Welcome to Gaia! ::

World of Darkness: Secrets of the Shadow

Back to Guilds

A Roleplay Guild set in the World of Darkness 

Tags: World, Roleplay, Supernatural, White Wolf, Darkness 

Reply World of Darkness: Secrets of the Shadow
Vampire Secrets

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Wraith1993
Captain

Vicious Vampire

6,600 Points
  • Brandisher 100
  • 50 Wins 150
  • Money Never Sleeps 200
PostPosted: Fri Sep 13, 2013 10:05 am


Vampires


Kindred among themselves, and Damned among the others. They feed upon the blood of the living to survive. Their hearts don't beat and their bodies are at the temperature of their surroundings. They posses dark powers known as Disciplines, are divided by Clans, and gather in Covenants like shadowy clubs.

Everything you need to know to play one is right here. The Curse is one of the most important sections as it lists everything about the vampiric condition. It's quite a bit of reading, but it's unfortunately necessary.

Current Kindred:

Heinrich Weiss - Mekhet, Ordo Dracul.
Acheron "Ash" Parthenopaeus - Ventrue, Invictus.
PostPosted: Fri Sep 13, 2013 4:39 pm


Welcome to your Requiem


You aren't human anymore. You know that as your eyes snap open, your mind a haze of what's going on. Then it all comes back to you, like a nightmare made real. That figure who'd been following you earlier. You were walking home, tired and looking forward to relaxing. You felt weird, like you were being watched. Because you were. He was always behind you, walking there just a few yards away, smiling. you quickened your pace, made some turns but he was always there, always grinning like this was a game. You could feel your heart pounding, the cold sense of fear. You started to run, but he was still within sight, somehow moving faster even while walking. You decided to take a gamble, you cut into an alley hoping it would exit to a street and you could lose him in the turns. You were wrong. You faced a wall, with no escape. You turned and there was the smile, fangs and all. He moved, too fast to really see. Next thing you knew, you were riding some sort of high like never before, nothing mattered, not that you remembered it right now. Then it went dark, and now here you are, one of the Damned. And your pretty damn hungry. So where do you turn to now? Lost in this dark world with no bearing. The only place you can, Mr.Smiles. He tells you what you need to know, what it means to be a Vampire, whatever you choose it to be, the rules and how everything works. But no matter what he teaches you, knowing something and doing something are two very different things. Your first hunt goes well, too well. It felt good to feed, really good, too good, and you lose yourself to the Beast. When you finally come back to your senses, you've got a bloodless corpse in your arms and a mess on your face. You have to cut ties with your friends and family and loved ones in general, too much risk, you might lose control and come back in a nightmare of blood and regretful satisfaction. The nights are your's now, stained in blood and shrouded in darkness, what will you do with them?

The Curse


The Curse of Vampirism brings with it numerous benefits, but it bears just as many burdens.

-Fire is anathema to Vampires, this vulnerability makes fire one of the few methods of killing a Vampire, and making sure it stays dead.
-All Vampires bear the Beast inside them, a primal instinct to kill, feed, sleep, and repeat. It urges them to Frenzy and attack that which angers them, to run from that which scares them, and to feed on prey. A strong will is required to maintain control when the Beast rages, and when it takes hold you may come to and find you've torn the harassing teenager to shreds, or bled your loved one dry.
-Frenzy can also be induced of your own free will, but you still lose control. To do so you must goad the Beast into action and then let it run free. While Frenzied a Vampire is stronger and faster, ignores as injuries it has or gains, and it's mind cannot be affected by reading, tampering, or controlling. But show it fire and it's likely to run.
-Due to the Beast, Vampires have what's called the Predator's Taint, when two vampires come face to face for the first time, their Beasts call to each other, urging the vampire to attack or run from the rival or potential predator. Blood Potency determined whether another vampire is considered prey, a rival, or dangerous.
-A wooden stake through the heart will not kill a vampire, but it will put the vampire in a death like coma, giving it the appearance of a near mummified corpse, until the stake is removed.
-Garlic, holy symbols, holy water, running water, and such have no effect on a Vampire.
-Vampires do have reflections and do appear on film, however their faces are always distorted beyond recognition unless they will otherwise.
-Vampires do not breath unless they actively do so, and they do not bleed unless they will it.
-As their organs do not function, this means they are unable to digest anything. Blood is absorbed, not digested. Anything that is eaten or drunk will come back up in short order. A Vampire can, using it's blood, force itself to keep food and drink down for a while. But in a few hours it will come back up as a bloody mess.
-Bullets are less effective against Vampires than living targets, as any damage the bullet inflicts only punctures an organ with no function, and will not cause the Vampire to bleed out.
-Poison is useless against a Vampire as they lack functioning organs or circulation. Some snake venoms, however, that attack the blood cells are effective in cutting down on their blood supply.
-Electricity does not work effectively against Vampires as their bodies don't function. It does, however, cause their bodies to spasm like anyone, and severe voltage can cause burns.
-When Embraced, a Vampire is sort of flash frozen in time. Whenever they sleep, their body returns to it's state as it was when Embraced. Meaning their hair doesn't grow, and if cut it will grow back. Tattoos fade, piercings pop out, and scars disappear. Unless they expend will to keep the changes. Wounds will not heal this way, and injuries must be healed by blood before it returns to it's original form.

The Blood


Blood Potency -A Vampire's blood becomes thicker and more potent as they grow older and more powerful. Only the weakest of Kindred can survive on the blood of beasts, most require human blood, but the strongest require the blood of other Vampires to survive. On 1-10, 2 is the limit of animal feeding, at 7 you require Vampire blood.
-Time and experience thicken a Vampires blood, allowing him to effectively contain and use more blood than his body would allow. A Vampire's blood thickens every 50 years automatically, but experience can quicken the process, as can Diablerie.
-Diablerie is when a Vampire consumes every last drop of blood, and the very soul of a stronger vampire to gain more power and thicken his own blood prematurely and quickly. But there is a price to pay, the soul can bite back and be lost. Even success marks you with black veins throughout your aura that shows you for what you are. And being exposed as a Diablerist is a good way to find yourself on the wrong side of a Bloodhunt.
-Vampire blood carries an addictive quality, multiple doses can entrap someone in addiction and make them pliant by promising their next fix. Should a drinker take doses from the same donor, a Blood Bond will form, starting small, but growing into strong infatuation, and lastly absolute devotion at the third drink. Breaking a Blood Bond is no easy task, some say it required the death of the Regent, the donor, others that separation and a strong will will free the Thrall.
-Should a Vampire donate it's blood and expend it's will, the drinker will be infused with vampiric power and be transformed into a Ghoul. A Ghoul is ageless and may learn some Vampire powers, so long as it maintains a monthly upkeep of Vampire blood.
-The Vampire's Bite, known as the Kiss, brings ecstasy to the victim, that way they don't resist. They won't want to, even if they knew what was happening.
-After feeding, a Vampire need only lick the bite wound to close it. Thus securing their secrecy. Otherwise people would notice the very obvious bite marks and the secret would be out.
-Vampire powers, known as Disciplines, are fueled, like their other abilities and bodies themselves, by their blood which is known as Vitae.
-Vampires can augment their physicality, such as strength or dexterity, for short bursts by expending some Vitae to do so.
-Vampires do not heal over time, they must expend Vitae to force their body to heal. Damage from blunt force trauma and bullets are easy to heal within seconds, wounds from blades and arrows are harder and may require a feeding before or after, and damage from fire and some other mystical sources may require a few days to recover.

For the sake of RP fairness, Vampires will not be affected by the sun. As implementing a day/night cycle would be a massive pain and no one would want to play a vampire.

Wraith1993
Captain

Vicious Vampire

6,600 Points
  • Brandisher 100
  • 50 Wins 150
  • Money Never Sleeps 200

Wraith1993
Captain

Vicious Vampire

6,600 Points
  • Brandisher 100
  • 50 Wins 150
  • Money Never Sleeps 200
PostPosted: Thu Sep 19, 2013 4:09 pm


Society of the Damned


Believe it or not, Vampires have their own government. And it's about as old as they are.

At the top of he pyramid you have the Prince, and he runs the show, usually. He picks his own title, but most stick with Prince, even the women sometimes. His word is law, and the respect he has is unmatched, most of the time, and his influence makes him nearly unassailable, typically. He has the power to make whatever rules he wants, that all new vampires must present themselves before him, that you must have permission to Embrace another, and whatever else he might like. Able to give power and take it away just as easy, he can divvy out territory and make Kindred Regents of entire areas within his Domain, or make them Regents of departments, like the police and financing. Not only that, he can call a Blood Hunt on your head, giving each and every Vampire in his Domain free reign to hunt you down and snuff you out. But he's not all powerful, too many radical rulings and drastic changes could find him on the wrong side of a rebellion, but that doesn't really matter if he's just a figurehead.

Next up is the Primogen, the council of the Prince who each represent a Clan or Covenant while making decrees and concerns and other such legal matters. Each Clan and Covenant will submit someone for the position of Primogen as their representative, which the Prince can accept or deny. They balance out the Prince, usually, to prevent a tyrant situation and to ensure the concerns of every Clan and Covenant are considered and properly represented. Those other highly notable individuals of Kindred society who were not selected as Primogen but are still very well respected and influential may sit on the council as Prisci, or a Priscus in singular, an adviser to the Primogen.

The Seneschal is the Prince's right hand, the guy who handles all the day-to-day stuff, schedules, appointments, and what have you.

The Herald ensures the decrees of the Prince are heard by every Kindred in the Domain, and when he speaks it is considered to be equivalent to the Prince speaking.

The Sheriff enforces the laws set by the Prince, and may investigate any suspected broken laws and bring the guilty before the Prince, and carries out the sentences.

The Hound is a Prince's or Primogen's body guard and enforcer, he punishes those who have done wrong not by the Prince's law like the Sheriff, but those who have done wrong in the eyes of their employer.

Master of Elysuim, the one responsible for keeping the peace and making sure everything is running smoothly in the Elysium, the official peace zone where no violence is tolerated. They will work with Sheriffs and Hounds to ensure peace is kept, and in large cities there may be multiple Elysiums with multiple Masters.

Laws of the Damned


Aside from whatever laws the Prince and Primogen decree and enforce, there are three laws, known as the Traditions, that are always enforced, though to some in varying degrees.

First Tradition: The Masquerade

The first and most important Tradition is that of the Masquerade, the secrecy of vampirism. Unchallenged by virtually every Vampire as they all know the consequences should the secret get out. If mankind were to discover the Kindred's existence, the Inquisition would repeat, but on a global scale, and with no chance of escape. Breaches of the Masquerade are punished harshly, the least being imprisoned in Torpor for a few decades, and the worst being Final Death.

Second Tradition: The Progeny

Forbidding the creation of new Vampires, this Tradition is the least enforced, and the most often violated. Few would say it isn't wrong, or in the least complicated, to damn a person to the curse of vampirism, and there are concerns that too many will break the Masquerade, and this is why some Princes require permission to Embrace, and the presentation of new vampires.

Third Tradition: Amaranth

Amaranth, Diablerie, is the act of devouring the very soul of another vampire to gain power. Aside from the obvious crime of murder and soul consumption, this could be a fast track to a young vampire gaining more power than he's earned, and that scares the Elders. Being found guilty of Amaranth is almost always a sentence of Final Death, or a Blood Hunt if your not in custody.

Bonds Thicker Than Water


Every Vampire belongs to a Clan, it depends on their Sire which one. As it stands right now, there are 5 known Clans in the world, and the Blood infuses their bodies with the Curse differently, giving them access to different powers. They are not restricted to them, but they do learn and master them a bit easier than other powers. Disciplines, as their powers are called, exist as clan specialties which only that clan is skilled in, common which exist in more than one clan, Covenant which are guarded secrets, and Bloodline which only exist in a set bloodline of a clan of vampires. The Clans are as follows, with their specialties and weaknesses:

Daeva - Known for being emotional, desirable, and sensual, these sexual predators and hedonists are considered one of the oldest clans with hints of Persian origin. Nicknamed Succubi, they tend to be passionate, charming, and sophisticated.
Disciplines: Naturally talented in powers that affect and sway the emotions of others, as well as powers of strength and speed.
Weakness: The weakness of the Daeva is vice, always tempted to succumb tho their dark desires, they feel better than most if they do, but feel drained and somewhat empty if they refuse, weakening their will, no matter the consequences.

Gangrel - Survivors above all else, the Kindred most well adapted to surviving outside the cities. Stereotyped as primitive and uncultured, as their nickname of Savages would suggest, they are actually far more honorable than they are given credit for. They are self reliant and courageous, with their specialty being adaptation.
Disciplines: Naturally talented in powers of shapeshifting, as well as animal control and physical durability.
Weakness: The Gangrel weakness is their inner savage nature, it brings them closer to the Beast within, and clouds their minds, making complex thoughts, such as puzzles or problems, more difficult to solve.

Mekhet - The Shadows in the shadow, as their nicknames are Shadows, are quiet, quick, and wise among the darkness of the world. Rumored to prey upon victims in secret and learning secrets thought to be known only by the keeper. One of the oldest clans, with some of the oldest known vampires in existence, though most of them are trapped in the cold grip of Torpor.
Disciplines: Naturally talented in powers perception and expanded senses, as well as stealth and speed.
Weakness: The Mekhet are Shadows, in name and nature as fires burn them worse than they do other vampires.

Nosferatu - Nightmares made real, literally. Nicknamed Haunts for a reason, the Nosferatu are fear incarnate. They frighten and disturb any and all who look at them. Deformed monsters among monsters, they tend to be shunned in human society and so make their homes in places others refuse to go, abandoned houses and sewer tunnels for instance.
Disciplines: Naturally talented in powers of fear and terror, as well as stealth and strength.
Weakness: Deformed and repulsive in some way, plain and simple. Whether physical or some intangible sense, and not to mention the smell which may or may not be a result of where they live.

Ventrue - Lords, as they call themselves, over all else in the world. They have ruled since the first empires of man, and will do so until man dies out. As they claim. From the moment they reawaken as kindred to the moment they perish for good, they fight to win and to gain as much power as they can get their hands on. Willing to do so at any and all costs.
Disciplines: Naturally talented in powers of command over others and extending one's will, as well as animal control and physical durability.
Weakness: Their pride and urge to win at all costs leads them to cruel actions and decisions and puts great strain on their minds, leading to bouts of madness and irrationality at times.

Bloodlines

A Bloodline is a subset of a clan, a specific and unique line of vampires. Technically a childe gains the bloodline, if any, from it's sire, requiring Blood Potency 2, but they can alter their blood to awaken a different bloodline, they require a teacher who has the bloodline and blood potency 4 to do so. they can create their own at blood potency 6, if they have not awakened one already. A Bloodline grants the vampire an extra and unique Discipline or the specialty Discipline of another Clan. An example of some bloodlines, both of which are Mekeht, the ability to shape their own bone and flesh to turn their arms into jagged bony swords, cover their bodies in a solidified blood shield and so on, to the secret rites to ease the Torpor of other kindred in various ways, though they also possess Dominate as their bloodline discipline. Each Bloodline bears an extra weakness however, such as a lack of fangs for the first example and longer torpor for the second example.
PostPosted: Fri Sep 20, 2013 1:37 pm


Ties That Bind


Clans are like your family, love them or hate them they are always there, if only loosely connected to you. And the City titles and positions are fairly cutthroat and you need to build allies to advance. So what of your ideals? What of your philosophies and intentions with your undead life, your Requiem? This is where Covenants come in, organizations of Kindred with like minds and ideals. There are 5 acceptable covenants, though obviously some groups hold issue with others, but all hold issue with the 2 other groups. Members of a Covenant gain special benefits that are only available to it's members. The Covenants are as followed:

Carthian Movement - Comprised mostly of young Kindred, they seek to adapt to the changing modern world and use these changes to better the world of the damned. Vampire society is a neo-feudal affair, and as such power remains in the hands of Elder vampires, something the Carthians find unfair. they seek to give every vampire a voice, and it's members stand united in ways other Covenants don't. They hold more closely to their mortal lives and their modern thinking of power structure makes it easier for them to interact with mortals. Giving them easier access to networks of contacts and allies they can call on for help, as well as likely people willing to share the roof over their head.
Advantages: Easier to gain contacts, allies, and a haven.
Relations: Carthians are mostly neutral with the other Covenants, save for the Invictus as their ideals run exactly counter to each other.

Circle of the Crone - Pagan Blood Sorcerers that revere a Mother of all Monsters, the Crone. They venerate her with blood sacrifices, typically their own blood, and in return for their devotion to the Circle and the Crone they gain access to Cruac, a secret blood magic.
Advantages: Cruac, blood magic that requires the caster to shed their own blood to activate the magics.
Relations: They tend to be neutral with most, save the Lancea Sanctum due to their ideological differences.

Invictus - A Covenant based on one thing and one thing only. Power. Well, that and wealth with a nice layer of influence. But that all comes with power now doesn't it. The Invictus wield money, human pawns, and political influence as tools to accomplish their goals. If you weren't rich when you joined, you will be soon, and you'll enjoy the lap of luxury, so long as you remain useful.
Advantages: Wealth, access to mentors to teach and train you in whatever you like, retainers to handle your dirty work, and easy access to blood.
Relations: So long as no one gets in their way of acquiring power, there aren't any issues, but then again the Carthians are always in the way with their very existence.

Lancea Sanctum - Vampires who believe they exist as monsters to feed upon mankind as a mandate from God. The de facto Church of Longinus, and the oldest Covenant in modern nights, stretching all the way back to ancient Rome. It's members are put at peace with their dark dispositions and actions by believing it's their role in the world. Each member, Sanctified, is not simply chosen, they are priests to stand as models for their fellow damned. And they show just how sanctified they are with Theban Sorcery, dark miracles performed with offerings.
Advantage: Theban Sorcery, blood magic that requires an expenditure of will and an offering depending on the ritual.
Relations: Mostly neutral with others, except the hedonistic pagans of the Circle of the Crone.

Ordo Dracul - A Covenant of mystics and mad scientists alike in the minds of others. To the Dragons themselves, they are scholars and researchers of the vampiric condition, with the purpose of breaking the bonds of the curse and transcending the vampiric state to become something more with the Coils of the Dragon. Claiming to be founded by Vlad Tepes Dracula himself, they possess three governing bodies known as the Sword. The Sworn of the Axe, Scarlet Dragons, who act as police, soldiers, and guardians as well as leader in times of war. The Sworn of Dying Light, Azure Dragons, scholars and researchers of the mystical and the Coils, as well as judges of disputes and concerns. The Sworn of Mysteries, Sable Dragons, those who make the laws and decide the overall direction of the Covenant.
Advantage: Coils of the Dragon, various means to an end, gradually alleviating parts of the curse of vampirism in order to one day break free of it altogether.
Relation: Secretive but neutral with other Covenants.

The Unaligned - A catch-all term for those unbound to a Covenant. Not really a covenant, but it does affect how people see you.
Advantage: Total freedom from Covenant concerns and hierarchies.
Relations: Depends from vampire to vampire, but most will treat an Unaligned with distrust. After all, if they won't pledge an oath with anyone how can you know they're trustworthy?

The last two Covenants are disdained by other vampires.

Belial's Brood - Hedonists who claim that if they are truly Damned then why does it matter what they do? Mass murder is the least of their crimes, walking Masquerade breaches that present a danger to everyone and everything around them. Should their presence be found they will be immediately hunted down and eradicated.

VII - Known as Seven, this mysterious group is considered a myth. They don't really exist, just some punks trying to cause trouble. If only that were true. VII has only one goal, the complete destruction of every Vampire not a member of VII. At each scene of death they leave their mark, VII. Why would Kindred think them a myth? Fear. Who wouldn't be afraid of a shadowy group that stalks and kills damn near everyone?

Wraith1993
Captain

Vicious Vampire

6,600 Points
  • Brandisher 100
  • 50 Wins 150
  • Money Never Sleeps 200
Reply
World of Darkness: Secrets of the Shadow

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum