Sin City by Night

A Chronicle of the End Times
 
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Stix
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Posts : 591
Join date : 2009-10-28
Age : 36

PostSubject: Submitting a Character   Sun Aug 29, 2010 2:19 pm

The easiest way for me to receive this information is for you to copy/paste the following form and send it to me by PM.

General Information
  • Where and when were you born?

  • When, where, and how were you Embraced?

  • What is your relationship with your sire?

  • What do you still remember of your mortal life?

  • How did you acquire your Backgrounds?

  • How, where, and how often do you feed?

  • What/where is your haven, and how is it secured/hidden?

  • What do you look like?

  • What is your personality like?

  • What have you done recently with your unlife? (if a neonate, the last decade; if an ancilla, the last fifty years; if an elder, the last century)

  • When did you come to Las Vegas? (since 1960)





Character Sheet

Name:
Player:
Nature:
Demeanor:
Clan:
Generation:
Concept:

Attributes
Strength:
Dexterity:
Stamina:

Charisma*:
Manipulation*:
Appearance*:
*Gangrel may have fewer dots to spend here; see below

Perception:
Intelligence:
Wits:

Abilities
Alertness:
Athletics:
Brawl:
Dodge:
Empathy:
Expression:
Intimidation:
Leadership:
Streetwise:
Subterfuge:

Animal Ken:
Crafts:
Drive:
Etiquette:
Firearms:
Melee:
Performance:
Security:
Stealth:
Survival:

Academics:
Computer:
Finance:
Investigation:
Law:
Linguistics:
Medicine:
Occult:
Politics:
Science:

Backgrounds
(Permissible options: Allies, Alternate Identity, Arcane, Clan Status, Contacts, Elder Status, Fame, Generation**, Haven, Herd, Influence, Mentor, Military Force, Occult Library, Resources, Retainer [bought individually], Rituals [for Sabbat pack priests], Sect Status, and Spirit Slave [bought individually by those with sufficient Necromancy].)
**When submitting the character, write down the maximum number of dots of Generation you are willing to pay for. The Storytellers will determine your character's Generation.

Disciplines
(In-clan only with initial points; may spend freebies to purchase out-of-clan with an appropriate explanation. Clan-specific disciplines [see table] will require a Mentor.)
Clan-Specific DisciplineChimerstryDementationNecromancyObtenebrationProteanQuietusSerpentisThaumaturgyVicissitude
ClanRavnosMalkavianGiovanniLasombraGangrelAssamiteFollowers of SetTremereTzimisce

Virtues (see Morality below)
Conscience/Conviction: (Conviction starts at 0 and must be bought with freebie points to at least 1.)
Self-Control:
Courage:

Morality:
(The default for all characters will be Humanity. Anyone wishing to start on a Path -- with an appropriate concept and background -- must purchase it from 1 with freebie points, then apply any morality penalties due to age. The Paths of the Bones, Death and the Soul, Honorable Accord, Redemption, the Scorched Heart, Sutekh, and Typhon may be acceptable. Other Paths, including those that espouse Instinct as a virtue, are not suitable for PCs in this setting.)

Willpower:

Lores:
(Permissible options: Kindred Lore [kindred physiology, famous figures, mythology, history], Discipline Lore [familiarity with the powers of the blood, who has them, and what they can do], Blood Magic Lore [detailed knowledge of Thaumaturgy, Necromancy, and more], Sect Lore [choose Camarilla, Anarch, or Sabbat], Clan Lore [choose any clan or bloodline].)

Merits/Flaws:
(You may have up to X points total of Merits and/or Flaws -- 7 for neonates, 6 for ancillae, 5 for elders. A neonate, for instance, might have 7 in Merits, or 7 in Flaws, or 4 in Merits and 3 in Flaws, or other combinations. More powerful characters may find themselves saddled with flaws chosen by the ST: up to 1 point for ancillae, up to 2 points for elders.)


***

Past Frenzies (Gangrel and Social Attributes)

All Kindred fall under the sway of the Beast from time to time, but Gangrel show it more readily than others. The following applies to all characters; Gangrel gain an animal feature for each frenzy, and lose one dot from a Social Attribute of the player's choice for every five frenzies.

For every +1 added to the difficulty of frenzy rolls by a clan curse or a flaw (such as Short Fuse), and every flaw that creates an additional frenzy stimulus (such as Prey Exclusion), lower the character's effective Self-Control by one. For multiplier purposes, this can push a character's Self-Control into negative numbers.

Older than Number of frenzies
7+(Self-Control) years 1
21+(3xSelf-Control) years 2
42+(6xSelf-Control) years 3
70+(10xSelf-Control) years 4
105+(15xSelf-Control) years 5
147+(21xSelf-Control) years 6
196+(28xSelf-Control) years 7
252+(36xSelf-Control) years 8
315+(45xSelf-Control) years 9
385+(55xSelf-Control) years 10
462+(66xSelf-Control) years 11
546+(78xSelf-Control) years 12
637+(91xSelf-Control) years 13
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