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lullabile

October 2020

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Player Information



Name: Daniel
Age: 21
Contact details: dan.iel#2465 on Discord or [plurk.com profile] halcyonesselion
Other characters: None!

Character Information



Name: Daichi Izayoi
OU/AU/CRAU/OC: Vampire: the Masquerade (5th Edition, original chronicle)
Canon point: The night after Alan Newman's house is set ablaze
Age: 24

World Information: Though the world in-question is largely original, it’s built upon the pre-existing mechanics and lore of the World of Darkness; so as I talk about the important information of this world, I’ll be including links to the White Wolf wiki about the subjects at hand. These links will provide a much deeper understanding of their respective topics, but at the end of the day it is optional reading. Please do not feel pressured to read into these links; the White Wolf wiki is anything but brief in its wording. Also of note, our Storyteller largely uses the 5th Edition Masquerade rules, but he has incorporated some Requiem rules into the chronicle alongside them. I may therefore speak inaccurately about a mechanic as it occurs in editions of Masquerade, further stressing the optional nature of the wiki reading.

Daichi comes from a homebrew campaign of 5th edition Vampire: the Masquerade. This particular campaign is set in 2009 New York City and is largely parallel to the real city at the time, the primary distinction being the presence of undead vampires known as Kindred. The vampires of VtM are divided into race-like groups called Clans, each of which boasts a host of various traits and abilities. Shared among all Kindred are the need to feed on blood, the eternal struggle with their respective Beasts, and the repulsion of fire and sunlight. Different Clans and factions function in different ways, but nearly all Kindred operate under the Masquerade: an organised, enforced effort to conceal the existence of vampires from mortals. As such, Kindred life occurs exclusively and secretively in the hours between dusk and dawn.

The act of turning a mortal into a vampire is known as the Embrace, and it involves draining the mortal of their blood before being fed the blood of whoever is turning them. A Kindred who turns a mortal becomes that new Kindred’s sire, and the new Kindred is their childe. Despite the terms, the relationship between sire and childe is not identical to that between a parent and their child. A sire is generally expected to “coach” their childe on the ways of the Kindred world, but they are not obligated to do much else. As such, the relationship between a Kindred and their sire can vary greatly, from lovers to enemies to player-and-pawn. In this specific campaign, the creation of a new Kindred must first be subject to the approval of the top Kindred authority in New York City, known as the Prince; if a Kindred is embraced without the Prince’s permission, the Kindred and the sire that embraced them will be killed.

Even Kindred who despise their sires begin their unlives with an innate loyalty to them caused by a Blood Bond. Though any Kindred drinking another Kindred’s blood will feel some vague semblance of attachment, a true Blood Bond is initiated when one Kindred (the thrall) sips fresh blood from another (the regnant) three times. The bond a thrall feels to their regnant grows stronger with each subsequent drink, and it remains until the bond has subsided completely through a lack of drinking and a lack of exposure to the regnant. A regnant may enforce their will upon their thrall with commands of which the thrall must roll dice to contest. A regnant may have as many thralls bonded to them as they wish, but a thrall may be bound only to one regnant; a thrall drinking the blood of other Kindred has no effect on them.

A Kindred’s inherent power is largely determined by their Generation, or how far they are removed from Caine, the original vampire. Kindred embraced within the last hundred years are generally 12th, 13th, or even 14th Generation. When a new Kindred is embraced, their Generation will be one greater than that of their sire (for example, a 12th Gen sire will produce a 13th Gen childe). Past a certain point, the blood of Caine becomes so diluted that the resulting Kindred is derogatorily considered “half-Kindred.” These Thin-Bloods appear more human-like at the cost of decreased vampire strength. At the start of this campaign, all of the player characters were assumed to be 13th Generation.

All Kindred grapple with a feral, animalistic instinct within them colloquially called the Beast. Struggling against the primal urges of the Beast embodies the fine line between man and monster, and mechanically it is represented by a character’s Humanity rating, a scoring of a Kindred’s morals on a scale of 10-0. One’s Humanity rating affects a number of other mechanics, such as dictating the amount of time spent in torpor, whether one can enjoy food or sex, and how well one can mingle with mortals.

Personal History: Prior to his Embrace as a Kindred, Daichi's life wasn't particularly unusual. Though he had been orphaned at a very young age and had only recently made amends with the single other alter in his system, he had found a place among a team of nighttime EMTs and was pursuing medical school. Two years prior to the start of the campaign, he had even met the man who would eventually sire his vampirism, and they had been going steady by this point. Argoetia's dramatics eventually revealed his monstrous secret to Daichi, however, and in order to protect that secret, Argo turned Daichi into a vampire so that speaking of it would destroy them both. Daichi's EMT work was able to continue, but he subsequently abandoned his schooling, as his ability to interact with the waking world was demolished.

The chronicle begins in late-summer of 2009, in which three of the four player characters - Daichi, Jess, and Rose - are called to retrieve a newly-turned Kindred who was just arrested by the police. The job is the first in a line of many calls for the group's help, and it additionally marks the beginning of their friendships. [wip]

Personality: Though he is a facet of a dissociative system, Daichi maintains a distinct personality separate from his other alters, just as they do from him. The following is a description of Daichi's own personality, to be clear. [wip]

Key themes:

Main Motivation:

Skills:

Item: Peridot, Daichi's pet opossum; wears a frilly spring dress and a pink bow

Sample:

Notes:

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