Follow TV Tropes

Following

Lords of Darkness: A Vampire: The Masquerade Grand Strategy RP

Go To

PaulieRomanov Anime Disco Inferno from Roanoke Since: Aug, 2011 Relationship Status: Wishing you were here
Anime Disco Inferno
#1: Jul 26th 2015 at 9:12:06 AM

Welcome to the World of Darkness, a bleak reflection of our own world inhabited by monsters who wear the guise of humanity. The year is 1991, the Cold War is ending and the mortal realm is entering an age of new and unprecedented technological advances. For the blood-drinking vampires who call themselves Kindred, this is yet another chapter in the endless struggles of their kind and as old lords fall, new lords rise. As new vampires arise to positions of power, domains change hands and now the tide is turning for all vampire sects in all ways, whether they be Camarilla, Sabbat, Anarch, or Independent. Now the time has come for these upstart princes to expand their influence and become even stronger in their power.

Alright, this is a tactical grand strategy role-play based off of the Old World Of Darkness, with a focus on Vampire The Masquerade. The gamelines Werewolf The Apocalypse, Mage The Ascension, Wraith The Oblivion, Changeling The Dreaming, Hunter The Reckoning, Mummy The Resurrection, and the fan-game Senshi The Merchandising will also play a part in the game in an NPC capacity.

The gamelines Kindred Of The East and Demon The Fallen are non-canon in this RP as is the Revised Edition metaplot. So in other words, Kuei-Jin and Fallen do not exist in this game's interpretation of the World of Darkness.

The idea behind a Grand Strategy RP is that players are in charge of a territory or domain, and can form alliances with each other for greater control of an in-game territory, or wage war with rivals over said territory. It is turn based, with each turn being one year in-game. The game begins in 1991 and ends in 2025. This may seem like a short time, but this RP is sort of a beta test for other RP's of this nature I intend to make in the future, including a larger, more grandiose version of this RP but with a wider timeline (1500-2015).

For character creation, we will be using the old Mind's Eye Theatre rules outlined in this PDF...

http://technosamurai.net/nobledjinn/Vampire%20MET%20-%20Laws%20of%20the%20Night.pdf

Since the rules are from Revised Edition, there will be metaplot references such as Gangrel being listed as Independent and the Ravnos being decimated. Ignore these references because those events did NOT happen in this RP and won't happen at all. Gangrel are still Camarilla and the Ravnos are still a full clan in this RP's setting and timeline.

Players will create a starting level character and choose a city, town, or region as their domain. It can be almost anywhere in North America, Europe, South America, Asia, Africa, or Australia. All thirteen clans are playable as are the Camarilla, Sabbat, Anarchs, and Independents.

The following clans correspond to the following factions in this RP.

  • The Camarilla
    • Brujah
    • Gangrel
    • Malkavian
    • Nosferatu
    • Toreador
    • Tremere
    • Ventrue
  • The Sabbat
    • Lasombra
    • Tzimisce
    • Various defectors from other clans
  • The Anarchs
    • Similar clan structure as the Camarilla with a few independents here and there
  • The Independents
    • Assamite
    • Followers of Set
    • Giovanni
    • Ravnos

Regardless of age or generation, for the sake of this RP, your character is a domain leader, holding the title of Prince (if Camarilla), Archbishop (if Sabbat), or Baron (if Anarch). Now, as for character creation, here goes....

  • Name:
  • Appearance: (Can be a written description or a picture)
  • Clan:
  • Sect:
  • Domain: (What city, town, or small region do you claim?)
  • Attribute Traits (7/5/3 for Primary, Secondary, and Tertiary traits)
    • Physical Traits
    • Mental Traits
    • Social Traits
    • Negative Traits (Optional, maximum of five negative traits)
  • Backgrounds (Five background traits to spend)
    • Allies
    • Contacts
    • Fame
    • Generation
    • Herd
    • Influence
    • Mentor
    • Resources
    • Retainers
  • Ability Traits (Five to spend at character creation)
  • Disciplines (Three in-clan Discipline levels to spend at character creation)
  • Merits and Flaws: (If any)
  • Equipment: (If any)

You get five extra free traits at character creation to spend however you like.

Influence spheres are categorized separately and come in the following categories: Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Political, Street, Transportation, Underworld, or University.

There are also three homebrew spheres of advanced influence I have added for advanced players: Espionage, Military, and Terrorism. Espionage and Military are found in Laws of the Hunt Revised, while Terrorism is a new influence sphere I created for the RP for when a vampire lord wants to secretly overthrow a mortal government or instill fear in the mortal populace. Each of these advanced influences require perquisite influences and cannot be bought at character creation, but can be acquired through experience points awarded at the end of each turn in-game.

For the prerequisites for advanced influences...

  • Espionage requires Five Traits in Police or Politics
  • Military requires Five Traits in Politics plus at least Two Traits of Espionage
  • Terrorism requires Five Traits each in two of the three areas: Street, Underworld, or Occult.

Feel free to sign up now, I will be creating my vampire character soon.

edited 26th Jul '15 9:13:49 AM by PaulieRomanov

sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#2: Jul 27th 2015 at 12:41:28 AM

Interested, though let's see if I can make any character for this

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
Add Post

Total posts: 2
Top