A nice game of Vampire:TM?

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The Grim Squeaker
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Post by The Grim Squeaker »

Imperial Overlord wrote:
SirNitram wrote:
Garou-Kindred peace treaties are roughly defined as 'If you don't fuck with our Caern or our interests, we won't go Crinos on your asses'. The whole idea baffles me; Werewolves operate on a reality-saving level. The Kindred are just there to be mopped up later, in their view.
Well you have to understand in the "normal" Vancouver, the prince of Vancouver is something like a 2,000 year old 5th Generation Vampire (and this was back in 2nd edition when Garou were easier to take in combat) with a mammoth amount of points in Disciplines. Spanking a Crisnos is easy for him.

Werewolves with vampire enemies have problems of their own. Being badass in Crinos doesn't prevent a ghoul from empting an automatic into your much more squishy human form when you get up to grab the morning paper.
True enough, the fact that normal Werewolves will rip a young Neonate or Ghoul apart like Tissue paper is less relevent when considering that an elder Vampire will fuck up most experienced Werewolves (True, not a legenedary Werewolf, Shaman or someone like King Albritch or the Perfect Metis, but thats what Methesulas are "for" :P ).

That aside mind if I play a Tremere? If there are too many allready I'll gladly be an Assamite (as long as it's post Blood-curse) as a secondary option
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Post by Imperial Overlord »

DEATH wrote: That aside mind if I play a Tremere? If there are too many allready I'll gladly be an Assamite (as long as it's post Blood-curse) as a secondary option
The number of other people playing the Clan doesn't matter. The quality of your character concept very much does. You want to be Tremere then show me a character that I want in the game. Simple as that.
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Post by Imperial Overlord »

So, Vancouver is workable for me. My plot ideas are not to location specific and will work well in pretty much any local. Do we have any other suggested sites or pro/con commentary?
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Post by The Yosemite Bear »

history of my brujah starting with my sire.

* Brennan was a highwayman, deadly serious former soldier with a saber, and a uncanny shot with a pistol. Like most products of his time, his luck ran out, not at the end of a Tyburn Tree, but in the eyes of a strange woman traveling alone at night. The supposably easy mark froze him with a glance, entralled he could do naught while she bled him dry. Death though was not to be Brennan's end. Now he traveled the mountains and coastal highways no more, but still he preyed on those that deserved it, the currupt. Eventually he joined aboard a ship traveling with his sire to the new lands. It was in the new world where Brennan parted company with his sire, and became friends with the Losombra Teech. Serving a spell as one of the undead crew abourd the "Queen Anne's Revenge", he became even more skilled.

* Eventually he settled down to a degree, law order and the Hated Ventrue were closing down on the Privateers with their rules, and their pirate hunters. It was at this time he sired his first childe, a pirate wench condemed to swing, instead died of a mysterious "Plauge" in the dungeons. Though he traveled with her for a time they grew apart and would seperate on very unplesant Terms a century later.

* Brennan's next childe was embraced almost as an afterthought, no prince was asked, nore was there anyone to answer too, during the chaos of the "War Between the States", It was there Brennan found a pair of young brothers orphaned by renegades who had burned their parent's farm to the ground. It was in the post war westward expansion that he lost track of them. Wounded by train company men, Brennan fell in Torpor for a while, reawakening in a new century. He then traveled to europe, to see the vitality and rebelliousness of the Perisian Rennassance, and stayed to enjoy the post war atmosphere of Germany's Widmar Republic.
* Following the War Brennan embraced his fourth childe, when he had first seen her, she was barely a skeleton, having survived the horrors of the camps. Yet within he saw a true Brujah spirit, feeding her enough of his blood to bring her health back along with food, and medicine, so that she would be strong enough to embrace. Alas She was too consumed by her hatred, she traveled post war Europe, and then south america hunting those that had killed her people. A good many who thought they were safe from justice fell before her fangs, including some of those humanity-less kindred that had fed on those in the camps. Now she was hunted by both the Camerilla and The Sabbat for her Diableries.

* Brennan took his time, and thought about his failures as a sire, for a while he did nothing, until he saw a young man prowling the nights alone, not a vigilante, but someone driven by some sort of pain and restlessness. Brennan then decided he would remake this one, and use him as a tool to find and reconcile with his other progeny. After Alex's embrace, Brennan trained and took a blood oath from his future agent, binding the childe to him, so that he would forfill his mission to seek out the lost childer. Brennan moved them to a new city continuing the childe's training, and becomming one of the more influential Brujah in the city.
* Of course with this influence came enemies, the Anarchs and most of the younger Brujah saw him as a traitor, The Intrigues of the elders swirled around him, making him enemies of a different sort. And then rumours of his long lost progeny would unplesently creep up, there were wispers that one of his childer had joined the black hand.

* Needing to know the truth of these rumours Brennan sent his childe, his agent to the Elders of the Nosferatu, if anyone could unravel the mysteries, it would be that clan. after a number of boons, and favours, Brennan recieved a report, and in opening it sealed his doom.

* It is not known which of his enemies killed Brennan and set fire to his home. Alex awoke with a start at the final death of his sire, only to find the haven engulfed in flames. The childe barely made it to the sewers and recovered with the help of the Nosferatu whom he had served many times before at his master's behest. The prince of course would be forced to call a bloodhunt on the guilty party should proof of guilt ever be found. For the death of one of the city's great leaders even Brennan of Clan Brujah could not be ignored.

*Alex is a Ninth Generation Brujah, with contacts amoung the Nosferatu (he's worked for them on several occasions), his missions in undeath are to avenge his sire, and find his four "Siblings". Alex is very well read with a particular interest in Japanese culture. He seems to act in accordance with the code of Bushido, or as a modern "Ronin" within the society of the Cammerilla. He is known to have read the art of war, and the book of the five rings, and misses the Bonsai trees that died when his sire's haven was destroyed. Having been trained by Brennan he is also very good with melee weapons and small arms. The visible effects of the fire though healed has left his skin with a smoothness that is both eriee and strangely attractive. Still the infamous Brujah temper is still there under the serface, the easiest way to bring it out is of course to insult Brennan. disciplines: Presence**, Potence *, Celerity *.

Sub Hooks:
Brennan's Sire is a 7th Gen Brujah, with a very high presence, and probably most other disciplines as well. Status unknown.

The First childe, most likely 9th generation, rumours have been swirling that she may be allied with Losombra anti-tribue,

The Brothers: Brennan lost track of them, when he was critically wounded in a robbery in the 1880s, they are most likely still together.

The Hunter: 7th Generation Brujah (yes, she's more powerful then her sire now), also an outcast from kindred society, may be living in Isreal. She is not likely to be his killer, as like Alex, she did receive enough of his blood recovering from the camps, to qualify as blood oath'ed to Brennan, It's just that she is in a state of revenge/obsession.
Last edited by The Yosemite Bear on 2006-12-30 06:58pm, edited 2 times in total.
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Post by General Zod »

LadyTevar wrote:IF there is a LaSombra, I would prefer a very mature roleplayer handle them. They are a clan that can be wanked as easy and often as the Tremere. :roll:

Vancouver, hmm? Nice place for a Gangrel. Are we playing the 2nd or 3rd Ed, since the Gangrel told the Cam to go fuck themselves after Ravnos fell?
Revised would be preferred, as it avoids a lot of the silly problems 2nd edition had. Such as the 2nd edition Malkavian clanbook. *twitch*
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Post by Mark S »

Imperial Overlord wrote:So, Vancouver is workable for me. My plot ideas are not to location specific and will work well in pretty much any local. Do we have any other suggested sites or pro/con commentary?
I thought I remembered you being from around here.

So, are there any character restrictions? Or should we just PM you with an idea for a yea or neh?
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Post by Mark S »

Dahak wrote:It was the one in the Brotherhood-sub-forum, Bloodhunt IIRC. The one you hosted. Sadly only 6 pages before it died...
Yeah, pitty that. I know why New Orleans by Night ended, I know why Stormcrow ended, and I'm pretty sure why Blood Magic ended, but Denver Chronicals and Bloodhunt just sort of stopped. Oh well. Onward and upward.
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Post by LadyTevar »

Wow, YB... that is a great background. I was humming 'Brennan On The Moor' as I read it :lol:

Nitram and I are still working on 'decent character ideas'.
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Post by Ritterin Sophia »

Two questions, would two hellhounds (Ghouled Dogs) count as retainers, and will you be giving a set amount of starting xp for characters with good character backgrounds?

Edit: Also, is this acceptable:
*In 1697, Mercedes Ritter was born to a life of prestige, her family originally coming from the German aristocracy, and becoming a powerful economic force in the New Worlds growing days. Like many children from wealthy families, her parents viewed presents as an acceptable substitute for their presence, and by the age of eight she no longer cared anymore. Her only ‘friends’ were the watchdogs that protected the family estate.

*During her tenth birthday party, fate intervened, a crazed Seventh Generation Malkavian saw it fit to unleash his homicidal cravings in the middle of the ball room with a revolver, and finally as a cruel joke embracing the child, leaving her forever in childhood and madness. Shortly after the embrace the sheriff arrived to sort it out, giving final death to the guilty party, she was soon handed into the Prince of Vancouver’s hands, then thrown to the Malkavian Primogen as his problem to sort out, who took pity on the poor girl, as not only did she suffer from hallucinations, but seemed to fly into rages when something wasn't perfect. The attack was written off as some unfortunate attacking a family of wealth during a night of celebration as revenge for some perceived slight.

* Things stayed seemingly the same for about a year and a half, with the exception of the child never being seen leaving the house and strange attacks on the outside of the property. Then Mercedes staged her own death, dominating a member of some companies’ head that had been put out of business by her own company into shooting her at some social event, the coroner pronounced her as dead and soon after her body went missing, with only a headstone to show she had died.

*For the next couple decades or so she spent her time learning the things childe are expected to, she was normally presented as the Primogens childe if both were required to attend some Kindred social event, and eventually she struck off on her own, she maintained her families company after he parents death, at which point the company passed on to a servant who became the President, but only in name. She expanded her hands into many different areas. Over these years when circumstance demanded her presence her companies’ president would be presented as kindred and the child his ghouled mortal descendant, only the Malkavian Primogen and the Prince knew any different.


Also, if someone could PM me the levels of Dementation, I would be very grateful.
Last edited by Ritterin Sophia on 2007-01-02 05:19am, edited 3 times in total.
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Post by Oni Koneko Damien »

It's much easier to for Kindred to find out where Garou live than visa-versa,
Eh, I wouldn't be too sure of that. A Glasswalker with a few allied net-spiders and/or a Shadow Lord with a few Stormcrow gafflings ordered to follow said kindred could find out a *hell* of a lot.

Just because Garou don't have so much influence in the mortal realm doesn't mean they're completely without reconnaissance-savvy allies elsewhere.
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Post by General Zod »

Oni Koneko Damien wrote:
It's much easier to for Kindred to find out where Garou live than visa-versa,
Eh, I wouldn't be too sure of that. A Glasswalker with a few allied net-spiders and/or a Shadow Lord with a few Stormcrow gafflings ordered to follow said kindred could find out a *hell* of a lot.

Just because Garou don't have so much influence in the mortal realm doesn't mean they're completely without reconnaissance-savvy allies elsewhere.
Vampires are also only going to be active for half the day. Werewolves can operate during the day and night so they've got more time to search for someone. Plus they can get spirits to help out as well.
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Post by SirNitram »

General Zod wrote:
Oni Koneko Damien wrote:
It's much easier to for Kindred to find out where Garou live than visa-versa,
Eh, I wouldn't be too sure of that. A Glasswalker with a few allied net-spiders and/or a Shadow Lord with a few Stormcrow gafflings ordered to follow said kindred could find out a *hell* of a lot.

Just because Garou don't have so much influence in the mortal realm doesn't mean they're completely without reconnaissance-savvy allies elsewhere.
Vampires are also only going to be active for half the day. Werewolves can operate during the day and night so they've got more time to search for someone. Plus they can get spirits to help out as well.
The only active during the day thing is reduced by Ghouls. But the spirit world and it's inhabitants are a huge bonus.
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Post by General Zod »

SirNitram wrote:
General Zod wrote:
Oni Koneko Damien wrote: Eh, I wouldn't be too sure of that. A Glasswalker with a few allied net-spiders and/or a Shadow Lord with a few Stormcrow gafflings ordered to follow said kindred could find out a *hell* of a lot.

Just because Garou don't have so much influence in the mortal realm doesn't mean they're completely without reconnaissance-savvy allies elsewhere.
Vampires are also only going to be active for half the day. Werewolves can operate during the day and night so they've got more time to search for someone. Plus they can get spirits to help out as well.
The only active during the day thing is reduced by Ghouls. But the spirit world and it's inhabitants are a huge bonus.
True, though ghouls are going to be at a bit of a disadvantage for not having access to the same degree of powers that their masters do. So it's a bit of a give and take I suppose.
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Post by Civil War Man »

So I'm working on my character idea. I figure someone with connections in organized crime, with clan dependent on his position (ex: Brujah goon, Nosferatu informant, etc). I'll get down a more detailed background once I nail down where I'm taking this character. Just thought I'd let you guys in on the direction.
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Post by Imperial Overlord »

Oni Koneko Damien wrote:
It's much easier to for Kindred to find out where Garou live than visa-versa,
Eh, I wouldn't be too sure of that. A Glasswalker with a few allied net-spiders and/or a Shadow Lord with a few Stormcrow gafflings ordered to follow said kindred could find out a *hell* of a lot.

Just because Garou don't have so much influence in the mortal realm doesn't mean they're completely without reconnaissance-savvy allies elsewhere.
Yes, I'm quite sure of it. It was easy for neonate vampires to track down Garou using only low level Disciplines without even touching on the human society manipulation abilities. Yes, some Garou are good at it, that doesn't mean that Garou, on average, are as good as it as Vampires are. And as someone who likes to play kolduns, the spirit world isn't an exclusively Garou playground.

Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.

As for post 1998 Gangrel, just because the clan as a whole has left the Camarilla doesn't mean some Gangrel aren't members. Some left, some stayed. The majority of the clan is no longer Camarilla, but there are still substantial numbers of Gangrel in the Camarilla.
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Post by Ritterin Sophia »

Imperial Overlord wrote:Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.
Sorry, but I may have to pull out. Are we playing the newest ruleset with Masquerade background, cuz I've only ever played and know the rules to 2nd Edition Revised, unless they haven't changed too much and someone can fill me in.
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Post by Imperial Overlord »

General Schatten wrote:
Imperial Overlord wrote:Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.
Sorry, but I may have to pull out. Are we playing the newest ruleset with Masquerade background, cuz I've only ever played and know the rules to 2nd Edition Revised, unless they haven't changed too much and someone can fill me in.
Very little change between 2nd and 3rd edition. Thaumaturgy restructured a little and clarified, non-Celerity multiple actions have gotten easier, Obtenebration tweaked, extra to hit success add to damage with all weapons, guns aren't quite as lethal to the undead by moreso to humans, and can't use Stamina to soak any form of aggravated damage are the most notable changes. Its pretty minor and since I'm the one who is rolling dice, its not really going to affect you. Potence still works the same way, the Tremere are still magic using assholes, and so on and so forth. The differences are nothing to sweat about.
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Post by Dahak »

Imperial Overlord wrote:Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.
How translates "a little more powerful" into points for character creation? ;)
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Post by Ritterin Sophia »

Dahak wrote:
Imperial Overlord wrote:Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.
How translates "a little more powerful" into points for character creation? ;)
Yeah, cuz with even rules light, I need a fairly decent idea of what I'm working with.
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Post by Imperial Overlord »

I haven't settled on it yet. We're still discussing setting, but probably the equivalent of a free point of Clan Discipline and five more freebee points.
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Post by General Zod »

Imperial Overlord wrote:
General Schatten wrote:
Imperial Overlord wrote:Game mechanics wise, we are going 3rd edition. Characters are starting a little more powerful than the usual starting character. No one is starting at 7th Generation. Just PM the ideas. The Storyteller needs to know your dark secrets, everyone else has to unnearth them the hard way.
Sorry, but I may have to pull out. Are we playing the newest ruleset with Masquerade background, cuz I've only ever played and know the rules to 2nd Edition Revised, unless they haven't changed too much and someone can fill me in.
Very little change between 2nd and 3rd edition. Thaumaturgy restructured a little and clarified, non-Celerity multiple actions have gotten easier, Obtenebration tweaked, extra to hit success add to damage with all weapons, guns aren't quite as lethal to the undead by moreso to humans, and can't use Stamina to soak any form of aggravated damage are the most notable changes. Its pretty minor and since I'm the one who is rolling dice, its not really going to affect you. Potence still works the same way, the Tremere are still magic using assholes, and so on and so forth. The differences are nothing to sweat about.
I'm more concerned with the setting information as opposed to necessarily the rules changes, actually. Since 2nd edition Malkavians are portrayed drastically different than revised in their respective clanbooks, as are Setites, Assamites, Ventrue, etc.
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Post by Oni Koneko Damien »

Meh, I'll have to bow out. For one thing, I know next to nothing about V:TM game mechanics, I'm far more familiar with W:TA.

Secondly, I'm currently playing in one storyline-intensive Werewolf campaign, and running another, and they're eating up a hell of a lot of time and creative energy.
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Post by Ritterin Sophia »

Imperial Overlord wrote:I haven't settled on it yet. We're still discussing setting, but probably the equivalent of a free point of Clan Discipline and five more freebee points.
Would Dementation be a clan discipline for a Malk? And would it be alright to play a Primogen?
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General Schatten wrote:
Imperial Overlord wrote:I haven't settled on it yet. We're still discussing setting, but probably the equivalent of a free point of Clan Discipline and five more freebee points.
Would Dementation be a clan discipline for a Malk?
Post revised ed it would be (instead of domination).

Also IOverlord? I've PM'd you my main character idea and some flavour, in the meantime for anyone who's stumped here's a pair of ideas donated to the communal pool:
My musings wrote: Second concept:

"The Ventrue who drank with Malkavians"/"Who drank madmen".

A Ventrue who's been a liason to the Malkavians for too long (And has a taste for the blood of the eccentric of mind), he thinks know that he's A vampire bum lives in a seedy asylum run by Malkavians. His original personality (a real estate businessman) pops up occasionally [Schizophrenia].

His sire is Pissed. (But the Malkavian who's lived in the Asylum since it was an indian graveyard is even older. And nastier when he's not drooling or sleeping).


3d Idea:

Wilderness nut, went spelunking in the wrong cave on a hike and got Vamped by a Lasombra (Antibru?) practicing in the cave system (Or by a Gangrel?).
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Post by Imperial Overlord »

Lasombra don't vamp random guys especially antitribu. You want a "some guy" embrace Caitiff, Gangrel, Brujah, and Toreodor are good choices . The picky clans are picky and there is no one more picky than the Lasombra antitribu. You want to play a Malk, play a Malk. And schizophrenia is not a multiple personality disorder. Being insane is bad. Vampires with serious mental disorders have difficulty maintaining the Masquerade. Malkavians have the clan disciplines to help with that and the disfunctional ones never get out from being managed by their sires.

No one is starting as a Primogen. Primogen don't need to hang around an ally with young vampires. Guys who want to be Primogen, on the other hand, have all sorts of reasons for being around guys they otherwise wouldn't associate, like say the rest of the PCs.

I'll start rolling out setting and character creation briefs in the next couple of days. Not everything is set in stone yet.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
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