Hello, welcome to the thread, to clarify, this is a World of Darkness Rp, I know there's another one around here somewhere, but that's taking place in a completely different locale, edition, world, etc. I'll be using what I've always played with(and know infinitely much more about), which is the Old World. I'm looking for around ten players, spread as evenly as possible across the three factions I'm opening up for you. This is an old story I ran years ago, so any relation to the other campaign is purely coincidental, his just reminded me of my own.
TO ALL: I encourage shared backstories, as the ones picked will all know each other, Mages will know the other mages, vampires will all know the other vampires, but not necessarily ones outside their Cabal, Coven, Pack, etc.
If you see someone you'd like to team up with(mages with mages, weres with weres, vamps with vamps) then pm them and ask if they wanna do the shared backstory thing, and take it from there and then send your thing my way with the character names in it.
I will try to get back to you if I find something wrong or off with it.
Mages: http://whitewolf.wikia.com/wiki/Council_of_Nine_Mystic_Traditions most of the way down the page, where it starts with Akashic Brotherhood.
Werewolves: http://whitewolf.wikia.com/wiki/Werewolf:_The_Apocalypse most of what you need to know is there, I used all the right terms, now you just need to look a bit
Vampires: http://whitewolf.wikia.com/wiki/Vampire:_The_Masquerade everything is there, ask questions if you need help.
Werewolves: http://whitewolf.wikia.com/wiki/Werewolf:_The_Apocalypse most of what you need to know is there, I used all the right terms, now you just need to look a bit
Vampires: http://whitewolf.wikia.com/wiki/Vampire:_The_Masquerade everything is there, ask questions if you need help.
Each of you has had members of your groups taken, or outright murdered in the most brutal of ways, by a mysterious entity(or entities, it is unknown). for the Mages, they can only call him the Butcher for what he does, bodies found cut into exact chunks and with some kind of precise and wicked sharp instrument, walls of solid steel have been cut asunder by it, with no clue as to what it could be. A new weapon of the Technocracy? A Sons of Ether madman gone insane? Or maybe a Euthanatos that simply is taking a more aggressive role in what he terms cleansing? It is unknown
The Vampires are being hunted in a way unknown since the Dark Ages, someone or something termed as the Baker, able to overpower some of the eldest and most powerful Kindred, skinning them alive, and leaving them out for the dawn to finish off, all the while draining them of the blood that remains in their bodies. They are sure that the Hunters couldn't be getting this lucky finding Kindred surrounded by retainers and guards and taking only them, so who could be supplying this information to them? Or is it one of their own, trying to usurp the Michigan Prince's power?
Meanwhile, the Garou are keeping close themselves. The Candlestick Maker is abroad,leaving compressed tubes of flesh on the doorsteps of a victims family or friends. The human police have no idea who the madman is, but the Tribes know one thing, they've somehow found a way to reverse the transformation process, the scent of the Wyrm is strong, but it's underlings are nowhere to be found, and the former places of power are deserted.
The Vampires are being hunted in a way unknown since the Dark Ages, someone or something termed as the Baker, able to overpower some of the eldest and most powerful Kindred, skinning them alive, and leaving them out for the dawn to finish off, all the while draining them of the blood that remains in their bodies. They are sure that the Hunters couldn't be getting this lucky finding Kindred surrounded by retainers and guards and taking only them, so who could be supplying this information to them? Or is it one of their own, trying to usurp the Michigan Prince's power?
Meanwhile, the Garou are keeping close themselves. The Candlestick Maker is abroad,leaving compressed tubes of flesh on the doorsteps of a victims family or friends. The human police have no idea who the madman is, but the Tribes know one thing, they've somehow found a way to reverse the transformation process, the scent of the Wyrm is strong, but it's underlings are nowhere to be found, and the former places of power are deserted.
Mages(The Ascension, not Awakening or whatever the new one is) - you will all start off in Silver City, New Mexico, there's a State School there for anyone that wants to drum up a Guest Speaker or something for the college, as well as plenty of other jobs around. However you will each be a part of a Cabal(your group, for people who either don't remember that much or who have never played)
Available Traditions:
All old world are open
Vampires(The Masquerade, don't even know what the newer stuff is) - You start off in Detroit, Michigan, there's plenty of different things you can do here. From garbage man to midnight shift at....anywhere really. You are a part of a PC Coven
Available Clans:
All old world are open
Werewolves - You start in and around Missoula, Montana, plenty of space to either be a town dweller, or just the town hobo who comes out from the woods every so often or whatever. You are a part of a Pack
Available Tribes:
All Old World are open are open
Available Traditions:
All old world are open
Vampires(The Masquerade, don't even know what the newer stuff is) - You start off in Detroit, Michigan, there's plenty of different things you can do here. From garbage man to midnight shift at....anywhere really. You are a part of a PC Coven
Available Clans:
All old world are open
Werewolves - You start in and around Missoula, Montana, plenty of space to either be a town dweller, or just the town hobo who comes out from the woods every so often or whatever. You are a part of a Pack
Available Tribes:
All Old World are open are open
TO ALL: I encourage shared backstories, as the ones picked will all know each other, Mages will know the other mages, vampires will all know the other vampires, but not necessarily ones outside their Cabal, Coven, Pack, etc.
If you see someone you'd like to team up with(mages with mages, weres with weres, vamps with vamps) then pm them and ask if they wanna do the shared backstory thing, and take it from there and then send your thing my way with the character names in it.
I will try to get back to you if I find something wrong or off with it.
Name:
Tradition/Clan/Tribe:
Age and Gender(werewolves also need to put whether they were born to humans, wolves, or weres):
Appearance(again WW, your human form, and your wolf form, your middle form will just be an amalgamation of the two anyways, so that's not really needed):
Personalities: First will be the personality you show to the world,
then skip a line and describe your true personality.
Stats:You get 9/7/5 points, you have to choose where to distribute them, either in Physical, Social, and Mental groups of you Attributes. eg, you can choose to use the 9 points in one of the three, but the other two have to be used for separate groups. You all have 1 point in each to begin with, with a max of five per stat.
Physical:
Strength:
Dex:
Stamina:
Social
Charisma:
Manipulation:
Appearance:
Mental
Perception:
Intelligence:
Wits:
Tradition/Clan/Tribe:
Age and Gender(werewolves also need to put whether they were born to humans, wolves, or weres):
Appearance(again WW, your human form, and your wolf form, your middle form will just be an amalgamation of the two anyways, so that's not really needed):
Personalities: First will be the personality you show to the world,
then skip a line and describe your true personality.
Stats:You get 9/7/5 points, you have to choose where to distribute them, either in Physical, Social, and Mental groups of you Attributes. eg, you can choose to use the 9 points in one of the three, but the other two have to be used for separate groups. You all have 1 point in each to begin with, with a max of five per stat.
Physical:
Strength:
Dex:
Stamina:
Social
Charisma:
Manipulation:
Appearance:
Mental
Perception:
Intelligence:
Wits:
Mages: You are all at Stage ONE in your Traditions Sphere, plus another five points to spend. You max out at Five stages per sphere and each stage you buy costs a certain number of points.(Stage 2 costs two points,Stage three, three points, Stage one of another Sphere costs 2 points, and allows you to branch out from what you can normally do, but of course, you're not as strong.
Add a little extra thing at the bottom of your sheet titled "SPHERE(s)", with your sphere or spheres labeled and at what stage you are at with each of them.
Another thing mages get is the option of Backgrounds, which I will also ask you to put on your sheet, a max of five in any background you choose, with each stage costing 1 point, of which you have FIVE. The available Backgrounds and how I will use them is as follows:
Avatar: Difficulty numbers of challenges involving Magick are reduced by one per point spent, but if you are helping or helped by another Mage, it does not work.
Arcane: How difficult it is to find you, whearas most Mages are torches when someone wants to find them, you are more like a match in a bonfire, mostly invisible when a hostile wants to find you, and you blend in better. Each point reduces the chance that you'll be discovered.
Destiny: Your path has been prophesied and because of this, the Mage community knows who you are and will willingly help you in most things, more points equals more help.
Dream: Some mages can delve the spiritworld for answers to questions, each point you spend allows you to enter the spiritworld once a day(more points don't increase this max) and, if you find a spirit willing to speak with you, you get ONE answer to a yes or no question.
Influence: How powerful you are in relation to the Sleeper community at large, your words could cause a huge influence to the stock market, or stop a family feud from coming to a head, it all depends on how many points you spend here. 1 point'll make sure whenever you ask for the floor, you'll normally get it, wheras if you have 5, you may as well run for office, because people will listen intently, and remember what you said with perfect clarity.
Library: Each point you spend here will make it easier for you to learn a new Sphere, lowering the difficulty number and the material cost of learning it. Each point you spend here lowers the time and monetary cost of learning. You spend one point, you cut it down to 3/4's or somewhere around there, at 5, you can learn it in a fifth of the time and cost.
Add a little extra thing at the bottom of your sheet titled "SPHERE(s)", with your sphere or spheres labeled and at what stage you are at with each of them.
Another thing mages get is the option of Backgrounds, which I will also ask you to put on your sheet, a max of five in any background you choose, with each stage costing 1 point, of which you have FIVE. The available Backgrounds and how I will use them is as follows:
Avatar: Difficulty numbers of challenges involving Magick are reduced by one per point spent, but if you are helping or helped by another Mage, it does not work.
Arcane: How difficult it is to find you, whearas most Mages are torches when someone wants to find them, you are more like a match in a bonfire, mostly invisible when a hostile wants to find you, and you blend in better. Each point reduces the chance that you'll be discovered.
Destiny: Your path has been prophesied and because of this, the Mage community knows who you are and will willingly help you in most things, more points equals more help.
Dream: Some mages can delve the spiritworld for answers to questions, each point you spend allows you to enter the spiritworld once a day(more points don't increase this max) and, if you find a spirit willing to speak with you, you get ONE answer to a yes or no question.
Influence: How powerful you are in relation to the Sleeper community at large, your words could cause a huge influence to the stock market, or stop a family feud from coming to a head, it all depends on how many points you spend here. 1 point'll make sure whenever you ask for the floor, you'll normally get it, wheras if you have 5, you may as well run for office, because people will listen intently, and remember what you said with perfect clarity.
Library: Each point you spend here will make it easier for you to learn a new Sphere, lowering the difficulty number and the material cost of learning it. Each point you spend here lowers the time and monetary cost of learning. You spend one point, you cut it down to 3/4's or somewhere around there, at 5, you can learn it in a fifth of the time and cost.
Some Clans have very specific victims, put a box in your sheet and describe the requirements(if any) of your food. Also put an extra place in for your Disciplines, your clan determines your available options. You have ONE point in each of your clan's Disciplines, and you get NINE points to spend on your clans disciplines. Then you are given an extra FIVE points to spend on any other Disciplines(the first Rank costs two points, the second three, extra points are expended and cannot be saved)
Backgrounds, same rules as with the Mage thing up above, available Backgrounds are:
Contacts: You know people who can help you, whether through bribery, manipulation, or just actual friends. You get one Contact per point you spend, and you'll need to put it in your sheet as well with who and what they are, just a basic outline, nothing that extensive.
Fame: You are known in the mortal world as SOMEONE, though how many people know you depends on the points spent. 1 point, you're a good teacher, a cop that made the papers a few times, or a lead singer for a club band. At 5, you're an international celebrity, and everyone knows exactly who you are, but may not know what you are.
Herd: Some Vampires have mortals that know what they are and actively protect them, either through simply wanting to become one or just happy with the fact that Vampire X drank his blood and does so on a regular basis. Not as organized as Contacts, but they are more in number. Each point buys you 3 mortals, no need to describe them, I'll just assume they fit your requirements if you have any.
Mentor: You were all changed by one singular vampire, and he is your mentor. He may be a street rat, or he may be well known in both the Vampire and mortal world, each point you spend determines how powerful they are. 1 point, they're just a run of the mill vamp, they eat, they sleep, and they may have turned alot of people, or just you. 5 points, you have the privelege of being the "child" of a vastly powerful figure, and they may have turned plenty of people or just you as well. Put down a slightly more detailed description of them than you put into on your contacts.
Resources: You may have tons of money, or just scraping by. Now, while it's assumed that you have enough to live on without the use of this background, you just have more if you take it. 1 point, you have an extra 1,000 a month, and each point beyond that doubles the previous total.
Status: You have a reputation within the Kindred community and are not treated the same as other non-elders, or you may be an elder yourself, who knows? 1 point makes sure you're known within the local area, 5, you are on the same standing as a Prince of a domain, you just don't have an area that is dominated by you, yet.
Backgrounds, same rules as with the Mage thing up above, available Backgrounds are:
Contacts: You know people who can help you, whether through bribery, manipulation, or just actual friends. You get one Contact per point you spend, and you'll need to put it in your sheet as well with who and what they are, just a basic outline, nothing that extensive.
Fame: You are known in the mortal world as SOMEONE, though how many people know you depends on the points spent. 1 point, you're a good teacher, a cop that made the papers a few times, or a lead singer for a club band. At 5, you're an international celebrity, and everyone knows exactly who you are, but may not know what you are.
Herd: Some Vampires have mortals that know what they are and actively protect them, either through simply wanting to become one or just happy with the fact that Vampire X drank his blood and does so on a regular basis. Not as organized as Contacts, but they are more in number. Each point buys you 3 mortals, no need to describe them, I'll just assume they fit your requirements if you have any.
Mentor: You were all changed by one singular vampire, and he is your mentor. He may be a street rat, or he may be well known in both the Vampire and mortal world, each point you spend determines how powerful they are. 1 point, they're just a run of the mill vamp, they eat, they sleep, and they may have turned alot of people, or just you. 5 points, you have the privelege of being the "child" of a vastly powerful figure, and they may have turned plenty of people or just you as well. Put down a slightly more detailed description of them than you put into on your contacts.
Resources: You may have tons of money, or just scraping by. Now, while it's assumed that you have enough to live on without the use of this background, you just have more if you take it. 1 point, you have an extra 1,000 a month, and each point beyond that doubles the previous total.
Status: You have a reputation within the Kindred community and are not treated the same as other non-elders, or you may be an elder yourself, who knows? 1 point makes sure you're known within the local area, 5, you are on the same standing as a Prince of a domain, you just don't have an area that is dominated by you, yet.
While I would've added in the Rites and the like into this, it would have made this game much more complex than it is already, therefore Werewolves are able to keep their supernatural senses in each of their forms, as well as one universal rite, making their claws as hard as steel once per transformation.
Allies: an organization or individual who knows your true nature and works to keep you hidden from the world at large, they will also help you in any way they can most of the time. 1 point, you have a single person who may not trust you, but works to both your benefits for some reason. 5 points, you have an entire organization helping you(county police,highway patrol, Montana Conglomeration of Butchers, etc.) describe them by adding a box under your "Backgrounds" on your sheet.
Kinfolk:Almost all Werewolves have family of some sort, and none of them inherited the gene that allows you to transform, and this is when your birth makes a difference, you either have wolf or human family and none of them are in any position of power, but can help you interact with the world. 1 point nets you 2 kinfolk, while going up the ladder gets you 5,10,20, and 50 respectively.
Past Life: Ancestral memory is a big thing with the Garou and because of this, some of the more attuned have flashes of memory from their ancestors. Once per game day, you may activate it to channel the spirit of an ancestor, providing you are able to contact them(eg, me rolling the dice) each point spent increases the number of dice rolled and the higher chance of getting the information, skills, or talent you need to win the day.
Pure Breed: You have a pure bloodline, all your ancestors were Garou, and none of them were stricken with the curse that keeps them in their birth form. This nets you a great deal of status, but you are also looked to more often than others because of your bloodline, and could be dealt with harshly if you reject your heritage. 1 point, you have the same mannerisms of a minor hero from legend. 5, you look,talk,act, and have the exact same birthmark on your inner left thigh right next to your artery as a great warrior of ancient times.
Resources: Same rules as it says in the Vampire box above this one.
Werewolves also have the benefit of having different moon births, which give them insights into their possible personalities as well as different powers each individual will have.
Ragabash: Born under the new moon, they are the tricksters and pranksters of the Garou. Their pranks and tricks are used to pass on wisdom, but most Garou simply think of them as petty pranksters. Your numbers for sneaking or anything in the dark go down by one, making it easier to get the action completed flawlessly.
Theurge: The seers and spirit walkers of the tribes, they were born under the crescent moon, respected and often associated with healing. You gain +1 to heal related rolls and have stage one in the Past Life background.
Philodox: The judges and arbitrators of the Garou. Born under the half-moon, they are the traditional leaders ofthe Garou, known for being able to communicate with the spirits as well as a Theurge, and fight as well as a Ahroun.They are the peacekeepers of the Tribes and lead where others won't. You get +2 for speaking and convincing related tests of Garou and humans.
Galliard: The warrior bards of the Garou, they are filled with passion and love many things for the sake of loving from the light of the gibbous moon. They normally make good company for anyone, normally. You get +1 for anything involving something new you haven't done before or convincing others.
Ahroun: The natural born warriors of the Garou, born under the full moon and filled with a hate of the Wyrm few others can rival. While all Garou are natural-born warriors, these are the best of the best of the best, often leading the packs in times of war when there are no Philodoxes around to lead. +2 to anything done in your Crinos form (half-man-half-wolf).
Also, in addition to the above, the most important is the breed of the Garou. Each has it's own drawbacks and benefits.
Hominid: You were born as a human and that is your favored form. You can walk among humans anywhere and not be looked at twice, as you are one of them, just with a bit of a dark side as well. However, you may not know the intricacies and customs of the Garou or the Lupus.
Lupus: The wolf-born, the Red Talons are this and Metis, there are no Hominid. You know Garou and Lupus culture well, with the alpha at the top and everyone else his/her subbordinate. You are however looked at strangely while among humans, simply because no Lupus can emmulate a human. You scratch yourself unconsiously, are unable to understand some customs, etc.
Metis: You were born among the Garou, the result of two Garou breeding with each other. You know the customs of the Garou, but you're also the runt of the runts, pale, sickly, and small in every form. Most often you are an orphan, forced to be given up by your parents if they weren't killed as soon as you were born. You may be pitied and hated for what you are, but you fit into both worlds easily and without much friction.
Allies: an organization or individual who knows your true nature and works to keep you hidden from the world at large, they will also help you in any way they can most of the time. 1 point, you have a single person who may not trust you, but works to both your benefits for some reason. 5 points, you have an entire organization helping you(county police,highway patrol, Montana Conglomeration of Butchers, etc.) describe them by adding a box under your "Backgrounds" on your sheet.
Kinfolk:Almost all Werewolves have family of some sort, and none of them inherited the gene that allows you to transform, and this is when your birth makes a difference, you either have wolf or human family and none of them are in any position of power, but can help you interact with the world. 1 point nets you 2 kinfolk, while going up the ladder gets you 5,10,20, and 50 respectively.
Past Life: Ancestral memory is a big thing with the Garou and because of this, some of the more attuned have flashes of memory from their ancestors. Once per game day, you may activate it to channel the spirit of an ancestor, providing you are able to contact them(eg, me rolling the dice) each point spent increases the number of dice rolled and the higher chance of getting the information, skills, or talent you need to win the day.
Pure Breed: You have a pure bloodline, all your ancestors were Garou, and none of them were stricken with the curse that keeps them in their birth form. This nets you a great deal of status, but you are also looked to more often than others because of your bloodline, and could be dealt with harshly if you reject your heritage. 1 point, you have the same mannerisms of a minor hero from legend. 5, you look,talk,act, and have the exact same birthmark on your inner left thigh right next to your artery as a great warrior of ancient times.
Resources: Same rules as it says in the Vampire box above this one.
Werewolves also have the benefit of having different moon births, which give them insights into their possible personalities as well as different powers each individual will have.
Ragabash: Born under the new moon, they are the tricksters and pranksters of the Garou. Their pranks and tricks are used to pass on wisdom, but most Garou simply think of them as petty pranksters. Your numbers for sneaking or anything in the dark go down by one, making it easier to get the action completed flawlessly.
Theurge: The seers and spirit walkers of the tribes, they were born under the crescent moon, respected and often associated with healing. You gain +1 to heal related rolls and have stage one in the Past Life background.
Philodox: The judges and arbitrators of the Garou. Born under the half-moon, they are the traditional leaders ofthe Garou, known for being able to communicate with the spirits as well as a Theurge, and fight as well as a Ahroun.They are the peacekeepers of the Tribes and lead where others won't. You get +2 for speaking and convincing related tests of Garou and humans.
Galliard: The warrior bards of the Garou, they are filled with passion and love many things for the sake of loving from the light of the gibbous moon. They normally make good company for anyone, normally. You get +1 for anything involving something new you haven't done before or convincing others.
Ahroun: The natural born warriors of the Garou, born under the full moon and filled with a hate of the Wyrm few others can rival. While all Garou are natural-born warriors, these are the best of the best of the best, often leading the packs in times of war when there are no Philodoxes around to lead. +2 to anything done in your Crinos form (half-man-half-wolf).
Also, in addition to the above, the most important is the breed of the Garou. Each has it's own drawbacks and benefits.
Hominid: You were born as a human and that is your favored form. You can walk among humans anywhere and not be looked at twice, as you are one of them, just with a bit of a dark side as well. However, you may not know the intricacies and customs of the Garou or the Lupus.
Lupus: The wolf-born, the Red Talons are this and Metis, there are no Hominid. You know Garou and Lupus culture well, with the alpha at the top and everyone else his/her subbordinate. You are however looked at strangely while among humans, simply because no Lupus can emmulate a human. You scratch yourself unconsiously, are unable to understand some customs, etc.
Metis: You were born among the Garou, the result of two Garou breeding with each other. You know the customs of the Garou, but you're also the runt of the runts, pale, sickly, and small in every form. Most often you are an orphan, forced to be given up by your parents if they weren't killed as soon as you were born. You may be pitied and hated for what you are, but you fit into both worlds easily and without much friction.