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Author Topic: VtM: Sabbat By Night (rules and background info)  (Read 2101 times)
Lugh
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« on: June 25, 2009, 06:35:02 PM »



This is a closed RP, but if you ask nice I might let you in. If I know you.

Soon I am going to post a quickstart package for the VtM rules.

These are required reading: http://whitewolf.wikia.com/wiki/Vampire:_The_Masquerade

http://whitewolf.wikia.com/wiki/Kindred_(VTM)

http://whitewolf.wikia.com/wiki/Sabbat

Toronto has long been an infuriating Camarilla thorn in the side of the Sabbat, often upsetting sect business between Detroit and Montreal. It's time to pluck that thorn. You have been chosen to be a part of this...

I have a couple of rules, and some advice.

RULE 1 - Absolutely NO metagaming. I don't care if you've read every Vampire sourcebook and know the secret identity of the Inconnu, who the True Black Hand are, all about the Harbingers of Skulls, and what Augustus Giovanni's favourite colour is, your character doesn't know. This will be strictly enforced. This applies to knowledge from other World of Darkness games too, even more so. Your vampire doesn't know anything about the Garou werewolves, hell he doesn't even know they call themselves Garou.

RULE 2 - This is *our* game. I'm not going to slavishly adhere to canon or metaplot. This game is set in a year after the WoD was destroyed in the metaplot. In a way, the old World of Darkness lines being discountinued is liberating, as we are free to determine what is going to happen and what is true. However, don't worry. I'm not going to deviate from what Vampire is about, nor am I going to make change for the sake of change. Obviously, I'm a big fan of VTM. Basically, the rule is... don't bitch because something is a bit different, if you're familiar with the game.

RULE 3 - Be cool to each other. We're playing to co-operatively tell a story, not to compete over who can write the best or who has the biggest weiner. This isn't a deathmatch with writing.

RULE 4 - No character can start on a Path of Enlightenment. I would like to roleplay a change in thinking that major.

RULE 5 - All characters are by default, 13th Generation. If you want, you can buy a point of the Generation background, making the highest possible Gen you can start at 12th.


ON CLANS: Clans are not a character class, a race, or a family, unless you're a Giovanni. Clans are more like nationalities, or political groups. Sometimes it's easy to forget that being a Brujah isn't basically taking the Fighter class of Vampire. Not all clanmates like each other, and in fact, your worst enemy could be a member of your very own bloodline. Additionally, not every vampire embraced into the clans cleaves exactly to the stereotype, ethnic or otherwise. Not every Lasombra is Spanish, not every Assamite is Arabic, etc.

Your characters are recently embraced vampires. Not fledglings, but neonates. You have a year, at the very most, under your belt. Considering the way most Sabbat vampires are treated after their Embrace, probably less, especially if you're a shovelhead.

There are a few origin paths you can take, for the sake of creating your character's background:

Traitor: You were Embraced into the Camarilla, or one of the independent clans. However, something happened. Perhaps you were betrayed by someone you trusted. Maybe you are just tired of being pushed around by unseen Elders. It could be that the idea of Gehenna scares you shitless. Whatever it is, you decided to throw your fate in with the Sabbat. While this isn't THAT rare, it isn't that common either. The major drawback of this is that you won't be fully trusted by vampires who have been with the Sabbat since the beginning of their unlives. However, willingly partaking in the Vaulderie will mitigate this.

Conscious Embrace: You were chosen to receive the Embrace by a Sabbat member. , you were handpicked to join the Sword of Caine from the beginning. You are about to be subjected to the rites that will make you a full member of the sect, and assigned to a pack.

Shovelhead: Someone banged you on the head, Embraced and buried you alive (well, dead) so you could be cannon fodder for an invasion, siege or crusade. Either you survived, or fate intervened and you never were used for your original purpose. Either way, you proved yourself to be worth keeping around and now you are about to be initiated into the Sabbat at large. Congrats.


Your characters have been assigned to the tender mercies of Bill Tether, a Brujah antitribu paladin who currently has the job of breaking a pack of promising newbies in. You are all about to take the Vaulderie...
« Last Edit: June 26, 2009, 03:06:12 PM by Lugh » Logged

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« Reply #1 on: June 25, 2009, 06:35:46 PM »

The Clans: (I'm mostly copying this text from the White Wolf wikia or Guide to the Sabbat, but I will be adding my own personal annotations and corrections)



Assamite antitribu: The Assamite antitribu are those Assamites who rejected the Camarilla's peace offering (The Treaty of Tyre) and were not subject to the Tremere blood curse. Such individuals belong to the warrior Assamite caste, save for a very rare few sorcerers and viziers who may have joined the Sabbat later. To the outside observer, they are almost identical to the regular Assamites.
 
Originally they only joined the Sabbat for protection, although as time went by, they started to believe in the sect's philosophy. As such they do not pay tribute to Haqim, but rather believe they will be the weapons of Caine, when he returns. Notoriously, they are one of the cornerstones of the dreaded Black Hand, and consequently, many members of the Sabbat's assassins are Assamite. Strangely, they are on decent terms with the base Assamite clan, even though they do consider them heretics; because of this, they refuse to fight each other.

Most Assamite antitribu do not actually refer to themselves as antitribu, that usually is what the Assamite Schismatics who have fled to the Camarilla are called.

Rules/roleplaying advice: You can only be a warrior Assamite. Don't worry, that means you're a regular Assamite, your Disciplines are Celerity, Obfuscate and Quietus. You cannot be a member of the Black Hand, at least not right off the bat, but most Sabbat will probably believe that is your ultimate goal, even if you say otherwise. Since all characters are young Cainites, being a member of this pack is a part of your apprenticeship. However, you are beholden to any requests your sire might make of you, even if that includes leaving.




Brujah antitribu: The Sabbat-aligned Brujah are the ultimate degeneration of the Brujah and potentially what they may become, should their fall continue. Stereotypically violent to the extreme, they often comprise the bulk of the Sabbat's cannon fodder. In other words, the Brujah antis are actually what your average Ventrue elder thinks the Camarilla Brujah are.

Ironically, the main distinction between the antitribu and the main clan is that they are among the biggest supporters of their sect, often proselytizing about the freedom the Sabbat offers. Whereas the Camarilla Brujah are rebellious young turks who rankle under the rule of the Princes, the Sabbat's Brujah are possibly the most fervent supporters of the cause around.

Rules/roleplaying advice: Kick all the ass you can. Live fast, and die (again) young.



Gangrel antitribu: The Gangrel of the Sabbat are mostly known for being divided into two bloodlines: The Country and City Gangrel. The Country Gangrel are much like the independent Gangrel, being wandering, feral predators who prefer the solitude of the wilderness, often serving the Sabbat as scouts and lone warriors. The City Gangrel stalk the streets of, appropriately, cities, becoming hunters of the alleyways and junkyards.

Lately, since the clan's departure from the Camarilla, the ranks of the Sabbat have been boosted by an influx of Gangrel. Apparently, the sect's mission of fighting the antediluvians appeals to these newbies, who speak of "sleeping horrors awaking". It could very well be that they are referring to their clan's founder, and are gearing up to fight him, or her.

Sabbat Gangrels are tight. They watch each other's back. Despite this, City and Country Gangrel often dislike each other. City G. believe that the County G. are rednecks, and Country G. believe that the City G. have turned their backs on what the Gangrel are all about. This is mostly a minor, tension based "sibling rivalry" that doesn't usually play out in violence, though.

Rules for play/RP advice: No, the Gangrel and the werewolves are NOT buddies. Maybe, and this is a strong maybe, a Garou might pause for a second before ripping the vampire to shreds if it's a Gangrel, but that's about it. Your character might have more knowledge of the Lupines than most new vampires do, if you were purposely embraced into the clan, but this knowledge is mostly knowing that they exist at all.



Lasombra: The leaders of the Sabbat, clan Lasombra are Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes. Whether they approve or not, Clan Lasombra has changed with the times. Where once the elitist ideals saw that only those of certain lineages, ethnicities or religions were Embraced, the Clan now recruits from all walks of life. Financial influence is now increasingly important to them due to the establishment of global economy, and the Lasombra are the clan mainly responsible for bankrolling much of the Sabbat's operations in modern nights.

rules/advice: The Lasombra are generally the most power-hungry vampires in the Sabbat. They are the most likely to assume positions of leadership.



Malkavian Antitribu: The Malkavian antitribu are, if possible, even more insane than their Camarilla siblings. This is in no small part due to the brutal (un)living conditions often associated with being a member of the Sabbat. Often, the insanity that is their legacy expresses itself in more violent ways than their Camarilla counterparts. The Malkavians are often more "liberal" than any other clan. They do not really have any particular race, culture, walk of life or even personality associated with them as the other clans often do. The only thing they really have in common is their madness and insight, and not all Malkavians were insane before the Embrace. This may lead one to believe that the clan embraces willy-nilly; this can often be the case, but it's more that the reasons for bringing someone into the fold are more individualized.

Sabbat Malkavians are interested in spreading their madness, like a disease. The "plague" of Dementation that afflicted the mainstream clan, somehow, was due to the antitribu.

Formerly, the Sabbat had a hard time "controlling" this clan, with many packs locking them up and releasing them only to unleash their psychotic selves upon their foes. However, while this still often is the case, the clan at large has of late assumed a more prevalent position among the sect, many serving with distinction as soldiers, or priests, due to the famed Malkavian insight. The Malkavians have a repuation for doing whatever it takes to get the job done... at any cost.

Rules for play/advice: Malkavian players are strongly encouraged to think about how REAL severely mentally ill people act. Do they generally dress up like bunnies and kiss fish because it's KAH-RAY-ZEE? No. Your average Malkavian, even in the Sabbat, may even be able to get along fine in undead society. But something is always wrong with every member of this clan, whether it's intense paranoia, depression, hallucinations, a fervent, irrational belief or any number of things. I will penalize anyone who attempts to play a quirky, harmless "fishmalk" who acts in a "purple monkey dishwasher bacon pie cheese" manner. Of course, not every Malk, even in the Sabbat,  manifests their insanity in a violent, psychotic manner, but more "benign" types of insanity need to be pulled off with convincing style and panache, and a lack of schlock. Granted, Malkavians ARE known for playing pranks on other vampires, but these pranks are usually deadly. Think more along the lines of the Joker, and less shaving cream on a car seat.



Nosferatu Antitribu: Similarily to the Assamite antis, the Nosferatu antitribu seem to be on at least cordial  terms with their Camarilla counterparts. This might be due to the fact that the clan at large is oriented around paranoidly protecting themselves from whatever they believe is coming to get them. Service to the sect is secondary to making sure that ancient evils do not devour them. Of course, the fact that the Nosferatu are often only barely tolerated by the more rarified elements of the Camarilla might also play a part.

Unlike Camarilla Nosferatu, however, the Creeps of the Sabbat often revel in their hideous appearance, going out of their way to play Fright Night with mortals, and even other Cainites. In some ways, the Nosferatu embody the philosopy of accepting being a monster that the Sabbat espouses, and deal with it in a more "positive", stoic manner than the morose whiners of the Camarilla. Despite the whole "Fright Night" thing, the monsterism of the Nosferatu is often expressed in a more subtle manner, with the threat of violence being implied rather than wantonly carried out. But when push comes to shove, the Nosferatu don't hesitate.

Again, like their Camarilla counterparts, the Nosferatu of the Sabbat are information brokers par excellance.  Anything and everything is known to them, and they are the best resource for the dirty little secrets of others.

The Nosferatu are devoted to the Sabbat because they greatly fear their antediluvian founder, perhaps more than any other clan. Perhaps he, or at the very least, agents of him that may exist, are the bogeyman that they fear? A wise Cainite would do well to pause and consider what kind of terror could make the despicable Nosferatu quake...



Panders: Unlike the Camarilla, locked into it's precious status quo as it is, the clanless of the Sabbat are not treated with hostility and fear. In fact, they are actually considered an equal clan, named after the tireless hero of the most recent Sabbat civil war of the 50s, Joseph Pander!

Or so the propaganda goes. In fact, while the Panders ARE treated better than the Caitiff are by the Camarilla, they still are the lowest rung of Sabbat society, looked upon with suspicion by the ruling Tzimisce and Lasombra. The clanless are, after all, considered to be a harbinger of Gehenna, and doesn't the Sabbat exist to combat the prophesized end? Accordingly, the worst, shittiest duties are invariably given to the nearest Pander at hand. However, the Panders eagerly seek acceptance in the sect, and are thankful of the sliver of respect given to them. Thusly they try to take their status with good humour, often volunteering for the duties they would have been given anyway.

Panders are usually embraced from the bottom rung of society, by accident, or by other clanless. Many of them are Camarilla Caitiff looking for something better.

Rules/advice: All clanless vampires get to choose their three "in-clan" Disciplines, these are subject to my approval, and must be from the common pool. No specialty trademark Disciplines allowed.



Ravnos Antitribu: The Ravnos are the wandering rogues of the Sabbat. Their allegiance to the sect is nominal. Not in an unfaithful way, mind you, but their overwhelming wanderlust often precludes it. They do serve well as spies and seducers, however. The original Ravnos antitribu desired to be free of the overbearing presence of their elders, the weird philosophy of their parent clan, and the insistence on pure Gypsy heritage, and found that the Sabbat was the best way of doing this.

Just like the mainstream clan, the Ravnos antitribu are consumate liars, thieves and con artists. Unlike the mainstream clan, they don't so much as disbelieve in the idea of personal property as disbelieve in the rights of others to own things. Stealing from a Ravnos antitribu, because the mainstream Ravnos don't mind, is probably a fatal idea.

Rules/advice: The Week of Nightmares didn't happen in my timeline. If you're not knowledgable about the game, it was a metaplot event that killed the Ravnos' antediluvian in the most ridiculous way possible, mostly because Justin Achilli, then VTM Developer (sort of like the RPG equivalent of a head editor) and all around cool guy, didn't like them. While there are certainly some groan-worthy elements to the clan, I don't think this means they should be entirely discarded.



Serpents of the Light: The Serpents of the Light are a heretical Setite bloodline — essentially "Setite antitribu" — who practice voodoun. They originated in 1960s when a group of independent Setites in Haiti formed an alliance with the newly-arrived Sabbat, ignoring orders from senior Setites to have nothing to do with the Sect. The Serpents (or "Cobras") are committed to combating the Antediluvians, and believe Set to be among their enemies; they are considered traitors by other Setites. Apart from their ideological and spiritual beliefs, however, there are no significant differences between Cobras and their parent clan: they learn the same Disciplines, and share the same weakness to light.

Essentially, the Serpents believe the same philosophy espoused by the Sabbat, but filtered through Voodoo.

rules/advice: The Serpents use corruption as a weapon just as much as the mainstream clan... but the word "corruption" without a qualifier is pretty meaningless. Think about what the Cobra in question is trying to accomplish.



Toreador Antitribu: The Toreador antitribu are the dark mirror image of their Camarilla brethren. Although they are no less beautiful then their cousins, their minds are twisted and warped, and the antitribu often lose themselves watching others suffer, much like their Camarilla siblings lose themselves watching a beautiful painting.

rules/advice: The Perverts are jerks, straight up. They enjoy watching Saw movies.



Tzimisce: If you described a Tzimisce as inhuman and sadistic, it would probably commend you for your perspicacity on the inhumanity, and then demonstrate that your mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.

rules/advice: The Tzimisce are completely monstrous, relatively rare, and the spiritual heart of the Sabbat. However, not every Tzimisce is a genderless thing from an H.R. Geiger painting.



Ventrue Antitribu: In the modern nights, the Ventrue have carved out a niche as power brokers, mobster bosses, and CEOs. However, once they were undead kings. The Ventrue Antitribu remember, and they have sworn to battle endlessly to regain this divine right. They are the knights and paladins of the Sabbat, sworn to combat the Antediluvians and bring down the degenerate Camarilla. They see their Camarilla counterparts as failures, and have assumed the roles of the race of Cainites' saviors to atone for this. They believe mortals to be ignorant cattle, sufficient only for food and service to their terrible vampire lords. To accept anything less is to take the path of the disgraced Ventrue of the Camarilla, and the Sabbat Ventrue are not willing to accept that failure.

rules/advice: heh, this might be a good chance to play a vampire paladin.
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« Reply #2 on: June 25, 2009, 06:36:15 PM »



Toronto: (Some of this information is exaggerated, the World of Darkness being a dark reflection of our world)

Toronto is the largest city in Canada, both by population and size. Many of Canada's largest or oldest things are here.

Toronto is one of the most diverse cities in North America, having many different distinct ethnic areas: Two Chinatowns, Portugaltown, and the Danforth, also known as Greektown. As can be expected of a city with two Chinatowns, Toronto has one of the largest Asian populations in Canada. There are large Jewish areas as well, the city having one of the largest Jewish populations in Canada, with perhaps only Montreal rivaling it. Additionally, the black community of Toronto is quite large, with many of them being of Jamaican origin. The city is home to a yearly Carribean festival called Caribana, and has an annual Gay Pride Parade, which starts on Church Street, the "gay section" of town.

Torontonians stereotypically believe themselves to be better, more important, or at least more cosmopolitan and less exemplary of the "Eh" stereotype then other Canadians. The municipal government is known for spending lavish amounts of money on cultural improvement projects, such as the recently built opera house, or the controversial and much derided Royal Ontario Museum Crystal, placing a modernist structure astride an old, stately building. It has been described as "some sort of space creature slowly consuming the museum". It is commonly perceived that these projects are given so much attention to reinforce the belief that Toronto has more to offer than any other Canadian city. Obviously, the city's Toreador have some hand in all of this cultural development.

It is home to three distinct universities: Ryerson, famous as a journalism school. York University, a tech school with a reputation as being poor academically has recently come under fire for it's months long staff strike, and for being reluctant to punish racist student groups, especially ones against Jews. Many people believe that the administration secretly supports the agendas of these groups. Lastly, it is home to the University of Toronto, arguably the most prestiguous school in Canada. It also has come under fire, in their case because the deans wish to charge everybody a flat rate that assumes a standard full courseload, even part-time students. The U of T is one of the oldest universities in Canada and reportedly hosts the city's Tremere chantry somewhere on it's extensive campus.

Toronto is one of the most crime ridden cities in Canada. Many murders occur here, and gang violence is an enormous problem, especially in the notorious area of Scarborough. Unsurprisingly, it is nominally the headquarters of the Sabbat's war effort in the city. The gangs are considered to be an "ethnic problem", mostly consisting of Asians and blacks. Shootouts between gangs are becoming increasingly more frequent and are used as a cover for Sabbat activity. The city is home to the largest concentration of Tamils outside of Sri Lanka, and accordingly the freedom fighting terrorist organization the Tamil Tigers is quite active.

The Camarilla Prince of Toronto runs the city and holds Elysium at Casa Loma, a castle that was built as a home by an eccentric millionaire in the 19th century. By day, it is a tourist attraction, a museum of sorts. The prince considers his use of the castle to be ironic, a sort of nod to the "capes and fangs" idea of vampires.

Yonge Street and Queen Street are popular late night attractions for young people, with many bars and stores being open practically all hours. Yonge Street, especially Yonge and Dundas Square, is thought of as Toronto's pale imitation of Times Square, but unlike that New York attraction, it has never been inhospitable. No more than any other place in the town, at least.

The city's parks, especially Hyde Park and Earl Bales Park, are home to the city's Gangrel. Having withdrawn from the Camarilla, almost all of the Torontonian Gangrel have joined with the Sabbat, and are proving to be a lynchpin in the sect's war strategy. These Gangrel are cautious however, as it is rumoured that there are a handful of Lupines living somewhere in the parks.
« Last Edit: June 25, 2009, 06:37:47 PM by Lugh » Logged

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« Reply #3 on: June 26, 2009, 03:21:12 PM »

GUYS

Please post your characters here.

Thank you.

Much love,

Lugh
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« Reply #4 on: June 26, 2009, 09:31:19 PM »

Name: Fingal Bergfalk
Clan: City Gangrel
Age at Embrace: 27; New Sabbat, Consciously Embraced. Looks roughly 30 years old.
Height: 6’0”
Weight: 165 lbs
Hair: Dark Brown
Eyes: Grey-Green
Skin: Pale
Demeanor: Loner
Nature: Rogue
Affiliation: Sabbat

Growing up, Fingal Bergfalk was a good kid, mostly. Not as good as some, better than others. Family was always moving, on the run from debt collectors, ‘cause his ma just didn’t know when to stop shopping and his da didn’t have the heart to take what she bought back – so they kept on the move, hoppin’ on trains or walking, sometimes backpacking from place to place. Da’d been a schoolteacher, before they went on the lam, and didn’t let Fingal (Fin, they called him) slack on what learning he could get – he’d take Fin with him, and together they’d ‘borrow’ textbooks from schools without good enough security, when Da wasn’t at work.  He did a lot of odd jobs, under-the-table shit, to help pay for food. Fin did his part, too, on the street as a panhandlin’ kid. And Ma? She helped, too, though Da was the only one allowed to carry money.

Obviously, Ma didn’t like that too much… eventually, they started arguin’ more, and more, and then Fin, when he was about sixteen, up and left, taking up professional thievery to fill his belly; for eleven years, he managed to pull that shit, somehow – sure, he had a couple brushes with the law, did some time, but he just didn’t remember any different. Got a nice little apartment, though, eventually… well, nice if your definition includes cockroaches, leaky ceilings, and fist-sized holes in the wall from a couple past tenants. Some bloodstains.
He didn’t ask. It was his place, after all, and it was better than the abandoned places he’d lived in before, though only barely. Besides, no point complaining about the bloodstains – don’t get through prison without seeing a little blood, and he spilled his fair share besides. Price of being able to hold your head high, is all – that’s what Fin always said to himself, when he thought back to that. Fin was big on that kind of thing. If being able to rely on himself meant having to skulk through the shadows, pop locks, and kick some occasional ass, maybe put some holes in people, who was he to complain? Stealing and mugging to pay the rent was better than a lot of options, and he was good at it, anyway – usually heard people comin’, could usually improv a place to hide if he needed it, and, usually, got away with it, but could handle himself well enough to make damn sure he’d get a head start either way, even if he had to put a hole in somebody to do it. Hell, he even had a couple fences, brothers, who knew how to handle anything he brought ‘em – even picked up their native language, French, to make dealing with ‘em easier. Well, that is, until they got shot, but shit happens.

The problem’s that usually ain’t always good enough, especially if Kindred are involved. Fin’d figured they existed, somewhere, sometime, though he hadn’t really thought about it much, and he definitely didn’t expect to be burglin’ a City Gangrel’s den, that night. Well, didn’t expect there to be any such thing as a City Gangrel, really… or a Gangrel, at all – he didn’t know about the world-behind-the-scenes. The gal got back while he was on his way out, but she decided to play with him a bit. First, she pretended not to notice he was there, and then she stalked him for a month, letting him see her out of the corner of his eye, always vanishing just when his composure was completely fucked. Finally, she let him be, for a week – and then stepped out of the shadows right in front of him, one night; she let him see her fangs, and then... Fin ran. He’d been having nightmares about this kind of thing happening – but he hadn’t expected them to come true. Oh, she caught up with him easily, of course, and his attempt to defend himself was laughable, as far as she was concerned, but apparently he showed some kind of potential.

ATTRIBUTES
Primary: Mental
Intelligence 3
Wits 4 (Changes In Strategy)
Perception 3

Secondary: Physical
Strength 2
Dexterity 3
Stamina 3

Tertiary: Social
Charisma 2
Manipulation 2
Appearance 2

ABILITIES
Primary: Skills
Drive 2
Firearms 2
Melee 2
Security 3
Stealth 3
Survival 2

Secondary: Talents
Alertness 3
Athletics 2
Brawl 3
Dodge 2
Panhandling 2

Tertiary: Knowledges 5
Academics 1
Linguistics 1
Computer 1
Underworld Lore 2

ADVANTAGES
Disciplines
Celerity 1
Obfuscate 1
Protean 2

Backgrounds
Contacts 1: Jacques the Pocket, a damn good fence - if he can't move something, he usually knows who can. Tubby, personable black guy, speaks French and English, and has a scar under his right eye from a childhood accident. Generally keeps his head shaved, and dresses well. Big on calling in favors.
Generation 1
Resources (Burglary, larceny, mugging) 1

Virtues
Conscience 2
Self-Control 4
Courage 4

Humanity 6
Willpower 6
Merit: Acute Sense (Smell)
Flaw: Repulsed by Garlic
« Last Edit: June 28, 2009, 01:39:29 PM by Xachariah » Logged

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« Reply #5 on: June 28, 2009, 01:03:33 PM »

Name:  Issac Harrison
Clan:  Malkavian
Age at Embrace: 32 / New Sabbat / Traitor
Generation:  12th
Height: 5’7”
Weight: 155 lbs
Hair: Red
Eyes:  Yellow-Green
Skin: Pale
Demeanor: Rogue
Nature: Visionary
Affiliation:  Sabbat
Weaknesses:  Incurably Insane (+1 Derangement)

DERANGEMENT:Schizophrenia

The past is the past. Issac was a child of the slums, and heard voices from an early age. Unable to get proper medical treatment, he had trouble both in school, and even operating in general society. He talked to his voices and they told him thing. His mother, depressed and repulsed by the state of her only child, started drinking.  After his mother died in a car accident, as a teenager he became and homeless wanderer, playing the violin and tricking passerbys as a fortuneteller, taking up studying lore and the occult to bolster his credibility. He developed a real talent for music, and a charming demeanor despite his illness, even with the help of those voices. But life was still hard. He found himself fighting others in his state, over food, shelter, anything that might make life more liveable on the streets. When he lost, he'd had to wander elsewhere. When he won, he gained respect among his peers. Fighting for suvival was vicious, especially in the cold, cold winters. Sometimes it involved breaking and entering, sneaking past security, or shoplifting. Subtly was key, as was a good grasp of what was going on. Knowing who would back down when threatened, who was stronger, who was angry, and what was coming was a great advantage.

One night he shared a foreclosed home for the night with a man who appeared to be in a similar state. The disheveled wreck spoke quietly, and knew far too much about Issac. He'd either been watching the man for a long time, or could read minds, something Issac only pretended to do. He found himself amazed by the man's insight and knowledge, impressed and inspired. When Issac asked how, the vampire said that he would show the young man. There was no resistance. Issac hardly knew what was happening before it was finished.

Issac was unimpressed with his Sire's way of living one the amazement of actually joining the ranks of the dead faded. Bending to the will of a higher, invisible force, reguarded with distaste and suspicion for pursuing the talent unique to his clan, he decided to look elsewhere, for a more fitting setting for him to cultivate his skills. He departed from his Sire's native Camarilla once he had a good enough grasp on his new found state of undead, and joined the Sabbat.

ATTRIBUTES
Primary: Mental 
Intelligence: +++
Perception: ++++ (Discerning)
Wits: +++

------------------------
Secondary: Social 
Charisma: +++
Manipulation: +++
Appearance: ++

------------------
Tertiary: Physical
Strength: +++
Dexterity: +
Stamina: ++
----------
ABILITIES

Primary: Skills
Firearms: ++
Melee: ++
Performance: ++++ (Violin)
Security: ++
Stealth: +++


Secondary: Talents  
Alertness: +++
Brawl: +++
Dodge: +
Empathy: +
Streetwise: +++
Subterfuge: ++

Tertiary: Knowledge
Academics: +
Linguistics: +
Occult: +++
Computer: +



VIRTUES
Courage: ++++
Self-Control: ++++
Conscience: ++

DISCIPLINES
Auspex:+
Dementation:++
Obfuscate:+

Background
Contacts: +
Generation: +
Herd: +


Humanity:  ++++++
Willpower: +++++++

Merit: Medium
Flaw: Dark Fate

Contact:Frank Liotta-  In life, Issac regularly sold his blood, a rare blood type, for money to keep him afloat. Now, in his undead state, he’s made sure to keep friendly with one of the attendants. Frank will sell the vampire blood, and keep him informed on who is borrowing as well. For a price.
« Last Edit: June 28, 2009, 02:07:44 PM by Daeva » Logged
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Posts: 1383


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« Reply #6 on: June 28, 2009, 04:01:14 PM »

Name: Sidney “Pink” Floyd
Clan: Lasombra
Age at Embrace: 32; New Sabbat
Height: 6’0”
Weight: 200 lbs
Hair: Black
Eyes: Blue
Skin: Pale
Demeanor: Autocrat
Nature: Conniver
Affiliation: Sabbat



ATTRIBUTES
Primary: Social
Charisma: 3
Manipulation: 4
Appearance: 3

Secondary: Mental
Intelligence: 4
Wits: 3
Perception: 2

Tertiary: Physical
Strength: 3
Dexterity: 1
Stamina: 2

ABILITIES
Primary: Talents
Intimidation: 3
Leadership: 3
Subterfuge: 3
Alertness: 2
Brawl: 2

Tertiary: Skills
Etiquette: 3
Melee: 2
Stealth: 2
Security: 2

Tertiary: Knowledges
Finances: 3
Investigation: 3


ADVANTAGES
Disciplines
Dominate: 2
Obtenebration: 1
Potent: 1

Backgrounds
Contacts: 1 – Ben Morrison, business consultant.
Generation: 1
Resources (Savings, Stocks, etc): 4

Virtues
Conscience: 2
Self-Control: 3
Courage: 2

Humanity 6
Willpower 6
Merit: Enchanting Voice
Flaw: Short Fuse

Background to come
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