Vampire

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Vampire

“CLEVER QUOTE TO BE ADDED LATER”
- anon


California, the Golden State, California, the Free State. The land of Hollywood, palm trees, warm weather, beaches and super models, where movie stars vacation and anyone's dream can be accomplished. But there's a dark side to this glowing hip of land, with vampires lurking in the shadows, waging secret wars amongst their own kind using mortals as pawns and soldiers in their sorid political games. California's night side has always been in the shifting control of Anarch hordes, kindred fighting amongst themselves over rules and ideals, turf and dominance, until times came for them to band together and drive off Sabbat and Camarilla alike, as well as other, younger Anarchs who hadn't put in the time and effort that they had, and had no right to a piece of their pie.

With the Camarilla creeping their control into the Free State through the north, and the Sabbat lashing out from the south and south east, the Anarchs of California fight at unfavorable odds to keep their turfs under their control. Many Anarchs have become the things they so reviled, setting themselves up as Barons of Feifs, laying their rules and ensuring that their lessers follow those rules through violence and charisma alike.

Prospect has only recently come onto the radar, having gone unnoticed by the other kindred. A city free of all factions in the beginning, but how will it be in the future? Will the Camarilla take control with an iron fist and hold fast? Will the Sabbat push in and claim the area as a new staging ground for their battlefields? Or will the Anarchs wrest it away from both only to squabble amongst themselves? Will Prospect be a becon of light to kindred across America seeking justice, or will it become yet another site of unrest and turmoil? Your choices are many here in the City of Hope, but which side will you choose?

Vampire Staff & Sphere
Rules & Systems
Setting
- special landmarks -
- NPC elders - See 'News' on the game.
Current Plots
  • something happening soon
Links
  • something happening here soon
Society
Character Generation

CG numbers as seen on page 100/101

  • Your character begins with each Attribute at one dot (exception is Nosferatu, Samedi, and Gargoyle which start with a 0 in appearance). Priority selection determines how many additional dots you may place in each category: Divide seven dots among your character's primary Attributes, five dots among her secondary Attributes and three dots among her tertiary Attributes. You may not raise an Attribute above five dots. Freebie points allow you to increase an Attribute in chargen.
  • Assign 13 dots to your primary category, nine dots to your secondary category and five dots to your tertiary category. You may not assign more than three dots to any Ability, but you can increase Abilities to four or five dots with freebie points later.
  • Your character receives three dots to divide among their clan disciplines. Catiffs may choose from any non-proprietary disciplines. Freebie points can help to purchase out of clan disciplines.
  • Your character receives five dots to assign among the Background Traits.
  • Your character starts with one point in each virtue - conscious, self-control and courage. Then you get 7 points to divide as you desire. (For Sabbat, or those on a Path other then Humanity get conviction and instinct replace conscious and self-control.) Those on a Path other then Humanity start off with one dot in courage for free and must spend the rest of their 7 points in the appropriate virtues for their Path.
  • A character's starting Path Rating is the sum of her conscious and self-control, or conviction and instinct for those on another Path then Humanity.
  • Your character's courage determines his initial Willpower.
  • The final step. You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price (see the table in the Character Creation Summary on p. 102).
  • If your character has any Attribute or Ability at four or five dots, you may choose a specialty that applies to that Trait (appropriate specialties are listed with Traits, in Chapter Four) Specialties serve as a roleplaying tool, and they provide a bonus to dice rolls that apply to them (see p. 108).
  • Once approved, if you want to put your Clan Name in front of your name on channel, you can use ANSI commands and color codes. Try '@force me=comtitle <alias>=<< <Clan Name> >>', with color codes (e.g., %xw for white, %xb for blue, see 'help ansi codes' for more info on what letter is used for which color).

Available Clans The various clans are open for cgen and can be Anarch, Sabbat, Camarilla, Independent, or Autarkis:

Assamite

Baali Brujah Caitiff

Gangrel Gargoyle Giovanni

Kiasyd Lasombra Malkavian

Nosferatu Ravnos Salubri

Samedi Setite Toreador

Tremere Tzimisce Ventrue

Restricted Concepts:

  • Case by case basis.

Desired Concepts:
The following concepts are currently desired due to not having a strong presence on grid.:

  • Camarilla concepts.
  • Anarch concepts.
  • Independent concepts.


Restrictions in CharGen:

  • Case by case basis.

Requires Staff Approval and Justification in CharGen:

  • Case by case basis.

Approval Tips
Some tips on getting your character approved painlessly.

  • Make sure to read up on what you wish to play so that you have an idea of how the game/theme/system works.
  • Have a solid concept. Make sure your stats fit the concept you're going for.
  • Talk to Staff in pages, @mail or via +request if you've got questions, concerns or ideas.
  • Not everyone needs to be a combat centric. Social and Mental rolls will be used liberally here.
  • Use common sense. Gunshots get noticed in the city as are weapons that are considered illegal to carry out on the streets in California.