Clans

ClanCharacteristicsDisciplinesFavored Attributes
Daeva Emotional, sensual and desirable.
  • Celerity
  • Majesty
  • Vigor
Dexterity or Manipulation
Gangrel Primal, hardy and savage.
  • Animalism
  • Protean
  • Resilience
Composure or Stamina
Mekhet Quick, discreet and wise.
  • Auspex
  • Celerity
  • Obfuscate
Intelligence or Wits
NosferatuStealthy, strong and terrifying.
  • Nightmare
  • Obfuscate
  • Vigor
Composure or Strength
Ventrue Regal, commanding and aristocratic.
  • Animalism
  • Dominate
  • Resilience
Presence or Manipulation

Covenants

The Carthian Movement
Circle of the Crone
The Invictus
The Lancea Sanctum
Ordo Dracul

some links

Setting

Key West

View Key West on Google Maps

Local Rumors

PCs

Character Questions

These aren't homework questions and not all of them are necessarily relevant to the chronicle (it's quite unlikely anyone's Sire is going to play any part in the plot, for example) but these are all important to at least think about since the events would have played a huge part in your character's unlife.

  1. Where and how did you spend life as a mortal?
  2. Where and when were you Embraced?
  3. Who was your Sire; what was your relationship with him or her?
  4. Where did you spend your nights as a Kindred, and why are you no longer welcome there?
  5. Have you Embraced any childer?
  6. When and for how long did you last enter torpor?
  7. When the chronicle opens, you are just arriving on the island of Key West. How did you get here?

Experience Point Costs

TraitExperience Point Cost
AttributeNew dots ×5
SkillNew dots ×3
Skill Specialty3
Clan DisciplineNew dots ×5
Other DisciplineNew dots ×7
Coils of the DragonNew dots ×7
Theban SorceryRitual level ×2
Crúac RitualRitual level ×2
MeritNew dots ×2
Blood PotencyNew dots ×8
HumanityNew dots ×3
Willpower8

House Rules

Experience-based Character Creation

The XP values here are derived from the equivalent value of the highest XP allotment of dots at character generation. Unused XP from each category is saved and may later be spent in conjunction with XP earned during the game to increase the relevant category. Unlike in standard character creation, the cost of the fifth dot is not doubled.

  1. Begin with one dot in each Attribute (this is in addition to the XP listed below):
    • 70 XP for primary Attributes
    • 55 XP for secondary Attributes
    • 45 XP for tertiary Attributes
    • 25 XP to increase Favored Attribute
  2. Begin with no dots in any Skills:
    • 78 XP for primary Skills
    • 48 XP for secondary Skills
    • 30 XP for tertiary Skills
    • 9 XP for three Skill Specialities
  3. Begin with one dot in Blood Potency
  4. 42 XP for Merits
  5. 30 XP, at least 10 XP of which must be spent on Clan Disciplines

This is a freshly embraced neonate vampire. In our game, the PCs start out as Ancillae, so make the following changes:

  1. Increase Blood Potency to 4
  2. Decrease Humanity to 5 (or lower)
  3. 80 "general" XP for whatever you wish, except for Blood Potency
  4. Start with only 1d4 Vitae — traveling to Key West has left you quite literally drained
  5. Finally, you forfeit any remaining unspent specific XP from the neonate creation stage (e.g. XP that can only be spent on skills or attributes), so if there are any leftovers that couldn't be spent, be sure to supplement it with your allotment of general XP to put it to use. You may retain as much general XP as you wish, just not category-specific XP.
Willpower
Aspects

Instead of choosing a Virtue and Vice, make up two Aspects that describe your character. Your character Concept is a third Aspect as well. Aspects cover a wide range of elements and should collectively paint a picture of who the character is, what he's connected to, and what's important to him (in contrast to the "what he can do" of skills). Aspects can be relationships, beliefs, catchphrases, descriptors, items, or pretty much anything else that paints a picture of the character.

Some possible aspects include:
  • To Serve and Protect
  • Sucker for a Pretty Face
  • My Grandpa's Trusty Six-Shooter
  • Money-Colored Eyes
  • Stubborn as a Mule

When one of your aspects applies to a situation, you can Invoke the aspect to get a bonus by spending a willpower point. Used this way, the aspect makes the character better at whatever he's doing, because the aspect in some way applies to the situation. When one of your aspects might limit or hinder you in a significant way, the Storyteller will offer you a willpower point if you decide to accept the complication. This is the primary way to regain willpower, so it's important to pick at least one aspect that has a downside, or better yet, pick all your aspects to have a downside and an upside. You choose your aspects, so you get to decide what sort of troubles you want your character to get into the most!

Invoking

When you spend Willpower to gain a bonus to a roll, you gain +2 dice, but if you invoke one of your aspects when spending Willpower, you can either gain +4, or choose to reroll the entire dicepool. Spending "normal" willpower must be declared before the roll, but invoking an aspect can be done afterwards. You can even invoke more than one aspect on the same roll if they all logically apply (as an exception to the usual rule that only one point of willpower may be spent per turn).

Compelling

An aspect can also gain you more willpower, by bringing complications and troubling circumstances into your character's life. Whenever your character ends up in a situation where one of his aspects could cause him trouble (such as Stubborn when he's trying to be diplomatic), the Storyteller can Compel that aspect to limit your character's choices in some way, but you regain a point of willpower. If you choose not to go along with the Compel, you can always instead spend a willpower point to "buy out of it". (Once in a while if the aspect is very apt the ST may give one final counteroffer of regaining two willpower points for accepting the Compel.) Sometimes you will notice that one of your aspects naturally hindered you in a scene just by virtue of roleplaying your character well; when this happens feel free to ask the ST to count it as a Compel so you can gain the willpower point!

Compelling your Aspects is the primary way to regain willpower, but you also gain one point at the beginning of each game session, and may refresh your willpower completely after significant in-character downtime.

Other Aspects and Other Characters

Major NPCs have their own aspects that they can invoke of course, but you can also invoke those characters' aspects when performing an action against them (if the aspect applies), just as they can invoke your aspects against you (in which case you earn the willpower point that your opponent spent). Determining an aspect is usually an Empathy or Investigation roll.

No Fighting Styles
Armory: Reloaded pg. 156

Any character of sufficient skill can use the maneuvers listed for the Fighting Styles, whether presented in this book, the World of Darkness Rulebook, or other sourcebooks (such as World of Darkness: Armory). “Sufficient skill” in this case means a rating in the relevant Skill equal to the dot rating of the maneuver being attempted, and a Specialty appropriate to it. For instance, a character with three dots in Brawl and a Specialty in Boxing can use the Body Blow, Duck and Weave, and Combination Blows maneuvers listed for Fighting Style: Boxing on p. 110 of the World of Darkness Rulebook. Prerequisites do not apply under this rule.

Rationale: This hack has less to do with simulating some aspect of combat and more to do with freeing up the character’s Merit points for non-combat purposes, while still allowing a character with the proper training to make use of these maneuvers.

Fighting style maneuvers that grant additional actions or attacks are not allowed; instead (for example), a boxer does not receive the Combination Blows maneuver (from the Fighting Style: Boxing merit), but can choose a different benefit for the third dot of Brawl with a Boxing specialization instead.