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:
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.
18. Advantages (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.
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.
26. Notes/Extras/Other: If you need space for miscellaneous things.
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:
Assamite
Antediluvian - Haqim
Signature Discipline - Quietus
Sect - Independent/Camarilla/Sabbat/Dispossessed (Clan schism, previously Independent/Sabbat)
Clan Weakness: Warriors: Vitae Addiction (must drink vampire blood) and the aura of a Diablerist, Sorcerers: Always register as a user of blood magic when using Auspex,
Located mostly in Turkey, Iran, Iraq, Israel, Syria and Saudi Arabia. They are Middle Eastern Assassins who are scholars and noble vampires who look out for the weak, protect the homelands... and also kill other vampires and drain them of their blood and devour their souls,( which the Camarilla considers just about the worst sin a Kindred can commit). When they don't commit diablerie, they just freeload on other vampire's blood regardless. Not only is this addictive it also leads to being Blood Bound by drinking from the same vampire thrice. Of course nobody says they're retards for doing it because they're good at killing vampires and drinking your target dry makes slavery moot. So try all they might, while these Hashashin wannabes try to and really do believe in making a big show of their piety and selfless works, they can't really shake off that sign above their head that says ALERT - VAMPIRE CANNIBAL without even using Auspex. They need vampire blood because they were hunting down demon-Worshiping Baali vampires, and did it so well the Baali summoned the Decani, the 36 aspects of Namtaru, a fallen demon associated with disease and decay. And got cursed by the Tremere too somewhere along the way. Yeah, they tend to attract a lot of curses for a reason. Naturally, they use this to paint a story of wrongful persecution. That's their official excuse, anyway. Weirdly, they get blacker instead of paler as they age; the elders look like statues carved out of obsidian. Around the Final Nights, their oldest member besides Haqim, Ur-Shulgi canceled the Tremere curse within a week, and declared that from that moment on, all Assamites will worship Haqim through the Path of Blood, instead of Allah/God/Yahweh, or die a brutal death by Diablerie. This caused a division in the clan, with those who wished to worship God or wanted to stay the fuck away from Ur-Shulgi made their way to sects such as Camarilla and Sabbat, or becoming Autarkis, their sorcerers giving no small trouble to Tremere.
Brujah
Antediluvian - Ilyes
Signature Discipline - Potence
Sect - Camarilla/Sabbat/Anarch/Independent They. Are. Everywhere.
Clan Weakness: Prone to Frenzying when angered.
Drawing on both the Lost Boys and Buffy tradition of scumbag vampires and a more romantic, Byronic tradition in freedom through wanton depravity. The Brujah are thugs, anarchists, revolutionaries, and other downtrodden, or people who were so inclined before they got the power to do all they dreamed about. Carthage was originally a grand, mostly-successful social experiment of theirs for a human-vampire Eden, then the Ventrue either crushed it out of jealousy or led a series of regretfully unavoidable wars to cleanse both Carthage and the Brujah themselves of Baali infestation, which already made Carthage hell on earth. The old Brujah were scholastic thinkers with powers to punch the shit out if you and would be considered intellectuals.
Generally considered rabble by others, they form the backbone and the majority in the Anarch movement. Did some major shit in history with Carthage, and haven't do shit since. Sure, they managed to carve out California and some adjacent territory as the Anarch Free State, where no Camarilla or Sabbat could tread easily. Then the Kuei-Jin decided to roll into town like a motherfucker, and the Free State got mangled pretty bad.One of their subclans, an African Legacy, need a controlling hand or authority of sorts in a city or they resort to indulging in activities like rape and murder.
Gangrel
Antediluvian - Ennoia - Allegedly the same woman who started the Lupine (werewolf) race.
Signature Discipline - Protean (Shapeshifters)
Sect - All sects have a lot of Gangrel members, with a good chunk of Gangrel being independents. Camarilla members are getting rarer each night, though.
Clan Weakness: After every Frenzy, they gain animalistic features. This curse first manifests itself as bestial behavior, then moves on to beastly appendages portruding out of the Vampire's flesh. This makes Masquerade harder to maintain, of course.
Nature vampires, with many shapeshifting/animal control powers. Want to talk to that bird who saw something? Go ahead. Summon wolves to tear some dude's jugular? Knock yourself out. Doesn't sound like much, but animals normally hate and fear Kindred, because they can sense they are undead monstrosities. Chillaxing with your dudes is pretty neat, especially when they warn you and fight for you.
Despite living in the wilderness frequently (but also cities, after all, it's an urban jungle, right?) and generally being homeless they are not hippie types. These guys are like the other version of Nature, the one that features a cute baby seal pup being torn in half by two killer whales fighting over the meat. Though they can be hippy types too, so don't let that stop you if you want to roll a hippy vampire, but remember that only neonates prefer to become hippies, because their elders were the barbarians that despoiled myriad civilizations like Sumer, Egypt, and Rome through the countless millenias. Those elders were the Mongols, they were the Gauls, they were the Norsemen, they were the Huns, and so on. The Migration Period was heaven for them, for those elders wanted to ravage civilization ever since the concept appeared.
Giovanni
Antediluvian - Augustus Giovanni
Signature Discipline - Necromancy (spooky magic)
Sect - Independent, they don't need the others. Except when they do.
Clan Weakness: Their Kiss hurts like a motherfucker, looks bad and heals slowly.
Spagetti and Corpses, boss. The Italian Vampire Mafia. No, we're not kidding. Probably the second wealthiest clan, bar the Ventrue, with Lasombra and Toreador following behind. And that's just the tip of this delectable iceberg. Dealing in vice, corruption, and trafficking with souls. Literally a family as well as a bloodline, it's the only Clan that exclusively Embraces within the same mortal family. Puts up a prim and proper appearance to the public, and to other Vampires. They take a lot of mortal traditions from the ages very seriously still (being originally a merchant family from Venice). They are even serious about their Catholicism and going to church on Sunday - so on top of everything else being gay, an atheist or worst of all Protestant are all good ways to get on their shitlist.
Lasombra
Antediluvian - Lasombra - KIA (or at least the elders would like to believe)
Signature Discipline - Obtenebration (An endless void of eternal shadow to help you out! Then you learn it's kind of alive...)
Sect - All Sabbat. Trust me, there is no Antitribu in their rank. Trust Me.
Clan Weakness: Can't see their own reflection. Sounds not that bad, but... well, just keep reading.
One of the few 'aristocratic' clans in the Sabbat, and thus eternal rivals to the Ventrue. It's an obsession to such an extent that some people whisper the Lasombra only took charge in the Sabbat because the Ventrue ran the Camarilla. Had more power back in the Dark Ages, but still a threat today. The rivalry goes back a long time - Lasombra sought out power positions in the Church (and they still do have members in there, and all Sabbat titles are derived from the Catholic hierarchy), Ventrue sought out positions in the king's court. When Ventrue held power in the kingdoms and duchies, Lasombra sought power in the republics and bishoprics. Where Ventrue sought out the Army, Lasombra joined the Navy. Where Ventrue may have aided ZIPRA (Rhodesians) in the Rhodesian Bush War, Lasombra may have aided ZANLA. Or both. Point being, they are parallels in many respects. That's not to say they are merely cynical users of their power - indeed, the infiltration into both the Catholic Church and the Caliphate came to a head during the Reconquista, with the clan splitting down religious lines (though interestingly, the Arabian Lasombra are still mostly Christian and refuse to convert, and no one wants to risk making them, and Lasombra Muslim Ashirra are not Sabbat monsters, but benevolent Muslim overlords). In short, the more things change, the more they stay the same.
Malkavian
Antediluvian - Malkav - Presumed dead, his blood mixed with the ground water all over the Middle East. (More likely he's in your head right now. Yes, you!)
Signature Discipline - Dementation ("So I'm crazy? Well you're right... and you'll find out soon enough!")
Sect - Mostly Camarilla
Clan Weakness: They all have some form of neurosis, madness or insanity. Some can still function, while others are too far gone and institutionalized.
Seers and prophets, they have offered their words of counsel to the Camarilla for millennia. Would be pretty cool, except most of the time, it's random fucking gibberish with a rare insight hidden in sentences. That's because to a vamp, every single Malkavian is incurably insane in one way or another. And this is where the controversy hails from, with the term Fishmalk.
As mentioned before, they are the seers and prophets, and that's partly because all Malkavians are connected to a kind of... thing called the Malkavian Madness Network, or the Cobweb. Its partly how they can see the future, the past, plots, and other portents of doom, even if they or anyone else have no idea what the fuck it means. All that is known by the other Clans is that you do not want to fucking know what the hell is in the Cobweb/Malkavian Madness Network/Radio Station KRAY-Z - some speculate it's either the cause of their madness or a way to contain it from reaching critical and brain raping everyone around them, while others even believe that it's the Antediluvian Malkav himself, transcending the material world to a plane of pure madness. And there's a good reason no one really bothers trying - anything that connects with it gets mind raped, Dark Heresy style. Certain Kindred believe that the Malkavians are the physical manifestation of Malkav, and by allowing for the creation of as many Malkavians as possible Malkav's mind will be stretched too thin for the Antediluvian to be a threat. Even those poor Malks too insane to be able to care for themselves are sometimes kept alive, if only to try and bring this about (turns out that this theory is correct, but in a different way). During Gehenna Malkav does have a physical form of his own: a dozen little girls with glowing eyes who all speak in unison.
Nosferatu
Antediluvian - Absimiliard (Hide yo kids, hide yo wife)
Signature Discipline - Obfuscate (So stealthy you're completely invisible, but actually a mind trick. Fuck cameras, man.)
Sect - Camarilla/Sabbat, They pay lip service to both sects, but Clan always comes first.
Clan Weakness: Looking really fucking ugly, and this cannot be fixed.
The Nosferatu are hideous freakshow vampires. It just doesn't stop. Every Nossie will, shortly after they are Embraced, turn into a fugly mess that is impossible to hide without supernatural aid. Some still manage to look quite nice (Mitnick from Bloodlines), some look like they got their face burned off but are otherwise alright (Gary Golden, Bertram, also from Bloodlines), and some look like Nurgle gave them an extra long hug (Imalia, also from Bloodlines, who calls it the "Texas Chainsaw Mascara look"). One particular Nosferatu has a massive bone beak for a mouth, for example, named Cock Robin. Whispered that it has to do with what your character is on the inside, but who knows? An example is by how most members are chosen because of skills and such for the Embrace, there is another category they like to Embrace, which is vain people who get by in life thanks to their looks alone. Called Cleopatras (from the vain woman in the movie Freaks who earns herself a suitably horrible fate), the Nosferatu sometimes Embrace said people as a form of angry/laughing revenge, or because they feel that said person was given a brain and they need to learn how to use it and develop character. Either way, because of this disability, being seen is normally a form of Masquerade breach, though of course, slouching around at night can give some form of protection - with some you'd have to be really close to see what's wrong with them, so don't be scared to have your Nossie do anything above ground! Just stay away from streetlights or brightly lit clubs, and keep that hoodie on.
Toreador
Antediluvian - Arikel
Signature Discipline - Presence
Sect - Mostly Camarilla, strong Anarch presence
Clan Weakness: When they see something pretty they have to keep staring at it (this includes, but is not limited to, an appealing sunrise).
Drawing upon the tradition of vampires as dark romantic lovers before it was irreversibly contaminated by Twilight, the Toreadors are vampire equivalent of the popular girls at your high school possessed by Anne Rice. Are massively obsessed with art and beauty, if you ever watched Red Dwarf then The Cat is perfect example of a Toreador, and also they will never let you join them, you nerd. Hate the Nosferatu for being ugly, their members in the Sabbat are serial killers or disgusting artists that would give the Tzimisce a run for their money. Their name means "bullfighter", because they originate from Cretan priestesses that fought bulls. Really get a shitload more hate then they probably deserve, though really no more annoying than any other "social" vampire clan. Plus they aren't faggots, and have proven to be useful in combat Crunch, and have spawned several capable warriors. (Particularly the Islamic sect called Rayeen-Al-Fen "Patron of Arts" raised a lot of warrior philosophers with high Humanity)Clan weakness is the tendency to stop and regard an artwork lost in bliss.
Tremere
Antediluvian - Tremere
Signature Discipline - Thaumaturgy (Blood Magic)
Sect - Camarilla (those who had undergone Vaulderie as part of joining the Sabbat suddenly came down with a nasty case of turning to ash, but those who didn't are still around)
They were once a house of the Order of Hermes (from Mage: The Ascension) until their leader Tremere decided he wanted to be a vampire after getting his first grey hair because their potions of immortality stopped working. then, they became vampires by killing lots and lots of Tzimsice and making an elixir out of their blood. So, of course, the Tzimsice were fucking pissed, and immediately went to war with the shitty wizards of Tremere. What did the Tremere do? They created Gargoyles, from the flesh and blood of the dead Nosferatu, Gangrel, and Tzimsice. Guess what? They earned two more enemies, and Tzimsice got even more pissed. Then, the scumbags managed to diablerize Saulot(who actually played them, since his intention was to stop the Tzimsice Antediluvian, more on that on Crucible of God section in Gehenna) and almost destroyed the Salubri, the token good teammate of all vampires. Tonight, the Salubri Antitribu are butchering the shit out of them for this. They also put a blood curse on the Assamites, earning yet another enemy. These nights, all those clans want nothing more than the destruction of the Tremere.
Tzimisce
Antediluvian - Tzimisce, "the Eldest"
Signature Discipline - Vicissitude (Fleshwarping)
Sect - Sabbat, with a good chunk being independent
Clan Weakness: Have to sleep on at least two handfulls of their native soil.
(Pronounced zuh-MEE-see) "Artist" vampires, who define art as fleshmolding hapless mortals/vampires/themselves into Moreau-esque nightmares. Every single one of them suffers from a superiority complex; expect Bond villain or serial killer personalities. They worship a giant cathedral made of living/unliving flesh that can move around somehow (it is Tzimisce himself). Also, to a greater extent than any other clan, expect lots of Eastern European Old World types obsessed with hospitality and speaking in "vampire vords" - think 'the Count' from Sesame Street, except that he warps Birdie into a fleshy nugget if pissed off or fuses Ernie and Bert together a-la I have No Mouth and I Must Scream. This is also the clan Dracula belongs to (although he's a pretty cool guy for a Tzimisce and doesn't do any of the fleshwarping shit). They have a weird form of going Independent, a subclan called 'Old Tzimisce,' who just do whatever they want in their Eastern European castles, not really giving a shit about Sabbat politics. Etymology points out to an ancient Greek surname, Tzimisces.
Ventrue
Antediluvian - Veddhartha/Ventru
Signature Discipline - Dominate ("Look into my eyes and do as I say.")
Sect - Only Camarilla, or so they like to say.
Clan Weakness: Have to drink from an annoyingly specific kind of victim: natural blondes, people over 50, women who fell in love but didn't marry, alcoholics, virgins above 20 and so on.
Rich, Ralph-Lauren wearing asshole vampires. Think Gordon Gekko from Wall Street, except instead of going to jail like a pussy, Gekko mind-controls the investigators, drains the guys who ratted him out dry, and pins the murders on a drifter. Tend to be the ones in charge in the Camarilla because until the Tremere showed up no one really wanted the job of dealing with the shit that vampires do which breaks the Masquerade, and their mind-control powers and general dickery helps with that. Tend to be very selective with the Embrace, and a Neonate can expect to receive extensive and grueling training before being presented to the Ventrue at large, mainly to make sure that they don't fuck up and make their sire look bad. Internally they're a mix of Mean Girls meets the most backstabbing of corporate culture: the Ventrue make sure to pick people who'd thrive in such an environment. They used to be nobility in Europe, but now they're merchants. Except their Antitribu, who like to play SCA crusader dress up.
- Anti-tribu:
- Antitribu
Antediluvian - Varies
Signature Discipline - Varies
Sect - Mostly Sabbat
Clan Weakness: As their parent clan.
Antitribu.png
The "Anti-Tribe" are those vampires who have gone against the grain of the mainline clan. Collectively known as the Antitribu, they consist of the iconoclasts within their own clans and banded together to make sure that they aren't picked off by their annoyed kin. The Antitribu include:
Brujah, Gangrel, Malkavian, Nosferatu, Toreador, and Ventrue who think the Camarilla ain't shit and joined the Sabbat. The Brujah are by far the most common of these Antitribu.
Tremere who chafe under the joke of the Pyramid and went to do their own thing under the leadership of Tremere's former right-hand man Goratrix back in the 18th century. This did not sit well with the Tremere, who cursed their renegade kin so that all Tremere who had undergone the Vaulderie were marked with a symbol of treason upon their foreheads, only visible to Tremere.
Assamites who consider their own clan to be compromised but are still dedicated to their mission to fucking up the Antediluvians. The mainline clan is surprisingly cool about this, and the two groups never draw swords against one another.
Tzimisce who don't feel like joining the Sabbat and just want to do their own thing. This is the Old Clan Tzimisce and stick to their castles in eastern Europe outside of the affairs of Kindred society. Some of them even reject Vicissitude and instead practice Koldunic Sorcery, which grants them all sorts of magical powers. Because of their insular nature the Camarilla, Sabbat and the Tzimisce as a whole are fine with leaving them alone.
Lasombra has a small number of elders who believe that the Camarilla have a better shot at defeating the Antediluvians than the Sabbat does. These individuals are rare, and those who live long are rarer still. The most notable example of such a Lasombra to pull off his stunt is Giangaleazzo, the Archbishop-turned-Prince of Milan, whose spectacular defection earned him the respect of the Camarilla and a high spot on the shit list of the Sabbat.
Giovanni Antitribu don't exist. Sure, there's always a couple of troublemakers and upstarts who need to cool their heads, but vitae is thicker than even blood and such hotheads are kept in check by the family, and at worst made to sit down for a talk to clear the air. After such talks there will be no more trouble, but the books are vague on if this is because of the interpersonal skills of the family leaders, the use of large amounts of the Dominate discipline or because the troublemaker is... removed.
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:
Talents:
Alertness
Athletics
Brawl
Dodge
Empathy
Expression
Intimidation
Leadership
Streetwise
Subterfuge
- Skills:
- Primary Skills
Animal Ken
Crafts
Drive
Etiquette
Firearms
Melee
Performance
Security
Stealth
Survival
- Knowledge:
Academics.
Bureaucracy
Computer
Finance
Investigation
Law
Linguistics
Medicine
Occult
Politics
Science
- Secondary skills(choose 4 + 1 per each 150 years as a vamp):
Acting
Artistic Expression
Carousing
Diplomacy
Haggling
Instruction
Interrogation
Intrigue
Mimicry
Negotiation
Panhandling
Poetic Expression
Public Speaking
Scan
Scrounging
Search
Seduction
Sense Deception
Style
Swimming
Throwing
Ventriloquism
Acrobatics
Animal Training
Archery.
Artillery
Blacksmith
Blind Fighting
Boat Handling
Brewing/Distilling
Bribery
Camouflage
Carpentry
Climbing
Cooking
Computer Hacking
Dancing
Debate
Demolitions
Disguise
Escapology
Falconry
Fast-Draw
Fast-Talk
First Aid
Fishing
Forgery
Gambling
Game Playing
Gunsmithing
Heavy Weapons
Herbalism
Hunting
Hypnotism
Interrogation
Jeweler
Journalism
Leatherworking
Lip Reading
Lock Picking
Mechanic
Meditation
Networking
Parachuting
Photography
Pickpocket
Pilot
Police Procedure
Pottery
Psychoanalysis
Ride hoses
Scuba
Singing
Skiing
Sleight of Hand
Speed Reading
Torture
Tracking
Traps
18. Advantages (Disciplines):
- Disciplines:
- Below are the 17 core Disciplines. Clans all have access to at least two of these that are common amongst other clans, with all but a few having a third one that's unique to them.
Animalism: Control over animals, possessing them an drawing out the primal fear in vampires and humans alike.(Gangrel/Nosferatu/Tzimisce)
Auspex: ESP including aura vision, psychometry, telepathy and astral projection.(Lasombra/Toreador/Tremere/Tzimisce)
Celerity: Vampire super-speed that adds extra actions per turn. The combat discipline, as it turns vampire into a living blender if he's even half competent in the noble art of stabbing the shit out of people. In the more combat-oriented scenarios it's considered broken as fuck and homerule-nerfed to the ground.((aqui tambem) Brujah/assamite/toreador)
Dementation: The power of madness, starting with emotions being stirred all the way up to outright insanity from a single person to entire cities going mad in one burst.
(Malkavian)
Dominate: Traditional vampire mind control powers. Often require eye contact. At the higest of levels you can possess people with this. You can have other people carry out your will with this, but it suppresses their independent thought so don't expect to get more than basic tasks out of your victim. Includes ability to redact memories, which is in high demand in the Camarilla's endless quest to cover all the inevitable breaches of the Masquerade.(Ventrue/Giovanni/Tremere/Lasombra)
Fortitude: Vampires tend to be tough enough as-is, but with Fortitude they can become supernaturally so. This adds dots to Stamina to soak Bashing and Lethal damage alike, but more importantly Aggravated damage like Lupine claws and teeth, fire, magic, sunlight and such. One of the Antideluvians had this discipline leveled up so high he could safely walk under the sun.(Brujah/Giovanni/Lasombra/Nosferatu)
Necromancy: Death magic of all kinds. It can command ghosts and interact with the land of the dead, as well as use potent death magic. It has many paths, see below for all their uses.(Giovanni only)
Obfuscate: Invisibility and mimicry powers. It doesn't actually make you invisible or change your appearance, it just tricks people into not seeing you or seeing you as something else. This is incredibly useful to those clans who look like corpses.(Nosferatu/Lasombra/Assamite)
Obtenebration: Sinister shadow-based magic that lets you sneak around, create shadowy tentacles, become a shadow version of yourself and manipulate the shadow-stuff of the Abyss.(Lasombra only)
Potence: Vampire super-strength. Aside from making all your close combat hurt like a motherfucker it have almost limitless potential when combined with other skills: from jumping three stories high, to punching through walls, to dismantling locked doors, to breaking handcuffs, to wrestling down Frenzying/Rötschrecking Kindred before they could break the Masquerade, to forging the cold metal with your bare hands. If you want a combat character who's not a minmaxing Celerity faggot and can actually contribute to non-combat stuff you go Potence.(Brujah/Nosferatu/Lasombra/Giovanni)
Presence: Vampire animal magnetism. You can turn into some rather hot stuff and make people do what you want, without ruining their initiative or independent thought like Dominate does. Whether Dominate makes people your obedient but stupid personal living zombies this one turns them into your adoring worshipers that can and would go overboard in their desire to please you.(Brujah/Toreador/Ventrue)
Protean: Vampire transformation powers: seeing in the dark (by transforming your eyes), growing deadly claws and/or giant fangs, sinking into the ground, turning into wolves or bats, turn into mist and so on.(Gangrel only)
Quietus: The assassin powers of the Assamites. A mix of sneaking and poison powers mixed in with the ability to spit Vitae like acid. At the highest level you can affect entire generations of vampires this way.(Assamite only)
Thaumaturgy: Blood magic that can do just about anything. See below for its many applications.(Tremere only)
Vicissitude: Fleshcrafting that allows you to make anything, so long as it's made of meat and bones. Infamous for allowing all sorts of edgy body horror, but can also turn you into a murder machine, a sapient puddle of Vitae, turn your blood acid for better or worse and even breathe fire. Also the most difficult core Discipline to pronounce and spell.(Tzimisce only)
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:
1 Blood Strike Instantaneous A projectile will strike your victim. If you remain still and the victim lives, the blood shot will return with stolen blood from your victim. Innate
(25 blood cost)
2 Purge Instantaneous Enemies near your character will become violently ill, vomiting blood. Damaging to both normal and supernatural foes.
(50 blood cost)
3 Blood Shield Until dispelled A shield of blood envelopes the player, absorbing a portion of all damage inflicted. Blood shield will dissipate only after it has absorbed enough damage.(50 blood cost)
4 Blood Salvo Instantaneous Blood projectiles will strike several enemies. If you remain still for the duration, the shots will return with stolen blood from your victims. (75 blood cost)
5 Blood Boil Instantaneous The target's blood is instantly heated to boiling, causing him to explode violently. Others nearby take blast damage from the explosion.(costs all blood)
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:
Physical Merits and Flaws
Acute Sense (1-pt. Merit) One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Ambidextrous (1-pt. Merit)'
'' You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.
Eat Food (1-pt. Merit) You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.
Catlike Balance (1-pt. Merit) You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
Blush of Health (2-pt. Merit) You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Enchanting Voice (2-pt. Merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Daredevil (3-pt. Merit) You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
Efficient Digestion (3-pt. Merit) You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
Huge Size (4-pt. Merit) You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
Smell of the Grave (1-pt. Flaw) You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
Short (1-pt. Flaw) You are well below average height -- four and a half feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
Hard of Hearing (1-pt. Flaw) Your hearing is defective. The difficulties or any die rolls involving the use of hearing are increased by two.
Bad Sight (1- or 3-pt. Flaw) Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
One Eye (2-pt. Flaw) You have only one eye -- which eyes is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).
Disfigured (2-pt. Flaw) A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Deformity (3-pt. Flaw) You have some kind of deformity -- a misshapen limb, hunchback, clubfoot, etc. -- which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
Lame (3-pt. Flaw) Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Monstrous (3-pt. Flaw) You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
Permanent Wound (3-pt. Flaw) You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.
Slow Healing (3-pt. Flaw) You have difficulty healing wounds. It requires two blood points to heal on health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
Addiction (3-pt. Flaw) You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion (see "Poisons and Drugs," p. 231, for particulars).
Mute (4-pt. Flaw) You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dogs to purchase a commonly understood sign language or you write down what you wish to say.
Thin Blood (4-pt. Flaw) Your blood is thin, weak and does not sustain you well. All blood costs are doubled (e.g., using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time.
Disease Carrier (4-pt. Flaw) Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.).
Deaf (4-pt. Flaw) You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Flesh of the Corpse (5-pt. Flaw) Your flesh does not full regenerate itself once it is damage. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.
Blind (6-pt. Flaw) You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, though the information is interpreted via the other senses.
Mental Merits and Flaws Common Sense (1-pt. Merit) You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give the beginning players unfamiliar with the game.
Concentration (1-pt. Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Time Sense (1-pt. Merit)'
'' You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.
Code of Honor (2-pt. Merit) You have a personal code of ethics to which you adhere. The specifics or this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower and Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
Eidetic Memory (2-pt. Merit) You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Light Sleeper (2-pt. Merit) You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.
Natural Linguist (2-pt. Merit) You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages..
Calm Heart (3-pt. Merit) You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Trait.
Iron Will (3-pt. Merit) When you are determined and your mind is set, nothing can thwart you from your goals. When you are effected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.
Deep Sleeper (1-pt. Flaw) When you sleep, it is very difficult for you to awaken. The difficulty or any die roll to awaken during the day is increased by two.
Nightmares (1-pt. Flaw) You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe you are locked in a nightmare.
Phobia (1-pt. Flaw) You have an overpowering fear or something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object.
Prey Exclusion (1-pt. Flaw) You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people -- if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.
Shy (1-pt. Flaw) You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
Soft-Hearted (1-pt. Flaw) You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty . You must have a Humanity rating of 7 or above to take this Flaw.
Speech Impediment (1-pt. Flaw) You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
Short Fuse (2-pt. Flaw) You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.
Territorial (2-pt. Flaw) You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
Vengeful (2-pt. Flaw) You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
Amnesia (2-pt. Flaw) You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
Lunacy (2-pt. Flaw) You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
Weak-Willed (3-pt. Flaw) You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of a higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
Conspicuous Consumption (4-pt. Flaw) It is not enough for you to draw nourishment from the blood of mortals-- you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Character with this Flaw must additionally purchase the Eat Food Merit.
Social Merits and Flaws Prestigious Sire (3-pt. Merit) Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealing with your elders or other neonates, or it might engender jealousy or contempt.
Natural Leader (1-pt. Merit) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Debt of Gratitude (1-3-pt. Merit) An elder owes you gratitude because of something either you or your sire did for her. The depth of the gratitude the elder owes depends on how many points the player wishes to spend. One point might mean the elder owes the character a favor; three points might mean that she owes the character her unlife.
Dark Secret (1-pt Flaw) You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Sabbat.
Infamous Sire (1-pt. Flaw) Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well.
Mistaken Identity (1-pt. Flaw) You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.
Sire's Resentment (1-pt. Flaw) Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire's allies also work against you, and many elders may resent you.
Enemy (1-5-pt. Flaw) You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe).
Hunted (4-pt. Flaw) You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or Kindred, may be hunted as well.
Probationary Sect Member (4-pt. Flaw) You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, and you still have much to prove before you are accepted by the Kindred you have defected to. Elders, ancillae and even neonates treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.
Supernatural Merits and Flaws Medium (2-pt. Merit) You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.
Magic Resistance (2-pt. Merit) You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline of Thaumaturgy.
Oracular Ability (3-pt. Merit) You can see and interpret signs and omens. You are able to draw advice from these omens, for their provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see an omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.
Spirit Mentor (3-pt. Merit) You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.(Otacon metal gear)
Unbondable (4-pt. Merit) You are immune to being blood bound.
True Love (4-pt. Merit) You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasionally rescue.
Touch of Frost (1-pt. Flaw) Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.
Repulsed by Garlic (1-pt. Flaw) You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).
Cursed (1-to-5-pt. Flaw) You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow:
If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. (1 pt.)
You stutter uncontrollably when you try to describe what you have seen or heard (2 pts.)
Tools break or malfunction when you try to use them (3 pts.)
You are doomed to make enemies of those whom you most love or admire. (4 pts.)
Every one of your accomplishments or triumphs will eventually become soiled or fail in some way (5 pts.)
Cast No Reflection (1-pt. Flaw) You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this).
Eerie Presence (2-pt. Flaw) Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two.
Repelled by Crosses (3-pt. Flaw) You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (one health level of damage per turn that the cross touches your skin). This damage cannot be soaked, even if the vampire possesses Fortitude.
Can't Cross Running Water (3-pt. Flaw) You believe in the old folkfore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant.
Grip of the Damned (4-pt. Flaw) There is not ecstasy in your Embrace -- only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.
26. Notes/Extras/Other: If you need space for miscellaneous things.
Re: Fichas Vampiro
Ter Abr 16, 2019 4:53 pm
- Setting:
- While there are rumors of Native American Cainites in the New York area prior to the 16th century, the first European vampires to arrive came with the Dutch colonists in 1625. Kindred involvement in the area probably started earlier with the expedition of Henry Hudson in 1609. By 1664, when the British assumed control of the city after naval engagements and then business negotiations with the Dutch, there were a number of Kindred in the city eager to make a name for themselves. A number of Sabbat also inhabited the city, led by the Bishop Ecaterina the Wise and waiting for their chance to assume power. By the end of the 17th century an estimated 20 Cainites hunted the 10,000 or so mortal kine of the city.
While the Camarilla nominally controlled New York City for several centuries afterwards, it was always against the backdrop of constant battle with the Sabbat. In fact, the Sabbat membership on the island of Manhattan likely equal or exceeded that of the Camarilla. This lasted until 1929 when the enterprising Ventrue Michaela took advantage of the Sabbat's lack of interest in the financial dealings of Wall Street. She bought up stocks in the wake of the massive stock market crash and eventually made back her investment into a billion-dollar fortune. She used this fortune to attempt to stabilize the city and declared herself Prince in 1980 but this only served to instigate Sabbat reprisals. Michaela desperately tried to fend off the Sabbat, even recurring to the tactic of mass embraces, using her childer as cannon fodder against the Black Hand.
The Sabbat had unchallenged dominance over the city until the Battle of New York of 1989, when a combined force of the Camarilla from inside and outside of the city successfully swept the Sabbat hierarchy from New York.
As a result, New York is a city where numerous ambitious Kindred stake their claim. Domains are fluent, but some trends have been observed. Wall Street is traditional Ventrue domain but with the threat of the Sabbat nearly gone, the Clan now branches out to secure more neighborhoods for itself. The Nosferatu have their main haven in Manhattan. The hideout also serves as one of the main hubs for SchreckNet, resulting in a very tech-savvy population. The Tremere have held the Chantry of Five Boroughs, located at Barnard College, through the entire time of the Sabbat occupation. Several smaller chantries constantly relocate, a holdover from that time. Around six Giovanni maintain a permanent haven in the city, mainly operating via their extended family. New York has money, souls and criminal activity galore, so the Necromancers maintain their presence diligently. The Followers of Set have several temples, their main one being in Harlem and a smaller one in Queens. Individual Setites run their own cults that nominally answer to the head of the temple in Harlem. Anarchs hold domain on Staten Island frequently battling with Sabbat for control. Sabbat packs that survived the Battle have gone into hiding, using the old infrastructure of their sect to sabotage the Camarilla. A special kind of jargon has developed that advertises the sect's activities right under the nose of Camarilla, like clubs named Gehenna that serve as racks or signs that read "No Cams or Videotaping Permitted".
Contrary to reports of its demise, some Kindred believe that the Tzimisce Antediluvian is alive and now exists as an immense amorphous blob underneath New York.
- Map:
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