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Dungeon Master
Dungeon Master
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Data de inscrição : 21/09/2018
https://rpg-dungeon-aa.forumeiros.com

Fichas Vampiro Empty Fichas Vampiro

Seg Abr 15, 2019 5:15 pm
1. Background:(pode ser em pt mesmo)

2. Name: Put the name of your character.

3. N/a

4.N/a

5. Position: You may not yet have one. Usually a title.

6. Nature:  This is your true Nature, not the face the world sees. This aspect is vital, as you must act in the spirit of your True Nature to regain lost or spent Willpower.


7. Demeanor: Choose from the same list as #6. Your Demeanor is the face you put on to the world, how you act. Nature and Demeanor must not be the same type.


8. Clan:
Clans:



Anti-tribu:
9. Embrace Date: This should be in your background anyway, as you should know your character's true age. At least put a year, if not an actual date.

10. Sire:

11. Generation: Starting Kindred can have down to 8th Generation.
9th gen 1200-1500(Cannot drive/cannot use computers/)
10th gen 1500-1800(Can use but cannot hack computers)
11th gen 1800 -2019

12. Haven: You should decide where your character sleeps.(Tremere always sleep in their clan house)

13:N/A


14. Gender: Self-Explanatory

15. Apparent Age: Put the age your character looks like at first glance.



16. Attributes: You will have 7/5/3 starting dots, to spend in three categories (Physical/Social/Mental) in whatever order most suits your PC (Primary/Secondary/Tertiary). Give thought to spending them according to the kind of person your character is, not what looks neat or what you think you have to have to keep from being killed.

Physical attributes:
Strength - raw physical strength.
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you can recover.

Social attributes:
Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation - how easily you bend others to your will, either through persuasion or threats.
Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornment.

Mental attributes:
Intelligence - memory and raw brain power.
Perception - your ability to notice things, to perceive the world around you, through all your senses.
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition.



17. Abilities (Talents/Skills/Knowledges): You will have 13/9/5 starting dots. You may not have anything above 3 dots in Initial Stage here. Please do not "Min-Max" either (where you have all your dots in just a couple areas, and nothing anywhere else). Also remember new characters grew up in the modern world. That means it is unlikely you don't know at least a LITTLE Computers and how to Drive. Some may not but you should be able to justify this in the background.

Example:
Alertness: Alertness describes how attuned the character is to things he can see, smell, hear or touch, and depending 'on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.
1 Dot: Novice: You're alert to certain sights and sounds around you.

2 Dot: Practiced: You know when to eavesdrop and whom to keep an eye on.

3 Dot: Competent: You're alert to even subtle changes in the environment

4 Dot: Expert: Very little gets past your vigilance, even if you're preoccupied.

5 Dot: Master: Your senses are particularly strong. Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.

Talents:


Skills:

Knowledge:

Secondary skills(choose 4 + 1 per each 150 years as a vamp):

18. Advantages (Disciplines):

Disciplines:

Humanity = Conscience + Self-Control (Mortal Average is 7). Plan accordingly.

19. Miscellaneous: You can put notes in here for things that have no other spot, but the space is limited. Things that need explaining, put on your background.

20. Humanity: Humanity 7 is as humane as your average mortal. The lower this stat, the more in control of you the Beast is. New Sabbat will start off on Humanity unless your background covers that you have been a member for a while, as to become ethically inhuman takes time to process mentally. Humanity 8 and above must be justified in the background and roleplayed accordingly or you will be making rolls to see if you lose it again. This stat affects your down-time if you are torpored.

21. Willpower:  Mortals and young Kindred typically have between 2-5.  WP 8 or higher is extremely unusual in a new PC and would want justification, as would the Iron Will Merit.

22. Blood Points:
Base: 100/100
Tremere + 20
Malkavian + 10

23. n/a

24. Thaumaturgy and Necromancy: Only applies if your character has this Discipline (usually Tremere only), otherwise leave blank. Add in Initial Stage as well.

Blood Magic:

25. Merits & Flaws: Choose at least 1 of each. Merits and flaws points counter each other. You may not have more than 7 total points of either Merits or Flaws. 

Merits and flaws:

26. Notes/Extras/Other: If you need space for miscellaneous things.


Última edição por Dungeon Master em Ter Abr 16, 2019 4:58 pm, editado 3 vez(es)
Dungeon Master
Dungeon Master
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Mensagens : 175
Data de inscrição : 21/09/2018
https://rpg-dungeon-aa.forumeiros.com

Fichas Vampiro Empty Re: Fichas Vampiro

Ter Abr 16, 2019 4:53 pm
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