New York, sometime in the last decade.
The Nosferatu had been in charge for many uneventful years, and maintained a fairly peaceful rule, to the surprise of everyone involved.
That didn't mean anyone had to like it. Prince Calebros had been a fair ruler, and even-handed in his judgments.
He was also absentee, to say the least. Few ever spoke to him personally, it was his Seneschal who had to do all the grunt work, and even then, it was often with whispers from the shadows watching his every move. No one thought the Gangrel had any real power in the city, either. It was strictly by the whims of Calebros' strings.
It wasn't long before something had to give, and soon enough, it did. Not through a coup d'etat or some such expected turmoil, though.
It was like they just up and left. The figures in the shadows stopped sharing their juicy tidbits of info. Calls for judgment went unanswered.
The sewers had gone still.
Of course, this might have been seen as a good thing for the city at large who wanted the soothsayers gone.
If not for who had taken over afterward.
If they thought the Nosferatu's rule was micro-managed, they had no idea.
The new Regent, operating from an ever-relocating Chantry somewhere in Rockefeller Center, now ruled.
And she was quite known for exerting a personal touch, unlike the previous Prince. Regentia Julia was extremely hands on. She visited Elysium in person, and often.
Her judgments were delivered swiftly, and uncontested. The Tremere knew everything that went on in the city, to the extent that the Nosferatu's information network looked amateurish in comparison.
The question still remains, though: why did the Nosferatu leave? Why would they relinquish their power? Had they just gotten fed up with the inherent drama of ruling a city?
Or was it not by their choice? You're new to the city, or at very least have yet to get involved in local politics, so the question isn't of much concern.
But if you mean to get Acknowledged by House and Clan Rule, you had better get used to taking an active role.
The Pyramid doesn't take kindly to freeloaders.
Character Creation Basics
Due to my preference and greater familiarity with the NWoD rule set, I'm going to be using a mashup of NWoD rules with OWoD stats.
This means that if you have, say, Auspex 3 and Perception 2, you'll roll 5d10, and need at least one success(8 or higher) to succeed.
Please let me know if anyone objects to this or has a preference.
I'm basically homebrewing off a hybrid of the NWoD book, V:TM 2nd edition, and(if I need it), Laws of the Night(the LARP book) for reference.
What your character sheet should have:
The Restless City
Your character's facade, the personality they show to the world.
Your character's actual personality.
Examples: Architect, Bon Vivant, Bravo, Caregiver, Child, Conformist, Conniver, Curmudgeon, Deviant, Director, Fanatic, Gallant, Jester, Judge, Loner, Martyr, Rebl, Survivor, Traditionalist, Visionary.
I feel this is more appropriate than NWoD's Virtue/Vice system, unless players have a preference.
Clan: Camarilla Core Clan only.
Meaning Brujah, Ventrue, Toreador, Tremere, Gangrel, Nosferatu, or Malkavian.
If you play a Gangrel, you can be accepted within the Camarilla, but your clan by and large are treated as Neutrals.
I will be adhering to each clan's strengths and weaknesses, i.e. no feeding on vermin for Ventrue, developing bestial traits when Gangrel frenzy, and getting entranced by artwork if you're Toreador.
Feel free to shoot me a PM if you need more details on any clan.
Default is 13th, unless you buy down, and the cap is 10th.
: If applicable, should be somewhere within NYC or the surrounding area. If you don't have one, the Regentia will assign one to you. That's probably not a good thing.
A brief summary of your character, i.e. 'Roving Pickpocket'.
Attributes, 5/4/3 allocated to the following(i.e. 5 to Physical, 4 to Social, 3 to Mental):
Physical - Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits
Abilities, 11/7/4 allocated to the following(specializations optional):
Talents: Acting, Alertness, Athletics, Brawl, Dodge, Empathy, Intimidation, Leadership, Streetwise, Subterfuge
Skills: Animal Ken, Drive, Etiquette, Firearms, Melee, Music, Repair, Security, Stealth, Survival
Knowledge: Bureaucracy, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science
Disciplines, 3 points to allocate, varies on clan.
Brujah: Celerity, Potence, Presence
Gangrel: Animalism, Fortitude, Protean
Malkavian: Auspex, Dementation(or Dominate), Obfuscate (Requires a Derangement.)
Nosferatu: Animalism, Obfuscate, Potence
Toreador: Auspex, Celerity, Presence
Tremere: Auspex, Dominate, Thaumaturgy
Ventrue: Dominate, Fortitude, Presence
Backgrounds, 5 points to allocate.
Allies, Contacts, Fame, Generation, Herd, Influence, Mentor, Resources, Retainers, Status(specify what kind, i.e. Clan/Camarilla).
Virtues, 7 points to distribute among: Conscience, Self-Control, Courage.
Influence breakdowns: Bureaucracy, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Political, Street, Transportation, Underworld, and University.
Equal to Courage rating.
Roll a 1d10 to determine, +1 for whatever generation you bought down to. So if you roll a 5 and are an 11th gen, you will start with 7 blood, and a cap of 11.
: Defaults to seven, unless you buy up or drop down, but storyteller approval will be needed for an exceptionally high or low amount.
Costs: Disciplines - 7 XP per dot, Attributes - 5 XP per dot, Abilities/Virtues/Willpower - 2 XP per dot,
Humanity - 1XP per dot, Backgrounds - 1XP per dot.
So a third point in Disciplines outside of creation would cost 21XP, a third Attribute would cost 15XP, and so on.
Experience point costs(for future reference: Disciplines(7), Attributes(5), Abilities/Virtues/Willpower(2), Humanity/Backgrounds(1, storyteller approval needed).