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Pages: (2) [1] 2  ( Go to first unread post )

 Vampire the Requim, White Wolf's new World of Darkness
Orgaloth
Posted: Jan 23 2006, 07:38 PM


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Hey all. I'm going to teach interested parties about White Wolf's new Vampire game. I also might teach their new werewolf one too.

I'll go through Character Creation, once I know that there are some people interested.

Shaun


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Darth Windu
Posted: Jan 24 2006, 06:04 AM


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I'm interested, I've never heard of NWoD.


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Orgaloth
Posted: Jan 24 2006, 07:24 AM


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NWoD stands for New World of Darkness. I've been playing since 1st edition back in 1992. They have recently redone their whole product line and so the old world of darkness is no more, the New World of Darkness is all you'll be able to buy (brand new that is. You should be able to get second hand OWoD).


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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NEW KID
Posted: Feb 16 2006, 03:04 PM


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Im in


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NEW KID
Posted: Feb 18 2006, 05:31 PM


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So...when do we start?


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"Enjoy everyday to its fullest, cause one will be your last."
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Orgaloth
Posted: Feb 18 2006, 08:00 PM


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I'm going to finish the character creation, so probably next weekend. If you already know character creation, then stat up and send it in, with a history.


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jamfke
Posted: Feb 18 2006, 11:30 PM


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Are there any major differences between New and Old WoD? I have the Masquerade books.


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Orgaloth
Posted: Mar 3 2006, 09:11 PM


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Ok here's the Character creation for Vampire.

The first thing to come up with is a character concept. Always one of the hardest things in my book. For the example we'll have a cop that's been embraced (ie turned into a vampire). Next you work out your Virtue and Vice. You choose from the seven deadly sins and the seven heavenly Virtues. So envy, gluttony, greed, lust, pride, sloth and wrath and the virtues of charity, faith, fortitude, hope, justice and prudence.

Our cop will take Justice as he believes in the due process, and Pride as he believes as a cop he can do no wrong.

The next thing is to assign your Attributes. You have 9 attributes. They broken down into 3 catagories. Physical, Mental and Social. WW uses a dot system for their games. Each attribute, skill, power ect has a dot rating from 0-5. 0 is unskilled, whilst a 5 is maximum human potential.

Attributes are broken down into 3 Attributes. Physical are Strength, Dexterity and Stamina. The Strength attribute is used for brawling and melee attacks, plus the obvious feats of strength.

Dexterity is used to help determine in you get hit, plus for firearms and throwing challenges

Stamina is used to determine health.
Mental Attributes are broken into Intelligence, Wits and Resolve. Intelligence is pretty obvious. Wits is also used to determine your defence, plus whether you get surprised. Resolve is your characters conviction.

Social Attributes are broken into Presence, Manipulation and Composure. Presence determines how much attention your character draws. Manipulation is how easily you can get others to do what you want, and Composure how well you hold yourself together under pressure.

Now, out of these attributes you have to choose which is your Primary, Secondary and tertiary. To your Primary stats, you receive 5 dots to spread amongst them, your secondary get 4 and your tertiary gets 3. Now the first dot in every attribute is free. To pay for the 5th dot you have to use 2 of your free dots.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:28 PM


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Clan Daeva
Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.

Nickname: Succubi

Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.

Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:30 PM


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Clan Mekhet
Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.

Nickname: Shadows

Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.

Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:30 PM


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Nosferatu
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.

Nickname: Haunts

Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.

Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:31 PM


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Clan Gangrel
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.

Nickname: Savages

Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.

Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffer a loss of the 10-again rule with regard to dice pools based on Intelligence and Wits Attributes.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:32 PM


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Ventrue
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.

Nickname: Lords

Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.

Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:34 PM


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Now onto Convenants


The Invictus
The Invictus is the landed aristocracy of the Damned. An elitist organization at its core, the Invictus teaches that power is everything and those who gain power deserve it most: those with the greatest skill, the greatest ambition, and overall, the greatest claim to leadership. The Invictus appeals far more to elder Kindred than to neonates, and the covenant believes that age and experience are worth far more than anything youth might offer. The so-called First Estate claims to have created most of the common titles and ranks in the modern nights, especially the title of Prince. The Invictus clearly thinks in terms of aristocracy, and like any aristocracy, it suffers in disorder. Therefore, the Invictus strives to maintain order among the Damned and seeks to uphold the laws of the Kindred to the fullest extent. The most frightening aspect of the Invictus is that the covenant might be right: If they don’t hold the power of the Kindred, then who will? Perhaps the long history of Invictus tyranny exists because it’s the only way to rule the Damned.


Benefit: Members of the Invictus benefit from their league of friends and the resources of the group as a whole. This allows players of Invictus characters to purchase the Herd, Mentor, Resources and Retainer Merits for substantially fewer experience points than players of other Kindred do. This means they are half price.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:35 PM


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The Carthian Movement
The Carthian Movement is the most modern of the vampiric covenants, seeking to uproot tradition and create a more egalitarian system for vampiric rule. Carthians are full of ideas, fiery and passionate about their beliefs for Kindred self-rule. Few of them think about why the current status quo has lasted for as long as it has. Instead, they are eager to challenge it, fervent to accomplish something positive in the dark world of the Kindred. The Carthian Movement mostly comprises neonates and they tend to be wary of the elders of their kind. The older a vampire becomes, the more stagnant and callous he becomes to the world around it. The Movement has still had success in some areas, however, and has grown support by being patient and playing the political games that it must. Passion and unity are the weapons of the Carthian Movement.

Benefit: As a shared network of idealists, the Carthians find it much easier to advance their position in mortal society. As a result, it is much cheaper for players of Carthian characters to purchase the Allies, Contacts, Haven, and Herd Merits with experience points. again these merits are half price.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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