| CHARACTER CREATION |
|
|
| G E N E R A L G U I D
E L I N E S |
I. The Necropolis
by Night Chronicles have adopted and endorsed the 3rd Edition (or "Revised
Edition") Vampire: the Masquerade rules as the standard. Secondary
Abilities, Merits, and Flaws taken from 2nd Edition sources are generally
allowed unless they are hideously off the wall.
and don't worry, we'll
let you know. *eg* |
II. We are only accepting
character submissions for 8th through 14th Generation Neonates with less
than 100 years of active (i.e. not in Torpor) existence. Characters may
be created that were embraced before 1903, but the balance of their existence
must then have been spent in Torpor. For example: a character embraced
in 1853 must have spent 50 years in Torpor, and so forth. 15th Generation
characters are, as defined in The Time of Thin Blood: Caitiff.
The Gangrel game is currently allowing the following EXTRA at creation
freebies: One for 12th Gen; 2 for 13th Gen; 3 for 14th Gen. [See Thin Bloods
below for more point allontment differences.] |
III. Character submissions
require a character history. Any history that involves enemies of the Camarilla
is to be VERY detailed. Please be aware that the older a character is (especially
those embraced before 1903) the more detailed and complete his or her history
must be and that history will be held to a higher standard. This is done
in the interest of making the game as realistic as possible for everyone
involved. Characters who predate the modern era come from a different world,
one with different cultural beliefs and worldviews, different mannerisms,
different speech patterns, etc. Older vampires have a way of letting these
things show in some fashion, no matter how hard they try to "act modern".
If you're willing to do the homework, we'd love to see it. |
IV. Regarding character
names: Please include your character's birth name if it differs from the
name that they go by IC. This applies in cases where a character has changed
their names for personal or cultural reasons (e.g. the fourth century elder
originally named "Coel Hen Godesbog of Rheged Gwryr-y-Gogledd", who now
goes by "Tim") or if they simply have a stage name or a nickname that they
always go by. "Prince", "LL Cool J", and "Sting" were not born with those
names, and most likely "Azazel Bloodtear-Nightwolf" wasn't either. |
V. Even if approved
by the administration of said character's "native" clan, infiltration characters
must be reviewed by the Gangrel Board before being played. This applies
to all cases, from spies to refugees, regardless of their intent. As with
all "normal" Gangrel characters, submitting a sheet does not automatically
guarantee approval. Furthermore, it cannot be stressed enough that OOC
lying or deceit to the Gangrel Board will result in your being permanently
disqualified from the Gangrel game. |
VI. Ex -- Primogen,
Archons, Justicars, and office-holders from other cities are NOT recognized
or allowed. The idea that a "Primogen" from Chicago, Boston, or Des Moines
would actually have the time to go gallivanting around Necropolis is ludicrous.
Former office holders, possibly, but such characters will not have any
recognized status in Necropolis, nor do they get any additional experience
points. And since they get no more experience than any other starting Neonate,
it is unlikely that they would have held an office. And with the Gangrel
out side the Camarilla, no one cares what you "once were" anyway. |
VII. Copyrighted
characters are not allowed, nor are characters that are determined to be
heavily based upon specific characters taken from literature, movies, or
TV. Please be original. |
VIII. Although we
shouldn't have to even say it, Abominations are NOT allowed. NO EXCEPTIONS. |
IX. It is a chronicle-wide
rule that characters may not be brought into the Moderated chats until
they are approved. When character sheets are received, they will be given
an initial review, and granted a probationary approval. During this probationary
period, we request that you do not mention IC your character's stats, generation,
or age, nor get heavily involved in plots. This will enable you to get
a feel for the character, and to make certain that elements such as Merits
& Flaws, Nature & Demeanor, and so on are indeed the final ones
that you want to settle with without effecting the continuity of the
game should significant changes be made. After we have had a chance to
more closely evaluate the submission, we will contact you again with more
detailed comments on the character sheet. Once all of the wrinkles are
ironed out, then your character will be considered for final approval. |
| A T T R I B U T E S |
I. All starting characters
begin with the standard spread of points as outlined in Revised (3rd) Edition
of Vampire: the Masquerade.
Prioritize the three categories: Physical, Social, Mental (7/5/3).
Your character automatically has one free dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance
Rate Mental Traits: Perception, Intelligence, Wits. |
II. During character creation,
it costs 5 freebie points per dot to raise Attributes above this base allotment. |
III. Once the character is
in play, the cost for increasing Attributes is as follows: [(current rating)
x 4 Experience Points (XP)] per dot. |
| A B I L I T I E S |
I. All starting characters
begin with the standard spread of points as outlined in Revised (3rd) Edition
of Vampire: the Masquerade.
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents, Skills, Knowledges.
Any rating over 3 must be purchased with freebie points or experience. |
II. During character creation,
it costs 2 freebie points per dot to raise Abilities above the base allotment. |
III. Once the character is
in play, it costs 3 Experience Points (XP) to purchase the first dot of
an ability that you do not already have a rating in, and [(current rating)
x 2 XP] per dot for every dot thereafter. |
IV. For the sake of keeping
some realism in the game, please keep the following thoughts in mind when
assigning the dots on your character sheet.
· An introductory level of skill. You can do it, but not do
it very well.
·· This level brings with it a certain basic familiarity,
akin to a hobbyist.
··· This level represents a skilled professional
in a given field.
···· This level is reserved for acknowledged
experts in a given field.
····· The rarefied level of the
best that are, and the best that have ever been. |
V. Special Note: "Faking it"
-- Due the peculiar nature of online role-playing, it is advised that you
choose traits for your character that you have some reasonable skill in
carrying off. Nobody is asking that you run out and enroll in art school
just so that you can learn to paint like your character does, but it might
not hurt to look up a couple of "Painting for Dummies" websites so that
you know which end of a brush the paint goes on, and other such trivia
that will enable you to portray your character much more convincingly.
This only takes a few minutes, and will greatly reduce the risk of embarrassing
yourself. People will notice when your world-class violinist doesn't know
what "that funny stick with hair on it" is actually called. On a more basic
level, the same thing applies to social and mental characteristics as well.
In tabletop role-playing, you can hide behind the dice, and roll yourself
a witty seduction not here. Keep this in mind when writing a character
that is far more charming / intelligent / witty / perceptive / whatever
than you are. |
VI. Special Note: Academics
-- Don't forget to pay attention to your education. If you don't spend
any points on Academics, your character doesn't even have the equivalent
of a high school diploma -- thereby making that research grant a bit hard
to come by... |
VIII. Special Note: Drive
-- The car has been part of American life for over a hundred years now.
You should give a good reason why your "baby boom" (1945 and on) character
did NOT learn this skill at even a base level if you choose not to spend
any points for it. |
IX. Special Note: Linguistics
-- Buy as many languages as you like, so long as you provide a reasonable
explanation for knowing them. In Real Life, there are many people that
can speak several languages; many Europeans speak a minimum of two or three,
and I've heard of people who can speak 15. Just have a legitimate reason
for knowing it. Saying your 80-year-old learned Ancient Sumerian as a hobby
in college is NOT a realistic reason. Try to avoid obscure ancient languages
(Greek and Latin are about the only ancient languages that are taught in
American universities with any regularity), as well as languages that are
very uncommon to your upbringing; how likely would it be for a Puerto Rican
to know Aboriginal Australian? |
IX. Special Note: Lores --
If you wish your character to possess specific knowledge of the other supernatural
groups in the World of Darkness, they must possess the appropriate "Lore"
representative of that knowledge. A character with a high Occult rating
might know half a dozen rituals to win the favor of some ancient Chaldean
deity, but they wouldn't know an Euthanatos from a hole in the wall with
out the Lore that covers it..
· Largely unfamiliar with the subject. Appropriate for an inexperienced
member of the group in question, or an outsider that has taken the time
to research the subject.
·· Broadly familiar with the subject. Not terribly in
depth. Appropriate for a well-studied outsider, or an average member of
the group represented.
··· A thorough working knowledge of the subject.
Appropriate for a well-versed member of the group in question, or an outsider
that is very dedicated to the subject.
···· The realm of secrets. Generally only
appropriate for a member of the group who has themselves undertaken significant
research. Outsiders, if they've somehow managed to garner this level, are
in serious danger.
····· The realm of forbidden knowledge
and lots of secrets. Tremendously rare even for insiders. Those that possess
it have dedicated years of study to the subject, and been blessed with
exceptionally good luck. They're also looking over their shoulders on a
regular basis now
|
XI. Secondary Abilities --
Located in the 3rd edition Guide to the Camarilla, as well as scattered
throughout the various books that White Wolf publishes. There are three
possible systems in the book for how to purchase these, the most popular
of which is to buy them at half cost; to avoid abuse
we are requiring that these be purchased at full cost, and instead
may be used in place of the more general Ability on rolls, when appropriate.
Example: Jon wishes to compose a letter to his notoriously stingy Sire
asking for a loan. To see how effective the letter's prose is, the standard
roll would be Manipulation + Expression. However, Jon's Expression is 2,
but his Poetic Expression is 3. Jon's player may roll Poetic Expression
instead of Expression, since writing a letter fits the scope of the Secondary
Ability.
There are some other Secondary Abilities scattered throughout the other
books in the White Wolf catalog. These will be judged and approved on an
individual basis. |
XII. Please note that Abilities
found in the Guide to the Sabbat are NOT allowed to the average Gangrel
characters. |
| D I S C I P L I N E S |
I. A starting character's
Disciplines should be restricted to Clan Disciplines, in this case: Animalism,
Fortitude, & Protean. (The Independent Gangrel game does not recognize
the "City Gangrel" concept) Starting characters are automatically granted
three dots in the disciplines of their choice (please see the restrictions
described below). |
II. Disciplines cost 7 freebie
points per dot during character creation. |
III. Once the character has
entered into play, disciplines cost 10 points for the first dot. Beyond
that first dot, the formula is as follows: [(current rating) x 5 XP] per
dot for in-clan disciplines or [(current rating) x 7 XP] for out-of-clan
disciplines. |
IV. A starting character's
Disciplines should be restricted to Clan Disciplines. However, with the
purchase of the 5-point "Additional Discipline" Merit, a character may
possess ONE dot [at the time of character creation] of ONE out-of-clan
Discipline. If the out-of-clan Discipline is a Clan-specific Discipline,
then the PA of that clan will be notified OOC. |
V. Former Ghouls: Characters
that are being created as former ghouls may purchase one dot of Potence
at the time of creation. This requires the purchase of the "Former Ghoul"
merit or significant time spent as a registered Gangrel ghoul. |
VI. Clan-specific disciplines
must be taught by an approved character if purchased post-creation and
the PA of that clan must be notified. If purchased during creation, a reasonable
explanation must be provided. Explanations not allowed are: learned from
a friend/lover/spouse, learned while serving or ghouled to a clan member,
or learned from a book. If learned from one's Sire, then a reasonable explanation
of how the sire came to possess an out of clan Discipline. Should the other
clan learn of the character's knowledge of their Discipline, then your
character may be punished as per the rules of that clan, and the rules
of Consensual RP and Accountability.
Disciplines may not be learned from another character, regardless of
clan, that you yourself play. |
VII. The level on any Out
of Clan Discipline(s) may not be higher than the lowest level of In Clan
Disciplines. This is to keep the concentration of learning on In Clan or
"natural" abilities. |
| V I R T U E S & M
O R A L I T Y |
I. Virtues: Each character
begins with one dot in each of the three virtues: Conscience, Self-Control,
and Courage, and is allotted seven dots to spend amongst them during creation.
Each additional dot purchased at the time of character creation costs two
freebie points. |
II. Humanity: Initial Humanity
equal to Conscience + Self-Control. Each additional dot of Humanity purchased
at the time of character creation costs one freebie point. |
III. Willpower: Initial Willpower
equal to Courage. Each additional dot of Willpower purchased at the time
of character creation costs one freebie point. |
| M E R I T S & F L
A W S |
I. These may be taken from
Vampire: the Masquerade (3rd Edition), Guide to the Camarilla, and Clanbook:
Gangrel. Merits and Flaws from Vampire: the Masquerade (2nd Edition) and
other White Wolf source books will be reviewed on a case-by-case basis.
Certain merits & flaws are self-explanatory, and represent random quirks
of fate "Ambidextrous", "Color Blind" etc. However, if your character
has "Nightmares", explain why. If they have a "True Love", mention it in
the history, and so forth... |
II. Special Note: Eat Food
Please remember that Kindred as a whole consider this rather disgusting,
and this merit would be primarily a tool for camouflaging oneself amongst
mortals and maintaining the Masquerade. Vampire: the Masquerade
(3rd Edition) says it best (p.296), "Of course, you can't digest what you
eat, and there will be some point during the evening when you must force
yourself to heave it back up." Bon appetit! |
III. Special Note: Inoffensive
to Animals For a Kindred with even one level Animalism this is redundant.
The Animalism Discipline is capable of relaxing and calming animals that
kindred come in contact with on a higher scale that the merit. |
IV. Special Note: Gift of
Proteus (2nd ed) This Merit was removed in 3rd because of the new rule
for Protean 4: Shape of the Beast. [Refer to Gangrel 101 page for more
information.] |
V. The following Merits and
Flaws are generally considered unsuitable for online play or have been
repeatedly abused, and will be reviewed on a case-by-case basis:
Merits: Gifted, Boon, Clan Friendship, Debt of Gratitude, Deceptive
Aura, Lucky, Mole, Nine Lives, Oracular Ability, Powerful Ghoul, Primogen
Friendship, True Faith, Iron Will, Unbondable
Flaws: Beacon of the Unholy, Bloodhunted, Child, Clan Enmity,
Dark Fate, Disgrace to the Blood, Flesh of the Corpse, Former Prince, Incomplete
Understanding, Lord of the Flies, Masquerade Breaker, Narc, Open Wound,
Permanent Wound, Probationary Sect Member, Recruitment Target, Red List,
Sleeping With the Enemy, Sympathizer, Unconvinced, Victim of Masquerade.
Inoffensive to Animals is legal but often over used by Gangrel characters.
Make this logical if taken, please. |
| B A C K G R O U N D S |
I. Characters begin the game
with the standard allotment of five Background dots. Each additional dot
purchased at the time of character creation costs one freebie point.
Please contact the Gangrel Storytellers when, after initial creation, you
want to increase your rating in a given Background. |
II. Special Note: Generation
-- Unless you buy this Background, your character is 13th Generation. Period.
If you want a lower generation, you HAVE to buy this Background. If you
wish to be a 14th generation, you will have to purchase the appropriate
Flaw, and make your character as per the guidelines listed in The Time
of Thin Blood. |
III. Special Note: Herd --
A young neonate hasn't had the time to cultivate a Herd, and an older Neonate
just now moving to Necropolis has left his Herd in their previous city.
Therefore, except under VERY special circumstances, this is one you will
have to buy during the course of the game. |
IV.Special Note: Influence
-- This pertains to dealings with Mortals. Again, tricky stuff in terms
of Masquerade. Also, claiming to have dominion over another city's politics
has no bearing on Necropolis. Likewise, buying Influence in Necropolis
is extremely difficult, since the various Clans of the Camarilla control
nearly every facet of Mortal politics. The storytellers of the Camarilla
have compiled a Puppetmaster list of which Clan and individuals control
what. If you wish to purchase this Background, you will have to contact
the Puppetmaster of that particular Influence. The list of Puppetmasters
can be found on the Necropolis by Night website. |
V. Special Note: Mentor --
If your character's sire is an actual character in Necropolis, contact
them and the PA to determine how they would be rated. If your Sire is an
NPC, try to come up with a history of your sire. Carefully consider the
rating based on the character mentoring yours. Mentor 4 is the equivalent
of a Prince, Mentor 5 the equivalent of a Justicar. High ratings will need
a VERY detailed explanation. |
VI. Special Note: Resources
-- This is one very over-done Background. Try to keep it realistic, and
bear in mind... just because you were rich in your Mortal life, doesn't
necessarily mean you have access to your funds now. Be ready give some
details when taking this Background. |
VII. Special Note: Status
-- According to the books, Status is how well known and respected you are
in the city. Since you are just now coming to the city, no one knows you;
therefore, you are not allowed to take this Background yet. Once your character
has been introduced/approved, you will be awarded one dot of Status. This
denotes that you are a neonate recognized in Necropolis. |
| C H A R A C T E R D E V E L O P M
E N T |
Freebie Points: Freebie points
for starting characters are 15. (Or 16, 17, 18 for the higher generations)
Freebies cannot be converted to experience points. |
| T H I N B L O O D S [
1 4 T H G E N E R A T I O N ] |
Thin-blooded characters
receive different numbers of dots to assign to their various Traits, as
opposed to a standard neonate writeup from the revised edition of Vampire:
the Masquerade. The following is taken from Time of Thin Blood,
page 72.
Attributes (6/5/3)
Abilities (12/8/5)
Disciplines (2)
Backgrounds (5)
Virtues (7)
In all aspects of character creation, thin-blooded characters are generated
in the same manner as a 'standard' neonate as described in Vampire:
the Masquerade. However, thin-blooded characters handle their Generation
in a different way, and they do receive extra freebie points to make up
in
part for the obvious shortcomings.
"As a partial compensation, 14th- and 15th-generation
starting characters receive 18 freebie points. Except for Disciplines,
all Traits cost the same as for normal vampires: Additional dots of Disciplines
cost more because of the thin-blooded's lack of training." -- Time
of Thin Blood, page 73.
Time of Thin Blood, page 74 notes that Discipline dots cost 10 freebie
points instead of the usual 7. Page 76 details the Flaws that are given
to thin-blooded characters in compensation for their Generation. 14th Generation
is considered a 2 point Flaw, and the common but optional Flaw of Thin
Blood is a 4 point Flaw. |
| L A S T W O R D
O N H I S T O R Y |
Gangrel frequently
Embrace on a whim, and it is entirely possible for a neonate to have no
clue as to the identity of their Sire. It is not necessary to have been
Embraced by the Sabbat for this to happen. However, an "unknown Sire" is
no excuse for neglecting your character's past. As noted above, the Amnesia
Flaw is not permitted, so a character history of some sort is a necessity.
Even if your character does not know their Sire, detail the Sire anyway.
You the player need to know. What if said Sire comes to claim its childe? |
| S U B M I S S I O N |
In accordance with
the Fifth Tradition (the Independent Gangrel still observe the traditions)
- please make sure to present yourself IC to Michael Darius, the clan Jarl
(Primogen). darthor45@hotmail.com |
| Click here
to submit your sheet
|
   |
|
|