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Char Generation.

Posted by AzraileFor group 0
Azraile
GM, 4 posts
The Storyteller
Tue 26 Jul 2011
at 15:56
  • msg #1

Char Generation

Will note that not all chars have to be mages, but most should be.

This is info for making a mage, if you are making something else ask me.




Chose and fill out name, concept, nature, demeanor, home world, tradition, and your essence and it’s resonance.

Attributes: 7/5/3

Abilities: 13/9/5  No ability higher than 3 at this stage

Backgrounds: 7  Best to work all these out with me but here is a list of those allowed with a * before those that are limited in some way or another and you should contact me if your taking it, and a ^ for those that require something in your background:

Allies, ^*Artillery, Contacts, ^Fame, ^Mentor^Resources, ^*Requisitions^Status, *Arcane, *Avatar (recommended), ^Destiny, Dream, Influence, Library, *Node, ^Sanctum/Laboratory, ^Talisman/Devices, Familiar, ^Past Life, Ship, and possibly ^*retainers..

Also new ones:
Cybernetics and Gen-splicing  (warning these can cause paradox that will not go away as long as you have them if they are exstream enough)
Note you can have both for free so long as they don't give you any advantages. (a prosthetic that's equal to a human limb is more a disadvantage than an advantage, and genetically giving yourself blue hair and silver eyes is just cosmetics)

I also will allow Adversary backgrounds, and are the same thing as flaws, you can have 5 of these in addition to your flaws each point letting you have an extra point in backgrounds (like flaws you can take more, but they will not give any bonuses), you cannot have both a background and it’s adversary at the same time:

 ^Apprentice (anti-Mentor),  Debts (anti-resources),  Enemies (anti-Allies), Gremlin (anti-familiar), ^Infamy (anti-fame), ^Notoriety (anti-status)^Throwback (anti-past life),  Uncanny (anti-arcane),  ^Wards (anti-retainers), and ^Jinx (anti-Destiny).

Yah you should likely consult me here =p




Spheres:  5 + tradition specialty.

You may have one sphere specialty, and your tradition specialty. You may re-roll 10's in your specialty. If your chosen specialty and your tradition specialty are the same, that sphere can be one higher than your arete instead of being limited to your arete ratting.


Advantages: Arete 1, willpower 5, starting quintessence (avatar background)

Pick Merits & Flaws: Limit 10 points in each (you may take more flaws but only get points for 10), any merit/flaw that cost 5 or more points requires approval.

Spend 15 freebie points: 
Attributes       5 per dot
Abilities           2 per dot
Spheres           7 per dot (no sphere can be higher than your main sphere, and no sphere can be higher than your Arete)
Backgrounds   1 per dot
Arete                4 per dot (Max 3 at creation)
Willpower       1 per dot (Max 7 at creation)
Starting Quintessence:  1 per 4 dots  (not really recommended to much)

Pick Foci for each sphere you posses

Put one point in the Resonance your char has.

Specialties

You may have one specialty in each ability category and one attribute out of all the categories, however to have it you must have 3 in it at char creation (therefore only having two is suggested) in situations matching your specialty you will get a free success.

And you can buy them later if your stat is 4 or more at 5 exp for attributes and 3 exp for abilities.



Azraile:
Experience Points
TraitCost
New ability3
New Sphere10
WillpowerCurrent rating
KnowledgesCurrent rating
Talents & SkillsCurrent rating x 2
AttributesCurrent rating x 4
Specialty Sphere( Current rating x 7 ) - level of grimorum used
Other Spheres( Current rating x 8 ) - level of grimorum used
AreteStory Event or ( Current rating x 8 ) - level of grimorum used
Relearning a lost sphere3 exp to start then Current rating x 2  until old level is reached

This message was last edited by the GM at 20:41, Fri 06 Feb 2015.
Azraile
GM, 6 posts
The Storyteller
Tue 26 Jul 2011
at 20:37
  • msg #2

Re: Char Generation

Also a note;

The game starts on Victoria Station.


There for I would like everyone to be there, or be on there way there, when the game starts. It would help if you have a char that has a reason to be there even if just passing through.
Azraile
GM, 7 posts
The Storyteller
Tue 26 Jul 2011
at 23:48
  • msg #3

Re: Char Generation

Death Quaker's Big List of Merits and Flaws
Where to get most every merit or flaw in the game (some arn't on the list, but it includes a LOT)  for race only merits/flaws you have to get them from the book.

Death Quaker's Big List of Character Archetypes
A very big list of possible natures/demeanors to take. For those that don't understand a char's nature is his/her true self, and the demeanor is how he/she presents themselfs around others. This is important to your willpower.
This message was last edited by the GM at 01:38, Wed 27 July 2011.
Azraile
GM, 30 posts
The Storyteller
Dislexic
Fri 5 Aug 2011
at 03:32
  • msg #5

Re: Char Generation


Chr name:                       Nature:                          Tradition:
Player:                         Demeanor:                        Essence:
Sp. Sphere(s):                  Home World:                      Resonance:




                               Attributes

Physical                        Social                           Mental

Strength - 1                    Charisma - 1                     Perception - 1
Dexterity - 1                   Manipulation - 1                 Intelligence - 1
Stamina - 1                     Appearance - 1                   Wits - 1





                               Abilities

Talents                         Skills                           Knowledges

Alertness                       Crafts                           Academics
Athletics                       Do                               Computer
Awareness                       Firearms                         Cosmology
Brawl                           Meditation - 1                   Culture
Dodge                           Melee                            Enigmas
Empathy                         Pilot                            Investigation
Expression                      Repair                           Law
Instruction                     Research                         Linguistics
Intimidation                    Security                         Lore
Leadership                      Stealth                          Medicine
Streetwise                      Survival                         Occult
Subterfuge                      Technology                       Science





                               Advantages

Backgrounds
<add those taken>



Spheres
<add those taken>


Arete - 1
Willpower - ?current? / ?perminate?
Quintessence -   ?  /  ?   - Paradox
(total of both can not excused 20 under normal circumstances, paradox always overrides quintessence)

Resonance
Dynamic - ?
Static - ?
Entropic - ?



                    Merits                           Flaws





                          Equipment

Artifacts/fetishes Owned:
Items Name <level x, Quintessence x/Gnosis x> items power

Weapons, maneuvers & armor
Weapon name
*<dice roll for, diff, range, firing rate, clip size>
*Details of weapon, added affects, if it can be hidden

Armor name <armor rating, dex reduction>

Maneuver name
*<Dice roll for, diff, damage>
*details of maneuver



Money
Credits on them: ######c
Dram on them: ## (if dram has non-standard resonance list it separately)
list of other places money is held or stolen cards and when they where stolen.

Items
List other important items

Azraile
GM, 43 posts
The Storyteller
Dislexic
Fri 2 Sep 2011
at 22:55
  • msg #6

Re: Char Generation

Arsenal

* You own or have inherited a modest collection of Earth weapons, or a energy weapon or two that you have stashed away with some army-surplus kits.
** You own a substantial collection of firearms both pre-fall and hypertech in make. Not enugh to open your own shop but enugh to epress the average person. Equipment could include some commonly handed out gear from the Hyperion wars, like a transdemtional radio.
***You're a serious collector, owning various weapons including even semi-automatic weapons and assault refiles, as well as maybe one or two fully automatic weapons. Equipment might include old body armor or unarmed space suits. Your collection could arm a small group quite well.
**** You make law enforcement nervous. Your sizable collection includes fully automatic weapons and high powered energy weapons, along with a small number of episodic weapons such as long range sniper rifles and rare antiques (or MAYBE a weak artifact). Equipment could include more high tech surplus reserved for higher rank officials.
***** People like you would have given the ATF nightmares. Your collection includes heavy weapons, large machine guns, mortars, grenades, possible rocket launchers or ion cannons. They are old but serviceable. Your equipment might included energized armor, armored space suits, military grade navigation hardware, some small military vehicles, or even maybe a light hardsuit you have been re-arming.


Resorces

* If liquidated, you'd have about 0.5Mc. Income of 0.2Mc a month.
** If liquidated, you'd have at least 8Mc. Income of 0.4Mc a month.
*** If liquidated, you'd have at least 50kc. Income of 0.7Mc a month.
**** If liquidated you'd have at least  100Mc. Income of 2.5Mc a month.
***** If liquidated, you'd have at least 2,000Mc . Income of 7.5Mc a month.
This message was last edited by the GM at 19:52, Fri 29 Apr 2016.
Azraile
GM, 582 posts
The Storyteller
Dislexic
Sun 26 Feb 2012
at 23:24
  • msg #7

Re: Char Generation

some of the (most of the) secondary abilities you can have

Secondaries cost half that of a primary rounded up (with some exseptions as they are skills that just arnt on the sheet)

You must have 2 dots in a skill to take it's secondary, 3 if it's a combat skill, and the secondary skill can not be higher than it's primary.

OTHERWISE you have to pay for them as if they are a primary. (some can take the place of there primary after that)

Secondary skills will have lower difficuties than primary ones and will some times add to primary rolls.


Secondary Talents

    Acting
    Artistic Expression
    Carousing
    Diplomacy
    Fortune Telling
    Haggling
    Interrogation
    Intrigue
    Masquerade
    Mimicry
    Negotiation
    Newspeak
    Panhandling
    Poetic Expression
    Public Speaking
    Scan
    Scrounging
    Search
    Seduction
    Sense Deception
    Style
    Swimming
    Throwing
    Ventriloquism

Secondary Skills

    Acrobatics
    Animal Ken
    Animal Training
    Archery. In Dark Ages, was a Primary Skill.
    Artillery
    Biotech
    Blacksmith
    Blind Fighting
    Boat Handling
    Brewing/Distilling
    Bribery
    Camouflage
    Carpentry
    Climbing
    Cooking
    Dancing
    Debate
    Demolitions
    Disguise
    Drive (in this game counts as secondary to pilot)
    Energy Weapons
    Escapology
    Falconry
    Fast-Draw
    Fast-Talk
    First Aid
    Fishing
    Flight  (as in with wings or just flying around.)
    Forgery
    Gambling
    Game Playing
    Gunsmithing
    Heavy Weapons
    Helmsman
    Herbalism
    Hunting
    Hypertech
    Hypnotism
    Interrogation
    Jetpack
    Jeweler
    Journalism
    Jury-Rig (see "mis-derection")
    Leatherworking
    Lip Reading
    Lock Picking
    Mechanic
    Microgravity Operations
    Networking
    Parachuting
    Performance
    Photography
    Pickpocket
    Police Procedure
    Politics
    Pottery
    Psychoanalysis
    Research. Was a Primary Ability, important to mages though.
    Ride
    Scuba
    Singing
    Skiing
    Sleight of Hand
    Speed Reading
    Torture
    Tracking
    Traps

Secondary Knowledges

    Academic Humanities (Special)
        Anthropology
        Archeology
        Ethnology
        Fine Arts
        History
        Logic
        Philosophy
        Theology. In Dark Ages, was a Primary Knowledge
    Accounting
    Alchemy
    Architecture
    Area Knowledge
    Art History
    Astrology
    Bureaucracy
    City Secrets
    Computer Hacking
    Construct Politics
    Covert Culture
    Criminolgy
    Cryptology/Cryptography
    Economics
    Finance
    Heraldry
    Law Enforcement (Police Procedure is a Secondary Skill)
    Literature
    Lore (RD Data for Technocrats)
        Clan Knowledge/Lore
        Kindred Lore
        Camarilla Lore
        Clan Knowledge
        Conspiracy Theory
        Lupine Lore
        Faerie Lore
        Mage Lore
        Sabbat Lore
        Sewer Lore
        Spirit Lore
        Wyrm Lore
    Media
    Meteorology
    Military Science
    Naturalist
    Power-Brokering
    Propoganda
    Psychology
    Science
        Astronomy
        Biology
        Biopsychology
        Chemistry
        Cybernetics
        Electronics
        Engineering
        Forensics/ Forensic Pathology
        Genetics
        Geology
        Hypermathmatics
        Mathmatics
        Metallurgy
        Paraphysics
        Pharmacology/Pharmacopoeia
        Phylogeny
        Physics
        Psychodynamics
        Sociobiology
        Toxicology
        Terrorism
        Vice
        Xenobiology


Note some will not be in the same catagory as there primary....



also here some game specific or restricted ablities (some you may use but arn't needed in most situations.... like primal urge would only be needed by some one turning into an animal a lot)


Werewolf: The ApocalypseEdit

    Primary Talent
        Primal-Urge
    Primary Knowledges
        Enigmas
        Rituals

Changeling: The DreamingEdit

    Primary Talent
        Kenning
        Persuasion
    Primary Knowledge
        Greymare
        Enigmas

Mummy: The ResurrectionEdit

    Primary Talent
        Awareness
        Intuition
    Primary Knowledges
        Cosmology

Kindred of the EastEdit

    Primary Skills
        Martial Arts
    Primark Knowledges
        Rituals

Dark AgesEdit

    Primary Talents
        Legerdemain
    Primary Skills
        Archery
        Commerce
        Ride
    Primary Knowledges
        Hearth Wisdom
        Seneschal
        Theology

This message was last edited by the GM at 23:56, Sun 26 Feb 2012.
Azraile
GM, 2624 posts
The Storyteller
Dislexic
Thu 29 Jul 2021
at 21:33
  • msg #8

Re: Char Generation

notes for some exstra merits flaws

NOTE!!!!  WORK IN PROGRESS

Spacer Born ( ? point Merit) - Rather it was in space or on the non-physical surface of a world you where born in space (the umbra) to parents from a physical world. This has affected your nature and you are a being of both spirit and flesh. Spirit magics come easier to you and your cost to buy levels in spirit magics is 2 exp less (overall) each time you raise it.  Your transition from spirit to flesh is easier and the time it takes you to adapt to a physical or spiritual form and suffer side affects when forced into the other is much longer.

True Spacer ( ? point Merit ) - You where born in space to spacer born parents and are more spirit than flesh. This has greatly altered your beeing. You are much more addapt to spirit magics, spending 1 less exp per level (and 2 initially) when buying them, and are at -1 difficulty when using them, however everyone is able to use spirit magics on you as if you where a spirit unless you have addapted to a physical plane. You start the game more spirit than flesh and suffer painful side affects in physical planes. (the affects varying depending on your upbringing... most common being your mussels and bones not adapt to the gravity of a physical world), you take twice as long to get over the side affects and addapt and you re-addapt to the spiritual world twice as fast.
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