ABILITIES:
The maximum number that a player may begin with in a given Ability is three. The reason for this is that when transferred over to tabletop rules, a two would translate into a three, a three would translate into a four, etc. If you have a good reason to be one of the world's top men (or women) in a given Ability, the Staff will listen. Nothing more.
ATTRIBUTES:
The maximum number of traits that a beginning character may have in a given Attribute is 10. If you have a special reason as to why you require more than this, please feel free to speak to a Storyteller.
DERANGEMENTS:
In addition to the Derangements found in the Revised Laws of the Night, those found in pre-Revised Edition rules, such as Laws of Elysium and Laws of the Hunt are also acceptable.
The revised ruling for derangements is not in effect. Therefore, you can take more than one at character creation. As always, you must have a good reason for your derangements, and the Staff will ensure that you play them.
CLANS:
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Brujah
Gangrel
Malkavian
Nosferatu
Toreador
Tremere
Ventrue |
Maximum of 5 players
Maximum of 3 players
Maximum of 5 players
Maximum of 5 players
Maximum of 5 players
Maximum of 4 players
Maximum of 5 players |
DISCIPLINES:
Out-of-Clan Disciplines you may not take at character creation: Obtenebration, Vicissitude, Serpentis, Necromancy, Quietus, Dementation, Thaumaturgy, and any other twinky little thing your heart desires. If you have a good explanation, the Staff will listen. That’s all.
Out-of-Clan Disciplines taken at character creation should be accompanied with a good reason and the manner in which they were learned.
Thaumaturgy allowed for beginning Tremere: Lure of Flames, Movement of the Mind, Path of Blood, and Spirit Manipulation. Speak to a Storyteller for additional paths.
Thaumaturgy Rituals allowed: Contact a Storyteller.
Malkavian clan disciplines are as per Revised rules. Sorry, that's how it works. The character sheet can contain either Dementation or Dominate, but from the first larp on, you may only buy Dementation at in-clan cost and must follow normal procedures to learn an out-of-clan discipline (in regards to Dominate).
The Malkavian Madness Network is in effect. Therefore, Malkavians can attempt to point each other out on site (All that you need is Malkavian Time 1 and a Simple Challenge). Malkavians may also attempt to learn alternate disciplines from the MMN (All that you need is Malkavian Time 3 and a Simple Challenge--At Malkavian Time 3 and 4, players win only on a win; at Malkavian Time 5, players win on a win or a tie). For disciplines available on the MMN, please contact a Storyteller. Keep in mind that in order to utilize the MMN, you require at least one trait in the Malkavian Time Ability.
No character may begin with more than 4 points in physical disciplines (Celerity, Fortitude, and Potence) without direct permission from a Storyteller.
No character is to begin with a discipline rating higher than the first intermediate level unless given express permission.
GENERATION:
Due to the number of Kindred of 10th or lower (9th, 8th) generation, a cap will be set at 11th generation for any beginning character from now on. While it is true that exceptions will occur, please understand that it is a question of "reality" (that there would not be this many "powerful" Kindred within a city like this) and not a question of the Staff restricting its players.
MERITS & FLAWS ERRATA:
The merits Iron Will, Unbondable, and Misplaced Heart are not to be used without express permission from a Storyteller.
Characters with the flaws Repulsed by Garlic, Repelled by Crosses, or Can't Cross Running Water should have an explanation along with them. The same goes for Phobia, Hatred, or Intolerance.
In regards to True Faith: Very good explanation and begging are advised. No promises.
NEGATIVE TRAITS:
No character is to begin with more than 5 Negative Traits.
As stated before, characters are to be made according to the Revised Laws of the Night rules. Standard character creation: Attributes- 7/5/3, 5 freebie points, Path of Humanity (with exceptions), six Camarilla clans (and Gangrel), no Generations lower than 9 or higher than 15.
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