Vampire The Requiem Character Creator
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This book is laid out into three "essays", each written by a different author. The ground these essays cover is familiar, and it is intended to be. Essentially, each chapter covers a different set of rules from the Vampire: the Requiem core rulebook (character creation, vitae and other mechanics, and the psychology of a Vampire's unlife respectively). The intent is to give the mechanics of the games more emotional depth for a player to work with. If you are going to really play a vampire, how can you start to identify with one?
This section is probably the most practically useful. It covers each step of character creation, but where the core rulebook covers the "what" of the character's attributes, this chapter digs into the "Why". Why does this character have Social Attributes over Physical? Why does she have a higher Blood Potency than normal? Why did this group of vampires get thrown together?
The first step will be the most simplistic, but it may have its effect on you. Take a moment at thispoint and consider whether you can handle the setting. Vampire theMasquerade is not an escape into a better life, its the opposite inall forms, hence the name World of Darkness. It is not a heroic hackand slash table top, roleplaying game or videogame. We want to keeptrue to the World of Darkness, this means that the game is aboutpersonal horror, about struggling with your own humanity, and theconstant fight between vampire and the beast. The World in thissetting is a brutal, dark place, there will be blood, gore, violence,sex, and slaughtering of innocence. Your character will mostdefinitely find his/her world of darkness, and may even be the onewho is being tormented, or perhaps, slaughtered. Can you handle therisk that comes with living in the World of Darkness?
Demeanor: This is the personality yourcharacter presents to the world. More often than not, Nature andDemeanor are different, especially given the deviousness of thevampire mind. See Archetypes.
Now comes the part of charactergeneration during which the vampire truly becomes unique. Advantagesare Traits that make the vampire/ mortal a contender in the hierarchyof the night. Advantages are not prioritized; a set number of dotsare allocated to each category. Although this number is fixed,additional Advantage dots may be purchased with freebie points.
When vampires are Embraced, their sirespass on to them certain blood-based mystical powers, known asDisciplines. Each character begins with three dots of Disciplines,which may be allocated as the player chooses. For example, she mayspend all three dots on one Discipline or spend a dot each on threeDisciplines. Disciplines purchased with Advantage dots must be fromthe three Clan Disciplines all Clans possess.
If the creator of the campaign (usually the StoryTeller/Gamemaster) has a Pro Roll20-account, they should have access to the "Vampire The Masquerade 5th Edition Dice Mechanics" API script. In this case we highly recommend you pester them to ensure you can use it and check the check box at the top of each character sheet (just below the tabs). This will unlock a number of different features including banners, re-rolls and custom dice displayed that will make you gaming experience a lot more streamlined. It will also mean there are less manual steps for each roll. Unfortunately this functionality can not be ported to Inline rolling.
... Conscience is what prevents a vampire from succumbing to the Beast, by defining the Beast's urges as unacceptable... Conscience determines whether or not a character loses Humanity by committing acts that do not uphold her moral code.
A character's blood pool measures how much vitae the vampire has in his system. The blood pool comprises a number of individual blood points... The maximum number of blood points a vampire may ingest is dictated by his Generation, as is the number of blood points he may spend in a single turn. A vampire with zero blood points in his system is ravenously hungry and likely in the throes of frenzy.
The first section covers basic character creation and sneaks in a good bit of backstory on vampires in the WoD. It also provides insight valuable to a fist-time storyteller to help set the tone for the adventure and to create a fitting atmosphere. The second section, Into The Void, is the introduction to the adventure. It includes the set-up for the scenario, and offers a selection of the major players in the events about to transpire. 2b1af7f3a8