Author Topic: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade  (Read 309 times)

Offline virus

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Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« on: November 10, 2017, 01:00:49 PM »
VAMPIRES

“I cried tears of love as I,
with sharp things,
sacrificed that which was the first part of my joy,
my brother.

And the Blood of Abel covered the altar
and smelled sweet as it burned.

But my Father said,
'Cursed are you, Caine,
who killed your brother.
As I was cast out so shall you be.'”



WHAT ARE THE UNDEAD
World of Darkness vampires are nothing alike to Dracula or Twilight. The vampires that exist in this world - or Cainites and Kindred as they commonly call themselves - are both similiar and different from human folklore.They resemble all kinds of monsters from myths, fiction and movies. However, as anyone knows whos is a bit experienced with them -- they know not every thing is true. Here's a list of what vampires are and what they are not.

*Vampires are immortal. True, after their Embrace, vampires do not age and don't have to worry about human diseases. They don't need food, and since their lungs are dead - they don't have to breath.
*Vampires are living dead and must sustain themselves with the blood of the living. True. Vampires are dead, they do not breath, their heart doesn't beat, their skin is cold. But they feel pain, they walk, run, and live..- and hunt and kill. A vampire is damned to be a hunter and predator through his whole existence - hunting humans. Some vampires sustain themselves on animal blood while other older Kindred hunt those of their kind and enjoy their blood. But even with that all being said -- blood is the biggest passion for a vampire. He needs it to stay alive, he needs it to fuel his supernatural powers, or to heal damage. All vampires develop retractable fangs right after their transformation (see: The Embrace), which they keep until they meet their Final Death. They also posses abillity to lick the wound and conceal biting marks.
*Anyone who dies from a vampire’s bite rises to become a vampire.  False. If this were true, the world would be overrun by vampires by now. After a vampires bites a human, he feels ecstasy and pleasure. Vampires do feed on humans - and they do kill them sometimes - but they do not do it always. In order for a human to become a vampire, vampire must drain him completely and give him a bit of his blood. (see: The Embrace)
* Vampires are monsters — demonic spirits embodied in corpses. True and false. Vampires are not literal demons but they are monsters, and predators. After they first become vampires,
new vampires are much like humans. But that soon changes as they soon they need to feed on humans to survive. They see they are different from the rest of the world and they slowly start separating themselves from the mortal world. They commit a first murder, usually, and they have to accept the fact that they will be monsters until the rest of their unlife. They watch their families age and die slowly, while they do not age a second and their mind changes. They realize that their existence is tied with secrets and manipulations, so they become manipulators. Most of them become  jaded, unfeeling, and paranoid, with time. They watch human's life passing in less than a century and humans slowly become unimportant. Through their centuries of unlife, they change.. into worse.

*Vampires are burned by sunlight. Partially true. While vampires are not literally burned by sunlight, they do start feeling uncomfortable and unless they have knowledges of supernatural protection through Disciplines, they will soon start to slowly burn. However, if the vampire is tied more closely to Caine through his generation (lower generations), he will be burned more easily than newly and high generation vampires, for their original Caine's blood is too weak in them.
* Vampires are repulsed by garlic and running water. False. Those are simple myths that humans or vampires created.
*Vampires are repulsed by crosses and other holy symbols. Usually false. A man wielding a cross at a vampire won't do anything. However, if the said human has great faith in God and he actually truly and honestly believes in him -- vampires may be damaged. (True Faith)
* Vampires die from a stake through the heart. False. However, a wooden stake through vampire's heart will immobilize and paralzye him until it's removed.
* Vampires have the strength of 10 men; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds.  True and false. While not all vampires do posses some powers, some of them do. Newly created vampires have no powers, but as they live through years they soon learn that their blood may be used to use supernatural abillities which they call Disciplines. Older vampires have stronger powers (which may include strength of 10 men), and truly old ones - few thousand years - posses god-like powers.
*  Vampires have sex.True. It's a great way to find a victim for feeding, but sadly, it's only that. Sex gives no pleasure to vampires, as blood is their only passion they enjoy. Feeding, which vampires call “the Kiss,” is an incredibly intoxicating and erotic experience for Cainites and their victims.

THE EMBRACE

Vampires are created through a process called the Embrace. Some vampire Clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the society of the Kindred. The Embrace is similar to normal vampiric feeding as the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit — a drop or two — is necessary to turn the mortal into a new vampire. This process can even be performed on a dead human, provided the body is still warm. Once the blood is returned, the mortal “awakens” and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal’s body undergoes a series of subtle transformations; he learns to use the Blood in his body, and he is taught the special powers of his Clan. He is now a vampire. (* He gets +1 higher generation than his sire.)

Upon the Embrace, the fledgling’s senses sharpen, displaying to her a richness of visual colors, auditory distinction, tactile fineness, and olfactory alertness that mortals senses are too limited to discern. The most important of all, however is taste — taste becomes the new Kindred’s primary sense, and with it she engages the pursuit of a single taste to the exclusion of all others: vitae. Mortal blood. The mortal dies, and in her places rises a member of the undead, a Kindred. With this unholy rebirth comes a host of new potential, from the mystical powers known as Disciplines that Kindred  possess to the quintessential vampiric ability to use blood for a variety of supernal purposes. Thereafter, nothing is the same for the fledgling. She’s no longer mortal, but a new member of an elaborate society of the Damned, who have their own complicated codes of behavior, their own customs, and seemingly endless rules and protocols that dictate who is subservient to whom and under what circumstances. Even for those who rebel against the system — Anarchs, ungovernable Autarkis, and any number of other rogues — a pecking order must exist. The only place it doesn’t is when only one vampire claims the domain… and if that vampire just performed the Embrace, well, there’s no longer only one vampire there. The trappings of the fledgling’s mortal life can no longer support her. In the short term, the new vampire now requires blood to sustain herself, and surrounding oneself with vessels of sustenance whom one loves will inevitably result in bloody ruin. In the long term, while the new vampire will remain deathless, unchanged by time, those around her will age, wither, and die. The easiest course, most sires agree, is simply to turn one’s back on the mortal life that no longer offers anything but tragedy and a reminder of the damned state of the undead.


THE BEAST

Vampires do not age, they can't die from human diseases. They can use various supernatural powers through their blood. It's not that bad, right? Sadly, there's a downside as well. Inside every vampire lurks and impassioned, hungry creature that's the opposite of the Man. It's the Beast. The Beast knows only three things: kill, feast, sleep. . It is the roiling, inchoate desire every Kindred feels to slay her prey rather than taking just enough. It is the inevitable urge to be what the vampire is — a predator who doesn’t answer to the will of men or hide from theirnumbers. When the Beast takes control over a vampire,she is said to enter a state of frenzy, directing the Cainite into a response of fight or flight. But the Beast isn’t a simple animal soul; it can be sophisticated. It knows that the war against the Man is one that, given time, it will inevitably win. Thus, in young vampires, the Beast is often a savvy creature, willing to take small victories here and there because in the long term, they lead the Kindred down the path of greater degradation and subservience to the Beast. Tonight the Kindred destroys property, tomorrow she kills with reticence, the night after that she kills with relish. By the time the Man has eroded and the Beast holds sway, there is little rational consciousness left to the Cainite in question. Kill, feast, sleep is all that remains in a vampire dominated entirely by her Beast.

AGE
One of the ways that Kindred determine the social pecking order is through a combination of age and Generation (an indication of how far the vampire is removed from Caine, the original vampire). Young vampires must prove themselves to older ones in order to gain and recognition or standing. However, vampires gain respect through their age and experience:

   
A fledgling is a newly-Embraced vampire who has not yet been introduced to Kindred society and formally emancipated from her sire. To this end, a sire is responsible for the actions of his childe until he deems her able enough to handle Cainite culture on her own. Some Clans shelter their fledglings for years or decades, like the Tremere, while others, like many Gangrel and Brujah, figure that once you’re a vampire, you’re on your own — tough shit if you can’t hack it. The Sabbat — who sometimes call their hastily-Embraced fledglings “shovelheads” due to their bizarre Embrace rituals — are usually much more pragmatic: If the fledgling survives and does something worthwhile, she’s not a shovelhead anymore. A neonate is a young vampire, one who has not been Kindred very long. The main difference between a neonate and a fledgling is that the neonate has been emancipated from her sire and otherwise is seen as an “adult” in vampire society. The line between fledgling and neonate is incredibly subjective, but usually once Kindred society stops thinking of a vampire as her sire’s appendage and more on her own merits and actions, then she’s become a neonate.
   
Those Kindred who have a few decades or centuries under their belts generally fall into the loose, subjective category known as the ancillae. They have paid their dues, understand (mostly) how Kindred society works, and have probably accomplished something. Ancilla is the rank between neonate and elder, implying some degree of achievement in what local Kindred society deems appropriate. Of course, what counts as “achievement” can vary wildly from Sect to Sect. A Camarilla ancilla would be considered soft and effete by the Sabbat, while a Sabbat ancilla would probably be described as a raging maniac by Camarilla standards.What constitutes an “elder” is similarly subjective, but it generally corresponds to a rough age distinction of anywhere from 200 to 1000 years of being Kindred, with appreciable claims to domain and a variety of other assets to bring to bear in the Jyhad. Typically, elders of Europe are much older than those across the Atlantic Ocean. Elders are typically the oldest active vampires in undead society.
   
Methuselah.When a vampire reaches a particular age, somewhere between 1000 and 2000 years of undeath, a profound change invariably overtakes him. It has long been debated whether this change is mystical or biological. Regardless, by the time a vampire reaches this age, the weight of millennia sets in, as well as an increased paranoia. Those who are weak or take risks do not survive to this age — only the most indomitable attain the station of Methuselah. As a means of self-preservation, Methuselahs retreat from the world. The constant struggle of facing the young who seek power through the blood of their elders grows numbing. Eventually one of the hungry whelps will get lucky. Thus the only option is to retreat fully from society, and go into torpor. Some Methuselahs remain involved in power struggles and the Jyhad of the Kindred, but do so from a position of complete anonymity. Still others do so from the cold sleep of torpor, moving their minions with mental commands, dream-visions, or centuries of conditioning. The fear of Jyhad, that no Kindred may truly call his actions his own, stems from the inexorable dread spawned by the terrible potential of the Methuselahs. Literally “before the flood,” the Antediluvians are believed to be those vampires of the Third Generation  who are descended from Caine’s original childer. Rumored to be the last vampires “with mastery over life and death,” the Antediluvians are almost certainly in the grip of millennial torpor, assuming they still exist at all. If these Biblical monsters still dwell on earth, they cannot possibly still resemble humans in anything more than physical form. They have been vampires for so long that their urges and desires are wholly alien to human sensibilities, and even to those vampires who have been Kindred for “only” a thousand years or fewer. Some Kindred philosophies prophesy that the Antediluvians will rise from their unquiet slumber and devour their wayward childer during an apocalypse known as Gehenna. Radical — perhaps suicidal — believers in this prophecy advocate destroying the sleeping monsters where they lie, if they can be discovered and destroyed at all.

SECTS

THE CAMARILLA

The Camarilla holds up the Traditions as the highest authority, with a figure known as the Prince acting as the ultimate authority to both interpret and enforce those laws in each domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well. The Camarilla considers itself a well-heeled Sect of genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”
 
THE SABBAT

The Sabbat holds an apocalyptic outlook, believing that the time for Gehenna is nigh, and the Ancients will soon rise from their graves and devour their errant get. It has little regard for the Traditions other than immediate self-preservation, and its domains are hellish urban warzones where people may well have seen vampire activity but simply chalk it up to the weirdness and horror of the World of Darkness. The Masquerade (or “The Silence of the Blood,” as they call it) is tenuous in Sabbat domains, and much of its poor relationship with the Camarilla owes to its recklessness and shortsighted brand of fiery fanaticism. The Sabbat believes that ultimately, vampires must assert their place over the mortal world instead of hiding from it, if they are to survive the fangs of their creators. Part fanatical death worshippers, part millennial doomsday cult, the “Sword of Caine” is neither subtle nor tolerant.

THE ANARCH MOVEMENT

The Anarch Movement is localized and sporadic, without any real central organization outside the individual cities where it establishes itself. In fact, the Camarilla considers the “Anarchs” under its own purview. The central tenet of the Anarchs is that rule by elders is an outmoded concept, and that Kindred domains should be governed by merit, with a fundamental respect for the individual Kindred. Effectively, the Movement seeks to redistribute the power in domains from the hands of the old elite into a more equitable arrangement. While this may seem modern and reasonable, that’s not how Kindred society works in most domains, and those who already benefit from consolidated power find the idea laughable at best and treasonous at worst. As well, many Anarchs style themselves as revolutionaries, willing to do whatever it takes to strip power from the corrupt old guard who hoard it. These are no utopian domains of happy Kindred-kine


THE INCONNU
...

THE TAL’MAHE’RA
...

THE MASQUERADE

Vampires observe a set of customs that exists somewhere between being coded into their undead natures and a social contract that’s ratified every night among the courts of the Damned. Not every vampire affords the idea of the Traditions the respect they deserve —the Sabbat in particular make bold claims about the flaws of the Traditions and the weak wills of those who hide behind them — but in practice, most vampires observe the Traditions to some extent. This is most true of the Masquerade, for as bold as the Sabbat or Anarchs may be, even they don’t have the concentrated might to stand against a world of mortals who learn the secret that the undead walk among them. Interpreting and enforcing the Traditions is the privilege and responsibility of the Kindred Prince. In some domains, particularly those of non-Camarilla Sects, both the titles and the Traditions themselves may vary, but the core principle is found everywhere: That an undead authority makes the rules and woe to any who feel that they don’t have to heed them.

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Offline virus

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #1 on: November 10, 2017, 01:02:12 PM »
Informations were taken from: Vampire the Masquerade 20th Annivesary Edition
res.

Offline Cocaina

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #2 on: November 10, 2017, 01:24:07 PM »
nicely done.
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Offline Kerdav24

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #3 on: November 10, 2017, 01:54:24 PM »
Nicely done!

Offline Darkness

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #4 on: November 10, 2017, 02:20:07 PM »
Good job.

Offline FewLeonTime

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #5 on: November 10, 2017, 02:30:45 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.
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Offline Monte Carlo

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #6 on: November 10, 2017, 02:49:12 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

? No fledgling of 2000 can exist and 59 yr old vampire isnt an elder
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And that small brain your talking about is running a company with a Huge netprofit which you will never ever gain in your entire fucking life,

he failed his exams but hes still top dog in his company




kid tells me he has life figured out cause he can donate 35 for a demon racechange,

Offline AndreeaM

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #7 on: November 10, 2017, 03:14:50 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

I think you're talking about generations here... but still you're so wrong
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Offline FewLeonTime

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #8 on: November 10, 2017, 03:33:50 PM »
Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

I think you're talking about generations here... but still you're so wrong
Generation and age is different things.

Age doesn't really matters, there's a fledging that are 2,000 years old and elders that have 59 years old in total. Anyway, it is a good guide for starters.

? No fledgling of 2000 can exist and 59 yr old vampire isnt an elder

Quote
..Some Clans shelter their fledglings for years or decades..

59 year old vampire with 6th generation or lower is elder.
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Offline virus

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #9 on: November 10, 2017, 03:39:17 PM »
Quote
One of the ways that Kindred determine the social pecking order is through a combination of age and Generation

Offline Monte Carlo

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #10 on: November 10, 2017, 03:45:05 PM »
Fledling and elder are two ranks which have nothing to do with generation but age
Quote
And that small brain your talking about is running a company with a Huge netprofit which you will never ever gain in your entire fucking life,

he failed his exams but hes still top dog in his company




kid tells me he has life figured out cause he can donate 35 for a demon racechange,

Offline FewLeonTime

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #11 on: November 10, 2017, 03:51:42 PM »
Fledling and elder are two ranks which have nothing to do with generation but age
Aha. My bad then.
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Offline Mark Edson

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #12 on: November 11, 2017, 03:50:20 AM »
good job
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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #13 on: November 14, 2017, 12:56:07 AM »
Write something about The Black Hand for newbies since it's useful AF

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Re: Vampires, The Embrace, The Beast, Age, Sects, The Masquerade
« Reply #14 on: November 18, 2017, 08:46:10 PM »
Nobody likes you Lucid.