Creation

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ALL GEXES SENT IN TO ANY LIST MUST BE PRIORLY COMPRESSED (IE ZIP, RAR, 7z, etc) OR THEY WILL NOT BE ACCEPTED!!


Character Creation Rules

1) Decide on a Concept
2) Choose your Nature, demeanor, prioratize trait (remember your secondary and terrtiary categories are less then your gen max), and 5 abilities.
3) Roll for Clan. Decide which clan best fits concept. You may buy down your clan on a 2 for 1 basis.
4) Spend the rest of your points.
5) Roll Generation. Adjust Blood and will. Remember you may play a higher generation and gain 2 points per gen you raise.
6) Gain 7 points of free lore to spend on Clan, Road, Cainite, and High/Low clan, up to level 3 in any lore.
7) Influences are capped at 3 at Character creation.
8) You may purchase up to 7 points of merits, or 2 merits regardless of total points.  You can go over 2 regardless of points but only if staff deems the additional merits fluff or RP merits.


Of note:

You must possess Academics x3 to read and write.

Player Point Rank (PPR) The idea of PPR is to allow individuals that have helped the game more then others (soda, staff, supplies, host, etc) to have some form of return with making any new characters. Ranks 1 through 5 give 5 build a piece, while ranks 6 through 10 give 10 build a piece.

Rank                 Player Point Total (not just Unspent)
   1                    1 - 25
   2                    26 - 50
   3                    51 - 100
   4                    101 - 175
   5                    176 - 275
   6                    276 - 400
   7                    401 - 525
   8                    526 - 675
   9                    676 - 850
  10                   851 plus

Picks

For all characters you will be allotted 1 pick for gen and 1 pick for clan. Additional picks for generation may be paid for at a 2 point per-pick basis, however there are generation caps on creation for 7th & 8th generations.

Rolls

d20

Pick

Generation

Age***

1

0

12th

0

2-8

1

11th

1

9-13

2

10th

2

14-17

3

9th

3

18-19

4

8th *

4

20

5

7th **

5


  •      Has access to Elder level powers.



    •    Has access to Master level powers.



      • Applies to Revenants Only.


Revenants cap disciplines at Advanced. No Ghoul/Revenant will ever have elder powers.


Clans

Ghouls & Revenants are not pickable for generation, if you want age, talk to an ST.

Pick

Clan

0

Malkavian, Nosferatu, Toreador, Ventrue / Standard Ghouls

1

Cappadocian, Lasombra, Gangrel / 'bound' Revenants

2

Brujah, Ravnos, Follower of Set / Kinfolk Ghouls

3

Assamite, Tremere, Tzmisce / 'rogue' Revenant

4

Bloodines of Cappadocians, Assamites, Follower of Set, and Gangrel / ‘bound’ Rare Revenants

5

Bloodlines in Faith and Fire / ‘rogue’ Rare Revenants

Not
Allowed

Ahrimanes, Blood Brothers, Children of Osiris, Daitya, Daughters of Cacophony, Dhampir, Eastern Vampires, Free Gargoyles, Kiasyd, Harbingers of Skulls, Nagaraja, Samedi, Tlacique & True Bujah 

Others

Others not listed “may” be allowed, with a Pick 5, a good background and total staff approval.


Modifications to Picks
An apostate to any clan raises the Clan pick to one above the chosen clan or one above your original clan (whichever is higher), and requires the Apostate Merit (2 point) & majority staff approval. Independents remain unaffected. This merit does not confer the change in disciplines, but can give rationale for Additional In Clan with staff approval.

Rolls

Rolls consist of using your picks to roll a d20 to get your picks, and will indicate levels 0-5. The numbers occur with frequency consisted with the rarity those levels grant. Below are the rules for picks off a d20:

The process of making rolls is simply deciding which of your picks you wish to risk at the time. You take the highest number for your result in any roll if there are multiple picks used for Clan or Gen. You may select anything at or below the level you drew of course (you don't have to use your three if you want something that is at level 2 instead). You only get a single result no matter how many picks you use (you can't use four picks in clan and add it all together). Should you not have any picks or elect not to spend them, then you must create a character as if you had drawn zeros across the board. To encourage more common clans and Gen if you pick high and would like to play something lesser then a 2 Build XP per level bonus will be awarded; this also must be recorded on the new sheet at approval time.


Once the rolls are done, character creation commences, per the book with the changes outlined in this packet. We recommend highly that you only create CONCEPTS for characters prior to creation since you only get one shot with your picks before they are used.


Ghouls also require picks, as above. If you are not a "rogue" revenant, you are assumed to be at least one-step blood-bound to a "traditional" Tzimisce, and must be clan-loyal.


Recommendation for New Players:
The staff of From the Ashes recommends that novice players create a Ghoul character for their first character, with an In Character (IC) Regnant. This will allow a new player to gain an understanding of how the game is played while under the wing of a veteran player. If the new player would like to continue playing the ghoul, that is absolutely fine. Just remember, IC embraces do happen for various reasons – good or bad. Ghouls do not count against your 2 Vampire PCs nor do they count against your starting picks.

Character Creation Resource Guidelines:
When creating your character, you may only draw material from the following in this order:

1) Faith and Fire for standard creation
2) Other books (by ST approval) add, but do not contridict Faith and Fire (such as other LARP books)
3) House rules are the Staff's interpertation of all rules.
4) Approved books: Any Vampire based book for the Dark Ages setting.

Do keep in mind that just because one thing is allowed from a given book, does not mean everything is automatically approved from that book, all powers/merits (etc) are still subject to Staff approval.


Backgrounds: Backgrounds are not required, however they can give you up to 10 additional build points to spend on a character, if turned in to staff within 1 month of the first play of the character.

Out of clan disciplines at character generation are available only with staff majority approval & a turned in background.

Negative Traits: Taking a Derangement or reducing the character’s Humanity/Road score by one counts for two of the five Negative Traits, each. A player may choose to take more, but the character will not be awarded any points above the limit.


Status: Status can be bought at character creation using the following method.

Acknowledged is free or given in game (depending on background).
You can buy one additional status at the cost of 1 XP.
Clan Status/Prestige are at a one for one exchange, with a background and Staff approval.

PC Mortal and Ghoul Creation Rules

Character Creation:
The rules for creating mortal and ghoul characters in LotH: R are followed with the following exceptions.

Abilities: 5 total
Backgrounds: 5 Backgrounds
Willpower: 3 Willpower for Mortals, 2 for Ghouls (Hedge Mages being partially awakened have a max willpower of 10 rather then the standard 5 for mortals.)
Backgrounds/Freebie Points: PCs follow the same rules as above for backgrounds.


Ghoul Characters: Ghouls have the following statistics:

The trait cap is 9 for Primary, 8 for secondary & 7 for tertiary.
A Ghoul’s Willpower rating maxes out at five Traits, as does a mortal.
Ghouls or mortals do not get free starting lores, unless their regnant would have taught them.
Ghouls may purchase the following Disciplines:

Celerity, Fortitude & Potence or any in clan discipline of their regnant excluding Thaumaturgy or Necromancy/Mortis. They may not naturally learn any other Disciplines without the Merit Learn Other Disciplines and they need a teacher for any other discipline they are learning.


If their Regnant is of the 10 Generation or weaker, the ghoul is restricted to the Basic level of any Discipline. If however, he is of the 9th or lower Generation, they may possess up to 2nd Intermediate of any Discipline they are able to learn. Advanced are restricted to Revenants only, with Elder or higher restricted to Cainites only.


Ghoul character experience expenditures are the same as those for Vampires, located on pg. 124 of LotN: R, with the exception of Discipline costs, which goes by the rates in LotH: R.


Revenant Characters:
Revenant characters are written up as ghouls, with the following exceptions:

Discipline Costs: Disciplines costs, up to the Revenant's Age Background limit, are as per pg.124,LotN:R for only the in-clans for that Revenant line. If a revenant is also a ghoul they may purchase outside disciplines (including in-clans from their regnant) as the ghoul rules listed above.


Merits and Flaws:
Here are the Merits and Flaws allowed to Ghoul characters from Liber des Goules along with any modifications to them:

Damned Visage - This merit now cost two free Traits, but functions exactly the same way as described in the book.

Learn Other Disciplines -This merit allows a Ghoul to learn any of the eight base disciplines: Auspex, Animalism, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence. The cost is one more than it would normally cost the Ghoul to purchase a Discipline. The character must have an in-game teacher or an appropriate Mentor to learn each level. This merit works for these disciplines ONLY!

Animal Ghouls

If an animal is embraced, it is in permanent Wassail without a way of being pulled out (as animals, even domesticated ones will be completely taken over by the Beast on embrace).

PCs may take animal ghouls separate from the normal retainer background. Factors affecting the ability to obtain animal ghouls are: the PC's humanity, Animal Ken, Animalism, and Inoffensive to Animals merit.


Blood Pool

Size
Traits Available
Traits Usable
Examples
Small
2-3
1
Rabbits, Birds, Small Breed Dogs, Cats, Etc
Medium
4-7
3
Larger Dogs, Wolves, Pigs, Etc
Large
8-10
6
Bears, Horses, Cows, Bulls, Etc


Health Levels

Size
Health Levels
Health Levels
Small
4
Healthy, Bruised, Incapacitated, Mortally Wounded
Medium
5
Healthy, Bruised x2, Incapacitated, Mortally Wounded
Large
6
Healthy x2, Bruised x2, Incapacitated, Mortally Wounded


Physical Traits
                                                   

Size
Starting
Max
Small
3
5
Medium
5
7
Large
7
12


Mental Traits

4 traits


Instincts

Instinct represents the animal's natural tendency to rebel against orders given to it. A wild or carnivorous animal has a rating of 5. An herbivore has a rating of 3. A wild carnivore has a rating of 7. This number represents the difficulty for uses of Animalism, Animal Ken, and other mind affecting abilities and powers on animals. Instincts come into play whenever a character attempts to command his ghoul. A Static Social Challenge is performed against the Instincts trait. Leadership or Animal Ken may be used to retest this challenge.

A ghouled animal immediately acquires the Negative Trait: Violent. Any wild animal also has the Derangement: Crimson Rage.


Willpower

Starting 2. Maximum 5.


Disciplines

Start with one dot in Potence (Prowess). An animal ghoul can learn the disciplines of Potence, Fortitude and Celerity but may only have a max level of these following this formula:

Size
Max Level
Small
2nd Basic
Medium
1st Int.
Large
2nd Int.


Abilities

An animal ghoul can have a maximum of 3 traits in any available ability. The animal gets 3 points at creation. You can choose from the following list.

Athletics, Awareness, Brawl, Dodge, Flight (if applicable), Hunting, Intimidation, Survival, Sniping, Stealth