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Vampire: Awakening
Topic Started: Nov 6 2010, 05:25 PM (155 Views)
Bakatare
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Alright, here's the deal. You're a fledgling vampire. You just got sired and, for various reasons that will become apparent to you through plot, you get thrust into something way bigger than yourself. You must navigate the dark world of the shadows, interacting with, dealing with, maybe even contesting with, all the other creatures of the night that inhabit it.

The story will be set in London, Ontario. There may be slight changes to it, but for the most part it will be the same. It will be based on Vampire: The Masquerade rules... With some simplifications.

Ok, so Vampire: The Masquerade 101, here's what you need to know to create a character:

There are a number of different Clans of Vampires. Each Clan has it's own range of abilities (three of them), each Clan has it's own basic stereotype, etc. There are also different Sects. Each Sect is a grouping of numerous Clans that work together for various beliefs. The major Sects are: the Camarilla, the Sabbat, and the Anarchs. While anyone from any Clan can belong to any of these Sects, there are your basic divisions that are the most common. I will get into explaining the Sects in more detail later (maybe during the game).

For the point of this RP, you need to pick a Clan that is associated with the Camarilla. These are: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue.

Brujah: The hell-raisers of the Camarilla. Brujah are the freedom fighters and demonstrators of the Vampire world. This can range from a desire to passionately debate a matter for hours to the (more common) desire to punch anyone who disagrees until they stop disagreeing. Brujah abilities are Celerity (Vampiric super speed), Potence (Vampiric super strength), and Presence (increased force of personality and charisma).

Gangrel: Wilders and loners, Gangrel are the most in touch with the animal side of Vampirism. Gangrel tend to be more feral and wild than most Vampires, and can run alone or, in some cases, in packs. Gangrel abilities are Animalism (the ability to communicate with and befriend animals), Fortitude (Vampiric durability and endurance), and Protean (the ability to take on animal qualities and, eventually, transform into animals).

Malkavian: The universe has a secret, and it's only talking to the Malkavians. Twisted mentally by the Vampiric blood in their veins, each and every Malkavian is completely insane. This insanity can range from homicidal psychosis to near catatonia and anything in between. However, in their own deranged ways, Malkavians can see more clearly than most; they have deep insight and, in cases, the ability to sense hidden truth or even see the future. Malkavian abilities are Auspex (Vampiric heightened senses), Obfuscate (invisibility), and Dementation (the ability to affect others' minds).

Nosferatu: All Vampires are monsters: Nosferatu just show it more. The curse of Vampirism have twisted each of them physically, hideous to behold. This means they cannot interact with humans for risk of revealing the existence of Vampires. Nosferatu abilities are Animalism (the ability to communicate with and befriend animals), Obfuscate (invisibility), and Potence (Vampiric super strength).

Toreador: Beautiful and glamorous, the Toreador are a Clan of artists and innovators. Lovers of beauty, Toreador thrive in modern society in a way that few other Vampires manage. Toreador abilities are Auspex (Vampiric heightened senses), Celerity (Vampiric super speed), and Presence (increased force of personality and charisma).

Tremere: Among the world of darkness, Tremeres are unique. While other Clans trace their way back to and original vampire, Tremere stem from a group of mages who turned themselves into vampires in an attempt to extend their lives. Now, this secretive and, some would say, paranoid Clan are one of the most powerful in the Camarilla. Tremere abilities are Auspex (Vampiric heightened senses), Dominate (the ability of mind control), and Thaumaturgy (blood magic).

Ventue: Once royalty and commanders, in the modern age Ventrue are more often politicions and business men. They are the political leaders of the Camarilla, seeing themselves as the pinnacle of society and culture amongst the vampires. Ventrue abilities are Dominate (the ability of mind control), Fortitude (Vampiric durability and endurance), and Presence (increased force of personality and charisma).
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Bakatare
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Ok, that's a very basic breakdown of the Clans. Note that each also has a specific disadvantage (for example, the Nosferatu's inability to be seen in public, or the Toreador sometimes becoming hypnotized by something they consider beautiful). Pick a clan, and I'll go into more about it. Throughout the story, you'll also learn more of Vampire rules, as they are explained to you by elders.

Character creation is your basic name, age, appearance stuff. You're age is in human years (as you've just been turned at the start of the story). Also, when you pick your clan, mention what of your three abilities you would like to be the strongest. I will go into more detail as to what each ability can actually do when you pick the clan (so I only have to write about three, instead of a billion).

I'm playing the rest of the world, and I will write out NPC characters here.
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Maeve Sineade
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Alright, I guess I'll have to give this a try:

Name: Calliaphie
Age: 25
Build: Average
Appearance: Auburn Hair
Green Eyes
Generally Smiling
....so I guess I just need help with the rest.


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Maeve Sineade
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Back Story:
Calliaphie was born November 5th in Dorchester England, she moved to London On with her family when she was 9. While Calliaphie had settled in London, and made friends, however, there was still a longing for home. Calliaphie moved back home after her acceptance to Leads school of Art. After failing out in her third year she moved back to London, and began working as a henna tattoo artist at a Carnival. Stopping in town for the Western Fair, Calli, payed a visit to her family. On the last day of set-up Calli walked into the back of her booth to unpack. The last thing Calliaphie remembered was the sound of the haunted house rides melody playing eerily through the park.
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