Currently, San Diego is the focus of the entire vampire world. Reginald Friedlander, the local prince, has all but secured his hold over the city. The Anarchs have very little power in the city, and the sabat live on the fringes, some even taking refuge in caves. However, despite all his power, a man known only as “Modred” has been a constant thorn in the princes side. He has been rallying every kindred that would listen, claiming that vampires should rule humans. Although he may have seemed like a lunatic at first, he and his sect, the Order of Dawn, have proven a more then formidable opponent, using gorilla tactics and striking where the Camarilla was weakest. Friedlander has decided to deal with this problem early on, hiring every vampire in the city to wipe the order off the face of San Diego. That’s where you come in.
Your character starts off attending a Camarilla meeting. Friedlander has promised great wealth and power to those who are successful in their missions. Your reasons for attending are up to you, but you must attend. You are a member of the Camarilla, as almost all vampires are considered to be, but whether or not you agree with them is up to you. Many anarchs are members of the Camarilla and attend their gatherings, but they do this out of necessity most of the time.
Playable clans:
These are the clans you can play as. The reason you can’t play as the others is because they are not members of the Camarilla. Just because your clan has a reputation for exceding at something, like Toreadors with seduction and persuasion, doesn’t mean your character has to follow that. Bare in mind, however, that some clans simply are not suited for certain skills. A nosferatu is unlikely to be an expert in diplomacy.
Brujah: The Brujah are generally rebels by nature. They are stronger than the average kindred, and are seen as the military might of the Camarilla. The Anarchs are largely comprised of Brujah. They are skilled with melee weapons and brawling.
Malkavian: Malkavian kindred are, simply put, insane. Some say there is something beyond there madness, a wisdom and insight only they can understand. They are the only clan that can use the demenation discipline.
Nosferatu: The Nosferatu are masters of stealth, often selling information to the highest bidders. Some are even brought in to deal with “problems” in a quiet fashion. They are the most visibly cursed kindred clan, disfigured beyond recognition. They use sewers to avoid being seen by humans, and can feed on animals more effectively that the other clans.
Toreador: Beautiful and cultured, the Toreador clan mingle with humans much better than the other clans. They are experts of manipulation and speechcraft. They are much better at talking their way out of a situation then fighting, but can be skilled with firearms.
Tremere: The Tremere clan has learned to harness their vampiric power into what could be described as “blood magic”. They are mistrusted by most kindred, given their shady origin. The tremere are the youngest of the Camarilla clans. They are the only clan that can use the thaumaturgy discibline.
Ventrue: The proudest of the clans, the ventrue are often in higher positions in the Camarilla. They are generally privileged and entitled individuals. Because of their highborn status, they can’t feed on animals, and often vomit “dirty” blood, like from a homeless person or prostitute.
Gangrel: The Gangrel clan are animalistic and isolationists by nature, walking the fine line between monster and human. Unlike other kindred, werewolves tend to ignore Gangrel due to a mutual respect. Due to their loner mentality, Very few associate with any organisations. Those that do tend to favour the sabat, although some remain in the Camarilla. Obviously if you pick Gangrel you have to be one in the Camarilla. They are the only clan that can use the protean discipline.
Non-playable clans
Lasombra - The leaders of the Sabbat, clan Lasombra are darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.
Tzimisce - The Tzimisce were once the most feared of all clans. With the downfall of feudalism, and the rise of the usurper Tremere, they are a shadow of their former selves. Disjointed as any clan in the Sabbat, they don't even fill the majority of the leadership positions. Still, they hold a great deal of power, regardless of who realizes it. The clan has access to many powerful sorceries, Disciplines, and eldritch lores.
The clan has many dark points of its history. However, bargains with demons, twisted experiments, and unforgivable sins have yielded powerful weapons.
Ravnos - Nobody in the west understood the Ravnos, and now in the Final Nights, its too late to do so. Misunderstood as a clan of gypsies and tricksters, the western Ravnos are a minor and heretical branch of the undead lords of India. Gifted with the power to manipulate maya, the Ravnos saw themselves as tempters and avengers, replacing the fallen Kuei Jin in the scheme of the universe. All that is irrelevant now, however, as Zapathasura rose from his slumber in the Week of Nightmares and in his own death throes, wiped out nearly all of his clan.
Followers of set – Mysterious and universally reviled, the Followers of set are the stuff of legend among the kindred. Their antediluvian, Set, is said to have once been a god. Just like his clan, his reasons for living in the mortal world are shady at best.
Giovanni – The clan Giovanni is both a clan and a family, they only embrace (make someone a vampire) in their own family. They are necromancers, often using the bodies of their own as foot soldiers. Their goals seem to be limited to getting more necromatic power and becoming ritcher.
Thin blood – Although not an individual clan, the thin bloods are an ever present problem. Thin bloods are vampires in the highest generations whose blood lacks the “thickness” of the lower generations. They are feared by kindred society, as ancient texts hint at them being harbingers of the apocalypse.
Disciplines:
Any clan can use any discipline, with the exception of clan specific ones. You cannot have more than 4. For game balancing reasons you can’t use mind control powers on other players (unless the victim doesn’t have a problem with it I guess.) You can’t have a master of all 4 disciplines, so try to keep it balanced.
Animalism – the ability to communicate with and control animals. Associated with Gangrel and Nosferatu.
Auspex – Superhuman senses. Associated with Malkavian, Toreador and Tremere.
Celerity – Superhuman speed. Associated with Brujah and Toreador.
Domination – the ability to force others to do what you want. Strong minds can resist its effect. Associated with Ventrue and Tremere.
Obfuscate – the ability to make one self invisible. Associated with Nosferatu and Malkavian.
Potence – Superhuman strength. Associated with Brujah and Nosferatu.
Presence – the ability to control emotions. Strong minds can resist the effect. Associated with Brujah and toreador.
Demenation – the ability to inflict madness on others. It can also be used to gain insight. Strong minds can resist the effect. Only Malkavians can use this discipline.
Protean – shapeshifting. Bats and wolves are common forms. Protean users can also grow claws in their vampire form. Protean masters can meld with the earth and take on a mist form. Only Gangrel can use this discipline.
Thaumaturgy. – Blood magic. Thaumaturgy allows the user to use their victims or their own blood as a weapon, able to raise or lower it’s temperature, drain out of their body at a range etc. only Tremere can use this discipline.
Character sheet.
Name:
Clan:
Age (depending on your character, you will have lived for an incredibly long time being immortal. 100 is considered very young):
Gender:
Background (be brief, I would prefer if you reveal it through the rp):
Personality:
Appearance:
Items:
Skills (lockpicking, handguns, stealth, seduction etc.):
Disciplines:
Political views (Do you agree with the anarchs or the Camarilla, or another group?)
Ghouls:
A note on ghouls: Ghouls are humans who drank blood from a kindred. They are a bit stronger and faster that normal humans and can heal wounds faster. Ghouls have an intense emotional attachment to their kindred. Powerful kindred often have many ghouls to feed off of and do their dirty work. Explain your ghouls briefly and your relationship with them. You can’t have more than 3 but I would prefer you keep at one. You are a strapping young kindred after all (or at least, most of you probably will be). There not pets so you don’t have to keep them around all the time.
If you have any questions about Vampire: the masquerade or just WoD in general, check this wiki before asking, especially the part about vampire. It will help
Rules:
1. No god modding
2. I have to approve of your character before you can start.
3. Breaking the masquerade, just like in the games, can result in your characters death depending on the circumstance. Generally speaking it is a 3 strike system.
4. Your vampire can’t be a real historical figure, or Dracula, or any other famous “real” vampires. Malkavians may think they are.
5. If you want to join late, that's fine. just pm me your character sheet. The prince can hire anyone at anytime.
6. Have fun.




