Monday, October 24, 2011

The Nitty-Gritty Rules -

- before reality gets settled in. Which is to say, before we choose a city, before we choose a place to settle, how do we want characters to work? I think that! ideally I do not want everybody to be all "ooh, ooh, you can only play starter characters who are just learning about how things go," because I don't think that is everybody's cup of tea? And can kind of be a pain on an online site.

Urk. Here are the rules! I wrote and showed you before, too. They are just for 'beginning, but not BABY' characters and change/tweak-away!




Idealistic Crossover Site Rules
Cliath Werewolves
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 5
Gifts: 4 level one gifts
Rage/Gnosis/Willpower: According to book
Renown: starting level cliath renown - + .3 to be spent whereever.
FBs: 20
Restrictions?
No more than one four in an ability. You are playing a cliath garou. Maybe they are extraordinary. Most likely, they haven't had a chance to become extraordinary yet; it is even possible that they never will.
Players wishing to play a garou with purebreed higher than 2 must be aware there character will be scrutinized closely. 
Rage. Make sure it makes sense. No Rage for a Ragabash or Theurge will be approved at higher than four. No Rage for a Philodox, Galliard or Ahroun will be approved higher than six. Rage is angry and mean and having a lot of it interferes with your garou's ability to function. It's not just cool extra actions!
No willpower will be approved at higher than six.
No gnosis will be approved at higher than six.
Notes about Werewolf:
Werewolves need to hide because they're monstrosities that most human beings would be all about destroying, and that's not even beginning to touch on the supernatural agencies or agencies devoted to hunting down the supernatural who would also be all over werewolf hunting (at least once they found out that not all [Wendigo] Garou were like Jacob!). Please include a few lines about how your character manages to keep him or herself fed and how they've interacted with humanity in the past. Do they come from a sheltered Sept? Were they always aware that they were going to be garou and surrounded by those who told them so?
Notes about packs:
It's unusual for garou to be without pack. They don't like it. If you play a garou for a few months without falling into a pack, the NPCs will likely assign your character temporarily to either an NPC pack or a PC pack, just to try it out. Look at that as a way to gain more awesome points!
Notes about restricted character types:
You're welcome to try to slip pretty much anything past the approval process. Don't take that as a challenge, because the right is reserved to look at a character and say, Eh, no, that would be disruptive, that would be a limelight hog in a bad way, that would be a pain in the ass to admin over. Lupus should be rare. Red Talons should, perforce, be rare in a city. 

Initiate Mages
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 7
Arete: 2. You don't need to pay for this. It's automatic. 
Spheres: 5 + Tradition Specialty. (For Orphans, that's straight-up six spheres. No Tradition Specialty, No Penalty. Yet.)
FBs: 20.
Starting Willpower: 5. You can try for as high as 8! But it will be difficult to get by.
Restrictions?
No more than two fours in the abilities section to start. Mages are extraordinary people. But extraordinary stops being extraordinary if everybody is! Backgrounds higher than three will need sound reasoning behind them. You cannot play a Nephandi. You cannot play a Technocrat. You can, however, play a Mage who used to be a Technocrat, or who was almost a Nephandi! No Marauders allowed, either. If people want to get together OOC and bring in a cabal, or find that they've been playing enough that it would be cool if their group of characters found a Node, that's perfectly doable. Talk to staff, and we'll come up with something. Blah blah lots of banned backgrounds blah blah blah.
Notes about Mage:
The starting character is an initiate. You can play an apprentice if you really, really want to play an apprentice, and we can work out an NPC mentor, who you will need to buy the background for. But the starting character is an initiate. No more than four Mage characters will be approved who are ANTHROPOLOGY PROFESSORS, and those who play these characters will be expected to at least say hello ooc. They will also be WORK RIVALS, especially if they teach at the same college. An initiate doesn't necessarily have enough cachet to really have a reputation -- they're still babies. Still, if you'd like to include a 'what might be known' about your character or their mentor, that would be very nice.
Age XP. Ages 23-30: 15 XP. Ages 30-43. 20 XP. Ages 43-63. 30 XP. 63 and up. Ha. Let's be honest. You probably don't want to play an old character. Or, if you do, they are somehow magically immortal and you need to talk to an Admin anyway! So talk to someone in charge about your concept and we'll work out appropriate and yet not also unfair to everybody else's characters XP. 
Notes about the chantries:
You can see the chantry pages for these. If you want to say your character has an 'in' with one of the chantries, that's more than cool. Just don't abuse it.

Wilder Changelings
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 7
Arts: 4
Realms: 7
Glamour: 4, Willpower: 4, Banality: 3
FBs: 20
Age XP for Wilders
Because Changelings "live" for such a brief period, and they're technically immortal faerie souls who get stuck doing the whole Autumn Way thing again and again and again, their Age XP works a little differently. 10 points of XP for those who've been Chrysalized 3-4 years. 12 points of XP for those who've been Chrysalized for 4-5. 15 points of XP for those who've been Chrysalized 5-6. 18 points of XP for those who've been Chrysalized for 6-8. 20 points for those who've been Chrysalized for 8-10. 25 for those who've been Chrysalized for 10-15. For those who've been Chrysalized for longer, speak to an Admin about your concept and we'll see. These are the rules for starting out Wilders. 
Restrictions?
You may have no more two fours in an ability. You're technically immortal faerie souls, yeah, but you've got this annoying new body, and you don't really remember all your lives unless you take some sort of background, and basically: no more than two fours in an ability for wilders to start. Sorry, guys. Title is restricted at 3. That's right. 3. You may, theoretically, take 1-2 dots of Holding. If you're interested in this, talk to an Admin and we'll see what we can do and will suit your character concept. You may also, theoretically, get together with other players ooc and collectively purchase a fancier, niftier Holding, that you're all responsible for IC. Again, talk to an Admin. Chimerical Companion is Restricted at 3. Arts are restricted at 4. 
Kiths outside of the "main" kiths will be restricted. House Leanhaun characters will not be approved. House Balor characters will probably not be approved.

[Older] Neonate Vampires
Attributes: 7/5/4 (Not a typo)
Abilities: 14/10/6
Backgrounds: 7
Disciplines: 4
Virtues: 7
FBs: 20
Special Note! 
Depending on your clan, you may begin with an extra 'free' dot in an ability. i.e., you are going to play Rose the Gangrel. You want to have Animal Ken 3 and Survival 3. You realize that you can start out with a free dot in one of those abilities, so you only spend five points. Just note your free 'ability' in the notes area.

Brujah: Expression, Intimidation, Leadership
Gangrel: Animal Ken, Survival
Malkavian: Any
Nosferatu: Investigation, Streetwise, Security
Toreador: Performance, Expression or Etiquette
Tremere: Occult
Ventrue: Etiquette, Leadership, Subterfuge

1 comment:

  1. I like all of these as starting places, and agree that we should let people play other than starting characters as well. So maybe in the long run we should have rules for:

    Werewolf:
    Young cliath; experienced cliath; fostern; experienced fostern? No age XP here. Allow the creation rules to cover the strata.

    Kinfolk - let age XP take care of the differentiation?

    Mage:
    Initiate, Disciple - allowing age XP to account for any further differentiation?

    Changeling:
    Childling, Wilder, Grump, with age XP to provide some further boost?

    Vampire:
    Neonate, Ancilla, with age XP to further differentiate?

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