Post by Chris on Aug 27, 2008 19:59:36 GMT -8
OH MY GOSH THIS IS OLD AND OUT OF DATE! READ THE POST BELOW THIS FIRST ONE FOR HOW YOU CAN HELP!
NOTE>>Hi folks, so our new PA's Evan and Jenn M. have been hard at work, working with the existing PAs, CA's and staff on some hand-outs for new players. In addition to what you'll see below, there is also a Introduction to the WoD and Role-playing section as well as information about where to find the websites we use and the contact info for STs, PA's and CA's. We'll also be linking this to the Character creation section of the website as well!<<NOTE
Hello and welcome to Emerald City Chronicles!
This document is designed to make sure you are up to speed on some important facets of character creation unique to this game. The ideas here are designed to be as user friendly as possible, but feel free to ask an ST or Player Advocate for details or clarification.
The following abilities are frequently called upon by STs to make tests in game. Without these abilities, you will be UNABLE TO PERFORM THE ACTIVITIES ASSOCIATED WITH THEM with any acumen. Please think about your character concept and make sure you have chosen abilities that will allow you to play your character’s capabilities.
Section 2: Secondaries
This game uses a modification of the Secondary Abilities introduced in many of the Vampire: The Masquerade supplements. “Secondaries” are abilities that are not listed on the character sheet. In our house rules, a Secondary ability is used along with an attribute (replacing a 'primary ability') for a test. This test is at -1 difficulty due to the specialized training the secondary represents.
Example: Timmy Toreador has four dots in a secondary skill; Sculpture. If Timmy tries to sculpt a bust of the Prince, his difficulty is reduced by 1 and he rolls dexterity+sculpture instead of dexterity+crafts. The same difficulty reduction would apply to Timmy appraising the worth of a sculpture at auction or to research the history of famous sculpted art in Etruscan History (at ST discretion).
Section 3: Vital Secondaries
The following Secondaries are important to the wellbeing of any vampire character in the game. If your concept includes playing a new embrace who knows nothing of the Camarilla or what being a Vampire is all about, by all means, don’t bother with these. Any concepts including understanding of the Vampire condition and the social structures around your character should include a few points of the following (these descriptions are taken from the ECC website):
Other Important Stuff:
In addition to the abilities listed above, you should also think about the status, prestige and resources your character is coming into game with. These three traits are standard backgrounds.
Note: this has been modified on 1/12/2011 by current HST Evan to reflect changes to the secondary system
NOTE>>Hi folks, so our new PA's Evan and Jenn M. have been hard at work, working with the existing PAs, CA's and staff on some hand-outs for new players. In addition to what you'll see below, there is also a Introduction to the WoD and Role-playing section as well as information about where to find the websites we use and the contact info for STs, PA's and CA's. We'll also be linking this to the Character creation section of the website as well!<<NOTE
Hello and welcome to Emerald City Chronicles!
This document is designed to make sure you are up to speed on some important facets of character creation unique to this game. The ideas here are designed to be as user friendly as possible, but feel free to ask an ST or Player Advocate for details or clarification.
The following abilities are frequently called upon by STs to make tests in game. Without these abilities, you will be UNABLE TO PERFORM THE ACTIVITIES ASSOCIATED WITH THEM with any acumen. Please think about your character concept and make sure you have chosen abilities that will allow you to play your character’s capabilities.
Leadership: This talent is used to allow PCs (and NPCs such as beloved Ghouls) to work together to complete a task. Without the Leadership talent, you will not be able to lead fellow characters in working together to gain extra successes in a group task. You will still be able to participate in a team effort without Leadership, you’ll simply have to be led by another. | |
Survival: This skill determines your character’s ability to travel between cities. Current house rules call for a Wits + Survival roll from every member of a group traveling across long distances, regardless of your method of travel. This roll can be made easier by in-character preparation, which is great because if you botch the roll, your character could end up stuck in the middle of no where or even dead. New characters coming in to the City do NOT need to make a survival check to enter play. | |
Investigation: This knowledge is how your character looks up any information that isn’t sold on a store shelf. From tracking a Kindred to his haven to looking up where the newest drug hitting the streets is coming from, you will need Investigation to look into matters with any depth. | |
Occult: The Occult Knowledge is a catch-all for secrets about the World of Darkness beyond the veil of blissful ignorance the Kine huddle in. Having points in this Knowledge governs your ability to learn more about Vampires in general, the secrets of your clan and the other denizens of the World of Darkness (see “Lores” further down for more details). | |
Politics: This is a Camarilla game. The Camarilla is the political organization that many vampires have organized themselves into to foster a sense of safety and communal rules. If your character wants to have any inkling of what is going on in the society around him, your character will need a dot or two in this Knowledge. Lack of this Knowledge means your character cannot learn the details of Camarilla Status or it’s rules (see “Lores” further down for more details). |
Section 2: Secondaries
This game uses a modification of the Secondary Abilities introduced in many of the Vampire: The Masquerade supplements. “Secondaries” are abilities that are not listed on the character sheet. In our house rules, a Secondary ability is used along with an attribute (replacing a 'primary ability') for a test. This test is at -1 difficulty due to the specialized training the secondary represents.
Example: Timmy Toreador has four dots in a secondary skill; Sculpture. If Timmy tries to sculpt a bust of the Prince, his difficulty is reduced by 1 and he rolls dexterity+sculpture instead of dexterity+crafts. The same difficulty reduction would apply to Timmy appraising the worth of a sculpture at auction or to research the history of famous sculpted art in Etruscan History (at ST discretion).
Secondary Costs: Secondaries are very inexpensive to purchase. If you spend one of your ability points on a secondary, you get 2 dots worth (these dots do not need to go into the same secondary) and can be purchased with freebie points on a 1 for 1 basis. Secondaries cost (current rating)x 1 XP to buy up and you can buy your first dot in a secondary for 2 experience. | |
Secondaries in Combat: Secondaries work differently in combat. The following is reprinted from our website: “Combat Secondaries are purchased the same way as other Secondaries (2xp for the first dot, current rating x 1 for each additional dot, 4th and 5th dots require a teacher), but with each dot, the player may chose a Combat Maneuver compatible with the Secondary Ability.” “Combat Secondary Abilities are based in ONE of the 4 fighting primary Abilities: Brawl, Melee, Dodge or Firearms. This defines which Combat Maneuvers the player may gain as Secondary Maneuvers. A Combat Maneuver is defined as any of the Close or Ranged Maneuvers on the main table from pg. 214 of the Main V:tM Book (revised), and a Secondary Maneuver is defined as one of the Combat Maneuvers, enhanced generally by either a –1 Difficulty or a +1 Damage. For each Secondary Maneuver, the player will receive a stamped card with the details of the Secondary Maneuver on it. Then, in combat, the player may show their card to use the Secondary Maneuver (Maneuvers may not be stacked). Each Card must have the Character name and full System name of the Secondary Ability and the Secondary Maneuver. If you choose to have multiple Secondary Maneuvers on one Card, each Maneuver must have its own Stamp.” Please talk to an ST if you would like more information on what combat secondaries you can purchase. |
Section 3: Vital Secondaries
The following Secondaries are important to the wellbeing of any vampire character in the game. If your concept includes playing a new embrace who knows nothing of the Camarilla or what being a Vampire is all about, by all means, don’t bother with these. Any concepts including understanding of the Vampire condition and the social structures around your character should include a few points of the following (these descriptions are taken from the ECC website):
Masquerade: From the ECC Website: “The secondary skill Masquerade represents a Kindred's ability to appear human (or a Ghoul's to appear Vampiric). Masquerade reflects how skilled the charcter is at appearing to be mortal: feighning respiration, creating a heartbeat, producing pink skin (by bringing blood to the surface), sneezing, masking vampiric tendencies, et al. Vampires with a low Humanity rating (or on a path), appear to be pale and inhuman. According to the main book (Vampire the Masquerade Revised) page 138-139 under Blood Pool: Spending Blood: (last paraghraph of page 138) It talks about appearing human, breathing, sex, etc.” Please see the Humanity section of the website for more information on Masquerade. | |
Lores: Lores are a special type of secondary based on a Knowledge (usually occult). In addition to lowering difficulties of tests regarding the subject matter, Lores give your character access to knowledge about the subject at hand. The dots and the information granted can be broken down as follows:
| |
Kindred Lore: Kindred Lore (New characters have a “phantom first dot” in this lore but must purchase each dot, including the first, for normal secondary costs). Kindred lore is based on the Occult Knowledge. You must have at least one dot of Occult to have any dots of Kindred Lore. Kindred Lore deals with the common truths and legends among Vampires. Students of Kindred Lore can identify common disciplines, know of a Vampire’s deadly weaknesses and even bits of the secret history of the Vampire race. | |
Clan Specific Lore (New characters have a “phantom first dot” in the lore of their clan, but must purchase each dot, including the first, for normal secondary costs). Clan lore is based on the Occult Knowledge. You must have at least one dot of Occult to have any dots of Clan lores. Clan Specific Lore will tell you the history of your clan, allow you to recognize other members by reputation and sight. You also will get insight into the elders of your clan and the powers at their disposal. Starting with Clan specific lore for clans other than yours is done with ST permission. | |
Camarilla Lore (New characters usually have a “phantom first dot” in this lore but must purchase each dot, including the first, for normal secondary costs). Camarilla Lore is based on the Politics Knowledge. You must have at least one dot of Politics to have any dots in Camarilla Lore. This lore deals with the complicated system of favors and expectations that fuel the organization known as the Camarilla. Dots in this lore will allow your character to understand the economy favors known as “boons” that function as the coinage of the Kindred as well as the history of the Camarilla and the duties of those who hold position in the organization. |
Other Important Stuff:
In addition to the abilities listed above, you should also think about the status, prestige and resources your character is coming into game with. These three traits are standard backgrounds.
Status: Your standing in Kindred Society. Each dot represents an adjective your character has earned for good deeds done. If you want to be a well known or upstanding member of the Camarilla, buy some status. Talk to the STs about what is appropriate. | |
Prestige: Prestige works like status in that each dot is linked to an adjective your character has earned for good deeds or accomplishments. The difference is that Prestige counts only for your clan. People outside your clan can generally care less about your prestige, but it goes a long way to impress members of your clan. At ST discretion, you may purchase Prestige earned from clans other than your own. | |
Resources: This represents the wealth, both money and property your character owns. Resources determine what kind of Haven you sleep in during the day, what kind of vehicle you drive and how much money you bring in every month. Resources and their origins should always be discussed with an ST. Special note: Havens Havens are a function of your Resources background. Players are strongly encouraged to talk with STs about Haven details and get a stamped card detailing the security, accessibility and contents of your haven. These stamped cards will be asked for if you declare you have a specific object in your haven or to see if someone can sneak his way inside during the day. |
Note: this has been modified on 1/12/2011 by current HST Evan to reflect changes to the secondary system