Vampire: The Masquerade
Tokens: 21 permanent · 1,063 first greeting · Lorebook: up to 195 tokens triggered, 2,996 across all entries · estimated prompt budget 1,279
Creator notes
예전에 NAI에서 플레이하던 VM로어북 모음인데 원본을 못찾겠더라고요. 프롬프트를 추가해서 시나리오로 만들어봤습니다.
@C 를 입력하시면 카마릴라 혈통중에서 랜덤하게 지정됩니다.
추가로 @WE 로 AID에서 지원하는 월드이벤트 기능을 만들어봤습니다. 쓰신후 @WE 는 지워주시고 플레이해주세요.
- Type
- normal
- Has a lorebook
- Yes
- Downloads
- 11,900
Last checked on RisuAI: Created Archived since
[ holdings included: a lower class bar musk, an abandoned warehouse, and cheap apartment buildings. ]
First message1,063 tokens
The jarring symphony of Chicago's nighttime sounds rudely rouses you from slumber. The wailing ambulance sirens slice through the air, a dissonant reminder of the city's perpetual urgency. Somewhere nearby, a couple's heated argument reverberates through the streets, their emotions spilling into the urban expanse like an uncontained fire. A cacophony of barking dogs joins the chorus, an unrestrained chorus of territorial defiance. This is the audial tapestry that paints the nightscape of Chicago—a chaotic lullaby that ushers you into a restless awakening.
As you traverse the city's labyrinthine paths, your steps lead you to an inconspicuous bar nestled within a forgotten corner of a worn-down neighborhood. Dim neon lights struggle to push back the shadows, casting an eerie glow upon the shabby establishment. The air is heavy with a blend of stale smoke, lingering regrets, and the palpable weight of untold stories. A sense of mystery lingers like an invisible fog, inviting you to explore the secrets that hang in the air like whispered confessions.
Seated at the bar, you engage in conversation with a man whose weary gaze seems to hold a lifetime of experiences. His words unfold like pages from a gritty novella, revealing a proposal both alluring and treacherous. He speaks of a criminal underworld he has orchestrated, and he seeks a partner in the art of money laundering—a realm where shadows dance with legality, and fortune is crafted from deception. The allure of easy wealth beckons, its siren song irresistible in a world tainted by desperation.
A nod of agreement seals the pact, and the man returns with another proposition, his eyes gleaming with an unsettling gleam. This time, the stakes are higher, the game more dangerous. He entrusts you with the task of orchestrating the movement of funds for foreign entities cloaked in the shroud of sanctions. The very essence of the proposal weaves a complex web of intrigue, money being maneuvered like a skillful puppeteer, manipulating appearances to deceive the prying eyes of authority.
Amidst the haze of alcohol and the allure of illusory wealth, you find yourself accepting this new challenge without fully comprehending its depths. Oblivious to the sinister undercurrents, you unwittingly step into a labyrinth of consequences beyond your imagining.
And then, as the morning light graces the horizon, you awaken to a reality far more staggering than any drunken stupor. You discover that the man's intentions were never solely about profit and power. A transformation has taken place—a metamorphosis that defies all reason and science. You've been thrust into a world that blurs the lines between myth and nightmare, where you're no longer merely mortal but a creature of the night, a vampire.
The man's true identity comes to light: a member of the enigmatic Camarilla, an ancient and secretive order that governs the vampire society with an iron grip. The threads of fate have woven you into their intricate tapestry, a pawn in a grander scheme that extends beyond your wildest dreams. As the reality of your new existence settles in, you come to terms with the fact that being a vampire is not the romanticized fantasy portrayed in tales of fiction. You're not a glamorous gothic figure, but an enigmatic and eerie predator with a hunger that defies comprehension.
Yet amidst the shadows and the hunger, you also inherit the man's legacy—a domain teeming with potential. A lower-class bar pulsates with stories of the night, an abandoned warehouse whispers secrets of its past, and an apartment building, neglected to the point of peril, stands as a metaphor for your own inner turmoil.
In this world of darkness and intrigue, you now must navigate the treacherous path of your new existence, where alliances are fragile, and power is a double-edged sword. The symphony of Chicago's night sounds has taken on new meaning, a haunting melody that accompanies your eternal journey into the unknown.
Seated amidst the dimly lit expanse of an aging bar, that is now my own and read a letter from the man who has left. His handwriting dances across the page in an old-fashioned elegance, but the contents were mixed with ridicule at me.
Within this missive lies a revelation that unfurls before your eyes, an unveiling of a concealed reality that now intertwines with your own. It speaks of a clandestine organization known as the Camarilla, a society of beings whose nature defies the conventions of life and death. The rules they've established, both stringent and enigmatic, dictate the parameters within which your existence must now navigate. As you read, the concept of the "Masquerade" emerges—a principle that embodies the essence of concealment, where the true nature of vampires is to remain veiled from the prying eyes of humanity.
According to the rules, I, a fledgling, have been accepted into the Camarilla on the condition that I work in the realm of the man who is to be killed but is a sire.
And then, nestled amidst the lines, a revelation that holds personal significance: the notion of our shared lineage within the Clan —
77 entries
Book settings
- #1humanity
Keys: humanity
Enabled · Order 400
Entry settings
Humanity is a measure of how closely a vampire clings to the morality and values of mortal life, and consequently how well they are able to resist the urges of the Beast. A vampire's Humanity rating reflects how much of his or her mortal nature remains despite the curse of Caine. It influences how well a vampire may deny her vampiric state, as well as how effectively he or she may pass for mortal.
- #2Protean
Keys: Protean
Enabled · Order 400
Entry settings
Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.
- #3Quietus
Keys: Quietus
Enabled · Order 400
Entry settings
Quietus is the signature Discipline of the Assamites that grants them influence over the blood of others. Though each of the Assamite castes possesses Quietus as an in-clan Discipline, it is primarily known for being an assassin's tool in the hands of the Warrior caste, and the lower level powers are largely geared towards that end.
- #4Serpentis
Keys: Serpentis
Enabled · Order 400
Entry settings
Serpentis is the trademark Discipline of the Followers of Set clan. It primarily provides shapechanging abilities, though it also encompasses corruption and other characteristics associated with snakes.
- #5Thaumaturgy
Keys: Thaumaturgy
Enabled · Order 400
Entry settings
Thaumaturgy is the closely guarded form of blood magic practiced by the vampiric clan Tremere.
- #6Vicissitude
Keys: Vicissitude
Enabled · Order 400
Entry settings
Vicissitude is the trademark Discipline of Clan Tzimisce, it is widely known as their art of flesh and bone shaping. With Vicissitude, you are free to reshape the flesh, bones and skin of yourself and others. The reshaped body is used for battle, sex slavery, furniture, etc.
- #7Presence
Keys: Presence
Enabled · Order 400
Entry settings
Presence is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.
- #8Potence
Keys: Potence
Enabled · Order 400
Entry settings
Potence is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds.
- #9Obtenebration
Keys: Obtenebration
Enabled · Order 400
Entry settings
Obtenebration is the trademark Discipline of clan Lasombra which is the unearthly control over shadows. It is related to the practice of Abyss Mysticism within the clan.
- #10Obfuscate
Keys: Obfuscate
Enabled · Order 400
Entry settings
Obfuscate is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen.
- #11Necromancy
Keys: Necromancy
Enabled · Order 400
Entry settings
Necromancy is a form of blood magic that deals exclusively with the world of the dead: wraiths and the Shadowlands. Just as there are different styles of conventional blood sorcery, there are a variety of Necromancy practices. It is primarily practised by the Giovanni clan and the Samedi, Harbingers of Skulls, and Nagaraja bloodlines.
- #12Celerity
Keys: Celerity
Enabled · Order 400
Entry settings
Celerity is a Discipline that grants vampires supernatural quickness and reflexes.
- #13Chimerstry
Keys: Chimerstry
Enabled · Order 400
Entry settings
Chimerstry is the trademark Discipline of the Ravnos that conjures illusions into existence. Such phantom images are as real as the Cainite's skill allows, and will even fool technological sensors.
- #14Dementation
Keys: Dementation
Enabled · Order 400
Entry settings
Dementation is a Discipline widely known as the hallmark of the Malkavians. Dementation draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others. Such powers are one of the primary reasons the Malkavian clan is often considered both insightful and very dangerous.
- #15Fortitude
Keys: Fortitude
Enabled · Order 400
Entry settings
Fortitude is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight.
- #16Dominate
Keys: Dominate
Enabled · Order 400
Entry settings
Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. The power allows mind control and memory manipulation.
- #17Auspex
Keys: Auspex
Enabled · Order 400
Entry settings
Auspex is a Discipline that grants vampires supernatural senses.
- #18Animalism
Keys: Animalism
Enabled · Order 400
Entry settings
Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself.
- #19Diablerie,Amaranth
Keys: Diablerie, Amaranth
Enabled · Order 400
Entry settings
Diablerie, also called the Amaranth, is a term used by vampires to describe the act of drinking another vampire's blood and drawing their soul into one's own. The process causes the one committing Diablerie to reduce their generation by one if the victim is a lower generation. The one committing diablerie gains black veins in their aura which can be seen with the discipline Auspex.
- #20generation
Keys: generation
Enabled · Order 400
Entry settings
Generation represents how many times removed a vampire is from Caine. Lower generations are more powerful than higher generations. Fourteenth and fifteenth generations are considered thin-blood and may lack certain vampire abilities or be unable to sire any new vampires.
- #21Primogen
Keys: Primogen
Enabled · Order 400
Entry settings
Primogen is a title for a vampire that acts as the head representative of a given clan in the city. The Primogen from all the clans act as advisors to the city's Prince.
- #22Discipline
Keys: discipline
Enabled · Order 400
Entry settings
Disciplines are the supernatural vampire powers. The most well known disciplines are Animalism, Auspex, Celerity, Chimerstry, Dementation, Dominate, Fortitude, Necromancy, Obfuscate, Obtenebration, Potence, Presence, Protean, Quietus, Serpentis, Thaumaturgy, and Vicissitude.
- #23Vitae
Keys: Vitae
Enabled · Order 400
Entry settings
Vitae is the vampire term for blood.
- #24harpy
Keys: harpy
Enabled · Order 400
Entry settings
Harpy is a title for a vampire that acts as the opinion-leader and trendsetter in a city that other vampires look to for options on style, fashion, philosophy, and politics. A harpy is extremely skilled in social skills and quite active in Elysium.
- #25Keeper of Elysium
Keys: Keeper of Elysium
Enabled · Order 400
Entry settings
The Keeper of Elysium is a title given to the vampire responsible for maintaining the rules, traditions, and safety of Elysium. The Keeper of Elysium sets the schedule of events for Elysium.
- #26Sheriff
Keys: Sheriff
Enabled · Order 400
Entry settings
Sheriff is the title given to a vampire who is responsible for maintaining the Traditions, laws of the domain, and the edicts of the city's Prince. The Sheriff often makes use of physical force. The Sheriff may have other vampires called Hounds appointed to assist the Sheriff.
- #27Kine
Keys: Kine
Enabled · Order 400
Entry settings
Kine is the term vampires use when referring to mortals.
- #28domitor
Keys: domitor
Enabled · Order 400
Entry settings
The ghoul's master, or one that feeds the ghoul vampire blood, is a domitor.
- #29Prince
Keys: Prince
Enabled · Order 400
Entry settings
The vampire that claims domain over a city and rules it.
- #30Kiss
Keys: Kiss
Enabled · Order 400
Entry settings
The Kiss is the term for drinking blood, typically from a mortal. The Kiss causes feelings of euphoria and ecstasy in those that receive it and some mortals may even seek this out.
- #31Kindred,Cainite
Keys: Kindred, Cainite
Enabled · Order 400
Entry settings
Kindred is the term vampires use to refer to their kind. The Sabbat prefer to use the term Cainite instead of Kindred.
- #32Elysium
Keys: Elysium
Enabled · Order 400
Entry settings
Elysium is a place where vampires can gather without threat of violence or harm. It is considered a social area where violence or use of supernatural abilities is forbidden. Common places of Elysium are VIP night club areas, opera houses, theaters, museums, libraries, universities, and other locations of culture.
- #33haven
Keys: haven
Enabled · Order 400
Entry settings
A vampire's home where they sleep and hide from the sunlight during the day.
- #34Final Death
Keys: Final Death
Enabled · Order 400
Entry settings
Final Death is when a vampire ceases to exist. It is the transition from undeath to death.
- #35Gehenna
Keys: Gehenna
Enabled · Order 400
Entry settings
The rumored Armageddon for vampire kind is called Gehenna. Supposedly, when Gehenna happens, the Antediluvians will rise from their torpor and will devour their progeny. Various signs and portents foretelling Gehenna include the thinning of the blood and the Red Star.
- #36ghoul
Keys: ghoul
Enabled · Order 400
Entry settings
A human who has fed on vampire blood becomes a ghoul. Ghouls possesses enhanced strength and are unaging as long as the continue to consume vampire blood. If a ghouls misses a feeding and reverts to a normal human, time will catch up to them, instantly aging their body to their true age. Ghouls are used as vampires as minions, bodyguards, and assistants. Ghouls are under the thrall of the blood bond and have their minds warped by their addiction to vampire blood.
- #37domain
Keys: domain
Enabled · Order 400
Entry settings
The area of a vampire's influence, such as a building, street, city block, neighborhood or district. Vampires defend their domain from other vampires.
- #38coterie
Keys: coterie
Enabled · Order 400
Entry settings
A small group of vampires is called a coterie.
- #39sire
Keys: sire
Enabled · Order 400
Entry settings
The "parent" vampire. The vampire responsible for embracing the childe is called the sire.
- #40childe
Keys: childe
Enabled · Order 400
Entry settings
The childe is the progeny of his or her sire. The childe is a vampire created through the Embrace by his or her sire.
- #41Traditions
Keys: Tradition
Enabled · Order 400
Entry settings
The six traditions are the laws that govern vampire society according to the Camarilla and are allegedly edicts from Caine. They are: Masquerade, Domain, Progeny, Accounting, Hospitality, and Destruction.
- #42Tremere
Keys: Tremere
Enabled · Order 400
Entry settings
Clan Tremere are vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
- #43Tzimisce
Keys: Tzimisce
Enabled · Order 400
Entry settings
Clan Tzimisce are eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
- #44Ventrue
Keys: Ventrue
Enabled · Order 400
Entry settings
Clan Ventrue observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
- #45Camarilla
Keys: Camarilla
Enabled · Order 400
Entry settings
Camarilla is a sect of vampires that upholds the Traditions and have a feudal court system in cities, ruled by a local Prince and other official roles such as Sheriff. Upholding and enforcing the Masquerade is a key tenant of the Camarilla.
- #46Sabbat
Keys: Sabbat
Enabled · Order 400
Entry settings
The Sabbat are a sect of vampires that reject the Traditions and believe they are the army that will destroy the Antediluvians at Gehenna. The Sabbat is ideologically opposed by the Camarilla and they war with each other.
- #47Toreador
Keys: Toreador
Enabled · Order 400
Entry settings
Clan Toreador are Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
- #48Ravnos
Keys: Ravnos
Enabled · Order 400
Entry settings
Clan Ravnos are nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in.
- #49Nosferatu
Keys: Nosferatu
Enabled · Order 400
Entry settings
Clan Nosferatu are hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
- #50Malkavian
Keys: Malkavian
Enabled · Order 400
Entry settings
Clan Malkavian are a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
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