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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

Reference The Book of Nod - Resource thread for The Masquerade

Discussion in 'Role Playing Resource' started by Master Vo, Jun 22, 2022.

  1. Master Vo

    Master Vo Jedi Master star 4

    Registered:
    Mar 19, 2017
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    Greetings. This is the resource thread for The Masquerade. Below you will find information about the various clans, and as the game progresses, you will find information about various NPCs and locations. Clan information has been used from various rulebooks in the World of Darkness.

    Overview (From Vampire: The Masquerade 1st Edition)

    Listen sweet Childe.

    And learn what you must soon face.

    The streets the Vampire walks are the same streets the living walk. It is the Vampire that is the difference. It is the Vampire of whom you must be wary.

    Vampire society is built upon the principle of power. Those who exert it the most forcefully can claim Domain over the city. and by controlling the cities they can restrict the other Vampires who live there. Though a Vampire may claim Domain over a city. never can one become Prince if one's claim is challenged. Once challenged. only blood will settle who will become Prince. Thus only the powerful seek Domain.

    However. such power is of little meaning to most Kindred. The desire for it is a human instinct and over time the desire and respect for power disappears. While there are certain rights that go with it. only those who are of this modern age still lust after it. No Vampires may Sire without the permission of their Prince. and until Neonates are presented to the Prince. their sins are the Sire's responsibility. When wrong is done. only the Prince may call a Blood Hunt. Finally.those who enter the Domain must present themselves to the Prince.

    The largest Sect among the Kindred is the Camarilla. and it is to them you must go. They live within mortal society as well as prey upon it. They still struggle to preserve the Masquerade to keep the mortals from learning of us. The Camarilla is the foundation of the peace which exists between most of our kind. and it supports the Prince who rules each city, for they are the only ones with the power to support the ancient Traditions.

    The Sabbat are the great enemies of the Camarilla. This group of psychotic diabolists lives outside human society. but freely prey upon it. They play a most potent role in the Jyhad, though they are not under the complete control of the Ancients. All who venture to their cities do so at their own risk. The Sabbat inducts their Neonates by burying them alive. Only a few ever manage to crawl to the surface; the rest must wait within the ground for all eternity-screaming soundlessly in their forgotten graves. In North America. the Sabbat controls New York. Miami. Toronto. Montreal. Pittsburgh. Detroit. Portland and Philadelphia. as well as a number of smaller cities.

    And finally there is the lnconnu. the most obscure of the sects. We are the Eldest of Elders. other than the Antediluvians. and have distanced ourselves from the other Kindred. We are ancient, powerful and have little need for the company of either humans or Kindred.

    Though you must of course be wary of the witch-hunters. it is the other Vampires whom you should most fear. The Blood of some Elders has thinned and they can no longer survive on mortal Vitae. but must feed upon other Vampires instead. Many of us create Broods so that we can feed from them. as we cannot be Blood Bound by our own Progeny. That is why I created you...


    Character Creation:

    The Clans (From Vampire: The Masquerade, 1st Edition)

    Brujah

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    All the members of this Clan are rebels of one kind or another - they are punks, skinheads, bikers, communists or anarchists. They tend to be stubborn, ruthless, and highly aggressive. Sensitive to slights, they can also be highly vengeful. They are the most uncontrolled of all the Clans. Brujah always choose rebels as their Progeny. Often a Sire will create more than one Progeny at a time, and these groups will form what are called "packs" (they don't always seek the permission of the Prince).

    Though the Brujah are incredibly fractious, it is traditional for its members to come to each other's aid in times of need, regardless of their disputes and antagonisms. If the call is made, the others will respond, but the gathered host will be enraged if they come to believe the call was unwarranted. The Clan is poorly organised and they only occasionally hold informal meetings. They rely on their chaotic behaviour to gain the results they desire. The other Kindred allow them their eccentricities, even during meetings of the Camarilla. Insolent outbursts and fevered ravings are to be expected from the Brujah, but woe to any non-Brujah who attempts it. The other Brujah Kindred have simply learned to provide the Brujah the leeway which would be given to no other Vampire.

    These malcontents tend to be fanatical in their disparate beliefs - the only thing that unifies them is their desire to overthrow the social system, be it Vampiric or mortal, and replace it with one of their own making (or with nothing at all). They can be bullheaded crusaders of the worst sort, for they completely believe in what they are doing, and thus are blind to new shades of truth. Those of this Clan have many different safe Havens, where they can go to hide out. Generally they move about quite a bit, never staying very long at anyone place. A common tactic of theirs is to move in with a suburban family and Dominate them into submission. They "hang out" with the family for a few weeks, and then move on when they get bored. This is how many of the younger Brujah are recruited - the most rebellious teenager in the family is brought into the fold just before the Brujah move on.

    Clan Disciplines: Celerity, Potence, Presence

    Gangrel

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    Members of this Lineage are wanderers, rarely holding to one location for any real period of time (by their reckoning). In this, they are very different from most Kindred who find a Haven and hold to it. There is no record of who the eldest in their line is and there are no established leaders of the Clan. Gangrel are unconcerned with such things. They are known for being withdrawn, quiet and solemn. They certainly keep their cards close to their chest.

    This is a Lineage of survivors - Vampires who are capable of making it on their own. They do not despise civilization or the society of their Kindred - they simply do not require it. They are known for their lack of concern about crossing the lands of the Lupines (shape-changers), for it is said they have friends among them.

    Gangrel always pick their Progeny to-be very carefully, seeking those who are survivors and capable of existing on their own. Once they Embrace these mortals, passing the Curse to them, they abandon them, leaving them to make their way through the world. Though they may watch their Progeny from a distance, Sires rarely interfere. When they feel the Childe is ready, they present themselves and teach the Childe the true ways of the line.

    The Gangrel are very capable transformers which may explain their ability to cross the wild areas unmolested. There are no reports of them being able to transform into anything other than wolves and bats, but there are old tales of a Gangrel Elder being able to achieve a mist form. Perhaps because of this Protean Discipline, they often have features distinctly reminiscent of some animal, especially if they have the Protean Discipline. Each time they Frenzy, the Gangrels gain another animal feature.

    If the stories are to be believed, the Gypsies are the mortal descendants of the Antediluvian who stands at the head of the Gangrel line. They are under his protection, and any Kindred who harms or Embraces one of them will answer to their ancestor. Regardless of whether this is true or not, by general consensus no Kindred will harm a Gypsy or impede their actions. Members of the Gangrel Clan are expected, through long standing Clan tradition, to aid the Gypsies whenever necessary. It has been known for them to be aided by the Gypsies as well. Certain groups of Gangrel have adopted much from the Gypsy culture, including their manner, aspects of their language, and in some instances their dress.

    Clan Disciplines: Protean, Animality, Fortitude

    Malkavian

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    The members of this Clan are all insane. But from madness comes insight. And from insight comes power. The Malkavians are true creatures of chaos. However, the Malkavians are also known to be clowns and pranksters. As with all things connected with them, not everything makes sense.

    This Clan is known for its destructive and nihilistic members. Malkavians have a reputation for being sadistic and holding little grasp of the sanity they still retain. But if truth be know, such Malkavians are a minority. The members of this Clan regularly surprise the Kindred, for they do not seem insane. This is so common that many Kindred believe the Malkavians have an undeserved reputation. However, remember that sometimes the most normal seeming people have the least grasp on reality.

    There is a long tradition among the Malkavians of playing practical jokes on both mortals and Vampires. The shape and form that these "pranks" take can vary wildly, and can range from harmless fun to the potentially terminal. The Malkavians, when they interact at all with one another, tend to award prestige to one another on the basis of these pranks. Many Malkavians have the solemn belief that the Jyhad is a joke created by the founder of their line.

    The Malkavians are very choosey about who they Embrace. Typically, only those on the edges of sanity are chosen. The members of this Clan search long and hard for someone who has seen so much truth that they have descended into the pits of chaos, and thus have a unique perspective on reality. However, if the Progeny-to-be is sane, the Sire will make the Embrace and Becoming as difficult as possibly, seeking to drive the mortal mad in the process.

    Clan Disciplines: Auspex, Obfuscate, Dominate

    Nosferatu

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    This Clan is the least human in appearance of all the Lineages. They look something like feral animals. Their smell and appearance is revolting - one could even say monstrous. They have long bulbous ears, a coarse-skinned skull covered with tufts of hair, and an elongated face covered with the most disgusting warts and lumps.

    After a Nosferatu has been Embraced, he undergoes an exceptionally painful period of transformation. Over a period of weeks, they slowly shift from their mortal guise to their Nosferatu visage. In the beginning, the Childe may revel in their newfound powers, but soon the pain and the changes will begin. It is likely that the psychological trauma is more painful than the physical symptoms.

    Nosferatu only Embrace those mortals who are twisted in one way or another: emotionally, physically, spiritually or intellectually. They consider the Embrace to be too horrific to bestow on any worthwhile human being. With the change into a Vampire, the Nosferatu hopes to somehow redeem the mortal, to give them a second chance. It is surprising how often it works. Underneath the grim exterior, the Nosferatu are practical and mostly sane.

    It is said that they revel in being dirty and disgusting and do little to make themselves look better (not that there is very much they could do). Their smell and appearance is revolting. Despite this, they are cheerful amid their squalor, especially so when others are forced to enter their realm. They are known for being grumpy and 'lewd, and cannot be trusted to maintain the standards of civilized society.

    Though they travel through mortal society, because of their powers of Obfuscation, they are not able to interact with it. Therefore they must live apart. The habits that grow up from such an existence extend even to their interactions with other Vampires. They avoid all contact, preferring their own solitary existence to the chaos of interactions with others.

    Though they may not interact with other Vampires, they do remain cognizant of the pulse of the city. They favor such tactics as listening to the conversations of other Vampires from hiding, and have even been known to sneak into the Prince's Haven to discover the deepest secrets of this Elder. If you wish to know of any information about the city or its immortal inhabitants, you need only speak with a Nosferatu.

    The Nosferatu do stay in contact with one another, and have developed a unique sub-culture among the Kindred. They play host to one another with the most elaborate politeness and gentility. They share their information among themselves, and as a result are probably the best informed of the Kindred.

    Clan Disciplines: Obfuscate, Animality, Potence

    Toreador

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    The members of this Clan are known for their hedonism, though that is a misinterpretation of what they truly are. They are indeed proud and regal Kindred, highly excitable with expensive tastes - but hedonism is going a bit too far. Artists are always so misunderstood.

    The Toreador are known to be the most sophisticated of the Clans. They are concerned with beauty in a way no mortal can fathom. They use the rarified senses and tastes given to them with the Embrace to become as consumed and impassioned as possible. Ideally, to a Toreador, nothing matters as much as beauty, though in many cases the search for beauty simply becomes the search for pleasure, and the Toreador becomes little more than a hedonist.

    Like all true artists, they search for a truth beyond the existence they fear to be meaningless. It is that struggle for truth, and ultimately salvation, that has brought them to what they consider to be their mission - protectors of the genius of the human race. They are truly in love with the vigor and passion of the mortals, and never tire of marvelling at their creations.

    The Clan as a whole considers itself conservators of the greatest artists of any variety. They specifically search out those who they consider to be the most worthwhile, and bring them into immortality, thus protecting their genius against the ravages of aging and death. They constantly search for new talent and spend a great deal of time deciding who to preserve and who to leave to their fate. Among the Toreador are some of the greatest musicians and artists who ever lived.

    The greatest weakness of the Toreadors is their sensitivity to beauty. They so reflexively surround themselves with elegance and luxury that they themselves tum into hedonists of an extraordinary degree. Some of this Lineage become concerned with nothing but their own continued pleasure - the reputation of the entire Clan is affected by their excesses.

    Clan Disciplines: Presence, Celerity, Auspex

    Tremere

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    The members of this Clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe that they must use the other Clans in order to prosper. "Be friendly with them,let them think that we are one with them, but never forget that we serve our Clan first and foremost. If you must use your friends in service of the Clan, then you know that your time was not wasted."

    Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their "art" for the powers and eternal life of the Vampire. They have never named a Founder, and some claim they have none, having discovered and harnessed mystical powers to achieve their state. Many of the elder Kindred discount this claim as like those made by other so called "magicians" of Europe who were almost uniformly deluded or schizophrenic.

    Their links to the substance of blood apparently runs deep, as they are rumored to be able to use blood in special ways to gain extraordinary powers. Some believe Elder Tremere were actually practitioners of some ancient blood magic. They also believe the knowledge of those practices has been passed down from Generation to Generation, such that it is now viewed by the younger Tremere as natural and commonplace: certainly not magic.

    The leaders of this Clan are based out of Vienna, though they have Chantries on every continent of the world. A council of seven Elders is said to control the entire Clan from the Vienna Chantry. From that locus, they maintain a tightly-ordered, highly hierarchical group, one that allows no one outside the Lineage to view their inner workings.

    The younger members of Clan Tremere are expected to obey their Elders without question. But this is not as true as it once was. Tremere typically have immense love and loyalty for their Clan, largely because they are made Regnant by Seven Elders of the Clan. They come to love the Clan because of the love they feel for their Regent. Though there are some rebels and Anarchs from the Tremere line, it is likely they are posing as such on the orders of the Clan, as part of its long term plots.

    Clan Disciplines: Thaumaturgy, Dominate, Auspex

    Ventrue

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    Old-fashioned and tradition-bound, Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard at making their lives comfortable. They are most frequently the leaders in the Camarilla, though they avoid what they consider to be the . crude and decadent office of Prince. They are cautious, honorable, social and elegant Kindred.

    The Ventrue fancy themselves a Clan of the modem world, and deny that they live in the past. This may be true of the most powerful members of the Clan, but many are not able to give up the habits and manner of dress of the time when they were Embraced. The attitudes and beliefs they held as mortals are never forgotten by a Ventrue.

    They are most often found among the uppercrust of the mortal world, most mingling and fitting in quite well. Their sophistication stands them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the city. Because of the relative ease in which most travel among such company, the Ventrue often have a monopoly on the political control of the city. If something goes wrong, it is often to them that the other Kindred turn to for control.

    There is a strong Ventrue tradition that any member of the line may find safe Haven with any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow Clan members before the need arises for this tradition to be called upon. However, harboring a fugitive in your Haven can have detrimental effects to one's welfare.

    They are very proud of their leadership of Vampire society, and will always insist that they were the founders of the Camarilla. They will do nearly anything to retain their grip on the politics of the cities and the Camarilla, and are exceedingly protective of their reputations.

    Clan Disciplines: Dominate, Fortitude, Presence

    Disciplines
    Below are a list of various disciplines your character may use. These are based upon which clan s/he chooses.

    Animalism: Animalism concerns friendship for and empathy with the animal world. It is an expression of the Beast which lurks within every Vampire. This Discipline grants Vampires those powers which have to do with animals, with the exception of those that involve taking animal form, which is an aspect of the Protean Discipline. Anyone with this Discipline can understand and soothe the emotions of animals, as well as control the creatures at higher levels of ability. Vampires who do not have this Discipline may be considered offensive to animals, for beasts do not feel comfortable around them

    Auspex: This Discipline is one of awareness, sensitivity, empathy and extrasensory perception. Those with this Discipline tend to be strongly affected by environmental phenomena, especially beauty. Loud noises can be very disturbing. This can come in the form of heightened senses, or even seeing someones mood and feelings determined by the colour of their 'aura.'

    Celerity: This Discipline explains the superior quickness of Vampires. Celerity allows the character to move extremely quickly in times of stress and perform faster. Characters with Celerity are often able to perform more actions that those without.

    Dominate: This Discipline reflects a Vampire's mysterious ability to command others (usually mortals) and ensure that the command is heeded. It is an aspect of the power of the mind and the will. It affects the judgement of the target, not the emotions. Dominate always requires eye contact with the subject in order for it to be employed, therefore it is sometimes known as the Piercing Gaze. Dominate is one of the most useful Disciplines, but it is also very hard to employ successfully.

    Fortitude: This Discipline explains Vampires' great resistance to harm that would incapacitate any normal mortal. This manifests itself with the Kindred often being able to last much longer in combat than those without Fortitude.

    Obfuscate: You excel at hiding among and away from crowds. When you do not wish to be seen, others, especially mortals, rarely notice you even if you're standing right in front of them. This power to hide and blend into one's surroundings is a natural adaptation by a Vampire, and unless they purposely make themselves seen, they can remain obscure indefinitely. At higher powers, Vampires may slowly fade from the view of those around him simply by not thinking about remaining in sight.

    Potence: This Discipline explains the superior strength that Vampires possess. This additional Strength allows for great feats to be accomplished, far beyond what a normal mortal would be able to perform.

    Presence: There is something about you that attracts people. The Presence Discipline is a power over the emotions of people, not their judgement or mind. Unlike Dominate, it can be used on many people at the same time. Presence is not something you can turn off or on, but it reflects something that you are. It is not possible to give people orders using Presence, as the power is completely non-verbal. You can cause others to feel things or react in certain ways toward you, but direct manipulation of their mind is the domain of Domination. However, unlike Dominate, eye contact is not required for Presence to be effective. Often, Presence will simply affect everyone within sight of the character. It is a powerful, if subtle, Discipline.

    Protean: This Discipline allows Vampires to transform either their entire bodies or parts of their bodies into something that is not human. Those possessing this aptitude to any degree have a strange tendency to mutate slightly in appearance over time, even to the point of gaining unnatural features such as enormous eyebrows or dark, leathery skin. These features get more obvious the higher the power achieved. Each character will have some sort of side effect.

    Thaumaturgy (Not recommended for new players): Few Vampires are able to practice the exceedingly rigorous Discipline of Thaumaturgy. This is the practice of magic, and is largely the providence of the Tremere Clan, who guard its secrets jealously. Thaumaturgy consists of four disparate areas of mystical power: Blood, Fire, Telekinesis, and Weather Control.

    Generations (Extracted from the White Wolf wiki)

    5th generation and below are strictly banned, while 6-9th generations are under GM supervision. Seek the assistance of the GM for more information regarding the Generations.

    Caine

    Caine has the dubious honor of being the first among the damned, the malignant seed from which all other Cainites claim their heritage. He is regarded as the First Generation.

    2nd Generation
    The most prominent tale says Caine has embraced only three childer - the mythical second generation and sires of the 13 Antediluvians. Like Caine, little is known about the three, other than that they all met their end at the hands of the Antediluvians. Alone, even the mighty Antediluvians were said to be hesitant to speak of their sires, beings of incredible beauty, but also tyrants and demigods.

    3rd Generation
    It is with the third generation that myth and legend meet reality. The Book of Nod claims that only 13 vampires belong to the third generation and that each are the progenitors of one of the 13 clans. Only Caine and the Three, however, know how many of the third generation were actually created. They are quite literally "Antediluvians," having survived the biblical flood by slumbering under the waters to hide from the sun. They are so ancient it is said they can exist only in torpor, that state of dark slumber that affects all Cainites of advanced age.

    4th & 5th Generations
    Known as Methuselahs, the vampires of the fourth and fifth generations are almost as powerful as their sires. Although they are old, some have escaped the call of lasting torpor, and even those who have failed are only condemned to slumber a few centuries at a time. Their power lies in their advanced Disciplines and age. Few vampires of subsequent generations can match a Methuselah's power. It is said they can erupt and command the legions of Hell itself. Their age is also their greatest weakness, though.

    6th & 7th Generations
    Younger than the Methuselahs and Antediluvians, many of the vampires of the sixth and seventh generation are still elders of Cainite society. While few Cainites ever cross paths with a fourth generation vampire, most encounter the self-styled lords of the sixth and seventh generations. Although they are not as powerful as the Methuselahs, these Cainites are still formidable opponents, who gladly sacrifice mystical and spiritual power for temporal influence. These Cainites rule over vast kingdoms, donning the crown of monarchs and commanding armies of younger Cainites and mortal thralls.

    8th & 9th Generations
    Achieving a delicate balance between age and generation, these vampires are the most visible ones of the 14th century. Although they are young, the blood of Caine flows strong through their veins, usually enough to give them an edge over those of higher generation. They are nowhere near as old as most Cainites of lower generation, however, which places them in a delicate position. Most Cainites of eighth and ninth generation overcome this disadvantage by siring large covens of childer.

    10th & 11th Generations
    While they are comparatively young, most vampires created within the last few centuries belong to the tenth and eleventh generation. The blood of Caine still flows through them, but they have only recently overthrown the shackles of their sires and become powers in their own right.

    12th & 13th Generations
    Fledgling and neonates, these vampires are separated by blood and millennia from Caine. Nonetheless, all are powerful creatures by virtue of their damned nature. Although they lack the powers of the lower generations, the vampires of the 12th and 13th generations stand above men, capable of besting the strongest mortal knight in battle and wielding influence over barons, merchants and courts.

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    World Information

    This area will be updated as the game progresses....

    NPCs:

    Giovanni Marcellus

    The Prince of the L.A Camarilla and Ventrue Primogen
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    Antonius Gallus
    Tremere Regent and Primogen
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    Vince
    Anarch Leader and Brujah 'Primogen'
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    Locations:

    Los Angeles Theatre

    Where our story begins...

    Prince Marcellus' Manor
    The home of the Prince

    Important Events:

    The Bloodhunt Against the L.A Killer

    With most of the Kindred assembled, Prince Marcellus called a blood hunt against the mysterious L.A Killer
     
    Last edited: Jul 1, 2022