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🦴ᗩᑎᗩᑎKE ᑕᒪᗩᑎ🦷 Oracles of Death Goto Page: 1 2 [>] [»|]

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foxbunni
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PostPosted: Mon Nov 04, 2024 1:50 pm


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Full disclosure on this clan - there's next to no canon information on the clan so most of this was written by Foxbunni to fill out the clan lore. The rest is from the official VTM Malkavian wiki page.

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Bloodline: Ananke
Parent Clan: Malkavian
Nicknames: Oracles, Prophets, Diviners, Psychics, Psychos, Murderers, Serial Killers
Faction: Camarilla
Disciple: Pythia (foxbunni)
Antediluvian: RESERVED for events
Methuselah: RESERVED for events

A remnant of a bygone age, members of the Ananke bloodline are said to have kept the ancient temples, where oracles performed haruspex (the art of divination through reading the entrails of a freshly killed animal) to read truths in blood. Ananke believe that the secrets of the universe can be witnessed in a microcosm by scrutinizing the bodies of the recently dead. Wisdom can only be gained by savagely tearing into the corporeal, physically delving through the inner workings of each creature in creation. This means that an Ananke Malkavian often has a low morality, sacrificing their Humanity to their search for grisly answers.

Although the bloodline is experiencing a resurgence (more promising childer are available, due to the modern fascination with serial killers), by and large the Ananke are few. A member of this bloodline is compelled to collect trophies of their murderous exploits, using Auspex on them in meditative contemplation. They surrounds themselves with the visceral "workings of the universe" in an attempt to find deeper understanding.

Additional Weakness: All Ananke are compelled to take grisly trophies of their activities, and if deprived of the opportunity to take a trophy they become utterly unreasonable.

Famous Ananke: Nostradamus, Oracle of Delphi

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A warning before you proceed in the Ananke Clan thread - they're known as serial killers and diviners of gore. However I'm fully aware that not everyone is comfortable with gore and thus I will try to keep those who do have gore behind a spoiler or link with a warning. I will be doing my best to ensure every gory Ananke has a "non-gore" version available so that these "clean" versions can be the main ones on display. The last thing we want is to upset or scare anyone when we're just having fun roleplaying vampire faekats.

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PostPosted: Mon Nov 04, 2024 1:56 pm


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01 Introduction
02 Table of Contents
03 Basic Clan Info
04 Detailed Clan Info
05 Clan Abilities & Weakness
06 Malkavian Abilities
07 Clan Archetypes
08 Clan Relationships
09 Active Members
10 Ananke Cults
11 Embracing
12-15 reserved


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foxbunni
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foxbunni
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PostPosted: Mon Nov 04, 2024 1:59 pm


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Parent Clan: Malkavian

Sect: Camarilla (cannot breed/mate with Sabbat)

Clan Requirements: Malkavian-like dementation (usually presenting as conditions like psychopathy, sociopathy, narcissism); an obsession with death/killing.

Clan Strengths: Adept killers, divination abilities, able to mask their madness, access to the Tapestry, Malkavian Time (aka Perfect Timing).

Clan Weakness: All Ananke are compelled to take grisly trophies of their activities, and if deprived of the opportunity to take a trophy they become utterly unreasonable. [This is non-negotiable. Even the Ananke who only feed on animals have this undeniable compulsion to keep parts from each kill and go berserk if the collection is disturbed or if they cannot keep parts.]

Appearance: Ananke began in the ancient Pagan Celtic era, though there are still modern Ananke and they have been around for ages, so their appearances can vary wildly. It's not uncommon to see modern-day punks and goths seated beside vampires dressed in flowing fabrics and flower crowns at any given commune meeting.

Haven: Large compounds, ranches, and even old hospitals converted into makeshift apartment complexes are common amongst the Ananke - anywhere safe they can set down roots. More likely than not, any location is placed in the middle of a wooded clearing away from prying neighbors and cameras.

Background: The clan first originated in areas of ancient Rome, Greece and the Scot-Irish/Wales areas of the world, starting in small cults that over time converged into one another and eventually separated out into smaller branches.

Organization: While the Malkavian clan might be a loosely-knit group of riffraff, the Ananke are a tightly-knit community reminiscent of a cult. Often these cult members will worship their commune's leader like a deity, giving them sacrifices and turning to them for leadership and wisdom.

Quote: "I do not recall a time before the whispers clawed at my mind. I only know that I was never more alone, nor more accompanied, before I was dragged into the ranks of my clan."


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PostPosted: Mon Nov 04, 2024 2:02 pm


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Origins and History
The Ananke clan is a distinguished and sinister offshoot of the notorious Malkavian bloodline, known for their reputation as lunatics and madmen. While most Malkavians are written off by other Kindred and dismissed as unintelligible, the Ananke are feared amongst other vampires. Malkavians may be occasionally correct in their prophecies from time to time but Ananke are nearly always correct. Clan Ananke are characterized by their calculated and methodical nature. Their roots trace back to ancient civilizations, including Rome, Greece, Scotland, Ireland, and Wales. It was in these lands of myth and legend that the Ananke first emerged, refining their dark arts and cultivating their obsession with omniscience.

Beliefs and Practices
The Ananke are deeply entrenched in the practice of haruspex and various other forms of divination. They believe that through these ancient techniques, they can unravel the secrets of the universe and attain a form of omniscience. This pursuit of knowledge drives them to perform gruesome rituals, often involving the dissection of their victims to read omens in the entrails. Their belief system is heavily influenced by the concept of fate and destiny, named after the Greek personification of necessity, Ananke. They view their actions, no matter how heinous, as a means to fulfill a predestined role in the grand tapestry of existence. This fatalistic perspective justifies their calculated murders and the trophies they take from each kill, which they believe hold esoteric significance. Goddess Ananke was also the mother of the three Fates (Lachesis, Atropos and Clotho) and sometimes the name for all three Fates as a group.

Clan Structure and Organization
In stark contrast to the chaotic nature of the Malkavian parent clan, the Ananke are organized and strategic. Many Ananke societies are structured like cults, operating on self-sustaining compounds and communes far removed from the prying eyes of society. These enclaves are meticulously run, often with a rigid hierarchy that ensures discipline and order. Leadership within the Ananke is typically based on a combination of age, knowledge, and prowess in their divinatory practices. The most revered members are those who have demonstrated an exceptional ability to predict and manipulate events to their advantage, often referred to as the Oracles of Ananke.



Rituals and Customs
The Ananke are meticulous in their rituals, which often involve elaborate ceremonies and the use of various divinatory tools. The haruspex is the most prominent of these practices, where the entrails of their victims are examined for omens and guidance. Each kill is methodically executed, and a trophy is taken from each victim—these trophies are believed to hold mystical significance and are used in further divinations. In addition to (or instead of) haruspex, the Ananke employ other forms of divination, including (but not limited to) tarot reading, scrying, and astrology. These practices are integrated into their daily lives, and decisions within the clan are often made based on the outcomes of these divinations. Ananke tend to be drawn towards all types of divination no matter how obscure or niche it may be.

The Modern Ananke
In the modern era, the Ananke clan continues to thrive in the shadows. Their ability to mask their insanity allows them to integrate into various sectors of society where they can continue their dark work. The rise of technology and forensic science has posed new challenges, but the Ananke have adapted by leveraging their positions of authority and expertise in medical and law enforcement fields to stay ahead of the game. Their compounds and communes remain hidden, often situated in remote areas where they can conduct their rituals without interference. These enclaves are self-sustaining, with members contributing to the community through their various skills and professions. The Ananke remain vigilant in their pursuit of knowledge, ever striving to unlock the mysteries of fate and destiny that drive their existence. The Ananke clan stands as a chilling testament to the dark potential within the Malkavian bloodline. Their calculated and methodical approach to their psychopathy sets them apart from their parent clan, making them a formidable and terrifying presence in the world of vampires. Through their ancient practices and unwavering pursuit of omniscience, the Ananke continue to carve their path through history, leaving a trail of death and divination in their wake.

Dementation
As Malkavians, Ananke are all afflicted with a type of madness to some degree. Typically these are in the range of conditions like psychopathy, sociopathy, masochism, sadism, extreme narcissism. They may have some level of delusion such as delusions of grandeur (convinced they are a deity, death personified, fate itself, etc), or extreme paranoia. For the most part, Ananke will have one main affliction and occasionally other conditions that are co-morbid with it. (This is in contrast to their Malk cousins who may have multiple conditions or very complex and unspecified conditions that affect them.) Ananke also have a tendency towards addictions, so things like substance abuse and gambling can often be found ruining the 'harmony' of a compound. This has led to many Ananke forming alliances with Anvari.


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foxbunni
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foxbunni
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PostPosted: Mon Nov 04, 2024 3:03 pm


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Ananke Specialties: Auspex, Dementation, Presence, Haruspex
Malkavian Specialties: Auspex, Obfuscate, Dementation, Dominate
Note: Ananke cannot learn Obfuscate or Dominate unless they were originally Malkavian with those abilities and joined the Ananke bloodline. Those born into Ananke cannot learn them even if their parents are Malk. Malkavians likewise cannot access Haruspex without joining Ananke.

Auspex - grants a vampire supernatural senses, such as psychic abilities.

Dementation - draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others.

Dominate - 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.

Obfuscate - 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.

Presence - the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.

Haruspex
Haruspex is a specialty unique to the Ananke clan. A haruspex was a diviner in ancient Rome who predicted the future by examining the entrails of sacrificed animals. The word haruspex comes from the Latin words haru-, which is similar to the Greek word chordē meaning "gut", and -spex, which comes from the verb specere meaning "to look". In today's terms, the practice has expanded out past the use of only 'guts' and incorporates any body parts including hair, bones and teeth. (This practice can be used with parts from animals, mortals, and occasionally yes some will use vampire parts like fangs.) Often the Ananke will incorporate their trophies (from kills) into their divination practices.

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Every member of clan Ananke suffers from the same weakness - the urge to kill (an animal, mortal, vampire) and the compulsion to keep trophies from their kills. This isn't something that's negotiable, as it's intrinsic to an Ananke's identity. However, of course, each Kindred is an individual - they will each have their own reasons and justifications for killing. Maybe they only kill rabbits to obtain their lucky rabbit's feet. Maybe they kill other social outcasts who won't be missed and is doing the world a favor overall. Maybe they only kill once every 10 years on the anniversary of their parents' death. Maybe they hate killing and get overcome with Red Fear every time they have to.

These trophies become an object of obsession for the Ananke, keeping it close to their person or in a safe place and looking at it proudly from time to time. Some Ananke will incorporate these trophies into their divination rituals, feeling spiritual significance in using them.

Additionally, as a Malkavian bloodline, every Ananke will have some form of insanity. This will vary wildly amongst individuals, and many Ananke are adept at masking their madness long enough to get what they want. There is no such thing as an Ananke who is not afflicted in some way. It's also extremely rare for an Ananke, or any Malk, to view their madness as a problem or something that needs to be treated, so little to none ever seek medical treatment (those that do often end up kept in metal wards for eternity). Their ability to hide their madness, temporarily or long-term, is one of their greatest assets which have kept them safe.

Rötschreck

Rötschreck or the Red Fear, is a state of blind fear experienced by a Cainite that failed a Courage roll against an attack by, or even the sight of, Fire or Sunlight - which are among the few sources of injury that can destroy a vampire. A few supernatural powers also can provoke such a condition in a vampire. Rötschreck is similar to Frenzy in that it is a compulsion that is difficult to control; characters under Rotschreck will hysterically flee from whatever caused the discomfort.

The difficulty of resisting Rotschreck and its effects varies. In the worst case scenario, a vampire under the spell of this Rötschreck is completely controlled by their inner Beast, instinctively driven to a flight-or-fight mentality and forced to flee blindly from the source of fear while they remove any obstacle or person in their way, regardless of their personal attachments to them. Even when maintaining a degree of control, Kindred will avoid fire and sunlight unless absolutely necessary.

In the Book of Nod, Archangel Michael clearly states, while cursing Caine, that he and his children will fear the flame and it will hurt them deeply, causing unbearable agony and pain; vampires have been cursed not only by weakness to flame but also by fear of it.

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PostPosted: Mon Nov 04, 2024 3:31 pm


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Each member of Ananke will possess some access to each of these abilities in varying degree, though typically one of them will be stronger than the others. For example a vampire gifted in Haruspex may barely have access to the Tapestry. The older the vampire is, the stronger their abilities will be and the more abilities they will master over time.
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The Tapestry
Madness Network is a term used by Malkavians to describe the psychic link shared by all vampires of the clan. It is also known as the Cobweb, the Tapestry, the Weavery, and by a dozen other names. To the Ananke, it is called the Tapestry, the red thread of fate linking every Ananke to one another. While other Malkavians attribute the Tapestry to Malkav, members of the Ananke consider it a blessing from Ananke herself to her Childer.

Even within the clan, few understand the nature and purpose of the Network, though all agree that Malkav himself is somehow involved. One of the more popular theories is that Malkav no longer exists in a physical form, but instead is a psychic entity – Malkav is the Network. Others claim the Network was created by him in order that he may use every one of his childer as his eyes and ears in the mortal world.

The Network's main function seems to be bringing Malkavians together for gatherings through "The Call", a powerful psychic summons. This was the method used to gather the majority of the clan for the Great Prank – the removal of Dementation – before the formation of the Camarilla. Gatherings in modern nights are generally much smaller, and are often called to organize a group activity such as pranking an elder or terrorizing a particular area of a city.

This does not mean that they are in constant telepathic communication, though, nor that they are continually bombarded by one signal after another. For what it is worth, Malkavians spend a very low percentage of their time tapped into the Network. Many hear only a faint fluttering two or three times a year. For the vast majority of his nights, the only company a Malkavian has within his skull is his own dementia. Whatever its true nature, the Madness Network does come across as largely unknowable, even to Malkavians.

Not all Malkavians can access the Network with equal skill, and only the most powerful can use it for their own purposes. The gathering of almost the whole clan, such as the Great Prank, was the doing of six methuselahs. Several high-level powers of the Auspex and Dementation Disciplines allow Malkavians to access and use the Network, and all Malkavians may learn the Talent of Malkavian Time, which allows them to tap into it with greater ease, and even – though with much difficulty – send messages to other Malkavians.

It is indeed possible for a Malkavian to "upload" their consciousness into the shared Madness Network. This is not quite a form of immortality, as what remains on the Network possesses a rudimentary sort of sentience, as much an echo of the vampire's personality as anything else. There is no evidence to suggest that the Network remnants of a Malkavian's personality have any sort of strong ambition or self-awareness, other than being a collection of ideas and memories that fire off when appropriate stimuli present themselves. Whatever "intelligence" remains is incomplete, somewhat broken and rather difficult to reason with – after all, it no longer has the context of a body and a separate set of memories. It is somewhat further outside the bounds of reality, bodiless and indistinct – and, of course, quite mad.

This particular tidbit of lore is not common knowledge at all; it is preserved as one of the greatest secrets of the clan, and it cannot be accessed through the Network itself. Anyone willing to make this final plunge will have to somehow come up with the idea in the first place, and then do the legwork to make it necessary. Nothing is ever easy for the Malkavians.

Malkavian Time
To outsiders, Malkavians have an uncanny knack for showing up in the right place at the right time. Or, in some cases, the wrong place at the right time. This ability comes from a keenly developed ability known as Malkavian Time. Clan meetings occur on this unwritten schedule, passed through to members by the Malkavian Madness Network. A message is initially sent through some form of media. The sender could write a message on the back of a receipt, whisper something into a cell phone, or press their head against a TV screen. The Malkavians able to receive the message do so by encountering the same media. The receiver will see it written on any receipt in their pocket, hear it over their cell phone line, or have the cable news pundit speak the message directly to them. The Malkavian keeps hearing the message repeatedly until they acknowledge it and take action towards it. Any Malkavian can take Malkavian Time as a Specialty of their Awareness Skill.

Any Malkavians with dots in Awareness can receive messages, but only those with the Specialty can send messages. When a meeting is coming, the Storyteller secretly rolls Perception + Awareness (difficulty 6). Successes clue the Malkavian in to an upcoming meeting. The more successes, the more time the Malkavian has to prepare to see the rest of her Clanmates. One success means the meeting just started, two successes means there’s a meeting tonight, three successes means a meeting tomorrow, with each success adding an additional night for the Malkavian to prepare. Sending messages requires a Wits + Awareness roll (difficulty 6). Every success means the message gets out on another form of media.

Eye of Chaos
Some Malkavians, especially those who employ the use of Dementation or Auspex, can access a Malkavian ability called Eye of Chaos. In essence, this is the concept that some Ananke can read a person's aura and get an accurate judge of their character and motives without much information provided. They may be able to pick up on details that are being hidden/concealed from them through a combination of the Ananke's intuition and psychic abilities, or being manipulative enough to convince the person to spill more details without realizing it.

This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.

System: This power allows a vampire to determine a person’s true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.

This is a potent power, subject to adjudication. Storytellers, this power is an effective way to introduce plot threads for a chronicle, reveal an overlooked clue, foreshadow important events, or communicate critical information a player seeks. Important to its use, though, is delivering the information properly. Secrets revealed via Eyes of Chaos are never simple facts; they’re tantalizing symbols adrift in a sea of madness. Describe the results of this power in terms of allegory: “The man before you appears as a crude marionette, with garish features painted in bright stage makeup, and strings vanishing up into the night sky.” Avoid stating plainly, “You learn that this ghoul is the minion of a powerful Methuselah.”

Voice of Madness

By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames.

Tragedy almost always follows in the wake of this power’s use, though offending Malkavians often claim that they were merely encouraging people to act “according to their natures.” Unfortunately for the vampire concerned, he runs a very real risk of falling prey to his own voice’s power.

System: The player spends a blood point and makes a Manipulation + Empathy roll (difficulty 7). One target is affected per success, although all potential victims must be listening to the vampire’s voice. Affected victims fly immediately into frenzy or a blind fear like Rötschreck. Kindred or other creatures capable of frenzy, such as Lupines, may make a frenzy check or Rötschreck test (Storyteller’s choice as to how they are affected) at +2 difficulty to resist the power. Mortals are automatically affected and don’t remember their actions while berserk. The frenzy or fear lasts for a scene, though vampires and Lupines may test as usual to snap out of it.

The vampire using Voice of Madness must also test for frenzy or Rötschreck upon invoking this power, though his difficulty to resist is one lower than normal. If the initial roll to invoke this power is a failure, however, the roll to resist the frenzy is one higher than normal. If the roll to invoke this power is a botch, the frenzy or Rötschreck response is automatic.

Total Insanity

The vampire coaxes the madness from the deepest recesses of her target’s mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.

System: The Kindred must gain her target’s undivided attention for at least one full turn to enact this power. The player spends a blood point and rolls Manipulation + Intimidation (difficulty of her victim’s current Willpower points). If the roll is successful, the victim is afflicted with five derangements of the Storyteller’s choice. The number of successes determines the duration. On a botch… well, the Storyteller can decide what a vampire inflicts upon herself by attempting to incite the primal hells lurking within the darkest recesses of a victim’s mind. The victim (or the target of a botch) can spend a number of Willpower points equal to the successes rolled to end the duration prematurely. The Storyteller decides when such Willpower points can be spent (such as after a therapy session or after a friend has managed to prove a particular delusion to be false).

Babble

This power allows a Kindred to speak with multiple targets using telepathy. All of their minds are linked, but they must communicate with each other by speaking out loud. Furthermore, each person linked speaks as if the person he or she is talking to is standing right next to him or her. For example, if Alexandria and Mister E. are connected with Babble, Alexandria can murmur quietly and be heard since he’s in a movie theater, while Mister E. has to shout because she’s on the dance floor of the local dance club.

System: The vampire may link a number of targets equal to her permanent Willpower. Malkavians may push the number of people connected to Babble to her Willpower + Empathy, if all the subjects possess at least one derangement and don’t resist the Discipline. Kindred with the Malkavian Time Specialty may choose to use their Awareness instead.

Lingering Malaise

While lesser Dementation powers allow a vampire to inflict temporary (though often long-lasting) madness upon a victim, elders of the Clan have developed the ability to infect the minds of their victims with permanent maladies. Lingering Malaise causes permanent psychological shifts within the victim, making him, as one Gangrel elder remarked, “an honorary Lunatic.”

System: The character speaks to his victim for at least a minute, describing the derangement that Lingering Malaise will inflict. The player rolls Manipulation + Empathy (difficulty equal to the victim’s current Willpower points); the victim resists with a Willpower roll (using his permanent Willpower at 8 difficulty). If the user of Lingering Malaise scores more successes, the victim gains a permanent derangement chosen by the individual who inflicts it. Lingering Malaise may only be used to inflict one derangement per night on any given victim, though multiple attempts may be made until the derangement takes hold.

Shattered Mirror

Although Dementation’s low-level effects are primarily to initiate or promote insanity rather than to create it spontaneously, some of its more potent manifestations are not as subtle. The wielder of this fearsome power can transfer her own deranged mindset into the psyche of a hapless victim, spreading her own brand of insanity like a virus.

System: The vampire must establish eye contact with her intended victim to apply this power. The player then rolls Charisma + Subterfuge (difficulty equal to the target’s current Willpower points) resisted by the target’s Wits + Self-Control/Instinct (difficulty equal to the Dementation user’s current Willpower points). If the aggressor wins, the target gains all of her derangements and Mental Flaws for a period of time determined by the number of net successes the aggressor scored.

The Call

Malkavians say that Malkav speaks to them. (For Ananke, of course they attribite this to Ananke rather than Malkav.) Unlike the reasoning from Eyes of Chaos, this isn’t without justification. Malkavians are linked on the subconscious level, somehow, by their shared blood. Even without a shared language or differing Derangements, Malkavians can often come to a mutual understanding with frightening rapidity. The exact nature of this link is hotly debated, the secret closely guarded. In nights hence, savvy Seers will call this the Madness Network.

Those of low Generation can directly call upon this link, communicating with and or summoning their lesser. The ancient Iktomi uses this to call from a land unknown to all contemporary Malkavians, save a few raving madmen in the old Danelaw.

System: To Call, a Malkavian (and only a Malkavian) names another Malkavian of equal or lesser Generation, then rolls Perception + Empathy (difficulty 6). Success within the allotted range establishes a pseudo-telepathic communication with the named target, so long as she is in range. The catch is that the communication must be verbal, carried on as if the participants are standing next to one another. A Malkavian in a quiet chamber room must loudly shout to talk to the Malkavian on the battlefield, while the latter need only whisper to be heard. The vampire using Fire Voice must also test for Rötschreck upon invoking this power, though his difficulty to resist is one lower than normal. If the initial roll to invoke this power is a failure, however, the difficulty of the roll to resist the frenzy increases by one instead. If the roll to invoke this power is a botch, the Rötschreck response is automatic.

If no target is named, this power instead sends out a general pulse to those in range, carrying with it a one-word feeling of intent. This can be a call to convocation (these nights, that’s tantamount to invitation for battle with the Brujah) or a beacon of distress. Other clan members hear and attend if they so choose. The Call merely conveys an impression, and a feeling of a place and time. The Call is instinctive, such that an Iberian Malkavian visiting London would be able to follow his impressions and visions to the gathering place as readily as any native Cassandra.

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foxbunni
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foxbunni
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PostPosted: Tue Nov 05, 2024 1:31 pm


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If you are unsure how to make your Ananke look to fit into the clan, here are some guidelines for common archetypes or tropes within the clan. You do not need to stick to these specifically, however it's important to keep in mind that at their core, every Ananke is: demented/psychotic in some way, driven to kill animals/mortals/vampires (not necessarily all three), and are all compelled as if by force to keep trophies of their kills.

Oracles are ancient ritualists hailing from any era of history, these Ananke are some of the most highly regarded within the clan and their individual cults. Pagans, Celts, Scottish, Irish, Italian, Austrian, Roman and Greek make up the bulk of this archetype with each wearing traditional garb from their birthplace. Each one is especially gifted in divination (typically multiple different techniques), masters of Haruspex, and are often employed by mortal kings in divine temples such as the Oracle of Delphi. Younger Ananke will find themselves drawn towards Oracles for guidance and wisdom towards the ultimate goal of omniscience and often the Oracles are considered by most to have actually achieved it. (Whether this is true or the Oracle is delusional is another thing entirely.)

Diviners may be a more modern type of diviner with tools such as crystal balls and tarot cards, or a more ancient type of diviner more akin to the ancient Pagans and Celts, using tools like bones and viscera to see the future. Some may even possess an innate spiritual ability to see literal visions of events that will happen or predict the death of another with accuracy. Many Ananke are obsessed with the power and omniscience that comes from the ability to divine the truth and the future. This also includes modern prophets and doomsday cultists, even conspiracy theorists.

Followers are the lost souls who found their way to an Ananke compound one way or another, seeking purpose and guidance. Some may even be born into the cult and never know any other way of life. Will joining the cult and receiving the embrace soothe the hole in their heart? Many followers include folks who obsess over true-crime with a morbid curiosity and "what if?" lingering in their mind, the types of people who fan and fawn over serial killers and write to them in prison in hopes of being 'the exception' and not another victim.

Leaders are exactly that - cult leaders, priests and pastors, prophets, teachers and professors, lawyers and lawmakers, police, doctors and surgeons. They hold some position of power/authority and are looked to for guidance, and willingly take charge when given the chance to do so. Some may feel a calling towards these positions while others choose them intentionally for easy access to mortals to feed on and kill.

Murderers from every era are the types of members who try their best to blend into society by faking their emotions and relationships. Deep down they're fueled by a desire to take the life of another, and everything that they do, every relationship they cultivate is ultimately to further that goal. In the modern era, some younger folks are inspired by consuming true crime content to become killers themselves. Murderers may be best disguised in society with careers such as a police officer, crime scene investigator, doctor/nurse, or mortician.

Psychos are the Ananke who have little to no interest in masking themselves or trying to contain or control their insanity. They embrace their madness like a gift, and will often inflict it upon others for their own demented amusement. They may be drawn towards the medical field and especially working in mental wards, prison cells, and anywhere else there might be captive victims.

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PostPosted: Tue Nov 05, 2024 1:32 pm


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Generally speaking amongst other clans, the Ananke fall somewhere between "feared" and "revered". Many vampires may not even believe the Ananke truly exist and are just a legend told to make the Malkavian clan look less insane and more calculated for the sake of appearances. Those that do know of the clan typically have one of two relationships with them; some vampires see them as an asset or tool and seek them out when they want divination or killing services performed. Others avoid the clan entirely out of terror or disgust - as the Ananke are more than willing to slay their own kind for fun. Malkavians of course are far more accepting of their madness and will be more likely to be drawn to an Ananke thru the Tapestry.

Ananke & Other Ananke
The Ananke have a complicated relationship to one another. You could say each one is always looking over their shoulder at the other, just in case of becoming their next victim (being a murderer amongst other murderers will do that to you). However, for the most part there is a mutual respect amongst Ananke, if not some "friendly competition" about the number or notoriety of their targets. Anyone who has proved themselves worthy of the clan is at the very least dangerous enough that they shouldn't be provoked. Higher-ranking and older clan members are highly respected by even the newest fledgelings (at least, to their face).

Ananke & The Masquerade
Most Ananke respect the Masquerade and would not reveal their true nature unless forced by the most dire circumstances. However, some of the more rebellious or truly twisted Ananke might casually bring it up in conversation to gauge their victim's response and torment them with fear before they kill them.

Ananke & Mortals
Ananke have a complex relationship with mortals. Economically, there are many Ananke who depend on them for resources like income or housing, so they are at the very least cordial with them. Plenty of Ananke will just view mortals as playthings and a food source. Some Ananke may have a deep-seated hatred towards mortals which makes mortals the main target of any Ananke's dark desire to kill.

Ananke & Malkavians
The Ananke, for the most part, look down upon the Malkavians with shame and pity. They see Malks as their chaotic and unhinged cousin, and see so much wasted potential. If only they could learn to conquer their madness as we have, they would not be looked down upon by other clans... Ananke, on the whole, reject the traditional Malkavian belief that Malkav is their disciple/founder, instead believing that Ananke to be their progenitor. The most common belief is that Ananke is both a vampire and the goddess of fate. There are certainly still some Ananke who hold entirely different beliefs that are unique to their specific cult - perhaps worshipping their own cult leader and dismissing Ananke.

Ananke & Camarilla
Blood traitors and thieves who took what did not belong to them! Ananke look upon the Tremere with disdain and disgust as most clans do. Even the most psychotic Ananke cannot condone the actions of Tremere and their tainted vampirism. While, yes the Ananke sometimes kill their own kind, it's considered a ritualistic killing within the clan holding extreme spiritual significance and, in their own twisted minds, fulfilling some sort of destiny or helping their victim 'ascend'.

The Ananke have formed a deep sisterhood with the Galloi bloodline/clan, with both clan members obsessed with macabre rituals. There is an understanding that the "extra blood" will be traded to Galloi for their "leftover parts" for the Ananke to divine with.

As far as other Camarilla the Ananke are for the most part neutral/cordial towards one another, occasionally exchanging services/money. There are no particular clans that they are especially 'friendly' with except perhaps Ventrue or Banu Haqim. They say that money talks when you deal in the dark. One could also say that some Ananke may feel a sort of kinship or similarity to those in Nosferatu and Gangrel. In particular many Pagan and Wiccan Ananke find they have much in common with members of Lhiannon.

Ananke & Sabbat/Antitribu
Ananke generally do not care for the Sabbat. They will never mate/breed with a Sabbat clanned vampire regardless of circumstance. They are also generally uninterested in Antitribu due to their rejections of clan loyalty, though some Ananke can somewhat relate to the sentiment it's rare any Ananke themselves become Antitribu. (You could say too many Ananke have been indoctrinated too deeply to even consider it. That's not to say there will never be an Ananke Antitribu, but it would be exceptionally rare.)

Ananke & Independent
Ananke tend to be less critical of Independent clans and bloodlines, and will sometimes spend time around them to offer divination services or conduct other business deals. There have been some Ananke known to work closely with members of Cappadocian to gain dark knowledge.

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foxbunni
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foxbunni
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PostPosted: Tue Nov 05, 2024 1:33 pm


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Disciple:
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Antediluvian: RESERVED for events
Methuselah: RESERVED for events


Elders:
  • RESERVED for events


Ancillaes:



Neonates:


Fledglings:


Rank Unknown:


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PostPosted: Tue Nov 05, 2024 1:34 pm


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This is a WIP and is going to take time, but eventually there will be some cult leaders created into Ananke and their owners will be allowed to start/run their cults as they please.

All Elder ranks will be reserved for cult leaders.


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foxbunni
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PostPosted: Tue Nov 05, 2024 1:35 pm


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Ananke generally do not embrace lightly. The most commonly chosen mortals to embrace are those naturally gifted with psychic abilities or other supernatural powers. Many Ananke have embraced serial killers and fascists to encourage their reign of terror to last eternally. Some Ananke choose to embrace to spread their own specific type of madness like a contagious disease. Occasionally an Ananke might embrace particularly a loyal follower to keep them as a clan asset eternally. Very rarely, especially in remote cults with dwindling numbers, the embrace may be done out of necessity to simply keep the bloodline from ending and the traditions of the cult alive.

The Ananke clan is composed of individuals who are able to mask their insanity behind a veneer of normalcy. Unlike typical Malkavians, who are unable to hide their madness, Ananke members are often psychopaths and sociopaths who can seamlessly blend into society. They hold careers that provide them with access to death and the macabre, such as police officers, morticians, and doctors. These professions not only facilitate their murderous tendencies but also enable them to cover up their tracks efficiently. When choosing mortals to embrace into the clan, the Ananke seek out individuals who exhibit traits of psychopathy and sociopathy, as well as those with a natural aptitude for or interest in the occult and divination. Potential recruits are rigorously tested for their ability to maintain composure and rationality while engaging in the clan’s dark practices. Only those who can demonstrate a perfect balance of sanity and madness are deemed worthy of the Embrace.

If a clan member believes that a mortal would be a strong asset to the clan they will be considered, but they must have a powerful constitution to withstand the Embrace and its Kiss of Madness. Almost instantly after being embraced, a former-mortal will experience a surge of dementation inside their mind as their thoughts become twisted and entangled into the Tapestry. This moment can last anywhere from hours to weeks, and is excruciatingly painful and draining to the newly-embraced vampire, and because of this not every fledgeling will survive the Kiss of their Sire. Some Sires will be more sympathetic and stay with their new fledgeling to help them survive turning - others may be more callous and leave them to fend for themselves as their first test of clan worthiness. Those who have their Sire or another handler to help care for them during this time are far more likely to survive the Embrace. Some unlucky Ananke-to-be have ended their unlife, accidentally or intentionally, due to the effects of the Kiss of Madness.

Like 'true' Malkavians, the Ananke's Embrace is the Kiss of Madness. This means that somewhere deep inside their psyche, the Kiss will seek out even the thinnest thread of potential insanity that lays dormant inside the mortal and amplify it a thousand-fold. Any mortal will not be able to prevent or resist their mind becoming twisted thru the Kiss, no matter how sane and stable they may have been before, nor how strong of body or mind. Unique to Malkavian bloodlines, the Kiss of Madness in particular will inflict the fledgeling with not just their own insanity, but also whatever individual madness their Sire has as well. This is what makes the Kiss so torturous - two huge cracks form inside their mind at the same time, shattering their reality, and they're left to somehow sort and pick up the pieces. Sometimes this horrendous event triggers additional types of madness to occur, leading some newly-turned Ananke to be nearly unrecognizable from their former selves.

When the Kiss finally ends with a fledgeling Ananke, barely clinging to unlife, they will feel themselves suddenly "snap" back to lucidity after what feels like an unending nightmare. As if out of nowhere they feel at least partially in control of the madness, able to push it back into the dark recesses of their mind for now, enough to quiet the voices and focus on something else. The new Ananke will find themselves utterly ravenous, with the hunger a mortal would experience after a week without food. It might feel so intense and painful that it's as if they have never eaten anything before, and in a way that's true. Their immortal body is now craving blood and they will begin hunting like an animal for their first meal. Usually they just grab whatever small creature they find first - a squirrel, a dog from someone's yard. This first meal is one that comes with a wave of new sensations and emotions, overwhelming the Ananke to the point of compulsively collecting some part from the kill as a trophy.
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If you believe your faekat would fit into the clan and accept the Embrace, please click here for the Embracing thread.

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PostPosted: Tue Nov 05, 2024 1:40 pm


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Pythia's temple is a breathtaking blend of ancient grandeur and dark mystique, perfectly reflecting her dual role as the oracle of Delphi and the eldest vampire of the Ananke clan. The temple, nestled high on the slopes of Mount Parnassus, is a place where time seems to stand still, shrouded in both history and legend. The temple's exterior is a masterpiece of classical Greek architecture. Majestic carved columns, weathered by centuries, stand tall and proud, supporting a grand pediment adorned with intricate carvings depicting scenes from Greek mythos. The marble facade glows with an ethereal light under the moon, giving it an otherworldly appearance. Ivy and climbing roses, dark with age, entwine around the columns, their leaves and thorns hinting at the vampiric presence within. Inside, the temple's grandeur takes on a more eerie and mystical quality. The main hall is vast, with a high vaulted ceiling that seems to disappear into darkness. Flickering torches cast long shadows on the walls, where ancient frescoes depict prophetic visions and the history of the Ananke clan. The air is thick with the scent of incense and a hint of something more metallic. The temple exudes an aura of power and ancient wisdom, mixed with an undercurrent of dark energy. Visitors are often struck by a sense of awe and unease, as if the very walls are alive with the whispers of centuries-old secrets. The blending of the sacred and the profane, the divine and the undead, creates a unique and unforgettable ambiance that leaves a lasting impression on all who enter.

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At the heart of the temple lies the Oracle's Chamber, where Pythia delivers her prophecies. This chamber is a circular room, with the center dominated by a stone tripod over a fissure in the earth. From this fissure, a continuous stream of vapors rises, casting a haze over the room and adding to the otherworldly ambiance. The walls are lined with ancient texts and scrolls, recording centuries of prophecies and clan lore. Pythia's throne, where she sits in her role as the oracle, is a majestic seat carved from obsidian and adorned with gold and ruby inlays that catch the light in a mesmerizing dance. The throne is elevated on a dais, allowing Pythia to look down upon those who seek her wisdom.
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Hidden beneath the temple, accessible only through a concealed passage, is the vampire sanctum. This underground lair is a stark contrast to the ancient Greek elegance above. Here, the walls are of rough-hewn stone, and the space is lit by the eerie glow of phosphorescent fungi. Elaborate coffins and relics of the Ananke clan's history are carefully arranged around the room, creating a solemn and reverent atmosphere.

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foxbunni
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foxbunni
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PostPosted: Tue Nov 05, 2024 1:41 pm


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PostPosted: Tue Nov 05, 2024 1:42 pm


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foxbunni
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foxbunni
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PostPosted: Tue Nov 05, 2024 1:43 pm


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◕ Roleplay: Vampires

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