Hello everyone!
Lavender_Stripes and I have been plotting out an RP set in the Vampire: the Masquerade universe, and we are pleased to announce our OOC thread!
Our setting: Paris, France, in the days following the French Revolution. The aristocracy has been overthrown, and Napoleon is about to be crowned Emperor. But little do the people know what is happening in the darkest corners of the City of Light. Among the countless nobles sent before the National Razor were much of the city's vampire population, leaving the Kindred population a shadow of its former self. What clans remain find themselves among the outcasts, most prominently the Malkavians and Noferatu, with a relatively small amount of Ventrue managing to escape the chaos. But with the country in chaos, some have seen an opportunity...
We're looking at having two members of each of the three main clans (Malkavian, Ventrue, and Noferatu), as well as four mortals. Humans and animals are both welcome. No knowledge of the game is necessary - we're going to be doing this in a regular describe-what-you-do action, so don't feel like you need to make any dice rolls, and knowledge about the canon setting won't be that important. Of course, if you have any suggestions to make, don't be afraid to speak up - we want this to be as fun as possible for everyone.
And most importantly, have fun!
Players:
Malkavians:
* Barthomieu Grandjean (Fitzwilliam Jinglesworth)
*
Nosferatu:
*
*
Ventrue:
* Annabelle LeFrancois (Lavender_Stripes)
* Maku Delvi (shkkf)
Mortals:
*
*
*
*
Character Sheet:
Name:
Age:
Gender:
Species:
Clan: (Malkavian, Ventrue, Nosferatu, or non-vampire)
Abilities: (can be vampire abilities or regular old skills you know)
Physical Description:
Personality:
Background:
Information on the Clans:
Malkavian:
The Malkavians are a Clan (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Clan_%28VTM%29) of Kindred (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Kindred_%28VTM%29) cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Camarilla_%28VTM%29) and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
Abilities: Malkavians have the ability to alter the emotions of others or induce temporary insanity. They also have heightened senses and can see through illusions, read minds, or send telepathic messages to others.
Nosferatu:
The most visibly cursed of all Kindred (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Kindred), the Embrace (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Embrace) warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
Abilities: Nosferatu can attract (non-sentient) animals to them and possess them in order to control their actions. They can also create illusions and turn themselves invisible, so long as they don't attract attention.
Ventrue:Clan Ventrue has long been one of the proudest lines of vampires (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Vampire_%28VTM%29), and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Clan_%28VTM%29), accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void. The general belief is that the Ventrue, a clan considered old-fashioned by most, is floundering in these latter nights; however, the Ventrue have a long history of adapting to keep hold of their power. In the modern nights the Ventrue are more politician than warrior, more CEO than baron. They remain the largest supporters of the Camarilla (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Camarilla_%28VTM%29) and the Masquerade (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Masquerade_%28VTM%29), believing both institutions to be the surest means of protecting vampires from the mortal masses... and of guarding their own power.
Abilities: Ventrue can influence the minds of man and beast alike. They are also tough and can withstand more damage than other clans, including that from fire and sunlight.
More information is available here (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Main_Page) (I got those descriptions from it anyway).