Vampire Information
Taken from the Clan Information Board in the OOC Area of Twilight Muck.
- From Malkav 11:42:24 06/27/96 EDT
- The breed of vampires represented by Caine, Brujah, and Malkav are, you
guessed it, from the White Wolf brand of games, which the (sigh) short-
lived series "Kindred: The Embraced" is based on.
- Vampires of this genre have varied skills and abilities, but are
stronger the lower in generation you are. Caine is Generation 1. He is
the first vampire, who according to legend was cursed by God for the
crime of the first homicide in history, the murder of his brother Abel.
Brujah and myself are Generation 3. There were very very few of us
created (or Embraced), and the three members of Generation 2 have all
been slain.
- Vampires require blood to feed on. They need not kill their victim to
be sated. They cannot consume normal food.
- Vampires are not vulnerable to garlic, holy symbols, or any such
trifles, though some may be phobic to these things. The only
traditional vulnerabilities that vampires of this mythos have are of
sunlight, and the stake through the heart. The latter is not lethal,
but will only put the vampire into torpor until the stake is removed.
The former is extremely lethal. Third generation vampires can survive
for brief periods in the sun, and Caine can handle extended periods.
Fourth generation vampires and higher will begin to burn almost
immediately in the sun, and will die within minutes if they do not seek
cover.
- Vampires have a variety of talents to varying degrees. Apart from
physical and mental attributes that can vastly exceed even the most
gifted mortals, vampires have talents such as: becoming invisible,
turning into an animal, melding into the ground, controlling another's
mind, turning to mist, controlling animals, driving another mad,
invoking fear, changing appearance, and many others. Brujah and Malkav
can be expected to have many of these abilities quite powerfully. Caine
can be expected to have them all even moreso.
- All vampires will die if they go too long without feeding. With a full
reserve, most vampires could live for a couple weeks before beginning
to decay. Brujah and Malkav could store up enough for months. Caine's
limits are unknown. A human can be drained of five days' worth of blood
without harming him or her, and ten days if the human is killed in the
process.
- The Camarilla run the vempires, a sort of internal heirarchy of the
various clans. They have basic rules to be upheld by other vampires.
- They also run MacRallia Corporation, which is designed to make sure the
city remains safe for the Kindred. It does an admirable job.
- If you wish to join the Kindred, talk to me
- Carmen -- Shadows and Vampires -- Blood -- 02:51:20 07/23/96 EDT
- At this point, it would be helpful to mention a couple of things about Shadows that you Vampires might be interested in for one reason or another. Blood. Shadows *do* have blood, though as Kyla mentioned, its chemistry is much different from that of humans and like species. Because of its strange makeup, it is useful to note the following:
- In small quantities it is not toxic.
- Side effects from the drinking of Shadow blood are known to include insensitivity to pain, extremely dialated pupils (making the eyes very sensitive to all kinds of light), less control over motor functions, lightheadedness, and hallucinations. The intensity of the side-effect is directly proportional to the amount of blood consumed. (Basically, it's like being 'high')
- Effects are similar to 'drug' effects and can become 'addictive' in some cases.
- Like any drug, a Vampire can 'overdose' on the blood, and in these cases it *can* be fatal.
- If you have any questions, please contact myself or Kylara.
*>-- Carmen Lirel, Clan Vivant --<*
- gordon -- Clan Gangrel -- 20:02:44 07/25/96 EDT
- Greetings, I am Gordon McDrakkon. I am one of the kindred of the Clan Gangrel. I am looking for others of my clan or if
other gangrel are look for others of their clan, contact me.
- The Gangrel are the shifters among the Kindred and are close to nature. They are close to the beast and are most affected
by its influence, but it is also thier strenght. With there powers of Protean, Gangrel can see clearly in complete darkness,
grow claws, shapes change into wolf or bat, and even mist. At higher levels of mastery Protean a Gangrel to fine tune his
shifting and may assume other forms, even that of Crinos of the Garou. We are also tough and are able to soak much damage. We also are able to communicate and influnce animals...
- We are also on occasion able to infultrate Garou society and some Gangrel spend many years living amongst those who would
kill them if their true nature be known. Thou it has been known to happen, Gangrel and Garou can on rare occasion be civil to
each other in a peaceful coexistance. For we share much in common with the Garou, thou they deny it...
- We are the loners of the Kindred, we seach out the country side and only turn to the city when we must. We are a loosly knit
clan and are not as organized as the others. But then again their petit quarrelling does not concern us.
- Gangrel unite! many be we can build more park space and country side surrounding the city. We need a place to run and strech out our paws...
- The current Gangrel Primogen is Remy
- Rudy -- Clan Ravnos -- 19:34:48 08/01/96 EDT
- Hi. I'm here as the Elder of the Ravnos here. Please contact me upon entering the city (creating character) if you are Ravnos. We should know of each other's presence.
- The Ravnos Clan is known for it's Gyspy ties and for being theives. Few of the other Clans trust or associate with Ravnos because of this. That's just as well. In some cases, Ravnos are considered to be like Gangrels...Loners that are best left that way. Other are very social and outgoing like the Toreador ....without the art "problem." The Ravnos are also masters of trickery. With the use of their discipline Chimerstry, they can create illusions and other more serious things.
Most Ravnos are of Gyspy descent but that is decreasing with time. It is never a good idea to insult, disrespect, or otherwise anger a Ravnos as whole packs of them could come and loot your city...and anything that you hold dear will mysteriously vanish.
- Brujah (Who is no longer on the muck) -- Kindred and Immortals: Vampires and Highlanders please read! -- 21:57:10 08/20/96 EDT
-
Just a few notes that may come in handy to Kindred and Highlander
immortals. There *have* been an unofficial set of Highlander rules
for the WhiteWolf world written, which are available on the net at:
http://mithral.iit.edu:8080/highlander/Roleplaying/
- Anyway, there are a few important things both Kindred and immortals
should note.
- A vampire will gain absolutely *no* sustenance from the blood
of an Immortal. You can drink an Immortal dry, and you won't
gain a single point of blood from it.
- Vampires cannot kill Immortals by draining them. You *can*
reduce them to an incapacitated condition from which it will
take some time to heal, but you cannot kill them.
- Immortals cannot be Embraced or ghouled. Kindred blood has no
effect on an Immortal whatsoever.
- All other vampiric disciplines work vs. Immortals as normal.
- Hope this'll clear up any questions. Anything else you need to
know abou the Immortals, look it up on the web page! It's very good
in-depth information for RP purposes.. =)
- Auberon -- Kindred vs. Kithain -- 18:05:30 08/22/96 EDT
- (from WW's "Changeling: The Dreaming" (c) White Wolf. p. 268)
- -Vampires
In the distant past, a mortal became tainted by the spirit of a
powerful, mad redcap [Redcaps are a form of faerie, or kithain- Aub]
whose insatiable bloodthirstiness had driven him from the Dreaming.
Because of this, the mortal became a strange mixture of living and
dead and discovered that his taint could be passed on through a
strange ritual of blood-drinking. Vampires have been in existence
ever since.-
[At least, that's what most kithain believe. -Aub]
- Changelings largely see vampires as betrayers of reality and
conformists to it. Vampires seem to carry a very high Banality
[Banality, or 'normalcy' is an actual bane to the kithain, depriving
them of their very nature. -Aub] with them wherever they go. One
particular clan of vampire (whose members perhaps still remember
their faerie past) seem less Banal than other vampires are, although
these strange "Malkavian" vampires are usually scorned by their
kind.
(end quote)
- As you can see, the possibility exists here to develop a bit of
enmity, distrust, and, of course, plots with this.
- Anyone wishing to develop something along these lines further, please
contact me. Thank you.
- McCroun -- Clan Salubri-Information n' such -- 22:56:13 09/06/96 EDT
- Well folks, just need to give you a quick rundown for the vamps..everyone else feel free to read this, but it's unlikely that hunters, werewolves, or the like would know about this clan(immediately, at least)...
- Clan Salubri is the *smallest* of the Vampire clans. At any one time, there are only 7 clan members, and they almost never meet. The reason for this is due to the beliefs of the Clan's founder, Saulot(one of the 3rd Generation Vampires), and the Tremere. Saulot was very much a peaceful vampire, and his clan is full of philosophers, priests, pacifists, crusaders, and the like. Unfortunately, this clan is often reviled as weaklings by some vampires, and are also widely hunted, thanks to beliefs that the Clan are evil 'soul-stealers'. All Clan Salubri members are also at *least* 7th generation, as part of their embrace involves diablerizing their Sire. The chief goal of a Salubri is to achieve Golconda...a form of vampiric Nirvana. Golconda is reached through some 'higher purpose' that the Salubri feels he/she has, and it is often an un-lifelong task. When the Salubri is near to reaching Golcanda, he/she is expected to then take on a Childe, who will diablerize him/her once Golcanda is reached...
- Okay, a few things about Clan Salubri I may not have mentioned:
- They are all seeking to achieve Golconda(Vampiric Nirvana), once they feel they are near to Golconda, they begin to sire another vampire, who will diablerize them when Golconda is reached.
- They have a special feeding restriction, they can only take blood from a willling subject, or one that is calm and at peace(i.e. asleep, etc)
- They have a clan-related discipline, known as Obeah. Obeah deals with healing, not only physical, but mental and spiritual as well. It also has some nifty defensive powers.
- All Salubri, when they reach a certain level of mastery in Obeah, develop a third eye in their forehead. This eye is closed most of the time, and usually appears as a small scar. When certain powers of Obeah are used, the eye opens.
- Almost all Salubri are 7th generation or thereabouts, due to the process of Siring another vampire described above.
- The Salubri are also widely feared and hunted by other vampires, thanks to Tremere propoganda, as 'soul stealers'. Elder vampires know the truth, but younger generations(9-13th) are most likely to believe what the Tremere have told them.
- Finally, there is one restriction: I don't want to tell anyone what they can or cannot be, but the fact remains that there are *supposed* to be only 7 Salubri vampires in existance at any one time. The likelihood of two of them being in the same city is very low...if anyone has questions about the clan, please ask. :) (Oh, btw. That wasn't a "no you can't be a Salubri" statement, it was merely a point. There *could* be more than one Salubri in this city, perhaps banding together for survival or something...but I *don't* expect to see more than 7. :))
- Duncan_Macleod -- Immortals Interaction with Others -- 13:00:35 09/25/96 EDT
- Hello there. I felt that after Brujah's mention of the web page, that I should tell my fellow Immies how to interact on here. Well, here goes:
- Vampires
It is very unlikely that a Vampire will be friends with an Immie. A vampire can suck a Immie dry, but can't kill them or make them a Vampire this way. A Vampire also cannot be sustained on Immortal blood.
- Katiana (Who is no longer on the muck) -- Clan Ravnos: Information and History == 15:00:15 09/26/96 EDT
- OK, this is going to be rather lengthy. At the request of Carmen, I have decided to post some basic information and history on the Ravnos and their ideals. We are becoming the most powerful clan here, but the fighting between the clan is not helping our cause. Please read this carefully. (Put into another page due to length. All Ravnos information was put in there - Greye)
- Rayanne (Who is no longer on the muck) -- WW Vampire Character Creation, LARP Style -- 11:52:06 10/23/96 EDT
- OK, since there has been such a huge discrepancy between table top and LARP rules for character creation, I thought I'd post the LARP rules for any who are interested.
- Generation:
Each character starts out at 13th generation. They may buy down their gen
to no more than 9th. Moving from each gen to the next costs 2 points.
- Nature and Demeanor:
Chosen from the list given. They may be the same or may be different.
- Haven: Where the character lives.
- Willpower: The starting willpower appropriate to gen. May go up to the
max for your gen by buying more (2 points each)
- Blood: The starting blood appropriate to gen. May go up to the max for
your gen by buying more (1 point each)
- Beast Traits: Must take one unless you are sabbat (in which case you must
choose a path). May take one more to gain 2 spending points.
- Derangements: May take one to gain 2 spending points unless you are a
Malkavian, in which case a derangement is required. In the
case of Malkavs, you may take an extra derangement to get
the two points to spend. (None awarded for first).
- Influence: Each character gets 3 to start and may add more at 1 point
each.
- Traits: This includes Physical, Social, and Mental. Each character
starts with 3 traits in one category, 5 in another, and 7 in
the last. The player decides which categories to put the most
traits in, the middle, and the least. More traits can be bought
for the cost of one point each. In addition, each character may
take up to 5 negative traits with each negative giving the player
1 additional point to spend.
- Disciplines: Each clan has 3 'in-clan' disciplines. In character
creation, a player is allowed to take 3 levels of the
in clan discipline of their choice. For example, a player
could decide to take the basic level of each in clan
discipline, or, can take the first three levels of one, or,
any combination. A player should not start out with more than
three levels of disciplines. For example, if one was playing
a Malkavian, their in clan disciplines are Dominate, Obfuscate
and Auspex. This player could decide to take the basic
levels of all three which would be command for Dominate,
Unseen presence for Obfuscate, and Heightened Senses for
Auspex. This player could also decide to take the first three
levels Obfuscate; Unseen Presence, Mask of a Thousand Faces,
and Cloak the Gathering, and none of the other disciplines.
A player may not take an intermediate or advanced level
of a discipline without having the levels below it. In order
to buy more levels of disciplines, the cost break down is as
follows:
- In clan disciplines:
Basic: 3 points
Intermediate: 6 points
Advanced: 9 points
Superior (must be 7th gen or lower): 15 points
- Out of clan disciplines (must be taught to you):
Basic: 4 points
Intermediate: 7 points
Advanced: 10 points
Superior: 20 points
- Abilities: Each character starts out with 5 abilities. Additional abilities
cost 1 point each.
- Status: Awarded in game by the Prince, Archons, Justicars, or any other
character who has been given the right to award status. Status
can be given by any player as temporary or permanent (they lose
that trait temporarily or permanently) who has that specific status
trait (acknowledged may not be given.)
- WW Vampire Clans
- CAMARILLA CLANS:
- Ventrue: Your business, politician types. Obsessed with money and power.
- Toreador: Your artsy types. Obsessed with art in any form.
- Tremere: The vampire magicians. They have developed their own magic/wizardry.
- Brujah: The ruffians, rebels, and brutes. Bikers and gang bangers, stereotypically.
- Gangrel: Those wonderful animal lovers. Can shape change to the form of a wolf or raven, and in some cases other animals.
- Nosferatu: Ugly creatures. The live in the sewers. Information gatherers who sell at a hefty price.
- Malkavian: They're insane. Nothing more to say.
- NON-CAMARILLA:
- Caitiff: They don't belong to a clan, either by force or by choice. No stereotypes here.
- Ravnos: Theives, con artists, manipulators. Many times of gypsy decent.
- Followers of Set (Setites): Egyptian decent, normally. They are masters of manipulation but will stab anyone in the back. Can take the form of a serpent.
- Giovanni: Somewhat like the mafia, they never betray their own. Ability to steal souls.
- Daughters of Cacaphony: Artists as well, but primarily concentrated on singing. They can kill someone with their song.
- Samedi: A Nosferatu experiment on a Giovanni gone terribly wrong. Death follows these ones everywhere.
- Lasombra: The masters of shadows, they are dark, forboding, and just plain scarey.
- Tzimisce: Evil, evil creatures with some weird disease called vicissitude running through them. They can manipulate bone and flesh of anyone.
- Assamite: Hired assasins.
- Salubri: Care to have a third eye?
- Maggie (Who is no longer on the muck) -- Setites -- 00:55:30 01/03/97 EST
- The clan Setite is a clan of vampires that is very unique. One thing that
makes this clan so unique is that it is a non-camarilla clan. For all of you
that do not know what I mean by camarilla, the camarilla is sort of an
organiztion of kindred which includes mainly the Brujah, Gangrel, Toreador,
Ventrue, Malkavian, Tremere.... (I hope I didn't forget any). These clans
all got together and agreed on a set of traditions (the first one, of course,
is the tradition of the Masquerade, and if you don't know what that is, then
you have NOT been paying attention at all). Anyway, the Setite clan does
not consider itself part of this group and therefore does not adhere to the
traditions of these kindred. Contrary to belief, they usually have little to
do with the Sabbat, since they find the Sabbat beliefs about the god Set
blasphemous.
- The clan originated from the Egyptian warrior-god Set. He was born
close to 7,000 years ago near the Nile and grew to be a great warrior and
hunter whose only rival was his brother Osiris. They were both the
grandchildren of Ra, a mighty warrior whose power helped to unite
Upper and Lower Egypt. Ra feared that any descendents of him would
take his power and his children only sired his grandchildren by his trickery.
As he grew old, he ordered the deaths of his children, and they were
killed brutally. Set rebelled against Ra and was banished to the desert to
live alone. Osiris, on the otherhand, said nothing, and was made heir
to Ra. When Ra died, Osiris declared him the Sun God.
- Set was not too happy about this. So, to make a long story short, they
made war against each other. They have it out, Set leaves, he's
embraced and is made third generation. Set found that light bothered
him even more than most kindred, since it represented Ra. At one time
when Set left the city, the other third gen's rose up and slew the sec.
gen. Set was angered and swore vengeance for his sire's death. He
decided to build an army to do this. During this time, there are mummies
popping up and lupine attacks. Set goes into torpor for a time and comes
back out, only to make war with the Camarilla clans in Rome.
- Okay, sorry if I bored you. :) Setites are kindred who usually
use manipulation to acheive their needs. They use clans against
themselves by finding their weaknesses and playing on them. They have
a really unique discipline called Serpentis that can allow them to turn
their tongue into a snake or corrupt the minds of other people.
Cool, huh? Their main enemies are the lupines and the children
of Osiris. They hate Ventrue types, too.
- If you want anymore information about Setites you can either read Clanbook: Setites (published by White Wolf)
- Gisselle -- Atten Kindred! -- 00:03:17 02/17/97 EST
- Greetings, one and all! It was brought to my attention that the post regarding
Kindred on this board was a bit out of date, so I took it upon myself as the
acting Prince of the city to take care of it.
- So, here I am.
- Who is this post for? Vampires. Most specifically, vampires of the White Wolf
persuasion. When you enter the city, you must present yourself to the Prince.
- This is important...it's a tradition. If you don't do it, the Prince has
every right to get ticked off and run you out of town. This simple
introductin is painless, odorless, (unless a Nosferatu is in attendance)
and in the case of this particular Prince, usually a rather pleasant
experience.
- That is the main thing that new vampires need to remember, the rest should
fall into place after that...
- But use common sense. Don't cause trouble...or at least none that will get
you in trouble because while ICly Gisselle is normally a very nice woman,
if you break Kindred laws she has no qualms about doling out punishment.
Okay, so maybe she has a few qualms but she'll do it anyway so try and
keep your proverbial nose clean.
- Any questions you have I can probably answer and if I can't I'll find
someone who can.
Gisselle
- P.S. Forgot to tell you...the Camarilla Bulletin Board is in the Camarilla
Tribunal Chambers at Macrallia Tower on the 12th floor, behind the door. You
must set yourself camarilla:yes to get in, and it is an IC board. Do -not-
set the prop and go up there to read the board if you are not Kindred. Thanks.
- Mariachi (Who is no longer on the muck) -- Alright, now I'm pissed. -- 02:44:11 04/27/97 EDT
- So who's idea was it to declude the most awesome of the WW kindred clans,
the Nosferatu? Well, since nobody else is up to it, I guess I have to do the
deed. Most of this is from the Clanbook Nosferatu, so I hope no one slaps me
with a big assed lawsuit... here goes.
- The post, due to length, has been moved here
- DeRill (Who is no longer on the muck) -- Yet another Vampire type -- 21:47:14 06/15/97 EDT
- A Greeting to you all,
- As a newcomer to this place (warning: semi-IC post) I have noticed
that each of these lesser clans of Kindred have been getting their own
story. I am dissapointed that there has been no mention of the great
clan Lasombra. You have not heard of Lasombra? Well then young one, sit
and listen to the tale. Lasombra was one of the original 13 members of
the 3rd Generation of Kindred (later diablerization aside). In fact he
was the Brightest and the Darkest. Showing great ambition he was part
of that attack which removed any of those first members of the 2nd
Generation. This is not however the true story of Lasombra, but mearly
the background so that you will know. Years later much like Caine, the
first of the Kindred, Lasombra would grow lonely for company.. for
family. He created several childer, but two stood out as the most
powerful. The first was what some would call good, while the second
might be called evil, those of the clan have other names for them. It
was quite a tragic story as the good son tried to show Lasombra the
true intentions of the other. Slowly the second son was shown the favor
that the good son so much deserved for his loyalty. Rebuked the son
left, but soon returned as he knew the sinister plan was coming to
fruit. He arrived to save his sire, but much too late as the evil son
drank the hearts blood of his sire. To most this would be a tragic
story, but not to those of the clan. It is said that as Lasombra awoke
to find himself being fed upon, he smiled knowing that he had not been
wrong about his childe. The lasombra clan know that those who are not
strong will not survive, and their power is better left to those who
will use it. They are the founders of the Sabbat and it is their
Sabbat. They are truely offended by those who would compare them to the
Ventrue. Their discapline of choice is Obtenabration, the manipulation
of shadows, and it is whispered that it is this mastery that has robbed
them of their reflection. They embrace only the strong and will brook
no failure from those who serve them or even themselves.
- Truely they are creatures of the night.
- Nathaniel -- Non-WW Vampire-Type things. -- 00:10:31 09/27/97 EDT
- Okie, we're going with the Anita Blake Vampire Hunter style Vampires, now.
Again, not going off any gaming system here, no dice, no stats, just what
I've gleaned from reading the series (which still rocks, btw).
- In a nutshell:
Alright, think stero-typical vampires and you're coming a little bit close.
Most of them sleep in coffins, though they don't necessarily have to be
underground, just so long as it is nice and very very dark. They drink
blood. They can't eat solid foods or drink non-blood stuff. They're
stronger/faster than humans and they can cloud minds to make them seem
faster still.
- A lot of typical WW things they can do... Obfuscate, Dominate, and stuff
like that, though they don't call it that. They basically impose their
will on the mind of a human. Though, with a weaker vampire, a human can
avoid this by not looking directly into their eyes.
- They do this thing that will let them 'mark' people as their human servants.
Though this isn't something that just any vampire can do. A vampire must
be a Master Vampire to have the ability to do this. (More on Master
Vampires in a few.) There are four marks. The first mark is accompanied
by a scent that is very much associated with the Master Vampire. It gives
the person a slight immunity to vampire mind tricks. The second mark is
accompanied by a vision of the Master Vampire's eyes and gives immunity to
the mind tricks of other vampires (The first mark just means you can't be
tricked as easily by the Master Vamp markig you.). You can look into the
eyes of a vampire, pretty much with impunity. The third mark happens when
the Master Vampire drinks from the person. It strengthens the mental
connection between the two, and they can communicate mentally. Also, the
person with the mark becomes stronger and heals faster (the healing is
about on par with a lycanthrope). The fourth mark is when the Master
Vampire gives the person his/her blood. This essentially ties that
person's existance to the Master Vampire's. While the person will live
a very very long time, and be stronger than normal humans, if the Master
Vampire is killed, that person will also die.
- Master Vampires: Okie, being a Master Vamp has nothing to do with age. Well,
it has *something* to do with age, but there are old vampires who will never
be Master Vampires. Something about who embraced them, or somesuch, I'm
not really certain, but some vamps just don't have it in them. Master
Vampires can also call a specific kind of animal. Each will have an
animal 'totem' (if you will) and they can also call lycanthropes who shift
into that animal totem.
- Being 'embraced': If one of these vampires feeds off you three times
and killed on the third time, the person will come back as a vampire the
third night after s/he was killed.
- Killing one of these beasties: Blessed crosses will hurt these vamps. So will silver. Being out in direct sunlight (unless the vamp is ***really*** effing
old) will kill one. A stake through the heart will kill just about any of
them, though some Master Vampires might be 'immune' to it. Being burnt to a
crisp is another way to ensure they're dead. Holy water (again, blessed by
a priest of true faith) will also burn like acid.
- Vampires, powerful enough ones, can control someone after a single vampire
bite. This can be prevented by pouring holy water over the bite. Of course,
it will also burn like you're pouring acid on it. But if you keep pouring
until it doesn't hurt anymore, you'll get rid of the vampire's influence over
you.
- Alright, I'm tired and braindead at this point. If I've managed to forget
anything, I'll post it as I think of it.
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