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Posted: Wed Mar 26, 2008 9:57 am
[Placeholder] Posting general character creation rules for various types in WOD
Vampire Ghouls Inquisitor Thin-Blooded Werewolf Kinfolk Paraintelligence Agent The Possessed (Fomori, Drones, Gorgons, Kami) Tradition Mage Technocrat Arcanum Scholar Acolyte
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Posted: Wed Mar 26, 2008 10:02 am
Character Creation for Vampire: the Masquerade Step One: Character Concept Choose concept, clan, Nature and Demeanor. Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage Step Four: Select Advantages Choose Disciplines (3), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue. Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool. Spend freebie points (15). Sample Concepts 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 Clans Assamite - (Independent) Dreaded killers and diablerists on a terrible quest for Kindred vitae, the Assassins have perfected the art of the silent kill. Brujah - (Camarilla) The Rabble are rebels and insurgents, fighting passionately for their disparate causes. The Brujah dream of a perfect society - for vampires. Followers of Set - (Independent) Corrupting and deadly, the Serpents are feared for their evil, yet sought out for their arcane knowledge and sinister gifts. Gangrel - (Camarilla) The nomadic Outlanders are feral and wild. These solitary wanderers are the source of much of the lore that likens vampires to dark beasts. Giovanni - (Independent) Insular and incestuous, the Necromancers ply their trade in blood, money and the souls of the dead. Lasombra - (Sabbat) The shadowy, wicked Keepers nominally lead the Sabbat. Clan Lasombra serves itself first and its inner darkness second. Malkavians - (Camarilla) Dangerously deranged and psychotic to a member, the Lunatics nonetheless possess uncanny insight. Nosferatu - (Camarilla) Disfigured and skulksome, the hideous Sewer Rats are forever barred from human society, but gather secrets from die darkness that hides them. Ravnos - (Independent) The nomadic Deceivers are masters of illusion and guile, malevolently working their tricks as they travel from city to city. Toreador - (Camarilla) Lovers of art and the aesthetic, the Degenerates are trapped in the stagnancy of undeath. The Toreador are passionate and decadent, surrounding themselves in excess to stave off their encroaching malaise. Tremere - (Camarilla) A clan of sorcerous blood magicians, the Warlocks are widely distrusted... and just as widely feared. Tzimisce - (Sabbat) A clan of fallen nobles from the Old Country, the brilliant but monstrous Fiends now serve the Sabbat. They wield the fearsome Discipline of fleshcrafting. Ventrue - (Camarilla) The reluctant aristocracy of the Kindred, the Blue Bloods atone for their damnation by enforcing the Traditions and the Masquerade. Archetypes (Nature and Demeanor) Architect - You build a better future. Autocrat - You need control. Bon Vivant - Unlife is for pleasure. Bravo - Strength is all that matters. Caregiver - Everyone needs nurturing. Celebrant - You exist for your passion. Child - Won't somebody be there for you? Competitor - You must be the best. Conformist - You follow and assist. Conniver - Others exist for your benefit. Curmudgeon - Nothing is worthwhile. Deviant - You exist for no one's pleasure but your own. Director - You oversee what must be done. Fanatic - The cause is all that matters. Gallant - You're not the showstopper, you're the show! Judge - The truth is out there. Loner - You make your own way. Martyr - You suffer for the greater good. Masochist - You test your limits every night. Monster - You're Damned, so act like it! Pedagogue - You save others through knowledge. Penitent - Unlife is a curse to atone for. Perfectionist - Nothing is good enough. Rebel - You follow no one's rules. Rogue - Those who can, win. Those who can't, lose. You can. Survivor - Nothing can keep you down. Thrill-Seeker - The rush is all that matters. Traditionalist - As it has always been, so it shall be. Trickster - Laughter dims the pain. Visionary - There is something beyond all this. Disciplines Animalism - Supernatural affinity with and control of animals. Auspex - Extrasensory perception, awareness and premonitions. Celerity - Supernatural quickness and reflexes. Chimerstry - The Ravnos ability to create illusions and hallucinations. Dementation - The ability to pass madness on to a victim. Dominate - Mind control practiced through the piercing gaze. Fortitude - Unearthly toughness, even to the point of resisting fire and sunlight. Necromancy - The supernatural power to summon and control the dead. Obfuscate - The ability to remain obscure and unseen, even in crowds. Obtenebration - Unearthly control over shadows. Potence - The Discipline of physical vigor and strength. Presence - The ability to attract, sway and control crowds. Protean - Shapechanging from growing claws to melding with the earth. Quietus - The Assamites' arts of assassination. Serpentis - The reptilian Discipline of the Followers of Set. Thaumaturgy - The study and practice of blood-sorcery. Vicissitude - The Tzimisce art of flesh-shaping. Backgrounds 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. Freebie Points 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
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Posted: Wed Mar 26, 2008 10:04 am
Character Creation for Thin-Blooded Step One: Character Concept Choose Archetype, Nature, Demeanor and general character background. Who is this person? Choose clan (if any) and generation (if any) Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (6/5/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (12/8/5). Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage Step Four: Select Advantages Choose Disciplines (2), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue. Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool. Spend freebie points ( 18 ). Backgrounds Insight - The character picks up intuitive flashes of the future. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Discipline 10 per dot Background 1 per dot Virtue 2 per dot Humanity 1 per dot Willpower 1 per dot
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Posted: Wed Mar 26, 2008 10:08 am
Character Creation for Inquisitors Step One: Character Concept Choose Concept: What did you do before witch-hunting? Choose Catalyst: What made you a witch-hunter? Choose Motivation: Why do you hunt now? Determine Membership: Are you a member of the Society of Leopold? Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (11/7/4). Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage Step Four: Select Advantages Choose Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue. Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), and Willpower (equal to Courage). Spend freebie points (21) Numina True Faith - Absolute belief and faith in the power of the Divine. Via Geniorum - A series of rituals used to spirits of varying degrees of power. Via Ignis - Purges the enemies of God with Holy Fire. Via Medicamenti - Heals damage taken by an Inquisitor. Via Necromantiae - A set of rituals used to contact or banish the dead. Via Oraculi - Used by Inquisitors to look into the future and the past. Backgrounds Cenaculum - Base of operations for Inquisitors, protected by sanctity and Theurgy. Mob - Angry, God-fearing people with torches, clubs and pointy sticks. Relic - Supernaturally powerful items used by the Inquisition to combat its foes. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Numina 7 per dot Background 1 per dot Virtue 2 per dot Humanity 1 per dot Willpower 1 per dot
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Posted: Wed Mar 26, 2008 10:10 am
Character Creation for Elders Step One: Character Concept Choose concept, clan, Nature and Demeanor. Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (10/7/5). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges ( 20/12/8 ). Choose Talents, Skills, Knowledges. Step Four: Select Advantages Choose Disciplines (10), Backgrounds (15) and rate Virtues (7). Your character automatically has one dot in each Virtue. Five dots of Disciplines must go to Clan Disciplines One dot of Backgrounds must go to Age (unless the Elder is a Pretender) Elder characters begin at 10th generation rather than 13th Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool (roll 2d10). Spend freebie points (20). Note: Any Attribute, Ability or Advantage above 5 after freebie points results in a single Derangement for each Trait. Backgrounds Age - Knowledge and power gained from activity of ancient Vampires. Elder Status - Respect among the Elder's peers (other old Vampires). Elder Generation - Potency of the Elder's blood and enemies gained with time. Military Force - A fighting force ready to defend an Elder's interest with their lives, whether they know it or not. Influence - The influence of an Elder spans countries, continents, even the entire world. Resources - Entire industries are the pawns of Elders. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Discipline 7 per dot Background 1 per dot Virtue 4 per dot Humanity 5 per dot Willpower 1 per dot
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Posted: Wed Mar 26, 2008 10:14 am
Character Creation for Ghouls Step One: Character Concept Choose concept, clan, Nature and Demeanor. Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (11/7/4). Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage Step Four: Select Advantages Ghouls automatically begin with one dot of Potence. Vassals select one dot in a single Discipline of their Domitor. Independents select one dot in Celerity, Fortitude, or Potence. Revenants select one dot in one of their family Disciplines. Choose Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue. Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool (roll a single die, reroll 1s, Independents halve the roll). Spend freebie points (21). Max Flaws 7 points. Backgrounds Domitor - The power of your Vampire domitor and their interest in your well-being. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Disciplines/Paths 10 per dot Background 1 per dot Virtue 2 per dot Humanity/Path 1 per dot Willpower 1 per dot
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Posted: Thu Mar 27, 2008 7:34 pm
Character Creation for Werewolf: the Apocalypse Step One: Character Concept Choose concept, breed, auspice and tribe Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). Choose Talents, Skills, Knowledges. Step Four: Select Advantages Choose Backgrounds (5 – restricted by tribe), Gifts (three – one each from breed, auspice and tribe), Renown (by auspice) Step Five: Finishing Touches Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe) and Rank 1 (cliath) Spend freebie points (15). Breed · Homid: You were born human and raised by human parents. You were not aware of your heritage until you experienced the First Change with the onset of adulthood (or shortly before). It’s very likely that you were completely unaware of your family’s nature as Kinfolk (or of your Garou parent’s nature). Initial Gnosis: 1 Beginning Gifts: Master of Fire, Persuasion, Smell of Man · Lupus: You were born a wolf and raised in the wilds among wolves. Until you were almost full-grown (two years or so), you were unaware of your true nature as a werewolf. You aren’t as sophisticated as a homid, but you have stronger faith in your instincts. Initial Gnosis: 5 Beginning Gifts: Hare’s Leap, Heightened Senses, Sense Prey · Metis: Both of your parents are Garou, and they broke the Litany when they conceived you. You were raised within a sept among werewolves, and you understand Garou culture more deeply than either homids or lupus. As a sign of your parents’ sin, you are malformed and sterile. Initial Gnosis: 3 Beginning Gifts: Create Element, Primal Anger, Sense Wyrm Auspice · Ragabash: New Moon – Tricksters and questioners, they fight the Wyrm with guile and cleverness. Initial Rage: 1 Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water Beginning Renown: Three in any combination. · Theurge: Crescent Moon – Seers and shamans, they speak to spirits and understand their ways. Initial Rage: 2 Beginning Gifts: Mother’s Touch, Sense Wyrm, Spirit Speech Beginning Renown: 3 Wisdom · Philodox: Half Moon – Judges and lawkeepers, they adjudicate challenges between Garou and often serve as final arbiters. Initial Rage: 3 Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia Beginning Renown: 3 Honor · Galliard: Gibbous Moon – Lorekeepers and Talesingers, they remember Garou history and teach it through their impassioned tales. Initial Rage: 4 Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak Beginning Renown: 2 Glory, 1 Wisdom · Ahroun: Full Moon – Warriors and protectors, they fight like no other auspices and bring destruction to the Wyrm wherever it dwells and breeds. Initial Rage: 5 Beginning Gifts: Falling Touch, Inspiration, Razor Claws Beginning Renown: 2 Glory, 1 Honor Tribe · Black Furies: The Furies defend the wildest places and fight viciously to defend women. Most Black Furies are female, and the only males in the tribe are metis. Initial Willpower: 3 Backgrounds: No Restrictions Beginning Gifts: Breath of the Wyld, Heightened Senses, Sense Wyrm · Bone Gnawers: Possibly the best-informed tribe and the most competent at spying. The Bone Gnawers live in poverty, and the other tribes despise them for their casual ways. Initial Willpower: 4 Backgrounds: Ancestors, pure Breed and Resources are not available to Bone Gnawers Beginning Gifts: Cooking, Resist Toxin, Tagalong · Children of Gaia: The most moderate of the tribes, the Children of Gaia consider themselves mediators and humanity’s champions. Initial Willpower: 4 Backgrounds: No Restrictions Beginning Gifts: Mercy, Mother’s Touch, Resist Pain · Black Furies: This tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland, Wales and England, but in modern times, they can be found anywhere their relatives have migrated. They are renowned as lusty for both battle and celebration. Initial Willpower: 3 Backgrounds: No Restrictions, but Kinfolk is recommended. Beginning Gifts: Faerie Light, Persuasion, Resist Toxin · Get of Fenris: Dedicated to the Wyrm’s utter destruction, the Get are considered savage and bloodthirsty. This tribe is primarily of Germanic and Scandinavian descent, and Fenrir take great pride in their heritage. Initial Willpower: 3 Backgrounds: Get of Fenris may not purchase Contacts. Beginning Gifts: Razor Claws, Resist Pain, Visage of Fenris · Glass Walkers: The Glass Walkers have adapted more closely to city life than every other tribe (except the Bone Gnawers), and they are not considered trustworthy. Glass Walkers tend to gravitate toward high technology, high finance and the criminal underworld. Initial Willpower: 3 Backgrounds: Glass Walkers may not purchase Ancestors, Mentor or Pure Breed. Beginning Gifts: Control Simple Machine, Diagnostics, Trick Shot · Red Talons: A tribe unique in that it is composed almost entirely of lupus members (with a very small but growing number of metis). Red Talons live in the wilderness among their lupine Kinfolk, and they believe that Gaia’s only hope is the extermination of all humans. Initial Willpower: 3 Backgrounds: Red Talons may not purchase human Allies, Contacts or Resources, and their only Kinfolk are wolves. Beginning Gifts: Beast Speech, Scent of Running Water, Wolf at the Door · Shadow Lords: The Silver Fangs’ primary rival for leadership of all Garou. Shadow Lords are seen as cunning, deceptive and domineering – judgments that are not far off the mark. Initial Willpower: 3 Backgrounds: Shadow Lords may not purchase Allies or Mentor. Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing the Edge · Silent Striders: Exiled from their original homeland, the Silent Striders choose to live solitary lives on the road, traveling constantly. Some work as couriers between the septs. Silent Striders have learned many secrets of both the physical and spiritual worlds in their travels. Initial Willpower: 3 Backgrounds: Silent Striders may not purchase Ancestors or Resources Beginning Gifts: Sense Wyrm, Silence, Speed of Thought · Silver Fangs: The rightful rulers of the Garou Nation, they preserve impeccable breeding through both their lupine and human lineages. Most can claim descent through various European noble and royal familes. This exclusionary behavior has led to inbreeding, and the Silver Fangs are tainted with madness because of it. Initial Willpower: 3 Backgrounds: All Silver Fangs must purchase at least three dots of Pure Breed Beginning Gifts: Falcon’s Grasp, Lambent Flame, Sense Wyrm · Uktena: The Uktena are the most mysterious and mystical of the tribes. They have charged themselves to guard the resting places of many powerful Banes, and some fear that this association taints the tribe. Once, the tribe’s human blood was entirely Native American. In recent decades, the Uktena have begun to breed with other races. Initial Willpower: 3 Backgrounds: No Restrictions Beginning Gifts: Sense Magic, Shroud, Spirit Speech · Wendigo: The Wendigo are the only Garou tribe composed primarily of Native American members, but a few have bred outside their traditional lineages. The Wendigo resent the other tribes’ presence in North America, and they guard their caerns from all others. Initial Willpower: 4 Backgrounds: Wendigo may not purchase Contacts or Resources. Beginning Gifts: Call the Breeze, Camouflage, Resist Pain Backgrounds · Allies: Your friends, whether they’re human or wolf. · Ancestors: This Background describes your character’s ability to speak with and channel the knowledge of his ancestors. · Contacts: Who you know, primarily in human society. · Fetish: You own an item of some sort with a spirit bound within it. · Kinfolk: The number of relatives you’re in regular contact with – human or wolf, and all are immune to the Delirium. · Mentor: A Garou elder who’s taken an interest in you and advises you. · Pure Breed: Your lineage and pedigree among Garou. · Resources: Your personal wealth and possessions, as well as your regular income. · Rites: Describes the number and/or level of rites you have learned. · Totem: A pack’s totem is a unique spirit. Each pack member may contribute to this Background to create it. Gifts Breed, auspice and tribe above denote what Gifts you may choose to assign to your character. Renown See the auspice descriptions for beginning Renown. Rank All character begin play at Rank 1 Rage, Gnosis, Willpower See as follows: auspice for Rage, breed for Gnosis and tribe for Willpower Freebie Points Trait Cost Attributes 5 per dot Ability 2 per dot Backgrounds 1 per dot Gifts 7 per dot (Level One only) Rage 1 per dot Gnosis 2 per dot Willpower 1 per dot
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Posted: Thu Mar 27, 2008 7:35 pm
Character Creation for Kinfolk Step One: Personality Choose Concept, Tribe, Breed, Relation, Nature and Demeanor. Possible concepts for Kinfolk include: architect, archaeologist, anthropologist, lab tech, nature guide, outdoor writer, pack alpha, former, executive, environmental attorney, photographer, programmer, vet tech, philosopher, outcast wolf, police officer, bounty hunter, ecologist, zoo-born wolf, biologist, or forester. Relation describes your family connections to the Garou. "Daughter of Theurge" is one example. Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (6/4/3). See below for rules on wolf Kin. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (11/7/4). Wolf Kin characters have a different set of abilities with which to work. They should allot their smallest portion to Knowledges and consider additional Knowledge Abilities to be found in The Werewolf Players Guide. See the notes below on playing wolf Kinfolk. Step Four: Select Advantages Choose Backgrounds (5) . Kinfolk may select from Allies, Contacts, Equipment, Favors, Mentor, Pure Breed, Renown and Resources. See below for details and restrictions. Optional: Merits and Flaws are optional advantages/disadvantages. Purchase Merits with freebie points; Flaws selected add to the Freebie Point pool, up to a maximum of seven points. Step Five: Finishing Touches Record Willpower (3). Spend freebie points (21). You cannot purchase Gifts with freebie points; you, must acquire them through play and spending experience points. Trait Cost Attributes 5 per dot Abilities 2 per dot Backgrounds 1 per dot Willpower 1 per dot First Numina Type 7 per dot Second Numina Type 14 per dot Merits variable Numina Numina come in three forms: Psychic Phenomena (such as Telepathy), Hedge Magic (folk wizardry) and True Faith (spiritual belief that lends power). For further details, including specific paths of magic and abilities, see World of Darkness: Sorcerer (the reference work for Hedge Magic), as well as Ascension's Right Hand, The Hunters Hunted, The Quick and the Dead, The Inquisition or Project Twilight. See below for Numina available to Kinfolk characters.
Wolf Kinfolk Building wolf Kin characters works a little differently from constructing human ones. Allot the usual points in Attributes (6/4/3 in Physical, Social and Mental Traits), but distribute the largest portion among Physical Attributes (Strength, Dexterity, Stamina). The Manipulation Trait should be the lowest among the Social Attributes. For Abilities (Talents, Skills and Knowledges), use a 7/3/1 distribution, taking the lowest number in Knowledges. Another option is to take three points in Knowledges, though it makes survival a little more tricky. Alertness, Athletics, Brawl, Dodge and Stealth are excellent choices for Abilities. Wolf Kin may have the same number of Backgrounds (5) as other Kin, but, as a group, they are under the same restrictions as Red Talons (see below). Wolf Kinfolk make up for these cuts by gaining a Strength +1 bite attack, as well as a last-ditch Strength -1 claw. Moreover, they subtract two from all Perception difficulties involving smell and hearing.
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Posted: Thu Mar 27, 2008 7:36 pm
Character Creation for Paraintelligence Agents Step One: Character Concept Choose concept, agency, Nature and Demeanor Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (11/7/4). Choose Talents, Skills, Knowledges. Note: All paraintelligence agents are required to take at least one dot in each of the following Abilities: Firearms, Investigation and Occult Step Four: Select Advantages Choose Backgrounds (3; in addition, all paraintelligence agents receive Allies 3, Influence 2 and Resources 2) Step Five: Finishing Touches Record Willpower (3) Spend freebie points (21) Backgrounds Backers – Describes a secret, powerful and well-connected person or group outside of the agency you work for who pulls your strings. Equipment – Describes the character’s initial access to high-tech government-issue items. Favors – Describes the number of favors you can call in, from getting yourself sprung from jail to covering up a murder. Rank – Your security clearance and status in your agency. Freebie Points Trait Cost Attributes 5 per dot Abilities 2 per dot Backgrounds 1 per dot First Numina Type 7 per dot Second Numina Type 14 per dot Extra rituals 3 points Willpower 2 per dot
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Posted: Thu Mar 27, 2008 7:37 pm
Character Creation for The Possessed · Step One: Character Concept Choose concept, Nature and Demeanor (optional), type (fomor, Drone, Kami, or Gorgon). · Step Two: Select Attributes Prioritize Physical, Social, and Mental Attributes (6/4/3). · Step Three: Select Abilities Prioritize Talents, Skills, and Knowledges (11/7/4). · Step Four: Select Advantages Choose Backgrounds (5) and Powers (5 points free, any others must be purchased either by taking Taints or by lowering Autonomy). · Step Five: Finishing Touches Record Willpower (3), permanent Autonomy (9 – any used to purchase powers), and temporary Autonomy (10 – any used to purchase powers). Spend freebie points (21) and choose Merits and Flaws (optional). Kami must choose a geas. Backgrounds · Consecrated: Your soul has been dedicated to a powerful spirit. · Cult: Mortal followers who do your bidding. · Fetish/Equipment: A mystical item granted to you by a patron, or perhaps your superiors at Pentex. · Symbiosis: Your ability to call on the spirit inside you for information. Freebie Points Trait Cost Attributes 5 per dot Ability 2 per dot Backgrounds 1 per dot Rage 1 per dot Gnosis 2 per dot Willpower 1 per dot
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Posted: Thu Mar 27, 2008 7:50 pm
Character Creation for Mage:the Ascension • Step One: Character Concept Choose concept, Tradition, Essence, Nature and Demeanor • Step Two: Select Attributes Prioritize the three categories: (7/5/3). Your character gains the process with one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. • Step Three: Select Abilities Prioritize the three categories: (13/9/5) Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage. • Step Four: Select Advantages Choose Backgrounds (7). • Step Five: Finishing Touches Record Arete (1), Willpower (5) and Quintessence (equal to Avatar Background). Spend freebie points (15). Choose Spheres (5, plus Tradition specialty). Select Resonance Traits: Dynamic, Entropic, Static. Sample Concepts • 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, ganger • Nightlifer — clubgoer, skinhead, punk, barfly, raver, istance-abuser • Outsider — urban primitive, refugee, minority, conspiracy theorist • Politician — judge, public official, councilor, aide, speech-writer • Professional — engineer, doctor, computer-programmer, lawyer, industrialist • Reporter — journalist, news reporter, paparazzo, talkshow host • Socialite — dilettante, host, playboy, sycophant, prominent spouse • Soldier — bodyguard, enforcer, mercenary, soldier of fortune, Green Beret • Worker — trucker, farmer, wage-earner, manservant, instruction laborer Traditions • Akashic Brotherhood — Philosophical martial-arists, the Warring Fists espouse a union of mind, body and spirit through personal discipline. • Celestial Chorus — The schismatic Singers desire renewal of the original One, restoring the world to a whole and perfect form with their dogmatic faith. • Cult of Ecstasy — Seeking an altered consciousness through entrancing music, dance and experience, the Ecstatic pursue liberation of flesh and soul. • Dreamspeakers — The Spirit-Talkers embody the harmonious — although sometimes dangerous or terrifying — ways of primal existence in concert with nature and the spirits. They follow the paths of shamans and medicine men. • Euthanatos — Drawing inspiration from Hindu beliefs and responding to the suffering of an overcrowded uncaring world, the Deathmen (and women) bring release to the pained and death to evil. • Order of Hermes — Rational and studious, the Wizards of the high Order of Hermes practice carefully refined formulaic magic handed down over centuries. Their magic derives from a set of forms built through rigorous application of mystical principles. • Sons of Ether — Laboratories of weird science ?nd fringe technology embody the lunat ic inspirations of the Mad Doctors, who pursue the cast-off remnants of discredited science and cutting-edge alternative systems. • Verbena — Primal and deadly, the misnamed Pagan of the Verbena delve into the primal nature of life, birth, blood and sacrifice in their communion with potent forces. • Virtual Adepts — The pioneers of a new vision for reality strive to open the minds of the Masses with their renegade actions as Hackers and virtual world-builders. • Hollow Ones — Drawing from the nihilistic corners of a dying culture, the Soulless use a hodge-podge of their own making in the pursuit of escape while the world crumbles toward Armageddon. Archetypes • Architect — You want to leave a lasting legacy. • Autocrat — You desire control. • Bon Vivant— Pleasure and joy are your hallmark • Bravo — Rule stems from strength. • Caregiver — You are a wellspring of compassion. • Celebrant — Some cause gives you passion. • Child — You never grew up. • Competitor — Always struggling for the top. • Conformist — You are the heart of a group. • Conniver — Why work when you can get others to work for you? • Curmudgeon — Nothing's ever good enough, so you point that out often. • Deviant — You defy conventions and "normalcy". • Director — You take charge and bring order. • Fanatic — A cause consumes you. • Gallant — The lights shine brightest for you, the center of attention. • Judge — Balance, truth and justice are your quest. • Loner — You make your own way. • Martyr — Through your sacrifice, others survive. • Masochist — Only pain can teach you your limits. • Monster — Magic is damnation, so bring Hell to Earth. • Pedagogue — Knowledge is the fruit of wisdom, passed on to the worthy. • Penitent — Until you atone for your sins, you are unworthy of salvation. • Perfectionist — Your accomplishments are never enough. • Rebel — Rules? What rules? • Rogue — You plan to be on top, by whatever means necessary. • Survivor — Nothing can keep you down. • Thrill-Seeker — Existence is best lived on the edge. • Traditionalist — The old ways are good ways. • Trickster — Laughter is the best medicine. • Visionary — The world is greater than what everyone sees. Spheres • Correspondence — Understanding of connections and distances. • Entropy — Study of chaos, decay and randomness. • Forces — The power of the flashing elements: fire, electricity, light and sound. • Life — Influence over living, growing things. • Matter — Power over base materials and objects. • Mind — Empowerment, telepathy and mental communication and control. • Prime — Understanding of the fundamental power behind magic. • Spirit — Sensitivity to the Invisible World, to place beyond the material. • Time — Control over the perceptions of and flow the ticks of the clock. Backgrounds • Allies — Aides and friends who help in tasks. • Arcane — A mystical ability to move about unnoticed by the masses. • Avatar — The strength of the mystical soul. • Contacts — Information sources and rumormills. • Destiny — Some greater purpose that drives the mage. • Dream — A tie to the primordial subconscious. • Influence — Pull over the mortal world. • Library — Access to metaphysical knowledge. • Node — A place of magical power. • Resources — Gold, hard cash. • Wonder — A magical Talisman or Device. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Sphere 7 per dot Background 1 per dot Arete 4 per dot (Max. Total: 3) Willpower 1 per dot Quintessence 1 for 4 dots
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Posted: Thu Mar 27, 2008 7:51 pm
Character Creation for The Technocracy • Step One: Personality Choose Concept, Convention, Methodology, Nature and Demeanor Determine scientific approach (paradigm) and personal history. Your Supervisor and Construct will be chosen for you. • Step Two: Select Attributes Prioritize the three categories: (7/5/3). Your character gains the process with one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits. • Step Three: Select Abilities Prioritize the three categories: (13/9/5) Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage. [Option: The Storyteller may allow you to purchase Abilities according to your Methodology’s specializations. In that case, distribute 27 points as appropriate.] • Step Four: Select Advantages Choose Backgrounds (7). • Step Five: Document Technocratic Acumen Determine one specialty Sphere by Methodolgy, and record a free dot in that Sphere Choose additional Spheres (5) Record Enlightenment, a.k.a. “arete” (1), Willpower (5) Select tools and Procedures appropriate to your Methodology Document any Enhancements Note initial ratings from Prime Energy (as per Genius rating) and Paradox (0, unless you employ Enhancements) Diagnose possible Genetic Flaws • Step Six: Complete Training Distribute freebie points (15), as appropriate • Step Seven: Investigate Your Allies Choose code name. Designate team name Signify completion by passing a secret note to the Storyteller Pursue downtime activities until game begins Concepts • Academician: Professor, grad student, lab tech, dean of studies, research scientist • Artist: CGI animator, cutting-edge scientist, biotechnician, techno musician, architect, gadgeteer, game designer • Construct: Clone, cyborg, biomutation, genegineered “prototype,” Man in Black (lesser) • Criminal: Street thug, gangster, smuggler, crime boss, assassin, drug dealer, clone slaver, black market op • Defender: Man in Black, cyborg, bodyguard, cop, soldier, secret agent, detective, Border Corps op, “ghostbuster” • Enforcer: Man in Black, leg-breaker, interrogations specialist, propagandist, political advisor, investigator, HIT Mark, space marine, clone specialist • Explorer: Space pioneer, pilot, undersea explorer, Netspinner, alternate dimensions specialist, genegineered human “adapted” to new environments • Extraordinary Citizen: Lab tech, space marine, Kamrad, cop, politician, “cleaner,” mercenary, doctor, campus activist, teacher, informant, gang member, spy • Facilitator: Secret agent, bureaucrat, manager, diplomat, emissary, genegineered seducer, computer programmer, information specialist, interrogator, “cleaner” • Geek: Computer designer, futurist, research specialist, hacker, cutting-edge experimenter • Healer: Physician, nurse, FAÇADE engineer, medic, psychiatrist, therapist • Media Op: Reporter, photographer, DJ, media mogul, propaganda specialist, station ranger, Net op, genegineered supermodel • Money Man: Yuppie, banker, gangster, investment broker, celebrity, tycoon, operations manager, power-broker • Politician: Media relations, advisor, watchdog, cabinet member, diplomat, “silent partner,” troubleshooter • Q Division: Gadget designer, inventor, gadgeteer, field op • Searcher: Requisitions op, Netspinner, space explorer, cutting-edge physician, research specialist • Spy: Man in Gray, genegineered seducer, impersonator clone, infiltratioins op, remote-control gadget specialist, psych op • Tech Specialist: Hypertech mechanic, field repair specialist, biomechanic, pilot, helmsman, data acquisitions specialist • Visionary: Chaos specialist, sociobiologist, dream researcher, psycho op, Netspinner architect • Warrior: Man in Black, Victor, war cyborg, space marine, gangster, Hollow Man, psychoactives expert, biomed assassin Eidolons • Dynamic: Without change, there is no progress. You are an agent of change and an architect of progress. • Pattern: By building, strengthening and protecting, you protect the existing order and lay the foundation for the new one. • Primordial: The answers of the greatest enigmas can be found in primal darkness. It’s your destiny to bring those answers to light. • Questing: Like the spirit of science itself, you move eternally forward. Archetypes (Nature & Demeanor • Benefactor: You generously offer others whatever you can give. • Caretaker: You’re a protector of the weak and innocent. • Crusader: You strive to improve the world. • Devil’s Advocate: It’s your duty to challenge the status quo. • Entertainer: Without your talents, the world would be a dismal place. • Hacker: Tear it down, build it back, make it better than before. • Innovator: Your unorthodox approach yields great results. • Investigator: There’s a reason for everything, and you want to know what it is. • Machine: Flesh is weak. Be better than human. • Mad Scientist: Sometimes the ultimate answers lie in the wildest experiments. • Manager: You excel at directing resources to a greater end. • Misfit: Once an outcast, you’re still searching for your place. • Penitent: You made a mistake, and you’re still paying for it. • Perfectionist: Promote order to offset chaos. • Quester: You’re on a mysterious, heroic errand that even you cannot define. • Sneak: The world is a devious game, and you’re a master player. • Tycoon: Wealth and success are the measures of a man. • Vigilante: Whatever they did, you will make the bastards pay! Conventions • Iteration X: Through order, precision and technological prowess, these visionaries straddle the line between flesh, mind and machine. In that space, they seek perfection. BioMechanics: Through physical and behavioral modification, these Iterators attain union with The Machine. (Life) Statisticians: Planners, leaders and architects, these experts master computers, predictions and mathematical esoterica, seeking the mext level of human thought. (Entropy or Time) Time-Motion Managers: With technical wizardry and innovative technology, the Managers bring achievement to new heights. (Forces or Matter) • NWO: Information is reality. He who controls the information reshapes reality, and these specialists hope to save reality from its own imperfections. The Ivory Tower: As mediators, educators and facilitators, Ivory Tower agents overee media operations, execute diplomacy and distribute information and indoctrination inside and outside the Union. (Mind) Operatives: When there’s dirty work to be done, these dedicated Technocrats roll up their sleeves. Espionage, enforcement and flat-out warfare keep them busy. (Mind or Forces) Q Division: An “unofficial” Methodology of the Convention, this group devises tools and Procedures for field agents of the other agencies. (Forces or Matter) Watchers: Masters of media and surveillance, the Watchers deal out propaganda and take in essential data. (Correspondence or Forces) • Progenitors: Life is an eternal evolution; these physicians and pharmacopoeists seek the secrets of that evolution, working to bring humanity into its next incarnation. Genegineers: By studying the elements of reality at the base level, these scientists explore the possibilities of cloning, forced evolution and biomodification….then put them to use. (Life) FAÇADE Engineers: With surgery, genetic manipulation and accelerated micro-evolution, these “mad scientists” create new life forms and alter old ones for future survival. (Life or Entropy) Pharmacopoeists: Pioneeers of the mind, these Technocrats deal in medicines, psychoactives and nutrients in an effort to unlock the doors of perception and the unattained thresholds of the body. (Life or Mind) • Syndicate: Money and commerce provide progress: hence, these masters of trade and influence guide the world into a safer, more prosperous future. Disbursements: When the bills need to be paid (and funds need to be raised to pay them), these ops get to work. Cash in hand, they perform diplomacy and intrigue between the Conventions and secure tools and influence for their fellow Financiers. (Correspondence or Mind) Enforcers: The hard end of the street provides cash and influence, and it gives the Convention a brutal edge when needs be. Crime is no sin to Enforcers – it’s just business as usual. (Forces or Mind) Financers: The world economy rests in the hands of these brilliant Technocrats. From corporate influence to financial leverage, the Financiers are up to their armpits in cash. (Entropy or Mind) Media Control: When people want something, they spend money to get it. These specialists keep the Masses wanting more….and sic them on the Syndicate’s enemies when necessary. (Mind or Life) Special Projects Division: The R&D arm of the Syndicate, this Methodology provides new gadgets and resources for agents in need. (Dimensional Science or Forces) • Void Engineers Slipping the bounds of Earth, these pioneers stake their claims on the next world(s) while defending this one from alien assault. BorderCorps Division (BCD): When alien horrors attack, these brave men and women stand ready to kick a** and take names. (Forces) DSEATC: The ruling committee, this remote body makes decisions for these rest of the Convention. (Dimensional Science) Earth Frontier Division (EFD): Exploring deep seas, high peaks and hidden places, these adventurers map the unknown parts of the material world. (Correspondence or Forces) Pan-Dimensional Corps (PDC): Spanning the Deep Universe, the Net and alternate dimensions, these explorers risk their lives to expand the Union’s reach. (Correspondence, Dimensional Science or Time) Research & Execution (R&E): The Engineers’ “Q Division” provides new gadgets, vehicles and technology for otherworldly expeditions. (Dimensional Science or Forces) Backgrounds • Allies: You’ve got friends…. • Backup: A squad of citizens who aid you in distress. • Cloaking (Arcane): The talent of remaining undetected. • Companion (Familiar): An odd helpmate with some unusual abilities. • Construct (Chantry): Your status in your base of operations. • Destiny: A statistical probability that you will do something significant. • Device (Talisman): A hypertech machine in your possession. • Enhancement: Cybernetics or genegineering that make you superhuman…for a price. • Genius (Avatar): The brillance of your Enlightened inspiration. • Hypercram (Dream): A talent for temporary data assimilation. • Influence: Your fame and pull among the Masses. • Laboratory (Sanctum): A private research space. • Mentor: Your Technocratic teacher and parental figure. • Node: A reserve of Primal Force you can access in need. • Patron: A helpful superior. • Requisitions: A measure of your ability to request gear and resources. • Resources: Cash, credit and property. • Secret Weapons: Experimental devices that you test for Q Division. • Spies: An information network at your disposal. Spheres of Influence • Correspondence: Your understanding of space and the forces that warp it, as well as your ability to control distance, travel and connections. • Dimensional Science: The rare science of observing and even visiting other dimensions, and perhaps dealing with the bizarre entitities that exist there. • Entropy: Chaos theory, determinism and combinatorics; the science of randomness, probability and entropic decay. • Forces: The power of physics unleashed: heat, light, kinetic energy, waves, particles and control over the interactions of matter and motion. • Life: Primordial studies of organisms and creatures, as well as of the things that grow, change and die. • Matter: The building blocks of the material universe; advanced chemistry, metallurgy and material sciences define all unliving things. • Mind: Cognitive science, the study of consciousness itself – how and why people think, the power of thought, even exploration into your own understanding and mental capabilities. • Prime: Techniques for perceiving and manipulating Primal Energy, the very resonance of Creation itself left over from the birth of the cosmos. • Time: Your mastery of temporal engineering determines your attunement to time’s passage, your ability to manipulate subjective time and your ability to generate fields that warp time itself. Freebie Points Trait Cost Attribute 5 per dot Ability 2 per dot Backgrounda 1 per dot Merits & Flaws (variable) Enlightenment 4 per dot Willpower 1 per dot Sphere 7 per dot Primal Energy 1 point per four dots
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Posted: Thu Mar 27, 2008 7:52 pm
Character Creation for Arcanum Scholars Step One: Character Concept • Choose Concept: What did you do before joining the Arcanum? • Choose Motivation: Why did you join the Arcanum? Step Two: Select Attributes • Prioritize your three categories: Primary 6, Secondary 4, Tertiary 3 • Choose Physical Traits: Strength, Stamina & Dexterity • Choose Social Traits: Charisma, Manipulation & Appearance • Choose Mental Traits: Perception, Intelligence & Wits Step Three: Select Abilities • Prioritize your three categories: Primary 11, Secondary 7, Tertiary 4 • Choose Talents: What you can do naturally • Choose Skills: What you are trained to do • Choose Knowledges: What you have studied Step Four: Select Advantages • Choose Background Traits (5) Step Five: Finishing Touches • Record Base Willpower (3) • Spend your 21 Freebie Points to purchase Merits & Flaws, to improve Attributes, Abilities, Backgrounds or Willpower, or to purchase Numina • Figure out Personalia: Appearance, Home, etc.
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Posted: Thu Mar 27, 2008 7:54 pm
Character Creation for Acolytes Step One: Character Concept: Who Are You? ° Identify Concept: Who were you before you encountered mages? ° Choose Motivation: Why have you involved yourself? ° Choose Affiliation: Traditions, Technocracy, Orphan, Nephandi or Marauder? ° Choose Type: Are you an acolyte, a consor or a familiar? ° Choose Nature and Demeanor (Optional): What is your personality? Step Two: What are your basic capabilities? ° Prioritize your 3 Categories: Primary 6, Secondary 4, Tertiary 3 ° Choose Physical Attributes: Strength, Dexterity & Stamina ° Choose Social Attributes: Charisma, Manipulation & Appearance ° Choose Mental Attributes; Perception, Intelligence & Wits Step Three: Select Abilities: What do you know? ° Prioritize your 3 Categories: Primary 11, Secondary 7, Tertiary 4 ° Choose Talents: Your innate, intuitive Abilities ° Choose Skills: Your trained Abilities ° Choose Knowledges: Your studied, memorised Abilities Step Four: Select Advantages: In what ways are you unique? ° Choose Background Traits: May be limited by chronicle concept (5 points). Consors must choose Mentor for at least one point of their backgrounds. ° Choose Special Advantages: Special consors and familiars only. These Traits may only be purchased with Background or "freebie" points and only during creation. Step Five: Last Touches: The All-Important Details ° Record Willpower (base 3 points) ° Spend your "freebie" points. Acolytes have 15 "freebie" points to spend; consors have 21 "freebie" points. Only certain consors can purchase Special Advantages. ° Choose Merits and Flaws (optional). You spend "freebie"points to purchase Merits and gain more "freebie" points for taking Flaws. You may only have up to 7 points in Flaws and Merits. ° Special Advantages ° Attributes (5 points for one dot) ° Abilities (2 points for one dot) ° Backgrounds and Willpower (1 point per Background dot, 2 points per Willpower dot) Starting levels in Abilities and Special Advantages may not be higher than four dots. Special Advantages Animal Form (3 pts) Cause Insanity (varies) Chameleon Coloration (4/6/ cool Claws, Fangs or Horns (3/5/7) Extra Limb(s) (3 pts per limb) Extra Speed (variable) Hazardous Breath (variable) Immunity (2/5/10/15) Information Font (3) Intangibility (8/10 pts) Musical Influence (3) Mystick Shield (varies) Nightsight (3) Numina (7+; see below) Physical Enhancement: (variable) Paradox Nullification (2-6) Shapechanger (3/5/ cool Size (3/5/ cool Symbiotic Knowledge (5) Umbral Travel (8/10/15) Water Breathing (2/5) Wings (3/5)
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