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== Character Creation == === Inappropriate Character Concepts and Traits === While there is certainly bigotry against real-life groups in the World of Darkness setting at-large, the narrator staff do not feel that it is appropriate for that to be a part of our setting. Characters who have an intolerance, bigotry, or hatred of any kind of real-life mortal social group (whether represented with flaw points or not) will not be approved. A character may (with narrator approval) have previously belonged to a group which is historically associated with bigotry (for example, the US Confederacy), but the character should not be a member of said group now, nor should they have that bigotry themselves. These concepts are generally discouraged. You may, at narrator team discretion (and with significantly good reason), have a character who had such an intolerance in the past (such as in a background story), however, your character may not enter play with such an intolerance. Character backgrounds should avoid incredibly sensitive topics such as sexual assault, child abuse, etc. There are more, and better, ways to create a story of tragedy and horror and those are preferred in our chronicle. The following character types are currently not sanctioned for PCs: * Characters under the age of 18 {{diff|del=years of age}} or appearing to be under 18 years of age * Kindred embraced prior to 1400 A.D. * Baali * {{diff|del=Non-independent Lhiannan}} * Forgotten Fera (Apis, Camazotz, Grondr, Hakken, Nagah) * Mockery Breeds (Anurana, Kerasi, Samsa, War Wolves, Yeren) * Archons, Alastors, Myrmidons, and other global-scope appointed positions * Leviathan Rokea * Domems * Tremere-Loyal Gargoyles * Other unsanctioned splats (Mummies, Mages, Kuei-Jin, Demon, Imbued, Shades, etc.) === Ties === Characters are encouraged to make in-character ties with their characters and with NPCs. These might include: * Social ties: Your characters know of each other’s reputation. * Friendly ties: Your characters are allies. * Relational ties: Your characters are related {{diff|del=either}} by mortal blood * Brood ties: Your characters share a sire, or are part of the same lineage/house. * Blood ties: One or more character is blood-bound to the other. * Romantic Ties: your characters are, or once were, in an active romantic or sexual relationship. * Antagonistic ties: Your characters are enemies on some level. * Mortal ties: One or more of your characters actively wants to kill the other. These ties must be approved by the narrator team and should be created before the new character enters play. However, there are some guidelines to this: * It is generally okay for new players to have a character tie with players they know who are in the game{{diff|del=, however this should be a Social or Friendly tie}}. * Players who are in an out-of-character relationship should be cautious with Romantic, Brood, and Blood ties, and communication with the Narrator Team is encouraged. * Players with multiple characters should aim for ties with characters played by different players. === Vampires === ==== Clan and Bloodline Costs ==== All clan rarity costs are 0. Additional bloodline merit costs remain unchanged. ==== Blood Potency (••) ==== Characters with 2 dots in Generation, Rank, or a similar potency-related stat may purchase skills at 1x cost, instead of 2x cost. ==== Hardy Island Kindred ==== Kindred may teach themselves the first 2 dots of Celerity, Potence and Fortitude, at out-of-clan cost, without a teacher. They may begin play with no more than {{diff|add=a total of}} 3 of such self-taught dots. ==== Starting with Out-of-Clan Common Disciplines ==== You may no longer start play with any dots of an out-of-clan discipline unless you possess the appropriate merits to allow it. ===Shifters=== {{diff|add=Shifters can learn gifts that belong to other tribes or fera, ''very rarely'', and with ST approval. Learning such gifts is difficult and will likely require a serious quest, time, and dedication to convince a spirit to allow you to learn it.}} === Powers === {{diff|del='''Protean - Shape of the Beast:''' Characters using Shape of the Beast can communicate with each characters with Animalism (or similar powers) as if they were animals. }} '''Thaumaturgy: Green Path - Sanguine Harvest:''' Activating this power does not require a test. '''Presence - Majesty:''' The effects of Majesty are line of sight. Characters within 10 steps of the user are still affected by Majesty even if they do not have line of sight. '''Obfuscate - Vanish From Mind’s Eye:''' You may not use Vanish from Mind’s Eye while grappled or Staked. '''Temporis - Clotho's Gift:''' Stamina focused characters gain an additional Simple action during the first Extra Round as a result of Split Second. ==== Transforming into animals==== {{diff|add=Characters using powers that allow them to transform into animals, such as shifter forms or ''Protean: Shape of the Beast'', can communicate with supernatural creatures who are transformed into similar creatures, within reason, e.g., a vampire in Wolf Form may communicate with a Garou in lupus form, but not a Ratkin in Rodens form.}} {{diff|add=Characters with powers that allow them to talk to animals, such as ''Animalism: Feral Whispers'' or the ''Gift: Tongue of the Wyld Court'' can communicate with each other using animal sounds, growls, chitters, etc., regardless of the form they are in, but cannot communicate mentally even if they have the appropriate focus. This appears very weird to outside observers. They may also communicate with supernatural creatures who are transformed into animals, e.g., a vampire in Wolf Form or a Garou in lupus form.}} ==== Merits and Flaws ==== {{diff|add=The maximum number of additional Merit points a character may take based on Graduations is capped at 3, to a maximum of 10 merit points.}} The following merits and flaws are not sanctioned for PCs: * Childlike * Method to the Madness * Infernal Power * Path of Evil Revelations * Loa’s Rebirth * Stuffed Shirt '''Death Becomes You (Ananke):''' Intentionally killing a stock NPC to benefit from this merit is considered “taking pleasure in the pain you inflict” and is therefore a level 4 sin. {{diff|add='''Dhampir''' is a general merit and is not restricted to Anarchs only.}} '''Iron Heart (Brujah):''' Iron Heart may be used when resisting any Technique that has Dominate or Presence as a prerequisite. '''Parley (Lasombra: Corsair):''' This merit may not be used to get favors or meetings with PC characters. Using this merit requires filing a downtime. '''Paragon:''' The 5-point retainer granted by this merit is not a vampire, but is an incredibly loyal ghoul. '''Sorcerous Dabbler:''' This merit is not restricted only to members of the Anarch Movement, and Anarchs who lose their Committed status who have this merit do not automatically leave play. {{diff|add='''Thaumaturgical Training''' and '''Necromantic Training''': These merits apply to Character Creation only—if they are taught in-character by another PC, this merit is not required. ''However, if your character is publicly discovered to have one of these and should not, there may be PC or NPC intervention.''}} '''Twice Bound to the Council (Tremere):''' is replaced with: : Somewhere along the way, you made a serious misstep and angered someone higher up in the Pyramid. You suffer the effects of having drunk the blood of your direct superior twice, and any higher ranking Tremere in your chain of command, even if you have not. ===== New Merits ===== '''Ghoul Before Embrace (3 point merit)''' Your time as a ghoul prior to your embrace gave you advantages over your fellows. Not all kindred who were ghouls prior to being Embraced have this merit, however. You automatically learn the first dot of Celerity or Potence, and may learn the first three dots of Celerity, Potence, and Fortitude as if they were in-clan disciplines. '''Shifter / Fey / Wraith / Kindred Companion (3 point Merit)''' You have a supernatural friend and ally. They, for some reason, are willing to help you. It is likely they will want something in return, however. Mage companions are not sanctioned for play. This NPC should have a sheet that is managed by the narrator team. In general, you will not have control over the expenditures or decisions of your supernatural ally. The supernatural companion’s powers should scale with the character accordingly. Other supernatural ally types may be allowed at narrator team discretion. '''Clan Friendship (1 point merit)''' This merit is meant to be purchased at character creation. You have a special relationship with another clan, and your reputation with them is very good. Members of that clan know of your reputation, and should treat you accordingly. However, if the reputation sours, you might lose this merit. '''Clan Adoption (3 point Merit)''' This merit is meant to be purchased at character creation. You have, with the permission of a powerful or influential member of a clan, been accepted into that clan. You are, for all social purposes, a member of that Clan. You are welcome at those clan gatherings and beholden to that Clan’s leaders. You similarly lose the social privileges of your former clan, but still suffer their clan weakness. '''Special Gift (1-5 point Merit)''' This merit is meant to be purchased at character creation. You have a special item you have acquired. How you acquired this item should be a part of your background story. The item may have special abilities or qualities. This item must be approved by the narrator team prior to play. '''Netrunner (3 point Merit)''' The future is now. You have spent a significant amount of time immersed in technology, making you a formidable force in the world of computers. As a result, you have effectively become a technomancer, but not through thaumaturgical means. You may purchase the first 4 dots of Thaumaturgy: Path of Technomancy at Out-of-Clan costs as if you had a teacher. You may not teach this discipline to others. This merit does not confer any of the telltale signs of Thaumaturgy, nor does it grant the ability to learn thaumaturgical rituals. To utilize these powers, you must either possess an electronic device specialized in Technomancy, or a 1-dot Cybernetic representing a netrunner deck. Different creatures fuel these abilities differently: Vampires spend blood, Garou spend gnosis, Changelings spend Glamour, Wraiths spend pathos, and all other supernatural types spend Willpower. '''Lead Head (2 point Merit)''' You are more accustomed than most Vampires to the application of cybernetics. The extra beast traits suffered from Cybernetics (See “Transhumanism” in the Cybernetics section) is reduced by 2. However, you are still restricted to a total of 9 dots of cybernetics. ===== New Flaws ===== '''Blood-Loyal (3 pt. Tremere Flaw)''' Your blood holds difficulties and inequities not found in the other Tremere. Because of these failings, you are easily made dependent on the blood of another. It takes only two draughts of another vampire’s blood for you to become blood bound instead of the normal three — the first drink counts as if you had taken two drinks. ===== Tremere Clan Weakness ===== The Tremere Clan Weakness is replaced with:<blockquote>Newly embraced Tremere are made to drink the blood of the Council of Seven in an arcane ritual. Consequently, you suffer the effects of having drunk the blood of your direct superior, and any higher ranking Tremere in your chain of command, even if you have not. Even if you disagree with your superior this effect persists and will continue until such a time that she is removed from your chain of command, whereupon, she will likely be replaced with another for whom you have the same level of devotion.</blockquote> ==== Backgrounds ==== ===== Cybernetics ===== This is a futuristic setting. Cybernetic mods are a thing of the now. Users of cybernetics can gain abilities and powers that make them superior to their fellow creatures. But cybernetics come with a cost. They detach the user from themselves, and make one slightly less than human. For humans and most supernaturals, getting a cyber implant is a matter of purchasing the gear and finding a person—whether a licensed doctor or a chop shop keeper— to do the surgery. Cybernetics are made to be one-size-fits-all to save on production costs; for this reason, cyber-harvesting is a growing trend in the underworld of cities everywhere. Vampires can also use cybernetics; however, the process of joining the immortal body of a vampire to a cybernetic implant is painful and difficult. Attaching a new cybernetic requires contacting a special supernatural group called the Upgraders. Mysterious and dangerous, the Upgraders are a cabal of what appear to be mortals, who specialize in implanting cybernetics on Vampires. The process is painful, and the vampire suffers one point of Aggravated Damage per dot of Cybernetics purchased, which cannot be healed for a full two weeks. Getting a cybernetic implant also requires one downtime per dot purchased, which may be reduced by 1 with a Computers or Science action. ====== Types of Cybernetics ====== Cybernetics, or Body Mods are a new Background which may be purchased at character creation or with XP during downtimes as any other background. All Cybernetic effects must be approved by the storyteller before purchase. Generally, body mods fall into several categories: * '''Cosmetic''' - Body mods which are related solely to your character’s appearance, and which offer no mechanical benefit, are perfectly acceptable. These are commonly used to excuse the way an avatar looks—ears and tails could very easily be cosmetic body modifications. These do not require any dots in Body Mods. A person with Computers could get one of these with a downtime, in the same way they might apply Stylish to an item. * '''Buffs''' - These mods provide some benefit in a challenge utilizing a particular skill or ability. A pair of cybernetic eyes might enhance Awareness, or a fully-reinforced skeleton could give a bonus to Physical. Mods that give retests are also considered Buffs. * '''Utility''' - These mods are made to perform a specific task. These mods usually work in specific circumstances to do a specific thing the character would not normally be able to do. Utility mods might include leg modifications that allow higher jumping, or a camera in the eyes that can take pictures on command. These mods may be able to mimic certain low-level effects of Disciplines * '''Supernatural''' - Supernaturally-enhanced Body Mods are very rare. But rumor has it that they are being researched... ====== Cyberhumanism ====== The cost of having cybernetics is high for vampires. While garou and mortals risk cyberpsychosis if they replace too much of themselves with the artificial, vampires in particular struggle with the dehumanizing impact of artificial additions. A vampire who has 3 or more dots in Cybernetics is treated as having additional beast traits equal to half their cybernetics dots, rounded down. To this end, the maximum cybernetics dots a Vampire on Humanity may have is 9, after which they suffer permanent frenzy. Furthermore: * Vampires on the Path of Feral Heart and Path of Harmony may not have a Path Rating above 3 while they have any dots in Cybernetics. * Vampires on Path of Metamorphosis or Path of power & the Inner Voice suffer one less beast trait from having dots in Cybernetics. ====== Example Cybernetics ====== All cybernetics purchases require narrator approval. The table below is a list of example cybernetic enhancements. {| class="wikitable" |- ! Level ! Example effects |- | | • Cosmetic effects with no mechanical benefit. |-style="text-align:center;" | • | style="text-align:left;" | • Provide a +2 bonus on a {{diff|add=specific type of}} mundane skill check {{diff|add=such as picking locks}}<br />• Provide a +1 bonus on {{diff|rep=all mundane skill checks using a skill such as using ''drive'' to elude a pursuer}}<br />• Perform a mundane, non-combat task in reduced time<br />• Provide a +1 bonus to initiative or defense<br /> |-style="text-align:center;" | •• | style="text-align:left;" | • Provide a +1 bonus on {{diff|rep=a skill, such as ''firearms''}}<br />• Provide a free retest on a specific kind of task once per scene<br />• Provide an extra Wounded Health Level<br />• Acts as a weapon that cannot be disarmed (arm guns/swords)<br /> |-style="text-align:center;" | ••• | style="text-align:left;" | • Provide a +1 bonus on an Attribute<br />• Imitate the effects of some 1-point merits<br /> |-style="text-align:center;" | •••• | style="text-align:left;" | • Imitate a first or second level supernatural power |-style="text-align:center;" | ••••• | style="text-align:left;" | • Imitate the effects of some 2-point merits |} All cybernetics require Storyteller approval and not all cybernetics (particularly ones which imitate powers and merits) will be approved. ===== Generation and Status ===== The term "Neonate" is often used informally to refer to new vampires. However, in order to avoid confusion, the terms "Neonate", "Ancilla", and "Elder" should not be used to refer to a vampire's generation (i.e., being of the "Elder Generation"). Instead, referring to oneself by numerical generation or being "far-removed from Caine" or "Close to Caine", etc., is socially acceptable. ===== Generation Reference Table ===== {| class="wikitable" !Generation background !Character's generation !BP required to awaken from Torpor |- |and ''Thin Blooded'' |15 |12 |- |• and ''Thin Blooded'' |14 |11 |- |• and ''Lesser Generation (2)'' |13 |10 |- |• and ''Lesser Generation (1)'' |12 |9 |- |• |11 |8 |- |•• and ''Lesser Generation (1)'' |10 |7 |- |•• |9 |6 |- |••• |8 |5 |- |•••• |7 |4 |- |••••• |6 |3 |} === Base Sheet Characters === {{diff|add=With narrator approval, a new player who is familiar with ''Vampire: The Masquerade'' may choose to bring in a character to socialize, without a sheet. These character are assumed to have 9 health levels, and all rolls are treated as a chance roll.}}
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