Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Raven

Pages: [1]
Official Factions / Official Faction: Guidelines
« on: March 29, 2020, 12:03:14 PM »
Obtaining the status of an official faction used to be a long and strenuous process. This will no longer be the case, and you will able to gain an in-game slot much faster. However, factions will also be removed in a quicker fashion and often at a moment's notice. Before we get into the process, let's break down what an official faction is.

There are a plethora of benefits to obtaining the status of official faction.
  • Official in-game status; /factions tab listing and a private OOC faction chat.
  • Official forum status; your thread will transition into a private board and user-roles.
  • Access to the Theater of War; The ability to take over and control a territory as well as reaping its benefits.
  • Custom faction-related jobs and salaries.
  • Discord usergroup and channel.

This is the list of minimum requirements that must be met before you can attain the official status.
  • A minimum of 5 active members.
  • A well-groomed faction thread, posted at least 2 weeks before attempting to gain the official status.
  • A minimum of 15 days of activity as a faction.
  • The faction type, background and future goals. This is the defining factor. If we find your faction is unsuitable to be official, or that there is no reason for it to be official, you may be denied. If your faction seems unstable and is built by inconsistent players who might abandon their characters in the next week, your faction may be denied.

Having posted a thread here, the faction moderation team will take an interest in your roleplay. If it meets our standards and the players in the faction are consistent and the faction is promising, we will reach out to you. There are no applications. If after 1 month you were not hand-picked, you can ask Hal to review your faction.

Posting screenshots, story recaps and other content may be a good way to garner attention.

To keep your official status as a faction you will have to demonstrate properly to Hal that your faction contributes to the server and is active, this can be done on the forums with active threads or by messaging Hal directly with screenshots and a brief summary of monthly roleplay. Should this not happen your faction will be removed from official and bumped down to unofficial.

Good luck.

Information on the Theater of War will be available at a later notice.

Announcements / MOVED: NPCs & Labels Purge ([!] Important)
« on: March 23, 2020, 02:32:36 PM »
This topic has been moved to Storyteller's Den.


Guides & Tutorials / Custom System: "Starting Over" Character Deaths
« on: February 18, 2020, 03:05:39 AM »
You've developed a character for years, amassed hundreds of experience points and powers, then fell in battle and lost it all. Now you're at a loss as to where to go from there. Starting over usually sucks. Well, papi Raven will try to make it suck less.

This program will allow you to step in your character's footsteps and begin your story anew. This will merely kickstart things so you don't have to go from zero. First of all, this will only apply to you if you've lost a character in a meaningful roleplay scene, often an event, and IF you have a backup of your character's features and sheet. Forced character kills (usually from a fuckup) don't count towards this. This is for well developed characters who met an untimely death.

Walking in your character's footsteps:
Important: This system only applies when your new character has the same foundation as the previous one. In essence, it has to be a character from the same Clan, House, Tribe, Faction, etc and have roughly the same background. If you were CK'd on an Assamite, you won't be able to start over as a Brujah and claim the benefits of this. A Nephandi player has to play another Nephandi. If you want to go for a Verbenae you'd have to re-apply.

Eligibility Requirements:
- 1 Namechange token;
- 1 Racechange token (may or may not be needed).
- The Character Death was not a result of stupidity, boredom (/pm admin ck me pls), nor forced unto you due to breaking the rules.
- A screenshot of your character's Roleplay Features, Experience Log and Character Sheet.

- You may start over with a new account. No tokens will be required.
- You can start over on a secondary account. A RC/NC token may be necessary.
- You start over on the same account. A namechange token will be necessary.

  • Experience Points:
    Your character is eligible to an XP refund proportional to your development. At re-creation your character will be refunded 20% of the IC experience points you had on the old character. Each death will substract 10 experience points from this sum.

    A character with 325 experience points and 2 deaths will thus be refunded 45 experience points at creation. 
    The final death that resulted in the Character Kill will not substract any XP from the total.

  • Foundation Refund:
    You will be able to retain the Rank, Arete, Generation, Faith Score or other base stats without the need to re-apply for it. This is assuming you can afford it XP wise.

  • Stats Refund:
    During the character creation phase, you will be able to rank up certain stats without the need to re-apply or wait for the development times. The levels in these stats cannot be greater than the rank you had on your previous character.
    You would thus be able to get Willpower 8 without waiting for 3 months of development. This applies to the following:

  • Powers Refund:
    If your character has the same foundation, you will be eligible to reacquire common powers. This entails In-Clan and uncommon tier Disciplines, Lores, Spheres, Gifts and perhaps certain backgrounds. This will not cover very exclusive things like Serpentis, Koldunic Sorcery, Earthbound Lores and others. What is refunded will be discussed and adjusted appropriately by management.

    You can get these powers back during character creation, or you will be exempt from re-applying for them assuming you don't have the XP. You will however have to wait normally like everyone else between progression times.

If you were CK'd in a meaningful scene, you can PM management and get a small XP boost on a character that is more or less the same as the previous one. You will not have to re-apply for the stuff you originally applied for and be able to focus on other development.

As previously mentioned in this topic, the server boasts several playable races. Some are harder to acquire than others, which is mainly due to their complexity or exclusivity in the WoD universe. It is however fairly simple to get into supernatural roleplay if you start low.

Generally speaking, you will need to submit an application to play or acquire any supernatural related things. This level of moderation is needed to keep things relatively balanced and to ensure that the player is knowledgeable enough to hold a race they've received.

There are currently four ways to acquire a race for your character.

I. Starter Races
This system is only reserved for Vampires and Werewolves, and is generally intended to be a system for newbies to try out the WoD systems when they lack in-depth knowledge about a specific race. The steps and prerequisites for this one are fairly simple.

  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
    You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats))

  • You must read Beginner's Guide: Werewolves or Beginner's Guide: Vampires before submitting an application.

If you meet the prerequisites, you can submit an application in the form of a Google Forms/Quiz. The tests are fairly easy. There is a score from 0 to 100. You need at least 80 points in a test to have your race accepted. If you do not meet the quota and score between 60 to 80 points, you will require the guidance of a moderator on the topics you answered incorrectly before being racechanged.

You can attempt the Vampire quiz here: Click me.
  • You will have 6 clans to choose from at character creation.
  • Your generation will be set to 13th.
  • You will be unable to progress in Disciplines for 10 days of play after creation.
  • You may only choose between the Camarilla, Anarch Movement and Independent affiliations.
  • Your character will be considered a Fledgeling. Your embrace took place no more than 1 month ago.

You can attempt the Werewolf quiz here: Click me.
  • You will have 6 Tribes to choose from at character creation.
  • Your rank will be set to Cub.
  • You will not have any Gifts at character creation.
  • You may only choose between the Wyld and Weaver affiliations.
  • Your character will be considered a Cub. Your first change took place no more than 1 month ago.

II. Initiation Program
The Initiation Program is a limited system that allows you to dabble into a race with the help of a direct mentor. Generally, you start playing in a sub-race, and after learning the systems under your mentor - you will be able to acquire full race privileges. Everything is done through IC play, so this is a very good way to retain the progress you've made on a character.

III. Exclusive Applications
If you have sufficient knowledge about the WoD systems and read the specific race books, you are eligible to apply for exclusive races. Elder vampires, advanced werewolves, arete 3 nephandi mages, and so on.

This is done by submitting an advanced application in this board category.

If you meet the Activity & Admin Record requirements, you can follow the format detailed in each topic and submit an application. Following a manual review from your moderator, you will then be given the race. If your answers are lacking, you may be given an in-game quiz to compliment your application.
You need to meet one of the following requirements:
  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
  • You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats)).
  • You require a Racechange Token which costs $30,000 in game currency or 4 USD. (/buytoken)

IV. Donations and Tokens
If you do not have the time to submit an application but are confident in your ability to roleplay a given race, you may elect to donate. Not only will you support the server, you will be able to gain access to a race instantly without any restrictions. Keep in mind that failing to roleplay an exclusive race, namely Mage, Demon or Changeling - may lead to your character being killed permanently (CK) or your race stripped from you.

Donation Information contains all of the prices and details.

You can use a Racechange Token (30,000$ IG cash or 4USD) to:
- play a Cliath Werewolf of a common tribe;
- play a 12th Generation Vampire of a common clan;
- turn from a vampire/werewolf into a human.

You need to pay more for exclusive races such as Demons, Fera, Mages, Changelings, Hybrids and Beasts.

If you require additional information, don't hesitate to consult the helper team or other veterans on Discord.

Beginner Guides / 5: Beginner's Guide: Combat
« on: January 21, 2020, 05:35:54 PM »
Combat Summary Chart
Stage One: Initiative
• Roll initiative (/roll (i)nitiative). Everyone declares their actions. The character with the highest initiative PERFORMS her action first and the character with the lowest initiative DECLARES his action first. Actions can be delayed to any time later in the order of initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline, Gift, Sphere, Lore, Rage, Blood Point activation and Willpower expenditure.

Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl.
• For armed close-combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).

Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible.

STAGE ONE: Initiative
Once combat begins, each player rolls initiative (/roll (i)nitiative) for his or her character. To do this, roll one die and then add it to your character’s initiative rating (Dexterity + Wits). The character with the highest initiative acts first, the second-highest goes next, and so on down the line.

Ties are resolved by using the highest initiative rating; if those are tied too, you could decide this tie in favor of the character with the highest Wits or Dexterity (highest rating wins). In story terms, both characters act simultaneously, and the effects of their actions hit home at the same time.

Technically, you can roll a new initiative each turn. To speed things along, though, you might decide to simply have everyone roll one initiative for that particular combat session and then stick with it for the rest of the scene. The Storyteller must decide which option applies before the action starts. Don’t try to use both options within the same scene — it’ll get messy.

Although you declare your character’s action now(including stating that your character delays her action to see what someone else does), you wait until the attack stage to implement that action. At this time, you must also state if any multiple actions will be performed, if Disciplines will be activated, and/or if Willpower points will be spent. Characters declare in reverse order of initiative, thus giving faster characters the opportunity to react to slower characters’ actions.

Now, each player declares what his or her character is doing this turn. Characters with the highest initiatives act first, but their players declare their actions last so that they can anticipate and react to what the slower characters do. If you’re choosing to spend Rage this turn, this stage is the time to declare that you’re doing so.

From the highest initiative down, each player makes the necessary rolls to reflect the character  ctivities. As the dice decide the results, the players describe the dramatic effects.

Most attacks are made versus difficulty 6. This can be adjusted for situational modifiers (long range, cramped quarters), but the default attack roll is versus 6. If you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens: The weapon jams or explodes, the blade breaks, an ally is hit, and so on. Rolling at difficulty 2 needs an administrator or a race moderator's permission.

Aborting Actions
You can abandon your character’s declared action in favor of a defensive action as long as your character hasn’t acted in the turn. Actions that can take the place of a previously declared action include block, dodge, and parry. A successful Willpower roll versus difficulty 6 (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. When spending Willpower for an abort maneuver, a character may declare the Willpower expenditure at the time of the abort. A Willpower roll to abort is considered a reflexive action and therefore it is allowed to be used even if the player didn't declare Willpower expenditure in the first stage of the fight.

Changing Actions
Once you declare an action, that action is usually set. However, under drastic circumstances (a grenade tossed at a character’s feet, an ally in mortal danger, etc.), you may change your character’s declared activity. In such cases, add one to the difficulty of that new task, as your character reacts to meet the new challenge. You cannot abort to multiple actions.

STAGE THREE: Resolution
During this stage, you determine the damage inflicted by your character’s attack, and the Storyteller describes what occurs in the turn.

Normally, additional successes gained on a Trait roll simply mean that you do exceptionally well. In combat, each extra success you get on an attack roll equals an additional die you add automatically to your damage dice pool. This creates cinematic and often fatal combat.

All attacks have specific damage ratings, indicating the number of dice to roll for the attack’s damage (called the damage dice pool). Some damage dice pools are based on the attacker’s Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be bashing, lethal and aggravated.

Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target.

Combat turns typically last about three seconds IC time.

Characters can resist a certain degree of physical punishment; this is called soaking damage. Your character’s soak dice pool is equal to her Stamina. A normal human can soak only bashing damage (this reflects the body’s natural resilience to such attacks). Vampires and Werewolves are tougher, and can thus use soak dice against Lethal damage at difficulty 6 while as a house rule Humans can soak Lethal damage at difficulty 8. For Vampires, Aggravated damage may be soaked only with the Discipline of Fortitude while for Werewolves Aggravated damage can be soaked in any form except their breed form. Fortitude also adds to the defender’s soak rating (When activated) against bashing or lethal damage (so a character with Stamina 3 and Fortitude 2 has five soak dice against bashing and lethal damage, but only two soak dice against aggravated damage). Silver damage cannot be soaked in any form except the breed form, and metis Garou can’t soak it at all.

Armor adds to your character’s soak. The armor’s rating combines with your base soak for purposes of educing damage. Light armor offers a small amount of protection, but doesn’t greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.

Armor protects against bashing, lethal, and aggravated damage from teeth and claws; it does not protect against fire or sunlight.

Multiple Actions
If you declare multiple actions, declare the total number of actions you wish to attempt and determine which of the dice pools is the smallest. Then, divide that number of dice between all of your actions. If a character performs only defensive actions in a turn, use the appropriate block (Dexterity + Brawl), dodge (Dexterity + Athletics), or parry (Dexterity + Melee) system. Note that blocking, dodging and parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS and if you want your character to attack and defend in the same turn you need to split your dice pool.

Characters may choose to walk, jog, or run. If walking, a character moves at seven yards/ meters per turn. If jogging, a character moves at (12 + Dexterity) yards/meters per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards/meters per turn.

Flank or Rear Attacks
By attacking an opponent’s flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.

Reflexive Actions
These activities don’t cost you dice from your dice pool, and may be done more or less instantly. Defensive actions such as dodging, blocking or parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS.

Yielding: The character chooses to hold off until someone else acts first. If she had initiative, she can move at any other point within that turn. If the turn ends, she loses that action. If everyone yields, the action turn is over.
Soaking: Withstanding the damage from an attack. You are allowed to soak separately (At full dice pool) each successful hit struck on your character.
Spending Rage: Fera and Abominations can spend Rage at any point of the turn, within a few limitations.
Healing: Werewolves heal their injuries with terrifying speed. Regenerating damage when engaged in a stressful or physically intensive activity (like combat) is harder for a werewolf. The player must roll the Garou’s Stamina (difficulty 8) each turn. Vampires need to roll Stamina + Survival (difficulty 8) to heal reflexively by spending Blood Points.
Reverting to Breed Form: A Garou/Fera can revert instantly to his breed form. Homid Garou assume human form, lupus become wolves, and metis return to the frightening Crinos shape. Either way, no roll is required.
Reflexive Powers: Some Disciplines, Gifts, Rotes, etc. are considered reflexive supernatural powers.
Special Rolls: Humanity rolls, Frenzy rolls, Arete rolls (Note that rolling Arete for Magick isn't considered a reflexive action), etc.
Spending Blood Point: Spending Blood Points to increase attributes. (Vampires, Hybrids and some Fera)

In most cases, the only prerequisite for performing a reflexive action is that the character be conscious (or otherwise capable of choosing to take the action, in the case of dream sequences or other deviations from consciousness that still allow choice) in order to choose to do so. Unless otherwise specified, a character may perform any number of reflexive actions, and they don’t get in the way of anything else she may want to do in a turn.

Weapon Length
When a knife fighter faces off against a katana wielding backstreet samurai, the guy with the knife suffers a certain disadvantage. To reflect the inherent dangers of battling an opponent with a longer weapon, subtract one die from the attack dice pool of the character with the shorter weapon. Obviously, this rule applies only to hand-to-hand combatants. The dude who brings a knife to the proverbial gun fight has bigger concerns than a one-die penalty.

Reference books:
"Vampire: The Masquerade 20th Anniversary Edition" published by White Wolf
"Werewolf: The Apocalypse 20th Anniversary Edition" published by Onyx Path Publishing

Beginner Guides / 4a: Beginner's Guide: Vampires
« on: January 17, 2020, 10:42:36 PM »

Welcome to the Beginner's Guide to Vampires. This will serve as a very brief introductory to the race. If it peaks your interest, you can then apply for it. Note that this does not serve as a replacement for the books. You should probably still read those if you have the time. This covers only the basics, without diving too much into mechanics or the terminology. If there is something that you don't understand, feel welcome to ask on Discord. Additional resources such as WhiteWolf Wiki and The Gentleman's Guide to Vampires (Video format) can also be helpful to you.

A Vampire is an undead creature, resulting from a mutation or ‘curse’ at the time of death. This mutation is by no means accidental, read more under Creation. The defining traits of a Vampire is their enhanced endurance and lifeless “immortality”.
  • Clinically dead, they do not age from the moment of their death. Their skin instead pales further as their age increases. In that sense, Vampires can live forever.
  • Vampires do not breathe.
  • Vampires do not have a heartbeat.
  • Vampires do not gain any nourishment from beverages and food. Food cannot be digested by vampires and is thus vomited.
  • Vampires animate their bodies by expending blood each night.
  • Vampires are nocturnal creatures and have a natural aversion to sunlight. Those who can’t withstand direct sunlight will burst into flames after short contact.
  • Vampires secrete blood instead of any other bodily fluids.
  • Vampires are immune to most diseases, drugs and poisons.

The origins of vampirism are muddled history in the 21st century. Very few vampires live long enough to recall or trace their origins, and those who are old enough seldom surface to share such information. There are rumors, myths and legends in almost every culture, but few come as close to the truth as the Noddists. Contrary to popular shows like The Originals, TVD and movies such as Twilight, Dracula and other sources - the World of Darkness vampires trace their origins all the way back to Caine, son of Adam and Eve. The third mortal and the first murderer, who slew his brother Abel and was supposedly cursed to roam the earth forever. The false myths gave rise to popular beliefs that vampires are weakened by silver, garlic, running water and other fictive information. Though some Vampires are indeed vulnerable to some of the above, most of the information from other shows, books and so on is erroneous.

Spoiler for Optional Dive:
Vampires are usually portrayed as creatures that sustain their living by feeding on another life essence, be it human or animal, or any living organism that carries blood. There are many theories surrounding the existence of Vampires, The Book of Nod itself depicts Caine as being the very first damned, being exiled by the God and doomed to travel the roads of Nod, the eastern part of Eden. Within the walls of Nod, he met a heretical demon Lilith, who taught Caine the basics of vampire powers, after they both partake in the ritual, Caine was visited by the "Three Angels" who gave him a chance to forget the past and repent any misdemeanor he has committed. He refused each Angel, and in return each Angel has cursed him, the first curse being vulnerability to sunlight, fear and weakness to fire, and "the beast" that feeds on the essence of other beings. After he was cursed, he was visited by the last Angel, who gave him the only path of enlightenment, the path of Golconda, by the mercy of God. After all this, Caine becomes Awakened, and in return possesses all of the standard vampire disciplines. After becoming Awakened, Caine had studied and researched the Path of Blood, and because of it, he was able to break free of the blood bond between him and Lilith. Set free as he deems, he left Lilith to pursue other ideals.

After years of travel, Caine had stopped in a city that was named Ubar long ago, the king of the city, King Enoch, had stepped down as the King and let Caine rule the town instead, possibly out of fear of Caines power. After a while and a tragic accident, Caine had no interest of embracing any awakened, fearing that he will take more lives than he will save. However, Enoch, interested in Caines power, had requested the embrace, to which Caine had agreed on after endless bargaining and begging. After the embrace, Caine honored the very first embrace, and named the city after Enoch.

Time went on, Enoch continued to bargain with Caine, asking for more brothers and sisters to join their cause, Caine had accepted his plea, and thus followed off with yet another embrace, this time being Irad, the iconic symbol of power and might, he was put in charge of the military, ultimately standing as Caines second-in-arms.

Afterwards came an embrace out of pure love, Caine had embraced Zillah, who was the symbol of beauty. She was the very first childer to have been in a blood bond (similar to Lilith) with Caine.

Thus the Second Generation were born, who in return, sired thirteen Antediluvians (not named Antediluvian at that point).

The city soon became the powerhouse, it was the center of culture and knowledge, giving visitors and travelers alike everything they had needed, however, all of this had changed after the Deluge happened, a Deluge, in bible, was a flood that was simulated by God in order to wipe out the humanity, this had destroyed the city and left it in the ground.

That is why the Antediluvians are named as they are, because they survived the great Deluge, thus named Antediluvians. (Antediluvian meaning pre-flood). However, due to Caine's sudden disappearance, the childer were left to wonder the lands not knowing what to do, thus the remaining Antediluvians had killed the Second Generation. This is where Clan weaknesses come in play, Caine realized that the Antediluvians wiped out his childer, therefore cursing each and every Antediluvian with a curse that would initially transfer to the vampires they would embrace.

The Antediluvians grew in power over the millenia, and the great Clans sprung up from their offspring. Some are rumored to have survived to this day, waging a proxy war across the world. Their reasons and powers unknown, they represent a threat to most Kindred.

The Camarilla asserts that the Antediluvians are dead or never even existed, and actively persecutes those who publicly say otherwise. This is part propaganda part genuine belief on their half. Those Kindred who believe the Antediluvians are alive rarely have any real information regarding them and are prone to act rashly and with paranoia, such as by joining the Sabbat or a Gehenna cult. Furthermore, very few of the sect's members are over five centuries old and have thus missed the last period during which the Antediluvians were visibly active. As secular knowledge becomes prevalent, more and more Kindred view the story of Caine and the Antediluvians as creation myths, nothing more. 

Vampires are created through the Embrace; during the Embrace, a vampire drains a candidate of all their blood and replaces it with a small amount (generally a single drop) of their own. This causes the corpse to rise as a (very hungry) vampire, usually instantly. The vampire who initiates the Embrace is the Sire; the new vampire is the Sire's Childe. The vampiric blood must come directly from the source.
  • When a vampire is Embraced, their internal organs wither away, and almost all their body fluids are replaced by blood.
  • Vampires change considerably after the Embrace. As a result of these processes, the vampire is paler and generally thinner than they were before the Embrace.
  • Death Stasis: Apart from wounds, vampires are restored to their condition at the time of Embrace every time they rise up for the night. This physical condition eventually extends to their mindsets - old vampires find it very hard to learn new things.

Contrary to folklore and common beliefs, Vampires are not merely bloodthirsty killing machines, solely driven by their endless hunger and immortality. On the contrary, they are not too different from normal humans, generally speaking. Following an embrace, the Vampire retains most of the characteristics from their life. Their social skills don't go down the drain in a single night, nor their knowledge, skills and talents.

There are three things that particularly affect the vampire's behavior, and those are:
-The Beast.
-Degeneration and the Path of Enlightenement the Vampire pursues. (Read more...)
-Their Clan Curse/Weakness.

The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire’s Humanity (and in some cases the Paths of Enlightenment) and is responsible for many of the debased urges Cainites feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck. When subjected to specific stimuli such as hunger, fear, anger or other forms of strong emotion - your character risks frenzying. This results in a lapse in judgement and the unleashing of one's inner beast.
  • Fire and Sunlight, as well as other supernatural forms of fear can drive a vampire into Rotshcreck. Rotschreck will hysterically flee from whatever caused the discomfort. (Read more...)
  • When Hungry, the sight of blood can rouse a Vampire's Beast, forcing them to act upon their animalistic instincts.
  • When provoked, physically threatened or under perril - the Vampire might enter a state of Frenzy. Frenzy is when the Beast takes over the vampire's personality. (Read more...)
  • Aside from the Beast caged within each Vampire, there are behavioral changes that might tie to their clan weaknesses or curses. Though most visibly manifested in Clan Malkavian, these sudden changes are not limited to them.
  • You've recently died; probably in a very cruel fashion. As a vampire, you will retain most of your personality as a mortal, however keep in mind the changes brought about by death. Though you might still like poetry, music or fishing by the lakeside in moonlight, you need to figure out how death will fit into the mix.

Some may think that vampires feel no hunger and that they can live without food forever, but for them, blood is now their actual food and hydration, a vampire doesn't need anything else, just blood. A small portion of blood used everyday for even moving.

A vampire is deemed Hungry when their Blood Pool is reduced below 3.

Usually, a vampire that hasn't fed for some time will feel hungry and, might just go berserk, after a small sight of blood or a smell of it, that's rare and depends on how hungry he is, but once he's hungry, everything to him will look like a good bite, and all by all, you should always try finding a person to feed on once you're hungry ingame. Vampires can also satiate their thirst on animal blood and bloodpacks. They are not limited to the blood of humanoid creatures. Some Vampires feed exclusively on Werewolves or even other Vampires.

Hunger, could, by a chance take over the vampires body, and act only as a predator and not a semi-human like being, you could also talk different with others once you're hungry, probably even threaten them out of that hunger.

Vitae is the primal essence and energy of Vampires, and also, their source of immeasurable pleasure. The amount of Blood a vampire can absorb into his body, as well as the power he can drain from it in short notice, is determined by the vampire's generation. However, one thing is true to them all: their undead bodies use a little amount of Blood each and every night to animate itself - when the Blood becomes scarce, a vampire becomes more inhumane and more prone to Frenzy, giving way to their inner Beast. Vitae is not blood itself, but the vampire's body transsubstiantes ingested blood automatically into vitae.
Vitae is used for a variety of things:
  •    Blood is often required to fuel a Vampire's Discipline and other powers.
  •    Spending blood is the only way a vampire can heal wounds.
  •    A vampire can temporarily increase their Strength, Stamina (Endurance) or Dexterity (Speed) by expending blood. This ability is possessed by all Vampires and called a Blood Buff.
  •    A Vampire can feed their blood to an animal, mortal or other vampires. This results in a Blood Bond and/or a ghoulification process.
  •    Using blood, a vampire may will himself to appear more human for some time. Flushing their skin, emulating breathing and other superficial effects can be faked.
  •    Blood is spent automatically each night a vampire animates their body.

Discplines are a vampire's inherent powers. Proficiency in a powerful discipline often determines the victor in a battle, though not all of them are suited for battle. Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficience in a Discipline gives the vampire additional supernatural abilities of great strategic value.

There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines which are unique to particular clans or are practiced by bloodlines and Thin-Blooded vampires.

Training in each of the Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures and many more.

As an Initiation character, you will unlock three disciplines inherent to your own Clan, with one dot in each of them. The Disciplines your character can have depend on your clan, generation, and sometimes age. However, bear in mind you can learn Disciplines from other clans or players.

Click here for an extended list of all the Vampire powers.

Generations are an indicator of one's blood potency and potential. Generations increase with each Embrace, starting with the first generation vampire which is Caine. Think of it as a very elaborate, contorted and stretched out family tree. At the roots is Caine, followed by the murdered 2nd generation childer, and then the Antediluvians which formed the 13 Greater Clans. Each new vampire bears their Sire's generation +1. As such, if your Sire's blood potency was that of a 8th generation vampire, you would become 9th generation. If you are 13th generation, then it means your sire was 12th generation.

The lower your Generation, the stronger and purer your vampiric blood is. Low generation provides several benefits. Dominate cannot be used on vampires of a lower generation than the character, and some other Disciplines are weaker as well. The number of blood points a Cainite can spend a turn and the maximum size of their blood pool also increases as generation is lowered.

Luckily, you are not bound to your generation. By diablerizing (cannibalizing) a vampire of a greater potency, you can usurp their place on the family tree. You will thus become more powerful and gain greater blood potency.

The Kindred across the world are organized, often tied together by lineage, common goals and other associations. Irrespective of their age and clan, few Kindred choose to shun all organizations and become solitary 'hermits'. Kindred are social creatures by nature, and they can seldom relate to humans. Vampires are thus split into organizations of varying sizes.
     Clan: A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.

A Kindred’s clan is his lineage, the vampiric "family" into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.

Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity.

The 13 major clans:
Spoiler for Hiden:
From the Dark Medieval into the modern nights, the thirteen recognized clans are:

    Clan Assamite (aka Banu Haqim) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
    Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
    Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
    Clan Giovanni - an insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
    The Lasombra - proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say.
    Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
    The Followers of Set - venerate a chthonic god while seeking out the world’s secret places and protecting ancient artifacts.
    Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
    Clan Ravnos - nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in.
    Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
    Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
    Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
    Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.

There are also 'lesser' clans, namely Bloodlines. They represent offshoots of a Clan, with fewer members or less power. Though they have made their mark on history, neither of the Bloodlines can contend with the greater clans, and their members are scattered around the world in thin numbers or concentrated in very specific areas.

Coteries - The Camarilla term used to define a group of a few Kindred who band together under a common goal. Safety in numbers and common prosperity appeal to most neonates.

Packs - Mostly used by the Sabbat, it represents a few Vampires tied together by a bond called the Viniculum. Members of a pack usually share the same goals and often fight together, boasting good cooperation and an unrivaled yet sadistic brotherly bond.

A sect is an organization of vampires who agree in some way on a common goal. Perhaps not the means to achieve that goal. Often times one joins a sect for protection or because of ideological alignments. Such as one might join the Sabbat if they are considered heretical to the Camarilla. As the term goes, "The Enemy of my Enemy is my Friend."
The Camarilla: The largest organization of vampires in existence. Often made up of primary clans, whom have banded together the Camarilla is also the most strict organization. Their structure consists of a hierarchy in which all are not represented as even close to equal. Their laws are known as the Traditions, the enforcement of which are overseen by a Prince.
The Sabbat: The Sabbat is an end of the world cult, which is organized behind the ideal that Caine, the first vampire will return. The Sabbat is also known as the Sword of Caine, they firmly believe mortals are less than them and disregard the masquerade or veil in favor of the ideology that "Slaves shall Serve". They follow the Code of Milan which represents the ideologies of the clans bound within the Sabbat.
The Anarchs: "We might not know what we're for, but we know what we're against." Is the slogan of the Anarch of the modern nights. They want more freedom, they are against the grasp of the Camarilla, but not entirely, or maybe not at all. Change from within is the best kind of change! The Anarchs agree there needs to be a change, but most of them don't know what that change is, or how to achieve it. The Camarilla consider them a rebelling teenage child and therefore govern them as their own.
The Others: Across the world many lesser sects have sprung up. The Inconnu, The Tal'Mahe'Ra and a few others still struggle in the shadows. The lesser sects boast more secrecy and their clandestine goals are safely guarded.

The Traditions are the fundamental laws of Kindred society, presumably handed down by Caine himself. These were commonly adopted and set in stone by the Camarilla Sect, and are now enforced heavily on all Vampires, whether or not they reside in their domains. The Traditions is comprised of six laws, which outline the way vampiric society is meant to operate in the world.
  • First Tradition: The Masquerade
    Thou shall not reveal thy true nature to those not of the Blood.
    Doing such shall renounce thy claims of Blood.

    The Masquerade is arguably the most important Tradition. It stipulates that Kindred must not reveal themselves to Kine (humans/mortals). Whether accidentally or on purpose, violations of this rule are generally met with death if the fuck up is severe and hard to cover up. The Camarilla actively pursues such violations and make sure the secrets are well hidden, but this is getting harder and harder in the Final Nights.

    There are several things that can count as a violation, this list is brief and does not limit itself to:
    - Showing your fangs, claws, supernatural deformities and other vampirism features in public.
    - Using extraordinary speed, or flashy feats of strength. Displaying inhuman resilience and other physically impossible things.
    - Using supernatural abilities in public, save for subtle disciplines such as Dominate, Presence, etc. If you shapeshift into a bird and fly away from a few thugs, expect serious repercussions once the Camarilla finds out.
    - Regenerating your wounds in public.
    - Telling people that you are a Vampire, whether or not they believe you.

  • Second Tradition: The Domain
    Thy domain is thine own concern.
    All others owe thee respect while in it.
    None may challenge thy word while in thy domain.

    Mostly referring to the authority and edicts of a Prince, this rule stipulates that they are in charge and may dictate terms according to their wishes. This rule is not always enforced by the larger sect, and there have been known cases of staged Coup d'Etat or Camarilla themselves involving their lieutenants into domain affairs.

  • Third Tradition: The Progeny
    Thou shall only Sire another with the permission of thine Elder.
    If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.

    This rule simply means you cannot create other Vampires unless you're specifically given permission.

  • Fourth Tradition: The Accounting
    Those thou create are thine own children.
    Until thy Progeny shall be Released, thou shall command them in all things.
    Their sins are thine to endure.

    This rule stipulates that a Sire is responsible for their Childe (the vampire they created) until they learn the ropes and are capable of managing on their own. If you embrace a Vampire and they break the veil, you may be punished accordingly for neglecting to teach them properly.

  • Fifth Tradition: The Hospitality
    Honor one another's domain.
    When thou comest to a foreign city, thou shall present thyself to the one who ruleth there.
    Without the word of acceptance, thou art nothing.

    This is a very important rule, one you are expected to follow as well. It stipulates that as a newly arrived Vampire, you must present yourself to whoever is in charge of the domain and introduce yourself. This is often done in the Elysium or other vampire gatherings, but may also be handled privately. A proper form of introduction as dictated by etiquette must include your Clan, sire and prior origins. You may also be asked to define a goal for your visit.

  • Sixth Tradition: The Destruction
    Thou art forbidden to destroy another of thy kind.
    The right of destruction belongeth only to thine Elder.
    Only the Eldest among thee shall call the Blood Hunt.

    This law stipulates that Vampires are strictly forbidden from killing another vampire. There are obviously exceptions to this rule, and a blind eye is occasionally turned to some crimes of this order. In times of war, mistakes can happen. Generally, you would need a very serious reason to attack another vampire directly.

Before you dive into character creation and try to create a Vampire, you first ought to ascertain and understand what this roleplay implies. There are a few focuses for your character. As an initial applicant, you will be portraying a recently embraced fledgeling. As a beginner, your role will be to learn, adapt and grow.

Walking the Rope:
The first thing you'll need to do is learn how the local society operates. You will need to find the proper ways to find other Vampires and mingle with them. It is common knowledge that they delve in the Club Red of the Elysium. Common knowledge to the Camarilla and Sabbat, of course. The domain is run by a Brujah Elder called Isaac Wylcoff. As a fledgeling, you will need to learn how to follow the Traditions and what the elaborate rules of undead society demand of you.

Combining Forces:
Another thing you could focus on is finding other vampires of similar interests and allying yourself with them. Having grouped up, you can then undertake missions and such to bolster your resources or gain boons from the Camarilla elders. Together you can practice, share disciplines among each other and so on.

The Camarilla:
Having initiated yourself in the domain, you will then become a direct subsidiary of the sect, perhaps unwillingly so. As such, the option presents itself for you to struggle and rise through the ranks. Some of the roleplay you do may relate to finding the favor of elders and gaining their guidance and training, proving your worth to them and progressing through the ranks of your local Sect. Though the position of Seneschal is far fetched, there may be a role for you to play!

Power Struggle:

Another core aspect of vampire roleplay is the power struggle. As a Fledgeling, you are liable to mess up. Your weakness will end in punishment. There will also be others who constantly try to get at you. You will need to get stronger, whether in the number of allies, resources - or simply strong. Your character will embark on a journey to gain more powers and disciplines, and when they feel ready - perhaps even lower their Generation by canibalizing their seniors.

Below you will find the list of clans you can choose from without an elaborate application.

WhiteWolf Wikipedia


 Following feedback from the Staff team & players, as well as internal management debates - We have decided to take a more direct approach at counteracting toxicity. Now that's what this is all about..!


The VWH-RP Discord Server will henceforth be a safe space with 0 tolerance towards toxicity and/or harrasement. The annoying Censoring bot will be extended to cover a wider category of offensive slurs, which are now prohibited. Admins will operate on a warning-kick-ban principle. Minor and first offenses will receive a verbal warn. Religious, racial and other forms of attacks may yield an outright kick. Repeated offenses will result in a ban which will require a formal appeal.

The Midnight Pulse Community Discord will now have these restrictions, and you are more than welcome to go there if you wish to trash talk and discuss things without being inhibited by censoring and stringent rules. That server will also house channels for players with common interests in other games, such as GTA V/Apex/Moba games, and a few others.

The censoring bot may be removed after a month or two, once people outgrow the habit of coloring every third sentence with a slur of some kind.

The forum will maintain the same policies and enforcement. Warnings issued, replies removed, followed by very quick bans.

Game Server:
Offensive slurs will be prohibited in public OOC chats. Harrasement and other insults will retain the same policy but will be enforced more strictly. Though you won't get your race stripped for flaming someone, you will be penalized at the administrator's discretion:

-Warnings. Verbal and scripted.
-Admin jails.
-Monetary penalties. You may have cash despawned from your account as punishment.
-Bans. In very extreme cases, you may find your account suspended.

Keep in mind that that insults and slurs hurled at your friends in /b are now disallowed as well. While your friends may be comfortable with you calling them the n word, OOC chat is not the place. "Friendly" banter will be excused in private settings and in PMs, but you may not do so in public. You have been warned.

While we all understand that this is a R rated game designed for a mature audience, it isn't and shouldn't be an excuse for us to harbor toxicity. In the spirit of new beginnings, new year resolutions and so forth - let's be better and do better.

We're currently pushing for a new set of updates and application policy changes that will make the game more friendly towards newbies. Having the community catch up to those changes is something we look forward to.

Information / MOVED: Contribution Points
« on: December 28, 2019, 10:31:06 PM »
This topic has been moved to Storyteller's Den.
The topic will soon be edited, and the list will be removed alltogether.

For future reference, Contribution Points can be checked HERE

Applications for Contribution Points can be made [HERE]

Announcements / The Referral Program
« on: December 22, 2019, 02:28:36 PM »
The 2020 VWH Referral Program
Hello gents.

We're crossing into a new year, and it goes without saying that the playerbase has been diminishing and will likely continue to do so. There's no shame in admitting servers like VWH are a dying breed. SA-MP itself may very well be on the verge of collapse, what with the recent drama. What is a shame is letting it die without doing anything about it. Regardless of whether you're staff or a simple player, this community has been a cool hangout for years to many of us.

We as staff keep trying to push things here and there, making it easier for players to adjust and hosting roleplays when able - but it doesn't seem to be enough. To have players, you need roleplay - and to have roleplay, you need players. A playerbase that's interested in perpetually driving plot forward.

With the intent to increase our playerbase in mind, I introduce to you our Refferal Program.

The system is very simple and basic. You invite people, teach them the ropes and after they play for a given amount of time and become full-fledged players, you get a reward. There are no stringent requirements. An application will be submitted via PMs by the referred player once the requirements are met. This message may be forwarded to any of the Managers.
Code: (Example) [Select]
[color=maroon][size=12pt]Refferal Application[/size][/color]
[b]In-Game Name:[/b] Lutka_Niko
[b]Refferal's Name:[/b] Bob_Derl (Caine)
[b]Other:[/b] Bob is my classmate and he invited me two weeks ago to play. i rly like the serv and have been playing every since.

Quote from: Eligibility
  • The referred player must play for at least 30 non AFK hours. (/activity)
  • The referred player must display at least average roleplay skills and English profeciency.
  • The player must be introduced to the basics of the World of Darkness rolling system.

Rewards will be passed based on how many people you've invited. Certain milestones will award greater things. But honestly? Isn't your contribution to the server's well-being and the pride of seeing it grow rewarding enough  ??? ?

Jk. The rewards are as follows:

Tier 1
(1 to 4 referred players)
- $2,500 per invited player; $1,000 extra to your invited player.
- Referral role on Discord;
- 20 Contribution Points per invited player.

Tier 2
(5 to 9 referred players)
- $5,000 per invited player; $1,000 extra to your invited player.
- 25 Contribution Points per invited player.
- 1 Custom RP item with slightly altered stats. (I.e. Short sword that does 4/L instead of 2/L; armor with no penalty, etc)

Tier 3
(10 referred players)
- $5,000 per invited player; $1,000 extra to your invited player.
- 30 Contribution Points per invited player.
- 1 Custom Supernatural Relic.
- 1 Gold Donor Package

Guides & Tutorials / HOUSE RULES: General House Rules & Clarifications
« on: November 09, 2019, 08:02:50 PM »
These rules ovewrite the ingame /help menu as well as the books and take top priority. Additionally, you can check your race specific rules here:

  • Damage Nets: The successes for a damage roll carry over entirely. You don't need to substract one from the attack nets.

  • Tresholds: The maximum difficulty that may be rolled for any given action is 9. If the difficulty exceeds 10, tresholds from Mage: The Ascension apply for everyone and everything.
    Spoiler for Tresholds Mechanics:
    If the difficulty of a roll is higher than 10, the maximum is set to 9, but for each difficulty point above 10 you will lose 1 success on the roll. For example, casting a very complicated ritual in strenuous situations might call for a difficulty 13 roll. (13-9=4). This means that your roll is made at a difficulty of 9, with a treshold of 4. You will need to get a minimum of 5 successes for the ritual to be considered an abyssimal success. 6 successes will count as though you had 2, and so on.

  • Joint Lock: The second roll for Damage is rolled at Difficulty 6. Net successes do not carry over to the damage roll. You only roll Dexterity + Martial arts 6.

  • Martial Arts Styles: You can only choose moves partaining to either the Hard or Soft style. You cannot have Martial Arts above 3 dots and Dirty Fighting Maneuvers on the same character.

  • Specialities: Players are limited to three combat trait specialities. The change is not retroactive.

  • Advantages:
    Lucky Merit can be used 3 times per IC month.
    Fair Glabro Merit's cost has been raised from 2 to 5.
    Infertile Vitae Flaw's cost has been reduced from 5 to 1.
    Silence Merit's cost has been raised from 1 to 3.
    Crack Shot Merit's cost has been raised from 2 to 3. (For non-Changeling and non-Human characters, the cost is still doubled on top of that.)
    Deceptive Aura Merit's cost has been raised from 1 to 3 for Abomination characters. (Humanity rating is still taken in consideration for any character applying for this Merit.)
    Firearms License Merit's cost is 2 no matter what game line your character belongs to.
    Self-Confident may only be used three times per IC hour.

  • Turn-based powers: Powers that have Turns as the specified duration are treated as 1 turn = 10 IC minutes when outside of combat. When entering combat, substract 1 effective turn for every 10 minutes spent before initiative is rolled. 

  • Desperate Defense: You can perform Blocks, Parries and Dodges in your desperate defense mode.

  • Soaking: Humans, Hunters, Mages, etc can soak Stamina at a difficulty of 8 by default. Creatures with supernatural bodies such as Werewolves and Demons can soak lethal even in their breed/human forms, at the normal difficulty.

  • Grapples:Grapples will follow the custom system devised in May 2019 in MPRP.
    If the attacker grapples a victim successfully, they engage in a contest of raw Strength.
    The attacker adds his Maneuver Successes to a Strength (difficulty 6) roll against the defender, who also rolls Strength (difficulty 6).
    If the defender declared a deliberate action to break free, he may roll it: Strength + Brawl, normal difficulty. The successes are added against the grappler's Strength (difficulty 6 for both) roll.

    Multiple Celerity and Rage actions may be declared to break free, in each case you continue to roll until you break free.

    New (!) At the storyteller's discretion, certain people/creatures cannot be grappled at all. If the disparity in Strength between an attacker and a defender is greater than 7 dots, assume they cannot be held at all. The same applies to creatures with multiple limbs (i.e. Ananasi) or large predators (i.e. Rhinocerus).

    Clinches allow a target to be damaged in the second turn after being grappled. You are not able to immediately roll damage upon a successful clinch. Net successes do not carry over to the damage roll on clinches nor on Joint Lock.

    Breaking Free is not considered a defensive maneuver. It does not bypass the Initiative order, BUT you can roll Willpower 6 or cancel a pre-existent action in favor of breaking free. You can also use extra actions to do so, but again - they happen on the regular order.

    Letting go does not take an action, but follows the initiative order and must be declared accordingly.

  • Changing Targets: Changing targets in combat is only possible under dramatic circumstances or with the allowance of a storyteller. You can't change targets at will. If the criteria fits, you can roll Willpower (difficulty 6) to change your target. The subsequent attack is done at a +1 difficulty penalty.

    Circumstances that allow you to change targets imply something like: the target cannot be reached anymore (ward, teleportation, flight, etc),  or something obstructs your way to it. A grenade tossed at the feet at someone you're about to claw may prompt you to choose someone else and not get caught up in the crossfires.

  • Stuns: Humans, Changelings, Mages, Hunters, Ghouls, Numina Users and so on are stunned when the damage they receive in a single hit equals or exceeds their Stamina rating.
    Werewolves, Vampires, Fera, Demons (both forms) and other beings with innately supernatural bodies are stunned when the damage received in a single hit equals or exceeds their Stamina + 2 rating.

  • Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). This penalty applies if you declare actions against more than 1 character, or if more than 1 character declares actions against you. If you spin around the battlefield and attack 5 enemies in 1 turn, even if you use Celerity - you must add the penalty. In large but even group fights, provided there is mutual agreement - the penalties may be skipped. Counting moves in a clusterfuck is not a good idea.

  • Tasers: Electrical taser weapons inflict 5 bashing damage by default. This damage is static. It isn't rolled and nets do not increase the damage. The users soak normally. For each unsoaked level of damage they reduce their dicepool in subsequent turns by -2. If the soak roll fails, they are stunned for a turn, and receive the -2 dice penalty for 5 turns. If the Stamina roll botches, they are stunned for 5 turns or 5 minutes if combat is over. 

  • Touch Based Powers: Supernatural powers that require touch as a basis of activation (Lore of the Flesh, Thaumaturgy, etc) require only one action, but you make two rolls. One to touch (but never damage) the opponent, via Dexterity + Brawl/Martial Arts, and the power roll itself. Enemies can dodge normally.

  • Dodging Bullets: You can dodge bullets with a normal Dexterity + Dodge/Athletics roll at difficulty 9. This difficulty is static and can never be lowered by any means.

  • Ambush Mechanics: There are several powers that benefit a would be ambusher in certain situations. Though things like Obfuscate are meant to give a clear advantage against a defender, often in the form of an automatic ambush - that should not be the case. The same goes for sniper ambushes. Ranged ambushes are rolled with a Wits + Stealth dicepool instead of Dexterity.
    Spoiler for Elaboration:
    * Powers:
    Things such as Invisibility, Obfuscate and other powers will contribute by reducing the Stealth difficulty of the player (to a minimum of 3), or by adding extra dice.
    > Obfuscated players add their Discipline rating as extra dice when ambushing.
    > True Invisibility powers benefit the user in a reduction of the ambush difficulty by 3.
    > Powers like Blur of the Milky Way increase the Perception difficulty instead, and as such do not provide other bonuses.

    * Camouflage:
    Players using camouflaged suits in a forest environment, or black clothes at night - may benefit additionally from a reduction of stealth difficulty. Though this is normally added in the details of the item, if it isn't - assume that proper camouflage can grant the ambusher anywhere from 1 to 2 extra dice on the roll.

    * Ranged Ambushes:
    Any attack initiated from beyond 20 yards follows these mechanics.

    The roll for sniper ambushes is Wits + Stealth, rather than Dexterity + Stealth. It encompasses your ability to pick an inconspicuous spot, as opposed to maneuvering around your target's field of view in your approach or launching quick attacks.

    This is the complicated part. Ranged ambushes do not benefit from dexterity and sneakiness as much, but rather concealment in advance. There are three modifiers to pay attention to. Weather/camouflage/cover, distance and line of sight.

    > Every 100 yards of distance between the ambusher and the target results in a +1 difficulty of detection for the defender.
    > During the night, fog, or other severe conditions where visibility is lower - the defender suffers from a +1 or +2 difficulty of detection. Keep in mind that these conditions may impair the attacker as well.
    > If the target is not facing the hiding location of the sniper at the moment of attack, increase the difficulty by an additional +2. After all, how would you know you're about to be shot from behind unless you had danger sense?
    > Camouflage works the same as normal ambushes, by providing from 1 to 2 extra dice on the Stealth roll.
    > Taking Cover provides a benefit to the user in the form of a difficulty reduction on the Stealth roll. Half covers results in -1, where as taking a prone position gives the user -2.

    (Note that standing up from proned position may take an action.)

    Important: The ranged ambush roll is made at the time when you set your sights on the target and intend to fire, not after you've pre-charged your shot or aimed for several turns.
    Ranged ambushes do not benefit from extra dice on the attack roll, instead each success that you have over your opponent's is a turn in which you can hone in your aim.

    If the Sniper scored 4 successes on the W/S roll, and the defender scored 2 on the P/A roll, then the sniper enjoys 2 extra turns, just enough for him to use his Sniper scope to aim in and get a -2 difficulty on the main shot.

    Important Sidenote: Having been sniped, especially with a silencer - the defender may not automatically know where he was shot from. In cases where the initial ambush failed, the defender may roll a reflexive Perception Alertness roll, at difficulty -3 of the previous one given their alertness state. This is contested by the Wits + Stealth roll. If the defender fails to score more successes, then he does not know where he was shot from. The second roll may reach the difficulty of 2 to spot the ambusher. Loud guns are easier to trace, so reduce the difficulty by -4 overall.

    You can still run away and hope you escape their line of sight, but if you wish to take actions against the ambusher - a successful roll to detect them is required.

  • Danger Sense: The Danger Sense merit or effect requires a succesful Perception + Alertness roll.
    Spoiler for Elaboration:
    This roll is reflexive and can only be performed once. Willpower may not be spent on it.
    In case of ranged ambushes, this is done before the player is being aimed at.

    If the attacker is unaware the defender possesses the merit, their attack will be rolled back by a number of turns which allow the defender to prepare accordingly.

    Enhanced Senses do not lower the difficulty of this. Auspex offers a premonition system and at the storyteller's discretion may stack to offer extra dice. In such cases, add Auspex to your dicepool.

    The difficulty of the roll depends on the nature and closeness of the threat.
    • difficulty 5 - The attacker is within 5 yards and lunging at your character with a drawn weapon.
    • difficulty 6 - The attacker is within close proximity but has not yet shown any signs of aggressiveness.
    • difficulty 7 - The attacker is employing ranged attacks against your character. (I.E. thrown knives, guns)
    • difficulty 8 - The attacker is far away (100 yards or more) and employing a sniper.
    • difficulty 9 - The attacker is using magic, explosives or other subtle means of attack that may not be easily discovered.
    Note that the Storyteller may increase or lower the difficulty as they see fit.

    The effect of your Danger Sense is determined by the number of successes rolled.
    • Failure - The defender remains unaware of an impeding attack. Roll Ambush normally.
    • 1 successes - The defender is immediately alert, and may defend themselves. You don't need to beat the enemy's successes to be able to react. You also gain a general direction of where the impeding danger might originate. (South/North/East/West/Above/Below)
    • 2 successes - The defender is immediately alert and may act fully. This calls for an Initiative roll. You gain an accurate assesment of the threat's direction and distance.
    • 3 successes - The defender is made aware of the impeding threat and gains a free turn to act before it comes to pass.
    • 4 successes - The defender can now distinguish the general nature of the threat.
    • 5 successes - The defender gains two turns in which they can prepare to deal with the threat or find ways to avoid it alltogether.
    • 6 successes+ The defender reaches a higher state of alertness for the scene. They can no longer be ambushed and no threats will elude them. Each attempt counts as though they scored 5 successes. Additionally, each 2 successes after the fifth will add 1 turn in which they may prepare a response.

Guides & Tutorials / Joining active combat scenes, movement rates
« on: October 06, 2019, 07:33:51 PM »
 Some people have been neglecting the time rule or stretching it in their favor, in order to try and prevent or reduce such cases, I've made a chart and pulled some other resources that should allow you to accurately calculate the amount of time it would have taken you to arrive to a scene. This rule is explained in detail in the rulebooks, however some of it is relatively ambiguous and most of it is left to the storytellers. This guide was created to make up for the fact that we do not have an active storyteller.

 DISCLAIMER: This is not an official guide and the information within is not 100% accurate. The maps have a margin of error of less than 0,5%.

    Movement Rates:
 You can only move a certain distance in a turn, which is why you couldn't possibly join a fight if you recently left the Bank and made your way to the pier while your friend was actively fighting. As such, on arrival a time is determined for your travel speed, normally - in tabletop games this issue does not occur, thanks to downtime and active storytellers regulating movements among players. Given the absence of either, you have to use some common sense and realize that time moves equally for all parties, and while a scene might last 30 minutes, only a few turns may have passed - and you might be unable to join entirely.

 Your movement rate can be calculated based on speed* or is directly provided in the charts.

On foot:
  • Crippled: [1] yard/meter per turn
  • Mauled: [3] yard/meters per turn
  • Wounded: [7] You can only walk, if you move + perform actions you lose dice.
  • Walking: [7] yards or meters per turn;
  • Jogging: [12 + Dexterity] meters or yards per turn;
  • Running: [20 + (3xDexterity)] meters or yards per turn;

(A vampire with Dexterity 9 & Celerity 3 could run 56 meters per turn which is roughly 65km/h)

 Assume that unless your character is aware of the ongoing fight - you will move at a walking pace.

Vehicle Speeds:
 Vehicle speed can be used to determine how fast you reach your destination as well, but you need to keep in mind that it refers to the average size. Cars take time to start, accelerate - and you'll take time to take a turn, these decreases and increases leave some wiggle room as far as timing goes - you may want to consult with the other party or a storyteller.
 There are two average speeds calculated for vehicles, a "safe" speed - at which you are expected to move (Note that these are not related with the RC laws, but are the car's traits) and a 'maximum' speed, which you are not expected to reach unless you're in a high speed pursuit or deliberately heading to back someone up.

 As a rule of thumb, for every 10 miles an hour that your vehicle exceeds the safe limit, the difficulty to maneuver the car increases by 1. Taking a sharp turn at 120 miles an hour may not be the brightest idea if you're driving a Turismo... I'm looking at you, Mephisto.

Speed*: In order to calculate the distance you've traveled, check the tools section below.

    Angel Pine Map:
 I have created two maps of different scales, which you can use to determine long ranges. How this works is: Upon arriving at a scene, you open this map and look at where you first started - you calculate the distance which your character had to travel and the speed at which he did it, then based on that - you can calculate the rough amount of time it took you to get there.
Spoiler for Oudated PC maps:
Spoiler for Angel Pine:

Spoiler for AP County:

Use /distance.

Note: The "Red County" image can be opened in Google Photos by clicking it, doing so will allow you to access the High Quality (12mb) image, which can be used to zoom in and stuff.

 In case this information alone is not enough to let you figure out how to quickly put these tools to use, I've found some additional resources which you may find of use.

Spoiler for How to use:
This lovely asset will allow you to convert the mph vehicle rates into distance. How this works is: You input the safe or high speed, or an average in between at which your character drove the car towards the scene AND the distance traveled (which you can find out from the maps above), then you divide the amount of seconds you got as a result by three, in doing so you find out how many turns it took you to get there.

Spoiler for How to use:
"But Raven!" you say... "What do I do if it isn't a straight line!?" - Worry not, I have you covered in case you missed that math class. No need to feel sorry about it. You can use this calculator to input the width and height (also based on the chart) to receive the diagonal distance and get a more accurate distance from point A to B!

  • You can refer to the book for additional details. I used Mage: The Ascension 20th

    Examples of Play:

  • Lawrence Everett is at the Sheriff's Department Garage when he receives a backup call. He saddles up in a cruiser, driving to the Montgomerry dealership. His fellow cop is currently in an initiative based roleplay with the suspect. Although Lawrence arrives in 30 seconds, the others barely managed to finish the first turn. Upon arrival, Lawrence looks at the map, he finds that the distance between RCSD & Montgomerry is about 6+8 squares (x600;y800), he uses the diagonal tool to receive a distance(1000), which he inputs alongside his average speed(110mph) into the calculator. As a result, he gets ~18 seconds as a result, which he divides by 3 to get 6 turns. He may then add 1 to 5 turns to get in the vehicle and exit the garage, or road turn penalties. Lawrence arrives in 10 turns.

  • Alexander Parker is in the hotel lobby, he is contacted via Telepathy by Kristijan and told to head to the Fleischberg ASAP. Coincidentally, Selene Vitalis is also leaving the motel, although she is unaware of an ongoing fight. They both arrive at the same time OOCly, but the speed at which they moved varies. They look at the chart, and the distance is roughly 150-200 yards, depending on which route they take. Parker is all out running, while still mindful of the Masquerade - he only employs 5 dexterity, his movement per turn capacity being 35, while Selene only walks at 7 yards/turn. Parker will require 5-6 turns to arrive, while Selene will take over twenty.

Guides & Tutorials / Vehicular Accidents & how to Roleplay one.
« on: October 06, 2019, 07:33:26 PM »
 We're playing a SA-MP server, and as it is to be expected - people are impatient and drive like shit. Crashes happen, vehicles are destroyed, but more than often we slide over them and ignore the IC consequences that come with an accident. Nobody likes to roleplay alone, and that is fine - but IC is IC, and fun things can come out of roleplaying crashes. First of all, you'd need to try and understand the psychological effect that's tied to an accident. It usually comes as a surprise and can be a traumatic experience. I honestly don't expect people to portray actual attachment over an in-game car or their health when they can eat a sandwich and heal back up, but this challenging task may have its rewards if done properly.

    Vehicle Traits:
 Now, while you may not want to try and portray an adrenaline pumped character after each crash and the panic that might ensue after you hit someone, but mechanics are a must follow - and I'm here to break them down for you. These are very simple, and it doesn't take much to understand the damage you'd take once you grasp a few of these simple traits.

  • Durability - This is the vehicle's general sturdiness and the ability to sustain damage. Depending on how heavy the car's construct is - it may inflict and sustain more damage. This is also the vehicle's 'armor' rating, which serves up as a shield against projectiles or other damage inflicted, absorbing it. If the damage does not exceed the durability, it simply bounces off.
  • Structure - The amount of damage a car needs to sustain before it breaks. Think of it as the HP.
  • Speed - The vehicle's speed. It is broken down into two, safe and maximum. The safe speed is the average speed at which you could drive without breaking a sweat. The maximum one - naturally reflects your cap, you can't really reach it unless some circumstances are met.
  • Maneuverability - This expresses how well the car handles - and is also the cap for the dicepool which you can employ to drive the vehicle. You may be Caine with 10 dex & 5 drive, but a cab is a cab - you can't lose a Ferrari.
  • Mass - Depending on the vehicle's overall mass, the damage increases on impact and they receive a bonus to armor. A truck is heavier and sturdier than a sedan, and as such it does +3 damage and confers +3 protection to users.

    Crash Mechanics:
 When you crash into a car, a wall or a pedestrian - the following happens to:
  • Pedestrians receive damage equal to the successes rolled. The dicepool is the vehicle's Durability + 1 die for every 10 mph of the vehicle's speed.
  • The driver & other passengers/occupants receive the same amount of damage, minus the car's own durability.
  • [!] If you are wearing a /v sb(seat belt), you halve the total damage incurred in the crash.

 The damage incurred in a crash depends greatly on how bad you fucked up, and can be bashing or lethal. Did your car get pancaked against an oak tree or did you simply cut a road sign clean off? Use common sense and ask a storyteller if you're not sure about the outcome. The damage is usually bashing, but in extreme circumstances it can be lethal. A lot of people die in car crashes, careful yar. 

    Examples of Play:
  • Takeshi drives a Duneride rams Harvey's Faggio at an intersection. The Duneride has a Durability (6) and he drove at a speed of 50mph. Takeshi reduces the Faggio's durability (2), and rolls 9 dice of damage. Although Harvey soaks some of the damage, the Faggio itself took a large hit, and having a Structure rating of only 3, it breaks down. As far as Takeshi goes, the damage he receives is the opposite, Faggio's durability (2) + 50mph from the impact, that makes it a total of 8 bashing, which is reduced by (6) and only two dice are rolled. The damage is halved to 1, which he easily soaks. (Tru' story btw)

  • Mephisto is driving a Turismo out of Palomino Creek and towards Montgomerry. Upon reaching the curve, he doesn't hit the brakes in time and rams into the highway bridge at top speed. Having forgotten to put on his seatbelt, he rolls a total of 15 dice for his speed, his car immediately goes down to 250 HP as the damage incurred exceeded the Structure rating (4). While Mephisto's character is a Vampire and he can heal himself, his passenger is not so fortunate - and they take the full blow - dying in the aftermath unless taken to a hospital.

  • Yasuo "wyck" Sight is tasked to kill someone and make it look like a random hit and run. He is driving a Hummer, and decides to run Margaret as she exits the bank. He picks up some speed, exceeding his safe speed by 30 km and reaching a total speed of 120 mph at the moment of impact. Margaret detects the car and tries to dodge. The Hummer has a Maneuverability rating of 5, meaning Yasuo can only roll 5 dice to hit her at a difficulty of 9. Thanks to the employment of Willpower and an unfortunate roll on Margaret's side, she gets hit. Yasuo calculates the damage dicepool: Durability (5) + Speed (12) + Mass (3) then rolls. Margaret fails to soak and takes  11 health levels on resolve. She gets a few broken ribs and bleeds internally in the aftermath, dying at resolve. Yasuo is also subject to the damage on impact, however - he rolls 12 dice and thanks to the vehicle's sturdiness and the fact that he wore a seatbelt, only takes 2 bashing and escapes with a mild concussion.

Mage: The Ascension 20th, page 459-460

Beginner Guides / 3: Your Character Sheet [Abilities & Attributes]
« on: October 06, 2019, 07:32:16 PM »
The following guide is a thoroughful explanation to the attributes and abillities in your character sheet, what they do and what they represent.


Your characters have innate capabilities, weaknesses, limitations and strengths. Attributes gauge such potentials. With the simple 1 to 5 rating system, Attributes show not only how well a character performs in a given area, but elaborate on that character's potential compared to others. Most people have Attribute ratings from 1 (poor) to 3 (good), with a rare few holding 4 (exceptional) or 5 (world-class) capability. In rare instances, your character surpasses the limits of human potential, as well.

A character's Physical Attributes define how strong, agile and resilient she/he is. If you want to create an action-oriented character, you should take the Physical Attributes as your primary category. Such characters might include those who have military or police experienc, athletes or blue-collar workers. The character's history plus her/his focus on physical health help you decide how many points to assign to these Traits.

The points you assign to your character's Strength Attribute represent how much brute strength they have. Strength determines how much weight you can lift, carry or push. It directs how far you can jump. Furthermore, it expresses how hard you can hit another character or object, as well as how much damage you can do during hand-to-hand combat. When determining the damage your character inflicts with a hand-to-hand attack, you add your Strength score to your damage dice pool.

Spoiler for Hiden:
• Poor: Lift 40 Ibs.; you're a wuss.
• • Average: Lift 100 Ibs.; you're Joe Average.
• • • Good: Lift 250 Ibs.; you're a stud.
• • • • Exceptional: Lift 400 Ibs.; you're an Atlas bodybuilder.
• • • • • Outstanding: Lift 650 Ibs.; you're a freight train

The Dexterity Attribute measures a character's overall athleticism. It expresses a character's general physical prowess, including grace, speed, physical reflexes, hand-eye coordination and agility. Dancers, mechanics, artists, speed skaters, gymnasts, surgeons and good bartenders all have a high Dexterity.

Spoiler for Hiden:
• Poor: Clumsy; you trip on your own shadow.
• • Average: No klutz; you don't embarrass yourself often.
• • • Good: Smooth; you have athletic potential.
• • • • Exceptional: Graceful; you impress.
• • • • • Outstanding: Liquid; you inspire.

represents your character's ability to withstand physical stress. It is a measure other body's resilience, toughness and adaptability. It expresses how long your character can continue to exert herself and how much physical punishment character can take before suffering trauma.

Spoiler for Hiden:
• Poor: Wimp; you're tired after brushing your teeth.
• • Average: Couch potato; you can run a mile, if you have to.
• • • Good: In shape; you work out regularly.
• • • • Exceptional: Stalwart; you swim in Arctic conditions.
• • • • • Outstanding: Formidable; even torture can't break you.

In general, people (as well as supernaturals) are social creatures who need one another to survive. They have their politics in the chantries. Each character has Social Traits that represent how well he maneuvers in social situations. Representing a character's social graces and general attractiveness, these Traits express the character's ability to make an impression on other people.

A character's Charisma score shows how charming and likable they are. It represents ability to flirt, please, compliment and impress others. You may do so through a look or a conversation, though having the Charisma Trait doesn't necessarily grant the character a silver tongue. You may stumble over words, but do it in such a charming way that everyone forgives it and likes you all the more for the clumsiness at expressing herself. It also may indicate the ability to get along with people from all different walks of life. A charismatic individual doesn't necessarily get people to do what character wants through looks or force of personality; rather, causes people to like you and to want to help you.

Spoiler for Hiden:
• Poor: Socially inept; you offend others often.
• • Average: Acceptable; you don't turn people off.
• • • Good: Likeable; you make friends easily.
• • • • Exceptional: Congenial; you impress immediately.
• • • • • Outstanding: Irresistible; you can't lose.

This Trait has many nuances. It covers a character's ability to get others to bend to their whim, to spot when someone else is manipulating them and to hide their true motivations. In many ways, it also represents a character's honesty and frankness. On one hand, a character with a low Manipulation score will have more trouble getting others to see things their way or to do what they want them to do. On the other hand, the same character will probably seem more honest because they don't have the ability to hide their true feelings. They may want badly to bluff, but their poker face sucks. A character with a high Manipulation score, however, can use guilt, blackmail or cleverly chosen arguments to control someone without that person becoming aware of it. Doing so often involves dishonest methods. Manipulation is used to trick, bluff, fast -talk and railroad another character.

Spoiler for Hiden:
• Poor: Transparent; you have no poker face.
• • Average: Inconsistent; you fool some of the people, some of the time.
• • • Good: Guileful; you have a few good lines and methods.
• • • • Exceptional: Convincing; you play people and usually win.
• • • • • Outstanding: Conniving; you always get your way.

The Appearance Attribute represents your character's overall attractiveness. It includes their physical beauty, their grace and those indefinable qualities that make a person appealing. This Trait has little to do with verbal expression or social smoothness, but it defines the first impression the character makes, even before they have opened their mouth. Though we would like to deny it, a person's physical appearance affects how others treat
them. A beautiful character will not always get special considerations from everyone, of course. On the contrary, there may be some who abhor the beautiful people.

Spoiler for Hiden:
• Poor: Ugly; you need a paper bag to get a date.
• • Average: Unimpressive; you blend with the wall.
• • • Good: Attractive; you get second looks sometimes.
• • • • Exceptional: Beautiful; you could work as a model.
• • • • • Outstanding: Exquisite; you stop traffic.

The three Mental Attributes define your character's mind. The scores you choose for these Traits reveal your character's memory capacity, intelligence and alertness to details in her environment. If your character is a scientist, university professor, doctor, journalist, air-traffic controller, stand-up comedian or any oilier concept that requires quick mental acuity or high IQ, then you'll want to make the Mental Attributes your primary category.

The dots in a character's Intelligence Trait define what most people would classify as "smarts." This Attribute represents their facility for solving problems, remembering facts, evaluating situations, reasoning and making leaps of logic. It expresses their innate ability, though it doesn't necessarily mean that they had years of education. A person can have a powerfully logical or deductive mind and still be a store clerk who didn't finish high school. Other factors play into a character's career choice, though any character with a college education or an intellectually demanding position should have that ability reflected in their Intelligence score.

Spoiler for Hiden:
• Poor: Thick; you have trouble with child-proof lids (IQ 80).
• • Average: No dummy; you were a "C" student (IQ 100).
• • • Good: Smart; you do the hard crosswords for fun (IQ 120).
• • • • Exceptional: Brainy; your intellect leaves most others in the dust (IQ 140).
• • • • • Outstanding: Genius; you solve universal mysteries (IQ 160+).

This Trait expresses your character's ability to notice details in their environment. Sometimes, the character actively applies their perception, such as when they're searching for something specific. The majority of the time, however, it's an intuitive awareness that allows them to catch details via one of their five senses. Although they may see, taste, smell, feel or hear something that others would overlook, it doesn't mean that they have the experience or knowledge to identify that thing. A character's Perception score helps them find, spot or recognize things. This awareness includes spotting an ambush, noticing that lost keys are peeking out from behind the dresser, finding clues in piles of useless junk, hearing the hesitation in one's answer to your question and catching secretive glances exchanged by two people who are hiding something.

Spoiler for Hiden:
• Poor: Inattentive; you don't pay much attention to what happens around you.
• • Average: Heedless; you catch the gist of your surroundings.
• • • Good: Sensitive; you're aware of moods and textures.
• • • • Exceptional: Alert; you have a keen awareness of your surroundings.
• • • • • Outstanding: Intuitive; you sense things most others never would.

Your character's Wits score represents their ability to think quickly, to react with expedience to critical situations and to creatively find solutions to immediate problems. This Attribute Trait reveals a character's level of adaptability to changing circumstances and their cleverness in extracting herself from difficult situations. Unlike the Intelligence Trait, it expresses a more immediate and pressing mental acuity. It's not about how much you know or could know, but rather about how quickly your mind reacts to surprises, ambushes, cutting comments and the unexpected in general.

Spoiler for Hiden:
• Poor: Slow; you're an easy target.
• • Average: Paced; you figure things out eventually.
• • • Good: Snappy; you often have just the right response.
• • • • Exceptional: Sharp; you can handle almost anything.
• • • • • Outstanding: Instinctual; you don't even break a sweat in a gunfight.

Special traits

These are the special traits for all or certain races.

Conscience is a Trait that allows characters to evaluate their conduct with relation to what is "right" and "wrong." A character's moral judgment with Conscience stems from their attitude and outlook.

Spoiler for Hiden:
• Uncaring
 •• Normal
 ••• Ethical
 •••• Righteous
 ••••• Remorseful

Characters with high Self-Control rarely succumb to emotional urges, and are thus able to restrain their darker sides more readily than characters with low Self-Control.

Spoiler for Hiden:
• Unstable
 •• Normal
 ••• Temperate
 •••• Hardened
 ••••• Total self-mastery

Courage is the quality that allows characters to stand in the face of fear or daunting adversity. It is bravery, mettle and stoicism combined. Characters with high Courage meet their fears head-on, while characters of lesser Courage may flee in terror.

Spoiler for Hiden:
• Timid
 •• Normal
 ••• Bold
 •••• Resolute
 ••••• Heroic

The Willpower Trait measures confidence, drive and resolve. A character with a high Willpower rating is steady and self-assured; one with low Willpower has limited self-control and determination.

Spoiler for Hiden:
• Weak
• • Timid
• • • Unassertive
• • • • Diffident
• • • • • Certain
• • • • • • Confident
• • • • • • • Determined
• • • • • • • • Controlled
• • • • • • • • • Iron-willed
• • • • • • • • • • Unshakable

It is a moral code that allows living (or unliving) beings to retain their mortal sensibilities in the face of their transformation into parasitic monsters. Mortals also typically follow the Path of Humanity, though this is largely out of ignorance: They don't know they can be anything else. As such, this mechanical system for morality rarely comes into play for them. Certainly, some mortals - rapists, murderers and the like - have low Humanity scores.

Spoiler for Hiden:
• Horrific
 •• Bestial
 ••• Cold
 •••• Unfeeling
 ••••• Distant
 •••••• Removed
 ••••••• Normal
 •••••••• Caring
 ••••••••• Compassionate
 •••••••••• Saintly

Note: because some races do not have certain traits under same name, it doesn't mean they don't RP it. Example - humanity for mages is replaced with Resonance. Crafts are replaced by Engineering. Only werewolves have "Honour" trait, but it doesn't disallow any other race to be honourable or not having to be honourable in order to keep their humanity up, etcetera. Most traits/abillities are remade to fit into each race, but under new names.

Pages: [1]