Hi guys, was wondering if people here would be interested in doing an rp based on Vampire the Masquerade. My thinking for the concept would be that the game would start with a single, short term adventure, and if people enjoy it, it would branch off into a longer term rp. I'm not sure if when it would start. Likely not immediately, but not too far in the future either. The player characters would be newly turned vampires who are assigned into a coterie (party) and sent by the higher ranking vampires to complete a task in exchange for their freedom. It would be set firmly in the lore of the game, but still be friendly for newcomers, and if there was a situation in which lore and player fun clashed, fun would come first. So yeah, if you're interested, or if you have questions or suggestions, feel free to make a post.
Maybe, I’m not up to date totally on my vtm lore. Is this modern or dark ages? My issue with a vampire based game is the idea of bloodplay which I’m really not for.
I was thinking modern, since I know that better. If you man bloodplay as in using blood sexually, I'm not into it either. Obiviously, there'd be blood drinking, since that's a central mechanic, but that's as far as it'd go.
Yeah, I'm not for it sexually, but blood drinking is a given. I'd have to think about what clan I'd want to do, though I'm naturally inclined towards Malkavian. Tremere might be an option. I guess Troubadour is okay. Venture is just all hype though.
Ventrue isn't my preference, though they have some cool abilities. Nothing truly special like the others, though. I'm still wondering what to do for character creation, whether to do the same thing I've used for other rps, or to do something more akin to the game. There's a character sheet generator on a reddit post that's pretty easy to use, but at the same time, I don't want to overcomplicate things too much, since I don't use dice rolls anyway.
Tzimisce were the inspiration for some of the monsters in Anno Domini I don't have a problem with a non-vampire character in general, my only problem is that I don't really know any of the other world of darkness settings very well.
I remember playng the video game Vampire the Masquerade: Redemption years ago. One thing I still recall is killing a werewolf by crushing him with heavy metal doors. Unfortunately that game is pretty much my entire experience with the setting. I think I will just read this at first and see how it goes.
I mean vampire hunters exist, so that might be an option? There is a thing for werewolves clans which, really, werewolves are much cooler, but I think they are their own game setting. Same universe, different game.
Also for mages, mummies, fallen angels, and a whole host of other creatures of the night. Some wacky shit is hidden there. Books usually tend to presume a relatively low level of interactions between the various communities, but not like they don't exist. Any thoughts on which city it'd take place in? Definite interest though.
I'm not really sure about which city yet. I might go for an American city, or perhaps London or something like that.
Yeah, both vampire hunters and werewolves are their own games, so they have their own clans and societies that I don't really know anything about. Another idea could be to make the pcs regular mortals who stumble upon the supernatural aspects, though I'm not sure if that would be fun.
I don't know much about that stuff either. I personally lean towards a vampire hunter or some type of supernatural instead of just watching things that happen. http://www.thelibraryofmyth.com/uploads/5/8/1/6/58166339/hunter_-_the_vigil.pdf I don't feel like people should need to read an entire sourcebook just for rp, but this is the one for vampire hunters. https://docs.google.com/spreadsheets/d/1ez-jxPzTx82xNldJ8EvbSPcPaIRDzFW9VLhyJFpApx4/edit#gid=0 https://whitewolf.fandom.com/wiki/Hunter:_The_Vigil https://i.4pcdn.org/tg/1401879382895.pdf Streamlining some of the information I found: From what I see, the idea behind the character sheets looks like it's meant to stay close to how vampires works. Hunters version of clans is the society they belong to which is composed of tiers: Tier One: Cell: Small groups defending their neighborhoods and communities. Generally going to be the weakest. There's loads of these kinds, but they are under equipped and rarely know what they're doing. "Scrubs" basically. Tier Two: Compacts: Organized groups of cells but most are relatively recent, but their size and resources is generally better and this makes them more of a problem. There's more than a few of these, but there's some particularly notable ones for mostly recent chapters of hunters since Compacts were only founded for a couple generations of mortals at the most.They're more organized and tend to have more clear cut objectives but they don't always know how to get to there. They're relatively easy to join up with and not that hard to find in most cases, but they have some specific standards of what they want out of a hunter. The Ashwood Abbey - In the tradition of the Hellfire Club, members of the Abbey desire to experience all that life, and unlife, have to offer - including the supernatural. The Long Night- A Christian group who attempt to bring on Armageddon by battling the forces of evil. The Loyalists of Thule - Occultists who seek knowledge of the supernatural in places few others dare to tread. Network Zero - A compact who try to publicize the existence of monsters through radio, TV and the Internet. Null Mysteriis - Scientific investigators of the supernatural. The Union - Working-class hunters who trace their heritage back to the labor movements of the 20th century. Tier Three: Conspiracies: Aegis Kai Doru - An ancient conspiracy that seeks out the legendary artifacts of history for use against the supernatural. Ascending Ones - Drawing on the legacies of Islam and ancient Egypt, this conspiracy looks to clean out some of the monstrous aberrations that haunt the world. The Cheiron Group - A group of corporations who have involved themselves in the supernatural, bringing considerable wealth and power with them. The Lucifuge - Descendants of a fallen angel who seek redemption through the destruction of true evil. Malleus Maleficarum - A conspiracy in the Catholic Church active since the Middle Ages. Task Force: VALKYRIE - A covert government group who recruit members from all branches of the military. The oldest and biggest groups, a lot harder to find and more elite than the lower tiers. Some of them even get access to supernatural abilities of their own and they harbor private army levels of weapons and competence. Hunters part of a conspiracy get access to endowments which gives them some crazy ass powers of their own. https://whitewolf.fandom.com/wiki/Endowment_(HTV) Some of the higher up Compacts have endowments, but usually just outclassed by the things the conspiracies can do(Some of them literally eat monsters to absorb them. Others like the Lucifuge call upon their demon blood. The Valkyries just abuse their military grade super tech.) Yeah. It's a lot of complicated stuff to eat into, but if we aren't doing dice rolls that cuts a lot of the more complex stuff out and I don't think anyone is going to break down our doors for taking not playing by the exact book rules. Witches and stuff I'd need to look up. To avoid needlessly complexity, I think at most stick with just two and or at the most four core groups. Vampires, vampire hunters, then possibly werewolves or witches if other people want them(If you're willing to look it up and provide the info explaining it and what parts of it tie to your character and their abilities.)
Sounds interesting. Thanks for that. I'm thinking that one group being vampires and the other being hunters could be an interesting idea, actually, I'm getting an idea for a storyline from what you've sent me.
Looks like a really interesting character. So just to clarify, she's not immortal, but her ancestor is.
Yes. More specifically, this one. The dutchmen might still have some chimera blood to a degree or modified alchemy to fight against monsters and stuff.
So reading on witches/mages. The powers they get are truly just ridiculously unfair. While later vampires could get some really good abilities, these are some of the things mages get Alter Complex Patterns: The mage can alter complex Life Patterns of vertebrates, possibly inflicting serious damages or enhancing their natural capabilities. Transform Self: The mage can transform their own pattern, allowing them to assume the shape of an animal of similar size or mass or transform their physical features to resemble another human. Transform Complex Patterns: The mage can transform complex life forms into a simpler form, transforming i.e. an attacking human into a frog. Perfect Metamorphosis: The mage can alter their own Pattern according to their wishes. They may assume any form they wish, free themselves from corporeal needs like hunger and become immune to all known diseases. Perfect Transformation of Others: The mage can transforearm lifeforms into other lifeforms without altering their intelligence. New Life: The mage can create a Life Pattern that is not related to any previous Life pattern they have observed and which could have traits not found normally in nature, i.e. feeding on noble gases. The created creature lacks a soul, however (this demands auxiliary Spheres) Scale of Life: The mage can use the flow of Quintessence to affect all Patterns of certain qualities in an areaInfection: The mage can create Life Effects that travel from Pattern to Pattern. Create Shifter: The mage can merge several Life patterns to grant it the ability to alter its own Pattern independently. Virus: The mage can build Life Patterns that only develop Quintessential flow in contact with other active Life Patterns. These Patterns are otherwise inert, indistinguishable from Matter Patterns. Perfect Immortality: The mage may control their own mortality as they wish. Their Pattern ceases to age, wounds regenerate in the moment they are inflicted and no magic short of the power of another archmage can hurt them Expel Base Paradox: The mage can expel unwanted Paradox as they sees fit. Create Universe: The mage can create a miniature universe from pure Quintessence to their liking. Control Minor Forces: The mage can alter existing forces within sensory range. Applications are varied and allow a mage to warp light to make things invisible, change their colors by altering the spectrum of localized light, render them silent by bending sound waves in their vicinity, manipulate currents of electricity, make fires dance according to specific images and spread. Transmute Minor Forces: The mage can manipulate Patterns of Forces, allowing them to convert forces into other types, shift their intensity radically, or even create force from nothing. Control Major Forces: The mage can manipulate Force patterns on a wider scale, allowing them to use former effect on more than one Pattern. This allows them to change the weather, insulate a whole building or area of forest from fire and electricity, divert light into a series o rooms, banish all sounds from a huge cavern, or render a Chantry invisible to normal sight. Transmute Major Forces: The mage can use their power on nearly all Force Patterns within their surroundings, summoning storms of fire, massive charges of electricity, shadows that blot out entire city blocks, and typhoons even in the midst of a calm day. Alter Universal Forces: The mage can manipulate the interaction of the Shenti themselves, devise entire new forces or alter existing Forces to their liking. Seems like it would be difficult to incorporate them since they are blatantly made to be broken. While high end vampires and werewolves do get some impressive abilities, very little of it is on that level. (I did not post this in the wrong thread before.)