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Messages - Drakilian

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4651
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 09:18:37 pm »
I'm trying to skip the parts that have nothing to do with vampire influence. I won't blame you guys for skimming.

4652
Resources / Re: Setting
« on: January 03, 2015, 09:18:14 pm »
Poland's broad expanse ofplains, bounded on the west by the Oder River and by the mighty waters ofthe Vistula on the east, supported a strong enclave of paganism until the 10th century. Caught between the Holy Roman Empire and the lands of Lithuania and Russia, Poland's many princedoms formed a constantly shifting buffer zone marked by the struggle between the expanding Christian faith and the followers of the older religions. Here, too, Ventrue and Tzimisce have engaged in a battle for supremacy over the mortal population.

The martyrdom of Stanislaw, Bishop of Krakow, in 1079 exposed a growing rift between secular and clerical authority—and between the Tzimisce and Ventrue masters of Poland. For his defiance of Boleslaw the Bold, the Polish king, Bishop Stanislaw, met a violent death in his own church at the hands of the king's knights. The capital of Poland moved to Krakow in 1083, where the Piast dynasty transformed the kingdom into EasternEurope's prime center of Catholicism. This distinction lasted for less than half a century. Continuingrivalry between political and religious factions resulted in the break down of the unified Polish Kingdom, culminating in 1146 with the ousting of Vladislav, eldest son of Boleslaw III. Poland exists as a collection of discrete duchies and principalities in 1198, each with its own Cainite overlord.

4653
Resources / Re: Setting
« on: January 03, 2015, 09:12:23 pm »
Many mortal wizards and scholars took up residence in Prague, drawn to the city by the presence of Jewish scholars and Kabbalists, who had flocked to the city in hope of protection from persecution. Their Cainite counterparts from House Tremere soon followed. Nosferatu and Cappadocians arrived and found a place in the Jewish ghetto. The practice of medicine thrived here; Jewish chirurgeons gained great knowledge of anatomy through the study of corpses (unlike Christians, who were forbidden to do so).

In 1091 a devastating fire at Prague Castle prompted the Premysls to move their court to Vysehrad and begin replacing old wooden fortifications with stone ones. Shaagra was moved to a carved cellar beneath Vysehrad Castle, where she remained in torpor.

Briefly held by Poland in 1102, Bohemia reasserted its independence. Attacked by the Hungarians in 1107 and 1112, Bohemia fought off foreign invasion while the various townships that made up the city became more unified. A noted trade route since the beginning of the 10th century, Prague soon boasted a market to rival those of the greatest Western European cities. New buildings sprang up to accommodate the influx ofGerman merchants. One of the first stone bridges in Eastern Europe, Judith Bridge, was constructed around 1157 to connect both banks of the Vltava. Old Town and New Town developed rapidly soon thereafter, with stone houses and Romanesque churches dominating.
 
A civilizing influence and a center for learning, the Great University of Prague arose in Old Town, financed by the Ventrue prince and the Premysl dynasty. Many of Europe's greatest minds went to teach and study there. With the university came a couple of Brujah parasites, there to study and to seek lands where they could put their philosophies to the test. The Ventrue ruler of Prague invited a Tremere ally, who was under pressure from the Tzimisce in Hungary, to enter Austria with his cabal and attack Tzimisce holdings there. With the Tzimisce thus occupied, the prince turned his attention to holding off Lasombra rivals in Germany. So,with the collusion of the Ventrue Prince of Bohemia, the Tremere established themselves in Austria, eventually taking Vienna as their new headquarters.

Bohemia remains an autonomous kingdom in 1198, though still a part of the Holy Roman Empire. Its main city of Prague serves as a major trade center and an outpost of civilization on the edge of what most of Europe considers the "barbaric" East. Most people forget that Prague lies further west than Vienna. The people of Eastern Europe see Bohemia as a possible ally against takeover from the West, feeling that here in the "magic city" of Prague the people might understand their views. Poised between East and West, linked to both, but truly part of neither, Bohemia must tread a careful path or be swallowed in the ongoing struggle between opposing cultures.

4654
Resources / Re: Setting
« on: January 03, 2015, 09:06:12 pm »
Although Bohemia holds the remains of 25,000-year-old settlements, its Dark Medieval existence began with the arrival of the Slavs during the sixth and seventh centuries. Traveling through the Carpathian Pass, they entered through the Moravian Gate (one of many open passes through the mountains,which are called "gateways" due to the ease of crossing through them) and into Bohemia. There the Slavs intermixed with Celts and Germans and founded a tribal group under a Frankish merchant named Samo. The newfound kingdom collapsed upon his death. A great western Slavic tribe led by a charismatic woman named Libussa moved into the area during the seventh century, intermingling with the former inhabitants and settling in great numbers. Libussa, recognizing that her tribe was tired of following her leadership, chose a common plowman named Premysl as her consort and husband. She turned the rulership of her people over to him, after she prophesied that a great city named Prague would someday rise upon their chosen home, a
city that would outshine all others.

Or, so the story goes. In actuality, Libussa and her people were host to an ancient Tzimisce, a female warrior of great cunning
named Shaagra. Fleeing encroaching barbarians and realizing that her tribe could no longer support her appetite alone, Shaagra used her favorite ghoul, Libussa, to urge them into westward expansion. Taking their place alongside the earlier arrivals, the newly named Premysl nobility began their quest for the throne. The state of Great Moravia, which included Moravia, Bohemia and western Slovakia, grew strong in 833, when good relations with Byzantium prompted Prince Ratislav to send for Christian missionaries. Cyril and Methodius, known as the apostles of the Slavs, arrived in 863 and converted much of the population to the new state religion. The two also developed the Slavonic Glagolitic script and received permission for sermons to be given in Slavonic after the lesson was read in Latin. Sometime around 880, the Premysl family began construction of Prazsky Hrad (Prague Castle), which dominates a promontory overlooking the Vltava. The castle was intended to serve not only as a fortress and Premysl family residence, but also as a fortification to guard the resting place of Shaagra. Duke Borivoj was baptized by Bishop Methodius in the same year. He built a wooden church inside the castle five years later and dedicated it to the Virgin Mary.
 
In 900, seeing a need for more fortifications, Shaagra insisted on building a new stone castle two miles upriver from Prague Castle. Accordingly, her family built the Castle of Chrasten-Vysehrad. Most settlements arose between the two fortresses; the most important one, known as Mala Strana or Little Quarter, sprang up at the foot of Prague Castle. Intermarriage between the Premysls and other nobles allowed the family to claw its way to the top. Shaagra rewarded useful servants with her potent blood and long life. These servants, in turn, intermarried with close relatives, who were also ghouls, until some within each new generation were born with the Tzimisce's blood already in them. Other family members found strength through the practice of the forbidden arts of magic; some practiced even darker rites. The family of Premysl (some of whom were now revenants) thus emerged as the supreme power in Bohemia, with Prince Wenceslas (also known as Vaclav) as the sole ruler. Other Tzimisce found welcome among Prague's dark streets as long as they acknowledged Shaagra's preeminent place.

Shaagra began to slip into torpor soon after Wenceslas took the throne. Lacking her counsel and direction, Wenceslas was thrown back on his own devices. Attempting to throw off the vampyr's yoke, he turned to outside help rather than relying on familial power to hold his throne. Wenceslas swore allegiance to the German Emperor Henry I in 929, which caused the Bohemian ruling classes to withdraw their support for him. German Ventrue entered Bohemia, theoretically to assist Wenceslas, but really to establish themselves politically and economically. They did nothing to stop the murder of the revenant prince only a few years later, hoping to provoke a time of turmoil that would allow them to take complete control.

The prince's brother Boleslav murdered Wenceslas in 935 and created a powerful state, ruling over Bohemia, Slovakia, Moravia and parts of Silesia and southern Poland.His rule was troubled by repeated attacks from the Holy Roman Emperor Otto I. Though Boleslav tried to ignore his familial duties, his relatives made occasional trips into the crypt where Shaagra slept in torpor and fed her the blood of captives. After Boleslav's death by the sword in 967, Boleslav II became prince and stabilized the kingdom, Fearing further attacks from the Christian monarchs of Western Europe, Boleslav appealed to the Pope and founded the Bishopric of Prague in 973. A few Toreador and Lasombra, vying for control of the Church, began to enter Bohemia and establish
themselves in Prague. Bretislav, Boleslav IIs successor, achieved the permanent union of Bohemia and Moravia, though he was forced to depend on German advice to keep the Premysls in control. A Ventrue took control of the reins of power for the first time in Bohemia and raised himself to the position of Prince of Prague. He offered alliance to the few Toreador in Prague, simultaneously keeping Bohemia in the Holy Roman Empire and cutting Lasombra rivals out of the Church in Bohemia.


4655
Character Creation / Re: Aman's Darkspawn Lasombra
« on: January 03, 2015, 09:05:15 pm »
Abyss Mysticism doesn't go into Disciplines, it goes into rituals.

Be sure to mark Freebie expenditures.

4656
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:44:53 pm »
Nosferatu seems your type. With Obfuscate 3 (a discipline all Nosferatu should heavily invest in) you can even hide your ugliness.

4657
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:39:46 pm »
Well, you can make a Ravnos but just know that it probably won't live long and you'll have to make a new char (if you plan on betraying)

4658
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:35:41 pm »
Acceptable (though not very well liked overall).

I'll remind you of:

Note:

Characters in this coterie will have to be able to trust each other - the chronicle spans a planned 8 centuries and a lack of trust or a tendency to backstab will result in it's destruction before even the first century is done. Tremere/Tzimisce combinations are discouraged, though they will be allowed with the proper backstory. Similarly, Ventrue/Brujah combinations are also discouraged. Characters that aremade so that it is inevitable they will betray the cotterie will not be accepted. You are not going to be spies and traitors, you are a group of loyal friends who stick together even when different ideologies will threaten to split you apart through centuries of conflict - or maybe you just stick together because it is in your best and mutual interests to do so, whatever the case, you will have to trust one-another. The first chapter will focus primarily on building this trust, you are expected to make use of it.

Your sires must all be alive. No orphan Annies here, they are necessary for the beginning of the plot to the story. Other than this, your only limitation when constructing your background is the setting of the story.

4659
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:31:59 pm »
I'd suggest waiting for me to post all the setting info before you begin with the backstories, but until then make whatever clans you want. I'll handle which faction you join based on that info.

4660
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:31:11 pm »
Oh-nonononono, you all start as neonates and i'll handle you guys joining up, you only know each other cursorily or by reputation before then.

You can be a Tremere - no one has decided to make a Tzimisce yet. If someone else wants a Tzimisce you can settle stuff with them (you either have to have interlocking backstories that justify you tolerating each other or you have to duel to the death)

4661
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 08:17:18 pm »
I was sure I locked that thread...

Create your own separate threads on the Character Creation board for questions about your character and your character sheet, the guide thread is just an infodump.


4662
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:35:12 pm »
February
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4663
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:34:49 pm »
January
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4664
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:34:33 pm »
December
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4665
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:34:14 pm »
November
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4666
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:33:54 pm »
October
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4667
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:33:34 pm »
September
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4668
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:33:10 pm »
August
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4669
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:32:53 pm »
July
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4670
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:32:29 pm »
June
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4671
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:32:09 pm »
May
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4672
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:31:47 pm »
April
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4673
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:31:27 pm »
March
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4674
Vampire The Masquerade / Re: Calendar
« on: January 03, 2015, 07:31:01 pm »
Recurring events_

New Moon: The New Moon falls on the 15th of every Month (Represented by a Black dot).

Full Moon: The Moon is Full on the 30th of every Month (Represented by a Blank dot).

Winter solstice: The winter solstice is on the 21rst of december every year (Represented by a blue colour).

Summer solstice: The summer solstice is on the 22nd of June every year (represented by a red colour).

4675
Vampire The Masquerade / Calendar
« on: January 03, 2015, 07:30:08 pm »
The following (shamelessly taken with BZ's permission) is a calendar detailing the progression of time through our vampires' lives. A report on the dates of important activities will also be added.

4676
Vampire The Masquerade / Initiatives
« on: January 03, 2015, 07:28:18 pm »
Initiatives are calculated as follows: Base Initative + 1d10 + 5X

Base Initative = Dex+Wits+Alertness+*Specialties.

X= Willpower points expended on boosting initiative (max 1)

*Only Alertness and Wits specialties will grant a bonus to initiative.

__________

4677
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 07:13:19 pm »
The setting is not historically accurate (budapest exists, for one, several centuries before it was created), this is fine. There are 4 primary factions to be considered (at least for the first Act) - Old Tzimisce defending their homeland, a Tzimisce/Nosferatu/Gangrel alliance of princes defending their domain, the Tremere (currently strongest faction in Transylvannia, in an especially brutal feud with the Tzimisce), and the Ventrue (who are also enroaching on the territory with the Tremere and want more influence, as always).

4678
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 07:10:30 pm »
The starting year is 1198, the story will be set in Transylvania. I'll get more info out when i'm done reading Transylvania By Night (which actually turned up readable and copy-pastable results when I put it through a pdf converter)

4679
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 07:07:24 pm »
The letters that you guys get throughout the story were so bad that I had to translate them word-by-word and post them onto my GM board for future use XD

4680
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 07:05:45 pm »
Cheater!!!

I set your GM Board to be Ignored in my Profile (so I won't be tempted to take a peak inside) haha!

All the plot twists that could have been ruined  :o

Thanks Berka :)

Now I just hope Aman doesn't download the chronicle PDFs (Ha! I'm joking, the damn things are so unreadable that after I ran them through a PDF converter all I got back was gibberish. No way Aman is patient enough to read them).

4681
Vampire The Masquerade / Re: Transylvanian Chronicles OOC 1
« on: January 03, 2015, 06:53:03 pm »
(Current player list):

BerkaZerka

Forge

Aman

Daedalus

Bo

(Sethaniel also has a standing invitation should he wish to join in the future)

4682
Character Creation / Re: Character Creation Guide
« on: January 03, 2015, 06:46:03 pm »
Note:

Characters in this coterie will have to be able to trust each other - the chronicle spans a planned 8 centuries and a lack of trust or a tendency to backstab will result in it's destruction before even the first century is done. Tremere/Tzimisce combinations are discouraged, though they will be allowed with the proper backstory. Similarly, Ventrue/Brujah combinations are also discouraged. Characters that aremade so that it is inevitable they will betray the cotterie will not be accepted. You are not going to be spies and traitors, you are a group of loyal friends who stick together even when different ideologies will threaten to split you apart through centuries of conflict - or maybe you just stick together because it is in your best and mutual interests to do so, whatever the case, you will have to trust one-another. The first chapter will focus primarily on building this trust, you are expected to make use of it.

Your sires must all be alive. No orphan Annies here, they are necessary for the beginning of the plot to the story. Other than this, your only limitation when constructing your background is the setting of the story.

4683
Resources / People of Note
« on: January 03, 2015, 06:13:02 pm »
Mortals

Prague

Otakar I: The most important mortal in Prague is arguably her ruler, King Otakar Premysl, who rules from Prague Castle. As the first acknowledged king of the Czechs, ruler of Bohemia and Prague, Otakar's decisions affect not only the city, but also other parts of the Holy Roman Empire. Although rumors proliferate concerning the eccentricities of the Premysl family, no one speaks openly against the king. Otakar's chief worries are to keep trade moving briskly in the kingdom and to guard against the avarice of the empire, which has tried to undermine Bohemia's independence — most recently by
attempting to have the Archbishop ofPrague (a member of the Premysl family) declared unfit for the position. Otakar is ambitious — he wishes nothing less than for Prague to assume a position as the chiefcity of the Holy Roman Empire. Nothing — not even the perversions of his family or their Cainite masters — will come between the king and his goal. To this end, he wishes to minimize the involvement of Libussa and her torpid mistress. Otakar is clever and well aware of the city's nocturnal denizens; Cainites who dismiss the king as "merely another mortal" may well find themselves the victims of a rude awakening.

Libussa: Although she hardly counts as "mortal" anymore, Libussa, whose death was faked centuries ago, remains the Tzimisce Shaagra's attentive servant and ghoul. Unbelievably strong after centuries of feeding from the sleeping Methuselah, she is a major power behind the throne. The struggles between Libussa and the irritatingly strong-willed Otakar trickle down into the doings of the Premysls as a whole, Libussa believes, as does most of her family, that she could take on many Cainites and win. Libussa occasionally walks the streets—sometimes by day, but more often by night. Pale as the moon, with waist- length wheat-straw hair, she might be found almost anywhere, watching and listening to the pulse ofher city. Should anyone threaten Shaagra, Libussa would instantly know. The revenant Premysl, having recently received the command from Libussa, have been picking off any Tremere found in the city and feeding them to their Methuselah, who shows signs of awakening.

Rabbi Mordecai ben Judah: A community leader in the Jewish Quarter, Kabbalist and magus, Rabbi henJudah is also the creator of the golem, a man like creature of great strength. Though not affiliated with any magical tradition, the rabbi is aware that other mages visit and reside in the city. He is particularly concerned since his discovery that some members of the Order of Hermes' House Tremere have apparently become "undead." Primarily involved with the safety of the Jewish Quarter, he is considering speaking to the king regarding these vampyrs. Meanwhile, he guards his own home, placing garlic at the doors and windows and spreading salt on the window sills.

Grand Prior Pierre de Varreau: Leader of the Knights of St. John in Prague, this French knight has traveled to the Holy Land and throughout much of Western Europe. A grizzled veteran, the surprisingly well-educated de Varreau takes his monastery's duty seriously as guardians ofPrague's left bank. He insists on regular arms practice to keep his men in shape and oversees patrols through the Little Quarter to keep the peace. A man of True Faith (as are a few others under his command), he has a knack for showing up wherever trouble is brewing. He has even been known to lead armed contingents through the streets after dark, in response to strange noises or screams. The knights under his command are the true rulers of the Little Quarter.

Krakow

Casmir Piast, Prince of Malopolska: As the latest scion of the Piast dynasty that has niled Krakow since its elevation to a bishopric, "Prince" Casmir claims rulership over Malopolska in fact, but still considers himself King ofPoland. In actuality, his control over the city is tenuous at best, contested often by his advisors and other nobles, who feel that he is not doing enough to reunite Poland and recover her former standing.

Bishop Stefan: Counted among Casmir's adversaries is the Bishop of Krakow, Stefan Stwosz, who sees the prince as a weakling unable to support his claim to the Polish crown. Mindful of the fate of outspoken bishops, however, Bishop Stefan works quietly to undercut Casmir's authority without implicating himself. He serves as a useful tool for the Ventrue Konrad in his bid to overthrow the current Tzimisce ruler.

Ludmilla the Clever: Now in her late 60s, this elderly hedge wizard serves as the leader of Krakow's small, but ardent, pagan community. She is a priestess and healer to those who refuse both the Christian and Jewish faiths. Ludmilla divides her time between the city, where she lives with her son and daughter-in-law above their pottery shop, and the Niepolomice Forest, where she has a small cottage and herb garden. Here she conducts services to honor and propitiate the old gods of Poland. She has made alliances with the Cainite Jolanta and a pack of werewolves, believing them to be remnants of the old religion who have come to aid her in preserving the sanctity of the ancient traditions.

Transylvania

Anonymus, the Chronicler: A humble scribe in the service of Bela III, Master P (popularly known as Anonymus) is the quintessential observer. Dressed in a simple, dark monk's robe, his face shadowed by the robe's cowl so that none may see it, he moves throughout Buda-Pest, Esztergom and even Transylvania's most dangerous territory, chronicling what he witnesses and hears. He has written the first history of the Hungarian people, the Gesta Hungarorum. By scribing in the Low (rather than the ecclesiastical) Latin, Anonymus makes hiswork accessible to all scholars rather than just to churchmen. Some Cainites claim that he writes in that language because it is his mother tongue, whispering that he has lived since the Roman Empire first rose to power. As he seems to fear nothing, quietly emerging from battles, captivity and other life-threatening situations unruffled and intact, many Cainites (and a few mortals) whisper that he is immortal—perhaps the Wandering Jew. At least a few Cainites believe him to be Caine. As his aura is as anonymous as his name, none can say for certain.

Bilal al-Hanbal: This Muslim trader owns a stall on the outskirts of Pest's Royal Market. Once a year he leaves the city to make the dangerous journey south and east, where he acquires trade goods and arranges for caravans to deliver whatever he cannot bring back personally. Bilal is a friendly and curious sort who enjoys talking with all the customers who frequent his market stall. Although he retains his Muslim faith, he seeks to learn all he can about Christianity, "to better know and understand his neighbors," so he says. Citizens of Buda-Pest believe he is a spy; some say he is an assassin sent to murder their king. Most people discount such stories since King Bela entered the merchant's stall and emerged unharmed and in possession of a fine new blade some years back. In actuality, Bilal is the ghoul of Fariq the Assamite. He loyally does his master's bidding, including supplying Geza Arpad with potent Eastern drugs that the Prince of Esztergom feeds to his sire, Bulscu.

Delizbieta of the Dark Eyes: Some years ago a small group of dark-skinned, dark-haired people dressed in brightly colored clothes entered the city of Buda-Pest. Many folk claimed they looked tike the depictions of ancient Egyptians shown on old scrolls. Clearly different from the Hungarians in dress, speech and customs, the group lives in a wagon in New Town, just outside the town walls. One of them is a tinsmith who works in the Royal Market; others in the group trade horses at the Cattle Market. However, a particularly striking young woman, has set up a small tent in the Royal Market. There she tells fortunes and predicts the future for any who will make her a gift of silver. It is rumored that those who have lost something valuable, and who are willing to pay to have it returned, may go to Delizbieta and tell her of the missing item. If "God is with her," she can "find" the item and return it to its owner—for an agreed-upon price. Delizbieta is one of the kumpania (traveling companions) of the Ravnos who calls himself lzydor (the reason many of the items in question are "missing").

Sofia

Andras Tibor, Protector of Serdica: In his late 20s, the protector of Serdica (or Sofia) has linked his fortune with that of his brothers-in-law, Peter and Ivan Asen, the liberators of Bulgaria. Andras Tibor projects an air ofutter confidence as he goes about his responsibilities as ruler of Bulgaria's largest city. Privately, however, he worries about the consequences he will suffer if the Asens fail in their rebellion. To this end, he is amassing a private hoard of valuables against the possibility of having to leave the city suddenly. In the meantime, he has encouraged the growth of his city, hoping that it will one day become the capital of a Bulgarian Empire. Andras has begun to suspect that the odd sounds he sometimes hears late at night in his palace may be more than the wind blowing through the lower chambers. He often feels as if someone — or something — is watching him and whispering suggestions in the hours just before daylight.

Brencis Vidor, Patriarch-in'Waiting: In his early 50s, Archbishop Vidor epitomizes the bitterness of his people. Despite his devotion to the Church, he resents the relegation of Bulgaria's former patriarchy to a mere archbishopric. He hopes that if Bulgaria succeeds in shaking off the reins of Constantinople, the new Bulgarian Empire will regain the right to a patriarchy, with himself as Patriarch of the Bulgarian Church. He is considering beginning a concerted search for heretics, apostates, blasphemers and pagans, believing that purging Bulgaria of all non believers (including Jews) will prove his worthiness to ascend in the hierarchy of the faithful.

Father Patryn, Guardian of the Purified: An austere man in his middle 30s, Father Patryn leads his flock ofBogomil Christians by his example. Given to lengthy fasts and many forms of self-denial, Father Patryn strives to lead the perfect life, rejecting the world and all its temptations and holdingonly to the spiritual. If he could live on air, he would do so, considering even the act of taking food or drink as a sin (albeit a minor one). The Dark God is all too real to him, for one of the Evil One's daughters has asked him for sanctuary and forgiveness, which he has granted, but he now wonders if he has given himself up to damnation. Although Patryn has learned much from Amalia about the creatures who call themselves Cainites, he fears that he has bought this knowledge at too great a cost. To this end, Patryn has recently convinced her that both their salvations depend on saving other Cainites from damnation — by any means possible. If it entails staking the unrepentant out in the sun so that their souls may be purified, so be it.

Jorgi the Bear, Proprietor of the House of the Eagle: Jorgi's father and his father before him managed the prestigious baths known as the House of the Eagle. After the Asens began their war against Constantinople ten years ago, Jorgi encountered a charming foreigner who offered him long life in return for the simple act of drinking the stranger's blood. Now, Jorgi serves the Cainite Prince of Sofia, Basilio the Elder, with all his heart. Although he does not understand the precise status of his master, he realizes that it is his duty to listen carefully to all that goes on in the "privacy" of the baths and report what he hears to Lord Basilio.

Lithuania

Father Sergeyev: This elderly Orthodox priest acts as the city's metropolitan, though Kiev no longer has such a position. He was present the night that Darvag Grozny defended St. Sophia from the Prince of Suzdal's soldiers. When he tried to thank the hero who had defended the church through the dark night of the sacking, Father Sergeyev discovered that the holy cathedral had been saved by a monster. Since that time, he has lived in the cathedral and watched each night to see if the "devil" will return. He has spent long hours in prayer and contemplation wondering what it means. He has yet to determine whether he believes that the Church (and his faith) is now corrupted or whether he is supposed to save the soul of the monster whom God called to his service (if only for a night).

Galatia Karlanova, "Queen of Kiev": Long red hair and blue eyes betray Galatia's Varangian ancestry. She has been the ghoul of Darvag Grozny for over 60 years, though she appears to be little more than 20. Galatia is the owner of The Sign of the Skull, a disreputable inn where anyone can find anything — for a price. Most of the bandits and pirates of Kiev find her inn highly useful and support her "reign" as queen. They would certainly defend her from outsiders. Galatia is one of Darvag's favorites, a pet he has trained to revel in inflicting mental and physical pain on others. She is quite intelligent and a talented actress; most Cainites would never know she meant them anything but goodwill. Galatia would rejoice at the chance to help Darvag capture traveling Cainites (through supplying them with drugged vessels) and watching them writhe under her master's mercies.

4684
Resources / Setting
« on: January 03, 2015, 06:12:36 pm »
(Will update soon, after finishing the books)

4685
Resources / Re: Explanatory links
« on: January 03, 2015, 06:11:56 pm »
Willpower

Willpower measures a character's inner drive and competence at overcoming unfavorable odds. Unlike other Traits, Willpower has both a permanent "rating" and a temporary "pool." the rating is rolled or tested, while the pool is "spent." When a player spends a point of a character's Willpower, she should cross off the point from the Willpower pool (the squares), not the Willpower rating (the circles). The rating stays constant --- if a character needs to roll Willpower for some reason, she bases the roll on the permanent rating. The pool is used up during the story.

A character's Willpower pool will likely fluctuate a great deal during the course of a story or chronicle. It decreases by one point every time a player uses a Willpower Point to enable his character to do something extraordinary, like maintain self-control or gain an automatic success. Eventually, the character will have no Willpower left, and will no longer be able to exert the effort he once could. A character with no Willpower pool is exhausted mentally, physically, and spiritually, and will have great difficulty doing anything, as he can no longer muster the mettle to undertake an action or cause. Willpower Points can be regained during the course of a story, though players are advised to be careful and frugal with their characters' Willpower pools.

Like Humanity, the Willpower Trait is measured on a 1 - 10 scale rather than a 1 - 5 scale.

x Spineless
• Weak
• • Timid
• • • Unassertive
• • • • Diffident
• • • • • Certain
• • • • • • Confident
• • • • • • • Determined
• • • • • • • • Controlled
• • • • • • • • • Iron-willed
• • • • • • • • • • Unshakable

Spending Willpower

Willpower is one of the most active and important Traits. Because there are so many ways to expend, regain, and use Willpower, it fluctuates more than any other Trait (besides Blood Pool) in the game. Willpower is a very versatile Trait, so make sure you understand how to use it.

• A player may spend one of her character's Willpower Points to gain an automatic success on a single action. Only one point of Willpower may be used in a single turn in this manner, but the success is guaranteed and may not be canceled, even by botches. By using Willpower in this way, it's possible to succeed at a given action simply by concentrating. For extended rolls, these extra successes may make the critical difference between accomplishment and failure.

Note: You must declare that you're spending a Willpower Point before you make an actual roll for a character's action; you can't retroactively cancel a botch by spending a Willpower Point at the last minute. Also, the Storyteller may declare that a Willpower Point may not be spent on a given action.

• Sometimes, the Storyteller may rule that a character automatically takes some action based on instinct or urge -- for example, stepping back from a chasm or leaping away from a patch of sunlight filtering through a window. The Storyteller may allow a player to spend a Willpower Point and avoid taking this reactive maneuver. It should be noted that the instinct may return at the Storyteller's discretion; a player may need to spend multiple Willpower Points over the course of a few turns to stay on task. Sometimes the urge may be overcome by the force of the character's will; at other times, the character has no choice but to follow his instinct (i.e., the character runs out of Willpower Points or no longer wishes to expend them).

• A Willpower Point may be spent to prevent a derangement from manifesting, with the Storyteller's permission. Eventually, if enough Willpower Points are spent (as determined by the Storyteller), the derangement may be overcome and eliminated, as enough denial of the derangement remedies the aberration. Malkavians may never overcome their initial derangement, though Willpower may be spent to deny it for a short period of time.

* By spending a Willpower Point, wound penalties can be ignored for one turn. This allows a character to override pain and injury in order to take one last-ditch heroic (or villainous) action. However, an incapacitated or torpid character may not spend Willpower in this manner.

• Provided the vampire is not still being attacked after having been rendered to "dead" status, a vampire can spend 1 willpower point to hold death at bay for 1 round. No actions may be taken while in this state, the character will be as immobile and inactive as if he were incapacitated. This is to give the vampire a chance to wait to be saved. If no savior comes, the vampire is destroyed.

• Spending a point of Willpower will grant a bonus of 5 to a character's initiative roll. This expenditure allows the character to will himself into reacting faster than he normally does, the bonus could be vital in a surprise attack.

Regaining Willpower

Willpower may be recovered as well as spent. The following situations earn the character back a point or more of Willpower, though a character's Willpower pool may never exceed her Willpower rating. The only way to increase a character's Willpower rating is through Experience Point expenditure.

Generally, a character's Willpower pool may be replenished whenever the character fulfills a goal or has an opportunity to restore her self-confidence. Ultimately, specific instances of Willpower restoration are up to the Storyteller. For this reason, Storytellers are advised to be prudent in allowing characters to regain Willpower; its a powerful and versatile Trait, and permitting players to rely on it too much strips much of the challenge from a story.

• Characters' Willpower pools replenish fully at the end of a given story (and that's story, not session). The Storyteller may restrict this by requiring that the characters achieve (or partially achieve) a goal or otherwise boost their self-esteem. For example, if the story ends in a stalemate for the characters, who didn't destroy a powerful and corrupt elder, but did manage to obstruct his immediate plans, allow them to replenish their Willpower pools.

• (Storyteller's Option) Characters regain one Willpower Point each night when they first rise. This is easy on the bookkeeping, and allows a steady stream of Willpower replenishment (not to mention the fact that players are already writing on that part of the character sheet when they mark off their nightly blood consumption). By way of example, when the players rise for the evening in a communal haven, they all replenish a Willpower Point then and there.

• (Storyteller's Option) If a character attains some extraordinary goal or fulfills an outstanding objective, the Storyteller may reward her with a point of Willpower pool. For example, if a character manages to deter a team of vampire-hunters from her sire's haven, the Storyteller may award a Willpower Point to that character.

• (Storyteller's Option) If a character behaves in a manner that fulfills her Nature Archetype, the Storyteller may reward the character with one to three Willpower Points (as stated in the Archetype descriptions). For example, if a Rebel character rabidly opposes a powerful elder, and that elder is later revealed to be a Sabbat spy, that character may be given a point of Willpower.

Storytellers are encouraged to create their own systems or modify our systems to suit their troupe's style of play. Indeed, the manner in which a Storyteller allows, or refuses to allow, Willpower replenishment can determine the overall mood of the chronicle. A word of caution: Give Willpower rewards judiciously, as Willpower can destroy a story if the Storyteller lets the Trait fall to abuse.

4687
Resources / Re: Explanatory links
« on: January 03, 2015, 05:50:51 pm »
Paths

Paths are moral guidelines that vampires follow in order to keep themselves in check. High ratings in a path confer bonuses, low ratings confer penalties, and a rating of 0 means that your character turns feral and succumbs to the Beast, at which point the storyteller takes over your character and you are forced to make a new one.

Characters only have to follow the ethics of their path up to the level that is equal to their path rating. However, it is considered good roleplaying to follow them all regardless - and such players will be rewarded, often with higher path ratings. Any path that ensures you will betray your coterie is prohibited, and all path choices must be cleared with me beforehand. When you sin in your path (Break a rule equal to or less than your rating), you must roll conscience/conviction or lose a point in your path rating.

Paths replace Humanity wherever it is mentioned.

Path of Blood: http://www.thesubnet.com/portal/wod/vtm/PathsPOBl.html
Path of Bones: http://www.thesubnet.com/portal/wod/vtm/PathsPOBo.html
Path of Caine: http://www.thesubnet.com/portal/wod/vtm/PathsPOCai.html
Path of Cathari: http://www.thesubnet.com/portal/wod/vtm/PathsPOCat.html
Path of Death and Soul: http://www.thesubnet.com/portal/wod/vtm/PathsPODATS.html
Path of Entelechy: http://www.thesubnet.com/portal/wod/vtm/PathsPOEn.html
Path of Evil Revelations: http://www.thesubnet.com/portal/wod/vtm/PathsPOEvR.html
Path of Honourable Accord: http://www.thesubnet.com/portal/wod/vtm/PathsPOHoA.html
Path of Humanity (default path): http://www.thesubnet.com/portal/wod/vtm/PathsPOHu.html
Path of Lilith: http://www.thesubnet.com/portal/wod/vtm/PathsPOL.html
Path of Metamorphosis: http://www.thesubnet.com/portal/wod/vtm/PathsPOM.html
Path of Night: http://www.thesubnet.com/portal/wod/vtm/PathsPON.html
Path of Orion: http://www.thesubnet.com/portal/wod/vtm/PathsPOO.html
Path of Paradox: http://www.thesubnet.com/portal/wod/vtm/PathsPOPa.html
Path of Power and the inner voice: http://www.thesubnet.com/portal/wod/vtm/PathsPOPoATIV.html
Path of Redemption: http://www.thesubnet.com/portal/wod/vtm/PathsPORed.html
Path of Self-Focus: http://www.thesubnet.com/portal/wod/vtm/PathsPOSeF.html
Path of Sutekh: http://www.thesubnet.com/portal/wod/vtm/PathsPOSu.html
Path of the Feral Heart: http://www.thesubnet.com/portal/wod/vtm/PathsPOThFH.html
Path of the Hive: http://www.thesubnet.com/portal/wod/vtm/PathsPOThH.html
Path of the Scorched Heart: http://www.thesubnet.com/portal/wod/vtm/PathsPOThSH.html
Path of Typhon: http://www.thesubnet.com/portal/wod/vtm/PathsPOTy.html
Shariah El-sama: http://www.thesubnet.com/portal/wod/vtm/PathsSES.html
Road of Chivalry: http://www.thesubnet.com/portal/wod/vtda/RoadsC.html
Road of the Beast: http://www.thesubnet.com/portal/wod/vtda/RoadsBe.html
Road of Blood: http://www.thesubnet.com/portal/wod/vtda/RoadsBl.html
Road of Heaven: http://www.thesubnet.com/portal/wod/vtda/RoadsHe.html
Road of Humanity: http://www.thesubnet.com/portal/wod/vtda/RoadsHu.html
Road of Paradox: http://www.thesubnet.com/portal/wod/vtda/RoadsP.html
Road of the Devil: http://www.thesubnet.com/portal/wod/vtda/RoadsD.html
Road of Typhon: http://www.thesubnet.com/portal/wod/vtda/RoadsT.html
Road of Kings: http://cityofsinrpg.wikidot.com/road-of-kings
Road of the Night: http://torchlight.wikidot.com/lexicon:via-noctis

Effects of Paths


* Vampires sleep unnaturally deeply and are loath to rise even if presented with danger. Vampires with higher Path scores rise earlier in the evening than vampires with lower Path scores. Also, if a Kindred is forced to act during the day, the maximum dice pool he may employ for any action equals his Path score.

* Paths also affects a character's Virtues. Whenever a certain Path is called into question, a player may not roll more dice for a Virtue than her character has dots in her Path. Obviously, as the character sinks ever more deeply into the arms of damnation, questions of morality and self-preservation mean less and less. As the Path depletes, the character creeps slowly toward the night when she loses all self-control.

* The length of time a Kindred spends in torpor relates directly to his Path score. A vampire with low Path remains in torpor for a longer time than a vampire with a higher Path score.

* Path determines how human a character appears and how easily she may pass for human among the populace. Vampires with low Path scores acquire unnatural and disturbing features like sunken eyes, perpetual snarls, and bestial countenances.

* If a character's Path score ever drops to zero, that persona is no longer suitable for use as a player's character. Completely controlled by his Beast, the character is a mindless force of unnature, and falls under the Storyteller's control.

Path scores fluctuate based upon the Hierarchy of Sin -- if a vampire accidentally or purposefully commits an act rates lower than her Path score, she must roll her Conscience/Conviction Trait to see whether she accepts the act (and thus loses a Path rating) or feels remorse and maintains her current level. Paths may be raised only by spending Experience Points on it or through good roleplaying.

4688
Resources / Re: Experience
« on: January 03, 2015, 05:33:23 pm »
New Ability: 3 Experience Points
Increasing an Ability: Current Rating x 2
Increasing an Attribute: Current Rating x 4
Increasing a Discipline (Caitiff Or Pander) : Current Rating x 6
Increasing a Discipline (Clan): Current Rating x 5
Buying a new Discipline: 10 Experience Points
Increasing a Discipline (Non-Clan): Current Rating x 7
Increasing a Discipline Path: (Necromancy, Sorcery, Thaumaturgy): Current Rating x 4
Buying a new Discipline Path(Necromancy, Sorcery, Thaumaturgy): 7 Experience Points
Increasing Humanity/Path: Current Rating x 2
Buying a Ritual: Rating x 3
Increasing Virtue: Current Rating x 2
Increasing Willpower:   Current Rating

NOTE: Rituals are learned in-game, with the cost of experience points only being present if the character does not wish to take the time or is unable to find them normally.

Humanity/Paths are also increased through good roleplaying.

Backgrounds can only be earned through roleplaying.

4689
Resources / Experience
« on: January 03, 2015, 05:28:54 pm »
Players get experience at the end of each Chapter and Act, which they can use to improve their characters over time.

End of Chapter

Four Experience Points: Automatic Point - It is given to each player at the end of the story.

One Experience Point: Learning Curve - What did the character learn during the course of the story. If the character did indeed learn something, such as a lesson in life or unlife, one point is awarded.

One-Two Experience Points: Roleplay - The character was well-portrayed during the course of the story. The player did not stray from the character's true self and managed to roleplay the storyline out well. This does not often include having one conversation after another. It is more of a "taking action" point such as playing out quirks, flaws, merits, and other such things true to nature. If the character is portrayed very well, two points can be awarded.

One Point — Acting: A player who stayed true to his character's nature and Demeanor will get an experience point for accurately playing the character they have developed.

One Experience Point: Heroism - On occasion a character can be a hero too, risking everything and escaping death's grip to save someone from a fire or to rescue someone from their own Final Death. Stupidity and suicidal behavior are not to be mistaken for heroism.

One Point — Triumph: If a player faces a particularly dangerous foe or force and manages to defeat it (The archwizard demon bear dragon galgazor was slain!) the player will gain an additional experience point to emphasize their success.

One Point — NPC Interaction: NPCs are people too!  A meaningful interaction with an NPC is worth an extra experience point.

One Point — Creativity: The player (and so the character as well) managed to concoct a great plan or sudden strategy, or followed up on an obscure clue which helped the coterie (group of characters) your character was with at the time to survive when it should have fallen to Final Death otherwise.

One Point — Restraint: A player who shows restraint and thinks the situation through will be awarded an experience point (especially when it leads to victory).

One Point — Cooperation: When the group cooperates throughout the storyline (this doesn't mean no-infighting, it just means that the in-fighting won't be fatal in the future), the storyteller bribes them with an exp point to keep it up.

End of Story

A story concludes after several chapters and game sessions. At the close of the story, award a few extra points to those characters that made it
all the way from beginning to end, on top of the reward for the last chapter.

Six Points — Success: If the characters achieved all or at least some of their goals, they should get points for advancing their agendas and
carrying out their tasks successfully.

Three Points — Danger: If the story was particularly harrowing and the characters were forced to stay on their toes constantly, they may learn
quicker just by surviving.

Three Points — Wisdom: If a player came up with a brilliant plan that saved the day in mid-story, adapted to the circumstances, adjusted for a
new and clever use of the characters' capabilities or just plain rocked, give a bonus point to that character for sudden insight.
Of course, the Storyteller can always award more or less points, as dictated by the needs of the chronicle and the group.

Sidequests

Vampires will receive a variety of rewards at the end of a sidequest. Each side quest will reward a minimum of 2 EXP. More EXP can be earned in the form of the additional exp available for chapters (learning curve, heroism, etc.),  however these will be earned at the end of the side quest period and not each individual side quest. An additional automatic experience point will be awarded if the side quest in question is actually successful.

Side quests can also be used to earn new Merits, buy off flaws, and add backgrounds - all without any need to spend EXP. These gains must be discussed with your storyteller before the side quest is undertaken, and the gain will likely rely on your success in the undertaking.

Characters who join other characters in their side quests will benefit from joining, however they will not benefit as greatly as the originator of the side quest will benefit. If a character starts a side quest, it will be focused around him, as will the benefits - if the characters that join him gain something, it will rely entirely on what actions they take over the course of the event. The exception to this is experience, which is gained equally on all fronts.

If two characters start a group side quest, they will both benefit equally from the event - unless of course, one wishes to sneakily stab the other in the back and take all the gains for himself.

4690
Resources / Re: Explanatory links
« on: January 03, 2015, 05:18:27 pm »
Disciplines

http://reference.l2fury.com/index.php/Disciplines
http://www.infinitycg.com/Vampire/index.php?title=Disciplines
http://www.coven.divarex.com/discs/

(List of all in-game disciplines. All disciplines may be learnt in the game - common ones do not require training, but rare disciplines absolutely require a teacher for at least the first level. Clan disciplines are easiest to learn and require less experience.)

4691
Resources / Explanatory links
« on: January 03, 2015, 05:16:35 pm »
Clans

List of clans (with excellent explanations regarding each).

http://reference.l2fury.com/index.php/Clans


**Baali, Blood Brothers, Gargoyles, Inconnus, Harbringers of Skulls, Salubri and Cappadocians are not available for play. Followers of Set and Assamites are not recommended, but acceptable.

Clans Tremere and Tzimisce have great emnity towards each other, be careful of this if another player has a Tzimisce or Tremere character.

Note that no Anarch or Antitribu factions exist as of yet.

As the Reference Desk is currently down, use this site for your clans instead:

http://www.thesubnet.com/portal/wod/vtm/index.html

4692
Character Creation / Re: Character Creation Guide
« on: January 03, 2015, 05:12:07 pm »
Sample Concepts

• 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
• Intellectual — writer, student, scientist, philosopher, social critic
• Investigator — detective, beat cop, government agent, private eye, witch-hunter
• Kid — child, runaway, outcast, urchin, ganger
• Nightlifer — clubgoer, skinhead, punk, barfly, raver, istance-abuser
• Outsider — urban primitive, refugee, minority, conspiracy theorist
• Politician — judge, public official, councilor, aide, speech-writer
• Professional — engineer, doctor, computer-programmer, lawyer, industrialist
• Reporter — journalist, news reporter, paparazzo, talkshow host
• Socialite — dilettante, host, playboy, sycophant, prominent spouse
• Soldier — bodyguard, enforcer, mercenary, soldier of fortune, Green Beret
• Worker — trucker, farmer, wage-earner, manservant, instruction laborer

Archetypes (Examples of Natures or demeanours to choose from)

• Architect — You want to leave a lasting legacy.
• Autocrat — You desire control.
• Bon Vivant— Pleasure and joy are your hallmark
• Bravo — Rule stems from strength.
• Caregiver — You are a wellspring of compassion.
• Celebrant — Some cause gives you passion.
• Child — You never grew up.
• Competitor — Always struggling for the top.
• Conformist — You are the heart of a group.
• Conniver — Why work when you can get others to work for you?
• Curmudgeon — Nothing's ever good enough, so you point that out often.
• Deviant— You defy conventions and "normalcy".
• Director — You take charge and bring order.
• Fanatic— A cause consumes you.
• Gallant — The lights shine brightest for you, the center of attention.
• Judge — Balance, truth and justice are your quest.
• Loner — You make your own way.
• Martyr — Through your sacrifice, others survive.
• Masochist — Only pain can teach you your limits.
• Monster— Vampirism is damnation, so bring Hell to Earth.
• Pedagogue — Knowledge is the fruit of wisdom, passed on to the worthy. • Penitent — Until you atone for your sins, you are unworthy of salvation.
• Perfectionist — Your accomplishments are never enough.
• Rebel — Rules? What rules?
• Rogue — You plan to be on top, by whatever means necessary.
• Survivor — Nothing can keep you down.
• Thrill -Seeker — Existence is best lived on the edge.
• Traditionalist —The old ways are good ways.
• Trickster — Laughter is the best medicine.
• Visionary — The world is greater than what everyone sees.

4693
Character Creation / Re: Character Creation Guide
« on: January 03, 2015, 05:09:54 pm »
•Step one: Character Concept:

Choose concept (See concepts and terminology down below - a concept is what your character is supposed to embody, what you think he is and what he will be), Clan, Nature and Demeanor (See archetypes - a character's Nature is his true thoughts, his true behavior, his true, hidden personality. A character's demeanor is his social mask, the false personality he presents to the world.)

• Step Two: Select Attributes

Prioritize the three categories: Put 7 points into your primary category, 5 into your secondary, and 3 into your tertiary. Your character starts the process with one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.

• Step Three: Select Abilities
Prioritize the three categories: Put 13 points into your primary category, 9 points into your secondary category, and 5 points into your tertiary category.
Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage unless bought into a higher state with Freebie points.

• Step Four: Select Advantages
Choose Backgrounds, you will have 7 points to spend on the backgrounds listed.

• Step Five: Finishing Touches

Record Virtues, you will have 7 points to spend on the Virtues listed for your path (you start with 1 free dot in each Virtue).

Spend freebie points (You have 15 freebie points to spend, costs listed below). Choose Disciplines (You have 6 points to put into your disciplines - at least 3 of which must be distributed among your clan disciplines). Record permanent Willpower (a function of your courage before freebie point expenditures). Record your path rating (a function of your virtues other than courage added up together before freebie point expenditures).

Merits and Flaws may be taken to increase the number of freebie points available for spending. Up to 10 points worth of flaws may be taken for an additional 10 Freebie points. Flaws and Merits must be approved with the storyteller beforehand. You may take (if you so desire) more flaw points than necessary to reach the 10 point maximum, though you will not receive extra freebies.

Attribute: You may advance an attribute by 1 (Up to a maximum of 5, unless one possesses the legendary attribute merit, in which case you may raise the limit of a single attribute to 6) for the cost of 5 freebie points.

Freebie Point cost chart

Ability: You may advance an ability by 1 for every 2 freebie points spent.

Discipline: You may advance a discipline by 1 for every 7 freebie points spent.

Background: You receive one dot in any background for every freebie point spent.

Willpower: You receive 1 point of willpower for every freebie point spent.

Attribute: You may advance an attribute by 1 for every 5 freebie points spent.

Virtues: You may advance a Virtue by 1 for every 2 freebie points spent.

Path: You may advance your path rating by 1 for each freebie point spent.

Merits: Merits cost a number of freebie points equal to their rating.

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Character Creation / Character Creation Guide
« on: January 03, 2015, 04:52:57 pm »
Vampire Template

Name:

Player:

Chronicle: Transylvanian Chronicles

Nature:

Sire:

Demeanor:

Clan:

Generation

Concept:

Coterie:

Attributes

Physical

Strength: XX; Dexterity: XX; Stamina: XX

Social

Charisma: XX Manipulation: XX Appearance: XX

Mental

Perception: XX; Intelligence: XX; Wits: XX

Abilities

Talents

Alertness: 0; Awareness; 0; Athletics: 0; Brawl: ; Dodge: 0; Empathy: 0; Expression: 0; Intimidation: 0; Leadership: 0; Streetwise: 0; Subterfuge: 0

Skills

Animal Ken: 0; Crafts: 0; Riding/Drive: 0; Etiquette: 0; Firearms: 0; Melee: 0; Performance: 0; Security: 0; Stealth: 0; Survival: 0

Knowledge

Academics: 0; Politics: 0; Finance: 0; Investigation: 0; Linguistics: 0; Medicine: 0; Occult: 0; Science: 0; Law: 0

Disciplines

XX

Virtues

Courage: XX

Conscience/Conviction: XX

Self-control/Instinct: XX

Advantages

Backgrounds

Beneficial

Allies: XX; Influence: XX; Mentor: XX; Resources: XX; Contacts: XX; Generation: XX; Herd: XX; Retainers: XX; Status: XX

Adversarial

(Leave this section of your character sheet blank. This part is here purely for my use. If you gain any enemies or adverse backgrounds during your in-game time, they will show up here.)

Humanity/Path

WillPower

Permanent Willpower: XX

Temporary Willpower: XX

Health

Full; No penalty; 10/10

Blood pool

Points:

Points per turn:

Merits and Flaws

Merit: XX Type: XX Cost: XX

Flaw: XX Type: XX Cost: XX

Magic

Rituals

XX

Paths

XX

Derangements

XX

Languages

Combat

Weapon/Attack: XX Difficulty: XX Damage: XX Range: XX Rate: XX Clip: XX Conceal: XX
(More will be added as needed)

Armor
Class: XX Rating: XX Penalty: XX
Description: XX

Expanded backgrounds
(Here you provide descriptions of your background)

Allies: XX

Contacts: XX

Influence: XX

Herd: XX

Retainers: XX

Resources: XX

Status: XX

Other: XX

Possessions

Gear (Carried): XX

Equipment (Owned): XX

Vehicles: XX

Feeding grounds: XX

Blood bonds/Vinculi

Bound to: XX (Rating: XX)

Havens

Location: XX

Description: XX

History

His story till now: XX

Goals/Destiny: XX

Why he is willing to join the cotterie (besides sire's request): XX

Connection to other characters: XX

Description

Age: XX

Apparent Age: XX

Date of Birth: XX

Death: XX

Hair: XX

Eyes: XX

Race: XX

Nationality: XX

Height: XX

Weight: XX

Sex: XX

Physical description: XX

4695
Vampire The Masquerade / Transylvanian Chronicles OOC 1
« on: January 03, 2015, 02:26:10 pm »
General OOC for the Transylvanian Chronicles. Any questions or comments go here.

4696
Community Conversation / Re: Happy Hollidays ^v^
« on: January 01, 2015, 12:57:52 am »
Happy new years!

4698
Community Conversation / Re: Happy Hollidays ^v^
« on: December 26, 2014, 05:21:03 pm »
Happy Boxing Day Drak (and Forge?)  XD

Thanks Berka :)

Can't get anything of course. You wouldn't believe how insane lines are on boxing day. Just kind of stay away from places where you buy things today.

4699
Media & Mayhem / Re: Will save world for gold
« on: December 25, 2014, 01:37:02 pm »
OH MY GOD HE'S TALKING.

4700
Community Conversation / Re: Happy Hollidays ^v^
« on: December 25, 2014, 07:15:04 am »
Merry christmas everyone!

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