V20 - Chapter One - Clan Tremere - To Tame the Red Dragon

Game Master Dennis Harry

Link to Discipline Descriptions and Systems

Dramatis Personæ
Henry Gaden - A7
Zhang Jim - A3
Marcus Townshend - A2
Badger - A2
Wenzel Rainer - A2


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My guy is/was an archeologist. Now he's a retrieval specialist for the House and Clan who doesn't really have much say so in the matter. (Has the Bound to the Clan flaw).


Another important question! How many freebie points do additional Thaumaturgy/Necromancy paths cost? It's never been specified as far as I can remember, but if the pattern holds, it would be 4 freebie points. Most things (with the exception of Attributes) cost a number of freebie points equal to the multiplier used for their experience cost.


There's nothing in the book that differentiates between a path and a discipline in terms of freebies, but again, I'm not the ST.


Right, but since it does differentiate in the experience section, it could be argued that, RAW, you just can't purchase extra paths with freebie points at all. But since Shadow already said we could start with extra paths, I figured it was worth asking.


dr. kekyll wrote:
Another important question! How many freebie points do additional Thaumaturgy/Necromancy paths cost? It's never been specified as far as I can remember, but if the pattern holds, it would be 4 freebie points. Most things (with the exception of Attributes) cost a number of freebie points equal to the multiplier used for their experience cost.

I've seen some advice that stated in DAV20 the cost was 4. I think that's a bit too generous.

Let's call it 5 per dot.


Two more Freebies to spend!


I have three different concepts in mind atm:

A mage slayer, hunter type.
An investigator who specializes in Auspex.
A Thaum /lore specialist who will likely have a few different paths.

I like all three about equally, so if anybody has any thoughts or opinions (or if I'm steppin on other concepts) sound off!


Monkeygod wrote:

I have three different concepts in mind atm:

A mage slayer, hunter type.
An investigator who specializes in Auspex.
A Thaum /lore specialist who will likely have a few different paths.

I like all three about equally, so if anybody has any thoughts or opinions (or if I'm steppin on other concepts) sound off!

I'm loving concept #2.


Another point of clarification, if you have the correct mix of disciplines and enough freebie points left to spend, I am not adverse to any PC taking combination disciplines.


I'm starting with Auspex 3, but don't really consider myself a specialist - if that influences your choice at all. I don't think I've heard anyone say anything about a more physical type like I'm imagining that mage slayer concept is.


My thaumaturgically inept concept has Auspex 3 and Dominate 3 out of necessity but the plan is to focus on Obfuscate and Celerity discipline-wise.


Also, I may not end up having Fortitude, but, for the sake of those that do, can we use the DA version where you can spend a blood point to autosoak (except against fire and sunlight) once per turn? Personally, I think the once per turn thing is unnecessary, but, as written, they limited it.


My current thought is a pyrokinetic trouble-shooter for the clan; something of a dilettante (dabbles in lots of things but not mastered anything) and not terribly physically imposing, but well-connected in the mortal world. Very enthusiastic about modern technology, especially Marconi's wireless telegraphy (radio).

I looked it up and Marconi was awarded the Nobel prize for his discoveries in 1909!


A proposed character sheet submitted for review.

Gaston Flambeau

Concept/background: A war mage formerly of the Order of Hermes and House Flambeau, forcibly embraced by the renegade Tremere elder Lord Casmir as one of the children of Isaac.

The war mages of house Flambeau are one of the 12 founding houses of the order of Hermes and they are masters of the forces sphere well known for their innate connection to fire magic. House Flambeau was allied with house Tremere for many years until the start of the Massasa war when they became the most ardent foes of the Tremere.
In addition to destructive magic, the Flambeau war mages are masters of martial arts and mundane weapons.

Gaston has mostly come to terms with his vampiric existence but he still mourns the loss of his avatar and his expulsion from the order. He still hopes to one day find a cure for his vampirism but does not expect this will ever actually happen.

Demeanor: Bravo
Nature: Bravo

Str 3
Dex 6 (lightning fast)
Sta 3

Chr 2
Man 2
App 5

Per 2
Int 3 (languages: native French, Italian, english, Egyptian)
Wts 2

Talents
Alertness 4
Athletics 1
Brawl 4
Intimidation 1
Empathy 1
Streetwise 1

Skills
Etiquette 1
Performance 1
Melee 6
Ride 1
Stealth 1
Firearms 4
Survival 1
Craft 1
Larceny 1

Knowledges
Occult 6
Law 1

Disciplines
Lure of flames 5
Path of blood 3
Celerity 1

Backgrounds
Generation 5
Resources 5
Ghoul 1 (Ethan, a former confederate soldier)

Conscience 1
Self control 4
Courage 5

Humanity 5
Willpower 10

Flaws
Infamous sire (Lord Casmir, conspiracy of Isaac) 1pt flaw (others may view him with suspicion due to his lineage)
Clan enmity (Giovanni) 4pt flaw (plus 2 difficulty to all social interactions with Giovanni and they may even attempt to do him harm)
Mystical aura 2pt flaw (his aura shimmers with magic and gives away that he is a mage with even 1 success at reading his aura)

Merits
Discipline prodigy (Thaumaturgy) 5pt merit (all thaumaturgy difficulties are reduced by 1 for all paths and rituals but never less than a 4 difficulty)
Ability aptitude (melee) 1 pt merit (all melee difficulties are reduced by 2)

Rituals
Level 1 wake with evenings freshness
Level 1 tame the maddening flame
Level 2 extinguish
Level 2 eyes of Babel
Level 3 translocation of the vessel
Level 3 incorporeal passage
Level 4 mirror walk
Level 5 unquenchable flame of mars

Freebie points: 5 on dexterity, 10 on secondary path, 5 on willpower, 2 on backgrounds. Flaws 7 points, 1 on backgrounds, 6 on merits.


KnightOfTheDinnerTable wrote:

Gaston Flambeau

Concept/background: A war mage formerly of the Order of Hermes and House Flambeau, forcibly embraced by the renegade Tremere elder Lord Casmir as one of the children of Isaac.

The war mages of house Flambeau are one of the 12 founding houses of the order of Hermes and they are masters of the forces sphere well known for their innate connection to fire magic. House Flambeau was allied with house Tremere for many years until the start of the Massasa war when they became the most ardent foes of the Tremere.
In addition to destructive magic, the Flambeau war mages are masters of martial arts and mundane weapons.

Gaston has mostly come to terms with his vampiric existence but he still mourns the loss of his avatar and his expulsion from the order. He still hopes to one day find a cure for his vampirism but does not expect this will ever actually happen.

Gaston Flambeau:
Looks good, love the concept of course. Especially a war mage with Lure as primary path.

Have you activated your Private Message capability on the site yet?

Has Gaston spent the last several years in the US? Is that how he picked up his Ghoul? How is your relationship with Clan Tremere, I assume cordial but not necessarily enmeshed in the pyramid since awakening from torpor once more?


dr. kekyll wrote:
Also, I may not end up having Fortitude, but, for the sake of those that do, can we use the DA version where you can spend a blood point to autosoak (except against fire and sunlight) once per turn? Personally, I think the once per turn thing is unnecessary, but, as written, they limited it.

Let me check and I will think about it over the weekend.


KnightOfTheDinnerTable wrote:

Merits

Discipline prodigy (Thaumaturgy) 5pt merit (all thaumaturgy difficulties are reduced by 1 for all paths and rituals but never less than a 4 difficulty)
Ability aptitude (melee) 1 pt merit (all melee difficulties are reduced by 2)

Where are these from?

Edit: To add my reasoning re: Fortitude, it feels bad to be unable to spend blood to guarantee some success/effect with it like you can with Potence and Celerity. And spending blood on either of the other two is more efficient than it is on Fortitude even if you can do it multiple times per turn because you'll burn through your blood pool much faster than the Celerity or Potence user.


Here's one of the sheets I've been working on if you'd like to review it.

I SWEAR I CAN BE USEFUL WITHOUT THAUMATURGY:
Name: Badger
Chronicle:

Concept: Artifact Thief/Smuggler
Nature: Bon Vivant
Demeanor: Capitalist

Clan: Tremere
Generation: 7th
Sire:

Apparent Age: 28
Year Embraced: 1888
Actual Age: 50
Hair: Dark Brown
Eyes: Brown

Blood Pool: ??/20
Max Trait Rating: 6
Blood Points Per Turn: 4

XP Earned: 0
XP Spent: 0
XP Remaining: 0

ATTRIBUTES
Physical (4)
Strength: ●●○○○○
Dexterity: ●●●○○○
Stamina: ●●○○○○

Social (8)
Charisma (Smooth Talker): ●●●●○○
Manipulation (Persuasive): ●●●●○○
Appearance: ●●●○○○

Mental (6)
Perception: ●●●○○○
Intelligence: ●●○○○○
Wits (Bon Mots): ●●●●○○

ABILITIES
Talents (17 + 4 Freebie Points)
Alertness (Eavesdropping): ●●●●○○
Athletics: ●○○○○○
Awareness: ○○○○○○
Brawl: ●●●○○○
Empathy: ●●●○○○
Expression: ○○○○○○
Intimidation: ○○○○○○
Leadership: ○○○○○○
Streetwise (The Black Market or Gathering Information): ●●●●○○
Subterfuge (Impeccable Lies): ●●●●○○

Skills (12 + 6 Freebie Points)
Animal Ken: ○○○○○○
Crafts: ○○○○○○
Ride: ○○○○○○
Etiquette: ○○○○○○
Firearms: ○○○○○○
Larceny (Burglary): ●●●●●○
Melee: ●○○○○○
Performance (Acting): ●●●●○○
Stealth: ●●●○○○
Survival: ●●○○○○

Knowledges (7)
Academics: ○○○○○○
Enigmas: ○○○○○○
Finance: ○○○○○○
Investigation (Search): ●●●●○○
Law: ●○○○○○
Medicine: ○○○○○○
Occult: ●○○○○○
Politics: ●○○○○○
Science: ○○○○○○
Technology: ○○○○○○

ADVANTAGES
Disciplines (7 + 7 Freebie Points)
Auspex: ●●●○○○
Celerity: ●○○○○○
Dominate: ●●●○○○
Obfuscate: ●○○○○○

Backgrounds (8 + 3 Freebie Points)
Alternate Identity: ●●○○○
Contacts: ●●○○○ One of these is a Settite from whom he learned Obfuscate among... other things.
Generation: ●●●●●
Resources: ●●○○○

Virtues (7)
Conscience: ●●○○○
Self-Control: ●●●●○
Courage: ●●●●○

Humanity
●●●●●●○○○○

Willpower (3 Freebie Points)
●●●●●●●○○○
□□□□□□□■■■

Health Levels ( ̷  x ӿ)
Bruised
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled -5
Incapacitated

MERITS
Friendly Face - 1 pt.: You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade even if you explain the “mistake,” leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
Light Sleeper - 2 pt.: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
Lucky - 3 pt.: You were born lucky — or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.

FLAWS
Rival Sires - 2 pt.: The flip side of Escaped Target, two vampires wanted to gift you with the Embrace. One succeeded, one failed — and she’s not happy about that failure. You, your actual sire, or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.
Thaumaturgically Inept - 5 pt.: Something about you refuses to respond to Thaumaturgy. Magic just doesn’t work for you. You cannot take any ability in the Thaumaturgy Discipline or any of its paths or rituals. For a Tremere this is doubly difficult, as skill in Thaumaturgy is often the key to position within the Clan. While some willingly choose to ignore their thaumaturgical studies and serve in other ways, ineptitude is never excused.

HISTORY
Before the Embrace Badger lived in a North London orphanage. The conditions were terrible and the caretakers were abusive. So, at the earliest opportunity, he escaped that nightmare. Life on the streets wasn't exactly easy, but he was talented and quickly made a name for himself as a thief, pickpocket, and con artist. As he grew older, he began to take joy in the art of his work and his talent began to draw greater notice. Thus began a Tale of Two Sires. A French Toreador, a real l'art pour l'art type, had also begun to appreciate what he was doing and thought to teach him a little flare, but an enterprising Tremere claimed him first.

Since the Embrace Badger rather enjoys his unlife. He gets to do what he enjoys regularly and is well taken care of. If he didn't hate to travel so much, it would be perfect...


dr. kekyll wrote:
KnightOfTheDinnerTable wrote:

Merits

Discipline prodigy (Thaumaturgy) 5pt merit (all thaumaturgy difficulties are reduced by 1 for all paths and rituals but never less than a 4 difficulty)
Ability aptitude (melee) 1 pt merit (all melee difficulties are reduced by 2)

Where are these from?

I googled “wod merits and flaws” and there was voluminous results. I’m not sure specifically which set of lists but it would have been first page of search results.


Storyteller Shadow wrote:
KnightOfTheDinnerTable wrote:

Gaston Flambeau

Concept/background: A war mage formerly of the Order of Hermes and House Flambeau, forcibly embraced by the renegade Tremere elder Lord Casmir as one of the children of Isaac.

The war mages of house Flambeau are one of the 12 founding houses of the order of Hermes and they are masters of the forces sphere well known for their innate connection to fire magic. House Flambeau was allied with house Tremere for many years until the start of the Massasa war when they became the most ardent foes of the Tremere.
In addition to destructive magic, the Flambeau war mages are masters of martial arts and mundane weapons.

Gaston has mostly come to terms with his vampiric existence but he still mourns the loss of his avatar and his expulsion from the order. He still hopes to one day find a cure for his vampirism but does not expect this will ever actually happen.

** spoiler omitted **

I just activated messaging.

Gaston left Egypt in 1888 and after bouncing around the Mediterranean a bit, made the trip across the pond to finally visit the new world on what seemed at the time to be a whim.
He met Ethan in the famed but rapidly disappearing Wild West in 1890. Ethan, a former soldier of
The war between the dates was a gun for hire that Gaston met in a saloon playing cards. Gaston hired Ethan as a body guard and after several months, decided to give Ethan the proxy embrace and take him as a ghoul.
For nearly the last 20 years, Gaston and Ethan have been in Chicago. Gaston just felt a strange urge to settle there…
Things between Gaston and the pyramid are professional and cordial but he has not been enthusiastic or proactive about finding ways to serve the pyramid.


Are we allowed to take stuff from Revised books, like Clanbook Tremere, or the various Blood Magic/Thaum books?

Actually, never mind. It looks like most everything got updated to V20.


KnightOfTheDinnerTable wrote:

I googled “wod merits and flaws” and there was voluminous results. I’m not sure specifically which set of lists but it would have been first page of search results.

Oh I found them. They're in the old DAV book. They weren't reprinted in DAV20.


Monkeygod wrote:

Are we allowed to take stuff from Revised books, like Clanbook Tremere, or the various Blood Magic/Thaum books?

Actually, never mind. It looks like most everything got updated to V20.

Whatever didn't I'm sure I would allow but anything updated, the updated version should be utilized.


Hello ST,
So I was on vacation and seems like I am late but I sent you the concept a while ago via PM. :-D

Sarah Cordon - Tremere Enforcer:

Sarah Cordon was born in 1789 in an aristocratic family with a long military history. She was the pearl of the family due to her beautiful face, but her dominant personality and the limited connections she had to others, made her a bit of an outsider in the high society she was born into. She realized that she may not have been the smartest or most attentive person, but her ability to control others allowed her to get what she wanted. She had a keen interest in the occult from an early age and loved fencing, but her parents did not approve of these pursuits for a girl. Despite her limitations, Sarah was able to use her sharp wits and manipulation skills to carve out her own path in her wealthy family although her impulsiveness made her life difficult at times.

After years of studying the mysteries of the world, Sarah's obsession with the occult led her to cross paths with Donatella Verducci, a Tremere Elder. Donatella was intrigued by Sarah's wits and although Sarah lacked high intellect her will to learn and her cleverness showed her potential. Donatella singled Sarah out and used her vampiric powers to bring Sarah under her control. Over some time Donatella began to hone Sarah's abilities, subjecting her to various experiments to test her knowledge of the occult as well as her martial skills. As their experiments continued, the relationship between Donatella and Sarah grew into a perverted domination game of master and submissive. It was during one of their joint experiments that Donatella intentionally allowed a fire to break out and directed the flames so that it completely engulfed one side of Sarah’s body which threatened to kill her. In a moment of anticipation and planning, Donatella embraced Sarah as a vampire to save her life. But Donatella’s plan was all along to teach Sarah a lesson in humility and Donatella’s plan worked as half of Sarah’s face and body were burnt and the embrace made these burn scars permanent.

Sarah's transformation into a vampire was a difficult and traumatic experience for her, and she struggled to adapt to her new existence as an undead creature and even realized that the rumors of vampires hating garlic was true for her. The loss of her beauty was particularly difficult for her to accept, and she struggled with feelings of bitterness and anger towards Donatella for what she had done to her. A couple of years after this event Donatella perished during a strange magical experiment and Sarah was without a sire. Despite these challenges, Sarah was determined to survive and adapt to her new life. Her lack of self-control and her independent nature made her a liability to the Tremere clan, who feared that she would attract unwanted attention or cause trouble. She poured all of her energy into mastering her abilities and learning how to use her willpower to control her impulses. Over time, Sarah became known for her fierce independence and her willingness to challenge authority. She was never one to back down from a fight or to shy away from danger but she often did that without exposing herself. Despite her strong will and determination, however, Sarah remained vulnerable to her own weaknesses and desires. She struggled with her hunger for blood and with her own emotions, which could sometimes overwhelm her and cause her to act impulsively.

The Tremere clan recognized that Sarah had a deep understanding of occultism, but they needed to find a way to channel her strengths while keeping her weaknesses in check. After much deliberation, the clan decided to train Sarah as a bodyguard and enforcer. She was small in stature but had high dexterity and stamina, which made her perfect for the role of an undetected and inconspicuous striker. They trained her in melee combat, and taught her to use her vampiric blood to focus her mind. Sarah was initially resistant to the idea of becoming a bodyguard, feeling that it was beneath her and not in line with her interests in the occult. However, she soon discovered that she had a natural talent for combat and that she enjoyed the challenge of crossing blades with others. Under the guidance of the Tremere clan, Sarah became a combatant and a skilled enforcer. She learned how to move silently and quickly, how to take down opponents with precision and skill, and how to use her powers to their fullest potential - but it was always clear that this was also dangerous.

During one of her missions in Oman Sarah was supposed to protect a fellow Tremere. Sarah and her clan mate were suddenly ambushed by Assemite kindred and Sarah was so severely wounded that she was not able to protect her ward and was beaten into torpor. It was only decades later that Sarah was recovered by clan Tremere during a prisoner exchange with the Assemites. Sarah could not believe that so many years had passed but realizing that the clan had invested so much resources into her rescue was a revelation for her. After this event Sarah's loyalty to the Tremere grew stronger, and she developed a fierce devotion to her clan.

But inside Sarah was still struggling with her physical scars, with her decade long torpor and was still facing her low self-control which intensified Sarah’s need to indulge herself in the sweetness of unlife. Sarah especially liked the fact that she was often sent away from the chantries so that she had an opportunity to source the vices that she needed to feel alive and push away the demons that haunted her mind.

Over the years, the family fortunes of Sarah’s aristocratic military family have grown without Sarah's direct supervision. Sarah has employees that are financially savvy and has put her money into funds that are managing her assets. Her wealth is invested in a variety of ventures, from real estate, energy, defense, and technology companies to various commodities. Sarah often uses her fortune to achieve the goals of the Tremere clan when money can make the difference between success and failure.

I will post my crunch in a couple of days.

Thanks again for creating the game ST! ;-D


GM Nowruz wrote:

Hello ST,

So I was on vacation and seems like I am late but I sent you the concept a while ago via PM. :-D

** spoiler omitted **...

You're not late al all.

Plenty of time till June 1!


ST Shadow,

Do you have a house rule or custom regarding how you handle the requirement of the material Components for thaumaturgical rituals? Is there a limited presumption of the characters having the tools of the trade on hand?

I wanted to outfit and equip my character and his ghoul with 1910 weapons and other gear/equipment/items/possessions. I took 5 resource dots in character creation, how do you deal with resources and character purchases/finances?

Also, how does one send a DM on this site or check to see if one has received a DM?

Thanks.


Storyteller Shadow wrote:
GM Nowruz wrote:

Hello ST,

So I was on vacation and seems like I am late but I sent you the concept a while ago via PM. :-D

** spoiler omitted **...

You're not late al all.

Plenty of time till June 1!

Ahh thanks. Missed that part. :-D

Then I’ll wait until after the vacation for the crunch. More time with the family.


One question ST: How do you intend the learning of rituals to work?


Talomyr checking back in.

My submission is mechanically complete, still have to get around to putting the background bits down digitally.


dr. kekyll wrote:
Also, I may not end up having Fortitude, but, for the sake of those that do, can we use the DA version where you can spend a blood point to autosoak (except against fire and sunlight) once per turn? Personally, I think the once per turn thing is unnecessary, but, as written, they limited it.

Seems reasonable.


KnightOfTheDinnerTable wrote:

ST Shadow,

Do you have a house rule or custom regarding how you handle the requirement of the material Components for thaumaturgical rituals? Is there a limited presumption of the characters having the tools of the trade on hand?

Assume you have what you need. This is a short campaign so no need to be too nuts and bolts I think.

KnightOfTheDinnerTable wrote:


I wanted to outfit and equip my character and his ghoul with 1910 weapons and other gear/equipment/items/possessions. I took 5 resource dots in character creation, how do you deal with resources and character purchases/finances?

With a 5 resources, provided that something is not illegal or rare, you can start with pretty much whatever you want.

If it seems iffy, just ask and I;ll make a ruling.

KnightOfTheDinnerTable wrote:


Also, how does one send a DM on this site or check to see if one has received a DM?

Go to "My Account"

On that drop down menu you will see "Private Messages" That's where you check them.
To send them, go to the Profile of the person you wish to PM, near the top, under their name, you will see a hotlink to "Send Private Message"


GM Nowruz wrote:
One question ST: How do you intend the learning of rituals to work?

PCs take 1 Ritual per dot in Thaumaturgy including Paths - so if you take a 4 Thaumaturgy and 3 Movement of the Mind - you take 2 1st, 2 2nd, 2 3rd and 1 4th level Ritual.

As the campaign will be fast paced, what you start with is all you will know. No downtime here.

If you revisit your Tremere as part of the Endcap game, you will have some room to advance that character.

In theory, if you all play through all 13 scenarios I have planned, it should be a tough choice with what to play though.


Marcus Townshend wrote:

Talomyr checking back in.

My submission is mechanically complete, still have to get around to putting the background bits down digitally.

Looks good.


Saturday May 13th, my two friends from RL will be making their characters.

Once they post in I will list who we have and start reviewing submission a bit more closely. I will also add to the Campaign Info Tab the various house rules in this thread as well as others I generally play with.


Hmm... given there won't be an opportunity to advance, I may want to play the electric eccentric or find 7 freebie points to get a second dot in Obfuscate.


dr. kekyll wrote:
Hmm... given there won't be an opportunity to advance, I may want to play the electric eccentric or find 7 freebie points to get a second dot in Obfuscate.

Well, I WILL reward XP.

I meant that you won't have time to learn NEW rituals. Rituals require downtime to learn and you won't have much.

Certainly f you want to rework to change starting stats, plenty of time for that!

I am probably going to reward XP several times in the campaign, essentially at the end of each chapter within the chronicle. But I'll dole it out in buckets instead of droplets.


Ah! That makes sense. Still going to shift a few things around, but good to know.


Hi, I’m dropping out of the story. I just have too much going on.


Rictor Bachman wrote:
Hi, I’m dropping out of the story. I just have too much going on.

No problem, we aren't starting until June 1 so if you change your mind, it's here :-)


Storyteller Shadow wrote:
dr. kekyll wrote:
Hmm... given there won't be an opportunity to advance, I may want to play the electric eccentric or find 7 freebie points to get a second dot in Obfuscate.

Well, I WILL reward XP.

I meant that you won't have time to learn NEW rituals. Rituals require downtime to learn and you won't have much.

Certainly f you want to rework to change starting stats, plenty of time for that!

I am probably going to reward XP several times in the campaign, essentially at the end of each chapter within the chronicle. But I'll dole it out in buckets instead of droplets.

Thanks for the clarification!

Would it be possible to take one ritual from a non-Tremere sorcery tradition like anarch, koldun, Assemite, Setite sorcery?

Have a great weekend


Oh and a question on source material. I currently assume we’re only going to use v20 materials so the old partially broken merits are out of scope, right?


GM Nowruz wrote:
Storyteller Shadow wrote:
dr. kekyll wrote:
Hmm... given there won't be an opportunity to advance, I may want to play the electric eccentric or find 7 freebie points to get a second dot in Obfuscate.

Well, I WILL reward XP.

I meant that you won't have time to learn NEW rituals. Rituals require downtime to learn and you won't have much.

Certainly f you want to rework to change starting stats, plenty of time for that!

I am probably going to reward XP several times in the campaign, essentially at the end of each chapter within the chronicle. But I'll dole it out in buckets instead of droplets.

Thanks for the clarification!

Would it be possible to take one ritual from a non-Tremere sorcery tradition like anarch, koldun, Assemite, Setite sorcery?

Have a great weekend

No, everyone guards their secrets pretty closely.


GM Nowruz wrote:
Oh and a question on source material. I currently assume we’re only going to use v20 materials so the old partially broken merits are out of scope, right?

Use V20 which updates MOST Merits and Flaws.

If you cannot find an update, let me know what you want to use and we can decide whether to use as is or possibly modify.


Storyteller Shadow wrote:
No, everyone guards their secrets pretty closely.

Yeah, as much as I wanted a single dot of Quietus, it's practically impossible to justify as a Tremere. And I'm not a fan of DAV20 moving Silence of Death to Obfuscate 1 (and removing Cloak of Shadows).

Sovereign Court

Working now.


My RL friends will be making their characters next week and posting up.

I will finalize details for this chronicle by memorial day so I can run it as interruption free as possible from the foibles of RL.

Looking forward to this, will be quite different than anything I have ever run before!


dr. kekyll wrote:
Storyteller Shadow wrote:
No, everyone guards their secrets pretty closely.
Yeah, as much as I wanted a single dot of Quietus, it's practically impossible to justify as a Tremere. And I'm not a fan of DAV20 moving Silence of Death to Obfuscate 1 (and removing Cloak of Shadows).

Yeah, that would be a tough sell for me, Tremere with Quietus. I'm not sure I can even remember a Canon NPC Tremere with Quietus. I am sure there is one but it's probably a Sabbat sect member.

Agreed, I hated that change, but I'm living with it.


Quick List of PCs submitted by Thaumaturgy Specialty:

1. dr. Kekyll - Badger - No Thaumaturgy.
2. GM Nowruz - Sarah Cordon - (Tremere Muscle - Path Unclear)
3. Talomyr - Marcus Townshend - Movement of the Mind

Knight withdrew, unfortunately, was digging that submission.

No other submission thus far.

My two RL friends have alluded to:

1. Tremere Path focus - Weather Control. Concept, Unclear.
2. Tremere Path focus - Path of Blood. Working Concept, Pyramid Climber.

I have one more RL friend contemplating a submission but it's a 30% chance he will submit.

So right now, we have 5 PCs. I know there is interest expressed by at least 3 more people. Deadline is still June 1 to have submission in!

Sovereign Court

Noodling with the concept of Zhang Jim, a mixed-heritage local who was forcibly inducted by the Tremere to get a "resident agent." Minimal proficiency in a range of Tremere disciplines, mostly upset about having his life abruptly ended and terrified of the possibility of running afoul of the shen.


Jesse Heinig wrote:
Noodling with the concept of Zhang Jim, a mixed-heritage local who was forcibly inducted by the Tremere to get a "resident agent." Minimal proficiency in a range of Tremere disciplines, mostly upset about having his life abruptly ended and terrified of the possibility of running afoul of the shen.

That works, with that background I would give you some details about the lay of the land in China for sure.

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