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Emerald Chronicles :: Emerald Chronicles General Community Boards :: Vampire - Rules & Announcements :: Item Cards: What's in your character kit?
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 AuthorTopic: Item Cards: What's in your character kit? (Read 556 times)
Chris
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 Item Cards: What's in your character kit?
« Thread Started on Aug 7, 2008, 6:44pm »
[Quote]

This is just a quick reminder of things you as a player should have on your person at game:

The Basics:

[image] Character sheet(s): You'll want this to match what's in out bookkeeping database, and you'll want to make sure that our copy of your sheet matches up too. If you don't have your character sheet on-hand, your character loses all tests. Luckily for you if you ever find yourself in a position where you've forgotten or lost your character sheet while at game, since characters are only approved if the staff has a copy, in a bind you can go to the bookkeeping table and make another copy of your sheet. You'll also need character sheets for any NPC Ghouls or other Retainers your character has, though a simple Item Card will do for a ghouled animal.

Item cards:

[image] Weapons Cards: Does your character have a sword? A gun? A crowbar? A blunt stick? You'll need a stamped card, with both the Diamond Stamp for combat items and the standard stamp for item cards. The correct statistics for each weapon must be included on the card as well. Would your character have a spare weapon in the trunk of theri car? A gun under their pillow or a functional sword over their fireplace? Get a card for it. Stats for Weapons and Armor are here.
[image] Ammunition Cards: If you have any kind of firearm (includes crossbow or bow) you'll need a card indicating you have ammunition for the weapon. Bullets, crossbow bolts, darts, and arrows all fall into the catagory of ammunition. Special ammunition types (like Dragonsbreath rounds) will need to include an ammunition counter, as these rounds are rare and require you to tick off a round each time it is fired. We don't do that for regular ammunition.
[image] Armor Cards: If your character plans to wear any kind of armor, you'll need a card with an armor rating and the correct statistics. With the exception of Nomex (fire resistant armor) armor does not stack. You don't have to have your character wear armor obviously, your Toreador Artiste is likely not going to wear a lot of Riot Gear to the Masquerade ball, but you never know when having the card available in your character's trunk might help. Stats for Weapons and Armor are here.
[image]
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Haven Cards: We don't use the Haven background in this game, we base your character's Haven on the Resources background they've got (in general). At Resources 1 your character can afford a cheap apartment, at Resources 5 they can have a mansion. Your haven card should contain any details you want the staff to know about your character's haven. Is there a secret entrance or exit? Does it contain any special rooms that have items used in rituals or contain other valuable items? It's possible for your character to own more weapons, items and armor than they carry on them, so you might want to consider a safe or room to store these things. Does the Haven have internet access? Have multiple Havens? Not without multiple Haven cards you don't. What kind of security rating does the Haven have? You'll want to make an Int+Security check to create a security rating for your Haven. It is possible to hire other PCs or NPCs to do this for your character as well.
[image] Vehicle Cards: Once again we base the kind of vehicle your character can drive loosely on the character's Resources rating. Resources 1 is a motorcycle and Resources 5 is a rare sports car. You'll need to have the card include the make, model, color and correct statistics for your character's vehicals. Also, does the car have a day-proof trunk or any special compartments? Stats for Automobiles are on the chart listed on page 201 of the main V:tM Revised book.
[image] Contact/Ally/Mentor cards: These should include the name of the Contact, Ally or Mentor, a general description of the NPC (Sire, old fishing buddy, underworld 'hook-up', fellow scholar of were-porcupine Lore, etc.) The number of points spent into them (1-5) their location (what city and country) and what influences they have in their own city. When you first start out, this information will also match what is on your character's Background Sheet that you'll have provided when you first make your character. Many keep this info on their character sheet, which is fine too.
[image] Identification Cards: Does your character have a regular drivers license with their own name on it or a fake ID? Does your character have a real or fake birth certificate or passport? Do they carry identification (real or fake) that establishes them as some kind of police officer, licensed PI or bail bondsman? If it's your character's first night in the Emerald Domain they'll need a Letter of Introduction card as well with your character's name and previous city. If you want an entire alternate identity for your character, consider the Alternate Identity Background as well.
[image] Other Items: Would your character have a cell phone or computer? What about evidence bags for collecting items at a crime scene? A flashlight or cigarette lighter? Any particular ritual components that they would use on a regular basis or the items created via rituals like bloodstones? What about the signed/stamped card for the ritual itself? Does your character have a physical library of Lores or the Occult Library background? How about special Combat Manuvers? Cash your character has on hand? Spare blood bags? Ghouled animals? Keycards to secure locations? Artwork or Craft Materials?


Other things the staff reccomends you have on hand just because they are useful:

  • A list of the stats and tests used for the disciplines and/or rituals your character has and something that states what each number of successes means for quick reference.
  • The Traditions. (You never know when someone will ask).
  • Some blank paper and something to write notes with.
  • A portable card holder for all of your character's cards. They are about $1 at most stores unless you want something really fancy.
Hope this helps remind some folks of things they can do to make sure they're never in the position to hear those terrible words "If you don't have a stamped card for it, you don't have it."

Any questions, let us know!

- Your V:tM staff
« Last Edit: Aug 8, 2008, 12:10am by Chris »Link to Post - Back to Top  IP: Logged

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 Re: Item Cards: What's in your character kit?
« Reply #1 on Aug 8, 2008, 11:15am »
[Quote]

1. If you have a phys. rep for an object, YOU STILL NEED A CARD FOR IT. Why? Because player resources are not the same as character resources. Someone owning a Ferrari does not mean their 0 Resource character also has a Ferrari. Basically, if this were the case, people who made a lot of money in real life would get a lot of free stuff. Bollocks to that. That being said, you do not need a card for every item of clothing or piece of jewelry your character owns.

When do you need a card? As a rule of thumb - you will need a card when the item in question can affect the outcome of tests, or when it is something out of the ordinary. If you want your 5 success Armani suit to impress the stockholders, you should have a card for it. If you don't care, you don't need one. If you are EVER planning to use an item against another character, you need a card for it.

2. Haven cards should include things that will be relevant to someone breaking into your Haven. Items lying around your Haven that will be useful to other skills, as stated above, should have their own item cards. You do NOT need an item card for a block of kitchen knives - however it should be indicated on your Haven card that you dress up the Haven as if a mortal lives there. Not everyone does.

If someone says "Ok, I put the money in my wallet.", no one is going to ask you for your wallet item card. If you want to drive all over the domain accomplishing various tasks, I WILL ask you for your vehicle card.
« Last Edit: Aug 8, 2008, 11:17am by Peter Smith »Link to Post - Back to Top  IP: Logged

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 Re: Item Cards: What's in your character kit?
« Reply #2 on Aug 8, 2008, 8:02pm »
[Quote]

1) I didn't know we needed cards for Mentor/Contact/Ally....I've never been asked for one.

2) I actually tried to get ammo cards stamped and was told that we don't worry about them at all unless they are special rounds.
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 Re: Item Cards: What's in your character kit?
« Reply #3 on Aug 8, 2008, 9:34pm »
[Quote]


Aug 8, 2008, 8:02pm, Cami Ella Smith wrote:
1) I didn't know we needed cards for Mentor/Contact/Ally....I've never been asked for one.


All you need is the info somewhere - on your character sheet is fine.


Quote:
2) I actually tried to get ammo cards stamped and was told that we don't worry about them at all unless they are special rounds.


This is one of those things we don't care too much about unless A: It's special rounds like you mentioned. You must have a card for that no matter what.
B: It comes into play somehow. For example, your character has a bunch of ammo in their haven/trunk. They own guns but never carry them. They own ammo but it lives in their haven/trunk with the guns they never use. Haven/car catches fire. Wackyness ensues.
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