Vampire Creation Guidelines
Accepted Clans
| Camarilla |
Assamites*
Brujah
Caitiff
Gangrel
Ghouls
Malkavians
Nosferatu
Toreador
Tremere
Ventrue
| |
| Indie/Anarch |
Assamites
Followers of Set
Gangrel
Giovanni
Ravnos
"Anarchs"
Ghouls
Unmastered | |
| Sabbat |
Assamite antitribu
Brujah antitribu
City Gangrel
Gangrel antitribu
Lasombra
Malkavian antitribu
Nosferatu antitribu
Panders
Ravnos antitribu
Salubri antitribu
Serpents of the Light
Toreador antitribu
Tzimisce
Ventrue antitribu | |
*NOTE: Camarilla Assamites are Schismatics only, any caste.
A mortal or ghoul who is Embraced gains no immediate Attribute,
Ability, or Discipline gains as a result of the Embrace, they are simply a
vampire. All changes will be as a result of XP gain/expenditure(which should be
accelerated as the childe is now in a sink-or-swim situation). Sabbat ghouls are
on an NPC basis only.
Creation System
| Mortal/Ghoul |
Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Virtues: 7
Disciplines: 1 Potence +1 of Domitor's(Ghouls only)
Freebies: 21 | |
| Camarilla |
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 5
Virtues: 7
Disciplines: 3
Freebies: 15 | |
| Indie/Anarch |
Attributes: 6/5/3
Abilities: 12/8/5
Backgrounds: 6
Virtues: 7
Disciplines: 4
Freebies: 18 | |
| Sabbat |
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 0
Virtues: 5
Disciplines: 4
Freebies: 15 | |
| Alternative System |
Mortals: 149 Freebies
Ghouls: 159+1 Potence
Camarilla: 184 Freebies
Indie/Anarch: 186 Freebies
Sabbat: 182 Freebies | |
| Freebie Costs |
Attribute:5
Ability:2
Background:1
Virtues:2
Path:2
Willpower:1
Disciplines:7 | |
- Necropolis reserves the right to refuse any character concept or sheet. To ensure this does not happen to you please add realism to the character by fleshing it out with the appropriate stats for the concept chosen.
- To ensure characters get enough game play we have a cap of three approved characters per section in the game. This means you may have no more than 18 characters in the game at any time - and no more than three characters in any one section.
- In order to make good, in-depth SLs that appeal to your characters directly (as opposed to, say, a deus ex machina SL), we need to know a bit about your characters. What are their interests? What personal concerns do they have? What character flaws can be played off of? What are you strengths? What are your ambitions? Give us a quick run-down of your history, maybe elaborate on your Backgrounds a bit. This also means we are requiring at least some information on personal goals for approval.
- Although we normally will not refuse a character based on the name chosen we strongly encourage people to refrain from "gothic" names or spellings. We also strongly discourage making a character based on a comic book, television, book or movie character. Getting ideas from those would be fine - neglecting to be creative enough to build your own character is not.
- Do not forget the Traditions of the Camarilla. To further help you get involved in the game and meet others please immediately post up an IC/OOC message on the Discussions from your character to your Primogen. A meeting between the two needs to be in order so they know you are in the city.
- Age is important on your sheet. If you are 50-150 years Embraced you automatically have the Anarchronism flaw for 0 points. If you are 150+ you recieve Anarchronism plus Technophobia for 0 points.
- Half(round up) of your Discipline dots must be in-clan. If you are playing a Caitiff/Pander and want certain in-clan Disciplines please talk with the STs first for approval and give a reason as to how you learned them.
- Characters must have depth, i.e. no 100% combat characters. Even soldiers have a past life. There should be some Animal Ken, Academics, Computers etc. on your sheet. And please, keep in mind that Academics 1 is something most people should have, unless you've failed high school.
- Be mindful of what your Traits represent. Taking a Trait at a high level simply because your character is good at using the Trait in question will not justify 4s and 5s. High levels represent strong dedication to and frequent use of the Trait in question.
- Nobody in the Camarilla may follow any Path other than Humanity, save for the newly joined Assamites(who may choose to take Honorable Accord or Humanity). Paths must be obtained through roleplaying for the Sabbat due to their young age. Also refrain from having a Humanity rating above 5 on a Sabbat sheet.
- Secondary Thaumaturgy paths cost five Freebie points each dot, and your primary path equals your Thaumaturgy rating. Blood Magic is restricted in the Sabbat due to how rare it has become.
- Magic items are not allowed unless you are a Tremere or other magic user. Any items you have must be able to have been created by you in the past. If someone else made it for you, you must find either a PC to whom you wish to owe a boon, or contact the STs about an NPC to whom you may owe the boon. Any future magical items you obtain must also be approved by the Head ST.
- Illegal and controlled items are restricted similarly to magical items. All such acquisitions must be cleared by the Head ST. We also don't want to see people running around with military grade weapons. They *are* available, but people do not stockpile huge amounts of these weapons. Also, we would prefer that you mention what class firearms license you have(though we am not requiring the Certification Background).
- Nobody is allowed fire-based weapons without good cause. This means no white phosphorus grenades, no Dragonsbreath, etc. In addition, tracer rounds do not do aggravated damage, they are still bashing damage to vampire.
- If you want a sword, that is understandable. However, be creative. We don't want to see katana after katana; it got old long ago. Also, a katana does str+2, as does any other sword.
- Willpower can be no higher than 7 to start with unless you're an elder(ie we allow you extra Freebie points to start with).Keep in mind 2-3 is an average willpower for most mortals though a willpower of 4-7 is suggested at character creation
- If you take any Influences make note of what they are and how you hold your control over them. This is important since many players have already taken Influences for their character and they are on a first come, first serve basis. Sabbat normally don't become Influencial in mortal society. For this reason you must have ST approval before owning any kine establishments or holding an Influence in Necropolis.
- Characters with notable physical Merits/Flaws are asked to note their Merit/Flaw in their character description.
- If you are playing a Sabbat please post on your sheet which faction your character would most likely follow in terms of how they believe; The Status Quo, Moderates or the Ultra-Conservatives. For more information about these factions look through The Guide to the Sabbat pgs 38-39.
- Characters are strongly encouraged to take at least one dot in Occult. No dots in Occult means your character is barely familiar with werewolves, spirits, the Umbra, etc. and you will be expected to roleplay such ignorance.
- Any Ability not meant for Vampire (Kenning, Awareness, Intuition) and Secondary Abilities should be avoided if at all possible. Characters who wish to use Archery should take Athletis, instead. Check out our Template at the bottom of this page for an example.
Restricted Backgrounds
Generation is capped at 3 points (10th Generation)
Status
Elder Generation
Military Force
Arcane
Restricted Merits
Any which mimic an Ability(Natural Leader, Aptitude, Acute Senses, etc)
Any supernatural kinship/relationship Merits
Any which mimic a Background(Mansion is Resources, Judicial Ties is Influence,
etc)
Any Merit which only appears in pre-Revised sources may be rejected
Aptitude(Buy another dot of the Ability)
Boon(without prior approval of another player character-the one who owes the
boon)
Broken Bond(Requires a PC domitor)
Bullyboy
Charmed Existance
Domain(This must be obtained IC)
Elysium Regular(Camarilla Only)
Faerie Affinity
Former Ghoul
Friend of the Underground(Clear this with the Nosferatu)
Harmless
Holder of Office(For obvious reasons)
Jack of all Trades
Lucky
Natural Linguist(Same reasons as Aptitude)
Primogen(For obvious reasons)
Primogen Friendship(for Camarilla Only)
Protege
Rising Star
Self-Confident
Sheriff's Friend
True Faith
Useful Knowledge(Without discussion with one of PC elders)
Werewolf Companion
Virulent Strike
Restricted Flaws
Any supernatural kinship/relationship Flaws
Any Flaw which only appears in pre-Revised sources may be rejected
Addiction(ST approval only)
Botched Presentation(for Camarilla Only)
Bound(Requires a PC to be bound to)
Catspaw
Child
Cold Breeze(Far too overused)
Dark Fate
Disgrace to the Blood(Requires PC sire)
Eerie Presence(Far too overused)
Escaped Target
Expendable(Must be cleared with the character who finds you expendable)
Flashbacks
Former Prince (Camarilla Only)
Infertile Vitae
Laughingstock(Camarilla Only)
Loathsome Regnant(Requires PC domitor)
Masquerade Breaker(for Camarilla only - Requires a PC to lord the information
over you)
New Kid
Probationary Sect Member(Without discussion with the STs)
Recruitment Target
Red List(You better have a *DAMN* good character history if you want this)
Rival Sires(Requires 2 PCs to join in)
Sleeping with the Enemy(Requires a PC 'enemy' to be sleeping with)
Ward (Requires a PC Mortal to protect)
Garou Creation Guidelines
Accepted Tribes
Black Furies
Bone Gnawers
Children of Gaia
Fianna
Get of Fenris
Glass Walkers
Red Talons
Silent Striders
Silver Fangs
Shadow Lords
Uktena
Wendigo
Accepted Breeds
Homid
Metis
Lupus (Red Talons only)
A mortal who goes through the Change gains no immediate Attribute, Ability or Gift gains as a result, they have simply Changed with Gnosis:1. All changes will be made as a result of XP gain/expenditure(which should be accelerated as the Garou is now in a sink-or-swim situation).
Creation System
| Garou Creation |
Attributes:7/5/3
Abilities:13/9/5
Backgrounds:5
Gifts:3 (One Breed, one Auspice, one Tribe)
Freebies:15
Rage is based on your Auspice
Gnosis is based on your breed
Willpower is based on your tribe |
|
| Pre-change Creation |
Homid Pre-change Only
Attributes:6/5/3
Abilities:11/9/5
Backgrounds:5
Gifts:N/A
Freebies:19
Rage is based on your Auspice
Gnosis:1
Willpower:3
May take the Renown Background, otherwise starts with no Renown. |
|
| Kinfolk Creation |
Homid Kin Only
Attributes:6/4/3
Abilities:11/7/4
Backgrounds:5
Freebies:21
Willpower:3 |
|
Freebie Costs
Attribute:5
Ability:2
Background:1
Gnosis:2
Rage:1
Willpower:1
Gifts:7
- Necropolis reserves the right to refuse any character concept or sheet. To ensure this does not happen to you please add realism to the character by fleshing it out with the appropriate stats for the concept chosen.
- To ensure characters get enough game play we have a cap of three approved characters per section in the game. This means you may have no more than 18 characters in the game at any time - and no more than three characters in any one section.
- In order to make good, in-depth SLs that appeal to your characters directly (as opposed to, say, a deus ex machina SL), we need to know a bit about your characters. What are their interests? What personal concerns do they have? What character flaws can be played off of? What are you strengths? What are your ambitions? Give us a quick run-down of your history, maybe elaborate on your Backgrounds a bit. This also means we are requiring at least some information on personal goals for approval.
- Characters must have depth...ie, no 100% combat characters. Even soldiers have a past life. I want to see some Animal Ken, etc.
- Be mindful of what your Traits represent. Taking a Trait at a high level simply because your character is good at using the Trait in question will not justify 4s and 5s. High levels represent strong dedication to and frequent use of the Trait in question.
- Characters with Rage higher than the Willpower of most humans (i.e. Rage 5+) are asked to include their Rage in their character descriptions on the chat.
- If you want a sword, that is understandable. However, be creative. I don't want to see katana after katana, it got old long ago. And just to encourage your creative decision, katanas do Str+2 for this game, as does every other sword.
- No military grade weapons. They *are* available, but people do not stockpile huge amounts of these weapons. Also, we would prefer that you mention what class firearms license you have(though we are not requiring the Certification Background).
- Be sure to post what equipment your character carries for approval. In doing so, everyone OOC is fully aware and there won't be any trouble with the "James Bond syndrom" or upset players on the chat. Weaponry does need approval if you carry it and keep in mind the laws are just as strict in Necropolis as they are in New York so weapon laws are still in tact.
- No more than four freebie points may be spent to raise Willpower at character creation.
- Rage may be no higher than 7 at character creation.
- Influences need to be fleshed out on your character sheet. Many have already been claimed in the city so if there is something that you are interested in taking please speak to the STs to find out what is still avalible.
- Characters with notable physical Merits/Flaws are asked to note their Merit/Flaw in their character description.
- The fetish "Fang Dagger" is banned from character creation and must be made in game.
- For all practical purposes, play Pre-change garou as if they were kinfolk until their first frenzy.
- No Vampire or Mage Kinfolk unless approved by the ST of those sections. No Wraith or Changeling Kinfolk are allowed at all.
- The Background: Device is not limited to 3, but only devices costing 3 or less may be taken at creation. Hence, a Device of 4 would let you have two Level 2 Devices, or one Level 3 Device and one Level 1 Device, but not one Level 4 Device.
- Fetish is restriction to three dots at character creation.
- Totem dots are recommended. Remember that a character doesn't gain the benefits of his Totem, pack tactics, pack initiative, etc. unless he spend dots on Totem to establish a spiritual connection with it.
- Talens may be taken with the Fetish Background on a 2-for-1 basis. One dot in Fetish gets you two talens.
- It should be noted whether your character is part of the waxing or waning portion of his Auspice.
- Players with access to Rage Across the Heavens should note their celestial patrons for their time of birth and First Change.
- We highly recommend playing an Auspice other than Ahroun.
- Kinfolk may not start the game with Gifts. These can be learned IC given the proper time.
- Characters are strongly encouraged to take at least one dot in Occult. No dots in Occult means your character is barely familiar with werewolves, spirits, the Umbra, etc. and you will be expected to roleplay such ignorance.
- Any Ability not meant for Werewolf (Kenning, Awareness, Intuition) and Secondary Abilities should be avoided if at all possible. Characters who wish to use Archery should take Athletis, instead. Check out our Template at the bottom of this page for an example.
Background Restrictions
- Pure Breed is limited to 3 for most characters. Uktena and Wendigo may purchase up to 4 dots, and Silver Fangs up to 5.
- Fate is not allowed.
- Touched is limited to three dots for most characters. Certain tribes may take up to four dots of Touched: Weaver-Touched for Glass Walkers, Wyld-Touched for Black Furies and Red Talons, and Wyrm-Touched for Uktena.
Special Maneuvers
Every Garou begins play knowing one special maneuver, which must be noted on the character's sheet. New maneuvers may be learned without XP cost, but require a roll of Intelligence + the relevant Ability (usually Brawl or Melee), difficulty (10 - the character's Intelligence). Base training time for a maneuver is 4 weeks, and is reduced by 1 week per success on the roll (minimum of one week).
Certain klaivaskar maneuvers may be learned as special maneuvers:
- Feint
- Parry
- Probe
- Riposte
Restricted Merits
Any which mimic an Ability(Natural Leader, Aptitude, Acute Senses, etc. Excluding Planetary/Zodiacal Merits)
Any Merit that grants a character ties to another type of supernatural creature.
Any Merit from a pre-Revised source that has since been revised.
Any Merit not from a Werewolf book
Animal Magnetism
Code of Honor
Elder's Favor
Fair Glabro
Good Instincts
Huge Size
Jupiter Midsky
Lucky
Moon-Bound
True Love
True Faith
Restricted Flaws
Any Flaw that penalizes a Trait you don't have at least one dot in.
Any Flaw that relates to ties with another type of supernatural creature.
Any Flaw from a pre-Revised source that has since been revised.
Any Flaw not from a Werewolf book
Amnesia
Dark Fate
Mark of the Predator
Metis Child
Monochrome Vision
Notoriety
Sign of the Wolf
Slip Sideways
Sokhta's Minor Madness
Strict Carnivore
Suspicion Magnet
Taint of Corruption
Territorial
Wolf Years
Restricted Totems
Aray
City Father/Mother
Fox
Hyperion
Meros
The People
Quetzal
Rhino
Salmon
The Spirit without Name
Sulis
Uktena
Wendigo
The date of the last planetary alignment was May 5, 2000. Lupus characters born this date may take more than one Planetary Aspect Merit or Flaw but never from the same planet. The alignment before that was during 1962, and therefore, ruling out most starting characters (unless, for some real good reason, you never changed until you were 40 years old). If you were born in the United States, then you are also a Theurge (waxing). If you wish to be from another part of the world, consult the Head ST to discover your Auspice during May 5, 2000.
Mortal Creation Guidelines
Concepts Encouraged
Business Owner/Operator
Gang Members
Hunters(Un-Imbued only)
K-9 Officers
Patrol Officers
Mafia
Mortal Creation System
Attributes:6/4/3
Abilities:11/7/4
Backgrounds:5
Virtues:7
Freebies:21
Alternate System
Freebies:149
-or-
Attributes:13
Abilities:22
Backgrounds:5
Virtues:7
Freebies:21
Freebie Costs
Attributes:5
Abilities:2
Backgrounds:1
Virtues:2
Humanity:1
Willpower:1
- Necropolis reserves the right to refuse any character concept or sheet. To ensure this does not happen to you please add realism to the character by fleshing it out with the appropriate stats for the concept chosen.
- To ensure characters get enough game play we have a cap of three approved characters per section in the game. This means you may have no more than 18 characters in the game at any time - and no more than three characters in any one section.
- In order to make good, in-depth SLs that appeal to your characters directly (as opposed to, say, a deus ex machina SL), we need to know a bit about your characters. What are their interests? What personal concerns do they have? What character flaws can be played off of? What are you strengths? What are your ambitions? Give us a quick run-down of your history, maybe elaborate on your Backgrounds a bit. This also means we are requiring at least some information on personal goals for approval.
- Although we normally will not refuse a character based on the name chosen we strongly encourage people to refrain from "gothic" names or spellings. We also strongly discourage making a character based on a comic book, television, book or movie character. Getting ideas from those would be fine - neglecting to be creative enough to build your own character is not.
- Characters must have depth, i.e. no 100% combat characters. Even soldiers have a past life. There should be some Animal Ken, Academics, etc. on your sheet. And please, keep in mind that Academics 1 is something most people should have, unless you've failed high school.
- Be mindful of what your Traits represent. Taking a Trait at a high level simply because your character is good at using the Trait in question will not justify 4s and 5s. High levels represent strong dedication to and frequent use of the Trait in question.
- We discourage Concepts where the character knows about the supernatural unless playing a Hunter. Being interested in the Occult is fine, but keep your knowledge limited to what can be found in books (ESP, Crowley, aliens, Transylvanian vampires, etc). Also when making your character we do NOT want to see seductive characteristics anymore.
- Illegal and controlled items are restricted. All such acquisitions must be cleared by the Head ST.
- Please keep weapon choices limited. How many people do you know wandering around on a regular basis with a sword?
- A typical human adult has a Willpower score of about 2 or 3. The most willful of humans, a lawyer, cop or protester, tops out at about 4 or 5. Humans can go above 5 Willpower, but such individuals are remarkably rare. Because of this Willpower can be no higher than 5 to start and must have a very good reason. "I'm stubborn" probably won't work as a good reason.
- If you take any Influences make note of what they are and how you hold your control over them. This is important since many players have already taken Influences for their character and they are on a first come, first serve basis.
- If you would like to take an animal retainer check our rules on them under the General Rules folder in Documents. Exotics will most likely be refused without a -damn- good reason. STs are within their rights to refuse any animal retainer if it doesn't make sense to keep the realism (in WoD terms) in the game.
- Characters with notable physical Merits/Flaws are asked to note their Merit/Flaw in their character description. If you take flaws Expect us to take full advantage of them. We also do make use of the Advarsary Backgrounds located in Guide to the Traditions should anyone wish to use them for their character. These are Restricted to any Backgrounds without supernatural ties.
- Any Ability not meant for Mortals such as Kenning, Awareness and Intuition(anything Supernatural) along with Secondary Abilities should be avoided if at all possible. Characters who wish to use Archery should take Athletis, instead. Check out our Template at the bottom of this page for an example.
Restricted Merits & Flaws
[Too many to list. Please use your better judgement. Supernatural Merits/Flaws are restricted. As are anything that mimics a Background or Ability]
Minimum Requirements
Below are minimum requirements for various concepts within the game. After extensive research into the concepts these are the requirements the STs deemed appropriate.
Patrol Officer
Athletics:1, Brawl:2, Computer:1, Drive:2, Firearms:3, Investigation:1, Law:2, Melee:1, Streetwise:2
K-9 Officer
Animal Ken:2, Athletics:1, Brawl:2, Computer:1, Drive:1, Firearms:2, Investigation:1, Law:2, Melee:1, Streetwise:2
SWAT Officer
Strength:3, Dexterity:3, Stamina:3, Perception:3, Wits:3, Athletics:2, Brawl:2, Computer:1, Dodge:2, Drive:1, Firearms:3, Investigation:1, Law:2, Melee:2, Streetwise:2
Detective
Brawl:1, Computer:1, Firearms:2, Investigation:3, Law:2, Streetwise:2
Mafia Backgrounds
For anyone playing in the Mafia there are two new Backgrounds to choose from that have been presented in World of Darkness: Mafia. These Backgrounds require ST approval and are limited. Speak to an ST for further information.
Family Status
1- Piciatto: Button Man, low ranking soldier
2- Sgarrista: Wiseguy, respected family man
3- Caporegime: Lieutenant, Crew leader
4- Capo Bastone: Underboss, second-in-command
5- Capo: Don, Mob boss
Favors
1- One favor
2- Two favors
3- Four favors
4- Seven favors
5- Ten favors
Mage Creation Guidelines
Accepted Traditions
Akashic Brotherhood
Celestial Chorus
Cult of Ecstasy
Dreamspeakers
Euthanatos
Hollow Ones
Order of Hermes
Sons of Ether
Verbena
Virtual Adepts
The Crafts are allowed, but they must have a detailed history(several pages) and well-developed personality submitted for approval along with the sheet.
A mortal who Awakens gains no immediate Attribute, Ability, or Sphere gains as a result, they are simply Awakened with Arete 1. All changes will be as a result of XP gain/expenditure(which should be accelerated as the mage is now in a sink-or-swim situation).
Points
| Mage |
Attributes:7/5/3
Abilities:13/9/5
Backgrounds:7
Spheres:6
Resonance:1
Freebies:15 | |
| Sorcerer/Psychic |
Attributes:7/5/3
Aiblities:13/9/5
Backgrounds:7
Numina:6
Resonance:1
Freebies:15 | |
| Mortal |
Attributes:6/4/3
Abilities:11/7/4
Backgrounds:5
Freebies:21 | |
| Alternate Creation System |
Mortals:135 Freebies
Awakened Mages:193 Freebies
Sorcerers/Psychics:193 Freebies | |
| Freebie Costs |
Attributes:5
Abilities:2
Backgrounds:1
Spheres:7
Arete:4
Quintessence:1 for 4 | |
| Background | Restriction |
| Adverserial | As per Background |
| Avatar | 4(5 w/good story) |
| Mana | 4 |
| Blessing(item) | ST Discretion |
| Blessing(luck) | 3 |
| Chantry | ST Discretion |
| Cult | 2(3+ w/good story) |
| Demesne | 3(4+ w/good story) |
| Destiny | ST Discretion |
| Familiar | ST Discretion |
| Legend | 4(5 w/good story) |
| Library | 2(3 w/good story) |
| Mentor | 3(4 w/good story) |
| Node | 2(3 w/good story) |
| Wonder | ST Discretion |
- Necropolis reserves the right to refuse any character concept or sheet. To ensure this does not happen to you please add realism to the character by fleshing it out with the appropriate stats for the concept chosen.
- To ensure characters get enough game play we have a cap of three approved characters per section in the game. This means you may have no more than 18 characters in the game at any time - and no more than three characters in any one section.
- In order to make good, in-depth SLs that appeal to your characters directly (as opposed to, say, a deus ex machina SL), we need to know a bit about your characters. What are their interests? What personal concerns do they have? What character flaws can be played off of? What are you strengths? What are your ambitions? Give us a quick run-down of your history, maybe elaborate on your Backgrounds a bit. This also means we are requiring at least some information on personal goals for approval.
- Although we normally will not refuse a character based on the name chosen we strongly encourage people to refrain from "gothic" names or spellings (Hollow Ones being the exception). We also strongly discourage making a character based on a comic book, television, book or movie character. Getting ideas from those would be fine - neglecting to be creative enough to build your own character is not.
- Characters must have depth, i.e. no 100% combat characters. Even soldiers have a past life. There should be some Animal Ken, Academics, etc. on your sheet. And please, keep in mind that Academics 1 is something most people should have, unless you've failed high school.
- Be mindful of what your Traits represent. Taking a Trait at a high level simply because your character is good at using the Trait in question will not justify 4s and 5s. High levels represent strong dedication to and frequent use of the Trait in question.
- Characters with notable physical Merits/Flaws are asked to note their Merit/Flaw in their character description.
- Illegal and controlled items are restricted. All such acquisitions must be cleared by the Head ST.
- If you want a sword, that is understandable. However, be creative. We don't want to see katana after katana; it got old long ago.
- Willpower can be no higher than 8 to start for standard characters.
- Characters must have a list of rotes. All Effects that are not on this list of rotes suffer +1 difficulty for fast-casting. This list can be increased through gameplay.
- All sheets must contain a short description of the character's paradigm, including common types of foci the character might use.
- Each Sphere must have its personal/unique focus listed in order to gain its benefits.
- If you would like to take an animal retainer check our rules on them. Exotics will most likely be refused without a -damn- good reason. STs are within their rights to refuse any animal retainer if it doesn't make sense to keep the realism (in WoD terms) in the game.
- We do allow the use of Adversarial Backgrounds as found in Guide to the Traditions.The only ones we make use of during character creation (without a -very- good reason) would be Blacklisted, Debts, Enemies and Infamy. For further details on these please check the Documents under General Rules.
- Whenever your mage does an effect, Resonance puts some kind of "spin" to it, and to make it easier for both you and your STs, it would be nice if you could write down a couple of ways you could imagine your resonance affecting your effects.
- Try to avoid the Primordial Essence, since that is supposed to be quite rare.
- Any Ability not meant for Mage (Kenning, Primal-Urge, Intuition) and Secondary Abilities should be avoided if at all possible. Characters who wish to use Archery should take Athletis, instead. Check out our Template at the bottom of this page for an example.
Restricted Merits
Any which mimic an Ability(Natural Leader, Aptitude, Acute Senses, etc)
Any supernatural kinship/relationship Merits
Any which mimic a Background(Mansion is Resources, Judicial Ties is Influence, etc)
Any Merit which only appears in pre-Revised sources may be rejected
Aptitude(Buy another dot of the Ability)
Avatar Companion(Without ST consultation)
Charmed Existance
Devil's Mark
Immunity 6+(though 6 is allowed with ST consultation)
Insensible to Pain(Without great justification for it)
Jack of all Trades
Legendary Attribute(Without great justification for it)
Lucky
Natural Channel(Is allowed, but doesn't allow "slipping" through the Gauntlet; instead
allows the -1 difficulty to all nearby)
Natural Linguist(Same reasons as Aptitude)
Self-Confident
Stormwarden
Struggling Awake
True Faith
Twin Souls(Without PC twin)
Virulent Strike
Restricted Flaws
Any supernatural kinship/relationship Flaws
Any Flaw which only appears in pre-Revised sources may be rejected
Bedeviled
Dark Fate
Degeneration(6 or 9pt; 3pt is allowed)
Ineptitude (Same as Aptitude)
Manifest Avatar(Banned when paired with Phylactery w/o a PC Avatar)
Mayfly Curse
Nightmares
Probationary Member(Without discussion with the STs)
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