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#1 Vampire: The Masquerade

Posted: Wed Jun 22, 2005 3:45 am
by Cynical Cat
So after talking with Petro, I've decided to run a Vampire: the Masquerade game online. I will be head sadist, or Storyteller(GM) for you folks who haven't hard their innocence flayed from you.

The story will be set in Prohibition ere Chicago, which I imagine as a bustling and robust city filled with corruption. Kindred (vampires) from all clans and factions will be trying to make there mark and fulfill their desires in a tumultous city where Al Capone can kick the mayor down the steps of city hall with police officers looking on and doing nothing. Wheeling, dealing, and even violence have their place in the toolkit of the ambitious vampire living in these heady and hedonistic days.

Characters will be tough neonites or low level ancilla (fairly young as vampires go for those of you not up on the slang). Let me know one way or another if you are interested.

#2

Posted: Wed Jun 22, 2005 3:46 am
by frigidmagi
I'll play.

#3

Posted: Wed Jun 22, 2005 3:50 am
by Josh
I'm in, because I'm a glutton for punishment.

#4

Posted: Wed Jun 22, 2005 4:35 am
by Cynical Cat
Victims, I mean committed players, excellent. Not being an expert on the background is not a barrier to play. It just means you have an edge at playing a young vampire who knows very little about what is going on in the World of Darkness. Here's the rundown:

We'll be starting 1922 or so ( I might move the date a bit). Your character has been undead for at most a few decades. Who you were in your mortal life is still one of the most important parts of who you are. Chicago is technically a Camarilla City, but it is also a transportation hub and the Camarilla has gotten complacent due to the Sabbat Civil War, which has recently come to a close.


Clans
Vampires sire other Kindred by draining their blood and donating some of their own. The new vampire's blood is weaker than that of his sire, whicher is weaker than that of his sire and so and so forth forming a long chain back to the demigods who founded the Clans and the god like power of the first vampire; believed by some to be the biblical Cain. Vampires inherit traits from their sires in the same way that humans inherit the traits of their parents. These blood lines of vampires are called Clans and have certain strengths and weaknesses in common. There are also a few minor bloodlines, which don't have the mighty founder or numbers of a true clan. As a clan can also be a social organization, a big, extended, disfunctional family.

The Sects

The Camarilla
The Camarilla is dedicated to the status quo and preventing the existence of vampires from being discovered by humans. Most Camarilla vampires make an effort to pass as humans and some of them are quite expert at using their wealth and supernatural powers to control influential people and organizations.

The Brujah: Generally regarded as trash, they range from street rabble to intellectuals, with a fair mix of non-stereotypical types from impulse embraces. They are known for their disatisfaction with how vampire society is run, the potent charisma and physical prowess, and their lethal tempers.

The Gangrel: Shape shifting loners and survivors with an affinity for animals, they are often reluctant players in the vampire social game. Most would prefer to live in the wilderness, but it is hard for most vampires to survive there. They are frequently marked by feral features.

The Malkavians: The Lunatics are cursed with madness passed though the blood. They have uncannily accurate sense, preternatural stealth, and the ability to influence the minds of others. All are mentally damaged in one way or another. Storyteller note: These guys are hard to play properly. I love a well played Malkavian, but poorly played ones detract from the game. Malkavians are seriously (and usually dangerously) mentally disturbed. Think twice before you play one.

The Nosferatu
: Another cursed bloodline, the Nosferatu are hideously deformed. They dwell in sewers and abandoned buildings, away from humanity. They are traders in information, which their powers of stealth and animal control can help them obtain. Their great strength and stealth can make them formidable fighters.

The Toreodor: The beautiful people. Artists, poets, socialites, and the stunningly beautiful. They wield great power for their social prowess with mortals and kindred alike. Beauty can captivate them, but they are blessed with many gifts. They can infuence the emotions of others, perceive what others cannot, and move with inhuman speed.

The Tremere:
A ruthless sect of power hungry wizards who traded their own failing magic for vampiric immortality. Bonded to their tightly regimented clan, they have the strength of both numbers and their own fearsomely potent blood sorcery. No other clan is as hated and feared in the Camarilla and they do not lack for enemies.

The Ventrue: The blue bloods form the largest single block of the Camarilla's leadership. They choose their membership from the leaders of society and sometimes from their mortal kin. They are a hardy breed who known as masters of the mind influence and domination. They are also notoriously finicky feeders.

The Sabbat
The Black Hand. Devil worshippers, anarchists, kin slayers and worse. This is what the Camarilla calls the vampires of the Sabbat. The Sabbat recruiters scoff at the lies of the Camarilla's masters, call themselves free of the tyranny of the elders, and call upon other vampires to embrace their true vampiric nature.

The Anti-tribue

Vampires who are members of other clans that have joined the Sabbat are called antitribu. The Brujah antitribu are numberous, the Ventrue not so much.

The Lasombra: The Keepers have long been rivals of the Ventrue. They are a dark clan of elitists, known for their mastery of shadows. Their arrogance is as famous as their power.

The Tzimisce:
Ancient foes of the Tremere, who violated their lands and stole their blood for their sorcery. The Fiends have fallen far in the last millenia and their notoriously vengeful vampires do not let any Tremere who falls into their clutches forget it. They possess many occult powers, principally the terrible art of fleshwarping, and it is rumoured their own form of blood magic. The Fiends are said to be territorial, honorable, noble, and cruel.

The Independents

Some clans have as a whole maintained their independents from the two sects. A few of their members might join one or the other, but as a whole they operate outside that structure.

Assamites: Vampires from the Middle East, the dreaded Assamites have a reputation of being assassins. Most outsiders only see the warrior assamites hired by Camarilla elders or the antitribu working for the Black Hand. More knowledgable kindred know that scholarly and sorcerer Assamites exist and not all their warriors are mercenary killers. They suffer under a curse wrought by the Tremere and bear them a terrible grudge because of it.

The Followers of Set: The Setites claim the Egyption god as their founder. They possess powers of stealth and mind influencing, as well as a sinister an unique power of their own. The Setites are infamous corrupters and manipulaters and are feared and distrusted.

The Giovanni: A family of Venitian merchant-necromancers, they are known as cool and businesslike. Rumours about their depravity match those about there power. They serve their own secret agenda and ambitions.

The Ravnos: Stereotyped as sinister gypsy wanderers who are petty crooks, a few suspect something more sinister about them. They claim the Gangrel as kin, although most of the Animals despise the Ravnos. The Ravnos are masters of illusion and the greatest among them can warp reality itself.



The Clanless

The clanless can be found both within the Camarilla and without. Caitiff is the usual term for these unfortunates. They are usually the product of the blood running too thin to pass bloodline traits. They are despised by most and actively hated by those who believe they are a sign that apocalyptic prophecies are coming true.

#5

Posted: Fri Jun 24, 2005 5:06 am
by B4UTRUST
*wanders in and chuckles to himself*

What about True Brujah, Samedi and the other lesser known clans that still have members?

And if I can't play my trujah can I play a malky? *eyes light up with sinister hope* And to alay fears, I'm not a gnawed malk. My idea of sadism doesn't stretch to bouncing little red bouncy balls off people's head and calling it insane.

...now if the ball had nails shoved through it at various angles....hmmmm *goes off to ponder this*

#6

Posted: Fri Jun 24, 2005 7:33 am
by Cynical Cat
True Brujah: No.

Samedi: Yes.

Malkavian: See above.

#7

Posted: Fri Jun 24, 2005 1:06 pm
by Josh
*lights up a copy of Dirty Secrets of the Black Hand.*

I think this is the last one, guys!

What are these True Brujah you speak of?

#8

Posted: Fri Jun 24, 2005 6:20 pm
by Cynical Cat
Petrosjko wrote:*lights up a copy of Dirty Secrets of the Black Hand.*

I think this is the last one, guys!

What are these True Brujah you speak of?
They are in The Storyteller's Handbook. As I've said, Justin Achilli can be forgiven serial murder for the retcon and annihilation he inflicted on Dirty Secrets of the Black Hand in the Storyteller's Handbook. That being said, I'm all in favor of burning each and every copy of that wreched book..

#9

Posted: Sat Jun 25, 2005 8:53 am
by B4UTRUST
I've still got mine! LoL *holds up his copy then seals it in a locked vault before Josh can burn it too*

And True Brujah, when played correctly, are quite fun ^_^. Hell one of the most powerful sanctioned MET characters is a True Brujah.

#10

Posted: Sat Jun 25, 2005 2:52 pm
by Josh
B4UTRUST wrote:I've still got mine! LoL *holds up his copy then seals it in a locked vault before Josh can burn it too*

And True Brujah, when played correctly, are quite fun ^_^. Hell one of the most powerful sanctioned MET characters is a True Brujah.
Ah yes, let me demonstrate my opinion of Temporis.

*holds up left hand*

Not quite as powerful as this. :P

#11

Posted: Sat Jun 25, 2005 8:51 pm
by B4UTRUST
Yeah, I remember a werewolf that said that. Boy was he upset when he died...

Of course having your body pumped full of silver nitrate while you're just standing there with your thumb up your ass is embarrasing. Of course so is having the big bad vamp stop time and beat your ass senseless while you're frozen ^_^

#12

Posted: Sat Jun 25, 2005 9:01 pm
by Josh
Yes, but remember, this is the ultimate Left Hand of Wank we're talking about. Temporis clocks in at just under that grotesque.

#13

Posted: Sat Jun 25, 2005 9:09 pm
by B4UTRUST
Bah. As stated there are far more disciplines available in V:tM that are more common and just as easily wanked and abused. Movement of the Mind, lvl 1 discipline that can kill a buttload of generations.

"So did you see that 'Sox game last night?" *mentally picks up stake and rams it through the other person's heart from behind* "Hmm...it appears he had too much to drink. Ah well.. Waiter, check please."

#14

Posted: Wed Jun 29, 2005 4:18 pm
by Cynical Cat
You ever actually try to stake someone with Movement of the Mind 1? I wouldn't recommend it, especially if they have Fortitude. Now in Dirty Secrets of the Black Hand, the version of Temporis introduced was ridiculous. Combined with the "Ohhh goody, I start with an Elder character, oh and my clan weakness means that I suffer if I blow a path check which is no problem because I can choose "The Path of what I was going to do anyway!" that made them ridiculous. They aren't so bad in the 3rd edition Storyteller's Handbook.

Anyone with an okay'd character can begin posting in the game thread.

#15

Posted: Thu Jun 30, 2005 8:04 pm
by SirNitram
I don't think anything in the various Vampire things beats the Joss of Kindred Of The East's Dhampyrs.

Roll equal to your Humanity against 6. If you score so much as one success, all damage from this source is nullified..

A Dhampyr can walk through machinegun fire untouched. Insane.

#16

Posted: Thu Jun 30, 2005 8:12 pm
by frigidmagi
I see why eastern stuff was routinly banned by some...

#17

Posted: Thu Jun 30, 2005 8:23 pm
by Cynical Cat
Some of it isn't so bad, but some of it is munchkin heaven. It's a repeating problem with White Wolf that some powers are really badly designed. It's as if some of the game designers think they are too cool to play or understand the game (Temporis when first introduced also comes to mind).

#18

Posted: Thu Jun 30, 2005 10:26 pm
by Josh
It's add-on fever. Every new expansion has to have kewl new powerz.

#19

Posted: Thu Jun 30, 2005 11:10 pm
by Cynical Cat
It's worse because some cool sounding powers have mediocre game mechanics and some allow to crush whole plattoons of your enemies.

#20

Posted: Thu Jun 30, 2005 11:14 pm
by Josh
Well, back in the day WW was famous for neat ideas and horrid execution.

#21

Posted: Thu Jun 30, 2005 11:17 pm
by SirNitram
Petrosjko wrote:Well, back in the day WW was famous for neat ideas and horrid execution.
Changeling, thy entire cycle in a nutshell.

#22

Posted: Thu Jul 07, 2005 12:19 am
by Cynical Cat
Added stuff about the clans.

#23

Posted: Sun Jul 17, 2005 5:24 am
by Cynical Cat
Nice touch with the airquotes.

#24

Posted: Sun Jul 17, 2005 5:07 pm
by Cynical Cat
Edited previous post to reflect new details about Petro's haven. For those who don't want to hunt it down, it is a converted wearhouse with the second story converted to living quarters suitable for entertaining.

#25

Posted: Wed Jul 20, 2005 2:19 am
by Cynical Cat
Let me know where you are sleeping (if you haven't already) and feel free to post for sleeping or rising.