#millicent rue
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nightingaletrash · 10 months ago
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why did no one tell me that one of the things you can do with oblivion is essentially drag someone through their shadow into the realm where destroyed wraiths go and then into your arms??? Millicent has absolutely done that to her kids when they're being little shits!!
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ssahotchnerr · 7 months ago
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📇back again
Mabel Mackenzie Madeleine Madeline Madison Mae Magnolia Maisie Maple Margot Maria Marie Marigold Marina Marley Marlowe Mathilda Matilda Maude Maxine May Maya Melanie Melina Melissa Melody Meredith Mia Michaela Millicent Millie Minerva Mira Mirabelle Miranda Mollie Molly Monroe
Nadia Nadine Nancy Naomi Nell Nevaeh Nicola Nicole Nina Nova
Octavia Odelia Odette Olive Olivia Onyx Opal Ophelia Ottoline
Paisley Patience Patricia Payton Pearl Peony Petra Peyton Philippa Phoebe Phoenix Piper Polly Poppy Primrose
Quinn
Rachel Raine Raleigh Ramona Rebecca Reese Regina Reilly Remy Renee Rhiannon Rhoda Rhonda Ridley Ripley Robyn Romilly Rory Rowan Roxana Ruby Rue Ruth
i’m still loving odette — odette hotchner 🥹🥹🥹🥹🥹🥹🥹 that could be a top contender
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robotslenderman · 1 year ago
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Out of curiosity, what were Sullivan’s, Amicia’s, and Kara’s backstories? Specifically their time with the Sabbat. Were they any of the ones listed out in the Night Road game or were they original?
... Sorry anon, bad news, but the question you've asked has an answer which is actually a bit complicated.
(Okay it's not REALLY, but you got me talking and I talked far more than you probably actually WANTED. SORRY NOT SORRY)
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So basically you gotta keep something in mind: Amicia and Kara were made by @nightingaletrash, and Sullivan is mine. They are all the childer of Millicent Rue, much like the canonical Lasombra courier from Night Road. They were all shovelheads, and after two years and her third surviving fledgling Millicent went "fuck it, I have three kids now, I'm never doing this again." After Millicent basically ditched the three of them, to survive, Kara went into working with artefacts, and Amicia and Sullivan became couriers. Kara would eventually be reunited with her biological daughter, who's a Ravnos named Evie (who you've probably seen me talk about -- Sullivan dotes on her), and at some point Amicia moved to Seattle, started a blood den, and became sexually and later romantically involved with Prince Cross.
That's where the simple bit ends.
In reality it's actually a bit complicated past that because of a few things.
Biggest thing: @nightingaletrash and I both have our own separate continuities. For the most part, 95% of what we talk about happens in both, but I essentially have a copy pasted version of Sullivan running around in her head, and she has one of her lot running around in mine.
The biggest differences in our separate universes are these:
In @nightingaletrash's continuity, Evie was the canon VTMB fledgling and Amicia was the canon VTMNR courier.
In Maddyverse (my continuity), Madeline (thus the name) was the canon VTMB fledgling, and my canon VTMNR courier was someone entirely separate called Elisa Mulgrew, my Gangrel, who is Lettow Kaminsky's childe.
So because of that there's minor differences in backstories. For example, I can't quite remember what Evie's backstory is in Maddyverse, where she's not the Fledgling (I have it somewhere!), but obviously she didn't have to deal with all the bullshit the Fledgling did so while she's still independent she's probably less anti-Sect than she is in @nightingaletrash's continuity. And in @nightingaletrash's continuity, Amicia was the canon VTMNR courier, so in her universe Amicia would've had more money sooner and therefore would've met Prince Cross and become influential over there a lot faster than she would have in Maddyverse.
We don't actually talk about the differences much, we just talk about what each universe has in common and if I've had to I just slightly adapt it in my head to fit Maddyverse, and I've always assumed she did the same thing for hers. I've never asked her her explicit thoughts on it but the way I see it, her version of Sullivan is just a duplicate copy that she can do whatever she wants to because my Sullivan is over here in my head, hers is an AU version of mine. She can do whatever she wants to her version of Sullivan because it doesn't have any effect on my (Maddy)version of Sullivan.
I don't do whatever I want with Kara or Amicia though because we've never actually explicitly discussed this and I don't want to be disrespectful of her ownership of her characters, as I know my interpretation is pretty laissez-faire compared to how most people feel about other people playing with their OCs. In any case, both universes have so much in common it's never had to come up, because they're all Millicent's childer, Amicia always ends up in Seattle, Sullivan always ends up working for Amicia -- the only thing that really changes between our heads is when it happens and what Amicia was up to and what Evie's backstory is.
(Am dying to know what Elisa'd probably be up to in her universe, though -- she'd have never diablerised Aila, and presumably wasn't able to come back to Tucson in 2019 because Lettow explicitly requested her as courier just so he could have his estranged childe close by to keep an eye on her. If Elisa was working in Tucson at the time, she'd have been given all the assignments, not Amicia, so there's no universe where Amicia is the VTMNR courier where Elisa could have been present. And given the Tucson court went tits up in @nightingaletrash's universe when Amicia betrayed them to the SI, either Lettow was destroyed before he could ever be reconciled with Elisa, or he went on the Beckoning before they were ever reunited. Which makes me really sad to think about because Elisa was struggling, and VTMNR was when the hardest part of her life as a vampire was finally put behind her. SO THAT GIVES ME THE SADS. Damn, now I've got a plotbunny biting...)
But if we look at their Doylian backstory it gets even more complicated lmao.
Because like. as a character. Sullivan actually started off as an AU version of another character.
(and feel free to tune out at this point because I realise this actually has nothing to do with your actual question of his IN-UNIVERSE backstory, AT ALL, lmao, sorry, it's more his out-of-universe backstory)
So. Maddyverse is Maddyverse because the fledgling is Madeline Jones, my first ever vampire OC. She had an identical twin sister called Meredith. Meredith went on to marry a Welsh trans man named Jonathan Grey and opened a pharmacy in Seattle. Here's a picture I made of him with Artbreeder before everyone realised how fucked up using AI was:
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Meredith was walking home in December 2019 when she got involved in the mass Embrace. She is my canonical VTMB2 main character, although that may change by the time it finally fucking comes out.
I played with Jonathan a bit. I decided after Meredith's disappearance he closed their pharmacy and moved back to the UK, taking their twin daughters with him.
As he was a pharmacist, eventually he got the attention of a Brujah who wanted drugs, and was ghouled. Yeah, Jonathan had a fucking meth lab. He absolutely hated being a ghoul and as he got older and didn't age, he was forced to distance himself from his daughters and basically be a disaster father figure to protect them and also himself.
His Brujah domitor had a Lasombra enemy, who, while fucking with the Brujah, noticed that her ghoul seemed to be pretty resilient to her fuckery. Jonathan was pumped full of Brujah blood, so had a huge "FUCK YOU" streak. Lasombra got distracted trying to fuck with Jonathan and eventually tried to Embrace him.
It took her four attempts, that's how fucking stubborn and how much a fighter Jonathan was. But she managed it. Ended up being a bad idea, though: the first thing Jonathan did when he woke up from his Embrace was stake her ass and leave her out for the sun. And then go back to running his pharmacy.
Problem with this backstory is... Meredith was Embraced in 2019. With the amount of time that passed, by the time Jonathan was finally Embraced we're looking at it being after 2050 in the timeline. So I adored Jonathan and was itching to play him, but I'd never be able to in a modern game because he's too far ahead in the timeline.
But I wanted to play him in VTMNR. I wanted to play him badly. So I tweaked a few things -- he still has the wife that went missing, still has twin daughters, still trans, still Lasombra... but he was Embraced in 1994 instead. He doesn't become as bitter and hateful towards Kindred because he didn't spend thirty or so years as a ghoul, and he had his sisters show up shortly after his Embrace, so he never lost that goofy part of his personality (even if there's very few people who are aware of it).
Given their near-identical appearances, Sullivan is now Jonathan's biological uncle who went missing when Jonathan was very young, almost too young to remember him. The two of them later would meet, towards the end of the 21st century, in Seattle, and Sullivan would attempt to take Jonathan under his wing, but by then Jonathan utterly despised every Kindred he'd ever meet and barely tolerated him. While I haven't decided for certain Jonathan will probably, at some point, be destroyed at Sullivan's hands for Embracing a powerful-ass vampire hunter and siccing him on the vampire populace of Seattle. Even as a Lasombra, given that he was Embraced as a Brujah ghoul, he still has a lot of Brujah traits -- and I don't see Jonathan ever fully toeing the line as a Cainite.
Jonathan might get away alive. Ultimately, he's still got that Brujah in him, and Sullivan doesn't like to physically fight unless he really has to so has few physical skills. But if Prince Cross, his beloved sister's lover, tells him to put him down, then he intends to finish the job. They might end up chasing each other all across the US for decades, who knows... depends if I want Jonathan to live or not I guess, or if I want to keep playing with a story that's nearly a hundred years away and will probably never get to write out (how many VTM fanfics take place in the far future like that?).
UH. ANYWAY. As for Amicia' and Kara's backstories, I'm sure @nightingaletrash will add those on when she can!
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endlessly-cursed · 2 years ago
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Official OC Ships
FOUNDERS ERA
Brunhilda of Cologne x Mathilde Coventry [ @camillejeaneshphm ] x Lachlann Doherty [ @hphmmatthewluther ]
Henriette of Wessex x Frederick of Kent [ @that-scouse-wizard ]
Sancha Delgado x Betwixt, Monarch of the Changelings [ @hphmmatthewluther ]
Luxia Thorne x Evander Mountmorris [ @foundersofhogwartslegacy ]
next gen;
Dayana of Glasgow x Sam Doherty [ @camillejeaneshphm ]
Odalric the Red x Matilda of Essex
Akelda the Tragic x Edward the Valiant [ @cursedvaultss ]
THE RISING ERAS
Matteo Somerset x Sancia D'Este
Ipolytta Howard x Thomas Somerset x Drystan Gaunt [ @foundersofhogwartslegacy ]
HPHL
Primrose Gray x Malcolm Stolberg-Burke [ @gaygryffindorgal ] 
Cecilia Balinor x Lavinia Wakefield [ @gaygryffindorgal ] 
Jesse Seymour x Nadia Erbland [ @gcldensnitch ] 
Beatrice Brown x Orla Atkinson [ @nightmaresart ] 
Blanche Dubois x Lionel Astor [ @cursebreakerfarrier ] 
Ernest di Napoli x Abigail Bennett [ @mjs-oc-corner ] 
Adonis Demiurgos x Minerva Kennedy [ @unfortunate-arrow ] 
Marcellus Thorne x Victoria Montgomery [ @nightmaresart ] 
Nilufer Sultan x Simon Battersea [ @unfortunate-arrow ] 
Phineas Falcon x Hestia Herron [ @cursebreakerfarrier ] 
Emmeline Falcon x Abraham Alden [ @cursed-herbalist ] 
Sara Rosier x Carmine Elderberry [ @potionboy3 ] 
Lihuan Wei x Noelle Brenton [ @magicallymalted ] 
Lucie Cromwell x Thane Greenaway [ @potionboy3 ] 
Ambrose Cromwell x Melinda Ives [ @kathrynalicemc ] 
FBAWTFT 
Jude Dubois x Caspar Brokenshire [ @cursebreakerfarrier ] 
Vincent Somerset x Margaret Taylor [ @camillejeaneshphm ] 
Enya Thorne x Robert Astor 
Atticus Demiurgos-Kennedy x Iolanthe Arcano [ @kathrynalicemc ] 
Albert Rosier x Ruth Marchmont [ @potionboy3 ] 
RIDDLE ERA 
Elodie Dubois x Lyubomir Vulchanov [ @magicallymalted ] 
Lawrence Somerset x Millicent Abbott 
MARAUDER’S ERA 
Denise Shannon x Remus Lupin 
Delphine Vixen x Bessilyn Quinn [ @gaygryffindorgal ] 
Sybil Vixen x Valentina de Valerio [ @camillejeaneshphm ] 
Rue Selwyn x Regulus Black 
HPHM 
Isabelle Dubois x Penny Haywood 
Valentina Somerset x Caiden Solace [ @camillejeaneshphm ] 
Semele Thorne x Kaari Arcano [ @kathrynalicemc ] 
GOLDEN ERA 
Rocío Gallardo x Trinity Reynolds [ @hphmmatthewluther ] 
Almudena Gallardo x Neville Longbottom
Jimena Gallardo x Jebron Perphyra [ @nicos-oc-hell ] 
HPMA 
Mary Ann Von Deyne x Gabrielle Blanchet [ @nightmaresart ] 
Harry Seymour x Savannah Bradford [ @mjs-oc-corner ]
Lennox Arcano-Thorne x TBD [ @gcldensnitch ]
Diana Somerset x Tiberius Dormer
Shreya Battersea-Parsons x John Arthur [ @potionboy3 ] x Kevin Farrell
NON-HP OCS 
Lady Marie Beauchamp x Eloise Bridgerton 
Lisbeth Foy x Ada Thorne 
Esmeralda Yakovsdotter x Genya Safin 
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macabre00danse · 1 year ago
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Name: Elena Petrov
Aliases: Dakota Smith, the Haggler, Black Market
Born: 1990
Ghouled: 2020
Sect: Camarilla
Aspirations: Obtain unique and beautiful items for personal collection. Accumulate an adequate inventory of goods that are easy to flip for cash. Stay mostly off the grid. Stymie bad people who do bad things.
Fears: Fascists. Communists. Mafia members. Human trafficking. The police. Random actions of idiots. Being ripped off. Broken trust.
Thoughts on certain Kindred:
Julian: kinda cute, but he looks like an idiot. I think he does that on purpose.
Lettow: he's like a cheesy character from a dumb vampire movie that never made it past the script editors. Seriously, are all the old ones like this?
Millicent Rue: she is terrifying. She's the one who killed Blackout, so I guess she's my undead step-grandmother. I swear, I'd rather be locked in a room with a mean ballet teacher from Moscow than have to deal with her.
The Courier: I don't normally trust boys who dress like Blackout, but he's a good guy. I didn't expect him to have my back the way he does. Everything about him was unexpected. I'll go anywhere with him.
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badass-at-fandoming · 4 years ago
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Night Road update kicked me back 3 chapters but it’s okay because my jaw hit the floor at this art.
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nightingaletrash · 3 years ago
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@robotslenderman​ shadow fam...
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daphnepearson · 4 years ago
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Euphoria cast >>> Hogwarts girls
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Zendaya Coleman > Hermione Granger
Hunter Schafer > Luna Lovegood
Alexa Demie > Pansy Parkinson
Sydney Sweeney > Daphne Greengrass
Maude Apatow > Astoria Greengrass
Barbie Ferreira > Millicent Bulstrode
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background-poptarts · 5 years ago
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Well I guess if no one is gonna say it, I will. Millicent Bulstrode is a plus size bad ass bitch who deserves the lime light as the Clarisse La Rue of Hogwarts and she definitely deserved more attention in the bookssssssss.
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nightingaletrash · 1 year ago
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imagine if Millicent ended up with lasombra!Astarion as a childer. she wouldn't torture him, but he'd definitely have a fear of shovels and being clipped around the ear
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robotslenderman · 3 years ago
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Just Sabbat things
whats my favourite weapon in far cry 5 you may ask?
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ao3feed-hayffie · 2 years ago
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In This Hour
by BlueMaple
The 74th Annual Hunger Games have been suspended with half the Tributes still in the Arena, and the legalities of the entire affair in question. Panem is on the verge of war - against Snow, not the Capitol - and with all eyes on the Arena again, everyone is waiting to see what will happen now.
Sequel to "Afterburn" and "So Small A Thing". The last chapter of SSAT is, chronologically, not part of the narrative yet, and will be posted after Chapter Two of "In This Hour" - Part Three of the 'All Sorrows Less' 'Verse, from Peeta's POV.
Words: 4328, Chapters: 1/?, Language: English
Series: Part 3 of All Sorrows Less
Fandoms: Hunger Games Trilogy - Suzanne Collins, Hunger Games Series - All Media Types, The Hunger Games (Movies)
Rating: Explicit
Warnings: Graphic Depictions Of Violence, Major Character Death, Rape/Non-Con
Categories: F/F, F/M, M/M
Characters: Katniss Everdeen, Peeta Mellark, Peeta Mellark's Brothers, Peeta Mellark's Parents, Katniss Everdeen and Peeta Mellark's Children, Chaff, Seeder, Cashmere, Gloss, Haymitch Abernathy, Effie Trinket, Cinna, Portia, Darius, Madge Undersee, Delly Cartwright, Clara Everdeen, Primrose Everdeen, Rue, Thresh, Foxface, Assorted Mentors, Assorted Tributes (OC), Coriolanus Snow, Gale Hawthorne, Jon Undersee, Finnick Odair, Annie Cresta, Beetee, Wiress, Mags, Lyme, Porter Millicent Tripp, Johanna Mason, blight - Character, Cecelia, Woof, Halyard Kanaka, Alma Coin, Boggs, Purnia
Relationships: Katniss Everdeen/Peeta Mellark, Annie Cresta/Finnick Odair, Haymitch Abernathy/Effie Trinket, Portia/Darius, Chaff/Cashmere, Beetee Latier & Wiress
Additional Tags: Time Travel, Fix It, Older Everlark, Continuation of the Hunger Games series, Fifty Years Later, WTF???
Read this story on the AO3 at https://ift.tt/eENjQ5q
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robotslenderman · 2 years ago
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You mention a character called Sullivan a lot. Which vtm game is he from?
Is their Nosferatu in that game?
So far I've watched/played vtm bloodlines, vampire redemption, coteries of new York, Shadows of new York, night road, parliament of knives, swansong.
Sullivan is my OC! He's my non-canon VTMNR courier; that is, my canon VTMNR courier I played through the game with is Elisa, but Sullivan was one of the other couriers. He's the first childe of Millicent Rue, who's an NPC in that game. My friend @nightingaletrash has two OCs who are also childer of Millicent Rue so we decided they're all siblings, with Sullivan as the oldest. Millicent canonically sires shovelheads exclusively, and the Lasombra courier is the first childe who survives -- in our respective continuities, she basically had three shovelheads survive in the span of 18 months and stopped siring shovelheads after that lmao.
VTMNR is a visual Choice of Games novel by Kyle Marquis, it's really good if you haven't played it yet!
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cabin7-hufflepuff · 3 years ago
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characters i think should meet each other
jesper fahey and alberto
linh cinder and wylan van eck
percy jackson and peter parker
sirius black and jesper fahey
remus lupin and kai
scarlet benoit and genya safin
mal oretsev and james potter
nikolai lantsov and carswell thorne
annabeth chase and percy weasley
clarisse la rue and millicent bulstrode
levana and the darkling
winter hayle and hazel levesque
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ryttu3k · 4 years ago
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All Night Road Journal entries! For players who are new to VtM, this is absolutely invaluable. For those who are familiar with VtM, it's still pretty neat! Find it in the menu below your stats.
Note - the Characters list changes depending on your in-game actions; this list is based on my Banu Haqim hot mess Courier, Pyre.
Characters
Kindred
Aila: A powerful Daughter of Haqim. You consumed her, Blood and soul, ten years ago.
Edouard Chambet: A member of the Ministry and influential fixer. Or he was until you and Raúl destroyed him.
Julian Sim: Your sire Technological visionary, data scientist, and (by Camarilla standards) an "Anarch" bent on bringing down the Masquerade. You and he worked together under the Camarilla's thumb for a few years before going your separate ways. Now you're both back in Tucson.
Prince Lettow: A Gangrel, originally a minor aristocrat from the Polish-Lithuanian Commonwealth—making him one of the few elders left in Arizona. Lettow came to America after serving as a pilot in the Great War.
Called the Eagle Prince on account of his eagle servant, Riga, Lettow seized control of Tucson after the last Prince launched a murderous and doomed campaign against all non-Ventrue in the city. He magnanimously spared the old Prince's childer and has sought to rule with as much compassion as an undead crime lord can allow himself.
Millicent Rue: A blood trader whose specialty is finding obscure vintages for fussy Ventrue. From a clan called Lasombra, which you don't know anything about. After the fall of Camp Scheffler, has started to rebuild her "business."
Dove: Prince Lettow of Tucson's second in command, a Nosferatu and former courier. Keeps her mouth shut about her past, but she has known Lettow for many years.
Invidia Caul: A Tremere sorceress who works for Julian Sim ever since Prince Lettow forced the closure of her research facility, Kiowa Xenogenetics.
D'Espine: A Toreador. Manages the Cinderblock, a jazz club in Dallas. Obsessed with surgically modifying her ghouls.
Elin Olivecrona: A Ventrue. After the fall of Camp Scheffler, Olivecrona disappeared into the bureaucracy of the US government to work against the Second Inquisition.
Lampago: An ancient vampire—or some kind of related creature—who lurked in Tucson for years until hunters finally drove her away. She now dwells in Biosphere Zero.
Pattermuster: A Brujah. You helped him block a proposed renovation to the hospital.
Reremouse: A Nosferatu elder that dwelled beneath the sands of the California desert. You and Julian spent a depressing year feeding the elder to keep him dormant. When he finally arose, you helped Julian teleport him across the world using ancient sorcery that you do not fully understand.
Z: Julian Sim's mysterious acolyte.
Ghouls
Raúl Cañedo: Vampire hunter you first encountered when a wight attacked you after your CR-X broke down. Now your retainer. Knows how to fight and hunt; also a capable investigator.
Miguel: One of Lettow's retainers and couriers. Killed at Camp Scheffler, probably by hunters affiliated with the Second Inquisition.
Carlos: One of Dove's retainers. A police detective and the local Camarilla's contact with the Tucson police.
Nadia Goh: One of Julian Sim's retainers. Works as a delivery girl for a Malaysian restaurant when not helping Julian.
Others
Elena Prodan: Owner of Covenant Pawn Shop.
Agent Samantha Donati: Technically just a special agent with the FBI's Special Affairs Division, Agent Donati in fact controls most Second Inquisition activity across the Southwest. Her lightning-quick strikes have destroyed dozens of vampires and thrown the local Camarilla into chaos.
Clans
Banu Haqim
Originally from the Middle East, the "Assamites" were once feared assassins and sorcerers. They have recently entered into a tentative alliance with the Camarilla, the vampire shadow-society of Europe and the Americas.
Disciplines: Blood Sorcery, Celerity, Obfuscate. Some Banu Haqim focus on rituals, while others favor inhuman speed and the powers of invisibility.
Clan Weakness: Thirst for vitae. Banu Haqim are compelled to commit diablerie—the sin of draining another vampire, body and soul.
Brujah
Once a proud clan of philosophers, the rage-fueled "Rebels" are now scattered and disorganized.
Disciplines: Celerity, Potence, Presence. Unnatural strength and speed help the unsubtle Brujah in a fight, but the secret to their survival is in shaping crowds with their eerie charisma.
Clan Weakness: Temper. Brujah are prone to losing control of their Beast in terrible rages.
Gangrel
The savage "Outlanders" are shapeshifting beastmasters who, almost alone among vampires, can survive outside of the cities.
Disciplines: Animalism, Fortitude, Protean. Gangrel flesh is both hardy and able to change its form; the Outlanders also have various powers over living animals.
Clan Weakness: Feral. Gangrel struggle to relate to normal humans, especially as their Humanity declines.
Malkavian
The "Lunatics" are all mad, but their madness gives them strange insights. They often serve as court seers and mad prophets.
Disciplines: Auspex, Dominate, Obfuscate. Keen senses and the power to vanish from sight give Malkavians their reputation as prophets. Their mental compulsions often spread their insanity.
Clan Weakness: Madness. All Malkavians are incurably insane.
The Ministry
Formerly the "Followers of Set," the Ministry are friendly and good. There is nothing bad about the Ministry. They are here to help and to get you what you need. They are not a snake cult.
Disciplines: Obfuscate, Presence, Protean. Vampires of the Ministry can become invisible, control minds, and turn into giant snakes (it always helps).
Clan Weakness: No problems here, nothing to worry about.
Nosferatu
The "Sewer Rats" are hideous and malformed vampires whose information-gathering skills make them invaluable. They once managed electronic communication for the Kindred, until the Second Inquisition infiltrated their servers.
Disciplines: Animalism, Obfuscate, Potence. Nosferatu use their shadow-powers not just to turn invisible, but to hide their hideous faces. When exposed, they can call on their unnatural strength, or their allies among the Creatures of the Night.
Clan Weakness: Hideous. All Nosferatu are monstrous in appearance.
Toreador
The elegant and sophisticated "Aesthetes" would prefer you didn't call them "Degenerates." Obsessed with beauty, the vampires of Clan Toreador can seem almost alive when their passions move them.
Disciplines: Auspex, Celerity, Presence. Supernaturally keen senses and a beguiling aura let the Aesthetes thrive among high culture; when things go wrong, unnatural speed helps them escape.
Clan Weakness: Distracted. Toreador are so obsessed with beauty that it can endanger them.
Tremere
The "Usurpers" of Clan Tremere are said to descend from a mortal wizard who stole immortal life from an ancient vampire. Once organized into a disciplined arcane hierarchy, the sorcerers of Clan Tremere are in turmoil after the destruction of their greatest occult stronghold.
Disciplines: Auspex, Blood Sorcery, Dominate. Though famous for their Thaumaturgy—their intricate sorcerous tradition—many Tremere also possess supernaturally acute senses and the power to command mortals with a word.
Clan Weakness: Frail Blood. This manifests in different ways for different Usurpers. Some mend their flesh slowly; others cannot form Blood Bonds or create ghoul servitors.
Ventrue
The Clan of Kings rules from the shadows, controlling modern boardrooms as they once controlled courts and cathedrals. The mental powers of the "Blue Bloods" also protect the Masquerade.
Disciplines: Dominate, Fortitude, Presence. Ventrue study two distinct paths of mental control: Presence is more subtle, Dominate more direct. Some are also nearly indestructible, even when exposed to banes like fire and sunlight.
Clan Weakness: Refined palate. Ventrue cannot drink bagged or animal blood, and most are restricted to a particular kind of human prey.
Caitiff
Not a clan at all, Caitiff vampires are the Clanless—those whose Blood is too thin or whose education was too inadequate for them to join a proper clan.
Disciplines: Varies based on ancestry and inclination.
Clan Weakness: Outcast. The Camarilla has little respect for Caitiff, and other vampires don't treat them well either.
Hunger and Willpower
All vampires suffer from an undying Hunger for blood. Using Disciplines (vampire powers) and mending wounds uses some of the blood you've stolen and increases your Hunger; so does the simple act of rising every night. Only killing and fully draining a living human slakes your Hunger fully, and then only for a time. As a Child of Haqim, drinking vampire Blood also increases your Hunger.
If you become hungry enough, you lose the ability to activate Disciplines or mend your wounds. If your Hunger equals or exceeds your Willpower, you suffer penalties to actions that require concentration and self-control. That includes most actions you take, except those that risk a messy critical—see that entry. The penalties grow as your Hunger grows.
Willpower is based on your Resolve and Composure scores. Increase those scores to increase your Willpower and ignore the distraction caused by your Hunger. Certain actions, like extended negotiations or staying out too close to the sun, can mentally exhaust you, temporarily reducing your Willpower. You can regain lost Willpower by embodying your Convictions (see Experience and Convictions).
Messy Criticals
Succeed too well on certain actions and you run the risk of unleashing your Beast. The monster within you assures your success…at any cost.
Any choice that ends in an exclamation point ("!") risks a messy critical. Most of these are attacks or other aggressive actions where you risk losing control, such as threatening people or bashing down doors. Any choice that involves hunting and drinking from a human also risks a messy critical, and messy criticals there usually result in you draining the mortal completely, reducing your Humanity and leaving you with a corpse to dispose of.
The good news is that choices that risk a messy critical aren't more difficult due to Hunger (see Hunger and Willpower). Your Beast guides you in these savage actions, even when you're desperate for blood.
Experience and Convictions
After a decade of lethargy and routine, you find yourself bursting with newfound creative vigor!
You gain experience in two chief ways: first, by going on missions and succeeding in your goals. Second, by gaining Convictions and living up to them. To gain a Conviction, select choices that increase that personality trait: if you want to Defy the Traditions, then you must Defy the Traditions: ignore vampire laws like the Masquerade (see that entry), disobey elder vampires, and defy the Camarilla. If you want to Seek Luxury, then demand money and inducements as often as possible.
The Masquerade
The First Tradition of the Camarilla—what passes for civilization among the undead—is to hide the existence of vampires from the mortal herd. This is the Masquerade. You can violate the Masquerade by openly using obvious supernatural powers (such as shapeshifting), feeding in public, or failing to dispose of a body you drained.
Violating the Masquerade risks the wrath of elders among the Camarilla. Worse, with the Second Inquisition raging across the United States, a breach of the Masquerade risks sending an entire Second Inquisition kill team to your doorstep. Such an attack usually comes in daylight and can destroy you if you're not careful.
Humanity and the Beast
Vampires aren't human. They're dead things animated by stolen blood, with a screaming monster in their head they call the Beast. Perhaps because of this damned state, most vampires cling to their Humanity and struggle to control the Beast's savage urges.
But the Beast is always waiting. Acts of callousness and brutality strip vampires of their Humanity until, in the end, they are nothing but mindless animals that lurk in the shadows and hunt at night. Even before that point, low-Humanity vampires struggle to act with kindness or empathy.
Killing mortals (unless attacked first, such as by hunters or assassins) is a sure way to lose Humanity. The Beast permits no excuses—killing to feed and killing to hide your true nature (and protect the Masquerade) will stain your soul as surely as killing for sport.
Regaining Humanity is arduous but possible through great acts of sacrifice and by risking yourself for others. But beware: if your Humanity falls low enough, you'll have to spend Willpower (see Hunger and Willpower) to perform even small acts of decency.
The Camarilla
The Camarilla—the so-called Ivory Tower—is a secret society of vampires dedicated to hiding their existence from mortals, a guiding ideology called the Masquerade. Most Camarilla cities are ruled by a Prince (the term is gender neutral). Beneath this monarch is an elaborate hierarchy of underlings and overlords, bound together through favors, mutual enemies, the Traditions (including the Masquerade), and the overwhelming nightly drive to find more blood. Vampires of the Camarilla call each other "Kindred." They all appreciate the bitter irony of that term.
The rise of the Second Inquisition has made the Camarilla more paranoid and restrictive. Where once the Princes tolerated "Anarchs" and fringe types (like independent couriers), now they retreat into their Elysiums—hidden sanctums where they can conduct their business in peace—and try to weather the storm. These nights, the Camarilla are the vampire elite, and like any elite, they are happy to sacrifice everyone else for their own safety or convenience.
The Second Inquisition
The first Inquisition taught the arrogant vampires of the Middle Ages that they were not invincible. They learned that mortals, while weak alone, were almost unstoppable when organized and when they knew their enemy.
The vampires of the Camarilla took the lessons of the Inquisition to heart, hiding their actions behind the Masquerade. But no deception is perfect. As digital technology proliferated in the twentieth century, young vampires adapted, leaving their elders in the dust. They didn't know that mortals were listening in. And even when they realized the danger, many in the Camarilla believed they could direct these hunters at their enemies.
The results of this arrogance were catastrophic: the fires of the Second Inquisition blazed across the world, destroying elders and fledglings alike, cleansing whole cities of vampires. Embedded in the security and intelligence agencies of various national governments, including the FBI and the CIA, the Second Inquisition employs every weapon at its disposal to hunt down and destroy vampires. Now the SI has turned its sights on Arizona. Its goal is nothing less than the total eradication of every vampire in the state.
The Beckoning
A strange event called the Beckoning recently started luring elder vampires to the Middle East. No one knows the source of the Beckoning, but the sudden loss of so many elders—and the vast supernatural power they possess—has thrown the Camarilla into chaos and allowed Anarchs and other independent groups to seize power.
The Nature of the Blood
A vampire's vitae—the stolen blood that flows through your veins—has a variety of supernatural powers.
Disciplines. A vampire's supernatural arts are called Disciplines. Different clans manifest different arts, from mind control and shapeshifting to superhuman strength and speed. Most Disciplines require Blood to activate (increasing your Hunger) and grant a significant bonus to any relevant action you undertake. This bonus increases with your level of mastery.
Mending. You can use the blood you take to repair your dead flesh. In fact, this is the only way vampires can "heal," as they cannot do so naturally.
Ghouls. A vampire who feeds vitae to a living mortal creates a ghoul. Sometimes called a retainer or a thrall, a ghoul does not age, manifests minor supernatural powers such as occasional bursts of great strength, and is loyal to their vampire regnant through the Blood Bond (see below). Most established vampires make use of one or more ghouls to handle their daylight business.
The Embrace. Feed a mortal your vitae and you create a ghoul. Drain a mortal to death and feed that mortal your Blood and you create a new vampire of your clan. You are now the sire to a childe. This act is called the Embrace. Most Princes of the Camarilla forbid Embracing new vampires except under special conditions, as there are always too many vampires and never enough places to hunt.
The Blood Bond. Drink a vampire's blood three times on three separate nights and you are bound to that vampire, forced into service through a supernatural compulsion called the Blood Bond. If you create a ghoul, that ghoul is soon Blood Bound to you. Beware of your sire—you've already tasted your sire's Blood once, when you were Embraced and turned into a vampire!
Learning from the Blood. Vampires of different clans begin with different Disciplines, but you can unlock more Disciplines by tasting the Blood of another vampire and then receiving instruction from them.
Diablerie. To drain another vampire, body and soul, is called diablerie, and the Camarilla consider it the most awful of crimes. But young vampires practice the art in secret anyway, hunting their elders, in order to lower their generation and gain greater power.
Generation. According to legend, the first vampire was Caine, the first murderer. Legend further says that Caine had three childer, who had childer of their own, and that those vampires of the Third Generation founded the clans. Whether or not you believe this story, when a vampire Embraces a mortal, that childe's Blood is thinner and weaker than the sire's. Vampires of high generation are sometimes Caitiff (the Clanless), and those of very high generation are thin-bloods—barely vampires at all. Though a vampire's Disciplines develop with age, generation does not change…except through diablerie.
Functions of Abilities, Skills, and Disciplines
Abilities
Strength: Punching, wrestling, clawing (if you have claws). Most climbing where you haul yourself up.
Dexterity: Balance, speed, reacting quickly. Attacking with a bladed weapon or in coyote form (if you can change shape), reacting quickly. Most shooting that relies on speed.
Stamina: Adds to your Health. Not used actively.
Charisma: Getting people to like you. Leading people into battle or giving them orders. Impressing a crowd.
Manipulation: Getting people to do what you want (even if they don't like you). Most kinds of lies and deceit.
Composure: Adds to your Willpower. Staying cool, in social situations or in a fight (especially when threatened by fire or sunlight).
Intelligence: Education, reasoning ability, analysis. Most forms of research.
Wits: Cunning, cleverness, noticing things on the go. Intuition, "following your nose." Shooting when you can't see clearly.
Resolve: Adds to your Willpower. Determination, patience. Performing tasks that take all night or that are mentally draining.
Use the language of the choices to determine what is being tested. "Quickly" usually means Dexterity, "clever" signals Wits, "patient" implies Resolve.
Specific descriptions override general rules. You normally use Dexterity to strike with a sword, but if there's a lot of smoke and the choice says you need to be clever to hit, that's Wits.
Skills
Athletics: Jumping, swimming, running, dodging.
Combat: Brawling, wrestling, wielding swords or improvised weapons, using claws or teeth.
Drive: This gets your AE86 to its destination in one piece.
Firearms: Shooting a gun.
Clandestine: Sneaking, moving silently, hiding, picking locks, forcing doors.
Intimidation: Threatening, bullying, and forcing others to back down.
Leadership: Giving orders. Commanding your ghoul; also adds a passive boost when you work together with your ghoul.
Persuasion: Getting people to do what you want in a more or less straightforward manner, without lies or threats. Also covers etiquette and manners.
Streetwise: Bribery. Knowing streets and alleys (useful for quick getaways). Interacting with criminals.
Subterfuge: Lying, swindling, and deceiving. Also includes palming, picking pockets, and similar deceptions.
Academics: Nonscientific education—everything from history and philosophy to occult lore. Used in Blood Sorcery.
Awareness: Noticing things just by looking around (or listening or sniffing around).
Investigation: Careful, systematic exploring. Helps you both find hidden items and interrogate people until you find something.
Technology: Crafts, car repair, computer use, and hacking, as well as scientific acumen.
Survival: Finding shelter (especially from sunlight!), hunting wild animals.
Disciplines
Most Disciplines increase your Hunger when used but add a bonus to your actions.
Animalism: Grants you a wolf companion who grants significant bonuses to actions when activated. Your lobo gains power as you advance this Discipline. Low risk of a Masquerade breach; your lobo is just a "big weird dog."
Auspex: Enhances your senses, typically improving skills like Awareness, Investigation, and (if you're shooting where you can't see clearly) Firearms. Low risk of Masquerade breach; Auspex affects only you.
Blood Sorcery: Not a proper Discipline so much as a collection of ritual techniques developed over millennia. Most rituals take time and grant automatic success to an action; particularly challenging rituals, or those opposed by another sorcerer, often rely on Intelligence and Academics. Risk of Masquerade breach varies based on the ritual.
Celerity: Supernatural speed and quickness. Offers only a modest bonus, but helps with a huge number of activities, especially when you need to fight or flee. Mortals will be surprised by but not suspicious of the lowest level of Celerity; any more than that breaches the Masquerade.
Dominate: Overwhelming short-term mind control. Usually succeeds automatically, especially on mortals. A blunt instrument; doesn't gently boost your natural abilities like Presence. Low Masquerade risk since it's so uncanny. Dominate can also be used to scramble memories, which protects your secrets.
Fortitude: Unnatural resilience, even against the vampire's natural banes (fire and sunlight). Not used actively; it works automatically when you're hurt to absorb injury. Low risk of Masquerade breach—maybe you were wearing body armor?
Obfuscate: Fading from sight. Not literal invisibility; people just don't notice you. Mostly used to enhance Clandestine when sneaking. Low risk of Masquerade breach unless you just vanish in front of someone.
Potence: Monstrous strength. Increase your ferocity in combat and smash right through obstacles. Like Celerity, mortals will accept the lowest levels of Potence as the effects of adrenaline, but any more than that breaches the Masquerade.
Presence: Unnatural allure and charisma. Use it to fill mortals with dread (enhances Intimidate) or to enhance your natural charm (pairs with a large number of social skills). Lacks the immediate and inescapable power of Dominate, but more flexible. Low risk of Masquerade breach; people just believe you're unusually magnetic.
Protean: Three distinct shapeshifting powers. Beginners can grow wolflike claws to rip their enemies to shreds. Intermediate students learn how to meld with the earth, sinking into the ground to escape pursuers (or the rising sun). Masters take the form of beasts—in your case, a coyote. Any use of Protean is a huge and obvious Masquerade breach.
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macabre00danse · 2 years ago
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My canon (sorta) VTM Night Road courier- Ross Cervantes, AKA Blackout, of Clan Lasombra. Poor guy left the army and struggled in the civilian world. Then Millicent Rue bashed his head with a shovel, embraced him, and pointed him towards a Camarilla stronghold fully expecting him not to survive. All things being equal, survival is what he's best at. The Sabbat suited him just fine; it felt eerily familiar to his time as a Platoon Sergeant. He didn't know or care about vampire politics, all that mattered was he was in charge and seemed to have a purpose.
Everything changed after 9/11. He returned from a simple solo scouting mission to find the Pack had abandoned him. It took months, but he finally found a friend in a nomadic Gangrel. She taught him a few more survival tricks and he started pretending to be a wayward Ventrue or Caitiff, depending on how low of a profile he needed to keep. Ross wandered the western US taking any job he could, observing the Camarilla slowly become more exclusive and the rise of the SI. He made absolutely no effort to find or reach out to the Sabbat.
Tuscon was a game changer for Ross. Long story short, he left with more cash than he should carry, the love of his (un)life, and a minor stamp of approval in Camarilla domains.
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