Post by priss on Nov 27, 2015 12:04:48 GMT
House Rules: This a Moderated SL that will be run by a team of ST's.
1. No Metagaming ...do not bring OOC ...into IC play. or ...taking IC personally OOC.
2. No Bashing another Player in the entryway, or on Whitewolf chats. You have a problem speak to your ST's.
A. Or behaving in a way ooc that is harmful to the overall group (including picking fights)
WARNING SYSTEM.....The warning feature will be used when a player violates the above. Each offense gets a point of warning... Maximum of 3 points - when reached you will be removed form the SL and banned from accessing the Forums.
3. No New Character will be admitted that is under the age of 18. We will not accept any child player not even as a ghoul or pet. < Standard Practice - Kill any Child Vampire Found >
4. Sabbat rules apply - all new characters entering the group are required to be Sabbat.
Basic Creation rules:
Sabbat characters receive 7/5/3 points to spend on their Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) traits.
Sabbat characters receive 13/9/5 points to spend on their Talents, Skills, and Knowledge's.
Sabbat characters receive 4 points to spend on Disciplines.
"Out-of-Clan Disciplines" must be purchased with Freebie Points, and will be scrutinized. Supply IC history with sheet as to why you have them.
characters receive 5 points to spend on Backgrounds
Sabbat characters who follow a Path/humanity receive 5 points to spend on virtues, and virtues begin at 1 point.
Record Humanity: (Conscience/Conviction + Self-Control/Instinct).Path 5 dots
Record Willpower: (Courage).
Record Blood Pool: (Determined by Generation).
Freebies cost-
Attributes 5 Points Per Dot
Abilities 2 Points Per Dot
Disciplines 7 Points Per Dot
Backgrounds 1 Point Per Dot
Willpower 1 Point Per Dot
Virtues 2 Points Per Dot
Humanity 1 Point Per Dot
Experience Cost - ( Spending your Earned XP )
New Ability - 3
New Path - 7 (Necromancy or Thaumaturgy)
New Discipline - 10
Attribute - current rating x 4
Ability - current rating x 2
Clan Discipline - current rating x 5*
Other Disciplines - current rating x 7*
Secondary Path - current rating x 4
(Necromancy or Thaumaturgy)
Virtue - current rating x 2**
Humanity - current rating x 2
Willpower - current rating
* Catiff have no Clan Disciplines, just as they have no clan. For them the cost of raising Disciplines is current rating x 6, for ALL DISCIPLINES.
** Increasing a Virtue through experience does not increased traits based on that Virtue ( Humanity, Willpower )
1. Need to be generation 8 or below. (Max Gen should be 7th).
2. Maximum Age Background is 2. (see Elder creation rules)
Age 1 Annuated: 200 years or less active, +30 freebie points, -1 Humanity
Age 2 Elder: 200 to 350 years active, +55 freebie points, -2 Humanity
3. Use 30 freebie points - in character creation ( example Age 1 get 30+30 =60 freebies, age 2 get 55+30=85 freebie points)
4. Max of 7 points from Flaws- you may have more flaws but only count 7 points.
5. Max starting Attribute is 5 with limited use, perfer 4.
6. Max starting Ability is 4 with limited use.
7. Starting Characters 4 dots in Clan Disciplines <see Freebie points to purchase more >
8. Use Acceptable Resources.
Sabbat With Permission Only: Elder Creation Rules can be used
Starting Generation: 7th
Attributes:10/7/5
Abilities: 20/12/8
Disciplines: 10
Background: 15
Virtues: 7
Freebie points:40(since new chars get that amount might as well include the elders)
*Note: If a character has a starting attribute,ability or Advantage of 6 or higher after spending all freebie points, the character must take a derangement for each such trait.
Freebie point Costs for Elders
Attributes: 5 per dot
Abilities: 2 per dot
Disciplines: 7 per dot
Backgrounds: 1 per dot
Elder Backgrounds: 4 per dot
Virtues: 4 per dot
Maturation points:
Years 10-100 15 points
101-250 25 points **Note this is the max i m posting the rest but that would make characters way to strong
251-500 40 points
501-750 60 points
751-1000+ 80 points
Non Clan disciplines cannot be higher than clan disciplines and must be purchased with XP and IC RP.
Generation Background:
Generation:
12th Generation: 1 dot
11th Generation: 2 dots
10th Generation: 3 dots
9th Generation: 4 dots
8th Generation: 5 dots
Elder Generation:
7th Generation: 1 dot(MAX)
6th Generation: 2 dots
5th Generation: 3 dots
4th Generation: 4 dots
3th Generation: 5 dots
Note: No generation is for 13th, 14th and 15th gen by the VtM (see time of thin blood)
Generation Chart :
7th Generation
Max Trait = 6
Blood Pool = 20
BP/Turn = 4
8th Generation
Max Trait = 5
Blood Pool = 15
BP/Turn = 3
9th Generation
Max Trait = 5
Blood Pool = 14
BP/Turn = 2
10th Generation
Max Trait = 5
Blood Pool = 13
BP/Turn = 1
11th Generation
Max Trait = 5
Blood Pool = 12
BP/Turn = 1
12th Generation
Max Trait = 5
Blood Pool = 11
BP/Turn = 1
13th Generation
Max Trait = 5
Blood Pool = 10
BP/Turn = 1
Revenants Creation Rules
Age- A revenant can live 150 years +50 years (per dot of stamina), They age 1 year per 5 years, it takes 50 years for a revenant hit puberty.
Sired- yes they can be sired unless they have a family flaw that prohibits it.
Ghouled- Yes, they gain higher Discriplines from this and aging is stopped while feed monthly.
Bloodbond- Yes, unless they have a family flaw that prohibits it.
Feeding- They prodice their owe Vitae 1 per sun rise.
Blood pool- Revenants have 2 blood pools one their living pool(vampires eat this) the second the supernatural pool where they power their discriplines, for every 100 years in age a revenant gains +1 BP.
Frenzy- Yes, though the triggers for such differ between, ghoul and dampier charts.
Regeneration- Yes, 1 willpower and Stamina roll diff 8 to regrow limbs ect (per 100 years of age diff -1) a botch and you may never regrow that limb again.
Withdrawl- No, However, should a Revenant deplete all his BP he will fall unconcious for 1 day and perhaps suffer aminnsa for a bit, dizziness ect, till his regains his BP levels.
Pregnacy- Yes, it takes 3 years and 7 months for a revenant to reach the end term.
Families-
Bratovitch: Monstrous and bizarre hunters and deviants.
Grimaldi: The most Human of revenants, they live among mortals.
Obertus: Reclusive scholars who seek forbidden knowledge.
Zantosa: Hedonist dilettantes who serve themselfs.
Revenant can only have a Max discripline level of 1 unless ghouled.
Attributes (6/4/3)
Abilities (11/7/4)
Backgrounds (5)
Discriplines (2)
Virtues (5 for revenants)
Starting path (Conviction+Instinct)
Willpower = Courage
Blood pool 10 ( +1 per 100 years of age)
Freebies (21)
merits/flaws (7)
Freebie Cost-
Discriplines 10 per dot
Attributes 5 per dot
Abilities 2 per dot
Virtues 2 per dot
Willpower 1 per dot
Path 1 per dot
Backgrounds 1 per dot
Experience Point Chart
New ability 3
New Discipline 20
Willpower Current rating
Path Current rating x 2
Virtue Current rating x 2
Ability Current rating x 2
Attribute Current rating x 5
Clan/Family Discipline Current Level x 15
Other Discipline Current Level x 25
Samples of revenants Merits/flaws
Vicissitude Modifications (variable, revenant & Sabbat ghouls) - changes physical characteristics, variable
Twisted upbringing (1 pt flaw )
Amnesia (2 pt flaw)
Some Families detailed-
Bratovitch Brutish monsters that usually serve the Tzimisce, they are fighters and trackers, and rarely engage in finer social events. Most Bratovitch know little about humanity and follow Paths or Roads
Disciplines: Animalism, Potence, Vicissitude
Weakness: +2 diff to resist frenzy
Grimaldi These revanants spend their time in society and social atmospheres, they maintain a facade of normalcy and often act aas go betweens between the sabbat and areas of mortal influence.
Disciplines: Celerity, dominate, fortitude
Weakness: Bonded to bishops or archbishops
Obertus Scholars of the sabbat, they spend much of their time researching the occult.
Disciplines: Auspex, Obfuscate, Vicissitude
Weakness: Derangement (Obsessive)
Zantosa Decadent and wealthy, these revenants pursue their own pleasures, most of them Follow the Path of Cathari.
Disciplines: Auspex, Presence, Vicissitude
Weakness: May become obsessed to pleasure and sensation, easily addicted
a. Any Non-Standard Character will need to post a History, Including character description & concept with a character sheet. It will then be gone over by the group, and a vote will be done on whether to accept the Character into the SL.( note changes may be requested to your character)
b. Standard Characters - please submit a character sheet, along with brief history. <path being followed> < Please use Standard Core Books to pick a path.>
Please submit to New Character Submission area on the forum. To accomplish this you will need to become a member. Then post it in the Section.
1. XP Points - Earned
a. 1/2 point earned per 4 hours of play or 1 per day max.for RP completed in White Wolf.
b. 1 XP Point per posted scene on the post board.
<scenes can be performed in MSN, Yahoo or AIM>
2. When Character is Ghouled he/she receives ..1 potence Added ...1 Fortitude ...once you beat them unconscious. Ghouls can only learn a max of 2 dots in their Sires Clans < Standard Disciplines > Please Train and RP out appropriate time tables. All difficulties for ghouls should be raised higher - they are not vampires.
Ghoul Creation rules
Attributes (6/4/3)
Abilities (11/7/4)
Backgrounds (5)
Discriplines (2 - Potence & Foritude 1)
Virtues (7)
Starting Humanity ( Conscience+Self-Control)
Willpower = Courage
Blood pool 10
Freebies (18)
merits/flaws (7)
Sponsor's Generation - Max Discipline Level
13th - 11th Max Discipline Level 1
10th - 9th Max Discipline Level 1
8th Max Discipline Level 1
7th Max Discipline Level 2
Freebie chart
Ability 2 per dot
Attribute 5 per dot
Background 1 per dot
Discipline 10 per dot
Humanity / Path 1 per dot
Virtue 2 per dot
Willpower 1 per dot
Experience chart
New ability 3
New Thaumaturgical Path 20 (Tremere ghouls only)
New Discipline 20
Willpower Current rating
Humanity Current rating x 2
Virtue Current rating x 2
Ability Current rating x 2
Attribute Current rating x 5
Thaumaturgical Path Current level x 15 (Tremere ghouls only)
Clan/Family Discipline Current Level x 15
3. When Character is Embraced he receives max of 6 dots in clan disciplines. They must be rp'd out as being learned. And purchased with XP points.
4. We Up Hold these rules on black dogging to play on White Wolf.
1. No Metagaming ...do not bring OOC ...into IC play. or ...taking IC personally OOC.
2. No Bashing another Player in the entryway, or on Whitewolf chats. You have a problem speak to your ST's.
A. Or behaving in a way ooc that is harmful to the overall group (including picking fights)
WARNING SYSTEM.....The warning feature will be used when a player violates the above. Each offense gets a point of warning... Maximum of 3 points - when reached you will be removed form the SL and banned from accessing the Forums.
3. No New Character will be admitted that is under the age of 18. We will not accept any child player not even as a ghoul or pet. < Standard Practice - Kill any Child Vampire Found >
4. Sabbat rules apply - all new characters entering the group are required to be Sabbat.
Basic Creation rules:
Sabbat characters receive 7/5/3 points to spend on their Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) traits.
Sabbat characters receive 13/9/5 points to spend on their Talents, Skills, and Knowledge's.
Sabbat characters receive 4 points to spend on Disciplines.
"Out-of-Clan Disciplines" must be purchased with Freebie Points, and will be scrutinized. Supply IC history with sheet as to why you have them.
characters receive 5 points to spend on Backgrounds
Sabbat characters who follow a Path/humanity receive 5 points to spend on virtues, and virtues begin at 1 point.
Record Humanity: (Conscience/Conviction + Self-Control/Instinct).Path 5 dots
Record Willpower: (Courage).
Record Blood Pool: (Determined by Generation).
Freebies cost-
Attributes 5 Points Per Dot
Abilities 2 Points Per Dot
Disciplines 7 Points Per Dot
Backgrounds 1 Point Per Dot
Willpower 1 Point Per Dot
Virtues 2 Points Per Dot
Humanity 1 Point Per Dot
Experience Cost - ( Spending your Earned XP )
New Ability - 3
New Path - 7 (Necromancy or Thaumaturgy)
New Discipline - 10
Attribute - current rating x 4
Ability - current rating x 2
Clan Discipline - current rating x 5*
Other Disciplines - current rating x 7*
Secondary Path - current rating x 4
(Necromancy or Thaumaturgy)
Virtue - current rating x 2**
Humanity - current rating x 2
Willpower - current rating
* Catiff have no Clan Disciplines, just as they have no clan. For them the cost of raising Disciplines is current rating x 6, for ALL DISCIPLINES.
** Increasing a Virtue through experience does not increased traits based on that Virtue ( Humanity, Willpower )
1. Need to be generation 8 or below. (Max Gen should be 7th).
2. Maximum Age Background is 2. (see Elder creation rules)
Age 1 Annuated: 200 years or less active, +30 freebie points, -1 Humanity
Age 2 Elder: 200 to 350 years active, +55 freebie points, -2 Humanity
3. Use 30 freebie points - in character creation ( example Age 1 get 30+30 =60 freebies, age 2 get 55+30=85 freebie points)
4. Max of 7 points from Flaws- you may have more flaws but only count 7 points.
5. Max starting Attribute is 5 with limited use, perfer 4.
6. Max starting Ability is 4 with limited use.
7. Starting Characters 4 dots in Clan Disciplines <see Freebie points to purchase more >
8. Use Acceptable Resources.
Sabbat With Permission Only: Elder Creation Rules can be used
Starting Generation: 7th
Attributes:10/7/5
Abilities: 20/12/8
Disciplines: 10
Background: 15
Virtues: 7
Freebie points:40(since new chars get that amount might as well include the elders)
*Note: If a character has a starting attribute,ability or Advantage of 6 or higher after spending all freebie points, the character must take a derangement for each such trait.
Freebie point Costs for Elders
Attributes: 5 per dot
Abilities: 2 per dot
Disciplines: 7 per dot
Backgrounds: 1 per dot
Elder Backgrounds: 4 per dot
Virtues: 4 per dot
Maturation points:
Years 10-100 15 points
101-250 25 points **Note this is the max i m posting the rest but that would make characters way to strong
251-500 40 points
501-750 60 points
751-1000+ 80 points
Non Clan disciplines cannot be higher than clan disciplines and must be purchased with XP and IC RP.
Generation Background:
Generation:
12th Generation: 1 dot
11th Generation: 2 dots
10th Generation: 3 dots
9th Generation: 4 dots
8th Generation: 5 dots
Elder Generation:
7th Generation: 1 dot(MAX)
6th Generation: 2 dots
5th Generation: 3 dots
4th Generation: 4 dots
3th Generation: 5 dots
Note: No generation is for 13th, 14th and 15th gen by the VtM (see time of thin blood)
Generation Chart :
7th Generation
Max Trait = 6
Blood Pool = 20
BP/Turn = 4
8th Generation
Max Trait = 5
Blood Pool = 15
BP/Turn = 3
9th Generation
Max Trait = 5
Blood Pool = 14
BP/Turn = 2
10th Generation
Max Trait = 5
Blood Pool = 13
BP/Turn = 1
11th Generation
Max Trait = 5
Blood Pool = 12
BP/Turn = 1
12th Generation
Max Trait = 5
Blood Pool = 11
BP/Turn = 1
13th Generation
Max Trait = 5
Blood Pool = 10
BP/Turn = 1
Revenants Creation Rules
Age- A revenant can live 150 years +50 years (per dot of stamina), They age 1 year per 5 years, it takes 50 years for a revenant hit puberty.
Sired- yes they can be sired unless they have a family flaw that prohibits it.
Ghouled- Yes, they gain higher Discriplines from this and aging is stopped while feed monthly.
Bloodbond- Yes, unless they have a family flaw that prohibits it.
Feeding- They prodice their owe Vitae 1 per sun rise.
Blood pool- Revenants have 2 blood pools one their living pool(vampires eat this) the second the supernatural pool where they power their discriplines, for every 100 years in age a revenant gains +1 BP.
Frenzy- Yes, though the triggers for such differ between, ghoul and dampier charts.
Regeneration- Yes, 1 willpower and Stamina roll diff 8 to regrow limbs ect (per 100 years of age diff -1) a botch and you may never regrow that limb again.
Withdrawl- No, However, should a Revenant deplete all his BP he will fall unconcious for 1 day and perhaps suffer aminnsa for a bit, dizziness ect, till his regains his BP levels.
Pregnacy- Yes, it takes 3 years and 7 months for a revenant to reach the end term.
Families-
Bratovitch: Monstrous and bizarre hunters and deviants.
Grimaldi: The most Human of revenants, they live among mortals.
Obertus: Reclusive scholars who seek forbidden knowledge.
Zantosa: Hedonist dilettantes who serve themselfs.
Revenant can only have a Max discripline level of 1 unless ghouled.
Attributes (6/4/3)
Abilities (11/7/4)
Backgrounds (5)
Discriplines (2)
Virtues (5 for revenants)
Starting path (Conviction+Instinct)
Willpower = Courage
Blood pool 10 ( +1 per 100 years of age)
Freebies (21)
merits/flaws (7)
Freebie Cost-
Discriplines 10 per dot
Attributes 5 per dot
Abilities 2 per dot
Virtues 2 per dot
Willpower 1 per dot
Path 1 per dot
Backgrounds 1 per dot
Experience Point Chart
New ability 3
New Discipline 20
Willpower Current rating
Path Current rating x 2
Virtue Current rating x 2
Ability Current rating x 2
Attribute Current rating x 5
Clan/Family Discipline Current Level x 15
Other Discipline Current Level x 25
Samples of revenants Merits/flaws
Vicissitude Modifications (variable, revenant & Sabbat ghouls) - changes physical characteristics, variable
Twisted upbringing (1 pt flaw )
Amnesia (2 pt flaw)
Some Families detailed-
Bratovitch Brutish monsters that usually serve the Tzimisce, they are fighters and trackers, and rarely engage in finer social events. Most Bratovitch know little about humanity and follow Paths or Roads
Disciplines: Animalism, Potence, Vicissitude
Weakness: +2 diff to resist frenzy
Grimaldi These revanants spend their time in society and social atmospheres, they maintain a facade of normalcy and often act aas go betweens between the sabbat and areas of mortal influence.
Disciplines: Celerity, dominate, fortitude
Weakness: Bonded to bishops or archbishops
Obertus Scholars of the sabbat, they spend much of their time researching the occult.
Disciplines: Auspex, Obfuscate, Vicissitude
Weakness: Derangement (Obsessive)
Zantosa Decadent and wealthy, these revenants pursue their own pleasures, most of them Follow the Path of Cathari.
Disciplines: Auspex, Presence, Vicissitude
Weakness: May become obsessed to pleasure and sensation, easily addicted
a. Any Non-Standard Character will need to post a History, Including character description & concept with a character sheet. It will then be gone over by the group, and a vote will be done on whether to accept the Character into the SL.( note changes may be requested to your character)
b. Standard Characters - please submit a character sheet, along with brief history. <path being followed> < Please use Standard Core Books to pick a path.>
Please submit to New Character Submission area on the forum. To accomplish this you will need to become a member. Then post it in the Section.
1. XP Points - Earned
a. 1/2 point earned per 4 hours of play or 1 per day max.for RP completed in White Wolf.
b. 1 XP Point per posted scene on the post board.
<scenes can be performed in MSN, Yahoo or AIM>
2. When Character is Ghouled he/she receives ..1 potence Added ...1 Fortitude ...once you beat them unconscious. Ghouls can only learn a max of 2 dots in their Sires Clans < Standard Disciplines > Please Train and RP out appropriate time tables. All difficulties for ghouls should be raised higher - they are not vampires.
Ghoul Creation rules
Attributes (6/4/3)
Abilities (11/7/4)
Backgrounds (5)
Discriplines (2 - Potence & Foritude 1)
Virtues (7)
Starting Humanity ( Conscience+Self-Control)
Willpower = Courage
Blood pool 10
Freebies (18)
merits/flaws (7)
Sponsor's Generation - Max Discipline Level
13th - 11th Max Discipline Level 1
10th - 9th Max Discipline Level 1
8th Max Discipline Level 1
7th Max Discipline Level 2
Freebie chart
Ability 2 per dot
Attribute 5 per dot
Background 1 per dot
Discipline 10 per dot
Humanity / Path 1 per dot
Virtue 2 per dot
Willpower 1 per dot
Experience chart
New ability 3
New Thaumaturgical Path 20 (Tremere ghouls only)
New Discipline 20
Willpower Current rating
Humanity Current rating x 2
Virtue Current rating x 2
Ability Current rating x 2
Attribute Current rating x 5
Thaumaturgical Path Current level x 15 (Tremere ghouls only)
Clan/Family Discipline Current Level x 15
3. When Character is Embraced he receives max of 6 dots in clan disciplines. They must be rp'd out as being learned. And purchased with XP points.
4. We Up Hold these rules on black dogging to play on White Wolf.