Post by Annabelle Devonshire on May 21, 2020 1:08:02 GMT -5
1. ) The age cap for Kindred is 1000 years of age. No exceptions.
2. ) You cannot Embrace/Sire someone without first asking their permission and both of you informing the Admin of the decision, for obvious reasons. Making someone a Ghoul is thought of in the same way.
3. ) Kindred of greater age are likely to be unaffected or affected to a lesser degree by the use of mental Disciplines from younger Kindred.
4. ) Fledgling Kindred (recently Embraced) start with three dots to distribute amongst their in-Clan Disciplines as they see fit.
5. ) Neonate Kindred (those younger than 100 years of age) are given a pool of dots to distribute amongst their Disciplines. Starting with three dots at their age during the Embrace, add an extra dot for every decade they have been undead. This will amount to Kindred of 100 years of age having 10 dots to distribute.
6. ) Ancilla Kindred (100+ years old but not old enough to be considered Elders) are given a pool of dots to distribute amongst their Disciplines. For every two decades that they have existed past the age of 100, add one extra dot to their total pool of dots. This will amount to Kindred of 200 years of age having 15 dots to distribute.
7. ) Elder Kindred (several centuries old) are given a pool of dots to distribute among their Disciplines. For every five decades they have existed past the age of 200, add one extra dot to their total pool of dots. This will amount to Kindred of 450 years of age having 20 dots to distribute.
Handlers can create characters of more advanced age, but doing so will not grant their character any more dots. Also, out-of-Clan Disciplines must be purchased within reason (eg: Common Disciplines such as Potence, Celerity, Fortitude, Presence and even Protean will be accepted. Uncommon or rare Disciplines such as Thaumaturgy, Obtenebration, Serpentis, etc, will not be).
8. ) Kindred can gain an extra dot to distribute however they wish in their Disciplines once every six months your character has been active on the board. Please consult the Admin/Moderators to inform them of the requested upgrade. If available, we ask that you roleplay out the advancement scene with another character.
9. ) Out-of-Clan Disciplines can be bought using the same process, but at double the cost. In other words, an out-of-Clan Discipline requires two dots to gain/advance compared to just the one dot required to advance an in-Clan Discipline.
10. ) All Disciplines advance in a linear fashion. That means no skipping over levels. In order to gain a Level-4 dot (for example) in any Discipline you must have the dots from Level-1 to Level-3 beforehand.
11. ) Please remember to include your character’s Path of Enlightenment. Most Camarilla, Anarch and some Independent Clans follow the Path of Humanity. Sabbat and a few Independent Clans (as well as a few rare Camarilla and Anarchs) reject Humanity in favour of a Path of Enlightenment. Please choose the Path of Enlightenment carefully.
12. ) Kindred with Thaumaturgy (or other kinds of blood magic such as Tzimisce Koldunic Sorcery or Setite Ahku, for example) please use the following formula to determine your sub-pool of dots in the different Paths of blood magic;
PP = BMD x AF
PP = Path Pool or number of dots to assign in your paths
BMD = Blood Magic Discipline. The number of dots you have in Thaumaturgy, Koldunic Sorcery, etc, in Powers
AF = Age Factor. A variable that correlates to the age of the vampire in question
AF Table
AF for a Neonate = 1
AF for an Ancilla = 2
AF for an Elder = 3
So, for example, a Tremere Ancilla with 4 dots in Thaumaturgy would be as follows;
BMD x AF = PP
4 x 2 = 8
So that is eight dots to be put in Paths, but not to exceed the rating in Thaumaturgy. So 2 Paths at four dots or one Path at four dots and two Paths at 2 dots.
Blood magics can be advanced in the same fashion as an in-Clan/out-of-Clan Discipline (depending on the character’s Clan)</li>
Although only optional, blood magic Rituals are determined using a similar system;
TR = BMD ÷ 2 x AF
TR = Total Rituals or the total number of Rituals allowed
BMD = Blood Magic Discipline. The number of dots you have in Thaumaturgy, Koldunic Sorcery, etc, in Powers
AF = Age Factor. A variable that correlates to the age of the vampire in question. See the Age Factor Table above
So, for example, the same Tremere Ancilla with 4 dots in Thaumaturgy would be as follows;
BMD ÷ 2 x AF = TR
4 ÷ 2 = 2 (x 2 = 4)
So that is four Rituals to be granted. Rituals advance in the same linear fashion as Disciplines (eg: a Level 4 Ritual requires Level 1 to Level 3 Rituals beforehand) and can be gained in the same fashion as an in-Clan/out-of-Clan Discipline (depending on the character’s Clan).</li>
13. ) Combination Disciplines can be accepted at both character creation and during play. Regardless of the case, however, Combination Disciplines cost two dots, either from your character’s total pool of dots or earned through being active on the board for the set length of time. If learned during play, characters wanting to learn Combination Disciplines will require a mentor to teach them.
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© Copyright White Wolf Publishing, Inc.
2. ) You cannot Embrace/Sire someone without first asking their permission and both of you informing the Admin of the decision, for obvious reasons. Making someone a Ghoul is thought of in the same way.
3. ) Kindred of greater age are likely to be unaffected or affected to a lesser degree by the use of mental Disciplines from younger Kindred.
4. ) Fledgling Kindred (recently Embraced) start with three dots to distribute amongst their in-Clan Disciplines as they see fit.
5. ) Neonate Kindred (those younger than 100 years of age) are given a pool of dots to distribute amongst their Disciplines. Starting with three dots at their age during the Embrace, add an extra dot for every decade they have been undead. This will amount to Kindred of 100 years of age having 10 dots to distribute.
6. ) Ancilla Kindred (100+ years old but not old enough to be considered Elders) are given a pool of dots to distribute amongst their Disciplines. For every two decades that they have existed past the age of 100, add one extra dot to their total pool of dots. This will amount to Kindred of 200 years of age having 15 dots to distribute.
7. ) Elder Kindred (several centuries old) are given a pool of dots to distribute among their Disciplines. For every five decades they have existed past the age of 200, add one extra dot to their total pool of dots. This will amount to Kindred of 450 years of age having 20 dots to distribute.
Handlers can create characters of more advanced age, but doing so will not grant their character any more dots. Also, out-of-Clan Disciplines must be purchased within reason (eg: Common Disciplines such as Potence, Celerity, Fortitude, Presence and even Protean will be accepted. Uncommon or rare Disciplines such as Thaumaturgy, Obtenebration, Serpentis, etc, will not be).
8. ) Kindred can gain an extra dot to distribute however they wish in their Disciplines once every six months your character has been active on the board. Please consult the Admin/Moderators to inform them of the requested upgrade. If available, we ask that you roleplay out the advancement scene with another character.
9. ) Out-of-Clan Disciplines can be bought using the same process, but at double the cost. In other words, an out-of-Clan Discipline requires two dots to gain/advance compared to just the one dot required to advance an in-Clan Discipline.
10. ) All Disciplines advance in a linear fashion. That means no skipping over levels. In order to gain a Level-4 dot (for example) in any Discipline you must have the dots from Level-1 to Level-3 beforehand.
11. ) Please remember to include your character’s Path of Enlightenment. Most Camarilla, Anarch and some Independent Clans follow the Path of Humanity. Sabbat and a few Independent Clans (as well as a few rare Camarilla and Anarchs) reject Humanity in favour of a Path of Enlightenment. Please choose the Path of Enlightenment carefully.
12. ) Kindred with Thaumaturgy (or other kinds of blood magic such as Tzimisce Koldunic Sorcery or Setite Ahku, for example) please use the following formula to determine your sub-pool of dots in the different Paths of blood magic;
PP = BMD x AF
PP = Path Pool or number of dots to assign in your paths
BMD = Blood Magic Discipline. The number of dots you have in Thaumaturgy, Koldunic Sorcery, etc, in Powers
AF = Age Factor. A variable that correlates to the age of the vampire in question
AF Table
AF for a Neonate = 1
AF for an Ancilla = 2
AF for an Elder = 3
So, for example, a Tremere Ancilla with 4 dots in Thaumaturgy would be as follows;
BMD x AF = PP
4 x 2 = 8
So that is eight dots to be put in Paths, but not to exceed the rating in Thaumaturgy. So 2 Paths at four dots or one Path at four dots and two Paths at 2 dots.
Blood magics can be advanced in the same fashion as an in-Clan/out-of-Clan Discipline (depending on the character’s Clan)</li>
Although only optional, blood magic Rituals are determined using a similar system;
TR = BMD ÷ 2 x AF
TR = Total Rituals or the total number of Rituals allowed
BMD = Blood Magic Discipline. The number of dots you have in Thaumaturgy, Koldunic Sorcery, etc, in Powers
AF = Age Factor. A variable that correlates to the age of the vampire in question. See the Age Factor Table above
So, for example, the same Tremere Ancilla with 4 dots in Thaumaturgy would be as follows;
BMD ÷ 2 x AF = TR
4 ÷ 2 = 2 (x 2 = 4)
So that is four Rituals to be granted. Rituals advance in the same linear fashion as Disciplines (eg: a Level 4 Ritual requires Level 1 to Level 3 Rituals beforehand) and can be gained in the same fashion as an in-Clan/out-of-Clan Discipline (depending on the character’s Clan).</li>
13. ) Combination Disciplines can be accepted at both character creation and during play. Regardless of the case, however, Combination Disciplines cost two dots, either from your character’s total pool of dots or earned through being active on the board for the set length of time. If learned during play, characters wanting to learn Combination Disciplines will require a mentor to teach them.
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© Copyright White Wolf Publishing, Inc.