Post by Tameh on Aug 2, 2015 13:23:05 GMT
Step One: Character Concept
-- Choose concept, clan, Nature and Demeanor. The three basic ingredients that make the spark to fan the flames of who your character is.
The concept can be anything from a one-word description (thug) to a small paragraph if you so choose (Seventh Child of a Seventh Child born on the Seventh Day). Clan is one of the 13, Nature is your core, which you truly are deep inside and Demeanor is the face you present to everyone, these can be one in the same or as vastly different as night and day. Demeanor can change from day to day but it is wise to choose the one that is/will be most prominent in your character.
Archetypes (Nature and Demeanor): Just a quick list of the common choices to pick from for your character's Nature and Demeanor.
Architect, Autocrat, Bon Vivant, Bravo, Caregiver, Celebrant, Child, Competitor, Conformist, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Judge, Loner, Martyr, Masochist, Monster, Pedagogue, Penitent, Perfectionist, Rebel, Rogue, Survivor, Thrill-Seeker, Traditionalist, Trickster, Visionary.
Step Two: Select Attributes
-- Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, and Stamina
Rate Social Traits: Charisma, Manipulation, Appearance
Rate Mental Traits: Perception, Intelligence, Wits
Attributes, the core of your character's abilities, everything your character can do branches off this base of nine in some way. The 7/5/3 are extra points to allocate between the three Attributes in each category. Primary gets 7, Secondary gets 5, Tertiary gets 3. Ratings of 1 are poor while Ratings of 5 are Legendary.
Step Three: Select Abilities
-- Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents:-Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
Choose Skills:-Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival
Choose Knowledges: -Academics, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science
Abilities are the other half the equation, filling out your dice pool for actions and rating what you know. These do not begin with an automatic dot in them, if an Ability as no rating your character can attempt to perform the action in the case of Talents, attempt at a higher difficulty with Skills or cannot attempt the roll at all with Knowledges.
Step Four: Select Advantages
-- Choose Disciplines (3 for Camarilla/4 for Sabbat), Backgrounds (5 for Camarilla/Zero for Sabbat), and rate Virtues (7) Virtues begin with one dot each.
Disciplines are your 'vampire powers' and are listed along with their respective Clans elsewhere, at creation you allocate your three points (or four depending) in your three 'In Clan' Disciplines. Members of the Sabbat are granted an extra dot in Disciplines by virtue of their Embrace and initial teaching.
Backgrounds are your ratings for things like your family and friends (Allies), business partners (Contacts), how known you are to mortals (Fame), how many steps removed from Caine you are (Generation, starting at 13th and going no lower than 8th), if you've a group that willing allow you to feed from them (Herd), what you are able to stop or put in motion, within mortal and Kindred society (Influence), who taught you (Mentor), your Money (Resources), loyal employees - bound to your vampire generally (Retainers) and what standing you have in your Sect/Faction (Status). Sabbat members have to buy all their Backgrounds with freebie points. Any of them can to be purchased for Camarilla or Sabbat members if you so choose, though. Major big hitter contacts have to be oked. Resources above three must be accompanied by a Very good history.
Virtues are also commonly known as 'Tempers,' they are the angel (or devil) on your shoulder (Conscience), how in (or out of) control you are (Self-Control) and just how strong you are in the face of fear (Courage).
Step Five: Finishing Touches
-- Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool (13th/10, 12th/11, 11th/12, 10th/13, 9th/14, 8th/15)
Humanity, how humane you are, what lengths you will go to, what in the world gets to you. Normal Mortals range 6-7, most Vampires from 5-7, Sabbat range 5 or lower usually or do not adhere to Humanity at all as they follow paths.
Willpower is your character's drive and desire to succeed, in a way. Willpower is their mental strength as well as what they can force themselves to do. Be that ignoring a direct command or making themselves run through a fire.
Freebie Points are a currency used to customize your character further, they can be used to bolster Attributes, reflect extended learning or training in an Ability, higher Disciplines or perhaps a Discipline not normally known to your Clan, etc. In addition to the 15 Freebies given by the book we will allow for an extra 10 to be spent given a character history is provided.
Willpowers and Humanities of 10!: This is one thing I have a HUGE problem with and this is something that just don't fly in my book. I know you can point out people in real life that have humanities of 10's likely but I have yet to see any one RP a character like those people were IRL. Willpower of ten is about the same, actually I can't think of anyone that has that much control of their selves. So, sorry but ratings of tens in either of these is, at this time a NO. Place points else where. Thank you.
Black Hand!: NO! This should be all we have to say. This applies to True Hand. False Hand is a whole nother ball of wax.
Freebie Point Costs
Trait
Cost
Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity 1 per dot
Willpower 1 per dot
TCHR: Ten Extra Freebies at Creation with a History. (Go ahead and add this into your submitted character if you have attached a history).
Pretty straightforward, at creation if you are willing to write up deeds and accomplishments of your character, tell where they came from, possibly what they did before their Embrace and after we'll extend an extra ten freebie points to be spent as you see fit on the sheet.
The Physical Disciplines (Celerity, Potence, Fortitude) can be learned by simple desire. You want to be faster, stronger, tougher, all that. You don't necessarily need a teacher for beyond the first level though it helps. The costs for these Disciplines are still dependant on your Clan, though. If Fortitude isn't an In Clan Discipline for you it will cost 10xp to learn the first level and Current Rating x7 for each after that. But you are only dependent on yourself in the end for them.
Out of Clan Disciplines that aren't the Physicals require a teacher for whom it is an In Clan Discipline, of a lower or equal generation (Hay look an advantage to playing a low generation as opposed to a high generation). To 'awaken the power in the blood', as it were, the teacher must share at least enough of their vitae with the student to initiate the first level of a Blood Bond (in other words one point).
-- Choose concept, clan, Nature and Demeanor. The three basic ingredients that make the spark to fan the flames of who your character is.
The concept can be anything from a one-word description (thug) to a small paragraph if you so choose (Seventh Child of a Seventh Child born on the Seventh Day). Clan is one of the 13, Nature is your core, which you truly are deep inside and Demeanor is the face you present to everyone, these can be one in the same or as vastly different as night and day. Demeanor can change from day to day but it is wise to choose the one that is/will be most prominent in your character.
Archetypes (Nature and Demeanor): Just a quick list of the common choices to pick from for your character's Nature and Demeanor.
Architect, Autocrat, Bon Vivant, Bravo, Caregiver, Celebrant, Child, Competitor, Conformist, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Judge, Loner, Martyr, Masochist, Monster, Pedagogue, Penitent, Perfectionist, Rebel, Rogue, Survivor, Thrill-Seeker, Traditionalist, Trickster, Visionary.
Step Two: Select Attributes
-- Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, and Stamina
Rate Social Traits: Charisma, Manipulation, Appearance
Rate Mental Traits: Perception, Intelligence, Wits
Attributes, the core of your character's abilities, everything your character can do branches off this base of nine in some way. The 7/5/3 are extra points to allocate between the three Attributes in each category. Primary gets 7, Secondary gets 5, Tertiary gets 3. Ratings of 1 are poor while Ratings of 5 are Legendary.
Step Three: Select Abilities
-- Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents:-Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
Choose Skills:-Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival
Choose Knowledges: -Academics, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science
Abilities are the other half the equation, filling out your dice pool for actions and rating what you know. These do not begin with an automatic dot in them, if an Ability as no rating your character can attempt to perform the action in the case of Talents, attempt at a higher difficulty with Skills or cannot attempt the roll at all with Knowledges.
Step Four: Select Advantages
-- Choose Disciplines (3 for Camarilla/4 for Sabbat), Backgrounds (5 for Camarilla/Zero for Sabbat), and rate Virtues (7) Virtues begin with one dot each.
Disciplines are your 'vampire powers' and are listed along with their respective Clans elsewhere, at creation you allocate your three points (or four depending) in your three 'In Clan' Disciplines. Members of the Sabbat are granted an extra dot in Disciplines by virtue of their Embrace and initial teaching.
Backgrounds are your ratings for things like your family and friends (Allies), business partners (Contacts), how known you are to mortals (Fame), how many steps removed from Caine you are (Generation, starting at 13th and going no lower than 8th), if you've a group that willing allow you to feed from them (Herd), what you are able to stop or put in motion, within mortal and Kindred society (Influence), who taught you (Mentor), your Money (Resources), loyal employees - bound to your vampire generally (Retainers) and what standing you have in your Sect/Faction (Status). Sabbat members have to buy all their Backgrounds with freebie points. Any of them can to be purchased for Camarilla or Sabbat members if you so choose, though. Major big hitter contacts have to be oked. Resources above three must be accompanied by a Very good history.
Virtues are also commonly known as 'Tempers,' they are the angel (or devil) on your shoulder (Conscience), how in (or out of) control you are (Self-Control) and just how strong you are in the face of fear (Courage).
Step Five: Finishing Touches
-- Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool (13th/10, 12th/11, 11th/12, 10th/13, 9th/14, 8th/15)
Humanity, how humane you are, what lengths you will go to, what in the world gets to you. Normal Mortals range 6-7, most Vampires from 5-7, Sabbat range 5 or lower usually or do not adhere to Humanity at all as they follow paths.
Willpower is your character's drive and desire to succeed, in a way. Willpower is their mental strength as well as what they can force themselves to do. Be that ignoring a direct command or making themselves run through a fire.
Freebie Points are a currency used to customize your character further, they can be used to bolster Attributes, reflect extended learning or training in an Ability, higher Disciplines or perhaps a Discipline not normally known to your Clan, etc. In addition to the 15 Freebies given by the book we will allow for an extra 10 to be spent given a character history is provided.
Willpowers and Humanities of 10!: This is one thing I have a HUGE problem with and this is something that just don't fly in my book. I know you can point out people in real life that have humanities of 10's likely but I have yet to see any one RP a character like those people were IRL. Willpower of ten is about the same, actually I can't think of anyone that has that much control of their selves. So, sorry but ratings of tens in either of these is, at this time a NO. Place points else where. Thank you.
Black Hand!: NO! This should be all we have to say. This applies to True Hand. False Hand is a whole nother ball of wax.
Freebie Point Costs
Trait
Cost
Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity 1 per dot
Willpower 1 per dot
TCHR: Ten Extra Freebies at Creation with a History. (Go ahead and add this into your submitted character if you have attached a history).
Pretty straightforward, at creation if you are willing to write up deeds and accomplishments of your character, tell where they came from, possibly what they did before their Embrace and after we'll extend an extra ten freebie points to be spent as you see fit on the sheet.
The Physical Disciplines (Celerity, Potence, Fortitude) can be learned by simple desire. You want to be faster, stronger, tougher, all that. You don't necessarily need a teacher for beyond the first level though it helps. The costs for these Disciplines are still dependant on your Clan, though. If Fortitude isn't an In Clan Discipline for you it will cost 10xp to learn the first level and Current Rating x7 for each after that. But you are only dependent on yourself in the end for them.
Out of Clan Disciplines that aren't the Physicals require a teacher for whom it is an In Clan Discipline, of a lower or equal generation (Hay look an advantage to playing a low generation as opposed to a high generation). To 'awaken the power in the blood', as it were, the teacher must share at least enough of their vitae with the student to initiate the first level of a Blood Bond (in other words one point).