Brent Wagner has joined the chronicle!
Administrative Bylaws (copy & paste into your browser)-
https://docs.google.com/document/d/1AqVGFfueR0qOjLXoLZKhD_KjyPLcyH9jxbr57Oj4y8Q/edit?hl=en_US
House Rules (copy & paste into your browser) -
https://docs.google.com/document/d/1ybGJPVA9mROCKiCWhxrV-RuMHyWtTugbUpk5idDLyYQ/edit?hl=en_US
Game Map (copy & paste into your browser) -
http://maps.google.com/maps/ms?msid=214153960142725300251.000490ca81e0b3a56cf86&msa=0
Masquerade Historical Timeline
All of these resouces can also be found HERE
AuxArcST@gmail.com - This is the email for the HST
AuxArcAST@gmail.com - This is the email for the AST
AuxArcInfluences@gmail.com - This is where all of your Influence Actions go.
AuxArcDowntimes@gmail.com - This is where all of your Downtime Reports go.
AuxArcArchive@gmail.com - This is the address that you should copy on ALL IN-CHARACTER EMAILS!!!
AuxArcRep@gmail.com - This is the address for the Player Representative
Brent Wagner has joined the chronicle!
Dave Johnson has joined the chronicle!
Justin Bailey has joined the chronicle!
Doug Ekrut has joined the chronicle!
Erin Miller has joined the chronicle!
Marian Koehler has joined the chronicle!
Sheryl Letteer has joined the chronicle!
Chad Hunter has joined the chronicle!
October 3rd, 2010
Just finished all of the Lores.
Information for each level of Lore will only be released to players whose characters possess the requisite levels of Lore.
Here is the current list...more to come:
Kindred
Lycanthrope
Spirit
Wraith
Anarch
Camarilla
Sabbat
Assamite
Brujah
Caitiff
Gangrel
Giovanni
Lasombra
Malkavian
Nosferatu
Ravnos
Setite
Toreador
Tremere
Tzimisce
Ventrue
Necromancy
Thaumaturgy
October 3rd, 2010
Attributes: 7/5/3 (Max 10 per category)
Abilities: 5
Disciplines: 1 (Must by Physical Discipline. Either Potence, or a Physical discipline possessed by the Regnant)
Backgrounds: 5
1 Willpower (Max of 10)
Virtues as normal
(May take up to 5 negs, 7 points of flaws, and receives 5 freebies. Note that taking a Derangement, or selling a Humanity give 2 points each...but that these points take the place of 2 negative traits. Max points gained from negs, flaws and freebies is 17.)
Human Blood Pool of 10 (unspendable)
Kindred Blood Pool of 5 (assuming their blood pool is full)
Discipline Access:
Domitor of 11th or weaker generation: Basic Disciplines
Domitor of eighth to 10th generation: Intermediate
Domitor of seventh or stronger generation: Advanced
Ghouls have access to the following Merits and Flaws: Ability Aptitude, Acute Sense, Ambidextrous, Bad Sight, Blind, Bruiser, Catlike Balance, Code of Honor, Coldly Logical, Common Sense, Concentration, Cursed, Daredevil, Dark Fate, Dark Secret, Deaf, Deathsight, Deformity, Disfigured, Eidetic Memory, Enchanting Voice, Friendly Face, Hard of Hearing, Huge Size, Lame, Lazy, Lucky, Magic Resistance, Medium, Mute, Natural Leader, Natural Linguist, One Eye, Oracular Ability, Sanctity, Short, Shy, Soft-Hearted, Speech Impediment, Spirit Mentor, & Time Sense.
These Merits and Flaws transition to the new character sheet if the Ghoul is ever Embraced during play.
In addition, Ghouls have access to the Merits and Flaws listed below. These do *not* transition and are lost without compensation if the Ghoul is ever Embraced during play:
Clan Weakness: (3 Trait Supernatural Flaw) Perhaps your domitor's blood is particularly potent, or maybe there's more darkness in your soul than you realized. At any rate, you have taken on the clan weakness of the vampire to whom you are blood bound. For example, Ventrue ghouls find they gain no benefits from the blood of any other clan, while Malkavian ghouls gain one Derangement which may never be lost so long as the bond remains in effect.
Damned Visage: (1 Trait Supernatural Merit) You have the uncanny ability to appear as one of the undead. Your skin is pale, your breathing is indiscernible, your hands are ice-cold, and your blinking appears practiced and unnatural. While you can't stop your heart from heating, you can spend a Blood Trait to slow your pulse to the point where it's not discernible. The only drawback to this Merit is the risk you run of fooling a Hunter so well that he might try to stake you. On the other hand, if somebody leaves you out to greet the sun, you can laugh all the way home.
Efficient Digestion: (3 Trait Supernatural Merit) You are able to go without vampire blood longer than most ghouls. In fact, you have experimented and found that you can go for two months without a drop of the good stuff. You also seem to benefit from the experience of feeding from your Regnant more than other ghouls do. Every two Blood Traits he gives you increases your Blood Pool by three (round fractions down).
Inefficient Digestion: (3 Trait Supernatural Flaw) You need twice as much blood as other ghouls; each Blood Trait Your Regnant grants you only counts for half. If she gives you four, you only receive two. Halves are rounded down, so gulping down one Blood Trait has no effect on you whatsoever.
Insomnia: (2 Trait Mental Flaw) Try as you might, much-needed sleep never comes to you. The best you can manage is a fitful hour of dozing or a catnap here or there. To reflect this, you start every event at full Traits. At the halfway point of the game, however, your current Mental, Physical and Social Trait ratings all decrease by one.
Ostentatious Toady: (3 Trait Psychological Flaw) You have thrived since your domitor first gave you her blood. The power she grants you is apparent in your unnatural strength, toughness and speed. The only problem (and you'd never admit it) is the fact that you know you would be nothing without the blood. Your domitor is the only thing that makes you truly alive. As a result, you constantly try to impress her, even if the attempt means risking your life, and must spend a Willpower Trait to avoid doing so whenever presented with a chance to do so.
Swept Away: (2 Trait Psychological Flaw) After you got over the initial shock of your domitor's true nature, you were enthralled by the romance and heartbreaking tragedy of vampirism. You are needed, loved, provided for - how wonderful! Your master may be cruel or abusive, but in the end it doesn't matter, as you have willfully blinded yourself to your domitor's true nature, and is thus two Traits down when his domitor attempts to coerce or Dominate you.
Twisted Upbringing: (1 Trait Supernatural Flaw) Your domitor has taught you all the wrong things about vampire society out of the goodness of her little black heart. Whether she told you that all the legends about garlic and running water are true or convinced you that she and all other vampires are extraterrestrials, the fact is that you bought it, lock, stock and barrel. These false ideas are bound to get you into trouble, and you will not believe any attempts to set you straight. Over time you can learn the truth and buy off this Flaw, but not until a Storyteller grants you permission.
Vitae Sink: (2 Trait Supernatural Flaw) You need your domitor's blood, and you need it often. It seems you can't go for longer than two weeks without it or you revert back to human state. If you have been a ghoul for over a century, this Flaw can be downright deadly.
Aware of False Love: (2 Trait Psychological Merit) Ghouls possessing this Merit are aware of the nature of the Blood Bond. They know that what they feel for their domitor is not natural, and are therefore more capable when dealing with their feelings. If you have this Merit, your domitor is two Traits down when attempting to coerce or Dominate you in any way.
Lifegiver: (5 Trait Supernatural Merit) Your life force is particularly strong and resilient to harm . Whenever you suffer non-aggravated damage, you heal it in half the required time. You automatically gain the Flaw Potent Blood, but gain no additional Free Traits for it.
Pale Aura: (2 Trait Supernatural Merit) Your aura is pale an indistinct, like a vampire’s, and lacks the vibrant colors of living mortals. Individuals capable of reading your aura automatically assume that you are a vampire (or that you’re just plain weird, if they aren’t familiar with vampiric auras) unless they succeed in an immediate Static Mental Challenge with a difficulty of 10 Traits.
Potent Blood: (3 Trait Supernatural Flaw) You blood is particularly nourishing and delicious to vampires. Each Trait of your blood is worth twice as many Blood Traits as a normal mortal’s, so a vampire who drinks one Trait of your blood gains two instead. You still suffer only one Health Level of damage per Blood Trait lost, however. Vampires have lots of nicknames for people like you, such as “Slurpee”, “Tasty Treat", or simply "Mine!".
Sorcerous Awareness: (4 Trait Supernatural Merit) You are automatically aware if a Discipline is used within 10 feet of you. Further, you can make a Mental Challenge (versus nine Traits) to determine the source of the Discipline use, and the exact Discipline used, should you have the Lore to justify the latter.
Sugar Daddy: (1 Trait Social Merit) A vampire is quite interested in you . Perhaps it's for the information you can provide him on your Regnant, or maybe he just likes your company .Whatever the reason, you've been pragmatic enough to keep channels to him open . If you need help, he may provide you with blood and a limited amount of other resources .The main idea behind this Merit is survival, pure and simple . After all,in the World of Darkness, nothing is a sure thing . Your secret friend isinsurance against your Regnant and other vampiric machinations .
Should a Ghoul be Embraced during play, it automatically gains 3 minus the number of Basic Disciplines it already possessed. Basic Disciplines belonging to her new Clan, as well as enough Willpower Traits to raise her to the minimum for her new Generation.