A Vampire Like No Other (OC, White Wolf-style Vampire in Gotham)

But what if He does find out? He's the Batman, World's Greatest Detective, after all.
 
Well I know this quest takes place in Gotham can we leave the city if we vote for it?

I prefer to grow in power with a turf advantage than get entangled in Bat business they are far more trouble than thier worth can always come back if we want to.

[X] Ventrue

[X] Lasombra

Anyway welcome to Sufficient Velocity.
 
Thank you! Seems like a pretty cool place so far.

I'm not catagorically opposed to you leaving Gotham if it comes up and y'all want to, but I would prefer you stay here, at least for now. Things in Gotham most often stay at a power level batman can deal with, which also means that a young, weak vampire (like Julius atm) can probably cope with them as well. The power levels of other cities vary more wildly, to my understanding.

And, as Luka told Cody, recent events have the Batfam busy, so you've got some extra breathing room there.
 
[X] Tzimisce
My absolute favorite a crafter sort of vampire that settles down and have the 3 days-nights hospitality rules they are vampires who actually are polite and true to themself also shapeshifting of themself and others can be used for healing and plastic surgery a constant need in places like Gotham.

As they shape themself they can even shape and control animals even there inner beast
 
Last edited:
Thank you! Seems like a pretty cool place so far.

I'm not catagorically opposed to you leaving Gotham if it comes up and y'all want to, but I would prefer you stay here, at least for now. Things in Gotham most often stay at a power level batman can deal with, which also means that a young, weak vampire (like Julius atm) can probably cope with them as well. The power levels of other cities vary more wildly, to my understanding.

And, as Luka told Cody, recent events have the Batfam busy, so you've got some extra breathing room there.

Well we can go to Coast city if timing is right we can become Yellow Lantern or just go to New York where things are pretty chill or Jump city for the matter if Teen Titans aren't formed.

We can leave the country if we wish to do so being in Batman turf isn't going to do us any favours he can keep crying over that place for all I care.

Anyway how did you get introduced to quests before being part of any site?
 
Last edited:
Well we can go to Coast city if timing is right we can become Yellow Lantern or just go to New York where things are pretty chill or Jump city for the matter if Teen Titans aren't formed.

We can leave the country if we wish to do so being in Batman turf isn't going to do us any favours he can keep crying over that place for all I care.

Anyway how did you get introduced to quests before being part of any site?

Those are valid points tbh. I'll make sure I give y'all information about some of the other cities when it comes time for Julius to make a plan for the future. In related questioning, I can change the name of the thread, right?

A few of them got ported over to ffn, and sometimes they get reccommended on reddit, so I knew they were a thing from osmosis. Never really thought about writing one until recently though, when I realized the direct community engagement aspect would probably help me focus on a project instead of getting distracted by other things. I've been a DM for a few years now, so I figured I had some transmissable skills in this arena.

[X] Tzimisce
My absolute favorite a crafter sort of vampire that settles down and have the 3 days-nights hospitality rules they are vampires who actually are polite and true to themself also shapeshifting of themself and others can be used for healing and plastic surgery a constant need in places like Gotham.

As they shape themself they can even shape and control animals even there inner beast

As a Tzimisce player, I concur lol. They're very based, and Vicissitude is definitely the most versatile discipline in Masquerade.
 
Those are valid points tbh. I'll make sure I give y'all information about some of the other cities when it comes time for Julius to make a plan for the future. In related questioning, I can change the name of the thread, right?

A few of them got ported over to ffn, and sometimes they get reccommended on reddit, so I knew they were a thing from osmosis. Never really thought about writing one until recently though, when I realized the direct community engagement aspect would probably help me focus on a project instead of getting distracted by other things. I've been a DM for a few years now, so I figured I had some transmissable skills in this arena.

Well you can do that.

By DM do you mean Social Media user? Can you say what it stands for.

Anyway what format does the quest lean on Narrative aka Plot elements or system aka no plot elements or balance between the two named characters have High DC.
 
Last edited:
Well you can do that.

By DM do you mean Social Media user? Can you say what it stands for.

Anyway what format does the quest lean on Narrative aka Plot elements or system aka no plot elements or balance between the two named characters have High DC.

DM meaning Dungeon Master.

I'm as much a writer as I am a gamer, so probably a mix of both would be the best way to describe it. Julius' vampiric powers in particular are going to feel very game-y from our perspective, and so will the Vitae/Willpower/Humanity numbers that will represent much of his state of being, but I've tried my best to reduce the crunch as much as possible so that what's left melds with the narritive easily.
 
DM meaning Dungeon Master.

I'm as much a writer as I am a gamer, so probably a mix of both would be the best way to describe it. Julius' vampiric powers in particular are going to feel very game-y from our perspective, and so will the Vitae/Willpower/Humanity numbers that will represent much of his state of being, but I've tried my best to reduce the crunch as much as possible so that what's left melds with the narritive easily.

Dragon and Dungeons? So what is your favourite arachatype?

Well that's good to know what I meant is would named characters have Plot armour that increases DC.

Personally I think Ventrue would be good option considering how it has Animalism to boot (Which is immensely helpful in controlling inner beast).
 
Dragon and Dungeons? So what is your favourite arachatype?

Well that's good to know what I meant is would named characters have Plot armour that increases DC.

Personally I think Ventrue would be good option considering how it has Animalism to boot (Which is immensely helpful in controlling inner beast).

Warlocks. Love them so much. Highly customizable, I love the flavor, and they're very useful narratively. A player warlock in my game translates to sidequests, possibly an extra subplot, and another NPC I can use to engage with them differently or steer them where I need them to go.

I don't like characters getting huge stacks of plot armor, because if I can see the plot armor clearly it means the writer did a poor job of foreshadowing the event, or it means the writer is trying to rely on a surprise twist, both of which are an authorial failing imo. I can promise that characters here will not be arbitrarily harder to beat than they should be, just because they've got names and stories.

They will be as difficult as they should be, to be the best of my knowledge and research abilities, and will react appropriately to the events of the story.
 
Warlocks. Love them so much. Highly customizable, I love the flavor, and they're very useful narratively. A player warlock in my game translates to sidequests, possibly an extra subplot, and another NPC I can use to engage with them differently or steer them where I need them to go.

I don't like characters getting huge stacks of plot armor, because if I can see the plot armor clearly it means the writer did a poor job of foreshadowing the event, or it means the writer is trying to rely on a surprise twist, both of which are an authorial failing imo. I can promise that characters here will not be arbitrarily harder to beat than they should be, just because they've got names and stories.

They will be as difficult as they should be, to be the best of my knowledge and research abilities, and will react appropriately to the events of the story.

Good to know anyway what universe have you decided to put our MC? i.e. Elements in the story continuities or game the quest would be based on.
 
[X] Tzimisce

I just want the bioshaping honestly. That can get nuts if allowed to grow. Nilbog, Bonesaw, Red Queen. These are the people with bioshaping and they're very, very dangerous. It's effectively a one hit kill on most mortals too. I mean, we don't need that, there are other ways to do so, but…
 
The Rest of Character Creation
Alright, honestly I wasn't expecting Banu Haqim to win (especially not by such a landslide) but here we are. As promised, a more personal description for Julius (which will soon be edited into the OP as well):

Clan: Banu Haqim

Description: Julius is one of the Judges, a clan with a powerful predisposition towards Law, though it may not be mortal law, or anyone else's but his own. The early days after his embrace are likely to be even more turbulent than normal, as Julius finds himself increasingly unbalanced by his lack of such convictions, but once Julius finds a code worth devoting himself to he's likely to become very stalwart about it. Julius is most likely to desire to embrace mortals capable of assessing and handling threats, enforcing laws and traditions, and punishing transgressors. Those with personal competence and integrity, in other words. An honorable mafioso or clean cop might both be valid options to embrace, depending on what Julius' own moral code winds up being.

Weakness: Julius is drawn to feed from those deserving of punishment, either by his own code or whatever codes that person would normally be subject to (such as, for example, the United States legal code if they happen to be citizens of the United States). This is especially true for vampire Blood, the very essence of transgression. If Julius tastes the Blood of another vampire, he finds it very hard to stop, requiring the expenditure of a willpower point lest he do his best to drain his victim dry. This may also trigger for non-vampires with massive transgressions under their belt (serial killers, mass murderers, serial rapists, etc).

Now, for the 3 physical disciplines and the two others that the base Banu Haqim template comes with;

Obfuscate: Obfuscate is a versatile Discipline that gives its user the power to cloud minds so as to become invisible, or better.
  • First Level: Touch of Shadow
    • Description:This first level of Obfuscate allows Julius to hide a single object from sight, unless someone actively searches for that specific item. "Specific" is very literal here — a character looking for "an Obfuscated book" does not find it, though if she's looking for "the Ordo Dracul Kogaion's handwritten and leather-bound copy of 17th-century rituals" and has seen it before, she would find it.
    • Cost: Free
    • Duration: One hour, though it can be ended early.
    • Modifiers: It works best on items small enough to be hidden in a jacket or fit in a man's pants pocket, though it can be used on objects up to the size of an average human with only a bit of extra effort.
      • For the expenditure of a Vitae it can be used on items up to the size of a car.
      • For the expenditure of a Willpower point, it can also be used to hide areas of unfilled space, like an open window, or a peephole.
    • These two effects are separate, but can be used together (such as to hide a section of hallway).

Ichor: Ichor is the Discipline of direct blood manipulation.
  • First Level: Blood Essence
    • Description: Blood Essence demonstrates one of the most frightening aspects of this Discipline: the ability to distill the essence of a being into their "heart's blood," the holy or unholy life force that contains a being's soul. To use it, Julius must have the target entirely incapacitated, and then he concentrates his spent vitae into a few drops on the target's chest, near their heart. That blood will seep into the target, damaging them very painfully, until it reaches their heart. Once it has done that, Julius can tear open their chest and pull their heart out at his leisure. Said heart has calcified into a semi-translucent grayish-white flask known as a "Debitum," which endures indefinitely. The Debitum enshrouds the spiritual essence (the "heart's-blood") of the victim-which, if examined in detail, can be seen encased within, swimming in despair. If vampiric fangs pierce it, the heart reanimates, pumping a cupful of celadon-colored, aqueous, non-burning flame vaguely resembling the victim into the vampire's maw. Doing so counts as diablerizing the victim (see below). A Debitum crumbles to ash if left vulnerable to fire or sunlight, or when emptied of its contents, all of which free the soul within.
    • Cost: 1 Vitae and 1 Willpower
    • Duration: Permanent
    • Modifiers: None.

Celerity: Celerity grants Kindred the ability to move at supernatural speeds, increasing their reflexes and improving their reaction time.
  • All Levels: Celerity
    • Description: The use of Celerity grants Julius the ability to move at supernatural speeds, increasing his reflexes and improving his reaction time, with each Discipline level granting him a greater degree of speed.
    • Cost: 1 Vitae
    • Duration: 1 Minute

Vigor: Vigor is the Discipline that endows vampires with physical vigor and preternatural strength.
  • All Levels: Vigor
    • Description: Vigor allows Julius to strike opponents with the force of a falling boulder or speeding car; to lift enormous weights as though they were paper; to shatter concrete like glass; and to leap distances so great it might as well be flight.
    • Cost: 1 Vitae
    • Duration: 1 Hour

Resilience: Resilience grants Kindred unearthly toughness.
  • All Levels: Resilience
    • Description: High Resilience makes Julius capable of walking through a hail of bullets, shrugging off even the most punishing blows, and even resisting the deadly claws and fangs of supernatural foes.
    • Cost: 1 Vitae
    • Duration: 1 Hour

You get all of those disciplines at Level One, but one of them comes with a little more. Vote for one to start at Level Two.

[X] Obfuscate
[ ] Ichor
[ ] Celerity
[ ] Vigor
[ ] Resilience


Next up, Bloodlines, and Julius is getting spoiled a bit here. Vote for 2 of them, each of which comes with an additional up and down side.

[ ] Vizir
Description: Viziers are the scholars and artisans of the clan. In many ways, they are similar to the Toreador, but while the Toreador become lost in contemplation, the viziers explode in frenzied creative activity.

Weakness: Viziers lust after knowledge or artistic perfection. They suffer from an obsessive-compulsive derangement that causes them to pursue their art with the tenacity of a pit bull. A Vizier in the throes of his derangement will pursue it to the exclusion of all other activities.

Boon: Gain the Majesty Discipline. Adds additional uses for some Ichor powers.

[X] Sorcerer
Description: Scholars and mages who've been practicing magic for so long that it's ingrained in their very blood and soul, a supernatural beacon passed from sire to childer.

Weakness: Their weakness comes from their lust for magical power. A Sorcerer's aura is so stained with magic that there is little way to mistake him for anything else. They also have trouble using powers to hide themselves due to their blazing auras.

Boon: Gain access to Blood Sorcery. Adds additional uses for some Ichor powers.

[ ] Iltani
Description: Dark sorcerers and subtle assassins, members of the Iltani bloodline are as clever, spiteful and venomous as snakes. They operate in stealth and secrecy, and are masterful manipulators and deceivers. Vipers are unusually adept at controlling their own emotions, and they cling to their anger in death, fueling and transforming its corrosive energy to suit their own purposes. A vampire meeting an Iltani for the first time could never hope to see or understand the depth of the seething anger that is forever just beneath the surface of her stoic gaze – at least, not unless she chooses to unleash her fury.

Weakness: An Iltani's Beast makes her blood seethe with anger and resentment, and never misses a chance to try and seize control, especially when the Iltani is making heavy use of their Disciplines.

Boon: Gain access to Merges Sorcery, and gain Animalism.

[ ] Anvari
Description: The bloodline traces is origins to Sepehr Anvari, a Persian opium merchant in what is now Baghdad. Anvari was Embraced by an opium-addicted sire, and he himself found his clients to be an easy and abundant source of blood. His childer followed the opium trade around the world, pushed nearly to extinction where it was suppressed and flourishing where it ran wild. Bearers of this blood suffer obsession with altered states, whether for themselves or by inflicting them upon others.

Weakness: Anvari only gain half vitae if they attempt to feed on a human who is not currently intoxicated by an opium derivative or synthetic substitute (morphine, heroin, oxycodone, etc.)... though someone intoxicated by Nepenthe also counts. Of course, Anvari also experiences the effect of the drugs after feeding, which can leave them vulnerable.

Boon: Gain Nepenthe, a pseudo-discipline that mimics the feelings produced by drugs, specifically opiates and derived drugs such as Ecstasy or heroin, though it can also be used to inflict sobriety.

[ ] Gehim
Description: Risen from the twisted households of the Austrian aristocracy, the Geheim seem to outsiders equal parts depraved extended family, bizarre esoteric society and cunning aristocrats. The Geheim are notorious hedonists, and their tradition of experimentation with vampiric vitae makes them prone to vitae addiction. Their younger generation is largely composed of corporate climbers and crime lords, a far cry from their aristocratic origins.

Weakness: The Geheim refuse to deny their hunger and believe that no others should deny it either. A member of the line does not regain Willpower during her daysleep if she failed to feed the night prior. For the following night she is irritable, and has a harder time resisting the Beast because of that anger, though this penalty fades once Vitae has been consumed. Additionally, it's easier than normal for the Gehim to fall into addiction.

Boon: Gain Blut Alchemie, a pseudo-discipline that can be used to discover properties of the blood and, more importantly, transmute and concoct with the blood. Additionally, gain access to more general blood alchemy.

[X] Annunaku
Description: The Landlords are fiercely territorial. They see the land and anyone who dwells there as their property, to dispose of as they wish--meaning they can be simultaneously terrifying tyrants and fiercely protective against outside threats. They can be extremely gracious to guests, but brutal against intruders, and it takes very little for someone to slip from one category to the other.

Weakness: The Annunnaku find themselves significantly uncomfortable when not in their own demesne, such that they underperform a little at pretty much everything. If the territory is friendly they might be less impacted, and similarly being accompanied by a dear companion can also lessen it, but it can never be fully nullified.

Boon: Gain Estate, a Discipline that supernaturally connects a Kindred to their domain, for a myriad of effects.

[ ] Lygos
Description: Light is noise. Darkness is the absence of that noise. At least, that's how the Lygos lineage see it. To them, the darkness is pure. They are ribbons of shadow deeper than the shades of night itself. Light is garish. It does not reveal: it only confuses. They worship the darkness. It is a living thing, to them. It has no name, and it has no face, but it is a real thing, an encompassing entity deserving of veneration. A Lygos whispers prayers and entreaties to the darkness to keep them safe if not sane. He begs the darkness to swallow his enemies. He might even leave little treats and baubles behind as gifts for the shadows, and none are surprised when those trifles go missing by moonrise the next night.

Weakness: Lygos are not merely comfortable in the darkness: light is physically disorienting to them. Their perception of light is synesthetic, so a bright light may also be experienced as a piercing noise or unpleasant crawling of the skin.

Boon: Gain Auspex and Nightmare.

[ ] Volgirre (Can only be chosen if you also choose Vizir)
Description: The darkly beautiful Volgirre were experts in the blackest pursuits of art, employing Vicissitude to produce twisted and horrific works of repugnant beauty.

Weakness: The members of this bloodline are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them and can become immobilized with fascination. Such things as masterwork paintings, particularly artful neon signs, or even sunrises can captivate them... though so can artful blood spatters, beautifully mutilated corpses, or other, more horrific, forms of art. Breaking free quickly requires spending willpower.

Boon: Gain Vicissitude.

[ ] Xi Dundu (Can only be chosen if you also choose Lygos)
Description: Taking their name from the Bavili word for "shadow", the Xi Dundu originally hailed from the Congo until a rite gone wrong forced them from their homelands. The Xi Dundu are aggressive overall, and seek to supplant the Guruhi as the Laibon rulers of Africa. Ambitious, sneaky, and able to adapt to non-traditional situations, the Xi Dundu may very well pull it off. Those prized for Embrace include the ruthless, shrewd, and manipulative from any background.

Weakness: The weakness of the Xi Dundu is similar to the Lasombra weakness of casting no reflection; the Xi Dundu cast no shadow of any sort. They also must not be touched by their native soil when they rest else they are greatly weakened; this is perhaps a further reflection of their original banishing.

Boon: Gain Obtenebration.

Vampires Julius embraces may be given one of those bloodlines, or none, but never both.

And lastly, there's a few miscellaneous options. Unlike the above options, you may be able to gain these later, through other means, if you refuse them now.


A Touch of Madness

[ ] A Touch of Madness - Yes
[X] A Touch of Madness - No

This will give Julius a touch of madness, enabling the Dementation discipline, which draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others. The cost of that should be clear.


A Bloody Bargain

[ ] A Bloody Bargain - Yes
[X] A Bloody Bargain - No

This will start Julius out having been gifted a pact with a mysterious being who only appears in reflections; granting Julius access to Ars Speculorum, a pseudo-discipline that grants Julius power over (and eventually, through) mirrors and reflections. Aside from the vitae cost to use this discipline, there appears to be no downside.


Pseudo-Disciplines function the same as Disciplines, except they only go to Level 5, instead of Level 10 like full disciplines do.

Estate is the culmination of several location-based VTR disciplines being smashed together into a single full discipline.

Yes, most of those bloodlines aren't actually Banu Haqim bloodlines, but I wanted some variety so I stole them for you. They all fit the theme enough for our purposes.

As before, I'll do a more personal writeup for whichever bloodlines you pick.
 
Last edited:
Back
Top