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CHARLOTTE CHARACTER CREATION

nWoD Vampire the Requiem game that is newb and beginner friendly. Slow paced game of approximately 1 post a week. The Crone rules with Carthians close behind and the Invictus taking what's left. No Ordo or Sanctified presence. See Character Creation for details.

CHARLOTTE CHARACTER CREATION

Postby Ninja » Wed Feb 24, 2010 8:14 pm

Charlotte by Night is a mortal chronicle set in 2010. It takes place in Charlotte, North Carolina. This is a mature setting and a mature game for mature players. Players and their characters will deal with personal storylines specifically tailored to their needs as well as the underlying theme of supernatural villains of all varieties. In addition the small cities of Concord and Kannapolis will have roles as well.

In this Chronicle, characters will be mortal. No, that doesn't mean Ghoul or Kinfolk or Gypsy. It means mortal. Players will have the option to play a "Psi" character, who can have supernatural abilities of a psychic nature. True Faith is also allowed but Numina is not. Everything typically in the World of Darkness is open as an adversary, and some things I can promise you will not be expecting. This is essentially a Hunters Hunted game. I am looking for 5-7 reliable, regularly posting players who can meet my two posts a week standard. If you're interested in playing, PM me your character concept and a brief bio, and we'll take it from there.

IMPORTANT NOTES ABOUT MAKING A CHARACTER

A. Use my character sheet template. I do not accept others.
B. Nature and Demeanor are replaced by the nWoD's Virtue and Vice system.
C. If you have questions, ask. Do not assume. Ever.
D. My Merits & Flaws list is restricted, heavily. Check with me before you take it.
E. My Backgrounds are restricted, heavily. Check with me before you take it.
F. I have "customized" the "Psi" powers. You will use my custom power rules as I have them printed.
G. Have fun. Seriously. This is supposed to be fun.
H. Finally, don't waste my time. If you're not going to take this (or me) seriously, why should I return the favor?
CONTACT ME: Ninja@WDGames.net
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Re: CHARLOTTE CHARACTER CREATION

Postby Ninja » Mon Apr 26, 2010 4:26 pm

Okay, here is the template. Some things are about to be explained here in a minute if you read my next response.

Code: Select all
--------------------------------------------------------------------------------
Name:                       Virtue:                  Residence:
Player:                     Vice:                    Age:
Chronicle: CBN              Occupation:              Concept:
--------------------------------------------------------------------------------
   6/5/3  Physical                  Social                      Mental
Strength             @OOOO Charisma             @OOOO Perception           @OOOO
Dexterity            @OOOO Manipulation         @OOOO Intelligence         @OOOO
Stamina              @OOOO Appearance           @OOOO Wits                 @OOOO
--------------------------------------------------------------------------------
   11/7/4 Talents                 Skills                   Knowledges
Alertness            OOOOO Animal Ken           OOOOO Academics            OOOOO
Athletics            OOOOO Crafts               OOOOO Computers            OOOOO
Brawl                OOOOO Drive                OOOOO Finance              OOOOO
Dodge                OOOOO Etiquette            OOOOO Investigation        OOOOO
Empathy              OOOOO Firearms             OOOOO Law                  OOOOO
Expression           OOOOO Melee                OOOOO Linguistics          OOOOO
Intimidation         OOOOO Performance          OOOOO Medicine             OOOOO
Leadership           OOOOO Security             OOOOO Occult               OOOOO
Streetwise           OOOOO Stealth              OOOOO Politics             OOOOO
Subterfuge           OOOOO Survival             OOOOO Science              OOOOO
____________________ OOOOO ____________________ OOOOO ____________________ OOOOO
____________________ OOOOO ____________________ OOOOO ____________________ OOOOO
____________________ OOOOO ____________________ OOOOO ____________________ OOOOO
____________________ OOOOO ____________________ OOOOO ____________________ OOOOO
--------------------------------------------------------------------------------
      Backgrounds 5             Psi Powers 1                Virtues 7
_Resources__________ OOOOO   __________________ @OOOO Conscience           @OOOO
_Allies_____________ OOOOO   __________________ OOOOO
_Contacts___________ OOOOO   __________________ OOOOO
_Mentor_____________ OOOOO   __________________ OOOOO Self-Control         @OOOO
_Influence__________ OOOOO   __________________ OOOOO
_Reputation_________ OOOOO   __________________ OOOOO
_Occult_Library_____ OOOOO   __________________ OOOOO Courage              @OOOO
____________________ OOOOO   __________________ OOOOO
--------------------------------------------------------------------------------
     Merits/Flaws               Path of _Humanity_               Health
_____ _____________________
_____ _____________________                                Bruised           []
_____ _____________________    @ @ O O O  O O O O O        Hurt         -1   []
_____ _____________________                                Injured      -1   []
_____ _____________________          Willpower             Wounded      -2   []
_____ _____________________    @ O O O O  O O O O O        Mauled       -3   []
_____ _____________________    [][][][][][][][][][]        Crippled     -5   []
_____ _____________________                                Incapacitated     []
_____ _____________________          Bloodpool
_____ _____________________    [][][][][][][][][][]  Experience Total _______
_____ _____________________    [][][][][][][][][][]  Experience Spent _______
--------------------------------------------------------------------------------
                                     Inventory
    Weapon                 Dmg   Range                      Other
________________________ _______ _____      ____________________________________
________________________ _______ _____      ____________________________________
________________________ _______ _____      ____________________________________
________________________ _______ _____      ____________________________________
________________________ _______ _____      ____________________________________
                                            ____________________________________
    Armor    Bashing Lethal Aggravated      ____________________________________
____________ _______ ______ __________      ____________________________________
____________ _______ ______ __________      ____________________________________
____________ _______ ______ __________      ____________________________________

            Resources                                  Influence (Type)
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________

             Allies                                        Contacts
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________
______________________________________      ____________________________________

            Residence                                    Location
______________________________________________ _________________________________
______________________________________________ _________________________________
______________________________________________ _________________________________


Languages_______________________________________________________________________

Anything_Missing________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
CONTACT ME: Ninja@WDGames.net
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Re: CHARLOTTE CHARACTER CREATION

Postby Ninja » Mon Apr 26, 2010 6:05 pm

Here are the answers to hiccups some of you may receive.

A. Virtue and Vice: Virtue and Vice replace nature and demeanor and consist of the heavenly virtues (Justice, Hope, Prudence, Faith, Temperance, Charity, & Fortitude). Resisting your Vice and fulfilling your Virtue regains all of your spent Willpower. Your Vice on the other hand is one of the seven deadly sins (Envy, Sloth, Greed, Lust, Wrath, Pride, & Gluttony) particularly apparent in your character. Fulfilling your Vice regains 2 points of spent Willpower.

(More detailed information on Virtue & Vice can be found --> +2 freebies for anyone who finds me a good link.)

B. Dots. Yes, I know the dots are different then a vampire or werewolf or whatever. Yes the Mortal seems a little weaker. It is. The only thing I caution here is to spend your dots wisely. In my games it is always better to be well rounded then focused on one thing. Before you ask, I do not allow 5s in any Abilities at the start of the game for any character. I only allow two 4s. Don't forget the rule of 3. You can't have any Abilities start above 3 before spending Freebie points.

C. Backgrounds. It's a short list and you've only got 5 dots. Pick wisely. Influence is special because I use the Minds Eye Theatre rules for influence, and so each "Influence" is it's very own background. Thus you could have Influence ({Police) 2, Influence (Media) 3, and Influence (High Society) 2. At the start of the game, every character can have a maximum of 3 total dots in the Influence background.

D. Psi Powers: Okay, here we go. These are like "Disciplines" or "Gifts" from the various genres. There are only five and they are specialized for this game. True Faith is an additional but highly restricted power. See my next response for more information on Psi Powers and True Faith.
1. Tough As Nails - Your character has spent some time keeping in shape and ready for a fight.
2. Pyrotechnics - Your character is capable of setting things on fire by sheer force of will.
3. Second Sight - Your character has a knack for detecting things through altered perceptions.
4. Focused Mind - With a Focused Mind your character is capable of pushing, pulling, or levitating objects.
5. Witchcraft - "Thou shalt not suffer a witch to live." A variety of useful abilities that puts a drain on the soul.
6. True Faith - Your faith is unshakable. With True Faith even vampires flee your presence when commanded.

E. Virtues: I almost left this out because I figured everyone would know, but just in case...Conscience + Self-Control = Humanity. Courage = Willpower. If you want True Faith you must maintain a Humanity of 7 or more.

F. Merits, Flaws, & Freebies: You have 18 of them. Attributes cost 5, Abilities cost 2, Secondary abilities, Backgrounds, and Willpower cost 1. Humanity costs 4. Psi Powers cost 10. I allow no more then 10 points of Merits and Flaws combined. So if you take a 5 point Flaw and a 5 point Merit, that's it. I should also point out that neither Merits nor Flaws are mandatory. Therefore, play them or lose them. See my next response for more information on Merits and Flaws.

G. Inventory is important because I have one simple rule. If it's not on your sheet, it doesn't exist.
CONTACT ME: Ninja@WDGames.net
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Re: CHARLOTTE CHARACTER CREATION

Postby Ninja » Tue Apr 27, 2010 7:51 am

This list is growing...

MERITS - PHYSICAL
Acute Sense - 1pt - One of your senses is particularly good. Perception difficulties are reduced by -1 for the appropriate sense.
Ambidextrous - 2pt - You are equally skilled at using both hands. You take no penalty for using a weapon in each hand.
Bruiser - 1pt - You look sufficiently thuglike. All Intimidation rolls receive a bonus +1 dice.
Catlike Balance - 3pt - Your balance is amazing. Anytime you make a Dexterity or Athletics roll that involves your balance gets +2 dice.
Double Jointed - 2pt - You are hard to restrain. You may resist being grappled or attempt to slip restraints with Dexterity instead of Strength.
Full of Life - 4pt - You are full of life and have 2 extra blood points.
Huge Size - 4pt - You are Above 6 feet tall or over 300 pounds - probably both. Your size gives you an extra "Bruised" health level.
Iron Lungs - 1pt - Your lungs are strong. Any Stamina roll to hold your breath or resist a gas toxin is made with +1 bonus dice.
Iron Stomach - 1pt Your stomach can take a beating and keep on ticking. Any Stamina roll to resist the effects of anything ingested is made with +1 bonus dice.


FLAWS - PHYSICAL
Allergy
Blind
Deaf
Lazy
Poor Eyesight
Sickly
Weak Stomach


MERITS - MENTAL
Coldly Logical
Common Sense
Concentration
Danger Sense
Early Riser
Photographic Memory
Self-Confident
Time Sense

FLAWS - MENTAL
Addiction
Compulsion
Deep Sleeper
Hatred
Overconfident
Phobia
Short Fuse
Superstitious
Vengeful
Weak Willed


MERITS - SOCIAL
Animal Magnatism
Barfly
Debt of Gratitude
Enchanting Voice
Loyal Companion
Natural Leader
Nightclub
Open Road
Sheriff's Friend

FLAWS - SOCIAL
Beat With the Ugly Stick
Hunted
Mistaken Identity
Outcast Group
Predator's Taint
Shy
Vulgar
Ward

MERITS - SUPERNATURAL
Angelic Aura
Daredevil
Deceptive Aura
Destiny
Lucky
Magical Gift
Supernatural Informant

FLAWS - SUPERNATURAL
Addictive Blood
Dark Fate
Eerie Presence
Escaped Target
Haunted
Smell of the Grave
Sleeping With the Enemy
CONTACT ME: Ninja@WDGames.net
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Re: CHARLOTTE CHARACTER CREATION

Postby Ninja » Tue Apr 27, 2010 8:11 am

INFLUENCE : I thought it might be helpful to actually post the Influence here so you wouldn't have to dig for it. I'm cool. I know. =)

A - Bureaucratic - Governmental and business offices, including utilities; the creation and cutting of red tape. Carefully drawn lines exist between Bureaucracy and Legal, Police, Finance, and University.

Level 1 - Alter/trace utility bills, expedite minor processes that take time, take advantage of minor bureaucratic loopholes, make files on peoples' traceable activity.
Level 2 - Alter birth certificates/driver's license; temporarily close a small road or park, get inspectors sent to locations, cause delays in applications, acquire public aid ($250).
Level 3 - Create false ID's, death certificates, marriage licenses, passports; close a public school for a day; shut down a small business on a violation; connect/disconnect utilities on a block.
Level 4 - Create false land deeds and titles; initiate phone taps; initiate an NEA/BIA/IRS/DOI investigation, get untraceable utility service, bog down a lawsuit or investigation in red tape.
Level 5 - Start, stop, or alter a city-wide program or policy; shut down a big business on a violation; rezone areas; destroy records of a person at the city level, stop a federal investigation.

B - Church - The non-secular world, all faiths.

Level 1 - Identify secular members of a given faith in local area, peruse public church records, use a church as a meeting place, find an AA meeting, get a priest's phone number.
Level 2 - Identify higher church members, track congregation members; suspend lay members, get coffee/bibles/Mass for 100 people on short notice, meet with a rabbi/imam/priest wherever you want.
Level 3 - Open or close a single church/temple/mosque, access private archives of the church, meet with the Bishop, get a house ritually sanctified, manipulate a church-owned charity, steal from the collection plate or dip into church funds ($250).
Level 4 - Discredit or suspend higher-level members, find an average church-associated hunter or exorcist, manipulate a fanatic splinter group, start a heresy/witchcraft investigation.
Level 5 - Organize major protests/boycotts, manipulate regional branches, access ancient church lore, identify someone with True Faith or a church-associated hunter group without meeting them.

C - Financial - All things monetary; banks, investment firms, brokers, etc. All loans are amortized over one year to be paid back incrementally every month.

Level 1 - Receive a loan ($100,000 - payback $120,000), learn about economic trends, get a dozen accounts all over town, run a credit check on someone, identify whether a bill is counterfeit, get up to $1,000 in cash.
Level 2 - Receive a loan ($500,000 - payback $600,000), trace unsecured bank accounts, identify a person's collateral properties, get an insider stock tip.
Level 3 - Receive a loan ($2,000,000 - payback $2,400,000), create a secure bank account, access ATM camera tapes, get copies of someone's signature.
Level 4 - Receive a loan ($10,000,000 - payback $12,000,000), delay deposits; credit alterations, interfere with specific stock transactions, cause an IRS/SEC audit or investigation.
Level 5 - Receive a loan ($50,000,000 - payback $60,000,000), control an aspect of city-wide banking, stop an IRS/SEC audit or investigation, foreclose on a small business.

D - High Society - Culture and subculture, fame, fashion, trendsetting.

Level 1 - Obtain hard-to-get tickets for shows, get the lowdown on obscure subcultural trends, be the first to get that CD/DVD, hear about parties, learn about who's who.
Level 2 - Track celebrities and luminaries, be a local voice in the entertainment field, get invited to the right parties, sit in the front row, get the sneak preview.
Level 3 - Crush promising careers, get backstage passes to anything, have rich people ask you for trend advice, be well-known in a subculture or social scene.
Level 4 - Achieve temporary minor celebrity status (Fame x1), skip lines, get VIP treatment everywhere, get hit on by beautiful people, know who is doing what with who, set minor trends.
Level 5 - Appear on a talk show, ruin a new club/gallery/festival/other high society gathering, have an annual must-attend party with everybody there, meet visiting celebrities in their hotel rooms.

E - Industrial - The business of making things, unions. All union thugs are mortals with 6 physical, 3 social, 4 mental, 1 willpower, a craft skill, and 2 brawls.

Level 1 - Learn about industrial projects and movements, union membership, borrow portable tools, learn a trade, get a night job, get your car fixed cheap.
Level - 2 - Have minor projects performed by small crews, arrange small 'accidents' on the job site, get an expert welder to do a job for you, be known as a good member to a single union, dip into union funds or embezzle petty cash ($500)
Level 3 - Get a union thug to break something, organize minor strikes, appropriate a blast furnace for a short time, get some silver bullets/vehicle armor/torture devices made.
Level 4 - Get a pair of union thugs to burn something down, close or revitalize a small plant, take over a small plant for two weeks, get anyone booted out of any union, initiate an OSHA/EPA inspection.
Level 5 - Get half a dozen masked union thugs to kidnap/terrorize someone, manipulate a large local industry, organize a major area strike, manufacture a hundred of anything, stop OSHA/EPA inquiries.

F - Legal - Judges, lawyers, law firms, courtrooms, etc.

Level 1 - Get free representation for small cases, have a lawyer who answers his phone, sue people for messing with you, learn about someone's holdings/legal status.
Level 2 - Avoid bail for some charges, have minor charges dropped, get a quiet settlement when being sued, get a lawyer to build a complete file on someone, create a screen to slow investigations, acess public or court funds ($250).
Level 3 - Get good representation, manipulate legal procedures (wills, contracts, etc), start a state investigation, have a lawyer with assistants drown someone in legal briefs.
Level 4 - Issue subpoenas, tie up court cases, have most charges dropped, cancel or arrange parole, start a federal investigation of some sort, stop a state investigation.
Level 5 - Close down a federal investigation, have deportation proceedings held against someone, get warrants revoked, hide ownership of anything, find a legal weakness to exploit.

G - Media - Newspapers, television, radio; local to the Domain.

Level 1 - Learn about breaking stories early; submit small articles, know a few reporters to tip, be on college radio, get a letter to the editor published in an underground free press.
Level 2 - Suppress small articles or reports, get investigative reporting information, get a photographer to show up, have a reporter in your pocket, get research done on a subject, trace personal ads.
Level 3 - Initiate news investigations and reports, access media production resources, start a major investigative story, get a TV news crew to show up with satellite feed, make an independent film.
Level 4 - Initiate a fake story with local attention, influence story selection, get an editor to kill a story, get a TV series to do a local episode, get radio personalities fired, kill an underground 'zine.
Level 5 - Initiate a fake story with statewide attention, get newspaper people fired, affect the storyline of a TV show, change a radio station's format, own an unaffiliated local TV station, stop any one story.

H - Medicine - Hospitals, blood banks, doctors. No bioweapons without the OK from all STs.

Level 1 - Gain 2 blood traits, fake vaccination records, get medical supplies (latex gloves, biohazard stickers, syringes), be first in line at the ER, get a wheelchair van delivered.
Level 2 - Gain 5 blood traits, access to minor medical records, get a copy of a coroner's report, get an ambulance to make a run with no record, get a doctor to make a house call.
Level 3 - Gain 10 blood traits, corrupt results of tests or inspections, alter medical records, get a gunshot wound treated quietly, schedule patients for surgeries without their permission.
Level 4 - Gain 20 blood traits, instigate a minor quarantine, acquire a cadaver, destroy medical records, have people institutionalized or released, start a CDC/AMA investigation, abuse grants for personal use ($250).
Level 5 - Gain 50 blood traits, have a special research project performed, shut down a business for health code violations, stop a CDC/AMA investigation, close a doctor's office or two.

I - Occult - Secret and fringe groups, libraries, experts and shops specializing in the paranormal.

Level 1 - Contact common occult groups and practices, join a fringe religion, learn about new trends or dangers to the occult subculture, acquire candles, bones, crystals, etc. of decent quality.
Level 2 - Access to resources for most rituals and rites, research the first level of an Expert Ability: Lore in a paranormal subject - Cainite, Thanatology, Garou, Mage, etc. (Blank Lore Ability 1).
Level 3 - Access to rare material components, occult tomes, and writings, research a Basic Ritual from your Path, research Blank Lore Ability 2, manipulate a local cult, get a Loremaster to answer a question, milk impressionable wannabes for $$$ ($250)
Level 4 - Know where to find certain supernatural entities, research an Intermediate Ritual from your Path, unearth a common Thaumaturgical/Necromantic Path, research Blank Lore Ability 3.
Level 5 - Access minor magic items, unearth an Advanced Ritual from your path, unearth an uncommon Thaumaturgical/Necromantic Path, research Blank Lore Ability 4, meet with a demon/mage/spectre.

J - Police - Law enforcement personnel, jails, prisons, and police stations.

Level 1 - Gather police information and rumors, avoid traffic tickets, understand a scanner, find incarcerated people, ask a patrolman what he's noticed on his beat.
Level 2 - Have license plates checked, avoid minor violations, get a cop to keep an eye on your haven, know a desk sergeant at a precinct house, get rap sheets, learn about current investigations.
Level 3 - Find bureau secrets, get copies of an investigation report, have police hassle, harass, book, or detain someone, initiate a local or state criminal investigation, call in a major helicopter search.
Level 4 - Access confiscated weapons or contraband; start an FBI/ATF/DEA investigation; have serious charges dropped, frame someone for a felony, call in a SWAT team, make a police station your haven, obtain money, either fromt he evidence room or as an appropriation ($1,000)
Level 5 - Institute major multi-branch investigations, arrange setups/stings, have officers fired, stop a local FBI/ATF/DEA investigation, frame someone for a series of felonies.

K - Politics - elected officials; judges, sheriffs, mayors, state and congressional representatives and senators, county commissioners, and City Councils.

Level 1 - Minor lobbying, identify real platforms of politicians, find out about major donors to campaigns, get campaign signage, buttons, stickers, etc.
Level 2 - Meet small time politicians, have forewarning of laws forthcoming, get appointments with your representatives, get demographic information, use a slush fund or fund-raiser to get funds ($1,000)
Level 3 - Sway or alter political projects, manipulate local committees, lunch with a suburban mayor or judge, get a quick passport or permit, identify agendas of any elected or appointed official.
Level 4 - Enact minor legislation, dash careers of minor politicians, be a major player in a suburb, run a local party PAC, be a City Councilor, start a federal bar inquiry.
Level 5 - Get your candidate in minor office, enact more encompassing legislation countywide, control a block of votes on City Council, be a major obstacle to any candidate in the Domain.

L - Street - Homeless people, street gangs, unorganized crime.

Level 1 - Have an ear open for the word on the street, identify most gangs and their turfs and habits, know your way around homeless shelters, read graffiti and understand it.
Level 2 - Live mostly without fear on the underside of society, access small time contraband/drugs, identify any illicit substance, know the Survival obstacles of any given neighborhood.
Level 3 - Arrange some services from street people or gangs, get pistols or melee weapons, get a building staked out by homeless watchers, put a rumor out on the street.
Level 4 - Mobilize groups of homeless, have a word in almost all gang operations, get shotguns or rifles, get a gang to protect someone, plant drugs on someone with a pickpocket.
Level 5 - Initiate drive-by shootings, identify regular police informants, start a small two-gang shootout, use the homeless as couriers/information networks/infiltrators.

M - Transportation - By land, lake, or air. Cabs, buses, freeways, trains, shipping, airports.

Level 1 - Know what goes where and why, know a cabbie/subway conductor/airport employee/chauffeur, recognize shipments that are unusual or unscheduled, get tickets for sold-out rides.
Level 2 - Track a target who's using public transportation, arrange passage within the Domain safe from mundane threats, get specific information from transportation companies, have a limo available.
Level 3 - Seriously hamper a single individual's ability to travel for a few days, travel inconspicuously, smuggle one package every two weeks, have an armored lightproof limousine available.
Level 4 - Shut down one form of mass transit for a few hours, have an entourage with chase cars available, arrange trucker/pilot/shipping strikes, smuggle one shipping crate every two weeks.
Level 5 - Smuggle with impunity, keep a helicopter on station, make someone fitting a description unable to catch a cab for one day, route money your way ($500)

N - Underworld - Organized crime; prostitution, arms, gambling, fraud, extortion, auto theft, Mafia. Does not include smuggling or street gangs (Transportation and Street respectively). All thugs are mortals with 6 physicals, 4 mentals, 3 socials, 2 willpower, 2 brawl and 2 firearms.

Level 1 - Locate minor contraband, find an illegal card game, know a hooker that's not a cop, get someone's car stolen and chopped, know what to do with a stolen credit card, fence loot and skim from illegal dealings to get cash ($1,000)
Level 2 - Obtain pistols on short notice, go and get serious drugs, go and get stolen cars, know a wiseguy, send someone a free prostitute, go and get a few stolen credit cards.
Level 3 - Get 2 amateur local thugs to rough someone up for you, obtain a rifle, shotgun, or submachine gun, know where a fence/chop shop/whorehouse/illegal casino is.
Level 4 - Get 4 amateur local thugs to shoot a place up for you, have white-collar crime connections, control a single crime ring for 2 weeks, get a place immunized from organized crime.
Level 5 - Get 8 amateur local thugs to make someone disappear, arrange gangland assassinations of non-made guys, get a professional firebug to burn something down, get someone's car wired to blow up.

O - University - Higher education, research, administration of colleges.

Level 1 - Access to low level university resources; obtain copies of school records, get students' social security numbers, identify experts in various fields.
Level 2 - Know a contact or two with useful knowledge or skills, get keys to some buildings, fake a registered class schedule, identify the dorm rooms of any type of student.
Level 3 - Faculty favors, fix grades, discredit a student, get a term paper written, get an expert to spend time researching for you, 24 hour library access.
Level 4 - Organize student protests and rallies, discredit faculty members, get tenure, have a team of grad students attempt your strange project, send in the campus cops.
Level 5 - Falsify an undergraduate degree, run of facilities, get a fraternity banned from a campus, change campus policy, access rare books, call it a snow day.
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Re: CHARLOTTE CHARACTER CREATION

Postby Ninja » Fri May 21, 2010 9:48 am

PSI POWERS:

FOCUSED MIND: Focused Mind is the power of moving objects with just a thought. With the plethera of other paths within the practice of thaumaturgy, this path is often overlooked. There is no direct application of force available to the practitioner until they progress deeply into the path, nor is there any real ability to affect others around the thaumaturge. The use of the power can be construed as a breach of the masquarade if there are witnesses.

So why is it studied? The ability to move something without touching it is very powerful indeed. Many novel applications can be used by a clever thaumaturge; such as grabbing something that is out of reach, using an item that the thaumaturge does not wish to touch themselves, or (in the case where the thaumaturge is particularly powerful in this path) to lift something they could not lift themselves.

Level 1 - Up to 10 pounds
Level 2 - Up to 50 pounds
Level 3 - Up to 150 pounds / 3 dice of bashing damage
Level 4 - Up to 375 pounds / 6 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 8 to resist
Level 5 - Up to 750 pounds / 10 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 9 to resist

PYROTECHNICS: This power grants the hunter the ability conjure mystical flames - small fires at first, but in the hands of skilled Pyro (The nickname given to the users of this power) entire conflagrations may be called forth. This path is greatly feared, as fire is one of the surest ways to bring Final Death upon a Vampire. Fire created by this path is not "natural," with many Hunters believing the flames are to be conjured from Heaven as a gift from God.

Fire conjured with this path must be released for it to have any effect. Thus a "palm of flame" does not burn the hunter's hand and cause an aggravated wound - it merely produces light. Once the flame is released it burns normally and the character no longer has control over it.

System: To activate this power, spend a Willpower point and roll Intelligence + Occult difficulty of the power's level +4. The number of successes determines how accurately the character places the flame in his desired location. One successes is all that is necessary to conjure a flame in one's hand, while five successes places a flame anywhere in the Pyro's line of sight. Once a flame is conjured, to throw it at an enemy, the character must roll Dexterity + Occult at diffculty 7. At upper levels of mastery, the hunter may learn to throw more then one flame a turn.

Level 1 — Candle (soak difficulty 4, one health level of aggravated damage/turn)
Level 2 — Palm of Flame (soak difficulty 6, two health level of aggravated damage/turn)
Level 3 — Campfire (soak difficulty 7, three health levels of aggravated damage/turn or 2 Palm of Flame size fireballs)
Level 4 — Bonfire (soak difficulty 8, four health levels of aggravated damage/turn or 2 Campire sized fireballs)
Level 5 — Inferno (soak difficulty 9, six health levels of aggravated damage/turn or 2 Bonfire sized fireballs.)

ST NOTE: For the purposes of this as an attack, consider it to do quite a bit of damage. To make separate attacks when available, you will have to split your dice pool as the rules in the Revised V:tM Core book.
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