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Vampires: blood-drinking creatures of the night. Horrors born of darkness, whose sole purpose in life - unlife, actually - is to slake their unholy thirst on the blood of the living. Without doubt, vampires are monsters. Monsters, though, need not always be unthinking, unfeeling terrors empty of remorse, or even compassion or other human traits. Indeed, vampires can exceed their deathless curse, themselves becoming antiheroes or even heroes. Then again, some vampires truly remain monsters.
The Vampire Clans:
Daeva
Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.
Nickname: Succubi
Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.
Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she is weakened.
Gangrel
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.
Nickname: Savages
Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.
Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffers a loss of Intelligence and wisdom.
Mekhet
Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.
Nickname: Shadows
Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.
Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of damage from that source.
Nosferatu
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.
Nickname: Haunts
Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.
Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator.
Ventrue
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.
Nickname: Lords
Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.
The Leaders of each clan:
Daeva: Aiden
Gangrel: Breaden
Mekhet: Caine
Nosferatu: Sloan
Ventrue: Aubire
Facts of vampire society:
~The human non-player characters that might run across vampires performing typically vampiric acts will usually disbelieve their own eyes. The Masquerade requires that humans who know about vampires be promptly killed or otherwise rendered unable to spread the news. It also means that a vampire that breaks the Masquerade will have to fix it or face severe punishment.
~A mortal human being is turned into a vampire childe by the Embrace, during which the sire drains all of his/her blood and then gives him/her some of the sire's own blood. Unlike what happens in much popular fiction about vampires, a vampire bite is not enough to turn a human into a vampire; otherwise, the Earth would have been filled with them long ago. A sire can turn someone who died of other causes as well, as long as the body is still warm.
~Vampires can only result from a human of any age being bitten though they do not age, physically, though they do mentally.
~Whatever house you are bitten by remains your house. A lord cannot teach a haunt, etc etc.
The Sanquine Night:
This a club is where all vampires meet to talk and generally discuss the "day" with other kindred. It is in the basement of a forgotten building on the edge of Ciudad de la noche eterna. It is in dark reds and black, music plays that was chosen the night before.
The Triad:
A group formerly a part of the church that would hunt demons, vampires, werewolves, and such but broke off during the early 19th century to become more of a bounty hunter association, which pays for each vampire head. They are currently in hiding and have been for years being no threat to the Kindred.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As of now you can create a vampire from one the clans. I run all the clans for now, until I decided who I want to run the clans. Any questions...feel free to PM or IM me.
Template:
Name:
Age:
House:
Appearance:
Personality:
History:
The Vampire Clans:
Daeva
Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.
Nickname: Succubi
Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.
Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she is weakened.
Gangrel
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.
Nickname: Savages
Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.
Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffers a loss of Intelligence and wisdom.
Mekhet
Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.
Nickname: Shadows
Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.
Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of damage from that source.
Nosferatu
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.
Nickname: Haunts
Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.
Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator.
Ventrue
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.
Nickname: Lords
Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.
The Leaders of each clan:
Daeva: Aiden
Gangrel: Breaden
Mekhet: Caine
Nosferatu: Sloan
Ventrue: Aubire
Facts of vampire society:
~The human non-player characters that might run across vampires performing typically vampiric acts will usually disbelieve their own eyes. The Masquerade requires that humans who know about vampires be promptly killed or otherwise rendered unable to spread the news. It also means that a vampire that breaks the Masquerade will have to fix it or face severe punishment.
~A mortal human being is turned into a vampire childe by the Embrace, during which the sire drains all of his/her blood and then gives him/her some of the sire's own blood. Unlike what happens in much popular fiction about vampires, a vampire bite is not enough to turn a human into a vampire; otherwise, the Earth would have been filled with them long ago. A sire can turn someone who died of other causes as well, as long as the body is still warm.
~Vampires can only result from a human of any age being bitten though they do not age, physically, though they do mentally.
~Whatever house you are bitten by remains your house. A lord cannot teach a haunt, etc etc.
The Sanquine Night:
This a club is where all vampires meet to talk and generally discuss the "day" with other kindred. It is in the basement of a forgotten building on the edge of Ciudad de la noche eterna. It is in dark reds and black, music plays that was chosen the night before.
The Triad:
A group formerly a part of the church that would hunt demons, vampires, werewolves, and such but broke off during the early 19th century to become more of a bounty hunter association, which pays for each vampire head. They are currently in hiding and have been for years being no threat to the Kindred.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As of now you can create a vampire from one the clans. I run all the clans for now, until I decided who I want to run the clans. Any questions...feel free to PM or IM me.
Template:
Name:
Age:
House:
Appearance:
Personality:
History:
Last edited: