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- Welcome to the World of Darkness. A shadowy place of secrets where you can only trust people as far as you can throw them, you are a member of this world. Not only are you a member, your the fucking main attraction. Your a vampire. Your the being that goes bump in the night in New York, your home at the moment. New York, one of the most fought over cities in the entirety of the new world. Sabbat and Camarilla alike hunger for it's riches but not everyone here is a winner. It was just one year ago when the Camarilla launched an all-out invasion of New York against the controlling sabbat in the month of blood. Hundreds of vampires clashed in the shadows while their ghouls openly fought in the light of the sun, ash flowed through the alleys and streets like dust. The police department was decimated by a "sudden" surge in gang viohed out of New York and the Ivory Tower once more held dominion over it. What followed was a year of rebuilding as Sabbat packs were burnt out of the shadows and a new prince was decided upon. Despite this, the sabbat still perch hungrily from the sidelines.
- New York. The city of opportunities for young neophytes like you. Normally, a young vampire like you would barely be spared the time to punt you but the times are changing. Prince Alathor rules over an empty city and needs subjects to populate it. It had been his hope that those who had crusaded for it would stick around to claim a slice but those who had wanted the territory had been killed in the war while those who were powerful had left for their own lands. He was a man ruling over a carrion kingdom, this is where you come in. All you need to do is come to his court in the local Elysium and observe his rights as Prince to be granted your own territory. A neighborhood! Its not much compared to the elders who have been known to control entire islands or several blocks but its a great gift for you. Its why your here after all. Well, that among other reasons that are your own. Perhaps in time, you may even become the new prince?
- Sheet: (FILL THiS IN)
- Name:
- Previous Occupation:
- Clan:
- Color:
- Faction: (Camarilla, Anarchist, or Sabbat)
- Biography:
- (DONT FILL THIS IN)
- Health: Normal
- Position: Neophyte
- Blood: 7
- Humanity: 7
- Masquerade: 5
- Willpower: 5
- Inventory:
- Disciplines:
- Skills:
- Bonus:
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- CLANS
- Clan: Brujah
- Clan Bio: The Brujah have a reputation as fierce warriors; their affinity for war is carried in their blood. Because their weakness is their rage, they are much more vulnerable to frenzy. Quick to anger and always passionate, they have been steadily regaining their position as a clan of lofty philosophers and activists, and are known for mysterious knowledge and power. Despite this, many view them as common thugs and many of them have come to take on this view as their own in the face of their elders.Chimerstry
- Clan Weakness: Much more prone to Frenzying
- Clan Disciplines: Celerity, Potence, and Presence
- Clan: Gangrel
- Clan Bio: Gangrel, like the Brujah, are among the best vampire fighters. Unlike the Brujah, their ferocity stems from their animalistic instinct and rage, rather than anarchic anger. Gangrel are loners and prefer solitude; they're also the closest to nature and the beast than all the other vampire clans.
- Clan Weakness: If a Gangrel frenzies, they gain a characteristic of an animal nature. They do not compliment eachother
- Clan Disciplines: Protean, Animalism, and Fortitude
- Clan: Giovanni
- Clan Bio: Clan Giovanni is both a clan and a family, one of the few independent of both the Camarilla and Sabbat. They Embrace exclusively within their family and are heavily focused on the goals of money and necromantic power. Hailing from Italy, it is thought that many have ties to the mafia among other organizations. If they ever went up against the Venture, it is unsure who would remain standing in the end.
- Clan Weakness: A Giovanni's feeding is much more dangerous than other clans, leading to death much more often.
- Clan Disciplines: Potence, Dominate, and Necromancy
- Clan: Lasombra
- Clan Bio: The leaders of the Sabbat, clan Lasombra are social Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes. Sabbat only.
- Clan Weakness: A Lasombra does not cast a reflection in both water and mirrors
- Clan Disciplines: Obtenebration, Dominate, and Potence
- Clan: Malkavian
- Clan Bio: The Malkavians are a clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bThe Toreador are a clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. They are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itselound by strange compulsions and insight.
- Clan Weakness: That whole insanity thing
- Clan Disciplines: Auspex, Obfuscate, and Dementation
- Clan: Nosferatu
- Clan Bio: he most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
- Clan Weakness: That whole ugly thing
- Clan Disciplines: Obfuscate, Potence, Animalism
- Clan: Ravnos
- Clan Bio: Known for being wandering vagabonds and hucksters, the Ravnos are charlatans who gleefully practice their arts of deception and theft. Nobody in the west understood the Ravnos, and now in the Modern Nights, it's too late to do so. Misunderstood as a clan of gypsies and tricksters, the western Ravnos are a minor and heretical branch of the undead lords of India.
- Clan Weakness: Starts off with a vice that they have to roll not to indulge in when an opportunity is presented for it
- Clan Disciplines: Chimerstry, Animalism, and Fortitude
- Clan: Toreador
- Clan Bio: The Toreador are a clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. They are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself on.
- Clan Weakness: Whenever you lose humanity, you lost an extra point of it.
- Clan Disciplines: Presence, Auspex, and Celerity
- Clan: Tremere
- Clan Bio: Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Note that as a player, you will be bound under blood oath by your sire to do your master's bidding against your will.
- Clan Weakness: None asides from that whole blond bond thing.
- Clan Disciplines: Auspex, Dominate, and Thaumaturgy
- Clan: Tzimisce
- Clan Bio: The Tzimisce are a clan of scholars and flesh-shapers. If one were to described a Tzimisce as inhuman and sadistic, it would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous. Sabbat only.
- Clan Weakness: Must sleep with two bags of soil from a location special to them during their time as a mortal or they lose half of their power until it is indulged.
- Clan Disciplines: Vicissitude, Animalism, and Auspex
- Clan: Ventrue
- Clan Bio: The Ventrue is one of the thirteen clans of Kindred in Vampire: The Masquerade. The Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society. They have long been Embraced from the ranks of nobility and privilege. If anything, the Ventrue have adapted to fill the roles of leadership over the ages, and in the Final Nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power
- Clan Weakness: They can only feed on a certain type of human that they choose at the start. (Example: Women or Politicians.)
- Clan Disciplines: Dominate, Fortitude, Presence
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- In this builder, you have two actions per turn to make your mark on New York which you roll for with a d100. Each turn simulates the passing of a week and while it is assumed that you do hunt regularly,
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