Runsaround's (Ready) Sort Of Vampire: The Masquerade Game
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Runsaround's (Ready) Sort Of Vampire: The Masquerade Game
THE YEAR 2023
The ancient struggle of vampires, the Jyhad, has raged on for many an age since Cain, the first Kindred, sired the second generation of vampires. Still the ancient elders plot in their chambers, a subtle shadow cast over the whole world.
A principal conflict in the Jyhad for the last few centuries has been the shadow war between the Ivory Tower of the Camarilla, a strictly hierarchal network that dates to the renaissance, and the Sabbat, an apocalyptic blood-cult. The city of Detroit once was the seat of the Sabbat's power in the USA, but ten years ago the Camarilla staged a very literally bloody attack that all but wiped out their leadership there. Now the Detroit vampire community quails under the arbitrary rule of the CamarillaÔÇÖs appointed Prince: a Ventrue Clan Elder known as LaMain.
A new power has arisen in Detroit: The Anarch movement. As long as there has been the Camarilla, there have been the Anarchs. Those who, for some reason or another, struggled against the Ivory Tower from inside it. Now you, the players, have been drawn by hook or by crook to Detroit, to do the bidding of the AnarchsÔÇÖ mysterious leader.
But first, a little background:
THE SYSTEM: Based on the d6. Characters have 5 fundamental attributes: Muscle, Brain, Flesh, Nerves, and Face.
Muscle: Physical strength and endurance.
Flesh: Resistance to damage and general toughness, as well as blood capacity.
Nerves: Reflexes and coordination.
Brain: Recall, imagination and insight
Face: A combination of appearance and overall social acumen.
The Average Human ranks in attributes somewhere between 2 and 3.
These, along with the Specializations pertinent to your character, and to the number of dice you roll against a certain target number.
In combat, one rolls against a specific target to-damage with the relevant attribute and Specializations, and on success the character loses Blood equal to the difference between the results divided by 4, rounded up.
SPECIALIZATIONS:
There are three varieties of Specialization, differentiated by the specificity of their usability.
1: Grants +1 to relevant die pool per rank in Specialization. Examples:
Muscle: Upper Body
Organ: Thick Skin
Nerves: Jumpy
Face: First Impression
Brain: Eidetic Memory
2: Grants +2 to relevant die pool per rank in Specialization. Examples:
Muscle: Grappling
Organ: Chemical Tolerance
Nerves: Aim
Face: Lies
Brain: Computer Science
3: Grants +3 to relevant die per rank in Specialization. Examples:
Muscle: Biting
Organ: Recuperation
Nerves: Scoped Rifles
Face: Haggling
Brain: Automobiles
BLOOD:
Blood is the basic "character resource" in this system. It represents a vampire's internal reserves of, well, blood. Maximum blood value is Organ x2 for humans, and Organ x2 +4 for Vampires. Certain Vampiric Disciplines require the use of Blood, but mostly it is used to absorb damage without sustaining permanent injury and simply maintain their bodies. As a result, Vampires lose 1 Blood each night, and must drain blood from humans to survive. Humans cannot use Blood in this way, when an attack against them is successful, they are always either injured or incapacitated. When a HumanÔÇÖs blood is 0, they are dead. When a VampireÔÇÖs blood is 0, they enter a hibernation called Torpor until they are exposed to blood again.
CHARACTERS:
As Vampires, the player characters do not have attributes with fewer than 2 ranks, as the transformation tends to improve even the most pathetic humans. They also have 8 additional ranks to distribute among them.
To represent skills obtained over your vampire's history (ranging from a century to only 20 years long), they have 5 specializations available to them that can be any of the 3 varieties. A Specialization is not "tied" to their attribute, and a roll that incorporates the Specialization does not necessarily incorporate that attribute.
CLANS:
The Clans are ancient vampire lineages, carrying down the millenia from sire to child, originating from the Antediluvians, the 3rd generation of vampires whose age has granted them incredible power. Fearing their own children who might seek to drain their ancient, almost mystical blood, they have all gone into hiding or died, leaving their many descendants to squabble in their wake.
Clans have access to unique and mysterious powers, that use the ancient blood that remains in all vampires to perform unbelievable feats. These are the Vampiric Disciplines.
Because I was much too lazy to write a description for each clan and discipline here's a link to follow: http://whitewolf.wikia.com/wiki/Clan_(VTM)
The Disciplines available to each clan are:
Assamites: Celerity Obfuscate Quietus
Brujah: Potence Presence Celerity
Followers of Set: Obfuscate Presence Serpentis
Gangrel: Animalism Fortitude Protean
Giovanni: Dominate Necromancy Presence
Lasombra: Dominate Obtenebration Potence
Malkavians: Obfuscate Auspex Dementation
Nosferatu: Obfuscate Potence Animalism
Ravnos: Animalism Chimeristry Fortitude
Toreador: Auspex Celerity Presence
Tremere: Auspex Thaumaturgy Dominate
Tzimisce: Auspex Animalism Vicissitude
Ventrue: Dominate Fortitude Presence
Caitiff/Clanless: Any Two.
Celerity increases Nerve by 1. Potence increases Muscle by 1. Fortitude increases Organ by 1. These Disciplines also allow you to spend Blood to gain more, at a 2:1 Blood:Rank ratio.
The other Disciplines will be handled individually.
The ancient struggle of vampires, the Jyhad, has raged on for many an age since Cain, the first Kindred, sired the second generation of vampires. Still the ancient elders plot in their chambers, a subtle shadow cast over the whole world.
A principal conflict in the Jyhad for the last few centuries has been the shadow war between the Ivory Tower of the Camarilla, a strictly hierarchal network that dates to the renaissance, and the Sabbat, an apocalyptic blood-cult. The city of Detroit once was the seat of the Sabbat's power in the USA, but ten years ago the Camarilla staged a very literally bloody attack that all but wiped out their leadership there. Now the Detroit vampire community quails under the arbitrary rule of the CamarillaÔÇÖs appointed Prince: a Ventrue Clan Elder known as LaMain.
A new power has arisen in Detroit: The Anarch movement. As long as there has been the Camarilla, there have been the Anarchs. Those who, for some reason or another, struggled against the Ivory Tower from inside it. Now you, the players, have been drawn by hook or by crook to Detroit, to do the bidding of the AnarchsÔÇÖ mysterious leader.
But first, a little background:
THE SYSTEM: Based on the d6. Characters have 5 fundamental attributes: Muscle, Brain, Flesh, Nerves, and Face.
Muscle: Physical strength and endurance.
Flesh: Resistance to damage and general toughness, as well as blood capacity.
Nerves: Reflexes and coordination.
Brain: Recall, imagination and insight
Face: A combination of appearance and overall social acumen.
The Average Human ranks in attributes somewhere between 2 and 3.
These, along with the Specializations pertinent to your character, and to the number of dice you roll against a certain target number.
In combat, one rolls against a specific target to-damage with the relevant attribute and Specializations, and on success the character loses Blood equal to the difference between the results divided by 4, rounded up.
SPECIALIZATIONS:
There are three varieties of Specialization, differentiated by the specificity of their usability.
1: Grants +1 to relevant die pool per rank in Specialization. Examples:
Muscle: Upper Body
Organ: Thick Skin
Nerves: Jumpy
Face: First Impression
Brain: Eidetic Memory
2: Grants +2 to relevant die pool per rank in Specialization. Examples:
Muscle: Grappling
Organ: Chemical Tolerance
Nerves: Aim
Face: Lies
Brain: Computer Science
3: Grants +3 to relevant die per rank in Specialization. Examples:
Muscle: Biting
Organ: Recuperation
Nerves: Scoped Rifles
Face: Haggling
Brain: Automobiles
BLOOD:
Blood is the basic "character resource" in this system. It represents a vampire's internal reserves of, well, blood. Maximum blood value is Organ x2 for humans, and Organ x2 +4 for Vampires. Certain Vampiric Disciplines require the use of Blood, but mostly it is used to absorb damage without sustaining permanent injury and simply maintain their bodies. As a result, Vampires lose 1 Blood each night, and must drain blood from humans to survive. Humans cannot use Blood in this way, when an attack against them is successful, they are always either injured or incapacitated. When a HumanÔÇÖs blood is 0, they are dead. When a VampireÔÇÖs blood is 0, they enter a hibernation called Torpor until they are exposed to blood again.
CHARACTERS:
As Vampires, the player characters do not have attributes with fewer than 2 ranks, as the transformation tends to improve even the most pathetic humans. They also have 8 additional ranks to distribute among them.
To represent skills obtained over your vampire's history (ranging from a century to only 20 years long), they have 5 specializations available to them that can be any of the 3 varieties. A Specialization is not "tied" to their attribute, and a roll that incorporates the Specialization does not necessarily incorporate that attribute.
CLANS:
The Clans are ancient vampire lineages, carrying down the millenia from sire to child, originating from the Antediluvians, the 3rd generation of vampires whose age has granted them incredible power. Fearing their own children who might seek to drain their ancient, almost mystical blood, they have all gone into hiding or died, leaving their many descendants to squabble in their wake.
Clans have access to unique and mysterious powers, that use the ancient blood that remains in all vampires to perform unbelievable feats. These are the Vampiric Disciplines.
Because I was much too lazy to write a description for each clan and discipline here's a link to follow: http://whitewolf.wikia.com/wiki/Clan_(VTM)
The Disciplines available to each clan are:
Assamites: Celerity Obfuscate Quietus
Brujah: Potence Presence Celerity
Followers of Set: Obfuscate Presence Serpentis
Gangrel: Animalism Fortitude Protean
Giovanni: Dominate Necromancy Presence
Lasombra: Dominate Obtenebration Potence
Malkavians: Obfuscate Auspex Dementation
Nosferatu: Obfuscate Potence Animalism
Ravnos: Animalism Chimeristry Fortitude
Toreador: Auspex Celerity Presence
Tremere: Auspex Thaumaturgy Dominate
Tzimisce: Auspex Animalism Vicissitude
Ventrue: Dominate Fortitude Presence
Caitiff/Clanless: Any Two.
Celerity increases Nerve by 1. Potence increases Muscle by 1. Fortitude increases Organ by 1. These Disciplines also allow you to spend Blood to gain more, at a 2:1 Blood:Rank ratio.
The other Disciplines will be handled individually.
Last edited by Runsaround on Sat Dec 19, 2015 8:12 am, edited 4 times in total.
I have no idea what I'm doing, and IT IS GLORIOUS!
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Re: Runsaround's Vampire: The Masquerade Game
Argh! My brain! Can you call it something other than Vampire: the Masquerade if you're not running Vampire: the Masquerade please? Seriously, that's going to needle the hell out of me every time I see it. Crib White Wolf's terms, fluff, setting, etc. all you like, it's highly unlikely someone's going to run in and slap you with a cease and desist after all... but if you're not running V:tM with its real stats and dice system at least call the game something else >.>
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Re: Runsaround's Vampire: The Masquerade Game
Sure, I see how that might be a bit annoying. One sec.
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Re: Runsaround's (Not Actually) Vampire: The Masquerade Game
Thanks dude! I probably won't sign up, partly because my energy levels and enthusiasm are kinda shot due to illness right now and I don't want to half-ass it because that's not fair to you or any other players, and partly because my preconceptions about V:tM will almost certainly get in the way. But I'll definitely be following with interest and if you need any help/book stuff/backup etc, give me a shout.
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Re: Runsaround's (Not Ready) Vampire: The Masquerade Game
Well, now that I've finished the rules breakdown (3 days later than expected), the game is now accepting players!
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Re: Runsaround's (Not Ready) Vampire: The Masquerade Game
Not sure if I fully understood the rules, but I want to give it a try.
Name: Ratha
Clan: Brujah (Potence Presence Celerity)
Attributes:
Muscle: 2+1+1(Potence)
Organ: 2+2 => Blood 12
Nerves: 2+1+1(Celerity)
Brain: 2+2
Face: 2+2
(Basic 2 plus 8 points to spend plus 2 points from the clan disciplines . Balanced it out to have 4 in all attributes.)
Specialization: (Did not want to make some up, so I just picked some from your list)
1: Brain: Eidetic Memory (+1)
2: Organ: Thick Skin (+1)
3: Face: First Impression (+1)
4: Nerves: Aim (+2)
5: Face: Lies (+2)
PS: How many players will there be?
Name: Ratha
Clan: Brujah (Potence Presence Celerity)
Attributes:
Muscle: 2+1+1(Potence)
Organ: 2+2 => Blood 12
Nerves: 2+1+1(Celerity)
Brain: 2+2
Face: 2+2
(Basic 2 plus 8 points to spend plus 2 points from the clan disciplines . Balanced it out to have 4 in all attributes.)
Specialization: (Did not want to make some up, so I just picked some from your list)
1: Brain: Eidetic Memory (+1)
2: Organ: Thick Skin (+1)
3: Face: First Impression (+1)
4: Nerves: Aim (+2)
5: Face: Lies (+2)
PS: How many players will there be?
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Re: Runsaround's (Not Ready) Vampire: The Masquerade Game
5 at most. Four would be ideal.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Well, I keep coming back to this page, so may as well throw my hat into the ring and see what happens.
Name: Kirin
Clan: Assamite (Celerity, Obfiscate, Quietus)
Attributes: (perfectly willing to change around the numbers if something doesn't make sense or just seems unrealistic)
(taking after Nerre and starting with all 2's seems a nice idea)
Muscle: 8 (2 base + 2 grappling + 4 additional attribute)
Organ: 6 (2 base + 2 chemical tolerance +2 attribute)
Nerves: 7 (2 base + 1 Celerity + 1 Jumpy + 2 aim + 1 attribute)
Brain: 5 (2 base + 3 automobiles)
Face: 3 (2 base +1 attribute)
Specilizations
1. Grappling (muscle)
2. Chemical Tolerance (organ)
3. Jumpy (nerves)
4. Automobiles (brain) (I'd definitely consider changing this one if it turned out to not be as useful for my character as I'm thinking.)
5. Aim (nerves)
Name: Kirin
Clan: Assamite (Celerity, Obfiscate, Quietus)
Attributes: (perfectly willing to change around the numbers if something doesn't make sense or just seems unrealistic)
(taking after Nerre and starting with all 2's seems a nice idea)
Muscle: 8 (2 base + 2 grappling + 4 additional attribute)
Organ: 6 (2 base + 2 chemical tolerance +2 attribute)
Nerves: 7 (2 base + 1 Celerity + 1 Jumpy + 2 aim + 1 attribute)
Brain: 5 (2 base + 3 automobiles)
Face: 3 (2 base +1 attribute)
Specilizations
1. Grappling (muscle)
2. Chemical Tolerance (organ)
3. Jumpy (nerves)
4. Automobiles (brain) (I'd definitely consider changing this one if it turned out to not be as useful for my character as I'm thinking.)
5. Aim (nerves)
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I would not sum up the specilizations points to the attributes, as they only apply if the situation fits to the attributes. For a second I wondered why you ended up with a sum of attributes so much higher than my char.
The minimum values you have in every situation are these:
Muscle: 6 (2 base + 4 additional attribute)
Organ: 4 (2 base +2 attribute)
Nerves: 4 (2 base + 1 Celerity + 1 attribute)
Brain: 2 (2 base)
Face: 3 (2 base +1 attribute)
Looking forward to get see 3 more players in here.
The minimum values you have in every situation are these:
Muscle: 6 (2 base + 4 additional attribute)
Organ: 4 (2 base +2 attribute)
Nerves: 4 (2 base + 1 Celerity + 1 attribute)
Brain: 2 (2 base)
Face: 3 (2 base +1 attribute)
Looking forward to get see 3 more players in here.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Ah! I noticed that and was suspecting something to be a bit off, but I couldn't figure out why that might be! Thank you.Nerre wrote:I would not sum up the specilizations points to the attributes, as they only apply if the situation fits to the attributes. For a second I wondered why you ended up with a sum of attributes so much higher than my char.
Now, let's try this again.
CHARACTER ATTEMPT II (a few small changes, but still the same person)
Name: Quillian/Croaker
Clan: Assamite (Celerity, Obfiscate, Quietus)
Attributes: (perfectly willing to change around the numbers if something doesn't make sense or just seems unrealistic)
(taking after Nerre and starting with all 2's seems a nice idea)
Muscle: 5 (2 base +3 additional attribute)
Organ: 3 (2 base +1 attribute)
Nerves: 5 (2 base + 1 Celerity + 2 attribute)
Brain: 4 (2 base +2 attribute)
Face: 2 (2 base)
Specilizations
1. Grappling (muscle)
2. Chemical Tolerance (organ)
3. Jumpy (nerves)
4. Automobiles (brain) (I'd definitely consider changing this one if it turned out to not be as useful for my character as I'm thinking.)
4. Climbing/acrobatics? (muscle)
5. Aim (nerves)
Last edited by Tea on Mon Mar 14, 2016 2:23 pm, edited 3 times in total.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I think I'll work on a character, edit it in here if the system fits into how my head works.
Name: Merrin
Gender: Male
Clan: Ravnos (Animalism, Chimerstry, Fortitude) Vice: Deception
Attributes:
Muscle: 3 (2 Base +1 Attribute)
Organ: 4 (2 Base +1 Attribute +1 Fortitude) -> 12 Blood
Nerve: 3 (2 Base +1 Attribute)
Brain: 5 (2 Base +3 Attribute)
Face: 4 (2 Base +2 Attribute)
Specialisations:
1: Eidetic Memory (Brain 1)
2: Acrobatic (Muscle 2? Nerves?)
3: Impressionism/Acting (Face 3? 2?)
4: Artistic (Brain 1)
5: Hard bones (Organ 1)
So since Ravnos clan members are cursed with a particular vice I've picked out deception, but I'll not complain if you would prefer to pick one out yourself. I'll also need confirmation on Specialisations 2 and 3. Acrobatics takes a decent amount of strength and coordination, and I'm not sure if doing accurate impressions would be specific enough to rank as 2 or 3.
I'm thinking I'll focus on Chimerstry a fair bit, so of course I've tried to set up in a way that boosts Brain to have good memory and creativity to create convincing illusions. Throw Face in there (With the impressionism specialisation) and I can try disguising as important persons.
Name: Merrin
Gender: Male
Clan: Ravnos (Animalism, Chimerstry, Fortitude) Vice: Deception
Attributes:
Muscle: 3 (2 Base +1 Attribute)
Organ: 4 (2 Base +1 Attribute +1 Fortitude) -> 12 Blood
Nerve: 3 (2 Base +1 Attribute)
Brain: 5 (2 Base +3 Attribute)
Face: 4 (2 Base +2 Attribute)
Specialisations:
1: Eidetic Memory (Brain 1)
2: Acrobatic (Muscle 2? Nerves?)
3: Impressionism/Acting (Face 3? 2?)
4: Artistic (Brain 1)
5: Hard bones (Organ 1)
So since Ravnos clan members are cursed with a particular vice I've picked out deception, but I'll not complain if you would prefer to pick one out yourself. I'll also need confirmation on Specialisations 2 and 3. Acrobatics takes a decent amount of strength and coordination, and I'm not sure if doing accurate impressions would be specific enough to rank as 2 or 3.
I'm thinking I'll focus on Chimerstry a fair bit, so of course I've tried to set up in a way that boosts Brain to have good memory and creativity to create convincing illusions. Throw Face in there (With the impressionism specialisation) and I can try disguising as important persons.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.
My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.
My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
And then it dawned on me that even though it sounds like the system will be a bit different than the game you're basing this off of, would it be a problem if I don't have the official rulebook? I've been reading my way through the wiki that was you mentioned in the introduction just to try to get more familiar with things, but I might be in a bit of a bind if I need to look anything too specific up.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Don't think so. I would recommend getting your hands on it somehow anyway, since it's a pretty good read.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I can't read it, I hoped I could just roleplay. It sounded a bit like shadowrun with a different setting. "Throw <attribut>*D6, reroll on 6 and sum up."
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
The wiki's probably enough. Basing our decisions on the full thing would probably be a bad idea, actually, since the differences would be confusing. Say, all the information I really seems to have needed so far was that Ravnos all have a vice they are addicted to, animalism is essentially druidic stuff, and chimerstry is illusion-making.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.
My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.
My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
When will this game start? Nothing happened here for a while now.
- Tea
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I was beginning to worry about the silence around here as well. Definitely still interested (even if things take awhile to get started). Looking forward to starting up.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Projected to be around next month, but there's likely to be a few slow posts since my exams come around then.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I'll give this a try as it been a while since i last tried vampire.
Name: Reese
Gender: Male
Clan: Malkavian ( Auspex, obfuscate, Dementation)
Attributes:
Muscle: 3 (2 Base +1 Attribute)
Organ: 4 (2 Base +2 Attribute) -> 12 Blood
Nerve: 4 (2 Base +2 Attribute)
Brain: 4 (2 Base +2 Attribute)
Face: 3 (2 Base +1 Attribute)
Specialisations:
Face: Intimidation 2?
Brain: Anatomy/biology 1?
Nerve: Blades 1?
Brain: investigation +2?
Brain: Chemistry +2 ?
Name: Reese
Gender: Male
Clan: Malkavian ( Auspex, obfuscate, Dementation)
Attributes:
Muscle: 3 (2 Base +1 Attribute)
Organ: 4 (2 Base +2 Attribute) -> 12 Blood
Nerve: 4 (2 Base +2 Attribute)
Brain: 4 (2 Base +2 Attribute)
Face: 3 (2 Base +1 Attribute)
Specialisations:
Face: Intimidation 2?
Brain: Anatomy/biology 1?
Nerve: Blades 1?
Brain: investigation +2?
Brain: Chemistry +2 ?
Last edited by Patdragon on Sun Apr 17, 2016 7:39 am, edited 2 times in total.
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- Karn, Silver golem
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Ah, Tzimisce. My personal favourite actually.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Been reading up on them a little more and while I like the sound of them it seems like they might be the worst choice for the setting as the're always Sabbat, unless there is a shoe horn method you'd like to fit them in i might have to change the idea.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Anarch games usually allow characters from most clans, despite Lasombra and Tzimisce being particularly Sabbat-inclined and the Anarch Movement still being nominally Camarilla.
Idea dump: You could be, for example, a shovelhead whose creator thought they didn't survive the process and disappeared before they broke ground. Your character would be Tzimisce by clan, but not Sabbat. Not anything, in fact, and probably extremely traumatised...the Camarilla would reject (*cough*kill*cough*) you regardless of your innocence, but Anarchs might have taken pity on you and shown you the ropes.
Idea dump: You could be, for example, a shovelhead whose creator thought they didn't survive the process and disappeared before they broke ground. Your character would be Tzimisce by clan, but not Sabbat. Not anything, in fact, and probably extremely traumatised...the Camarilla would reject (*cough*kill*cough*) you regardless of your innocence, but Anarchs might have taken pity on you and shown you the ropes.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
Any news on the game start date? If you have no time, no problem, I am just curious.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
It'll be ready by this Sunday/Saturday, depending on your time zone maybe Friday. I live in Southeast Asia so my time is a bit early.
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Re: Runsaround's (Ready) Sort Of Vampire: The Masquerade Gam
I'm afraid we've a bit of a delay, pat is deciding whether or not to change character.
I have no idea what I'm doing, and IT IS GLORIOUS!