Vampire Chat: Vampire political organization and The laws of Vampire,
There are three groups, three sects: the Camarilla, fairly organized and hierarchical, which has strict rules, the Sabbath, which raised the personal power as the only goal in defiance of all morality, and the Unknown, which deserves his name because we know very little about him, and is well known group of vampires who have reached Golconda.
The main rule of the Camarilla, its raison d’être is to preserve the Masquerade, ie to maintain at all costs humanity in ignorance of the existence of vampires, to avoid a return of the Inquisition. There are many other rules, which ensure peace between the different residents of one town. In particular, each is governed by a Prince, whom all are accountable.
In fact, many wars between vampires and deadly, in the shadow run by antediluvian, ancient, low generation, and therefore extremely powerful. For this to protect themselves against this that the Sabbath members seek to increase their power at any cost. In their goal of “natural selection vampire, they bury their newborns after the hugs, and only those able to make inroads to the surface on their own have the right to existence. Better not to think of the suffering experienced by others, condemned to remain trapped for eternity …
The different clans
Brujahs
These rebels are the strongest support of Anarch (young rebels). They respect no authority and no leader can recognize.
Gangrels
Solitary and rustic, they are also called “foreigners”. They are vampires that can change shape more often.
Malkaviens
While others believe completely mad, the members of this clan have a vision and wisdom strange.
Nosferatus
These hideous creatures are shelved and misunderstood of other clans.
Ravnos
One of the most despised clans. They are banned from almost all cities, but often tolerated, for fear that the entire clan land and devastate the country. They have inherited many of the Gypsies, which makes them liars, thieves, secretive, and probably ranks among the least trustworthy of all, but have some knowledge of the Roma …
Toreador
Although known for their hedonistic tendencies, they prefer to see themselves as artists. Only those who are “valid” are accepted.
Tremere
Wizards who come from a former power is a clan particularly limited and prioritized.
Ventrues
Sophisticated and refined taste too, the Conservatives and Calculators vampires are the leaders of the Camarilla.
Caitiffs
They have no clan, they are marginal. Within the vampires, they really go for second-class members.
Disciplines
Animalism
Discipline to communicate and control animals.
1. Song of the beast
2. The call wild
3. Soft whispers
4. Merging of minds
5. Wandering the Beast
Auspex
Conscience, premonitions and extra-sensory perceptions.
1. Intensification of the senses
2. Perception of the aura
3. The contact of the mind (psychometrics)
4. Telepathy
5. Astral projection
Velocity
Supernatural speed.
1. Twice as fast as a human being
2. Three times faster.
3. Four times faster.
4. Five times faster.
5. Six times faster.
Chimere
Manipulation of illusions.
1. Fata Morgana: creating an illusion that may affect one direction at a time. The vampire must be able to receive his illusion, and must remain concentrated above, under pain of disappearing. Cost of a will.
2. Fata Igniis: same as above, but the illusion can affect from 1 to 5 lines. Cost of a will.
3. Permanence: one point of blood, an illusion created by Fata Morgana Fata Igniis or remains even after the vampire has broken his concentration, or that it can no longer perceive it.
4. Animation: the vampire illusion may lead to its convenience. Costs 1 point of blood.
5. Illusory reality: for a person, the illusion is real. The vampire chooses his victim, an expenditure of will, and can inflict damage with its illusions, up to 2 levels of injury, agravées or not. The victim may resist with a jet of perception + empathy against a threshold equal to the manipulation of subterfuge + vampire.
Dissimulation
Capacity deumeurer hidden or invisible, even in a crowd.
1. Cloak of Shadows
2. Disappearance
3. Thousand Faces
4. Invisible
5. Concealment of group
Domination
Eye, mind control and mesmerism.
1. Order
2. Hypnotism
3. The distracted mind
4. Packaging
5. Possession
Fortitude
Describes the resistance of the supernatural character. It adds to the strength (physical strength) normal, and even in part to resist fire or sunlight.
Metamorphosis
Ability to change shape, grow claws and to mix with the earth.
1. Eyes glow red
2. Griffes du loup
3. Fusion in the earth
4. The shadow of the beast: transformation into a wolf or bat.
5. Mist: transformation into mist.
Power
This discipline is in addition to the normal force.
Presence
Ability to control, influence and attract the crowds.
1. Reverence
2. Trance
3. Forced by attraction
4. Convocation
5. Majesty
Miracle
The discipline of magic power. There are rituals, powerful but complicated to run, and four lanes or forms, use more flexible, accessible from level 2 in thaumaturge only.
* The taste of blood:
1. Collection of blood: determination of the amount of blood or its power.
2. Possible use of an additional blood point per turn, to increase an attribute or to heal.
3. Manipulation of blood, for example to make it more powerful.
4. Creation of blood in his body.
5. Powerful manipulation of blood, as the Cauldron of blood that boils the blood of the victim.
* The flame trap:
1. Candle
2. Main Flame
3. Campfire
4. Bonfire
5. Fire
* Telekinesis:
1. 500 g
2. 10 kg
3. 100 kg
4. 250 kg
5. 500 kg
* Checking the time:
1. Fog
2. Rain
3. Wind
4. Storm
5. Lightning
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Note
The descriptions of the clans and disciplines are in part from the first French edition of Vampire - The Masquerade. I also thank David for his contribution Krieff the Ravnos and the chimera.


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