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Camarilla Creation Rules
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Required for character creation:

Vtm Core book. Follow the WW beginning stats rules for attributes, abilities, disciplines, backgrounds, virtues, and freebies.

[Concept]

Age (not background) is limited to less than 100 years. Some considerations for exceptional background and reasoning will be allowed to have extended historical age, but experience age will always be less than 100 years old. All characters must have a concept and complete all information at this time.

Please remember the background of the character needs to reflect what is listed on the sheet. All characters must have a written background.

[Clan] - Check Sect specific guidelines for availability

[Sect] – Camarilla and Independents

[Nature and Demeanor] -

Remember, nature is who you are, Demeanor is only what you show to people. It isyour nature that drives you, so choose wisely.

[Select Attributes] -

On Attributes:
You may only have a total of one 4 at starting creation, no 5's. The 4's cannot be in the same column. Appearance 4 is no longer accepted at character creation. The only exception to this rule is if you can really really really impress us with a stunning background.

[Select Abilities] -

Max level is 3, up to three 4's can be purchased with freebies. Combat abilities (Brawl, Firearms, Melee, Dodge) are limited to 6 dots among them. (maximum of 8 dots wit athletics)

Area knowledge is limited to level 1.

One dot of Kindred lore, Sect lore, and Clan lore is given free at creation, unless noted by player.

Please remember to select attributes that apply to your concept and no just what you roll for our disciplines. No 4s will be accepted unless it is critical to your background and/or concept.

[Select Advantages] -

7 dots in Virtues, no 5's; Courage 4 is no longer accepted without exceptional reasoning.
WP max 6 Without exceptional reasoning
Humanity max 6, 7 with exceptional reasoning.

Exceptional reasoning means an awsome background either on your sheet or in the forums somewhereso that all sts can see the reasoning why.

[Disciplines]

On Disciplines:
Only in clan disciplines at character creation, and yes you can spend freebies on disciplines the 3 Physical disciplines can be purchased with freebies at creation, these are
Potence, Celerity and Fortitude.

In clan only for your base dots, max level 2 in each (unless otherwise purchased with freebies), Nosefartu may purchase Obfuscate 3 at creation. Max of 5 dots total.

[Backgrounds] -

Maximum level here is 4 for any background.

Contacts and Allies are individual people thus need to be listed out in the notes area. They cannot be groups of people. Allies, Contacts, and Retainers; These will need to be detailed in the characters background thread. Include the name, occupation and the relation to the character if any such as family member or friend.


Generation -

See Sect specific guidelines for details.

Influence - Influence is capped at 2 dots.

Occult Library - Restricted - please give as much detailed information on whatis in your library and a good background as to how you got them and your knowledge of it. No, "inherited" is not a reasonable enough reason to have an occult library.

Please remember that if you have this background, you must also have Occult ability. ST disgression as to what is acceptable comparisons.

Status - Earned In-Game, this includes Clan Prestige.

[Age] - Banned

[Equipment] - Restricted...Please provide on your character sheet submission a list of all your equipment [owned] and gear [carried]. If you pick up an item IC please notify the Staff so that it may be noted with your character sheet. A character caught using something which hasn't been approved [especially firearms] will not be in a world of fun should the Staff be notified.
Recommended Book for Stats; VtM Storyteller Companion [WW2301]


[Last Touches] -

At this stage, the player may spend 15 freebie points to personalize his/her character.

Merits and flaws:
Max 7 points of merits and flaw points.


On Merits and Flaws:
(R) = restricted
(B) = banned

Eerie presence (R)
Touch of Frost (B)
Cant cross running water (R)
Repulsed by crosses or garlic (R)
Beacon of the unholy (R)
Supernatural companion (B)
Special gift(R)
Medium (R)
Sanctity (R)
Nightmares (R)

Sanctity Merit is now HIGHLY restricted.

please also note that in this ammendment, anyone falling below H5 automatically gets the sanctity merit put on hold. It will no longer work until Humanity 7 is retained or a path that is acceptable to have it.

The only acceptabe paths are Honorable accord (which may retain the merit as soo as rating of 4 is reached) or Path of golcoda (which takes effect immediately, but since this path is not in play,, gues you are out of luck here.). So please remember this new rule when using the sanctity merit.



The HST and ST's HAVE FINAL WORD on allowing or disallowing merits and flaws, don’t like that, too bad.

Merits and Flaws are limited to max of 3 points each, higher allowances will be considered with exceptional reasoning and background. Please remember, we limit certain merits and flaws because they tend to be overly used thus takes away from their purpose. Merits or flaws set in a specific sect or clan are only for that sect or clan character types. Merits and Flaws are only from the 3rd edition revised Vampire books. Sect and Clan specific are only for those Sects and clans.

This also means that just because you are blood bound or have diablarized that specific clan is not a reason for you to possess those merits or flaws


Writing your background -

Backgrounds are required for all characters. They should answer some of the basic questions in the book under spark of life. Should you put time and effort into your background, you may be rewarded 1-3xp for writing a good background.


Equipment

If you have weapons [handguns, shotguns] or armor [no higher than AR2], please list out the stats for said items along with page number and book the stats were taken from. No Military equipment allowed at creation unless given and approved by ST for Venue.

On Caitiff's :
you can pick one rare discipline but the ST and HST HAS FINAL WORD
on allowing it or not. It also requires it to be neccissary to your character.

Tremere Creation Rules

The following lists on this topic cover what is allowed and disallowed in regards to Thaumaturgical Paths and Rituals. The Tremere are a VERY diverse clan, with many facets. Some of these facets are extremely rare, unbalancing, or no longer exist in a modern setting. To be fair to players, and offer a reference we at UT have drawn up and supplied this reference.

First off, ALL Tremere starting character will start with Path of Blood as Primary Thaumturgical Path. The Path of Blood is a standard to the clan Tremere, would be taught to younger initiates as their introduction to Thaumaturgy in a normal game setting. It simply makes little sense to teach a neonate the more strange and advanced paths, without first learning the basics.

What is not allowed... the key word here is NOT allowed:

*All Dark Age based Paths and Rituals (This is not a Dark Ages game, you may not have a DA character)
*All supplemental Paths and Rituals described in Blood Sacrifice (Most are extremely rare to begin with)
*All Dark Thaumaturgy period.
*Anything not covered by the allowed list, please feel free to consider NA. There are so many strange unbalanced paths and off shoots, that it is easier to be an "allowed list" than a "not allowed" list.

What Paths ARE allowed*

* Path of Blood 1-5
* Lure of Flames 1-5
* Movement of the Mind 1-5
* Path of Conjuring 1-5
* Elemental Mastery 1-5
* Green Path 1-3
* Neptune's Might 1-3
* Spirit Manipulation 1-5
* Weather Control 1-2
* Thaumaturgical Countermagic 1-2
* The Focused Mind 1-5
* Hearth Path 1-5
* Mastery of the Mortal shell 1-3
* Oneiromancy 1
* Path of Blood's Curse 1-5
* Faux Path 1-5

*Keep in mind, the long learning times for Thaumaturgy. Thaumaturgy is something that will (by the books) take decades to master. In addition, even if you find a mentor for something like "Weather Control", due to its rareness the odds of finding a MASTER Thaumaturgical path is very rare. The 1-5 scale following each path, reflects what reasonable level you could find to be taught to you based on how common the path is. The more rare the path, the more rare a high rating in the path is.*

Rituals ALLOWED

Level One
Defense of the Sacred Haven
Wake with Evening's Freshness
Communicate with Kindred Sire
Deflection of the Wooden Doom
Blood Mastery
Purify Blood
Bind the Accusing Tongue
Engaging the Vessel of Transference
Incantation of the Shepherd
Purity of Flesh
Brand of the Paramour
Encrypt Missive
Expedient Paperwork
Impressive Visage
Purge the Inner Demon
Rite of Introduction
The Scribe

Level Two
Ward v Ghouls
Principal Focus of Vitae Infusion
Inscription
The Open Passage
Ritual's Recognition
Blood Walk
Donning the Mask of Shadows
Warding Circle v Ghouls
Bureaucratic Condemnation
Extinguish
Impassable Trail
Steps of the Terrified

Level Three
Incorporeal Passage
Pavis of Foul Presence
Power of the Pyramid
Sanguine Assistant
Shaft of Belated Quiesence
Ward v Lupines
Warding Circle v Lupines
Blood Allergy
Cleansing of the Flesh
Major Creation
Track Transgressor

Level Four
Bone of Lies
Blood Certamen
Soul of the Humunculus
Unweave Ritual
Heart of Stone
Splinter Servant
Ward v Kindred
Warding Circle v Kindred
Infirm Inert
Rend the Mind
Return of the Heart
Scry

Level Five
Stone of the True Form
Escape to a True Friend
Ward v Spirits (This does not mean SPECTRES)
Enchant Talisman
Blood Contract

*Abandon the Fetters - is NOT allowed because of how RARE it is, and how players abuse it. Everyday Tremere are technically NOT suppose to have this.

We will not allow character that are minors, at least 18yrs old, PERIOD
keep the characters logical and rounded, twinks will NOT be sanctioned.
these are easy to spot and they will be taken out.


Note To Remember: When Character is Ghouled he/she receives ..1 potence ...and...1 In Clan Discipline of the dormitor

Ghouls can only discplines up to the level based off of their dormitors generation. We choose not to use the optional rules in Fatal Addiction and use he standard of 1 discipline level until their dormitor is 7th generation or higher
< Standard Disciplines > Please Train and RP out
appropriate time tables. All difficulties for ghouls
should be raised higher - they are not vampires.

Ghouls or Mortals when Embraced gain 3 dots in there Sires Clan < Standard Disciplines > Please Train and RP out appropriate time tables. At the beginning difficulties should be raised higher while learning.


If you create a standard mortal for the game with the intentions of becoming embraced as a set up for another character then your character stands as is at the guidelines for that venue creation and must be RPed out with the appropriate time tables of < Standard Disciplines >

_____________________________________________________________

When creating a character in this venue, you agree to the following requirements on the Dice Roller. When you are sanctioned, you are required to follow them:

Rules for using the Dice Roller

It is required for all players using the DR to use at least their first name (for their character) and put in an action suitable for what they are doing -or- their requirements for the roll.

Example:

Johnny Red is attempting to kick someone.

Name: Johnny
Action: Kick

-or-

Name: Johnny Red
Action: Dex + Brawl

NOTE:

It is also required to insert any extras that hold a difference in your normal dicepool, such as using willpower, negative dice from damages or splits, negative difficulties from merits or ambush, etc

Example:

Name: Johnny
Action: Kick + wp -2 dam

Guys this is REQUIRED or the roll does not count in the future.
Mon Oct 22, 2007 2:47 pm View user's profile Send private message Send e-mail
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