this is her little baby! he's a vampire too
- 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
- 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.
- 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.. =)
- (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.
- 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. :))
- 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.
- VAMPIRES
- 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)
- 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
- IN CLAN DISCIPLINES:
- 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.)
- 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?
- 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)