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Realistic or Modern Where The Shadows Dwell (VtM Dice-Lite)(Always Accepting)

OOC
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Characters
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Lore
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Other
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Neon Valkyrie

She Who Is Called I Am

Please note that this roleplay is set in a dark world, with dark themes.


Anyone likely to suffer negative effects from exposure to such material should read no further. While we are by no means RPing smut or gore, a PG-13 Rating can include; Violence, Coarse language, References to substance abuse, Brief non-graphic nudity in a non-sexual setting, and Non-graphic references to sexual situations. This RP will likely also involve topics like mental illness, death, the occult, religion, and psychological violence, concepts that are unqualified on normal content rating systems. With further respect to the RPNation ToS and Community Guidelines, any graphic depiction or explicit discussion of gore, or sexual/erotic exchanges between characters will result in deleted posts and warnings to the offending users, or removal from the RP as necessary.

RULES
1) However your characters act, treat one another respectfully, inclusively, and, in the case of conflicts, stoically.
2) Mind the above rules on content. This is not a matter of taste, it is a matter of legality, and a matter that affects not only you, but the entire community.
3) While this will be a dice RP, post style will be more like a traditional RP. I want everyone to think of this as a descriptive RP first, and a dice RP second, hence its placement in the thread. True the character creation process is right out of the VtM system, but I like to think you would have put that much effort into your character anyway.
4) All unresolved or escalating conflicts will be brought to me in private conversation. At very least I can ensure that everyone will leave the table thoroughly exhausted, and sharing a mutual disdain for the tacet agreement we've all been forced into.
5) Have fun, and try not to kill anyone ... or do, you know, that's cool too.


Seattle panorama.jpg
Seattle. The largest city in the Pacific Northwest. A shining gem of tourism, enterprise, and technology. Kine flock to the city for it's amazing restaurants, it's lucrative corporate employment opportunities, and its thriving night life. There is, however, another kind that thrives in the shadows of this booming metropolis. We feed on the blood of those who wander too far from the light, as we have since times of legend and myth. We hide our faces from the Sun, from the light of God, and in turn we are granted the gifts of the night, and its curses. Immortality is weighed against a constant and growing thirsf for blood. Superhuman abilities are measured against a new, powerful inner beast that claws always at your mind, demanding to be unleashed. Knowledge of the divine comes at the price of damnation.

We live in a society of artifice, pretending to be civilized monsters, enforcing laws on one another, enforcing rank and order, while our enemies preach nothing but chaos, dominance. They will bring the world down on our heads in one way or another. There is death, even for the dead. While your life and world might once have orbited around the victorian court, Facebook, the office water cooler, the local drop-house, your internet investment firm, it now centres around the Hunt, the Traditions, The Jyhad. It centres around the constant path toward Gehenna.

There are some, though, that have preached a different interpretation. Among the Anarchs there is a small sect, lead by a charismatic, if mysterious, Caitiff who calls himself Rishi. Gehenna, he says, is not the only destination we might walk toward, and much like in the human world, preparing for war often leads to it. Amassing troups has brought about the thin blood. The failure of the honour of the clans has placed a Caitiff at the head of a princedom. Failure to evolve has split the old from the young. All is not lost. Rishi claims that even the elders can find the road back to salvation if they embrace their humanity. Not likely. He may be an optimistic fool, but Rishi has the support of another Caitiff, head of the new Free State of Seattle, Baron Quinn Petropoulos.

It has only been a year since the Princedom was overturned, and the standing Prince, Elias Woodthorpe, relinquished the throne, retreating to his mansion to plan his return. The Baron's coterie keep close tabs on him, but Camarilla wheels are always turning. In the mean time the Anarchs and Camarilla walk the streets as equal, from Neonate to Elder, the old order replaced with new rights. The old positions are respected, in the same way one might respect the general of a defeated army, and the Traditions are still upheld in so far as is reasonable. At Rishi's insistance, siring a childe is still forbidden without approval from the Baron and his council, the former Prince's Primogen, Aside from that, even Sabbat are welcome, so long as they agree to abide the rules.

Needless to say the Camarilla are furious behind their polite silence. Were their losses from recent conflicts not so great, they would likely storm the area in a show of power. The same can be said for the Sabbat, so recently caught in conflict with the Lupine over territory in Canada and the northern states. The peace is a tense one, but it is a peace none the less, and it seems like all factions have some kind of finger in the pie. The Anarchs are there to party. The Camarilla are there to look suspicious and live up to it ... and the Sabbat are there to set it all on fire.

Where do you stand, Whelp?


The New Traditions

The First Tradition - The Masquerade
Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.


The Second Tradition - The Domain
Thy domain is thine own concern. All others owe thee respect while in it.


The Third Tradition - The Progeny
Thou shall only Sire another with the permission from the State. If thou createst another without the State's leave, both thou and thy Progeny shall be cast out.


The Fourth Tradition - The Accounting
Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things, and their sins are thine to endure.


The Fifth Tradition - The Hospitality
Honour one another's domain. When though comest to a foreign city, thou shall present thyself to the Barony. All are accepted, but the unaccounted are as nothing.


The Sixth Tradition -The Destruction
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth to none but the state. Only the state shall call the Blood Hunt.





Important Locations:

Marlowe and Burke - A relatively large legal practice on the outside, don't be fooled by this recruiting ground for Ventrue. The partners are all kindred, while most of their top paralegals are ghouls. While Marlowe and Burke both held titles under the Princedom, they have been allowed to stay after the liberation. Allowed is a nice word. With their incredible level of control over local courts and law enforcement, they could easily start a war on the Anarchs, and if not for the traditions they likely would already have done so.

The Admiral's Arms - Ironically, a vampire themed bar owned and operated by actual vampires. Just crazy enough to work. Just crazy enough to be operated by a Malkavian. Careful application of clan powers can turn anyone who has seen too much into a raving lunatic. Thankfully most kine in the scene are into a little neck biting, whoever is doing it. Dress code: Leather.

Blood - A mixed martial arts gym open only to an elite few. Those elite few are Brujah, but any kindred is welcome to train, to join the discussion, to bunk up if they respect the rules and don't cause trouble. Despite the nature of the building, this is a violence free zone, and essentially the Camarilla Brujah headquarters since the liberation of Seattle.

Collins Fine Automotive - Some Toreador love watercolours, some love opera. Arthur Collins loves cars. He loves driving them, talking about them, probably f@#king them ... certainly IN them. He also sells cars, but only the finest. Collector models, sports cars, imports. If it was designed by engineers to turn you on, Arthur probably sells it, or can get his finely moisturized hands on it.

Granger Whole Market - Another Brujah haven, this one operated by Anarchs, the establishment acts as a blood bank for bankers and farmers alike, too meek, squeemish, or obvious to find prey of their own. There's an entrance to the sewer in the back room through which Nosferatu frequently interact.

Porcelain - A self-aware fine furniture and china shop built in an abandoned, half-built subway station, accessible only be sewer. With most of the structure already built when the train's route changed, it was a simple matter of erasing it from records, closing off the entrances, and decorating. You wouldn't recognize it today; Oak flooring, chamber music, a chandelier. If you appreciate the finer things a home can offer, visit a Nosferatu near you.

The Exchange - Another Ventrue holding, this building provides a full range of financial services; from legitimate currency exchange, to financing your new car, to laundering kindred finances at a reasonable percentage.

Camp Riverview - An unoriginally named campground operated by a Gangrel ghoul. Located along the river, with the city between it and the rest of the state's large forests, this small patch of unkempt forest land provides sanctuary for Gangrel, and campers with low standards. Recently a number of Ravnos have set up a makeshift camp amid the trees. The Gangrel don't seem to mind any more than they mind anyone else.

The Church - An actual church, this is only a facade. In truth it is where one goes when one is forced to deal with the Giovanni. If someone points you to "The Church," they don't mean the Lutheran church on 17th, they mean St. Vincent's Cathedral, newly renovated, was acquired by the clan some decades ago. No one dares push them out, for obvious reasons.

The Cover of Night - There is a manhole cover in downtown Seattle, on an unassuming street corner within earshot of a jazz bar, through which you can deal with the devil. It's not really the devil, hopefully not anyway, but none can say for sure. Handwritten messages are dropped through its rusted holes, requests for information, for items and artifacts, for unsavoury favours, all are responded to within the hour by text message from an unidentified number. Terms are given, and if met, that which has been requested finds its way to the one making the request. Rumours of Tremere or Followers are abound, but the operator insists that they are the actual devil.
 
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~ Reserved ~

Future use: well known NPCs, Encounter tables, and major plot or group events.
 
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~ Reserved ~

Future use: In-game character reputation notes/crimes against the state, and The Red List (bans).​
 
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~ Open ~

A chill wind blows in from the west. Heavy rain plummets from the black sky above. It's just after dusk, January 4th, 2020. Christmas is dead, New years is a fuzzy memory. Everything is back to normal. All hail the status quo.
 

MacKenzie Wilson

Location: Seattle, WA - Discovery Park
Group: N/A
Willpower: ●●○○○○○○○○
Blood Pool: ●●●●●●●●●●●●●○○
Condition: Just a tad insane
Health: ■■■■■■■■
Action Summary: Sneaks past officers, heads for the City.
○●□■
MacKenzie rose from the tepid, scummy water that trickled through the culvert. She was filthy, her clothing ruined. She looked like something out of a horror movie. The thought brought a twitch of a smile to her face, quickly washed away as her gaze darter behind her. You ARE something out of a horror moviethe victimMurderer!Hewouldhavekilledyou.HeTRIEDtokillyou.you're going to hell.It felt so good, why did it feel so good. "I had no choice, I was so ... so hungry." She muttered, her converse all but rotten off as she strode cautiously toward the gaping maw of the culvert.

The grey light of day had been replaced by red and blue, flashing in turn. Police. They'd found him, her attacker, her meal. She could hear them now, the squelch of a radio, a low, gravelly voice responding with incomprehensible numbers, the quiet rumble of a high-powered engine. Would they suspect her if she just walked out, strolled past? A filthy teenage runaway? That wasn't the problem. They might find out who she was, might try to send her back to Toronto. Little Dead Girllittle dead girlDon't listen!LittleDEADgirljustlikeherFAMILY! The chorus all around her made her wince. She could hear the culvert groaning hungrily behind her. She had to get away, get out of the area, had to find new clothes. No one had seen her, no one except the dead man, and she trusted him to keep her secret.

Biting at her lip, she cast a glance over her shoulder, back at the long, dark, metal throat behind her. A tongue of natural debris and pouring water rushing around her feet, the hungry, echoing gurgle of water suggested a long, dark walk to a dead end. She could almost hear her name echoing out of the churning shadows, feel the hot breath of hell rushing past her. She stepped out of the culvert. The rusted metal tunnel let out onto a small, silt section of the otherwise rocky shore. Just a few feet past that, a lip of scraggly roots from trees and ferns held a crumbling dirt bank in place, a two or three foot climb separating her from the little park. The churning of the spill-off into the ocean provided cover for her sloshing footsteps as she waded carefully to shore, peering off down the coastline, down to where she'd decided to die in the sand. not too lateYou could still DO IT!you could have just told someone ...DO IT! Probably just mess it up somehow. Never to late to try, never to late to hope, right? Right?! Trees loomed over her menacingly as she crawled up the dirty overhand and up into the grass. She left what remained of her converse in the ocean.

The police officer and his silent partner stood just a few dozen feet away. For whatever reason, neither seemed terribly interested. One officer a tall, broad shouldered man with olive skin and a salt-and-pepper fade was cradling a coffee, while a much lankier, slightly taller blonde man with a well-kept, short-cropped beard stood a few feet further away, directing pedestrians past the line of police tape that separated public park from active crime scene. On one side of the path, a bluff rose sharply upward, and on the other side stretched the trees, full of potential snaps and rustles and doom. MacKenzie stared for long minutes, and had almost gotten comfortable with the idea of scaling the bluff when two drunk men with the jarring, uncoordinated movements of far-gone meth-heads. One wore unmatched, ill-fitted active-wear, while the other, leatherier one wore an open black blazer and a pair of acid wash jeans. They started yelling incoherently at the officers immediately.

MacKenzie bolted forward, her bare feet carrying her silently across the dirt path. Darting into the trees only as far as was necessary, she paused only for a moment, hidden behind a narrow tree, partially illuminated by the red glow of brake lights. The fight escalated, the leathery man managing to work up enough spit to gob on the bearded officer as he explained that the park was off-limits tonight. As both officers converged on the meth-heads, batons out, MacKenzie darted past. The noise of the fray faded behind her as she headed for the lights, for the city, just a few hundred feet away. At least she could pass for homeless there, at least she could leave hell behind. Each step pushed her unsettling hallucinations back into dormancy, made her feel powerful again, made her feel free. "Little dead girl." She said aloud, then cackled quietly.
 
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