FAQ and Other Information
Information for the RPG.
Locations:
Earth:
You had best know your own planet.  The year, though, is a bit different, as it is 2145 A.D.  More modern technology, such as holograms, hover crafts, video phones, etc. are in existence.  The world is even more populated, so not many forested/nature areas are in existence anymore.
Tokyo, Japan: The location of the RPG.  Overcrowded in the daytime, and an empire in the night.  There are a few other locations here as well.
Tsukino Shoukan (Moon of Redemtion): The bar where the Camarilla (explained later) live undergound in.  This is their haven, or safe home, for them to reside and take shelter in.
Tsukino Shinigami (Moon of the God of Death): The club where the Sabbat (explained later) live underground in.  This is also their haven for them.
Headquarters: Slayers live here, keeping weapons there as well for when they walk the streets at night.
Sakura Complex: The apartment complex where some humans and the occasional vampire reside in.
Bara Homes: Homes that some humans and vampires live in.  Mainly people with wealth live here.

Characters:
Vampires:
Creatures of the night who live off blood.  Depending on generation, clans, and sects (all explained later).  Sunlight burns them up and fatal wounds that can't be healed in any form will end their lives.  Otherwise, expect a tough fight from them.
Humans: Normal mortals, some seen as food, others seen as potential undead.  Some know of the vampires and slayers, while others don't.
Slayers: People who wish for revenge upon the undead for their own reasons.  Coming together in one group, they hunt vampires by night and occasionally by day.

The Generations and Caine:
Caine:
The first vampire and one of the first humans.  He was cast our from humankind when he killed his own brother.  By this, he was cursed with eternal unlife and the lust for blood.  He wandered is the wastelands, becoming lonely, and so he made more like him as the father who cursed his children to join him in the Eternal night.  As so, 13 clans inherited the Earth and made war upon each other, killing those claiming to be Caine resurrected and their followers.
Antediluvians: These ancient vampires, if any exist at all, are liekly the most powerful creatures in the world.  As old as they are, they're several steps from being Caine's status in age.  They usually go into long sleeps, but when they rise, they affect all they touch with their supposed god-like power.  In Kindred legend, there were originally 13 of them, though only a few remain if any.  Cunning and manipulative, they'll use the other generations to unroot anyone who is claiming to be "Caine".
Methuselahs: Considered demigods or avatars in camparison to the Antediluvians, these are vampires that range from 1,000-2,000 years old.  Once they reach this point, a grave change overtakes the creature, banishing all humanity within them.  Much like the Antediluvians, they'll sleep for several years, but once awake, they'll manipulate younger generations.
Elders: These are vampires who range from 300-900 years old.  They are very powerful, seeing youngers vampires as merely pawns to be used or things to be destroyed.  They respect older generations, but will still try to do powers plays and take control.
Ancillae: These vampires are 100-200 years old, and are the majority of what Kindred are.  They keep things in order, usually the minions to older generations, but will befriend younger generations and make other vampires.
Neonates: These are inexperienced vampires ranging from 30-100 years old.  They also make up the majority of vampires, wishing to make something of themselves, but are mainly used as pawns.
Fledglings: These are newly reborn vampires that are usually still under their sire's wing.  They are treated disrespectfully or as property of their sire.  When their sire believes they're ready, they will make them a neonate.

Traditions:
These are the rules all vampires following Caine's legacy must live by.
First Tradition: The Masquerade: Thou shalt not reveal thy true nature to those not of the Blood.  Doing so shall renounce thy claims of Blood.
Second Tradition: The Domain: Thy domain is thy concern.  All others owe thee respect while in it.  None may challenge thy word in thy domain.
Third Tradition: The Progeny: Thou shalt sire another only with permission of thine elder.  If thou createst another without thine elder's leave, both thou and thy progeny shalt be slain.
Fourth Tradition: The Accounting: Those thou create are thine own childer.  Until thy progeny shall be released, thou shalt command them in all things.  Their sins are thine to endure.
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