Ashes of the Angels

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krellen
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Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:21 am

Ashes of the Angels is a game set in the now-defunct world of Vampire: the Masquerade. Though White Wolf ended the World of Darkness (brining about Gehenna, the Apocalypse and Ascension all at once) almost a decade ago, we're turning back the clock and going ahead with the world before its ultimate ending.

Ashes of the Angels is set, appropriately, in the City of Angels, Los Angeles. Los Angeles sits in a unique position in the world: it is held as an Anarch Free State, where the conflict between the Camarilla and the Sabbat does not hold sway. The Kindred of Los Angeles hold neither to the belief that the Elders are enemies nor that they are lies - instead they view themselves, Vampires, as monsters that must nevertheless live and dwell with the mortals; survival means secrecy, and Anarchs do not flaunt their supernatural nature if they can help it. Attention is their enemy. But though they uphold the Masquerade that is the invention of the Camarilla, they dismiss the hierarchy that comes with that ancient structure. They do not revel in their monstrosity, as do the Sabbat, but neither do they see the need for the (often tyrannical) rules of the Camarilla. They live free, bound only by their nature and mutual need for survival.

Los Angeles became a Free State near the end of the Second World War, when Camarilla focus was divided and the local Anarchs could thrust off the yoke of Camarilla rule. Until the turn of the century, the Anarchs successfully held off any Camarilla or Sabbat intervention in the city, effectively freeing the southwestern corner of California from the power struggle the two sects regularly engage in.

At the turn of the century, however, the Anarchs suffered a brutal defeat as the Kuei-Jin - vampires of the East, more akin to spirits-in-mortal-flesh than the inhuman monsters that are the Kindred - established a foothold in Los Angeles's Chinatown, destroying many dozen Anarchs in the process, including most of their leadership. In the power vacuum left in the wake of the invasion, the Camarilla returned, sending a two-century-old Ventrue, Sebastian LaCroix, to become Prince of Los Angeles. There existed an uneasy truce between the Anarchs and Camarilla of Los Angeles for several years, fuelled by mutual need as both Kuei-Jin and Sabbat expanded their influence in Los Angeles; as much as the Anarchs resented the Camarilla, and vice-versa, both despised the Sabbat and eastern vampires more.

The balance of power changed rather abruptly a few weeks following the (unlawful) Embrace of a Malkavian named Francine Fauster - known as "Frenchie". Her sire slain by Camarilla decree, Prince LaCroix spared the young Childe to avoid a confrontation with the city's Anarchs. This proved to be one of many mistakes the Prince would make; Frenchie bore unusually potent blood for one so young, and in her wake travelled ripples of change. She grew into her new life, being instrumental in a plot involving an ancient artifact known as the Ankaran Sarcophagus and the eventual toppling of the precarious balance held between the four supernatural sects of the city.

It ended one fateful night - known now as the Night of Flame - when Prince LaCroix called a Blood Hunt, the sanctioned murder of another vampire, upon Frenchie, supposedly for the murder of Nines Rodriquez, leader of the Los Angeles Anarchs. The Anarch community rallied behind Frenchie, guided by Nines himself (who, indeed, was not dead), and in a single night raided both the sacred temple of Chinatown wherein lay the power of the Kuei-Jin and Venture tower where the Prince himself made his home. The night ended in a spectacular explosion atop the tower, engulfing at least ten stories in flame and leading to the inevitable collapse of the entire building. Having earlier driven the Sabbat from the city, this night reestablished Anarch domination over Los Angeles, solidly restoring the Free State.

Broken, the Camarilla has retreated to lick its wounds, though it still holds a (minuscule) power base in the richer parts of the city, especially Beverly Hills and the Westside in general. The Kuei-Jin and Sabbat have both been driven wholesale from the city, leaving no trace, and the Anarchs have returned to their old haunts, oft divided on matters of policy with no clear consensus or uniting front to bond upon. While most Anarchs will bow to the wisdom of Nines, he has little interest in holding the reins of power, believing the best policy is "getting a group of people together who aren't a**holes and holding on to what's yours." Thus have the many districts of Los Angeles been broken into diverse Baronies ruled by the whims and rules of local powers.

This is the stage upon which your stories shall be told.
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:23 am

Characters

Characters will be built upon the SPIRIT system. As vampires tend to Embrace only the most promising from among the herd of Kine, they will have 8 points to allocate among their various aspects.
Any score of -1 should be heavily justified; this represents a crippling deficiency in that aspect, to the point of a visible handicap. Few vampires would Embrace one so cursed without good reason.

No score can be higher than 3, though see the Enhancement power below.

Blood Points

Every vampire has 10 Blood Points, used to power both Disciplines and unlife. A vampire that ends a night with less Blood Points than required to fuel their undead body - a variable figure that starts at 1 and grows higher as their bodies take physical injury- falls into a state of called Torpor, a dreamless death-like sleep that can only be reverse with the taste of blood.

Vampires regain Blood Points by feeding; most mortals possess 3 Blood Points that can be taken safely, and another 3 that increasingly endanger their life. A mortal can be killed by draining 7 Blood Points from them - draining them dry. Each point of Immunity a vampire possesses allows them to draw an additional Blood Point safely from a mortal. Killing a mortal is bad form, and frowned upon by Kindred society; those that kill too freely often fall to the Beast, the hunger inside them, and must be put down.

In general, feeding reveals you as a supernatural; however, the process of feeding is pleasurable for the mortal, and leaves them in a state of stunned ecstasy such that they often forget what happened - so it is only the eyes of others, not the feeding victim, that can violate the Masquerade.

All vampires possess two powers simply through virtue of their blood: Enhancement and Enslavement.

Any vampire can improve their physical ability by engorging their systems with their blood; each Blood Point spent on Enhancement grants a temporary point to be added to Speed, Prowess or Immunity (Resolve, Ingenuity and Talent may not be improved in this way). Multiple blood points can be spent this way, but no aspect can be improved above 4 in this manner. Blood Points can also be spent to heal wounds, either immediately or overnight (overday?).

Vampires are also capable of creating "ghouls" - mortals empowered by vampiric blood. Ghouls do not age and enjoy a small share of their master's power and Disciplines. Feeding a mortal one Blood Point empowers them as a ghoul for one month (and a mortal can hold at most 3 Blood Points at a time). Vampiric blood is addictive, and ghouls become quiet submissive to the vampires that empower them, often losing even their own sense of self-preservation. The Anarchs officially frown on the creation of ghouls (it is seen as a Camarilla power-ploy), though a few prominent Anarchs are known to have ghouls of their own.

Characters should be PM’d to me; public application would immediately reveal any secrets and affiliations, which would quickly erode much of the political play of the game. Unless otherwise noted, characters may be newly-Embraced, long-time residents, or new arrivals seeking territory. They may be members of either the Camarilla and the Anarch movement, or of neither – though not of both. There exists far too much tension between the Anarchs and Camarilla for a successful double agent to straddle the line, particularly after the Frenchie did that very thing to bring about the Night of Fire.
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:29 am

Disciplines

To add to these stats, Vampires also have powers known as Disciplines that give them certain supernatural abilities. All Disciplines are fueled by the power of the vampire’s blood; it requires expenditure of a Blood Point to use a Discipline. What Disciplines are available are determined by your Clan (below). Each Discipline has a rank, between 1 and 5; the higher the rank, the greater benefit gained from using the Discipline.

Animalism: Supernatural control of animals. Animalism allows a vampire to call and control creatures of nature, summoning progressively larger creatures to do their bidding (at a variable cost in blood points). A single level of Animalism allows a vampire to feed off creatures as small and innocuous as rats as if they were human (though animals tend to have fewer Blood Points; you cannot subsist off animals without Animalism, however).

Auspex: Supernatural senses. Even the simplest use of Auspex allows a vampire to read auras to determine a creature’s mood; it also reveals supernatural creatures. Higher level of Auspex lead to increased ability to discern things about the nature of those observed, up to and including, at Rank 5, mind-reading. Generally, each rank of Auspex grants a bonus to checks for perception and insight.

Celerity: Supernatural Speed. Each rank of Celerity adds to your Speed when activated (costing a blood point). Making use of a Speed higher than 4 around mortals reveals you as a supernatural, which violates the Masquerade that even Anarchs hold to.

Dementation: Madness. Dementation is unique to the Malkavian clan; use of Dementation allows others – mortal or supernatural – to tap into the madness of your mind, imparting both clarity and confusion. Use of Dementation most commonly causes people to do as you wish within reason, while high levels allow you to violate reason, sense and even survival itself. Ranks higher than 3 allow the madness to spread to multiple targets. Generally, each rank of Dementation grants a single-point bonus for tasks related to creative thinking.

Domination: Mental control. Domination is the tool of the Camarilla, as evidenced by its availability only to the two clans with the most invested in Camarilla structure. In practice, Domination is similar to Dementation, though its focus is less on insight and confusion than on pure mental control. The feats accessible to Domination are similar at all levels to Dementation, with the addition that, at Rank 3, subjects no longer even remember actions taken while under its influence. Generally, each rank of Domination grants a single-point bonus for tasks related to command.

Fortitude: Supernatural Immunity. Each rank of Fortitude adds a single-point bonus to tasks avoiding physical-related injuries.

Obfuscation: Supernatural Stealth. A single rank of Obfuscation allows you to remain hidden even when moving within plain view; Rank 2 allows hiding behind unbelievable things, such as lamp posts or fences, while higher ranks allow progressively unreasonable cover, culminating at Rank 5 with the ability to vanish from the sight of the most acute observer. Rank 3 allows the user to disguise as another being. All uses require a blood point to activate.

Potence: Supernatural Strength. Each rank of Potence adds to your checks for feats of strength (including physical combat) when activated (with a blood point). Use of Prowess in excess of 4 around mortals reveals you as a supernatural, which violates the Masquerade that even Anarchs hold to.

Presence: Supernatural Charisma. Each rank of Presence adds to your checks when used to influence others (this does not require a blood point). Talent in excess of 4 can cow and even enthrall mortals and supernaturals alike.

Protean: Shape-changing. Protean is unique to the Gangrel clan, who hold a close tie with Werewolves and natural alike. Rank 1 Protean allows the Gangrel to see in the dark for the cost of one additional Blood Point a night. Rank 2 grants claws, with progressively higher ranks allowing shapechanging into progressively more fearsome predatory shapes, giving bonuses to both damage and defense (at an increasing cost in blood). Use of Protean around mortals reveals you as a supernatural, which violates the Masquerade that even Anarchs hold to.

There are other Disciplines, capable of even stranger ranges of power, but these constitute those available to PCs. Other known powers are the Tremere’s Thaumaturgy – Blood Magic, allowing all sorts of magical ritual to be enacted through the vampire’s blood – and the two signature powers of the Sabbat: the Lasombra’s Obtenebration, Shadow-Sculpting, and the Tzimisce’s Vissicitude, Flesh-Crafting.

Characters have 4 ranks to distribute between their three Clan Disciplines (see below).
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:40 am

Clans

Though Thirteen “Clans” – distinct bloodlines founded by ancient vampires – of Kindred exist, only six are available to PCs, with a seventh holding only minute power still in Los Angeles.

The Brujah are the centre of the Anarch movement. Rebellious, independent and argumentative, the Brujah hold great power in Los Angeles, holding power in Chinatown, South-Central and throughout the city. Nines Rodriguez leads Los Angeles’s Brujah.
Brujah Embrace primarily from two groups: toughs and reactionaries. A leader of a local gang that runs afoul of Brujah territory often "lives" to talk about it; the Brujah are so impressed by his charisma that instead of destroying him to preserve their territory (and the Masquerade), they Embrace him to make him part of the fold. Late-night rallies on college campuses, as well, are prime picking grounds for the Brujah. Those that speak with the most passion and fervor often receive a midnight visit from a Brujah, who Embraces them into the Clan.
Brujah have access to the Disciplines Celerity, Potence and Presence, and most tend to have high Speed.
All Brujah are members of the Anarch movement; no Childe would be suffered who was not a true believer.

The Gangrel are an independent clan of shape-shifting, werewolf-like vampires. Generally beastial and unruly, some older Gangrel lean more towards loner and scholarly roles. The Gangrel were the first clan to leave the Camarilla, and currently hold no ideal as their own; Gangrel are, in whole, independent creatures, having no true leader in Los Angeles; one, “Lobo” Lopez, does however hold East L.A. as a “free zone”, where the squabbles of other vampire sects are outlawed, by virtue of the strength of his pack.
Most Gangrel are iconoclasts and loners, though some run in packs with other Gangrel, operating in social manners much akin to wolf packs. Like attracts like: after several decades of unlife, a "loner" Gangrel will often pine for a like-mind, finding another lone individual to Embrace into the clan and share their unlife. Such partnerships rarely last, however; after a while, both vampires once again return to their lone lifestyle. The pack Gangrel are less discriminating in whom they Embrace, for they often do so seeking to bolster numbers after a conflict has resulted in a few Final Deaths. In such cases, the Gangrel will Embrace those that will be little-missed from within their demesnes, typically the vagrant, drifter, or street tough sorts.
Gangrel have access to the Disciplines of Animalism, Fortitude and Protean, and most tend to have high Immunity.

The Malkavians are, in whole, insane. Every Malkavian holds some level of insanity, ranging from paranoia and various phobias/philias to full schizophrenia and multiple personalities. Despite this, however, Malkavians hold great insight into things otherwise unseen and thus hold significant power in Kindred politics, for they often know a secret others would leave in the dark – a tool that aided greatly in the downfall of Los Angeles’s Camarilla. Because of their inherently fracas nature, there is no real unification among the city’s Malkavians – although when Frenchie calls, the Malkavians always answer.
Malkavian Embraces, like the Malkavians themselves, follow little rhyme or reason. While they often seek out those as "touched" as themselves, anyone that associates frequently with a Malkavian is a prime candidate for their Embrace; after all, those that can tolerate the often bizarre behaviour of a Malkavian would feel right at home in the Clan. Because of their tendency to Embrace those close to them (both physically and emotionally), many Malkavians have backgrounds working in the mental health professions.
Malkavians have access to the Disciplines of Auspex, Dementation and Obfuscation and tend to have high Ingenuity, representing the mixed blessing of their in-born madness.
All Malkavians must possess at least one rank of Dementation, representing their connection to the madness within them.

The Nosferatu, also called Sewer Rats, are twisted monsters, reflecting on the outside the monster that all Kindred hold on the inside. Due to their appearance, Nosferatu cannot truly interact with mortal society and confine themselves largely to the sewers of their home. The Nosferatu justify their twisted existence by being indispensable: Nosferatu pride themselves on knowing everything that goes on in their city and peddle that information in exchange for their various needs. “Gorgeous” Gary, an actor from the Golden Age of Hollywood, leads Los Angeles’s Nosferatu.
The Nosferatu Embrace follows two primary traits: talent and humility: the former a reward, the latter punishment. Those brought into the Clan for their talent often do so because they excel at rooting out secrets - more often than not, rooting so far to touch, or even penetrate, Kindred society itself. Those brought into the Clan for humility are the vain, pompous and self-righteous; those whose inflated senses of their own self-worth grate upon the perverse sentiments of the Nosferatu and are brought into the Clan - and made inhuman monsters by the Embrace - to teach them humility and "bring them down a peg". These Nosferatu tend to be far more bitter and resentful of their new "life" than those brought in for their talent (who often existed on the fringe of society to begin with.)
Nosferatu have access to the Disciplines of Animalism, Obfuscation and Potence, and most tend to have high Prowess.
Because of their appearance, Nosferatu may not have a Talent higher than 1 (and that will be entirely social skill).

The Toreador are lovers, poets and artists. Toreador remain closer to humanity and keep more ties with their mortal lives than other clans of vampires. They flock to beauty, both outer and inner, and often deplore the measures enacted by the Camarilla to uphold order. Isaac Abrams, a Hollywood financier, leads the Toreador of L.A, centred in Hollywood.
Toreador Embrace primarily because of artistic talent; those that attract the patronage of a Toreador through their talent frequently become Toreador themselves. Figures of beauty - external or internal - are oft pined over by the Toreador, and those whose beauty proves most exceptional receive the Embrace. Sometimes, Toreador Embrace out of desperation or love; to save a figure of their affection from self-destructive behaviour or to bring one into the fold to share unlife with them. The former tend to be Embraced unwillingly, while the latter start their unlives with eyes wide open and step into Kindred society prepared and willing.
Toreador have access to the Disciplines of Auspex, Celerity and Presence, and most tend to have a lot of Talent.

The Ventrue are the kings of the Camarilla, though few now remain in Los Angeles. Masters of command and culture, Ventrue are often drawn from the upper echelons of society. Most were figures of power, or rising power, before their Embrace. Broken after the death of Sebastian LaCroix, the handful of Ventrue remaining in Los Angeles are led by Arthur Redbloom, who was previously a low-ranking flunky of the Prince.
Ventrue Embrace to increase their personal power. Promising executives - or rising managers who would otherwise be laid off - often receive an Embrace after a hostile takeover of their corporation. Ventrue also Embrace those used to taking orders - soldiers, mercenaries and low-level members of organised crime. Usually Embraces of this sort happen when the Camarilla finds itself in turmoil, whether because of interceding Sabbat packs or a rising Anarch movement; as such, the latter is far more common in modern-day L.A. than the former.
Ventrue have access to the Disciplines Domination, Fortitude and Presence, and most tend to have high Resolve.
All Ventrue are members of the Camarilla; as the ruling caste, they have too much to lose by joining the Anarch movement.

The Tremere also hold a modicum of power in Los Angeles still, centred in the Chantry of their new Regent, Victor Maximillian. The Tremere are strong supporters of the Camarilla, as their clan holds a lot of power behind the scenes. Though PCs cannot belong to the Tremere, you can expect them to wield the Disciplines of Auspex, Domination and Thaumaturgy.
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:43 am

Neighbourhoods

A rough breakdown of the various parts of Los Angeles follows.

Downtown is the business centre of Los Angeles. It consists mostly of office-space and civic buildings. As such, few people actually live in Downtown; most of its population is transitory, either travellers staying in local hotels, ill-informed tourists, or the homeless - although some few, particularly wealthy individuals do live full time in local hotels, and there are still several middle-class apartments in the area.

Chinatown is a subsection of Downtown L.A., holding the bulk of the city's Asian population. Chinatown has recently undergone a period of urban redevelopment, led by local leaders seeking to reclaim the streets from the gangs that plagued them. After a recent resurgence in crime were followed by several street-wars - culminating in an attack on Chinatown's Golden Temple itself - crime rates have once again fallen in Chinatown, making it one of the safer areas of Los Angeles.

East L.A. is largely the home of Los Angeles's Latino population. The World of Darkness is grittier and grimmer than our world, so you see more social stratification and racism; as such, East L.A. is mostly an ethnic enclave, where the working-class immigrant population from Mexico and South America goes home to - although the Northeastern sections tend more towards gentrified white communities (usually gated), due largely to the influence of nearby Pasadena and Glendale. Crime is rather common, though the local communities do tend to cling together; Mexicans don't prey on Mexicans, but neighbouring Puerto Ricans, Guatemalans and Gringos are fair game. As such, there tend to be definite and identifiable boundaries between different neighbourhoods.

Echo Park and Westlake is the region holding Los Angeles's oldest suburbs. As such, its population consists largely of minorities rising in social scale and whites passing them on the way down - although some holdouts of wealth from early in the century still have their homes in the Westlake area. These houses of the "old rich" tend to have quite high walls and high-tech security, trying to keep out the "uncouth" influences of "lesser families".

Greater Hollywood is, obviously, the centre of the film industry in California - although most film production is actually conducted outside the city limits. Still, many bastions of film legacy remain, typically as tourist attractions. Those living in Hollywood tend to be making their living off this tourist trade, typically in the hospitality and cuisine industries. Hollywood is also rather famous for its night life, containing many theatres, dance clubs, and strip joints. The Hollywood Hills are famous for being (yet another) bastion of opulent wealth in the city.

The Harbour Area is the exception to the rule of segregation in most of Los Angeles and stands as one of the most ethnically diverse regions of the city. It's primary neighbourhood is San Pedro, a region of high diversity in both ethnicity and wealth standards. The Habour Area has its problems, but is overall a far more harmonious district than most of the rest of L.A.

Los Feliz and Silverlake is an upscale section of Los Angeles increasingly lumped together in the district of Greater Hollywood (which it borders). It is identified mostly with wealth, evidenced by the large and extensive parks within it. The district contains extensive wilderness areas - particularly Griffith Park - and its residents are firm supporters of keeping it that way.

South Los Angeles - more commonly known as South-Central - is the predominant Black community of Los Angeles, known famously for its rampant crime and roving gangs. A recent effort to revitalise the district resulted in its being renamed "South L.A.", but the name has yet to stick, and most still call it South-Central. The crime problems remain, and the region is predominantly poor, although social status tends to climb in proximity to the University of Southern California, located in the district. When rappers talk about "the 'hood", they're usually talking about South-Central.

The Valley is the area around and including the San Fernando Valley, Los Angeles's largest suburb. It is the largest district - both in terms of population and size - holding over a third of Los Angeles residents. Those living in the Valley tend towards middle-class, and are largely white. The Valley is where the stereotypical "Valley Girl" comes from, and the stereotype is largely true; the Valley is almost synonymous with all that suburban life entails - both good and ill.

Los Angeles's Westside is synonymous with wealth. This is the home of million-dollar mansions and the cultural elite. Over two-thirds of Los Angeles's wealth is concentrated in the Westside. The Westside includes such neighbourhoods as Bel-Air and Wilshire, and the neighbouring cities of Beverly Hills and Santa Monica tend to be clumped in with the Westside as well. While not all residents of the Westside are wealthy, wealth (and its accompanying opulence) is the defining feature of the district.

If you're planning on playing a less-than-recently Embraced Kindred, let me know and I can fill you in a bit more on the supernatural politics of the city, but I don't want to ruin anything for those new to the scene.
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 2:44 am

If you're not looking to craft a fair portion of your tale yourself - to be the driver, rather than a passenger - you probably shouldn't sign up for this game. There is no overarching plot that will drive play forward absent of player intervention; this is a world to explore with a series of vignettes, not an epic tale crafted by its GameMaster.

I'm starting a new job soon, which is why I have decided to start off the Play-by-Post section with a game that requires somewhat less GM-intervention, as I am unsure what my schedule or availability will be once I start work.
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 3:27 am

One minor correction to the above: the new Tremere Regent is Francis Maximilian, not Victor.

A simple character format to follow:

Name:
Clan:
Affiliation:

Speed: #
Prowess: #
Immunity: #
Resolve: #
Ingenuity: #
Talent: #

Disciplines:

Background:
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NoneCallMeTim

Re: Ashes of the Angels

Post by NoneCallMeTim » Wed Mar 27, 2013 10:36 pm

Hi,

I have have sent a PM character to be in this game. I call Malkavian, i hope we don't all, otherwise this whole thing is going to become a mad house.
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 10:44 pm

Fair warning: I'm always leery of games like these ending up being "buckets of Malkavians", so if I get a lot of them (and so far, both characters I have are Malkavian) I might be asking people to sit out or retool their character.

Also note that while all Malkavians are insane, not all insane vampires are Malkavian. (Also, all Malkavians are schizophrenic. If you don't want voices in your head, you shouldn't be a Malkavian.)
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NoneCallMeTim

Re: Ashes of the Angels

Post by NoneCallMeTim » Wed Mar 27, 2013 11:04 pm

Ok, I have switched to Nosferatu. PM sent.

While it is fun being a Malkavian in the middle of a group of straight players, I agree that buckets of Malkavians end up becoming the RPG equivalent of 4chan.

Do you want me to write an intro?
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krellen
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Re: Ashes of the Angels

Post by krellen » Wed Mar 27, 2013 11:07 pm

Let's let people think over their characters a while more. I'll put up a thread when we're ready to start. (If any of you might know one another, we'll deal with that when it comes up.)
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Daemian Lucifer

Re: Ashes of the Angels

Post by Daemian Lucifer » Thu Mar 28, 2013 12:59 am

If you do get a bunch of Malkavians,I could always switch to Ventrue with just small tweaks here and there(basically with less voices in the head).I like keeping my characters flexible like that.
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anaphysik
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Re: Ashes of the Angels

Post by anaphysik » Thu Mar 28, 2013 3:46 am

Yeah, so I'm still mulling over what clan would work best. I mean, there's lots of ways to twist a basic character concept and shift it in different directions, and I'm not quite sure yet which would be the most interesting, or the most /fun/.

Barebones idea is a post-Soviet psycholinguistics researcher (and yes, I'm imagining secret theoretical work regarding mind control experiments being in his past XD) at UCLA (it having one of the best linguistics departments AND one of the best psychology departments in the US), who came for the shiny-hilled Hollywood that was denied him, and stayed instead for the sounds of Thai Town, Little Ethiopia, Tehrangeles, Little Armenia, and of course Little Moscow. And Chinatown, too, I guess ;P. And also that whole 'great psychology and linguistics departments' thing ;P. (Or maybe a defection bonus...)

Mechanically Ventrue fits well, what with the whole 'power of the word over the mind' aspect of Dominate, plus the obvious benefits of Presence to someone who's come late to speaking English (Polish native, Russian higher-education, maybe even some German before getting into having to speak English) and who would frequent areas filled with /other/ non-English speakers (no reason it shouldn't apply to gestures, after all!). Likewise, the Auspex of the Nosferatu and Toreador would be mechanically useful; Nosferatu more for hyping up the stranger-in-a-crowd-of-strangers feeling and Toreador more for the personal rapture of sounds. Dementation hits the same cylinders as, or maybe even better than, Dominate, but I'd figure this fellow as someone who'd rather study and /employ/ the ability of Dementation than actually have it himself; plus he'd have been more in the theoretical aspects of the field - though certainly post-embrace he'd soon realize where the experimental aphasiology group was losing their test subjects to XD. (Plus, non-Grout Malks are silly, and Grout already did the mildly-overlapping psychiatrist-Malk. I imagine this fellow would be sad to hear of his passing... assuming he really passed...) Ventrue has a definite problem with flavour (although certainly the power-position stuff could be handled with elevated status at the university), as I feel the best way to play Ventrue would as a rather reluctant one, a sort of anti-Ventrue (and not in the Sabbat antitribu manner) who'd take the death of LaCroix as free reign to ignore the trappings of Ventrue norms and instead indulge in the sights and sounds of the streets that are so used to the other clans (being this sort of Ventrue would also necessitate having been embraced quite a while ago, rather than either recently or a while ago like the other options).

Anyway, I'll sleep on it and see if I can figure out which direction I want to tug him in.

Also, I know krellen just poopoo'd Malks, as did I ;P, but any Malk players would be welcome to interact with a guy interested in examining Dementation and its potential... 'practical' uses. (And as mentioned, students or otherwise that might have been involved in the shadier (it's WoD after all!) experiments at the uni would probably make good Malks.)

(krellen didn't mention it, but UCLA is just west of Bel Air and Beverly Hills (which are in turn just west of Hollywood), so would be part of Westside. Faculty and student apartments tend to surround that; the campus is contained in its own area, so it's not quite like the rest of Westside. Certainly there are rowdy students (of either the partygoer type or the activist type) that a Brujah might take a shining to ;D. As for the ethnic enclaves: Tehrangeles (Little Persia) is just to the east of campus in Beverly Hills (Beverly Hills IRL even had an Iranian mayor); Little Moscow resides in West Hollywood; Thai Town (which contains about two-thirds of all Thais in the US O_O) and Little Armenia overlap substantially, both being major enclaves in East Hollywood; the small-but-high-population-density Koreatown is also part of East Hollywood; Little Ethiopia is in Westside; Little Tokyo is in Downtown, immediately south of Chinatown - and this isn't including the defunct enclaves (like Filipinotown (now integrated) or Little Italy (now held by Chinatown)), nor the diverse Chinese (Cantonese, Taishanese, Teochew (Chinese-Vietnamese)...) populations, nor the massive Spanish-speaking population ... Basically, what I'm saying is that it'd be near-criminal if any of our characters spoke English as their native XD)

(Whether or not I'll actually play is still up for debate. I'm not really a fan of the play-by-post format. I like proper live sessions, and I like proper collaborative writing, but I don't like the lack of either that comes with PbP :/. But either way, there'll be another character for others to use - and yeah, I'll probably post rather than PM. I don't like the kind of /player/ mistrust that comes with that kind of secrecy (/character/ mistrust being an entirely different matter, of course). (And also, not posting anything makes it damn near impossible to the minorest of in-character stuff for any character but your own.))

And no, I'm not just doing this to make krellen suffer more IPA. Not /just/. ;D
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Re: Ashes of the Angels

Post by anaphysik » Thu Mar 28, 2013 4:36 am

Also, you might want to add a handful of more specifics re: the setting. Like in frex how the world (of darkness) is not quite the world of ours, even on the mundane surface. And what year it is.

Also, derp, I forgot what would be the most perfect clan for my char: Salubri antitribu.
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krellen
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Re: Ashes of the Angels

Post by krellen » Thu Mar 28, 2013 4:52 am

To be honest, if the character isn't going to be a PC, he sounds like a Tremere. Barring that, probably Toreador (Embraced by some logophile.)

Also, the year is 2005, though it doesn't matter that much. If you need a modern cultural trend (like Lady Gaga or something), it's pretty easy to just displace it a bit and call it a difference in the World of Darkness.
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Re: Ashes of the Angels

Post by anaphysik » Sat Mar 30, 2013 3:07 am

(As an fyi, yeah, I'm going to go with Toreador. Scenario 'clicked' with that well. Mainly I just need to stop being lazy and deadbeat-tired & craft a piece :/ (Actual writing is certainly better for forming characterization anyway.))
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NoneCallMeTim

Re: Ashes of the Angels

Post by NoneCallMeTim » Sat Mar 30, 2013 12:03 pm

So do we have enough people to start playing?

While I realise that a lot of this is about clashing plots, but is there going to be a stimulus for the campaign?
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krellen
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Re: Ashes of the Angels

Post by krellen » Sat Mar 30, 2013 6:08 pm

I currently have four characters, two of whom are Gangrel. I know at least two other people are working on characters, and that's not counting anaphysik. Let's at least give them the weekend to work.
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Re: Ashes of the Angels

Post by anaphysik » Sat Mar 30, 2013 7:09 pm

krellen wrote:I know at least two other people are working on characters, and that's not counting anaphysik.
Which makes perfect parsing sense, as I am obviously not a person.
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Re: Ashes of the Angels

Post by krellen » Sat Mar 30, 2013 8:53 pm

I'm also unsure whether you are actually working on a character or just bloviating.
overpoweredginger

Re: Ashes of the Angels

Post by overpoweredginger » Sun Mar 31, 2013 6:40 pm

Aw crap, a bunch of Gangrel. That'll be awkward for the character I was planning.

Anyways, I'm not sure if I'll be able to get another character up before the game starts, as I'll have to study the system a bit more and restart a character. To add a rock to the hard place, I've got an obscene amount of work this week.

tl;dr: Keep an ear open, but don't get disappointed.
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krellen
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Re: Ashes of the Angels

Post by krellen » Sun Mar 31, 2013 6:54 pm

Many Gangrel would work equally well as Brujah, or possibly even Nosferatu.
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Re: Ashes of the Angels

Post by krellen » Sun Mar 31, 2013 8:30 pm

And one of the Gangrels just switched, so if that helps overpoweredginger, bonus.
overpoweredginger

Re: Ashes of the Angels

Post by overpoweredginger » Sun Mar 31, 2013 9:49 pm

krellen wrote:And one of the Gangrels just switched, so if that helps overpoweredginger, bonus.

No need; that would make me feel bad. I'll just roll a Ventrue in addition to my original character (assuming I have time).
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Re: Ashes of the Angels

Post by krellen » Sun Mar 31, 2013 9:51 pm

I'm not going to start the game and suddenly say "that's it, no one else can join". Since there's no plot, per se, there's no need to introduce everyone at the same time.
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