Shadows_of_the_Night
Charactor Creation/Disciplines

Home

Charactor Creation/Disciplines | Backgrounds | Rules for Roleplaying and also OP/ST's rules

brbrose.jpg

Character Creation

This is a Modern Day World of Darkness channel, located in Boston, Massachusettes

Characters must be approved by either Sinner, Lance_Lisk, Samay or Dar. Other ops can give temp approval.

For players who do not wish to turn in a sheet, you can play under the restriction of no combat and no use of harmful disciplines

VAMPIRE THE MASQUERADE

No  Methuselahs will be accepted. Vampires can only be 8th threw 13nth gen,  Kindred of the East characters can not have a  dharma rating higher than 8. Any character who has any stats five (5) or more must also supply a text portion explaining how that character gained such a high stat. Attributes and Abilities of four and five are exceptional for mortals, five is good for kindred. No going to level 6 without exstence training and permission on the ops.

Any and all clans in Vampire the Masquerade (VTM) are allowed. any character with more than the clan disciplines or are mastery level in the clan disciplines must add in a text of how they learned that discipline, whether by their sire teaching it to them, or if they picked up a mentor along their way.

Or even through the years of tolerance and experience.

If you are Ravnos, give a text explanation as to how you survived the assassination of your clan and etc for the other clans that have been lost through the years.

MAGE THE ASCENSION - Rachel_York is the rep for Mage. If you have any questions please contact her.

For know all are excepted Mage the Ascension are allowed. Any Magus that has more than three spheres outside of their main sphere must supply how they learned it and by what means they use it. Any sphere four and over must have a text supplying what they specialize in on that sphere.

Mages also reguire a background of when they were awakend and stuff.

**Archmage generation rules will not be accepted as they are to similar to elder level generation rules. Please remember to look at the mage core book for rules on character creation. Also keep new characters Arete at 3 or lower, or if from another channel keep arete to 4 or lower. A text portion explaining what quest they went though to raise their arete over 3 is required for imported characters.

**Please remember that even a single dot in Correspondence/life/mater/prime can go along way in explaining how your magic works.

**Also please count each point of blood a mage receives from a vampire if ghouled, as it is important to the mages continued existence. Also mages can't be embraced becouse they have a tendancy to go insane.

WRAITH THE OBLIVION

Any Wraith the Oblivion Guild/Hierarchy/Renegade are allowed. Any Spirit with more than their three main Arcaoni must supply how they learned it. Any Wraith with Arcaoni four and over must supply their specialty and how they use it, in what means they keep it. Ferrymen, Death lords and Fates need to write up an explanation as to why they did not leave during the Final War.

WEREWOLF THE APOCALYPSE

Any Werewolf the Apocalypse characters are allowed. Must supply the full list of Gifts they have gained as well as the spirits they have contacted. Any Crotean and the like Tribes that have been lost give reasonable explanation as to why you are there.

OTHERS

Any other characters, such as Kindred of the East - Angel & Demon the Redemption - Changeling the Dreaming ( 15 freebies 0 experience) - Dhampyre the Blood Children, and any others that are not mentioned, follow these same patterns, and if there are any questions ask an op (@) if they don't know they will point you to one that does. If there is another game or character type that isn't mentioned ask about it and they will be allowed as long as you follow these same layouts.

Also any Backgrounds should be explained on a text layout, describing what exactly they tend to. Such as a certain list of Contacts and Allies (if wished), Resources, Equipment... and the like just use your common sense.

If there are any other aspects of the character that you wish to write down please do. Also remember whatever you send is completely confidential and out of character information.

If you want to know a charactor ic talk to the st's and work it out with the other player.Info will be kept ooc between the ops and is just used for story lines.

There is no limit to the Merits and Flaws your character can have just remember that the storyteller will use them to their advantage.

If you have short fuse we ecspet you to show it. Also any things you have like Repulsed by Garlick you may think yoiu will never run into it but we will use flaws in the story line.

Vampires 15 freebies pluss any flaws.

Mortals 21 freebeis and only two stats allowed above 4.

Remember Vampires are not gods and have weaknesse and the st's will use those any way they can to make the story line fun and hard.

 

Discipline Notes

This section gives you the general idea of how Disciplines of Vampire the Masquerade work and how to resist them.

Any other Disciplines that are in question, ask an op (@) and they will point you in the general direction.

Animalism: Characters are to role-play their own animals unless directed by the st. If their Animal summoned and is involved directly in the storyline the ST may take control of it to keep things sympol. Commands by Animalism are directly to the beast and cannot be blocked by Iron Will. Also eye contact needs to be made.

A Willpower vs. Willpower roll done succesfully can make it where the animal  ignores the commands unless stated otherwise.

Auspex: Unless guarded by certain Blood Magic rituals cannot be blocked or guarded. Telepathy  can be ignored if the character is focusing to not accept anything from outside influences.

Auspex is able to penetrate the disciplines of Obfuscate, Chimistry, and like powers as long as the character holds a greater Auspex level has to be the same as the opposing Obfuscate/Chimistry/Etc power..

Celerity: All uses of Celerity mentioned in the Core Rule book(s) and those in other books are used, as for Fortitude and Potence.

Dominate: Iron Will does not negate Dominate. Iron Will gives you the ability to shake off  Dominate with the spending of a Willpower point.

To resist a normal Dominate maneuver requires a Willpower roll against the opposing characters willpower. It is impossible to Dominate a stronger Kindred that is of higher blood. (A 7th Generation cannot dominate a 6th Generation) Unless stated otherwise.

Obfuscate: The art of concealing and hiding can be done in by powers such as Auspex and the sight of Dhampyres, as well as the like effects.

Obtenebration: The Abyss fore mentioned in this power is The Abyss of the Near Umbra; one lost in the Abyss is lost in The Abyss. Those hiding in the shadows can be found out just as Obfuscate via Auspex or higher powers than the character currently has rank in Obtenebration.

Presence: Presence is not effected by Iron Will to resist Presence requires a spent Willpower point and a Willpower roll difficulty 8, but the character must there after continue spending willpower till they no longer see the vampire.

Vicissitude does go by the "Tainted Blood" rules of 3rd edition located in the Sabbat Players Guide. For more in-depth rules I suggest buying the book from <http://www.white-wolf.com>

Tainted Blood

When the use of the Discipline are used a few roles are to be made to determine the relationship with the disease.

First Roll: This roll is for those that taste or are in contact with the blood of one infected with the disease. Roll Stamina difficulty 6; failure indicates the character is infected, botch indicates infection and a derangement

Second Roll: how strong the disease is. It is not possible to learn Vicissitude without being infected.

Third Roll: How receptive the character's body and mind are to the corruption in her veins. When a character learns a new level this is the price they pay in Experience.

Fourth Roll: signifies how destructive to the character's mind the disease is. Whenever the character a new level in the disease of Vicissitude - even the first - they must make a willpower roll against the difficulty indicated by the chart (or by an ST at the time). Failure on the roll yields a derangement. A failure indicates a lost point in a random virtue or empathy.

Players are encouraged to play the character out as being more emotional detached as they lose themselves to the Disease. The disease is a withdraw from all that is human.

Roll Initial Cost Cost Per Level Chance of Derangement

1 10 Current x 8 difficulty 8

2 10 Current x 7 difficulty 7

3 9 Current x 7 difficulty 7

4 9 Current x 7 difficulty 6

5 8 Current x 6 difficulty 6

6 8 Current x 6 difficulty 6

7 7 Current x 6 difficulty 5

8 7 Current x 5 difficulty 5

9 6 Current x 5 difficulty 4

10 5 Current x4 difficulty 4

prettyankh53.gif