OOC {18+} It's The End Times (a World of Darkness RP)

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  • Hey there, and welcome to our roleplaying section. Please take some time to read two of these useful resources below, if you're already a roleplaying expert, then there's no need to read the following beginner's guide, but be sure to read the rules.

    Free Form Role Playing Guide for Beginners
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    Do you want access to more options for this RP?

    • Nah - don't want to overcomplicate (or overload my brain)

      Votes: 0 0.0%
    • Yes - Mage: the Ascension

      Votes: 2 50.0%
    • Yes - Wraith: the Oblivion

      Votes: 0 0.0%
    • Yes - Changling: the Lost

      Votes: 1 25.0%
    • Yes - Hunter: the Vigil

      Votes: 2 50.0%
    • Yes - Kindred of the East (Kuei-Jin - eastern vampires)

      Votes: 0 0.0%
    • Yes- Mummy: the Curse

      Votes: 0 0.0%
    • Yes - Werewolf: The Apocalypse

      Votes: 1 25.0%

    • Total voters
      4
    • Poll closed .

    Seanu Reaves

    The Shogun of Gaming
    *presents backside.* Sorry Mistress. I've been a naughty boy.

    But seriously. Life has been real. I can get something up soon.
     

    Hellknight Anna

    Empress of the Inferno
    Like what? Another update from the Antedilluvian? Or like.. an update from the rest of us? lol
     

    Hellknight Anna

    Empress of the Inferno
    lol Jin "likes her assets" hahaha
     

    Reaper24

    Member
    latest

    NOTE: Done!

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    ## I N T R O ##
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    This thread is just a hub of information in a brief-as-possible summary for those who are not familiar with the World of Darkness setting. Following we will then begin details of your character creation (don't worry it won't be as painful as setting up a paper and pen character ^_^ )

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    ## S E T T I N G ##
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    The current setting is the End Times (and although the years for the books were 2003-2004, we're going to say it's 2016 :p ), and the Antediluvians have arisen to devour the Kindred, but that doesn't mean the rest of the world is safe. Werewolves, fae, ghosts, ghouls, all are a target for the ancients' wrath, and they must decide to unite or fight on their own fronts.

    You will decide what to play (right now limited to the 13 vampire clans and werewolves, but might open to other creatures if interested (Keui-Jin - kindred of the east, Wraith, Mummy, Ghouls, or even humans (hunter or mage)). Use the following information to decide what you want to play. Each section will have links to the White Wolf Wiki for more information (such as powers)

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    ## T H E ~ M A S Q U E R A D E ##
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    As a "common sense" rule, vampires have a rule (and I'm assuming most other creatures do to) to not let their presence be known or else mortals will begin hunting them down en masse. This would be bad, mmk?

    "Keep vampire secrets secret, and you make things easier on all of us." - Jack (Vampire: the Masquerade - Bloodlines)

    Should you break the Masquerade you'll start to get hunters on your tail, and break it bad enough, the elder vampires (ie. the "Prince") will call a blood hunt on you and that means ALL vampires can now hunt your butt. Certain sections (like the Camarilla) attempt to enforce these laws as a way of business practices. Other sections (like the Sabbat) don't give a flying farce and embrace the Beast within.

    Other common sense rules to note:
    • Diablerie is bad, mmk? - The act of draining another vampire to the last drop, and then consuming their soul. This act leaves a black mark on your aura that identifies you as a diablerist, and polite societies (such as the Camarilla) this is taboo and will mark you for a blood hunt. The Sabbat don't care.
    • Respect - When you entire the lair/domain of another vampire (especially one more powerful than you) it is a tradition to show a sign of respect by getting them to grant you permission to operate in their area. Like a "Baron of Hollywood", or the "Prince of Los Angeles", etc.
    • The Embrace - Often to sire another vampire, one must get permission from their elder (usually the Prince). Going against this rule often brings the Sire and their Childe a quick Final Death.
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    ## T H E ~ F A C T I O N S ##
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    The Camarilla - The Camarilla is the largest of vampiric sects, a loose organization which ostensibly represents and protects all vampires by enforcing and promulgating the Masquerade. It is currently composed of seven clans, though officially it considers all Kindred under its purview and welcomes any that obey its laws. (Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue).

    The Sabbat - The Sabbat is a loose organization of Cainites who reject the Traditions. Unlike the Camarilla, the Sabbat believes in the Antediluvians and Caine. Also known as the Sword of Caine, as they believe they will be the army Caine will use to destroy the Antediluvians once Gehenna arrives.

    Independents - There are various independent sects, some openly known such as (The Anarchs, Ashirra, as well as various independent clans - Assamite, Follower of Set, Giovanni, and Ravnos); or the hidden sects such as (Inconnu, Lost Tribe (Black Hand), and the Tal'Mahe'Ra).

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    ## D I S C I P L I N E S ##
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    Here are the links for each discipline the vampires have. For other powers (magic or otherwise), check your respective section below (listed in OTHER ~ SYSTEMS)


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    ## V A M P I R E ~ C L A N S ##
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    Here are the 13 vampire clans (we'll go into detail for each clan):
    1. Assamite (clan of assassins)
    2. Brujah (clan of philosophers and activists)
    3. Followers of Set (or Setites, are a clan who believe they came from the Egyptian god "Set")
    4. Gangrel (clan who are closest to their animistic nature)
    5. Giovanni (incestuous clan obsessed with money and necromantic power)
    6. Lasombra (1 of the founders of the Sabbat, clan with power over shadows)
    7. Malkavian (clan who are inherently insane)
    8. Nosferatu (deformed in figure, a clan with a web of secrets and knowledge)
    9. Ravnos (a gypsie clan - and one that's dying out - masters of illusion magic)
    10. Toreador (clan of artists and fond of 'beauty' in all things)
    11. Tremere (clan of blood sorcerers)
    12. Tzimisce (users of fleshcrafting magic, an alien-strange clan, also founder of the Sabbat)
    13. Ventrue (the 'aristocratic' polite society vampire clan, often the leaders of the Camarilla)

    { CLAN ASSAMITE }

    The Assamites are one of the thirteen vampire clans of the Classic World of Darkness. Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan.

    Due to their inherent clan weakness, Assamites grow darker with age.

    ~~~​
    Disciplines: Celerity, Obfuscate, Quietus

    Weakness: Due to a past Tremere-curse, Assamites have grown a taste of (and can be addicted to) the blood of other Kindred which could lead to the loss of Self-Control and put the Assamite into a sanguinary frenzy (to partake as much blood as posisble).


    { CLAN BRUJAH }

    The Brujah are one of the fifteen clans of Kindred in Vampire: The Masquerade. Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with.

    Due to their inherent clan weakness, it is more likely for a Brujah to frenzy.

    ~~~
    Disciplines: Celerity, Potence, Presence

    Weakness: The Clan Curse of the Brujah is their uncontrollable temper. Most records agree that the Clan Curse was the retribution from Caine for Troile's diablerie of his sire, Ilyes.



    { FOLLOWERS OF SET }

    The Followers of Set (or Setites) are a clan of vampires who believe their founder was the Egyptian god Set. Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the Sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion".

    Due to their inherent clan weakness, Followers of Set are extremely susceptible to sunlight (double damage) and have great difficulty acting while under bright light (spotlights, strobes, etc.). On the other hand, Followers of Set are curiously immune to Basilisk's poison.

    ~~~
    Disciplines: Obfuscate, Presence, Serpentis

    Weakness: The Clan Curse of the Followers of Set is their higher vulnerability to the effects of bright light.


    { CLAN GANGREL }

    The Gangrel are one of the thirteen vampire clans found in the Classic World of Darkness. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.
    ~~~
    Disciplines: Animalism, Fortitude, Protean

    Weakness: The Clan Curse of the Gangrel are bestial features that disfigure them temporarily after every Frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature


    { CLAN GIOVANNI }

    The Giovanni are the usurpers of clan Cappadocian and the youngest clan of Caine. Clan Giovanni is both a clan and a family. They Embrace exclusively within their family and are heavily focused on the goals of money and necromantic power.
    ~~~
    Disciplines: Potence, Dominate, Necromancy

    Weakness: The Clan Curse of the Giovanni is their excruciating painful Kiss. Their feedings is most often lethal and can severely endanger the Masquerade.


    { CLAN LASOMBRA }

    The leaders of the Sabbat, clan Lasombra are social Darwinists, predators, elegant and inhuman and with a wicked sense of humor. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.
    ~~~
    Disciplines: Obtenebration, Dominate, Potence

    Weakness: The Clan Curse of the Lasombra is their lacking reflection. There are, however, some Lasombra who manage to cast a blurry and shadowy reflection, although they appear like Spirit photographies.


    { CLAN MALKAVIAN }

    The Malkavians are a clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
    ~~~
    Disciplines: Auspex, Obfuscate, Dementation

    Weakness: The Clan Curse of the Malkavians is their madness. Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight.


    { CLAN NOSFERATU }

    The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
    ~~~
    Disciplines: Animalism, Obfuscate, Potence

    Weakness: The Clan Curse of the Nosferatu is their horrible appearance. It is generally accepted even among the Clan as a curse for their founder's vanity.


    { CLAN RAVNOS }

    The Ravnos are one of the thirteen clans of Kindred in Vampire: The Masquerade. Known for being wandering vagabonds and hucksters, the Ravnos are charlatans who gleefully practice their arts of deception and theft. Nobody in the west understood the Ravnos, and now in the Final Nights, it's too late to do so. Misunderstood as a clan of gypsies and tricksters, the western Ravnos are a minor and heretical branch of the undead lords of India. Gifted with the power to manipulate maya, the Ravnos saw themselves as tempters and avengers, replacing the fallen Kuei-Jin in the scheme of the universe. All that is irrelevant now, however, as Zapathasura rose from his slumber in the Week of Nightmares and in his own death throes, wiped out nearly all of his clan.
    ~~~
    Disciplines: Animalism, Fortitude, Chimerstry

    Weakness: The Clan Curse of the Ravnos is their addiction to crime. Ravnos develop criminal inclinations based on their activities in life, either a temptation they indulged often as mortals or something they especially despised, as the Embrace is an ironic gift. Some Ravnos develop impulses toward crimes they never would have considered in mortal life.


    { CLAN TOREADOR }

    The Toreador are a clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. They are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.
    ~~~
    Disciplines: Auspex, Celerity, Presence

    Weakness: The Clan Curse of the Toreador is their obsession with beauty that can even paralyze them.


    { CLAN TREMERE }

    Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather - and in their bid for power, the Tremere have accumulated more enemies than most.
    ~~~
    Disciplines: Auspex, Dominate, Thaumaturgy

    Weakness: To ensure secrecy and obedience to his word, Tremere blood-bonded the first seven members of the Clan, who would blood-bond their childer to themselves as well as Tremere, who in turn would use the Blood Bond on their childer in addition to that of the Council of Seven and so forth


    { CLAN TZIMISCE }
    (zhi-mee'-shee)

    The Tzimisce are a clan of scholars and flesh-shapers. If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.
    ~~~
    Disciplines: Vicissitude, Animalism, Auspex

    Weakness: The Clan Curse of the Tzimisce is their need to rest in "native soil" - earth from a place important to it as a mortal.


    { CLAN VENTRUE }

    The Ventrue is one of the thirteen clans of Kindred in Vampire: The Masquerade. The Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.
    ~~~
    Disciplines: Dominate, Fortitude, Presence

    Weakness: The clan weakness of the Ventrue are their exquisite tastes of blood that forces them to cultivate humans with the trait that makes them digestable.


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    ## O T H E R ~ S Y S T E M S ##
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    Going to actually try to keep this RP as simple as possible, so for simplicity I am only going to list information regarding "Vampire: the Masquerade"; however, for those interested (found a couple people who are interested in Mages (humans), Werewolf, and even a Hunter (human), so I will ink the following systems from the White Wolf Wiki, any additional information you are free to do additional research before creating such character.


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    ## G E N E R A T I O N S ##
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    Most vampires considered as "Cainites" - those descended from the biblical Cain - each have a generation. Caine cursed the 3rd Generation known as the "Antedilvians" the founders of each of the vampire clans. This curse was to make each generation weaker and weaker until the appearance of thinbloods (14th / 15th generation) which was also a sign of the End Times when the ancients would rise up to devour their children (as is this RP's setting).

    So for character creation, if you are going to RP one of the vampires, you must be at least 10th generation (10th - 13th; although you can play a 14th/15th generation thin-blood if you really want to... but they're no more than "human vampires" as in they're barely stronger than a normal human. Still undead, fangs, and all, but no or barely any powers at all).

    For more Generation info seek the following link:

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    ## C H A R A C T E R ~ S H E E T ##
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    The character sheet will be broken up into 3 parts. The first part (the Bio) will be the generic details: what your character name, age, generation(if vampire), society(human), pack(werewolves), etc, height/weight, eye/hair colors, and so forth.

    The second part will be the Game Info to determine your abilities. Attributes which determine your strength of a character (Physical, Mental, or Social skills), your Abilities which determines your Talents, Skills, and Knowledge of the world and its workings.

    The last part will be your inventory (clothing/armor(if any), weapons, natural weapons, spells/powers, etc)

    ---------- BIO ----------

    Name: This is your character name... obviously.

    Sire: In terms of vampires, this is the one who turned you, werewolves: the one who bit you/turned you (kinda same thing). A made up name is obviously fine... this is all make believe :p For humans (mage / hunter) you can just put your superior officer or whatever.

    Age: Vampires don't age, but the other current selections (mage / hunter / werewolf) do. So put an age you want (but also makes sense.... can't have a 90-year werewolf who's still doing acrobatics like Nightwing lol). Vampires you can put "appearance" age if you want to, although being 10th generation or higher, you won't be more than one or two centuries old at most.

    Clan(vampire) / Breed(werewolf) / Faction(mage) / Tiers(Hunter) - The 13 available clans are listed in this thread already, the werewolf breed is listed in the link for Werewolf: The Apocalypse (see above), Factions for mages are also listed in the respective link, Hunters "Tiers" are cells, compacts, and conspiracies. Best lean toward one of the latter for this RP:

    --Hunter-- <-- Click this is to see the Tiers for hunters

    Description: basic info (height / weight, eye/hair color, build, etc., can also use a picture if you want to. Goes without saying the picture cannot violate the Skyrim boards TOS and yada yada yada.

    Backstory: (Optional) If you do want to put one, it could be your 'normal' life before you became a vampire/werewolf/got into magic, became a hunter, etc.


    ---------- GAME INFO ----------

    This section contains generic info (not going to do specifics as that's basically just learning the entire table top game... After the introduction on the info, there will be the character sheet sections (basically I just want you to prioritize your Attributes / Abilities (primary, secondary, and tertiary) so for example if you want a strong brawler type character you might go:

    ATTRIBUTES: Physical/Mental/Social - meaning your Physical Attribute will be the primary indicating a strong type, Mental is your secondary, probably using Perception for guns/aiming, Wits for hacking, or such. Then lastly Social as the area you're weak on.

    ------------LEGEND-----------
    0 = the dots represented on a Vampire: the Masquerade character sheet. This means proficiency
    x = the "empty" dots represented as not yet proficient in
    ------------LEGEND-----------

    { ATTRIBUTES }
    Attributes are the natural abilities and raw "stuff" a character is made of. How strong is a character? How attractive? How quick? How smart? Attributes take all these questions and more into account. All characters have at least nine Attributes, which are divided into three categories: Physical (Strength, Dexterity, Stamina), Social(Charisma, Manipulation, Appearance), and Mental(Perception, Intelligence, Wits). Humans also have one called "Faith" in which they can project into holy objects to make them useful.
    ==========================
    PHYSICAL
    Strength - As you might guess, Strength relates to how much you can carry, lift, deal unarmed / melee physical damage.

    0xxxx "Poor: you can lift 40lbs"
    00xxx "Average: you can lift 100lbs"
    000xx "Good: you can lift 250lbs"
    0000x "Exceptional: you can lift 400lbs"
    00000 "Outstanding: you can lift 650lbs and crush skulls like grapes"


    Dexterity
    - measures a character's general physical prowess. It encompasses the character's speed, agility, and overall quickness, as well as indicating the character's ability to manipulate object with control and precision. Also included under Dexterity's heading are hand-eye coordination, reflexes and bodily grace.

    0xxxx "Poor: you are clumsy and awkward. Put that gun down before you hurt yourself."
    00xxx "Average: you're no clod, but you're no ballerina, either."
    000xx "Good: you possess some degree of athletic potential."
    0000x "Exceptional: you could be an acrobat if you wished."
    00000 "Outstanding: your movements are liquid and hypnotic - almost superhuman."


    Stamina
    - The Stamina Trait reflects a character's health, toughness and resilience. it indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character's grit and tenacity not to give up.

    0xxxx "Poor: you bruise in a stiff wind."
    00xxx "Average: you are moderately healthy and can take a punch or two."
    000xx "Good: You are in good shape and rarely fall ill."
    0000x "Exceptional: you can run -- and perhaps win -- any marathon you choose."
    00000 "Outstanding: your constitution is truly Herculean."
    ==========================
    SOCIAL
    Charisma - Charisma is a character's ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character's sympathies or encourage others to trust her. Charisma does not indicate necessarily a silver tongue or a skill with bullying. Rather, it is the simple power of a character's charm and influence. Charisma delineates a character's ability at convincing other to see her point of view.

    0xxxx "Poor: stop picking your nose."
    00xxx "Average: you are generally likable and have several friends."
    000xx "Good: people trust you implicitly."
    0000x "Exceptional: you have significant personal magnetism."
    00000 "Outstanding: entire cultures could follow your lead."


    Manipulation -
    Manipulation measures a character's ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it's getting other sto do what she wants.

    0xxxx "Poor: a person of few (often ineffectual) words."
    00xxx "Average: you can fool some of the people some of the time, just like anybody else."
    000xx "Good: you never pay full price."
    0000x "Exceptional: you could be a politician or cult leader."
    00000 "Outstanding: 'Of course I'll tell the price it was I who tried to stake him!'"


    Appearance
    - The Appearance Attribute is a measure of a character's attractiveness. More than simple looks, however, Appearance is the sum of a character's visible grace, beauty and the indefinable je ne sais quoi that makes people desirable.

    0xxxx "Poor: ugly as a mud fence."
    00xxx "Average: you don't stand out in a crowd, for better or for worse."
    000xx "Good: strangers offer to buy you drinks at bars."
    0000x "Exceptional: you are appealing enough to be a model, and people often go out of their way to tell you so."
    00000 "Outstanding: people react to you with either insane jealousy or beatific awe."
    ==========================
    MENTAL
    Perception - Perception measures a character's ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character's keen senses notice something out of the ordinary.

    0xxxx "Poor: perhaps you're absurdly self-absorbed, perhaps merely an airhead; in any event, even the most obvious details elude you."
    00xxx "Average: you're oblivious to the very subtle, but aware of the bigger picture."
    000xx "Good: you perceive moods, textures and minuscule changes in your environment."
    0000x "Exceptional: almost nothing evades your notice."
    00000 "Outstanding: you instantly observe things almost imperceptible to human senses."

    Intelligence -
    The Intelligence Attribute refers to a character's grasp of facts and knowledge. More importantly, however, it governs a character's ability to reason, solve problems and evaluate situations. Intelligence is almost a misnomer, as the Attribute also includes critical thinking and flexibility of thought.

    0xxxx "Poor: not the sharpest knife in the drawer (IQ 80)."
    00xxx "Average: smart enough to realize you're normal (IQ 100)."
    000xx "Good: more enlightened than the masses (IQ 120)."
    0000x "Exceptional: you're not just bright, you're downright brillian! (IQ 140)."
    00000 "Outstanding: certified genius (IQ 160+)."


    Wits -
    The Wits Trait measures the character's ability to think on her feed and react <quickly> to a certain situation. It also reflects a character's general cleverness. Character with low Wits scores are thick and mentally lethargic, or maybe gullible and unsophisticated.

    0xxxx "Poor: pull my finger."
    00xxx "Average: you know when to bet or fold in poker."
    000xx "Good: you are seldom surprised or left speechless."
    0000x "Exceptional: you're one of the people who make others think, 'Ooh, I should have said...' the next day."
    00000 "Outstanding: you think and respond almost more quickly than you act."
    ==========================
    { ABILITIES }
    Talents are intuitive Abilities that are inherent or learned "in the field." Skills are Abilities learn through rigorous training or determination. They may be learned with careful practice, but can also be studied or learned through training. Knowledges are just that -- "book learning" and the like. Knowledges are typically mental pursuits or studies learned through schooling or books.
    ==========================
    TALENTS
    Talents descriibe what you intuitively know, what you can do without coaching or instruction. Such talents are:

    -Acting, Altertness, Athletics, Brawl, Dodge, Empathy, Intimidation, Leadership, Streetwise, and Subterfuge. For details... google it... too much info to put lol
    ==========================
    SKILLS
    Skills are Abilities learned through training, apprenticeships or other instructions. Such are:

    -Animal Ken, Drive, Etiquette, Firearms, Melee, Music, Repair, Security, Stealth, and Survival as before, look up Vampire: the Masquerade skills.
    ==========================
    KNOWLEDGES
    Knowledges involve the application of the mind, not hte body; consequently, Knowldge Abilities are most often paired with Mental Traits. Such Knowledges include:

    -Bureaucracy, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, and Science.
    ==========================
    EXAMPLE CHARACTER SHEET:


    -- CHARACTER SHEET --

    Name:
    Sire:
    Age:
    Generation(if kindred):
    Clan/Breed/Faction/Tiers:
    Description:
    Backstory (optional)

    =====================

    { Attributes }
    Primary(strongest):
    Secondary:
    Tertiary(weakest):

    { Abilities }
    Primary(strongest):
    Secondary:
    Tertiary(weakest):

    =====================

    Clothes/Armor:
    Weapon(s):
    Magic(if mage):
    Disciplines(vampire):
    Wow I want to join but god this confusing.
     
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    Hellknight Anna

    Empress of the Inferno
    @shadowkitty well post the character here already :p

    @Reaper24 What do you need help with understanding? I know it's a lot to read and take in, most of the information is for vampire characters as that was my 'intended' audience... then Nuro wanted to play a werewolf, Skies wanted to be a hunter, Moose wanted to be a mage (but forgot all about us >.>) then Em joined (as another hunter).... and... yeah.. anyways. It's based on the tabletop RPG known as "World of Darkness". If you need to, I can get you a pdf of the rulebook -- although the rulebook doesn't apply HERE it's just a good guide of what the game is about. :)
     
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    Hellknight Anna

    Empress of the Inferno
    Yeah that's not going to work DP :p
     

    Hellknight Anna

    Empress of the Inferno
    Wait were you referring to "Deadpool" gif in your siggy.... or a character in your Character Profiles? lol Because I was reacting to the Deadpool gif :p
     

    shadowkitty

    Mistress of Shadows
    -- CHARACTER SHEET --

    Name: Meridith
    Sire: Simyon
    Age: was turned when 28 but is 85
    Generation: 10th
    Clan: Toreador
    Description: Slightly short in stature, slim build, pale skin. Long wavy black hair with
    piercing light blue eyes.
    Sculptured brows. (see photo)
    Sexuality: whatever pleases her at the time
    Backstory: Will develop in IC
    This is her dialogue colour

    15-Vampire-Halloween-Make-Up-Looks-Trends-Ideas-For-Girls-2014-9.jpg

    (not my photo)

    =====================

    { Attributes }
    Primary(strongest):Social
    Secondary: Mental
    Tertiary(weakest): Physical

    { Abilities }
    Primary(strongest): Talents
    Secondary: knowledges
    Tertiary(weakest): Skills

    =====================

    Clothes/Armor: Wears black mostly. Anything floaty and lacy with black leather. Maybe a hint of red underneath. Likes to wear a half veil over her face when out in public. Red painted nails filed to a point. Always impeccably dressed.

    Weapon(s): Long thin dagger strapped to her thigh. Most of the time she has a body guard to do the heavy work for her. Although if angered enough, her speed and razor sharp nails will do the job.

    Disciplines(vampire):

    Auspex
    OOXXX Heightened Senses: Raise one of your five senses to superhuman levels
    OOOOX Telepathy: Briefly probe someone's mind or project a telepathic message to them
    OXXXX Sense Emotion: Learn the emotions of the people around you

    Celerity
    OOOXX The Unseen Storm: Move so fast you are truly invisible
    OOXXX Zephyr: Move so fast that you seem to defy gravity
    OXXXXX Precision: Enter a trance where you can operate with exceptionally fine manipulation

    Presence
    OOOXX Summon: The Kindred compels someone to come to them immediately
    OXXXX Entrancement: The Kindred makes someone obsessively want to please them
    OOXXX Love : Make someone enamoured with you as if in a blood bond
    OOOOX Passion: Fill a person or group with lust, greed, anger, or fear
     

    Hellknight Anna

    Empress of the Inferno
    She can use those abilities on Vanessa any day <3 xD ((whether they work on kindred or not)) <3
     

    Hellknight Anna

    Empress of the Inferno
    Okey dokey. Will be waiting ^_^
     

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