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#1 Dark Ages Vampire

Posted: Sat Dec 13, 2008 5:09 pm
by Charon
Anno Domini 1230. The Iberian peninsula still undergoes the reconquista, and the caliphate is slowly but surely loosing ground. Constantinople has been recently sacked by the fourth crusade. The Holy Roman Empire and Northern Italy are rife with conflict as rival barons and princes vie for land and power. Behind all of this turmoil are the creatures of the night, the vampires. The vampiric population boom has led to less and less land for more and more vampires, with the burning of Constantinople, this tension has broken loose into the War of Princes, long standing social stratas are shattering and kingdoms are on the verge of collapse. The playing field is even for the first time in centuries, and now is the moment for the downtrodden to claim a domain of their own.



This is going to be a World of Darkness Dark Ages campaign.

#2

Posted: Sat Dec 13, 2008 7:36 pm
by LadyTevar
Which Country will it be set in?

#3

Posted: Sat Dec 13, 2008 7:41 pm
by Charon
Right now I'm planning on setting it in Northern Italy, Genoa to be specific. This is because it is ripe for story possibilities and it is a very easy place to get a lot of vampires from a lot of different clans.

On that note I will point this out for those who may be unfamiliar with Dark Ages Vampire, there are no restrictions on what clan you can be. The only factions per se are the High Clans (the nobles) and the Low Clans (the peasantry). But they can all live in one city without trying to kill each other.

#4

Posted: Sat Dec 13, 2008 9:42 pm
by Charon
High Clans

Brujah: Warriors of some greater cause, usually their own, these vampires experience passion like no other clan. As Caine was the first murderer, the first diablerie was committed by the current Brujah antediluvian, who in a fit of passion diablerized Troile, the first antediluvian of the clan. In an ironic twist it is said this diablerie occured because the unnamed kindred had grown tired of Troile's cruelty to others. Caine cursed the diablerist and his lineage to suffer from the terrible temper which caused the diablerie of Troile. Many millennia later, the Brujah came to Carthage, attempting to create a society where Cainite and mortal could co-exist. When the Ventrue led Romans burned the city to the ground and salted the fields, the experiment was destroyed. Many Brujah still hold a grudge for the action, stating that the city had been a success where all others have failed. Other clans state Carthage was a hotbed of demon-worship and Cainite bloodbaths that needed extinguishing. The brujah cause is to make the world a better place, but each Brujah has his own idea on how to do it. Clan disciplines: Celerity, Potence, Presence. Weakness: +2 diff to resist frenzy.

Cappadocian: A clan fascinated with death, specifically the question of what happens to the body after the soul has left. As such, many are scholars, spending their entire unlives trying to plumb the secrets of death. The Cappadocians are not politically powerful, nor do they have a desire to be, they make their place among the high clans through their wisdom and knowledge. Their origins lie in Anatolia or Armenia and they are not particularly organized save that almost all revere knowledge and trade such wisdom amongst each other. The Cappadocians are spread across Europe, from the levant to England and from Africa to Denmark. The Giovanni family, an Italian merchant family skilled in the arts of nigrimancy, have recently been discovered and taken in by the Cappadocians. To the Cappadocians, the mind is more important than your mortal stock, and just as many merchants and traders can be found in the clan as princes and priests. Clan Disciplines: Auspex, Fortitude, Mortis. Weakness: Cappadocians never have the "flush of life", older Cappadocians resemble the corpses they examine. +1 difficulty on all rolls involving a social attribute.

Lasombra: The Lasombras are the masters of the Cainite race, of a superior stock to the rest of Caine's children. Or at least that is what they would have everyone believe. From the beginning, the Lasombra have controlled the Mediterranean, stretching to touch upon every coastal city they came across and claiming it as their own. The Lasombra love power, they are moths to the flame for it, leading as many into the arms of the Church as into the arms of the Kings. The spread of Islam across the Iberian peninsula has caused internal problems for the normally unified Lasombra however. As the Reconquista rages, Lasombra on both sides of the issue come to clash with one another. The Lasombra are also divided on the Cainite heresy. While many view it as a thing of evil that should be extinguished, many of the heresies leaders hail from Lasombra heritage. The center of Lasombra power is in Sicily, where the antediluvian itself is currently awake. Clan Disciplines: Dominate, Obtenebration, Potence. Weakness: Lasombra cast no reflection and suffer an additional level of agg from sunlight. Lands: The Sea of Shadows, controlling Spain, much of Italy, and what is left of the Byzantine Empire.

Toreador: Of all the clans, it can be argued that the Toreador are still the closest to their mortal roots. They are the most likely to fight against the usual moral distancing from humanity. As the story goes, Caine came to one of his childer and asked them how he was to understand humans, who were growing more and more alien to him as the centuries passed. The childe chose the greatest artist, named Arikel, to craft an expression of the mortal plight in Enoch. With Caine in attendance she unveiled the murale one section at a time, angering both Caine and his childe. Caine destroyed the mural before Arikel could reveal the last portion of the mural which explained how to solve the problem, and then drained Arikel, ordering his childe to embrace her as he cursed her to forever be distracted by what she deemed beautiful. For the Toreador, the arts are a way of finding a small piece of the humanity they have lost, though they still are cainites, and turn on humanity and one another often. Clan Disciplines: Auspex, Celerity, Presence. Weakness: Whan a Toreador encounters a thing of beauty, they become entranced with it. They may roll Self-Control/Instinct to break free of enrapture, should they fail they are completely drawn in, unable even to defend themselves. Lands: The French courts.

Tzimisce: Nearly since the beginning, the Tzimisce have ruled over and terrorized the European east. The Koldun, priests and sorcerers, have retained tales of how the Eldest, turned away from his siblings squabbles. He came to Eastern Europe and made pacts with the old gods of those lands. The Tzimisce both ruled and served their lands, making blood sacrifices to the old gods, but in recent times this has changed. The Tzimisce are beset on all sides. Within their own lands, the Tremere have struck out, violating Tzimisce blood and domain with their experiments, provoking the most vicious vampire war since Carthage. To the West the Germanic Ventrue have begun to push into their lands as well. The Tzimisce also begin to betray themselves, their own pride preventing them from acting as one against these threats. Clan Disciplines: Animalism, Auspex, Vicissitude. Weakness: When a Tzimisce rests, they must be surrounded by at least two handfuls of earth from either the place of his birth or the soil of his grave. Failure to do so halves the player's dice pool every night until dice pools are at one. Lands: Much of Eastern Europe.

Ventrue: There are always stories of the end of the world, and when that day comes, the Ventrue intend to be the ones behind whom the rest of Cainite society hides behind for protection. According to clan legend, their founder was the first childe of Enoch, eldest of the second generation. Therefore it is they who are destined to carry the mantle and burden of leadership. The Long Night was not kind to Cainites, while it was truly a brutal age, Cainites were so few and far between that the desire for empire building was rather weak, now however the Ventrue are making up for lost time. As the War of Princes rages on, the Ventrue are taking up the forefront. There are several powerful Ventrue factions now however, and they fight each other as often as they fight others. Some Ventue even confuse their brethren by preferring to be merchants than conquering knights. Clan Disciplines: Dominate, Fortitude, Presence. Weakness: Ventrue may only gain sustenance from one kind of mortal, this weakness does not extend to feeding from Cainites. Lands: The English kingdom and the Holy Roman Empire.

Low Clans

Assamite: The Cainite princes of Europe refer to the Assamite as many things, none of them good. While many high-blooded scholars say that their progenitor was a traitor who abandoned his brethren in a time of need, the Children of Haqim speak of their lord as a noble warrior-judge who opposed the inhuman machinations of the Third Generation in the Second City. The Assamites trace their lineage back to Persia and say they were the rulers of the ancient Assyrian and Babylonian empires, where the rulings of Haqim, to honor the eldest among them, to protect mortals from the schemes of Cainites, and to jduge (and punish) those found wanting, held true. Since those empires have fallen, the Assamites have been more closely associated by others as Muslims. Truth be told, it took centuries for Islam to gain significant roots among the Children of Haqim, but take root it did. The Assamites are interesting as well in that they are broken up into three distinct castes, the Warriors, the sorcerers, and the viziers. Right now the Warriors are the dominant caste, though they have only had that position since the death of the Prophet. Assamite sorcerers are the oldest practitioners of blood-magic, and are responsible for keeping the clan as tightly-knit as they are. The viziers typically spend most of their time among other clans, cultivating European contacts. Warrior disciplines: Celerity, Obfuscate, Quietus. Warrior weakness: No matter if they have or not, viewing the aura of a warrior reveals them as a diablerist. Some warriors also suffer under the curse of the Baali and have the Blood Madness flaw. Sorcerer disciplines: Assamite Sorcery, Auspex, Quietus. Sorcerer weakness: Any mystical attempt to determine magica usage on or around the sorcerer are at -2 difficulty and operate two levels higher for the purpose of opposed powers and rolls. Vizier Disciplines: Auspex, Celerity, Quietus. Vizier weakness: Each is exacting to a fault and posesses an obsession or compulsion derangement associated with their highest intellectual or creative ability.

Followers of Set: The snakes are rumored to practice every ignominy under the night sky. They are merchants of vice, and temptors of the greatest strength. To the Setites however, they are simply practitioners of the most ancient traditions who cherish freedoms that have been stamped out in many portions of the world. They prefer shadows because light is the vanguard of hubris, while darkness breeds humility and proper respect for the great mysteries. The Followers of Set claim their lineage from the ancient Egyption god Set, who they place on at least an equal footing with Caine, if not greater. During the first century of this age, calamity struck as Set disappeared from his sarcophagus after plaguing his childer with prophetic dreams. Following those dreams, the children of Set have begun to expand from the banks of the Nile to the rest of the world. The Followers of Set revel in pleasure and sensation and attempt to cultivate it in others. In recent years, due to spreading from Egypt, Setites who do not honor the old ways are being created, a source of great friction within the clan. Clan Disciplines: Obfuscate, Presence, Serpentis. Clan Weakness: Exposure to sunlight deals twice as much damage as it does to other Cainites.

Gangrel: Most Cainites prefer the towns and cities that their prey have flocked to. The Gangrel are the clan that does not. These wild-men have kept with the wild people of the world. In their view, cities make a Cainite weak and lazy. Generally, the Gangrel do not consider themselves to be descended from Caine. They say that in the old days, the gods chose many to be their children. A pair of twins among these gods became bitter rivals. One, Ennoia whose only the most worthy warriors to be her children. The other, Churka, chose those best versed in deception. The war raged on for a long time before Churka managed to turn two of Ennoia's children away from her. In her rage, Ennoia cursed both her children and Churka's to depend upon blood to survive. Thus the Gangrel, the children of Ennoia, came to be. Many believe that one day their mother will relent in her anger and call them back to her, and so they continue to prepare, keeping their strength up for the day she calls them back. To the Gangrel, civilization is the trick of Churka, to ensure that decievers and not warriors win the final battle, so the Gangrel refuse to fall into that trap. More than perhaps any other clan, the Gangrel are used to be being alone on the hunt, as the populations where they spend their time are incapable of supporting many vampires. Gangrel do spend time in cities however, mostly to test themselves. Clan disciplines: Animalism, Fortitude, Protean. Clan weakness: Every time a Gangrel frenzies they gain an animal feature. Every five, a Social attribute drops by one.

Malkavian: In medieval times, those with lunacy are regarded with a quiet fear. It is never certain if they are touched by God, Satan, or some of both. No matter, they are best to be left alone lest they curse those who cross their path. The Malkavians are the realization of this horror. Severe madness, oracular insights, predatory hunger, and the Blood of Caine combine to make this clan the most feared of the medieval nights. Their insights can drive even the eldest princes mad with a whisper, or in moments of lucidity grasp the workings of the universe. They see everything that God has put into motion, but only for the briefest of instants. Then the Truth escapes, leaving them with nothing but the bitter memory of what was almost perfection. Their originator, Malkav, was the oracle and prophet of the third generation. It is said that once Malkav failed to warn Caine of the depridations that would come to the city, and as punishment Caine cursed him and his progeny with a madness so great that they could no longer share their insight.. Others say it was unintentional, that Caine shared with Malkav his memories of God's face at the moment of his own curse, and in doing so shattered his grandchilde's mind. To the Malkavians, their madness does not serve as a block to insight, in fact their madness is the cause of their insight., it gives them something vibrant and creative in a dying world. Malkav's brood are a social lot, in no small part because they delight in insight and unique perceptions. Despite how terrifying their madness may be to others, it is that they can share this madness through Dementation that frightens other Cainites most. Their history is as a pendulum, swinging between acceptance and revulsion. Clan Disciplines: Auspex, Dementation, Obfuscate. Clan Weakness: You're fucking crazy. Pick a derangement.

Nosferatu: Of all the clans, the Nosferatu feel the curse of Caine the strongest. Their Embrace is a pain wracked experience as the blood of the clan twists their bodies into horrible visages. Not even the blind can mistake them as human, as they often have a putrid smell about them as well. Just a glance confirms that they are a creature of evil, set forever apart from humanity. Neonates rarely feel anything but hatred for their sires, for it is their sire that cursed them with such a horrible visage. The tale of this curse trails back to the progenitor of the clan, Absimilliard. He was obsessed with beauty, both his and others. Some say that it was he that led the revolt against the Second generation. Others say that he won the affection of a mortal that Caine favored. Whatever the cause, Caine decided to curse his grandchilde by taking away that which he prized most. The Nosferatu have learned to hide their disfigurements from society to some extent, they are masters of hiding, of deception and subterfuge. Some of this clan become questing knights, attempting to gain salvation for their sins. Others hide among the lepers and other refuse of civilization, while still others become the monsters on the inside that they see they have become on the outside. Clan disciplines: Animalism, Obfuscate, Potence. Clan Weakness: Every last Nosferatu is horribly disfigured, and have an automatic Appearance rating of 0.

Ravnos: Followers of vice and discord, Clan Ravnos' compulsion towards sin breeds mistrust wherever they go. They rarely spend much time in any one city, either moving on their own or being shoved out the door by the local prince, it has made them into excellent traders of goods, information, and secrets. The history of the clan is shrouded almost entirely in mystery, and all that is truly known is that they hail from far to the East, many assume India. Each Ravnos has a propensity for some certain sin, be it stealing, adultery, or some other heinous act. This leaves the Princes of the cities they visit with a general attitude of getting the Ravnos out of their city as quickly as possible, as they are seen as instigators of chaos. The organization of the Ravnos is rather disjointed. Within a family unit the bonds are strong, and any one Ravnos can likely count on other members of his family to make someone pay if they are unjustly punished. Due to their reputation, some Ravnos travel in disguise as a member of another clan, carrying a great risk, but allowing them passage they normally would not have if their true clan were known. Clan disciplines: Animalism, Chimestry, Fortitude. Clan weakness: The Beast of a Ravnos is a seductive monster, not a mindless hunger as with other vampires. They are still subject to Frenzy and Rotschreck, but towards more sophisticated indulgences. Every Ravnos is addicted to some sort of sin or vice and it is this they must fight against.

Tremere: On a chill nigh in 1022, eight of the world's most accomplished Hermetic magi gathered in Transylvania, poised to conclude a ritual which would put the Philosopher's Stone in their grasp. The deed was done and the promise of immortality kept, to a point. But their deed damned them with the vilest of infamy, damning them as vampires through usurpation of the Blood of Caine. It has been two centuries since the deed was done, in an attempt to live forever. In 1202, the Hermetic Order banished the errant magi from their order, resulting in a brief war which doomed what few humans remained among their house to destruction or embrace. The Tremere have gained many enemies in their short existence, but none have been as adamant as the Tzimisce, from whom they stole much of the blood that allowed them to become vampires. While the clan does not officially admit to having butchered the Antediluvian Saulot and drinking his heart's blood, no elder can fail to note the dwindling of Saulot's children as the Tremere rise to power. Due to their besiegement as much of in spite of it, the Tremere are looking for a place at the Cainite table, and finding their goal a hard one, as even those who do not hate them are uneager to risk letting their unclean usurpation spread to them. To placate the Cainite population, the Tremere have begun to sell their talents as magi to create a place at the table of power for themselves. Despite their apparent solid foundation that they show to the rest of the world however, the Tremere are threatened nightly with fracturing as each of Tremere's lieutenants fights for power. Clan disciplines: Auspex, Dominate, Thaumaturgy. Clan weakness: The Tremere encourage obedience, often through the form of a blood oath. Tremere superiors have a -1 difficulty to Dominate clan members of lower rank. Additionally, each member of the clan surrenders a vial of their own blood to their immediate superior, leaving the lesser Tremere as a potential target for dark rites as a punishment for any misdeeds.

Bloodlines

TBA.

Roads

TBA.

#5

Posted: Sat Dec 13, 2008 10:22 pm
by Comrade Tortoise
Let me ponder over ideas :twisted:

#6

Posted: Sun Dec 14, 2008 11:32 am
by Cynical Cat
The first, crucial question: how are you handling game mechanics?

#7

Posted: Sun Dec 14, 2008 11:51 am
by Charon
Cynical Cat wrote:The first, crucial question: how are you handling game mechanics?
I am uncertain at the moment. I'm leaning towards using them for ease of use. But that doesn't encourage thinking outside the box, and lets face it, the WoD dice system is fucking terrible. So probably sparingly, though there will be character sheets.

EDIT: I'm going light on the mechanics. Dice will only be asked to be rolled sparingly in all likelyhood.

A few examples of changed or disregarded mechanics. The system says as long as you have Fortitude you can soak sun and fire damage with Stam+Fort. That is being ignored. The mechanics being changed is Celerity, the book has you spend one blood point per extra action, I'm going to be running fairly loose with this, probably every two extra actions costs one blood point.

#8

Posted: Sun Dec 14, 2008 11:26 pm
by Charon
Are there any other questions or interest? I've just about finalized the people of power within the city, though their relations to one another is a work in progress (as well as actual storyline. Don't expect this game to be starting within the week.)

#9

Posted: Mon Dec 15, 2008 2:20 pm
by Cynical Cat
I'll give it a shot. I can always quit if I don't like it.

#10

Posted: Mon Dec 15, 2008 2:22 pm
by LadyTevar
What would you play, Cat?

Charon thinks a Brujah for me LOL

#11

Posted: Mon Dec 15, 2008 2:38 pm
by Cynical Cat
LadyTevar wrote:What would you play, Cat?

Charon thinks a Brujah for me LOL
Depends. My preferred character is unplayable under standard character creation rules, but if Charon throws around a few extra freebees and discipline points I'm golden. If not, I've got a good secondary concept that I'll be running with.

#12

Posted: Mon Dec 15, 2008 2:49 pm
by Charon
I would not be adverse to characters being a bit beefier than starting characters. Probably an additional 12 freebies to spend (don't hold me to that, but it won't be going up or down much from there). That would give you 27 freebie points total, which would allow you to get three more points in disciplines and still have 6 to spare.

#13

Posted: Mon Dec 15, 2008 3:07 pm
by Cynical Cat
Charon wrote:I would not be adverse to characters being a bit beefier than starting characters. Probably an additional 12 freebies to spend (don't hold me to that, but it won't be going up or down much from there). That would give you 27 freebie points total, which would allow you to get three more points in disciplines and still have 6 to spare.
That'll do just fine. It's not the disciplines or the little extras, it's both together that break the bank.

#14

Posted: Mon Dec 15, 2008 8:22 pm
by The Silence and I
I am interested. I'll probably play a Malkavian (gasp!) but I am considering other clans... maybe Brujah... maybe... Toreador? Then again, the Malkavian is most fun...

I could totally deny this urge. Maybe. Or not. We'll see.

#15

Posted: Tue Dec 16, 2008 4:39 pm
by Charon
Some information about Genoa.

Positions

Prince: Maria Chelebi, Lasombra, Christian
Seneschal: Virgil Contarini, Lasombra, Christian
Warlord: Thorkell Redblood, Gangrel, Pagan
Sheriff: Alfred of Hamburg, Ventrue, Christian
Chamberlain: Porcelli of Altavilla, Tzimisce, Christian heretic
Seer: Demosthenes, Malkavian, Pagan
Scourge: Selim ibn Imhoten, Assamite, Muslim

Other kindred of note:
Vannius Clausus Secundus, Lasombra, former Keeper, Christian
Gunther von Ceoris, Tremere, head of the Tremere of the city, Christian
Karaja Pasha, Assamite, diplomat of the Assamite, Muslim

Definitions of the positions.

Prince: Rules over the city.
Seneschal: Deals with the minutae of the cities administration, the right-hand man to the prince
Warlord (warmaster): Leader of the prince's army, deal with battling and taking other cities.
Sheriff: The Prince's enforcer, handles jurisdiction and security, organize the defense of the city itself.
Chamberlain: Social heart of the court, organizes events and deals with outside visitors.
Seer (Keeper): Spiritual advisor to the prince.
Scourge: The dirtier side of Sheriff duties that doesn't need to worry about maintaining face.

The Vampires of the City.

Alfred of Hamburg- Ventrue, Sheriff.
Demosthenes- Malkavian, Seer.
Genevieve- Nosferatu, Heretic.
Gudrun Grimrsdottir- Gangrel, Einherjar.
Gunther von Ceoris- Tremere, Head of the Chantry.
Harold Shoer- Nosferatu, Court spy.
Hugues de Brocquiere- Ventrue.
Irena von Kiev- Tremere.
Karaja Pasha- Assamite, Ambassador.
Maria Chelebi- Lasombra, Prince.
Nicolo Giustiniani- Brujah.
Olaf Steinson- Gangrel, Einherjar Runewise.
Orhan- Assamite, Bodyguard.
Paolo de Languschi- Lasombra, Bishop.
Pavel the Sly- Ravnos, Information Dealer.
Porcelli de Altavilla- Tzimisce, Chamberlain.
Selim ibn Imhoten- Assamite, Scourge.
Thorkell Redblood- Gangrel, Warlord.
Vannius Clausus Secundus- Lasombra, Mystic.
Virgil Contarini- Lasombra, Seneschal.

Some History: Genoa is a hotbed of dispute, the current prince only relatively recently, about one hundred years ago, ousted and killed the old prince of Genoa, removing many of the old hands from their positions. Many older princes of large cities, namely the Prince of Milan, despise Maria not only for her having ousted an old ally of his, but for her turning to many in the low clans for assistance in keeping her throne. Mortal politics, the dispute of the Guelphs and Ghibellines specifically, has spilled into vampire politics as well. The Cainite heresy also has a fair amount of strength left in Northern Italy, and its fights both with the church and with other cainites will no doubt soon spread. Add in the Toreador, Ventrue, and Lasombra courts all attempting to win the city over while the Assamite clan attempts to open a channel of communications to Europe, and the slightest bump may cause utter chaos within the city.

Politics: When Maria Chelebi came in and disposed the previous prince, a Ventrue named Demetrios of Mycenae, she brought a year of death and chaos with her as she ruthlessly set the former prince and many of his council out to greet the sun. The only remaining members of Demetrios' council are Alfred of Hamburg and Vannius Clausus Secundus. Both Karaja Pasha and Gunther were also members of the city before the hostile takeover, but as they both had nothing to do with Demetrios' rule and have had better fortunes under Maria's rule, they have undergone little scrutiny.

When Maria took control, she brought with her Porcelli de Altavilla, a close friend and ally of the Lasombra. Porcelli is a member of the Cainite heresy and does not bother to hide that fact, and uses many of his ties to further his goals within the church. It was in part thanks to the assistance of the Assamites that Maria managed her bloody coup and so thanked them by openning greater relationships with the Assamite clan and setting up one who had been in the city before as the scourge, Selim ibn Imhoten was given this duty.

Sixty years ago, a particularly ancient and powerful Malkavian named Demosthenes awoke from his slumber beneath the city. Both wanting to keep an eye on the powerful ancient and wanting access to his prophetic wisdom, she replaced Vannius Clausus with the old Malkavian in title, though she still seeks council from the much older Lasombra. To lessen the blow to the old Lasombra she set up his childe, Virgil Contarini, as the seneschal, Virgil, only 20 years into undeath at the time, was clearly a puppet with little power in the courts.

Thirty years ago, the intermittent war with Milan struck up again as the Milanese prince sent a group of mercenaries leading ghouled troops to attack Genoa. When the leader of those mercenaries, Thorkell Redblood, brutally slayed the then Warmaster in combat and routed his army, Maria went out to greet the barbarian and offered him the position of warmaster as well as a hefty pay increase. After several nights of consideration, Thorkell agreed to the conditions.

The divide between high and low clans is rather small in Genoa. This is in no small part because to hold onto her power, Maria requires the assistance of the low clans. Make no mistake, the high clans are still considered to be the ruling class.

The Cainite Heresy: Simply put, the Cainite Heresy is a church where mortals have been brought to believe that vampires are actually angels that have been blessed by God. Many of the vampires who play a part in the church do not actually believe the preachings, but a not insignificant minority do. In recent years the Cainite Heresy has garnered more attention as the church has finally realized its existance during the recent Albigensian Crusade. Additionally more Cainites are chosing sides either for or against the heresy. Genoa is one city where the heresy has a strong following, but Maria has not yet taken a position on the heresy.

#16

Posted: Tue Dec 16, 2008 10:42 pm
by rhoenix
Basic Information
Name: Aziz Temjin
Clan: Assamite (Sorcerer Caste)
Generation: 8th
Nature: Cavalier
Demeanor: Judge
Concept: Swordsman / Scholar

Attributes
Physical: Strength 2, Dexterity 4, Stamina 3
Mental: Perception 4, Intelligence 3, Wits 3
Social: Charisma 2, Manipulation 2, Appearance 2

Abilities:
Talents:
Acting 0, Alertness 1, Athletics 1, Brawl 1, Dodge 2, Empathy 2, Intimidation 0, Larceny 0, Leadership 0, Subterfuge 0

Abilities:
Animal Ken 0, Archery 2, Crafts 0, Etiquette 0, Herbalism 2, Melee 3, Music 0, Ride 0, Stealth 3, Survival 3

Knowledges:
Academics 1, Hearth Wisdom 3, Investigation 0, Law 0, Linguistics 3, Medicine 0, Occult 3, Politics 1, Science 0, Seneschal 0

Advantages:
Backgrounds:
Generation 4
Mentor 3
Resources 2

Merits & Flaws:
Efficient Digestion (2)
Prey Exclusion: Children (-1)
Prey Exclusion: Elderly (-1)

Disciplines:
Assamite Sorcery (Awakening The Steel - Primary) 2
Assamite Sorcery (Transitus Velociter) 1
Auspex 1
Quietus 1

Virtues:
Conscience 2
Self-Control 3
Courage 5

Traits:
Humanity 6
Willpower 8

Languages:
Arabic, Italian, Turkish, German

Equipment:
Bastard sword, chain armor worn beneath functional clothing.

Experience Points:
6 XP received (01/29/09)

Bonus Points: (27 total)
Humanity to 6 (26)
Willpower to 8 (23)
Awakening the Steel to 2 (16)
Resources to 2 (14)
Mentor to 3 (12)
Dexterity to 4 (6)
Flaw: Prey Exclusion: Children (7)
Flaw: Prey Exclusion: Elderly (8)
Dodge to 2 (6)
Empathy to 2 (4)
Linguistics to 3 (2)
Merit: Efficient Digestion (0)

Note - Awakening the Steel (Assamite Sorcery path):
Rank 1 - Confer with the Blade: You can speak on a rudimentary level with a blade, learning its history, where it was made, who made it. Reduces difficulty on enchanting the blade.

Rank 2 - Grasp of the Mountain: For a scene, it becomes almost impossible to disarm you. If you are disarmed, you can call your sword to your hand by invoking the power.

Rank 3 - Pierce Steel's Skin: For a number of turns equal to successes, when you hit you do not roll damage but dice equal to the weapon's damage bonus, each success reduces the soak dice granted by the armor. The armor must be metallic. Against an unarmored foe you deal half damage. With enough damage you can also destroy other objects (such as doors).

Rank 4 - Razor's Shield: For a number of turns equal to successes you can parry projectiles, one turn used per projectile parried. Bolts and arrows are at diff. 7, bullets diff. 9.

Rank 5 - Strike at the True Flesh: For a number of turns equal to successes, ends upon first successful strike. Sword inflicts only base amount of damage for the basic weapon, ignoring enchantments, Potence and Celerity still count. The target's supernatural protections are negated entirely, though armor and normal stamina can still soak.


Version History:
v0.01 - very, very basic character sheet done
v0.1 - added basic info, completed basic character
v0.2 - added 20 Bonus Points' worth of points
v0.21 - added Languages section
v0.3 - fixed Willpower & Mentor
v0.31 - replaced language "English" with "Italian"
v0.4 - added flaws, spent additional bonus points
v1.0 - fixed bonus points; removed flaw "flesh of the corpse," recounted bonus points with additional prey exclusion flaw - 2 remaining
v1.1 - Somehow managed to completely mix up the Exalted and Vampire virtues. Fixed.
v1.2 - added Awakening the Steel quick reference, so I don't have to keep asking Charon about it
v.1.21 - Fixed languages; replaced French with Turkish (somehow brainfarted before)

#17

Posted: Wed Dec 17, 2008 11:16 pm
by Charon
Alright, since I consider myself more of a player driven GM, I've decided something for Bonus points. This is something my old gaming group does a lot.

Characters will start with 20 freebie points. I will award additional freebie points to a player for portraits of their characters and/or stories in the User-fiction section. Not a writer or a painter? You can still gain more freebies by talking with me and explaining your characters past, this is a two way street as it not only gives you more points and gets you more familiar with your own characters, but it allows me to get to know your characters better so I can more appropriately create storyline for them.

Bonus Points costs for the ill informed:

Attributes- 5
Abilities- 2
Specialties- 1
Disciplines- 7
Backgrounds- 1
Virtures- 2
Road- 1
Willpower- 1

Tomorrow I will try to get a post up expanding on each of the clans of the time (in as much my words as the books) and each of the major roads of morality.

#18

Posted: Wed Dec 17, 2008 11:24 pm
by Comrade Tortoise
Alright... character creation begins on the morrow.

#19

Posted: Thu Dec 18, 2008 3:04 pm
by Charon
Alright. A review of the High Clans and Low Clans is up. The Roads are next.

#20

Posted: Sat Dec 20, 2008 6:50 pm
by Charon
Anyone having problems creating a character due to not having the main book should not send me their e-mail address because they won't find a link on said e-mail address within the next day which will allow them to download said main book.

*cough*

#21

Posted: Mon Dec 22, 2008 3:42 am
by Cynical Cat
Karpaty Konstantin, scion of the Basarab line, Childe of Timur Heart Eater, Childe of Noriz the Corrupter of Legions, Grandchilde of the Eldest

Nature: Barbarian
Demeanor: Survivor

Physical
Strength 4 (Powerful shoulders)
Dexterity 4 (Cat Quick)
Stamina 3

Social
Charisma 3
Manipulation 2
Appearance 1

Mental
Perception 3
Wits 3
Intelligence 3

Talents
Alertness 2
Athletics 1
Brawl 1
Dodge 1
Empathy 1
Intimidation 1
Leadership 1
Subterfuge 1


Skills

Animal Ken 1
Archery 1
Crafts (Body) 3
Etiquette 1
Melee 3
Ride 2
Stealth 1
Survival 1

Knowledges

Hearth Wisdom 1
Linguistics 3
Hungarian, Romanian, Latin, German, Italian
Occult 1
Seneschal 1

Disciplines
Animalism 1
Auspex 2
Vicissitude 1
Protean 1
Potence 1

Backgrounds
Generation 5


Virtues

Conviction 3
Instinct 3
Courage 4

Road

Sin 6

Willpower
Willpower 8


Merits and Flaws

Repelled by Garlic (1pt)
Vengeance (2pts)


Freebees spent

14 pts Disciplines
4 pts Willpower
10pts Attributes
2pts Knowledges

Possessions
Ghoul Warhorse
Chain hauberk that has seen better days (Composite Armor)
One handed battle axe
Broadsword
Boots
Dagger
Eating knife
2 cloaks and sest of clothes.
pouches and saddle bags of Transylvannian earth


In Wallachia and Moldavia the mighty Basarab family rule as iron fisted warlords and the mortal hands of the immortal fiends. They have traded their fealty for power unequaled by mortal and although they serve the Fiends, they are not slaves. A proud and potent line of revenants, the Basarabs mingle their blood with that of other families and grow stronger.

Such was the case of a family of minor nobility, proud and fierce warriors, who took possession of a fief in southern Transylvania. The Basarabs would not bow to Magyar swords, but they would marry into them. So the family grew and from this joining came Konstantin.

What has brought him to west he will not say. His purse is light and his arms have seen better days, but a fierce will burns in his eyes. He is the heir to mighty lines, human and vampire, and the night has not come where he will surrender his heritage.

#22

Posted: Mon Dec 22, 2008 11:12 am
by Charon
...

Alright. I fucked up. Go me! Anyway, changing some things up after realizing how much of a fucktard I am. Swear I'm not an indecisive GM... Right, anyway. We will be starting directly with 27 freebies, storylines and other shit will not affect starting points for characters at all.

What they will effect is later XP payouts. So if you've been writing storyline or drawing pictures or just overall been talking to me about your character I will throw a few extra experience points your way come time for handing the stuff out.

#23

Posted: Mon Dec 22, 2008 1:01 pm
by Charon
Rhoenix:

Your bonus point spending and your stats don't match up at the moment. Though they were matching earlier... Anyway, fix that, add in those bonus points, and make certain to add in what other language you know from Linguistics.

Cynical Cat:

I was about to ask where your Protean came from when I remembered your story. Other than that it looks like your still finishing the character up but it looks good, same thing as I told Rhoenix though, add in what other languages you know from Linguistics.

Random notes:

A bit more history and politics in Genoa that anybody in the game would know will be up soon. Let me know how long you expect to have been in Genoa. As we are playing with slightly beefier (and likely older) vampires, so it is possible that you have been there for a number of years even if you weren't sired there. So let me know if you want to have been sired there, moved in (and how long ago), or just arriving.

#24

Posted: Mon Dec 22, 2008 1:09 pm
by Cynical Cat
Charon wrote:Rhoenix:

Cynical Cat:

I was about to ask where your Protean came from when I remembered your story. Other than that it looks like your still finishing the character up but it looks good, same thing as I told Rhoenix though, add in what other languages you know from Linguistics.
Not done yet. Linguistics will go up if I can scrounge the points.

#25

Posted: Mon Dec 22, 2008 2:42 pm
by rhoenix
Charon wrote:Rhoenix:

Your bonus point spending and your stats don't match up at the moment. Though they were matching earlier... Anyway, fix that, add in those bonus points, and make certain to add in what other language you know from Linguistics.
...Ok, I'll add in the other language shortly.

Not that I'm complaining about getting more points, but I thought I spent all mine - would you mind telling me where my math went wrong?
Charon wrote:A bit more history and politics in Genoa that anybody in the game would know will be up soon. Let me know how long you expect to have been in Genoa. As we are playing with slightly beefier (and likely older) vampires, so it is possible that you have been there for a number of years even if you weren't sired there. So let me know if you want to have been sired there, moved in (and how long ago), or just arriving.
I would say it's likely my character has passed through before on an errand, but not that he was sired from around here.