For I say unto thee, I am the Sword of Caine, and thou art thrice damned.
-Sascha Vykos, Tzimisce Elder (time unknown)
It's a time of reverie and celebration for the Camarilla of the southeastern United States.
The Sabbat are on the run after a vicious attempt at taking control over the dirty south.
A blindsided offense gave them a brief advantage, and control over the entire state of Florida.
Much of Georgia and parts of Alabama were lost before a counter-offensive directed by a renown Prince from the French Quarter turned the tide.
The Sabbat and their fanatical packs have been sent scurrying back into the darkness from whence they came, and the deep south can again breathe easy.
That will be their downfall.
The direct approach has failed, yet again.
It's time for another method of attack.
Whether you were bashed upside the head by a shovel as your initiation, are a devout priest long promised to uphold the Sabbat ideals, or are a veteran from the Old Country begrudging an assignment to the unclean New World, you are a member of the pack tasked with infiltrating Baton Rouge, whatever childish Elysium(s) the Camarilla are maintaining in Louisiana, and destroying them from within.
By any means necessary. Cause a revolt. Make the factions fight amongst themselves. Shatter the Masquerade.
Or just deliver the Prince's head on a stake, via self-addressed stamped courier, straight back to Madrid.
Just get it done. Or meet the sun in the morning.
That is the ultimatum left to those of you gathered by the fire.
So now, then.
Who will step forward and claim glory for the Sword of Caine?
This is something of a homebrew effort. Everything setting, stats, abilities, disciplines, and lore wise is completely Old World of Darkness: Vampire the Masquerade.The rules and mechanics are 100% NWoD.Creation
V:TM 20th Edition sheet:http://mrgone.rocksolidshells.com/pdf/V20/V20_4-Page_Neonate_RevBorder.pdfBackground:
V:TM games are typically in a Camarilla setting: a Vampiric society founded to maintain the Masquerade, designed to keep humanity in the dark(so to speak) about the existence of vampires.
The Sabbat are different. To them, human are sheep, and the Camarilla are blinded cowards who should be basking in their vampiric history, not shying away from it.
The Sabbat are also intent on finding the Antediluvians before they destroy everything. The Camarilla would rather stick their heads in the sand.On Clans
: No Tremere. None. Beyond that, you can be just about anything independent, Sabbat, or antitribu.
But have a damn good story in mind if you're the latter. or an indie with no good business being in the Sabbat. (Don't expect me to approve your Giovanni Pack Priest.)Clan History
Ridiculously thorough clan break down:http://wiki.white-wolf.com/worldofdarkness/index.php?title=Clan_(VTM)
Spanish nobility who control the Sabbat. Some don't follow humanity, but the Path of Night, to become closer to darkness and further from 'humanity'.
Lasombra can physically manipulate the shadows, and strive to lead the Kindred of the Sabbat not only to subjugate humankind and erase the Camarilla from the face of the earth, but to seek out and eliminate the Antediluvians(the eldest of Kindred, rumored to be locked in centuries of slumber) before they rise up and devour the lesser Kindred.
Fiends whose members range from ancient sorcerers to fleshcrafters who treat human victims as experiments to create horrid beasts.
The Tzimisce aren't simply feared by the Camarilla: even fellow Sabbat dread the shapeshifting abilities of the Fiends. Tzimisce possess a unique ability called Vicissitude, or fleshcrafting, and use their discipline not only to create nightmarish beasts for the armies of the Sabbat, but to inflict suffering and boundless torture on whatever creature(human, kindred, or otherwise) unfortunate enough to fall into their grasp. The Tzimisce don't regard such treatments as cruel, however: it's merely a form of science to them. Most even find pleasure in it.
The founding clan of the Camarilla. Born leaders, naturally gifted at commanding lesser Kindred to do their bidding. Least likely to betray the Camarilla, but it certainly happens.
The Brujah fill a popular role in vampiric existence: the rebel. Brujah tend to disregard leadership, and many of their clan tend not to follow the Camarilla at all, instead functioning as Anarchs(Kindred who seek complete free will from any kind of leadership). However, most still maintain close ties with the Camarilla, and many Brujah seem to be far more clever and informed than their frequently violent, sociopathic demeanors suggest. Probably the most likely clan to turn Antitribu.
Tremere(Camarilla - banned):
Sometimes called Warlocks by other Kindred. Both feared and distrusted, the Tremere are reported to have become Kindred not through means of the Embrace like most vampires, but through usage of their clan's elaborate knowledge of blood magic. Kindred adopted into the Tremere clan are partially bounded to the clan's elders upon inception. Tremere do not betray the Tremere, and any who try are destroyed without fail. Every Tremere who betrayed the Camarilla was destroyed, without exception.
Toreador are the types of vampires you may be used to in stereotypical fiction and media: the artists, the goths, the ones who treat vampirism not as a curse, but as a never ending celebration. Toreador enjoy undead existence more than most, and this makes them the most despised of Kindred among those who don't view being undead as something to be treated lightly(particularly the Nosferatu). Antitribu Toreador are scary.
The Malkavian's alternate title says it all: other Kindred refer to them as the Lunatics. Every Malkavian is cursed with an incurable insanity. This insanity can be anything from unstoppable homicidal tendencies to near catatonia. However, in addition to their lunacy, Malkavians are also gifted with insight to the inner workings of reality and existence.
If Camarilla Malkavians are like the Joker, Sabbat ones would be Hannibal Lecter.
The most cursed of all Kindred, even for vampires. Nosferatu are disfigured beyond repair upon their Embrace, so much that they can't be seen in mortal society for fear of immediately breaching the Masquerade upon sight. As a result, Nosferatu keep to their shadows, and more often than not, to themselves. They maintain ties with the Camarilla for their own unknown ends, while the Camarilla keep the Nosferatu around for their unmatched information network, though most would sooner have them stay in the sewers where they belong.
Most bestial and feral of all Kindred, the Gangrel are expert survivalists. They know how to survive outside the cities that most Kindred exclusively rely on for their havens, so they are usually the first ones to escape bad situations unscathed. Why they maintain ties with the Camarilla is anyone's guess, but some believe it's because without the Masquerade kept intact, the Gangrel have little to no chance of staying unnoticed by human society. After a major event in the late 90s, most of the clan left the Camarilla, but they're still given a place in most cities. Few are Antitribu, but they do exist.
Assamites (Independent) : Middle Eastern-based clan of assassins, strict on tradition. They may work with another faction, but they will never serve them. (ST Approval only, highly unlikely.)
The Giovanni are relied upon as completely neutral Kindred to be used in mediating any business transaction. As such, the Giovanni are rarely regarded in cross-faction conflicts, and trusted even less. Their professional appearances as masters of finance and business are merely a front for their darker ties: sometimes referred to as Graverobbers, the Giovanni are gifted Necromancers, capable of manipulating the dead to do their bidding. (ST Approval only, highly unlikely.)
Wandering nomads known as Gypsies. Not liked by any other clan, trusted even less. Ironically, this is the clan I'd most likely approve of the independents, but you'd still need approval.
The Serpents serve the ancient Egyptian god known as Set. They assist other clans, but always put their own clan(and Set) first. Masters of manipulation, and seldom trusted. The Nosferatu despise them, because they believe Set is one of their founder's Childer, and out to destroy them.
Samedi, Daughters of Cacophony, and Salubri are bloodlines, and extremely rare.
Attributes: Physical/Social/Mental - 5/4/3, additional will cost XP
Abilities: Talents/Skills/Knowledges - 11/7/4 (+ three specializations), additional will cost XP
Disciplines: Four dots at creation, additional will cost XP
Generation Default: 12 (can be increased with XP)
Path: Depends on character. If Humanity, default is 6. No bonus XP for going down.
Health: Stamina + Size
Willpower: Charisma + PerceptionXP Costs
(Post creation, tentative)
Abilities - New dot x3
Attribute - New dot x5
Background - New dot x2
Discipline - New dot x3(Basic), x5(Intermediate), x8(Advanced)
Add an extra dot if out of clan, ST approval for clan-specific disciplines.
Merit - New dot x2
Morality - New dot x3Rules
Characters will roll however many dice they have to determine roll results.
For example, a character has a 2 in Athletics and a 3 in Dexterity.
I determine the challenge has a difficulty of four. The character can roll 5d10s. Each roll with a 8 or higher is a success.
You role 8, 4, 2, 10, 8. The 10 grants you a reroll, and you land a 9. You succeed.
I will be using NWoD experience costs with OWoD skills and backgrounds.
According to Laws of the Night, Sabbat have minimal need for backgrounds, but you're welcome to purchase them if you feel it necessary.
(Given your assignment, it very well could prove useful.)
Subtract them from your existing points, or use the bonus 30 XP I'm providing at creation
Again, this is a homebrew endeavor, so I'm playing a lot of this by ear. Questions welcome, I'll address any concerns as they come along.
If all else fails: costs will be dictated by NWoD Rules, abilities by OWoD.
If you want to use a Nature/Demeanor from NWoD, or any particular fluff that you feel would add to your character, let me know and I'll likely approve it unless it's wildly off base.
I'm hoping for four players, six at absolute max, but preferably four.