Updated: 24 October 1998
CHARACTER CREATION
&
EVOLUTION
The Character Creation for parisian Player Characters is somewhat different than for the U.S. ones. The Generation range is greater (From 5 to 14!), and we made some arrangement to correct some of the unbalances we saw in the normal character creation rules (Even in the Vampire: The Masquerade, Revised Rules). We also changed a little the Experience Points systems to reach an agreement for each Storyteller.
CHARACTER CREATION:
(See Vampire: The Masquerade, Revised Edition, p 104)
Only the steps described below have been changed. But some
aspect must be clearly defined. For example, most french characters
Embraced in the last 10 years (or even 20), who followed a normal
cursus must have, at least 1 in Academics and 1 in science as
80% of the youth reach the Baccalaureat (a.k.a
''Bac'', which is, more or less, equal to Academics *
and Science *. More points should be added if the character went
to University (after the Bac). For example, ** should be
equivalent to a D.E.U.G. (2+ years after the Bac);
*** should be equivalent to a Maîtrise (4+ years
after the Bac), **** to a Thèse (6+
years after the Bac).
Furthermore, french people learning to drive know how to drive an automatic AND manual transmition car. So Drive * enables a character to drive any normal car (half the french cars are no ''automatic'').
Background: Generation
There is two ways to buy Generation. The first is to buy it at the following cost:
Generation | Freebie Cost |
---|---|
* | 1 |
** | 3 |
*** | 6 |
**** | 10 |
***** | 15 |
The second way is to let the Storyteller choose the Sire of the Player Character, thus determining the Generation at no cost. Of course, the player and the Storyteller must discuss about the choice, but the Storyteller has the final choice.
Background: License to...
The character has official license to do something not usually permitted to the average citizen. Note that Veilleurs and Masques have this kind of Merit (usually, at 3, but exceptionnal agents can have more: Ivan has 5!).
License Level | Type of License |
---|---|
* | Own and operate odd vehicules (like limos or trucks) |
** | Practice medicine or law (as a doctor or lawyer) |
*** | Uphold the law (as a cop, detective, government agent) |
**** | Own military hardware (heavy weapons, explosives, vehicles) |
***** | Break the law in the course of duty (diplomat, secret agent) |
This Background was inspired/copied/pasted from the Merit with the same name, in the Guide to the Technocracy, p165.
Background: Mentor
The Character/Storyteller must put as much points in the Mentor Background as the Mentor's own Status minus one. Of course, it can change because of other factors (personal power of the Mentor, a possible high/low Elder Status/Prestige, etc.)
Background: Ressources
Here is the equivalent for the Ressources in Francs Note that 5 Francs is more or less equal to 1 U.S. Dollar.
Resources | Cash (After Liquidation) | Monthly Ressources |
---|---|---|
* | 5 000 Frcs | 2 500 Frcs |
** | 40 000 Frcs | 6000 Frcs (~Smic) |
*** | 250 000 Frcs | 15 000 Frcs |
**** | 2 500 000 Frcs | 54 000 Frcs |
***** | 25 000 000 Frcs | 150 000 Frcs |
The ''Smic'' is the legal minimum salary.
Background: Spies
The character has spies that enable her to have more or less secret informations.
Spies Level | Type and numbers of Spies |
---|---|
* | |
** | |
*** | |
**** | |
***** |
.
Background: Status
The french system is different, as the Prince of Paris is also the Prince of France, as defined by the Toreador Hegemony. Thus, the status in Paris is somewhat higher than elsewhere. You will find here a table with the types of status.
Status, France | Paris | Other French City |
---|---|---|
0 | Unknown | Unknown |
* | Neonate | Neonate |
** | Ancilla | Ancilla |
*** | Elder | Elder, Prévôt |
**** | Elder | Primogen, Senechal, Légat |
***** | Duc,Duchesse | Marquis, Marquise |
***** * | Prince of Paris |
For more explication, this was explained in the Camarilla of Paris: French Status Chapter.
A Caitiff can buy almost any Discipline (Special Discipline should have an acceptable explanation, but the Storyteller should let a Caitiff more freedom than for the other Clan Kindred: After all, a Caitiff can create a Discipline, and she could well have instinctively learnt the Disciplines bought upon the creation of the Character, and thus raise them at normal Cost.
Note that a Caitiff can have Status, but also has a permanent malus of 1 because of the Clan prejudice. Thus, a Caitiff whose presence is accepted in Paris have a legal Status of 1. But for any interaction, the Caitiff has a malus of 1 and thus is considered as having a Status of 0.
For Additionnal information about the Caitiff, please Read Outcasts: The Book of Pariah or look at the Caitiff & Rules file of the Vampire: The Masquerade Chapter of the Lda.
Player Characters can buy Merit & Flaws, but the Storyteller should limit the occurence of certain rare Merits/Flaws. Thus, the Baby Face, Eat Food, Enchanting Voice, Unbondable, Iron Will, Eerie Presence, etc. should not be accepted unless a very good explanation. A player should buy a Merit/Flaw to enhance the particularity of her Character, not to make her more powerful.
By allowing some Merits/Flaws without control, the characters having them are prejudiced. Sometimes, more absurd events happens, like the following: ''What? Your Vampire hasn't the Babyface Merit? She is breaking the Masquerade! Every Kindred in Paris HAS this Merit!''
EXPERIENCE:
(See Vampire: The Masquerade, Revised Edition, p 143)
There is variations between the system used by White Wolf and the
LdA's Storytellers. This compilation
was destined to help us remember the exact terms, but as it
can be helpful to others (and as we loath to remove it from
the files when updating the homepage), here they are. Of course,
each positive part gives ONE Experience point.
Automatic | Well... The player was here, so he must have learnt something... |
---|---|
Learning Curve | The player must either have learned something about her, her character, or something important about the Chronicle. |
Role-Playing I | The character Role-Played well his character. Excellent Role-Playing could lead to 2 Experience Points (see below). |
Role-Playing II | The players elect the one (or perhaps, in rare cases, the ones) who made the greatest role-playing of the cession. |
Heroism | Players whose characters acted as heroes should be rewarded. |
Intrigue | Paris is a city of Intrigue. Well-built intrigue (this doen't mean it will succeed, only that it was a good idea) is a difficult thing to create, and so should be rewarded. |
Frenzy | A player who played well his own Frenzy/Rötschreck, without thinking about the possible consequences, should be rewarded. |
Success | The Player's Character achieved all or part of her goals. |
---|---|
Danger | The Player's Character was in great danger, and survived. |
Wisdom | The Player came up with a brillant idea that enabled the partial or total success, or even the survival of his Character, or even the Coterie, when it would have failed otherwise. |
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