OFFICIAL RESOURCES

TABLE OF CONTENTS
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Backgrounds
A Background is a special trait used in the Storyteller System used to represent elements of a character's history or backstory. They establish a character's social status, history, or special tools that don't fall under the sway of supernatural powers such as Disciplines, Gifts, Arcanoi, etc.
Like other traits, characters can purchase Backgrounds with experience points in the course of a chronicle, though some were restricted, either available only at character creation or through in-character actions. Several House Rules have been established for Backgrounds. Please see Backgrounds for further details. |
Clans
In Vampire: The Masquerade, the clans are the major vampire lineages that comprise vampiric society. Like all bloodlines, each clan has greater familiarity with a set of three Disciplines, a weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics. The clans are generally differentiated and set above bloodlines by their greater number and influence throughout the world, identification with an Antediluvian progenitor, a history that reputedly extends back to the Second City, and clan weaknesses that were said to be handed down by Caine himself. In the modern nights, there are thirteen recognized clans. However, our chronicle focuses on the Camarilla faction. Their recognized clans are as follows:
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Disciplines
In Vampire: The Masquerade, a Discipline is the term used for one of the supernatural powers of Cainites. The origin of the Disciplines is unknown, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines practiced by bloodlines and Thin-Blooded vampires.
Aside from their immortality, ability to heal, and ability to improve their physical capabilities through expenditure of vitae, the Disciplines are what grant Cainites their supernatural power and enable them to participate in the Jyhad. Training in each Discipline provides several related powers such as superhuman senses, shapeshifting abilities or influence over the minds of others. |
Lores & Cannon
Each sect has its own lore, as does the different clans. Each character is allowed, based on background, to have lore 1+ within their sect and clan at creation. Otherwise, you must earn these through game play and with the approval of the ST. For a complete collection of the recognized accumulated facts, traditions, or beliefs about particular Lores, Legends, and Occult topics recognized in our setting please see the Lores page.
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Merits & Flaws
Merits, as the name suggests, provide boons or advantages and can be purchased through freebie points or experience only. Classic examples of merits include Common Sense, Code of Honor, Eidetic Memory, Ambidextrous, True Love, Lucky, and the infamous Fast Learner.
Flaws obviously provide the opposite effect. Unlike merits, adding a flaw to a character allows you to gain freebie points equal to that flaw's rating; however, there is a limit of seven points that can be gained in this manner. Classic flaws include Phobia, Curse, Vengeance, Amnesia, Distinctive Appearance, Enemy, and a set of flaws which limited the amount of points that could be spent in each Ability. Inept limited the points one could take in Talents, Uneducated limited Knowledges, and Unskilled affected Skills. Detailed lists of Merits & Flaws may be located... General Merits & Flaws Mortal/Ghoul Only Merits & Flaws Kindred Only Merits & Flaws |
Willpower
Willpower Levels
A player may spend one of her character's Willpower points to have an automatic success on a single rolled action. ONLY one point of willpower may be used in a single turn, but the success is guaranteed and cannot be canceled, not even by a botch. Note: You -must- declare that you are spending a WP -before- you make an actual roll for an action; you cannot cancel a botch by spending a WP at the last minute. Also, keep in mind that the ST may declare that a WP may not be spent on a given action.
Not only can a character spend willpower, it can also be regained. The following situations are ways the character can earn back a point or more of willpower, though a character's willpower pool may never exceed her willpower rating. The only way to increase a willpower rating is through experience point spending. (And doing that will take a LOT of time and effort and convincing the ST's as increasing willpower is not easily done. Not impossible, but not easy). Most times a character's Willpower pool may be replenished whenever the character fulfills a goal or has an opportunity to restore her self-confidence. Ultimately, specific instances of WP restoration are solely the discretion of the ST.
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