Vampire: The Requiem

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Sep 24, 2009
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Prologue
London, the ancient city and the heart of the British empire. Millions flock these streets by day and night unaware of the danger that lurks not too far. Unknown to the endangered people of the city among them lurks a predator that has hunted and haunted them for decades in known except through the remains of their victims and the disappearances of many. Who are these terrors of the night though? Those who lurk hidden in the shadows with sharp fangs and the eyes of a beast to terrifying none see it and walk away the same. They are among them, in the stores and homes, the office buildings and the government, even the military has its share of theses monsters. None are safe, not even the monsters themselves. Wars between Vampire clans wage under the veil of night at the discretion of unknown princes pitting brother against brother.


THE 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 loses some of her Willpower.



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. Gangrel are also the only clan to not recognize an established hierarchy. If the Gangrel have an issue they either duke it out or take to a clan meeting, clan meetings were established for this soul purpose to keep the Gangrel from killing themselves off.

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 suffer a loss of Intelligence.



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

Clan 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 more damage than a normal vampire would.



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

Clan 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

Clan 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.


Discipline Abilities:

Majesty
Primary: A Vampire who has taken Majesty as their primary discipline can hold people in awe, cause others to want to let go of their deepest secrets to the character, entrancement, can call any individual they know to their side at night, and can cause others to want to serve them.

Minor: A vampire who has taken majesty as their minor discipline can hold people in awe and cause others to want to let go of their deepest secrets to the character


Celerity
Primary: A Vampire who has taken celerity as their primary ability gains inhuman speed, reflexes, and dexterity

Minor: A Vampire who has taken celerity as their minor discipline gains inhuman speed


Vigor
Primary: A Vampire who takes vigor as their primary discipline gains inhuman strength and in most cases this shows

Minor : A Vampire who takes vigor as their minor discipline gains doubled strength than the normally would posses.


Protean
Primary: A Vampire who takes protean as their primary discipline gains the power to meld with nature, becomes notably more savage, grow claws, take the form of either a bat or wolf, and can turn to myst.

Minor: A Vampire who takes protean as their minor discipline gains the power to meld with nature and to grow claws.


Animalism
Primary: A vampire who takes animalism as their primary discipline gains the ability to talk to animals, control animals, call surrounding animals to their side, posses animals through a gaze, and can manipulate the beast within others as well as themselves.

Minor: A vampire who takes animalism as their minor discipline gains the ability to talk to animals, control animals, and to call surrounding animals to their side.


Resilience
Primary: A vampire whom takes resilience as their primary discipline gains the ability to with stand the greatest blow, ignore pain, and their skin becomes like natural armor, this means that though lower caliber weapons cannot hurt them things such as armor piercing rounds may.

Minor: A vampire who takes resilience as their minor discipline gains improved toughness and can ignore pain


Auspex

Primary: A vampire whom has taken Auspex as their primary discipline gains heightened senses, aura perception, the ability to sense psychic energies, Telepathy, and astral projection

Minor: A vampire whom has taken Auspex as their minor discipline gains heightened senses, aura perception, and the ability to sense psychic energies.

Obfuscate
Primary: A Vampire who has taken obfuscate as their primary discipline can hide objects on their person well, mask his vampiric nature, fade from sight, can take the image of another person, and can vanish others as well.

Minor: A Vampire who has taken obfuscate as their minor discipline can hide objects on their person well, mask his vampiric nature, and fade from sight.

Nightmare
Primary: A vampire who has taken nightmare as their primary discipline gains the ability to take on a monstrous look that only one person at a time may see, cause fear or panic, paralyze a person in fear through a gaze, drive a person mad, and can cause fear to cause physical damage such as premature aging or heart attacks.

Minor: A Vampire who has taken nightmare as their minor discipline gains the ability to take on a monstrous look that only on person at a time may see and cause fear or panic

Dominate
Primary: A vampire who has taken dominate as their primary discipline gains the ability to command a being through eyesight, to mesmerize a character through concentration, alter memories, can render a victim more suggestible, and possession through gaze.

Minor: A Vampire who takes dominate as their minor discipline gains the ability to command a being through eyesight and to mesmerize a character through concentration.


Character Skeleton

Character Name:
Appearance Age:
Actual Age:
Clan:
Primary Discipline:
Minor Discipline:
Personality:
History:
Virtue: (Must have one)(virtue is a non physical trait...personality Ex: Kind?)
Vice: (Must have one)(a personality flaw...Ex: decietful? gluttonous?)
Apearance here (images acceptable).




Glossary (feel free to skim through it in your spare time. Not mandatory to know).:


Beast, the:

The inchoate drives and urges that threaten to turn a vampire into a mindless, raving monster.
When a person is Embraced, his human soul is stripped away and replaced (or at least burdened) with a primal nature called the Beast. The urge to feed on living blood and the lusts of the vampiric soul are fuelled by this new soul. If not properly controlled, it can put the vampire in a frenzy that makes him loose control of his actions and attack the first person (be it friend or foe) close enough to sate his thirst for blood, which is what draws out the Beast in the first place.
Thus, always be careful not to let the Hunger grow too strong.


Blood bond:

A blood bond is a supernatural link of fidelity and dependency of one vampire (the thrall) on another one (the regnant), created and maintained by the repeated consumption of the regnant's blood. In many vampire societies, the blood bond is a powerful weapon for vampire leaders who wish to be assured of their subjects' loyalty.
Someone becomes involved in a blood bond by drinking the vitae of the same Cainite on several occasions not excessively spaced in time. After the first sip of blood, the thrall begins to develop strong feelings for the regent, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regent, seemingly accidentaly running into them on a frequent basis.
After the second sip, the regent becomes a very important person to the thrall, who may go out of their way to seek the regent's attention or please them. It becomes difficult for the thrall to do anything that would harm the regent, and the regent likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regent's blood increases, they still retain their free-will.
After the third sip, the blood bond is complete. The thrall is now subject to the regent completely and loves them as much as they are capable of loving anyone. The regent is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regent asks of them. Furthermore, the regent may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regent, but only temporarily and after an extreme effort of will."


Blood doll:


A mortal who freely gives her blood to a vampire. Most blood dolls gain perverse satisfaction from the Kiss, and actively seek out vampires who will take their vitae. This word is considered slang, and is most commonly used by younger Kindred.


Childe:
A vampire created through the Embrace - the childe is the progeny of her Sire. This term is often used derogatorily, indicating inexperience. Plural is childer.


Domitor:
A ghoul's master; one who feeds him blood and issues him commands.


Donor:
A sarcastic term for a vessel, typically human. This word is considered slang, and is most commonly used by younger Kindred.


Embrace, the:
The act of transforming a mortal into a vampire. The Embrace requires a vampire to drain her victim and then replace that victim's blood with a bit of her own.


Elysium:
An Elysium is a piece of neutral ground where vampires may go to congregate, converse and hash out business deals without fear of violence or exclusion. Every city - at least every Camarilla city - has at least one designated Elysium; larger cities often have several. They're commonly established in opera houses, museums and other locations of culture. Disciplines can not be used while in an Elysium.


Feeding:
To drink blood from a human, a Kindred, or even an animal. To feed, a vampire only needs to bite, retract the teeth from the wound and begin to drink. Once they're done, if they lick the wound it will heal, leaving no trace of the feeding. The victim will experience a feeling of ecstasy during the feeding. Afterwards they won't remember much of the incident, unless they actually know what has just happened (as would be the case with most blood dolls). See also Kiss, the.


Fledgling:
A young, newely created vampire.


Ghoul:
A ghoul is a being (human or animal) that has become a slave to a vampire and addicted to vampiric blood. Although not so powerful as Kindred, ghouls may use the ingested vitae to become preternaturally strong and resilient. They also cease to age. All of this applies only as long as they are given a sip of Kindred blood on a regular basis. Most ghouls are fanatically loyal to their masters, for ghouls are just as susceptible to the blood bond as Kindred are.
As the ghoul requires the blood of his domitor to maintain his status, he often has cause to drink repeatedly from the same vampire.


Haven:
A vampire's "home", where she finds sanctuary from the sun.


Hunger, the:
The urge to feed, as with any living creature. For vampires, however, the Hunger replaces all other drives with its own powerful call.


Kindred:
The race of vampires as a whole, or a single vampire.


Kine:
A somewhat archaic and derogatory term used by the Kindred to refer to mortals. The term 'kindred and kine' refers to all the people of the world.


Kiss, the:
To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who recieve it.


Lick:
A vampire. This word is considered slang, and is most commonly used by younger Kindred.


Prince:

Prince is the most common title for the ruling (or otherwise most powerful) vampire of a domain. Kindred use Prince in its original generic sense, stemming from Roman law, meaning any ruling monarch. (Machiavelli's The Prince also uses this meaning.) The term is gender neutral and is used for a ruler of either sex. Prince is a traditional but not always official title: many ruling Kindred use others, including Cardinal, Lord, Sultan and so on. Very few call themselves Kings, however.

The nature and extent of a Prince's authority can vary greatly from one domain to another, but typically a Prince is an autocrat, and almost always one of the elders of her domain. She usually achieves her position through political, martial or social ability, though rarely a Prince may be appointed or, as in some Carthian domains, elected, but this is uncommon. In any case, most Princes rule as dictators in order to keep the Kindred of their domains under control and enforce whatever laws they see fit; these usually include at least the three Traditions, though again they vary grearly depending on the beliefs of the individual Prince.

Princes generally appoint other Kindred to assist their rule; common positions include the Seneschal, a Herald, the council of Primogen, a Whip, Harpies, a Sheriff and the Hound. (I'll be taking this role and will explain as we go along).



Progeny:
All of a vampire's childer, collectively.


Regeneration:
Regeneration is the vampiric ability to use the blood upon wich they've fed to heal themselves. Kindred are able to regenerate whole limbs and organs, given time and need. Regeneration always restores the vampire to the physical state he/she possessed when Embraced. This includes hair length, face shape, body weight, etc. When the body is injured or otherwise changed, it will reform in the same mold over and over again. Regenerating/Healing in public is considered a Masquerade violation.


Regnant:
A Kindred who holds a blood bond over another.


Sire:
A vampire's Sire is the person who Embraced them, and is thus the vampire's "parent". There is no distinction between male or female sires.


Sheriff:

A vampire chosen by the Prince to act as his bodyguard, and to enforce his laws in his chosen domain. This includes but is not limited to investigating, interrogating, and concluding the laws which have been broken and deciding whether or not to bring the criminal before the Prince. The Sheriff cares out all sentencing handed down by the Prince. Sheriffs can differ from city to city; some are intelligent, others lack the ability to discover. Most feel they are doing what is best for Kindred society, while some just want the power over others.


Thrall:
A vampire under the effects of a blood bond, having drunk another Kindred's blood.


Vessel:
A source of vitae for sustenance or pleasure, primarily mortal.


Vitae:
A synonym of blood.


Whelp:
A derogatory term for a young Kindred.
 
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