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> *Vampire: The masquerade ~ Dark intentions, A new rp set in the "World of Darkness" line of role playing.
Ranma
post Nov 21 2013, 3:02 AM
Post #1


Cosmix Fairy
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Group: Senior Member
Posts: 7,799
Joined: March 31 2007
From: Tempe, Arizona




This topic might contain some material that some may find offensive.

Okay, I thought I'd try out a new rp system if anyone is interested. This is set in the "Vampire: The Masquerade Storyline" where we will all be making vampires. I, the story teller, will guide the players through the story and will make changes as they shape the world around them (just like the usual rp). I'm starting to play this IRL with my friends and I'd thought I'd share it here for fun. I'm hoping we can have a lot of fun with this. First, I'll be posting the character sheet, the terms that are important and all that. Once we get two or three people we can start.

This may be useful, but we aren't using everything on this list: http://mrgone.rocksolidshells.com/pdf/V20/...age_Neonate.pdf

Here is the character sheet, and Below I'll explain how you fill it out.
Spoiler!

Name:
Chronicle: Dark Intentions
Nature: (There will be a lit of natures, but you can make one up if you don't like any that I've listed.)
Demeanor: (Same as above)
Concept: (Same as above)
Clan: (We will be playing as a Camerilla Clan) The list of clans will be listed.
Generation: We are all going to be 13th generation vampires.
Sire: The name of the vampire that made you into a vampire.
ATTRIBUTES
Physical Attributes
Strength
Dexterity
Stamina

Social
Charisma
Manipulation
Appearance

Mental
Perception
Intelligence
Wits

ABILITIES

Talents

Alertness
Athletics
Awareness
Brawl
Empathy
Expression
Intimidation
Leadership
Streetwise
Subterfuge

Skills

Animal Ken
Crafts
Drive
Etiquette
Firearms
Larceny
Melee
Performance
Stealth
Survival

Knowledges

Academics
Computer
Finance
Investigation
Law
Medicine
Occult
Politics
Science
Technology

ADVANTAGES

Disciplines
(There will be at least 3 depending on the clan you choose)

Backgrounds
You will choose from a list

Virtues

Conscience
Self-control
Courage

Humanity

Will Power

Blood Pool
(When you start your character I will roll one 10 sided die. The number will be your blood pool)

Health
(Everyone starts at 7)

Weaknesses (These can be emotional, physical)

Experience - You start with zero. I give you this.

In my next post I'll show you how to fill out some of the things. If you need help pm me and I'll help you out.

Character List

Experience

Trait Cost

New Ability 3
New Path (Necromancy or Thaumaturgy) 7
New Discipline 10
Attribute current rating x 4
Ability current rating x 2
Clan Discipline current rating x 5*
Other Discipline current rating x 7*
Secondary Path (Necromancy or Thaumaturgy) current rating x 4
Virtue current rating x 2**
Humanity current rating x 2
Willpower current rating


** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Willpower).

This post has been edited by Ranma: Jan 25 2014, 3:35 PM


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Ranma
post Nov 21 2013, 3:24 AM
Post #2


Cosmix Fairy
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Group: Senior Member
Posts: 7,799
Joined: March 31 2007
From: Tempe, Arizona




Every stat in the game has a max of 5.

Attributes
You start with one point in every attribute. From here you choose, in order, which attributes are most important to you. You may put seven points in your main pick, five dots in your secondary pic, and three dots in your last pick.

Abilities
You start with zero points in each attribute.
You may put 13 points in your main pick, 9 points in your secondary pick, and five in your last pick. You may not raise anything above three dots during character creation.

Discipline
You start with zero points in your disciplines, but you will be given three points to use. You may spend all three on one discipline or spend a point on three different disciplines. The Disciplines you have will depend on your clan and such.

Backgrounds
You start with zero points, but are given five points.

Virtues
You start with one point in every virtue, but you are given seven points to distribute among them.

Humanity
Is your conscience + self control (This is super important stat)

Willpower
Willpower equals your courage rating (to start)

Bloodpool
(I'll declare this)

Freebie points: The player may now spend 15 freebie points to purchase additional dots in Traits. These points may be spent however the
player chooses - thus the term "freebie." Each dot has a variable freebie-point cost based on which type of Trait it is.

Freebie points costs:
Some attributes cost more freebie points than others to raise them one point level. Here is a chart.

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


This post has been edited by Ranma: Nov 21 2013, 7:02 AM


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Ranma
post Nov 21 2013, 6:39 AM
Post #3


Cosmix Fairy
*******

Group: Senior Member
Posts: 7,799
Joined: March 31 2007
From: Tempe, Arizona




Brujah
Spoiler!
Clan Brujah is largely composed of rebels, both with and withous causes. Individualistic, outspoken and turbulent, Brujah
hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla
kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is
that genuine passion lies behind their polemics.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic
members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with
warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak
their minds, then indulge in a bit of destruction afterward to illustrate their points.
The Rabble's espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah
with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and
it's back to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia," or the re-creation of a
mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.
Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that
other clans do not have. In fact, Bmjah are almost expected, to be incoherent and bellicose; this stereotype works to the
advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their
arguments.
Respected for their martialry and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of
late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest
circulates among the clan. Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah
believe it, too...
Nickname:Rabble
Sect:Rhetoric aside, most Brujah are in the Camarilla. Brujah Kindred also support the anarchs, arguably more so than the
Camarilla. Indeed, the anarchs have more Brujah than members of all other clans combined.
Appearance:
Brujah vary widely in appearance, though many adopt radical styles and bold looks. If dismissive stereotypes
are to be believed, the typical Brujah wears a biker jacket, tattered jeans, combat boots and a fearsome array of high-
maintenance hair. In truth, few Brujah fit this image. Youthful, fashion-forward dress and noteworthy hairstyles are indeed
found among many Brujah, but others favor tasteful ward- robes that encourage others to take them seriously. In the end, a
Bmjah's appearance often suggests his attitudes: A skinhead bravo is likely an open rebel or anarchist, while a bespectacled
pedant in a tweed suit is probably a reformationist or liberal. It should be noted, however, that given the Brujah penchant for
nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Haven: Wherever they damn well please. Are you going to tell them to leave?
More so than any other clan, the Brujah keep the company of other vampires, and one haven might house an entire brood.
Brujah Kindred also keep multiple gatehouses and boltholes, as their conflict-driven existences often make single locations:
inhospitable. Some Brujah neonates even carry on: the urban practice of the home invasion, Dominating ar killing a home's
occupants and taking over. Like other: pursuits, however, home invasions rarely sustain the Rabble's interest, and the
vampires often move on once they grow bored with the locale.
Background: Brujah prefer those who espouse change in one form or another, and often recruit from college campuses,
political groups or oppressed minorities. Young Brujah may hail from any background and often have a pet Cause or issue
of burning personal importance. All types of dissidents find their way into the ranks of the Brujah, from bomb-throwing
biker anarchists to vociferous fascists to nihilistic radicals. This is, of course, part of the reason the clan is so disorganized -
hatted between Brujah: is often more bitter than hatred for those whom they mutually: oppose.
Character Creation: Brujah often have violent, criminal concepts, but they are as likely to be intellectual or socially adept.
Natures and Demeanors tend to be aggressive and similar, as Brujah wear their emotions on their sleeves (when they have
sleeves...). Physically predisposed characters are predominant among the clan, but some favor Mental Attributes. Likewise,
Skills are favored, with Knowledges running a close second. Any Backgrounds may be appropriate to a Brujah character,
though many in the clan cultivate Contacts, Allies and Herd. Very few Brujah claim Mentors.
Clan Disciplines:Celerity, Potence, Presence
Weaknesses:Fiery passion is at once the Brujah's blessing and curse. Though they are quick to adopt a cause, they are
equally as quick to fall to frenzy. Of course, the Brujah rabidly deny this penchant for excitement, and become quite hostile
when the issue is raised. The difficulties of rolls to resist frenzy (p. 228) are two higher than normal for members of Clan
Brujah.
Organization:
Clan Brujah is far too fractious and torn by internecine conflict to have true organization, and the clan never
meets formally. Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: informal
meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her
opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of
huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often
hidden in the media of the gathering in progress. These meetings almost invariably degenerate into riots, further eroding the
organizational base of the clan.
Bloodlines:
Brujah antitribu of the Sabbat are, ironically. almost bastions of stability. In a sect devoted to chaos and
destruction, the Brujah are the most dependable of the monsters who populate the Sabbat. They are viewed less as
impassioned rebels and more as brutal shock troops. Sabbat Brujah tend to be less intelligent and discerning than their
Camarilla brothers anc sisters. Their causes fall by the wayside at the promise of new havoc to wreak


Gangrel
Spoiler!
Of all vampires, the Gangrel are perhaps closest to their inner nature These nomadic loners spurn the constraints of society,
comfort of the wilderness. How they avoid the wrath of the werewofves is unknown; perhaps it has something to do with the
fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is
probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from
animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt.
Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the
animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy,
animalistic features often appear on their bodies.
The clan itself has little contact with, or regard for, the rest of the Kindred.
This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly,
Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any
other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and manner isms. Rumors
speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumors,
any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos
ignore this fabled prohibition, and Gangrel and Ravnos harbor an ages-old hatred for each other.
Nickname: Outlanders
Sect: Clan Gangrel is nominally in the Camarilla, though a fair number of Sabbat Gangrel exist as well. Most Gangrel care
little for sect, and rumblings of outright secession from the Camarilla have made the rounds at recent Gangrel Gathers.
Appearance: Gangrel's harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this
with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and
Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous misjudgment of the Gangrel's
intentions.
Haven: Gangrel often make no permanent havens, steeping wherever they can find shelter from the sun. Gangrel with
sufficient mastery of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain.
Although many Gangrel prefer to lair in the wild to travel from place to place, they are as vulnerable to attack by
werewolves as other Kindred are, and so they are often forced to remain in the city's confines.
Background: Gangrel Embrace for a variey of reasons, as do most Kindred, but do not pass on the Curse lightly or
commonly. If a generalization must be made, it could by said that Gangrel prefer to Embrace loners, those who have the
physical and emotional resiliency to survive the shock of' the Change. The sire's training, what little there is, tends to br
gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their own.
Character Creation:
Gangrel often have similar Natures and Demeanors, as they rarely rely on subterfuge to get their way.
Physical Attributes and Talents or Skills are common among Gangrel. They often have Allies (Gypsies) or Mentor as
Background, but rarely have high levels of Influence or Resources.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses:
Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every
time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player and Storyteller; it might be
tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired
permanently reduce one of the Gangrel's Social Attributes by one.
Organization:
Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown
respect, though the young are by no means subservient. Outlanders occasionally meet ill groups known as "Gathers"; at
these festivals, vampires dance, feast and tell stories of their travels Disputes between Gangrel are often settled through
ritual combat to first blood or submission; while savage, these fights rarely result in the loser's Final Death. Gangrel
commonly hunt alone though occasionally two or more Gangrel unite in a coterie of sorts (a "pride" or "pack").
Bloodlines:
Two bloodlines exist among the Sabbat: the Country Gangrel (similar in most ways to the main branch of the
clan) and City Gangrel (whose Disciplines are Celerity, Obfuscate and Protean). Both types are found only among the
Sabbat.


Malkavian
Spoiler!
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every
last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from
overpowering homicidal tendencies to near-catatonia. In many cases, there's no way to tell a Malkavian apart from the
"sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying
vampires to stalk the streets.
For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their
passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow
vampires' knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics' heels,
and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's
madness.
Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian
Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities.
A few stories speak of a epidemic of contagious dementia exploding among those of Malkav's blood. Whatever the cause,
Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events
in Kindred cities around the world. A longstanding Malkavian conceit holds the Jyhad to be a joke instigated by the founder
of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.
None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or
Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion.
But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this
freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavians possess
a dark intellect that is often - and increasingly - set to frightening purposes.
Nickname: Lunatics
Sect: The Malkavians as a clan have an... understanding... with the Camarilla. They also populate the Sabbat in lesser
numbers, where they frighten even their packmates with their psychotic displays. But when it all comes down to it, their true
loyalties likely transcend sects. When Gehenna arrives, nobody can say for sure where the Malkavians will stand.
Appearance: Malkavians run the gamut from terrifyingly psychotic to convincingly ordinary in every way - sometimes both
at once. Just like serial killers, they could be anyone - the scruffy bum talking to himself, the pleasant but quiet neighbor, the
borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one
they want people to see.
Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly
funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to
more secluded havens.
Background: Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to
further a sire's twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness.
Most other vampires believe that the Malkavians Embrace their childer on a whim; however, virtually all Lunatics discover
themselves subtly championing some barely perceptible "purpose," the full extent of which none - not even their sires - can
properly fathom.
Character Creation: Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the
clan's reputation for wisdom and insight. Apart from that, it's anyone's guess just what Traits a Malkavian may manifest -
with the diversity of their concepts and backgrounds, these mad vampires could be anyone. Anywhere.
Clan Disciplines: Auspex, Dementation, Obfuscate.
Weaknesses:
Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a
curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character
created, the player must choose at least one deragement
Spoiler!
Derangements
Derangements are behaviors that are created when the mind is forced to confront intolerable or conflicting feelings, such as
overwhelming terror or profound guilt. When the mind is faced with impressions or emotions that it cannot reconcile, it
attempts to ease the inner conflict by stimulating behavior such as megalomania, bulimia or hysteria to provide an outlet for
the tension and stress that the conflict generates.
Vampires or mortals receive derangements under conditions of intense terror, guilt or anxiety. If a player botches a Virtue or
Willpower roll (for example, when confronted with Rotschreck), the Storyteller may decide that the experience causes a
derangement in the character. Other examples of derangement-inducing events include killing a loved one while in a frenzy,
being buried alive, or seeing hundreds of years of careful scheming dashed in an instant of bad luck. Generally, any
experience that causes intense and unpleasant emotion or thoroughly violates a character's beliefs or ethics is severe enough
to cause a derangement. The Storyteller alone determines which derangement a character receives, choosing (or creating)
one appropriate to the character's personality and the circumstances of the event that caused the disorder.
It must be noted that people who are "crazy" are neither funny nor arbitrary in their actions. Insanity is frightening to those
who are watching someone rage against unseen presences or hoard rotten meat to feed to the monsters that live next door;
even something as harmless-sounding as talking to an invisible rabbit can become disturbing to observers. The insane,
however, are only responding to a pattern known to them, stimuli that they perceive in their own minds. To their skewed
perceptions, what's happening to them is perfectly normal - to them. Your vampire's derangement is there for a reason,
whether he's a Malkavian who resided at Bedlam before his Embrace or a Ventrue who escaped from five months of torture
at the hands of an Inquisitor. What stimuli is his insanity inflicting on him, and how is he reacting to what's happening? The
player should work with his Storyteller to create a pattern of provocations for his derangement, and then decide how his
character reacts to such provocation.
Derangements are a challenge to roleplay, without question, but a little time and care can result in an experience that is
dramatic for all involved.
Obsessive/Compulsive
The trauma, guilt or inner conflict that causes this derangement forces the individual to focus nearly all other attention and
energy onto a single repetitive behavior or action. Obsession relates to an individual's desire to control her environment -
keeping clean, keeping an area quiet and peaceful, or keeping undesirable individuals from an area, for example. A
compulsion is an action or set of actions that an individual is driven to perform to soothe her anxieties: for example, placing
objects in an exact order, or feeding from a mortal in a precise, ritualistic fashion that is never allowed to vary.
Vampires with an obsessive or compulsive derangement must determine a set of specific actions or behaviors, as described
above, and follow them to the exclusion of all else. The effects of obsessive/compulsive behavior can be negated for the
course of one scene by spending a temporary Willpower point. The difficulty of any attempt to coerce or Dominate a
vampire into ceasing her behavior is raised by one. If a vampire is forcibly prevented from adhering to her derangement, she
automatically frenzies.
Multiple Personalities
The trauma that spawns this derangement fractures the victim's personality into one or more additional personas, allowing
the victim to deny her trauma or any actions the trauma causes by placing the blame on "someone else." Each personality is
created to respond to certain emotional stimuli - an abused person might develop a tough-as-nails survivor personality,
create a "protector," or even become a murderer in order to deny the abuse she is suffering. In most cases none of the
personalities is aware of the others, and they come and go through the victim's mind in response to specific situations or
conditions.
When a vampire suffers this derangement, the Storyteller and the player must agree upon how many and what kind of
personalities develop, and the situations that trigger their dominance in the victim. Each personality should be relevant to the
trauma that causes it. Not only is each personality distinct, but in the case of Kindred, the different personalities might
believe themselves to be from different clans and sires.
Kindred with multiple personalities can manifest different Abilities and even Virtues for each of their personalities, but it is
the Storyteller's responsibility to determine the specific details.
Schizophrenia
Conflicting, unresolveable sets of feelings and impulses can cause a victim to develop schizophrenia, which manifests as a
withdrawal from reality, violent changes in behavior, and hallucinations. This is the classical sort of derangement, causing
victims to talk to walls, imagine themselves to be the King of Siam, or receive instructions from their pets telling them to
murder people.
Roleplaying this derangement requires careful thought, because the player must determine a general set of behaviors
relevant to the trauma that caused the derangement. The hallucinations, bizarre behavior and unseen voices stem from a
terrible inner conflict that the individual cannot resolve. The player needs to establish a firm idea of what that conflict is a
nd
then rationalize what kind of behavior this conflict will cause.
Kindred with this derangement are unpredictable and dangerous. In situations that trigger a vampire's inner conflict, the
difficulties of all rolls to resist frenzy increase by three, and the vampire loses three dice from all Willpower rolls.
Paranoia
The victim of paranoia believes that her misery and insecurity stem from external persecution and hostility. Paranoids obsess
about their persecution complexes, often creating vast and intricate conspiracy theories to explain who is tormenting them
and why. Anyone or anything perceived to be "one of them" is often subjected to violence.
Kindred who suffer from paranoia have difficulty with social interaction; the difficulties of all dice rolls involving
interaction are increased by one. They are distrustful and suspicious of everyone, even their own blood bound progeny. The
slightest hint of suspicious behavior is enough to provoke a frenzy roll, with the difficulty relative to the degree of the
behavior. This paranoia may even extend to complex and rigorous feeding practices, to keep "them" from contaminating the
vampire's food supply.
Megalomania
Individuals with this derangement are obsessed with accumulating power and wealth, salving their insecurities by becoming
the most potent individuals in their environment. Such individuals are invariably arrogant and supremely sure of their
abilities, convinced of their own inherent superiority. The means of achieving their status can take many forms, from
devious conspiracies to outright brutality. Any individual of equal or higher status than the victim is perceived to be
"competition."
Kindred with this derangement constantly struggle to rise to the height of power and influence, by whatever means
necessary. In a megalomaniac's view, there are only two classes of people: those who are weaker, and those who do not
deserve the power they have and must be made weaker. This belief extends to everyone around the vampire, including
members of her own coterie. This derangement lends an extra die to all of the victim's Willpower rolls, due to her towering
sense of superiority.
If a megalomaniacal vampire is presented with the chance to diablerize a more potent Kindred, she will be sorely tempted. A
Willpower roll (difficulty 10) is needed for the vampire to avoid taking "what is rightfully hers."
Bulimia
Individuals with bulimia assuage their guilt and insecurity by indulging in activities that comfort them - in this case,
consuming food. A bulimic will eat tremendous amounts of food when subjected to stress, then empty her stomach through
drastic measures so she can eat still more.
In the case of vampires with this derangement, the need to feed is a means of relieving the fear and anxiety endemic to the
World of Darkness. A bulimic vampire may feed four or more times a night - gorging herself, burning the blood in pointless
(or not so pointless) activity, then starting the cycle again.
A vampire with bulimia gets hungry much more quickly than other vampires do. When feeding, a bulimic vampire must
make a Conscience roll (difficulty 7). If she fails the roll, she feeds until her blood pool is full, whether the vampire needs
the extra blood or not. A vampire who is forcibly kept from feeding risks frenzy (make a frenzy roll, difficulty 6). The
difficulty increases by one for every 15 minutes that she is prevented from drinking.
Hysteria
A person in the grip of hysteria is unable to control her emotions, suffering severe mood swings and violent fits when
subjected to stress or anxiety.
Hysterical Kindred must make frenzy checks whenever subjected to stress or pressure. The difficulties of these rolls are
normally 6, increasing to 8 if the stress is sudden or especially severe. Additionally, any action that results in a botch cause
s
the vampire to frenzy automatically.
Manic-Depression
Manic-depressives suffer from severe mood swings, sometimes resulting from severe trauma or anxiety. Victims may be
upbeat and confident one moment, then uncontrollably lethargic and pessimistic the next.
Kindred with this derangement are constantly on a hair trigger, never knowing when the next mood swing will strike.
Whenever the vampire fails a task, the Storyteller has the option of secretly making a Willpower roll (difficulty icon_cool.gif for the
character. If the character fails the roll, she lapses into depression. Additionally, the vampire will go into depression
whenever one other rolls is botched, or if her blood pool ever drops below 2. The Storyteller should roll a die to determine
how many scenes the character remains depressed, keeping the number a secret.
Vampires in a depressive state have their Willpower ratings halved (minimum 1). In addition, the vampire may not access
her blood pool to raise Attributes. Upon emerging from the depressive state, the character is energetic, relentlessly upbeat
and active (obsessively so) for a number of scenes proportionate to the time spent in depression. When a vampire is in this
manic state, the difficulty of all rolls to resist frenzy is raised by one.
Victims suffering from fugue experience "blackouts" and loss of memory. When subjected to stress, the individual begins a
specific, rigid set of behaviors to remove the stressful symptoms. This differs from multiple personalities, as the individual
in the grip of a fugue has no separate personality, but is on a form of "autopilot" similar to sleepwalking.
Kindred suffering from this derangement require a Willpower roll when subjected to extreme stress or pressure (difficulty
icon_cool.gif. If the roll fails, the player must roleplay her character's trancelike state; otherwise, control of the character passes to
the
Storyteller for a number of scenes equal to the roll of a die. During this period, the Storyteller may have the character act as
she sees fit to remove the source of the stress. At the end of the fugue, the character "regains consciousness" with no
memory of her actions.
for that character at the time of the Embrace; this
derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Organization:
The hierarchy of the Malkavians, if it exists at all, defies description. Most are usually conent to let one


Nosferatu
Spoiler!
Caine's childer are called "The Damned," and no vampires embofy this more fully than the wretches of Clan Nosferatu.
While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of
vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its
Antediluvian founder. As such, Nosferatu find themselves loathed and ostracized by the other Children ofCaine, who
consider them disgusting and interact with them only when they must.
Following the Embrace, Nosferatu childer suffer an agonizing transformation as, over the subsequent weeks, they warp from
humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological
trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after.
Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a
possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are
surprisingly levelheaded and practical, avoiding the obsessions, fits and rages of their fairer brethren. Not that this makes the
Sewer Rats particularly pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their
grotesque appearances inspire in others.
Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city's back alleys and dark corners like the
Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping
up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can
command high prices for their knowledge. Using their Obfuscate Discipline, Nosferatu make a point of listening to others'
conversations from hiding, or sitting in on "secret" meetings. If a Kindred wishes to learn about the doings and denizens of
the city, she would do well to consult the Nosferatu.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the
squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous
politeness and freely share information among themselves. To mess with one Nosferatu is to mess with them all - and that
can get messy indeed....
Nickname: Sewer Rats
Sect: Surprisingly, the clan as a whole belongs to the Camarilla, despite obvious difficulties with upholding the Masquerade.
Perhaps they value the safety of membership; perhaps they simply want the other clans within observing distance. Still, a
fair number of Nosferatu are in the Sabbat or simply consider themselves autarkis (of no sect).
Appearance: No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumors,
holes in place of noses, batlike ears, sloping bald heads, twisted spines, claws, wrinkled hides, pustulent sores and webbed
ingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that
most Nosferatu smell about as good as they look.
Haven: Their disfigurement forces most Nosferatu to take havens far from the eyes of mortals, in graveyards, abandoned
warehouses and cellars. In large cities, entire broods of Nosferatu lair in sewers and subway systems. These "kingdoms,"
particularly the older ones, are often much more extensive than mortals or Kindred are aware - subterranean labyrinths
stretching deep into the darkness and guarded by monstrous ghouls. Even princes treat warily with the Nosferatu kingdoms.
Background: Nosferatu choose their progeny from society castoffs: derelicts, the mentally ill and the hopelessly antisocial.
Occasionally, a vindictive Nosferatu chooses beautiful, vain mortal, then watch gleefully as the Curse takes hold.
Character Creation: Nosferatu can have often come from loner, outsider or drifter Mental Attributes are often primary
(Social other than tertiary!). Stealth is highly prized amond the clan. while Survival allows a Sewer Rat to find shelter in the
blighted zones Nosferatu favor. Nosferatu occasionally take retainers in the form of ghoul animals, or even a human ally or
two, but Backgrounds are rarely predominant among the clan.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses:
As mentioned, Nosferatu are absolutely loath-some to look at. All Nosferatu have Appearance ratings as zero -
cross the automatic dot right off the character sheet. Nor many they improve Appearance with experience points. Most
Social actions based on first impressions, except intimidation and the like, fail automatically.
Organization:
While Nosferatu do not have the rigid protocols that mark clans such as Tremere and Ventrue, their shared
deformity creates an exceptional clan unity. Shunned and reviled by other creatures, Nosferatu stick together out of the equal
parts necessity and loneliness.
Bloodlines:
Like many other calns, Nosferatu has an antitribu analog in the Sabbat, though this branch does not differ
greatly from the ruck and run of the clan save in ideology. Descendants of certain sires sometimes bear "signature"
deformities, but few differ in any signincant fashion.


Toredor
Spoiler!
The Toreador are called many things - "degenerates," "artistes," "poseurs" and "hedonists" being but a few. But any such
lumpen categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately
elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the
clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with
passion.
To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent
frustrating centuries producing laughable attempts at art, music or poetry. Toreador tout themselves as cultivators of all that
is best about humanity. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her
talent for eternity. In this manner, Clan Toreador has inducted some of humanity's greatest artists, poets and musicians into
its ranks; of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what "gifted" or
"inspired" means.
Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or
simple sustenance, Toreador glide gracefully and effortlessly through the society of the Canaille, sampling the delights of
each age as a gourmand savors rare delicacies. Toreador are the Kindred most likely to fall in love with mortals, and they
surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is,
thus, acutely tragic when a Toreador succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such
Kindred become decadent sybarites, concerned only with indulging personal whims and vices.
Toreador are committed to the Camarilla and share the Ventrue's love of high society, though not for them the tedium of
actually running things - that's what functionaries are for, after all. Toreador know that their place is to captivate and inspire -
through their witty speech, graceful deeds and simple, scintillating existence.
Nickname:Degenerates
Sect:Most Toreador are in the Camarilla, as only that august organization promotes "culture" and allows the Toreador to
live among the mortals they so favor. Those in the Sabbat pursue bizarre "artistic" pastimes, such as torture and blood-
painting, or are the rulers of the most decadent underground movements.
Appearance:Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of
surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends; centuries-old
Degenerates are often more stylish than some 30-year-old mortals. If it's in, chances are that at least one Toreador will adopt
it.
Haven:Toreador take care to ensure that their havens are comfortable, convenient for socializing and - above all - conform
to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their
"poseur" counterparts love opulent suites perfect for hosting parties.
Background:
Toreador range across a spectrum of concepts, from lonely, tortured artists to debauched jetsetters. Some
Toreador are Embraced for no reason other than their beauty or personal style, as a passionate sire decides that they simply
must be "preserved" for eternity.
Character Creation:Social Attributes and Abilities are prized among the clan, though Toreador are typically concerned
less with outright control than with making a good impression. Perception is also favored, both for creation and for
critiquing. Artistes favor Abilities such as Expression and Performance, often enjoying very high levels in these aesthetic
Traits; their poseur brethren must make do with Abilities like Subterfuge and Etiquette. Toreador are very social creatures,
and love adoration from both Kindred and kine; as such, Backgrounds like Allies, Contacts, Fame, Herd, Resources and
Status are common.
Clan Disciplines: Auspex, Celerity, Presence.
Weaknesses:
Toreador are preternaturally attuned to the aesthetic and beautiful, but this sensitivity can prove dangerous,
When a Toreador views, hears or even smells something that is truly beautiful - a person, a painting, a song, a particularly
lovely sunrise - he must make a Self-Control roll (difficulty 6) or become entranced by the sensation. The Toreador will
stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend
themselves if attacked, though being wounded allows them to make another Self-Control roll to "break the spell."
Organization:
Toreador have little practical organization, though their cliquishness and social networks are legendary. The
clan meets frequently, but more as an excuse to host lavish parties and showings than to accomplish anything. Status among
the Toreador is a tempestuous whirlwind in which one subtle smile or catty critique can lead to fortune or disaster; a prodigy
may be adored one night, commit a barely perceptible faux pas, and be ostracized the next.
Bloodlines:
Toreador put a fair degree of stock in lineage; a vampire fortunate enough to descend from a favored sire is
lavished with adoration (to her face, anyway), while childer of a sire "on the outs" suffer social humiliation. Few of these
lines deviate from the main clan in any significant way. The Toreador antitribu of the Sabbat are a notable exception, for
they take equal aesthetic delight in great beauty or great ugliness.


Tremere
Spoiler!
Whether dreaded, nistrusted, feared or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who
have heard of the clan's doings are typically suspicious of the Tremere, and with good reason - for the Warlocks are aptly
named. Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is
as potent - if not more so - than any other power of the Blood. Paired with the clan's rigid hierarchy and the smoldering
ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are
capable of doing.
According to some Kindred records, the Tremere came into being as a clan very recently, at least by an immortal's
standards. Legend has it that, during Europe's Dark Ages, a cabal of human wizards enacted a great ritual over the
slumbering body of an Antediluvian and thereby wrested for themselves the gift of vampirism. War followed soon thereafter
- the fledgling clan found itself besieged by enraged Kindred on every side. But the Tremere are nothing if not survivors.
Their human magicks lost, they nonetheless managed to alter their rituals and wardings to utilize the power of their vitae.
These magical skills, now practiced as the Discipline of Thaumaturgy, have ensured the Tremere's place among the Kindred
ever since.
The Warlocks gladly play the games of diplomacy and intrigue with their newfound brethren. However, their dealings are
always tinged with a touch of paranoia, for the Tremere know that the elders of no fewer than three clans bear them a
terrible grudge that has yet to be repaid. Therefore, the Tremere work to cultivate what allies they can, even as they strive to
heighten their magical mastery. No less is required for their survival. As a result, the childer of Clan Tremere are among the
most driven and learned of all Cainites; few cross these undead sorcerers and escape unscarred.
The Tremere are vampires of the Old World, but have traveled across the continents to establish footholds elsewhere. The
clan's seat of power lies in Vienna, where the Tremere elders convene in council and discuss the clan's future direction. But
many larger cities across the globe house Tremere "chantries" - well-defended houses that are equal parts university,
monastery and stronghold. There the Warlocks gather to exchange information and study their vampiric witchcraft, safe
from the attentions of their rivals.
Nickname: Warlocks
Sect: The Tremere were more than glad to join the fledgling Camarilla when the sect was forming, and they quickly made
themselves invaluable there. In fact, the Tremere are one of the linchpins of the sect. They have a marked interest in keeping
the Camarilla strong, of course - I with their hated Tzimisce enemies directing their Sabbat minions against any Tremere
they find, the Warlocks require allies. And with the valuable magical power they offer, the Tremere find the Camarilla glad
to provide the support they require. With the Camarilla's protection, the Tremere are free to pursue the arcane mastery they
so avidly desire.
Appearance: The sorcerous Tremere are typically imposing or sinister in mien. Some favor classic suits; others prefer a
slightly more antiquated look, dressing in 1940s-cut suits, Edwardian finery or the simple black turtlenecks of the Beat era.
Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although
individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorcerers' eyes
always gleam with hidden insight and frightening acuity.
Haven: While Warlocks may maintain their own individual havens (often complete with extensive libraries), the clan
maintains a chantry in every city that harbors a strong Tremere presence. A chantry is open to any of Tremere's bloodline
and absolutely forbidden to all others. The Warlocks are infamous for their well-guarded havens; almost all boast mystical
wards that even other Tremere would find difficult to circumvent.
Background:
Many Tremere dabbled in occult or other scholarly pursuits in life. However, a fascination with the unknown
is hardly enough to draw a Warlock's attention; clan members seek "apprentices" with aggressive natures and clear thinking,
and care little for muddle-headed New Agers or befuddled conspiracy theorists. Clan Tremere has an unspoken tradition of
sexism, and most of its elders are male. Tremere ancillae have become rather more open-minded of late, though, and draw
ample numbers of suitably ambitious and persistent acolytes from both sexes.
Character Creation: Tremere typically have strong Mental Attributes and a high Willpower to match; dilettantes and
churls cannot meet the grueling demands of sorcery. Many have Knowledges as their primary Abilities, although Skills are
also highly in demand. Although a few Tremere specialize in one particular area of excellence, many more prefer; a more
well-rounded approach to personal aptitudes; after all, a Warlock can typically rely on no one other than himself.
Clan Disciplines: Auspex, Dominate, Thaumaturgy.
Weaknesses:
By clan law, all neonate Tremere must drink the blood of the clan's seven elders when they are created. All
Tremere are at least one step toward being blood bound! to their elders, and therefore usually act with great clan loyalty - in
order to avoid having such loyalty forced on them. What's more, this arrangement means that Tremere are hard-pressed to
resist the will of their elders; the difficulty of any Dominate attempt from a clan superior is one less.
Organization:
No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts
with such unity of purpose as the Tremere. Although younger clan members generally are free to do more or less as they
wish, occasionally they receive instructions from their elders that they may not ignore. Paranoia keeps the clan well-oiled;
and unified. Of course, the Tremere do encourage individual achievement among the group, seeing it as a Darwinian method
of ensuring the clan's strength. With such ambitious, powerful young vampires cooperating with such commendable clan
unity, it's no wonder the Warlocks have plenty of envious and spiteful enemies among the Kindred. The Tremere's
pyramidal hierarchy contains several ranks, each divided into seven mystical "circles" that an aspirant must master if he
desires to advance in rank (and nearly every Tremere desires that very thing). The lowest rank, that of apprentice, belongs to
neonates. Above the apprentices are the regents, each one the master of a chantry; then the lords, whose domains include
several chantries each. Forty-nine Tremere hold the title of pontifex, each bearing great responsibilities. And at the top of th
e
pyramid sits the Inner Council of Seven, some the masters of entire continents, and all whispered to be in constant mental
communication with the others.
Bloodlines:
The strict organization of the Tremere, as well as their insistence on obeying one's elders, offers few freedoms.
No variants of the Tremere bloodline have been allowed to survive to the present night. A small group of Tremere rebels
once made its home in the Sabbat, but recent events have seen to that group's destruction.


Ventrue
Spoiler!
The Kindred of Clan Ventrue have a reputation for being honorable, genteel and of impeccabke taste. From time out of
mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the
Kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times
the clan recruits from wealthy "old money" families, ruthless corporate climbers, and politicians. Whatever their origin,
Ventrue vampires preserve stability and maintain order for the Camarilla. Other Kindred often mistake this for arrogance or
avarice, but to the Ventrue, their shepherd's role is more burden than honor. Ventrue support the Masquerade
wholeheartedly, feeling that under its auspices the best existence for all vampires may be obtained. To the Ventrue mind,
other clans are brash and impetuous. Too concerned with their short-term comfort, other vampires gladly give up an eternity
tomorrow for a bit of vitae tonight. Without the Ventrue, there would be no Masquerade; without the Masquerade, there
would be no vampires. Thus, the Ventrue have the weight of Atlas upon their shoulders. They bear their burden with a stiff
upper lip and just a hint of noblesse oblige. No other clan could lead the Children of Caine in the nights of imminent
Gehenna - or so the Ventrue are apt to say. After all, their reputation rests on it.
Ventrue see themselves as nobles in the classical sense of the word, fighting to uphold the station of those below them. They
are the kings, knights and barons of the modem night. Although the struggle has moved from battlefields to boardrooms and
from jousting lists to voting districts, Clan Ventrue continues the duel. Young Ventrue rally and lead the troops with their
cellular phones and limousines, while the clan elders watch the horizons for threats that loom like storm clouds. Many
holdings under Camarilla control are overseen by Ventrue, and the Blue Bloods are loath to relax their grip over endeavors
they so desperately struggle to maintain. Reputation and achievement take a Kindred far in the Ventrue clan, but none of that
counts if the vampire cannot maintain his influence.
Other vampires often cast aspersions on the Ventme, vilifying them as sanctimonious, pompous or even tyrannical - and yet
it is the Blue Bloods to whom those other vampires turn when something goes wrong. Ventrue cultivate, influence and -
when they can - control the kine's media, police, politics, health and medicine, organized crime, industry, finance,
transportation and even the Church. When another vampire requires aid, the Ventme can, often provide it - for a price.
Naturally, Ventrue gravitate to the upper crust of kine society, where their sophistication serves them in good stead.
Although Ventrue move in the same
social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly
wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.
Nickname: Blue Bloods
Sect: Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the
cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the
modem age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way.
Appearance: Ventrue cultivate classical, traditional appearances. Set in their ways, Ventme vampires often affect the styles
of their breathing days, and one may frequently guess a Ventrue's age by determining from which period of history her
clothing dates. Young members of the clan tend toward fashions ranging from "preppy" styles to omnipresent suit-and-tie
wardrobes. Ventme are elegant and stylish, but rarely on the cutting edge of couture or haberdashery trends. After all, one
must stand out, not stick out.
Haven: Only the best will do. Ventrue commonly make their havens in mansions or valuable estates. Ventrue vampires
often come from wealthy families, and their havens may even be ancestral homes. An old Ventme tradition holds that any
member of the clan may take sanctuary with any other member of the clan, and cannot be refused. This tradition is rarely
invoked, for the vampire seeking refuge subsequently owes a great debt to the vampire who provided succor. Nonetheless,
the custom has saved the unlife of more than one Blue Blood.
Background:
Ventrue traditionally hail from professional or high-society stock, though in modern nights the clan may
claim any noteworthy person. Age, wisdom and experience play great parts in Ventrue Embraces, and a Blue Blood never
Embraces capriciously. Some Ventme create neonates exclusivelt along family lines, in a twisted progression of
entrification. Other Kindred joke that the Ventrue are inbred, while the Ventrue themselves maintain that only the cream of
the crop is suitable for membership in their clan.
Character Creation: Social and Mental Attributes are equally important, and illustrious members of the clan cultivate both
aspects. Skills and Knowledges share similar importance, as the clan places great emphasis on being well-rounded and
capable. Ventrue Kindred greatly prize Backgrounds, and high levels of Fame, Influence, Mentor, Resources, Retainers and
Status go far toward establishing a Blue Blood's precedence.
Clan Disciplines: Dominate, Fortitude, Presence.
Weaknesses:
Ventrue taste is rarefied to the point of exclusivity, and each Blue Blood may partake of only a certain type of
mortal blood. This type is chosen at character creation. For example, a particular Ventrue might feed exclusively from
virgins, blond men, naked children or clergy. The character will feed on no other type of blood, even if starving or under
duress. Ventrue may feed on vampire blood normally.
Organization:
The Ventme in a given region meet often, though their convocations resemble salons or debates and tend to
result in more talk than action. Of course, this ponderous discourse is the only "civilized" way to resolve an issue, and
impulsive or rash Kindred often chafe under the clan's rigidity. Younger, impatient Ventrue have been known to mount
direct challenges to an "old boy's" holdings and position, which is considered the height of treachery and rudeness - unless,
of course, the upstart wins.
Bloodlines:
Heritage is prized among the clan, and the childer and grandchilder of luminaries are held in esteem (or envy)
by the rest of the clan. On a darker note, the Ventrue antitribu of the Sabbat have no foes so hated as the Kindred of their
parent clan. Sabbat Ventrue are dark knights of that sect sworn to atone for their line's failings by upholding the tenets of the
Sabbat. They are most commonly found among the Sabbat's templars and paladins.


This post has been edited by Ranma: Nov 21 2013, 6:42 AM


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Ranma
post Nov 21 2013, 6:55 AM
Post #4


Cosmix Fairy
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Group: Senior Member
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Joined: March 31 2007
From: Tempe, Arizona




Character archetypes (Nature and demeanor)

Spoiler!
Architect
- Regain a point of Willpower whenever you establish something of importance or lasting value.
Autocrat
- Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
Bon Vivant
- Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation. (Low self control scores)
Bravo
- Regain a point of Willpower any time you achieve your agenda through brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.
Caregiver
- Regain a point of Willpower whenever you successfully protect or nurture someone else.
Celebrant
- Regain a point of Willpower whenever you pursue your cause or convert another character to the same passion.
Conversely, lose a point of temporary Willpower whenever you are denied your passion or it is badly lost to you.
Child
- Regain a point of Willpower whenever you manage to convince someone to help you with no gain to herself, or to nurture you.
Competitor
- Regain one point of Willpower whenever you succeed at a test or challenge. Especially difficult victories may, at the Storyteller's discretion, allow you to regain multiple Willpower points.
Conformist
- Regain a point of Willpower whenever the group achieves one of its goals due to your support.
Conniver
- Regain a point of Willpower whenever you trick someone into doing something for you.
Curmudgeon
- Regain a point of Willpower whenever someone does something stupid, just like you said they would. You must predict this failure aloud (though you may simply whisper it to the Storyteller if you wish).
Deviant
- Regain a point of Willpower any time you are able to flout social mores without retribution.
Director
- Regain a point of Willpower when you influence a group in the completion of a difficult task.
Fanatic
- Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
Gallant
- Regain a Willpower point whenever you successfully impress another person. Ultimately, the Storyteller is the arbiter of
when you dazzle someone, even in the case of other players' characters.
Judge
- Regain a point of Willpower whenever you correctly deduce a mystery by assembling the clues presented, or when one of
your arguments unites dissenting parties.
Loner
- Regain a point of Willpower when you accomplish something by yourself, yet which still benefits the coterie in some way. For truly impressive success, or achievement in spite of strong opposition, the Storyteller may choose to let you regain two Willpower points.
Martyr
- Regain a point of Willpower when you sacrifice yourself or your comfort for your ideals or another's immediate gain.
Masochist
- Regain two points of Willpower whenever you experience pain in a way you never have before.
Monsters
- Malignant deeds reinforce the Monster's sense of purpose. Monster characters should pick a specific atrocity, regaining
Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness,
while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it.
Pedagogue
- Regain one point of Willpower whenever you see or learn of someone who has benefited from the wisdom you shared with them.
Penitent
- Regain a point of Willpower whenever you feel that you have achieved absolution for a given grievance. This redemption
should be of the same magnitude as the transgression - the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.
Perfectionist
- Regain a point of Willpower whenever you accomplish your goal without any demonstrable flaw or impediment.
Rebel
- Regain a point of Willpower whenever your actions adversely affect your chosen opposition. Rebels may oppose the government, the Church, a vampire prince, whatever. The player should choose whom or what his character rebels against when he adopts this Archetype.
Rogue
- Regain a point of Willpower when your self-centered disposition leads you to profit, materially or otherwise. At the
Storyteller's discretion, accumulating gain without exposing your own weaknesses may let you regain two points of Willpower.
Survivor
- Regain one point of Willpower whenever you survive a threatening situation through tenacity, or when another persists in spite of opposition due to your counsel.
Thrill-Seeker
- Regain a point of Willpower any time you succeed at a dangerous task that you have deliberately undertaken. Thrill-
Seekers are not stupid, however, and the Storyteller may choose not to reward a player who heedlessly sends her character into danger for the sole intent of harvesting Willpower.
Traditionalist
- Regain a point of Willpower any time the proven ways turn out to be the best. Also, regain a point of Willpower any time you successfully resist change for its own sake.
Trickster
- Regain a point of Willpower any time you manage to lift others' spirits, especially if you are able to deny your own pain in the process.
Visionary
- Regain a point of Willpower each time you are able to convince others to have faith in your dreams and follow the course of action dictated by your vision


Backgrounds
Spoiler!

Allies
- Human confederates, usually family or friends.
Contacts
- The number of information sources the character possesses.
Fame
- How well-known the character is among mortals.
Generation
- How far removed from Caine the character is.
Herd
- The vessels to which the character has free and safe access.
Influence
- The character's political power within mortal society.
Mentor
- The Kindred patron who advises and supports the character.
Resources
- Wealth, belongings and monthly income.
Retainers
- Followers, guards arid servants.
Status
- The character's standing in undead society.


Sample Concepts
Spoiler!

Criminal
- jailbird, mafioso, drug dealer, pimp, carjacker, thug, thief, fence
Drifter
- bum, smuggler, prostitute, junkie, pilgrim, biker, gambler
Entertainer
- musician, film star, artist, club kid, model
Intellectual
- writer, student, scientist, philosopher, social critic
Investigator
- detective, beat cop, government agent, private eye, witch-hunter
Kid
- child, runaway, outcast, urchin, gangbanger
Nightlifer
- clubgoer, skinhead, punk, barfly, raver, substance abuser
Outsider
- urban primitive, refugee, minority, conspiracy theorist
Politician
- judge, public official, councilor, aide, speechwriter
Professional
- engineer, doctor, computer programmer, lawyer, industrialist
Reporter
- journalist, news reporter, paparazzo, talk-show host, 'zine editor
Socialite
- dilettante, host, playboy, sycophant, prominent spouse
Soldier
- bodyguard, enforcer, mercenary, soldier of fortune, Green Beret
Worker
- trucker, farmer, wage earner, manservant, construction laborer





This post has been edited by Ranma: Nov 21 2013, 7:00 AM


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P-girl
post Nov 21 2013, 1:20 PM
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((Neat! I'm in! I haven't played the actual Pen and Paper game, but I adore the Bloodlines video game. Imma make my character from that game.))
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Ranma
post Nov 21 2013, 3:17 PM
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Awesome. Also, don't forget to post a quick bio. How you became a.vampire. your life... your unlife... XD


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P-girl
post Nov 21 2013, 5:18 PM
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Okay! Just one thing.... You give up one list of nature and demeanor. Are they the same? Should I pick two out of that list?
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Ranma
post Nov 21 2013, 8:07 PM
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To my knowledge you pick 2. Nature is what you really are and demeanor is the mask you wear.

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P-girl
post Nov 21 2013, 8:08 PM
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Ah, like that. Thanks for clarifying.
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Ranma
post Nov 21 2013, 11:46 PM
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I personally can't wait until People start submitting their characters sheets so I can get this started XD


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P-girl
post Nov 22 2013, 1:08 PM
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Well, here's mine (Behind a cut for space).
Please feel free to point out flaws or mistakes. I am not really familiar with pen-and-paper roleplaying, so I might mess up.
Spoiler!


Name: Alexander Tomero
Chronicle: Dark Intentions
Nature: Bon Vivant
Demeanor: Conniver
Concept: A mixture of Drifter and Entertainer (If that's possible). Alexander's a wandering street musician who considers himself a modern bard.
Clan: Toreador
Generation: 13th
Sire: Elizabeth von Sabinin
Biography:
Pre-Siring: Even tough Alexander's band wasn't all that well-known, the confident singer/guitarist was reaching for the stars and already living a pretty Rock-star life of Sex, drugs and Rock 'n Roll. This however, led to the attention of some... undesirable people. And a drunk one-night stand led to...
Post-Siring: Alexander never gotten to know his Sire. He wasn't the only one being reckless and his Siring was against the law in their place, leading to her demise almost directly after the Siring. This left Alexander Sire-less and more then a little bitter towards the society he was now part of. Still, he wasn't stupid and knew he had to work with them in order to survive. So he plays along if he has to, reluctantly so. When he doesn't, he spends his nights wandering around on his motorcycle, guitar still in hand, not really knowing what else to do with his life.

ATTRIBUTES

Physical
Strength: **
Dexterity: ***
Stamina: *

Social
Charisma: ***
Manipulation: **
Appearance: *****

Mental
Perception: ****
Intelligence: **
Wits: **

ABILITIES

Talents
Alertness:
Athletics:**
Awareness:**
Brawl:*
Empathy:***
Expression:***
Intimidation:
Leadership:
Streetwise:***
Subterfuge:*

Skills
Animal Ken:
Crafts:**
Drive:**
Etiquette:***
Firearms:
Larceny:
Melee:***
Performance:****
Stealth:
Survival:

Knowledges
Academics:***
Computer:**
Finance:
Investigation:
Law:
Medicine:*
Occult:
Politics:
Science:
Technology:

ADVANTAGES

Disciplines
Auspex:*
Celerity:**
Presence:

Backgrounds
Allies:*
Contacts:**
Fame:**

Virtues
Conscience:****
Self-control:****
Courage:***

Humanity: ********

Will:
**** Perm
**** Temp

Money: $217,50

Blood Pool: 9

Health: [][][][][][][]

Weaknesses: Very fragile for a vampire (In both the physical and mental sense). Despite being a Toreador, has little in the way of social contacts due to his wandering nature.

Experience: 2

Auspex Abilities

Heightened Senses
This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, this may make hunting easier.
Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.

Vampire: the Masquerade Revised - Disciplines
System:
This power doesn't normally require the use of dice, instead being defined through the Storyteller's descriptions and the player's imagination. In certain circumstances, use of this power requires a die roll: for a normal Perception roll (the Storyteller may reduce the difficulty by the character's Auspex rating), to notice a subject using Obfuscate (see p. 166), or to perceive a threat (the Storyteller privately rolls the character's unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances). For example, in the last instance, sensing that a pistol is pointed at the back of the character's head may require a 5, while the sudden realization that a rival for primogen is planning her assassination may
require a 9.
This power does not let characters see in pitch darkness, as does Eyes of the Beast (p. 173), but it does reduce difficulty penalties to act in pitch darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell or otherwise detect her foe.


Celerity Abilities

The character spends a single blood point. The next turn, she gains a number of additional full actions equal to her Celerity rating. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn). So a vampire with Celerity 4 who spends a blood point may perform a total of five physical actions in her next turn. The actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).
Normally, a character without Celerity must apply a dice pool penalty if she wants to take multiple actions in a single turn.
A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions.


Backgroung meanings

Allies:* 1 Ally of moderate influence and power
Contacts:** Two major contacts
Mercurio: Alexander actually knew Mercurio before his Siring. Alexander was addicted to cocaine that Mercurio provided. Surprisingly, they actually hit it off and became friends. This went as far as when Alexander was Sired, he kept contact, mostly because his 'Death' was first rumored to be an overdose and Mercurio felt quite a bit guilty about it. That and Alexander felt an underground figure could come in handy.
Fame:** A majority of the populace recognizes your face; you're a local celebrity such as a news anchor.


This post has been edited by P-girl: Nov 27 2014, 9:03 PM
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Ranma
post Nov 22 2013, 3:19 PM
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Looks good. Ill add the necessary stuff to your profile when I get off work. I did roll for your blood pool and you lucked out and got a ten


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P-girl
post Nov 22 2013, 3:33 PM
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Totally forgot my freebie points. I added them.
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Ranma
post Nov 22 2013, 5:42 PM
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I totally recommend putting some freebie points in will. That stat will save you. And don't forget to add uour 10 bloodpool points. You lucked out and got your max!

This post has been edited by Ranma: Nov 22 2013, 5:47 PM


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P-girl
post Nov 22 2013, 6:20 PM
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Shuffled around a point. I know he's rather weakwilled, but that's part of his character.
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Ranma
post Nov 23 2013, 2:00 AM
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Ps. I'm going to make this the "Character sheet thread" so feel free to post as many questions as you want here.


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Ranma
post Nov 23 2013, 6:38 AM
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My Character
Spoiler!


Name: Devlin Eginhard
Chronicle: Dark Intentions
Nature: Survivor
Demeanor: Autocrat
Concept: Intellectual
Clan: Ventrue
Generation: 13th generation
Sire: Alexander King
Bio pre-siring: Devlin was always a strong willed youth with strong ambition. He came from a middle class family that had fallen on some hard times by the time he had finished high school. To keep himself from being a burden on his parents he worked for a year before attending college where he majored in Business. Quite the dresser he always made sure to present himself in a professional manner wherever he went. His strong will, business sense, and lofty goals eventually drew the attention of a vampire by the name of Alexander King, a professor that spoke at many of the seminars that Alexander attended.
Bio post-siring: Devlin took to being a vampire quite quickly. He, of course, was quite distraught at first, but he quickly realized the advantages of being one of the kindred. His Sire, Alexander, was well known in the Camarilla and was a trusted "friend" to the prince. Under his master's tutelage Devlin's business sense grew. He quickly learned how to play the stock market and run a business. Alexander himself was astounded at how quickly Devlin grew in power, in business anyway, Devlin's natural kindred power was a bit lacking in the physical department. Just when Devlin was about to become a neonate his master went on a mission, and he was never seen from again. The prince approached Devlin and gave him his inheritance, his master's haven. Devlin felt no love for his master, but he did respect him a great deal for his business sense and strength as a vampire. It always nagged him as to what could have possibly killed Alexander.

ATTRIBUTES

Physical
Strength*
Dexterity**
Stamina***

Social
Charisma***
Manipulation****
Appearance***

Mental
Perception **
Intelligence ***
Wits ***

ABILITIES

Talents

Alertness
Athletics
Awareness
Brawl **
Empathy **
Expression
Intimidation ***
Leadership ***
Streetwise
Subterfuge ***

Skills

Animal Ken
Crafts
Drive*
Etiquette***
Firearms
Larceny
Melee *
Performance ***
Stealth
Survival

Knowledges

Academics*
Computer*
Finance ***
Investigation**
Law
Medicine
Occult
Politics**
Science
Technology

ADVANTAGES

Disciplines

Dominate*
Fortitude*
Presence**

Backgrounds

Resources ****
Herd ***
Status*

Virtues

Conscience***
Self-control****
Courage***

Humanity *******

Will Power
*******Perm
*******Temp

Blood Pool **********

Health [][][][][][][]

Weaknesses: May only drink from Virgins of mid to high class standing in society.

Experience - 0
Money - $150
-----------------

Dominate abilities

<div>
<div style="background:#B7E5CE; border:1px dotted #000; border-bottom:0; border-left:4px solid #429E6F; color:#000; font-weight:bold; font-size:10px; margin:8px auto 0 auto;">
<input type="button" href="#" style="float:right; font-size:10px;" onclick="if(parentNode.parentNode.getElementsByTagName('div')[2].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[2].style.display='none';this.value='View';}else{parentNode.parentNode.getElementsByTagName('div')[2].style.display='block';this.value='Hide';}" value="View" /> <div style="padding:4px;">Spoiler!

<div style="color:#000; background:#FAFCFE; border:1px dotted #000; border-left:4px solid #429E6F; border-top:0; padding:4px; margin: 0 auto 8px auto; display:none;">Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must
be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all
confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do
something directly harmful to herself, so a command like "die" is ineffective.
The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still
requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander - or even
the victim - may notice the emphasis; still, unless she's conversant with supernatural powers, the individual is likely to
attribute the utterance and the subsequent action as bizarre coincidence.
System:
The player rolls Manipulation + Intimidation (difficulty of the target's permanent Willpower). More successes force
the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing
jag, sneeze uncontrollably).</div>
</div>


Fortitude Ability

Spoiler!
All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a
resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and
barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as
sunlight, fire and terminal falls.
Gangrel, Ravnos and Ventrue possess this potent ability. Gangrel enjoy the benefit of Fortitude as a matter of course, but
Ravnos and especially Ventrue delight in the power's psychological effects. It's not unusual for a Ventrue to take a "fatal"
blow, giving his opponent just enough time to register the vampire's smile before the Ventrue finishes off the shocked
victim.
System:
A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and
lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage (Kindred cannot
normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight or massive physical trauma). So a
vampire with Fortitude 3 has three dice to soak aggravated damage.



Presence Abilities
Spoiler!
Awe
Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be
closer to her and are very receptive to her point of view. Awe is extremely useful for mass communication. It matters little
what is said - the hearts of those affected lean toward the vampire's opinion. The weak want to agree with her; even if the
strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in
the vampire's favor almost before her opponents know that the tide has turned.
Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell
of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire's presence,
however. This will influence their reactions should they ever encounter her again.
System:
The player rolls Charisma + Performance (difficulty 7). The number of successes rolled determines how many
people are affected, as noted on the chart below. If there are more people present than the character can influence, Awe
affects those with lower Willpower scores first. The power stays in effect for the remainder of the scene or until the
character chooses to drop it.
1 success
One person
2 successes Two people
3 successes Six people
4 successes 20 people
5 successes Everyone in the vampire's immediate vicinity (an entire auditorium, a mob)
Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every turn for as
long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to
the successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the scene.

Dread Gaze
While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring
with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze
engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most
stalwart individual will fall back from the vampire's horrific visage.
System:
The player rolls Charisma + Intimidation (difficulty of the victim's Wits + Courage). Success indicates the victim is
cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away
in abject fear; victims who have nowhere to mn claw at the walls, hoping to dig a way out rather than face the vampire.
Moreover, each success subtracts one from the target's action dice pools next turn.
The character may attempt Dread Gaze once per turn, though she may also perform it as an extended action, adding her
successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action,
he's so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt
falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again.
A botch at any time indicates the target is not at all impressed - perhaps even finding the vampire's antics comical - and
remains immune to any further uses of Presence by the character for the rest of the story.


Background meanings

Spoiler!
Resources **** Well-off: a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If
liquidated, you would have at least $500,000 in cash. Allowance of $9000 a month.

Herd *** 15 vessels

Status* Known

</div>
</div>

This post has been edited by Ranma: Aug 21 2014, 3:05 PM


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mightymarty2
post Nov 23 2013, 10:06 AM
Post #18


Cosmix Fairy
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Joined: April 10 2007
From: England




Spoiler!
Name: John Robinson
Chronicle: Dark Intentions
Nature: Loner
Demeanor: Fanatic
Concept: Proffesional-Accountant
Clan: Gangrel
Generation: We are all going to be 13th generation vampires.
Sire: Robert Smith
Bio: John was working as an accountant before a late night at a clients property where he was attacked by Robert. After being turned he took a break and went on a wonder before setting up an accouting practice. Which employes other vampires and humans. This brings in a lot of money for him.

ATTRIBUTES
Physical Attributes
Strength ****
Dexterity **
Stamina ****

Social
Charisma **
Manipulation **
Appearance **

Mental
Perception **
Intelligence ***
Wits ***

ABILITIES

Talents

Alertness **
Athletics
Awareness **
Brawl **
Empathy
Expression
Intimidation
Leadership
Streetwise *
Subterfuge

Skills

Animal Ken
Crafts *
Drive *
Etiquette
Firearms **
Larceny
Melee **
Performance **
Stealth **
Survival ***

Knowledges

Academics
Computer **
Finance ***
Investigation
Law
Medicine **
Occult
Politics
Science *
Technology *

ADVANTAGES

Disciplines
Animalism
Fortitude *
Protean **

Backgrounds
Resources ****
Allies:
Contacts: *
Fame:
Generation:
Herd: *
Influence:
Mentor: *
Retainers: *
Status:
Virtues

Conscience ***
Self-control **
Courage ***

Humanity *******

Will Power *****

Blood Pool ********

Health
[] [] [] [] [] [] []

Weaknesses

When pushed can often frenzy but to avoid it he has to stop evrything and just meditate for a while at least 5+ mins

Experience - 1

Money:80
I hope this is ok
Reason for edit: updated


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Ranma
post Nov 23 2013, 5:53 PM
Post #19


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Have you spent your freebie points yet? You have 8 blood pool. If you haven't spent your points yet you may raise your bloodpool to ten. If you like, you may go back and shift some freebie points around.


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Ranma
post Nov 23 2013, 6:58 PM
Post #20


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Okay, we just need 1 more character and I think we'll have enough. If we don't have one more in a few days I'll just get it started.


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