed considerable power of some form.

Methuselah: Truly ancient Vampires. Few if any are known in the Final Nights, and all wield terrifying power.

Antediluvian: One of the mythic Vampire grandfathers, thousands of years old.

Vitae: Human blood, after it has been consumed by a Vampire.

Gehenna: The mythical Vampire armageddon, when the Antediluvians awaken from their thousands of years of slumber and feed upon their childer, destroying the world in a tide of blood and death.

The Final Nights: The supposed lead-up to Gehenna, suggested by the rise of thin-bloods, the red star called Wormwood in the night sky, and various difficult to substantiate sightings like blood-red moons and Vampires who have had mortal offspring.

Thin-Blood: A Vampire so weak that they are barely really a Vampire, not recognizable as a member of any of the clans and have difficulty using Disciplines. Some are even rumored to have reproduced, and most are incapable of the Embrace. Some Thin-Bloods exhibit strange powers. As the Time of Thin Blood supposedly leads to Gehenna, many Vampires will hunt down and exterminate Thin-Bloods.

Name:

Age: For one of the Core 14 Vampires of the Primogen and their chief agents, the Primogen should be at least over a century in age but no older than four centuries, and the agents should be at most a century in age.

Gender:

Clan:

Appearance:

Skills:

Disciplines: In addition to your Clan's three native disciplines, you may choose one more for your Agent character and two more for your Elder character. To determine your character's strength in these we'll be doing a system similar to the tabletop. There are five levels of these Disciplines. Elders may distribute 15 points, Agents may distribute 10.

You may not choose unique disciplines.

Personality:

Equipment:

History:
 

Dogmatic99

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I'm familiar with the universe through the video game rather than the tabletop so before I get to work on character history I'd just like to check if these would be acceptable discipline builds for a Gangrel agent and Tremere elder. (the limit on each is 5, right?)

Agent disciplines:
Fortitude - 4
Animalism - 0
Protean - 3
Added discipline: Potence - 3

Elder Disciplines:
Dominate - 3
Auspex - 1
Thaumaturgy - 5
Celerity - 2
Presence - 4

Feedback and criticism more than welcome. Needed in fact. It's been a long time since I've done anything involving the masquerade universe.
 

PrinceOfShapeir

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For the most part, but the Agents can only have four disciplines. But you got it right for your characters, at any rate.
 

Dogmatic99

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PrinceOfShapeir said:
For the most part, but the Agents can only have four disciplines. But you got it right for your characters, at any rate.
But my agent has 4 disciplines (3 natives and the 1 I'm allowed to add) or do you mean I can only put their points up to a level of 4? Either way awesome! I'll get cracking on character stories soon as.
 

Berenzen

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Personally I prefer nWoD over oWoD, but I might make up a character nonetheless. Standard 5/4/3, 11/7/4 with 7 humanity at start?


Also, are you just using core rules, or are supplements allowed? If so, which ones?
 

PrinceOfShapeir

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I won't be tracking attributes and the skills/talents/knowledges. Given that you're all around a century old, you've had time to get good at anything you give a crap about. As for Humanity, I'm not going to put a number to it. This is an adaptation of the setting more than the game.
 

c_westerman13

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Would I be able to take Malkavian Elder, and either Ventrue or Nosferatu Agent?

For the Malkavian Elder, is Narcissistic Personality Disorder, with a generous side of Mania a valid choice?
 

PrinceOfShapeir

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Lambi has expressed interest in playing the Malkavian Elder. While you're welcome to try for it, you may want to consider making the character adaptable to another clan. And yeah, that sounds reasonable.
 

Lambi

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c_westerman13 said:
Would I be able to take Malkavian Elder, and either Ventrue or Nosferatu Agent?

For the Malkavian Elder, is Narcissistic Personality Disorder, with a generous side of Mania a valid choice?
You can go ahead and make that Malkavian Elder if you want to. I'm thinking of making my Malkavian an Agent instead. I think I'd make a better Malkavian Agent than Elder. And I've got another clan in mind for an Elder. At least my Agent will have a Sire, heh.
 

c_westerman13

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Cheers, Lambi. Just a check on flavour, IIRC, There's only one clan in VtM that don't have reflections, isn't there? Malks can see themselves in mirrors?
 

c_westerman13

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Here's my Malkavian Primogen, then.
If there's any issues, Just say. I'll get an agent up ASAP.

Name: General James Kelvin Hunt

Age: 272 (Embraced at 36)

Gender: Male

Clan: Malkavian

Appearance: Tall, pale, a little podgy. General Hunt is almost always seen in a black or navy velvet suit with a starch-white shirt and a Cravat.

Skills:
Dementation - 5
Obfuscate - 3
Auspex - 2
Presence - 3
Clerity - 2

Personality: Arrogant, and mostly Aloof, James is one of the most Narcissistic beings you are ever likely to meet, alive or otherwise. If this wasn't bad enough, his disposition tends to be overly happy and bouncy, somewhat reminiscent of a puppy getting attention. Don't let this decieve you though, he didn't become a Primogen by chance!

Equipment: General Hunt generally wears a black velvet suit, over some high-end body armour. A lot of the time, especially around other Vampires, he carries a .44 Magnum revolver loaded with Hollow-point rounds, and it isn't unknown for him to carry a silver round or two... just in case.
Financially, he has no worries at all. Almost 3 centuries of compound interest, along with long-term meddling in lots of markets, tends to have that result.

History: Born in 1740, In the great city of London, in the great British Empire, James' family moved to the new world in 1753, in search of the fabled American dream. His mother, Jane, unfortunately died on the voyage, leaving his Father, William, in a state of deep depression. William and James lived a quiet, sheltered life in Massachusetts until the 1770s, when James joined the army to fight the growing American Revolution. The recipient of many rapid promotions, General Hunt was a courageous and quick-witted fighter, though able to keep his cool well under fire. He was shot throught the leg in combat in early 1776, James was whisked away immediately to the field hospital, his troops slowly losing the port of Boston. As Hunt laid in the Hospital, he felt very much as though he wasn't going to last much longer. One night, with the ward suspiciously empty, a tall, gaunt, giggling figure approached him, offering a way to get back into the fight - an offer he had little reason to resist.

The figure was, of course, a Malkavian, quite powerful in the rapidly establishing American Camarilla. As Hunt awoke after the Embrace, a fresh Childe, he felt... proud. and happy. He couldn't quite put his finger on what had changed, but he had 3 feelings raging rapidly through his mind. Firstly, he was hungry, so very hungry. Secondly, he was happy, excited, elated, and... restless. He needed to move. Finally, he wanted more, though he wasn't exactly sure what he wanted more of. Thankfully, the Gaunt figure, now introduced as Doctor Harrington, was able to explain Hunt's new nature.

Following puzzling missions from Harrington, time flew by, and Hunt found himself increasingly self absorbed. self centred. self obsessed. Eventually, he began to scheme against Harrington, taking a full 3 decades, finally springing his trap in the late 1930s, leaving a hidden-but-visible trail to incriminate his sire with several masquerade breaches over the past half-century. Eventually, the Prince began to take notice, and announced a blood hunt, eliminating Hunt's Sire without James ever getting involved. Following the success of this plot, James began to see himself becoming a prominent primogen, even a Prince - quite the driving motivation for a vampire that has seemingly endless energy. Laying and reaping plot after plot, the General worked his way up the ranks, and in the late 1990s, finally became the Malkavian Primogen.

(Recent history to be written pending discussion of siring story with Lambi)
 

Dogmatic99

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Jun 24, 2012
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Name:Eric Williams
Age:295 (embraced at 40)
Gender: Male
Clan: Tremere

Appearance:Average height. Sharp features and grey hair. Dark, bloodshot eyes. Favours a crisp grey suit and matching waistcoat.

Skills:
Dominate - 3
Auspex - 1
Thaumaturgy - 5
Celerity - 2
Presence - 4

Personality:Reserved and soft spoken. Like all Tremere Eric covets knowledge more than anything, though that is not to say that he is blinded by it like others of his kind. Eric is a pragmatist before anything else. Hard to win over but once he is, he is the kind of ally anyone would be happy to have.

Equipment:
Prefers not to carry weapons, instead relying on his potent magical power.
Carries a cell phone and wallet with a good supply of cash and a credit card but no ID.
Like any self respecting vampire of his age he quickly learned how to take advantage of the stock market and compound interest.

History:

Born in 1718 in Cornwall, in a small fishing village that is now modern day Looe. The sea was in Eric's blood, sailing was not a profession it was a way of life. His father was a humble, modest man who was lucky enough to own a small fishing boat. This helped him to earn an honest living and gave his family an element of self reliance. But this was not enough for Eric.

Like all young men Eric dreamt of adventure. At the age of 14 he signed up with a merchant ship and set sail for the Bahamas. Much to his mother and father's dismay. Eric never returned to England. When his ship docked at its port he chose to take his share of pay and sign up for another ship ... and then ... and another. From merchant to privateer. he saw them all in his time. That is not to say that his life was one grand adventure. In his foolishness Eric did not count on how dangerous it could be for a 14 year old boy alone and so far from home. There were dark times, times that would haunt him for years. But in the end he survived and over the years through the sheer variety of his postings Eric became familiar with all the workings of a seafaring vessel. The one he excelled in though, was the posting of helmsman.

As the years went on Eric settled on a regular posting. A ship called "The Sweet Lady Lilith". He was given the position of storm helmsman and enjoyed the respect it gave him. His life was finally in order. Then one night Lady Lilith set sail on a strange mission. All Eric knew was that they had been hired by a mysterious client who wanted passage to a remote island. They had paid a ridiculous amount for it as well. This passenger travelled alone and only came out of his cabin below decks at night. Eric was the only member of the crew with the nerve to talk to him when he came out to watch the night waters. This was not an act of bravery, more of boredom. The weather had been clear all the way leaving him with nothing to do.

He soon learned their passenger's name was Vassa. He was from old eastern Europe. The man was strange but likeable and the two passed the nights in each other's company, sharing stories of their home countries, exploits and laughing over a bottle of rum. Though Vassa had brought his own wine and refused to share.

When the ship finally reached its destination Vassa seemed melancholy. He invited Eric into his cabin while the rest of the crew made their way ashore. "You are an old man." He said to Eric. "The colour is fading from you and your life with it."

"I suppose I am." Scoffed Eric, clearly his new friend had already had too much wine, he always got moody as the nights wore on and the drink flowed more freely. "But I done well. Not many in this trade live long as I have." He said trying to lighten the mood.

"You could live longer. You gave yourself to the sea but she is a cold wife and will not hold you in your final days, she will not give you children. I could give you time, a chance to claim all the things you have missed and more." Vassa's seemed to stare into a distance that was not there, as if there were a world inside Eric's eyes.

"How much have you had to drink?" That was the last thing Eric remembered of that night. When he awoke the crew were gone, Vassa was waiting for him on deck holding a bloody coin and a stone tablet.

"We will return to port now. You will teach me what you know, to handle the ship. I shall teach you what I know so that you might live. You will thank me for this one day, Eric. I promise you." That was the first night of Eric's life as a vampire.

And the rest is history.

I'll add anything else if someone comes forward as a Tremere agent.
 

PrinceOfShapeir

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Mar 27, 2011
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Dogmatic, I'm very iffy about this character. The story of the character doesn't seem well suited to a Tremere, they're typically very cold and focused. I have a hard time reconciling immense magical power with the helmsman on a 18th century trading ship. It doesn't fit well. Besides that, the entire bio is about him becoming a Vampire, and that's only a small fraction of his life.

Also, the Tremere as a general rule embrace in a ritual that involves the new Vampire drinking the blood of the Council of Seven. (Actually, need to add the Blood Bond into the glossary.) While you don't have to have that, it is an important part of the Tremere clan culture.

For future reference on this kind of stuff, I recommend everyone consult the White Wolf Wiki.

White Wolf Wiki-VTM Clans [http://whitewolf.wikia.com/wiki/Clan_%28VTM%29]

Tremere are one of the most fiddly and complex clans, so if you're not familiar with VTM I really discourage it. That also goes for anyone considering playing a bloodline or non-Camarilla clan.
 

Dogmatic99

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Jun 24, 2012
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Fair dues like I said I'm not particularly knowledgeable about the world history. I'll work on something new when the chance arises.