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<blockquote data-quote="Ashrem Bayle" data-source="post: 585758" data-attributes="member: 3103"><p>Kitana -></p><p></p><p>Humans are easy. I'll walk you through it.</p><p></p><p><span style="font-size: 12px"><strong>Step 1</strong></span></p><p></p><p>Name</p><p>Nature</p><p>Demeanor</p><p>Residence</p><p>Age</p><p>Sex</p><p>Concept</p><p></p><p>Most of these are self explanatory. Nature and Demeanor functions just like it does for vampires.</p><p></p><p><u>Nature & Demeanor</u></p><p></p><p>These are one word descriptions of your character. Nature is a description of how your character really is deep down. Demeanor is what he/she shows to the world. (His/her “front” so to speak.)</p><p></p><p>Examples of either include:</p><p></p><p>Archtect: You are unhappy unless you are creating someting of lasting value.</p><p>Bon Vivant: Life is meaningless, so enjoy it as long as it lasts.</p><p>Bravo: You are something of a bully; you like to be feared.</p><p>Caregiver: Many need your love and protection, and you need them to need you.</p><p>Child: You never really grew up, and you want someone to take care of you.</p><p>Conformist: A follower at heart, you find it easy to adapt, adjust and comply.</p><p>Conniver: There's always an easier way--which usually involves someone else doing your work.</p><p>Curmudgeon: You are a real sourpuss and cynic of the Nth degree.</p><p>Deviant: You're just not like everyone else.</p><p>Director: You hate chaos and are forever taking charge to set things right.</p><p>Fantic: You have a cause and it gives your life meaning.</p><p>Gallant: You are as flamboyant as you are amoral.</p><p>Jester: Always the clown, you can't take life, or death, seriously.</p><p>Judge: You seek justice and reconciliation.</p><p>Loner: You are forever alone, even in a crowd.</p><p>Martyr: You need to be needed, and enjoy being morally superior.</p><p>Rebel: No need for a cause; you rebel out of habit and passion.</p><p>Survivor: You struggle to survive, no matter what the odds.</p><p>Traditionalist: You prefer hte orthodox and conservative ways.</p><p>Visionary: Wisdom is your quest, insight your key.</p><p></p><p><em>Example: Your character could show the world that he/she is a Rebel, but at heart, he/she is really a sort of Loner (Demeanor: Rebel, Nature: Loner) or he/she could really be a Rebel at heart and have Rebel as both his/her Nature and Demeanor be Rebel.</em></p><p></p><p><u>Concept</u></p><p></p><p>What does your character do? This is usually no more than a one or two word description.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Step 2</strong></span></p><p></p><p><strong><u>Attributes</u></strong></p><p></p><p>You get one free dot in all Attributes. To determine your attribute scores, you must determine whether or not a category is Primary, Secondary, or Tertiary. Your Primary has 6 dots to spread around, your Secondary has 4, and your Tertiary has 3.</p><p></p><p>Example: Markus is a very persuasive character, he is also very intelligent, but not very physical. He spreads 6 dots among Charisma, Manipulation, and Appearance. Markus' player decides that one of the reasons that Markus is such a social butterfly is because he is very attractive. So, with his six dots, he puts 3 in Appearence, then 2 in Charisma and the final point (dot) in Manipulation. So with his free points, he ends up with a Charisma with 3 dots, a Manipulation of 2 dots, and 4 dots in Appearence. Next he spreads 4 dots among the Mental category, then 3 among the Physical.</p><p></p><p><u>Physical</u></p><p>Strength</p><p>Dexterity</p><p>Stamina</p><p></p><p><u>Social</u></p><p>Charisma</p><p>Manipulation</p><p>Appearance</p><p></p><p><u>Mental</u></p><p>Perception</p><p>Intelligence</p><p>Wits</p><p></p><p></p><p><strong><u>Abilities</u></strong></p><p></p><p>You DO NOT get one free dot in all Abilities. To determine your Ability scores, like Attributes, you must determine whether or not a category is Primary, Secondary, or Tertiary. Your Primary has 11 dots to spread around, your Secondary has 7, and your Tertiary has 4. This process is exactly like how Attributes are handled. No ability can begin with more than 3 dots.</p><p></p><p><u>Talents</u></p><p>Alertness</p><p>Athletics</p><p>Brawl</p><p>Dodge</p><p>Empathy</p><p>Expression</p><p>Intimidation</p><p>Leadership</p><p>Streetwise</p><p>Subterfuge</p><p></p><p><u>Skills</u></p><p>Animal Ken</p><p>Crafts</p><p>Drive</p><p>Etiquette</p><p>Firearms</p><p>Melee</p><p>Performance</p><p>Security</p><p>Stealth</p><p>Survival</p><p></p><p><u>Knowledges</u></p><p>Academics</p><p>Computer</p><p>Finance</p><p>Investigation</p><p>Law</p><p>Linguistics</p><p>Medicine</p><p>Occult</p><p>Politics</p><p>Science</p><p></p><p></p><p><span style="font-size: 12px"><strong>Step 3</strong></span></p><p></p><p><strong><u>Virtues</u></strong></p><p></p><p>You begin with one dot in all three Virtues. You then have 7 dots to spread among them however you wish.</p><p></p><p>Conscience – This determines how your actions effect your Humanity.</p><p>Self-Control – This is what you use to resist a panic or frenzy if you are a vampire.</p><p>Courage – This is used to determine how your character reacts to danger. Specifically when dealing with fire and sunlight if you are a vampire.</p><p></p><p><strong><u>Humanity</u></strong></p><p></p><p>This score is determined by adding your Conscience and Self-Control scores. This is a 1-10 scale rating that determines how human you are. It determine how well you stick to your morals. this isn't too critical to a human, but is very important to vampires. The lower your score, the more cold and emotionless you are. Characters with low scores are more likely fly into a rage and loose control. Vampires with low scores look less human than vampires with higher Humanity ratings.</p><p></p><p><strong><u>Willpower</u></strong></p><p></p><p>This permanent score begins as the same as your Courage score. Willpower works pretty much like a Will save in D&D. Willpower functions in two ways.</p><p></p><p>Permanent Willpower: This score determines how much Willpower Points you can have. Very few things can cost you to loose Permanent Willpower and it can only be gained with Freebie Points at character creation and Experience. Unlike other traits, Willpower goes on a scale of 1-10.</p><p></p><p>Temporary Willpower: These points may never exceed your Permanent Willpower. Spending a willpower point gains you one automatic success on an action. It is also used to use some disciplines. You gain willpower points back when you do something furthers your goals or is associated with your Nature. You also gain 1 willpower when you wake each night or day if you are mortal.</p><p></p><p>Below you can find the links to character sheets for Vampire. Take a look at the sheet and see how everything works out. That may make some of this a bit easier to understand.</p><p></p><p></p><p><a href="http://www.white-wolf.com/Images/CharacterSheets/vampire_new.pdf" target="_blank">The Vampire Character Sheet</a> </p><p></p><p><a href="http://www.white-wolf.com/Images/CharacterSheets/Mortals.pdf" target="_blank">The Mortal Character Sheet</a></p></blockquote><p></p>
[QUOTE="Ashrem Bayle, post: 585758, member: 3103"] Kitana -> Humans are easy. I'll walk you through it. [size=3][b]Step 1[/b][/size] Name Nature Demeanor Residence Age Sex Concept Most of these are self explanatory. Nature and Demeanor functions just like it does for vampires. [u]Nature & Demeanor[/u] These are one word descriptions of your character. Nature is a description of how your character really is deep down. Demeanor is what he/she shows to the world. (His/her “front” so to speak.) Examples of either include: Archtect: You are unhappy unless you are creating someting of lasting value. Bon Vivant: Life is meaningless, so enjoy it as long as it lasts. Bravo: You are something of a bully; you like to be feared. Caregiver: Many need your love and protection, and you need them to need you. Child: You never really grew up, and you want someone to take care of you. Conformist: A follower at heart, you find it easy to adapt, adjust and comply. Conniver: There's always an easier way--which usually involves someone else doing your work. Curmudgeon: You are a real sourpuss and cynic of the Nth degree. Deviant: You're just not like everyone else. Director: You hate chaos and are forever taking charge to set things right. Fantic: You have a cause and it gives your life meaning. Gallant: You are as flamboyant as you are amoral. Jester: Always the clown, you can't take life, or death, seriously. Judge: You seek justice and reconciliation. Loner: You are forever alone, even in a crowd. Martyr: You need to be needed, and enjoy being morally superior. Rebel: No need for a cause; you rebel out of habit and passion. Survivor: You struggle to survive, no matter what the odds. Traditionalist: You prefer hte orthodox and conservative ways. Visionary: Wisdom is your quest, insight your key. [i]Example: Your character could show the world that he/she is a Rebel, but at heart, he/she is really a sort of Loner (Demeanor: Rebel, Nature: Loner) or he/she could really be a Rebel at heart and have Rebel as both his/her Nature and Demeanor be Rebel.[/i] [u]Concept[/u] What does your character do? This is usually no more than a one or two word description. [size=3][b]Step 2[/b][/size] [b][u]Attributes[/u][/b] You get one free dot in all Attributes. To determine your attribute scores, you must determine whether or not a category is Primary, Secondary, or Tertiary. Your Primary has 6 dots to spread around, your Secondary has 4, and your Tertiary has 3. Example: Markus is a very persuasive character, he is also very intelligent, but not very physical. He spreads 6 dots among Charisma, Manipulation, and Appearance. Markus' player decides that one of the reasons that Markus is such a social butterfly is because he is very attractive. So, with his six dots, he puts 3 in Appearence, then 2 in Charisma and the final point (dot) in Manipulation. So with his free points, he ends up with a Charisma with 3 dots, a Manipulation of 2 dots, and 4 dots in Appearence. Next he spreads 4 dots among the Mental category, then 3 among the Physical. [u]Physical[/u] Strength Dexterity Stamina [u]Social[/u] Charisma Manipulation Appearance [u]Mental[/u] Perception Intelligence Wits [b][u]Abilities[/u][/b] You DO NOT get one free dot in all Abilities. To determine your Ability scores, like Attributes, you must determine whether or not a category is Primary, Secondary, or Tertiary. Your Primary has 11 dots to spread around, your Secondary has 7, and your Tertiary has 4. This process is exactly like how Attributes are handled. No ability can begin with more than 3 dots. [u]Talents[/u] Alertness Athletics Brawl Dodge Empathy Expression Intimidation Leadership Streetwise Subterfuge [u]Skills[/u] Animal Ken Crafts Drive Etiquette Firearms Melee Performance Security Stealth Survival [u]Knowledges[/u] Academics Computer Finance Investigation Law Linguistics Medicine Occult Politics Science [size=3][b]Step 3[/b][/size] [b][u]Virtues[/u][/b][u][/u] You begin with one dot in all three Virtues. You then have 7 dots to spread among them however you wish. Conscience – This determines how your actions effect your Humanity. Self-Control – This is what you use to resist a panic or frenzy if you are a vampire. Courage – This is used to determine how your character reacts to danger. Specifically when dealing with fire and sunlight if you are a vampire. [b][u]Humanity[/u][/b][u][/u] This score is determined by adding your Conscience and Self-Control scores. This is a 1-10 scale rating that determines how human you are. It determine how well you stick to your morals. this isn't too critical to a human, but is very important to vampires. The lower your score, the more cold and emotionless you are. Characters with low scores are more likely fly into a rage and loose control. Vampires with low scores look less human than vampires with higher Humanity ratings. [b][u]Willpower[/u][/b][u][/u] This permanent score begins as the same as your Courage score. Willpower works pretty much like a Will save in D&D. Willpower functions in two ways. Permanent Willpower: This score determines how much Willpower Points you can have. Very few things can cost you to loose Permanent Willpower and it can only be gained with Freebie Points at character creation and Experience. Unlike other traits, Willpower goes on a scale of 1-10. Temporary Willpower: These points may never exceed your Permanent Willpower. Spending a willpower point gains you one automatic success on an action. It is also used to use some disciplines. You gain willpower points back when you do something furthers your goals or is associated with your Nature. You also gain 1 willpower when you wake each night or day if you are mortal. Below you can find the links to character sheets for Vampire. Take a look at the sheet and see how everything works out. That may make some of this a bit easier to understand. [URL=http://www.white-wolf.com/Images/CharacterSheets/vampire_new.pdf]The Vampire Character Sheet[/URL] [URL=http://www.white-wolf.com/Images/CharacterSheets/Mortals.pdf]The Mortal Character Sheet[/URL] [/QUOTE]
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