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  1. [center][color=brown][b][size=22pt]Vampire Application[/size][/b][/color][/center]
  2.  
  3. [color=brown][b][u][size=14pt]I. General Knowledge[/size][/u][/b]:[/color]
  4.  
  5. [b]1. [color=white]What is a Vampire? Define this creature and how it is different from mortals; touch on their mental drives and biological differences.[/color][/b]
  6. The vampires are a separate race that is based upon the heavy folklore of creatures of night that hunt and drink blood. In the world of darkness, vampires are defined as creatures cursed by God starting all the way from Caine till the 16th Generation vampires. After one is turned into a Vampire, they may no longer eat or drink like a normal mortal, instead they will have to survive by feeding on blood, moreover they will also be granted special powers as a gift of their unlife. Mortals need to breathe to stay alive, they eat food and drink water to quench their thirst but vampires have no need for it. They do not need to breathe to stay alive, nor do they must eat or drink because after the twisted embrace, they are re-animated by the special vitae of another vampire. Thus when a new vampire awakens, they are fully dead. After one becomes a vampire, they are taught their clan's ways and their powers. Biologically speaking, if one has sharp hearing enough to listen to a vampire's heart or lungs, they will find out that the Vampire in-question doesn't breathe at all. It will be hard to encounter most low generation vampires as most are in torpor somewhere and some are manipulating the jyhad. On the other hand we got the matter of high generations. How does one increase their generation? How are high generation vampires created? The answer is embrace. Unlike folklore where vampires just 'bite' their victims and turn them into vampires, in world of darkness a vampire has to suck the blood out of a mortal and in turn, feed them their own blood. The target will rise as one generation higher vampire and IF the embrace was successful, they would successfully inherit their sire's clan, disciplines, weakness and etc etc. Most embraces are prone to failure when a higher generation(eg: 13th generation vampire) sires a mortal, their blood will not be too potent and the target in question will fail to inherit their sire's abilities such as disciplines and a clan weakness. According to Noddism, thin-blooded vampires are a bad omen and indicate coming of the gehenna. Gehenna is like the day of judgement for all Cainites, in which apparently all the 13 Antediluvians will rise and start devouring all other vampires meanwhile Caine will also rise to judge all the vampires and dictate their fate. Camarilla reject this 'gehenna' and treats it as falsehood. Twilight movies and novels are the main reason of the rise of the word vampire and the adoption of the idea of a new species such as this. Vampires may seem cool and powerful with their benefits and their disciplines but they have far more enemies than you know.
  7.  
  8. These are regular vampires as they roam the night but then there's the case of Thin-Bloods. Caine's blood has become too diluted to pass on and thus the Thin-blooded vampires of 14-16th generation are sired. These vampires are at a very large disadvantage, limited usage of blood points and limited levels of disciplines they can learn.
  9.  
  10. Now that is the biological and physical part of the vampires but mentally each of them undergo a change such as some vampires being embraced and reconciling by adhering to the Path of Humanity but some of them becoming feral beasts and subscribing to Paths of Enlightenment in order to stave off the beast. Vampires on path of Humanity closely resemble humans and have their own hierarchy of sins to adhere to. So it's either the vampire turns into an apex predator, using the beast's instincts as it's own or they just generally turn to Humanity and seek reconcilation.
  11.  
  12. [b]2. [color=white]Define the terms [i]Sect, Clan & Bloodline[/i].[/color][/b]
  13. Sect: Sects are the major cause of division and war among the Vampires. They are social organizations composed of multiple clans; a hierarchy, a set of rules(the traditions) and composed of their own objectives and agenda. Each sect differs in their hierarchy, rules and regulations and their objectives. We got Camarilla who claim all Vampires as their own members and expect them to follow the traditions and masquerade as normal humans. On the other hand is Sabbat which does the exact opposite. Sabbat is known as the Sword of Caine and believe in Gehenna. In this "Gehenna", Antediluvians will rise again and start atrocities against their own childer and then Caine will rise who will judge these Antediluvians of the respective clans. The sabbat believes it will assist Caine in the war against Antediluvians and are preparing for the Gehenna. Then we have Independent Vampires who do not affiliate with any of the sect and just complete their own objectives.
  14.  
  15. Clan: In world of darkness, vampires are divided and identified by their clans. There are 13 main clans in the universe, each has its own antediluvian, own disciplines, own weakness and own hierarchy. Clans were created after each antediluvian killed those of the second generation and started the second city, Caine cursed each of the clan's founder and each clan holds a curse that is supposedly sent by Caine himself. To become a member of one of the clan, one must be embraced by someone of that clan eg: A lasombra embraces a mortal and successfully pass on their characteristics to their childer. Failed embrace results in a clan-less vampire who are often abandoned by their sires and left to fend for themselves. There are 13 major clans, each are as under:
  16.  
  17. Clan Assamite: This clan is infamous for its assassination methods, they are a brutal clan that live to kill, most often they deal in blood and do rituals to get close to their progenitor. Their clan weakness mostly resembles the warrior assamite weakness. Their aura is stained and shows that they have committed amaranth when in reality, they haven't. They are addicted to vampire vitae. Their signature discipline is "Quietus".
  18.  
  19. Clan Brujah: Once the nobility, the leaders and formed of great kings and philosophers, but that is the past. All is gone and now what remains of this once-mighty clan is their ferocious wrath. Now, they are just rebels and hot-headed junkies. Their clan weakness is that they are prone to frenzy due to their nature.
  20.  
  21. Clan Setites or "Followers of Set": Setites are known for worshipping the Egyptian god Set who is also their antediluvian, they had a large grudge against the children of Osiris in the early ages. Their weakness is that the sun damages them more than any other kindred, they receive more damage if left vulnerable to the sun and might ash quickly than others. They love ancient relics and artifacts and most often turn out to be archaeologists. Their signature discipline is "Serpentis".
  22.  
  23. Clan Gangrel: They are most close to their inner beast, clan gangrel is formed by those who master the beast and try to control it, they have a bestial nature and hide it at all times. They are more often commanding animals. Their weakness is because of their close relation to animals and the beast, whenever they frenzy they receive a bestial feature such as "cat-like eyes" or even "claws" that indicate their true nature. Their signature discipline is "Protean".
  24.  
  25. Clan Giovanni: They have mastered the control over the dead. They command the global finances and most of them turn out to be successful entrepreneurs and businessmen. Their weakness is their bite whenever they feed on mortals their bite deals more damage and is prone to killing their target. The Giovanni most often comes up with other ways to get blood ie: blood packs. They also have paths in their signature discipline. Their signature discipline is "Necromancy".
  26.  
  27. Clan Lasombra: They are the masters and worshippers of shadows, they have a deep connection to the abyss and most turn out to be the leaders of Sabbat, though some just abandon Sabbat and go for other sects. Their weakness is that they don't cast reflection in any reflective body such as mirrors, water bodies and such. Due to their connection with the shadows, they take an extra level of damage from the sun. Their signature discipline is "Obtenebration".
  28.  
  29. Clan Malkavian: The clan of the damned, malkavians are cursed with one permanent derangement, they are bound by the madness network in which Malkav supposedly exists. Their weakness is that they are cursed with a permanent derangement that cannot be cured, if cured the vampire isn't considered a malkavian. Their signature discipline is "Dementation".
  30.  
  31. Clan Nosferatu: Their appearance is hideous and deformed after their embrace, if discovered they can break the masquerade because of their appearance. Most of the nosferatu stick to the sewers and live in hiding. Their clan weakness is their hideous appearance.
  32.  
  33. Clan Ravnos: This clan is made up of thieves, bandits and all sorts of tricksters, originally originating from India. Their clan weakness is their dedication to committing a crime, if presented the opportunity they WILL commit a crime. They are the masters of illusion thus their signature discipline is "Chirmerstry".
  34.  
  35. Clan Toreador: Artists, Poets, Musicians, all the little pleasures of the life are enjoyed by toreadors. Their clan weakness is that they are prone to good, artistic things that may stun them.
  36.  
  37. Clan Tremere: The blood sorcerer, the warlocks. These mages-turned-vampires is a house of the order of the hermes, now a vampiric clan because their antediluvian wanted to be immortal. Their weakness is that they are partially blood bound to the 7 elders. Their signature discipline is "Thaumaturgy". They are blood sorcerers with a lot of paths in their discipline thaumaturgy.
  38.  
  39. Clan Tzimisce: War lords with the ability to alter their flesh and bone, tzimisce are infamous for their war ghouls. Tzimisce are most often indulged in Sabbat. Their weakness is that after turning into a vampire, they must have the soil of the place where they lived as a mortal, atleast 2 handfuls of it. Failure to do will halve their dice pools. Their signature discipline is "Vicissitude".
  40.  
  41. Clan Ventrue: Ventrues turn out most often to be the leaders of Camarilla, they are charming, alluring and charismatic born-kings. Their natural leadership is what makes them the leaders of Camarilla. Their clan weakness is that they have to drink from one source and ONE source only. For example, one wishes to feed on rats so she must feed on rats or else feeding from other sources may make the kindred retch out the blood.
  42.  
  43. Bloodline: A bloodline is like a clan within a clan, it is incredibly rare to find somebody belonging to a bloodline. Brujah's antediluvian was diablerized by Troile, thats how Brujah was created but those embraced by the real Brujah's antediluvian are the True Brujah. Gargoyles were created by tremere through rituals. Caitiffs are considered a bloodline too. Baali's founder experienced a flawed embrace and thus the bloodline was created. Some bloodlines are off-shoots from their parent clans because they live distinctly and adapt to new traditions such as the Anda and Ahrimanes.
  44.  
  45. [b]3. [color=white]What are [i]the Veil[/i] and [i]The Traditions[/i]? Who enforces them and how would your character view it?[/color][/b]
  46. Traditions: In real life, we have the constitution, the penal code, rules and regulations of our schools, our houses and everything. In the world of darkness, vampires are obliged to follow the traditions. There are just six simple traditions that us, vampires have to follow to display our good etiquette. The six traditions are as under:
  47.  
  48. The Masquerade: "Hide the existence of vampires."
  49. In a nutshell, the masquerade means that do whatever you yearn for, but break not the masquerade. The masquerade is what keeps the vampires alive till today and the masquerade is expected to be upheld at all times, failure to follow this tradition will result in a punishment by the prince or hunters will get on your trail and ash you.
  50.  
  51. The Domain: "A kindred's hunting ground is his own territory, and he rules it absolutely."
  52. This traditions indicates hospitality and good-will, following this tradition displays your good etiquette towards the ruler of the domain. Basically, when you enter another's domain you are obliged to meet with them and inform them of your presence, she has all the rights over you and they can order you to do anything, you cannot contest their decision in their own domain.
  53.  
  54. The Progeny: "Sire only with permission of one's elders."
  55. This tradition indicates how a new vampire shall be created. Before siring a mortal, you must have the consent of your elders and get their opinion before advancing with the embrace, failure to follow this tradition mostly results in the sire and the childer, both getting slayed. Most often, the scourge oversees illegal embraces and deals with them.
  56.  
  57. The Accounting: "Until childer are released, their actions are the responsibility of their sire."
  58. Just like in real life, we get children and teach them about what's right and what's wrong, until they finally grow up and get the sense of how to do things all their actions are our responsibility and most often if a child swears or does an inappropriate thing, the parents are blamed in real life. This tradition indicates the same thing but it's with a sire and their progeny. Sires are like parents to their childers, they teach them about the vampiric society and about the traditions, about clans, about everything. Should a childer stray away from their sire and commit a vile act, their sire will be accountable for that very mistake and shall be punished.
  59.  
  60. The Hospitality: "Honor the domains of others, and present oneself to the ruler of any domain you visit."
  61. What I said above in the explanation of the domain tradition, this tradition indicates that you are to visit the ruler of said domain, you are to present yourself to the ruler of the domain and are obliged to follow their commands.
  62.  
  63. The Destruction: "The right to kill Kindred is reserved for the Elder of a community. Only an elder may call a Blood Hunt."
  64. Woe to those who kill their own kind...their own blood. Killing a vampire is only the right of an elder, it may be because of them violating a tradition or whatnot. A kindred who isn't an elder and kills a kindred is subject to harsh treatment and punishment.
  65.  
  66. Veil: Veil is the masquerade, in other words; Vampires have to cover their existence by blending in with humans.
  67.  
  68. The traditions are overseen by the Camarilla's prince of a city. The prince in turn appoints a Sheriff to overlooks the traditions to see nobody breaks them and hands out punishments accordingly.
  69.  
  70. Benedict Gerrard is a Nosferatu who are cursed by Caine to have a hideous monster-like appearance and thus, he uses Obfuscate to masquerade as a complete normal person, other traditions he doesn't really care about them.
  71.  
  72. [b]4. [color=white]Explain the Vampire power system. What are Disciplines and what defines how powerful a Vampire is? How do Age and Blood Potency (Generation) come into play? [/color][/b]
  73. Disciplines are a formal term used by Vampires to describe their powers that they inherit from their clan/bloodline or otherwise learn from their mentors. The most common disciplines are:
  74. Dominate - This discipline allows you to manipulate a victim's mind.
  75. Auspex - This discipline allows you to read one's aura or heighten your senses.
  76. Fortitude - This discipline allows you to soak aggravated damage and provides you with extra soak dice.
  77. Potence - This discipline provides you with automatic successes on your damage rolls.
  78. Celerity - This discipline allows you to spend blood points and get extra actions in a turn.
  79. Presence - This discipline allows you to manipulate one's mind emotionally.
  80. Obfuscate - This discipline allows you to manipulate other's mind by making them think you are invisible however this can be countered with auspex.
  81. Animalism - This discipline allows you to communicate with animals and command them.
  82. There are more disciplines too but the aforementioned disciplines are just the common ones.
  83.  
  84. Generation: Your power is determined by your knowledge of disciplines and your blood potency, they dictate the amount of power you hold over other vampires. Lower generation vampires have been undead for a thousand millennias. Lower generation vampires enjoy a lot of respect, they have higher blood potency and can resist mental effects on them by higher generation vampires. Vampires with low generation can also spend more blood points in a single turn and have a larger blood pool. It will be hard to encounter most low generation vampires as most are in torpor somewhere and some are manipulating the jyhad.
  85.  
  86. Age: Another factor that comes into play is age. Age is determined by how long have you lived your unlife. Age and generation do not collide. For example it's perfectly fine to have a 7th generation fledgeling in 201, it would just indicate that the sire and their grandsire didn't have an interest in embracing others.
  87.  
  88. Lower generation, higher age and vast arsenal of Disciplines can make a vampire qualify as 'powerful'.
  89.  
  90. [b]5. [color=white]How are Vampires created and how can they increase their blood potency?[/color][/b]
  91. "God gave us the gift of unlife; it is up to us to pass this wonderful gift to others too."
  92. -------------------------------------------------------------------------------------------
  93. Embrace is the practice of turning one into a vampire. One must have the permission of her leader first before siring a mortal. The vampire then drains the mortal off their blood and transfers a pint or two of their blood to the mortal, that way the mortal awakes as a fledgeling and if the embrace was successful will receive their sire's clan's characteristics and her merits/flaws. After a childe is embraced; he/she will enter a hunger frenzy and look for blood as the character adapts to the new changes. Nosferatu take upto one month of change as their body submits to the curse.
  94.  
  95. Amaranth is the practice of draining another kindred off their blood and stealing their blood in order to decrease your generation, amaranth violates the sixth tradition, "The Destruction" and is like cannibalism for vampires, most of the time it is practiced by greedy neonates who want to get closer to Caine. Some princes turn a blind eye to Sabbat members getting diablerized in blood hunts. Amaranth is done by draining a kindred off their blood, devouring their soul in the process. This way, your generation is lowered and your blood becomes more potent. A thaumaturgical path called Path of the Father's Vengeance allows one to punish a diablerist by reverting them to their original generation.
  96.  
  97. Elders fear amaranth as it has destroyed a lot of clans and other elders. After one commits amaranth, their aura is tainted with a black coating indicating that they did diablerie. However, warrior assamites weakness is that their aura is tainted by default even when they didn't commit amaranth. Sabbat uses the act of mass-embracing. It is done on a big group of mortals(usually 10-15 mortals), turning them all into vampires at once. Mass embrace is the act of embracing a large group of mortals at a time without the permission of elders. Embrace should be done with the permission of elders or else the sire and progeny, both will be slayed by the scourge.
  98.  
  99. [hr]
  100.  
  101. [color=brown][b][u][size=14pt]II. Lore Knowledge[/size][/u][/b]:[/color]
  102. [color=red][size=8pt]This section is [b]optional[/b] for vampires under 70 years of age and/or a generation higher than 9th.[/size][/color]
  103.  
  104. [b]1. [color=white]How did Vampires come into existence?[/color][/b]
  105. In order to please god, Caine murdered his brother Abel and sacrificed him. Thus, he was cast out by his father in the land of Nod. There he met a kind woman named Lilith who said that she is the first wife of Adam. She was awakened and Caine wanted to awaken like her so he partook of her blood and turned into a Vampire. He was hiding in a cave to hide from the rays of the sun where the three arch-angels came to visit him and gave him a chance to repent. He denied all chances of repentance and got several weaknesses such as: Vulnerability to sunlight, only gaining sustenance from mortal blood and then the beast within. A fourth angel then came and told him about the path of golconda. Caine then moved to the city of Enoch and begun to embrace the children of Seth as his own childer.
  106.  
  107. [b]2. [color=white]When and how did the Camarilla and the Sabbat originate?[/color][/b]
  108. Up until the 14th century, vampires had their own will and no sense of organization other than clans. Clans were classified as either high clans or low clans. Vampires would end up lording over mortals or getting hunted by witch-hunters due to their publicity. In around 1435 when the threat of Anarch Revolt loomed over the kindred, Lord Hardestadt was diablerized by Tyler and thus Camarilla was formed, as a united front against the anarchs and as the largest vampire community. The Camarilla defeated anarchs and bought an end to the first revolt. Most Anarchs joined the Camarilla but the diehard Anarch loyalists formed sabbat with their own Traditions named code of Milan and their own agenda.
  109.  
  110. [b]3. [color=white]Explain the two great Anarch Revolts.[/color][/b]
  111. The first period of conflict(Anarch Revolt) happened in the days of inquisition in the 15th century when fledglings were sacrificed to the inquisition by the elders, this caused a rapid decrease in the neonates. On the ventrue council, a brujah named Patricia wanted Hardestadt and others elders to stand up but they didn't listen to her and said it would be good to just keep enforcing the masquerade, enraged Patricia left the council and sided with rebellous neonates, she used the name Taylor and marched into Castle Hardestadt with others and in a battle that ensued, she successfully committed amaranth on Hardestadt, many brujah neonates heard about this victory and started rebelling against their sires, some successfully committed amaranth on their sires and this was regarded as a victory for the anarchs.
  112.  
  113. The second anarch revolt happened in the 20th century. Anarchs started pouring in Los Angeles and the camarilla appointed Don Sebastian as the prince hoping that he would cull all the anarchs and decrease their number in Los Angeles, however Don ignored their presence for a long time to the point where they just grew more powerful than the prince himself. When the prince did notice the growing amount of anarchs, he ordered the beating of Jeremy MacNeil. MacNeil instead of revolting scoped out the havens of the elders and waged war against the prince, this resulted in the death of the prince, most of the elders abandoned the city and some didn't, those who didn't died a horrible death. They soon started moving to San Francisco but were repelled by the prince back then, "Vannevar Thomas". In just three months, the anarchs claimed every state from Mexico's border to San Jose and called it the Anarch Perfect State, going as far as to creating their own rules and regulations.
  114.  
  115.  
  116. [b]4. [color=white]What is the Jyhad?[/color][/b]
  117. Jyhad is the playground of power between Methuselahs and Antediluvians over who amasses more power. Methuselahs use young and foolish neonates everyday and send them in to die for their own personal purposes such that amassing more power and cannon fodder to use against the Antediluvians. The Camarilla denies the existence of the Jyhad whilst the Sabbat exists largely to fight it and assist Caine in the Gehenna. Thus their name "Sword of Caine".
  118.  
  119. [b]5. [color=white]What are the long-term goals of your Sect?[/color][/b]
  120. N/A
  121.  
  122. [hr]
  123.  
  124. [color=brown][b][u][size=14pt]III. Personalized Questions[/size][/u][/b]:[/color]
  125. [color=red][size=8pt]These answers must be tailored around your character's individual goals and purviews on Vampire society, and reflect how accurately you're able to put yourself in your character's shoes. [/size][/color]
  126.  
  127. [b]1. [color=white]How do you perceive and associate to the local political structure?[/color][/b]
  128. Benedict Gerrard cares not about politics ever since he was embraced, he was independent like his sire and just worked as a hacker-for-hire or doing his own maleficent agenda.
  129.  
  130. [b]2. [color=white]Define a few of your character's goals in coming to Angel Pine.[/color][/b]
  131. My character isn't a long-term planner specifically but he listens only to himself and has abandoned humanity long since. He wants to establish some influence in the Angel Pine and wants to continue what a Nosferatu does, "Gather information".
  132.  
  133. [b]3. [color=white]How do you relate to your Bloodline/Clan and Sect respectively? [/color][/b]
  134. Sect: N/A
  135.  
  136. Clan: Benedict Gerrard thinks that other Nosferatu are his brothers and sisters and so he feels it right to be more social and open to other Nosferatu, he can even go at any costs just to help another Nosferatu and then re-claim the favor later.
  137.  
  138. [b]4. [color=white]What are your views on the Masquerade? How will your character blend into the local society?[/color][/b]
  139. My character thinks the masquerade is right to be implemented and follows the traditions. He won't blend into the mortal society but may use the disguise of a nomad. To my character, he thinks the masquerade is right since the vampires would die out if everyone knows about the truth of their existence. Vampires are creatures meant to prey on humans and as such, it would be suicide to break the masquerade and let humans know about your true nature.
  140.  
  141. [b]5. [color=white]How do you perceive irresponsible usage of powers? What are the potential consequences of such behavior? [/color][/b]
  142. Irresponsible usage of powers can cause the masquerade to be broken and as such the consequences vary, from petty punishments as banishment from their local town to final death. If I do see somebody breaking the masquerade, I'll capture that in like a camera and then use it to blackmail the masquerade breaker into working for me.
  143.  
  144. [b]6. [color=white]A mortal witnesses you breaking the Veil. How will you act in such circumstances? [/color][/b]
  145. Use Obfuscate and assume a false identity closest to the mortal and then drag them beneath the city and into the sewers where I will silently feed off them and then kill them.
  146. [hr]
  147.  
  148. [b]7. [color=white]List the characters you've played in the past year: [/color][/b]
  149. Richard_Greenwood
  150. Priya_Khatri
  151. Roger_Neil
  152. Larry_Burton
  153. Jake_Keegan
  154.  
  155. [b]8. [color=white]If necessary, provide screenshots of your admin record and activity. [/color][/b]
  156. 23/12/2019 Warn - Jake_Keegan - Abusing healing label after multiple warns.
  157.  
  158.  
  159. [color=brown][b][u][size=14pt]IV. Character Creation[/size][/u][/b]:[/color]
  160. [b][color=white]Name:[/color][/b] Benedict_Gerrard
  161. [b][color=white]Age:[/color][/b] 458
  162. [b][color=white]Embrace Age:[/color][/b] 43
  163. [b][color=white]Clan/Bloodline:[/color][/b] Nosferatu
  164. [b][color=white]Sect:[/color][/b] Independent
  165. [b][color=white]Generation:[/color][/b] 7th Generation
  166. [b][color=white]Disciplines:[/color][/b]
  167. Jacob Smith has Auspex 4 and I have Auspex 1
  168. He has Fortitude 5 and I have Fort 1.
  169. 3 + 4 = 7 halved to 3.5 rounded down to 3.
  170.  
  171. I got 3 discipline dots to spend on any disciplines so I am upgrading my Vicissitude to 4 using 2 free dots and rest to upgrade my Chimerstry to 4.
  172.  
  173.  
  174. [b][color=white]Character Story:[/color](Min. 500 words; Max. 3000)[/b]
  175. [spoiler]Iron supervised the Diablerie. I got pictures but contain staff chat so I can PM to whoever handles app.
  176. [/spoiler][hr].
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