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Post by Jyhad on Aug 13, 2010 21:28:06 GMT -6
Nickname: A unofficial epithet for Clan members, which may or may not be warmly accepted. Appearance: An idea of how a typical Kindred of this Clan looks, dresses, and grooms. Haven: Vampires need a safe area to sleep away the day, away from their enemies and the sun. This gives a general description of preferred haunts and resting places. Background: Each Clan has an idea of what a potential Neophyte's personality, outlook, and capabilities should espouse. This gives an idea of what type of person a Clan would typically Embrace into its fold. Character Creation: A general idea on how to spend dots during Character Creation along Clan-lines. While by no means required, the suggestions here will help to make a fairly plausible character. Clan Disciplines: While a Kindred can learn nearly any Discipline, certain Disciplines come more naturally to this Clan. Some Clans even have specific Disciplines unique to their bloodline. Weaknesses: With all the blessings and supernatural powers that come with the Blood of Caine, so to are the Kindred cursed. Each Clan has a specific detriment that haunts their bloodline. Party Line: Each Clan has some reason or motive in Seattle. There various schemes of each Clan is detailed here. Playability: Some Clans and Sects are not suitable for general play, but most are. Information detailing whether or not the Clan is playable, and under what circumstances, is provided here. The ClansAssamiteBrujahCaitiffFollowers of SetGangrelGiovanniLasombraMalkavianNosferatuRavnosToreadorTremereTzimisceVentrue[/b]
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Post by Jyhad on Aug 13, 2010 21:40:18 GMT -6
Nickname: Assassins Sect: The Assamite Clan has adhered to a code of unliving way older and more binding than both the Camarilla and Sabbat. They remain Independent. Appearance: The name says it all: professional killers dress to kill in professional and practical outfits. A number of the old guard still wear very traditional clothing from their cultural background, but as most of their cultures still wear centuries old garb, this does little to draw attention. Light builds, aquiline noses, and Middle Eastern features dominate the Assassins, though African members will have more Nubian deliniated features. Westerners have also been inducted into Haqim's sect, but only recently. Assamites suffer from a darkening of their complexion over the years, so even Caucasian members will lose their pallor after a while. Centuries old Assamites will have skin that is as dark as obsidian. Haven: Assamites bunk communally in Seattle, in well fortified safe-houses across the city. The havens are well hidden as well and are typically not the most comfortable or ritzy of accommodations. Background: To date, the Rainy City Assassins have not Embraced any new Cainites. Any influx of Assamites come from out of the city. Actually, they come from out of country, hailing most often from the cradle of the Assamites in the Middle East. Character Creation: Assamites Clan Disciplines: Celerity, Obfuscate, QuietusWeaknesses: Though they have broken the ancient Tremere affliction, the Assamite still have an incurable addiction to the blood of other Kindred. Once they have had a taste, they must roll a Self-Control at a +3 Difficulty to not develop an addiction to Vitae. Regardless of whether they have engaged in Diablerie or not, Assamite auras viewed with Auspex show the telltale black streaks of the infamous act. Party Line: The Assassins of Seattle are there for business, not play. The Prince has managed to secure two things from the Saracen clan that few others have been able to: favors and respect. While running his Kindred mercenary crew, Prince Joshua had clashed with the Assamites on a number of occasions. However, the Prince had used his military acumen and tactical genius, not social connections, to win every fight. The Assamites soon developed a grudging respect for this ex-Rhodesian warrior. On one occasion, Prince Joshua was able to save a Vizier of the Clan from a Tremere antitribu warlock. The Assassins were in his debt, a place they despised to be. He called in the debt respectfully and quietly, so as not to insult them. He requested a small contingency of Assamite warriors come to work as security on the outskirts of his new Domain. He promised that they would not have to participate in Camarilla politics, would only be subject to the Masquerade laws, and could deal with the trespassers and transgressors in whatever way they saw fit. What this basically means is that any individual trying to unlawfully enter the Domain of Prince Joshua must pass by a vicious perimeter of diablerizing Assassins. This has made things very secure for Seattle indeed. All Assamites in Seattle are either a part of the security contingency or are meeting with this contingency for clan business. Playability: Assamite are not freely playable. Any requests to play an Assamite in the service of Prince Joshua can be submitted for approval.
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Post by Jyhad on Aug 13, 2010 22:01:09 GMT -6
Nickname: Rabble Sect: Brujah are still loyal to the Camarilla, despite the near constant grumblings of the Rabble. Unsurprisingly, the Brujah boast an overwhelming majority in the Anarchs. Appearance: Brujah look however the hell they want to look. Due to the involvement with the Washingtonian motorcycle clubs, there are a fair number of Brujah sporting the hell-bent for leather look, but just as many Rabble can be seen in flannel shirts and thrift store wardrobes. Whatever a Brujah’s passion, his or her clothing and style will reflect it. The Clan tends to wear their hearts on their sleeves, literally. The Brujah are preparing for the storm in 2009 and their newest recruits are favoring a bigger, meaner look. The time for debate and contemplation is coming to an end, the Rabble need soldiers, not academics, to win this war. Haven: Seattleite Brujah bunk communally, for the most part. Whether a MC clubhouse or a high-rise loft, the Rabble generally band together. This is for both for protection and entertainment. The debates and arguments that are generated in Brujah communes are heated and sometimes violent, but always provocative and interesting. The fights that inevitably break out are also a good way to pass the night. Background: The Seattle Brujah take their stock from a variety of pools, but are all linked with some sort of activist background. Anti-conglomerate bloggers, anarchistic bikers, and political activist college students are frequently Embraced. Once again, with the coming war newer embraces tend to be ex-convicts, street thugs, and roughneck loggers. Character Creation: Brujah tend to be a Physical lot, with their predominant education being Skill related. However, they are warrior-poets, so Mental and Social characteristics may be favored by some. Knowledges are important as well, because any jackass spouting off ill-informed libel is likely to get his teeth knocked in. Brujah Nature and Demeanors are often the same, as they tend to wear their emotions on their sleeve. Backgrounds are often Allies, Contacts, and Herd as Brujah definitely cultivate networks, but few have Mentors. Whatever an older vamp is likely to know is probably long since obsolete, or so the Rabble holds. Clan Disciplines: Celerity, Potence, PresenceWeaknesses: Brujah are marked by a fiery and volatile temperament. This means they are likely to champion new causes with enviable fervor but are just as likely to let themselves snap at the slightest offense. Brujah are generally moody and easily provoked to anger, and should be played as so. Any rolls involving resisting Frenzy are at +2 Difficulty. Party Line: The Brujah have strong ties to the Vancouver motorcycle clubs, which host a strong presence of Brujah Ghouls. The Rabble use the mortals to export and import hard drugs such as heroin and crystal meth across the Canadian-United States border, which has become increasingly more difficult since the events of 9/11 and the Iraqi War. While Brujah have their fingers in a number of these clubs, one of these motorcycle gangs, the Sons of Carthage, boasts an all Kindred membership. Though they accept any Clan that is tough enough to roll with them, the Sons are totally under the control of the Brujah. Fearing Sabbat infiltration, the Brujah initiated the 2009 Vancovuer gang wars in order to weed out the loyalists from the subversives. Locally, Puget Sound Brujah activists have been rather listless lately. It seems the Rainy City has managed to put a damper on the Rabble’s infamous fervor, though a glimmer of hope is to be seen in the online world of blogging, flashmobs, and coffee house politics. Particularly, a young Coterie of Brujah anti-conglomerates have discovered a supposed alliance between the Ghibetti family of Clan Giovanni and Sovereign Roasters, Intl., a subsidiary of Pentex. These Java King coffeehouses are spreading like a cancer throughout Seattle and the Brujah will not stand for it, doing everything from civil protests to outright destruction of the corporate coffee joints. Playability: Camarilla and Anarch Brujah are freely playable.
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Post by Jyhad on Aug 13, 2010 22:07:52 GMT -6
Nickname: Trash
Sect: Caitiff go with the flow and will follow whoever is in charge. What choice do they have? Most Caitiff call upon the Camarilla for charity and protection, though those strong enough to stand on their own will join the ranks of the Anarchs. The sick and twisted clanless will join the Sabbat and proudly wear the moniker of Panderers. They don’t beg for scraps, they take them.
Appearance: Caitiff are generally left to fend for themselves in the streets, alone and ignorant of their condition. They often resemble their mortal counterparts and are filthy and unkempt. With little resources available to them, their clothes will often be torn and spoiled. There is a very hungry look in the eyes of the Trash, which has caused not a few Elders to worry.
Haven: Caitiff rest where they can. If they can find a storm drain not claimed by the Nosferatu, a condemned tenement not claimed by the Brujah or Gangrel, or any other place they can squat without getting thrashed and thrown in the street, they will generally nest in droves. There is safety in numbers, after all. The only concern for a Haven for the Trash is that it’s safe and secure; they will live in truly nasty places if it means not having to greet the sun in the morning.
Background: No Kindred purposefully sets out to make a Caitiff. Caitiff come from all sorts of backgrounds, but most are the homeless or junkie persuasion. The only thing that every Caitiff has in common, though, is being in the wrong place, at the wrong time, with the wrong vampire.
Character Creation: Caitiff are concerned first and foremost with survival, so they develop Attributes such as Stamina and Perception and Abilities like Dodge and Survival. If a Caitiff is useful enough they can usually find protective patronage, so developing a unique Ability to a high level is also key. Caitiff are a mixed bag, though, so each Kindred is different.
Clan Disciplines: Any Discipline. Please see Weakness below.
Weaknesses: The blood of the Caitiff is weak and muddied. Caitiff can purchase any Discipline at character creation, but thereafter have to pay six times current rating for any and all powers purchased with experience points.
Party Line: Thanks to the relatively young leadership of Seattle, the Caitiff and other thin bloods are not as heavily persecuted as they would be in a more established city. While they are not mercilessly hunted down, the Seattleite Clanless are no more accepted here than anywhere else. Kindred Trash are the lowest form of vampire, a reminder of Gehenna that even the most involved Camarilla do not want to think about. So, how does the average Caitiff spend their night? Trying to feed in the rightfully named barrens and survive the machinations of older and stronger blooded Kindred. However, a grim glimmer of opportunity has risen for the Caitiff as the threat of the Sabbat looms over Seattle. The Prince has taken to offering jobs to the Caitiff in order to root out saboteurs and spies from the Sabbat. Granted, these missions are all but suicidal and never clean work, but the Trash must take what it can so that it can survive.
Playability: Camarilla and Anarch Caitiff are freely playable.
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Post by Jyhad on Aug 13, 2010 22:11:47 GMT -6
Nickname: Serpents Sect: Independent. The Serpents follow their own twisted, depraved way. Appearance: Of Caribbean or Egyptian descent, Setites resemble their mortal counterparts. Often covered in tattoos, piercings, and other iconoclastic embellishments, Serpents present a beguiling appearance to those they seek to corrupt. Snake-like and unwholesome, they do what they can to cover their dark natures with pretty faces and expensive clothes. Haven: Most Followers of Set are typically found before they can set up permanent habitats. They are most often found staked on rooftops during the night and piles of ashes in the morning. Background: Setites are usually groomed from their mortal days, where they often serve as retainers and Ghouls. Those that have the mental fortitude to comprehend and endure the dangerous knowledge that the Followers learn over the course of their Unlife are key candidates. More importantly, those with the silver tongues to manipulate mortals and fellow Kindred are prizes to be Embraced. Most are Egyptians, but pragmatism and adaptation shape the Followers of Set these nights. Character Creation: Setites deal in plots and machinations, so Social and Mental are not only important, but necessary. Occult is nearly a universal study for the Setites, but from there Abilities are as mixed and varied as the Serpents themselves. Natures are a scholarly bent, though the intrinsic sin and corruption can color Natures as well. The Demeanor changes to suit the Serpent's needs, obviously. Contacts are chosen over Allies. Through blackmail and manipulation Serpents manage to garner an impressive amount of Herd, Retainers, and other all-to-willing pawns. Clan Disciplines: Obfuscate, Presence, SerpentisWeaknesses: The Serpents dwell in darkness, so they fear the light. Double all damage from Sunlight and decrease die pools by one die in brightly lit areas (spotlights, strobes, etc.). This is more than likely the reason Prince Joshua's court is lit so harshly. Party Line: Despite the Prince’s steadfast ban on their clan, the Serpents are not ones to let any opportunity to further corruption go untried. Many plans on infiltrating Seattle are constantly in motion, though even the Followers of Set must admit the Prince and his Scourge are preternaturally deft at uncovering them. The unfortunate Setites caught red-handed are sure to see a very bright sunrise. That is if the cannibalistic guard of the Prince, the literally bloodthirsty Assamite, don’t make a quick meal of the fingered Kindred. There are currently no known Setite activities or holdings in Seattle of the surrounding barrens, though Caine only knows whether the Serpents have wormed in at some level. Only the future knows whether or not the Emerald City has snakes in its grass, though the Prince is always wary of any slithering he might hear of in his Domain. Playability: Followers of Set are not available for play.
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Post by Jyhad on Aug 13, 2010 22:12:43 GMT -6
Nickname: Outlanders Sect: Gangrels have, as a Clan, gone Independent. There are Camarilla Gangrel, there are Sabbat Gangrel, but as a whole they claim no membership. Appearance: Gangrel are rugged yet vivacious, truly predators in heart and mien. They wear utilitarian clothing and accessories, such as flannels, backpacks, and hiking boots. Most Outlanders could care less about their appearance, but are smart enough to groom sufficiently so as not alarm the prey. Those that have given into the Beast to often will bear the tells. Snouts, pointed-ears, bestial eyes, and fur may mar the features of a Ganrel, forcing them to be very creative with their wardrobe. Haven: Gangrel sleep where they can, often near food sources. Thanks to their supernatural gifts of survival and their Portean Disciplines, many Gangrel may take refuge in the very ground itself. Those not blessed with this ability can try their chances at mobile homes or caves. The Outlanders who make their home in town will choose whatever hovel has the best security, regardless of size, condition, or smell. Background: Gangrel are the most careful and discerning Kindred when it comes to the Embrace. They pick mortals who have the physical and emotional resiliency to bear their curse. Little instruction can be expected from ones sire though, so loners and travelers are often chosen. Character Creation: Natures are often the same as Demeanors, as deception is not really the forte of the Outlanders. Physical Attributes, Skills, and Talents are important, though key Knowledges also help in survival. Clan Disciplines: Animalism, Fortitude, ProteanWeaknesses: The Beast controls the flesh of the Outlanders just as much as it controls their hearts. When a Gangrel Frenzies, they develop an animalistic feature, such as horns, a tail, or tufted ear. When a Gangrel develops 5 such features, reduce one of his or her Social Attributes by one dot. Party Line: Not very much changed with the mass exodus of the Outlanders from the Camarilla. They were never much a part of the vamipiric politics and rarely held must of a presence at court or Elysium. The Seattleite Gangrel are no different. Content with existing on the fringe of both society and the city, they maraud through the evergreen wilderness of the Puget Sound forests and up the mountainous ranges near the city. However, Gangrel stalk a dangerous ground. The Red Talons Werewolf Tribe operate in the area and Vampires are nothing more than humans with a sun allergy. Further, the interlopers from Sabbat and uninvited Anarchs exist just on the outside of the Assamite perimeter, making the blood run awfully thin through hunting stock. But, if there is one thing that this animalistic clan is good at, it is surviving. More urban minded Gangrel generally run with mortal and Brujah biker gangs or simply survive in the grungy bad parts of the Rainy City. There is no real sense of clan cohesion among the Outlanders, but sometimes the beasts will come to each others aid when straights are dire enough. The only real event that has got the hackles rising among the Gangrel is the encroachment of Cathayans at Seattle’s door. Though they harbor no love of the Camarilla, no matter if this Prince is palatable, they know they will suffer at the machinations of the alien Kindred from the East. So, they serve as unofficial gatekeepers beyond the wall of Assamite protection. Ironically enough, the wolves at the gate are protecting the city. Playability: Camarilla and Anarch Gangrel are freely playable.
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Post by Jyhad on Aug 13, 2010 22:13:21 GMT -6
Nickname: Necromancers Sect: Giovanni are Giovanni, as they have always been. Those that claim to be Sabbat or Camarilla are simply moles and spies. Appearance: Ghibetti Giovanni share an Italian heritage both through Bloodline and blood. They will typically have olive to dusky skin paled noticeably by their undead state, brown eyes and dark, black hair. Giovanni typically have sharp fashion sense, though lately later Generations have been influenced by "Guido" style and fashion. Haven: Necromancers live on sprawling family estates. Typically upper echelon family members will have their own rooms, or even wings, of the villa while younger members will sleep in ubiquitous family crofts. Those independently-minded will have a posh apartment with an extra room made up for visiting relatives. Family is everything, after all. Background: The Giovanni induct almost exclusively from their mortal Venetian family. Mortal Giovanni are quite aware of the nature of their undying relatives, to varying extents. They are groomed, slowly, until such time as they are deemed fit to receive the "promotion". Non-Giovanni who show great resourcefulness and ability are sometimes allowed into the family, though they are ghouled for an extended period called "The Proxy Kiss". Character Creation: Professional and motivated concepts are key to the survivability of the upstart Clan. As incestuous, violent necromancers, an unsurprising majority of Giovanni are Deviants. Mental Attributes and Knowledges are prized. Even the lowest rung of the Giovanni family has a comfortable level of Resources. Clan Disciplines: Dominate, Necromancy, PotenceWeaknesses: The Kiss of the Giovanni is not a pleasurable and intoxicating experience like that of other Kindred. It causes intense pain and cannot be healed with a simple lick, causing a great deal of issues with feeding. Further, the mortal suffers greatly during feeding, taking two Health levels for every Blood Point drained by the Giovanni. Party Line: The Giovanni of Seattle come exclusively from the Ghibetti family, though some true blood Giovanni are in town to make sure business is running smoothly. That business happens to be cornering the market of the extremely lucrative coffee markets of Seattle, a daunting task even for the undead moguls to attempt. With the assistance of their shadowy yet connected associate, Sovereign Roasters, Intl, the Ghibetti family is actually succeeding at this impossible endeavor. Strangely enough, Clan Giovanni does not have their fingers in any other Seattleite pies. In order to circumvent the paranoia of the Camarilla Primogen and to avoid stepping on the Prince’s toes, the Ghibetti have ingeniously concentrated their entire efforts on this one gambit. Three years ago, one would have to say time will tell if this course was folly or not, but time has told and the Giovanni have suddenly found themselves quite influential in coffee Mecca of the US. With their powerbase firmly installed, the Necromancers turn their dark eyes to new avenues of power and wealth, all too aware of the coming war between the staid Camarilla and the savage Sabbat. The Giovanni are offering their aid to the highest bidder, but the Machiavellian Kindred are keeping a sharp eye out for any advantage they can exploit. When the dust clears, they plan on being the first to make a grab for the brass ring. Playability: Giovanni are not freely playable. Any requests to play a Giovanni in the service of Ghibetti can be submitted for approval.
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Post by Jyhad on Aug 13, 2010 22:14:00 GMT -6
Nickname: Keepers Sect: The staunchest of supporters of the Sabbat, some would say the Keepers run the show. Appearance: Lasombra are generally taken from Spanish and Moorish stock. Dark hair and eyes are common as well, but by no means universal. Most Lasombra are darkly handsome or beautiful, in a cold, stark manner. Lasombra prefer dark clothing and expensive jewelry, with religious iconography playing heavily into their wardrobe. Haven: With somewhat of a deviant bent, Lasombra often choose religious buildings for their Havens. This is especially true of older Lasombra, who's power still lies in the stagnate Catholic theocracy. Younger Keepers prefer the type of lofts and living spaces as their Camarilla foils, the Ventrue. Anything that speaks of power and prestige is par the course for the Lasombra. Background: Like the Ventrue, the Lasombra find their progeny among the professionals and politicos of the mortal world. Potential Childer are often aggressive and manipulative, which is fortunate for they would not survive after the Embrace if they were not. Character Creation: Social and Mental Attributes are the most potent weapons of the Lasombra. Backgrounds are cultivated over Abilities and Disciplines, especially ones that allow for the most potent and efficient manipulation of the mortal world. Clan Disciplines: Dominate, Obtenebration, PotenceWeaknesses: Thought to be cursed for their vanity, the Keepers cast no reflection in mirrors or on film. A Lasombra, the clothes they wear, and the objects they hold will never show up in the reflection of a mirror or mirrored surface (polished metal, water, etc.). Cameras cannot record the image of a Lasombra either, whether on film or digitally. Further, due to the shadow-like nature, they suffer an extra Health level of damage from the Sun. Party Line: There is currently only one Lasombra antitribu in Seattle, Soledad Velázquez. Oddly enough, she is not directly involved in Camarilla politics, but rather the politics of the Anarchs in the city. A great boon to the anti-authoritative sect, Soledad grew tired of the hypocrisy of the Sabbat. The savage sect’s claim that they had thrown off the yoke of their Elders and Antideluvians had initially drawn the young Spanish Kindred long ago. But once she found that the same old pyramid scheme was in effect, she quickly became disillusioned with the undead society. When she learned of the upstart Anarchs, she quickly expatriated to the Free State of America. Once in the middle of the highly contested West Coast, she became a soldier and campaigner for free Kindred society. She was a great boon to the fledgling state and fought against the Sabbat with a fervor born of Gratiano’s betrayal and a hatred for bloated and stagnant Elder leadership. For over a century Soledad fought the good fight, even securing several victories during the 1944 Second Anarch Revolt and 1965 Sabbat Invasion. Unfortunately, after all this idealism, reality set in and the Anarchs soon fell into backbiting and began to imitate the Camarilla De Facto. She left the Free State and moved around the country until she saw an opportunity in Seattle, with a new and progressive Prince. She petitioned for a small Barony and has made it welcome to all Anarchs. Specifically, she offers her sanctuary and protection to any Lasombra antitribu that require it. Any new Lasombra visitors of Seattle will either be wayward neonates looking for protection or Machiavellian Keepers preparing for the fall of the Sabbat ceasefire on the Rainy City. Playability: Anarch and Camarilla Lasombra are freely playable.
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Post by Jyhad on Aug 13, 2010 22:14:44 GMT -6
Nickname: Lunatics Sect: The Camarilla warily host the bulk of Malkavians. The Sabbat have their own collection of the Lunatics, where their psychotic displays and tics disturb even the most inhuman shovelheads. This, however, is not indicative of Malkavian loyalty. Malkavian of both Sects have worked together on “pranks” and will converse with each as if old friends. Their prank of the last century has still left members of both Sects scratching their heads. Madness obscures everything in the Lunatics unlives, including Sect membership. Appearance: Trying to identify a Malkavian by appearance is a dangerous prospect. Looking for the madman with greasy hair and a bloody straightjacket might find one Malkavian, but the sociopathic murderer in the sharp suit may slip by at the worst of times. Malkavians and their disorders are not as readily identifiable by appearance as one might think which makes them all the more dangerous. Haven: Malkavians will be found in the oddest of places, as only proper. Decrepit hospitals and asylums will find undocumented patients from time to time, who disappear come nightfall. Malkavians tend to go where desperate and unhinged mortals are, such as slums, halfway houses, and institutions. Background: Drawn to maladies and bedlam, Malkavians usually draw from those around them in the asylums. Malkavians are not Kindred to be pigeonholed with stereotypes or generalizations. Any mortals that might further a twisted scheme, satisfy an overpowering compulsion, or be in the wrong place at the wrong time could find the curse of Malkav visited upon them. Often the sire might not even been fully aware of the reason for their choice. Such is the way of madness. Character Creation: Beyond high Traits related to awareness and insight, Malkavians develop whatever aptitudes their demented minds wish. Clan Disciplines: Auspex, Dementation, ObfuscateWeaknesses: This Clan carries the curse of their Antediluvian in their minds, rather than their hearts or flesh. Every Malkavian, regardless of Generation, Willpower, or any other factor, suffers from an incurable Derangement. Not even supernatural cures can affect it, though the Vampire may expend a point of Willpower to overcome it for a Scene. Party Line: The Lunatics hardly, if ever, have a unified plan amongst their Clan. If such a plan were to exist, anyone attempting to figure it out would go as mad as the Malkavians themselves. Clan Malkavian is drawn to the Rainy City due to its unnaturally high rate of depression and suicide. The Holy Land of ennui in North America, Seattle draws like-minded mad Kindred readily. The one bit of Clan cohesion the Seattleite Malkavians have is an institution, or rather social club, called the Rainy Day Suicide Club. The RDSC is open to any and all who want to join, but there is one catch: new members must kill themselves. This does not mean Final Death, however, and any suicide method that would kill a mortal is just fine with the constituents of the society. Popular endings include hanging, gunshot (preferably not to the head), drowning, overdose, and the clichéd wrist slashing. Club members are very careful to maintain the Masquerade, and any mortals in the presence of these suicides are usually apart of them. Scuttlebutt around the asylums and other Malkavian gatherings centers on a mysterious submerged cabin in the middle of Puget Sound. Frothy rants tell that the cabin holds a mysterious secret, object, or even individual. Some say it is the end and beginning of the universe, the Ark of the Covenant, or even Caine himself. Other Kindred dismiss this as the fever dreams of the blood-mad Malkavian, but are secretly worried that there may be truth in these ravings. Playability: Camarilla and Anarch Malkavian are freely playable.
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Post by Jyhad on Aug 13, 2010 22:16:17 GMT -6
Nickname: Sewer Rats Sect: Nosferatu are, by and large, Camarilla. The Masquerade is more than a little difficult to maintain for the Sewer Rats, but there is safety in numbers. This safety makes membership attractive indeed, but that doesn't mean that the freedom of the Anarchs and the visceral catharsis Appearance: While each Nosfetatu is hideous, they are by no means identical in appearance. Each Sewer Rat boasts their own unique horrifying deformity that is in its own way terrifying and repulsive. Tusks, rupturing blemishes, bat ears, and gaping maws are just some of the features one might find among the Nosferatu. What a Nosferatu doesn't have is also important to their ugliness. No noses, ears, lips, or eyelids can be just as creepy and disturbing as boils and rotten patches, if not more so. Haven: As their name implies, Sewer Rats dwell in the sewers of Seattle. Those gifted in the ways of Obfuscation and the more traditional ways of camouflage make use of downtown Seattle's Underground. Though overrun with tourists during the day, at night most of these sections are closed off. A vast series of basements and passageways, the Seattle Underground provides a perfect way for Nosferatu to tap into the digital world above them via hidden cable drops. Background: Two types of people attract the attention of a Nosferatu. The castoffs, losers, and outsiders are obvious choices, all the better to stand the particularly devastating curse of the Sewer Rats. The other side of the coin has the Nosferatu inflicting their hideousness on the vain. The horror of seeing ones once beautiful face now a thing of loathsome horror is usually enough to send a new vampire off the deep end, but those with a strong enough will find a way to survive. Character Creation: For starters, Social is a tertiary category for sure. For these drifters and spies, Mental and Physical are perfect for watching and skulking. This also makes Stealth and Perception highly prized. Unlike other Kindred, Sewer Rats embrace the technology of the age with gusto, thriving in online environments with Computer. Retainers are Ghoul animals, Contacts online informants, and Herd rarely heard of in the Clan. Clan Disciplines: Animalism, Obfuscate, PotenceWeaknesses: Nosferatu are not ugly, they are downright hideous. Their nightmarish countenances mean that they have an Appearance of 0, with no hope or chance of ever increasing it. This means that Social activities involving first appearances automatically fail, with Intimidation being a fairly obvious exception. Party Line: Clan Nosferatu is extremely powerful in Seattle thanks to the Silicon Forest boom and the infusion of the city with the dot-com bubble. When the bubble burst, it was of little consequence to the Nosferatu, as they had little money invested in the so-called bulletproof stocks. No, the Sewer Rats are more tangibly involved in the actual Internet, riding the digital highway and cruising for tasty bits of information to barter with. The sewers of Seattle are the domain of these monstrous Kindred, as in other cities. The heavy rainfall the city receives has translated into the need for extremely large, complex, and highly technological sewer systems. This means tons of room for Havens, lots of places to hide, and a ready access to phone lines and computer systems. Clan Nosferatu holdings aren’t all on the up and certain situations are far from a walk in the septic park. The encroaching Cathayans are giving the Sewer Rats quite a headache, especially along the coast of Washington. They are hardly arriving in droves, but the mysterious bloodsuckers from the East are spelling trouble for the Nosferatu and their information circles. The name of the game now is to turtle up and brave the storm, consolidate and defend their holdings. Fortunately, this isn’t the Nosferatu’s first rodeo, as always they will endure. Playability: Camarilla and Anarch Nosferatu are freely playable.
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Post by Jyhad on Aug 13, 2010 22:17:05 GMT -6
Nickname: Deceivers Sect: The Ravnos penchant for wanderlust and chaos lands them squarely among the unaffiliated ranks of the Independents. They would not have it any other way. Appearance: Ravnos typically hail from Indian heritage, though more and more Irish travelers and Romanian gypsies have been integrated into the Deceivers. Most have a devilish attractiveness to them, with dark hair and eyes and statuesque faces. They dress colorfully, sometimes even garishly, to keep others off their toes. Haven: Even more nomadic than the Gangrel, Ravnos never stay in one place for a long time. Mobile havens, such as vans and RVs, are popular though a Ravnos will crash wherever they can find shelter. Those with Gypsy families aware of their condition can usually find a place to crash with them. They move whenever local Kindred begin to become nosy. Background: The Devil knows his own, and so do the Ravnos. They tend to find those with the ability to bilk, cheat, lie, steal, and operate in other ways Ravnos find necessary and admirable. Ravnos tend not to sire often, however, and mostly keep to Indian and Gypsy mortals. Character Creation: Social and Talent Traits are often primary, while Demeanors are extremely mercurial. High Resources are common as well, either through accumulated treasures from a long life or a quick influx of ill-gotten goods. Clan Disciplines: Animalism, Chimerstry, FortitudeWeaknesses: Ravnos indulge in vices of all sorts in their unlife, leading to a preternatural addiction as their will wears down. This vice could be just about anything: gambling, theft, lying, blackmail or even carefully-framed murder. Anytime an opportunity arises to indulge in their chosen vice, a Ravnos must make a Self-Control test at Difficulty 6 or indulge away, regardless of consequences. Party Line: In order to appease the marauding tricksters, Prince Joshua has decreed the neighborhood of South of Downtown, or SoDo, to be the Domain of Clan Ravnos. There, the mostly Irish Ravnos live in a trailer park with their mortal Roma kin and Herds, though a few Indian Deceivers live there as well. Though it’s a gritty, industrial sector, the Ravnos are pleased and have deigned the Prince as a respected associate, if not friend to the Clan. They will still steal, lie, and cheat the other Camarilla of the city, but they refrain from interfering with the activities of the Prince. The Ravnos of Seattle are much like Ravnos all over: they are attempting to regroup after the massacre of their brethren by the awaking of Ravana and the ensuing madness. They do so quietly lest they seem weak to the outsiders. So the Ravnos look for those who can walk the Path of Paradox and can help them renew their numbers. More so, they are looking for someone, anyone, who can help them fight back the tides of the mad Cathayans. Typical of the Deceivers, they do not ask directly and seem only to provoke those they think might be helpful. When following a path that delineates “all things are permitted”, there are sure to be some illogical steps that rule out the A to B linear equation. Playability: Ravnos are not freely playable. Any requests to play a Ravnos involved with the SoDo camp may be submitted for approval.
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Post by Jyhad on Aug 13, 2010 22:19:06 GMT -6
Nickname: Degenerates Sect: The Anarchs offers little appeal to the Toreador, while the Sabbat only appeal to the most degenerated of Degenerates. The Camarilla, with all its pomp and circumstance, is the only place for the Roses of the night. Appearance: Due to the weakness of the Clan, Toreador tend towards the breathtakingly beautiful and awe-inspiring handsome. Beautiful features from any and all walks of life are present among the Degenerates. To further beautify these undead dilettantes, an innate sense of fashion seems to pervade the blood. Toreador seem to not only keep up with mortal tastes and trends, but set them as well. Haven: Toreador go to painstaking lengths to ensure they have the best kept and decorated Havens in the whole city. While many a Degenerate goes for the typical mansion or highrise, more adventuresome artists seek out the worst dumps they can find. They use their considerable talents to turn them into diamonds in the rough, contrasting their lavish interiors with their impoverished exteriors. Background: The Degenerates typically like to preserve great works of art. Painters, musicians, and other artists are Embraced, all to find their creative spark snuffed out along with their life. Those humans who are themselves pieces of art are also preserved. Character Creation: Toreador enjoy having high Social Attributes and Abilities, with a focus more on impressing over controlling. Expression, Performance, and Craft are developed by the true artists of the Clan, while Etiquette and Subterfuge help poseurs seem more important than they actually are. High Perception is universal, all the better to critique with. Allies, Contacts, Fame, Resources, and other Backgrounds that are geared toward comfort and interaction are appetizing. Clan Disciplines: Auspex, Celerity, PresenceWeaknesses: Beauty is not a craving for the Toreador, it is an addiction and one that is almost as strong as the one they suffer for blood. Whenever a Degenerate is in the presence of something beautiful to them, whether a song, a piece of art, or even a particularly dazzling sunrise, they must make a Self-Control check (Difficult 6) or become enraptured. Self-defense is not even possible in this state, but taking damage allows for another roll to “break out” of the reverie. Party Line: The Seattleite Toreador are fortunate to find themselves in the Northwestern Mecca of performance art. The Seattle Opera House, a multitude of theater companies, and the Seattle Youth Symphony are just some of the vices the Degenerates of the Emerald City can indulge in. While not as involved, visual art in Seattle also receives patronage by the Kindred and Kine. Consolidated Works features some amazing contemporary art in a variety of disciplines. Pioneer Square hosts dozens of studios and galleries, and as the original Skid Row it is an amazing historical landmark. Further, Seattle boasts some of the greatest jazz clubs that have produced many great artists, while the grunge scene has really rejuvenated the older Toreador and bridged a gap between Neonates and Elders in the Clan. However, as much as the Toreador would love to claim Pioneer Square as their own, they must vie with the unfathomable Changelings who reside their. This war has been going on long before the Camarilla takeover, though not a war most Kindred would understand. Rather than fight tooth and nail, Clan Toreador and the Changeling Courts use the Poet Populist to one up each other. Whichever side can get their candidate elected to this position gains control over Pioneer Square for the next year. Aside from this bit of contestation, the Toreador content themselves to ruling the roost at Elysium, letting the big wigs set the policies they critique mercilessly in their parlors and galleries. Playability: Camarilla and Anarch Toreador are freely playable.
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Post by Jyhad on Aug 13, 2010 22:19:50 GMT -6
Nickname: Warlocks Sect: Camarilla. Anything else would be counterintuitive and, more than likely, fatal. Appearance: As Tremere embrace only those with the wit and intelligence rather than a certain lineage, Neonates can run the gamut in personal appearance. Tremere often wear formal, black clothes, from turtlenecks to Edwardian suits. They often wear amulets, rings, and charms with cabalistic and arcane sigils and symbols on them. Haven: Tremere blood mages flock to powerful, arcane Chantries for mutual protection and eldritch tutelage. The Warlocks of Seattle all live in the Norvell House Chantry, though many also maintain separate havens just in case. Background: Only the best and brightest "apprentices" will find the undead attention of a potential sire. Only those focused and talented enough will ever be Embraced into the Pyramid, though. Ambitious occultists and aggressive scholars will soon find that their pursuits have been extended indefinitely. Character Creation: Obviously, high Mental Attributes and Occult ratings. More so than any other Kindred Tremere value a well-rounded education and skill set, as they can rarely rely on others for assistance. Developing Thaumaturgy is one of the biggest priorities of the Tremere. Clan Disciplines: Auspex, Dominate, ThaumaturgyWeaknesses: Not technically a supernatural curse, the Tremere believe in Clan loyalty to such a high degree that they force a Neonate to drink the blood of the Clan Elders. This has two effects: first, the Kindred is now only two steps away from being Blood Bonded, and second, they are more easily compelled by their Elders. Elders lower the Difficulty of Dominate of Tremere beneath them by one. Party Line: The Warlocks have been busy in the last decade, sweeping in after the Camarilla’s hostile takeover of Seattle to set up a Chantry in the historic Norvell House. Using their Thaumaturgy, they have concealed their presence from the Hazel Norvell until her passing four years prior. With the proper legal, political, and financial connections, the Regent has insured that he and the other Tremere will not be bothered by further owners. Aside from this mundane rigmarole, the Tremere ply themselves studiously to their arcane studies and works. However, a dark and gruesome shadow hangs over the head of the Warlocks: the coming of the Sabbat at Yuletide. The vicious Fiends of the sect had kept their promise in not directly haranguing the Tremere, but the mystic signs and portents are turning up grim. Diviners are scrambling frantically to find their salvation before their old nemeses are at their doorsteps. Further, the growing presence of the inscrutable Cathayans has piqued the insatiable curiosity of Clan Tremere. They are attempting to make contact with them, but the Asian vampires find the Tremere especially loathsome for their usurpation of the traitorous gaijin Sao-lot. Relations between the two races of immortals have been less than warm. Studying eldritch mysteries, desperately trying to fight of the encroaching predations of their enemies, all while maintaining strained relationships with their own kind: things are business as usual with the Warlocks. Playability: Camarilla Tremere are freely playable.
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Post by Jyhad on Aug 13, 2010 22:20:46 GMT -6
Nickname: Fiends Sect: Tzimisce are the very backbone of the Sabbat, an organization that allows them to shed their vestigial humanity and revel in their alien natures. Of course, there are Independent Tzimisce, but why in the Hell would a Fiend shackle himself with Camarilla "laws"? Appearance: With their flesh-crafting mastery, Tzimisce appearances can range wildly between terrifyingly beautiful and agonizingly horrifying. Younger Tzimisce are prone to "movie monster" appearances as they experiment with their new inhuman natures, while older Tzimisce design disturbingly flawless and symmetrical countenances. Haven: Privacy and security are tantamount to the Fiends. They have centuries old laws concerning hospitality and Haven protocols. Tzimisce have no concern for opulence or comfort, so their abodes will often be rundown and uncomfortable. As long as they have a place to practice their Vicissitude , they are contented. Background: From brilliant scientists to masterful serial murderers, Tzimisce choose only those mortals that will be an asset to the Clan as a whole. Choice is Childer is a direct reflection of the sire, so a Fiend would be wise to choose carefully and with great deliberation. Character Creation: Mental Attributes provide the greatest tools to further the cause of the Tzimisce and the Sabbat. Social niceties have become an alien concept to the Fiends so, besides Appearance, Social Attributes are tertiary. Knowledges are coveted, as are Resources, Status, and Retainers. Retainers are almost always flesh-crafted monstrosities. Clan Disciplines: Animalism, Auspex, VicissitudeWeaknesses: Territorial creatures to a fault, a Tzimisce must sleep with two handfuls of dirt from a place that was important to them in life. This could be the soil from their home country or the earth from the graveyard they were Embraced at. If they do not meet this requirement every night, they half their dice pools each night until they only have 1 die to every action. They must spend 24 hours sleeping among their favored soil to remove this curse. Party Line: There are no Tzimisce in Seattle. The few Tzimisce antitribu that exist in the Camarilla would not risk their unlives in such a contested and high profile city. On another note, the Tzimisce are greatly feared and terribly distrusted with the looming Sabbat threat hanging like a fat, dark storm cloud on the horizon. Any Tzimisce seen in the city limits is more than likely going to be seen as a Sabbat attack and will be quickly dealt with. There are no Tzimisce in Seattle, thus the Tzimisce have no plans in the Rainy City…at least for now. When the time comes for the Sabbat to reclaim its city, the Tzimisce have grand plans indeed for Seattle. Playability: Tzimisce are not available for play.
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Post by Jyhad on Aug 13, 2010 22:21:28 GMT -6
Nickname: Blue Bloods Sect: The Ventrue are the very pillars of nobility and civility holding the whole of Camarilla up. While they may have a few unholy paladin upstarts marring their good name in the Sabbat, the Ventrue is essentially synonymous with Camarilla. A Ventrue Anarch? Surely you are mistaken. Appearance: Appearances are everything in politics, and any Ventrue neophyte knows that to embarrass oneself is to embarrass one's sire. Perish the thought. Ventrue are always impeccably dressed and immaculately groomed, with sharp, tailored suits the typical wardrobe of the Blue Bloods. Intimidation and respect are the aims of Ventrue, however, so they are not always at the leading edge of fashion. Haven: Ventrue see their home as apart of their image and thus an extension of their political and social power. They live (figuratively) for owning the nicest, most expensive, and awing havens in town. Ventrue almost universally live on their own, though a mentor and protégé may share a space for a while. Expansive houses and ludicrously large apartments are the norm, with interior decorating leaning more towards the stark and breathtaking than the ostentatious. Background: Ventrue are extremely selective with their progeny; they carry on the Traditions of the Camarilla, after all. Ventrue choose the brightest and most motivated from the realms of business and politics. Some Ventrue maintain mortal family lines to Embrace from, while others skim the cream of the crop from wherever they can find the best. Character Creation: Just being a Ventrue does not guarantee a Neonate will be a captain of industry or a leader among monsters. Social and Mental Attributes are equally important, as are Skills and Knowledges. Backgrounds are paramount to establishing a Ventrue's precedence: high Resources, Status, Influence, Retainers, Fame, etc.. Clan Disciplines: Dominate, Fortitude, PresenceWeaknesses: True connoisseurs of Vitae, Ventrue tastes have rarefied to the point of handicapping their hunting efforts. Party Line: Surprisingly, the Ventrue are not terribly fond of Seattle. While a large city with a booming economy, Seattle’s upper echelons have little room for new aspirants. Nominally, there are only four scaled economies that would matter to the capitalistic Ventrue: coffee, timber, computer electronics, and aircraft. Unfortunately for the Blue Bloods, these are all firmly in the hands of other Kindred or mortal moguls with iron grips. As for the social scene, the Toreador rule the roost in the art-minded Rainy City. The final nail in the coffin is the growing fear that soon the Sabbat hordes will be knocking at the door, ready to dig their blood-soaked fangs into the neck of any Kindred foolish enough to hold power. So the Ventrue tend to avoid the noticeably calcified courts of Seattle for cities with more room to expand. However, the Emerald City is not entirely a lost cause for the Ventrue. The Rainier Club of Seattle has been one of if not the most influential gentlemen’s society for around a century, making it a prime “hunting ground” for the Ventrue. Of course, the Blue Bloods only attend at night but explain to their mortal brethren that they are simply “too busy during the day for socializing.” Playability: Camarilla and Anarch Ventrue are freely playable.
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