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Draft3

From RetroMUX

Character Creation Rules

Here is a brief guide as to what we are accepting:

Clans

All Camarilla Core Clans
Independents, Anarchs, & Sabbat are currently closed

Ages

Neonates are openly accepted.
Ancilla & Elders are currently closed

For Neonates:
There is a hard age cap of 100 years old max including embrace.
For those that were a ghoul prior to their embrace, the hard cap is 150 years total from the time of mortal birth
(of which they must be 100 or less years embraced. This can be used for thematic/story purposes and does not allow for any additional stats on their sheet.)

Generation

8th & 9th Generation - Soft Closed at this time
10th Generation - Requires Staff approval
11th - 13th Generation - Open for application

Starting XP

All Neonates are given 75 Starting XP. This XP will be awarded upon approval and should not be set initially on the sheet or in the approval job.

Ancilla are given 150xp (Please note that Ancilla are soft closed at this time)
Elders - Not being accepted at this time.

Incentive XP

Please ask Sephiroth, Headcrab, Neverwinter, or Chaos to inquire as to what clans may be granted incentive XP

Character Backgrounds

Backgrounds can be in the format of bullet points and can start with your character's embrace. What we are looking for are the following details:
Where they come from, date of birth, brief note about mortal life.
Embrace Details: Who is their sire? When Embraced? Why Chosen? What's their relationship with their sire like?
What have they done with their life since the embrace? Where do they stand in Kindred Society? Why are they in Houston?
Any other tidbits showing an understanding of theme.

For entering backgrounds, please follow the commands listed in: '+help background'

Character Creation Guide

V20 Core, pg 79

Category Points to Spend
Attributes 1 in each + 7/5/3
Abilities 13/9/5
Disciplines 3 in-clan
Backgrounds 5
Virtues 1 in each + 7
Willpower Equal to Courage
Path Rating (Humanity or other) Equal to Conscience (or Conviction) + Self-Control (or Instinct)
Freebies 15

Choose Your Concept

Choose your Concept, Clan, Nature, and Demeanor

[+/-] Sample Concepts

Sample Concepts

V20 Core, pg 80

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, web celebrity
Intellectual — writer, student, scientist, philosopher, social critic
Investigator — detective, beat cop, government agent, private eye, witch-hunter
Kid — child, runaway, outcast, urchin, gangbanger
Outsider — urban primitive, refugee, minority, conspiracy theorist, junkie
Politician — judge, public official, councilor, aide, speechwriter
Professional — engineer, doctor, programmer, lawyer, industrialist
Reporter — journalist, blogger, paparazzo, talkshow host, media expert
Scenester — clubgoer, goth, skinhead, punk, barfly, hipster, substance abuser
Socialite — dilettante, host, playboy, sycophant, trophy wife
Soldier — bodyguard, enforcer, soldier of fortune, killer-for-hire
Worker — trucker, farmer, wage earner, manservant, construction laborer

[+/-] Vampire Clans

Available Clans

V20 Core, pg 80

Assamite - The righteous chosen of a blood cult, the Assassins are masters of silent death and an arcane tradition of wisdom.
Brujah — The Rabble are rebels and insurgents, fighting passionately for their disparate causes. The Brujah rage against tyranny — occasionally even their own.
Follower of Set — Guardians of the world’s blackest secrets, the Serpents are feared for what they protect, and all too often seduced by it.
Gangrel — 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 — Insular and incestuous, the Necromancers ply their trade in blood, money, and the souls of the dead.
Lasombra — The shadowy, wicked Keepers nominally lead the Sabbat. Clan Lasombra serves itself first and its inner darkness second.
Malkavian — Dangerously deranged, the Lunatics nonetheless possess uncanny insight.
Nosferatu — Disfigured and skulking, the hideous Sewer Rats find themselves shunned by Kindred society, but gather secrets from the darkness that hides them.
Ravnos — The Deceivers are adept with the craft of illusion and guile, and often come to embody the prejudices held against them.
Toreador — Lovers of the sensuous and the aesthetic, the Degenerates are trapped in the stagnancy of undeath.
Tremere — A Clan of sorcerous blood magicians, the Warlocks are widely distrusted… and just as widely feared.
Tzimisce — A Clan of fallen nobles from Eastern Europe, the brilliant but monstrous Fiends now serve the Sabbat.
Ventrue — The reluctant aristocracy of the Kindred, the Blue Bloods atone for their damnation by enforcing the Traditions and the Masquerade.
Caitiff — Claiming no Clan at all, the Caitiff exhibit no common characteristics, and often find themselves outcast by vampires of distinct pedigree.

[+/-] Archetypes

Archetypes

V20 Core, pg 81

Architect — You build something of lasting value.
Autocrat — You need control.
Bon Vivant — Unlife is for pleasure.
Bravo — Might makes right.
Capitalist — Why give it away for free when you can sell it?
Caregiver — Everyone needs nurturing.
Celebrant — Your cause brings you joy.
Chameleon — You manage to blend into any situation.
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.
Creep Show — Disgusting the straights makes you smile.
Curmudgeon — Everything has its flaws.
Dabbler — It’s always about the next big thing.
Deviant — The status quo is for sheep.
Director — You oversee what must be done.
Enigma — Just when people think they’ve figured you out, you change the game.
Eye of the Storm — Chaos and havoc follow you, but it never gets to you.
Fanatic — The cause is all that matters.
Gallant — You’re not the showstopper: you’re the show!
Guru — People find you spiritually compelling.
Idealist — You believe in something greater.
Judge — Your judgment will improve things.
Loner — You make your own way.
Martyr — You suffer for the greater good.
Masochist — Pain reminds you that you still exist.
Monster — You’re Damned, so act like it!
Pedagogue — You save others through knowledge.
Penitent — Unlife is a curse, and you must atone for it.
Perfectionist — You strive for an unattainable goal.
Rebel — You follow no one’s rules.
Rogue — It’s all about you.
Sadist — You live to cause pain.
Scientist — Everything is a puzzle to solve.
Sociopath — The inferior must be destroyed.
Soldier — You follow orders, but in your own way.
Survivor — Nothing can keep you down.
Thrill-Seeker — The rush is all that matters.
Traditionalist — As it has always been, so it must be.
Trickster — Laughter dims the pain.
Visionary — Something exists beyond all this.

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.
Click here for a full description of available stats

Select Advantages

Choose Disciplines (3)
Backgrounds (5)
Rate Virtues (7). Your character automatically has one dot in each Virtue.

Click here for a full list of Disciplines
Click here for a full description of available stats

Finishing Touches

Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage), and Blood Pool. If your character is on a Path, see Chapter Seven instead.
Spend freebie points (15). Optional: Choose Merits and Flaws (max. 7 points).

Trait Cost
Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity/Path 2 per dot
Willpower 1 per dot