Post by Zyraen on Oct 21, 2014 10:54:12 GMT 8
BECOMING IMMORTAL
The story starts with the Characters making the "transition" from mortal lives to becoming vampires.
As a prelude to the First RP Session, please provide your character background as a human and also indicate your preferred clan(s). Characters should generally be aged above 18-20, and below 40. To attract the attention of potent vampires, characters are/were not ordinary people and should not be viewed as such, although Kindred are unlikely to Embrace from famous people. Note that Kindred also Embrace those of remarkable ability or mental strength, and not always those that are well off.
It is normal though, that not all of one's resources in life can be maintained into unlife. Attempts to make all the backgrounds "transitionable" may be subject to scrutiny.
All Characters MUST have a mortal family and some friends, possibly love interests. If a sketchy draft is provided, the ST will fill in the details and inform the player. It may help to model some of these NPCs based on real life people.
While family etc are traditionally used by STs to mess with players - and doing so does indeed fit with the tone of the story - a self-composed and wise Kindred may handle things differently.
If you wish you can draft the Embrace of your Character, feel free. Drafts of the Sire/Mentor are also welcome, but do look at notes on Mentor.
Following Notes, especially on Background dots are completely Optional
You can also outline in advance a "forward" state of your Character, detailing things that you would have acquired after settling down into life as a Vampire. This may include Haven(s) description, details of Herds/Retainers, as well as Allies/Contacts still maintained. Any issues can be highlighted by the ST for discussion.
Note that you must provide drafts of your Haven(s) to the ST, and also of Herds and Allies if you have more than 1 dot in them after settling into life as a Vampire. Having "forward" drafts means you dont have to do it later.
Drafts of Status will be ignored by the ST, but may still be a useful reference to work towards.
BACKGROUNDS USED
Allies: includes Contacts
Influence: includes Fame
Resources: left-over dots
ADAPTED
Generation: 3 dots (Gen10). Dots may be reduced on request
Haven: 0-1 dots, increased with Resources
Herd: includes Domains and Retainers. RP dependent
Mentor: see below
Status: RP dependent
UNUSED
Alternate Identity:
Contacts: rolled into Allies
Domain: rolled into Herd
Retainers: rolled into Herd
Sabbat Rituals
BACKGROUNDS USED
Backgrounds Used derives from your life as a Human. That said, the Player writes a Background and the Storyteller assigns dots in a representative/fair fashion.
In general, every character starts with Allies 1, Influence 1, Resources 2, and 5 dots that the ST will distribute then consult you.
Note that, at least while you are/were human, Influence cannot be disentangled from Fame. It may not be superstardom per se, but your name is heard and known in relevant circles.
No Background can start with 5 dots. However, unused dots can be kept in limbo and redistributed later (typically to Haven).
ADAPTED
These Backgrounds typically exist only for Kindred and have to be set up/established during the first session of play. They generally start at 0-1.
Note that different Clans have (wildly) different ways of treating their Childer.
Every character also starts with Haven 1, this cannot be improved until later. You can spend Resource dots to improve your Haven, or set up another Haven 1. Each Haven is a separate address.
Status is what Vampires earn through their deeds/contributions in Kindred society. Fledglings (young/new vampires) generally start with Status 0-1.
Herd is (in this story) a catch-all phrase that includes Domain and Retainers. Herd itself refers to humans who willingly offer blood to the vampire, or indulge in activities that result in the same with little or no risk to the vampire. Retainers are servants of the vampire, usually ghouls, salaried staff, occasionally both. Domain is basically a dedicated hunting ground not already under another Kindreds thumb, and is unlikely available to a fledgling. However, a fledgling might find isolated areas that are fairly poor hunting grounds that few lay claim to, or may have a Sire willing to allow hunting in part of his Domain.
In general, the Characters are sired by Gen 09 vampires, making them Gen 10. Gen 09 vampires are usually fairly influential who have probably existed for 90-150 years.
A Character can request for ST permission to be Gen 11 however. Gen 11 vampires can draw upon Animals for blood, but this cannot increase your BP to more than 6 (ie half your Blood Pool of 12). Note that being of higher Gen does also affect some powers. Since it is 1 dot less, this may also be grounds to increase some other Background, pls discuss with ST. In general, dont expect this "free dot" to increase anything to 3 or more dots.
For purposes of Story, pooled resources will not be allowed.
IMPROVING BACKGROUNDS
Backgrounds can only be improved through in game actions. Characters can work with the ST to pursue stories to grow and extend their backgrounds.
Resources cannot generally be improved past 4. That said, if such opportunity arises, the Character can "burn" a Dot in Resource for Cash. See below.
Characters cannot barter Backgrounds among themselves, though they can barter their fruits.
Eg. You cannot give your Retainer Bob to another Character.
Eg. Your Contact has some information that may interest another Character, and you sell it to him for some information.
SPECIAL MENTION
- RESOURCES
A Character may, through RP (or otherwise) expend their 3rd or 4th Dot in Resources for Cash. The Cash gained is randomized within a certain range.
- MENTOR
This differs a lot from the table top game.
For most characters, your Mentor will be your Sire. In the Story, after the initial nights, your Mentor keeps a distance from you, and will for most part be a mysterious, distant figure. As the story progresses, you may or may not find out more about your Mentor, and meetings will not likely be frequent.
Regardless, the dots that you have in Mentor determines what level of access you have to him. This can generally be improved by doing Tasks for him, being useful, or generally being a successful (not necessarily famous) Vampire.
At high dot levels, Mentors may also teach you Disciplines that you might not normally know.
That said, you have some say in what sort of Mentor you like. You can decide the gender, apparent human age of your Mentor, and up to 2 fields of knowledge. Your Mentor is generally from your Clan, and apart from Clan Disciplines, knows up to 2 Common Disciplines and 1 Uncommon Discipline. His dots may vary, but generally between 3-5 dots. You cannot change what you specify, but as story progresses, the Mentor s abilities may solidify at STs discretion.
Some characters may not have Clan Mentors. This will be determined on Character Creation at ST discretion, and may involve some RP. Regardless you still have some say, in form of the Mentors gender, apparent age, Clan (subject to approval) and 1 additional Discipline.
Note that Mentors have been watching you since your earliest nights, and when turned into Enemies can be dangerous and unrelenting foes. Mentors may also not exempt from the consequences of your actions. Embarrassing them or otherwise screwing up may result in broken ties, and severe mistakes can even endanger their unlifes, which might result in them being hostile. Mentors also have their own agenda and problems, that you may get drawn into.
A Character can gain more Mentors along the way, but this is not easy. If gained, it is represented by a separate Mentor rating. Mentors cannot be shared, and an NPC might become an individuals Mentor or a Party Contact or neither, but never both.
THATS A LOT OF BACKGROUND!
Uh, yeah? But for those who would rather hit the ground running (at a relatively great detriment to the experience), here is an alternative.
THRALL
You come from a different time, a different era. Your mortal life was lived at least 100 years ago, possibly more.
You were awakened by the taste of blood from another Vampire (Mentor), and completely blood bound, then sent out to be her agent. You rarely see your Mentor but constantly long and pine for her. While you have received coaching in the modern language, you still speak in an assuredly outlandish fashion, wherever you go. The world has changed, it is a strange new place, but you have not. Eternity stretches ahead, promising nothing but servitude to another.
You have essentially only a few Backgrounds, and start with Humanity 5. You cannot start with more than +2 in any modern Skills.
You start with 2 dots in Mentor, Herd, Resources and Haven. You have no Allies or Contacts apart from the "contact" through which your dear Mentor deigns to contact you.
You may choose your Mentor's gender, apparent age, Clan (subject to approval) and 1 additional Discipline. You can also choose 2 areas in which your Mentor has Allies/Contacts.
Note that your existence is almost entirely at the sufferance of your mentor. Failure to perform as expected while not acquiring Backgrounds of your own through RP, may result in literally being left out to face the sun.
The ST may ask your input for details of your mortal life, soul searing memories, and how you fell into Torpor shortly after being Embraced.
The story starts with the Characters making the "transition" from mortal lives to becoming vampires.
As a prelude to the First RP Session, please provide your character background as a human and also indicate your preferred clan(s). Characters should generally be aged above 18-20, and below 40. To attract the attention of potent vampires, characters are/were not ordinary people and should not be viewed as such, although Kindred are unlikely to Embrace from famous people. Note that Kindred also Embrace those of remarkable ability or mental strength, and not always those that are well off.
It is normal though, that not all of one's resources in life can be maintained into unlife. Attempts to make all the backgrounds "transitionable" may be subject to scrutiny.
All Characters MUST have a mortal family and some friends, possibly love interests. If a sketchy draft is provided, the ST will fill in the details and inform the player. It may help to model some of these NPCs based on real life people.
While family etc are traditionally used by STs to mess with players - and doing so does indeed fit with the tone of the story - a self-composed and wise Kindred may handle things differently.
If you wish you can draft the Embrace of your Character, feel free. Drafts of the Sire/Mentor are also welcome, but do look at notes on Mentor.
Following Notes, especially on Background dots are completely Optional
You can also outline in advance a "forward" state of your Character, detailing things that you would have acquired after settling down into life as a Vampire. This may include Haven(s) description, details of Herds/Retainers, as well as Allies/Contacts still maintained. Any issues can be highlighted by the ST for discussion.
Note that you must provide drafts of your Haven(s) to the ST, and also of Herds and Allies if you have more than 1 dot in them after settling into life as a Vampire. Having "forward" drafts means you dont have to do it later.
Drafts of Status will be ignored by the ST, but may still be a useful reference to work towards.
BACKGROUNDS USED
Allies: includes Contacts
Influence: includes Fame
Resources: left-over dots
ADAPTED
Generation: 3 dots (Gen10). Dots may be reduced on request
Haven: 0-1 dots, increased with Resources
Herd: includes Domains and Retainers. RP dependent
Mentor: see below
Status: RP dependent
UNUSED
Alternate Identity:
Contacts: rolled into Allies
Domain: rolled into Herd
Retainers: rolled into Herd
Sabbat Rituals
BACKGROUNDS USED
Backgrounds Used derives from your life as a Human. That said, the Player writes a Background and the Storyteller assigns dots in a representative/fair fashion.
In general, every character starts with Allies 1, Influence 1, Resources 2, and 5 dots that the ST will distribute then consult you.
Note that, at least while you are/were human, Influence cannot be disentangled from Fame. It may not be superstardom per se, but your name is heard and known in relevant circles.
No Background can start with 5 dots. However, unused dots can be kept in limbo and redistributed later (typically to Haven).
ADAPTED
These Backgrounds typically exist only for Kindred and have to be set up/established during the first session of play. They generally start at 0-1.
Note that different Clans have (wildly) different ways of treating their Childer.
Every character also starts with Haven 1, this cannot be improved until later. You can spend Resource dots to improve your Haven, or set up another Haven 1. Each Haven is a separate address.
Status is what Vampires earn through their deeds/contributions in Kindred society. Fledglings (young/new vampires) generally start with Status 0-1.
Herd is (in this story) a catch-all phrase that includes Domain and Retainers. Herd itself refers to humans who willingly offer blood to the vampire, or indulge in activities that result in the same with little or no risk to the vampire. Retainers are servants of the vampire, usually ghouls, salaried staff, occasionally both. Domain is basically a dedicated hunting ground not already under another Kindreds thumb, and is unlikely available to a fledgling. However, a fledgling might find isolated areas that are fairly poor hunting grounds that few lay claim to, or may have a Sire willing to allow hunting in part of his Domain.
In general, the Characters are sired by Gen 09 vampires, making them Gen 10. Gen 09 vampires are usually fairly influential who have probably existed for 90-150 years.
A Character can request for ST permission to be Gen 11 however. Gen 11 vampires can draw upon Animals for blood, but this cannot increase your BP to more than 6 (ie half your Blood Pool of 12). Note that being of higher Gen does also affect some powers. Since it is 1 dot less, this may also be grounds to increase some other Background, pls discuss with ST. In general, dont expect this "free dot" to increase anything to 3 or more dots.
For purposes of Story, pooled resources will not be allowed.
IMPROVING BACKGROUNDS
Backgrounds can only be improved through in game actions. Characters can work with the ST to pursue stories to grow and extend their backgrounds.
Resources cannot generally be improved past 4. That said, if such opportunity arises, the Character can "burn" a Dot in Resource for Cash. See below.
Characters cannot barter Backgrounds among themselves, though they can barter their fruits.
Eg. You cannot give your Retainer Bob to another Character.
Eg. Your Contact has some information that may interest another Character, and you sell it to him for some information.
SPECIAL MENTION
- RESOURCES
A Character may, through RP (or otherwise) expend their 3rd or 4th Dot in Resources for Cash. The Cash gained is randomized within a certain range.
- MENTOR
This differs a lot from the table top game.
For most characters, your Mentor will be your Sire. In the Story, after the initial nights, your Mentor keeps a distance from you, and will for most part be a mysterious, distant figure. As the story progresses, you may or may not find out more about your Mentor, and meetings will not likely be frequent.
Regardless, the dots that you have in Mentor determines what level of access you have to him. This can generally be improved by doing Tasks for him, being useful, or generally being a successful (not necessarily famous) Vampire.
At high dot levels, Mentors may also teach you Disciplines that you might not normally know.
That said, you have some say in what sort of Mentor you like. You can decide the gender, apparent human age of your Mentor, and up to 2 fields of knowledge. Your Mentor is generally from your Clan, and apart from Clan Disciplines, knows up to 2 Common Disciplines and 1 Uncommon Discipline. His dots may vary, but generally between 3-5 dots. You cannot change what you specify, but as story progresses, the Mentor s abilities may solidify at STs discretion.
Some characters may not have Clan Mentors. This will be determined on Character Creation at ST discretion, and may involve some RP. Regardless you still have some say, in form of the Mentors gender, apparent age, Clan (subject to approval) and 1 additional Discipline.
Note that Mentors have been watching you since your earliest nights, and when turned into Enemies can be dangerous and unrelenting foes. Mentors may also not exempt from the consequences of your actions. Embarrassing them or otherwise screwing up may result in broken ties, and severe mistakes can even endanger their unlifes, which might result in them being hostile. Mentors also have their own agenda and problems, that you may get drawn into.
A Character can gain more Mentors along the way, but this is not easy. If gained, it is represented by a separate Mentor rating. Mentors cannot be shared, and an NPC might become an individuals Mentor or a Party Contact or neither, but never both.
THATS A LOT OF BACKGROUND!
Uh, yeah? But for those who would rather hit the ground running (at a relatively great detriment to the experience), here is an alternative.
THRALL
You come from a different time, a different era. Your mortal life was lived at least 100 years ago, possibly more.
You were awakened by the taste of blood from another Vampire (Mentor), and completely blood bound, then sent out to be her agent. You rarely see your Mentor but constantly long and pine for her. While you have received coaching in the modern language, you still speak in an assuredly outlandish fashion, wherever you go. The world has changed, it is a strange new place, but you have not. Eternity stretches ahead, promising nothing but servitude to another.
You have essentially only a few Backgrounds, and start with Humanity 5. You cannot start with more than +2 in any modern Skills.
You start with 2 dots in Mentor, Herd, Resources and Haven. You have no Allies or Contacts apart from the "contact" through which your dear Mentor deigns to contact you.
You may choose your Mentor's gender, apparent age, Clan (subject to approval) and 1 additional Discipline. You can also choose 2 areas in which your Mentor has Allies/Contacts.
Note that your existence is almost entirely at the sufferance of your mentor. Failure to perform as expected while not acquiring Backgrounds of your own through RP, may result in literally being left out to face the sun.
The ST may ask your input for details of your mortal life, soul searing memories, and how you fell into Torpor shortly after being Embraced.