On a cold, rainy night, you have been unceremoniously ushered
into a world that you never knew existed. This is a world where creatures of
the night - vampires, werewolves and ghosts to name a few - coexist with mortals.
How everything started:
2033, the not too distant future.
The country formerly known as America begins to turn into ashes.
It all started in 2029. The country lost it's former glory and became broken, by several reasons (mostly due to politics and economy) resulting in Civil Wars happening everywhere. Hatred, famine and poverty now rules mankind. Only a few are blessed with a conforting life.
The setting:

The games takes place in New York City, home of the revolution. Wall Street is no more.
Most of the population forgot about what they were fighting for. Some continue with the war to get back their lost lives, others gave up.
The streets aren't safe anymore, especially in the night. Those who own a proper home, lock themselves. The majority who don't is forced to find refugee inside the subways and the very sewers.
Those who dare to venture outside, by nightfall, are targets of unknown forces. Everyone becomes a target when the night begins. Scholars and afflicteds spread rumors that these events are attributed to vampires. Nonsense. Mercs, bandits and the local police can still be found roaming the city by night.
Reports of arsons, murders and petty thievery are recurring subjects in the news. Hacking is common. Religions are in decay apart from some small cults who only operate in hidden places.
Technology has affected the way humans have lived to such an extent that normal functions, like sleep, eating or even reproduction, have been replaced by artificial means.
Airports are locked and became battlefields. Traveling to other countries is not a viable option.
The rumors are true. The night is being dominated by vampires. The Jyhad is upon us once again. Make a living inside the stone jungle and try to find what's going on.
The rewards are endless and the time is little.
Available/playable clans:
Brujah: Originally warrior-philosophers, the Brujah are now rebels and political activists. The Brujah are powerful combatants and charismatic speakers, but are more prone to succumbing to Frenzy.
Malkavian: The Malkavians are all insane; this doesn't mean that they aren't also insightful and highly intelligent, but they are controlled by madness from the moment of their embrace (if not before).
Nosferatu: Nosferatu are hideously deformed by their embrace, every Nosferatu is horrifyingly ugly. Eschewing other Vampires, they live in sewers and generally keep to themselves. Nosferatu are information brokers par excellence.
Assamite: The Children of Haqim are a cult of assassins located in the mountain fortress of Alamut in the middle east. Descended from Caine's judge, the Assamites accept assassination contracts against vampires while fulfilling their clans own (more obscure) goals. The Assamites are practically a sect unto themselves, with three castes, each of which has its own weakness.
Gangrel: The Gangrel are nomadic vampires, and the only ones who regularly travel outside of cities. The Gangrel are also shapeshifters, which has left them with a tendecy to acquire animal features as they frenzy.
Ravnos: The Ravnos are Vampires from the Indian subcontinent. The first Ravnos seen in the west were Gypsies and were generally assumed to be charlatans and rogues (which isn't that far off, since many Ravnos are charlatans and rogues), however the Ravnos adhere to a complex philosophy of enlightenment through destroying Maya. Each Ravnos has a vice, from gambling to plagiarism.
Non-playable clans:
LaSombra: The leaders of the Sabbat, the Lasombra slew their own Antediluvian during the Anarch Revolt and then led the Sabbat against the nascent Camarilla. The Lasombra are elegant, powerful, cruel and predatory espousers of a social darwinist approach towards control and leadership. The Lasombra are also masters of shadow, able to manipulate darkness in bizarre fashions; this power has a cost however, Lasombra cast no reflection.
Tzimisce: The Tzimisce hail from Eastern Europe, and are the former absolute masters of their nightmare domains. The Tzimisce are the least human vampires, casually cruel and more than a little mad, and possessing the most potent shapeshifting powers of any vampire. Tzimisce can shift not only their shape, but mold flesh and bone like it was clay. The Tzimisce crave stability - they cannot find peace at night without some of their grave earth.
Followers of Set: Descendants of the Egyptian God Set, the Setites are a Gnostic cult dedicated to overthrowing the rule of the tyrant gods who oppress all creatures. This makes them inconceivably evil to almost every other life form in the universe, as the Setites seek liberation through vice and by confronting the darkest corners of the soul. The Setites are creatures of Darkness, light does even more damage to them.
Giovanni: The Giovanni are a clan of Venetian businessmen and necromancers who entered the scene in the 15th century; Since that time, the Giovanni have become a very rich, powerful and incestuously twisted family with tentacles throughout the world. The Giovanni do not feed lightly - Feeding is a nightmare for their Vessels, causing excess damage and intense pain.
Ventrue: The Clan Of Kings. The Ventrue are the leaders of the Camarilla, and are businessmen, aristocrats, monarchs, captains of industry, crime leaders, and any other profession where control and power are required. They are the clan from whom the majority of Princes come. Ventrue are choosy who they embrace and who they feed from: every Ventrue feeds from a specific type of Vessel, and only from that type of vessel.
Toreador: The Toreador are obsessed with art and beauty, and are the clan that spends the most time around humanity. Toreador tend to get lost in art, becoming enraptured by beautiful things.
Tremere: The Tremere are a Hermetic order who turned themselves into vampires to preserve their magic. It didn't quite work out as planned. Tremere are the most powerful practitioners of Thaumaturgy, but are also tightly bound to their highly organized and incredibly paranoid clan.
Caitiff: Vampires who were abandoned by their sires immediately following the Embrace and who are ignorant of their clan status; a vampire cannot choose to become clanless. They are called Caitiff by the Camarilla, and regarded as a sign of the Masquerade spiralling out of control, therefore gaining little respect from their elders. The Sabbat, on the other hand, gladly embraces the clanless (which they call Panders) into the sect. The more superstitious see the growing numbers of these vampires as an omen of the coming Gehenna, the Final Nights of prophecy when all childer of Caine will be destroyed.
The Sects:
The Camarilla:
Camarilla policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural beings like vampires could not possibly exist. The Camarilla also believes that the only way the vampire species can survive in these modern nights is if it unites—any breach of the Masquerade by any vampire risks exposing the entire race. Both viewpoints are fundamentally opposed by the Sabbat.
The Camarilla also enforces the Eldest as ruling class over the younger vampires.
The Sabbat:
Unlike the Camarilla, freedom is preached in accordance to the Sabbat belief that every vampire is free to create their own destiny without being hindered by the reputations of their elders, and that no Sabbat has to lay down their life for cowards who cannot take care of their own matters. Of course, it does not always work like this in practice.
Also unlike the Camarilla, the Sabbat believes in Antediluvians, and for the most part considers them a great threat. This is unsurprising, especially considering that the Sabbat was formed in the wake of the Anarch Revolt, and both of the core clans, the Tzimisce and Lasombra, claim that their clan founders were killed during this period of upheaval.
In addition to a very firm "if you're not with us, you're against us" mentality, the sect considers vampires to be a higher form of life than humanity, and is based upon the principles of Loyalty and Freedom. Loyalty to the sect and to one's comrades is one of the important aspects of the sect, and the Sabbat vampires maintain this loyalty through a ritual called Vaulderie, where strong emotional bonds are created between members of the Sabbat.
The Anarchs/Independents:
Although they are technically members of the Camarilla, they reject the Camarilla's top down power structure, and aim to change it into the grand protector of kindred it claims to be. The name refers to their favor of an anarchic form of social organization over the Camarilla's traditional, hierarchical form. The misconception that Anarchs are a nihilistic cult, wishing to spread chaos and disorder is encouraged by the vampire elders, who hold most of the power in the game world.
Membership of the Anarchs is wide and varied, but the majority of its members are drawn from the clans of the Camarilla and the Sabbat.
Note: Your Clan can be loyal to the Camarilla but your character can be loyal to the Sabbat. See below.
Disciplines:
Any clan can use any discipline, with the exception of clan specific ones. Choose 3.
Animalism – the ability to communicate with and control animals. Associated with Gangrel and Nosferatu.
Auspex – Superhuman senses.
Celerity – Superhuman speed.
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.
Presence – The ability to control emotions.
Demenation – The ability to inflict madness on others. 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.
Weakness:
The vampires aren't perfect beings. Each clan has a particular irreversible weakness which haunts them (I'll add only the playable races).
Brujah: All difficulties to resist frenzy increase by two for Brujah characters, to a maximum of 10.
Malkavian: Every last vampire of Malkav's blood is irredeemably insane in some form or another. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Nosferatu: All Nosferatu have Appearance ratings of zero. Most Social actions based on first impressions, except intimidation and the like, fail automatically.
Assamite: Assamites grow darker with age. Suffers from an addiction to vampire vitae and an aura stained by diablerie. Has an Obsessive/Compulsive derangement that is related to the creative or intellectual ability in which he has the most Ability traits (skills, in other words).
Gangrel: Gangrel are very close to the Beast within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, they gain an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers.
Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.
Ravnos: The Ravnos clan are all criminals; each Ravnos has a specific vice ranging from plagiarism to mass murder. When the opportunity to indulge that vice is present, Ravnos must succeed in a self-control check to avoid indulging it.
Character Sheet:
Name:
Clan:
Age (when alive, and right now):
Gender:
Background (no lollygaggin', reveal most of it through the roleplay):
Personality:
Appearance (add some machines and wires to your body, if you want):
Items (remember that everything is broken, choose wisely):
Skills (Firearms, Melee, Security, Stealth):
Knowledges (Hacking, Finance, Investigation, Scholarship):
Class/Profession (before the events, what your character was? Engineer, hobo, bandit, hacker, etc):
Disciplines:
Political views (Camarilla, Anarchs or Sabbat?):
Your character will start off in the night by running away from a large group of mercenaries/bandits/police officers (you choose). Try to give some backstory, I don't want people running away for the same reasons. You are even allowed to fight them if you wish but be aware, even a vampire isn't powerful enough to take on a a large group of enemies.
If you want, you can team up with someone you just met but when everything ends someone "familiar" will meet you. That particular person is different for everyone but they share the same goals.
Rules:
1)No godmodding.
2)I have the right to kick you out.
3)You can join the game at anytime. Just PM me about it.
4)One character per person.
5)No overpowered/underpowered characters.
6)At least try to have fun






