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Advantages |
This section is actually three
part. Disciplines, Backgrounds, and Virtues.
All three are listed in here, but separated to make the
page easier to view.
NOTE: I do not believe in the rules
used in 3rd Edition. I do not like the storyline
either, but I do not use ANYTHING 3rd Edition on this
page. So, if you need that information, I
apologize, but I cannot help you.
If anyone sees anything that I have
missed, or made a mistake on, please E-mail
me immediately so that I can correct the mistakes
immediately. Thank you, and enjoy. |
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This is a rather long section, but it
is one of the last tough parts of the character
creation. So, if you've made it here, then relax..
you're nearly done. Just follow these three
sections by clicking on the intrapage links below.
Have fun!
Disciplines |
Disciplines are the
true power of a Kindred's blood.
They are what allows a Kindred to
punch harder, be tougher, control
one's mind, become invisible to anyone
around them, control the animals, or
even to change shapes into that of a
wolf or bat. Each Clan has a
specific set of three Disciplines that
they start out with (see
"Clans" for which Clan has
what), though, as long as they can
find someone to teach them, any
Kindred of any Clan can learn any
Discipline... which, in many cases, is
next to impossible (Assamites,
Gangrel, and many others with special
Clan Disciplines tend not share their
secrets with ANYone).
In the character creation phase,
each character gets three points to
start out with in their
Disciplines. They can place one
into all three, two in one, one in
another, or all three into one
Discipline if they want to power that
one up. And remember, Freebie
Points can be used to add to
Disciplines during creation, so you
CAN do more with them than just the
three. See the section labeled
"Point Score" for more
information on how that works.
This is a complete listing of the
Disciplines below. For a more
detailed description, click on the
specific Discipline.
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Clan
Specific (if applicable) |
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Animalism |
- |
The
ability to control animals. |
Auspex |
- |
The
powers of the mind. |
Celerity |
- |
The
ability to move supernaturally
fast. |
Chimestry |
Ravnos |
The
ability to create illusions. |
Dominate |
- |
The
ability to control another's
mind. |
Fortitude |
- |
The
ability to toughen one's self. |
Melpominee |
Daughters
of Cacophony |
The
ability to use one's voice as a
weapon. |
Necromancy |
Giovonni,
Samedi |
The
ability to summon spirits. |
Obeah |
Salubri |
The
ability to heal and protect. |
Obfuscate |
- |
The
ability to hide one's self. |
Obtenebration |
Lasombra |
The
ability to control the shadows. |
Potence |
- |
The
ability to make one's self
stronger. |
Presence |
- |
The
ability to affect how others
perceive you. |
Protean |
Gangrel |
The
ability to modify one's shape. |
Quietus |
Assamite |
The
ability to assassinate quietly
and quickly. |
Serpentis |
Settite |
The
power to control and corrupt. |
Thanatosis |
Samedi |
The
ability to decay another's body. |
Thaumaturgy |
Tremere |
The
ability to use blood magick. |
Vicisitude |
Tzimisce |
The
ability to craft and shape
flesh. |
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Backgrounds |
Every character has a
history, and a life before the
campaign that they are now involved
in. They describe the special
advantages your character may
have. For instance, if they are
below 13th Generation, if they are
over 100 years old, if they have a lot
of money (or any money, for that
matter), any Contacts they might
have... the list goes on.
In character creation, characters
are given five points for their
Backgrounds. These can be
increased by Freebie Points later on.
Below is a list of the standard
Backgrounds. Click on the
specific Background to learn more
information
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Allies |
Mortals
who help and support the
character. |
Contacts |
People
the character knows, from
various walks of life, who
comprise a system of information
which could come in very handy. |
Fame |
The
character is widely known among
the mortals, perhaps as a movie
star or writer, but definitely
someone who is known. |
Generation |
This
determines the full potential of
the Kindred in question.
Without this, he starts out as
13th Generation, lowest of the
low in power. |
Herd |
You
have build a group of mortals
from whom the character can feed
from without fear. |
Influence |
This
reflects a character's ability
to produce results when
attempting to sway or control
the political or social process
of the mortal community. |
Mentor |
This
Trait describes one or more
elders, possibly the character's
sire, who look after him. |
Resources |
This
is the character's financial
resources, or access to such
resources. |
Retainers |
The
character has one or more
servants and/or assistance who
are loyal and steadfast to him. |
Status |
The
character has something of a
reputation and a standing within
the community of the Kindred. |
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Virtues |
Virtues are twofold,
depending on which Sept you are
playing (see "Sept" for more
information). If you are playing
Camarilla, they represent the aspects
of a character which describe his
orientation on life and his essential
integrity and moral strength. If
you are playing Sabbat, they represent
the aspects which describe his lack of
humanity, his callous attitude, and
his ability to overcome mental,
physical, and emotional
hardships.
These Traits are intended to help
you understand and direct your
characters, not force a certain action
upon them. However, a vampire is
a creature of great passion, and
sometimes Virtue rolls are required,
with failure indicating that the
character is not restrained enough to
avoid going into frenzy, or worse.
In character creation, each
character is given seven points to
start out with. Each Virtue
starts out with one point in each
already given, just like in Attributes
(see the section labeled
"Attributes"). No
Virtue can go over five points.
Below are the lists of the
different Virtues, separated by
Camarilla and Sabbat. Click on
the specific Virtue to learn more
about it.
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Callousness |
Sabbat |
? |
Conscience |
Camarilla |
Conscience
is a Trait of self-awareness,
which enables the character to
evaluate your own conduct. |
Courage |
Camarilla |
Courage
is a quality of the mind that
enables the character to stand
up in the face of opposition,
hardship, or danger. |
Instincts |
Sabbat |
? |
Morale |
Sabbat |
? |
Self-Control |
Camarilla |
Self-Control
indicates the amount of control
the character has over his
feelings, emotions, and most
importantly, actions. |
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return to the main page. |
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