camarillaville-2

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Camarillaville-2

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  • Step 1: Clan

    Choose a Clan for your character and name a Theme.

    ? Available Clans: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue ? Themes: This is a one-word idea noun (e.g., Power, Loyalty, Fear, Loss, Immortality, etc.)

    Step 2: Identity The GM will consolidate Themes into 14 (or 7 if there are less than 20 players). Final themes may combine multiple ideas. The GM will send you a list of other players in your Clan and a list of the final Themes.

    ? Communicate with the other players in your clan. Decide which of you will share a Sire. There should be no more than three players to a Sire. Coordinate with your siblings to name your Sire.

    ? Choose one of the Themes from the list, and write a High-Concept Distinction that is based on it. o Your Concept should be something you see motivating you constantly and coming up often. o The Distinction is written as a short phrase or quote. It does not have to include the Theme precisely, but should be

    obviously derived from it. o Power might be Occult Aspirant, Political Mastermind, etc. o Immortality might be Playing a long game, No Death means No Fear, etc.

    ? Name your character.

    Step 3: Difficulties The GM will send out a list of all Sires listed with their Childer (PC name and player name).

    ? Assign a Theme to one Sire (it doesnt have to be your own). ? Invent a Location (a large building or small contained area of a few blocks within the city) and assign it to one Sire (it

    doesnt have to be your own). ? Choose one of the Themes from the list, and write a Trouble Distinction that is based on it. o Your Trouble should be something that is your biggest flaw, and which usually works against you; suffering for this

    failing and yet succeeding anyway will be a major source of Willpower.

    It is written in a similar fashion to the Concept Distinction.

    o Power might be Too easily tempted, Intimidated by others, etc. o Immortality might be Afraid to lose eternity, Already becoming anachronistic, etc.

    ? Write five adjectives or short adjective phrases that someone who just met your character might use to describe her appearance.

    Step 4: Dangers

    The GM will define each Sires Concept Distinction out of the assigned Themes, define each Sires relationship to the assigned locations, and assign the Sires roles within the city power structure and add new NPC names to fill vacancies. Once you have received this information:

    ? Assign a Theme to any of the NPCs (Sires or new ones). ? Write a short phrase that explains what you think of/how you feel about your Sire. ? Write a short phrase that explains what you think of/how you feel about one other PC (you may want to coordinate with

    the player of that PC). ? Connect yourself to one of the Locations and explain why its important to you. ? Name an Antagonist or Macguffin: o An Antagonist is an individual or group that is hostile to most of the Kindred of the city. o A Macguffin is something mysterious or otherwise important to the supernaturals of the city, that they might hunt for

    and fight over. It could be a person, place, thing, or idea.

  • o At this point, just try to give the thing a descriptive name that inspires the creativity of others. What it actually is will be further defined later.

    ? Describe (in three sentences or less) what your characters life and career was like before the Embrace.

    Step 5: Ambitions

    The GM will turn the assigned Themes into the NPCs Trouble or High Concept Distinction (depending on whether it already had one) and send out all updated information.

    ? Connect a Theme, Location, or NPC to an Antagonist or Macguffin (it doesnt have to be the one you named) and define the connection.

    ? Write a short phrase that explains how one NPC feels about another NPC. ? Choose one of the Themes from the list, and write a Nature Distinction that is based on it.

    o Your Nature should be some additional facet of your character that is your biggest strength or weakness outside of your Concept and Trouble. It might be specifically tailored to help with something you expect to be your core competency.

    o It is written in a similar fashion to the Concept Distinction. o Power might be Comfortable among the powerful, Discipline Prodigy, etc. o Immortality might be Eternally youthful beauty, Endlessly patient, etc.

    ? In one sentence, describe a goal your character wants to accomplish in the short term.

    Step 6: Realities The GM will send out updated information.

    ? Connect a Theme, Location, or NPC to an Antagonist, Macguffin, or NPC (that do not already have a connection) and define the connection.

    ? Connect your PC to a Location, NPC, Antagonist, or Macguffin (to which you do not already have a connection) and define the connection.

    ? In one sentence, describe how you think your character fits into the local Camarilla society.

    Step 7: Conclusion The GM will:

    th th? Determine the Generation (from 7 to 12) of each NPC based on number of connections (more interesting NPCs get lower generation). This will define the generations of each PC based on Sire.

    ? Establish a final city hierarchy and titles (for both NPCs and PCs), possibly adding additional NPCs not tied directly into the hierarchy to round out the city numbers.

    ? Choose the top four most-connected Themes and use them to write two city-wide Distinctions. These will effectively be truths about the city that anyone can use when appropriate, and serve as broad direction for the setting.

    ? Assign two Themes (or one if there were only seven) to each Clan based on how many members of the Clan linked to that Theme, and then write a Clan Distinction based on those Themes. This Distinction will be available to all members of that Clan when appropriate, and will explain the high-level goal of that Clan within the city.

    ? Use all that information to finish plotting the Chronicle.

    Major Changes

    Values (Sins) The biggest change to the system is that the Smallville values (Duty, Glory, Justice, Love, Power, Truth) are replaced with the seven deadly sins. Player characters can be expected to have much more laudable interpretations of these values,

  • but, in the end, youre a parasite feeding on the neck of humanity, perpetually hiding and manipulating to preserve an existence reliant on the blood of others. No matter how you dress it up, your baser urges have a pretty dramatic say in what youre doing.

    ? Roll Envy when your motivation in the conflict is to live up to the ideals of someone you feel is better then you or to spite someone who has something you dont have. If no other value seems appropriate, Envy can also be used for stealth-related challenges (because Nosferatu are sneaky).

    ? Roll Gluttony when your motivation in the conflict is to sate your physical needs: generally this is an urge to feed, but it also covers anything that makes you feel good physically (including getting into a fight not because youre angry, but just because you enjoy the thrill). If no other value seems appropriate, Gluttony can also be used for athletics-related challenges (because Gangrel keep active).

    ? Roll Greed when your motivation in the conflict is to gain something for yourself (typically of permanent value): this is generally something that you feel will be useful to your in the long term (if its just useful in the short term, its probably Gluttony or Lust or Envy if youre just taking it so someone else cant have it). If no other value seems appropriate, Greed can also be used for academics-related challenges (because Tremere are educated).

    ? Roll Lust when your motivation in the conflict is to sate your psychological needs: generally this is an urge to be loved or otherwise appreciated, but it may involve going after something that will make you feel good emotionally in the short term. If no other value seems appropriate, Lust can also be used for seduction- and impression-related challenges (because Toreador are alluring).

    ? Roll Pride when your motivation in the conflict is to prove your superiority over someone else and prove that youre the better person (or monster); since this could theoretically apply to almost anything for prideful characters, any other appropriate value should be considered as motivation first before pure pride is the dominant value. If no other value seems appropriate, Pride can also be used for diplomacy- and leadership-related challenges (because Ventrue are manipulative).

    ? Roll Sloth when your motivation in the conflict is to not be involved in the conflict: you have no other agenda beyond not submitting to the opponents agenda or not being bothered in the first place. If no other value seems appropriate, Sloth can also be used for perception-related challenges (because Malkavians are aware).

    ? Roll Wrath when your motivation in the conflict is anger: you are pissed off in general and thats driving your behavior or you specifically hate the opponent. If no other value seems appropriate, Wrath can also be used for violence-related challenges (because Brujah are dangerous).

    New Stress (Hunger) All Vampire player characters have a new stress track: Hunger.

    ? Hunger cannot drop below d4. ? Step up Hunger each night when the character rises. ? Step up Hunger every time the player uses Regeneration (as described below). ? Step up Hunger if a discipline Ability was used in a contest and the die with the highest result is higher than current

    Hunger (e.g., if a discipline was used and the highest roll was 6 on a d8, you would step up Hunger d4 or d6 but not d8, d10, or d12).

    ? Hunger cannot generally be increased by other characters.

    A player may choose to Give In on any conflict to go feed, stepping down Hunger (and this will probably not have in story consequences unless the player is in an area where its difficult to find prey). If a scene involves an ability to feed on screen, the player may recover Hunger down to d4 at GM discretion (but this may have in story consequences, depending on who the victim was and who saw the feeding). If a character Stresses Out due to Hunger, this generally involves completely losing control and feeding in a way that will have severe in story consequences.

    Note: Stressing Out in any way can often mean the character loses control to the beast within and does something really terrible.

    Abilities (Disciplines) All Vampire player characters gain the Regeneration ability at d4. As noted above, using it increases Hunger in addition to the plot point cost.

  • In addition, players may develop one or more of the following disciplines. It comes with a basic (always active) capability that generally does not require any kind of roll and an Ability. Some disciplines may allow you to purchase additional Abilities as well.

    ? Animalism: o You do not cause animals nearby to freak out (most vampires get an unpleasant response from animals). o Gain Ability: Animal Control at a rating equal to this discipline. o Once this is at d8 or better, you may purchase Insect Control as an additional ability (starting at d4). o Once Insect Control is at d8 or better, you may purchase Wall Walking as an additional ability (starting at d4).

    ? Auspex:

    o You can read auras or otherwise get a general empathic sense of the emotions of others and whether they are supernatural.

    o Gain Ability: Super-Senses at a rating equal to this discipline. o Once this is at d8 or better, you may purchase Telepathy as an additional ability (starting at d4). o Once Telepathy is at d8 or better, you may purchase Astral Projection as an additional ability (starting at

    d4). ? Celerity:

    o If the order of events in a scene is important, the character with the highest Celerity automatically goes first.

    o Gain Ability: Super-Speed at a rating equal to this discipline. o Once this is at d12, you may purchase Time Control as an additional ability (starting at d4).

    ? Dominate: o If you defeat a target in a social conflict and deal stress, you may have them forget the conflict instead of

    dealing the stress. o Gain Ability: Paralysis at a rating equal to this discipline. o Once this is at d12, you may purchase Possession as an additional ability (starting at d4).

    ? Fortitude: o You may endure sunlight for a few seconds (long enough to run from cover to cover) before you begin

    accumulating stress. o Gain Ability: Invulnerability at a rating equal to this discipline.

    ? Obfuscate: o Most mortals dont notice or consciously remember your features: they wont notice if youre hideous (like

    a Nosferatu) or be able to describe you later, but will recognize you on subsequent meetings. o Gain Ability: Invisibility at a rating equal to this discipline.

    ? Potence:

    o You may perform feats of strength to the maximum of human capability (without increasing Hunger). o Gain Ability: Super Strength at a rating equal to this discipline.

    ? Presence: o A character must have Wrath equal to or greater than your Presence or spend a Plot Point to initiate a

    physical conflict with you. o Gain Ability: Mind Control at a rating equal to this discipline. o Once this is at d10, you may purchase Dream Control as an additional ability (starting at d4).

    ? Protean: o You can see in the dark and track by scent. o Gain Ability: Claws at a rating equal to this discipline. o Once this is at d8, you may purchase Shapeshifting (animals only) as an additional ability (starting at d4). o Once Shapeshifting is at d8 or better, you may purchase Body Transformation (gaseous form only) as an

    additional ability (starting at d4). ? Thaumaturgy:

    o You can understand most magical writings. If you taste blood, you can get a general idea of the character or creature it came from.

    o Gain Ability: One *kinesis ability of your choice. o Once Thaumaturgy is at d8 or better, you may purchase an additional, different *kinesis ability of your

    choice (starting at d4). o Once Thaumaturgy is at d12, you may purchase another additional, different *kinesis ability of your

    choice (starting at d4).

  • Clan Flaws Each clan has a flaw. This is generally a situation in which the GM can automatically generate complications without paying the player a Plot Point (or come up with a non-system story problem when it comes up outside of a dice roll).

    ? Brujah are uncontrolled. They always generate complications when their Anger Stress is being used against them. They also generate free complications when in a situation where patience is a virtue.

    ? Gangrel are animalistic. They always generate complications when rolling Wrath (generally revolving around doing something obviously bestial). Being Stressed Out from Anger leaves the character with a permanent bestial feature.

    ? Malkavians are insane. They always generate complications when trying to persuade others (as their madness can be off putting and unpersuasive). Being Stressed Out generally results in a surge of the characters particular madness.

    ? Nosferatu are monstrous. They always generate complications when mortals are in the scene (Obfuscate protects against the worst of their hideousness, but something in the back of the mortals mind recognizes that the character is wrong).

    ? Toreador are aware. They always generate complications when rolling Sloth or Greed (generally involving becoming fixated on something interesting).

    ? Tremere are cloistered. They always generate complications in any Location not connected to them on the map (as theyre out of their comfort zone).

    ? Ventrue are obvious. They always generate complications whenever their Hunger Stress is at d8 or higher (generally involving becoming distracted by hunger or fixated on a preferred type of prey).

    Pathway Descriptions

    Note: Just like in normal Smallville, player characters should typically step directly down to the next level or to either side (wrapping at the edges), unless the GM agrees that your backstory makes sense to jump. For example, a Poor childhood may lead to a Bullys youth and an Executive adulthood before finally receiving a Toreador embrace. Conversely, a Rich child is unlikely to become a Creative youth, a Creative youth likely wont become a White Collar adult, and a White Collar adult isnt often the kind to receive a Brujahs embrace.

    Childhood Childhood represents the characters origin and early years, ending at some point in school that marks a transition in the characters personality.

    ? Rich: o Your character was born comfortably upper class (possibly even very wealthy and connected) and you wanted for

    nothing. You might not have had the most attentive parents or enduring friendships, however. o Suggested Distinction: Connected, Cosmopolitan, Family Reputation, Manipulative, Wealthy

    ? Cherished: o Your family was reasonably well off, and possibly wealthy, and doted on you. Likely you were attractive, showed an

    early skill at athletics, or were simply an only child. You never felt unloved but were perhaps a good bit spoiled. o Suggested Distinction: Athletic, Attractive, Cosmopolitan, Likeable, Manipulative

    ? Gifted: o You showed an early talent for the arts that defined your childhood. Your family was likely middle class, but gave you

    the resources necessary to try to improve your gift (whether or not you were as excited as your parents). o Suggested Distinction: Agile, Attractive, Clever, Connected, Daring, Military Brat, Observant

    ? Bright: o You were always very intelligent, and/or had a family that encouraged your intellectual growth from an early age. You

    were very likely branded a nerd soon after starting school. o

    Suggested Distinction: Backhanded, Clever, Genius, Mastermind, Military Brat, Not Born Yesterday, Occult Knowledge (replaces Extraterrestrial Knowledge)

    ? Orphan: o You lost or were abandoned by your parents at an early age, and either entered the system or were

    pawned off on relatives that couldnt bring themselves to care for you as real parents. o Suggested Distinction: Backhanded, Fast Talker, Guilty, Impulsive, Observant, Savage, Sneaky, Willful

    ? Poor:

  • o Your family was decidedly working class and often had trouble making ends meet or getting you the best education.

    o Suggested Distinction: Athletic, Big-Hearted, Daring, Fixer, Military Brat, On a Mission, Savage, Sneaky ? Abused:

    o Your parents or guardians were jerks who physically and/or emotionally abused you. Perhaps they were trying to force you to fulfill their own dreams, or maybe they just were bad people unprepared to have a child.

    o Suggested Distinction: Agile, Athletic, Attractive, Family Reputation, Guilty, Military Brat, Observant, Savage, Sneaky, Vicious

    Youth Youth represents much of the characters school age, outlining the process of becoming defined more by ones peers than ones background.

    ? Wealthy: o With access to resources beyond those available to other children, you became known for dressing well and throwing

    parties. As time passed, you may have begun to wonder whether you had any friends that liked you for more than your money.

    o Suggested Distinction: Connected, Cosmopolitan, Family Reputation, Manipulative, Mastermind, Smartass, Wealthy ? Popular: o Due to some combination of good looks, athletic skills, family background, and winning personality, you managed to

    float to the top of the school hierarchy. Even years later there may still be peers that remember you fondly. o Suggested Distinction: Agile, Athletic, Attractive, Backhanded, Big-Hearted, Connected, Cosmopolitan, Likeable,

    Manipulative, Right Place/Right Time, Shameless Flirt, Wealthy, Vicious ? Creative: o The life of an arty kid is one forever in the middle of the social hierarchy. You likely spent most of your school years

    hoping that your talent would be one of the ones considered cool this year. o Suggested Distinction: Agile, Attractive, Big Sister, Clever, Connected, Daring, Gearhead, Hacker, Martial Artist,

    Observant ? Smart: o There are very few schools where being a nerd or a geek isnt a social death sentence. You were one of the kids

    whose genius destined her for great things after enduring years of peer rejection. o Suggested Distinction: Backhanded, Big Sister, Clever, Genius, Hacker, Investigator, Mastermind, Not Born

    Yesterday, Observant, Occult Knowledge (replaces Extraterrestrial Knowledge), Smartass ? Outcast: o You found your role in school to be highly indistinct: not wealthy or sociable enough to be popular and without the

    proclivities to fit into one of the other cliques. You spent a lot of time as a loner.

    o Suggested Distinction: Backhanded, Fast Talker, Guilty, Gearhead, Hacker, Impulsive, Investigator, Not Born Yesterday, Observant, Savage, Smartass, Sneaky, Willful

    ? Tough: o You were one of the kids that was tough enough not to be messed with and possibly good at sports, but you missed

    popularity for some reason. You were a prime candidate for shop class or JROTC. o Suggested Distinction: Athletic, Daring, Fixer, Gearhead, Guilty, Impulsive, Marksman, Martial Artist, On a Mission,

    Smartass, Soldier ? Bully: o You were one of the kids that maintained your own position by keeping others down. Its a hard, socially Darwinistic

    road, but you wouldnt have had it any other way. o Suggested Distinction: Athletic, Backhanded, Daring, Fixer, Guilty, Impulsive, Manipulative, Martial Artist, Right

    Place/Right Time, Savage, Sneaky, Vicious

    Adulthood Adulthood represents the time between school and the Embrace (and can, obviously, be a largely variable time depending on whether you were taken right out of college or late in your career). If you were quite young when Embraced, this might represent the career you had been planning for and now may never have.

  • ? Executive: Your career is one where you were on the fast track to money and connections: banking, finance, law, politics, upper management, etc.

    ? Artist: You found yourself in a career where you actually make money doing something creative; either youre actually making money as an independent artist or are a skilled collaborator at a bigger company.

    ? Academic: You very likely never left college once you graduated, but simply started accumulating more degrees until finding yourself in a classroom. If you arent a professor, you do something closely related to research and education.

    ? Scientist: The counterpart to the academic, you may actually be a research scientist or may, instead, be in a highly technical field such as medicine, engineering, or computer science.

    ? White Collar: Your life is one of cubicles and office chairs: middle management, clerical, support, sales, or something else that requires a bit of an education and a deep desire for a steady paycheck and benefits. ?

    Blue Collar: Your life is one of labor and service: to the line, to the site, or to your city or country. You might not have a leather chair or private office, but neither do you have the spreading rear end and stress levels to match.

    ? Criminal: Youve decided that the whole system is designed to keep you from your goals, and youre working around it. Maybe you run with a gang, maybe you have a racket just you and a partner, or maybe you quietly skim money off of a white collar bank account.

    Embrace At some point a Camarilla vampire with permission to sire decided that you deserved immortality (or just that she wanted to own you forever). Perhaps she was an old family friend that had been watching you for years. Perhaps she noticed your talent and couldnt bear to see it fade with age. Or maybe you were just chanced into the right situation where she impulsively decided that you should live forever.

    Its assumed that the player characters will be embraced around the same time, but there may be some discrepancy if its necessary for certain backstories. Regardless, make sure that all relationships to other PCs are filled in at this stage, as all characters will quickly meet one another in the insular Kindred society. Whether they like one another enough to become a coterie is far less certain than in a traditional Vampire game

    Make sure to generate an interesting extra for your characters Sire, and connect her back to other PCs or elements if at all possible: this relationship is likely to drive your early play in Camarillaville as you uncover the drives that convinced her to make you immortal and what that means for your role in the city as a whole.