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| Character Generation Rules This is not inteded to be a subsitute for the Mind's Eye Rules. It will, however, lay out basic Cgen for the new system. Clans | Virtue/Vice | Attributes | Skills | Merits | Disclipines | Advantages |Status| Lores The following Clans are always open, always available. Brujah (Zealots) - The Brujah are perhaps the second most powerful Clan in Northern Spain, although their numbers are concentrated within the Monarchy of Theudis in Portugal and Leon. Still, there are many Muslim Brujah who have originated in the Emirate who travel, and handful of Brujah Knights are located within Navarre. Cappadocians (Graverobbers) - While there are many more Cappadocians within the Emirate then there are in the Monarchies, there are a handful found in Navarre - most often associated with a Cathedral or Monastery. While most are scholars, some have taken death to the field of battle as Knights in the Reconquest to view death upclose. Gangrel (Animals) - Since the Gangrel tend to come and go as the whim suits them, and many of them occupy otherwise barren woodland areas, it's nearly impossible to get a grasp on how many Gangrel may be in Northern Spain. It is generally believed, however, that they tend to Gather close to Roncesvalles in the wilds of the Pyrenees. Representing a completely different face of the clan is the Taifia Gangrel, some of which have been accepted in the courts of Navarre, and serve as politicians and messengers between the Monarchies and the Emirate. Lasombra (Magisters) - Without a doubt, the Lasombra are the most powerful Clan in all of Spain. The Monarch Ramon Gonzalez rules over Castile, Navarre, and Aragon, while the Emir Ibn Abi Amir rules Muslim Spain. It would come as no surprise, then, that there are Lasombra in all positions and levels of Kindred society in Spain, even serving as merchants and pirates off the coast. Nosferatu (Lepers) - Nosferatu are known to exhibit many of the old Roman cities that still have their old catacombs intact. There are others, however, who have found shelter within the Church or Knightly orders that also live above ground. While unorganized and uncounted, many assume the heart of Nosferatu power rests in Roncesvalles where Prince Edrigu rules. Malkavians (Madmen) - Who can tell what the Malkavians are ever up to, or what roles they will serve? While not present in large numbers across Northern Spain, Prince Isidore rules Pamplona and several Malkavians hold positions as Keepers. Toreador (Artisans) - The center of Toreador power in Europe is Southern France, but that doesn't mean their reach doesn't extend over the Pyrenees. They are closely associated with the Church, and are the supports of several different Monastic orders. Besides, the Domain's closeness to Aquitaine means the political intrigue of the Court of Love often spills over into Navarre. Tzimisce (Fiends)- Rare is it that the Tzimisce leave their homes in Eastern Europe and venture out. However, the Tzimisce of Constantinople were scattered across the Mediterranean after the Fourth Crusade, and some of the younger Tzimisce have taken to wandering across the continent with their own agendas. Please note: all Tzimisce in this game will be Old World Tzimisce. They have Thaumaturgy paths, not Vicissitude. Ventrue (Patricians) - This is a dark time for Clan Ventrue, and they are poorly represented in Spain. Some can be found serving as political advisors or Knights, and there are those who believe that more will be moving into the area, as the Ventrue of England and Northern France eye the richness of Navarre. The following Clans are going to be allowed by application only: Tremere (Usurpers) - The Tremere have only been around for a handful of centuries, and have had difficulty finding acceptance in many parts of Europe. We currently are not looking for any new Tremere. Ravanos (Charlatans) - While there is a strong Ravanos presence in Lisbon, few have trickled into the Lasombra held lands. Some serve openly as Courtesans or Knights, but most give the established fiefdoms a wide birth. Assamites (Saracens) - Spain is one of the greatest areas of conflict between the Assamites and other Kindred. They are allied with the Emirate and have strong ties to Muslim Lasombra and Toreador, and therefore rarely venture into Northern Spain. We are currently not looking for any new Assamites. Setites (Serpents) - At a time where the Church actively calls crusade against anyone who doesn't follow the Catholic line, Setites are not at all welcome in most of Europe, and Northern Spain is no exception. There have been Kindred who have been revealed to be Setites, and they have been destroyed. Indeed, just the rumor of being a Setite has been enough to ruin more then one career. The following Bloodlines are just not going to be in game: Baali, Gargoyles, Laibon, Lamia , Lhianna, and Salubri. All characters have strengths and weaknesses, noble aspects and dark sides to their personalities. While most people try to cultivate virtues and eschew vices, both are intrinsic elements of identity and both equally reinforce a sense of self. Every character starts play with one defining Virtue and one defining Vice, chosen during character creation. Virtue and Vice may clearly reflect your character’s background and concept - they can compliment each other or be directly opposed in a way that will naturally create conflict for the character. Possible Virtues include: Charity, Faith, Fortitude, Hope, Justice, Prudence, and Temperance. Possible Vices include: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. A character’s Attributes measure his innate physical, mental and social qualities — how strong he is, how quick he thinks on his feet, and how well he interacts with other people. Each player chooses the priority for their character's attributes (Mental, Social, and Physical). Your character begins with one dot in each Attribute automatically, already filled in on the character sheet. The fifth dot in any Attribute costs two of the dots that you have to allocate. Characters have 5/4/3 points to allocate in the three categories; Kindred get an extra attribute to place as they wish.
A character’s Skills reflect the education and training he’s acquired over the course of his life, and are a reflection of his origins and interests. Skills can be acquired in any number of ways, from institutionalized learning to hard, hands-on experience. Like Attributes, Skills are broken down into three general categories: Mental, Physical and Social. A character’s initial Skills are purchased during character creation and are prioritized in the same manner as Attributes, with 11 points to allocate among primary Skills, 7 points to allocate among secondary Skills, and 4 points to allocate among tertiary Skills. The fifth dot in any Skill costs two of the dots that you have to allocate.
Skills represent broad bases of knowledge and physical training in a given subject. In addition to this broad foundation of knowledge, characters can specialize in a particular aspect of a Skill, giving them an edge in a particular application due to their increased focus. There’s no limit to the number of Specialties that your character can have in a single Skill. You choose three Specialties at character creation. Any more must be purchased during play with experience points. Draws involving a Skill Specialty gain a +1 modifier over and above any other situation modifiers. Therefore, if your character has Crafts, but also has a Specialty in Paintings, you gain a +1 bonus when he works on canvus. Specialties can apply to esoteric or even supernatural powers, but in those cases they have to be narrowly specialized, usually only applying to a single ability. An example would be Stealth: Cloak of Night. Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle. Some apply to your character’s basic traits to enhance them in particular situations. Some have prerequisites that must be met before they can be purchased. Spend 7 dots on Merits. The fifth dot in any Merit costs two of the dots that you have to allocate.
Note:
Advantages are aspects of your character that set him apart from her peers, for good or ill. A strong will, an unshakable moral conviction or a simple talent for ducking are all possible benefits in a rough and uncertain world. As your character develops over time, her advantages can increase to exceptional levels.
Up to two levels of status can be purchased at character creation, with approval from the ST. Possible status traits in Dark Ages are: Acknowledged, Admired, Adored, Cherished, Dangerous, Esteemed, Exalted, Famous, Faultless, Feared, Honorable, Influential, Just, Praised, Renowned, Respected, Revered and Trustworthy. |
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