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.
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.
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.
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.
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.
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.
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.