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265 lines
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: Earth's Dreamlands : Info on: RPG's, :(810)543-8613 : This File
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:RPGNet World HQ & Archive: Drugs, Industrial :(810)543-8451 : Hatched Over
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: 1000's of text files : music, Fiction, :InterNet : RPGNet(100)!
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com:
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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From: Larry.J.Langley@dartmouth.edu
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To: vampire@nerix.nerdc.ufl.edu
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Date: 29 Aug 92 17:04:32 EDT
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Subject: Oceanic Vampires, part I
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Archive: #1232
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I created these creatures for an upcoming chronicle set in San Diego. If
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you've ever stood at the ocean's edge at night you know that there is
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something wonderful and terrible out there. I would appreciate any comments
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and criticism.
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---------------------------------------
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Coelacanth
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nickname: remoras
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The depths of the ocean, not the world's cities, are the home of this
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unusual bloodline. Protected by the ocean's waters they only need emerge
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from the relative safety of the depths of the sea to feed, and so remain
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protected from many of the dangers faced by city dwelling Kindred. The
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origins of the Coelacanth are lost to the past, leaving only myths and
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speculations. Some suggest that a powerful ritual or curse corrupted their
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blood much like the Nosferatu or the Assamites. Others believe that they are
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not descended from Caine at all but are an entirely alien lineage. The
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Coelacanth themselves do not retain the traditions of history as the other
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clans, and the truth is long forgotten.
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Whatever the origins of the Coelacanth, they differ from most Kindred
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in several respects, both inherent and acquired. Unlike other Vampires, the
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Coelacanth--at least until age strengthens other desires--can survive by
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feeding on the blood of cold-blooded creatures. This is almost entirely a
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matter of last resort, as Coelacanth will nearly always choose to hunt humans
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when they may. Secondly the blood of the Coelacanth themselves has a
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strange, often considered foul, taste to their land bound cousins. Kindred
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encountering or drinking Coelacanth blood need not face madness frenzy no
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matter how starved they are--it just isn't appealing enough. The blood
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remains nourishing despite the flavor, though Vampires will feel a bit
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sluggish and unpleasant after drinking much. Coelacanth, on the other hand,
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find Kindred blood as attractive as any other, if not more so. In fact
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Coelacanth are particularly susceptible to the sensations of blood and are
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likely go into a frenzy no matter how well fed.
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Aside from physical differences, the ability to retreat beneath the
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seas instead of hiding among humanity has markedly affected the development
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of Coelacanth society. Although the availability of choice prey is limited,
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with sanctuary beneath the waters Coelacanth need not fear discovery or flame
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and find easy protection from sunlight. Having no historical reasons to
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preserve the masquerade, neither having experienced the inquisition nor
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fearing (or even in most cases being aware of) the Camarilla, Coelacanth are
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learn to accept their nature-- to welcome the beast. Among the clan,
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survival of the fittest is the only law, and Diablerie, especially with the
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lack of control they possess in the presence of blood, is a common practice
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among the Coelacanth tribes. They have no reason not to extend this practice
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to Kindred of the land and many an unfortunate neonate has fallen prey to a
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band of Coelacanth on the Hunt.
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The Coelacanth originate somewhere in the south pacific, although
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tribes have slowly spread across the sea to Asia, Australia and the Americas.
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They first appeared along the coasts of Central America, and have begun to
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spread north and south. Their presence poses something of a threat to
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Kindred in the coastal cities, both because of their tendency toward
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Diablerie and by placing the masquerade at risk. The Coelacanth do not fear
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humanity. Though they do realize the difficulty humanity can present to the
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Hunt if organized and are somewhat careful, they follow no strict code and
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rarely are victims left alive. As the Coelacanth hunt off of the coasts of
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more populous areas, witnesses to their activities are almost inevitable.
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Like the Hunt, the embrace of a Coelacanth is usually violent and
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cruel, often involving drowning the victim. Typically, once created the
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Childe is kept beneath the waters for a great length of time, fed victims by
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her sire. Even as the newly created Coelacanth learns to hunt her sire
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tends to accompany the Childe until such time as he feels the neonate has
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accepted her fate. Those who rebel are treated violently until such time as
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they submit to the ways of the tribe. Still, the procedure is by no means as
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methodical as the Sabbat or creative as the occasional forced madness of the
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Malkavian embrace. Although most end up surrendering to the violent way of
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life of the Coelacanth rapidly losing humanity, occasionally an individual
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will hang on to her sanity for some time, escaping perhaps to live a solitary
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life. Even given the chance to escape most remain with their Coelacanth
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tribe for lack of knowledge of any other choice, and, because of the
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likelihood of frenzy when feeding, even the strongest willed will fall to the
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beast eventually.
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Appearance: Coelacanth tend to develop large rounded eyes and smooth
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hairless rubbery skin as they age. Because of their undersea existence,
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Coelacanth do not bother with clothes and other human trappings.
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Haven: Caves under the sea, or the darkest depth of sea canyons.
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Background: Coelacanth embrace when the numbers of a tribe seem low, at the
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command of elders, or when particularly impressed by a meal. They tend to
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embrace those who are athletic or physically strong, though they may embrace
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anyone they please. Often those who put up enough of a struggle to impress
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the Coelacanth are chosen. Physical attributes and talents are primary for
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almost every Coelacanth.
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Character Creation: Coelacanth could have almost any nature, though a
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nature inappropriate to Coelacanth existence may result in a quick
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destruction. Demeanors tend toward those that can survive the violence of
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the tribes. In order to have survived for so long most older Coelacanth
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possess violent or dictatorial natures as well.
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Clan Disciplines: Potence, Fortitude, Aqueous
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Weaknesses: Coelacanth find blood almost impossible to resist. Coelacanth
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are susceptible to madness frenzy if down by more than a single blood point.
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Resistance rolls when hungry (three or fewer blood points) are against
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difficulty +3.
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Organization: The Coelacanth usually exist in small tribes led by an elder
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who never leaves the depths of the sea. Instead he requires his brood to
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bring him blood or subsists on the blood of his brood. Diablerie is quite
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common among the Coelacanth especially in the midst of a blood frenzy.
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Coelacanth tribes normally exist under the laws of strongest survive.
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Gaining Clan Prestige: The only way a Coalinth gains prestige among her
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kind is to defeat (often kill) those who are more powerful than her, and
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intimidate those who are weaker.
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Quote: "We understand where we exist in the world. The law of the ocean is
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kill or be killed. The strongest and most dangerous survive."
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Stereotypes:
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The Camarilla--What ridiculous pretensions. They do not know what they are:
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does the shark take on the habits of a school of minnows, behaving for all
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the world like its next meal?
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"Should these monsters appear along your shores, hunt them until they are
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entirely destroyed or driven off, for they are brutal, messy and clumsy, a
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danger to the masquerade and would sooner drink your blood than any."
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Estria-- Prince of Panama City
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The Sabbat--They live as foolishly as the Camarilla, though at least they
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recognize that they are all killers.
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"You have not witnessed a blood frenzy until you have seen these creatures
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feed. It seems, however, that they lack imagination or ambition. In the
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struggle, they may make most useful tools . . ."
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Erik-- Sabbat Scout to the west coast.
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The Inconnu-- mmm, such potent blood.
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"These creatures are merely terrible reflections of ourselves in the waters
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of the sea, a mirror vision of our potential under the sway of the beast."
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Ia -- fifth generation Toreador
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----
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From: Larry.J.Langley@dartmouth.edu
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To: vampire@nerix.nerdc.ufl.edu
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Date: 29 Aug 92 17:06:18 EDT
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Subject: Oceanic Vampires, part II
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Archive: #1233
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Aqueous
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This discipline allow the Coelacanth to make use of the advantages of the
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ocean to aid their survival. Similar to Protean or Serpentis, Kindred
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possessing this discipline must spend one blood point when using a power that
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involves active transformation. Vampires learning this discipline also begin
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to develop slight physical changes for each level of Aqueous gained. These
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changes slowly adapt the Vampire to an underwater existence. A Vampire may
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gain rounded eyes, smooth hairless skin, etc.
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Level One:
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Senses of the water.
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The senses of the Coelacanth physically alter to adapt to underwater
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conditions. This affects all the Vampire's senses to a greater or lesser
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degree: the pupils widen and the eyes gain a protective sheath, the ears
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become better able to translate underwater sounds, the sense of 'smell' works
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through water to a fine degree, etc.
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Level Two:
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Ocean's hands.
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The Vampire's fingers and toes lengthen and become webbed allowing
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the Vampire to swim quite easily underwater.
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Level Three:
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Haven of the depths.
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Changes occur in the Coelacanth's body so that she can handle the
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most severe water pressure allowing her to survive in the deepest ocean
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chasm. The Vampire also adapts to cold and her body will not freeze except
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in the most extreme conditions.
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Level Four:
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Hunter's awakening.
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With this level of ability a Coelacanth may transform into a shark
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(the exact type of shark is up to the story teller).
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Level Five:
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Watery form.
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The Coelacanth can transform his body into saltwater. In this form
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he may move about freely underwater (at about a walking pace) and is not
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subject to physical attack, much as the advantages gained in mist form. On
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land, the Vampire can only ooze along very slowly though may move through
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even the smallest openings.
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Level Six:
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Bounty of the ocean.
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Each time a Vampire learns this aspect of the discipline she may
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develop a unique (often frightening) form that she can transform into. Some
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possibilities include changing arms into numerous tentacles, gaining a head
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of a shark, growing quills with deadly venom, or gaining the ability to
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deliver powerful electrical shocks. Only one form is gained each time this
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power is learned, though the possibilities are only limited by the strange
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creatures of the sea and your imagination. The storyteller will need to
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determine the exact abilities of each form.
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Level Seven:
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Cross the ocean's vastness.
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The Vampire uses the water around his body to travel great distances.
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The Vampire can move through the water at speeds over a hundred knots all
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night without tiring.
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Level Eight:
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Grow to full greatness.
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Through time and the consumption of vast amount of blood, the
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Coelacanth's body begins to grow. Kindred with this ability may increase in
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mass to the point that they may add health levels to their total beyond the
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usual seven. A Vampire may add up to her stamina in new health levels. The
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exact rate of growth is up to the storyteller, but it is likely to occur at
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approximately one health level per century depending on how much blood the
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Vampire is able to freely consume. When out of water the Kindred must
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subtract the number of new health levels from any activity involving
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athletics.
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Level Nine:
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Swallow.
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A truly horrible power to witness, the Coelacanth consumes living
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organisms by absorbing them directly into his body. This requires that the
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Kindred first grapple the target and on the next action make a successful
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attack with difficulty 5. Five successes are required to completely absorb
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the victim. After a creature is absorbed it may make no physical action, but
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it remains alive and in great pain. Someone so absorbed must expend a
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willpower point a turn to make use any mental abilities. After ingesting a
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creature the Vampire begins to drain blood from the creature at double the
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usual rate. Once the victim has been entirely drained it is dead and the
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physical body is for the most part destroyed, although the Vampire will
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eventually excrete some waste matter through the skin. A Vampire may
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absorb no more than his mass in victims each night.
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Level Ten:
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Ocean's master.
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This powerful ability allows the Coelacanth, after transforming into
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a watery form to extend herself throughout the surrounding water and control
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its motion. Using this ability the Vampire can perform actions ranging from
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creating an unusual tide in a local area (a bay for example) to forming a
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whirlpool that can sink ships to becoming a tidal wave. All of these
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manifestations require several hours time and the expenditure of ten or more
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blood points.
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----
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