Author Topic: Character Type Info  (Read 1156 times)

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Offline eijatriis

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Character Type Info
« on: November 04, 2005, 11:11:15 AM »
I figured to put things about the various character types that can be used by people to create characters.
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Offline eijatriis

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Character Type Info
« Reply #1 on: November 04, 2005, 11:20:19 AM »
On Vampires

First, here are a list of powers that vampires have. These powers are called Disciplines. They are rated from 1 to 5 like most everything in WoD

Animalism: Control of animals
Auspex: Senses and telepathy
Celerity: much like haste.
Dominate: Mental command and control
Fortitude: Boosts ability to resist damage
Obfuscate: Stealth and hiding
Potence: Vampiric strength
Presence: Vampiric charisma.
Protean: Beast transformation and earth meld
Thaumaturgy: Blood magic of various paths


Brujah: These are rebels and activists. Their disciplines are Celerity Potence and Presence

Gangrel: These are nature type vampires. Animalism Fortitude and Protean are the disciplines.

Malkavian: These are the crazy ones. Auspex Dominate and Obfuscate

Nosferatu: These are ugly vampires. Usually stay out of view of mortals. Animalism Obfuscate and Potence

Toreador: The artistic and social vampires. Auspex Celerity and Presence

Tremere: The mystical magical vampires. Auspex Dominate and Thaumaturgy

Ventrue: These are the elite of the vampires, or so they like to believe. Dominate Fortitude Presence

These should give the starting points for vampires.
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Offline eijatriis

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Character Type Info
« Reply #2 on: November 04, 2005, 11:22:39 AM »
General game info from the recruiting thread.

Here is how the game works.

You have 9 attributes.
3 each in Physical, Mental, and Social
Each of these groups, the attributes are broken into Power, Finesse, and Resist.
So with the Physical, there is the Power attribute Strength, the Finesse attribute Dexterity, and the Resist attribute Stamina.

Mental is broken down in Intelligence, Wits, and Resolve.
Social is Presence, Manipulation, and Composure.

These attributes are rated from 1 to 5.

Each attribute starts out at 1. You then divide up 15 points between the attributes to define the character.
Just a quick note. I don't run hack and slash type games. My games tend to rely more on social and intellectual details than fighting through hoards of nasty things. I don't completely neglect those aspects of the game, but if you are looking for a combat game, you might better look elsewhere.

The skills are handled in the same way. They are rated from 1 to 5.
For the skills, there are no free dots to start with, but you can divide up 27 points between the skills that you might want. No skill should be over 3 points to start with at this point. They can be increased with bonus points, but not with the starting skill points.
The skills will vary a bit based upon what character type you are wanting to play. If you find sheets online, those skills are a good starting point.

The game mechanics are that you get a number of dice to use based on the attribute and skill. So with an average of 3 in Dexterity, and 3 in Firearms, you would have 6 dice to use for the roll, or a die pool of 6.
The die pool is rolled, and the difficulty of the action tells what the target number for each die is. In most cases, in my game, the difficulty will be 6. So any die that is 6 or higher, is a success. The more successes that one has, the better the action is performed.

Like most games, there are instant action, continuous actions, and resisted actions.
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Offline eijatriis

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« Reply #3 on: November 04, 2005, 11:24:10 AM »
On magic and mages

They magic system is very powerful. I hope it doesn't overwhelm you, and I will do my best to help you get the hang of it.

Magic is broken up into 9 spheres and 5 techniques.

The Spheres are..
Correspondence: Space, distance, location
Entropy: Luck, fate, probability
Forces: Energy
Life: Life, living, health
Matter: Matter, Substance
Mind: Thought, Emotion, Sensation
Prime: Mystical Energy, Magic
Spirit: Spirits, Aura, Ghosts
Time: Time

The Techniques are based on ones taken from Ars Magica.

Just as the Attributes and skills are rated from 1 to 5, so are the Spheres and Techniques.

The ratings will give a die pool to use for magic. An example would be if your mage wanted to detect poison in the drinks.
A Perceive / Matter die pool would be used. The total ratings in Perceive and Matter would be the number of dice used in the roll. The number of successes would determine how well your mage noticed if there was poison.
To go further, say the mage did discover poison in their own drink. They want to confuse whoever did this, so they then use their technique of transform to change the poison. So Transform / Matter would be used to change the poison into something that won't harm them.

With this magic system, and mage can to anything. Well anything within the scope of their power level.

This magic is the mage using their will to alter reality.
Reality is hard to change, but the strong will of the mage can do it. Other people around can strengthen the grip of reality making it even harder, and sometimes impossible to change.
A mage can change things, but it depends on the belief of those around them. A mage, alone in their own special place, can manipulate reality to their heart's content with little to no repercussions.
Trying to throw fireballs around in a crowded mall can bring reality crashing down hard upon the mage.
The reason for this is that every individual has a will. They believe certain things are impossible and this belief strengthens the reality in the area. So the fireball throwing mage in the mall is going to have some nasty things happen to them when reality gets peeved.
This kind of magic is called Vulgar. It means doing things outside of what should be possible. In view of others, it is even worse.
Then there is coincidental magic. This is stuff that could be explained within reason. Using magic to make the pipes in the fountain at the mall burst and knock people over, is coincidental. This is because pipes do burst from time to time.

If a person has a handgun suddenly appear in their hand, that is vulgar. If they reach their hand inside their coat and draw a weapon out, it is coincidental. In both cases they used magic to create a weapon, but in the latter case, because a person COULD carry a weapon in their pocket, it doesn't defy reality.

So this means that a mage has to be clever to use their magic without potential problems showing up.
I am very clever at coming up with ways to do this, so if you can't think of a way, don't get frustrated, I am your Storyteller, and will be happy to help make the story work out nice.

 Divide up 15 points to add to these attributes.




27 points are divided up among these skills. At the first, keep the ratings 3 or less.


Animal Ken:


For the magic, here are the spheres. Divide up 6 points between these Magic Spheres
(This is space or distance magic)

(Fate or Luck)





(This is the sphere relating to magic itself)



Next comes the techniques. Divide up 6 points between these techniques.


The way this will work is a die pool of Technique + Sphere to cast magic.

Backgrounds These are the backgrounds that can be used. You get to split up 7 points to fit your character's background.

Allies: Each dot gives one ally, or increases the power of ally.
Arcane: Each dot subtracts dice from Perception or Investigation attempts, and adds to stealth rolls
Artifact: Each dot increases power of Wraith artifact.
Avatar: Each dot rebuilds equal pool of Quintessence.
Chantry: Each dot increases the size of chantry you are a member of or is worth that number of creation points.
Contacts: Each dot gives a major contact and a dice pool for accessing minor contacts (7).
Destiny: Each dot gives one die to roll at bad end to regain willpower (8).
Dream: May substitute Dream rating for ability you can use.
Fame: Each dot denotes how famous you are in mortal society.
Familiar: 1(1p/month, 1q/week) 2(1p/2weeks, 2q/wk) 3(1p/wk, 3q/wk, =1mentor) 4(2p/wk, 4q/wk, =2mentor) 5(1p/day, 5q/wk, =3m)
Influence: Each dot increases amount of influence in the mortal society.
Library: Each dot increases size and importance of your library.
Mentor: Each dot increases worth and power of mentor.
Node: Each dot gives its value in Quintessence per week.
Notoriety: Each dot increases the amount you are talked about in your society.
Past Life: Each dot gives dice pool (8, or 10) to add dice to pool of ability (one per success).
Resources: 1(small apartment, motorcycle, L 1000, 500/m) 2(apartment or condo, car, L 8000, 1200/m) 3(own house, nice car, L 50000, 3000/m) 4(own large house, several vehicles, L 500,000, 9000/m) 5(millionaire, L 500 mil, 30,000/m)
Retainers: Each dot equals a faithful retainer.
Sanctum: each dot is equal to a dot of arcane, difficulty reduced by dot-1.
Status: Each dot is a measure of respect and power within your society.

Bonus Points
Each character gets 15 bonus points to spend to tweak some things.
Attributes cost 5 bonus points for each extra point.
Skills cost 2 bonus points for each extra point. This will allow for skills above 3.
Techniques and Spheres cost 7 bonus points for each extra point.
Backgrounds cost 1 bonus point per extra point.
« Last Edit: November 04, 2005, 11:25:45 AM by eijatriis »
Self proclaimed bard
Upholder of the virtues of romance and passion


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