Recruitment Info: https://elliquiy.com/forums/index.php?topic=167745.0 (https://elliquiy.com/forums/index.php?topic=167745.0)<br/>IC: http://elliquiy.com/forums/index.php?topic=168223.0 (http://elliquiy.com/forums/index.php?topic=168223.0)<br/>Character Sheets and Descriptions: http://elliquiy.com/forums/index.php?topic=168226.0 (http://elliquiy.com/forums/index.php?topic=168226.0)<br/><br/>I will be modifying this thread and updating it as necessary until I have the base human character creation. I will add the supernatural templates (vampire, werewolf, changing breed, changelings, etc.) after that.<br/><br/><strong><span class="bbc_size" style="font-size: 18pt;">I need a roll call of who is interested and will be making a sheet. Suggestions, questions, comments, and ideas should also go here.</span></strong><br/><br/><span class="bbc_size" style="font-size: 10pt;"><strong>Please PM me your character sheet before posting the character sheet. I need to approve the base sheet before it is posted, before you apply your race to it.</strong></span><br/><br/>IC Posting rules: include this at the top of every post. I will edit my own posts to include these.<br/><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[u][b]Name[/b][/u]:<br/>[b][u]Location[/u][/b]:<br/>[b][u]Time[/u][/b]:<br/>[b][u]Tagged[/u][/b]:<br/></code></pre><br/><br/>PCs:<br/>lockepick: http://sheetgen.dalines.net/sheet/24584 (http://sheetgen.dalines.net/sheet/24584)<br/>Hanged Man: http://sheetgen.dalines.net/sheet/24556 (http://sheetgen.dalines.net/sheet/24556)<br/>Ephiral: http://sheetgen.dalines.net/sheet/24565 (http://sheetgen.dalines.net/sheet/24565)<br/>Monfang: http://sheetgen.dalines.net/sheet/24552 (http://sheetgen.dalines.net/sheet/24552)<br/>Wolfling: http://sheetgen.dalines.net/sheet/24557?message=true (http://sheetgen.dalines.net/sheet/24557?message=true)<br/>ShadowFox89: Pending--http://www.myth-weavers.com/sheetview.php?sheetid=404206. Needs to finish filling out Advantages, but otherwise done..<br/>Saxa: http://sheetgen.dalines.net/sheet/24576 (http://sheetgen.dalines.net/sheet/24576)<br/>Kythia: http://sheetgen.dalines.net/sheet/24601?message=true (http://sheetgen.dalines.net/sheet/24601?message=true)<br/>Blythe: http://sheetgen.dalines.net/sheet/24962?message=true (http://sheetgen.dalines.net/sheet/24962?message=true)<br/><br/>If I forgot anyone, holler at me.<br/><br/>Notes For Vampies: You share Alexander's haven, unless you state otherwise. He has 5 shared Haven dots in addition to his personal Haven. As a member of the Invictus, access to those things was cheap and easy. You may also, with Alexander's permission, have access to his Herd.<br/><br/><br/>Character creation rules:<br/><br/>Attributes:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">There are three categories of Attributes, which are Mental, Physical, and Social. <br/><br/><em>Intelligence, Wits, and Resolve are <strong>Mental</strong> Attributes. </em> <br/>Intelligence measures your book-smarts, Wits is your street smarts and measures if you can defend youself in a fight alongside Dexterity, and Resolve is your determination and influences your willpower alongside Composure.<br/><br/><em>Strength, Dexterity, and Stamina are <strong>Physical Attributes</strong>.</em><br/>Strength measures how strong you are and how much damage you deal unarmed and in melee. Dexterity is how quick you are and how likely you are to dodge or strike first, and Stamina is essentially how long you can endure along with physical size and health.<br/><br/><em>Charisma, Manipulation, and Composure are <strong>Social Attributes</strong>.</em><br/>Charisma is your personal magnetism and how likeable you are. Manipulation measures how subtle you are and your capacity for duplicity and trickery, and Composure helps dictate willpower and whether you can control your own urges.<br/><br/>All nine of these attributes receive one dot. Now the stats look like this:<br/><br/><span class="bbc_u">Mental</span><br/>Intelligence *<br/>Wits *<br/>Resolve *<br/><br/><span class="bbc_u">Physical</span><br/>Strength *<br/>Dexterity *<br/>Stamina *<br/><br/><span class="bbc_u">Social</span><br/>Charisma *<br/>Manipulation *<br/>Composure *<br/><br/>You then decide which groups of stats are of primary importance, then of secondary important, and lastly, the ones who least prioritize, tertiary. You receive five dots to assign to primary attributes, four to secondary, three to tertiary. Having only one dot in something means you are clumsy or bad with that attribute, two is average and fairly good with that, three is talented, four is exceptional or a master, and five is the maximum.  <br/><br/>Let's say you wanted to make a socially awkward intellectual type, someone who doesn't get out a lot, but has finesse and grace. He would make Mental his primary attributes and receive five dots to spend, Physical his secondary with four dots to spend, and Social his last with only three dots. He may then spend dots to raise statistics. Trying to buy the fifth rank will cost you double. <br/><br/>He's smart, no more than average on the streets, but he is determined and strong willed. Let's say that he's fast, but not strong. Maybe he can take what people dish out, though, being bullied as a smart kid. And lastly, he's not good with people, so he's no more than average in any one of these areas. Now his attritbues look like this:<br/><br/><span class="bbc_u">Mental (5)</span><br/>Intelligence ***<br/>Wits **<br/>Resolve ***<br/><br/><span class="bbc_u">Physical (4)</span><br/>Strength *<br/>Dexterity ***<br/>Stamina ***<br/><br/><span class="bbc_u">Social (3)</span><br/>Charisma **<br/>Manipulation **<br/>Composure **<br/></div></div><br/>Skills:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">So you know your raw potential? Good. Now it's time to see what you've learned in life, what you're naturally talented at, and what skills you acquired. Skills  are broken into the same three groups attributes are.<br/>Skill List and Brief Description:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><span class="bbc_u">Physical:</span><br/>Athletics:  Measures physical exertion of any kind, from organized sports to running away in terror to climbing a cliff.<br/>Brawl: Measures prowess in unarmed combat.<br/>Drive: Measures how well you can handle a vehicle or automobile.<br/>Firearms: Measures your skill with guns.<br/>Larceny: Measures your skill with most thievery-related things, from lock-picking to concealing stolen good.<br/>Stealth: Measures your apititue at sneaking and staying hidden.<br/>Survival: Measures your ability to live off the land, to find shelter and food, etc.<br/>Weaponry: Measures your prowess with melee weapons like a sword, a police baton, a blackjack, etc.<br/><br/><span class="bbc_u">Social:</span><br/>Animal Ken: The art of interpreting and recognizing behaviors of animals.<br/>Empathy: The art of nterpreting and recognizing the behavior and emotion of sentient beings.<br/>Expression: The art of written or verbal communication.<br/>Intimidation: The technique of persuading others through fear and coercion.<br/>Persuasion: The art of rational and logical persuasion.<br/>Socialize: The art of casual association, anything from customs to sensitivity to etiquette.<br/>Streetwise: The art of suriving on the street and how adept you are interacting with the seedier elements.<br/>Subterfuge: The art of lies and deception.<br/><br/><span class="bbc_u">Mental:</span><br/>Computer: Training and expertise with computers.<br/>Crafts: The know-how of constructing or creating items, works of art, etc.<br/>Investigation: The art and science of solving mysteries.<br/>Medicine: The ability to diagnose and treat illness.<br/>Occult: Your knowledge of the supernatural.<br/>Politics: Knowledge of political and legal processes and beaurocracy. <br/>Academics:  Higher education in "school" subjects such as English, History, etc.<br/>Science: understanding of the physical and natural sciences: biology, chemistry, geology, meteorology, physics. Anything that doesn't go here goes in Academics, and vice versa.<br/><br/></div></div><br/>You don't receive any starting dots in skills, but you receive a larger amount of dots to spend to raise those skills. You prioritize your skills the same way you do with attributes, picking one you most value as your primary, the next one you want as secondary, and the last as the least important. In this case, you receive 11 dots to spend on primary skills,  7 on secondary, and 4 on the last.<br/><br/>Let's look at our little bookish character again. Obviously Mental skills are important to our little nerd, so he assigns 11 dots to spend on Mental abilities. He's been bullied, so he's been in a fight or two--let's give him 7 dots in Physical abilities. Lastly, he's just not a Social butterfly, huh? This last category receives 4 dots.<br/>So what's White N'Nerdy good at, so we have an idea where to assign his dots? Let's look at Mental abilities, where he assigned 11 dots. He always did well in his science classes, reads murder mysteries, crafts his own chainmail armor out of copper wire for LARPing, reasearches the supernatural, and is great with computers.  Now his mental abilities look like this:<br/><span class="bbc_u">Mental:</span><br/>Computer: ***<br/>Crafts: **<br/>Investigation: **<br/>Medicine: X<br/>Occult: **<br/>Politics: X<br/>Academics:  X<br/>Science: **<br/>See those Xs? Those mean that he has no dots in those skills. He might get them later when he earns XP. But for now, he's not great at those. Maybe he has dots in Sciene and not Academics because he isn't good at everything he learns, just tech stuff. Maybe he's just a bad speller or bad with names and dates. Either way, no dots.<br/><br/>We can do the same with the rest of his skills. Physically, our nerd is a little better off than average, but his low Strength means he doens't deal damage. Unless, perhaps, he uses Firearms, if his father is a member of the NRA who taught him to shoot. He hasn't learned to drive yet, being a teenager, but he can sure run away and hide from his bullies. Maybe he's even stolen a thing or two to get back at those selfish guys. Now that we know more, here's an example of how the young teen's stats look:<br/><span class="bbc_u">Physical:</span><br/>Athletics:  **<br/>Brawl: X<br/>Drive:  X<br/>Firearms: **<br/>Larceny: *<br/>Stealth: **<br/>Survival: X<br/>Weaponry: X<br/><br/>Lastly, his social skills. He isn't very savvy with people, from what we can tell already. But being bullied may have given him empathy for others, and he relates better to animals rather than people. Let's see how we can spend these 4 dots.<br/><span class="bbc_u">Social:</span><br/>Animal Ken:  **<br/>Empathy:  **<br/>Expression:  X<br/>Intimidation:  X<br/>Persuasion:  X<br/>Socialize:  X<br/>Streetwise:  X<br/>Subterfuge:  X<br/>All right! Nearly there!<br/></div></div><br/>Advantages:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Lastly are your normal advantages. These are calculated for you, and they are important mostly for combat or social challenges.<br/><br/>Size: Automatically 5.<br/>Health: Equal to Size plus Stamina.<br/>Initiative: Equal to Dexterity + Wits<br/><br/>Morality (humans)/Humanity (vampires)/Harmony (Werewolves and Changing Breeds)/Clarity (Changelings)/ Wisdom (Mages): Automatically assigned at 7 (average morality). You may trade in Morality points for EXP points, reducing your Morality down to 2. You gain 3 EXP points for every point of Morality you choose to lose. <br/>But remember, it is this statistic that keeps you safe from your darker nature. Those of you playing supernatural beings, you could reduce yourself to a ravenous thoughtless monster if you dropped to a rating of 0 in this statistic. Every race has the "Morality" statistic, but some of them use alternate names. The correct advantage name will have your rae name by it in parenthesis.<br/><br/>Speed:  The sum of the Size, Dexterity, and Strength attributes.<br/>Defense: Equal to the lower of your Wits or Dexterity atributes.<br/>Willpower:  Equals the sum of the Resolve and Composure Attributes.<br/></div></div><br/>Virtue and Vice:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Virtue and Vice:</strong> These are an important defining aspect of your personality. I do not always use the listed ones in the core rulebook. The rule is this--once every three days (in real time, not plot line time): when you act in a way that validates your virtue, you regain all of your Willpower. Once per day, when you act in a way that validates your vice, you regain a willpower point. Other than sleeping or the use of special powers, this is the only way to regain willpower.<br/><br/><strong>But if you want access to the typical ones:</strong><br/>Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance<br/>Vices: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath<br/><br/>I will only say that if you have any additional queries about Virtue and Vice, PM me. Everyone has their own take on how to behave according to a Virtue and a Vice, so you will regain Willpower if I see you're acting "in character" consistently regarding these.<br/></div></div><br/>Merits:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><br/>You gain 7 dots to spend on merits. The merit list is listed here:<br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Merits (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Merits)<br/><br/>Some merits are available only to members of certain races and templates.<br/></div></div><br/>Vampire Template:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Select a Clan. A list of the five clans are here:<br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Clan_(VTR) (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Clan_(VTR))<br/><br/>Based on your choice of clan, you gain a dot in one of the favored attributes of your clan:<br/>Daeva: Dexterity or Manipulation<br/>Gangrel: Composure or Stamina<br/>Mekhet: Intelligence or Wits<br/>Nosferatu: Composure or Strength<br/>Ventrue: Presence or Resolve<br/><br/>Follow the hyperlinks in the clan names at the wiki, and you will find your clan disciplines. More on that in a moment.<br/><br/>Choose a covenant:.<br/>If you wish to choose no covenant, record “unbound,” “unaligned” or “independent” on your character sheet.<br/><strong>The Carthians</strong> seek to reconcile Kindred society with modern governmental structures and social systems.<br/><strong>The Circle of the Crone</strong> venerates a variety of female figures as an amalgamated creator of vampires, the Mother of all Monsters.<br/><strong>The Invictus</strong> is the aristocracy of the night. <br/><strong>The Lancea Sanctum</strong> seeks to influence Kindred society with the strictures of Longinus, who is believe to have been turned into one of the Damned by the very blood of Christ. <br/><strong>The Ordo Dracul</strong> commands rituals and mystical knowledge that allows the Kindred to transcend their vampiric states.<br/><br/><br/><br/>Gain a new Advantage: Blood Potency. It starts at 1.<br/>Gain a new Advantage: Blood Pool. You will start at 5.<br/><br/><br/>Assign 3 dots to Disciplines, your vampiric powers fueled by the blood, the vitae, in your system. <strong>Note:</strong> If you have two dots in a Discipline, you can use the one dot power listed for that discipline as well as the two dot power. Your clan has special Disciplines that they specialize in; they need to spend 2 of these 3 dots in those disciplines. For a List of Disciplines and powers, please go here: <br/><br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Discipline_(VTR) (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Discipline_(VTR))<br/><br/></div></div><br/>Werewolf Template:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Choose an auspice: </strong> Information about Auspices can be found here:<br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Auspice_(WTF) (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Auspice_(WTF))<br/><br/><strong>Choose a tribe: </strong> information about Tribes can be found here:<br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Werewolf:_The_Forsaken#Tribes (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Werewolf:_The_Forsaken#Tribes)<br/>(Click the hyperlinks under the black-and-white icons listed under Tribes and Lodges to select what suits you)<br/><br/><strong>Gain New Advantage: </strong> Primal Urge. It begins at one dot.<br/><br/><strong>Gain New Advantage:</strong> Essence. It beings at 5.<br/><br/><strong>Gain Rekown:</strong> <br/>You have three dots to spend in Renown traits. One dot is automatically assigned by your Auspice. One dot is automatically assigned by you Tribe. The traits are: unning, Glory, Honor, and Wisdom. This dicates status in werewolf society, and what access you have to gifts. Ghost Wolves are an exception—they only receive two dots to spent in Renown traits, as they are tribeless. One of your Renown traits should be selected as a Renown trait—preferably one that matches Auspice or Tribe.<br/><br/><strong>Gifts: </strong> <br/>http://wiki.white-wolf.com/worldofdarkness/index.php?title=Gifts_(WTF) (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Gifts_(WTF))<br/><br/>(PM me for more specific gift info—the online gift list is terrible at explaining things. If you see  keyword or list type that appeals, I can explain it to you. If enough people show interest, I'll try to get a list posted with more detailed info)<br/><br/>Select gifts. You may select gifts from your auspice and tribe list. Ghost wolves begin with their auspice gift, a gift from Father Wolf or Mothe Luna's lists, and one from any list of their choice. Other werewovles select gifts from their Auspice and Tribe list, and may select from Father Wolf or Mother Luna's gifts.<br/><br/><strong>Rituals: </strong> <br/>Aaaaaand now rituals are permitted. <br/></div></div><br/>Hunter Template:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Choose an Organization. You may be Unaligned if you wish. A brief idea of them is here:<br/>http://whitewolf.wikia.com/wiki/Hunter:_The_Vigil (http://whitewolf.wikia.com/wiki/Hunter:_The_Vigil)<br/><br/><strong>House Rule For Hunters (Endowments): </strong> <em>You may have access to Endowments</em>, even if you are not a part of a Conspiracy. You must get the Endowment approved by me for play.<br/><br/>You can buy them with Merit points, and you can buy them with Experience Points at the same cost as you would Merits. You must have Humanity 6 or higher to have more than 3 dots in an Endowment. But if you should screw up and lose equipment, get turned into a vampire, etc., you lose access to that Endowment permanently. <br/><br/>More information on Endowments: http://whitewolf.wikia.com/wiki/Endowment (http://whitewolf.wikia.com/wiki/Endowment)<br/><br/>PM me for more details if you can't find them or if they are not available.<br/><br/>Note: Hunters will begin play with 135 Experience rather than 75. A Hunter in this game is going to need some sort of edge.<br/></div></div><br/>Starting Experience Totals:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Hunter/Human 135 (Including those humans with Numina, Unaligned Hunters, and Hunters in Organizations)<br/>Vampire: 75 (You can burn blood for benefits, and you have access to Disciplines)<br/>Werewolf: 25 (Your various forms, especially your war-form, and starting abilities give you a very strong advantage from the get-go)<br/>Changeling: 60 (You can spend glamour and have access to Arcadian magic and can go out during the day)<br/>Ghouls: 120 (adding the ghoul template kicks you back up to where you should be)<br/></div></div><br/>Experience Costs:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><br/>Costs that apply to everyone:<br/>Attribute <br/>New dots x 5<br/><br/>Skill <br/>New dots x 3<br/><br/>Skill Specialty <br/>3 points<br/><br/>Merits (Also Endowments)<br/>New dots x 2<br/><br/>Mortals purchasing Numina: (House Ruled)<br/>As purchasing a Vampire Clan Discipline<br/><br/>Morality <br/>New dots x 3<br/><br/>Vampire Costs:<br/>Clan or Bloodline Discipline <br/>New dots x 5<br/><br/>Other Discipline* <br/>New dots x 7<br/><br/>Theban Sorcery or Crúac Ritual <br/>Ritual level x 2<br/><br/>Blood Potency <br/>New dots x 8<br/><br/>Humanity <br/>New dots x 3<br/><br/>Willpower <br/>8 experience points<br/><br/>Werewolf Costs:<br/>Affinity Gift or Rituals (tribe, auspice or common)<br/> New dots x 5<br/><br/>Other Gift <br/>New dots x 7<br/><br/>Rite <br/>Rite dots x 2<br/><br/>Totem Merit 3 per dot<br/><br/>Primal Urge <br/>New dots x 8<br/><br/>Primary (auspice, tribe) Renown <br/>New dots x 6<br/><br/>Other Renown <br/>New dots x 8<br/><br/>Harmony <br/>New dots x 3<br/><br/>Willpower <br/>8 experience points<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Werewolf Totem</div><div class="spoiler_body">Concept (A totem dedicated to businesses and company)<br/><br/>Greater Gaffling<br/>K'zta, a spirit of business. <br/>(appearance: appears as a Queen Ant in a humanoid form.)<br/><br/>Attributes<br/>Power 3<br/>Finesse 3<br/>Resistance 3<br/><br/>Influences<br/>Assign two dots to Influences.<br/><br/>Influences: Business **<br/><br/>Numen:<br/>Starting Numen: Material Vision<br/>Fetter<br/><br/>Pack Bonuses: <br/>This totem grants Given dots.<br/>Two dots in Expression and one in Politics.<br/><br/>Ban<br/>This totem asks that a sacrifice be given to it once a week--it would like a tithe (of at least one hundred dollars or the body part of a slain enemy) to be burned.<br/><br/>Advantages<br/>Willpower 6, Essence 15, Initiative 6, Speed 11, Defense 3, Corpus 8)<br/></div></div><br/>EDIT: Changing Breeds are currently not permitted, and Changelings are only by request.<br/><br/>EDIT: I had an error about specialties. I had mentioned a +3 with them to applicable skills, and I was just frankly<em>wrong </em>about that. It's +1.<br/><br/><span class="bbc_size" style="font-size: 14pt;"><strong>MANDATORY QUESTION: Please list whether you participate in the following: Nonconsensual, consensual, light BDSM, heavy BDSM, blood play. Please also list what genders and sexualities you prefer in a roleplay. This will help some people solidify a character concept. You may choose to opt out any kink listed, but you must post that you are opting out. Players are expected to read and understand who is and is not opting out of certain things.</strong></span>