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Faekat Adoption Agency
Crew

Muscular Member

PostPosted: Sun Aug 28, 2022 5:27 pm


Faekats: Vampires Within

Welcome to the Faekat Vampire Guide.
Clan Threads and Roleplay Threads can be found here.
If you want to see a list of Clans, their info and their members you can view that here.

The Faekat Vampire world is based on the most part, but not solely on, Vampire: The Masquerade by Whitewolf. Some Dark Ages may be adapted into the Faekat world as well.




List of Resources:

Clan Vampire Lists
Quick Guide: Camarilla
Quick Guide: Independents
Quick Guide: Sabbat

Kuei-jin Information
Quick Guide: Kuei-jin
Kuei-jin List

Clanned Promotion/Clanless Clan Application Thread



Some Questions and Answers About Vampires:


Vampires are immortal.

True.
While they can be killed (a very difficult process), they do not age or die from natural causes. They need no food such as regular Faekats would need to live and do not need to breathe.


Vampires are living dead and must sustain themselves with the blood of the living.

True.
A vampire is clinically dead-- its heart does not beat, it does not breathe, its skin is cold, it does not age-- yet it thinks, walks, plans, and speaks.. and hunts, and kills. To sustain its artificial immortality, the vampire must periodically consume blood, preferably Faekat blood. Some penitent vampires eke out an existence from animal blood, and some ancient vampires must hunt and kill others of their kind to nourish themselves, but most vampires indeed consume the blood of their former species.

Vampires drain their prey of blood through the use of retractable fangs, which are magically gifted to vampires when they first become undead. Each vampire can also magically lick closed the wounds made by their fangs, thus concealing the evidence of their feeding.


Vampires are monsters -- demonic spirits embodied in corpses.

False.. and true.
Vampires are not demons per se, but a combination of tragic factors draw them inexorably toward wicked deeds. In the beginning, the newly created vampire thinks and acts much as she did while living. She does not immediately turn into an evil, sadistic monster. However, the vampire soon discovers her overpowering hunger for blood and realizes that her existence depends on feeding on her species. In many ways, the vampire's mindset changes-- she adopts a set of attitudes less suited to a communal omnivore and more befitting a solitary predator.

At first reluctant to kill, the vampire is finally forced into murder by circumstance or need, and killing becomes easier as the years pass. Realizing that she herself is untrustworthy, she ceases to trust others. Realizing that she is different, she walls herself away from the mortal world. Realizing that her existence depends on secrecy and control, she becomes a manipulative user of the first order. And things only degenerate as the years turn into decades and then into centuries and the vampire kills over and over and sees the people she loved age and die. Mortal life, so short and cheap in comparison to hers, becomes of less and less value until the mortal "herd" around her means no more to her than a swarm of annoying insects. Vampire elders are among the most jaded, unfeeling, paranoid--in short, monstrous-- beings the world has ever known. Maybe they are not demons exactly, but who can tell the difference at that point?


Vampires are burned by sunlight.

True.
Vampires must avoid the sun or die, though a few can bear sunlight touch for a very short period of time. Vampires are nocturnal creatures and most find it extremely difficult to remain awake during the day, even within sheltered areas.


Vampires are repulsed by garlic and running water.

False.
These are myths and nothing more.


Vampires are repulsed by holy symbols.

This is generally false.
However, if the wielder of the symbol has great faith in the power it represents, a vampire may suffer ill effects from the brandishing of the symbol.


Vampires die from a stake through the heart.

False.
However, a wooden stake--or arrow, crossbow bolt, etc--through the heart will paralyze the monster until it's removed.


Vampires have the strength of 10 men; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds.

True and False.
The power of a vampire increases with age. Young, newly created vampires are often only a little more powerful than regular mortals. But as a vampire grows in age and understanding, she learns to use her blood to evoke secret magical powers, which vampires call Disciplines. Powerful elders are often the rivals of a fictional Lestat or Dracula, and the true ancients-- the Methuselahs and Antediluvians who have stalked the nights for thousands of years -- often possess immense power.

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PostPosted: Sun Aug 28, 2022 5:37 pm


Vampire Rules
Rules are subject to change so check back often!



General Rules

• Roleplaying your mortal Kat with a vampire does not guarantee they will become a vampire. Do not expect your Faekat to be turned into a vampire by interaction/RP alone.
• Your mortal should not know vampires exist unless a vampire says "Yo, I'm a vampire" or they see the Vampire doing some reckless activity that outs them. A sharp canine isn't gonna cut it. However, seeing them attacking and feeding on some poor, unsuspecting Kats' neck in the middle of the street is going to raise some eyebrows.
• Clan vampires must be listed as active otherwise they lose their place in their clan.



Clan Vampire Breeding Rules:

When breeding with:
Mortal Races they will always come out Mortal
Immortal Races they will always come out the lesser-strength race.

Breeding Restrictions:
• Camarilla and Sabbat Vampires cannot breed together.
• Independent and Clanless vampires can breed with any sect.
• Clan Vampires cannot breed with Werewolves or Demons

Exceptions:
• Clan Baali can breed with Demons
• Sabbat Vampires can breed with Black Spiral Dancer Tribe Werewolves



Clanless Vampire Breeding Rules:

When breeding with:
Mortal Races they will always come out Mortal
Immortal Races they will always come out the lesser-strength race.

Breeding Restrictions:
• Can breed with any Clan
• Cannot breed with Werewolves or Demons



Vampire Offspring
• New offspring from both Clanned Vampires or Clanless Vampires can petition to join a clan. However, it is up to Clan Elders whether the offspring fits well enough to join them or not.
• If the offspring wants to wait on deciding to apply for a clan, you can just have their race listed as 'Vampire' upon certing.
• There's no such thing as half-vampires anymore. If a vampire and mortal breed, the baby will come out a mortal.


About Feeding
• Vampires cannot kill another person's Faekat without consent.
• Camarilla Sect vampires are required to 'lick' and heal the wound after feeding, the mortal will not remember what happened, thus preserving the masquerade.
• Sabbat Sect vampires, and Independents that are evil, can allow a Faekat be harmed by feeding and leave them for Holykats, or other clerics of power, to heal.
• If a vampire attacks a mortal without being careful they can run the risk of being spotted and attacked by mortal mobs, werewolves, Holykats, etc. If your vampire is outnumbered or overpowered they can die. So don't go into situations stupidly. Lead 'food' away from social or public areas. (Please don't kill someone's Kat without consent.)
• Avoid embracing Faekats that have mates or families if possible. Go after solitary Faekats with absolutely no risk and no strings attached. If you are doing this as part of a plot please don't take it lightly. When in doubt, reach out to staff.



Mating Rules:
• A vampire cannot mate with an enemy or an opposing Sect.
• Vampires can mate with mortals but it needs to make sense.
• Mortal Mates should not know your Kat is a vampire as it violates the Masquerade.
• Mortal mates/romantic interests are not automatic candidates for the Embrace. If they don't fit the mates clan they will not be allowed to join.
• Vampire mates may not embrace their significant other as this can only be done by a Clan Elder or above.
• Vampires cannot take a Kuei-Jin, Werewolf, Enemy Clan Sect, Demon, or Holykat as a mate. (The exception is Black Spiral Dancer Werewolf Tribe with Sabbat Vampires and Demons with Baali Clan Vampires. This would probably be seen as really weird and should have some kind of plot surrounding it)



About Embracing
• Only Elders, Methuselahs, Antediluvians, and Disciples can embrace. Elder Vampires are the primary embracers within a clan. Embracings are unlimited.
• You can only embrace a Faekat that FITS your clan. If you embrace for the sake of embracing, your Vampire will be at risk of being demoted to a lower rank so that your Vampire can no longer embrace.
• Do not embrace Faekats just because you roleplay with someone a lot. If it looks like you are showing favoritism, your Vampire is at risk for demotion. Go into the main threads, plot with a variety of owners, and seek out appropriate candidates.

The Embrace:

Vampires are created through a process called the Embrace. Some vampire clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the society of the Kindred.

The Embrace is similar to a normal vampiric feeding -- the vampire drains ther chosen prey of blood. However upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit -- a drop or two -- is necessary to turn the mortal into an undead. This process can even be performed on a dead human, provided the body is still warm.

Once the blood is returned, the mortal "awakens" and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal's body undergoes a series of subtle transformations; he learns to use the blood in his body, and he is taught special powers of his clan. He is now a vampire.



About Ghouls
• You can only have a 'ghoul' if you have Staff permission. If you don't know what a ghoul is, you don't need one.
• Ghouls must keep their uh "secret" secret.



About Wraiths
• Wraiths are ghosts/spirits/creatures that were either once mortal or never mortal. It just depends on the type of Wraith.
• Not all Clans or Vampires know how to Trap/Make/Keep a wraith let alone more than one.
• Make sure your Kat comes from a clan with this knowledge, otherwise they risk running into trouble.
• If your Kat tries to make or keep a wraith that is too strong for them to control it could kill them or get them in serious trouble with their clan.



About Clan Membership
• You only get in a Clan if the Clan Elders decide you are worthy of it.
• Clan secrets stay clan secrets. If you tell anyone not in the clan of your clan's secrets, plans, etc, then you will be kicked out of the clan or killed!
• Your Faekat must dress and look the part of the Clan. Unison people! Dress code is in effect!
• Your Kat will need their Clan Emblem on their card, their Race listed as Clan Vampire, and their Spec changed to one of the Disciplines of the Clan they are now part of (If previously Clanless or newly embrace).



Clan Threads

It's important to have ONE clan thread per clan. This will be the official information thread and should be kept as up to date as possible by the acting elder. When your clan thread is ready, it may be stickied for permanent roleplay use (or until inactive and another elder is elected). Just ping a staff member to ask.

Keep in mind that Clan threads are for members of that clan only. Clanless vampires or vampires from other clans CANNOT roleplay in a thread they aren't a member of unless invited for plot reasons by an existing member. Roleplay threads are encouraged for general Vampire Roleplay, so clanless vampires/vampires, in general, can mingle with others outside of their Clan thread.



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Faekat Adoption Agency
Crew

Muscular Member


Faekat Adoption Agency
Crew

Muscular Member

PostPosted: Sun Aug 28, 2022 5:41 pm


The Clans:

Clan Banu Haqim (formerly Assamite) - The Judges of the Banu Haqim are torn between their hereditary thirst for vampiric Blood and their passion for justice. Stern adjudicators, they are fiercely devoted to upholding a moral code, and Embrace mortals capable of assessing and handling threats, enforcing laws and traditions, and punishing transgressors.

Clan Brujah - The Brujah are a clan of radicals and troublemakers, Embracing those willing to put someone in their place if the situation calls for it. Most see themselves as warriors with a cause, and these Rebels are guided by their passions, strength, and dedication to their ideals – whatever those may be.

Clan Cappadocian - Detached scholars obsessed with the mysteries of death and the soul.

Clan Gangrel - Often closer to beasts than other vampires, the Gangrel style themselves apex predators. These Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. Often fiercely territorial, their shapeshifting abilities even give the undead pause.

Clan Giovanni - Historically both a clan and a family. They Embrace almost exclusively within said family, and are heavily focused on the goals of money and necromantic power.

Clan Lasombra - Creatures subtly at odds with mundane reality, Lasombra vampires are expected to triumph at any cost. Ruthlessness is a sought-after trait in progeny, making their reputation as betraying interlopers well deserved. Most do not seek attention, preferring to act as puppeteers, powers behind the proverbial throne. To a Shadow, the ends justify any means.

Clan Malkavian - Derided as Lunatics by other vampires, the Blood of the Malkavians lets them perceive and foretell truths hidden from others. Like the “wise madmen” of poetry their fractured perspective stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are just too strong to bear.

Clan Ministry (formerly Followers of Set) - The Ministry always has something to offer. This often cult-like clan recruits those able to employ temptation as a weapon. They Embrace those with the will and means to sway, entrap, and ultimately liberate their targets from whatever they seek: the victim’s possessions, allegiance, or even faith. To the Serpents, everything has a price.

Clan Nosferatu - The Nosferatu wear their curse on the outside. Their bodies horribly twisted and deformed through the Embrace, they lurk on the fringes of most cities, acting as spies and brokers of information. Using animals and their own supernatural capacity to hide, nothing escapes the eyes of the so-called Sewer Rats.

Clan Ordo Dracul - Members of this covenant wish to transcend vampirism like their supposed creator did - to this end they have developed powerful quasi-Disciplines which they call 'Coils' which serve to defeat the curse of vampirism.

Clan Ravnos - Masters of misdirection, the Ravnos prefer not to fight or bleed for something they can obtain through subtler means. They can charm and vanish within the same mortal breath, and those once fooled quickly learn to question their very senses when in the company of Ravens. Always on the move, the Ravnos can never rest in the same place for long lest their curse light them on fire as they slumber.

Clan Salubri: - Most of their kind lost to undead usurpers, the highly desirable Blood of the hunted Salubri is a prize to other vampires. This, and their reluctance to Embrace, makes them rare in the modern nights. They often recruit those on the edge of death, believing their curse can provide the worthy a second chance, and they count some of the most humane vampires among their ranks.

Clan Toreador - Known for their seductive nature, enthralling demeanor, and eloquent grace to the point of obsession, Toreador vampires Embrace artists and lovers into their ranks, forever trying to stir their own deadened hearts. Supernaturally graceful and charming, the Divas are always looking for the next thrill, leaving a detritus of discarded lovers and victims in their wake.

Clan Tremere - The arcane Clan Tremere were once a house of mortal mages who sought immortality but found only undeath. As vampires, they’ve perfected ways to bend their own Blood to their will, employing their sorceries to master and ensorcel both the mortal and vampire world. Their power makes them valuable, but few vampires trust their scheming ways.

Clan Tzimisce - To the Tzimisce, possession is all. They aim to dominate and own the subject of their possessiveness, jealously guarding it like their namesake dragon would its hoard. Everything from land, people, cults, companies, or gangs can fall under the covetous claws of a Dragon. This relentless possessiveness extends as well to their own bodies, and they often rework themselves into flawless, hideous, or utterly alien forms, all the better to display their utter control of all things theirs.

Clan Ventrue - The Ventrue are not called the Clan of Kings for nothing. Carefully choosing their progeny from mortals familiar with power, wealth, and influence, the Ventrue style themselves the aristocrats of the vampire world. Their members are expected to assume command wherever possible, and they’re willing to endure storms for the sake of leading from the front.



Clan Vampire Specialties:
(Cannot be used by Clanless Vampires unless they join a clan)

Ahrimanes:
Animalism, Presence, Spiritus, Auspex, Protean, Potence

Assamite:
Celerity, Obfuscate, Quietus, Auspex, Presence, Assamite Sorcery, Blood Sorcery

Baali:
Obfuscate, Presence, Daimonion

Brujah:
Celerity, Potence, Presence

Cappadocian:
Auspex, Fortitude, Necromancy (Mortis), Oblivion

Daeva:
Celerity, Vigor, Majesty

Daughters of Cacophany:
Fortitude, Melpominee, Presence

Followers of Set:
Obfuscate, Presence, Serpentis, Protean

Gangrel:
Animalism, Fortitude, Protean

Giovanni:
Potence, Dominate, Necromancy, Auspex, Fortitude, Oblivion

Kiasyd:
Dominate, Necromancy, Mytherceria, Obtenebration

Lasombra:
Dominate, Obtenebration, Potence, Oblivion

Lhiannan:
Animalism, Ogham, Presence

Malkavian:
Auspex, Obfuscate, Dementation, Dominate

Mekhet:
Auspex, Celerity, Obfuscate

Nagaraja:
Auspex, Dominate, Necromancy (Nihilistics), Fortitude, Oblivion

Nosferatu:
Animalism, Obfuscate, Potence

Ordo Dracul:
See Clan Info for the following Coils
Coils (Coil of the Ascendant, Coil of the Voivode, Coil of the Wyrm, Coil of Banes, Coil of Blood, Coil of the Beast, Coil of the Flesh, Coil of the Soul, The Ancient Coil of Slumbers, Skinner's Coil of Slumbers, Coil of Zirnitra, Coil of Živa, Anoushka's Ladder, Way of the Locust)

Ravnos:
Animalism, Fortitude, Chimerstry, Obfuscate, Presence

Salubri:
Auspex, Fortitude, Valeren, Obfuscate, Obeah, Dominate

Samedi:
Necromancy, Obfuscate, Thanatosis, Fortitude, Auspex, Oblivion

Toreador:
Auspex, Celerity, Presence

Tremere:
Auspex, Dominate, Thaumaturgy, Blood Sorcery

True Brujah:
Potence, Presence, Temporis

Tzimisce:
Vicissitude, Animalism, Auspex, Dominate, Protean

Ventrue:
Dominate, Fortitude, Presence

FOR A BRIEF DESCRIPTION OF EACH DISCIPLINE (and link to their page) SEE BELOW:

Animalism: is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself.

Assamite Sorcery: is a form of blood magic practiced by Assamite Kindred/Sorcerers. It is a very old form of magic, drawing from a huge variety of mortal religious traditions, and pre-dating Thaumaturgy, which it resembles in many ways.

Auspex: is a Discipline that grants vampires supernatural senses.

Blood Sorcery: refers to the magic performed by vampires, fueled by religious or occult practices and the power of Cainite vitae.

Celerity: is a Discipline that grants vampires supernatural quickness and reflexes.

Chimerstry: is the trademark Discipline of the Ravnos that conjures illusions into existence. Such phantom images are as real as the Cainite's skill allows, and will even fool technological sensors.

Daimonion: is a diabolic Discipline practiced only by the Baali and the very worst vampire infernalists. Its power is that of the Devil himself, and through the use of Daimonion the Baali draw upon the forces of Hell and its demons to demoralize and cripple their enemies.

Dementation: is a Discipline widely known as the hallmark of the Malkavians. Dementation draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others.

Dominate: is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree.

Fortitude: is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight.

Majesty: The Kindred Discipline of preternatural charisma and charm. Its applications allow the practitioner to impose willing submission, to elicit the confessions of dark secrets and more.

Melpominee: Allows its possessors to use speech and song for a variety of supernatural effects.

Mortis: The Discipline Mortis is rooted in the control and manipulation of death. More specifically, Mortis is a form of blood magic dealing with corpses and their conditions after death.

Mytherceria: is a Discipline that manifests in faerie-blooded vampires. It grants the vampire mystical senses, the ability to steal knowledge, and other powers attributed to fae.

Necromancy: is a form of blood magic that deals exclusively with the world of the dead: wraiths and the Shadowlands.

Nihilistics: is a Discipline that allows the user to penetrate the Shroud and channel Oblivion. While some of its uses relate to the denizens of the Underworld, many of its powers allow the vampire to draw Oblivion into the physical world.

Obeah: is said to bestow "sight beyond sight" and enable one to see the threads of life and death around them.

Obfuscate: is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen.

Oblivion: is a Discipline that allows its users to draw on something wholly unnatural; calling forth supernatural darkness from the Abyss and enslaving specters through Oblivion.

Obtenebration: is the unearthly control over shadows. It is related to the practice of Abyss Mysticism.

Ogham: is a very limited form of Blood Magic based on Celtic runes practiced by the Lhiannan that taps into the spirit shard of the bloodline, conceding power within their territory.

Potence: is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds.

Presence: is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.

Protean: is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.

Quietus: is the signature Discipline of the Assamites that grants them influence over the blood of others.

Serpentis: primarily provides shapechanging abilities, though it also encompasses corruption and other characteristics associated with snakes.

Spiritus: is a Discipline unique to the Ahrimanes bloodline that allows them to interact with animalistic spirits.

Temporis: is supposedly a refinement of Celerity, Temporis grants the Cainite the ability to manipulate the flow of time itself.

Thanatosis: involves manipulating effects of death and decomposition. In some ways it is similar to Necromancy.

Thaumaturgy: is a closely guarded form of blood magic.

Valeren provides control over pain and increased martial ability, seemingly allowing warriors to draw on the power of heaven to vanquish their foes.

Vicissitude: is widely known as the art of flesh and bone shaping.

Vigor: is the Discipline that endows Kindred with the "epic strength of many men." The Discipline of Vigor is among the most well-known and basic of vampiric abilities that are known to be possessed by the Kindred; making them several times stronger than the most physically strong human.


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Clan Vampire Ability Rank Use:

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PostPosted: Mon Apr 17, 2023 9:06 pm


Vampire Ranks

Grendel :: Deity of Vampires - Owned by Seussi

Disciples (Allowed to Embrace but generally do not):
These ancient vampires, if they exist at all, are likely the most powerful Vampires in the world. Members of the Third Generation, The Disciples, are only two steps removed from the First Vampire, Caine. Disciples, when they choose to rise from their long sleep, affect all with whom they come in contact, according to the few fractured accounts of their doings, they possess power.

Antediluvians (Allowed to Embrace but very rarely ever do):
An Antediluvian is a vampire of incalculable power. They command respect and fear among lower ranks and are second only to the Disciple. They are considered second-in-command when it comes to clan affairs and generally work with the Disciple closely when the need arises. These vampires take direction only from the God of Vampires and their clan's Disciple.

Methuselah (Allowed to Embrace but prefer to have Elders embrace):
A Methuselah is a one who has existed for at least a millennium or more. Their machinations are far deeper, subtler, and more terrifying.
A methuselah has several traits that betray him to those who know what to look for. Their speech is in general tinted with an accent of their native dialect, which, otherwise, has not survived the centuries. Their unconscious body movement has completely stopped, and many could be confused with statues when they do not move.

Elders (Allowed to Embrace and responsible for most embracings):
The choices and sacrifices they have made in order to survive so long instills a degree of amorality and slow caution; it is not unusual for elders to design plans that take decades or centuries before coming to fruition. Such beings are often cold, if not monstrous, and focused completely on their own interests and well-being, though a rare few struggle to maintain their human sentiments.

Ancillae (Not allowed to Embrace):
Ranking below the elders but above neonates, the ancillae (sing. ancilla) are vampires who have proven themselves as valuable members of Kindred society. Certain ambitious younglings may achieve the rank prematurely. Ancillae often serve as aides and agents for elders or the court. Ancillae usually play their own power games as well, though these are of lesser consequence than the manipulations of the elders.
Due to the huge increase in world population over the past few centuries, the vast majority of vampires in the world are ancillae or neonates.

Neonates (Not allowed to Embrace):
A neonate is a recently embraced vampire that has passed through the initial stages of vampiric existence, the fledgling stage. It is the sire's responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp.
Neonates are generally lightly involved in the true machinations of undead society. They aren't powerful enough to really matter, and are consequently used primarily as pawns by their elders. Conversely, they still have an investment in the mortal world of the 21st century and are less likely to adhere to the feudal character of vampiric society.

Fledglings (Not allowed to Embrace):
After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stabilize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate.

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Clanless/Caitiff (Not allowed to Embrace):

Caitiff is a complicated term with two general meanings. The first meaning is more of a political term: those of a flawed or unknown lineage, who have been abandoned by their sires. It is not so much that they lack a Clan as they lack the support that comes with the Clan structure. It carries the implication that they were a mistake by their sire. Many of these unfortunates are considered Caitiff simply because they do not know which Clan they come from, because they had not been told. It is an arbitrary title and may refer more specifically to any outcast.

The second and more biologically-oriented Caitiff, also known as the clanless, are rare Cainites that do not officially belong to any clan. These vampires have no inherent clan weakness, but no inherent disciplines as well. None of the typical clan markers apply to them. Although the Caitiff have manifested throughout history, they tend to do so more frequently among the higher generations.

[The Traditions]

The six traditions that form the laws of vampire society are believed to have been passed down since the wars that slew the Second Generation. They are rarely written down, but they have never been forgotten, and they are known by all Kindred in some form. Even vampires who scorn the Traditions know them; though their specific wordings may vary, the intent behind them never falters.

The First Tradition: The Masquerade
Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall renounce they claims of Blood.

The Second Tradition: The Domain
Thy domain is thy concern. All others owe thee respect while in it. None may challenge thy word in thy domain.

The Third Tradition: The Progeny
Thou shalt sire another only with permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shalt be slain.

The Fourth Tradition: The Accounting
Those thou create are thine own childer. Until thy progeny shall be release, thou shalt command them in all things. Their sins are thine to endure.

The Fifth Tradition: Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

The Sixth Tradition: Destruction
Thou art forbidden to destroy another of thy kind. The right to destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.

[The Sects]

The Camarilla
The largest sect of vampires in existance, the Camarilla concerns itself with the Masquerade, hereby hoping to maintain a place for Kindred in modern nights. The Camarilla is an open society; it claims all vampires as members (whether they want to belong or not), and any vampire may claim membership, regardless of lineage.

Camarilla Clans: Brujah, Daughters of Cacophany, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue

The Sabbat
Rumored to have its origins in a medievel death cult, the Sabbat is greatly feared by Kindred who do not belong to it. They sect is monstrous and violent, and no longer clings to any trappings of human philosophy or morality. Members instead revel in their vampiric unlives. Sometimes referred to as the Black Hand, the Sabbat actively seeks to overthrow the Traditions, the destruction of the Camarilla, and the subjugation of humankind.

Sabbat Clans: Ahrimanes, Baali, Kiasyd, Lasombra, True Brujah, Tzimisce

The Independents
The indpendent clans claim membership to no sect, instead following a legendary tenets of their mythical founders. Independent clans tend to be the most cohesive and sociable Kindred of all, as their clan duties ensure that they interact with other vampires almost nightly.

Independent Clans: Assamite, Cappadocians, Daeva, Followers of Set, Giovanni, Lhiannan, Mekhet, Nagaraja, Ordo Dracul, Ravnos, Salubri, Samedi

[About the Prince]

The Prince

Current Prince: Alessa Caito - Owned by Noir Songbird

The prince is, to put simply, the vampire who has enough power to hold domain over a city, codify the laws for that city and keep the peace. Such a position is typically held by an elder, for who but an elder has the necessary personal charisma and power to take and hold domain in an area? In some small towns, younger vampires may be able to claim domain in the same way, but their claims are rarely respected by the coteries of the cities. On occasion, strange circumstances have placed younger vampires in a position to rule cities, but few such upstarts manage to hold their titles when the elders appear.

The title "prince" is simply that -- a title given to formalize a role, whether that role is held by a male of female. Sometimes a prince may be called by a title native to the land he rules, such as "baron", "sultan", "count" or less formal title such as "boss".

The prince does not 'reign' over a city. his role is more like that of an overseer or magistrate than that of a monarch. He is the judge who settles disputes between Kindred, the ultimate authority on the Traditions as they relate to his city, and the keeper of the peace. Above all, his concern is the Masquerade and its preservation.

When all is said and done, however, the prince is nothing to brush off. A prince wields vast amounts of temporal power to achieve and maintain her position. Not only does she manage the Kindred affairs of a city, she usually has quite a bit of sway over mortal business. The police, the fire department, construction companies, hospitals, the mayor's office-- all are extremely useful for putting down one's enemies or securing one's hold on a particular sphere of influence. If the prince wishes to squash a gang of particularly troublesome vampires, she can have a construction company bulldoze their haven in the middle of the day. Such influences usually capture the attention of those who might otherwise be inclined to thumb their noses at a prince. It is unwise to anger the one who could have your haven condemned by the zoning board or your phone line "accidentally" cut while a gas main is being dug.

Becoming Prince

Traditionally, the eldest vampire of a city rules, although this is no longer true in every city. It is one thing to say that the eldest traditionally rules the city, but any vampire may challenge for domain or princedom. A prince reigns freely only when her claim is unchallenged. If she finds herself squaring off with one or more other claimants, then things get messy. There is a mad scramble for the crown and whoever is left standing will rule. "Coronation", if it can truly be called that, can be anything from a bloodless, edler-backed coup to a violent usurpation led by a bloodthirsty coterie. Whoever the new prince and however she takes the throne, though, she needs the support of the elders if she wishes to hold the crown for more than a night.

Combat for the princedom is not simply a matter of pistols at midnight on a deserted street, or for the matter any kind of direct combat. Like everything about the Children of Caine, subtlety in all things count, and the ware for the crown takes place entirely in the shadows. The city's vampires -- elders, coteries, individuals -- choose their sides as rivals cultivate allies and determine enemies. Many things can drive a Kindred to choose a particula claimate -- promise of reward, loyalties to the vampire or her clan, consessions guaranteed upon ascension, personal beliefs, or threats -- but once she is chosen, changing loyalties can be extremely dangerous, particularly if she has backed the wrong claimant when the fighting is done.

Other Kindred of Importance

The Primogen
The primogen are assembled of elders of each clan in a city. Most often, each clan has a representitive primogen, but in some cities, a prince refuses to allow a given clan to place a member on this council of elders. In theory, primogen represent their clans among the political body of elders, but in practice, the primogen are more often an "old vampires' club" and an incestual nest of treachery and favor-currying. Primogen-- the term refers to individual members as well as the collected body-- convene at the prince's discretion. In cities with powerful or despotic princes, the primogen may be nothing more than a figurehead, while in other cities princes govern solely at the whim of the elder council.

It is worth noting that the prince is often not the primogen for his clan. Although some Kindred claim that having duplicate clans involved in the political structure weighs matters in favor of that clan, no one is really in a position to change it.

The Sheriff

Current Sheriff: Micky - Owned by Seussi

Most sheriffs are appointed by the prince and approved by the primogen. While the job description may vary from city to city, the sheriff's prime job is to be the prince's "enforcer", the vampire who hauls offenders into court, keeps order on the streets, and generally stands ready to assist with the "muscle" aspects of ruling. Sheriffs may select deputies, who occasionally require the prince's approval.

Keeper of Elysium:

This is a largely honorific title, though it has many practical responsibilities. The Keeper of Elysium assures that the customs of Elysium are observed, and is a caretaker of sites declared Elysium by a Prince.
It is the Keeper who may schedule or cancel any events, a position that involves both great prestige and scrutiny.

The Harpies
These Kindred pride themselves on being social managers of Elysium. They traffic in gossip and social maneuvering, and status is their coin. With the right or wrong word to a prince, they can make or break a vampire's place in the city. This position is rarely appointed outright, over time, those with the skills to be harpies tend to rise to the top. Most are unimpressed with displays of bluster and demonstrate remarkable insight into vampire nature. Bucking a harpy will assure one a place at the bottommost rung of the ladder of power for years to come.

The Whip
Primogen occasionally keep whips as assistants. Not much different from the whips in mortal government, the whip's job is to goad and encourage discussion and decision-making during clan meetings, and to keep the clan updated on their primogen members' doings. Whips are selected by the primogen.

The Seneschal--
This is one position that many princes would like to do without, but which occasionally is necessary. one prince described the filling of this position to be akin to choosing which knife to put at her throat. A seneschal is meant to be a chamberlain, a second-in-command and an advisor to the prince. At any time, he may be asked to step into the prince's place if she leaves town on business, abdicates or is slain. Naturally, a prince wishes to have final authority on such an important position, and many have fought endlessly with their primogen over the subject. This is a dangerous position in more ways than one -- familiarity with the subject can give one ideas...

The Justicars
Current Justicars Armistice - Owned by Yayoi

The Justicars are the most powerful visible component of the Camarilla's government, charged with adjudicating matters of the Traditions on a wide scale and acting as the eyes, ears, and hands of the Inner Circle. There is one justicar for each clan of the Camarilla.

In a world of hunters, leopards, and jackals, few try to control the undying appetite. When hunter turns on hunter, however, all are at risk. Those who dare to hunt cannibal Kindred are the Justicars. Justicars are usually of great age and power, and their ferocity is unparalleled. Few can stand against them and fewer still would dare to try.

True, the Justicars have many servants. However, many more vampires seek to violate the Masquerade – or worse, slay another vampire and drink her blood. The only way for the Justicars to stem the rising tide of diablerie is to stop these crimes before they happen. The way they achieve this is through fear.

The Justicars cultivate terror. They wield it as a weapon and few vampires are more adroit in its use. The coming of a Justicar is a great event. The prince must quickly patch up all of his quarrels with the elders and prepare. The elders must hide all of their little indiscretions. Before a Justicar arrives, all those mortals in the city who know of the Kindred are often slain, thus giving the Justicar no excuse to enforce the First Tradition. Even as the elders hide their minor crimes, the anarchs prepare for war. Few anarchs have not committed some crime against the Camarilla and few are willing to cower and beg forgiveness.

Frequently, the Justicar has come for but a single vampire or single coterie, and has no interest in any other crimes.

Rotschreck

Rotschreck (also known as Red Fear) is a temporary state of uncontrollable fear that a vampire character suffers when threatened by fire or sunlight (as well as any other potentially lethal elements).

The vampire in Rotschreck will try to flee from the perceived source of danger in any suitable way, disregarding other concerns, including his own safety besides the immediate threat, and the safety of others. Anything and anyone in the vampire's way will be attacked if necessary. He may try to resist, in which case he may succeed in calming down for a while (the in-game mechanics of resistance to Rotschreck involve a Courage roll).

A vampire will not enter Rotschreck for fear of a lit candle or torch, but he may not be able to light even a small flame himself. A vampire trapped in a burning building will most surely enter Rotschreck and has almost no chance to resist; the same is true of a vampire who finds himself caught in the open just before sunrise.

Frenzied vampires will not enter Rotschreck.

Frenzy

Frenzy is a temporary state of rage and lack of self-control that a vampire character enters as a response to certain stimuli. During the frenzy, the vampire's inner Beast is in control.

The most common causes for a frenzy are:

* Anger or frustration: the vampire cannot keep his emotions under control.
* Danger: the vampire senses danger (real or imaginary) and reacts with a preemptive attack on (what he believes is) its source.
* Hunger: the vampire's blood pool (reserve of vitae) is dangerously low; he craves for blood and will try to feed from anyone in sight.
* Shame: the vampire feels embarrassed and attacks the source of his humiliation (and sometimes also its witnesses).
* Temptation: the vampire is tempted by the inner Beast to perform sinful actions, and cannot resist.

Some vampires can and do deliberately induce frenzy ("summoning the Beast"), and then try to direct their instincts ("riding the Beast") for specific purposes.

Blood Hunt

A blood hunt is the persecution of a vampire by the rest of the vampiric society in order to kill him.

The blood hunt must be officially declared by the local prince. Once the order is given, it is customary to allow the vampire to flee the city. This mercy is extended until midnight, after which any vampire is free to hunt down and destroy the persecuted subject. On occasion a reward might be offered to the one who delivers or kills the victim.

Any vampire who helps the subject of a blood hunt in any way is considered an accomplice and may himself become an additional target.

In some cases it is traditional to let the execution of the death sentence to the victim's sire, who is then allowed to perform diablerie on his childe.

Note: Blood Hunts can be submitted for acceptance by the currant Prince but decided ultimately by the Faekat Council, a group of people that make decisions for the roleplay world.

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Elysium: A place for vampires to meet together without fear of harm; Usually cultural locations, such as opera houses, theaters or museums.
The Elysium location is typically chosen by the local Prince in areas of artistic or intellectual worth that promote calm reflection, such as theaters and museums, though nightclubs and even a Kindred's haven may suffice.

Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside, and the Keeper of Elysium or the Sheriff will forcibly remove those who cannot control themselves if need be. While this provides opportunity for both neonates and elders to relax, social conflict is often at its peak and what happens in Elysium can easily lead to repercussions off ground.

Though Elysiums often serve as gathering places for Kindred, the Masquerade must normally be maintained at all times for any mortals that may be around. Similarly, while refreshments are sometimes served, it is bad taste to come to Elysium hungry as it often leads to shorter tempers. Some Princes go so far as to forbid hunting nearby, as a concentrated population of vampires could easily result in a suspicious number of deaths in the area.

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Faekat Adoption Agency
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PostPosted: Sun Nov 26, 2023 5:35 pm


Clan Relationships (Friend or Foe?)

Here is a list of Clans that are either on friendly terms or not-so-friendly terms.

However, this isn’t to say that pragmatism or unlikely professional partnerships between clans haven't been observed in the world of darkness. Some clans just have a really strong reason as to why they dislike certain clans and some just want to rip one another's throats out.

Camarilla Clans

Brujah:

Fine With -
All Camarilla Clans except Tremere and Ventrue
All Independent Clans except The Ministry (FoS)

Enemies -
All Sabbat Clans
The Ministry (FoS)
Tremere
Ventrue

Daughters of Cacophony:

Fine with -
All Camarilla Clans
All Independent Clans

Enemies -
All Sabbat Clans

Gangrel:

Fine With -
All Camarilla Clans except Tremere
All Independent Clans except Ravnos

Enemies -
Ravnos
Tremere

Malkavian:

Fine with -
All Camarilla Clans
All Independent Clans

Enemies -
All Sabbat Clans

Nosferatu:

Fine with -
All Camarilla Clans except Toreador and Tremere
All Independent Clans

Enemies -
All Sabbat Clans
Toreador
Tremere

Toreador:

Fine with -
All Camarilla Clans except Nosferatu
All Independent Clans

Enemies -
All Sabbat Clans
Nosferatu

Tremere:

Fine with -
All Camarilla except Brujah, Gangrel, and Nosferatu
All Independents except Banu Haqim, The Ministry, and Salubri

Enemies -
All Sabbat Clans
Banu Haqim
Brujah
Gangrel
Nosferatu
Salubri
The Ministry

Ventrue:

Fine with -
All Camarilla Clans except Brujah
All Independent Clans

Enemies -
All Sabbat Clans
Brujah

Sabbat Clans:

Ahrimanes:

Fine with -
All Independent Clans except Ravnos
All Sabbat Clans

Enemies -
All Camarilla Clans
Ravnos

Baali:

Fine with -
All Independent Clans except The Ministry (FoS)
All Sabbat Clans

Enemies -
All Camarilla Clans
The Ministry (FoS)

Kiasyd:

Fine with -
All Independent Clans
All Sabbat Clans

Enemies -
All Camarilla Clans

Lasombra:

Fine with -
All Independent Clans
All Sabbat Clans

Enemies -
All Camarilla Clans

True Brujah:

Fine with -
All Independent Clans
All Sabbat Clans

Enemies -
All Camarilla Clans

Tzimisce:

Fine with -
All Independent Clans
All Sabbat Clans

Enemies -
All Camarilla Clans

Independent Clans:

Banu Haqim:

Fine with -
All Camarilla Clans except Tremere
All Independent Clans
All Sabbat Clans

Enemies -
Tremere

Cappadocian:

Fine with -
All Camarilla Clans
All Independent Clans except Giovanni
All Sabbat Clans

Enemies -
Giovanni

Daeva:

Fine with -
All Camarilla Clans
All Independent Clans
All Sabbat Clans

Enemies -
None

The Ministry (FoS):

Fine with -
All Camarilla Clans except Brujah, Gangrels, and Toreador
All Independent Clans except Nagaraja and Salubri
All Sabbat Clans except Baali

Enemies -
Baali, Brujah, Gangrel, Nagaraja, Salubri, and Toreador

Giovanni:

Fine with -
All Camarilla Clans
All Independent Clans except Cappadocian
All Sabbat Clans

Enemies -
Cappadocian

Lhiannan:

Fine with -
All Camarilla Clans
All Independent Clans
All Sabbat Clans

Enemies -
None

Mekhet:

Fine with -
All Camarilla Clans
All Independent Clans
All Sabbat Clans

Enemies -
None

Nagaraja:

Fine with -
All Camarilla Clans
All Independent Clans except The Ministry (FoS)
All Sabbat Clans

Enemies -
The Ministry (FoS)

Ordo Dracul:

Fine with -
All Camarilla Clans
All Independent Clans
All Sabbat Clans

Enemies -
None

Ravnos:

Fine with -
All Camarilla Clans except Gangrel
All Independent Clans
All Sabbat Clans except Ahrimanes

Enemies -
Gangrel
Lhiannon
Ahrimanes

Salubri:

Fine with -
All Camarilla Clans except Tremere
All Independent Clans
All Sabbat Clans

Enemies -
Tremere

Samedi:

Fine with -
All Camarilla Clans
All Independent Clans except The Ministry (FoS)
All Sabbat Clans

Enemies -
The Ministry (FoS)

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