"The old bastard certainly likes to keep to himself, yes." Kent scowls noticeably when the Prince mentions Beckett; it seems he and his sire aren't on excellent terms. He folds his arms across his chest and lets out a low grumble. "I imagine he's got his nose stuck in a book somewhere, reading nonsense. I'd love to think he hasn't come around because of me, but he probably just can't be bothered." Kent also notices the man who wandered in, and watches him closely. He starts to say something before Dalton says it first, and instead just watches the boy to make sure he doesn't cause a scene.
Julian approaches the Prince and bows his head slightly. "My apologies. I was transfixed by the beauty of your carved mantlepiece. Such fine craftsmanship. You know how my kind has trouble letting such a magnificent piece escape our gaze. Julian, in embarrassment, seems to actually blush. Anyway, a happy new year to you Modius. I am honored to have been included on your guest list.
Perception+Alertness:4d10 ⇒ (1, 10, 10, 6) = 27
Julian turns his head from the prince just long enough to see the new comer. "Hmm, look what the cat dragged in.."
When the Prince shakes his hand, he isn't blind to the fact that little fuss is made over it. That can be good or bad depending on how one feels about the attention of powers in a city.
The name Becket means nothing to him, he makes a note of it for later if he should ever talk to someone more informed. He backs away from the Prince to give the man room, and contemplates how soon he can leave. Not that he plans on that right away, but it's always a good idea to have an exit strategy.
Perception + Alertness -1die2d10 ⇒ (4, 10) = 14
He notices a few things... one, Becket reads books. Literacy, lot of that going around.
And two, that kid looks so lost Shane wonders if he should suggest Hare Krishna
This Beckett must be someone important, if the Prince is talking about him like that.
Patrick waits, listens to others and waits. He notes a newcomer, and as an opportunity presents itself, he asks the Prince "Sir, may I ask something? Have you by any chance know where my Sire, Lateland, can be? I haven't seen him for awhile."
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
--------------
Rick North
You head over to the man brooding in the corner, his hands clasped together loosely fingertip to fingertip. He glares at the man who is surrounded by partygoers. He does not look up or rise to acknowledge your arrival.
--------------
Bradley Maurer
As you offer your arm, the woman steps away and towards a new arrival to the party. He in turn hugs her as a child might a parent. The Prince once again glances in your direction as he scan the room…
--------------
Charlotte Mallory
Michael gives Charlotte a big smile and hugs her, ”I knew I had to come but I don’t wanna be here, Char. Will you stay with me?”
--------------
Attending to the Prince
Modius shakes his head in the affirmative to the questions he receives about the newcomer, ”Indeed, Michael is a long-time resident. If any of us could be said to have a gentle soul it is he. His Sire though, was clearly a Monster…”
Modius nods to James, ”Indeed, though you are all young. There is strength in numbers and flexibility in youth. Chicago stagnates under the weight of its Elders. Soon, all of their Cainites will be Anachronistic, unable to function in a world where technology and its uses are fundamental. Whereas we, we will be on the rise and fully capable of embracing, so to speak, the changes wrought by this new technological age”.
Modius turns to Kent, ”You are better off here and at odds with him Mr. Atherton. That Kindred has made many enemies, enough for a few lifetimes, should his enemies believe you close to him it would make you a target”.
Modius smiles at Julian, ”Indeed, I have often lost evenings gazing at the fine craftsmanship that went into my Manse”.
He states that proudly making one wonder if he cannot see or simply will not admit that the once no doubt magnificent home is now a crumbling edifice, in many ways a metaphor for Modius’ Princeship and the once thriving Gary.
Morag, unlike Pathfinder for example, you can still make the Knowledge check. The limited dice pool simply makes it less likely that you would succeed. If a roll is one where a specific Lore HAS to be known to make a roll, I will state that.
Modius winces at Patrick’s question, ”I regret to inform you Childe, your Sire from what I understand has met the Final Death…”
--------------
Iron John
She moans with pleasure as you drink from her. The session lasts for a few minutes where she almost, almost pulls your clothes further off. She pulls back, ”My Sire will be looking for me. Wait here, I’ll head down first”.
She kisses you passionately on the mouth and turns to go.
Do you stop her or let her go?
You gain those 2 BP back and are 1/3rd Bound to her.
As you offer your arm, the woman steps away and towards a new arrival to the party. He in turn hugs her as a child might a parent. The Prince once again glances in your direction as he scan the room…
Enough then. Brad drew back his arm and went to join the queue to greet the Prince.
"Don't get me wrong, I'm happy he's gone. Beckett's made enough enemies, myself included. I don't need his reputation dragging me down, and I'm sure as hell glad no one seems to think I know where to find him. I'll be happy if I never see his ugly mug again. Still, I find it odd that he hasn't... turned up. He was working on something here before we had a falling out, and I'm surprised he hasn't come back to finish it. It doesn't seem like him." Kent looks at Michael with an expression close to pity, and sighs. "Poor kid. Doesn't seem like he deserved something like this, the condition he's in."
13th Gen Ventrue | Blood Pool:7/10 | Willpower: 6/6
John is sad to see her go, but the rules of etiquette are important. He begins to straighten up his clothes to look more presentable and follows her shortly after she leaves.
Who is this Becket guy the Prince and Atherton are going on about?
Intelligence + Occult:2d10 ⇒ (6, 5) = 11
James addresses the prince, "Indeed, my prince. Chicago continues to gift you with all of it's newest and potentially most useful recruits. We already understand the modern world in a way many of the elders cannot. Here we have a place to thrive, to gain in skill and grow in our power." His voice takes on a thoughtful, perhaps even conspiratorial tone. "It maybe that someday Lodin regrets his decision to cede away that dynamism."
James turns to Patrick with sympathy in his voice, "Genuinely sorry to hear about your loss, Patrick. Please let me know if there is anything I can do to smooth things out for you in the days ahead."
"Oh... Thank you," Patrick falls silent after hearing that his Sire is dead, colors darken and sounds muffle.
He withdraws into himself, listening with half an year. Despite everything Lateland did, Patrick felt sadness for his death.
He's gone... So that's what I felt back then - his death. I feel sorry for him. On the other hand. I guess I'm free to do what I want now. No one to forbid me to show my paintings to others... Or attend to parties like this...
He brightens up a bit and everything he feels and see come to normal. Normal to him, anyway.
"I guess it has its merits," he mutters quietly to himself.
12th Generation Ventrue Max Blood Pool/Current: 10/10 | Willpower 5/5
Morag tilts her head slightly when she hears another sire has gone missing. I'm lucky the price has taken me under his wing a little. I'd hate to just be on my own, but it's interesting that two sires have gone missing presumed dead.
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
---
Attending to the Prince
Modius nods at Kent's comment, "Still, he lives here and causes no trouble so I look out for him as best I can. It seems that he and that Neonate have been able to connect".Charlotte is currently hugging him.
Modius places a hand on Patrick's shoulder, "Difficult to hear whether one loved or hated their Sire. Chicago is a dangerous place, not like Gary. Kindred die there who cross others, Lodin has less control there than he claims as to its goings on. Certainly Neonates he bullies..."
Modius pauses as Bradley walks over, "Greetings".
For a split second he looks past you and smiles.
You all see a stunning looking woman coming from down the darkened hall in the direction of your gathering.
James:
You are not quite sure who Beckett is. Nobody important in Chicago, that's for sure...
---
Iron John
You come down the stairs slowly, the steps seeming as if they will collapse under your every step. You reach the end of the hall as the woman finally reaches Modius' side.
Make a Perception+Alertness roll DC 7 to identify any groups of Kindred beside the main group where most appear to have gathered.
---
Rick North
The man, Kindred, looks up at you, "No. No I am not, not with the Prince allowing a Chicago traitor in our midst and acting as if nothing is wrong". You follow his line of sight to the man who entertains the crowd still.
13th Gen Ventrue | Blood Pool:7/10 | Willpower: 6/6
After his, erm, diversion, John re-enters the room. The air of the party seems to have changed. He watches his paramour sidle up to the man who must be the Prince. Glancing around the room:
Per+Alert:4d10 ⇒ (6, 8, 6, 1) = 21 laugh he sees only the main group of Kindred. Clearly his mind is still stuck in the room upstairs.
John takes long strides toward the Prince trying to come up with a good explanation for being "more than fashionably" late.
"Ah, you must be Prince Modius." The large man towers over much of the assembled group. He gives an appropriate bow. "I apologize for not introducing myself sooner. I was... sidetracked. Please forgive my poor decorum. My name is John Anderson and I am honored to have your invitation and to make your acquaintance."
Brujah 9th Gen; Blood Pool 8/14; Will 4/5; S-C 4 dice; Cour 4 dice; Init 4 dice; Soak 2 dice; Health Uninjured; Current Effects: none
Tyrell continues listening to the conversations between Modius and his guests, trying to get a feel for the lay of the land. It seems like many of the locals are, at least in public, willing to support the Prince. As mention is made of disappearing Sires, the lawyer can't help but laugh a bit to himself. No worries about mine disappearing without anyone's knowledge... if Mac were to drop off the earth, the Ventrue would be trumpeting the fact to high Heaven.
Seeing as there's at least one man who has not yet presented himself to the Prince, Tyrell decides to go listen in at the Lick who is entertaining all the mortals and, thus far at least, snubbing Modius.
You all see a stunning looking woman coming from down the darkened hall in the direction of your gathering.
"Greetings, Prince Modius," Brad said, ducking his head carefully. "I'm very grateful for your invitation."
Brad resisted the urge to swing his head around all at once to see what was behind him, instead turning calmly. Someone else. Good. He moved politely out of the way for the woman.
Michael gives Charlotte a big smile and hugs her, ”I knew I had to come but I don’t wanna be here, Char. Will you stay with me?”
"Of course." Charlotte replies with a warm smile, returning his hug, though it goes on for slightly longer than she's entirely comfortable with. Seeing Michael made her wonder about the people who were chosen to be vampires, how it was decided, and who felt like they had the power to do such a thing to someone. There was a time when she hated Jeremy for what he'd done, refusing to let her die. Bringing her into this second life.
She understood better now, most of the time. Jeremy had wanted to help. Well, no, Jeremy wanted to fix her. But that was the only way he knew how. She frowns, thinking that no one could be accused of wanting to help Michael. She didn't know who his Sire was, but thought she might like to kill them someday. Even if it meant their spirit stayed with her. "There's still room enough for one more." She thinks to herself. "Especially that one.".
"I don't want to be here, either." She admits to Michael. "I haven't met the Prince yet. You might say I'm avoiding it. I'm not sure why I even came." She looks around with a snort, "It's not like I see Jeremy here, either."
Shane takes it all in, listening to other people's talk as much as he can, observing facial expressions. He's not the most observant of his Clan, but here it's all hanging out as it were.
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
Rick North
The Kindred chuckles at you, "If you were here for a cup of coffee even nothing has changed. Modius still thinks he's someone and Lodin still thinks Modius is no one, the truth lies as it does most of the time, somewhere in between.
That Kindred though, is a dangerous one. One Aleksandyr Danov..."
---
Charlotte
Michael steps back and looks up at you, "Modius is my friend, let's go say hi..." He taes you by the hand and begins to lead you to the large group of Kindred.
---
Tyrell
As you enter the man's orbit you find he has a slight Russian accent, "...what you would expect. My friends still there say this 'Everything the Communists said about Communism was a lie, but everything they said about Capitalism was true!'" The surrounding group laughs at the proverb. The "man" turns his gaze towards you. "Happy New Year friend".
Wits+Occult roll DC 7:
The Kindred is using Presence. Make a Wits+Alertness roll to avert your gaze enough to resist.
---
Attending to the Prince
Modius takes Bradley's hand as the woman arrives, "Delighted you could make it"."My dear", he murmurs to her.
He nods to Randolph, "Randolph, you and Bradley are both members of Clan Tremere, have you met before?"
As the very large John introduces himself Modius lights up, "Ah yes. I have been waiting for you to arrive. Not to worry, airports are a bother from what I am told by my Childe Alicia". He motions to the woman standing next to him, the one John is now most familiar with...
"Blradley," says Randolph with an easygoing smile. He offers his hand as well. "Must be from different neighborhoods, can't say as I recall us crossing paths before."
Patrick is silent, listening to others and waiting for Modius to speak why he has gathered everyone. Is it just a social event, or does he have something to say?
Michael steps back and looks up at you, "Modius is my friend, let's go say hi..." He taes you by the hand and begins to lead you to the large group of Kindred.
Charlotte doesn't reply, but allows herself to be slightly dragged by Michael as he walks towards the group. As they get closer, she moves alongside Michael, ready to move in front of him should the need arise. The possibility of Modius actually being his friend felt quite remote - for all she knew, it was Modius who'd done this to him. She narrows her eyes slightly as they approach.
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
Rick North
He points to the man surrounded by guests and who is being approached by one of the Kindred.
-------------
Attending to the Prince
Michael stops in front of Modius and bows. Modius gives a slight bow back, ”Greetings Michael, who have you brought with you?”
Michael smiles gently, ”This is Char, my friend”.
Modius turns to you Charlotte, ”Any friend of Michael’s is a friend of mine. Be welcome here. Tell me, who is your Sire my dear?”
-------------
Tyrell
As Tyrell processes the man speaks, ”My friends, could you leave us alone, I believe Mr. Barker has some personal business with me”.
The people begin to disperse clasping him on the shoulder, or shaking his hand, some of the women give him air kisses for he allows none to get too close to him.
Brujah 9th Gen; Blood Pool 8/14; Will 4/5; S-C 4 dice; Cour 4 dice; Init 4 dice; Soak 2 dice; Health Uninjured; Current Effects: none
Wits only then:4d10 ⇒ (9, 7, 2, 2) = 20
Wits only again, because I clearly need to buy some Abilities:4d10 ⇒ (8, 2, 5, 10) = 25
Tyrell spots the familiar effects on the stranger's audience - he knows that particular Discipline well - and averts his gaze, relying on his sunglasses to hide the rudeness. He waits while the surrounding humans leave, then offers the other man a nod, still staring at his shoes. "Sounds like you've got the advantage of me. I don't think I know your name, but I have been getting the impression I might like to."
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
Tyrell
"It is a failing of my Clan that we are driven to know all we can learn. It is what has kept us alive so long when the odds are so stacked against us. Allow me to introduce myself that we come upon even ground once more, Aleksandyr Danov".
Brujah 9th Gen; Blood Pool 8/14; Will 4/5; S-C 4 dice; Cour 4 dice; Init 4 dice; Soak 2 dice; Health Uninjured; Current Effects: none
"They tell me knowledge is power," Tyrell replies evenly, "and that was once my Clan's highest tenet. It's a pleasure, Mr. Danov, and please, call me Tyrell. I couldn't help overhearing the last of your tales - have you actually heard from friends in the Sovie-, er, that is, in Russia since the coup? I've heard some pretty wild stories..."
Brujah 9th Gen; Blood Pool 8/14; Will 4/5; S-C 4 dice; Cour 4 dice; Init 4 dice; Soak 2 dice; Health Uninjured; Current Effects: none
"I'm sure the stories are just that. For me, Russia's an object lesson in how not to run things anyway. Whatever their intentions, Moscow was never the 'new Carthage' it was promised as." Tyrell shakes his head for a moment before moving on. "I notice you don't seem to have stopped to speak with our worthy Prince."
BAPTISM OF FIRE - Thursday - December 31, 1992 – Modius' Manse
Tyrell
"The failure of "New Carthage" is not what concerns me, it is what might replace it". He pauses and states nothing further.
"I introduced myself to the Prince upon first arriving tonight as he seems to like that regardless of the fact that I already introduced myself when I first arrived here in the City a month ago. If I did not know better I would think the Prince a Tzimisce. Tell me Tyrell Barker, what brings you back here from your travels to the west?"
Michael stops in front of Modius and bows. Modius gives a slight bow back, ”Greetings Michael, who have you brought with you?”
Michael smiles gently, ”This is Char, my friend”.
Modius turns to you Charlotte, ”Any friend of Michael’s is a friend of mine. Be welcome here. Tell me, who is your Sire my dear?”
Charlotte watches the exchange between Michael and Modius with some curiosity, but stiffens slightly when Modius addresses her. "Walker." She replies simply. Feeling other eyes on her, she shifts uncomfortably and adds, "I have yet to see him here this evening, though." It seems reasonable to her that he forgot - got caught up tinkering with some kind of contraption. She doesn't say that, though, unsure of how much the prince can be trusted.
I count 31 Freebies expended: Social 8 Dots = 5 Freebies, Mental 7 Dots = 10 Freebies, Talents 10 Dots = 2 Freebies, Knowledges 14 Dots = 2 Freebies, Iron Will 3 Freebies, Backgrounds 13 Dots = 7 Freebies, and Willpower 6 Dots = 2 Freebies. With Freebies of 21 and 5 points of Flaws, you only have 26 points to spend. The easiest fix is probably to drop either a Social or Mental Attribute by 1 point and you'll be at 26. If I somehow counted that wrong let me know. :-)
I count 27 Freebies expended: Skills 8 Dots = 6 freebies, Discipline 5 Dots = 7 freebies, Backgrounds 9 Dots = 3 freebies, Willpower 7 Dots = 6 freebies expended, and Police Ties & Danger Sense = 5 freebies. With Freebies of 21 and 4 points of flaws, you only have 25 points to spend. The easiest fix is probably to drop one Skill by 1 DOT. However, you also shorted yourself by 1 point on Talents which should be 13. If I somehow counted that wrong let me know. :-)
You are two Freebie Points too high which I think can be remedied by dropping Status by 2 points to a 1. You're a pretty young Lick so that would be a high status anyway ATM.
Virtues like Attributes all start at 1 so you spent some points there you did not need to. You actually have 4 MORE Freebies to spend. Yes Juggler is the correct spelling so you can fix that in the Profile, damn you auto-correct!
OK, a few things. You have allocated 26 Freebies but only have 21. I am NOT including the Master of the Masquerade Merit which I see mentioned but not explicitly listed or the Haunted Flaw which I see mentioned but not listed. Easiest fix here is just to drop Strength by 1 point and you'll be good. Do not take the Master of the Masquerade or Haunted, if you do you'll need to recount.
The Talent Awareness does not exist in 2ed. Need to reallocate those 3 points.
Performance was called Music in 2ed.
Academics Knowledge also did not exist in 2ed. Need to reallocate that 1 point.
Don't forget to pick Natures and Demeanors as well. You may need to remind me from time to time when and how you played your Nature & Demeanors well to regain Willpower, that is one thing I tend to slip on as an ST as I just do not have time to go check actions of PCs vs. their Archtypes to see if they played them correctly or not under the guidelines.
As Willpower is 2 points per dot and not 1 point per dot, you are 3 freebies too high. You can remedy this by taking a flaw or scaling back somewhere else. Probably easiest thing to do is take a Flaw or two equal to 3 points.
I have you at 4 too many freebies. Social =10, Skills = 4, Backgrounds = 4, Virtues = 4, and Willpower = 6. That's 28 and even with the 3 flaw points, you end up with the 4 too many result.
You can either: (1) take 4 more flaw points or (2) drop the extra skills as the easiest fixes.
Also the Knowledge Academics did not exist in 2ed, that point needs to be reallocated.
OK. So you're a bit high on the Freebies spent, likely due to the Disciplines bought. I'll propose a fix here to get you the the number you need to be at.
Drop Fortitude to 2 points.
Academics is not a Knowledge in 2ed so drop that entirely.
Remove the dot in Mentor as your Sire died and Michael is not much of a Mentor to anyone.
In addition, Virtues all start at 1 so you get two more points to spend there and I would put those points into Courage which will give you a 4.
After all of this the freebie expenditure looks like this:
Skills - 4 points,
Disciplines 14 points,
Backgrounds 2 points,
Humanity 1 point,
Willpower 2 points.
That brings you to 23 points, 2 points over the allotment of 21.
However, I found a Flaw that I think could work for your character.
Uppity - 2 point flaw. You are proud of your new status and clan - so proud that you've shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering - and you may not know who they are. At Storytellers discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your lineage, your clan or your status.
If you don't like it, don't take it and simply remove a single dot from the Skills and you'll be even.
You are 4 point too high on Freebies due to Willpower purchases. You can either scale Willpower back to 6 or take 4 Flaw Points, whichever you prefer. Once that's done you are good to go.
Besides including the PMs from me in your profiles, also delete any campaign or Background info from previous campaigns or spoil them if you want to keep that info.
1. Dexterity pools do not improve based on Celerity score in 2ed so remove that.
2. Initiative is not a static score in 2ed - it is Wits+Alertness DC 6.
3. Performance is actually Music in 2ed.
You have:
1. 1 more Background point to spend based on character creation guidelines. Don't put it into Generation as you Sire is already set :-)
2. 1 more Social point under Attributes to assign.
You have either 9 or 11 Freebies left to spend under the character creation guidelines.
This is because you took the Amnesia Flaw. If you want to keep it, let me know what time period the character is unable to remember.
If you keep it I would recommend spending the Freebies:
1. 2 Celerity,
2. 1 dot in Courage (bumps up your Willpower), and
3. Another dot in either Brawl, Melee, or Dodge
If you opt to not take Amnesia eliminate suggestion 2 or 3 above and the PC submission is complete.
Great glad you liked it, I was really searching for something that would fit!
Yes, at 12th Generation your MAX Blood Pool is 11. You may spend 1 blood point per turn to either:
Heal (which if you are taking an action also requires a roll),
Activate a Discipline, or
Increase a Physical stat.
Physical stats cannot go higher than 5 for you unless you Diablerize a lower Generation Vampire and you may need to do that a few times to get lower, there are of course drawbacks to doing that...
Blood is replenished by Hunting. We can get into that during actual Gameplay.
Each night to awaken a Vampire must spend 12 Blood Point thus the reason why Vampires need to feed, only a week or so can go by before pools are depleted and you get hungry.
I will probably have everyone start with blood pools of max -1 though I have not decided that yet.
Okay, I think that he should be all set now. I took away a do of strength, the haunted flaw and a dot in one of my knowledges that was actually just a copy paste error from my old sheet. I added an explanation for the Master of the Masquerade merit too. This netted me two points, so I took the blush of health merit.
Is all of that cool with you? Let me know if not and I can shake things up again.
I also tweaked my background to include McPhee and Lucien. If anything doesn't fit in there, let me know and I can change it.
No. Celerity is used as follows: (1) spend a blood point to increase your speed, every dot you possess allows you to run 30 mph faster (approximately) and (2) to grant you multiple actions in a round, every dot you possess grants you an extra action in combat (utilizing full dice pools). Without Celerity, to take multiple actions in the same round a character must split their dice pools.
I knew something didn't add up quite right. Experimented with a bunch of flaws and probably forgot to readjust after taking some out. Also I'm bad at mental math.
It looks like the consequences of a blown Drive check if unskilled are pretty bad and Brad has a car in the backstory, so that probably needs to stay, but he can spare a point of Etiquette. That gets me down to two over. He already has Beacon of the Unholy, so Vulnerability to Silver seems like a good complement. It's +2 in V20.
The dot from Academics can transition to Finance.
All together:
-1 Etiquette (-2 freebies spent)
-1 Academics > +1 Finance (cost neutral)
+2 freebies via Vulnerability to Silver. (+2 freebies available)
If that's cool, I'll make the changes on the profile.
The link above now shows the connections between some of the NPCs of Forged in Steel and the PCs.
Most of the PCs (except Iron John Anderson) have been introduced to Modius the Prince of Gary. None of you have spent any length of time with him with the exception of James L. Sheridan and Morag Darrow.
None of you have ever met or been introduced to Lodin the Prince of Chicago.
It is likely that Dalton Michaels the Childe of Lucien has met James L. Sheridan who utilizes Lucien's shipping business the Gary Export Company. It is also likely that Julian Prescott, who owns the Firefly, a Nightclub not far from the Gary Export Company, has met Dalton Michaels.
Morgrym Black owns a Nightclub (name TBD) not far from Indiana Universities Northwest campus. Shane Driscoll bounces for Morgrym in case any of the Anarch crowd get too rough. It is possible that Morag Darrow may come to this club from time to time.
The last set of PCs that may know each other and at the very least know of each other are Bradley Maurer and Randolph Miller. Gary has no Tremere Chantry so there is no connection in that sense and both serve very different interests within the Clan.
While Tyrell Barker, James L. Sheridan, and Patrick Bright all know Juggler, none have a remotely similar relationship with him and would not have met through him.
The Campaign Info tab includes information on some notable NPC's. The tab will grow as you encounter more NPCs.
The Camarilla - An organization of Vampires that appears to rule the Mortal world from the shadows of the Night. It uses the Traditions to remain hidden and enforce the rules to keep its Elders in power.
The Traditions:
First - The Masquerade: Hide the existence of vampires.
Second - Domain: A kindred's hunting ground is his own territory, and he rules it absolutely.
Third - Progeny: Sire only with permission of one's elders.
Fourth - Accounting: Until childer are released, their actions are the responsibility of their sire.
Fifth - Hospitality: Honor the domains of others, and present oneself to the ruler of any domain you visit.
Sixth - Destruction: The right to kill Kindred is reserved for the Elder of a community. Only an elder may call a Blood Hunt.
The Anarchs - Within the outskirts or perhaps just outside of the purview of the Camarilla are the Anarchs, younger (usually) Vampires who seek to change the status quo.
The Sabbat - The bogeymen of the Vampiric world, the original Anarchs from centuries ago. They maintain their own rules and their own power structures.
The Independents - A handful of Clans and Bloodlines (Vampire lineages who cannot trace themselves back to ancient Vampires) operate outside of both the Camarilla and the Sabbat territories.
The Inconnu A mysterious sect of ancient Vampires rumored to hail from Rome if not earlier, their motives are a mystery as none know of any who spoke to their ilk first hand all stories you have heard regarding them are second hand.
Chicago and Gary are Camarilla cities. The nearest major Sabbat city is Detroit.
Sunlight, fire and the fangs (and claws) of Vampire cause mortal wounds so are to be avoided at all costs. A wood stake or really any wood through the heart immobilizes a Vampire but does not kill it.
Allowing oneself to become too low on blood can result in Frenzy wherein the Vampire loses self control and gets that much closer to the Beast. Thus, the need to feed on mortals for sustenance.
All of you know the basic structure of your own Clans.
You all also know that Vampires are not the only kinds of supernaturals out there and that on occasion Hunters form the Mortal world still threaten the existence of your kind.
ALL PCs will start with 9 Blood Points regardless of Blood Pool maximums.
If you think you should know more than this let me know and we can discuss via PM.
Brujah 9th Gen; Blood Pool 8/14; Will 4/5; S-C 4 dice; Cour 4 dice; Init 4 dice; Soak 2 dice; Health Uninjured; Current Effects: none
Sorry, was away from the boards for most of the weekend. Getting caught up now!
ST Sin:
I think I mis-added in the first place. I've dropped Appearance down to 2 for now... though it is a likely target for buying back up with XP once we get going!
I'll take your suggestions because they seem good and i dont really know this edition's rules. honestly i had only played like 2 games of the old edition, so i dont really know those all that well either.
If you keep it I would recommend spending the Freebies: 1. 2 Celerity, 2. 1 dot in Courage (bumps up your Willpower), and 3. Another dot in either Brawl, Melee, or Dodge
Could you assist me by directing me to A. a place with this edition's rules (preferably free/online) and B. what specific changes i must make to my sheet to be up-to-date (using your suggestions)? For instance, do i just add 1 to Celerity, Courage, Willpower, and [brawl, melee, or dodge]?
Regarding Brawl/melee/dodge, which would be best? The idea is that he can throw down in a fistfight, with celerity giving him an edge in avoiding getting hit, potence allowing him to put the hurt on someone, and fortitude allowing him to take hits from things tougher than silly mortals.
As for amnesia, I am not sure how much time is appropriate to choose. Perhaps the time before he met his sire? Basically remembering only a brief period prior to his awakening.
Could you assist me by directing me to A. a place with this edition's rules (preferably free/online) and
Unfortunately there is no such resource. What I can do is post some of the rules for Disciplines in the Campaign Info Tab as well as a few more of the salient rules, that'll take a few weeks but I'll get to it all.
B. what specific changes i must make to my sheet to be up-to-date (using your suggestions)? For instance, do i just add 1 to Celerity, Courage, Willpower, and [brawl, melee, or dodge]?
You should have a 2 in Celerity,
A 5th dot in courage, and
A dot in Dodge.
As for amnesia, I am not sure how much time is appropriate to choose. Perhaps the time before he met his sire? Basically remembering only a brief period prior to his awakening.