Nights of the Kindred (recruitment)

goblins85

First Post
"The nights have been…awesome. The Kine only pay attention to their immediate lives, and they only ever care about themselves. The poor and degenerate live in the worst of housing, and are so easy to feed off of. Hell, get me to a night club! Nobody even notices there if you take a few bites, everyone is so wrapped up their social networks and virtual reality. And us? We rule the night, we rule the day, we rule everything! The mages pander to us. The wolves protect us. The changelings are our servants. The sin-eaters and hunters? Bad memories of nights long past. What could possibly go wrong?"
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This is a recruitment thread for a NWoD Vampire game. It takes place in a cyberpunk future (2038) where vampires now (still secretly) rule over humanity, in a fictional city.

[sblock=About the Rules]For rules, this game will be making use of the New World of Darkness Storyteller rules and Vampire: the Requiem rules, with a mix of the Clans and Disciplines from Vampire: the Masquerade, using theVampire Translation Guide. I also make use of game hacks from Mirrors, Danse Macabre, and Armory: Reloaded, and, although I will be restricting people from making anything other than Vampires, Blood Bathers or Ghouls, I will be allowing any rules from most any edition of Vampire, and any NWoD book. I will not be using bloodlines however, and I've made changes to the clans. My next post following this one will have more notes about character creation. Although players cannot play them, you should know that I will be using rules that include Geniuses, Immortals, Superheroes, and possibly other supernaturals.[/sblock]

[sblock=Setting Synopsis]Located deep in the Rocky Mountains is the town of Pendros. Long ago it was known as Silvertop, a silver mining town primarily made up of Mexican and Chinese miners. It was almost lost to history when the United States no longer supported the Silver Standard, had it not been for an inventive miner named Lorenzo Pendros, who perfected a method using magnets and heat to purify the surrounding mountain's considerable Zinc deposits. This saved the mining town, and was renamed Pendros in Lorenzo's honor.
In the 1940's a considerable amount of Uranium was also found near Pendros. In addition to bringing in more business to the town, Pendros's mayor, Alex Runner, opened up a University dedicated to mining, refining, and researching the material. To encourage growth, he was able to pass an initiative to allow gambling within the city. The tax revenue was invested into the school, and even though gambling was outlawed again in the 1970's , Pendros University had established a name for itself.
Tonight, in the year 2038, Pendros is now known for being the place for the growth of the cybernetic industry, home to both Barkovia Industries and Thinkbest. (BI makes cheap cybernetic devices and software, and also specializes in transportation technology. Thinkbest is like the Apple of cybernetics, and is sleek, expensive, and overly hyped.) Pendros is also known for it's Casino scene, reopened in 2024, nightclubs, college, and tourism related to the outdoors. It also more well known because it lies on an huge ley line intersection, making it a number one destination for the supernatural world. It's most notable feature is that the city is located on top of miles and miles of natural caverns, the largest and most developed section of these caverns are known simply as 'Underpendros' where the people of the supernatural world can live without the masquerade.

The city's dark ruler is a Vampire Queen who came into power in 2009. While her real name is unknown, she goes by Sasha Fierce, a name that elects a giggle from those who know the reference, but do not know of Sasha's power and influence. Sasha, a Zelani Carthian who overthrew the previous vampire prince, Alexander Runningwater, she lives it up in the city's nightclubs, and is actually known for allowing quite a few breaches of the old laws to go unpunished. Meanwhile, the Kindred rule the city, and even the least powerful vampire has some sort of economic control. And they have the supernatural population in their grasp, using werewolves as hunters and bodyguards, changelings as servants, mages as their grand architects, sin-eaters as pest control, the list goes on and on. And as for the Kine, they are now zombies to corporate control. They live in corporate housing, go to corporate schooling, live and die by private law. The public sector is virtually non-existent.

This is the way it is, and this is the way it has been for many nights.

Many say that this cannot continue. Many say that a change is coming. Many say that soon, the Kindred must pay for their abuses.

But the Kindred laugh and just take another sip.[/sblock]

"I remember it like it was yesterday, before our current sadness, before being thrown into the limelight, before all the madness. Back when the night was a time of eternal bliss, back when we all 'lived' in prosperity. But those were the final nights of prosperity, those were the final nights of joy, those were the final nights of our 'innocence'. Those...

Those were the Nights of the Kindred,"
 
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goblins85

First Post
"Drink" you ask me, do you have any idea of the thing you will become?

Here is how to generate characters:

[sblock=Step 1:Select Attributes] Select Attributes, your character’s innate capabilities: Prioritize the three categories (5/4/3). Your character begins with one dot in each Attribute automatically. Dots spent now are in addition to these starting ones. The fifth dot in any Attribute costs two dots to purchase. The categories and their Attributes are:
Mental
Intelligence
Wits
Resolves
Physical
Strength
Dexterity
Stamina
Social
Presence
Manipulation
Composure[/sblock]
[sblock=Step 2: Select Skills]Select Skills, your character’s learned capabilities. You have 22 points to spend, and you must spend at least two dots in every category, and only one skill may have a fifth dot, remember that the fifth dot in a Skill costs two dots to purchase. The categories and their skills are:

Mental
Academics
Computer
Engineering
Investigation
Medicine
Occult
Politics
Science

Physical
Athletics
Brawl
Drive/Pilot
Firearms
Larceny
Stealth
Survival
Weaponry

Social
Animal Ken
Empathy
Expression
Intimidate
Persuasion
Socialize
Streetwise
Subterfuge[/sblock]
[sblock=Step 4:Select you Specialties]Select Skill Specialties, your character’s focused areas of expertise: Take 4 Skill Specialties of your choice. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill. You can also stack these on top of each other up to three times, giving you more dots in the specialty.[/sblock]
[sblock=Step 5:Select your clan] A character’s clan serves as a sort of extended family of the night, bound by lineage and responsible for certain similarities among its members. Vampires are always of the same clan as the sires that Embrace them.

Brujah-Passionate, outspoken, and individualistic.
Nicknames: The Rabble, Warrior-Poets
Disciplines: Vigor, Majesty and Celerity
Favored Attributes: Presence and Strength.
Weakness: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: Brujah are prone to frenzy. Any attempt resist frenzy suffers a -2 penalty. This applies to anger frenzy and hunger frenzy, but not to Rötschreck. It does apply to attempts to ride the wave, however. Additionally, If you have willpower, you must spend it to resist Sway, and can never willingly go along with it in order to gain the bonus experience. However, as a Bruja, you also double your Guile score when resisting any sort of Sway damage.

Daeva-Emotional, sensual and desirable.
Nicknames: Succubi, Addicts
Disciplines: Celerity, Majesty, Vigor
Favored Attributes: Dexterity or Manipulation
Weakness: Perhaps out of some deep longing for the true passions they lost after the Embrace, the Daeva have difficulty steeling them-selves against the hedonism they allow themselves as members of the Damned. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower (as opposed to gaining one by partaking in its pleasures).

Gangrel-Primal, hardy and savage.
Nicknames: Savages, Outlanders
Disciplines: Animalism, Protean, Resilience
Favored Attributes: Composure or Stamina
Weakness: As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the Weakness does not affect dramatic-failure rules.) This Weakness does not apply to dice pools involving perception or reaction to surprise or to the Resolve Attribute.

Giovanni-Respectable, genteel, and necromancers.
Nicknames: Necromancers, The Family
Disciplines: Dominate, Vigor and Auspex
Favored Attributes: Resolve and Strength
Weakness: When a Giovanni feeds, their bite is extremely painful to those who receive it; those they feed off of are not subject to ‘the kiss’. Additionally, they cannot lick the wound closed, meaning they leave their marks upon their prey.
Necromancy: In addition to their normal abilities, Giovanni are also skilled with the Blood Magic of Necromancy. They can only begin earning Necromancy abilities if they have a dot in Status: Giovanni Clan.

Malkavian-Prophetic, psychotic, and adaptable.
Nicknames: Lunatics, Oracles
Disciplines: Obfuscate, Auspex and Dementation
Favored Attributes: Manipulation or Intelligence
Weakness: All Malkavians must take a “core” derangement that is theirs for eternity. This derangement may not be cured, reduced in severity or bought off no matter how high the character’s Humanity soars. It could certainly become more severe, however. This core derangement is also susceptible to being “set off” or aggravated whenever the character uses Dementation. If a Discipline roll is anything other than an ordinary success, the character experiences a bout of his core derangement at some point that night (or first thing the next night if the roll in question occurs too close to dawn). In other words, failures, dramatic failures and exceptional successes all cause this effect. Furthermore, in the case of a dramatic failure, a mild derangement is upgraded to its more severe version for the remainder of the night. (Storytellers, be sensible about this. The middle of a combat in which four goons attack a Malkovian with napalm is not a good time to decree that he curls up into a fetal ball on the floor. The middle of the Prince’s salon later that night is a different story.)
The Lunatic’s Vision: The Malkavian’s are ‘blessed’ with visions of the future. By spending a point of Willpower. This automatically triggers the character’s derangement, but in the midst of mad ravings, catatonia, violence or whatever the outward effect of the derangement is, the character receives a vision relevant to the current situation. This vision is essentially a waking dream, which means any information it contains will be couched in opaque symbolism. A character hearing the Malkavian’s descriptions of the dreams might be able to interpret it; this requires a successful Intelligence + Academics roll from the interpreter’s player (Malkavians can attempt interpreting their own visions once they are lucid). Success on this roll means that the Storyteller should give the players hints about the correct interpretation of the vision, and an exceptional success should result in full or nearly full disclosure. The Storyteller can and should trigger this facet of the Malkavians’ madness as a way to further the chronicle’s plot.

Mehket-Quick, discreet and wise.
Nicknames: Shadows, Rogues
Disciplines: Auspex, Celerity, Obfuscate
Favored Attributes: Intelligence or Wits
Weakness: As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source. Just as shadow cannot exist without light, so too does light banish shadow.

Nosferatu-Quick, discreet and wise.
Nicknames: Haunts, Sewer Rats
Disciplines: Nightmare, Obfuscate, Vigor
Favored Attributes: Composure or Strength
Weakness: All Nosferatu are repulsive or at the very least uncomfortable to be around. The cause need not be a physical deformity. A palpable aura of menace, a charnel odor or the undeniable manner of a predator is just as compelling as a twisted body. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll are subtracted from successes. (This latter part of the Weakness does not affect dramatic-failure rules.) This Weakness does not apply to dice pools that involve the Intimidation Skill, or to the Composure Attribute.

Pastularii- Wannabe, glamorous, and unbearable.
Nicknames: Posers, Admirers
Disciplines: Celerity, Majesty, Obfuscate
Favored Attributes: Resolve or Presence
Weakness: Pastularii suffer a more peculiar and frustrating Weakness: a Wannabe’s victim eventually becomes immune to the Wannabe’s supernatural influence. This special Weakness applies equally to Kindred and kine targets. Whenever a Pastularii tries to affect a target’s mind with a Discipline, count the number of 1’s rolled. If more 1’s are rolled than successes, treat the roll as a dramatic failure. What’s more, if the character ever suffers a dramatic failure for Discipline usage (for whatever reason), the character’s target becomes immune to the character’s mental manipulation permanently, not just until the next sunset. (Of course, the target does not become immune to Disciplines used by other vampires ; just that one character.) Among the standard Disciplines, Animalism, Auspex, Dementation, Dominate, Majesty, Nightmare and Obfuscate are all considered “mind-affecting.” A Pastularii can regain the power to affect a target’s mind by placing that mortal or vampire under a Vinculum. This, too, however, is temporary. A Vinculum to a Poser lasts one month, plus one month per point of Blood Potency the character possesses. When the Vinculum wears off, the former thrall becomes immune to further blood bonding or mental Disciplines from the character. A Pastularii can regain influence over a mortal target one last time by Embracing the target. Then the childe can be enthralled through Disciplines or Vitae again ; for a while, until the childe regains his immunity once more.

Toreador-Artistic, hedonistic, and visionaries.
Nicknames: Patrons, Degenerates
Disciplines: Auspex, Majesty, Celerity.
Favored Attributes: Presence and Wits
Weakness: When a Toreador experiences some-thing truly remarkable ; a person, an objet d’art, a lovely sunrise ; the player must make a roll Resolve or spend 1 Willpower. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another roll Resolve or spend 1 Willpower.

Tzimisce-Rational, scientific, and inquisitive.
Nicknames: Fiends, Modders
Disciplines: Animalism, Auspex, Vicissitude
Favored Attributes: Resolve and Dexterity.
Weakness: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” ; earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land, Tzimisce loses one die from all pools for every day that the character fails to sleep in her special earth. This modifier cannot grow larger than -5, but once it reaches this point it persists until the character has spent a full night in at least two handfuls of appropriate soil.

Ventrue-Regal, commanding and aristocratic.
Nicknames: Lords, Blue Bloods
Disciplines: Dominate, Majesty, Resilience.
Favored Attributes: Presence or Resolve
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred’s moral bearings. Over time, some Ventrue grow paranoid, ever more wary of rivals’ desires (real or imagined) for their own holdings. Others become willing to do whatever it takes to acquire the smallest iota of additional power. Still others turn inward, delude themselves as to their ability and importance, or trouble their minds with other maladies. Ventrue Kindred suffer a -2 penalty to Humanity rolls to avoid acquiring derangements after a failed degeneration roll.

Zelani-Lucky, impulsive, and ambitious.
Nicknames: Lucky Stiffs, Blessed
Disciplines: Celerity, Majesty, Serendipity
Favored Attributes: Manipulation or Presence
Weakness: Zelani are unable to enter a residence of any kind (apartment buildings, houses, even hotels) without an invitation from someone who dwells there. The invitation doesn’t have to come from the rightful owner, but must be issued by a resident rather than a visitor. Until such an invitation is issued, the Zelani cannot cross the threshold into the building. The vampire cannot directly force an invitation (with Dominate, for instance), but can use Majesty to entice one or Serendipity to arrive at the right moment to be invited. If the Zelani enters a building without an invitation or is forced to do so, roll the character’s Resolve + Strength. Each success inflicts one level of aggravated damage upon the character (so it is possible for a Zelani to crumble to dust if she violates this taboo).[/sblock]

[sblock=Step 6: Select you covenant] A covenant is more social than familial, concerned with a character’s worldview and relationship to other Kindred rather than the advantages and bonds of the Blood. Each of these societies seeks different goals using (sometimes dramatically) diverse methods, all sure in the knowledge that their way is “right,” or at least more right than all the others. Covenant is not governed by clan or sire, though childer often begin their Requiems in the covenants of their sires, either out of familiarity or promise of status.
If a covenant is chosen during character creation, there is no reason why it can’t be changed as a character comes to more fully understand her place in the world. While a character’s covenant is not set in stone, those who change allegiances are often viewed with suspicion and might have difficulty gaining trust or status within the new social hierarchy. Your character’s covenant need not be decided upon at character creation, though your concept should give some clue as to which covenants are most or least comfortable. Story-tellers may disallow this choice at the start of a chronicle, intending characters to handle this decision during play.
Covenants grant certain benefits to their members. A character must have at least a single dot worth of the Status Merit in a covenant to avail himself of its benefits. Covenants and their advantages are as follows.

The Circle of the Crone venerates a variety of female figures as an amalgamated creator of vampires, the Mother of all Monsters.
Nickname: The Acolytes
Advantage: Members of the Circle of the Crone may learn the Discipline of Crúac

The Camarilla are concerned with maintaining the Masquerade and keeping Kindred society as a whole safe.
Nickname: The Inquisitors
Advantage: Members of the Camarilla can purchase the Herd and Contacts Merits at half price. This cost break does not apply to purchases of these Merits during character creation. In addition, if the player spends a Willpower dot in order to preserve his image on a photograph or other medium, the player need only pay two experience points to recover that particular dot, not the usual eight.

The Carthians seek to reconcile Kindred society with modern governmental structures and social systems, and keep old systems hidden and away.
Nickname: The Young Turks
Advantage: Members of the Carthians may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.

The Children of the thorns believe that all vampires came from a powerful Fae known to them as Bloody Mary, a spirit who never was truly alive, and never truly died. They travel to her realm through the use of mirrors.
Nickname: The Cryptwalkers
Advantage: The Children of the Thorn get three highly complex advantages:
*The Bloody Divide: All Kindred suffer from the Predator’s Taint, but for those who pledge themselves to Bloody Mary, it changes. When seeing another Child of the Thorns, the Beast still snaps or cringes, but there’s a sullen listlessness to it. But with an outsider, alien to the Crypt, the reaction’s bitterness intensifies. When first confronting a fellow Child, every Child gets a +2 modifier on their frenzy or Rötschreck check, and can immediately recognize that the other has been to the Crypt. But when making such checks against outsiders, the modifier is -1.
*Mary’s Compassion: It’s not verbalized, it’s not the result of brainwashing, it’s not even something like Dominate or Majesty that can be resisted through mighty blood. But when one Child asks another for help, there is an urgency that seems to galvanize every word. The Children still refuse one another, they still quarrel, but two strangers who’ve been to the Crypt have a connection that charges their discussions, an intensity absent even in the arguments of friends, lovers and coterie-mates. When one Child of the Thorns attempts any ordinary Empathy, Persuade or Socialize roll with another Child of the Thorns, the roll gets a +1 modifier. This does not apply to Disciplines based on those rolls.
Mirror Travel: The primary advantage of being one of the Children is also a risk. Any vampire who has made the Pilgrimage can return to Mary’s Crypt with a simple ritual. To perform it, she must (1) be in utter darkness, (2) be facing a mirror through which her body could fit, if it was a door, (3) spend a point of Vitae, smearing it on the mirror and (4) recite the name “Bloody Mary” three times. If she’s interrupted before she can say the third, or the darkness is incomplete, or the mirror is too small, nothing happens. But if all the factors align, she vanishes to the thorn-shrouded Crypt. Note that if the mirror is slightly cracked, the traveler takes a point of lethal damage. If the mirror is mostly broken, the traveler takes a point of aggravated damage. The Child who activates the Mirror can bring, at most, two others with her. This is the only way to get to the Crypt, unless one makes it through the thorn maze.

The Invictus is the aristocracy of the night, helping Elders keep their power, and helping new initiates gain it.
Nickname: The First Estate
Advantage: Members of the Invictus may purchase the Herd, Mentor, Resources and Retainer Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.

The Lancea Sanctum seeks to influence Kindred society with the strictures of Longinus, who believe to have been turned into one of the Damned by the very blood of Christ.
Nickname: The Sanctified
Advantage: Members of the Lancea Sanctum may learn the Discipline of Theban Sorcery.

The Lasombra, like the Sabbat, believe that all vampires are descended from Cain. The difference is that they do not give into the beast, nor do they reject it. They believe that vampires are destined to rule the night, and all of humanity, and that the embrace is Caine’s blessing.
Nickname: The Keepers
Advantage: Members of the Lasombra may learn the Discipline of Obtenebration as a clan discipline, at the price of their reflection, even the blurry ones that most Kindred have, and cannot alter this condition with Willpower. They gain this once they have placed even one dot into Obtenebration. Additionally, Members of the Lasombra may purchase the Herd and Resources Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.

The Ordo Dracul commands rituals and mystical knowledge that allows the Kindred to transcend their vampiric states.
Nickname: The Dragons
Advantage: Members of the Ordo Dracul may learn the Coils of the Dragon.

The Tremere believe that all vampires are descended from mages, who were cursed for their excessive and irresponsible use of magic, and that they know how to tap into this ancient power.
Nickname: The Warlocks
Advantage: Members of the Tremere may learn the Discipline of Thaumaturgy[/sblock]

[sblock=Step 7:Select your Masquerade and Requiem] The newly-made monster shapes a mask for itself from the face of its dead human self. It might not seem that way now (though, the Embrace takes everyone differently; the Daeva will leave you feeling like you just got your brains :):):):)ed out, the Nosferatu like they were beaten out instead), but that’s what’s happening. You’re dead, bucko, and the thing you’ve become will wear your old human skin like a costume, and traipse through your life making all the right sounds, and you’ll think it’s you doing it. A vampire must be two things; in the human world, they must maintain their Masquerade, but among their Kindred, it’s their Requiem they play to.

The Masquerade isn’t just disposing of the bodies, and not turning into a bat while a hundred school kids with camera phones stand by gawping; the fiction of life you present must run deeper than the bare-minimum caution needed to keep the mobs from remembering the torch and pitchfork routine.

Requiem is different. It’s a role you choose for yourself, inherit from a sire, or have thrust upon you by arcane tradition or a whim of the powerful. This is how you behave in Kindred society. Requiem isn’t impossible to change, but vampires are creatures of habit, and if your fellows are used to seeing you act as the Martyr, they may be slow to accept you if you assume the role of Enforcer. Requiem shapes the arenas of Kindred society and politics in which you frequently find yourself tested, and how other Kindred treat you.

What does this mean in terms of gameplay? At character creation, you must choose a Masquerade role and a Requiem role. Masquerade is your human mask. Requiem is the vampire face beneath that mask.

Masquerade gives you two Asset Skills. You may choose one free Specialty in one of these Skills. Further, it’s now cheaper to increase all aspects of those Asset Skills; new Specialty dots cost new dots x 1 rather than new dots x 2, and new Skill dots cost new dots x 2 rather than new dots x 3.

Requiem gives you a choice of two Key Disciplines which closely aligns with your Requiem’s role in Kindred society. After selecting your requiem, you choose one of these disciplines; the choice is permanent. Improving this Discipline is easier and cheaper: if it’s a clan Discipline, then the purchase now costs new dots x 4; if it’s out-of-clan, then the cost is new dots x 6, instead.

Additionally, you can put ranks into your Masquerade and Requiem when you purchase merits or through spending experince points.

MASQUERADES: (and examples)
Artist (An Artist)
Asset Skills: Engineering, Expression
Criminal (A Criminal)
Asset Skills: Larceny, Streetwise
Executive (A white collar worker)
Asset Skills: Politics, Persuasion
Guard (A bouncer, a security guard)
Asset Skills: Intimidation, Politics
Guru (A therapist, A motivational speaker, An occultist, A Fortune Teller)
Asset Skills: Academics, Persuasion
Healer (A doctor, an EMT, a nurse, a cyber-surgeon)
Asset Skills: Empathy, Medicine
Homebody (Slacker, Homemaker)
Asset Skills: Engineering, Subterfuge
Junkie (A Junkie, an Alcoholic)
Asset Skills: Streetwise, Survival
Investigator (An Investigator)
Asset Skills: Investigate, Persuasion
Recreationalist (A hunter, a skier, a skater, a hiker)
Asset Skills: Athletics, Survival
Scholar (A Student, a teacher, a librarian)
Asset Skills: Academics, Science
Socialite (A party animal, a celebrity agent, a clubber)
Asset Skills: Persuasion, Socialize
Solider (A solider, A gangster torpedo, A hit man)
Asset Skills: Firearms, Brawl
Tech Spec (A gamer, a hacker, an engineer, a technical designer)
Asset Skills: Computers, Engineering
Worker (A blue collar worker, a plumber, a mechanic, a salesclerk, a construction worker)
Asset Skills: Drive, Socialize

REQUIEMS: (And an explanation. If unsure about choice, choose either Manipulator or Thriller)
Courtesan (A vampire who knows everyone, and keeps heads cool)
Key Discipline: Majesty or Auspex
Creeper (A Kindred spy and/or thief)
Key Discipline: Obfuscate or Obtenebration
Enforcer (A kindred brute, who acts as a bodyguard and/or thug)
Key Discipline: Protean or Vigor
Fixer (A vampire who cleans up other Kindred's messes; an Enforcer of the Masquerade)
Key Discipline: Dominate or Dementation
Horror (The monster that lurks in the night)
Key Discipline: Nightmare or Serpentis
Manipulator (A politically minded vampire who controls others)
Key Discipline: Dominate or Auspex
Martyr (A vampire who is horrified at their own beast, and works to help the kine)
Key Discipline: Obfuscate or Resilience
Magus (A vampire who studies the vampiric condition for knowledge and/or power)
Key Discipline: Chimestry or Vicissitude
Thriller (A vampire who loves being a vampire)
Key Discipline: Majesty or Vigor[/sblock]

[sblock=Step 8: Purchase your Disciplines] Each character begins with three dots of Disciplines, which can be allocated as the player chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before any thought is given to an out-of-clan Discipline. What follows is a list of all the game’s disciplines. Disciplines marked with a * means that the discipline is available to covenant members only; to be a member of a covenant requires at least one rank in Status within the Covenant.

Animalism: Power over animals and even the Beast of Kindred.
Auspex: Preternatural senses and perception.
Celerity: Superhuman speed.
Chimerstry: The ability to create illusions and hallucinations.
Coils of the Dragon*: The Ordo Dracul’s secrets of transcendence.
Crúac*: Blood magic practiced by the witches of the Circle of the Crone.
Dementation: The ability to inflict madness upon a victim.
Dominate: The ability to overwhelm the mind.
Majesty: Tremendous force of personality.
Necromancy: Blood magic used to summon and control the dead, learnable on from a Giovanni.
Nightmare: Manipulating fear itself.
Obtenebration*: Unearthly control over shadows, as skill learned by the Lasombra
Obfuscate: Hiding aspects of one’s self, even one’s body.
Protean: Shapechanging and adjustments of the vampiric form.
Resilience: Legendary toughness.
Serendipity: Luck powers.
Serpentis: Snake powers and attributes.
Thaumaturgy*: Blood magic used by the Tremere to mix mortal magic with Vitae.
Theban Sorcery*: The Biblical “dark miracles” of the Lancea Sanctum.
Vicissitude: The art of flesh-shaping.
Vigor: The epic strength of many men.[/sblock]

[sblock=Step 9: Purchase your merits] Select Merits, representing character enhancements and background elements: Spend 11 dots on Merits. The fifth dot in any Merit costs two dots to purchase. Note that many Merits have prerequisites. At character creation, you can spend merit points to raise health and willpower as well, at the cost of 5 dots each time you do so.[/sblock]

[sblock=Step 10: Determine your advantages] Determine advantages, traits derived from your character’s Attributes: Guile (the lowest of Wits or Manipulation), Nerve (Composure + Highest Social Skill), Dominance (Presence + Manipulation), Defense (the lowest of Dexterity or Wits), Health (Stamina + Size+Blood Potency), Initiative (Dexterity + Composure), Humanity (7 for starting characters), Size (5 for most humans), Speed (Strength + Dexterity +5), Willpower (Resolve + Composure), Virtue/Vice, two motivations and any flaws you'd like (up to three).
Note: Most advantages cannot be raised directly through experience points. You must instead raise the traits from which they are derived. (Humanity is the exception.)

Virtues and Vices
Choose one of each.
Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath

Motivation
During character creation, each character chooses two Motivations. The nature of a Motivation should be intensely personal to the character, rather than a catchall. Quality Motivations should be building blocks of characters that serve as insight to his story. Be prepared to defend your Motivations to the Storyteller! Possible Motivations and the questions posed by them include:

• Avarice: What is the focus of your greed? What are the reasons behind it? How far are you willing to go to get what you want? Are you a hoarder or a waster?
• Chivalry: So it ain’t dead after all! What aspect of chivalry defines your character? Is it more than just a devotion to your preferred sex? What sort of actions do you consider to be chivalrous?
• Duty: Who is the duty to? Your job? Your family? An organization like the police or the mafia? Are there limits to what you’ll do for duty?
• Faith: Who or what do you believe in? What are you willing to sacrifice for your beliefs? How strong is your belief? Has it been tested? Has your belief ever failed?
• Glory: How do you define your achievements? Are you willing to trod on others to claim your due? How much are you willing to risk for adulation?
• Honor: Is it personal honor? Family honor? Do you have a “code?” What sorts of acts are dishonorable to you? Do others perceive you as honorable?
• Love: Who is it that you love? Is your love returned or unrequited? Is it independent or codependent? How would you respond to a betrayal of your love?
• Patriotism: Are you a mindless fanatic or an intelligent participant? Is your patriotism dependent upon those that lead you? Does your zeal come before your family? Yourself?
• Revenge: Who has wronged you? How? What will it take to satisfy your sense of justice? Are you willing and able to kill for it? Is death too good for your enemies?
• Survival: Do you place your personal safety above the needs of others? Are you willing to fight to survive? Lie? Cheat? Steal? What sacrifices are you willing to make in order to survive?

The above list is in no way meant to be comprehensive. You should (and will) come up with your own Motivations, basing the questions posed by them on the examples provided. Try to keep your motivation’s name to one a word noun, if at all possible.[/sblock]

[sblock=Final Touches]
Finally, give me a paragraph on your character’s description; this isn’t just what they look like and how they dress, but it is also how they carry themselves. Also, give me a paragraph on your character’s background. Please, no more than a paragraph; I don’t want to read a novel, and you'll want to leave yourself a bit of breathing room to change your character if the concept doesn’t work. As the game progresses, we can add to your character's background.[/sblock]
 
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goblins85

First Post
--------------------------
This is the Plugin in Merit. I will edit it later on. For now, you'll have to muddle through the copied format:

[sblock=Plugins]
Merit: Plugin (• to •••••)Plugins represent modifications to a character’s
body or, in some cases, high tech external gear. They
enhance capabilities a character already possesses, or
replace abilities she lacks. When buying a Plugin, choose
a particular Attribute + Skill or Attribute + Attribute
pair to which it applies.
While Plugins can push a character’s abilities be-yond normal human limits, they usually don’t introduce
entirely new ones.
For example, a character’s brain might be modified
to improve her hand-eye coordination and ability to
compensate for kickback, environmental factors, and
anything else a tiny math coprocessor embedded in your
motor cortex can help with, all for the sake of making
her a better marksman. However, Plugins usually won’t
cross over into capacities humans entirely lack. Those
are the domain of supernatural powers.
We keep saying “usually.” In order to give Plugins a
different feel and area of usefulness than most powers in
the World of Darkness, we’ve focused, as with other me-chanics in this book, on improving skill rolls. Augmented
characters can perform better, but they can’t quite cheat
nature in the ways that monsters can.
That said, there are some cases that skirt that line.
An obvious one is built-in weapons. In the case of, let’s
say, a spike that stabs out of a character’s wrist, simply
treat the Plugin as Strength + Weaponry and adjudicate
as with any other kind of weapon. Do the same with a
gun-arm, but use Dexterity + Firearms.
Suppose, though, you want a character to be able to
interface with computers mentally? Since that doesn’t
significantly cross over with supernatural powers, go
ahead and implement it as Wits + Computers.
If you need a Plugin that emulates a specific super-natural power, it’s best to bypass this system at least in
part. If, for example, you want a Dermal Chameleon
Layer that approximates Obfuscate’s Cloak of Night, you
may purchase the power at the same cost as a supernatural
creature. If the cost is increased for not being a member
of a particular group, such as a vampire clan, use the
increased cost. However, you do not need to purchase
previous powers, even if a supernatural creature of the
appropriate type would. In the case of the Dermal Cha-meleon Layer, the cost would be 21 experience points. If
the power has an activation cost in supernatural energy
such as Vitae (which Cloak of Night does not), pay this
cost in Willpower.
Plugins adapted from supernatural powers are still
subject to Backfires and being Compromised, and Will-power is still given for these events.
Using Plugins
A Plugin is activated by spending a Willpower
point. In addition to the three dice ordinarily granted
by spending the Willpower point, add activation dice
equal to your character’s dots in the Plugin.
Backfires
Plugins sometimes just don’t work. Sometimes the
enemy has a countermeasure. Other times, a circuit blows
or a battery runs out. If you attempt to use a Plugin and
the Storyteller decides that it fails outright, your charac-ter receives a Willpower point as compensation.
Compromised
Sometimes, a Plugin can become a full-fledged
vulnerability. Your cybercortex gets hacked, the power
core in your replacement arm overheats, dealing lethal
damage, or so on. The Storyteller may invoke this effect
once per story. In exchange, the character’s Willpower
refills completely.[/sblock]

Here are the Masquerade and Requiem merits. Like plugins, I'm just dragging/dropping; i'll make it pretty later.

[sblock=Masquerade]
(• to •••••)Effect: Your Masquerade is more than a thin veneer. You
live it, and invest effort into rendering the illusion more
believable. You gain additional benefits as you increase
your rank in this Merit. Masquerade is hierarchical, and
you can’t gain the benefits of later ranks without getting
the proceeding ones, and some lower-rank benefits
improve in effectiveness with overall rank.
By investing this time and energy in your Masquerade,
you are also committing somewhat to have your mask play
a role in the chronicle. You may need to take dangerous
action to preserve your Masquerade from being blow
open, or get involved in some entirely human struggle as
the social contacts you maintain to hide your true nature
spawn trouble.
• Networking: As you work to improve the depth of
your Masquerade, you meet people and form relationships,
personal and professional. People start treating you as
the role you’re playing, and the more people who know
you there are, the more people who you can call on in a
tight spot. Networking works like Contacts limited to the
scope of your Masquerade, and who you can reasonably
meet while pursuing it. Pick a fairly focused sub-set of
the possibilities implied with your Masquerade with the
first dot of the Masquerade Merit, and each additional
dot adds another strata of Contacts.
•• Vouchsafe: The point of forming all these social
ties is to strengthen the Masquerade, and when you
gain this benefit the people you know will defend you
against accusations of strangeness or aberrant behavior. If
someone from outside your circle of Masquerade contacts
comes asking questions or poking around, your peers will
put them off, defend you, deflect their inquiries, and if
possible let you know somebody was asking.
For every level of this Merit purchased (starting at two
dots, so maximum of four) you gain another Retainer.
Further, every Retainer gains +3 dice on any Subterfuge
rolls used to lie about who you are really.
••• Deep History: A careful campaign of records
manipulation, influence, forgery, computer tomfoolery,
and planted artifacts adds a historical depth to your
Masquerade which will stand up to all but the most
aggressive background check. You can now present
childhood photos, official records like birth certificates,
medical records, report cards, college transcripts,
criminal records, financial history and credit score, minor
mentions in the local media clippings from the place you
were supposed to have grown up. If you were recently
Embraced, and are still maintaining your mortal identity,
this gives you an entirely new and fictional identity to
segue into or alternate between.
Deep History works like Vouchsafe, but instead deflects
research and background checks by imposing a penalty
on such efforts equal to your dots in the Masquerade
Merit. Further, your background will stand up to any
casual inspection, and won’t raise suspicion for any routine
review, for example you can apply for credit cards without
worrying about revealing your lack of financial history.
Drawback: The drawback to being in the system
is that you’re in the system. You will occasionally have
to deal with the crap mortals spend so much of their
time dealing with. Jury duty, identity theft, junk mail,
telemarketers, spam promising harder longer erections,
and the occasional lawsuit.
•••• Expertise: Do something long enough, and you’ll
get good at it. Performing credibly does a long way to
making a Masquerade convincing. When using your Asset
Skills, you use the 9-Again rule. If some other advantage
already allows this, then you instead use the 8-Again rule.
••••• Living Mask: You perfect your Masquerade, and
it takes on a life of its own. You surround yourself with a
glamour of sorts, an aura of the ordinary and the expected
which occults even the most egregious demonstration of
your inhuman nature. At the worst, people within your
Masquerade’s scope will suffer a psychotic break, and end
up institutionalized for awhile as the two incompatible
realities smash together in their brains. People caught up
in your Masquerade are so conditioned that they simply
cannot believe you are anything but what you appear to be.
Your nocturnal lifestyle never raises any questions, and
people stop wondering why you don’t seem to get any older.
Even when these things are pointed out by people outside
the penumbra of your Masquerade, those caught within it
just shake their heads and dismiss it unless the evidence
is both overwhelming and presented with conviction.
Getting them to believe you’re anything outside their
assumptions requires a Presence + Persuasion roll with
a penalty equal to your rank in the Masquerade Merit.
Drawback: Being this plugged in means that the
humans around you will call upon you for the myriad little
things humans rely on each other for. They’ll ask you to
help them move, give them lifts to the airport, borrow
some money. They’ll try and set you up on dates with
their recently divorced sisters. Maintaining the required
level of connection to these people is a lot of work, and
it’ll intrude into the chronicle fairly often, usually by
complicating things.[/sblock]

[sblock=Requiem] (• to •••••)
Effect: Your Requiem becomes more than an inclination,
and begins to define you and your actions. As you dedicate
more energy to developing the Requiem and you commit
to living it, you gain further advantages from it. Requiem is
hierarchical, and you can’t gain the benefits of later ranks
without getting the proceeding ones, and some lower-rank
benefits improve in effectiveness with overall rank.
By investing this time and energy in your Requiem,
you are also committing somewhat to have your role in
undead society figure more into the Chronicle. The higher
your rank in the Requiem Merit, the more widely you’re
known in the court for the abilities and inclinations the
Requiem describes, and the more it defines how other
vampires will treat you and what they’ll expect from you.
• The Gathered Flock: For every dot in this Merit
you gain another dot of Herd—in this case, the Herd is
specific to your Requiem and “flavored” accordingly. The
Herd of a Horror is a wretched, wailing group. The Herd
of a Manipulator comprises a group of sycophants and
yes-men (though to each other they may be incestuous
and equally manipulative).
•• Authority: You begin to gain some sway over others
of the same Requiem due to mutual respect, fear, or solid
rep. You gain a bonus to rolls based on Social Attributes
when dealing with others of the same Requiem equal
to the dots you have in the Requiem Merit. Further, if
your character has more dots than the opponent in the
Requiem Merit, it may invoke Predator’s Taint as if that
character had a lower Blood Potency (if even if that’s
not true).
••• Reputation: Increasingly, you’re known to others
of the same Requiem as an authority within the loose
association that mutual interests create. Others will being
to defer to you, and when vampires of other Requiems
seek one of yours for consultation or aid, they’ll be more
likely to pick you. The Requiem Merit acts like Status.
At one dot, you’re known within your court for a modest
authority, and at five dots your name will be known in
other domains, and especially within your Requiem.
•••• Adept: You gain the use of the 9-again rule for
any roll related to your Requiem’s Key Discipline.
••••• Mastery: Once per game session your character
may make use of a +5 bonus on any roll related to
supporting her Requiem: a Horror seeking to repulse a
scene of partygoers can claim that bonus, but a Horror
looking to merely leap a fence cannot (as leaping a fence has
nothing to do with the theme or nature of that Requiem). [/sblock]
-------------------
 

goblins85

First Post
As you review these, please keep this in mind:
The Vampire Queen isn't something borne of my mind; she has a player in RL. Her player ADORES Gaga, and gave me this list of laws, songs and all, ages ago.

[sblock=The Queen's Laws]

BECAUSE the true world is dangerous to all those who reside within Pendros, awakened or otherwise, the Queen has enacted the following laws:

[ame=http://www.youtube.com/watch?v=fXfz_-G_0eI]Poker Face[/ame]

Poker Face
NONE within the boundaries of Pendros who are awakened shall ever reveal their true nature or the true nature of the world to those not awakened. This shall apply to all those who know of the true world, whether they be mortal and mundane, or even a living god. Those who violate the law because they are unable to perceive its existence (such as beasts and spirits) will be exterminated or brought under the rule of another. Those who reveal the truth unwittingly or accidentally shall be called upon to do favors and services for the Queen; after three times, they will suffer horrible tortures instead, and after three more times, they will be placed in torpor or otherwise held in a state of imprisonment, and after one more time, they shall be exterminated. Those who reveal the truth with intention and purpose shall be horribly tortured for this first offense, and exterminated through slow and torturous means for the second.

[ame=http://www.youtube.com/watch?v=LOQuzIcPYUs]My First Kiss[/ame]

My First Kiss
NO KINDRED may embrace one of the Kine without the expressed permission of the Queen. Violation of the law will result in a forced state of torpor.

[ame=http://www.youtube.com/watch?v=RNSokpqCah4]Put a Ring on it[/ame]

Put a ring on it
KINDRED who embrace one of the Kine must either instruct their childe in the ways of the world, or find another who shall do so for them. Violators of this law shall be forced into torpor, and should their childe violate any of the Queen’s laws because of their lack of instruction, the sire will suffer the same punishment as the childe. Violators of the law of My First Kiss must find a teacher before their punishment or be forced into Torpor twice.

[ame=http://www.youtube.com/watch?v=j_J0pCuQ-zs]Monster[/ame]

Monster
NONE may kill another sentient being without the expressed permission of the Queen, unless they are dedicated to such horrible deeds as murder and rape, or continual self destruction (through drugs or other means), or are unable to function within society (such as the incurable mentally ill), or otherwise are considered refuse (those derelicts who refuse to seek help and rehabilitation). Violation of ther law will result in the extermination of the offending party. Should you kill another being who meets the exceptions, the killer should be prepared to defend their actions, and prove that their actions were justified.

[ame=http://www.youtube.com/watch?v=5dtqnvDFBs0]Teeth[/ame]

Teeth
NONE who hunt shall overtax their resources. Indulging to much and thinning the herd is typically it's own punishment, but should it begin to effect others, or if it should begin to cause a breach in the masquerade, torture and possibly extermination for repeat offenders is the punishment.

[ame=http://www.youtube.com/watch?v=HGBXB_imFnk]Born This Way[/ame]

Born this way
NONE shall discriminate another due to their nature, whether Kindred, Kine, Lupin, or any other, no matter what the circumstances of their existence or their chosen belief. The only exception are The Unwell, who shall be only permitted to hunt within their domain, The Pure, whose existence the queen despises, The Assassins, who violate the Queen’s law of Cannibal, The Cainites, who violate all the Queen’s Laws, and The Created, who shall be allowed to pursue their quest for one month before they are made to leave through any means. Violating this law shall provoke the Queen’s ire, and shall find themselves shunned and denied in kind.

[ame=http://www.youtube.com/watch?v=UbAi7TeXc4c&hd=1]Cannibal[/ame]

Cannibal
LASTLY, none shall ever consume the soul of another, through any means, for any reason. Those who do consume the soul of another shall be repaid in kind, for such a state is truly horrible, and worse than extermination.

THE QUEEN, in her kindness and wisdom, may choose to lessen or even remove the penalties for disobeying her laws, but such an occurrence is rare.

SHOULD ONE wish to violate one of the Laws but fears punishment may first petition the Queen for permission, and may find themselves given permission, should the reasoning be logical. Such is the Queen’s rational thought.

THROUGH these laws, the Queen has guaranteed the safety of all those, awakened to the truth or otherwise, within her domain. Such is her wisdom. Such is her power.[/sblock]
 

goblins85

First Post
Significant NPCs

[sblock=Vampires]
Sasha Fierce
Clan: Zilani
Covenant: Carthian
Title: Queen
Sasha became queen of Pendros in 2009, usurping the city’s previous ruler, Alexander Runningwater, and upsetting most of his power base through a physical coup. She relied heavily on the Bruja and Werewolves. She made good on her promises for leniency and equality, but her methods of rule are too similar to the old ways, and the original Carthians who supported her in her early nights now spit at the sound of her name. However, most Kindred are very pleased with her rule. Sasha, embraced in her late teens, still parties every night, and most nights can be found at Club V, Pendros’s Elysium.

Anthony
Clan: Toreador
Covenant: Circle of the Crone
Title: Harpy, Primogen of the Circle of the Crone, Circle of the Crone Hierophant
Anthony is the oddest Hierophant and Harpy, considering that most who are placed into these roles are women. Anthony is highly charismatic, and kind of tumbled into his current position due to his charming smile. Rumors say that he doesn’t really enjoy his responsibilities, and would rather spend his nights in a Jazz club. However, whenever he’s given up the positions, it was only a matter of time before he’d wind up right back in it.

Nikos Maximoff
Clan: Giovanni
Covenant: Invictus
Title: Giovanni Priscus, Primogen of the Invictus
Nikos is a bad, bad man. He has his hand in every organized crime venture, the most predominant the distribution of the drug Crimson Shiver and human trafficking; with Pendros’s diverse supernatural population, ‘human’ is a lose term. He also owns most of Pendros’s casinos, a power play he made against Ella in 2022 that has worked out nicely for him.

Ella Barkovia
Clan: ?
Covenant: ?
Title: CEO of Barkovia Industries
Not much is known about Ella, but what can be said is that Ella controls most of the city’s infrastructure. She was the star of a reality series a few years ago about her and her daughter, a difficulty due to the Kindred’s inability to show up on camera, but somehow they pulled it off. The series was cancelled when the two had a falling out, but made up when Annaliese ran for mayor. Ella owns most of Pendros’s nightclubs.

Anneliese Barkovia
Clan: ?
Covenant: Carthian
Title: Mayor of Pendros, Successor to the Queen’s Throne
When she had a falling out with her mother, Annaliese somehow tumbled into Sasha’s good graces. Annaliese is now being groomed to take the throne in the event that Sasha meets a ghastly end. Recently, Anneliese made a run for Pendros’s mayor, and won, surprisingly. How she’ll make the acceptance speak, traditionally held outside, on main street, in the middle of the day, is unknown, but she keeps saying she’ll do it.

Gauge
Clan: Toreador
Covenant: Carthian
Title: Master of Elysium
The DJ Gauge is has been the feature of Club V for the past 16 years, and can be found there every night.

James McCoy
Clan: Malkavian
Covenant: Tremere
Title: Primogen of the Tremere

Weasley
Clan: Gangrel
Covenant: Carmilla
Title: Sheriff

Yui Sakaichi
Clan: Nosferatu
Covenant: Ordo Dracul
Title: Primogen of the Ordo Dracul

Micario
Clan: Mekhet
Covenant: Camarilla
Title: Seneschal, Primogen of the Camarilla, Head of the Masked Council

Zoe Maximoff
Clan: Giovanni
Covenant: Invictus
Title: None

Iren Maximoff
Clan: Giovanni
Covenant: Children of the Thorns
Title: Primogen of the Children of the Thorns[/sblock]

[sblock=Other important people in Pendros]Nathaniel R. Gorgeous
Type: Changeling
Title: Changeling Representative of the Masked Council
Owns the Dust apartments, an apartment complex for the supernatural. Also a favorite of the Queen.

Pierre François
Type: Wererat
Title: None.
Owns the Black Ale tavern, the most popular meeting spot in Underpendros.

Jennifer Hawkins
Type: Infused
Title: Pendros’s DA

Amy Smith
Type: Fallen
Title: Head Hound
Amy is the leader of the Queen’s Hounds.

Voodoo
Type: Gargoyle
Title: Gargoyle Clan leader

Red
Type: Gargoyle
Title: Gargoyle representative on the Masked Council

Mitch Robertson
Type: Mage
Title: Mage representative on the Masked Council[/sblock]
-----------
[sblock=Population Statistics]

Covenants by membership:
1. The Carthians
2. The Unaligned
3. The Circle of the Crone
4. The Invictus
5. The Tremere
6. The Children of the thorns
7. The Camarilla
8. The Lancea Sanctum
9. The Ordo Dracul
10. The Lasombra
11. The Sabbot
12. The Assamites

Clans by Population:
1. Daeva
2. Toreador
3. Ventrue
4. Zelani
5. Pastularii
6. Brujah
7. Mehket
8. Tzimisce
9. Nosferatu
10. Malkavian
11. Gangrel
12. Morbus
13. Giovanni

Supernaturals by Population: (Not listed are ghosts and their ilk. Note: Population is about 6,000,000, taking into consideration tourists and other non-permanent residents.)
1. Vampires (1 for every 20,000 Humans)
2. Changelings (1 for every 60,000 Humans)
3. Infused (Think ‘Heroes’) (1 for every 150,000 humans)
4. Werewolves (1 for every 200,000 humans)
5. Awakened (aka Hunters) (1 for every 300,000 humans)
6. Sin-Eaters (1 for every 400,000 humans)
7. Mages (1 for every 500,000 humans)
8. Immortals (Think Highlander) (1 for every 500,000 humans)
9. Gargoyles (Think Gargoyles TV series) (1 for every 500,000 humans)
10. Werebeings (1 for every 800,000 humans)
11. Kappa (1 for every 1,200,000 humans)
12. Possessed (less than 5)
13. Blood Bathers (less than 5)
14. Prometheans (less than 5)
15. Fallen (Angels) (less than 5)[/sblock]

[sblock=Government]The Court:
Queen- Sasha Fierce
Princess – Annaliese Barkovia
Seneschal – Macario
Harpy – Ella Barkovia
Keeper of Elysium – DJ Gauge
Sheriff- Wesley
Herald-Teeth
Hound-Amy Smith and Wren

The Senate:
Magistrates (Overseers of the city’s districts)
Casino District- Nikos Maximoff
Night Club District – Annaliese Barkovia
Government District - Macario
Barkovia District- Ella Barkovia
Industrial Sector – Esteban Martinez
Thinkbest District – Tyrone Williams
Mainstreet and Mainstreet Park- Sydney Warner
University of Pendros Campus-Eliana Garcia
Underpendros- Sasha Fierce
Residential District- Nathaniel Gorgeous
Historic Sector-James McCoy
Asian District-Zoe Maximoff
Latino Quarter - Miguel Chavez
Black Forest National Park- Wolfe

Primogen and Priscus(Overseers of the city’s covenants and clans, respectively)
The Carthians- Queen Sasha
The Circle of the Crone- Hierophant Anthony
The Invictus – Nikos Maximoff, the Marquis of Pendros
The Tremere – Councilor James McCoy
The Children of the thorns- Iren Maximoff, Attendant of Bloody Mary’s Cemetery
The Camarilla – High Inquisitor Macario
The Ordo Dracul – Galliard Yui Sakaichi, Aetherial Immortal of Terror and Pain
Nosferatu-Priscus Georgina Beasley the Gentle
Gangrel –Priscis Wolfe

Masked Council (Representative of each of Pendros’s supernatural beings)
Kindred-Macario
Changeling-Nathaniel Gorgeous
Infused-Whisper
Gargoyles-Red
Mages-Mitch Robertson
Werewolves-Rals Johnson
Awakened-Father Jacobson
Sin-Eaters-Kasumi Flanders
All other beings-Amy Smith
[/sblock]

[sblock=Lexicon (this will very slowly grow, and have terms, places, people, etc.)]
Datahaven=A term used to describe the VR underground scene
Miners=A term used to describe hackers who collect personal information on people and sell it, or their services to do so
Underpendros=A combination of mines and natural caves running under the city that supernatural can live openly and freely in. It has been designed to look like something out of the 1890's and the Middle ages. Wireless signals don't work in Underpendros.[/sblock]
 


goblins85

First Post
I'm not sure it's too different from contemporary settings. As far as it being cyberpunk, well, the setting does have flying cars, and the smart phones are subcutaneous cell phones, but people using datapads, complete corporate control, and it's ability to monitor every detail of the people's lives, those are real today. As is the number one element of Cyberpunk, robotic prosthetic limbs? those are today as well

That's not to say, however, that the setting isn't Cyberpunk in genre, I just am not sure the elements of the Cyberpunk genre are as active in the foreground of the game as in the background, when a lot of the game's core occurs in Underpendros, which is a mix of a Fantasy/Victorian society, and the Nightclub Scene, Casino Scene, University, and Outdoors are all still mostly just as they are today. The kine live in a familiar Cyberpunk setting however, living in corporate housing, driving flying cars, using corporate security, etc.
 
Last edited:


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