Dracul

There is a Clan that once sacrificed everything for family, now they are an empire where only the strong survive. They are known for their callousness and cruelty, but also a relentless protection of any they deem close to them.

The Dracul come from the heart of Russia as emissaries of the Imperial Throne, these vampires are the epitome of machiavellian politics and raw strength. 

The Clan has an Embassy in New York, and it seeks to grow its already substantial power in the city and on the continent. This Embassy comprises the Ambassador and their family, trying to obey the will of the Tsarina.

ST Note: This Clan plays as an actual family.
Playing as a family might seem a bit too personal when playing with potential strangers, there will be a family workshop before the larp where we help tie peoples relations together. If you are joining as a singular person later on, we will find ways to tie you into the Dracul group.

Size

Maximum 12 Characters.

Themes

Family, Cruelty, Expectations.

Culture

The Dracul Culture is an aristocratic culture in a modern world, while they have a focus on etiquette, its true culture stems from war.

Costume

Costume Inspiration for Clan Dracul

Traits

Destructive Love

Clan Dracul threw everything away to protect their homeland, they are deeply connected to a selected few. They can handle their mind well but should they lose their loved ones they slowly start to fall apart.

If you ever lose- or start with one less Connection you gain a Flaw. (Talk with the Storyteller to get a Flaw that fits with the Character and story). 

Stability in Conflict

Being the devil-spawned means being inhumane, the  Dracul known to be more immoral and generally callous. Through the need for control they have learned to dominate their own wants and needs.

Your Sanity step count as one higher up to No Obsession, and you can never lose Connections and get the Flaw Unstable for being on Sanity 1.

Of Higher Caliber

As many other Clans, the Dracul view the Duskborn in a more favorable light. Often thinking of the mortals birthed from Vampires as natural leaders and born conquerors.

You start as a Duskborn unless you choose otherwise. And if you start as a Duskborn you gain the Merit: The Right Stock.

Clan Powers

Infernalism(Path), Dissension(Discipline), Supremacy(Discipline).

Clan Agenda

Usually the Dracul seeks to expand its influence. But during the Nephilim Reformation they seek to make sure the Nephilim does not become a global superpower.

Clan Structure

Embassy. The Dracul are emissaries from Russia. The Dracul Embassy is controlled by an Ambassador appointed from the homeland. The Ambassador usually brings their entire family with them, for safety reasons. The Clan is a hierarchy of positions and responsibilities. The strong are rewarded and as such much is based on individual success. But one thing is success, another is failure which is punished severely.

Clan Embrace

Every Character has had an Embrace where they went from a Mortal without knowledge to a Vampire with knowledge, here we look into what kind of Character would usually be Embraced into the Dracul.

The Unwanted Child – You might be a Duskborn, but clearly you weren’t wanted. For some reason though, maybe through your own guile, you got turned into a Vampire and this has only brought more ire from your parents.

Great Expectations – As a Duskborn and child of someone important you are expected to achieve, to rise above. You might be loved, but that love comes with a heavy burden, maybe micromanagement of your life. 

Good Enough – You are not a Duskborn, this makes you an eternal outsider, not truly part of the family. Yet you have proven yourself to sit at the table, to command and earn respect. But never forget that whatever you do, will never be truly appreciated.

Clan Organization

Each Clan has its own Organization of humans who they turn into Blood Servants to serve them. When using Bind Humans in the Storytellers Room you can Bind them from your Clan Organization.

Name: Imperial Royalist Armed Forces – I.R.A.F.

Intrigues: Kidnap, Frame, Rumour, Slander. 

3 Influence: Imperial Intelligence – You always know which Clan Organization is targeting any Blood Servant you control, does not work against I Do It Myself!.

Lore: The Imperial Royalist Armed Forces or I.R.A.F is a secret service serving The Imperial Throne. In the mortal world they conceal themselves as private security firms, but their focus is protection and information within the Dracul Empire sphere of influence.   

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