Portrayal Guidelines: Difference between revisions
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=== [[Kindred]] === | === [[Kindred]] === | ||
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society. | Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the [[Camarilla#Laws|Masquerade]]. Divided by [[clan]]s, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society. | ||
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away. | Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every [[Kindred]] struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away. | ||
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they've nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong. | |||
==== The Different Immortal Ages ==== | ==== The Different Immortal Ages ==== | ||
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Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]'s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name "ghouls" was not chosen at random. | Feed just about any living creature a little vampire blood and it becomes a [[Ghoul]], at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A [[Ghoul]]'s emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name "ghouls" was not chosen at random. | ||
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The [[Camarilla#Laws|Masquerade]] has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you! | |||
If your [[Ghoul]] is found to know a little more than they should, they should expect that [[Kindred]] looking to score brownie points with the [[Sheriff]] or [[Prince]] might treat them like prey. More often than not, the price for sliming out some lick's ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it. | |||
=== [[Garou]] === | === [[Garou]] === | ||
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In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death. | In Northern California, most [[Garou]] affiliated with the [[Garou]] Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most [[Kindred]], [[Garou]] are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death. | ||
Most Garou don't know a thing about [[Kindred]] or their society as a whole. From what they do know, it's bits and pieces from encounters others have had with them. [[Kindred]] have a history of deceiving [[Garou]] with misinformation to weaken their understanding of them (when they aren't outright hunting Garou for sport). Generally speaking, your Garou should avoid [[Kindred]] at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with [[Kindred]] when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks! | |||
=== [[Kinfolk]] === | === [[Kinfolk]] === | ||
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[[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights. | [[Kinfolk]] outnumber werewolves roughly ten to one - and considering the decreasing numbers of the [[Garou]], Kin themselves are rare enough in their own right. Human [[Kinfolk]] usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many [[Kinfolk]] know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more [[Kinfolk]] are born to families who have no idea of their [[Garou]] connections. Unlike werewolves, [[Kinfolk]] go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost [[Kinfolk]] represent an ebb in the tide of [[Garou]] fortunes. Whether the werewolves realize the truth or not, [[Kinfolk]] are links to the future for [[Garou]]. Without [[Kinfolk]], the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights. | ||
There's very little expectation for Kinfolk, because they're basically just Humans. That said, your Kinfolk shouldn't know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed! | |||
== Job Portrayal Expectations == | == Job Portrayal Expectations == | ||
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You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn't become [[Sheriff]] if they couldn't do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results. | You should, at a minimum, be capable of engaging in PvP with some degree of success. A [[Sheriff]] wouldn't become [[Sheriff]] if they couldn't do the dirt. Play a few rounds as [[Hound]] and learn the ebb and flow of the combat system for best results. | ||
Your character should be at minimum a [[Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren't put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that's by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Masquerade]], and protecting the [[Masquerade]] is the whole point. | Your character should be at minimum a [[Portrayal_Guidelines#The_Different_Immortal_Ages|Neonate]] with some history with the [[Camarilla]]; Anarch defectors aren't put into positions with direct access to [[Camarilla]] leadership on a whim. [[Sheriff]]s are expected to keep the peace, whether that's by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the [[Camarilla#Laws|Masquerade]], and protecting the [[Camarilla#Laws|Masquerade]] is the whole point. | ||
A [[Sheriff]] that repeatedly engages in [[Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal. | A [[Sheriff]] that repeatedly engages in [[Camarilla#Laws|Masquerade]] breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal. | ||
=== Hound === | === Hound === | ||
Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky. | Much like the [[Sheriff]], this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky. | ||
A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Masquerade]]. | A [[Hound]] is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a [[Fledgeling]] who lost their [[Sire]] early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the [[Camarilla#Laws|Masquerade]]. | ||
[[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...? | [[Hound]]s answer directly to the [[Sheriff]], and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a [[Sheriff]] around, they do not act alone except in witnessing the most egregious breaches, or when attacked. [[Hound]]s are soldiers, and good soldiers follow orders! Right...? | ||
=== Tower Employee === | === Tower Employee === | ||
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what's going on behind the scenes, or you don't, but either way it's probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a 'thought crime' when it concerns protecting the [[Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know. | You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what's going on behind the scenes, or you don't, but either way it's probably best that you stay out of it unless directly approached. Especially in the case of [[Human]]s, there is such a thing as a 'thought crime' when it concerns protecting the [[Camarilla#Laws|Masquerade]]. [[Ghoul]]s are given a bit more freedom in what they are allowed to know-- that is, so long as their [[Domitor]] has permitted them to learn what they know. | ||
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high. | Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the [[Sheriff]] or a [[Hound]] (known to you as security personnel) say jump, you say how high. | ||
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=== Bartenders, Civillian Jobs, etc. === | === Bartenders, Civillian Jobs, etc. === | ||
For the more 'layman' jobs like tending bar, you are the most out of the loop. For the same reason that your character isn't told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Masquerade]]. | For the more 'layman' jobs like tending bar, you are the most out of the loop. For the same reason that your character isn't told anything, your character is safe from the consequences of what threats that knowledge poses to greater [[Kindred]] society and the [[Camarilla#Laws|Masquerade]]. | ||
Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you're interested in happening to your character! | Characters in these jobs are ripe for [[Ghoul]]ing, being [[Embrace]]d, etc. Be sure to update your OOC notes to tell other players what you're interested in happening to your character! | ||
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And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass. | And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]], another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass. | ||
Members of the [[Camarilla]] are generally expected to seek to uphold the [[Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn't usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review. | Members of the [[Camarilla]] are generally expected to seek to uphold the [[Camarilla#Laws|Masquerade]]. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the [[Camarilla]], that doesn't usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review. | ||
=== Anarchs === | === Anarchs === | ||
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Anarch characters can be as ruthless or as pathetic as you'd like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary! | Anarch characters can be as ruthless or as pathetic as you'd like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary! | ||
==Clan Portrayal Expectations== | |||
===Salubri Warriors=== | |||
Latest revision as of 01:42, 15 June 2026
First Steps
The first step in portraying a character in the World of Darkness, is to decide right off the bat what splat your character will be. For most people, that ends up being a Kindred (the WoD name for vampire). Kindred and their mortal servants, Ghouls, are publicly available to play for anyone, but we have a few splats that are not publicly available such as Garou and Kinfolk.
For beginners to the setting who aren't super familiar with the overall world and how to write a character within it, the safest bet is to play as a Human. You can list in your OOC Notes that your intention is to be Embraced or Ghouled, which will let Kindred authors know that they can groom your character for either the Embrace or Ghouling. This is the best way to learn the setting, as both you and your character are able to learn as you go without any pressure or portrayal expectations. Your Sire or Domitor (prospective or otherwise) will guide you through the world. For Garou, playing a Kinfolk that doesn't know about the World of Darkness is the equivalent.
Splats
Immortal predators cursed to live in the night, these vampires survive on human blood while hiding their existence behind the facade they call the Masquerade. Divided by clans, sects, and rivalries, they wage endless political and ideological wars beneath the surface of mortal society.
Though officially under the Camarilla, San Francisco also harbours Anarchs, Sabbat, and independent factions in an uneasy balance constantly threatened by each other, outside forces and internal fighting alike. Every Kindred struggles against their primal urges, with frenzy and decline into monstrosity only ever one mistake away.
Generally speaking, Kindred should never know everything. Even Elders are often out of the loop on obscure lore, especially that which does not directly involve their clan or places they've nested. If you find yourself portraying a vampire that has knowledge on every splat and every event in the World of Darkness 20th Edition timeline, you are doing it wrong.
The Different Immortal Ages
Fledgling
Typical Age: From a day old to a hundred years old, or however long it takes for you to learn the ropes of Kindred society.
As a Fledgling, you are still learning how to control your new powers, and face your new problems. You are much the same person as you were prior to the embrace, for good or for bad. The phrase "Life's sucks and then you die" leaves out how much it sucks to be dead, but you're starting to learn that first-hand. You might be recently declared dead or reported missing, and are struggling to piece together a new unlife without the support network you had when you were alive. There are a lot of rules and customs you're unfamiliar with, and older kindred look down on you. You may be alone, hiding out after a string of murders post-embrace that put you on the radar of law enforcement and the Camarilla, or under the watchful eye of your Sire learning to control yourself under their wing. Either way, you're going to need help to navigate all of this.
Neonate
Typical Age: Usually a few decades, but definitely under 200.
As a Neonate, you're starting to get the hang of things with your unlife. You have learned to control your urges enough to be mostly left to your own devices, but older kindred can still smell your inexperience from a mile away. Friends and family you once knew are beginning to grow old and pass away due to natural causes, leaving you with the lasting emotional scars from their absence. Any who you remain in contact with but haven't told about your embrace are likely suspicious about your lack of aging and absence during the day. As a result, you've learned to remain mostly composed, and to keep things close to the vest, especially when it comes to interacting with Kine. With your Kine touchstones dwindling or gone, you'll begin to find solace in others... Or else your humanity might start to fade with them.
Ancilla
Typical Age: Around a century (or two) old, but not quite 'running things' or in a position of great strength.
As an Ancilla, you are a dignified member of kindred society. Ancient by Anarch standards, middle-aged by Camarillan. The ties you once held to your originally life have faded with the deaths of your loved ones over a century prior. You have come to find a new family along the way; either by siring childer of your own or making and keeping friendships that have lasted you through the ages. You are a composed, mature vampire that others often turn to when decisions need additional input, or important things need doing.
Elder
Typical Age: Well over several centuries old. Elders get shy about an exact number to avoid Diablerie.
As an Elder of your clan, you are a walking history book. You have learned to keep quiet about your true age and origins, and have likely made a coterie of enemies, some alive some dead. Walking through time as the winding centipede, crawling into centuries unfamiliar as you learn and adapt to each new shifting culture. You may have emerged from torpor after a battle you may or may not remember years prior, thrust into a world you don't recognize. You likely possess a reputation for good or for bad, for something you may or may not have done hundreds of years ago. Some may take solace in your company as a familiar face, some may want to turn you to ash for a petty grievance from lifetimes prior. If your true age is discovered, the Camarilla will likely try to employ you as an enforcer due to your strength... or an aspiring lick might come along to diablerize you and take your power for themselves. To have survived this long, you're cautious, old, and cunning. Your routines are important, and you stay out of the petty squables of younger Kindred if you can help it.
Mortals sustained and Bound by vampiric vitae, gaining unnatural vitality, greatly slowed aging, and an emotional dependency on their domitors. Some serve willingly out of loyalty, love, or ambition, while others remain trapped by addiction and blood bonds they can't escape.
In San Francisco, ghouls act as bodyguards, servants, agents, and intermediaries for Kindred across every sect and faction. Though stronger than ordinary humans, they remain vulnerable to the whims and politics of Kindred Society and their masters.
Feed just about any living creature a little vampire blood and it becomes a Ghoul, at least temporarily. In the World of Darkness, ghouls are omnipresent servants, easily created, and heavily abused - although networks do exist to assist them in escaping their masters. A Ghoul's emotions run to extremes with the heady drug of vitae in his veins, not to mention the Blood Bond - such a creature often falls prey to great rages and disturbing cravings. The name "ghouls" was not chosen at random.
Ghouls should, in 99% of cases, be almost entirely out of the loop. Many ghouls do not even know they are ghouls, or the nature of what monsters their Domitors truly are. You should avoid playing a Ghoul with esoteric knowledge of splats or worldly lore regarding Kindred society. The Masquerade has lasted as long has it has for a reason; that reason being their secrets are not shared with mortals. That means you!
If your Ghoul is found to know a little more than they should, they should expect that Kindred looking to score brownie points with the Sheriff or Prince might treat them like prey. More often than not, the price for sliming out some lick's ghoul is a slap on the wrist and a minor boon. Your (mostly) mortal life is worth a trip to the supermarket, so act like it.
The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the Black Spiral Dancers). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most Kindred, Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.
Most Garou don't know a thing about Kindred or their society as a whole. From what they do know, it's bits and pieces from encounters others have had with them. Kindred have a history of deceiving Garou with misinformation to weaken their understanding of them (when they aren't outright hunting Garou for sport). Generally speaking, your Garou should avoid Kindred at all costs, lest they be branded wyrm-tainted by a perceptive philodox and cast out from Garou society as a whole. That said, sometimes it is necessary to cooperate with Kindred when the veil as a whole is being threatened, or there is a mutual threat (like Pentex releasing toxins into the city water supply). Outside of these extreme circumstances, you better hope noone from the sept catches you hanging with those wrym-tainted licks!
Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the werewolves and their Kinfolk. Kinfolk are an essential part of the world of the Garou. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.
Kinfolk outnumber werewolves roughly ten to one - and considering the decreasing numbers of the Garou, Kin themselves are rare enough in their own right. Human Kinfolk usually live in their own homes or communities, while wolf Kin often dwell in a tribe’s protectorates. Many Kinfolk know something of their heritage, but few know everything. As with lost werewolf cubs, these days, more and more Kinfolk are born to families who have no idea of their Garou connections. Unlike werewolves, Kinfolk go through no Rite of Passage; many grow old and die without ever knowing about their mystical inheritance. These lost Kinfolk represent an ebb in the tide of Garou fortunes. Whether the werewolves realize the truth or not, Kinfolk are links to the future for Garou. Without Kinfolk, the werewolves lose a vital link to the worlds of humans and wolves. With fewer and fewer of Gaia’s soldiers being born, their human and wolf relatives must take on heavier duties in The Final Nights.
There's very little expectation for Kinfolk, because they're basically just Humans. That said, your Kinfolk shouldn't know all there is to know about Garou lore and Garou society, nor should they be broadcasting the existence of werewolves to anyone in order to protect the nearby septs. All it takes is talking about the sept near the wrong set of ears, and a coterie of scary Kindred may descend upon it like locusts. Mother Gaia frowns upon getting your tribe killed!
Job Portrayal Expectations
Sheriff
You should, at a minimum, be capable of engaging in PvP with some degree of success. A Sheriff wouldn't become Sheriff if they couldn't do the dirt. Play a few rounds as Hound and learn the ebb and flow of the combat system for best results.
Your character should be at minimum a Neonate with some history with the Camarilla; Anarch defectors aren't put into positions with direct access to Camarilla leadership on a whim. Sheriffs are expected to keep the peace, whether that's by negotiating with other factions or punishing your own faction members when they misbehave. Violence could threaten the Masquerade, and protecting the Masquerade is the whole point.
A Sheriff that repeatedly engages in Masquerade breaching behaviors like dragging bodies around in the street, attacking others with a sword in broad moonlight, or engaging in guerilla warfare with a biker gang with no attempt to conceal their attacks/identity are examples of bad portrayal.
Hound
Much like the Sheriff, this is a PvP heavy role and you should expect that at any moment you will have to engage in some clicky clicky.
A Hound is a cog in a machine for whatever reason they decided to serve the court. Maybe they are a Fledgeling who lost their Sire early on (maybe it was even their fault!), or some untold debt from years prior yet to be paid with service, they are a keeper of the Masquerade.
Hounds answer directly to the Sheriff, and are generally free to (at their own peril) do as little or as much as they feel is necessary with regards to their employment. Ultimately, if there is a Sheriff around, they do not act alone except in witnessing the most egregious breaches, or when attacked. Hounds are soldiers, and good soldiers follow orders! Right...?
Tower Employee
You, for one reason or another, work for one of many of the big businesses in the Financial District, TransAm. You either know what's going on behind the scenes, or you don't, but either way it's probably best that you stay out of it unless directly approached. Especially in the case of Humans, there is such a thing as a 'thought crime' when it concerns protecting the Masquerade. Ghouls are given a bit more freedom in what they are allowed to know-- that is, so long as their Domitor has permitted them to learn what they know.
Generally speaking, you are a very tiny cog in a very large machine, and you should listen to those in positions of power above you. For example, if the Sheriff or a Hound (known to you as security personnel) say jump, you say how high.
Magadon, Pentex, etc.
Magadon is, from all accounts, a squeaky clean pharmaceutical company. Just how Pentex wants them to be!
Not much is known about what happens behind closed doors, or who is secretly spinning the thread, so your character should generally not know Magadon has any association with Pentex. That's not to say your character can't learn about them in-character, but you should be ready to answer for how they came to be certain of the association.
For Magadon employees, it mirrors much the same to the TransAm Camarilla employees. There's the security personnel, the 'c-suite', and the pencil pushers at the bottom. All with varying levels of knowledge and being 'in the loop'. Generally speaking, the goal of Magadon is to further the agenda of the Security Chief or the Branch Lead that night, whatever that might look like.
Do your job, listen to your betters, and you'll be just fine.
Bartenders, Civillian Jobs, etc.
For the more 'layman' jobs like tending bar, you are the most out of the loop. For the same reason that your character isn't told anything, your character is safe from the consequences of what threats that knowledge poses to greater Kindred society and the Masquerade.
Characters in these jobs are ripe for Ghouling, being Embraced, etc. Be sure to update your OOC notes to tell other players what you're interested in happening to your character!
Faction Portrayal Expectations
Camarilla
The Camarilla is the Sect with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the Traditions. It is through their efforts that order is maintained and safety is secured, they would claim.
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The Anarchs, another powerhouse in California, continue to secure territory more and more, threatening to become a true Sect themselves, and worse, the Sabbat even gains ground as the years pass.
Members of the Camarilla are generally expected to seek to uphold the Masquerade. Failing to do so, or explicitly doing the opposite by either stated word or action, is grounds for immediate removal. In the case of the Camarilla, that doesn't usually involve a pleasant exit interview. Expect a shallow, unmarked grave instead of a performance review.
Anarchs
The Anarchs (more formally known as 'the Anarch Movement') are a Sect of vampires who reject the status quo of Kindred society. They are predominantly composed of fledglings, neonates, and other vampires that have reason to be discontent with the Elder-dominated politics of the Camarilla.
While often driven by strong revolutionary fervour, the Anarch Movement has, for most of its existence, struggled to secure a foothold amid more entrenched vampires. In the Modern Nights, though, their luck has changed, and now more than ever, the Anarchs are experiencing a surge in membership and activity. With this, though, has come a risk of constant infighting, that threatens to tear the Sect apart from the inside.
Generally speaking, anything goes until it doesn't with the Anarch crowd. If you are in a territory like San Francisco, Barons hold territory as small as a city block or as big as an entire section of the bay area. They have their own rules for what can go down on their turf, so your character should seek to make an introduction before putting down roots. They don't have any real requirements for siring childer so long as it doesn't threaten to expose Kindred in doing so, but the Baron probably wants to know about it to know who to blame if said childer cause a mess.
Anarch characters can be as ruthless or as pathetic as you'd like, so long as you understand that the others might be as accommodating or punishing depending on the circumstances. Your mileage may vary!