Storyteller & Admin
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Kine
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Post by Admin on Aug 27, 2014 19:20:53 GMT
Welcome to the MiddleWhere Requiem forum! Below you will find the rules for the mechanical portion of creating a returning character! Characters are considered returning if they were part of the last Camarilla chronicle for Requiem. As we are trying to keep equal footing for everyone, these characters are slightly more powerful than new characters, to reflect the fact they have been played and have experience.
New characters have their own set of creation rules, but are not much different power wise. See the Creation: New Characters for more information on new character creation.
Online Character Sheet Click on the link above for an online sheet! Make an account (very simple) and than click on the drop down menu and select "Vampire: The Requiem". Follow the rules below and when you reach Experience Points, make sure you record what you spend in the "Additional Information" bar provided at the bottom. Once you are done, click "save" and it will save your sheet to that account. After it saves it will say "Succesfully Saved. The Sheet ID is: (#####)". Please send that number to me in an email or private message.
Normal Character Creation Points & Rules
1. The Basics
A. Record the character Name, character Age, the Player name, and Character concept
B. Record the character's VIRTUE.
C. Record the character's VICE.
2. Attribute Assignment
A. You must select ATTRIBUTES, which represent your character's innate capabilities. Start by prioritizing the three categories in terms of Primary, Secondary, and Tertiary.
B. There are three categories of Attributes: • Mental (Intelligence, Wits, Resolve) • Physical (Strength, Dexterity, Stamina) • Social (Presence, Manipulation, Composure)
C. Your character begins with one dot in each Attribute automatically, which are already filled in on the character sheet and are considered free dots.
D. Place 6 additional dots in any configuration into the three Attributes of your primary category. All dots spent are in addition to the free starting dot in each Attribute.
E. Place 5 additional dots in any configuration into the three Attributes of your secondary category. All dots spent are in addition to the free starting dot in each Attribute.
F. Place 4 additional dots in any configuration into the three Attributes of your tertiary category. All dots spent are in addition to the free starting dot in each Attribute.
G. Please note that placing a fifth dot in any Attribute costs two dots to purchase.
3. Skill Assignment
A. You must select SKILLS, which represent your character's learned capabilities. Start by prioritizing the three categories (MENTAL, PHYSICAL, and SOCIAL).
B. Place 13 dots in any configuration into the skills of your primary category.
C. Place 8 dots in any configuration into the skills of your secondary category.
D. Place 5 dots in any configuration into the skills of your tertiary category. • Your character does not gain any free dots to start out with. • Please note that placing a fifth dot in any Skill costs two dots to purchase.
4. Skill Specialties
A. Adult characters must select 4 free Skill Specialties of their choice.
C. You may assign each specialty however you like, whether you assign all of them to a single skill or spread them out over three different skills.
D. There is no limit to how many Specialties can be assigned to a single Skill.
E. A Skill specialty adds +1 die to rolls involving that specialty (ex. Athletics: Flips).
5. Supernatural Template At this time, add the vampire template using the guidelines presented here.
A. Choose a COVENANT. • This is simply a projection of the character's view of the world (Political Element). • Being part of a covenant is not required (Unaligned).
B. Choose a CLAN. • Vampires are always of the same clan as the sires that Embrace them. • Each clan has a pair of favored Attributes. Once a clan is chosen, choose one Attribute from the clan's favored pair and add one dot to it.
C. Consider a BLOODLINE. • A bloodline is a possibility that most kindred find themselves taking. It is a variation of their base clan that gives them a 4th In-Clan discipline, and a new (or 2nd) clan weakness. • If you decide to have a bloodline, contact Lucas. • Starting with a bloodline will result in the character having a Dark Secret (ask Lucas).
D. Select in-clan Discipline levels. • Place 5 dots in any configuration into disciplines. • Two of these five dots must be spent on your base clan disciplines. • Two of these five dots may be spent on a bloodline discipline if you are starting with a bloodline.
E. Record your VITAE score at 10.
F. Record your BLOOD POTENCY score. This begins at a 1. • You may spend Merit Points at character creation to increase this to up to Blood Potency 3. • Three Merit Points equal one dot of Blood Potency.
6. Advantages
A. Record your HEALTH, which is equal to your Stamina + Size scores.
B. Record your WILLPOWER score. Willpower is equal to Resolve + Composure.
C. Record your HUMANITY score. This is equal to 7 for starting characters.
D. Record your SIZE rating, which is 5 for most humans.
E. Record your DEFENSE rating. Defense is the lowest score of Dexterity or Wits.
F. Record your INITIATIVE rating. Initiative is equal to Dexterity + Composure.
G. Record your SPEED score, which is equal to Strength + Dexterity +5.
7. Merits And Flaws
A. Record any selected MERITS. You have 10 dots to spread amongst them. • Please see 'Status' section for information the Clan & Covenant Status. • Fighting Style Merits have been changed. Refer to this link for costs of items and approved fighting styles!
B. The fifth dot in any Merit costs two dots to purchase.
C. You must meet any prerequisites a Merit requires before taking that Merit.
D. Record any selected FLAWS. Flaw Experience is listed further below.
8. Experience
A. Experience points allow characters to progress in their skills, attributes, merits, disciplines, and more. Characters will gain experience throughout a story by interacting with others, solving plots, and completing challenges that they come to face.
B. Every character has 75 Experience to expend once general character creation is finished! • You may expend these experience points however you like, using the chart below. • Blood Potency may not exceed 3 at this time.
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Storyteller & Admin
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Kine
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Post by Admin on Aug 29, 2014 2:06:46 GMT
Bonus Experience
Congratulations, you now have a finished character sheet! You may be looking at it though and thinking, “It is missing something”. If that is the case, you could very well be right, and i’m here to help you with that. Welcome to the Bonus Experience!
Bonus Experience is intended to give players a chance to flesh their character out with one more step, providing a more truthful story for the forum as well as a little extra experience. What is missing and how do you get that bonus experience? Flaws, of course!
Addenda: The rules for Experience for humanity (pg 92-93 VtR) are in effect. A player may sacrifice a humanity for 5 bonus experience. This bonus experience does count towards the 10 Bonus Experience limit! Exchanging two humanity for the maximum of 10 bonus Experience results in a Dark Secret if the character does not already possess one. If the character does possess a Dark Secret already, no further effect is caused.
The following are flaws or categories for you to expand your characters with and get a little extra experience in the process. You may not gain more than 10 Experience from Flaws! Any flaws that would take you over 10 Experience points do not grant additional Experience.
1. Flaws
A. Flaws are physical, mental, and social defects that characters may come into play with or gain throughout their story that add interesting quirks or serve as severe hindrances.
B. A list of Flaws can be found in the World of Darkness Core Rule Book.
C. These will be divided into three categories, and you are expected to play them out as they are stated.
1 XP - Minor Flaw (Example: Mute) A purely role-play flaw, meant to give your character a special niche or little quirk
2 XP - Moderate Flaw (Example: Poor Sight) A flaw that causes negatives effects mechanically from time to time, or in a non severe way
3 XP - Severe Flaw (Example: Cripple) A flaw that is a constant hindrance for the character, affecting them negatively in scenes
2. Viniculum & Boons
A. A Viniculum is a mystical attachment and dependance on another kindred who a character has drank Vitae from, allowing one kindred to have power over another. There are three steps of Viniculums, with each stage being more severe. (Ex. If Lisa the Gangrel drinks Vitae from Alison the Venture, Lisa now has a Vinculum to Alison. Alison can now persuade Lisa to do things for her)
B. A Boon is a gift or favor from one vampire to another, in the form of an action or command. Boons are almost a form of money to kindred, and the higher the boon the larger the action it can be used for. (Ex. Johnny the Daeva saved William the Mekhet from fire. In return, William has given Johnny two major boons which allow William to tell him what to do twice.)
• Starting out with a a Viniculum ,or owing boons, is not a horrible experience in some cases. Most of the time it is just something between players to add a bit of dynamic role-play. • As a flaw, these things should be abused and just reek havoc on the character (example: characters hate each other, constant peril). Please keep in mind that these are to other player characters, not NPCs. If you want to owe an NPC a boon, we can talk about it but there are no NPCs at the moment.
1 XP - Moderate Boon
2 XP - 2nd Stage Bond
3 XP - Major Boon
4 XP - 3rd Stage Bond
5 XP - Life Boon
3. Derangement
A. Derangement is a form of flaw that usually is associated with odd behavior or actions; such as Paranoia, Depression, Schizophrenia.
B. A list of Derangements can be found in the World of Darkness Core Rule Book.
C. These have two different categories and you are expected to play them out truthfully.
D. Some Derangments are curable through role play, but until that point the character will suffer from whatever you selected. This may be a simple and odd behavior or result in negative effects during challenges.
E. If you are playing a Venture or have a bloodline that gives you a Derangement automatically, you do not gain Flaw Experience for that derangement. You only gain the Flaw Experience from volunteer Derangements taken during Character Creation.
3 XP - Mild Derangement
4 XP - Kindred Specific Mild Derangement
5 XP - Severe Derangement
6 XP - Kindred Specific Severe Derangement
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Storyteller & Admin
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Kine
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Post by Admin on Aug 29, 2014 2:11:13 GMT
Addendum
The books listed below are the currently accepted books and supplemental material for the game at this moment. If you do not have these books or do not know them, don’t panic or freak out, the game is honestly run off one book by itself. There are a few bloodlines and such that i’m allowing from outside of these books, but all bloodlines, bloodline disciplines, and more obscure things (merits, devotions, and such) still need to be approved.
1. Status The way the Status Merit for Covenant and Clan works in the Vampire: the Requiem core book will not function overly well, at the moment. Below you will find the new method of determining your Covenant and Clan status.
A. Every character automatically starts out at 1 in their Clan and Covenant. B. Gaining Covenant and Clan Status pass 1 will only be achievable through In-Character interaction, after Character Creation. • Covenant and Clan status will be decided by the members within that Clan and Covenant. • If there are multiple members of a covenant or clan, the players need to discuss who is what status when they come into play.
C. At this time, Status 4 is only allowed on a case-by-case basis during character creation.
D. There will be no Status 5 kindred in clan or covenant at this time during character creation.
2. Retainers One of the more popular merits, especially amongst Kindred, is the Retainer Merit which gives your character an NPC servant of some variety.
A. The Retainer Merit may be purchased up to a maximum of five points per Retainer take. • Animal Retainers will have the follow sheets as documented in this link. • Mortal Retainers may be constructed using the normal rules of Mortal Creation found in the World of Darkness Core Rulebook.
B. Lower and Higher Supernatural Templates on Retainers. • Retainers may only possess the "Ghoul" Template at this time, unless a power a character possesses alters this in some way (case-by-case). • If a Retainer(s) is a Ghoul, the character must spend 1 vitae per Ghoul that is in a scene with them. Ex. A Daeva has three ghoul retainers. If two of those ghouls appear in a scene, he must spend 1 vitae for each.
C. Ghoul and Retainer modifications. • You may not have more Retainers than half of your willpower (rounded up) • Ghouls and Retainers may not posses dots in Retainers, and may not share dots merits that would mechanically benefit a character directly. Ex. Haven • Ghouls may not have access to their regnant's covenant specific discipline. • Ghouls have one less morality than their purely mortal counterparts in Creation, and gain two dots in disciplines (instead of one). • Ghoul Families are on a case-by-case allowance. • Vampire Merits are only allowed on a case-by-case basis for Ghouls.
2. Bloodlines: ALLOWED Only one character per a bloodline at this time
A. Case by Case Basis for Bloodlines with unique disciplines
B. Bloodlines that add/subtract only core disciplines
3. Bloodlines: NOT ALLOWED The list will grow as needed and upon inspection of requests if deemed necessary
• Bohagande • Dead Wolf • En • Lynx • Gullikan • Malkavian • Melissidae • Morbus • More to come!
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