Download character sheets for vampire the masquerade. Vampire The Masquerade: A Guide: Home; Animalism; Auspex. Sheets; Character Sheets: All in PDF Format. VAMPIRE: The Masquerade. Clan Prestige Influence Mentor Retainers Resources Contacts, Major. Character Sketch (You must be crazy) Coterie Chart. Online Vampire The Masquerade Chronicle. Creating a new character. We use an online web application to manage our character sheets. You can access it here. You have to sign up for an account on our forums before you can create a character. Templates. Our character creation system is not very different from the one found in the core Vampire rulebook. But we do use a template system, to give us a believable mix of characters of a variety of ages. If you are making your first character with us, it will be a Young Neonate, or with approval, a Neonate. No matter what your previous experience with Vampire the Masquerade, we prefer all our new players to start out as neonates so they can get a feel for our style of play and we can get to know them better. The Ancilla templates are restricted to trusted and experienced players who have been with the game for a while and the Storytellers are familiar with. Chances to play Elder characters are offered by the Storytelling staff. Templates specify your starting spreads of attributes, abilities, backgrounds, etc. They also give you a handful of no- cost abilities, backgrounds and lores. For instance, we assume your character's sire was not a complete moron, and give Neonates a single dot in Camarilla Lore, Clan Lore and Kindred Lore. Each character template gets a certain number of free traits. Any template other than a basic neonate requires ST approval. Every player's first character must be a neonate, no exceptions have ever been or will ever be made. The ages listed with characters are more guidelines than anything else. A 1. 01 year old vampire might use the Aged Neonate template, though big deviations (a 1. Neonate template) will not be approved. Young Neonate. This is the most basic template, and every first character should use it. It represents a neonate who has been a vampire less than 3. Attributes: 7 / 5 / 3. Abilities: 1. 3 / 9 / 5. Backgrounds: 5. Disciplines: 3. Virtues: 7. Freebies: 1. Bonus Abilities. Kindred Lore 1. Camarilla Lore 1. Clan Lore 1. Maximum Generation: 1. Neonate. This represents your average neonate, who has been a vampire 3. It has enough experience to get by. Attributes: 7 / 5 / 3. Abilities: 1. 4 / 9 / 5. Backgrounds: 6. Disciplines: 3. Virtues: 7. Freebies: 1. Bonus Abilities. Kindred Lore 1. Camarilla Lore 1. Clan Lore 1. Maximum Generation: 1. Aged Neonate. This represents a neonate on the cusp of becoming an ancilla. It has been 7. 0 to 1. Embrace. This template can be requested by experienced players. Attributes: 7 / 5 / 3. Abilities: 1. 4 / 1. Backgrounds: 8. Disciplines: 3. Virtues: 7. Freebies: 1. Bonus Abilities. Kindred Lore 1. Camarilla Lore 1. Clan Lore 1. Maximum Generation: 1. Young Ancilla. These younger ancillae are at least 1. This template can be requested by experienced players. Attributes: 8 / 5 / 3. Abilities: 1. 5 / 1. Cthulhu; Dark Heresy; MERP; Mid Evil; Rolemaster; Star Frontiers; Vampire the Masquerade. I love the design of the character sheet from the. Vampire: The Masquerade 20th Aniversary Character Sheet Author: Character Sheet layout by MrGone Subject: Vampire. Vampire - The Masquerade - Character Sheet - 4 Page Character Sheet - Download as PDF File (.pdf), Text File (.txt) or read online. Free vampire the masquerade character generator. This program let you mark player. For Vampire: The Masquerade. Suggestions for First Character; Report Message. The Character Sheet exploit. Backgrounds: 1. 0Disciplines: 4. Virtues: 6. Freebies: 2. Bonus Abilities. Kindred Lore 2. Camarilla Lore 2. Clan Lore 2. Maximum Generation: 9th. Clans. Common: Brujah, Gangrel, Malkavian, Toreador, Ventrue. Uncommon: Tremere, Caitiff. Limited and storyteller approved: Nosferatu. Banned: Everything Else**Without Lead Storyteller approval prior to creation. Creation Guidelines. No ability may be raised above 3 before Freebies are spent. Only Freebies can raise an ability above 3. Initial Discipline dots must be used on in- clan disciplines, and no disciplines can be raised above 3 at character creation. Out- of- clan discipline purchases aren't approved at creation. Any Ability or Attribute that has 4 or more dots may have a specialty at no cost. If you have a specialty in a trait, rolls of 1. Be sure to include your specialties before submitting your character sheet. A character may begin with up to 3 influences, not exceeding 1 in any particular sphere. Havens (or, more precisely, their locations) may not exceed a character's resources score. A character may have multiple havens, but the combined number of . All Merits and Flaws will be expected to be roleplayed, and if they do not fit with your concept, may be denied during the character Approval process. Merits and Flaws are optional, and subject to staff scrutiny – they are neither a requirement, nor a right. Some Flaws have been restricted or outright banned in this game, either because they require constant staff supervision, are too overbalancing or rare, or simply do not fit with our game, or style of game. A list of outright banned or rare Merits and Flaws follows, though some not listed may be denied during Approval on a case- by- case basis. Banned Merits and Flaws. Generation. 15th Generation. Additional In- Clan Discipline. Alternate Identity. Beacon of the Unholy. Blood Hunted. Botched Presentation. Boon. Bound. Broken Bond. Bruiser. Bullyboy. Can't Cross Running Water. Cast No Reflection. Catspaw. Charmed Existence. Child. Clan Enmity. Clan Friendship. Cold Breeze. Conspicious Consumption. Cursed. Danger Sense. Dark Fate. Deceptive Aura. Debt of Gratitude. Deformity. Destiny. Diabolic Sire. Diabolical. Disease Carrier. Disgrace to the Blood. Domain. Beacon of the Unholy. Dulled Bite. Efficient Digestion. Elysium Regular. Enemy. Escaped Target. Expendable. Failure. Flesh of the Corpse. Former Ghoul. Former Prince. Friend of the Underground. Friendly Face. Glowing Eyes. Grip of the Damned. Guardian Angel. Guilt Wracked. Harmless. Harpy. Healing Touch. Hidden Diablerie. Holder of Office. Hunted. Hunted Like a Dog. Incomplete Understanding. Infamous Sire. Infectuous Bite. Infertile Vitae. Insane Sire. Introspection. Iron Will. Jack of All Trades. Laughingstock. Lawmen's Friend. Loathsome Regnant. Lord of the Flies. Lucky. Magic Resistance. Masquerade Breaker. Mistaken Identity. Mole. Monstrous. Mute. Narc. Natural Leader. New Arrival. New Kid. Nine Lives. Old Flame. Old Pal. Open Road. Overextended. Pawn. Permanent Fangs. Precocious. Prestigious Sire. Primogen. Primogen Friendship. Probationary Sect Member. Protege. Recruitment Target. Red List. Rep. Repulsed by Garlic. Rising Star. Rival Sires. Sabbat Survivor. Sanctity. Scholar of Enemies. Scholar of Others. Sheriff's Friend. Shy. Sire's Resentment. Sleeping with the Enemy. Smell of the Grave. Special Gift. Special Responsibility. Stereotype. Sympathizer. Territorial. Thin Blood. Thirst for Innocence. Time Sense. True Faith. True Love. Twisted Upbringing. Unconvinced. Unbondable. Uppity. Useful Knowledge. Vengeful. Victim of the Masquerade. Vulnerability to Silver. Ward. Rare Merits and Flaws (Require Special Approval). Addiction. Ambidextrous. Amnesia. Blush of Health. Daredevil (subject to ST scrutiny and history of char)Dark Secret. Deathsight. Deep Sleeper. Eat Food. Eerie Presence. Eidetic Memory. Enchanting Voice. Haunted. Huge Size. Inoffensive to Animals. Light- Sensitive. Light Sleeper. Lunacy. Medium. Natural Linguist. Nightmares. Oracular Ability. Permanent Wound. Phobia. Prey Exclusion. Repelled by Crosses. Slow Healing Soft- hearted. Spirit Mentor. Touch of Frost. Vampire: The Masquerade . Set in White Wolf Publishing's World of Darkness, the game is based on White Wolf's role- playing game Vampire: The Masquerade and follows either a male or female character who is killed and subsequently revived as a fledgling vampire. The game depicts the fledgling's journey through 2. Los Angeles to uncover the truth behind a recently discovered relic that heralds the end of all vampires. Bloodlines is presented from first- and third- person perspectives. The player assigns their character to one of several vampire clans. The selection of clan affects how the player is perceived in the game world, and which powers and abilities they possess; this opens up different avenues of exploration and methods of interacting with or manipulating other characters. The player is able to complete side missions away from the primary storyline by moving freely between the available hubs: Santa Monica, Hollywood, downtown Los Angeles, and Chinatown. Troika's 3. 2- member team began development of Bloodlines in November 2. Vampire: The Masquerade . Troika used Valve Corporation's Source game engine, then- in- development, which was being used for Valve's own Half- Life 2. The game's production was turbulent, as the design's scope exceeded the available resources, and the team were left without a producer for nearly a year until Activision appointed David Mullich to the role, where he found designs and levels unfinished or abandoned. After three years in development with no end in sight and running over budget, Activision set a strict deadline for completion, and Bloodlines was released incomplete in November 2. Released in competition with Half- Life 2 and several other titles, Bloodlines sold fewer than 8. It divided critics at the time; although they praised the game's writing and scale of choice, they criticized its technical flaws. It was Troika Games' last production before its failure in early 2. The game has a cult following as a rarely replicated example of gameplay and narrative, and contemporary criticism has recognised it as a flawed masterpiece. As of 2. 01. 4, Bloodlines had received ten years of post- release support from its fans, who have supplied fixes and restored lost and deleted content. Gameplay. The points spent on Attributes and Abilities combine to determine a player's success or effectiveness in performing tasks such as using firearms, brawling, and lock- picking; for example, determining how accurate or how far the player can shoot, or if they can hack a computer. Abilities are talents (such as brawling and dodging), skills (such as firearms and melee) and knowledges (such as computers and investigation). During character creation, each upgrade costs one point. The upgrade cost increases as the game progresses. Although the attractive Toreadors receive bonuses for seduction and persuasion, opening additional dialog options, they are physically weak; the Nosferatu are forced to travel in the shadows or through sewers to avoid alerting humans, but receive bonuses to their intelligence and computer skills, which enables access to more information. The Malkavians have separate dialog options, reflecting their inherent insanity. The interface shows character health and weapon on the left, with available blood and Disciplines on the right. Firearms combat is first- person, with character points assigned to the firearms skill determining the shot's accuracy and how long it takes to target an opponent. It is drained with each use, and can be replenished by drinking from rats, visiting blood banks or drinking from humans by attacking or seducing them. Violating the masquerade five times draws the ire of vampire hunters and loses the game. Some actions cost humanity points; a low humanity score alters available dialog options to become more aggressive, and increases the chance of entering a frenzied state and embarking on a killing spree, when the vampire's blood is low. This frenzy can also be triggered by a large amount of damage. Like masquerade points, losing all humanity points ends the game, with the vampire becoming a mindless beast. The Toreadors are the closest to humanity, with a passion for culture; the Ventrue are noble, powerful leaders; the Brujah are idealists who excel at fighting; the Malkavians are cursed with insanity, or blessed with insight; the Gangrel are loners, in sync with their animalistic nature; the secretive, untrustworthy Tremere wield blood magic; and the monstrous Nosferatu are condemned to a life in the shadows to avoid humanity. The clans are loosely united by their belief in the Camarilla's goals and opposition to the Sabbat: vampires who revel in their nature, embracing the beast within. The Anarchs are a faction of idealistic vampires opposed to the Camarilla's political structure, believing that power should be shared by all vampires. For this unauthorized act, the fledgling and their Sire are brought before the Camarilla. The Sire is executed by order of La. Croix; the fledgling is spared the same fate by the intervention of the Anarch, Nines Rodriguez, and employed by the prince. La. Croix sends the fledgling to Santa Monica to help his ghoul, Mercurio, destroy a Sabbat warehouse. Following his success the fledgling travels to downtown Los Angeles, meeting separately with Nines, La. Croix, and Jack. La. Croix tasks the player with investigating a docked ship, the Elizabeth Dane, for information about an Ankaran sarcophagus rumored to contain the body of an Antediluvian, one of the oldest and most powerful vampires, whose arrival would herald the vampire apocalypse, Gehenna. The fledgling discovers that the sarcophagus seems to have been opened from within. Increased Sabbat activity coincides with the disappearance of the Malkavian chief, Alistair Grout. At Grout's mansion, the fledgling sees Nines leaving and discovers Grout's remains in the mansion with vampire hunter Grunfeld Bach, who denies involvement in Grout's death. Learning about Nines' presence at the mansion, La. Croix tells the other chiefs to approve Nines' execution. The fledgling is sent to the Museum of Natural History to recover the sarcophagus, but finds that it has been stolen. Jack later suggests to the fledgling that La. Croix wants the sarcophagus to drink the blood of the ancient within, gaining its power. Believing that Gary, the Nosferatu chief, has stolen the sarcophagus, the fledgling is sent to Hollywood to find him; after locating a captured Nosferatu for Gary, he reveals that the sarcophagus was stolen by the Giovanni vampire clan. The fledgling infiltrates the Giovanni mansion and finds the sarcophagus guarded by the Kuei- Jin, who claim their leader, Ming- Xiao, has formed an alliance with La. Croix. The locked sarcophagus is returned to La. Croix's tower and Beckett, a vampire historian, tells the fledgling that the only person who can open it has been abducted by Grunfeld to lure La. Croix. The fledgling kills Grunfeld and learns that the sarcophagus' key has been stolen. They return to La. Croix, learning that the Sabbat tried to steal the sarcophagus to destroy it and prevent Gehenna, and kill the Sabbat leader to disperse his followers. The fledgling is met by Ming- Xiao, who offers to form an alliance. Ming- Xiao reveals that she has the key, and La. Croix killed Grout to prevent his powerful insight from unveiling La. Croix's plans; Ming- Xiao changed into Nines at the mansion to frame him. Denying Ming- Xiao's claims, La. Croix rescinds the blood hunt on Nines and entrusts the fledgling with recruiting the Anarchs to punish the Kuei- Jin for murdering Grout. The fledgling finds Nines hiding in the forest, and they are then attacked by a werewolf and Nines is badly injured. The fledgling escapes with Jack, who reveals that La. Croix has issued an execution order on the fledgling for framing Nines on orders from Ming- Xiao. The end varies, depending on whom, if anyone, the fledgling allies with. If the fledgling supports La. Croix or Ming- Xiao, each sends the fledgling to kill the other. La. Croix opens the sarcophagus, to be killed with the fledgling by hidden explosives; Ming- Xiao betrays the fledgling, chaining them to the sarcophagus and sinking it in the ocean. Supporting the Anarchs or no one makes the fledgling kill Ming- Xiao and maim La. Croix, who is killed after he opens the sarcophagus. If the fledgling opens the sarcophagus, they die in the explosion. If the fledgling is a Tremere, they kill Ming- Xiao; La. Croix is replaced by Tremere leader Maximillian Strauss, and the sarcophagus is stored. Each ending has Jack watching from afar with the mummy taken from the coffin and the enigmatic taxi driver who transports the fledgling between locations, who says . The developers wanted to put a role- playing game in a first- person setting, believing that the genre had become stale. The designers broadly tied the overarching story into each hub and level. Each designer controlled their assigned section of the game, and working with a small team enabled quick decision making and ease in keeping plot elements consistent. Mitsoda became the primary writer for many of the characters and their quests, dialog, and side content in the game, such as emails, which helped retain a consistent narrative. He was given freedom with respect to the script, with no restrictions on language or content, and could rewrite characters when he thought his initial draft weak. Bloodlines' story was accepted as canonical by White Wolf, with the game serving as a prequel to Time of Judgment and including characters from the White Wolf game, such as Jack. I don't like to make the . I like the characters to come off like people actually do . Mitsoda wrote the characters by thinking about who each character was, assigning them motivations determining why they were where they were, what they thought about the player and what they wanted from them.
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