Los Angeles. The city that never sleeps. One of them, anyway.
It never was a city blessed with orderly conduct. But in these dark nights, the region is especially chaotic, even for California.
The recent death of (former) Prince LaCroix has thrown the city and its surrounding territories into madness. The Camarilla, Sabbat, Anarchs, and Kuei-Jin alike are at each other's throats for whatever piece of turf they can get, with no clear way of determining a superior faction.
There didn't even seem to be any hope of a clear successor, with LaCroix's Seneschal destroyed, and the Primogen scattered.
Order needed to be restored, and immediately.
That remained Sebastian's primary goal, above all else. Even were he not the eldest Ventrue left in the city, it was the obligation of any proper Camarilla. If the conflicts went on unchecked, the Masquerade was doomed.
The plan was a risky one, but it had to succeed. Maybe if they all came to an agreement, peace could still be restored before the lot of them were reduced to scattered piles of ash beneath the sun.
Countless letters. All meticulously written, signed, and sealed with the blood insignia of the Camarilla. They had to know he meant business. The letters were to reach the representatives of any and all clans that they could. For a peaceful gathering, of course. The last thing anyone needed was more bloodshed, even if less rational parties seemed to desire it.
Elysium would be held again, and perhaps upon reaching a common ground, a new Prince could even be elected. Certainly, a Ventrue would be an ideal choice. No coincedence, that.
Sebastian waved a hand, and the ghoul departed to do his bidding.
The invitations were sent out. All that remained was to see who would arrive for the party.
Vampire: The Masquerade takes place in modern times, only in what's called the World of Darkness. Vampires not only exist, but they've developed elaborate societies and organizations to keep their existence hidden from the uninformed human masses, who would easily outnumber and destroy all of the Kindred if they ever learned the truth.
This is where the Masquerade comes into play: a faction of Kindred(the term by which vampires refer themselves) known as the Camarilla maintain a strict series of rules to keep vampiric society in check, and keep humankind unaware of their existence.
The Camarilla is primarily made up of seven clans, though any seeking to gather under the Camarilla's banner are welcome to join, regardless of their heritage.
Though, not all Kindred see things the way the Camarilla do.
Their main opposition lies in a organization called The Sabbat: Kindred who believe humans should be treated like cattle, and not be feared. Sabbat are generally vicious, chaotic creatures, who hold no compassion or regard for humans or even fellow Kindred. Far less organized than the Camarilla, Sabbat packs are generally kept in check through fear and blood bondings rather than any real sense of loyalty.
The Sabbat are lead by the Lasombra, with a large amount of membership coming from their clan as well as the Tzimisce's, though several Sabbat come from independant clans and even Camarilla factions who chose to side with the Sabbat.
The Sabbat seek to completely destroy the Camarilla, and will not stop until they have all been reduced to ash, or joined their numbers(provided they're even given the chance, which is rare).
There are also several independent factions with their own goals and ideals, though their roles in this game will be comparatively limited.
The majority of players will be of the Camarilla faction: the 'good' side, while the bad side are made up of Sabbat.
Each player will be assigned a clan that (may
) determine their allegiance, as well as whether or not they'll be playing a Special.
There are also independent roles, similarly determined by clan, with their own special abilities.
The Sabbat are allowed one kill per evening(tentative), while the Camarilla have two chances to catch the Sabbat: through voting, and through their Prince.
The Prince will be decided through voting on the first night. After this, he remains Prince until forcibly removed from power, or killed. The Prince may execute one player of his choosing per evening. In the event of the Prince's sudden death, the player who received the next closest amount of votes(his Seneschal) becomes Prince in his stead.
Seers, Guardians, and Family are all Camarilla-exclusive specials, tied to specific clans, to be elaborated on below.
The Vigilantes in this game are members of the Assamite clan: elite Kindred assassins with ties to neither faction, who work for the highest bidder. They each receive one kill per evening.
Lastly, there will be a single Kindred, a Giovanni, with the (limited) ability to determine the identity of a victim's murderer once every two evenings.
The game will be over when either the Camarilla or Sabbat have been completely eliminated.
(If the Assamites are still alive at this point, the game will continue until either they, or the remaining faction, has been destroyed.)
These are the basic rules.
Details on each of the specific clans, and the specials found within the Camarilla, follow.
(Spoilered for length)
The founding clan of the Camarilla. Born leaders, naturally gifted at commanding lesser Kindred to do their bidding. Ventrue do not betray the Camarilla, and they maintain strict awareness of their fellow clansmen.
Ventrue players function as a family, and are aware of the other Ventrue players.
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.
Tremere players function as a family of their own, aware of other Tremere players.
As the image may suggest, 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.
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).
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.
Malkavians operate as a special breed of 'Seer': at random during the course of the game, Malkavian players will receive PMs of insight through their connection to the Malkavian Madness Network. How this information will deliver itself and even be shared, if at all, is anyone's guess.
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.
Nosferatu are this game's true 'Seers': once per evening, a Nosferatu can determine a player's clan/allegiance.
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.
The Gangrel clan function as 'Guardians': once per evening, a Gangrel can defend any Kindred from death. (This will not prevent him from being a target himself, however.)
The Ventrue to the Sabbat, in short, but the Lasombra have far darker ties than their Camarilla counterparts. 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.
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.
A phrase used to classify clans that have betrayed their natural faction, such as a Gangrel joining the Sabbat, or a Tzimisce joining the Camarilla(though far, far less Sabbat ever betray their faction; most don't survive such an effort).
Middle-Eastern Kindred, and gifted vampiric assassins without peer. Assamites have no ties to any Cainite faction, they merely offer their services to the highest bidder. However, the true objective of the Assamites is to destroy all
the Get of Khayin(Caine, the biblical figure who was the first vampire in V:TM lore), and deliver their blood to Assam(the Assamite elder), for the glory of Allah.
Assamites are neutral vigilantes. Each Assamite player receives one kill per evening.
The Assamites will win the game if both factions are wiped out.
Additionally, the Assamites are aware of each other's presence.
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.
Giovanni can confer with the departed souls of deceased, known as Wraiths, and learn their secrets through means both peaceful and brutal. Not all Wraiths are willing to part with their knowledge, however, and the mysteries of the other side can contain terrors even the Giovanni prefer to leave be.
However the Giovanni decides to use his knowledge, if at all, is up to him. The family's loyalties lie where they'll prove most profitable.
The Giovanni doesn't care for the conflict between the Camarilla and Sabbat, and will side with whichever faction proves victorious.
Mysterious Asian Kindred. So little is known about this reclusive faction, most vampires don't even know they exist. Of course, the Kindred of the East like it this way.
Those in the know, however, whisper fearful rumors of the Kuei-Jin's pacts with demons, and abilities that far transcend those of any creature, mortal or Kindred.
The role of the Kuei-Jin in this game, if any, remains to be seen.
5. Buzz Buzz
6. Bliss 101
19. Abysmal Lynx
22. Digger Dude
31. Senor Fish
32. Abraham F. Hawk
33. Unearthly Stew
37. Last Son
46. Saint Justice
47. Munkus Beaver
Once the list is finalized, I'll be determing the players' clans via random number generator.
This will also determine how many of each faction and Special there will be, but the loose template is as follows:
The roles are being worked on, and PMs will go out momentarily. The game will begin soon thereafter.
4-6 Family - Ventrue/Tremere, only within their respective clan(2-3 of each).
2-4 Seers - Nosferatu/Malkavian(limited) (2 of each)