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PhaetonClymene

PostPosted: Mon Jan 15, 2007 12:31 am


Here we go, this is a quick run down on how to first create a character, and then play, Vampire: the Masquerade. From here on out, each little section is going to be a seperate post, mainly because I've seen people do it before in different guilds, and I thought to myself, hey, that seems like a good idea. I'm also going to ask people do not reply to this post.

If there are any questions or comments, please PM them to me or any other staff (although they will not know why they are getting randomly PMed unless they read this themselves.) Hopefully to any new players this will be a bit of help.

I will be using the core rulebook, third edition (the newest one might I add) and I have a PDF file of it if anyone would like a copy of the book themselves. Again, do not respond to this, just PM me with anything.

Here is a bit of organization that I hope to achieve with this:
First post- This long winded explanation
Second Post- Quick Clan Descriptions
Third Post- Quick Discipline Description
Fourth Post- Quick Character Sheet Rundown
Fifth Post- Backgrounds
Sixth Post- Merits and Flaws
Seventh Post- Freebie Points
Eight Post- Anything else I forgot

Thank you for sitting through this, but there is a bit more to read through. I did not realize how long my vision of this Topic will turn out to be, so it may or may not be all typed up tonight. It's quite late at the moment.

Now all that is out of the way, my name is Pete, and it is my exquisite pleasure to be able to walk any new players through the World of the Night.
PostPosted: Mon Jan 15, 2007 1:12 am


The World of Vampires is separated into different factions. These factions are the Camerilla, Sabbat, and Independents. Each faction has different clans that for the most part, stick together. Do not think of clans as a
brotherhood however. Vampires are naturally solitary predators, and as such they think about themselves the most. Clans are simply a collection of vampires who share similar strengths and weaknesses. Now I shall describe each clan, as separated into which faction the bulk belongs to.

To quickly describe the Camerilla, they are the faction who came up with the idea of hiding Vampirism from the mortal population, known also as Kine. They hide behind what's known as the Masquerade, the lies and tricks that keep vampires out of mortal eyes and only in their imaginations.

The clans of the Camerilla are as follows:

Ventrue- These vampires are the leaders of the Camerilla. They are elite, and high classed. Their Disciplines are Dominate, Fortitude, and Presence. Their weakness lies in their tastes. Ventrue are so high classed and picky, they can only gain sustanence from one particular group of people, be it priests, or Irishmen.

Toreador- Clan Toreador is known as a clan of art snobs and degenerates. They are obsessed with their art of any type, and threat other, less class vampires, as filth. These creatures prefer social settings to those where they may get dirty. Their disciplines are Auspex, Celerity, and Presence. Their clan weakness lies in their appreciation of beauty. Whenever anything that could be considered beautiful comes about, be it an exceptional painting or a pretty sunrise (which turns out deadly most of the time) they are rendered completely immobile, and require a successful willpower roll to break out of this "trance".

Tremere- The Warlocks of the Camerilla, the Tremere is a clan wrapped in lies and secrecy. They are a recent edition to full fledged clan, having become Kindred in the 1400's and becoming a full clan not long after. They are magicians of no comparison and complete supporters of the Masquerade which protects them from the average mortal. They live very regimented and structured existences, having every move monitored by their superiors. The entire clan is lead by the Cabal of Seven, which are the original Magi who first became vampires, led by Tremere himself. Their Disciplines are Auspex, Dominate, and Thaumatergy. As a clan, they believe in order, and every neonate is forced to drink the blood of an elder, putting them one step closer to being blood bound to their elders.

Brujah- Pronounced Bru-ha, these rabble-rousers are the brute force of the Camerilla. Once great philosopher kings, Clan Brujah has become a clan of rebels with a cause, though often times that cause is lost even to them. They have the tendency to fly off the handle, in fact their clan weakness is a plus 2 difficulty to resist frenzy. They are, however, loyal friends and passionate warriors. Their disciplines are Celerity, Potence, and Presence.

Malkavian- Clan Malkavian has been plagued for millenia with one debilitating weakness. Each member of this clan is incurably insane. Their insanity ranges from quiet crazy, where they seem almost normal, to outright mental asylum patient. With insanity as their weakness, their disciplines are Dementation, Auspex, and Obfuscate.

Nosferatu- Much like Count Orlok from the 1920's film of the same name, clan Nosferatu all suffer terrible disfigurement. During character creation, they are given an automatic appearance of zero, taking the 1 all originally get. Despite their obvious inability to go into the mortal public without breaking the Masquerade, they are excellent dealers in information. Some speculate this is th emain reason they are still allowed in the Camerilla. Their disciplines are Obfuscate, Potence, and Animalism.

That was all the current clans of the Camerilla. Gangrel once were a part of that sect, but have since withdrawn. I will cover them in the Independant Section, where many of them went.

Now is time for the Sabbat. Although they only have two main clans, many of the Camerilla clans have defectors who choose to side with Sabbat enemies. These traitors to their blood are called antitribu. The Sabbat are a sect of vampires who believe that vampires are better than human, and that they should rule them, not hide from them. They also fight to battle against the Antideluvians (Third Generation creators of each clan) for their very unlives.

These are the clans of the Sabbat.

Lasombra- In Latin, Umbra is the word for Shadow, and the Lasombra are masters in this art. They are the leaders behind the Sabbat. They hate the Camerilla, especially the Ventrue, who they feel are inadequate to lead. Many times they prefer to stand behind the throne as kingmake instead of king, but they'd rather lead the Sabbat themselves than have a member from any other clan lead. Their disciplines are Obteneration, Dominate, and Potence. Their weakness is one of lore, seen in the great Count Dracula of Bram Stoker's famous novel. No Lasombra casts a reflection, nor do they show up on film or in photographs.

Tzimesce- This clan is one that strikes fear into even other creatures of the night. Tales of their weird and painful experiments circulate through society, however few are able to substanciate these rumors, almost none survive who are subject to their experiments. They are cold and unfeeling, having mastered the art of Vicissitude, known as bone and flesh crafting. They hail from the mountains of Romania, and rarely leave their ancestral homes. In fact, their weakness shows their attachment to territory. They must sleep surrounded by at least two handfuls of earth from some land important to them, either their birthplace or that graveyard they were buried in. Their Disciplines are Vicissitude, Animalism, and Auspex.

The Independent Clans claim no sect allegiance. They work only for the furthering of their own clan. For the most part they keep themselves separate from the other clans, though they do commonly work with the sects in certain respects.

This the the list and final installment of the 13 Main Clans.

Gangrel- Clan Gangrel is the first and so far only clan to withdraw from the Camerilla. They are closely tied to nature and the beast, and this shows in their clan weakness. Every time a Gangrel loses control and falls into frenzy, they leave that state with an animalistic feature. Whether it is a physical animal characteristic, or mental, they become closer to the beast within. Due to this they are seen as low class, and tend to be used as brute force by other clans. Their Disciplines are Animalism, Protean, and Fortitude, although there is a Sabbat variant with slightly different abilities.

Assamite- Also known as the Children of Haqim, the Assamites are known as the greatest of assassins. They feel they are not decendants of Caine, and wage a war against the Kindred who they see as pure evil. They are also known as diablerists of the worst degree, they are known to take Kindred blood as payment in order to push the entire clan closer to becoming one with Haqim. Their curse was once the inability to consume Kindred vitae, however this curse was broken, but so long without diablerie has made them addicted to it. Their Disciplines are Celerity, Obfuscate, and Quietus.

Giovanni- Much like the Ventrue, these vampires are high society. Also like the Ventrue, clan Giovanni have dirty little secrets, and more than one skeleton in their closet. Literally. This is the clan of necromancers. Like Tremere, the Giovanni forced their way into Kindred society by usurping the Cappadocians of nights past. These vampires place family incredibly high, in fact every member of Clan Giovanni was once a member of the human family of their Antideluvian, Augustus Giovanni. Their weakness is also in their Kiss. From the Giovanni, no pleasure comes, only ragged pain. Their Disciplines are Dominate, Necromancy, and Potence.

Ravnos- Clan Ravnos has a history of thievery and trickery. In fact, Ravnos pride themselves on their tricks as much if not more than the Malkavians. Direct decendants from the gypsies of the old world, they exhibit the worst of what those people are. The weakness of the Ravnos is their vices. At embrace, every Ravnos has at least one vice they have to partake in, or spend willpower to supress it. This lack of honor and chivalry really angers the Gangrel, who are also said to have gypsy roots. Where the Gangrel have honor, the Ravnos have none. Where the Gangrel are solitary predetors, the Ravnos crave companionship. Their Disciplines are Animalism, Chimistry, and Fortitude.

Followers of Set- This bloodline is the most distrusted and disliked clan in the vampire world. Setites are masters of moral, spiritual and physical corruption. They pride themselves in the amount of chaos they are able to create through the weaknesses of their targets. With such corruption, they fear light, in fact their clan weakness is the fact they take double damage from sunlight, and even in bright artificial light they lose a die from their dice pool. Their disciplines are Serpentis, Presence, and Obfuscate.

There you have it, finally, the completed list of the 13 Main Clans.

PhaetonClymene


PhaetonClymene

PostPosted: Tue Mar 13, 2007 2:26 pm


Here I am going to post quick descriptions of the Disciplines in the Core Rule Book. These should cover all the Disciplines for the clans, although for specific explanations of the powers, PM me. It is a lot easier to give an overview of the Discipline than the specific powers of each. These will also be in alphabetical order, since I'm reading straight from the book.

Animalism-The beast resides within all creatures, from lice-ridden rat to powerful Kindred elders. The Discipline of Animalism allows the user to develop a close, intense connection with his primordial nature. He not only communicates empathically with the lower beasts, but also projects his own force of will upon them, directing the animals to do his bidding. Additionally, as the vampire grown in power, he can use Animalism to control the power of the beast within mortals and even other supernaturals. The Traits Manipulation and Charisma are key to this discipline.

Auspex- This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses significantly, this is merely the beginning. As she grows in power, the
vampire can perceive the psychic auras that flow around her, and even project her mind into another being's thoughts. Furthermore, Auspex can pierce through Obfuscate. (Auspex will only break through Obfuscate if the vampire with Auspex has a higher rating than the Obfuscate user. If they are even they roll contested rolls. If the Auspex rating is lower than the Obfuscate, then Obfuscate works as normal. Auspex can see through Chimerstry the same way, just replace the word Obfuscate with Chimerstry and the rules work the same). Perception is important for this Discipline.

Celerity- The Embrace gifts some Kindred with startling speed and reflexes.They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if slow-motion to the astonishing blur the vampire becomes.

Chimerstry- The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The elders of their clan, when properly approached, speak cryptically of ghuls and rakshasas, and the shape shifting antics of their Antediluvian are the subject of many a dark campfire tale among the clan. But whatever the source, the nomadic Ravnos have a potent weapon in the form of their Discipline, Chimerstry.

Dementation- The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it, and pour it into the minds of those around him. Though in former nights this power was practiced by the Malkavians of the Sabbat, in recent years it has spread throughout the clan. Some Kindred speculate that this "infection" might be yet another move in the Jyhad; a few vampires, particularly of the paranoid bent, even whisper that the Malkavians are the harbingers of the Final Nights.

Dominate- This Discipline involves influencing the very thoughts and actions of others through the vampire's own force of will. Use of Dominate requires that the Kindred capture his victim's eye; as such, it may be used against only one subject at a time. The extent of this control depends on the particular power being applied.

Fortitude- All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire, and terminal falls.

Necromancy- Necromancy is at once a Discipline and a school of magical learning, all dedicated toward the command of the souls of the dead. It has some similarities to Thaumaturgy in that, rather than being a strict linear progression of powers, Necromancy consists of several "paths" and accompanying "rituals." Well-trained and puissant vampiric necromancers can summon the dead, banish or imprison souls, and even reinsert ghosts into living--or unliving--bodies. Needless to say, the study of Necromancy is not widespread among Kindred, and its practitioners--primarily Giovanni Kindred--are shunned and ignored whenever possible. Necromantic paths include The Sepulchre Path, The Bone Path, and the Ash Path.

Obfuscate- This uncanny power enables Kindred to conceal themselves from others' sight. By simply wishing to remain unseen, a vampire can disappear, even if he stand in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes others into thinking he vanished. Additional uses of Obfuscate include changing the Kindred's features and concealing other people or objects.

Obteneration- The bailiwick of the Lasombra, the Obteneration Discipline grants its users power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the Keepers. Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a Kindred control over the stuff of her soul, allowing her to coax it tangibly forth.

Potence- Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights, and strike opponents with terrifying force. Even the lowest ranks of this Discipline gift the Kindred with physical might beyond mortal bounds. More powerful Kindred have been known to leap so far the seems to be flying, toss cars aside like tin cans, and punch through concrete as if it were cardboard. While the mental Disciplines are awe-inspiring, Potence's brute effectiveness is formidable in its own right.

Presence- This is the discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion, or unspeakable terror in mortal and Kindred alike. This subtle power is one of the most effective a vampire can have.

Protean- This Discipline allows the vampire to manipulate his physical form. Some Kindred view this powers as a heightened connection to the natural world, while others see it as magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist, and meld into earth.

Quietus- Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvements with their victims.

Serpentis- Serpentis is the legacy of Set, his gift to his children. The Followers of Set carefully guard this Discipline's secrets, teaching the reptilian art only to those they deem worthy (almost never outsiders). Most Cainites fear the Setites purely because of this Discipline, the way of the Serpent and the temper. Serpentis can invoke an almost primordial fear in others, particularly those who recall the tale of Eden. After all, hiss the Setites, the serpent was an evil older than Caine himself.

Thaumatergy- The Discipline of Thaumatergy encompasses blood magic and other sorcerous arts. Thaumatergy is the unique possession of the Tremere and one of its most jealously guarded secrets. Certain Kindred rumors even speak of mystic cabals of Tremere that hunt down those thaumaturges who are not of the Warlocks' clan. Paths of Thaumatergy include The Path of Blood, The Lure of Flames, Movement of the Mind, The Path of Conjuring, and Hand of Destruction.

Vicissitude- Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to Protean, Vicissitude allows the Fiends to shape and sculpt their own and others' flesh and bone. When a Tzimisce uses Vicissitude mortals, ghouls, and vampires of higher generation, the effects of the power are permanent; vampires of equal or lower generation may heal the effects of Vicissitude as though they were aggravated wounds. Naturally, the wielder can always reshape her own flesh.
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Vampires: The Masquerade

 
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