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Communications Exec
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CHOOSE A CLAN (pages 30-51) Brujah, Caitiff (clanless), Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue PICK A NATURE & DEMEANOR (pages 73-74) A character's nature is the type of person she is at her very heart... while her demeanor is who she pretends to be for the world to see. These things can be the same but this is rare as people are seldom so transparent. Choose one nature and one demeanor to start the game with. These may change with ST permission. Natures & Demeanors Architect, Autocrat, Bon Vivant, Bravo, Capitalist, Caregiver, Celebrant, Chameleon, Child, Competitor, Conniver, Creep show, Curmudgeon, Dare Devil, Dabbler, Dark Pioneer, Dark Poet, Deviant, Director, Dunk Uncle, Enigma, Eye of the Storm, Fanatic, Gallant, Guru, Idealist, Judge, Lone, Martyr, Recruiter, Sadist, Sociopath, Stalker, Sorority Sister, Survivor, Thrill-Seeker, Torturer, Traditionalist, Trickster, Visionary CHOOSE YOUR ATTRIBUTES (pages 80-85) Decide if your character is more physically capable, socially adept or mentally superior. Then allocate 7 points to the category your character is strongest in, 5 points to the next best and 3 points to what you're weakest at. Physical Traits (no more than x3 per trait) Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry Social Traits (no more than x3 per trait) Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathic, Expressive, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, And Witty Mental Traits (no more than x3 per trait) Alert, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Shrewd, Vigilant, Wily, Wise ADD YOUR CLAN ADVANTAGES Each clan has not only a disadvantage but also an advantage which is added to their character sheet. Find your clan below and add your advantage to your character sheet . Brujah: 1 free influence in Political, University, or Street as well as the associated ability in Politics, Academics or Streetwise. Brujah can not take the Short Fuse flaw, and are at a higher risk for Frenzy (one-trait penalty).Gangrel: Free abilities: Animal Ken and Survival. Gain a Negative Trait: Bestial, Repugnant or Feral from gaining an animalistic feature each time they frenzy. Malkavian: Free ability of Awareness. All Malkavians must take a derangement for no free traits at character creation. Can recognize other Malkavians on sight. Nosferatu: Free abilities: Stealth and Survival. All Nosferatu gain the Negative Social Traits: Repugnant x3 which doesn't count against the total Negative traits that can be taken nor do they provide any Free Traits. Cannot take any Appearance related Social Traits and when his repugnant visage is present, he can't initiate Social Challenges except for Intimidation challenges, although he may defend normally. Toreador: They get 2 free abilities from any 1 or 2 of the following: Academics, Crafts, Performance or Subterfuge. Can also spend any of the previous Abilities as Herd traits. Toreador can be entranced by anyone with 3 appearance related social traits or works of art, this can be broken out of for a Mental Trait, of if an appropriate distraction occurs (an attack, a neighbor elbowing her) Tremere: They receive 1 free dot in the ability Occult, and 1 free dot of Occult Influence. Upon embrace all Tremere receive a drink of the combined vitae of the Inner Council and gaining a 1 step blood bond to the clan as a whole. Ventrue: They receive one free background level in resources that can never be lost, one free influence in High Society, Finance, or Politics. The Ventrue have rarefied tastes and can only feed from their chosen blood preference. As a result Ventrue come into play 1 Blood Trait down, which can be ameliorated with Herd background or other arrangements. Caitiff: Can choose any three of these Disciplines as Clan Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence). Caitiffs are social outcasts, as they have no clan, and have no place for thier peers to gather as the other clans may and they may not take any social merits pertaining to their lineage (they can still take flaws). They receive no free lores at character creation. Caitiff are also not able to gain above level five in a discipline due to the weakened nature of their blood. PICK FIVE ABILITIES (pages 85-93) (Max based on Character Generation) You can put all five points into one of these skills or spread them out between several. Academics, Animal Ken, Athletics, Awareness, Brawl, Computer, Crafts, Dodge, Drive, Empathy, Etiquette, Expression, Finance, Firearms, Hunting, Intimidation, Investigation, Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance, Politics, Psychology, Repair, Science, Security, Scrounge, Stealth, Streetwise, Subterfuge, Survival CHOOSE 5 BACKGROUNDS (pages 93-105) You can put all five points into one background or spread them out between several. Allies, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Generation (remember: you can't buy down past 8th generation!) PICK 3 *BASIC* LEVEL DISCIPLINES (pages 134-189) Brujah Clan Disciplines: Celerity, Potence, Presence Gangrel Clan Disciplines: Animalism, Fortitude, Protean Malkavian Clan Disciplines: Auspex, Dementation, Obfuscate Nosferatu Clan Disciplines: Animalism, Obfuscate, Potence Toreador Clan Disciplines: Auspex, Celerity, Presence Tremere Clan Disciplines: Auspex, Dominate, Thaumaturgy (must start with path of blood) Ventrue Clan Disciplines: Dominate, Fortitude, Presence Caitiff: Pick any 3 basic disciplines from this list: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence. All out of clan disciplines taken at character creation must be justified with the character’s background and approved by the ST and paid for with Player Points. VIRTUES & PATH You have a total of 7 points to break up (max 5 total points in each) in the following categories, all starting out with one dot free in each. (Pages 108-112) Conscience, Self Control, Courage. Humanity rating is calculated by taking your Conscience + Self Control & divide that by 2 and rounded up. ADD YOUR FREE LORES (reference website page) All characters (except for Catiff who gain no free lores to represent that they had no teacher in their "youth") gain one free level of Lore: Kindred, Lore: Camarilla, and Lore: Clan. Sabbat Inflitrators should have Lore: Sabbat instead of Lore: Camarilla and independant clans (Setites, Giovanni, Ravnos, and Assamites) gain no Lore: Camarilla or Lore: Sabbat (unless they are somehow offically members of one of those sects) and instead gain Lore: Clan x2 DERANGEMENTS (pages 212-214) If you are playing a Malkavian, you must pick 1 Derangement for no points as this is your clan flaw. You may select a single derangement for your character for 2 Negative Traits, but be warned: DERANGEMENTS ARE NOT FOR NOVICE PLAYERS! - Bulimia, crimson Rage, Fugue, Hysteria, Immortal Terror, Manic Depression, Megalomania, Multiple Personalities, Obsessive/Compulsive, Paranoia, Regression, Sanguinary Animalism, Schizophrenia NEGATIVE TRAITS You may select a total of 5 points total of negative traits (remember a Derangement counts as 2 Negative Traits) with no more than 3 in a single attributE category, to earn extra points. Negative traits give you one free point (see Free Points below) for each. Negative Physical Traits (pages 81-82): Clumsy, Decrepit, Delicate, Docile, Flabby, Frail, Lame, Lethargic, Puny, And Sickly Negative Social Traits (page 83): Bestial, Callous, Condescending, Dull, Feral, Naive, Obnoxious, Repugnant, Shy, Tactless, And Untrustworthy Negative Mental Traits (page 83): Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, And Witless FLAWS (pages 112-122) Each flaw gives you as many free points (see Free Points below) as listed next to them below. Remember you may only earn 7 points from your flaws. Note: The flaws Phobia and Amnesia are considered to be Derangements and are treated as such. Physical Flaws: Bad Sight (1-3 pt), Flesh of the Corpse (1pt), Hard of Hearing (1pt), Short (1pt), Smell of the Grave (1pt), 14th Generation ( 2pts), Permanent Wound (3 pt), Disfigured (2pts), Dulled Bite (2pts), Glowing Eyes (2pts), One eye (2pts), Thirst for Innocence (2pt), Permanent Fangs (2pts), Vulnerability to Silver (2pts), Glowing Eyes (3pt), Addiction (3pts), Deformity (3pts), Infectious Bite (3pts), Lame (3pts), Monstrous (3pt), Slow Healing (3pts), Deaf (4pts.), Disease Carrier (4pts), Blind (6pts), Thin Blood (4pts.), Mute (4pt), Flesh of the Corpse (5pt) Social Flaws: Dark Secret (1pt), Infamous Sire (1pt), Enemy (1- 5pts), Mistaken Identity (1pts), Sires Resentment (1pt), Hunted (4pts) Mental Flaws: Deep Sleeper (1pt), Nightmares (1pt), Prey Exclusion (children not allowed) (1pt),Shy (1pt), Soft Hearted (1pt), Speech impediment (1pt), Lunacy (no points in our game), Short Fuse (2pts), Territorial (2pts), Thirst for Innocence (2pts), Vengeful (2pts), Weak-Willed (3pts), Conspicuous Consumption (4pts), Guilt Wracked (4pt), Flashbacks (Sabbat Only) (6pt) Supernatural Flaws: Cast no Reflection (no points in our game), Cursed (1-5 pt),Infertile Vitae (no points in our game), Repulsed by Garlic (1pt), Touch of Frost (1pt), Cold Breeze (1pt), Beacon of the Unholy (2pt), Eerie Presence (2pt), Death sight (2pt), Lord of the Flies (2pt), Can’t Cross Running Water (3pt), Repelled by Crosses (3pt), Haunted (3pt), Grip of the Damned (4pt) MERITS (pages 112-122) Merits cost the amount of free points (see Free Points below) as listed beside their name. You may only have up to 7 points of merits at character creation. Physical Merits: Acute Sense (Sight, Smell, Taste, Hearing, Touch)(1 pt), Ambidextrous (1pt), Eat Food (1pt), Early Riser (1pt), Bruiser (1pt), Friendly Face (1pt), Enchanting Voice (2pt), Catlike Balance (1pt), Blush of Health (2pt), Efficient Digestion (3pt), Daredevil (3pt), Huge Size (4pt) Social Merits: Natural Leader (1pt), Prestigious Sire (1pt), Sanctity (2 pt), Debt of Gratitude (1-3pt), Holdings (1-5pt) Mental Merits: Light Sleeper (1 pt), Code of Honor (2pt), Coldly Logical (1pt), Common Sense (1pt), Concentration (1pt), Time Sense (1pt), Introspection (1pt), Natural Linguist (2pt), Eidetic Memory (3pt), Calm Heart (3pt), Iron Will (3pt) Supernatural Merits: Bright Aura (1pt), Deceptive Aura (1pt), Healing Touch (1pt), Inoffensive to Animals (1pt), Magic Resistance (2pt), Medium (2pt), Lucky (3pt), Spirit Mentor (3pt), True Love (4pt), Nine Lives (6pt), Oracular Ability (3pt), Unbondable (3pt) Enlightened (1-7pt) Note: There are clan specific merits and flaws that are not listed above. If you wish to use that merit/flaw please contact a Storyteller for approval. FREE POINTS & EXP Everyone gets five free points at character creation along with the points you acquired by taking negative traits and flaws to round out your character. However, in addition to that, if this is your first character here you get 10 exp and if it's not... you get 5 exp to add to your sheet to customize your character a bit more. Be Aware That EXP Spends Differently Than Free Points - for the exp cost of items please see our EXP page or pg. 124 of Laws of the Night Revised. Free Trait costs can be found on pg. 72. The more dots you have in an attribute or ability shows the level of mastery you have in a given area. 1 being a someone who dabbles as a hobby and 5 being someone who has made a life's work out of something. Use the chart below to determine how much free points (also called "freebies") things cost. Attributes: 1 free point each Ability: 1 free point each Background: 1 free point each Virtues: 1 free point each Humanity/Path Trait: 3 free points each Willpower: 3 free points each Take an additional basic in-clan discipline: 3 free points each Take an additional basic out-of-clan discipline: 4 free points each (plus Player Points) Basic Level Ritual: 2 free points each. For additional character creation help, look in the books or talk to a storyteller. For players seeking to play a clan not listed here, please talk to a storyteller.
Last edited by DeAnna; 03-01-2010 at 05:55 PM. |
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#2 (permalink) |
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Communications Exec
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Brujah Template
Generation: 13 Nature: Architect Demeanor: Bravo Concept: Rebel With A Cause Physical Traits: Brutal x3, Dexterous x2, Resilent x2 Social Traits: Intimidating x2, Charming x2, Eloquent x1 Mental Traits: Attentive x2, Observant x2, Wily x2 Abilities: Brawl x3, Drive x1, Melee x1, Streetwise x2, Subterfuge x2, Empathy x1, Lore: Clan Brujah x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Resources x 2, Allies x1, Influence (Street) x2, Influence (Underworld) x1 Disciplines: Potence x2, Presence x1, Celerity x1 Derangements: None Humanity: 3 Conscience: 3 Self-Control: 3 Courage: 4 Status: Acknowledged, Brujah x1 Caitiff Template Generation: 13 Nature: Child Demeanor: Conformist Concept: Ugly Duckling Physical Traits: (3) Quick x2, Steady x2, Tough x2 Social Traits: (5) Friendly x2, Ingratiating x2, Expressive x1 Mental Traits: (7) Creative x2, Dedicated x2, Alert x2, Insightful x1 Abilities: Awareness x2, Etiquette x2, Computers x1 Backgrounds: Influence (Transportation) x2, Resources x2, Influence (Industry) x2 Disciplines: Auspex x2, Presence x2, Fortitude x1 Derangements: None Humanity: 4 Conscience: 4 Self-Control: 3 Courage: 3 Status: Acknowledged Gangrel Template Generation: 13 Nature: Thrill Seeker Demeanor: Loner Concept: Drifter Physical Traits: Brawny x2, Resilient x3, Dexterous x2 Social Traits: Commanding x2, Intimidating x2, Empathic Mental Traits: Alert, Observant, Wily Abilities: Animal Ken x3, Brawl x3, Scrounge, Stealth, Survival x3, Lore: Clan Gangrel x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Herd x2, Contacts x2, Allies Disciplines: Animalism x2, Fortitude x1, Protean x2 Derangements: None Humanity: 3 Conscience: 3 Self-Control: 3 Courage:4 Status: Acknowledged, Gangrel x1 Malkavian Template Generation: 13 Nature: Visionary Demeanor: Visionary Concept:Mad Prophet Physical Traits: Dexterous x1, Brutal x1, Enduring x1 Social Traits: Empathic x2, Persuasive x2, Beguiling Mental Traits: Insightful x2, Observant x2, Rational x2, Shrewd Abilities: Awareness x2, Intimidation, Investigation, Empathy, Psychology, Stealth, Lore: Clan Malkavian x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Herd, Resources x2, Retainer, Influence: Church Disciplines: Auspex x2, Dementation x2, Obfuscate x2 Derangements: Bulimia Humanity: 4 Conscience: 4 Self-Control: 3 Courage: 3 Status: Acknowledged, Malkavian x1 Nosferatu Template Generation: 13 Nature: Conniver Demeanor: Conformist Concept:Information Broker Physical Traits: Brawny x2, Agile x2, Robust x2, Tireless Social Traits:Friendly, Intimidating, Witty Negative Social: Repugnant x3 Mental Traits: Alert x3, Knowledgeable x3, Shrewd Abilities: Animal Ken, Computer, Intimidation, Investigation, Stealth, Security, Streetwise x2 Survival, Lore: Clan Nosferatu x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Herd, Contacts x3, Influence: Street Disciplines: Animalism x1, Obfuscate x2, Potence x2 Derangements: None Humanity: 3 Conscience: 2 Self-Control: 4 Courage: 3 Status: Acknowledged, Nosferatu x1 Toreador Template Generation: 13 Nature: Bon Vivant Demeanor: Celebrant Concept:Starving Artist Physical Traits: Graceful, Stalwart, Tireless Social Traits: Charismatic x3, Gorgeous x3, Seductive x2 Mental Traits: Attentivex2, Determined x2, Patient x1 Abilities: Academics, Crafts (Choose one) x2, Performance (Choose second one) x1, Empathy, Etiquette x2, Expression x2, Subterfuge x2, Lore: Clan Toreador x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Herd x2, Influence: High Society x1, Resources x1, Retainer x1 Disciplines: Auspex x2, Celerity x1, Presence x2 Derangements: None Humanity: 4 Conscience: 4 Self-Control: 3 Courage: 3 Status: Acknowledged, Toreador x1 Tremere Template Generation: 13 Nature: Architect Demeanor: Conformist Concept:Child of the Clan Physical Traits: Dexterous, Brawny, Tireless Social Traits: Commanding x2, Intimidating x2, Persuasive Mental Traits: Alert x2, Knowledgeable x2, Rational x2, Wise Abilities: Academics, Awareness, Investigation, Occult x2, Subterfuge, Lore: Clan Tremere x1, Lore: Camarilla x1, Lore: Kindred x1 Backgrounds: Herd x2, Influence: Occult x2, Resources x1, Contacts x1 Disciplines: Auspex x1, Dominate x1, Thaumaturgy (Path of Blood) x1 ... Rituals: Deflection of the Wooden Doom Derangements: None Humanity: 3 Conscience: 3 Self-Control: 3 Courage: 4 Status: Acknowledged, Tremere x1 Ventrue Template Generation: 13 Nature: Autocrat Demeanor: Traditionalist Concept:Power Broker Physical Traits: Brutal, Dexterous, Robust Social Traits: Commanding x2, Intimidating x2, Persuasive x2, Diplomatic Mental Traits: Attentive x2, Insightful x2, Shrewd Abilities: Empathy, Etiquette, Finance, Intimidation x2, Leadership, Lore: Clan Ventrue x1, Lore: Camarilla x1, Lore: Kindred Backgrounds: Herd, Influence: Finance x2, Resources x2, Mentor x2 Disciplines: Dominate x2, Fortitude x2, Presence x2 Derangements: None Humanity: 3 Conscience: 2 Self-Control: 4 Courage: 4 Status: Acknowledged, Ventrue x1 |
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