Vampire: Difference between revisions
Some formatting for readability, *might* need more work, also there's no history section. Tag: Reverted |
Tag: Rollback |
||
Line 1: | Line 1: | ||
Step One: Choose Concept (ex. "Scholar", "Artist", or "Master of the Occult") Name your character, and add yourself as the player. Heh, talk about hard work. Just know if you send me Caine, I will fire you. Period. Currently any child concepts will be denied.<br><br> | |||
Choose Concept (ex. "Scholar", "Artist", or "Master of the Occult") Name your character, and add yourself as the player. Heh, talk about hard work. Just know if you send me Caine, I will fire you. Period. Currently any child concepts will be denied.<br><br> | |||
Choose Clan. Please note anything outside of the basic Camarilla Clans require a preliminary sheet written up - and you will need to speak to Chaos and/or Starsong<br><br> | Choose Clan. Please note anything outside of the basic Camarilla Clans require a preliminary sheet written up - and you will need to speak to Chaos and/or Starsong<br><br> | ||
Choose Nature. This who your character truly is. Please see +liststats archetypes<br> | Choose Nature. This who your character truly is. Please see +liststats archetypes<br> | ||
Choose Demeanor. This is what your character shows the world. Both nature and demeanor are the way your character acts and portrays herself. Demeanors are also listed on page 175. | Choose Demeanor. This is what your character shows the world. Both nature and demeanor are the way your character acts and portrays herself. Demeanors are also listed on page 175.<br><br> | ||
Step Two: Select Attributes<br> | |||
Starting Vampire characters receive 7/5/3 points to spend on their Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) traits. | Starting Vampire characters receive 7/5/3 points to spend on their Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) traits.<br><br> | ||
Step Three: Select Abilities | |||
Starting: You receive 13/9/5 points to spend on Talents, Skills, and Knowledges. All abilities start with 0 points(Unless you have the Jack of all Trades merit, which requires ST approval before being allowed into play then follow the merit rules to buy up Ability).<br> No ability can be raised higher than 3 at this stage. | Starting: You receive 13/9/5 points to spend on Talents, Skills, and Knowledges. All abilities start with 0 points(Unless you have the Jack of all Trades merit, which requires ST approval before being allowed into play then follow the merit rules to buy up Ability).<br> No ability can be raised higher than 3 at this stage. | ||
Abilities measure your character’s capability to undertake specific kinds of tasks.<br> Whereas Attributes measure raw potential in broad fields, each Ability is a much more focused area of talent, skill or knowledge. Abilities let your character use his or her potential most effectively and compensate for underlying deficiencies in some cases. A physically weak but experienced knife-fighter can make mincemeat out of a tough, burly opponent who has no clue how to fight well, for instance, and a priest who lacks personal charisma but understands the principles of rhetoric can defeat a charming but unskilled opponent in debate.<br> | Abilities measure your character’s capability to undertake specific kinds of tasks.<br> Whereas Attributes measure raw potential in broad fields, each Ability is a much more focused area of talent, skill or knowledge. Abilities let your character use his or her potential most effectively and compensate for underlying deficiencies in some cases. A physically weak but experienced knife-fighter can make mincemeat out of a tough, burly opponent who has no clue how to fight well, for instance, and a priest who lacks personal charisma but understands the principles of rhetoric can defeat a charming but unskilled opponent in debate.<br> | ||
Line 15: | Line 13: | ||
Talents are matters of innate aptitude, requiring no training to necessary develop, and they improve primarily or exclusively through experience. Characters get better at them only by doing them regularly. It is possible to attempt actions related to Talents that a character does not possess. The player simply rolls the character's Attribute dice pool without the benefit of Talent-based dice, but also without penalty. Everyone (or nearly everyone) possesses the most rudimentary grasp of each given Talent, even without the minimal competence required for one dot's worth. | Talents are matters of innate aptitude, requiring no training to necessary develop, and they improve primarily or exclusively through experience. Characters get better at them only by doing them regularly. It is possible to attempt actions related to Talents that a character does not possess. The player simply rolls the character's Attribute dice pool without the benefit of Talent-based dice, but also without penalty. Everyone (or nearly everyone) possesses the most rudimentary grasp of each given Talent, even without the minimal competence required for one dot's worth. | ||
Step Four:<br> | |||
Select Advantages and Choose Disciplines. Starting characters receive 3 points to spend on disciplines. | Select Advantages and Choose Disciplines. Starting characters receive 3 points to spend on disciplines. | ||
These points can be placed into In-Clan Disciplines (the three Disciplines associated with the Clan), or into the Physical Disciplines (Celerity, Fortitude, and Potence). Out-of-Clan Disciplines can be Purchased by adding the Merit Additional DIscipline (5pts)<br> | These points can be placed into In-Clan Disciplines (the three Disciplines associated with the Clan), or into the Physical Disciplines (Celerity, Fortitude, and Potence). Out-of-Clan Disciplines can be Purchased by adding the Merit Additional DIscipline (5pts)<br> | ||
Specialty Disciplines (such as but not limited to Serpentis, Necromancy, Obtenebration, Quietus, Vicissitude, Protean | Specialty Disciplines (such as but not limited to Serpentis , Necromancy , Obtenebration , Quietus , Vicissitude , Protean or Thaumaturgy ) Are only authorized for the clans they are associated with. This means no Brujah With Obtenebration or Toreador with Serpentis. <br><br> | ||
Choose Backgrounds. Starting characters receive 5 points to spend on Backgrounds.<br> | Choose Backgrounds. Starting characters receive 5 points to spend on Backgrounds.<br> | ||
Rate Virtues. Starting Vampire characters who follow the Road of Humanity receive 7 points to spend on Virtues (Conscience, Self-Control, and Courage). Other Roads and Paths will have 5.<br> | Rate Virtues. Starting Vampire characters who follow the Road of Humanity receive 7 points to spend on Virtues (Conscience, Self-Control, and Courage). Other Roads and Paths will have 5.<br> | ||
For most Vampire characters, virtues begin at 1 point, unless noted otherwise above and below.<br> | For most Vampire characters, virtues begin at 1 point, unless noted otherwise above and below.<br> | ||
Vampire characters who follow Road of Humanity are NOT permitted to start with a Humanity rating of 7+ | Vampire characters who follow Road of Humanity are NOT permitted to start with a Humanity rating of 7+ with out prior Storyteller approval before play testing. (ST'S NOTE: The simple translation for this is - talk to me about your character. Tell me why their humanity is still that high. As long as you're not talking about some kind of sadistic bastard with no regard for human life, I'm sure we can work something out.) They must also have a just, valid reason to have a humanity so high in the background.<br> | ||
Alternate Virtues begin at zero: While every human (and thus every recently Embraced Kindred) has a modicum of their “natural” Virtues, vampiric Virtues must be learned from the ground up. So, while a character with Conscience, Self-Control, and Courage is created with one free dot in each Virtue, then has seven points to spend on Virtues, a character with Conviction, Self-Control, and Courage begins with only two free dots (in Self-Control and Courage). A character with Conviction, Instinct, and Courage begins with only one free dot (in Courage). All characters receive seven points to spend, but must use points to buy the inhuman Virtues to at least 1. This may seem unfair, but shunting off one’s human nature is not undertaken lightly. Even monsters are not created overnight.<br><br> | Alternate Virtues begin at zero: While every human (and thus every recently Embraced Kindred) has a modicum of their “natural” Virtues, vampiric Virtues must be learned from the ground up. So, while a character with Conscience, Self-Control, and Courage is created with one free dot in each Virtue, then has seven points to spend on Virtues, a character with Conviction, Self-Control, and Courage begins with only two free dots (in Self-Control and Courage). A character with Conviction, Instinct, and Courage begins with only one free dot (in Courage). All characters receive seven points to spend, but must use points to buy the inhuman Virtues to at least 1. This may seem unfair, but shunting off one’s human nature is not undertaken lightly. Even monsters are not created overnight.<br><br> | ||
Line 28: | Line 26: | ||
Vampire characters who follow a Road OTHER THAN Humanity should regard those Virtues associated with that Road. Characters following a Road other than humanity must have a Willpower score of at least 5. Characters who start with a road other than humanity should justify it in their backstory. Playing a Road other than humanity is an extremely challenging and very serious aspect to roleplay. The character literally tears out of themselves social norms that billions of people around the world have followed for thousands of years...to replace them with something utterly inhumane and make them more of a monster. Those Road guidelines are and should be far more restricting to a character than Humanity ever could be. | Vampire characters who follow a Road OTHER THAN Humanity should regard those Virtues associated with that Road. Characters following a Road other than humanity must have a Willpower score of at least 5. Characters who start with a road other than humanity should justify it in their backstory. Playing a Road other than humanity is an extremely challenging and very serious aspect to roleplay. The character literally tears out of themselves social norms that billions of people around the world have followed for thousands of years...to replace them with something utterly inhumane and make them more of a monster. Those Road guidelines are and should be far more restricting to a character than Humanity ever could be. | ||
Step Five: Finishing Touches | |||
Merits and Flaws: No more than 10 merits and no more than 7 Flaws<br> | |||
Record Humanity: (Conscience + Self-Control).<br> | |||
Record Willpower: (Courage). Record Blood Pool: (Determined by Generation). | |||
Step 5: FREEBIES! | |||
You are allotted 15 freebies TOTAL on your first character creation. <br> | |||
For anyting above a Fledgling: <br> | |||
Neonate - 75xp to be spent during Chargen<br> | Neonate - 75xp to be spent during Chargen<br> | ||
Ancilla - 150 xp to be spent as Chargen ** Please See Below<br> | Ancilla - 150 xp to be spent as Chargen ** Please See Below<br> | ||
Additional Requirements:<br> | |||
Bulletpoint Character | Bulletpoint Character backgruond/backstory. This can start at the moment of the Embrace up until the character coming to Houston and why. <br> | ||
All Backgrounds/Merits (if applicable)/Flaws (if applicable)/Specialties Must be +note'ed | All Backgrounds/Merits (if applicable)/Flaws (if applicable)/Specialties Must be +note'ed | ||
List of equipment (Guns, armor) that your character will be coming in | List of equipment (Guns, armor) that your character will be coming in game with | ||
+note with XP spends from Chargen<br><br> | +note with XP spends from Chargen<br><br> | ||
***Note: There are special requirements need in order to gain approval for anything above a Neonate. | |||
Ancilla and Up: <br> | |||
Please submit a +job with your concept, desired age and any other information you think that Starsong or Chaos will need in order to approve your concept for an advanced Character. <br> | Please submit a +job with your concept, desired age and any other information you think that Starsong or Chaos will need in order to approve your concept for an advanced Character. <br> | ||
**Note: Please refer to +bboard 3 for updates on accepted Generation. <br> | |||
***ELDERS will ONLY be approved in a case by case scenario based up their need in their respective spheres. | |||
: |
Revision as of 03:50, 6 October 2024
Step One: Choose Concept (ex. "Scholar", "Artist", or "Master of the Occult") Name your character, and add yourself as the player. Heh, talk about hard work. Just know if you send me Caine, I will fire you. Period. Currently any child concepts will be denied.
Choose Clan. Please note anything outside of the basic Camarilla Clans require a preliminary sheet written up - and you will need to speak to Chaos and/or Starsong
Choose Nature. This who your character truly is. Please see +liststats archetypes
Choose Demeanor. This is what your character shows the world. Both nature and demeanor are the way your character acts and portrays herself. Demeanors are also listed on page 175.
Step Two: Select Attributes
Starting Vampire characters receive 7/5/3 points to spend on their Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) traits.
Step Three: Select Abilities
Starting: You receive 13/9/5 points to spend on Talents, Skills, and Knowledges. All abilities start with 0 points(Unless you have the Jack of all Trades merit, which requires ST approval before being allowed into play then follow the merit rules to buy up Ability).
No ability can be raised higher than 3 at this stage.
Abilities measure your character’s capability to undertake specific kinds of tasks.
Whereas Attributes measure raw potential in broad fields, each Ability is a much more focused area of talent, skill or knowledge. Abilities let your character use his or her potential most effectively and compensate for underlying deficiencies in some cases. A physically weak but experienced knife-fighter can make mincemeat out of a tough, burly opponent who has no clue how to fight well, for instance, and a priest who lacks personal charisma but understands the principles of rhetoric can defeat a charming but unskilled opponent in debate.
Keep in mind your character is more than just dots. Look at your backstory to determine what makes sense for the sheet spread. Anything 4 or higher should be specialized and will be closely examined even if learned during play. This is because it makes you the top-inchalant of whatever that ability is. Performances should have Mini Specs at any level (i.e Singing or Dancing).
Talents; A Matter of Innate Ability
Talents are matters of innate aptitude, requiring no training to necessary develop, and they improve primarily or exclusively through experience. Characters get better at them only by doing them regularly. It is possible to attempt actions related to Talents that a character does not possess. The player simply rolls the character's Attribute dice pool without the benefit of Talent-based dice, but also without penalty. Everyone (or nearly everyone) possesses the most rudimentary grasp of each given Talent, even without the minimal competence required for one dot's worth.
Step Four:
Select Advantages and Choose Disciplines. Starting characters receive 3 points to spend on disciplines.
These points can be placed into In-Clan Disciplines (the three Disciplines associated with the Clan), or into the Physical Disciplines (Celerity, Fortitude, and Potence). Out-of-Clan Disciplines can be Purchased by adding the Merit Additional DIscipline (5pts)
Specialty Disciplines (such as but not limited to Serpentis , Necromancy , Obtenebration , Quietus , Vicissitude , Protean or Thaumaturgy ) Are only authorized for the clans they are associated with. This means no Brujah With Obtenebration or Toreador with Serpentis.
Choose Backgrounds. Starting characters receive 5 points to spend on Backgrounds.
Rate Virtues. Starting Vampire characters who follow the Road of Humanity receive 7 points to spend on Virtues (Conscience, Self-Control, and Courage). Other Roads and Paths will have 5.
For most Vampire characters, virtues begin at 1 point, unless noted otherwise above and below.
Vampire characters who follow Road of Humanity are NOT permitted to start with a Humanity rating of 7+ with out prior Storyteller approval before play testing. (ST'S NOTE: The simple translation for this is - talk to me about your character. Tell me why their humanity is still that high. As long as you're not talking about some kind of sadistic bastard with no regard for human life, I'm sure we can work something out.) They must also have a just, valid reason to have a humanity so high in the background.
Alternate Virtues begin at zero: While every human (and thus every recently Embraced Kindred) has a modicum of their “natural” Virtues, vampiric Virtues must be learned from the ground up. So, while a character with Conscience, Self-Control, and Courage is created with one free dot in each Virtue, then has seven points to spend on Virtues, a character with Conviction, Self-Control, and Courage begins with only two free dots (in Self-Control and Courage). A character with Conviction, Instinct, and Courage begins with only one free dot (in Courage). All characters receive seven points to spend, but must use points to buy the inhuman Virtues to at least 1. This may seem unfair, but shunting off one’s human nature is not undertaken lightly. Even monsters are not created overnight.
Vampire characters who follow a Road OTHER THAN Humanity should regard those Virtues associated with that Road. Characters following a Road other than humanity must have a Willpower score of at least 5. Characters who start with a road other than humanity should justify it in their backstory. Playing a Road other than humanity is an extremely challenging and very serious aspect to roleplay. The character literally tears out of themselves social norms that billions of people around the world have followed for thousands of years...to replace them with something utterly inhumane and make them more of a monster. Those Road guidelines are and should be far more restricting to a character than Humanity ever could be.
Step Five: Finishing Touches
Merits and Flaws: No more than 10 merits and no more than 7 Flaws
Record Humanity: (Conscience + Self-Control).
Record Willpower: (Courage). Record Blood Pool: (Determined by Generation).
Step 5: FREEBIES!
You are allotted 15 freebies TOTAL on your first character creation.
For anyting above a Fledgling:
Neonate - 75xp to be spent during Chargen
Ancilla - 150 xp to be spent as Chargen ** Please See Below
Additional Requirements:
Bulletpoint Character backgruond/backstory. This can start at the moment of the Embrace up until the character coming to Houston and why.
All Backgrounds/Merits (if applicable)/Flaws (if applicable)/Specialties Must be +note'ed
List of equipment (Guns, armor) that your character will be coming in game with
+note with XP spends from Chargen
- Note: There are special requirements need in order to gain approval for anything above a Neonate.
Ancilla and Up:
Please submit a +job with your concept, desired age and any other information you think that Starsong or Chaos will need in order to approve your concept for an advanced Character.
- Note: Please refer to +bboard 3 for updates on accepted Generation.
- ELDERS will ONLY be approved in a case by case scenario based up their need in their respective spheres.
- Note: Please refer to +bboard 3 for updates on accepted Generation.