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Vampire: The Masquerade 20th Edition - Need 3 Players (Fri Or Sun 3-8 PM PST)

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Greetings, everyone. I'm announcing the launch of a new Chronicle I've put together for a Vampire: The Masquerade game. We'll be using the 20th Anniversary Edition. Right now the exact scheduling of the game is in the air, but I want to try and play once a week, either on Friday or Sunday evenings. Game sessions should run about five hours with regular breaks, though an individual session may run more or less depending on the scene and consensus of the group. The synopsis for the setting and era of the Chronicle is below. NEAR DARK - A Vampire The Masquerade Chronicle ___________________________________________________________ The year is 1815, and the heart of the New World is beating. A young nation has sprung up, and in the wake of the Louisiana Purchase, the shadowy and glamorous city of New Orleans has become flooded with mortals from all walks of life. The black artery of the Mississippi river brings Spaniard pirates, Choctaw interpreters, German mercenaries and Yankee entrepreneurs. Wealthy French land owners sip fine vintages from their pristine chateaus while slaves of color work the fields of their masters plantations. Ancient islander and African customs clash with Christian dogma, Catholic and Protestant missionaries alike preaching hell-fire and damnation even as dens of thieves, brothels and gambling houses erupt all along the waterfront. With this riot of life glittering against the dark, swamp filled wilderness of Louisiana, it is inevitable that many Kindred both native to the Americas and recently arrived from Europe would all come to drink deep of the New World. Yet the Jyhad comes with them, as the borders of Sabbat and Camarilla held territory creep ever closer to New Orleans. Amidst the turbulent times of change, in a place removed from the elders of Europe, four young vampires find themselves faced with an uncertain future. Will they carve their own pieces of eternity, or will the nightly game make this New World just like the old? ___________________________________________________________ Near Dark will highlight: A focus on mature (18+) and dark subject matter. Camarilla themed play with an emphasis on politics and backbiting. Long-term progression from 1815 to the year 2000. The rise of young, inexperienced vampires clawing their way to elder status. Those interested in participating should keep in mind that I will under no circumstances accept anyone under the age of 18, or anyone who is unable to use a microphone for voice chat during play. Players considering character concepts are encouraged to also be mindful of the starting era (though you by no means are required to be any kind of history buff, Lord knows I'm not) and keep in mind the following house rules: Storyteller fiat is the final authority. Starting Generation is limited to between 12th to 10th. Characters begin play with no more than 20 years of experience as a vampire. Character builds are 7/5/3, 13/9/5, with 15 Freebies. Flaws/Merits are taken only from the 20th Edition Core book. Flaws give bonus freebies (7 pt.Max), Merits require freebies to purchase. (7 pt.Max) Humanity is default; Paths may not be taken at character creation. Starting dots may not raise any Attribute higher than 4 or any Ability higher than 3. Freebies may be used to increase Attributes beyond 4. Freebies may not increase any Ability higher than 3. Tzimisce, Assamite, Followers of Set and all bloodlines are restricted. Camarilla clans encouraged. While we are accepting of new players with a flair for role play, there are currently only 3 seats available at Near Dark, and the most original/fitting character concepts will be given priority. Players who wish to participate should post what day they would prefer (Friday or Sunday), a rough outline of the character they'd like to play (Name, Concept, Clan, Nature/Demeanor), and a short biography of who the character was before and after the Embrace. I'll be checking this thread once in a while to answer any questions. Thanks for reading everyone!
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A Pawn that gets to the end of the Board becomes the most powerful piece in the Game. Pulled into the an academy for rational sciences at an early age, Harry Turnbull's early years Great Britain (ever-increasing in power) gave him a fierce patriotism for the white (British) man's burden to extend the light of rationality to the entire world. After the funding for the academy at which he attended mysteriously was stolen (from a vault with no doors, no less!), he was taken in by hucksters teaching "sorcery" as a path to "true enlightenment." They asked him to prove their formulaic theories on "magic" were indeed false. Time and time again he attempted their tricks, and appeared to be proving that there was nothing to them... ... until he saw something amazing, a fire coming out of a stone exactly as described. It seemed to completely run counter the prevailing theories of chemistry. While it might have been different... he might have joined the Order of Hermes... the ghoul who had infiltrated and reported on him made sure that he was embraced that night. The Tremere knew that in time that the Order would simply die out without recruits. After being embraced, Great Britain was off-limits. His sire took him to the Americas. His creation had more to do with denying an enemy a resource over creating a talented young Tremere, so after a brief two year introduction to the world, he was told to make something of himself, and be ready to allow for Camarilla intrusion into the risky central and western America. In a country he couldn't care less about, in a territory just given from one Old and Filthy (French!) power to a Young and Uppity (American!), he's becoming increasingly interested in bringing a bit of proper British Order back. Harry Turnbull 12th generation Tremere Nature: Rationalist Demeanor: Autocrat (I actually don't really want to play, cause I'm busy and I hate GM Fiat as a basis for a story, but I couldn't resist making a character concept. Good luck player hunting!)
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You got anything against Lasombra Antitribu, the ones that didn't join the Sabbat and joined the Camarilla? Because I got one hell of a character concept for one if you let me. They're not a bloodline in any way, they just didn't join the Sabbat or left it, most didn't join. They regard themselves as the true representation of the Lasombra and are fierce fighters of the Sabbat, huge supporters of the Camarilla. Character concept is already done, just waiting your permission before I type it.
It's gettin near dark in the bayou... Beauregard Charles Baptiste III, inheritor of one of the largest plantations this side of Louisiana. After the death of his father, of whom he had sparse relation with, he now sits atop a pile of skulls, the skulls of all the people his father crushed to climb to the top. Of course, this pile of skulls is a metaphor, and if it wasn't the large number of slaves on hand would clean the mess up. A boy grown into man, Beauregard is large, known for his fine cane passed down in the family, and the wide-brimmed hat and white suit he always wears. When he strolls into town with his collection of slaves, people take notice. When people go missing on the plantation, no one asks questions. When strange noises come from the woods and swamps of the bayou, people walk the other direction. As a boy one of his father's associates, a Ventrue by the name of Mr. Johnson, had shown the boy the true nature of business, and that he would be inheriting something more than a simple plantation. He was embraced, and his grip in the community would tighten with his new found power. He was raised to think this was a normal thing, he thought that as a wealthy white man, this was a normal part of growing up. Growing up, he had become accustomed to the strange, to the dark of the woods. One of his father's associates had constantly visited speaking of deals and a great navy, about unrest in the region. Mr. Johnson had described him as a Lasombra (Doom's character, he GMs for another game I'm in so I can vouch for his skills as a Lasombra.) He had been a devilishly handsome man from the north, a character his father had once shouted. Now that he was in control, he would have to deal with the Lasombra, the man who made every room slightly darker when he entered, the candles that would go out. He was slightly hesitant to meet this figure. The family business is in jeopardy, especially with the Sabbat and their dirty business. Damned abolitionists and negro lovers we're mucking things up. Beauregard Charles Baptiste III would be damned if the plantation stopped making money. Name: Beauregard Charles Baptiste III 11th Generation Ventrue Nature: Bravo Demeanor: Traditionalist (I can do Sunday fine with the current time. It translates to 6-11 PM EST for me if I'm correct. If we do an hour earlier, it would be absolutely perfect, but the current time is okay. I have experience with Ventrue, Toreador, Warhammer 40K Rogue Trader, Dark Heresy, and Eclipse Phase.)
Out of curiousity, why such limitations? Starting dots may not raise any Attribute higher than 4 or any Ability higher than 3. Freebies may be used to increase Attributes beyond 4. Freebies may not increase any Ability higher than 3. Starting Generation is limited to between 12th to 10th
He wants vampires with high disciplines and attributes since you can use attributes more than abilities, and disciplines double as attributes for some things.
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Bernard Voscoe was born in 1788 in Philadelphia. Voscoe was a man fascinated with the occult and sciences. His intellect allowed him to convince several backers to fund experimentation after experimentation, providing data to small cults and orders about how rituals were manipulations in the laws of science that were being used to enact results. It all came down to arithmetic. He was probably on the edge of "Awakening," but the Tremere got to the man sooner, rather than later. Such an interest in their fields, (and uncovering some House Lore that they had much rather keep hidden) he was embraced in a special method. When Brandon Trist received the embrace, the knowledge he had of his former life was hidden under layers of rituals. He could only remember basic information about himself and his own motivations. He was a wonderful clean slate for the House. He wholly fell into his studies on his new condition, and as the Chantry moved to set up new houses further into the continent he was able to go to new places to conduct his experimentation. He has been given the role of "Procurer" in his new Chantry, responsible for procuring rare texts and vessels, which cannot be accessed easily. In his few short years, his driving will and curiosity has driven him to become promoted to a third circle apprentice, a Magus, with freedom to conduct private projects. Brandon Trist 10th Generation Tremere Nature: Visionary Demeanor: Chameleon. Sunday
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Doom said: You got anything against Lasombra Antitribu, the ones that didn't join the Sabbat and joined the Camarilla? Because I got one hell of a character concept for one if you let me. They're not a bloodline in any way, they just didn't join the Sabbat or left it, most didn't join. They regard themselves as the true representation of the Lasombra and are fierce fighters of the Sabbat, huge supporters of the Camarilla. Character concept is already done, just waiting your permission before I type it. If the character concept is good, by all means, take a shot at it. Remember this is 1815, and in the Americas, sect politics are very blurry still. So that's why I'm not limiting Lasombra Antitribu or some Independent clans. The reason I restrict Tzimisce, Assamite and Followers of Set are because I'm either using them myself as major antagonists, they don't fit the scenario, or wouldn't co-exist well with mortals and/or Camarilla society. Longes said: Out of curiousity, why such limitations? Starting dots may not raise any Attribute higher than 4 or any Ability higher than 3. Freebies may be used to increase Attributes beyond 4. Freebies may not increase any Ability higher than 3. Starting Generation is limited to between 12th to 10th Basically, you've got almost 200 years to build up your character, so I'm purposely handicapping people on their Abilities. When you're spending your 13/9/5 points, you can't use them to increase any Ability above 3, and neither can Freebies raise them above 3. But you can still use Freebies to raise any Ability from 1-3. As for Generation, this is mostly just preference. In 1815 there are VERY few 13th Generation vampires, if any at all, and certainly no thin bloods yet. But neither do I want starting players to have too much potency, as it encourages ambitious young vampires to start whetting their appetite at the thought of their peers' vitae. You want real power? Diablerie is your only choice. However, you can use Freebies to raise an Attribute from 4 to 5, because these are inherent traits of your character, and not so much skills they've learned over time. But if you want to go all the way to 5, I want players to pay for it with Freebies, because that represents a special effort on that characters' part to reach that peak of human capacity. A Strength 5 character has been working all his life to achieve that, for example. Also, I should mention, you can't start with any dots in Drive, Computer or Technology. Nobody has any dots in those in 1815. =)
Alright I'll type it up for you. I should mention that after prevents a character from having a doctorate in a field of study from a university since that's what a fourth dot in an ability represents. Just FYI. I don't really care since I have no doctorates for my character.
Doom said: Alright I'll type it up for you. I should mention that after prevents a character from having a doctorate in a field of study from a university since that's what a fourth dot in an ability represents. Just FYI. I don't really care since I have no doctorates for my character. Yeah I'm aware, this is done on purpose. There are very few universities right now, none in the immediate vicinity of New Orleans. Someone to come from New York or Boston or from across the Atlantic is feasible, they could be 'called' a doctor and still only have three dots. In the World of Darkness, standards aren't super high. Lot of doctors out there (especially in 1815) that are unskilled or even quacks.
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Incoming wall of text. Also I'm good for Sundays. Elliot Night 10 th Generation True Lasombra Nature: Visionary Demeanor: Perfectionist Born in 1787 to a father who was a veteran of the revolutionary war. His father was a mariner who later became a wealthy business man by investing in the cotton gin. Elliot's father was a large influence on his life after his mother died of pneumonia when he was 8. He gained his father's cut throat attitude and devilish charm, along his his hatred of the British. Spending majority of his time in his teens working for his father's corporation, he was told that he must follow in his father's footsteps to inherit his vast fortune, so Elliot joined the US Navy in 1806, and quickly proved himself a capable leader. When the flags of war were raised against the British once more, Elliot found himself at the forefront of battle. What Elliot did not know was that he had attracted the attention ofthe true clan Lasombra throughout his time in the Navy. His would be sire brought pain and suffering to young Elliot to prepare and test him. Elliot's fiance was shot by an assassin in front of his own eyes, to which he responded with not fury but a skilled degree of training in which he disarmed the accomplished mercenary assassin, and served justice on the spot. Another time Elliot's wallet was stolen by a pickpocket, instead of chasing after the boy Elliot paid a group of pickpockets to bring the boy to him. Elliot spent the entire night teaching the other pickpockets discipline and respect for their elders using the boy as an example. Lastly, Elliot's father was killed by the clan as part of his final tests. Elliot received news right before a battle that his father had died to a sudden heart attack, yet he continued to serve his ship into battle following the orders of the Fleet Admiral and Ship’s Captain to the letter with a calm head. When his Ship's Captain died from at the start of the battle, he took command and executed a ramming maneuver with his nearly sunken frigate on a larger warship. Ordering his men from the front in a boarding action, he charged the enemy captain with his sword drawn. It was here that Elliot would meet his doom, for the man he fought was a False Lasombra, far stronger and faster than Elliot could hope to match. Blade clashed against blade for what seemed to be hours as the men of both crews watched Elliot put up a defense against his far superior opponent, yet this man clearly was playing with his food. After five minutes of some of the fiercest sword fighting to grace the high seas in years, Elliot was disarmed with a single stroke, stabbed, and lay in defeat. The British Captain sword struck him through his lung and Elliot began to bleed to death. His Fleet Admiral’s flagship rushed to his men’s aid and Elliot watched the shadows themselves begin to strangle the crews of both ships. When the shadows departed, a shadow demon picked up Elliot and returned to the Admirals ship, over the dozens of dead bodies. Elliot awoke later similar to the monster that saved his life. He chose the last name Night in place of his old one, and reclaimed his father’s business, and began his training to become a Vampire worthy of the Dark Father. Mass restructuring of the family business and modernization of cotton gin technology in combination with the devastation caused by the war allowed him to relocate the seat of his power to the south. The man in black who replaces your Blacks was a rumor that began to spread amongst the farmers in the Purchase. Elliot himself is a man whose harsh years under Lasombra training have rendered him cold. His eyes are dull, his smile is wide, and his words are cold enough to drain the life from a man. He’s efficient and precise. His devotion to the Camarilla is as strong as his hatred to the False Lasombra. He wears a nice black suit, leads from the front, and always has a devilish grin on his face. A man of simple things but big dreams, Elliot wishes to return his clan to its former glory, and crush anything that gets in his way.
Running Bull 10th generation Brujah Nature:Deviant Demeanor:Fanatic Running Bull was born in the great planes of the Midwest,a child of an unknown white man that forced himself to his Cherokee mother.Growing up has been rough in the wilds,following the miggration of his clan for hunting purposes,or being forced away from their lands by the white man.As a teenager he became famed in his prowess in the "war parties" and even participated on failed attempts against the white man's army.As years gone by,it appeared to him that his clan demise would be unavoidable,not by their strength,or from their Lore protectors.A lot in his community were speaking about the spirit of the wolf,or the wolfman that would come and save them from the white man's lust for space and power.Running bull on the other hand,was not convinced by that,seing it as cultural mambo jumbo...up until the day he came across a real wolfman in the wilds.The beast was attacking a convoy of travellers,shredding flesh and bone in seconds."what a great oppurtunity to kill white men" he thought and joined in on the frey.Allas,the beast was uncontrollable,and soon turned against him.Being thrown around like dummy,beat repeatedly,Running bull was holding his ground and gettin back up time after time in this hopeless fight managing a couple of injuries on the beast in the meanwhile.Just before his spirit was beat by his injuries,running bull saw a huge pale man coming out of a caravan and charging the beast.Then he passed out. Waking up later that night,he realised he was not himself anymore.That pale face was a vampire of the clan brujah,and took interest in him seeing him lasting more in battle against the beast than his retainers."i saved your life great warrior,and given u the gift of eternal un'life in the process".Running Bull abandoned his clan,following his sire for the next months,learning of this new world.Entering the great cities of the white man,he was awe struck,still holding his old grudge against them though.He was bend on growing stronger and stronger so one day he could be strong enough to challenge the white man's status quo.He even had strong feelings against the Camarilla for that matter,for obviusly being in the side of the white man,but he was biting his tongue and tried not to express that.....not until he was strong enough at least.