In Chat Now:

Author Topic: A SEXY "VAMPIRE: THE MASQUERADE" RPG GAME! (Open for Anyone)  (Read 539 times)

0 Members and 1 Guest are viewing this topic.

Offline mollymolotov666

  • Your Friendly Neighborhood Dumpster Fire
  • Writer
  • Full Member
  • *
  • Posts: 89
  • Rep: 19
  • Gender: Female
  • Audio Perfomer
    • My Audio Porn
A SEXY "VAMPIRE: THE MASQUERADE" RPG GAME! (Open for Anyone)
« on: December 24, 2019, 03:04:20 PM »
An Introduction to the Kindred:

Welcome to “Vampire: The Masquerade!” The Masquerade is what vampires call their secret plan to keep knowledge of the supernatural away from humans. It’s the key stone of vampire-kind.

This is a role playing game about keeping the secret of the undead: Played with books, character sheets and dice, but for the sake of simplicity, I, your Game Master, will do all of the heavy lifting for you. You won’t need dice or books, and I’ll supply your character sheet. More on that later in the section called “How the Game Works.”

In “Vampire: The Masquerade,” you are a vampire, or Kindred, as the undead often refer to each other. There are several clans available to choose from, each with their own powers, or “disciplines.” Choose a clan from below to get started.

For simplicity’s sake, I’ll offer you a questionnaire that players must fill out. It will help me generate your character sheet. Players won’t be able to see their own character sheets, however, because it’s unrealistic. You don’t know your own stats in real life. Not accurately. Same should apply in games.

Once I get about 4 people who've completed the Questionnaire, we can set a time and date to get started. This can either be a weekly game in chat, in real time, or a forum based play-as-we-go game. It's up to the players

The Game’s Setting:

Boston, MA, December 11, 1999 - McGinty’s Pub

In an Irish pub’s back room, a party of undead strangers can be found meeting for the first time. Each of the 13 main clans has sent representatives from their respective principalities to this clandestine assembly with one goal in mind…

To stop a mysterious gang of rebel vampires who are dead set on pulling the veil off of vampire kind, exposing the Masquerade to humans. Called “The Red Devils,” this secretive crew of vampires have been raping and killing people in public, on security cameras. They have been exposing the Great Secret to the masses. This must be stopped. By ANY means necessary.

The meeting is being presided over by Westerna Crowley, a Ventrue representative, as well as heir to the Boston principality. Word has it that she has a few secrets of her own...

How the Game Works:

Character Sheets:

I’m going to create and hold all character sheets. All you have to do is take the questionnaire below.

Storytelling 101:

I’m the storyteller, game master, or GM. All three names apply. I’ll tell you what’s around you, describe major events, and tell you the results of die rolls. I’ll roll the dice to randomize actions and determine if an action has passed or failed. Your character sheet will play a huge role in your dice rolls, so choose your questionnaire answers well!

How to Perform an Action in Game:

After I explain what’s around you, you’ll get to interact with the setting in any way you choose. You can do things like search, observe what’s around you in more detail, interact with NPCs, or “non player characters,” or really anything you’d want to do. Just describe your action, and I’ll make the rolls for you.

Turns:

During battle scenes, we go in turns. Turns are decided by the GM based on rolls. Once a turn list is set, don’t break the line. Only go on your turn. If you go out of turn, your action is considered “void.”

Experience Points:

At the end of story sessions, I’ll offer experience points that can be spent on elevating your stats, therefore becoming a more powerful character.

I give bonuses to players who: Do really smart, or incredibly dumb things in character during game play. If it affects the game in a fun and interesting way, you’ll get bonus experience. Perverted or overtly sexual moves also get bonus XP.

***

The Clans of the Camarilla, and Their Disciplines 
(Via: http://users.ox.ac.uk/~rpgsoc/oldsite/old/degen/clans.html)

The Camarilla is composed of seven of the vampire clans. Each has different abilities or Disciplines; these are described at the end. The clans are:

Brujah

Called anarchs by some and visionaries by others (primarily themselves), the Brujah are Clan which has changed much since its earliest nights. They are divided into three chief groups; the iconoclasts are by far the most numerous, and are the source of the stereotypical Brujah - loud, arrogant and very angry. The Idealists are at the other extreme; as scholars and diplomats, they seek to recreate the glory of the city Carthage, wherein Kine and Kindred lived together in harmony, until a coalition of the other Clans brought it low. The third group, the Individualists, walk between these extremes, trying to find their own path in the night.

The disciplines of the Brujah are Potence, Celerity and Presence; they suffer more deeply from the rages of the Beast Within than do most
others.

Gangrel

These are the most nomadic of the Kindred, being amongst the few who will brave the wilderness and the dangers that it brings - lack of prey, being exposed to sunlight, and the lethal werewolves who name themselves Garou. They are highly prized as messengers when more conventional means fail, and as warriors of great skill, but as the ages pass, they become more and more bestial in appearance themselves, and tend to withdraw from most company.
The Gangrel disciplines are Fortitude, Animalism and Protean, the last of these is almost unheard of outside of this clan.

Malkavian

The Blood of Malkav brings both madness and enlightenment, though not always in equal measure. Little is understood about this Clan, except that each member is insane in their own unique way, and they exist in a state barely within the influence of the Camarilla. It is rumored that they are members of the Sabbat, deal with demons and are the creators of all the chaos in the world. If they are rarely respected, they are often feared.

The Malkavian disciplines are Obfuscate, Auspex and Dementation, a discipline unique to the Clan.

Nosferatu

These Kindred are all, without fail, hideously ugly. The vitae running through their veins dissolves whatever features they may have possessed, leaving them inhuman and outcast. (They can’t have a charisma over 3) They live in the places which the Kine would rather forget, the darkest parts of sewers and the most dilapidated buildings of slums. It is mostly due to their influence that the underbellies of most cities are labyrinths to which no accurate map exists. The Nosferatu act as information brokers in the city; with their powers they may hide in plain sight, and view the world through the bodies of animals.

The disciplines of the Nosferatu are Obfuscate, Animalism and Potence.

Toreador

The Toreador are, along with the Ventrue, the mightiest clan of the Camarilla. They are a mixture of models, artists and wannabies. They have defined the social structure of the Camarilla from its earliest days, and it is by their measure that individual Kindred of all of the Clans rise and fall. The Havens of Elder Toreador are full of priceless art in all its forms, as well as perhaps a few attempts made by the Elders themselves...

The Toreador disciplines are Presence, Celerity and Auspex.

Tremere

The only Clan to rival the disgust in which the Nosferatu and the suspicion in which the Malkvians are held, the magi of Kindred society are secretive indeed. Each city with a Tremere presence holds a Chantry, where their arcane artifacts and books of Thaumaturgical lore are held, and most Kindred would give much for such items. This is the youngest of the Clans, barely a millennia old, but their ruthlessness and power is such that the others have no choice but to admit the Warlocks to their ranks.

Their disciplines are Auspex, Dominate and, unique to their Clan, Thaumaturgy.

Ventrue

If the Toreador are the artists and socialites of Vampire society, then the Ventrue are its nobility. The Clan with both the greatest wealth and influence in the mortal world, it is hailed as the founder of the Camarilla, and names such as Hardestadt, Mithras and now Giles Rentre* are held up as martyrs for the greatest of Vampire sects. More Princes are drawn from the ranks of this Clan than any other, including Lady Anne, previously Prince of London, as well as the returned Mithras. They follow the motto "To rule in Blood is to rule in truth".

The disciplines of Fortitude, Presence and Dominate are the bloodright of the Ventrue.

Caitiff

The weak-blooded are members of no Clan, and are universally reviled. When they are allowed to stay in a city, it is at the sufferance of the Prince, and few obtain such permission. This leaves them with few options - some are relegated to the most dangerous feeding areas, and perish or go insane, while others go rogue and ignore the Camarillas' authority, and meet their end at the hands of Archons.

The Caitiff, being of mongrel blood, develop disciplines as they are fortunate enough to be taught them.

***

Disciplines:

Animalism - The ability to communicate with and master both animals and the Beast Within, the ravening force which threatens every Kindred's soul.

Auspex - This is the art of supernatural sight, telepathy and the enhancement of the mind.

Celerity - Supernatural speed and agility.

Dementation - The ability to drive others insane, and draw upon the abilities of insight that come from madness. Unique to the Malkavians.

Dominate - The overriding of the will of a victim with that of the Vampires'.

Fortitude - Both endurance and resistance to physical harm come from this power.

Obfuscate - The ability to conceal oneself and others from detection.

Potence - Supernatural strength.

Presence - The ability to control the emotions of others.

Protean - The ability to change shape and alter the substance of one's own body. Unique to the Gangrel.

Thaumaturgy - Magic based on the power inherent in the Vitae (blood) of the Kindred. Unique to the Tremere.

***

The Questionnaire:

PLAYER NAME:
CHARACTER NAME:
CLAN:
AGE:
GENDER:
PRONOUNS:
SEXUAL PREFERENCE:
HEIGHT:
WEIGHT:
QUICK BIO:

1. WHAT IS YOUR CHARACTER'S BACKSTORY?:

2. LIST THESE 6 TRAITS IN ORDER OF HOW SKILLED YOUR CHARACTER IS AT THEM: Strength, Dexterity, Stamina, Charisma, Intelligence, and Wisdom

3. WHAT IS YOUR CHARACTER BEST AT, IN GENERAL?

4. WHAT IS YOUR  CHARACTER WORST AT?

5. WHAT GENERATION ARE YOU? EVERY TIME A VAMPIRE SIRES A KINDRED, THEIR “CHILDE” IS A NEW GENERATION. HOWEVER, EACH NEW GENERATION IS WEAKER THAN THE ONE BEFORE IT. GENERATIONS 1-5 ARE UNPLAYABLE ANCIENTS. YOUR CHOICES ARE GENERATIONS 6-12 IN THIS PARTICULAR SETTING.

6. WHAT IS YOUR PRIMARY FIGHTING STYLE: BRAWLER, HAND TO HAND MELEE, GUNS, OR USE OF THE OCCULT/DISCIPLINE?

7. DO YOU PREFER DIPLOMACY OVER PHYSICAL VIOLENCE?

8. HOW SOCIAL IS YOUR CHARACTER? A LONER, A PARTY ANIMAL, OR SOMETHING IN BETWEEN?

9. HOW STEALTHY IS YOUR CHARACTER?

10. HOW GOOD IS YOUR CHARACTER WITH THEIR HANDS? ARE THEY GOOD AT CRAFTING, ARTS, OR HAVE ANY TRADES/SKILLS?

11. HOW IN TUNE WITH NATURE IS YOUR CHARACTER?

12. WHEN TRYING TO PERSUADE SOMEONE, DO YOU USE INTIMIDATION OR DIPLOMACY?

13: HOW STREET SMART IS YOUR CHARACTER? DOES YOUR CHARACTER HAVE AN EDUCATION?

14: HOW AWARE IS YOUR CHARACTER OF LOCAL POLITICS?

15: HOW MANIPULATIVE IS YOUR CHARACTER?

16: WOULD YOU SAY THAT THEY’RE COMPOSED IN NATURE, OR MORE PRONE TO OUTBURSTS?

17: WHAT IS MORE IMPORTANT: WITS OR PHYSICAL POWER?

18: WHAT ARE YOUR CHARACTER’S MOST INTIMIDATING TRAITS? PHYSICALLY AND OTHERWISE? EXAMPLES: UGLY, SCARS, AN AIR OF MALICE, ETC. HEIGHT AND WEIGHT CAN PLAY A FACTOR IN INTIMIDATION, AS WELL AS BEING WITTY, AND KNOWING WHAT TO SAY.

19: DOES YOUR CHARACTER HAVE ANY MONEY, ASSETS, PROPERTIES, POLITICAL CONNECTIONS, ETC? WHAT IS IN THEIR POSSESSION RIGHT NOW?

20: HOW CALM ARE THEY UNDER PRESSURE?

21: MANNERS AND ETIQUETTE?

22: HOW GOOD ARE THEY AT LYING?

23: IS HONESTY AND FIDELITY IMPORTANT TO YOUR CHARACTER?

24: ARE THEY GOOD AT STEALING?

25: CAN YOUR CHARACTER DRIVE? WHAT DO THEY KNOW HOW TO DRIVE? DO THEY OWN A VEHICLE?

26: CHARACTER FLAWS? (I REWARD BONUS EXPERIENCE POINTS TO ANYONE WHO CAN PLAY A FLAW TO PERFECTION, AND WITH CONSISTENCY. ESPECIALLY IF IT HAS AN EFFECT ON THE STORY LINE AS A WHOLE) EXAMPLES: KLEPTOMANIA, PHYSICAL DISABILITY, DRAMATIC MOOD SWINGS OR MENTAL ILLNESS, MISSING LIMBS, ETC.

27: CHARACTER MERITS? WHAT IS YOUR CHARACTER’S FINEST TRAITS? PICK THREE TOP ONES THAT YOU’LL WANT BONUS FOR LATER. EXAMPLES: CAN HOLD BREATH A REALLY LONG TIME, KINSHIP WITH ANIMALS, HEIGHTENED SENSE OF SMELL, ETC.
« Last Edit: December 24, 2019, 05:11:48 PM by mollymolotov666 »
When I'm good, I'm good, but when I'm bad, I'm better...

Offline A tin can

  • Inner Wanktum
  • Posts: 188
  • Rep: 24
  • Gender: Male
  • The world's evilest genius.
Re: A SEXY "VAMPIRE: THE MASQUERADE" RPG GAME! (Open for Anyone)
« Reply #1 on: January 01, 2020, 08:16:50 PM »
PLAYER NAME: Mosos


CHARACTER NAME: Jack Becker

CLAN: Caitiff

AGE: 20

GENDER: Male

PRONOUNS:He/Him

SEXUAL PREFERENCE: Bisexual

HEIGHT:6'0

WEIGHT: 200lbs

QUICK BIO:

A college student recently turn by a vampire.

1. WHAT IS YOUR CHARACTER'S BACKSTORY?:

A student formerly attending Mit from out of state. Was known for being quiet and rarely interacting with students. Nagged by his fellow students to join them in their parting. Unbeknownst to them the stripper they hired was a kindred. Unfortunately for the party goers  their rollicking attracted the attention of the fey. The group was dragged into the hedge. Hounded by changelings and fey, the members of the group fell one by one till only the Vampire and Jack remained. In an act of desperation the Vampire embraced Jack, turning him into a kindred. As they attempt to escape the vampire falls, leaving Jack alone. He is trapped in the hedge by himself for years feeding and killing to survive till he finally escaped.

2. LIST THESE 6 TRAITS IN ORDER OF HOW SKILLED YOUR CHARACTER IS AT THEM: Intelligence, Dexterity, Stamina, Strength, Charisma, and Wisdom

Intelligence, Dexterity, Stamina, Strength, Charisma, and Wisdom

3. WHAT IS YOUR CHARACTER BEST AT, IN GENERAL?

Crafting

4. WHAT IS YOUR  CHARACTER WORST AT?

Socializing


5. WHAT GENERATION ARE YOU? EVERY TIME A VAMPIRE SIRES A KINDRED, THEIR “CHILDE” IS A NEW GENERATION. HOWEVER, EACH NEW GENERATION IS WEAKER THAN THE ONE BEFORE IT. GENERATIONS 1-5 ARE UNPLAYABLE ANCIENTS. YOUR CHOICES ARE GENERATIONS 6-12 IN THIS PARTICULAR SETTING.

12

6. WHAT IS YOUR PRIMARY FIGHTING STYLE: BRAWLER, HAND TO HAND MELEE, GUNS, OR USE OF THE OCCULT/DISCIPLINE?

Guns

7. DO YOU PREFER DIPLOMACY OVER PHYSICAL VIOLENCE?

No

8. HOW SOCIAL IS YOUR CHARACTER? A LONER, A PARTY ANIMAL, OR SOMETHING IN BETWEEN?

A loner

9. HOW STEALTHY IS YOUR CHARACTER?

Enough to avoid people not actively looking for him.

10. HOW GOOD IS YOUR CHARACTER WITH THEIR HANDS? ARE THEY GOOD AT CRAFTING, ARTS, OR HAVE ANY TRADES/SKILLS?

Extremely skilled at crafting, notably gunsmithing, and engineering. 

11. HOW IN TUNE WITH NATURE IS YOUR CHARACTER?

Not very, but can survive on his own with the right supplies.

12. WHEN TRYING TO PERSUADE SOMEONE, DO YOU USE INTIMIDATION OR DIPLOMACY?

Intimidation

13: HOW STREET SMART IS YOUR CHARACTER? DOES YOUR CHARACTER HAVE AN EDUCATION?

Does not remember a lot of human society. Was midway through an engineering degree.

14: HOW AWARE IS YOUR CHARACTER OF LOCAL POLITICS?

Unaware

15: HOW MANIPULATIVE IS YOUR CHARACTER?

Not at all manipulative

16: WOULD YOU SAY THAT THEY’RE COMPOSED IN NATURE, OR MORE PRONE TO OUTBURSTS?

Prove to violent outbursts.

17: WHAT IS MORE IMPORTANT: WITS OR PHYSICAL POWER?

Wits

18: WHAT ARE YOUR CHARACTER’S MOST INTIMIDATING TRAITS? PHYSICALLY AND OTHERWISE? EXAMPLES: UGLY, SCARS, AN AIR OF MALICE, ETC. HEIGHT AND WEIGHT CAN PLAY A FACTOR IN INTIMIDATION, AS WELL AS BEING WITTY, AND KNOWING WHAT TO SAY.

Skin covered in scars from brambles. Touched by the Wyrd.

19: DOES YOUR CHARACTER HAVE ANY MONEY, ASSETS, PROPERTIES, POLITICAL CONNECTIONS, ETC? WHAT IS IN THEIR POSSESSION RIGHT NOW?

A motorcycle, a improvised double barrel shotgun, and a bowie knife.

20: HOW CALM ARE THEY UNDER PRESSURE?

High tension is second nature to him.

21: MANNERS AND ETIQUETTE?

None

22: HOW GOOD ARE THEY AT LYING?

Not at all

23: IS HONESTY AND FIDELITY IMPORTANT TO YOUR CHARACTER?

Yes

24: ARE THEY GOOD AT STEALING?

Yes

25: CAN YOUR CHARACTER DRIVE? WHAT DO THEY KNOW HOW TO DRIVE? DO THEY OWN A VEHICLE?

Yes, motorcycles, yes.

26: CHARACTER FLAWS? (I REWARD BONUS EXPERIENCE POINTS TO ANYONE WHO CAN PLAY A FLAW TO PERFECTION, AND WITH CONSISTENCY. ESPECIALLY IF IT HAS AN EFFECT ON THE STORY LINE AS A WHOLE) EXAMPLES: KLEPTOMANIA, PHYSICAL DISABILITY, DRAMATIC MOOD SWINGS OR MENTAL ILLNESS, MISSING LIMBS, ETC.

Mental trauma from extended time in the hedge.

27: CHARACTER MERITS? WHAT IS YOUR CHARACTER’S FINEST TRAITS? PICK THREE TOP ONES THAT YOU’LL WANT BONUS FOR LATER. EXAMPLES: CAN HOLD BREATH A REALLY LONG TIME, KINSHIP WITH ANIMALS, HEIGHTENED SENSE OF SMELL, ETC.

Can drive and fire a gun, can sense killing intent, encyclopedic memory.

Offline Montano86

  • Baron of RC
  • Inner Wanktum
  • Posts: 102
  • Rep: 18
  • Gender: Male
  • n00b
Re: A SEXY "VAMPIRE: THE MASQUERADE" RPG GAME! (Open for Anyone)
« Reply #2 on: September 03, 2021, 06:45:02 AM »
Hey 2 questions i noticed this is in abandoned roleplays so is this still active also 2 i am a big vtm clan and i just wanted to check what edition this is and I'm assuming no but are any of the other 13 major clans exceptable

 

Offsite Contact

Email Us Off-Site

Admins

Addie RayPistonprowl

Global Moderators

Ingenue Red Right Hand Smirkin

Moderators

Surrender2U EssenceofRed kittyumbrass the savage darkfantasygirl archon1980